Episode Transcript
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0:00
That's the big thing we wanted
0:02
to change in the original was
0:04
make the progression more organic feeling
0:06
and less formulaic and less grindy.
0:08
And make everything matter basically, you
0:10
know. Yeah, which we did at
0:12
great cost. Hey
0:19
everybody, welcome to episode 514 of Coffee
0:21
with Butterscotch, the Game Dev Comedy
0:23
podcast of Butterscotch shenanigans. I'm Seth and
0:25
I'm the games programmer. I'm Matt
0:27
and I'm the miscellaneous programmer. I'm Sam
0:29
and I'm the artist. And this
0:31
is a show where we talk about
0:33
life, business, and working in the
0:36
games industry. Today is April 4th, 2020
0:38
vibes. And before we get started,
0:40
we have a warning that there's probably
0:42
going to be some profanity in
0:44
this show because there always is. So
0:46
be ready for that. That the
0:48
main reason. We'd also like to thank
0:50
our recurring supporters over at moneygrab
0:52
.bscotch .net. Thank you so much for
0:54
donating to help keep this podcast
0:56
going. So it is, as we're
0:59
recording this, six days to launch.
1:01
And when it comes out, one
1:03
day till launch. So I think
1:05
what we're going to do this
1:07
episode is we're going to talk
1:09
a little bit about just kind
1:11
of what's it like in the
1:13
studio right now? What's the vibe?
1:15
What's the vibe? And then we'll
1:18
take some questions from the discord,
1:20
from the Be Scotch discord, from people
1:22
about crashants 2 and kind of get
1:24
into the weeds a little bit. And
1:26
if we have any new listeners, because
1:28
we do have a link in crashants
1:30
2 that goes to the podcast. So
1:32
we're assuming that we're going to have
1:34
a little bit of an influx of
1:37
new listeners. So this is your first
1:39
time listening. Welcome. Welcome. Thanks for stopping
1:41
by. So let's talk about crashants 2.
1:43
Let's talk about the launch. Hey, guys,
1:45
feeling, what's it like? What's the vibe?
1:47
Where are you at? What is the vibe?
1:49
It's pretty good. It's what
1:51
it's cautiously optimistic as sort of
1:54
the vibe. I feel like
1:56
it's been the vibe, you know,
1:58
but the on the back. and
2:00
you know, we're always looking at
2:02
like what's what's happening to the
2:04
game on the various platforms, right?
2:07
And I think at this point,
2:09
we've kind of like we've secured
2:11
all the stuff that we really
2:13
wanted to secure as far as
2:15
the launch goes. Yeah, all three
2:18
platforms are supposedly going to be
2:20
doing some amount of feature. Yeah,
2:22
launch day. No, that's ever guaranteed
2:24
until, you know, the day happens,
2:27
but at least is all very
2:29
promising. Good, and then we did
2:31
some searching around to see, you know,
2:33
the preview embargo lifted, which internally we'd
2:35
always roughly guess was going to be
2:38
like kind of negligible because we didn't,
2:40
I don't know, preview is weird for
2:42
in the games in general. Yeah, the
2:44
preview embargo just means like they
2:46
can show some gameplay basically, but
2:48
gameplay videos are already out there because
2:50
there was a demo and stuff like
2:52
that. And so it's not really that
2:55
big of a deal for press to
2:57
be like, we're going to post a
2:59
video of gameplay. So. There's not too
3:01
many preview videos coming at least at
3:03
this point. Yeah, it's not a strong
3:05
incentive for that. Yeah, but what has
3:07
happened, sort of, in some ways I
3:09
think without us, you didn't really quite
3:11
knowing it, is we've landed on like
3:13
all of the lists for all of
3:16
the like biggest games coming out in
3:18
April, sort of five, right? Yeah, top games
3:20
of 2025. Well, and importantly, when we
3:22
were deciding on our launch date, we
3:24
were trying to find a date that
3:26
was earlier in the month. And whenever
3:28
people are like, hey, here's the top
3:30
games coming out this month. They order
3:33
them by date, usually. And so if
3:35
you're coming out toward the end of
3:37
a month, you're at the bottom of
3:39
every list and nobody sees your game.
3:41
So I think what's interesting there is
3:43
I think probably there's some interaction between
3:45
that and like what we're seeing as
3:47
far as the like, you know, unique
3:49
preview coverage for it, which is like all
3:51
of these lists come out actually, final couple
3:54
days in March, first couple days of April,
3:56
right. It's the most prominent one we've gotten
3:58
was, I think, the game ranks. Top 10,
4:00
which has like 60,000 views, I've
4:02
been on that video, which is
4:04
great. Yeah, it was like, you know,
4:07
number seven, just hanging out in
4:09
there. So I think part of
4:11
it is there's, there's already kind
4:13
of like a little machine there,
4:15
you know, picking up all the
4:17
smaller game, like all the indie
4:19
games, not the AAA stuff, to into
4:21
these lists and stuff like that.
4:23
And so we did manage to
4:25
get all those. We kind of
4:27
went all hands on deck for the
4:29
beta, which, you know, ended up
4:31
a few weeks ago, I guess.
4:33
Just about to go. Yeah. Because we
4:36
put a lot of pressure on ourselves
4:38
for the beta because it's a time
4:40
limited thing. And if something goes wrong
4:42
in the beta, you know, if a
4:44
player's saved data goes the way, if
4:47
they get stuck on a quest that
4:49
doesn't work, you know, if we have
4:51
100 beta testers and the beta runs
4:53
for a few weeks, if we lose
4:55
a bunch of testers because they got
4:58
stuck and then wandered off or the
5:00
game broke or whatever, then we
5:02
can't test the game, right? And so
5:04
we're like, okay, let's just treat the
5:06
beta as a launch. So we put
5:08
all the work in for the beta
5:11
and we were just on the grind
5:13
for that. And then once the beta
5:15
is done, the game's just in a
5:17
good spot because we constantly updated and
5:19
fixed stuff throughout the beta. And we
5:22
kind of hit this weird intermediate phase
5:24
where it's like, all right, so between
5:26
the end of the beta and the
5:28
launch, it's going to be hard to
5:30
improve the game in a meaningful way
5:33
that's low risk. Yes, right, because at
5:35
that point, yeah, because if a change
5:37
that does something interesting, then it won't
5:39
have gone through the beta testers. So
5:42
we won't have, which we did, we
5:44
did still do a few. Yeah. I
5:46
think the most notable one is the
5:49
change to being able to dynamically switch
5:51
between researching, which, oh, I totally forgot
5:53
that, that, yeah, it got in there.
5:55
Yeah, you can. Yeah, so, so the way that
5:58
it works, like you had these. these
6:00
buddies who you can have do research
6:02
for you and up until just pretty
6:04
recently once they started researching something you
6:06
couldn't have them pause that and switch
6:08
over to researching something else. Yeah which
6:10
is like which isn't that big of
6:12
a deal except that as you progress
6:15
at the game it takes longer longer
6:17
to do research you know up to
6:19
like seven minutes or something and you
6:21
got a bunch of buddies doing research
6:23
and they kind of cross like if
6:25
you finish one research from one buddy
6:27
it might unlock new research in a
6:29
different buddy and so if they're already
6:31
researching it or researching it well yeah
6:33
then you're like fuck the thing I
6:36
won is the new thing but I
6:38
can't get it because I gotta wait
6:40
until the research is done and that
6:42
was that was it We all felt
6:44
as ourselves playing the game, but we
6:46
were just like, eh, it's probably fine.
6:48
But it was like, it was like
6:50
probably the remaining complaint left in the
6:52
beta by the time we fixed like
6:55
everything else was just. Just kind of
6:57
just chipping away at like minor annoyances,
6:59
little things like that. But otherwise, it's
7:01
just kind of trying to not fuck
7:03
it up. You know, it's like, we
7:05
got all the translations in, we got
7:07
everything, it's all been. kind of locked
7:09
and loaded then for we got proper
7:11
PlayStation controller support plugged in so you
7:13
get the icons and everything because it
7:16
also wasn't wasn't there. Yeah we had
7:18
it it was just showing the Xbox
7:20
controller visuals instead and we are all
7:22
or through all of our reviews right
7:24
on every platform yep yeah we've made
7:26
it through with our yeah we have
7:28
a build all the way through reviews
7:30
that is launch ready I believe there
7:32
was there was a iOS bug that
7:34
we found yesterday even I think but
7:37
I think that would already Also might
7:39
have already made its way through review,
7:41
but even it's it's a pretty weird,
7:43
it doesn't result in like a big
7:45
problems or anything. So even if we
7:47
don't get that one in by the
7:49
time we get to launch and get
7:51
it right after launch. It's not going
7:53
to affect anything. Yeah, it makes you
7:56
like work totally ready. And so I
7:58
think it's also just, it's just, it
8:00
is weird because, you know, I mean,
8:02
it's, it's, it's different from like back
8:04
when we work. on the first Crash
8:06
Lands, which you talked about a lot
8:08
of just like kind of the chaos
8:10
of that, where we did the, we
8:12
started the beta like one month before
8:14
the launch. We ran that beta for
8:17
two weeks, got 2,200 bug reports, and
8:19
we were aggressively fixing bugs and screaming
8:21
all the way up to the minute
8:23
we launched the game, and then for
8:25
the following six weeks afterwards. And now,
8:27
like, we're better at making stable. games
8:29
and testing and we have we have
8:31
QA and all that stuff and so
8:33
the beta yeah there were there were
8:36
some bugs in the in the beta
8:38
but nothing like the volume we saw
8:40
before and now it's fine yeah I
8:42
thought that you know even with levelhead
8:44
we had we had we had either
8:46
basically game maker changes that we needed
8:48
for the actual runtimes like the engine
8:50
had yeah we had some yeah all
8:52
the way up to like I think
8:54
it's like four weeks before launch or
8:57
something it was tight it was tight
8:59
it was tight or something it was
9:01
to be two, three X. And so
9:03
we were emailing internal people at. So
9:05
they go on Xbox, Expeditis, like it
9:07
was, because Nintendo's used to, like, pre-cove
9:09
it when we were getting Level Head
9:11
ready for Nintendo. It used to like
9:13
two or three days to get through
9:16
certain, which is a lot longer than
9:18
we would like, but you know, not
9:20
bad. But once, like, beginning of COVID,
9:22
it was taking like four weeks, I
9:24
think, to, to, yeah. That's at a
9:26
company at that scale. That's a huge
9:28
change. And so trying to figure out
9:30
how do they run things through their
9:32
certification process while also developing new ways
9:34
of communicating and tracking everything. And you
9:37
know, so a lot of things are
9:39
also like all of these consoles are
9:41
just obsessive about security and access to
9:43
devices and access to their networks and
9:45
those kind of stuff. I mean, the
9:47
one like the one we can't get
9:49
into you know. all the details but
9:51
back when we were trying to put
9:53
original crash lands on PlayStation a million
9:55
years ago and we're looking into it.
9:58
Holy shit that documentation like just to
10:00
get access to stuff there was like
10:02
three networks we had to get into
10:04
and each one had like different like
10:06
a IP address that was static that
10:08
they could then like white list on
10:10
their so there was just like it
10:12
was just it's probably probably getting access
10:14
to a PlayStation is probably harder than
10:17
getting access to a nuclear silence. I
10:19
would bet. There's a lot less stress
10:21
than on just like the what I
10:23
call like that the technical rigmarole associated
10:25
with launching our game this time around
10:27
right because like got much better at
10:29
it, we're more lean on the platform
10:31
target to start with, so we're not
10:33
doing the consoles, right, which honestly takes
10:35
so much nonsense out of the equation,
10:38
it's great. And then like we said
10:40
at the top of the hour, like
10:42
the, you know, the wishos numbers are
10:44
looking good. So it's like, okay, this
10:46
seems all good, but it is weird.
10:48
It's sort of like, I think the
10:50
sensation I have is maybe something like,
10:52
like, imagine you, you're like, you run
10:54
a competitive competitive marathon. Okay, that you've
10:57
been trading for for a long time.
10:59
But you actually can't see anyone else
11:01
in the race. Right. So you're just
11:03
waiting for the scores to come up.
11:05
Yeah, and you've actually, you've crossed the
11:07
finish line, but they're like, we gotta
11:09
wait like literally weeks. Not only that
11:11
didn't even tell you how much time
11:13
it took you to finish. You know,
11:15
correct. All you know is that you've
11:18
finished and you're like, you know, you're.
11:20
tired, right, for one. You definitely worked
11:22
hard. He definitely did something. And you
11:24
know you did it vaguely, right? But
11:26
any of the results of that are
11:28
still just kind of out there. My
11:30
wow gill man. So like, so you're
11:32
coming back, come back to rate after
11:34
April 10th. I was like, here's the
11:36
deal. April 11 onward. on my calendar
11:39
is a black void. I do not
11:41
know what my life is going to
11:43
look like after that, right? Because it's
11:45
like, if things go super well, then
11:47
that changes the equation. Then it's all
11:49
about, okay, we'll probably start getting offers
11:51
to. to bring the
11:53
game to other
11:55
platforms and then we
11:58
need to think
12:00
about that, right? And
12:02
managing all that
12:04
stuff. Potentially
12:06
a patch for Crash Nets
12:08
2 to deliver some new
12:10
cool stuff. Then
12:13
there's like also thinking about what we're
12:15
doing for the next game and starting
12:17
to kind of get revved up for
12:19
all of that. And like the sort
12:21
of urgency and intensity of all of
12:23
those things is gonna be contingent on
12:25
so many uncontrollable factors, right? Yeah. And
12:27
so it's like, it's very easy sort
12:29
of a vibe, you know? We don't
12:31
know what's gonna happen. And it does
12:33
that whole like, it's not just that
12:35
it kind of dictates what comes next
12:37
and like that kind of narrow sense
12:39
of what the studio is up to.
12:41
It's literally what do our lives look
12:43
like for the rest of our lives,
12:45
right? Well, in a weird way, we
12:47
kind of know largely what's the possibility
12:49
space of what's coming next, right? It's
12:51
more just a question of wide though
12:53
in terms of like - It's more
12:55
of how is that gonna look? How
12:57
intense is that gonna be, are we
12:59
gonna be potentially like basically going on
13:01
tour, right? Cause like, for example, like
13:03
after we released the original Crashlands, we
13:05
went to stuff like PAX West cause
13:07
we got into like the PAX 10,
13:09
right? There's like all these different, suddenly
13:11
there's like the game has a bunch
13:13
of attention and we're out like promoting
13:15
it and doing interviews and talking to
13:17
people and whatever. Giving talks, trying to
13:19
strengthen the sort of brand name of
13:21
the studio by leveraging the success of
13:23
the game, which is on the one
13:25
hand just fun because we get to
13:27
meet lots of people we otherwise wouldn't
13:29
get to, but also that helps to
13:31
stabilize the future of the business with
13:33
business to business relationships. Yeah, just to
13:35
meet people. And I mean, in a
13:37
way, it's kind of like, somebody publishes
13:40
a book and they do their book
13:42
tour. It's not like they send on
13:44
that email to send the final draft
13:46
to their publisher and they're like, well
13:48
done with that. Don't have to think
13:50
about that again. Like it's a new
13:52
phase of follow up tasks basically associated
13:54
with it. And we don't know what
13:56
that's going to be. I've
13:58
been wanting it to
14:00
be just. interesting that, because on the one
14:02
hand it is, it's really nice to have this
14:05
window where we're just like, yeah, we've got to,
14:07
we've got to build ready and we have extreme
14:09
confidence that it's a solid, ready to launch. Oh,
14:11
to be cool. I very much prefer this to
14:13
ever literally every other launch. Oh, yeah, absolutely. But
14:15
it's one of those, it's like, whenever everything is
14:17
still a trade-off, right? Like I would
14:19
absolutely rather must be in the snare
14:22
than any past launch nare than any
14:24
past launch nare that we've had, launch
14:26
nare that we've had. for perseverating on
14:28
things. And also having this one where
14:30
it's like we technically could launch it
14:32
because again it's launch ready, right? But
14:35
if we, like, there are all these
14:37
things that are in motion that like
14:39
we have a date that's gotta go
14:41
out on that date, right? And so
14:43
as I'm like watching, you know, the,
14:45
the. these idiotic tariffs take effect and
14:47
I'm like we still can we make it
14:50
a week right before yeah the global economy
14:52
not collapse for just like we just need
14:54
one more week yeah and so watching this
14:56
stuff unfold and we get this like Sam
14:58
we're getting these videos of like who the
15:01
top games coming out in April whatever and
15:03
one of them was by it was a
15:05
Korean video and our game isn't in Korean
15:07
and on one hand it was cool to
15:09
be featured in there anyway another hand I
15:12
was like oh and I started thinking about
15:14
like all the languages we don't have like
15:16
was that a mistake and so there's just
15:18
there's so much room to perseverate on things
15:21
because nothing is on fire right and again
15:23
same a good problem to have I would
15:25
rather this be the set of problems that
15:27
we have yeah it's a different kind of
15:30
discipline that's required at this point right which
15:32
just to say the goal is to basically
15:34
do some of that reflecting frankly do some
15:36
of that rejuvenating work of like take a
15:39
fucking beat right and then ideally you know
15:41
think try to think some big thoughts that
15:43
aren't getting strictly into like the more negative
15:45
you know in remediation territory but just
15:47
like what could happen well yeah but
15:50
just like okay it is the annoying
15:52
thing though right of like of doing
15:54
this kind of work is that there's
15:56
no such thing as being able to
15:58
fully chill there's just unless you you
16:00
have a blockbuster that just puts infinite
16:02
money on your bank account so that
16:04
all decisions are fine, you know? Even
16:06
then you got stuff to worry about,
16:09
but like. Well, yeah, even then it's
16:11
still, I mean, it's still a case
16:13
that like every day that passes that
16:15
you're not, that you're not like working
16:17
toward something is just money burned as
16:20
a studio, right? And so, you know,
16:22
like, I won't speak about what we
16:24
are working on right now. that we're
16:26
hoping to get out in the near
16:29
future, but it's kind of a weird
16:31
state to be in because we're not
16:33
fully working on them. Like we're kind
16:35
of bouncing back and forth between a
16:37
couple different things, keeping an eye on
16:40
questions too. Making sure we play questions
16:42
every day, keep it fresh, keep it
16:44
just generally tested, you know? Be ready
16:46
to talk about it a lot, because
16:48
that's the other thing like you guys
16:51
were saying. If things go well, we're
16:53
doing. interviews for things. We're talking up
16:55
the game in various contexts. We're talking
16:57
to, you know, potential business partners about
16:59
the game and so on. Like, we
17:02
have to just pitching GDC talks. Yeah,
17:04
we just have to have our brains
17:06
fully online about the game all the
17:08
time, you know, which is also kind
17:10
of a struggle too, because there's this
17:13
like push and pull between being like,
17:15
oh, finally it's done. I want to
17:17
just be like kind of step away.
17:19
past titles I felt a lot more
17:21
like what I know kind of washed
17:24
my hands of it because it was
17:26
so stressful getting it across the finish
17:28
line. But since this one has been
17:30
we get to we get to cross
17:32
the finish line and it really chill
17:35
kind of away. It has a lot
17:37
less of that like can we can
17:39
I just do it right away because
17:41
it's gotten because there's too much fire.
17:44
Yeah I actually I still like talking
17:46
about it and also the other games
17:48
too in the past like I kind
17:50
of didn't want to play. Every day
17:52
when I'm playing crash on steel for
17:55
a couple hours, I'm like, fuck yeah,
17:57
this is this is a good game
17:59
that we made. I think that's part
18:01
of it. it's important right now, because
18:03
yeah, there's very much like a sense
18:06
of just kind of burning cash in
18:08
terms of just like, more or less
18:10
doing a variety of smaller projects that
18:12
are like somewhat related to crash ones
18:14
too tangentially related to what's happening next,
18:17
whatever. But like, I think having this
18:19
window post beta, post or internal play
18:21
throughs, where there's not anything that like,
18:23
there's only a few marketing things that
18:25
like have to be happening. And otherwise,
18:28
it's a bit more loose. Yeah. I
18:30
know for me personally like, like, like,
18:32
like, like, like, like, like, like, You
18:34
know, you kind of like love a
18:36
thing to death in the case of
18:39
like a five year, very intense, like
18:41
very fucking intense dev journey with crash
18:43
eyes too, right? And so I know
18:45
after I finished my playthrough and then
18:48
you know, we're still we were still
18:50
grinding out a bunch of stuff in
18:52
the weeks it followed and it really
18:54
wasn't until like last week where it's
18:56
like a week or two post, me
18:59
doing anything on the game where I
19:01
was interested in looking at it again.
19:03
Yeah, and like working on something else
19:05
then like getting fully into something else.
19:07
It's that same, it's like, you know,
19:10
distance makes to heart growth under is
19:12
sort of the vibe. Well, there's a
19:14
good feeling of like when you when
19:16
you play through the whole game as
19:18
the developer, start to finish and you,
19:21
you know, you beat it, you get
19:23
to the very end, you've done everything.
19:25
There's always a million, like we still
19:27
have a list of, I think, maybe
19:29
a hundred things. We should do these,
19:32
right? Because no matter, like everywhere you
19:34
look, you can find something to change.
19:36
No matter what. And so, we always
19:38
say, you know, a game is never
19:40
done, you just stop working on it
19:43
at some point. And once you play
19:45
through the whole thing and you get
19:47
that sense of closure of like, this
19:49
is a complete game. then it does
19:52
make it a lot easier to be
19:54
like, I need to stop. It's okay
19:56
to stop, to stop fiddling with this
19:58
thing. Yeah, they just let it be
20:00
what it is, you know. Yeah, so
20:03
we're feeling pretty good. It's it, like
20:05
we said, it's a little bit of
20:07
an eerie calm period, but very excited
20:09
about we're watching the wish list numbers
20:11
accelerate because, you know, we're getting more
20:14
of that exposure on steam and we're
20:16
out on the lists and everything is
20:18
just kind of set. Yeah. All right.
20:20
So these questions come from our Discord
20:22
at Discord. G. G. slash B. Scotch
20:25
slash invite slash B. Scotch. I think
20:27
is that I think that's what it
20:29
actually is. I think it's just I
20:31
think it's just slash B. Scotch. Does
20:33
that work too? And you're not. Yeah.
20:36
Oh shit. Yeah. Yep. So. We just
20:38
kind of put out a call for
20:40
questions to see if people wanted to
20:42
know about crashes too, so we'll just
20:44
kind of burn through them. And normally
20:47
if you're new to the podcast, usually
20:49
we take questions from podcast up, he's
20:51
got a shot on it. But we
20:53
got like an we got like an
20:55
upvote system so people can up what
20:58
they want to hear us talking about
21:00
what they want to hear us talking
21:02
about. So you can we got like
21:04
an upvote system so people can up
21:07
vote what they want to do. the
21:09
questions people had. So first question comes
21:11
from a pure Knicks who says which
21:13
gameplay feature required the most unexpected amount
21:15
of work to implement? Unexpected. I feel
21:18
like every single one of them had
21:20
some big nonsense in it. I do
21:22
know we were looking back at a
21:24
bunch of stuff this last week or
21:26
two and one of the ones that
21:29
Seth pointed out was our research system
21:31
which is like kind of the bedrock
21:33
of you know I don't know progression
21:35
like the whole central kind of main
21:37
artery of the game. went through, I
21:40
don't even know, like just a tremendous
21:42
number of iterations as we were trying
21:44
to figure out exactly how to both
21:46
conceptualize it ourselves, but then also like
21:48
how to have the player interact with
21:51
it. It started off as like a
21:53
tree, like a node tree basically almost
21:55
like final fantasy style. So you'd research
21:57
something and then I would unlock some
21:59
next thing and you could see it
22:02
kind of radiating outward in a big
22:04
circle. And then we had a bunch
22:06
of problems with that, which was like,
22:08
the reality was there's so many nodes
22:11
in it. I think now I don't
22:13
know how many of the insights that
22:15
are now, but there's a lot. A
22:17
lot. That even in the very beginning
22:19
of the game, whether or maybe like,
22:22
maybe 20. Very quickly a lot of
22:24
the time spent in the interface was
22:26
just trying to try to find the
22:28
nodes that you wanted to investigate. It
22:30
had two core problems. One was the
22:33
navigation, what you're talking about Sam, which
22:35
is like. It's getting lost in a
22:37
giant maze. Yeah. If you think about
22:39
it as like something that starts in
22:41
the center and you know originates outward
22:44
as you unlock more research nodes. And
22:46
that means that that your available research
22:48
will always be sort of on the
22:50
circumference of an ever expanding circle. And
22:52
so if you're panning around trying to
22:55
find what you can research, you can
22:57
never see all the options at once
22:59
because they're on opposite sides of this
23:01
giant fucking circle that keeps getting bigger.
23:03
So that was a problem. And then
23:06
the other problem was the connection of
23:08
notes, which is that this is kind
23:10
of an interesting kind of fory into
23:12
like the way that you build a
23:15
visualization or a tool kind of. constraints
23:17
how you're able to think about things.
23:19
So in the original formulation of the
23:21
research system, it was kind of, it
23:23
was just, it was isolated in the
23:26
sense that like you'd research, it was
23:28
like a tech tree, you'd research one
23:30
thing, and because you researched that, it
23:32
would open up new nodes. And it
23:34
was, so you couldn't connect a research
23:37
node to a quest or to something
23:39
else, it was like one research node
23:41
led to another. And so that meant
23:43
that we just we always had to
23:45
think about the research system sort of
23:48
as a self encapsulated thing that didn't
23:50
really talk to the rest of the
23:52
game. But they got really weird, as
23:54
you'd imagine, pretty quick, right? Because as
23:56
soon as you get to point. where
23:59
it's like, okay, we need to tether
24:01
the player's progress on the narrative side,
24:03
or even like in the world itself,
24:05
to some of the stuff that they
24:07
can research, right? So like, okay, I
24:10
come across this new thing, now I
24:12
have some new insights for it. Well,
24:14
we can't do that, right? Because it's
24:16
just, it's already in the tree when
24:18
we're talking. So it was like, it
24:21
was too decoupled, right? And because you
24:23
research something, that would open up a
24:25
quest. But the problem there is like
24:27
if you're trying to tell a story,
24:30
then having no concept of the order
24:32
in which the player will encounter things
24:34
or do things, makes it so that
24:36
you kind of can't tell a story.
24:38
Instead, you can tell like a bunch
24:41
of sort of self-contained micro stories, but
24:43
it's very hard to do, you know,
24:45
like a bigger narrative, right? So we
24:47
kind of think that about like, okay,
24:49
if research is. a method of getting
24:52
you know crafted things getting new recipes
24:54
getting new drops whatever and then quests
24:56
are a method separately because it seems
24:58
like they need to be able they
25:00
both need to be able to do
25:03
that and both can start each other
25:05
then how do we display that we'll
25:07
just yeah just first like for the
25:09
player like just to change up this
25:11
research tree thing so that you're not
25:14
hunting around a menu, you're not like
25:16
lost in a fog of, it's not
25:18
like path of exile, right, where you
25:20
got this node map that is literally
25:22
as a search bar. Just keeps growing.
25:25
Yeah, we don't want that. So okay,
25:27
so how do we change this? And
25:29
then it was, there are like three
25:31
or four iterations forward after that before
25:34
we landed on kind of the really
25:36
simple approach, which is like, we just
25:38
put in a list. what you can
25:40
research instead of spreading it out visually
25:42
across a tree. Well, and the other
25:45
aspect of the research system was one
25:47
of the ways that we tried to
25:49
to gate it by quests was research
25:51
actually took material inputs. Oh, yeah, yeah.
25:53
That was like. one of those at
25:56
sea early because that was like part
25:58
part. Yeah so the way that it
26:00
works now in the game is you
26:02
just you know you're you get a
26:04
new insight we call them insights and
26:07
you look at your list and you'll
26:09
have your different your different buddies who
26:11
can research different things and each one
26:13
will have a selection of various insights
26:15
you choose the one you want to
26:18
research and you just press the research
26:20
button you don't spend anything it just
26:22
you just say research this and then
26:24
it just takes a certain amount of
26:26
time. And they unlock each other or
26:29
they can be unlocked by quest moments
26:31
in the game. Yeah, but you don't
26:33
have to give something up to
26:35
research something. Just a little time. Well,
26:38
yeah. So in order like what we what
26:40
we did then to try to make it
26:42
so that like when it was a tree,
26:44
just because you've gained access to a node
26:46
doesn't necessarily mean that you've acquired the material.
26:48
that needs to go in to that for
26:51
the research to happen. And that was how
26:53
we were trying to gate it at that
26:55
time. But it had this really bad feeling
26:57
where the things that made the most sense
26:59
for material costs, like let's say you're unlocking
27:02
a new armor set and that armor set
27:04
is made out of a pop bark. The
27:06
thing, the material that makes the most sense
27:08
as a requirement for that research is pop
27:10
bark, right? It's like, oh yeah, let's see
27:13
if we can. Let's research if we can
27:15
use pot bark to make this arm. You
27:17
get this like bullshit double dip feeling where
27:19
you're like. It's double dip. I got to
27:21
turn in like all my bark just to
27:24
get the recipe and now I got no
27:26
bark ledge. And then you got to go
27:28
get more of it to craft the thing.
27:30
Even with the current research system, as we
27:33
all got to set up, like a lot
27:35
of the tuning of the game was just
27:37
through basically figuring out basic combinations of things
27:39
to unlock simultaneously. compound is just basically a crafted,
27:41
a crafted component that then goes into something else,
27:44
right? Which we still have in some cases. Yeah,
27:46
we occasionally have, but largely what you'll see, especially
27:48
if you unlock like a new station or something
27:50
like that, is that oftentimes a new station will
27:52
come along with at least one recipe just immediately.
27:55
You can at least see and start thinking about or
27:57
do something with. Yeah, because who cares about a workstation
27:59
if you can't? anything. Exactly. Well, you got a
28:01
chicken egg problem. There's only unlock a
28:03
new material and I spent time researching that.
28:05
And then that unlocks an insight to
28:07
use the material on something. Then there's no
28:09
reason for me to craft or care
28:11
about that material until I've researched the next
28:13
thing. Right. So it's kind of this.
28:15
And we did that kind of fine -tuning
28:17
all the way, like literally up until, you
28:19
know, a month ago, because it's like,
28:21
well, I'm including really after the beta, there
28:23
were a few little like final tweaks.
28:25
There was bunch of them actually. Yeah. Just
28:27
kind of collapsing some of those nodes
28:30
down. And so I think that research system,
28:32
the reality is like the work on
28:34
the research system, I think it had to
28:36
me probably the most sort of, the
28:38
most ripple effect into just like the overall
28:40
experience of the game while also being
28:42
simultaneously won. It was like, it's a completely
28:44
new system. It's not from the original
28:46
game. Yeah. I was going to say, actually,
28:48
I think, I think of the reason
28:50
why it was so, because in general, I
28:52
felt like, because the question is, you
28:54
know, what was like surprisingly hard, right? In
28:56
general, it kind of felt like everything
28:58
was about as hard as we expected it
29:00
to be with kind of this exception.
29:02
And I think it's actually an important point
29:04
that this was also a system that
29:06
was not in the original game. It's like
29:08
the one fully kind of new way
29:10
that the game works, right? And it didn't
29:12
have a conceptual underpinning that we were
29:14
like pulling on from the original. So even
29:16
though we had to make a lot
29:18
of false starts, I think, on figuring out
29:20
how it would fit. Well, I think
29:23
there's an important discovery element there of what
29:25
you guys were talking about from like,
29:27
from the original design of this kind of
29:29
graph that grows. And like, and what
29:31
you see in a lot of games with
29:33
these like research trees and stuff, right?
29:35
Is that a lot of why they are
29:37
so kind of hard to manage because
29:39
they're they're trying to show you all of
29:41
it all the time, right? Yeah. And
29:43
one of the things that's that crash lands
29:45
is fundamentally about is showing you stuff
29:47
when it makes sense to show you that
29:49
stuff, right? That's why you don't you
29:51
can't just peek into your inventory because who
29:53
gives a shit, right? But you can
29:55
see if you have what you need for
29:57
a recipe, right? And those early iterations
29:59
of the research tree would show you stuff
30:01
you already researched, but who cares, you
30:03
know, right? Yeah, but or they show you
30:05
stuff, you know, 700 years in the
30:07
future that you can't research also who cares,
30:09
right? And that that final end result
30:11
was like it's just the list of things you could research, right? And that's it.
30:13
And behind the scenes, there is a complex tree of things that kind of all
30:16
interact with you. That's kind of the next piece we want to get to. Because
30:18
I think there's other stuff that was surprisingly hard, but it didn't have the same
30:20
kind of lasting, like constantly working on a thing. So like build, also to work
30:22
on like build mode roofs and like calculations of buildings. We end up tweaking
30:24
in a variety of places like figuring out
30:26
better ways to do it, figuring out how
30:28
to include other kinds of things in those
30:30
calculations and it was hard to do. It
30:32
was hard to figure out building the roofs
30:34
was insane. I knew it was going to
30:36
be really hard though. So like it wasn't,
30:38
yeah, it wasn't surprising, it was hard. And
30:40
then like, there were a large variety of
30:42
like more or less stable states with it,
30:44
right? Where it's like, we would kind of
30:46
break down like certain scenarios, but it got
30:48
like work around it. Right. But that was
30:50
it works. It just works forever. Exactly. You
30:52
don't have to constantly touch it. Yeah. Yeah.
30:54
And so the research pathway to me is
30:57
like is the one. It makes sense because
30:59
it literally is like how we it's how
31:01
we drove progression through the whole game like
31:03
will of everything together. It is all woven
31:05
through that thing. So it makes sense that
31:07
it's like the hardest thing to do. Yeah,
31:09
but we had just for it. Yeah, and
31:12
for reference, kind of the way that we
31:14
delivered stuff in the original crash lands was
31:16
when you would craft a new workstation, that
31:18
would just come with probably like 10 recipes
31:20
usually, which was always like the next set
31:22
of armor, the next weapons, and then maybe
31:24
the next tool potentially. I'm trying to
31:26
remember, did it also come with the
31:28
recipes that you didn't have yet that
31:31
you then would find or like get
31:33
out in the world? It would show
31:35
sort of like blacked out. Yeah, so
31:37
yeah, so the recipe was still there.
31:39
So you're basically like unlocking kind of
31:41
puzzle pieces, right? Yeah. So as you,
31:43
so then there were, once you did
31:45
that, then there were essentially just two
31:47
ways to get more recipes. One was
31:49
pre-planned ones where we said like, this
31:51
is a recipe for a legendary item.
31:53
So it drops, you know, at a
31:55
low chance from these or whatever. Otherwise
31:57
then it was just kind of like
31:59
random drops. So we just had an
32:01
automatic algorithm in the background that said
32:03
like, if you destroy a tree, does
32:05
this tree have materials in it used
32:07
by a recipe that you don't have
32:10
yet? But you could have because you
32:12
have the station or something. So if
32:14
yes, then you just do a dice
32:16
roll and maybe you got like a
32:18
2% chance or something like that. And
32:20
sometimes just a recipe pops out. I
32:22
got a bean bag. That's sort of
32:25
like the time. So that made it
32:27
real easy for us at the time
32:29
because we didn't have to plan when
32:31
somebody would get the bean bag chair.
32:33
they just would get it at some
32:35
point. Right. And that was useful. It
32:37
meant that sometimes you would unlock stuff
32:39
in a weird order, just random. Well,
32:42
it's also the case that like the
32:44
reality was that most of just the
32:46
vast majority of the stuff actually in
32:48
the original crash lands didn't matter in
32:50
the sense of progression, where it was
32:52
like, you didn't, the only things that
32:54
really matter were like station, next tool,
32:57
and even then the reason they were
32:59
the reason they matter is because they
33:01
were hard. locked right is like you
33:03
couldn't use a low level saw on
33:05
the next thing so there's no yeah
33:07
you can't the environment to get things
33:09
exactly so there's just no way to
33:12
get those things unless you had the
33:14
very next there's very like a lock
33:16
and key approach right yeah and that's
33:18
a big part of the reason why
33:20
the original game I think has that
33:22
it just doesn't keep opening up It's
33:24
why we were able to make it
33:27
so much faster because like it it
33:29
has it's like a similar I think
33:31
like number of things but most of
33:33
them would just kind of exist like
33:35
they like The decorations for your base
33:37
they don't talk to any system like
33:39
you just you get the recipe you
33:41
make your your bubble machine or your
33:44
beanbag chair and nothing requires it nothing
33:46
talks to it it's not hooked in
33:48
it's not integrated it's just there right
33:50
yeah good questions too even even even
33:52
items that go into your base They
33:54
are connected to quests and stories and
33:56
stuff like that. So everything is like,
33:59
I mean, we've said this a million
34:01
times, but like almost all the hard
34:03
parts in games are integration challenges. Yeah.
34:05
And question to see what happened to
34:07
me by that is just. Yeah, we
34:09
happened to make a thing that was
34:11
like, Mike, just like the most. intense
34:14
weaving exercise, no demand. Just like. Well,
34:16
it's that if you want, if you
34:18
want any given item to matter, then
34:20
that means it has to be connected
34:22
somehow to meaningful things going on in
34:24
the game. And most things in crashes
34:26
to matter. At least somehow, right. Yeah.
34:28
And in the original crashes, most things
34:31
didn't really matter. And so it was
34:33
easy for us to make a lot
34:35
of them. and just kind of let
34:37
the chips fall where they may really.
34:39
If you just keep chabbing out trees
34:41
eventually you'll get all the recipes for
34:43
the sawmill. You don't need any of
34:46
them because who gives the shit? Yeah,
34:48
but you're attacking creatures. You're going to
34:50
get some eggs. You're just going to
34:52
get an egg. You can build a
34:54
base, but that's like a big thing.
34:56
Actually, it's not even a base. It's
34:58
literally just... Just disconnected floors and balls
35:01
actually encode like it doesn't know that
35:03
it's a base. Yeah, it's just stuff.
35:05
Just a base in your mind. So
35:07
yeah, so with the with the deep
35:09
integration that everything has in in questions
35:11
too, yeah, that meant that like how
35:13
the insights worked was a huge, huge
35:15
undertaking. And then we also have this
35:18
comfort system which, which gets to another
35:20
question that somebody had, uh, so I'll
35:22
just. So this is a question asked
35:24
by Morful, who said, I think you
35:26
mentioned that building in Crash Hents 2
35:28
is not only for aesthetic purposes, that
35:30
it serves an actual gameplay purpose. Could
35:33
you elaborate on that? How did you
35:35
balance buildings that is meaningful from a
35:37
gameplay perspective, but also leaves enough freedom
35:39
for customization? So this is then where
35:41
the comforts system comes in, which is
35:43
the other completely new thing in Crashions
35:45
2 that didn't exist before, which is
35:48
that as you, as you recruit. companions.
35:50
You know, you made these different characters
35:52
and they joined your base basically. And
35:54
each one of them has their own
35:56
story and their own questline and personality
35:58
and all these different characteristics, which means
36:00
that you can't just like throw them
36:03
at a closet. Yeah. They're not a
36:05
workstation. We didn't want them to feel
36:07
like a workstation. You know what I
36:09
mean? Where they're just like. Yeah, they're
36:11
people. And so they have things that
36:13
they want in their space. Maybe like
36:15
one of them wants a certain type
36:17
of a workstation. Maybe one of them
36:20
is really interested in companionship. And so
36:22
they want to have like a space
36:24
that's set up for socializing. You know,
36:26
so it's like, oh yeah, well, like
36:28
a big table with like a bunch
36:30
of chairs around it in case that
36:32
would like, you know, you know, And
36:35
so the base building then is you
36:37
basically kind of like as you unlock
36:39
all these different recipes for decor items
36:41
and stuff, you can just craft them
36:43
as you like, but. a lot of
36:45
times your companions will specifically ask for
36:47
some of those things in their space
36:50
and in many cases for you to
36:52
arrange those items in certain ways or
36:54
to like have certain relationships. So it's
36:56
kind of like a nice meeting of
36:58
like your companions will ask for specific
37:00
things that if you want them to
37:02
research faster or to advance their stories,
37:04
then you meet those comfort requirements. But
37:07
then you also have lots of stuff.
37:09
that you've unlocked that your companions maybe
37:11
don't ask for, you know, different styles
37:13
of things and things like that. And
37:15
you're free to build your base, sort
37:17
of like around all of those constraints
37:19
as you like. I guess the way
37:22
I think about it, like the constraints
37:24
aren't, so especially in the early game,
37:26
they aren't particularly onerous, right? Like the
37:28
whole goal with it was like, I
37:30
want a big room. Exactly. It can
37:32
be whatever shape you want. It just
37:34
needs to be a certain flight. It's
37:37
big. Yeah, like, you know, footprint. And
37:39
so there's, there's a bunch of those
37:41
that are, they're vague where it's like,
37:43
we have, we have a tag system
37:45
in the back where it's like, someone
37:47
might be, might say something like, I
37:49
want some tables in my room, like
37:51
Seth mentioned. There's a bunch of things
37:54
that are tables. So, yeah, so you
37:56
can just pick one that you like.
37:58
far to go in terms of that
38:00
specificity because it was more and more
38:02
likely basically that as you went deeper
38:04
in the game that you kind of
38:06
already had set up some maybe some
38:09
of those items in a way that
38:11
the comfort were just like auto complete
38:13
basically you know because it would be
38:15
hilarious yeah buddy would be like I
38:17
really want like three of this type
38:19
of a light and then you already
38:21
had that so as soon as they
38:24
ask you for it they're like so
38:26
anyway thanks a lot that really helps
38:28
a bit more about arrangement of specifics,
38:30
right? Because we had to have some
38:32
way of being like a pretty sure,
38:34
there's like very very low odds that
38:36
someone has already done this this way,
38:38
right? In this particular configuration. And so
38:40
we found those like, it was definitely,
38:42
it was definitely a concern of ours
38:44
with the original conception. But we knew we
38:46
wanted to do this with the buddies, those whole
38:49
idea, like you bring the buddies in your base,
38:51
they do research for you, and you provide comforts
38:53
for them in your base. That was like the
38:55
high level design thesis design thesis of a
38:57
thesis, expiration we did is basically how far
39:00
we needed to push it or how specific
39:02
we needed to be on those comforts. What
39:04
we largely found is, is as soon as
39:06
you provide just like a reason. Like a
39:08
lot of the comforts are one or two
39:10
things. It's like, oh, it's a barrel's in
39:13
my room. That's it. Just wants the barrels,
39:15
right? A lot of people need barrels for
39:17
a lot of different reasons. I mean, because
39:19
you got to have a storage. You need
39:21
storage. the what we saw then as far
39:24
as the results is like if it's usually
39:26
just you know a craft or two typically of
39:28
an item one the items don't cost too much
39:30
and then two all we were trying to do
39:32
really was like essentially just jumpstart people's own creativity
39:34
in space right which is to say hey you're
39:36
already you really need to build this thing and
39:38
it's actually it's not too hard so yeah this
39:40
person asked for like two barrels and while you're
39:42
at it you're like well I'm gonna arrange these
39:45
because I'm a person, you know, so I need
39:47
like almost set him up and then I think
39:49
about him like, oh well, sometimes. But you may
39:51
not care and that's fine. You could just throw
39:53
it in the room and yeah, you may not
39:55
move on, you know. So it has enough flexibility
39:57
in it where it's like it's not, it's
39:59
just not. Yeah, good. Because we also
40:01
use this system for pets. Yes. So
40:03
pet egg hatching requires incubation. And this
40:06
one's a little bit more temporary. Yeah.
40:08
So for every single egg, every egg
40:10
has some environment that you need to
40:12
sort of cultivate for it so that
40:15
it can hatch. So, you know, I
40:17
think then it might be like a
40:19
noisy like put stations near me. Yeah,
40:21
this egg should be in a room
40:24
with like with people and workstations because
40:26
it's like it responds to. energy you
40:28
know and so but once it hatches
40:31
then it's you can put you can
40:33
put the hatched pet wherever you want
40:35
it it doesn't really matter but but
40:37
to get the egg hatched there's a
40:40
certain set of circumstances you need to
40:42
create using the base building system and
40:44
all that is kind of connected to
40:46
how like like Sam was saying one
40:49
of the early challenges was like in
40:51
the original crash lands the game didn't
40:53
have a concept of a building or
40:55
a base it's just there's just stuff
40:58
that you just And in questions too,
41:00
if we wanted to make this system
41:02
work, then we had, the game has
41:04
to know what a building is and
41:07
what a room is. It has to
41:09
know the relationships of the items within
41:11
that room, how many there are, you
41:13
know, so if a buddy says, hey,
41:16
I want like a cooking area that
41:18
has like a spice rack next to
41:20
it, then the game has to know
41:22
what's in like that those two items
41:25
are in that room and that they
41:27
are adjacent to each other. And so,
41:29
yeah, what's a room is, yeah, yeah,
41:32
what's a room? Yeah, how do you
41:34
know, how do you know, how do
41:36
you know these things? And so figuring
41:38
that out in an optimized way was
41:41
definitely a challenge. But again, like once
41:43
we have that tally and relationship system
41:45
in that it's done, and then it's
41:47
all like using it to create these
41:50
comforts and requirements and stuff like that.
41:52
So then on the on the back
41:54
end to manage all this complexity, you
41:56
know, I mean, I mean, And like
41:59
actually where all of it sort of
42:01
everything circles back to and originates from
42:03
certainly like when we start out with
42:05
the design because Again, as we're talking
42:08
about, that's a new system. You don't
42:10
think about like putting a new system
42:12
at the heart of the thing, right?
42:14
Because it doesn't seem correct, so to
42:17
speak. But like, the- Well, yeah, we
42:19
kind of, we tried not to in
42:21
a bunch of ways, but it just
42:24
kept ending up there. There's an important
42:26
note there, which is in the original,
42:28
we had tried something like there. think
42:30
it's like you could pick from a
42:33
little blue science balls would pop out
42:35
of stuff. We had well we had
42:37
we had like we had like several
42:39
levels this is also why the why
42:42
the original game even had the compendium
42:44
which eventually just turned into like a
42:46
wiki basically but originally it was that
42:48
you would you had like bronze silver
42:51
and gold sort of like knowledge about
42:53
something but again it's a chicken egg
42:55
problem because if you Don't have any
42:57
use for the materials that a whomp
43:00
it drops then the way and if
43:02
the way that you would unlock a
43:04
batch of recipes is by killing a
43:06
bunch of whompets to get your science
43:09
points, right? Then you're just running around
43:11
killing whompets in a one-dimensional purpose, which
43:13
is like I'm just getting science points
43:16
and I hope I hope that there's
43:18
something useful that I get from reaching
43:20
bronze level knowledge or whatever and so
43:22
you would have to go out and
43:25
do this do this kind of like
43:27
grind for an unknown reason it wasn't
43:29
good I guess it did feel good
43:31
I think we cut that in the
43:34
first like six months of crash lands
43:36
yeah it was like we always wanted
43:38
some other it was clear we needed
43:40
some other mechanism right for delivering progression
43:43
other than just question random bullshit right
43:45
because it was just not quite you
43:47
know I think after the first year
43:49
where we were still only two tiers
43:52
by two levels of content in. So
43:54
if you're playing the game currently. It's
43:56
basically we only made it through stone
43:58
stuff. We had stone armor, we had
44:01
a stone station. And conceptualizing how to
44:03
put everything together going forward became completely
44:05
impossible. Like we couldn't think about all
44:08
of this interrelatedness because quests for opening
44:10
comforts, comforts for opening insights and other
44:12
quests, insights themselves are opening quests. Everything
44:14
was just talking to each of these
44:17
three progression systems could unlock each other.
44:19
And every time we tried to simplify
44:21
it, or we were like, okay, let's
44:23
just not do it, then it immediately
44:26
felt kind of grindy or rote in
44:28
that particular, whatever that avenue was that
44:30
we did, or it was separated in
44:32
some way where it didn't let us,
44:35
you know, deliver like a more epic
44:37
full experience of you adventuring and like
44:39
a growing programming. Probably a way to
44:41
think about it is that. Like in
44:44
the original game, there's an obvious formula,
44:46
right? You make a station and that
44:48
unlocks this batch of types of recipes
44:50
and then what, you know, your goal
44:53
is, all right, I need to craft
44:55
the next station. And then that unlocks
44:57
the next batch, right? And so it's
45:00
station station station. Which is also why
45:02
like we would see this kind of
45:04
fall off around, around when people get
45:06
to act two and people got to
45:09
the bog, where at that point they
45:11
had been through that loop. six times
45:13
in the Savannah and like station armor
45:15
weapons blah blah blah and then you
45:18
get to the east of the bug
45:20
and now you're weak because you're in
45:22
a whole new zone so you're now
45:24
the weakest thing around and once you
45:27
let you say okay Now I just
45:29
got to do this again, like you're
45:31
going to craft the station and craft
45:33
that point, right? It's like knowing exactly
45:36
what you got to do to get
45:38
a reward is not. And then you
45:40
just go through it. And so what
45:42
makes the big change in crash ends
45:45
too, which also kind of gets to
45:47
the question from glorious cashew, who asked
45:49
if you could only change one thing
45:52
about the original crash lands, what would
45:54
it be? And how did you address
45:56
that the sequel? The most consistent negative
45:58
commentary we got was the girl. grindiness.
46:01
People are just like, yeah, it just
46:03
kind of turns into a grind, you
46:05
know. And we talked in the past
46:07
about how we tried to tweak different
46:09
things about the crafting formulas and drop
46:11
rates and stuff. But at the end
46:13
of the day, it's a system's problem,
46:16
which is, you know, once you can
46:18
kind of forecast the time for something,
46:20
and you know that it's just a
46:22
matter of time, right? You're like, yep,
46:24
it takes about this much time to
46:26
work through this tier, just like it
46:29
last tier. you just kind of go
46:31
through the motions. So in questions too,
46:33
the fact that we've got insights, quests,
46:35
and comforts, and that none of them
46:37
are, as far as what the player
46:39
can see, none of them are obviously...
46:41
connected in a repeating way, right?
46:44
Like you do a quest and you
46:46
don't know whether that quest is going
46:48
to give you, that's going to open
46:50
up a new comfort or a new
46:52
set of insights. When you complete an
46:54
insight, you don't know if that's going
46:56
to open up a new comfort or
46:59
a new quest chain, right? Like, you
47:01
just do what seems interesting to you,
47:03
and stuff just happens as a result
47:05
of this, right? Yeah. And it all
47:07
happens in a... Like in retrospect in
47:09
an obvious way, like oh yeah I
47:11
did this and so this next thing
47:13
happened but you didn't know that that
47:16
next thing was going to happen. Yes.
47:18
And so it feels much more organic
47:20
and kind of natural and less video
47:22
gamey and less of a grind, but
47:24
it also means that like from our
47:26
end trying to design those systems and
47:28
plan out for us to understand how
47:31
the progression of the game works, fucking
47:33
hard. Yeah, so this progression map is
47:35
what I do when I give said
47:37
big kudos, because we had this problem
47:39
and I was like, I literally, I
47:41
cannot think about what this next chain
47:43
of insights is gonna do. I was
47:46
like, I couldn't, I can't visualize. It
47:48
was a possible when the scale was
47:50
small. And the scale is going to
47:52
get really big, right? Yes, it was.
47:54
Yeah, I think we just started doing
47:57
like Quest integration stuff and it was
47:59
just, there's. this other layer all of a
48:01
sudden, because we didn't have a quest until
48:03
like a year and a half in, right?
48:05
So that was as soon as that other
48:07
layer showed up, then it was just like,
48:09
okay, we need to reweave all the stuff
48:12
back together that we already have. And then
48:14
going forward, plot it all. And it was
48:16
like easy to reweave the things that already
48:18
existed and already had been laid out, but
48:20
then like forecasting forward just was impossible. So.
48:22
I don't know where you got the idea,
48:24
but we ended up building this progression map,
48:26
and it makes me feel like a red-string
48:28
conspiracy theorist in a basement, sort of a
48:31
five, where it's like... Yeah, well, I got
48:33
this idea because I was trying to use
48:35
mermaid, which is a Markdown tour? Mermaid J.S.
48:37
It's actually not specifically a markdown, it's basically
48:39
a markup language, its own language called mermaid.
48:41
that basically just you just write in plain
48:44
text there's just like a way of writing
48:46
that represents some kind of a graph or
48:48
a workflow or a chart. It's like a
48:50
flow chart. Which it's just there's like what
48:52
leads to what right? Yeah you just like
48:54
write it all out and then there's an
48:57
engine that you can run that through that
48:59
will convert it into a cool little HTML document
49:01
that has it or an SB or a P&G
49:03
or whatever. Yeah. So, well, so first, first, my
49:05
first move was like, all right, well, there are
49:07
already things out there like mermaids that show how
49:09
to connect you. Yeah, we did actually start making
49:11
some tools that like suck the data out and
49:13
tried to make mermaid graphs. Yeah, we were talking
49:15
about like things like Neo4J, which is a graph
49:17
database. We were like, can we pull the data
49:19
out of here and put it in this database
49:21
so we can look at it? Yeah. There were
49:23
a whole bunch of things we're trying to figure
49:25
out how to figure out how to figure out
49:27
how to figure out how to figure out how
49:29
to figure out how to figure out
49:31
how to figure out how to figure
49:33
out how to just one of the
49:36
hardest problems out there. And there are
49:38
lots of good tools to help you
49:40
do it, right? But none of them
49:42
necessarily specifically help with our specific problem
49:45
related to this. Yeah. So the problem
49:47
there was twofold. One is that in
49:49
these tools, oftentimes you don't have that
49:51
much control over the layout of it.
49:54
It'll just kind of decide where things
49:56
are going to go based on how
49:58
they kind of fit. That's kind of
50:00
their point, right? Is that if you
50:03
have to make those decisions, then now
50:05
you're doing that. I said, yeah. And
50:07
then the second problem is they showed
50:09
they showed all connections at all times.
50:11
And what we found was that in
50:14
this system, let's say you've got like,
50:16
I'll just use the pop bark reference
50:18
again. Let's you got this item called
50:20
pop bark and it's used in 25
50:23
different recipes. all over the place. And
50:25
that's true of every, everything. Yeah, it
50:27
was like every material. Yeah. So yeah,
50:29
so you'll pop up in this flow
50:31
chart and you're just like, this is
50:34
just, this is just a ball spaghetti.
50:36
Yeah, you're like, I'm back in hell,
50:38
but now I can see it and
50:40
the flames. Do we ever do edges
50:42
count just like count the number of
50:45
connections between things? Just so we had,
50:47
mostly for fun. Oh God. Just to
50:49
see what number is. We should do
50:51
that. It's going to be in the
50:53
hundreds of thousands. That's going to be
50:56
a lot. Yeah. Yeah. So yeah. So,
50:58
so we ended up doing then was
51:00
came up with our own visualizer for
51:02
this, which we just called a progression
51:04
map, where it's all about first establishing
51:06
dependency chains, which is to say like,
51:09
okay, if this quest asks for this,
51:11
this item, then the quest is dependent
51:13
on that item. So. we're going to
51:15
move it to the right of that
51:17
item. Yeah. So, and if you follow
51:19
those dependency chains back, then you can
51:22
essentially just come up with a number,
51:24
which we would call it the tier
51:26
of that, T-I-E-R, or you can think
51:28
of it as the depth or whatever.
51:30
It's just like how far in to
51:32
the progression map is it. So we
51:34
then we then just sort everything by
51:37
tier and. just arrange it left to
51:39
right in in columns so so you
51:41
can actually like the goals make it
51:43
so you could essentially by walking left
51:45
to right and following connections that you
51:47
can toggle on and off yeah poorly
51:50
it doesn't show connections at the outset
51:52
you can click on any given node
51:54
and see what specifically that yes like
51:56
so you don't know why something is
51:58
in tier 17 right Right. But you
52:00
can click and then open up the connections
52:02
and follow it back. Yeah. So then you
52:04
could, on the design side, you could basically
52:06
walk mentally, right? Start at the beginning. You
52:09
see the crash landing. You see what resources
52:11
are available to flux because she can slap
52:13
them, right? Or they're just on the ground.
52:15
So you could see them immediately there in
52:17
Tier 2. tier three, you see the conversation
52:19
with, we're all about getting ratio as well
52:21
as the items dropped by those things that
52:23
you can slap because you can slap them,
52:25
right? So yeah, what basically what components you
52:27
might have available at that time, etc. You
52:29
then see the result of that quest,
52:31
which be getting the racetti for the
52:33
first time, then you see the popwood
52:36
tree, because now you can actually collect
52:38
stuff from the popwood tree, but you
52:40
also see other resources, right, that like,
52:42
technically would become available at that time.
52:44
So there's like, manual moving of things
52:47
around to better reflect what you could
52:49
sort of like the average play experience,
52:51
even if technically they might be open
52:53
earlier. Because there's some which is like,
52:55
for example, there are plants and trees
52:57
in Act 2 that technically you could
53:00
chop down with the Rachete, which is
53:02
the first chopper you get. But because
53:04
of Quest Gates and stuff, you can't
53:06
get to that region until you've done
53:08
some stuff. So those are those cases
53:11
we manually. Create dependencies so that it
53:13
gets updated into the correct place in
53:15
the in the progression map right so
53:17
then by using that tool then we're
53:19
able to walk through and I think
53:21
it's like 200 Fucking tears deep at
53:24
this point. We're talking like a dozen
53:26
plus things oftentimes like in in one
53:28
of those columns in those years so
53:30
180 there's how many how many research
53:32
how many insights are there I have
53:35
no I actually don't know the account
53:37
several there's several hundred I want to
53:39
say there's I want to say there's
53:42
four or 500, but I can't remember.
53:44
And then similar number of recipes, and
53:46
then there's like 1100 quests, and then
53:49
there's pets, there's creatures, pets, there's all
53:51
the components, everything. There's all the comforts,
53:53
there's boss fights, there, yeah. So all
53:56
of it, all of it is in
53:58
there in this progression map. It's only
54:00
the only reason we could build the rest
54:02
of the thing because it was impossible at
54:04
that time to figure out how it is.
54:07
Yeah, well, and the other problem is loops.
54:09
The loops. Right, which is like, if you,
54:11
if you're making a game with this level
54:13
of complexity where anything can kind of unlock
54:15
anything, then it, unless you have some way
54:17
to check for this, it can be very
54:20
easy to make a quest that's like, oh
54:22
yeah, this quest needs this item, but you
54:24
don't realize that, you know, 10 layers, That
54:26
like that same item said and needed that
54:28
quest or yeah Yeah, yeah, somehow you create
54:30
like a circular relationship somewhere Because the
54:33
circle right because the circle is it
54:35
to be like the direct one right
54:37
where it's like oh, this says it
54:39
requires that but that said it required
54:41
the same thing It can be really
54:43
Yeah, you can create a loop. That's
54:45
like you'd have to explore like 20
54:47
levels deep before you're like, oh shit,
54:49
that's also over here, right? So yeah,
54:51
so it has to be fully discoverable
54:53
that you've made a circular relationship between
54:55
things. Yeah, so this is part of
54:57
our validation process where whenever when we
54:59
are composing that progression map, which when I
55:01
say that like when the game is composing
55:03
that progression map on its own, it does
55:06
loop checking to try to figure out like,
55:08
is there. Did you? I mean, because the
55:10
thing is, if there's a loop, then the
55:12
progression map cannot be composed. Yeah, it's broken.
55:14
Because, because now we don't, like, if something
55:16
is supposed to come both before and after
55:18
something else, then we don't know where that
55:21
goes, which means we also don't know where
55:23
the other thing goes, which means we don't
55:25
know where the things go that depend on
55:27
that, et cetera, et cetera, et cetera, et
55:29
cetera, et cetera, et cetera, et cetera,
55:31
et cetera, et cetera, et cetera, et
55:34
cetera, anywhere kind of exercise have it
55:36
sort of exercises itself out of the
55:38
whole system right so that it doesn't
55:41
have a story anymore yeah and since
55:43
everything is so connected then even if
55:45
you got a tiny loop where it's
55:47
just like literally the simplest case you
55:50
know which is like two things next
55:52
to each other that you know but
55:54
one requires the other and vice versa
55:57
if any other thing in the tree
55:59
is connected anything in the tree. Yeah,
56:01
it's a sort of thing we're like,
56:03
I think we didn't, again, we didn't
56:05
know that was gonna be all, like
56:08
all that stuff was gonna be the
56:10
result of those changes to, again, just
56:12
saying, like, we want base building to
56:14
matter, so we want, and we want
56:16
this, like, other, this research tree way
56:19
of getting stuff to be able to
56:21
support the whole game, right? I guess
56:23
the best way I could put it
56:25
is non-linearizing or parallelizing the progression tracks
56:27
because like you said in the first
56:30
game you'd get your materials, you get
56:32
your station, that opens up the next
56:34
set of materials and the next station,
56:36
next set of materials, next station. Once
56:38
you no longer have a one-dimensional track
56:40
like that you've got three or four
56:43
different ways of progressing that can happen
56:45
in parallel with each other. Boy. Yeah,
56:47
I mean, it's a lot. It's so
56:49
much. It's so much to think about.
56:51
And honestly, it really makes me want
56:54
to kind of, kind of peer behind
56:56
the hood of, like, when I think
56:58
about a game, like, wow, that has
57:00
all these different professions systems and currencies
57:02
and all these different items and stuff,
57:05
it's like, how do they think about
57:07
that? You know? And in a lot
57:09
of ways, they do simplify. progression tracks
57:11
into that more kind of like linear
57:13
way. But yeah, it's even at a
57:15
game, like, because Crescion's too is the
57:18
biggest thing, like it's the most complicated,
57:20
biggest game we've ever made, but it
57:22
isn't as big as a grand theft
57:24
auto, which is orders of magnitude larger.
57:26
Like, how does that work? Depending on
57:29
how the systems work, right? It's like,
57:31
because you can have like, you can
57:33
have a bunch of progression tracks, but
57:35
that are. largely parallel, right? If you
57:37
just don't be able to talk to
57:40
each other. If you do a couple
57:42
stuff that you can kind of go
57:44
as big as you want and it's
57:46
fine. That's true. Yeah. So I think
57:48
it's the trick is like when you're
57:50
making like a big RPG, especially as
57:53
students. you start being like, there's crafting
57:55
too. Oh boy, better buckle in, because
57:57
there's gonna be, even just with those
57:59
two things, even if you don't got
58:01
buddies, you don't got research, just figure
58:04
out how to visualize that thing, because
58:06
that'll, that'll make or break you, by
58:08
the end of death, I think. Yeah,
58:10
you just need good tools. There's, yep.
58:12
There's no possibility otherwise. Like, that's like,
58:15
I think what the questions do, too
58:17
much of it, to build it. we
58:19
had to we had to make those
58:21
things because it would have been if
58:23
Sam was a force it with pencil
58:25
and paper trying to be like okay
58:28
where the fuck was this recipe in
58:30
the like and try to like mentally
58:32
work through like just impossible can't do
58:34
it yes that's I mean that's that's
58:36
the big thing we wanted to change
58:39
in the original was make make the
58:41
progression more organic feeling and less formulaic
58:43
and less grindy and make everything matter
58:45
basically you know yeah which we did
58:47
At great cost. Yeah. After these five
58:50
years, my whole soul and body are
58:52
charred on all sides. Like a nice
58:54
burnt end. This is why I got
58:56
to relax in this void space before
58:58
the launch, you know, because we've got
59:00
a, I don't know, like deflaked the
59:03
burns on the outside of the body.
59:05
Yeah. And honestly, though, like, so in
59:07
around November, I told my Wow Guild
59:09
that I had to step away from
59:11
raiding to... get questions to wrapped up.
59:14
And it actually didn't have that much
59:16
to do with time. It had a
59:18
lot more to do with brain. Yeah.
59:20
Yeah. Which is like having a hobby
59:22
like, wow, means like once I'm done
59:25
with work, then my mental energy shifts
59:27
over to solving a whole bunch of
59:29
really complicated problems in this in this
59:31
game, right? Like guilt organization stuff, reviewing
59:33
logs for boss fights, blah, blah, blah.
59:36
And that means that like your brain
59:38
doesn't have, if you do as stuff
59:40
like that, if you do as stuff
59:42
like that. then your brain doesn't really
59:44
have the capacity to be sort of
59:46
like... passively churning on other problems, because
59:49
you're just feeding it new problems, right,
59:51
in a different context. And so I
59:53
felt like I needed, like crisis two
59:55
is complex enough that yeah, I just,
59:57
I needed that extra mental space to
1:00:00
be able to let things churn, and
1:00:02
I just couldn't do it otherwise, you
1:00:04
know. So I mean, I feel like
1:00:06
it worked. And the jury's out. We'll
1:00:08
see what players. I guess the thing
1:00:11
is like, it feels like it worked
1:00:13
building it, but yeah, did it work
1:00:15
in that big, big question mark sense?
1:00:17
Like, does anybody care? Well, we'll find
1:00:19
out. Yeah, was it worth it to
1:00:21
solve the problem? Yeah, was it worth
1:00:24
it? Was it worth it? Was it
1:00:26
worth it? We made our thing really
1:00:28
hard for ourselves, and then we solved
1:00:30
it. It's like, but did... But didn't
1:00:32
nobody actually care? Did you have done
1:00:35
that? Yeah. All they care about is,
1:00:37
is it fun? Yeah, did they like
1:00:39
it? And that's, that's just it. Yeah.
1:00:41
So, I think we'll probably have to
1:00:43
wrap there, because we got a whole
1:00:46
bunch of other stuff we gotta take
1:00:48
care of today. But once again, welcome
1:00:50
to all of our new, all of
1:00:52
our new listeners from, from the Crash
1:00:54
Oins 2 launch. And yeah, so we'd
1:00:56
like to thank our producers Fatbard and
1:00:59
Sopter Costa for putting this podcast together.
1:01:01
And thanks to our community moderators who
1:01:03
keep our Discord running to get more
1:01:05
involved in the Butterscotch community. You can
1:01:07
just go to podcast.bscotch.net where we have
1:01:10
links to the Discord, a way for
1:01:12
you to donate and links to the
1:01:14
podcast archives. And if you haven't. You're
1:01:16
running out time. Get over to steam
1:01:18
and give crashes to a wish list
1:01:21
because when this episode comes out, it's
1:01:23
coming out tomorrow. Or just buy it.
1:01:25
If you're listening to it after the
1:01:27
day. Yeah, we'll just go ahead and
1:01:29
buy it. That'll help us quite a
1:01:31
bit. If it's April 10 or beyond,
1:01:34
buy it and please wish, or please
1:01:36
leave a review, because that helps drive
1:01:38
all those algorithms. Yes. Especially a new
1:01:40
life blood. Yeah. Yeah, you you
1:01:42
could just don't
1:01:45
worry about you worry
1:01:47
a piece of paper
1:01:49
You write you know, a
1:01:51
piece of paper, burn it, you know?
1:01:53
You show us that. Just
1:01:56
burn it. Don't worry about it. That'll,
1:01:58
otherwise show on over
1:02:00
to Google play head
1:02:02
on over just buy Play
1:02:04
on the app
1:02:06
store You can pre
1:02:09
-order or just buy
1:02:11
it the App Store, you can
1:02:13
pre-order or order order it, you
1:02:15
all those things do
1:02:17
out a ton we
1:02:20
appreciate all those thank
1:02:22
you all for listening.
1:02:24
us out a see you
1:02:26
next week it.
1:02:30
Oh
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