Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:00
It has felt like the tenor
0:02
of that, like, general commentary
0:04
we got from people has
0:06
shifted, where it went from,
0:08
like, shouldn't she be using
0:10
your talents for something more,
0:12
something more, largely I've gotten,
0:14
but in the last couple years,
0:16
people just being like, man, I
0:18
wish I was doing something enjoyable
0:20
that other people enjoyed. Hey
0:24
everybody, welcome to episode 509 of
0:26
Coffee with Butterscotch, the game-deaf comedy
0:28
podcast of Butterscotch shenanigans. I'm Seth
0:30
and I'm the games programmer. I'm
0:32
Madam the slip slinger. I'm Sam
0:34
and I'm the out-of-the-artiste. And this
0:36
is a show where we talk
0:39
about life, business, and working in
0:41
the games industry. Today's February 28th,
0:43
2020 vibes. Before we get started,
0:45
we have a warning that's going
0:47
to be profanity. in this show.
0:49
And we'd also like to thank
0:51
our recurring supporters over at money
0:54
grab.bscotch.net. Thank you so much for your
0:56
monthly donations to help keep this podcast
0:58
going. So we are right in the
1:00
thick of the Crash Lands 2 beta.
1:03
It has gone quite well. We see
1:05
the playtime just creeping up and up.
1:07
It's been pretty interesting to watch. So
1:09
maybe we want to kind of talk
1:11
a little bit about what we're seeing,
1:14
how it's. how it's been. Yeah so
1:16
the last podcast episode we were on
1:18
day like starting day four right so
1:20
we're now at around day 11 and
1:22
we had a handful of the kind
1:25
of front-order people who were just pouring
1:27
all their time into it managed to
1:29
beat it which is good because a
1:31
big thing when we talk about was
1:33
like needing to get some just some
1:35
eyeballs and people passing through the you
1:37
know the end of the game content
1:39
to make sure that whatever weird paths
1:41
people were taken that that would work
1:43
and it all seems to be hidden.
1:45
really really well. So that's been really
1:47
exciting. And then what we're seeing now
1:49
is, you know, people who are putting
1:51
in more of like your real totally
1:53
more standard, like, you know, slightly busier person
1:55
right now gaming time, which is like, you
1:57
know, a couple hours to day wherever else.
2:00
still just been plonked away. And so one
2:02
of the biggest things that we started
2:04
questions to was, was our own, our own,
2:06
one of our own, like the KPIs,
2:08
right? Uh, is, is this idea of median?
2:10
Well, it's actually, it's not our KPI.
2:12
It's, it's true. Yeah.
2:16
So it's not a mobile KPI by
2:18
any stretch, but it's, uh, but it
2:20
is like one of Steam's primary ones
2:22
that they service to you. Is this
2:24
idea of median play time, not average,
2:26
but median. And there's this interesting chart
2:29
on the back of Steam. If you're
2:31
on your partner, Steamworks account, where you
2:33
can see, uh, essentially like player fall
2:35
off by, not by like days, which
2:37
is how you think about immobile daily
2:39
retention, but by hours of playtime. So
2:41
how many people made it past 10
2:43
minutes? How many people made it past
2:46
one hour, two hours, five hours, whatever,
2:48
right? And Steam doesn't provide you basically
2:50
any comparative information with other games, except
2:52
on that one hour mark, uh, it
2:54
will, it has a little like, uh,
2:56
sort of byline that tells you if
2:58
you're average compared to other games on
3:00
Steam, like the whole catalog, if you're
3:03
above average, below, well, above, well, below,
3:05
et cetera. So one of our major
3:07
kind of planning points, when we were
3:09
putting the sequel together, it was like,
3:11
okay, we're, we're looking at the chart
3:13
for something like crash lands around that
3:15
one hour mark. It's already down to
3:17
about 70 % of players are still around,
3:20
right? This, this is why we look
3:22
at medians because like most people who
3:24
boot up any game will not make
3:26
it past the first little bit of
3:28
the game. Yeah. Right. And there's that,
3:30
you know, first couple of hours or
3:32
whatever. Yeah. And there's a joke in
3:34
games that like basically nobody finishes games,
3:37
right? Which is true. Um, it's just
3:39
sort of statistically, right? Uh, it doesn't
3:41
mean you don't, that you don't want
3:43
as a dev that you, there's no
3:45
value in finishing a game or making
3:47
the ending awesome, right? But there's, every
3:49
so often you do see some of
3:51
those like, uh, I don't know, some
3:54
of the NBA types be like, why
3:56
do we even need to bother with
3:58
polishing the end of this? Cause 10
4:00
out of the every 100 people are
4:02
going to reach or whatever. Yeah. What
4:04
they don't realize is like, what if
4:06
we, what if we cut the game
4:08
in half? So it's half as long.
4:11
Well, people will still only make it.
4:13
halfway through. Because that's just what happened. This is what happened. So what we're
4:15
looking for then with with crash lanes versus crashings too is is trying to
4:17
bump especially those early basically the first hour first two hour numbers up considerably
4:19
and at least from what we've seen from the beta and again all the
4:21
caveats we've talked about all the caveats a billion times but you know it
4:23
is a it is a small group it is a time pressurized group which
4:25
is both like a pro and a con there's all these things that make
4:27
it pros and cons so it's kind of Again, who knows what it means
4:30
exactly, but we are seeing that
4:32
that median, median playtime is considerably
4:34
higher already than the crashings, which
4:36
is great, like by a wide
4:38
margin. And then that percentage of
4:40
people who are getting across that
4:42
one hour mark is also way higher,
4:45
like 22% higher than it was for
4:47
the original game, which is again, very
4:49
good. So all those numbers are the
4:51
sort of thing we're like. you know
4:53
it's still not the market right so
4:56
it's still not actually it's not paying
4:58
players with an unlimited amount of time
5:00
who opted into playing the game yeah
5:02
who got it through stebe who maybe
5:04
didn't even know about crash lands you
5:07
know exactly there's like it's asterisks all
5:09
the way down but I think in
5:11
this movie we've been talking about internally
5:13
as you know we every couple days one
5:15
of us of some of us will look
5:17
at some of the numbers and be like
5:19
what does it mean right And I think
5:21
for me personally a lot of it has
5:23
been like it's it's a sort of thing
5:26
where I get my hopes get up quite
5:28
a bit where I'm like I think this
5:30
is going to do well like I think
5:32
it's going to do really well but then
5:34
just because I know again the caveats I
5:36
understand how the markets is anything how how
5:38
like you can you can make something that's
5:40
really good and still new you know some
5:42
people play it like then it becomes this
5:44
sort of I feel like I vastly between
5:46
very being very confident and being very confident
5:48
and being very confident. Well, and like, it's
5:50
also very easy to obsess about, you know,
5:52
you'll look, you'll look at the people who
5:54
put in like 50-60 hours or something, right?
5:56
And like, okay, like, it's working for them,
5:58
right? Yep. No, no question. there don't need
6:00
to really dig into that right and
6:02
then you go down to the other
6:05
end of the chart and you'll see
6:07
somebody who has like six minutes yeah
6:09
what the hell right and you're like
6:11
what what is that because you could
6:13
kind of come with a laundry list
6:15
of things where you're like maybe it
6:17
was a device problem like maybe they
6:19
booted up and just ran like shit
6:21
or maybe it crashed maybe they just
6:23
installed it and then realized they didn't
6:25
have time to play because something happened
6:27
you know like you can come with
6:29
a lot of reasons and none of
6:31
them are particularly Obvious or in your
6:33
control, maybe, necessarily? They're not the data.
6:36
It's usually the problem. Yeah, they're not
6:38
the data. So if you don't know
6:40
them. Yeah, like, and that's just guessing.
6:42
Yeah, the way that I think about
6:44
these things is, I mean, the first
6:46
is just a fundamental truth, which is
6:48
that you can't know until you launch
6:50
your game. how it's going to be
6:52
received, right? But leading up to a
6:54
launch, what we're trying to do all
6:56
the time is look for signals that
6:58
give us confidence in a statistical sense
7:00
one way or the other, but like,
7:02
oh no, something is going awry or
7:04
oh, this is looking promising, right? But
7:07
none of those tell us what's going
7:09
to happen. They're just sort of signals,
7:11
right? And so I think I always
7:13
kind of break things apart into positive
7:15
versus negative signals. And the question you're
7:17
always asking is just, is this consistent
7:19
consistent with. some hypothesis, right? So hypothesis
7:21
being the game's not working and we've
7:23
got fundamental problems and it's not, it
7:25
just can't possibly work, right? We have
7:27
direct evidence against that. Nobody plays a
7:29
game for 50 hours that is bad,
7:31
right? And that's just not a thing.
7:33
And certainly not a good time, they
7:35
just would say that and then they
7:38
would stop with people. It actually maybe
7:40
even in particular people who were biased
7:42
towards. one in the game in the
7:44
first place, which is what our tester
7:46
pool is, because they love the original,
7:48
right? So if the sequel was significantly
7:50
worse than the original, we would. They'd
7:52
be pretty pissed off about it. We
7:54
would hear about it and we would
7:56
see it. And that's not happening, right?
7:58
So that's really like, we have a
8:00
nice strong signal that like the worst
8:02
case scenario is definitely not happening. Definitely.
8:04
We have given the biases at the
8:07
pool, we have given the comment, and
8:09
so we have the comment of those
8:11
biases, which is basically people who like
8:13
crash lands one. What our data shows
8:15
right now is that people who like
8:17
crash ends one, like crash ones too,
8:19
a lot. A lot. Not all of
8:21
them, right? Because there's like, you know,
8:23
there's going to be like the one
8:25
or two. people who were like, no,
8:27
I wish it was closer to the
8:29
original, right? Which we've heard, right? Yeah,
8:31
but statistically, but the majority, the wide
8:33
majority of them, right. Yeah, because again,
8:35
you can't please everybody, a game for
8:38
everyone, it's a game for no one,
8:40
right? So, yeah. And so, so we
8:42
know that that's true. And we have,
8:44
basically, the bottom sort of 25% of
8:46
our test or pool, kind of hasn't
8:48
really made any additional, any additional testing
8:50
since they like basically booted out to
8:52
game once or twice, right. But we
8:54
don't know why. Because what we haven't
8:56
heard is those players coming in and
8:58
saying, oh, I hated this and here's
9:00
why, right? Correct. That's basically this kind
9:02
of silent population of people. And it
9:04
was just generally disengaged. Yeah, just disengaged
9:06
people, right? And so if what we
9:09
were hearing was people who have played
9:11
the game for a short period of
9:13
time and then told us and like
9:15
complained about it loudly, we would know
9:17
that there are people who hate this
9:19
game and we would know why. Right.
9:21
The silent version of that has a
9:23
lot more possible explanations, including people don't
9:25
like it and aren't communicative, right? But
9:27
that's going to be a subset of
9:29
the reasons of the people aren't playing
9:31
it. So what we're left with is
9:33
like pretty weak negative signals and very
9:35
strong positive signals. None of these tells
9:37
us what's going to happen at launch,
9:40
but all of them are consistent with
9:42
what we would need to see and
9:44
what we would see if the game
9:46
was good for... original Crashins players and
9:48
was a good overall experience, right? The
9:50
part that's really missing fundamentally is how
9:52
how will it be perceived by people
9:54
who are not Crashlands one fans. We
9:56
just don't have that information in any
9:58
way, shape, or form. And we can't
10:00
get it. There's just no way to
10:02
get it, right? So that's that population
10:04
of like, well, at launch, we want
10:06
to recapture Crashins, one players, definitely. And
10:09
there's a lot of them. So all
10:11
the signals that we're getting are good
10:13
and leaning towards that being a success.
10:15
And then we also want to have
10:17
a much wider market and bring in
10:19
new people. And that, who the fuck
10:21
knows? Who knows? Who knows if that
10:23
can happen? The test is launched basically
10:25
for that, right? Yeah. We like to
10:27
use Valve as an example because remember
10:29
they released that card game artifact, oh
10:31
well. Press probably got a decade ago
10:33
by now. Yeah. But there was a
10:35
lot of interesting chatter about that because
10:37
it's like, okay, valve releases good games,
10:40
right? Like we're talking half-life, we're talking
10:42
portal, we're talking to team fortress, we're
10:44
talking left for dead, right? And so,
10:46
and also they have data about all
10:48
the games. Oh, they have more data
10:50
than anybody. And so if you could
10:52
use data. to then sort of reverse
10:54
engineer like what the market is interested
10:56
in and what kind of game to
10:58
make, they would be the ones who
11:00
have the financial resources, they have everything,
11:02
everything, right? Then they released this artifact
11:04
game and kind of it did. Nobody
11:06
gave a shit, right? And so if,
11:08
if Valve can't reliably release hits, then
11:11
nobody can, right? You just don't know
11:13
what's going to happen. Well, I think
11:15
that's the big thing is that is
11:17
that leading up to launch, there are
11:19
negative signals that you can see. Definitely.
11:21
You can see a lack of press
11:23
attention. So it's like one of the
11:25
things we had trouble with with level
11:27
head. We was just getting people to,
11:29
you know. either review it or do
11:31
anything. Do anything with this. And then
11:33
we talk about the nail whiff thing,
11:35
right? Like that doesn't actually correlate to
11:37
the quality of the game. Like the
11:39
game might be doing a really good
11:42
job at what it set out to
11:44
do. It's just a question of do
11:46
people give a shit. Yeah. And making
11:48
the games for a living, the goal
11:50
isn't actually to make a good game.
11:52
It's to make a game that sells
11:54
successfully, right? Yes. And normally we think
11:56
of the form. a big requirement for
11:58
the latter, right? So we make a
12:00
good game that we, so that it
12:02
will sell well, right? But the ultimate
12:04
goal is actually selling it successful. Yeah.
12:06
We think of good as a necessary
12:08
but not sufficient condition for the game
12:10
to succeed. And in some cases, like,
12:13
I think if you're looking at a
12:15
game that did super well, and you're
12:17
like, yeah, but it's a terrible game.
12:19
Again, that's, the game is a lot
12:21
of lifting is the problem, right, because
12:23
it's like. what exactly about it appeals
12:25
to people. You have, you have, you
12:27
have, you can have such different, you
12:29
look like Stard Valley versus like call
12:31
of duty. They're both games, but like,
12:33
it's not like a pizza, right, or
12:35
it's like. Well, and different people are
12:37
gonna, are gonna, are gonna feel better
12:39
or worse about each of those games,
12:42
right? Like, like you could have somebody
12:44
who's really into call of duty and
12:46
they'd be like, play call of duty.
12:48
That game sucks. So what is a
12:50
terrible game is very subjective, right? Because
12:52
a lot of times people just use
12:54
their preferences to determine. When they say
12:56
a game sucks, what they really mean
12:58
is I wouldn't like to play that
13:00
game. Not that the game is inherently
13:02
bad at what it was doing, right?
13:04
So there's a lot of... They often
13:06
do mean that, but it's because they
13:08
can't tell the difference between their opinion
13:10
and objective reality. But it's like we're
13:13
seeing all the signals that we would
13:15
hope to see. And one of the
13:17
questions we asked internally, because we're just
13:19
looking at this data, but we don't
13:21
have, it's not like we have this
13:23
data for every game that's launched on
13:25
steam, right? Like, oh, they ran up
13:27
with 100 people, what did their graphs
13:29
look like, right? What did their graphs
13:31
look like, right? We don't have, what
13:33
did their graphs look like, right? What
13:35
did their graphs look like? question of
13:37
like what would, how would this look
13:39
if it were going better and how
13:41
would it look if it were going
13:44
poorly, right? And then you try to
13:46
like thread that and it's one of
13:48
those things where or at least so
13:50
far as I can tell, largely for
13:52
the data we've gotten so far, we
13:54
can't, I can't figure out a realistic
13:56
way that it would look better, if
13:58
that makes sense? Like, is it, is
14:00
it, like, theoretically, we just don't know
14:02
what. better could look like. Because like,
14:04
it's like theoretically, it could be the
14:06
case that a game was so good
14:08
that even people who didn't have time
14:10
somehow down their whole lives and maybe
14:12
this is like, yeah, it doesn't mean
14:15
that like every day has eight hours
14:17
of playtime from every single person in
14:19
your beta group. And it's like, yeah,
14:21
that's exactly. It's like, is that the
14:23
things that look better are. It's hard
14:25
to, well it's impossible to decide like
14:27
which of those are realistic versus unrealistic
14:29
and so on and on. There's a
14:31
slight scale here, right? Yeah, it's a
14:33
huge range. Yeah, and that's where it
14:35
becomes tricky because we're like, it looks
14:37
good. Yeah, but I know what. I
14:39
even think about how like, right? Like
14:41
whenever a new wow season starts, there's
14:43
this huge distribution in my wow rating
14:46
guild of how people approach it. So
14:48
like there'll be probably like maybe 10
14:50
percent. to 15% of the people will
14:52
literally take a week off of work
14:54
and just play for 14 hours a
14:56
day for the whole first week. Other
14:58
people like myself have no real change
15:00
in playtime. I still work normal hours.
15:02
I would play in the evenings, maybe
15:04
play a little bit more on the
15:06
weekends than I normally would. And then
15:08
there's other people who play very casually
15:10
where they play maybe like a couple
15:12
hours a week. Right. And for them,
15:15
they're like, yeah, new season, but like,
15:17
it's fun. I'm just vibing, right? And
15:19
they still just play a couple hours
15:21
a week. And all those groups of
15:23
people are enjoying the game and playing
15:25
it as much as they can or
15:27
want to, right? But what you end
15:29
up with is this huge difference in
15:31
playtime, right? So kind of what we're
15:33
seeing in, but again, like, you can't,
15:35
it doesn't mean. It doesn't mean that
15:37
the like if that if the playtime
15:39
goes up or down a little bit
15:41
in like different parts of the curve
15:43
you can't really tell why that. that's
15:46
happening or what it means. And so
15:48
one thing that's kind of interesting about
15:50
the playtime curve that we're seeing with
15:52
the beta is that in the first
15:54
week, it looked like an exponential curve,
15:56
where like the people towards the top
15:58
end were so much farther ahead than
16:00
people in the middle. So yeah, it
16:02
was like kind of like flat at
16:04
the bottom end, you know, and then
16:06
it was like, it just kept going
16:08
faster and faster and faster. Yeah. And
16:10
so we were looking at that and
16:12
we're like, what that probably means is,
16:14
again, just like the wow people, right?
16:17
Like the people who took a week
16:19
off and just played for 12 hours
16:21
a day, in that first week, they're
16:23
like, they got like 70 hours in,
16:25
right? And then like the people playing
16:27
casually had like two. But then the
16:29
people who took a week off, they're
16:31
burned out now. They're so, they got
16:33
to sleep, like they're just so fucking
16:35
tired, right? And then after that kind
16:37
of initial rush, their play time falls
16:39
off a cliff. Yeah, it drops by
16:41
more than half, right? Which is like,
16:43
there isn't that there was like, we
16:45
are, which is expected for the genre,
16:48
right? It's not like, like, the hope
16:50
is that someone plays through the whole
16:52
like, you know, 40, 60 hour experience,
16:54
but it's not like a repeat game
16:56
that you're gonna play, that you're just
16:58
gonna play for like six hours a
17:00
day every day. You know what I
17:02
mean? Like, it's, we know that. It's
17:04
not a hobby game. Yeah. Yeah. And
17:06
so, so, so what you're kind of
17:08
seeing is like, so what you're kind
17:10
of seeing is like, like, like, like,
17:12
like, like, like, like, like, like, like,
17:14
like, like, like, like, like, like, like,
17:16
like, like, like, like, like, like, like,
17:19
what you're kind of seeing, like, like,
17:21
like, like, like, like, like, like, like,
17:23
like, like, like, like, like an insane
17:25
amount of time in the first week,
17:27
got to the end of the game
17:29
or whatever, or they're like, okay, I've
17:31
done enough because it's beta, and now
17:33
I want to like wait until launch
17:35
to go like do more things, you
17:37
know? And so the people who really
17:39
went all in, their playtime kind of
17:41
is like, is like slowly trickling down,
17:43
and then other people who are playing
17:45
more consistently, they're like slowly catching up.
17:48
line just like a like a y
17:50
equals x kind of thing yeah yeah
17:52
because like the people in the middle
17:54
are just like they're all playing the
17:56
same amount every day and they're just
17:58
yeah so again like it's all good
18:00
signals meaning like yeah people are just
18:02
playing the game how they They want
18:04
to play it. If they're really into
18:06
it, they can just go nuts and
18:08
just kind of know life it for
18:10
a while. Other people are playing it
18:12
more casually and they can kind of
18:14
spend an hour or two a day
18:16
and have a great time. And they
18:19
just keep coming back. And so again,
18:21
all good signals, all strong signals. Does
18:23
it mean anything for lunch? We'll find
18:25
out. Yeah. And so otherwise, we are
18:27
starting to prepare for marketing. Because I
18:29
think what is it. Six weeks, five
18:31
weeks, something like that. It's coming in.
18:33
April 10 away. So it's coming, April
18:35
10th. So there's a lot of stuff
18:37
that needs to happen. Yeah, the game
18:39
has to be done enough basically, just
18:41
basically when this podcast episode goes live,
18:43
that we can start handing out keys
18:45
to press. Because the other thing about
18:47
like, oh, we talk a lot about
18:50
the order of ops and how you
18:52
get to launch day. But so much
18:54
stuff just has to be done well
18:56
in advance. of your release day because
18:58
like we were talking about localization there's
19:00
always lagging behind so we need to
19:02
have time to make sure that gets
19:04
finished up but that's not just so
19:06
that it's ready for launch but also
19:08
so it's ready for press and streamers
19:10
to have earlier access with the completely
19:12
translated game right and so it has
19:14
to be enough done that even if
19:16
you give them the coffee enough like
19:18
by the way some of it won't
19:21
be translated until we get to launch
19:23
but certainly enough of it is that
19:25
you can have the full intended experience
19:27
and confused So like what to do
19:29
with that, we have to get stuff
19:31
to press early enough that since we're
19:33
not a AAA title, that they can
19:35
fit us in between when they're doing
19:37
all the other stuff. If you want
19:39
to get into the larger publications, that
19:41
again, we always got to think about
19:43
what's their incentive, what's their interest, right?
19:45
And a lot of them, because they
19:47
love like the people who work their
19:49
love games, and because indie games frequently,
19:52
break out and become things that people
19:54
talk about a lot, they basically are
19:56
rolling the dice when they're covering. a
19:58
smaller game like an indie title right
20:00
they're going to always be covering every
20:02
large play the game won't bring attention
20:04
to their article, it's going the other
20:06
way, you know. Right. So, but they're
20:08
basically gambling on that because it's like,
20:10
okay, if the game does hit big,
20:12
then now they got, you know, they
20:14
already have stuff in, you've started cooking
20:16
about that. So what you need to
20:18
do then is basically get, you're getting
20:21
the press keys out to those, like
20:23
the big ones in with enough time
20:25
that they can like, it's essentially figure
20:27
out how to like, slot you in
20:29
amongst. all of the Giants, right? In
20:31
their playtime, right? Because they're play testing
20:33
all these things to have their... Because
20:35
there's a sequence of things where it's
20:37
like we have an embargo date for
20:39
preview, like preview stuff from press and
20:41
streamers and stuff, right? Which is basically
20:43
like, we put some limits on, like,
20:45
you know, please don't go beyond this
20:47
many hours of gameplay, because we don't
20:49
want to spoil the whole game, you
20:52
know? don't actually put any review scores
20:54
in yet because we don't like we
20:56
don't really care about that exactly but
20:58
press outlets do because they want to
21:00
make sure that their release that their
21:02
scores go up before or at least
21:04
the same time as everybody else is
21:06
so there's like stuff like that we're
21:08
trying to like thread all these needles
21:10
of the timeline but all of it
21:12
requires that these people that are involved
21:14
with that have enough time to play
21:16
the game enough that they can form
21:18
opinions put scores together and they're trying
21:20
to do that with what is a
21:23
50 hour game, right? In our case,
21:25
threading that in between, all the other
21:27
games are also trying to do this
21:29
with, which include the ones they have
21:31
to cover, which are all the big
21:33
AAA things. So yeah, you're running this
21:35
thing, then where it's like, okay, yeah,
21:37
you want to give keys to people,
21:39
I mean, you want to give them
21:41
to them, you know, basically we use
21:43
in advance, but of course, the reality
21:45
is like, every week that the game
21:47
isn't launched, it is also a cost,
21:49
like, like, like, like, like, like, like,
21:51
like, like, like, like, like, like, like,
21:54
for, for us, for us, for us,
21:56
for us, for us, like, like, like,
21:58
like, for, like, like, like, for, like,
22:00
like, like, for, like, like, for, like,
22:02
like, like, for, like, like, for, Okay
22:04
where can we really call this thing
22:06
quits of the highest quality that we
22:08
can you know really manage before it
22:10
goes to that first like before basically
22:12
we're sending out what you consider like
22:14
gold the gold CD like the gold
22:16
edition of the thing right where it's
22:18
like this is the launch version or
22:20
close enough to it that we don't
22:22
mind we can easily be like don't
22:25
worry about it. So we're essentially going
22:27
to be doing that next week. Yeah,
22:29
which is crazy. And then otherwise we
22:31
have this. We have this kind of
22:33
funny thing. I mean, this always happens
22:35
at this stage of development, which is
22:37
you have to change your mindset toward
22:39
the game, not in thinking about, oh,
22:41
it would be cool if we did
22:43
this. It would be nice if we
22:45
had this. Instead, it's like, what has
22:47
to happen? Yes. And only do those
22:49
things. Because if you keep cramming more
22:51
stuff in the game, now that's becoming
22:54
more and more of a risk. Because
22:56
as you approach the launch date, changes
22:58
become more risky. Because you're like, change
23:00
something less tested. Yeah, they just, you
23:02
don't have as much time to test
23:04
them and find any issues. And so,
23:06
you know, because of all the, with
23:08
all the beta feedback, you know, we
23:10
ended up having, I think, I personally
23:12
had 120 something items in my. in
23:14
my task list of like things that
23:16
things that things to do and to
23:18
change in the game and as we're
23:20
coming across as we're coming up to
23:22
this timeline of saying okay we need
23:25
to start getting keys out to press
23:27
and stuff like that we had to
23:29
just sit down and take it in
23:31
just go okay let's look through this
23:33
list and and sort it by urgent
23:35
like stuff that needs to happen so
23:37
it can be localized or whatever that
23:39
definitely needs to be in there. Then
23:41
there's must-haves, which is things that still
23:43
need to be in there, but they
23:45
can happen after the urgent things. And
23:47
then every other thing, no matter how
23:49
much we would like to do it,
23:51
is dead in the water, is going
23:53
into the post-launch pile, we'll revisit it
23:56
after the launch. Because really, really, the
23:58
ideal case for us is basically the
24:00
couple weeks leading up to the launch
24:02
day. We're just playing Crash Lands, too,
24:04
and making tiny little adjustments. Surgical bug
24:06
fixes, basically. Yeah, little, little, little, optimization,
24:08
little bug fixes, little bug fixes, little
24:10
tweaks to the game economy, like this
24:12
recipe here or whatever, but nothing major.
24:14
the whole team. or to hold everyone's
24:16
job is the same, which is just
24:18
keep play testing the game as we
24:20
make these surgical fixes to try to
24:22
get sufficient coverage leading up to the
24:24
launch. So it's all about the triage.
24:27
I had a pretty funny realization yesterday,
24:29
which was about this mechanic in the
24:31
game, where we had this thing, like
24:33
you can hit enemies with this weapon,
24:35
and it spawns a fire patch under
24:37
their feet. Okay. And it's a really
24:39
strong weapon. for the reason that if
24:41
a fire patch is like an area,
24:43
right? So you hit an enemy, and
24:45
if the fire patch appears, then all
24:47
the surrounding enemies will also get burned.
24:49
Okay, so just, so just, it's useful
24:51
for me dealing with a large horde
24:53
of things, you know, yeah. So if
24:55
you think about like, let's say, your
24:58
alternative is like, you have like a
25:00
dagger that when you stab somebody, it
25:02
makes them bleed for 100 damage, right?
25:04
but there's a group of enemies, the
25:06
fire might actually do 500 damage, right?
25:08
So it scales up with number of
25:10
targets. And so this is just one
25:12
of those surgical balance things where I've
25:14
been playing with this burning tool, this
25:16
burning weapon for this past week, and
25:18
I'm like, why is this so much
25:20
better? Like I know that on paper
25:22
it's like, yeah, the fire patch will
25:24
do damage to surrounding enemies, but like,
25:27
this thing is just absolutely obliterating groups
25:29
of enemies. So I'm like looking really
25:31
closely and I'm like, the fire patch
25:33
is actually spawning under every enemy. So
25:35
when the dice roll happens, if you
25:37
happen to catch, you know, five enemies
25:39
in your swing, then you get five
25:41
of them. Yeah, all five of the
25:43
Maccalfour patch. Independently rolled per enemy, right?
25:45
Yeah. And then all five fire patches
25:47
burn all five enemies. So suddenly you're
25:49
doing like 25 times the amount of
25:51
damage and it exponentially goes up. So
25:53
you hit 10 enemies, you're doing a
25:55
hundred times more damage because it's like
25:58
a squaring, basically, of the number of
26:00
enemies. And so there's these things like
26:02
that. where we, and I'm literally to
26:04
change this because of the game changer,
26:06
I just like checked a checkbox and
26:08
then that changed how the fire patch
26:10
is spawned and everything is okay now.
26:12
But there are these little things like
26:14
that where I was kind of like
26:16
having a less good time playing the
26:18
game, but I couldn't put my finger
26:20
on it because it was just feeling
26:22
way too easy. And I was playing
26:24
on the hardest mode. And I'm just
26:26
mowing on the hardest mode. And I'm
26:29
just mowing enemies down and then I
26:31
would try switching to other play styles
26:33
and just none of them were even
26:35
coming close to how fast I was
26:37
killing stuff. it out, you just can't
26:39
find some of those things. And so
26:42
that's where our time needs to shift
26:44
into sort of like in this last
26:46
month, but especially the last couple weeks
26:48
leading up to the the watch. It's
26:50
like finding all those little fiddly things.
26:52
One big part of it too is
26:55
also even less on. The one big
26:57
thing we know from the beta also
26:59
is basically the game is working right
27:01
so there's really only like one or
27:03
two of these spots where we want
27:05
to massage some of the like progression
27:08
flow like how the player actually moves
27:10
through the content but we actually largely
27:12
want to not touch almost any of
27:14
it right because we know that it
27:16
works so works well enough and so
27:18
there's also I think more of a
27:20
focus sort of like in the in
27:23
the next coming after like next week
27:25
or so on just technical improvements like
27:27
straight or very up, like very, very
27:29
nerd level optimization, right? So that's what you're
27:31
doing on that. Optimizations. Yeah, trying to just
27:33
make it so that, so that the game's
27:35
overall footprint on devices just gets lower and
27:37
lower and lower. And the big benefit of
27:39
that is that it actually comes in a
27:41
variety of forms. One is that you have
27:43
these like tipping point things with all sorts
27:45
of stuff, whether it's like a device that
27:48
has. just enough RAM to run the game
27:50
until X thing counts. Until 20 minutes. Yeah,
27:52
that it crashes. Basically, it's sort of like
27:54
putting up some time in, not just for
27:56
the game to like run smoother, because it
27:58
already runs well on a good device. But
28:00
also just to make it so that
28:02
post-launch, we don't have as much stuff
28:04
to deal with, right? So there's kind
28:06
of this like banking of time and
28:08
this investment in just these tons of
28:10
these optimizations, which will be kind of
28:13
what's on cessplate coming up here. Yeah,
28:15
I gotta say, I love optimization. If
28:17
my whole job was just optimizing, I
28:19
would be so, I'd be so fucking
28:21
pumped. Very satisfying. It's like, you know
28:23
that it works, man. I don't know.
28:25
There's nothing, you know, it's like, but
28:27
it's also that like, like with this,
28:29
with this fire patch thing, you know,
28:32
like I fixed it and I went
28:34
and tested it. I was like, this
28:36
feels better for me. And the change
28:38
I made is working the way that
28:40
I'm intending it to work, right? Is
28:42
it good though? Yeah. I feel like
28:44
it is, but I don't know if
28:46
everybody's gonna agree. Because like, you know,
28:49
some people just like to, you know,
28:51
be an orbital nuke and one shot
28:53
everything and have no challenge. Design is
28:55
based on feelings. So design is based
28:57
on feelings. And so you can never,
28:59
you can never have something that everybody's
29:01
gonna like, right? And so. But everybody
29:03
likes higher percentage optimization stuff, you know,
29:05
man. If I optimize some shit, because
29:08
like, like, like this. this week, actually
29:10
those last weekend, I found some stuff
29:12
for the mobile version, I was able
29:14
to boost FPS by 40% on mobile.
29:16
Yeah, it's just a huge amount. It's
29:18
a huge amount, right? And it's fun
29:20
to like find those bottlenecks and find
29:22
some something where you're like, I wonder
29:25
like if I could change the order
29:27
operations of this or like. Store this
29:29
data differently so it can be retrieved
29:31
differently than that you can measure it
29:33
You can be like and nobody's upset
29:35
that they got more FPS Nobody everybody
29:37
likes that and so there was actually
29:39
unambiguous win I was speaking of mobile
29:41
to it's one of the things I
29:44
was curious about for the and hoping
29:46
to see in the beta So so
29:48
the beta test or pool is biased
29:50
towards people who could play on steam
29:52
and mobile Right. So it's high representation
29:54
of mobile platforms. So basically like 60%
29:56
of all testers have at least an
29:58
Android or I device, right? And then
30:01
like 80% of testers have a steam
30:03
like PC device. and that a huge
30:05
fraction have both, right? So the reason
30:07
we did that was because we wanted
30:09
to make sure we could test cross-platform
30:11
stuff, have a lot of device representation
30:13
for a smaller number of users, because
30:15
that was just. you know, better information
30:17
density basically. But also what we wanted
30:20
to know was if people do have
30:22
access to multiple platforms, would they preferentially
30:24
play on? Because the assumption has always
30:26
been like the PC experience is just
30:28
is just better. Your screen's bigger at
30:30
minimum. That's just a better experience, right?
30:32
And that people would be like really
30:34
biased towards that. And that is true
30:37
that most of our playtime is coming
30:39
from steam. But it's not as biased
30:41
towards that as I would have expected.
30:43
Not from a form factor standpoint, right?
30:45
Because you got stevex in there too.
30:47
So you end up with. But I
30:49
mean just steam PC like like it's
30:51
biased towards that definitely. But again, so
30:53
is the test for population the first
30:56
place. But I'm not really seeing like
30:58
suppressed playtime on mobile that I would
31:00
have expected to see. And now we
31:02
are at a quarter iOS, 16% Android,
31:04
50% Desktop and then 7% steam deck.
31:06
I rounded those numbers. We're not going
31:08
to exactly add up 200, but yeah,
31:10
of playtime people who put it. Yeah,
31:13
which basically matches the proportions of the
31:15
devices that people have, right? So I
31:17
would have expected that to be biased
31:19
towards because 80% of people have Windows
31:21
PC, right, in our test pool. So
31:23
I would have expected that to bias
31:25
towards like 80% of playtime. Like if
31:27
people had steam on a PC, that's
31:29
what they'd be playing on. And so
31:32
that has been a very pleasant surprise
31:34
to me. That also means that, meaning
31:36
basically that people are just having a
31:38
really good time on the mobile version
31:40
and a good enough time that they're
31:42
not like, oh, I'll just wait until
31:44
I get to my desktop. Right. And
31:46
so these mobile optimizations and that since
31:49
figured out how to do have dramatically
31:51
improved that experience. But it's also given
31:53
this nice positive signal of like, okay,
31:55
this actually could be really successful on
31:57
mobile. And the whole cross play thing
31:59
is like. Within this test pool bias
32:01
towards that like is working really successfully,
32:03
right? Which yeah, again, these strong people,
32:05
but who knows? Yeah, we had a
32:08
lot of people in the beta who
32:10
have messaged us surprised that their saves
32:12
just, they didn't have to do anything,
32:14
but they just like. signed in on
32:16
both devices. They played on steam for
32:18
a while and then they just picked
32:20
up their phone and hit play and
32:22
they're just playing the save still right
32:25
where they left. They're just like, I
32:27
don't get it. How does this happen?
32:29
It's, you know, did a lot of
32:31
work behind the scenes to make it
32:33
good so that you don't have to
32:35
think about it. But yeah, I mean,
32:37
all this, we get there. At least
32:39
on my side, since I've left a
32:41
lot of technical stuff to do, that
32:44
I could take a bit of a
32:46
nap after we get this thing kicked
32:48
out to press. You know, we'll just
32:50
be like, okay, take a fucking minute.
32:52
Yeah, I mean, it would be best
32:54
if everybody involved in content just took
32:56
a nap. So that, so that, it
32:58
also make us stop touching the game,
33:01
which is also, exactly, that's okay. Because
33:03
every time, every time we touch the
33:05
game, it's like, okay, there's more QA
33:07
that has to happen a lot more.
33:09
I have to make sure it's fine.
33:11
So if we could, although our QA
33:13
are complaining about it, they're like, thanks,
33:15
please give us, give us more stuff
33:18
to do. Yeah. All right, we have
33:20
to get to a question. who says,
33:22
look out, this could require some prework.
33:24
Would you replay your older titles on
33:26
Bscotch.ich.io and give them a score on
33:28
the nailed it or whiffed it scale?
33:30
So we would have had to have
33:32
done that, which we did not do.
33:34
So we would have had to have
33:37
done that, which we did not do.
33:39
So we looked back a couple weeks
33:41
ago, at some of our games. We
33:43
thought, well, we don't need to play
33:45
them, because we made them. And we.
33:47
We did play them quite a bit.
33:49
But there's some, there's. Some pretty goofy
33:51
ones in here. So we'll talk about
33:54
we'll talk about a couple of them
33:56
on the on the nail whiff scale.
33:58
Yeah. So people can find these. What
34:00
is it like B scotch dot inch.
34:02
I or something? Yeah. Yeah. So these
34:04
are basically our jam games. And then
34:06
we also have a comic up there
34:08
crash ends origins. People want to check
34:10
that out. So I will talk about
34:13
torso demon saga. Oh. So this is
34:15
a as a two player to isometric
34:17
platformer, I guess. Yeah, we're top down,
34:19
but yeah. So it's it's basically a
34:21
game where you kind of like simply
34:23
navigate through these levels. I can't remember
34:25
if it was randomly generated or not.
34:27
I think it's probably true. Yeah. And
34:30
the goal is to basically find the
34:32
exit of these levels. And there's like,
34:34
a lot of darkness that surrounds you.
34:36
And there's this like mouth. I think
34:38
we just called it the raging mouthpiece.
34:40
It's just this like shadow made of
34:42
particles that has like a mouth that
34:44
will come out of the darkness and
34:46
try to get you. And then it
34:49
like veers away when it gets into
34:51
light. So the gimmick of the game
34:53
is that it's two-player game and you're
34:55
tethered together with basically a stretchy bungee
34:57
cord. Neither of you has arms and
34:59
legs for some reason. I think that's
35:01
why they're called torso demons. But you
35:03
do butts. The reason being who has
35:06
time to animate that. It's a time
35:08
to animate that. So you know, it's
35:10
a jam game. We can draw butts
35:12
though. So they have butts much like
35:14
many of our earlier characters like tack
35:16
from quadrupus rampage. You got to have
35:18
at least butts. So you can't jump
35:20
in this game, but you can pull
35:22
the rope, which, flings your partner, basically
35:25
equidistant. to the other direction. So if
35:27
your partner, let's say your partner is
35:29
like 200 pixels south of you and
35:31
you yank the rope, it'll fling them
35:33
so that they end up 200 pixels.
35:35
I mean, it's basically that chained game
35:37
that went viral a while ago, where
35:39
it's co-op. I think it's like, it's
35:42
a big thing on Twitch too. You
35:44
play as like people trying to escape
35:46
hill or something, but you're chained together.
35:48
Yeah, and you gotta go do, basically
35:50
do like hazards, you know, together. Yeah.
35:52
So there were some kind of goofy
35:54
things you could do, like, if you
35:56
both pulled the rope at the same
35:58
time, roughly, you would swap places. And
36:01
also, like, since you can't jump, you
36:03
would need to basically, if you wanted
36:05
to, if you wanted to cross a
36:07
gap as a team, then like one
36:09
of you needs to approach the gap,
36:11
the other one needs to get away
36:13
from the gap, then the closed person
36:15
pulls you, flings you across, and then
36:18
you pull the rope to fling, to
36:20
pull the rope to pull them over.
36:22
Well, you're being chased by the raging
36:24
beast. Yeah. Yeah. Yeah. So this is
36:26
for me one of my favorite concepts
36:28
of a game that we did. I
36:30
feel like I feel like it nails
36:32
it just in terms of like it's
36:34
simple and it was pretty fun to
36:37
play. There's not much to it because
36:39
it's a jam game. Yeah. But that
36:41
mechanic on its own was fun enough
36:43
that you just didn't really have to
36:45
have much going on in the game
36:47
to have it be kind of a
36:49
kind of a couch co-op. Be games
36:51
are just really fun to. They're just
36:54
fun to make during jams. Because like
36:56
we had to bread brothers, which I
36:58
think was the one we did for.
37:00
We made that one. Ages. Back when
37:02
we were in to be tronics. Yeah,
37:04
basically you're paid emergency sandwich, split in
37:06
half, and you have two different kinds
37:08
of guns for some reason. It's insane.
37:10
But like, but you could, one point
37:13
then was that you could, you could
37:15
like. If you get close to together...
37:17
You can slap your slices together. Yeah,
37:19
you can close to each other and
37:21
you slap your slices together and you
37:23
like Megazord into the sandwich. Into a
37:25
peanut butter sandwich. One of you controls
37:27
the legs, the other one's now the
37:30
gun. It's fucking weird. But it's the
37:32
sort of thing where it's, you know,
37:34
again, for something you build in the
37:36
weekend. It's just a really fun. a
37:38
lot of those catch-cove games. They're actually
37:40
just fun because you play them with
37:42
another person. So they're inherently like... The
37:44
bummer about those games is that they
37:46
just like can't be... Like these are...
37:49
They can't go anywhere. They weren't meant
37:51
to go anywhere, right? But those like
37:53
designs though are the exactly the kinds
37:55
of things that if it had actual
37:57
online multiplayer, right? It's like, that's like
37:59
a requirement for a game like that
38:01
to actually have any kind of success.
38:03
82 people who want to play it
38:06
are almost guaranteed to not be in
38:08
the same physical space. Yes. And even
38:10
if they are, it's more likely that
38:12
they each have a phone than that
38:14
there's like a console with two controllers
38:16
that they can use, right? So. I
38:18
think it's one of the, it's one
38:20
of the, it's like the curse of
38:22
that game style, like the multiplayer stuff.
38:25
Any co-ops, you know. Yeah, it's like,
38:27
there's so many cool weird ideas, but
38:29
for anything to be successful, it's like,
38:31
well, gotta fucking figure out on my
38:33
multiplayer. Yep. It's just the only way.
38:35
Well, and then, you know, if it's
38:37
online multiplayer, then it needs enough like
38:39
loops and engagement, long-term engagement things like
38:42
keep the player base going, you know.
38:44
I think back to the days of
38:46
like unreal tournament where where games hadn't
38:48
evolved to the point of having battle
38:50
passes and you know player bases of
38:52
two million or whatever and so like
38:54
you know you'd you would like play
38:56
unreal tournament and then nobody gave it
38:58
like the like the company like Epic
39:01
who made it they didn't give a
39:03
shit whether there was 10 million people
39:05
playing it or 10 people playing it.
39:07
They weren't even running servers you were
39:09
just they didn't even run a server
39:11
from a list you'd be like there's
39:13
like 14 people there so that looks
39:15
like a good match that's like I
39:18
thought yeah and then the game didn't
39:20
have that it didn't have any purchases
39:22
in a battle passes didn't have a
39:24
lock like literally just you'd you'd beat
39:26
up the game and it the game
39:28
the game it's like you'd beat up
39:30
the game it's like you'd beat up
39:32
the game it's like you'd beat up
39:35
the game it's like you'd beat up
39:37
the game it's like you'd beat up
39:39
the game it's like you'd beat up
39:41
the game it's like it's like you'd
39:43
beat up the game it And that
39:45
only works in a fair context, you
39:47
know, like at that time it worked
39:49
amazing. But nowadays, because you're competing with
39:51
these AAA studios who who have juiced
39:54
the engagement. mechanics of the game then
39:56
like those games just suck all the
39:58
oxygen out of the room and like
40:00
nobody plays on real tournament. I mean
40:02
it's not so true you can actually
40:04
still play under a tournament and there's
40:06
still a few people playing it right
40:08
but nobody's talking about it it's not
40:11
a it's not a fortnight you know
40:13
what I mean? Well the people who
40:15
are playing it at this point you
40:17
know like I wouldn't want to go
40:19
play against them you know because oh
40:21
yeah and there's rampant cheating just yeah
40:23
because there's no Again, there's no antitrust.
40:25
Because these these games are from a
40:27
day like back in the day when
40:30
land parties were how you played them
40:32
because like internet was slow enough that
40:34
it was not that good of an
40:36
experience to play online. And so you
40:38
would like get together with some friends
40:40
and love your giant machines. You would
40:42
love your machine over there. What we
40:44
used to do is we went over
40:47
to Grinnell College computer lab. after hours.
40:49
Yeah, one of one of my friends,
40:51
dad was a professor over there and
40:53
he would just let us in and
40:55
then take off and then we would
40:57
just like and it would be like,
40:59
just don't go to or accept this
41:01
room until you're going to leave so
41:03
that nobody gets so that he doesn't
41:06
get in trouble for like letting all
41:08
these kids in, you know. And then
41:10
we would just each, and then we
41:12
would of course, we all burned a
41:14
copy of the game. Yeah. So it's
41:16
just all fucking unreal. Just college computers
41:18
and start. Yeah. Just have a land
41:20
party like all all day. Because we're
41:23
like 14 and we don't have money.
41:25
We don't, you know. Yeah, we, we
41:27
did it. We did some crimes. You
41:29
know, but you downloaded some cars. Yeah,
41:31
that's how it was back then, you
41:33
know. We all make up for all
41:35
of our, the piracy and our youth
41:37
and we can't afford anything. But like,
41:39
like, buy, buy a fungal lot of
41:42
things. Because like they got re- like
41:44
under the tournament stuff, they all got
41:46
remastered and re-released on steam. That's true,
41:48
I also bought them all, yep. So
41:50
I mean, I paid, I paid. I
41:52
paid. For anybody listening to the podcast
41:54
who has pirate or games, as long
41:56
as you buy them someday, you know?
41:59
Yeah. I don't give her shit. Put
42:01
a pin in. Yeah, yeah, whatever. It's
42:03
fine. It's fine. Don't worry about it.
42:05
All right, there's one more game that
42:07
I want to talk about, which is
42:09
the game. I can't see shit. Oh
42:11
yeah, that was a good one. So
42:13
this game, the idea was, you're a
42:15
blind creature. You have to use echo
42:18
location to do platforming. It's a platform.
42:20
You kind of like show something that
42:22
makes noise. and it's like it comes
42:24
out as a projectile and then that
42:26
hits stuff and when it hits something
42:28
you could see that like a sort
42:30
of it's sort of like a you
42:32
know like a sound vibration it goes
42:35
through the platforms that it hits so
42:37
you're kind of like spitting out these
42:39
barks and I think you can like
42:41
I think they ricochet or something so
42:43
you could kind of like you'd spin
42:45
up this thing that looked like a
42:47
little sort of like a little white
42:49
circle kind of thing and when it
42:51
would hit a surface then a bunch
42:54
of smaller of smaller of those orbs
42:56
would refract off of it and then
42:58
splash on to other things. So like,
43:00
so basically the bigger the the bigger
43:02
the sound, the more it would kind
43:04
of like ripple out through the stuff
43:06
you hit so you could you could
43:08
see it. So with this we used
43:11
to use a system from Game Maker
43:13
Cult surfaces where you can sort of
43:15
like temporarily render things onto an image
43:17
and then you can kind of like
43:19
occlude parts of it or whatever. So,
43:21
so it's meant was basically, there was
43:23
this. There was an entire, there's an
43:25
entire like platformer level, and then we
43:27
obscure it by putting a surface in
43:30
front of it. So that surface has
43:32
just like fog or clouds or some
43:34
shit on it. And when you would
43:36
spit out these things, then they would
43:38
basically temporarily like punch a hole in
43:40
that surface so you could kind of
43:42
see the world behind the veil, and
43:44
then it would quickly fade back away.
43:47
So. So you could only see, you
43:49
could only quote, see things temporarily by
43:51
making these little chirps that would kind
43:53
of like reveal a piece of the
43:55
level. And if you were jumping to
43:57
a place that you, because I think
43:59
you could. only spit your projectiles like
44:01
left and right I think and so
44:03
if you were jumping to a place
44:06
like maybe like you're standing on a
44:08
ledge you can't see the ledge because
44:10
you saw it at one point but
44:12
now you can't because it's below you
44:14
all right I think I think I
44:16
think if you're standing something you can
44:18
see it if you're touching something you
44:20
can see it so you'd see this
44:23
little ledge but then you're like you
44:25
think you're standing at the edge of
44:27
a cliff you're pretty sure because you
44:29
saw it at one point with one
44:31
point with one of your echoes with
44:33
one of your echoes and one of
44:35
your echoes and you know, chirp out
44:37
your little sounds to try to reveal
44:39
if there's some place you can jump
44:42
to. And then once you jump, like
44:44
mid jump, the thing is fading away
44:46
from view. So you have to kind
44:48
of remember where it was and try
44:50
to land on it. As far as
44:52
like being an echolocation simulator, it's pretty
44:54
good. You know, it's pretty good time.
44:56
Yeah. I think we made that one
44:59
as part of our, we did like
45:01
a one week game jam where we
45:03
just made a game every day. And
45:05
I think that was one of them.
45:07
That was one, the Shucks, I crashed
45:09
my ship and now I have to
45:11
explode heads until I find out my
45:13
ship parts and repair my ship to
45:15
get off the planet. That's the title.
45:18
Yeah, that one's also on the, on
45:20
our age page. Yeah, there's a lot
45:22
of stuff. I think my, one of
45:24
my favorite, one of my favorites is
45:26
just, I mentioned, do you even lift
45:28
before, but it's the elevator simulator? concepts
45:30
that like I you I could not
45:32
necessarily you know I guess I would
45:35
I could not conscientiously suggest that the
45:37
studio invests in this idea right but
45:39
it's like it's very fun to build
45:41
like a blind platformer basically dumb ideas
45:43
right blind platformer elevator simulator where you
45:45
your whole job is being elevator and
45:47
like move people up and down a
45:49
building while there's aliens also in the
45:51
corridors that you got like managed closed
45:54
doors on them in and Stuff like
45:56
that. Probably it's basically the commercial versus
45:58
non-commercial making of games, right? It's like,
46:00
having an idea being like, it would
46:02
just be fun if we may, if
46:04
we got to make this. and if
46:06
it existed in the world. And that's,
46:08
yeah, ideally, people would also then buy
46:11
it so we could keep on making
46:13
more things like that, right? But there's
46:15
a lot more things in that camp,
46:17
actually. Infantly more. Yeah, because it's like,
46:19
it's all these little ideas, like, you
46:21
know, whether it's bread brothers, I can't
46:23
see shit, whatever else. It's like the
46:25
idea of how you would, even how
46:28
you would spin that out into like
46:30
a marketable thing that anybody beyond. beyond
46:32
the fact that it was fun to
46:34
build, wouldn't it? Or like 10 minutes
46:36
would be interested. I think this kind
46:38
of comes down to games versus mini
46:40
games. Yes. So I think about how
46:42
like the the fishing game in crash
46:44
ends too is partly inspired by so
46:47
like is partly inspired by a game
46:49
we made where you had to like
46:51
catch birds out of the sky in
46:53
a jam. And also partly inspired by
46:55
the fishing mini game in original crash
46:57
lands. And neither of those mini games.
46:59
We would probably ever think about like
47:01
making it into a game in and
47:04
of themselves, but they're fun. They're fun
47:06
little things to interact with. And so
47:08
we just roll them in as part
47:10
of a larger game. Yeah, there's some
47:12
distinction. I think someone who's talking about
47:14
it's like a distinction between toys and
47:16
games, right? Which like a toy is
47:18
just like it's an interesting concept and
47:20
concept like. but a game that is
47:23
where the loops come in. And I
47:25
think that's always the tricky one. A
47:27
game is an integration problem. It's like
47:29
merging all these toys and ideas into
47:31
one. But you can also take the
47:33
approach of like the UFO 50 where
47:35
you just make 50 toys and then
47:37
say this is a game, right? Yeah,
47:40
that's true. A toy chest, you know.
47:42
Yeah, I actually never played anything because
47:44
it's like. that looks like stuff that
47:46
I'm into. But that was very successful.
47:48
Yeah. That's a project. Well, I mean,
47:50
in a way that, and if we
47:52
think about like, and crashants too, we've
47:54
got stuff like, the combat is a
47:56
completely different thing from the combat is
47:59
a completely different thing from. gardening, which
48:01
is completely different fishing, which is completely
48:03
different from the quests and stories, you
48:05
know. Yeah, I mean, most games are
48:07
actually a collection of toys that co-edare.
48:09
It's just a toy box that works
48:11
really well together, you know, bunch of
48:13
fun things to play with that all talk
48:16
to each other. It's like having lots
48:18
of Legos that you then can, like,
48:20
you know, mix and match. Speaking of
48:22
Legos, this is definitely a Don Secreter.
48:24
Go for it. But I just saw
48:26
yesterday. that Lego released a new kit
48:29
for like a T-Rex skeleton. It's like
48:31
part of their drastic part, set or
48:33
whatever. But it's one of their like
48:35
realistic e kind of models and
48:37
it's like three feet long. It's just
48:40
this huge, delightful like 3,000-piece T-Rex skeleton.
48:42
And I was like... It goes live
48:44
in March. No doubt, let me sell
48:46
it instantly, I want to get it.
48:49
But that's one of those few things.
48:51
How much is it? It's like 250
48:53
bucks, because you know, Legos. That's it.
48:56
I mean, yeah, exactly. That was my
48:58
thought too. I was like, it's something
49:00
worse. I figured out it'd be 10
49:03
times that much. I know. But yeah,
49:05
so just so people know that that
49:07
is I think that it's going
49:09
to exist in the world. of
49:11
you mean like those little tie
49:13
tires? They produce the most tires
49:15
out of any. I think it
49:17
might be stretching the definition of
49:19
tires, but I mean they're rubber,
49:21
you know, they they're tires. Tiny.
49:23
But kind of like the more
49:25
the more I learned about Lego
49:27
and kind of like what they've
49:29
had to do because they were
49:31
a case study and lots of
49:34
business school things because because they
49:36
make these tiny little fucking plastic
49:38
bricks. and they make billions
49:40
and trillions of them. And
49:42
those little bricks need to
49:44
perfectly fit together. Yeah, the
49:46
precision is so high. Even
49:48
when you've had them for 30
49:50
years, you can take a Lego
49:52
brick from your own childhood and
49:54
stick it onto a Lego brick
49:56
that you bought today and they
49:58
will fit perfectly together. right? Which is
50:00
honestly it's like a compared to you know
50:03
like a like a cyber truck whose wheel
50:05
just falls off because you drove it. You
50:07
know, like different kind of engineering, you know,
50:09
the amount of engineering they put into, yeah,
50:12
into something that's arguably a, it's just a,
50:14
it's just a toy, so like, who cares,
50:16
right? But they really give a shit about
50:19
the engineering of their stuff. If you're really,
50:21
if you're interested in learning just cool stuff
50:23
about like people solving interesting problems, look into
50:25
Lego, because a little people are nuts. You
50:28
know, people are like extremely serious about what
50:30
are at. at the end of the day
50:32
like essentially whimsical things so whether it's making
50:35
video games. Yeah like it's what we try
50:37
to do right is we try to apply
50:39
the same degree of rigor to the the
50:41
technological product of games that we make right.
50:44
Yeah I love it I think it's always
50:46
so fun seeing that contrast where it's like
50:48
you make those against silly but it's very
50:50
intense putting it together. It's like it's something
50:53
that we we I don't know it's it's
50:55
come up in a while in the podcast
50:57
but like in the earlier days of us
51:00
doing this of us doing this. Yeah. So
51:02
much of what we heard from other people
51:04
was just like kind of disbelief that we
51:06
were following this path because it's just games.
51:09
Who cares? Couldn't we all be doing something
51:11
more worthwhile, you know? And meanwhile, those people
51:13
are like selling insurance or they're like working
51:16
in banks, stealing people's money, you know? Like,
51:18
the seriousness aspect of it is like most
51:20
things that people actually do for a living
51:22
aren't actually, they have the veneer of seriousness,
51:25
but they don't need to be happening. Really?
51:27
They're absurd. Yeah, it's actually absurd. Yeah, it's
51:29
just what we're used to and we're used
51:31
to like, you know, we're used to applying
51:34
this like, oh yeah, well, this is important
51:36
because it has a place in society that
51:38
mediates some kind of a thing without asking,
51:41
like, but what if the thing wasn't even
51:43
happening? Would that be? I will say it
51:45
was funny. I don't know if you guys
51:47
felt this, but like, as we transitioned out
51:50
of our, like, like, as we transitioned out.
51:52
general commentary we got from people has shifted
51:54
where it went from before we had. in
51:57
one way, in some ways, before we had
51:59
much success at all, which, you know, people
52:01
are always gonna shit on you when you're
52:03
trying to do something new. So in that
52:06
one case, but also just kind of even
52:08
after the original game came out and stuff,
52:10
that, like, shouldn't you be using your talents
52:12
for something more, something more? that other people
52:15
enjoyed, you know, and I don't know if
52:17
it's just an age thing, because it's like,
52:19
you know, most people were talking to at
52:22
that point, we're in their 20s, we're else.
52:24
Yeah, I think, yeah, I think, I think
52:26
once you're, once you're talking to people who
52:28
are now like in the middle of the
52:31
grind, you know, yeah. Well, but also if
52:33
you, if everybody who made creative products, uh,
52:35
film. books, music, games, you know, TV shows,
52:38
whatever. If all those people were like, you
52:40
know what, actually, we're gonna take our talents
52:42
and put it into something useful. What kind
52:44
of fucking world would that be? You know,
52:47
where, hey, there's no more football on TV,
52:49
there's no more concerts to go to, there's
52:51
no, you know, there's nothing. We all just
52:53
go, uh, work at insurance companies. We need
52:56
a diversity of things happening because it keeps
52:58
everything interesting. Here's the thing. We were as
53:00
a species playing long before we were working.
53:03
So I'm gonna go with the, I'm gonna
53:05
go with the most primal aspect here, you
53:07
know. Well, we're always working, but long before
53:09
we had jobs. That's for sure. That's a
53:12
relatively new concept, you know. Yeah, so. Yeah,
53:14
I think it's probably a good good place
53:16
to hang our hat for this episode. Yeah,
53:19
I think it's basically making a serious effort
53:21
to do to make fun things, you know,
53:23
that's, yeah, serious fun. Have, be serious about
53:25
your fun. Yeah. We'd like to thank our
53:28
producers Fat Bard and Sama Acosta for putting
53:30
the podcast together and thanks to. our
53:32
community moderators who keep
53:34
our to running to
53:37
get more involved To the
53:39
butterscotch community. Just go
53:41
to the Butterscotch community we
53:44
have links to the podcast
53:46
up way for you
53:48
to donate and links
53:50
to the podcast archives.
53:53
And if you haven't
53:55
yet, head on over
53:57
to steam and give to
54:00
the podcast get over to
54:02
the app store and
54:04
pre and give get over
54:06
to Google a and
54:09
pre get over to The App And
54:11
all those things will
54:13
help boost the game
54:16
on launch and help
54:18
us have a successful,
54:20
And successful release. mean,
54:22
appreciate it. game on you
54:25
all for listening. us We'll
54:27
see you next week.
54:29
release. Yeah.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More