Episode Transcript
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0:00
Yeah, who the fuck
0:02
knows what's going
0:04
to have? And
0:06
I feel like
0:08
it's a great
0:10
game. And I
0:12
think it's the
0:15
best game we've made,
0:17
we've ever made. Agreed. Like,
0:19
I don't know what that
0:21
means, right? I'm Sam and
0:23
I'm there to eat. And
0:25
this is a show where
0:27
we talk about life, business,
0:29
and working in the games
0:31
industry. Today is March 7th,
0:33
2020 vibes. Before we get
0:35
started, we have a warning.
0:37
Anything can happen in this
0:40
show, especially swears. So you
0:42
know, be ready for that.
0:44
It's going to be profanity in
0:46
this show. And we'd also like
0:48
to thank our recurring supporters over
0:50
at money grab.b.b.net. Thank you so
0:53
much for your recurring donations to
0:55
help keep the podcast going. So
0:57
we've got, oh, so many things
0:59
happening. Also, when people listen to
1:02
this episode, we are four weeks
1:04
away from lunch. Is that, yeah,
1:06
correct? Probably five. Is it five
1:08
weeks? Yeah. Okay. Because months for
1:10
some reason don't have 28 days
1:13
in that. Nobody can ever explain
1:15
why. Yeah. So we are. So fucking
1:17
tired. So we're on the tail end
1:19
of the beta. We've extended the beta.
1:22
Yeah, we've been putting up patches every
1:24
day, sometimes multiplies per day that are
1:26
so comically extensive because of course, you
1:28
know, the whole point we talk about
1:31
in the podcast was like, we've made
1:33
a lot of tools so that everybody
1:35
can shove their fingers into this pie.
1:37
You know, I mean, all it wants
1:40
to things ostensibly and from map updates
1:42
to, you know, quest updates to creature
1:44
code, whatever. So it's been very funny
1:47
because these the beta testers done
1:49
a great job plowing through the game
1:51
and giving a sense of feedback
1:53
and then we've just been spitting
1:55
out like these hundred bullet patch
1:57
notes basically every every day almost
1:59
versus. fit them in the discord
2:01
because of the text. I have to
2:03
keep deciding what to leave out of
2:05
the patch notes and rephrase so that
2:07
they are under 4,000 characters to fit
2:09
in a discord post, which, you know,
2:11
it's good, it's a lot. Also it
2:13
is four weeks in a day, not
2:15
five weeks, just, I double checked it
2:17
against the calendar. Oh, four weeks. Four
2:19
weeks in a day to launch from
2:21
when the podcast episode goes live. Oh,
2:23
for oh, from when the episode airs.
2:26
Yeah, yeah, yeah, yeah, yeah, yeah, yeah,
2:28
yeah. from now it's closer to five
2:30
weeks. Yeah. So we are, we're just
2:32
cruising through, the beta's going super good.
2:34
Yes, we extended it to give people
2:37
some more time to finish it because,
2:39
you know, some people have like, you
2:41
know, 45 minutes to an hour a
2:44
day to play or something, and they're
2:46
like just part way through act two
2:48
at this point. They're definitely not gonna
2:50
finish it unless they kind of go
2:53
nuts over the weekend. We've had some
2:55
people who I think was like last
2:57
weekend, there was one person who played
3:00
for like 13 hours on Saturday and
3:02
14 hours. We've got two people who
3:04
played for over 70 hours. Yeah, we
3:07
got some we got a couple of
3:09
heroes who are just really giving us
3:11
lots of good data and just really
3:13
kind of once they're kind of getting
3:16
past the like to the end of
3:18
the game, then they're kind of going
3:20
back through and doing weird stuff, which
3:22
is good. One person like. is trying
3:25
to pave an entire zone with floors
3:27
to see what happens. Yeah, really testing
3:29
our save system. Yeah. So there's a
3:31
lot of cool stuff going on
3:33
with that. People are really enjoying
3:35
it. As far as bugs and
3:37
stuff like that, we're really kind
3:39
of down to the weird edge
3:41
case kinds of things that are
3:43
not super consequential and kind of
3:45
hard to replicate. There's one in
3:47
particular that we're digging into. And
3:49
it's kind of the last big
3:51
thing to wrap up before launch.
3:53
I gotta say that the overall,
3:55
I mean the overall bug and
3:57
crash rate has been almost gone.
4:00
comically low. You know what I mean? Like.
4:02
Yeah, we've had two crashes, both of which
4:04
were introduced during the beta. And then we
4:06
got to immediately figure out what was going
4:09
on and fix them the next day. It's
4:11
been doing a great job. Because again, like
4:13
we put out these patches, but we still
4:16
do our own internal QA first before they
4:18
hit beta. They've got a few things before
4:20
we managed to actually hit players with them.
4:22
But as a result. Like we really haven't
4:25
been, it's just so different from. that beta
4:27
that was like a couple weeks in December
4:29
of 2015 before the launch of January and
4:31
like we put out a patch and break
4:34
some more shit on accident you know ostensibly
4:36
try to fix something else and then it
4:38
was just this it was just this whackable
4:40
thing that went on for months actually post
4:42
lunch and this just feels so clean you
4:45
know so again we sell some bugs to
4:47
iron out but they're really not very it's
4:49
been weird how little of them there are
4:51
you know I mean yeah well and and
4:53
there's this I remember when we finished with
4:56
the first crash lands, we were using work
4:58
flowy. I'm pretty sure. I want to say
5:00
we had at least 300 days left.
5:02
left in workflow that were like important
5:05
things that need to happen for the
5:07
game to launch. And then we just
5:09
fucking had to launch it anyway. It's
5:11
that sort of like double-edged joke, right?
5:14
Where like the joke of any game
5:16
watch or product launch is always like,
5:18
well, there's a list of all the
5:20
really important things we just then didn't
5:23
do. So turns out they weren't important.
5:25
And there's like, it's simultaneously true and
5:27
not, because a lot of those still
5:29
were important. And we suffered that fact.
5:32
Yeah, so like, that's kind of where we're
5:34
at where we, you know, we hit
5:36
our triage list, we punted a bunch
5:38
of stuff to reevaluate post-launch, and then
5:40
looking at the current list of things,
5:42
it's just, it's dwindling, and then like
5:44
the severity of stuff on the list
5:47
is also shrinking to the point where
5:49
like, the game, the game feels done,
5:51
like we, it's got all the art,
5:53
it's got all the text, we're in
5:55
string lock now, where it's like, we're
5:57
not really changing any, we're not adding.
6:00
new dialogue, we're not adding new items and
6:02
stuff. And so, like personally for myself, like
6:04
the motivation to keep going through the list
6:06
of little tiny things. Oh yeah, it's hard
6:09
to keep tweaking. I'm just like, this is,
6:11
this is even matter at this point. Probably
6:13
not, but, and I think the most important
6:15
thing for us to do at this point
6:17
is to just play it. You know, just
6:20
because like, there's always something. There's always a
6:22
million things that you could tweak. and just
6:24
keep fiddling with and keep tweaking. But you
6:26
really just need to instead spend your time
6:29
playing the game to find those those like
6:31
higher level balance problems or bugs or whatever.
6:33
I think the reality though is like we've
6:35
all played it a bunch now in the
6:38
past couple weeks and for me it's more
6:40
so that I think we're entering a place
6:42
where it's probably better off not fucking with
6:44
stuff anymore. Yeah, post launch, right? So some
6:47
point you got to quit touching it because
6:49
every time you touch it, there's like, you
6:51
might break it or you kind of might
6:53
shift the experience enough. Whatever you felt is
6:56
not true anymore. And then yeah, there's kind
6:58
of no such thing as a small change
7:00
because of how interconnect everything is. So, so
7:02
you got to, if every little tweak, it's
7:05
like, okay, I got to do a playthrough,
7:07
you know, basically, I think. We're more or
7:09
less done with like the even like rearranging
7:11
insight flow and other stuff to all. Sam
7:14
had a conversation yesterday where I was like,
7:16
so I was in my playthrough and I
7:18
hit this point where I was like, I
7:20
feel like this research thing could probably come
7:23
after this one. And then we were talking
7:25
about for a while and Sam was like,
7:27
yeah, but like what happened during your playthrough?
7:29
I was like, well, I mean, I was
7:32
just having fun and crafting stuff and doing
7:34
quests and doing quests and it. And it's
7:36
like. Like, did you actually hit a problem?
7:38
Like, was there actually a bad experience because
7:41
of this? And I was like, no, I
7:43
just think it could be better. You know,
7:45
and it's like, all right, like, let's just
7:47
not touch it. Let's just leave it alone.
7:50
Yeah, because there's always and it could be
7:52
better, right, for any little thing. And is
7:54
that trying to decide that? But for who?
7:56
Yeah, well, it's for who. Yeah, it's the
7:59
scale of the improvement versus the scale of
8:01
the sort of broader impact and how much
8:03
like testing is required to make sure it's
8:05
fine and all that kind of stuff, right?
8:08
And that equation starts to get really tight
8:10
as you get close to launch, because there
8:12
just isn't time, there's not time to understand
8:14
the full implications of a change. And so
8:17
the impact has to be increasingly large for
8:19
it to be worth. doing even if it
8:21
like in a vacuum is worth doing you
8:23
know. I will say I got to I
8:26
got to finally finish my playthrough on Tuesday
8:28
afternoon and again it's kind of it's they're
8:30
always kind of funny when you know when
8:32
we're doing them because we're doing them on
8:35
the clock so you're trying to you're trying
8:37
to finish the fucking thing not quite playing
8:39
it for my god that's not a hundred
8:41
percent playing it for fun no man because
8:44
you're like I got to go through the
8:46
shit. So I skipped over a bunch of
8:48
stuff, especially toward the end. It's oddly stressful
8:50
to play through a game this big on
8:53
a time limit where like you know that
8:55
and also like while you're playing it, you're
8:57
making changes and then you have to decide
8:59
like, does this mean I need to start
9:02
over? Like I'm 20 hours in, we've changed
9:04
several different things. Yeah, and it's just. Yeah,
9:06
so I did finish it and, you know,
9:08
cried like a baby right at the end,
9:11
because I was just like, well, like the
9:13
whole end sick was worked, you know, it
9:15
like does it just emotionally deliver. We put
9:17
a lot of energy to that, like, those
9:20
literally last month, right? We're getting that finished
9:22
up and yeah, I was just like, geez,
9:24
gee, you did it, it's done. It's like,
9:26
like, it's done, you know what I mean?
9:29
And like, it's like, it's like, it's like,
9:31
it's done, it's like, it's like, it's like,
9:33
it's like, it's like, it's like, it's like,
9:35
it's like, it's like, it's like, it's like,
9:38
it's like, it's like, it's like, it's like,
9:40
it's like, it's like, it's like, it's like,
9:42
it's like, it's like, it's like, it's like,
9:44
it's like It's been a long fucking time,
9:47
so I'm so excited though. I'm really, I'm
9:49
so excited for everybody to see it. Yeah,
9:51
well, and we're tired of it, but I
9:53
mean, no. Speaking of done, we've hit that,
9:56
we've hit these various milestones where like it
9:58
kind of has to be, so someone mentioned
10:00
we're in sort of initial string lock, so
10:02
there's a little room for like tweaks and
10:05
stuff up until like two weeks before launch
10:07
basically. It's effectively done, it has to be,
10:09
because we need to start sending keys out
10:11
to press, since that's also happening today. As
10:14
of recording this, we're doing kind of, there's
10:16
like multiple rounds of keys that go out
10:18
to different. groups of press and streamers and
10:20
whatever depending on like proximity to launch and
10:23
all kinds of stuff. We rely on our
10:25
PR team to make those decisions for us
10:27
so we don't have to think about it,
10:29
you know, but that it best to me
10:32
that keys are literally going out today to
10:34
press so that they have enough time to
10:36
play enough of the game that they can
10:38
put a review up on the day before
10:41
launch or launch day. So the game must
10:43
be done enough that we can do that
10:45
so that whatever they review is also what
10:47
we launch, you know, or at least almost
10:50
exactly. And we... currently can't send it out
10:52
to non-English press because the lag of Loke,
10:54
right? And so we want to be able
10:56
to do that as soon as possible, which
10:59
is why we're going to string lock today,
11:01
so that we had this final batch of
11:03
Loke going out next week, kind of on
11:05
top of the last one that went out,
11:08
so that we can hopefully be sending out
11:10
keys to non-English press end of next week,
11:12
or like shortly thereafter. So, and like we
11:14
said, that's now four weeks before launch, right?
11:17
So, we're, the time is, we're, we're, I
11:19
know, I know, we said it before, but
11:21
like, it always feels like that Wallace and
11:23
Grumman meme of him riding on the train
11:26
tracks and just laying the tracks down in
11:28
front of himself, where it's like, but it
11:30
kind of has to be that way. It's
11:32
like, we pumped at our launch to April
11:35
10 because we're like, that's, that's how much
11:37
time we need. If we look at all
11:39
the stuff that needs to happen and the
11:41
order in which it needs to happen, it's
11:44
not like, it kind of makes me think
11:46
of like back when the COVID vaccine was
11:48
going on, they did that operation warp speed,
11:50
right, where they were like, normally we have
11:53
these three stages of trials that go sequentially,
11:55
we're gonna do them all at the same
11:57
time. And if it fails at any point
11:59
on any one of those, then all of
12:02
them will stop, right? Which is dangerous because
12:04
of course the purpose of doing the trials
12:06
in sequence is safety. Right? It's like if
12:08
something really bad happens in the early trials
12:11
with like a mouse or something. You don't
12:13
do it. Like, okay, let's figure that out
12:15
before and then fix that and then do
12:17
it again before we move ahead or something
12:20
like that. Yeah. Yes a combination of like
12:22
is it given what we know about
12:24
the things that like in this case
12:26
the vaccine that like make it work
12:28
and how dangerous or not dangerous those
12:30
things we think those things are and
12:32
how dangerous not having it is right
12:34
it's the same idea like certain kinds
12:36
of like drug trials and stuff where
12:38
normally you have to do a blind
12:40
trial where somebody is a placebo group
12:42
and somebody is not, but there's certain
12:44
scenarios where you can't ethically have a
12:46
placebo group because not treating somebody for
12:49
someone that's trying to kill them right
12:51
now. Yeah. If the thing might work? You could,
12:53
but it's extreme. It's unethical. So now you have
12:55
like the science has to be worse so that
12:57
you can have the ethics be better, right? Yes.
12:59
So like, so in that case, it was like,
13:01
normally these things have to happen sequentially,
13:03
sequentially, there was a way for them
13:05
to sort of like. pull an emergency
13:07
rip cord and do them do them
13:10
synchronously. In our case, we can't, like
13:12
we can't, there's not really a way
13:14
for us to like do the beta
13:16
test before the game is done or
13:18
translate after a launch or you know
13:20
what it like. It's like how if
13:23
you want to, you know, create a
13:25
human baby, you can't just add more.
13:27
It's just going to take nine months.
13:29
You got to go through the stages
13:31
of development. Yep. And so, so in
13:33
our case, it's like. if we for
13:35
example gave ourselves until i don't know
13:37
november or something then all that would
13:39
happen is we would blow up the
13:41
scope of the game more yeah and
13:44
end up right back where we started
13:46
which is still coming down to the
13:48
wire still still translating and testing right
13:50
at the end you know because the
13:52
run is you don't you don't actually
13:54
want there to be a very large
13:56
gap between you being done and the
13:58
game being launched because that made just
14:00
you're just spending money just burning money
14:02
yeah so you want to it actually
14:04
you want to be as tight as
14:06
possible you know ideally it's like literally
14:08
day up it's like yeah we're finished
14:11
with the games watch but about you
14:13
know yeah with the timeline that we
14:15
have like we actually have more sort
14:17
of comfort than I was expecting us
14:19
to have in terms of the stuff
14:21
we still need to be doing because
14:23
certain things like the beta testing string
14:25
lock and that kind of stuff like
14:28
just have to happen some significant time
14:30
before launch because otherwise it can't possibly
14:32
get done. Like the whole project can't.
14:34
But I was expecting there to be
14:36
more like, okay, there's these other systems
14:38
that don't necessarily need to go through
14:40
beta, don't require low collect, that kind
14:43
of stuff that we have to like
14:45
really shore up still, you know, because
14:47
you then take that kind of stuff
14:49
that isn't stuck behind things like a
14:51
beta test and look. And you try
14:53
to basically put that at the very
14:55
end then, right. But all that stuff
14:58
is done, right? Like it's all good.
15:00
It's all good. It's actually pretty comfortable.
15:02
Yeah. And we talked a lot about
15:04
our strategy, our overall strategy, the crash
15:06
counts too, which was like first was
15:08
the kind of the appeal and marketing
15:10
focused build out to start it. So
15:13
it was like, make a game that
15:15
looks like something you want to get,
15:17
right? Even before we had much of
15:19
the game there. Then it was, we
15:21
did that alpha, basically. proof of the
15:23
whole recipe working, like all the systems
15:25
working, and then we built the whole
15:28
rest. Also proof of a lot of
15:30
things that didn't work. Oh yeah. I
15:32
do talk about a little bit. Yeah,
15:34
I was saying that like the like
15:36
really large systemic change should really not
15:38
be what's happening in a beta context.
15:40
Yeah, we needed the alpha to identify
15:43
like the big change that happened. Yeah,
15:45
beta is, yeah, beta is refinements and
15:47
streamlined, you know, alpha is, what's not
15:49
working at all, what's working. How do
15:51
we adjust? Yeah, so something that I
15:53
think we've like leaned in to a
15:55
lot more during like leading up to
15:57
the beta and then during the beta
16:00
as we made changes. is, how do
16:02
I put this, being less stingy with
16:04
player power. So in the Alpha, one
16:06
of the things that we started seeing
16:08
was like, people were talking about like
16:10
harvesting being tedious, combat being tedious, tedious,
16:12
tedious, tedious, like, it feels like everything's
16:15
just taken way too long and it's
16:17
like way too hard. The word we
16:19
were so afraid of from original crash
16:21
scenes was grindy. We were like, we
16:23
don't want to see that word again
16:25
with crash ones too, and then we
16:27
did. we saw it. We did. Yeah.
16:30
And, and, you know, we talk a
16:32
lot about balance and how, like, we
16:34
mentioned this, I think, like, last, last
16:36
week, last week's episode about how, like,
16:39
you can have the same exact game
16:41
concept, but how you tune the knobs
16:43
completely changes the experience. And what we
16:45
kind of have discovered over time was
16:48
it like. We had our, we had
16:50
like in crashes too, we have telegraphs
16:52
that you used to capture targets, you
16:54
swinging your tool, your axe or whatever.
16:56
And back in the alpha, the telegraphs
16:59
were very small compared to what
17:01
they are right now. Yeah. Almost
17:03
all of them have been approximately
17:05
doubled. Like doubled at least. Like
17:07
it's like it's all weapons, all
17:10
harvesting tools, and that's from the
17:12
jump, right? And part of it
17:14
is like, you have to do
17:16
this thing where you think about
17:19
an RPG, you're like power curve,
17:21
where you're trying to say, okay,
17:23
where you're trying to say, you're
17:25
like power curve, where you're trying
17:27
to say, okay, where do you
17:30
want the player to start? via
17:32
some upgrades or whatever else. And
17:34
so they naturally all started very
17:36
small. It's kind of like starting
17:38
with like shitty looking rags on
17:40
your character. Exactly. To start the
17:42
game and then you get cool
17:44
looking armor later. Yeah. So and
17:46
there's also there's all the learning
17:48
stuff. Like you know, early game
17:50
for any game. Typically, it's like
17:52
there's less, less dazzling than it
17:54
will be at the end because
17:56
you're not like a ready mentally
17:58
to handle that. and that just made
18:01
itself. It's like, I think we've largely
18:03
gotten to the point of saying about player
18:05
power, but it's just like recognizing what's fun
18:07
about the game and just turning that
18:09
knob up. So it's like, it's fun. The
18:12
whole reason we did the telegraph thing for
18:14
harvesting was because. it actually does make
18:16
harvesting into a little interesting, but just a
18:18
much more interesting little mini game where you're
18:20
positioning your character. But if it tells
18:22
you, you see a cluster of plants and
18:25
you're like, I think I can catch those
18:27
in my telegraph, right? And you go stand
18:29
in position and then you can catch
18:31
all three of them in one swing.
18:34
And it's like, it's just slightly interactive
18:36
enough compared to, you know, punching a
18:38
tree, like singularly punching one tree, that
18:40
it makes it not grindy feeling, right.
18:42
to allow you to do it. The
18:44
telegraph is so small that you're effectively
18:46
single target chopping stuff anyway. Yeah. And
18:48
they might not as might as well
18:51
not even have telegraph. So it's like
18:53
it's basically I think we did a
18:55
good job one of the questions we
18:57
asked before from our internal QA. They
18:59
did their playthroughs a few weeks ago and
19:01
I said if you can just wave a magic
19:04
wand and like have a change to be there
19:06
to make the game just more enjoyable for you.
19:08
What would it be? just fundamental player things like
19:10
oh it'd be nice if I just like moved
19:12
faster like I'm just slow or like I just
19:15
you know if harvesting just wasn't super interesting I
19:17
said that was more interesting to be as vague
19:19
as that or specific something else right and and
19:21
also then asking even like just between you know
19:23
Adam Seth and I like okay what do we
19:25
given how the game is structured what can you
19:27
just guess off off like the initial launch of
19:30
the game is going to be a player complaint,
19:32
right? Yeah. As a common player to play, like
19:34
the one I see over and over and over
19:36
again. And can we just fucking not have that
19:38
be a complaint? That's essentially like a lot of the
19:40
stuff debated. It's like, okay, yeah, you can, if you just
19:42
increase the telegraph size for something like harvesting, it's just way
19:44
more fun and interesting. Baseline, it's better for us, better for
19:46
everybody else. So there's been a lot of those things that
19:48
have been like those, they're not like, they're not like, they're
19:50
not like, they're not like, they're not like, they're not systemic,
19:52
they're not systemic, systemic, they're not systemic, systemic changes, systemic changes,
19:54
like, like, like systemic changes, like, like, like systemic changes, like,
19:56
like, like, like, like, like, like, like, like, like, like, like,
19:58
like, like, like, like, like, like, stuff. It's not
20:00
like we got rid of telegraphs. We
20:03
just changed how we were thinking about
20:05
them. Yeah. Where it's like, where it's
20:07
like it, the problem is if you're
20:10
using a telegraph as a means of
20:12
giving the player power by making the
20:14
telegraph bigger, then if you start it
20:17
small, then it just fucking suck. It's
20:19
not the same as like a number
20:21
getting bigger. Where you're just like, I
20:23
did more damage, right? It's, it mechanically
20:26
changes how you can interact with the
20:28
world. if you're if your telegraph is
20:30
bigger than it's easier for you to
20:32
hit enemies while not standing in their
20:34
telegraph right if your telegraph is super
20:37
short then you have to risk yourself
20:39
and put yourself in harm's way because
20:41
you got to get closer to the
20:43
enemy right and so so eventually we
20:45
should play where we're just like never
20:47
mind telegraphs are just going to be
20:49
useful and fun and big and cool
20:51
right out of the get-go and we
20:53
will give the player power in Well,
20:56
like it's similar to like how we,
20:58
you know, how we do the sort
21:00
of the difficulty modes, right, where it's
21:02
not that every aspect of everything, it's
21:04
not that telegraphs are smaller or bigger
21:06
or things are, do more damage and
21:08
take more, take more damage. All we
21:10
did was just change, like, things are
21:12
faster. Change some speeds. Yeah, just change
21:14
some speeds. Like, again, identifying the part
21:16
that actually, like, represents the interesting and
21:19
fun part of the challenge, and tweaking
21:21
that rather than everything else. Because I
21:23
think this idea of, like, because we
21:25
still could have had it so that
21:27
also telegraphs tend to get bigger as
21:29
the game progresses to, like, give you
21:31
more powers, right? But the starting point has
21:33
to also be good. Yeah, and in some
21:36
cases they do. So like the, what we
21:38
did for example for the chopper that you'll
21:40
notice when you play the game is that
21:42
like it, it basically just gets like a
21:45
bit wider. Like it's kind of like an
21:47
arc in front of you. And so it
21:49
just becomes, but it starts pretty big. Yeah,
21:51
exactly. And then it just starts good too
21:54
and then get better. Right. Yeah. Yeah. Yeah.
21:56
And then even just stuff like just this
21:58
past week, we took some. we did kind
22:00
of like an audit of some of the
22:03
items that are like come came kind of
22:05
late in the game and we're like can
22:07
we shuffle things around so that you can
22:09
just have these things sooner yeah is it
22:12
really a problem to not have them at
22:14
the beginning you know yeah just because It's
22:16
more fun. Yeah, if you if you get
22:18
these things earlier, then it's just more fun
22:20
things to play with. And like back when
22:23
I did my first playthrough, which is now
22:25
probably two months ago or something like that,
22:27
we had like a lot of these trinkets
22:29
that were just stat stick trinkets basically.
22:31
It's just like, oh yeah, this one
22:34
just like gives you haste. That's just
22:36
that's what it does. And then alternative
22:38
we have these interesting trinkets that are
22:40
like, like, like, like, when you get
22:42
you poison the enemy or synergistic trinkets.
22:44
Yeah, when you deal fire damage, sometimes
22:46
you go crazy, you know, stuff like
22:48
that. And I found myself completely ignoring
22:50
the statistic trinkets. Yeah, I did too.
22:52
I'm like, yeah, I'm like, who gives
22:54
those shit? Like, give me something cool.
22:57
I give me this thing that like,
22:59
you know, your poison sometimes makes more
23:01
poison and then I just roll
23:03
poison like crazy. Like that's. That's
23:05
interesting, right? And so Sam and
23:07
I had a conversation, I think
23:10
it was like right before the
23:12
start of the, like the weekend
23:14
before the start of the beta.
23:16
I was like, I want to,
23:18
I want to, I want to,
23:20
I want to rip these out.
23:23
I want to rip out these
23:25
stat and stick trinkets and just
23:27
put in, just put in, just
23:29
put in some cool effects on them instead.
23:31
multiple items in the same set, then you
23:34
get a set bonus that adds on top
23:36
whatever you're doing. Most of the trinkets were,
23:38
it's just that there was, we had, we
23:40
had, we had created on purpose a whole
23:42
group of them that were just supposed to
23:44
be statistics. The idea being like, they're still
23:46
useful, you know, depending on the build, but
23:48
it turns out that like being useful, but
23:50
it's not interesting, yeah. Synergy is a natural
23:53
color. It's like, oh, number go up, like,
23:55
oh yeah, this, this, this trigger, it gives
23:57
me, it gives me, more electric damage, more
23:59
electric damage. It's like, fine. It's like, yeah,
24:01
but this one makes it so I explode
24:03
when I joke. Yeah, so who gets this
24:06
shit about this other one? Yeah, I'm fine.
24:08
So we went through and just looked at
24:10
every single one of those statistic trinkets, put
24:12
them into sets and got rid of their
24:15
passive effects and gave them new interesting effects.
24:17
Like, one of my favorite ones is one
24:19
of the, is like pretty hard to
24:21
use. It's just, it's called the self
24:23
motivator. And originally it was just like,
24:26
like, it gives you some run speed,
24:28
it gives you some run speed. That's
24:30
it. That's just what I did. Now
24:33
just a thing where whenever you kill
24:35
an enemy you get a stack of
24:37
motivation and you can get 15 stacks
24:39
of motivation and every stack gives you
24:42
haste and juke recovery. Juke recovery is
24:44
your ability to like help. It's the
24:46
cool down of your dodge basically. So
24:48
so whenever you kill an enemy you
24:50
get motivated and if you take any
24:52
direct hit at all you'll lose all
24:54
your stacks. So this is now like
24:56
an early game item. Yeah, I use
24:58
it now just because once it gets
25:00
going and you're just like a fucking
25:03
machine guy. Because it gives you a
25:05
lot of haste. It gives you a
25:07
shit load of haste. It's a great
25:09
tension builder, right? Early game. It makes
25:11
you a big and it makes comment
25:13
really big and it makes comment really
25:15
interesting, right? Really game. Yeah, because it's
25:17
like this little mini game of like
25:19
you can as many kills as you
25:21
can or you'll see a group of
25:23
small enemies. I could just wipe them
25:25
out and get some motivation stacks. Because
25:27
the motivation just, it doesn't time out,
25:29
right? It just, it lasts for like
25:31
two minutes. So it's kind of like,
25:33
you get quite a bit of leeway
25:35
with it. Yeah, and so like that,
25:37
but like having that much haste and
25:40
having an item like that early in
25:42
the game is very different vibes wise
25:44
from what we had before. It's very
25:46
easy early game. If you. If you
25:48
figure out good combinations of items, if
25:50
you explore a lot, if you go
25:52
find some of the hidden things that
25:54
are around the first act, you can
25:57
get pretty strong, pretty early. And then
25:59
from there... previously. Yeah, I was having
26:01
it previously was like act one was
26:03
more or less like the whole act
26:05
we kind of considered trading right where
26:07
it's like by the end of it
26:09
you have like full a full set
26:11
that you could put together whatever but
26:13
there's not like a lot going on
26:15
on the combat side. Not a lot
26:17
of diversity of options. Yeah and so
26:20
now it's like we pulled we pulled
26:22
enough of those things forward then not
26:24
just like making entirely new ones which
26:26
we did right before the beta but
26:28
also just this last week we pulled
26:30
a few of the things that just
26:32
they were coming late game. But yours,
26:34
like, there's still cool stuff to unlock
26:36
late game. But the problem with late
26:38
game stuff is that, of course, you
26:40
don't get you used to use it.
26:42
So we're like, let's just pull a
26:44
few of those forward. We'll shuffle some
26:46
things around. And so now you get
26:48
some, you get one of my favorite
26:50
gadgets, like early. very early just by
26:52
like walking over to it right in
26:55
the mantel just go pick it up
26:57
it's just laying there and it's like
26:59
it's flashy as fuck it's fun to
27:01
play with and well then it adds
27:03
the element for the variety of kinds
27:05
of players that exist in a real
27:07
because like betas are not the same
27:09
as you know real long trip but
27:11
one of the big reasons is because
27:13
people don't have the internet to turn
27:15
to when they were like how do
27:17
we like really crush the first act
27:19
you know that kind of and reward
27:21
you for just like covering every square
27:23
inch of the land, right? So for
27:25
people who love that play style, like
27:28
finding all the easter eggs and all
27:30
the fun stuff, you're gonna find some
27:32
shit that like just, you're like, holy
27:34
shit, this is cool, right? That changes
27:36
how you think about how combat works,
27:38
makes you a little overpowered, even for
27:40
a while, like, it does, like, I
27:42
wanna do like the most intense fun,
27:44
like out about stuff as quickly as
27:46
possible, you can go check the internet.
27:48
Yeah, I think I think I think
27:50
now in act one there's I don't
27:52
want to say I don't say exactly
27:54
how many but there's a healthy handful
27:56
of items that you can just go
27:58
get you can just go fight. If
28:00
you know where they are you can
28:03
just go grab them. Right. What else
28:05
like the design change of like being
28:07
like we're introducing the concepts of combat
28:09
to you in act one and we
28:11
kind of. like pace it out and
28:13
our mostly folks can do is kind
28:15
of the almost just the idea of
28:17
combat you know and then later come
28:19
like the all the fun like trinket
28:21
weird gadget stuff right but instead now
28:23
it's like oh no actually get glimpses
28:25
of that significant glimpses of that earlier
28:27
but what comes later is like really
28:29
being able to act on sets because
28:31
at the beginning there's not enough more
28:33
and more items yeah because you can't
28:35
really assemble your sets yet at the
28:38
beginning and you only have partial sets
28:40
for everything And then as you go,
28:42
you start making decisions like, because now
28:44
you've seen everything in action already, like
28:46
to some extent. And then you start
28:48
deciding like, ooh, I'm going to go
28:50
on and fire, whatever. And so, so,
28:52
so even though we're giving you some
28:54
of that stuff earlier, the way that
28:56
the players can end up approaching it
28:58
is fundamentally different between action and action,
29:00
again, I think a lot of the
29:02
focus on the betas, it's combination of
29:04
saying, okay, confirmation, like, like, like, drop-off
29:06
rates and stuff like that. And Cresciones
29:08
too, at least in the beta context,
29:11
is performing well above Crescen's one on
29:13
that, like on those metrics. So that's
29:15
like, how many players are still left
29:17
after one hour, right? Two hours. Yeah,
29:19
five hours. It's doing very well compared
29:21
to the original, and which is just
29:23
looking at steam metrics. And we explicitly
29:25
tried to find testers testers who have
29:27
multiple devices. yes right and so so
29:29
the steam metrics for the for the
29:31
beta are far out performing original crash
29:33
lands but that's with a subset of
29:35
people who are purposely splitting their time
29:37
between steam and other and other platforms
29:39
yeah I mean their total playtime in
29:41
the game right is not is more
29:43
than actually being captured on steam yeah
29:46
yeah yeah yeah yeah I gotta say
29:48
they're like I feel very good about
29:50
the game in terms of all the
29:52
changes we made. It's just getting more
29:54
and more fun. We're getting a good
29:56
good response from the testers both.
29:58
like anecdotally and also
30:00
in the data. However,
30:05
because of how things went down with
30:07
level head. Oh yeah, same. I now
30:09
have this thing in the back of
30:12
my mind where I'm just like, I'm
30:14
just waiting for the other shoe to
30:16
drop. You know, where I'm like. Yeah,
30:18
if it doesn't. Does it even matter?
30:20
Yeah, I'm like, I played through this
30:22
game now several times and it's actually
30:24
hit a point where like up until
30:26
recently Baldur's Gate 3 was kind of
30:28
my like, I got an evening to
30:30
chill out. I'm going to boot up
30:32
Baldur's Gate and just kind of kind
30:35
of play that I I've tried that
30:37
a couple of nights these past couple
30:39
of weeks and then I ended up
30:41
just going back and playing Crashlands 2.
30:43
Yeah, actually on that note, because you
30:45
finish your play through that you had
30:47
to do to get through the whole
30:49
game. I started my second playthroughs because
30:51
that's been doing a lot of like
30:53
restarts. I started my second playthrough being
30:55
of last week. And of course, there's also been
30:57
a fuck little changes have happened to make the
30:59
game better. But I don't think that was the
31:01
main reason why I was having like twice as
31:03
much fun the whole time that I was playing.
31:05
Like and I was similar. Like I was like,
31:07
I was like, I was still kind of because
31:09
I felt like I should keep doing playthroughs. I'm
31:12
going to keep on doing that. But that was
31:14
pretty nominal. It was mostly because I was like,
31:16
I get to like, I get to spend my
31:18
work time. You know, just enjoying it. Just like
31:20
playing this game. And this game is actually very
31:22
fun. Well, I finished it and I I ran
31:24
a particular set combo for basically the whole game
31:26
ran the void or the arbiter set. And
31:29
so I finished it and I was expecting,
31:31
fully expecting because again, like who work on
31:33
this fucking thing for four a half years.
31:35
So my internal expectation was like, once I
31:37
do my like official playthrough, that I'm probably
31:39
going to be like very over it. Yeah.
31:41
Yeah. I got I'm done with this game.
31:44
Yeah. But I was like, well, yeah, exactly.
31:46
I literally a slayer comp, though, the moment.
31:48
The moment I finished my playthrough, I was
31:50
starting to think about my next one. The
31:52
moment. Yeah. Yeah. So I mean, so again,
31:54
like, yeah. And so but because of because
31:56
of the unpredictability of you know, of the
31:59
the games market. Like, I can't
32:01
trust anything, man. Yeah, I'm
32:03
optimistic, but of course I'm
32:05
worried, just because like... That
32:07
could end up being the
32:10
last game we make, you
32:12
know? Yeah, who the fuck
32:14
knows what's going to have?
32:16
And I feel like it's
32:19
a great game. And I
32:21
think it's the best game
32:23
we've made, we've ever made.
32:25
Agreed. Like, I don't know
32:27
what that means, right? We
32:30
absolutely made a thing that was worth
32:32
making. And no matter what the outcome
32:34
is, I'm glad we made it, and
32:36
I'm glad we took the time required
32:39
and spent the money required to do
32:41
it. And it might just also be true
32:43
from a business standpoint, given that it
32:45
doesn't pan out. That doesn't pan out.
32:47
And if that... If Crashions 2 is
32:49
the game that we end up sinking
32:51
the ship on. Honestly, I'm really glad
32:53
it was that one, because if it...
32:55
What a way to go? Because the
32:57
thing is, like, if Crashions 2 can't
32:59
succeed, we cannot be successful. That's... in
33:01
my opinion. I don't think there's a
33:03
way. There's not a thing we could
33:05
have done instead. There's not a game
33:07
we could do next, you know, that
33:09
like is the thing that was like,
33:12
oh, it was because we didn't make
33:14
a game in this genre, like it's
33:16
some bullshit, right? It's just that the
33:19
game's market is impossible to intentionally succeed
33:21
in, right? Well, yeah, I'm actually more
33:23
worried about the middle, the middle, the
33:26
middle case. Yeah, I know I agree.
33:28
if it completely flops it's like oh
33:30
okay yeah like that's a clear signal
33:33
if we land in the middle you
33:35
just you don't want to be well
33:37
because because then what's next I think
33:40
it's exactly well it's not even a
33:42
treadmill it's that if we to put this
33:44
much effort in and make this good of
33:46
a thing to to just not go
33:48
under right then what does that mean the
33:51
next thing has to be to keep
33:53
us from going under has to be at
33:55
least as Well, no, it's not about
33:57
quality, though. Yeah, you know, it's about it's
33:59
about It's about meeting the market
34:01
with something that people want. But
34:03
this is also the best we
34:05
know to do to meet the
34:07
market. So like, if, if we
34:10
can. Well, there is, there is
34:12
one thing, but I feel like
34:14
there's a big survivorship bias on
34:16
it, which is multiplayer, right? Because
34:18
like, if you look at a
34:20
lot of the games that, that
34:22
really kind of like, go, go
34:24
gangbusters, right? You got held divers,
34:26
you got, you know. Well, I
34:28
think, I think multiplayer unlocks the
34:30
next tier of, it unlocks the
34:32
next tier of like the ceiling
34:34
of success, right? Right, right. But
34:36
it does jack shit to the
34:39
floor. Correct. In fact, well, it
34:41
creates a negative feedback loop as
34:43
well as a positive one, right?
34:45
Because it can't stand alone for
34:47
like the handful of players who
34:49
like it. I think about like
34:51
if, if questions do doesn't do
34:53
well enough. for us, it's less
34:55
so, I think it's more so
34:57
just saying that it just means
34:59
we need to re-examine our approach
35:01
about how we choose what we're
35:03
building. Yeah. Well, there's also, there's
35:05
a cost benefit question, right? Because
35:08
like, if, so questions too took
35:10
over four years to make, a
35:12
huge portion of that was tools
35:14
development. And like we're talking about
35:16
when we went into the Alpha
35:18
in October 2023, we still only
35:20
had the first one third of
35:22
the game. And that was actually
35:24
true until January of 2024 when
35:26
we started working on Act 2,
35:28
right? So we basically built two
35:30
thirds of the game in the
35:32
last year, at least in the
35:34
quarter of the year. And the
35:37
first three years was the first
35:39
one third of the game. Which
35:41
is how almost all game development.
35:43
ever works, right, is always, it's
35:45
always that, like, seemingly out of
35:47
balance thing of, like, the first
35:49
huge fraction of it is figuring
35:51
out how to make it, figuring
35:53
out, sign, figuring out all this
35:55
kind of stuff, and then a
35:57
mad rush, now that all that
35:59
stuff is figured out to them,
36:01
put it. to put it all
36:04
together, yeah. Yeah. That's always how
36:06
it works. But the relative, like,
36:08
proportions of those, how long the
36:10
overall thing takes, all that kind
36:12
of stuff, dramatically depends on all
36:14
the decisions that we make about
36:16
what is this thing that we're
36:18
trying to make in the first
36:20
place. I think something is like,
36:22
yeah, Crashions too, may not do
36:24
well enough to more at four
36:26
years, right? Yeah. or even three
36:28
years. Which is, which is completely
36:30
feasible. Then, then it might actually be
36:33
extremely profitable, right? Because again, like, it's
36:35
a cost benefit. Yeah, if the game
36:37
does mediumly, right, and then we throw
36:40
all the stuff away that we learned
36:42
to make it. Just do something else.
36:44
Like, yeah, we're just fucked, right? That's
36:47
kind of what happens there. So yeah,
36:49
I agree that there, the middle path
36:51
is still, you know, feasible, given. Again,
36:54
we're always saying take the long view,
36:56
right, which is, like you're saying, to
36:58
make crash lands too. We made all
37:01
these decisions because we were trying to
37:03
make crash lands too, which required so
37:05
much stuff to do. But we then
37:07
did all of that stuff with an
37:09
eye towards the future of being like,
37:11
well, we need it to be easy
37:14
to add content to games, specific for
37:16
crashes too. Yeah, sure. But the system
37:18
that we built is not inextricably tied
37:20
into what crash lands too is too
37:22
is. It's a more generic conceptual way
37:24
of thinking about it. Same deal with
37:27
most of the tools that we develop
37:29
there. They're just kind of like live
37:31
alongside the game. You know, a couple
37:33
to it certainly in a way, but
37:35
in a way that's extractable so that
37:37
we can bring that stuff forward. And
37:39
honestly, because of how big Creshens to
37:41
it was, they'll work a lot better
37:43
in like almost any other game, whatever
37:45
the next game is, because they won't
37:47
have to. If we made like a
37:49
rogue leg like or something like a
37:51
rogue leg or something. I know like
37:53
I know for a lot of a
37:55
lot of game developers there's like an
37:57
imposter syndrome thing where they're like all
37:59
everybody So much better than me, I'm
38:01
just faking it, I don't really know
38:04
what I'm doing, you know, like that
38:06
kind of stuff. That's not where I'm
38:08
at with any of this. It's more,
38:10
I don't, I have extreme confidence in
38:12
our ability to make a really good
38:14
game. And we did that. And we've
38:16
been doing that. But I have no
38:19
confidence in my ability to predict. how
38:21
that will now correlate to some kind
38:23
of an outcome. Yeah, and the best
38:25
thing is like, we'll never get to
38:27
have that. Yeah, we'll never get to
38:29
have that. You never get to know.
38:32
You never get to be like, this
38:34
is gonna do great. Like, you just
38:36
can't say that, because you don't know.
38:38
Part of the learning that too is
38:40
like, is on it. Like, we're getting,
38:42
we've gotten better at engineering, gotten better
38:44
at better at engineering, gotten better at
38:47
better at better at design. like trying
38:49
to make a game that's very appealing
38:51
right from a lot of those high-level
38:53
decisions yeah and so because it's not
38:55
it's not really about making a good
38:57
or you have to extend your idea
39:00
of what makes a good game really
39:02
which is like it's not really just
39:04
the mechanics it's not the art it's
39:06
the combination of everything that makes it
39:08
so it's an appealing thing that a
39:10
that the market actually wants it's more
39:12
like a successful game this is a
39:15
good game right because there's even stuff
39:17
like over the course of the next
39:19
five weeks it is I wouldn't say
39:21
likely, but it's becoming more likely that
39:23
countries who, you know, we've localized the
39:25
game to be able to sell it
39:28
in those countries, are pissed off at
39:30
the United States by that point, and
39:32
something happens where there's a boycott of
39:34
all-American-made products, right? Like, that's happening. Typically,
39:36
people think about this in terms of
39:38
physical products and stuff like that. But
39:41
we, you know, there's a chance that
39:43
we get caught. the grinder on that,
39:45
you know. There's a lot of things.
39:47
There's a lot of things that can
39:49
happen. And there's always because our biggest
39:51
market for crash lands is China. It's
39:53
China. And so there's we've always been
39:56
operating under a risk that any time
39:58
China can like. be like, you know
40:00
what, we've been kind of letting steam
40:02
slip through here, but we're not going
40:04
to anymore, right? And so we've always
40:06
been offering that risk, but it is
40:09
definitely the case right now that that
40:11
risk is much greater than it has
40:13
been in recent history. So we're, like,
40:15
it's one of the, you know, dark jokes
40:17
that I'm now finding myself making is like,
40:19
well. If money still exists when we launch
40:22
the game, I think it's going to go
40:24
well. And that's kind of a wrap. But
40:26
it is absolutely the case that through no
40:28
fault of road, having made like, having spent
40:31
four and a half years of our lives
40:33
and our team's lives, creating this thing that
40:35
we know is really good, it could end
40:37
up because of the market conditions, political problems
40:39
that now we can't fucking sell it and
40:42
we have to go and now we can't
40:44
sell anything even. If that's the world we
40:46
find ourselves in when we launch this
40:48
game, it doesn't matter what we're doing.
40:50
Right? There's either. We and many people
40:52
are in trouble. And then we got
40:54
to figure some things out. Yep. Yeah.
40:56
So it's I think we've also got
40:58
this thing. You know, our prior team
41:00
is made compiling this list of all
41:02
these reviewers and stuff who have expressed
41:04
interest in, right? And it's a big
41:07
list, which is great. Certainly, you
41:09
know, level heads list. I don't
41:11
think even existed. Yeah, there was
41:13
nobody. Literally nobody. I don't know
41:15
if we mentioned this on the
41:17
podcast. We joke about in Charlie
41:19
sometimes how like level head doesn't
41:21
have a metacritic score. Because we
41:24
couldn't get four reviewers to play
41:26
it. Like, which is like 97%
41:28
positive on steam. And we couldn't
41:30
get four professional reviewers to play
41:32
the game. Like, it's just not.
41:34
the again as far as we
41:36
talk a lot about looking at
41:38
the data the beta feedback and stuff and
41:40
being like are we getting positive signals are
41:43
we getting negative signals and then trying to
41:45
guess the trajectory of stuff based on that
41:47
it's like it's kind of the same with
41:49
the press which is like we've got a
41:51
lot actually a lot of interest right from
41:53
press outlets from big press outlets which is
41:55
great it's still just like it's still not
41:57
of course anything yet because you still got
42:00
see if they actually produce anything. So there's
42:02
that next hurdle to get over. Well, and
42:04
we're in a situation where we're talking, like
42:06
we mentioned earlier in the episode about how
42:08
there's like this one last weird bug that
42:10
we're tracking down. It's in there. And we're
42:12
sending out keys today. And we'll just have
42:14
to let them know. It should be like
42:16
PS. Yeah. And the way that this bug
42:18
manifests is like, it doesn't break the game
42:20
in a way that's obvious, but it does
42:22
have unusual consequences that can be confusing if
42:24
it happens. And so then it's like, well,
42:26
if a reviewer hits this bug, they won't
42:28
know that they've hit it. It's just that
42:30
stuff will, stuff will be a little less
42:32
good. Some specific things will be weird. And
42:34
then we have to, like, we have to
42:36
weigh the decision right now of, like, do
42:38
we, we've figured out that this is there,
42:40
this bug is there, which we figured out,
42:42
like, yesterday, do we just go and send
42:44
it? And yeah, we're just going to send
42:46
it. We're just going to send it. We're
42:48
just going to send it. We're just going
42:50
to send it. We're just going to send
42:52
it. We're just going to. We're just going
42:54
to send it. We're just going to send
42:56
it. We're just going to. We're just going
42:58
to send it. We're just going to. We're
43:00
just going to. We're just going to send
43:02
it. Even internally, like we've had, like I've
43:04
played hundreds of hours of the game, our
43:06
QA has played for thousands of hours. We've
43:08
had a hundred people going through the beta
43:10
and they're putting dozens and dozens of hours
43:12
each into the game. And nobody outside of
43:14
our internal team has picked up on this
43:16
bug. Yeah, not until this past two weeks,
43:18
I think during full play groups. Yeah, I
43:20
saw it last week for the first time.
43:22
Yeah, Sam saw it and Jen saw it.
43:24
And I think that's it. That's it. Yeah,
43:26
neither you can expect to see it. I
43:28
haven't seen it. Which is crazy because it
43:30
feels like it happens relatively. But also, it
43:32
is one of those, it's a subtle enough
43:34
thing that it's, it's one of those that
43:36
like, it's one of those that like, it's,
43:38
it's one of those that like, it's, it's
43:40
one of those that like, like, it's, like,
43:42
restart the the game or whatever, like, like,
43:44
like, like, like, restart the game or whatever,
43:46
like, like, like, like, like, like, like, like,
43:48
like, like, restart the game, like, like, like,
43:50
like, like, like, like, like, restart the game,
43:52
like, like, like, like, and it's hard to
43:54
notice. And so it's in that living in
43:56
that in that space of like we actually
43:58
don't know how common is except that it's
44:00
definitely uncommon, but we don't know. is it
44:02
like literally is uncommon is it the evidence
44:04
it says which is it's happened twice in
44:06
literally thousands and thousands of hours of playtime
44:08
or is it actually happening like all the
44:10
tens of times or even more often yeah
44:12
is there like a 10% chance per hour
44:14
that it happens or is there a 10%
44:16
chance per hour that it happens or is
44:18
there a one in a thousand chance per
44:20
hour of people that happens because of the
44:22
nature which is like these are my these
44:24
the books I hate I hate them most
44:26
is the ones where you're just like the
44:28
is negligible on the play experience of sort
44:30
of the takeaway to me. Like it can
44:32
make some stuff confusing or it can like
44:35
kind of break some stuff but we've got
44:37
enough work rounds. There's enough padding in there
44:39
that it's not. You literally cannot even notice
44:41
it happening. I think the thing, I think
44:43
the thing that sucks, what it does specifically,
44:45
or like that a person would notice or
44:47
I guess not notice, is that in corrections
44:49
too, in the dialogue system. we have the
44:51
ability to have a dialogue with lion actually
44:54
just be a little emogee right so that
44:56
and so we like pepper that throughout throughout
44:58
Quest dialogue and stuff we're like characters talking
45:01
to each other and then we just like
45:03
reacting they'll react it's our version of of
45:05
in an Indian soap opera when somebody says
45:07
something and then the camera zooms in really
45:10
hard on somebody else's face while they overly
45:12
enthusiastically immote it's like that And it's very,
45:14
it's delightful, and it also helps, like, it
45:16
sets some tone things, it also helps you
45:19
understand what's going on. But I think, to
45:21
me, the main theme is that there's the
45:23
charming, just the charm aspect of it, that
45:25
if somebody who does manage to hit this
45:28
really early, and we have no evidence that
45:30
somebody could even hit it early, but it's
45:32
not or standing of it, it seems even
45:35
more unlikely than. a lot more likely than
45:37
hitting it later, right? But if they never
45:39
even saw that system, that's the part to
45:41
me where I'd be like, that does fuck
45:44
with like their perception of what the game
45:46
is. Well, and the other thing is that
45:48
is that when this bug happens,
45:50
for the remainder of your
45:53
play session, characters will not
45:55
properly look at each other
45:58
when they're in conversation. right?
46:00
Yeah. And of course, like, if we're
46:02
talking about, if let's say this bug
46:04
is still present when the game launches,
46:06
and you get a thousand reviews come
46:08
in, and like five people saw that
46:10
bug, but they didn't notice, they didn't
46:12
care, or whatever, right? Or even if
46:14
they did notice, and then they're like,
46:16
you know what, the game was great,
46:19
except sometimes characters didn't look at each
46:21
other, thumbs down, right? Like for the
46:23
people who cared about that. Their review
46:25
score would be diffused out across all
46:27
the rest of the player base, right?
46:29
But when we're talking about sending it
46:31
out to a small number of press
46:33
and YouTubeers and stuff like that. You
46:35
want it to be perfect, that's the
46:37
problem, right? When you send it to
46:39
people, it's just hard. It's really hard.
46:41
Yeah, because they have an outsized impact
46:43
on people's understanding of. the whole experience.
46:46
Yeah, because if the dice roll just
46:48
lands a certain way, like if you
46:50
get 10 professional reviewers to review your
46:52
game and one of them hits this
46:54
bug, right, then it's like, well, there
46:56
it goes 10% of your, if they
46:58
notice and care, right? That's the other
47:00
thing that's like. if fucking annoying about
47:02
this bug is that it's extremely rare,
47:04
hard to notice, but also, it's not
47:06
the kind that just like sometimes happens,
47:08
whatever. It's the kind that when it
47:11
happens, the game is now flipped into
47:13
broken mode, where it's like that. It'll
47:15
just be like that for all your
47:17
quests until you reload. And so if
47:19
you don't notice it and note, which
47:21
again, you wouldn't, if you don't realize
47:23
what's just going on, and then also
47:25
realize, I can just like restart, then
47:27
I'll be fixed that I'll be fixed
47:29
right. Then I'll be fixed right. Then
47:31
I'll be fixed right. Then I'll be
47:33
fixed right. then like you just have
47:35
like a degraded experience the whole time
47:38
but you don't know that's happening you
47:40
know like the thing it's like there's
47:42
there's an easy workaround that I could
47:44
just throw in there that would fix
47:46
it post hoc right which just be
47:48
like hey like whenever you open the
47:50
the in-game menu we'll just just destroy
47:52
all the quest objects that are laying
47:54
around right that'd be easy because if
47:56
they're not allowed if they're not supposed
47:58
to exist if you're going to identify
48:00
a point where it's not supposed to
48:03
be happening, definitely. Yeah, then I can
48:05
just, I could just brute force. Honestly?
48:07
We should do that if we know
48:09
that has no side effects. Yeah, maybe.
48:11
Yeah, that's the thing is like, I
48:13
could do that, but the problem is
48:15
not knowing the source, right? Yeah. Because
48:17
digging through the code and trying to
48:19
be like, what are all the possible
48:21
combinations of scenarios? How is this happening?
48:23
Yeah, because, like, like, way back in
48:25
the day. our means of fixing bugs
48:27
was like, I'm not sure why that's
48:30
happening. Let me just add something to
48:32
the end of it, right? Which is
48:34
like we had, in the original crash
48:36
ends, we had a deborking step of
48:38
loading into gameplay that would literally just
48:40
look for the consequences of
48:43
certain bugs that we knew about and
48:45
just try to undo them. Yeah, this
48:47
is the, this is one of those
48:49
things that I feel like, I got.
48:51
a software engineer like on occasion has
48:53
to do but any one of them
48:55
will mock you relentlessly like any time
48:57
you make a decision like this where
48:59
you're like I just can't fucking figure
49:01
it out so here's here's my look
49:03
at it's like the COVID vaccine right
49:05
where you're just like okay if the
49:08
game you know hypothetically games coming out
49:10
in three days I got this list
49:12
of things to fix I I could
49:14
take the whole day trying to find
49:16
where this bug is happening. And I
49:19
may be wrong, right? But I do
49:21
know that whenever the bug happens, this
49:23
one specific outcome occurs. So if I
49:25
just stop that outcome, guaranteed. Then I
49:28
can move on and we can get
49:30
the game out. Actually, I think it's
49:32
a fail-safe, right, to me? It's a
49:35
fail-safe. I think there's an even cleaner
49:37
fail-safe, but we'll talk about that offline.
49:39
Yeah, but they all just say that
49:41
the debate is going well. We're kind
49:44
of, kind of, kind of the... the
49:46
wrap-up numbers I think next week with
49:48
now once it finishes finish on Monday.
49:50
We've got a few more things. Just
49:52
a few more things to knock out.
49:54
Yeah, we're entering into the into the
49:56
tenuous sending out lots of keys and
49:59
then hoping nobody... breaks and embark. That's
50:01
my next anxiety. And hoping the
50:03
game doesn't get leaked and hoping,
50:05
hoping, hoping. Because there's a lot
50:07
of trust that happens at this
50:10
stage where like you put four
50:12
years of your life into something
50:14
and then you just got to
50:16
start handing it out to people
50:18
and hope that everything goes well.
50:20
Yeah. It's one of the interesting
50:22
things too about the current state
50:24
of the games of the industry
50:27
around game development. the streamers, the
50:29
YouTubeers. The streamers, the streamers. Yeah, I'll
50:31
just kind of love that or the press
50:33
society, you know, but like visibility of a
50:35
title external to the game itself, which has
50:38
been the deprofessionalization of it, right? Because like
50:40
in the very early days of games, like
50:42
you'd open up a physical magazine that you
50:44
bought, right, to like learn about what games
50:47
are coming out and stuff. And then later
50:49
on with more internet stuff, right, then there
50:51
would be like websites that made money and
50:53
paid journalists to research and write about these
50:56
things, right? And then that was where you
50:58
got your news or, you know, bloggers that
51:00
you liked, but either way, like, kind of
51:02
trusted entities that did this basically for a
51:05
job. that you could kind of being like,
51:07
yeah, they know what an embargo is. They
51:09
understand why it's really important, right? And so
51:11
they'll, you know, they'll respect an embargo, you
51:13
know, like all that kind of stuff. And
51:15
that's kind of switched over to, and I
51:18
don't mean this in any kind of like
51:20
a derogatory way, but I switched into a.
51:22
just a non-professional sort of context where most
51:24
of the visibility comes from streamers and and
51:26
people who are doing still like they're doing
51:28
their thing as a job but it's not
51:31
the same as doing game as journalism
51:33
as a job right they're sort of
51:35
doing games journalism as like a feature
51:37
of their job right and some of
51:39
them especially ones that have been around
51:41
longer and stuff like they become more
51:44
professional over time but their like popularity
51:46
and their access to viewers all that
51:48
kind of stuff is completely decoupled from
51:50
how recently they've gotten to the business
51:53
and how professional they are and all
51:55
that kind of stuff and so many
51:57
of them just don't even know about
52:00
this kind of stuff, right? So you end
52:02
up in this weird territory where we're like,
52:04
okay, we need to start sending things to
52:06
people with embargo dates and whatever, but you're
52:08
like, but do we know if these people,
52:11
like, can you trust the specific people? Well,
52:13
even like, understand that this matters, right? Or
52:15
if we say, please, like, we want to
52:17
limit, you know, pre-launch game content if you're
52:20
streaming or whatever, like that, right? will they,
52:22
if they're in the middle of a day
52:24
long stream, will they give a shit? Will
52:26
they just blow past that? You know, just
52:29
keep going? Because, you know, they got
52:31
other stuff that they care about. And
52:33
the, what we want to happen is
52:35
not necessarily top of mind, right? Yeah.
52:37
Well, it's basically just a, it's a
52:39
social contract, right? Which is that if
52:41
we send out a game with an
52:43
embargo, you know, which just means like,
52:45
like, you don't talk about, don't publish
52:47
your stuff about the game until this
52:49
game until this date. If somebody breaks
52:51
the embargo, then that person is
52:54
kind of now suspect, right? So
52:56
like other games will now be
52:58
more hesitant to send their codes
53:00
to this person who broke the
53:02
embargo because that kind of gets
53:05
talked about. And so it's really
53:07
just like a, it's just a
53:09
social reinforcement mechanism that's built on
53:11
trust and sort of like community
53:13
standards. Yeah, getting pushed out if
53:15
you're somebody who breaks the rules.
53:18
But there's no way to prevent
53:20
it. in advance. It's, you know,
53:22
it's like, it's like any kind
53:24
of like law enforcement thing, right?
53:26
Like you can't make a law
53:29
and then stop stuff from happening.
53:31
You just have to catch it
53:33
after it happened. There's a joke.
53:35
I've ever seen this as a
53:37
cartoon, which is like a 911
53:39
operator who's taking a phone call
53:42
and they're saying it's a boo
53:44
like, wait, nobody is being murdered,
53:46
that's impossible, murder is illegal, murder
53:48
is illegal. Yeah. So that's the
53:50
way it works. And so we're kind of
53:52
entering into that into that trust phase. Yeah, but
53:55
all right. Well, I guess we got to wrap
53:57
it up here. We got we got stuff to
53:59
do. But. to to fix keys to send and to
54:01
send and all that stuff. it there. So We'd
54:03
like to wrap it there. We'd like to
54:05
thank our producers Fat Bard and putting for
54:07
putting the podcast together and thanks to our
54:09
community moderators who keep our Discord running.
54:11
To get more involved in the in the Butter
54:13
just go to podcast just go to .net where we
54:16
have links to the links to the a way
54:18
for you to donate donate, to the podcast
54:20
to the podcast If you haven't yet, head on
54:22
over to on over give Steam, and a ends to a
54:24
Go to the app store and pre a
54:26
wish list, head to Google the app, and app, -register. go
54:28
to the app, If you you do all that stuff,
54:30
it'll help boost the game of the
54:32
charts and help it have a successful launch
54:34
have appreciate it. Thank you all for listening.
54:36
it. Thank you next week. listening. See you next week. Bye. Bye.
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