Episode Transcript
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learn more. Hi I'm Alexa Ray
1:50
Korea and this is the Game
1:52
Maker's notebook podcast. Today I spoke
1:54
to Anne Douglas and Nate Austin
1:56
the lead development team behind Wildermith.
1:59
Now Wildermith is billed as a
2:01
character-driven procedurally generated game which on
2:03
the surface sounds a little incongruous
2:05
but I promise it works if
2:07
you love deep-designed shop talk and
2:09
also some advice on how to
2:11
get into the industry. This is
2:14
the conversation for you. I hope
2:16
you enjoy it as much as
2:18
I enjoy having it. Welcome
2:26
to The Game Maker's Notebook,
2:28
a podcast featuring a series
2:30
of in-depth one-on-one conversations between
2:32
game makers providing a thoughtful,
2:34
intimate perspective on the business
2:37
and craft of interactive entertainment.
2:39
The Game Maker's Notebook is
2:41
presented by the Academy of
2:43
Interactive Arts and Sciences, a
2:45
member-driven organization dedicated to the
2:47
recognition and advancement of
2:49
interactive entertainment. So,
2:55
like, beginning question, how did
2:57
you get here? How did
2:59
you get into game development?
3:03
Gosh. I'll start, I guess, I
3:05
always wanted to do it.
3:07
I started making little tiny
3:09
games in GW Basic when
3:11
I was small. Our dad
3:13
got a family computer, which
3:16
was kind of a big
3:18
deal back then. And I
3:20
just started making a little
3:22
text adventure games.
3:24
jumped into the industry officially
3:27
a couple years after college.
3:29
I was able to get
3:31
in doing some QA stuff
3:33
and then eventually worked my
3:35
way into a programming interview
3:38
and was able to go from
3:40
there. What do you mean, warmed your
3:42
way? Can you elaborate? Oh, well,
3:44
I didn't have a CS degree.
3:47
I wasn't really qualified in a
3:49
prior experience, but you
3:51
know, I had this QA. stuff
3:53
on my resume and I, you know,
3:56
contacted the person and,
3:58
you know, asked. nicely
4:00
to be given a chance and
4:02
then passed the test basically. That's
4:05
not warming at all. That's cool
4:07
though. Yeah, I am. I did
4:09
not grow up with video games
4:11
much. We didn't really have them
4:14
in the house or whatever, but
4:16
I went to school for art,
4:18
for visual art, and then after
4:20
that. There was the terrifying period
4:23
of, okay, you need to go
4:25
get a job now. And it
4:27
happened to be that a little
4:29
casual game startup was the first
4:32
place I ended up, which is
4:34
actually where I met Nate. And
4:36
then from there, the next job
4:38
after that was a games job
4:41
because our boss had previously worked
4:43
at another games company. And so
4:45
a lot of it was kind
4:47
of hopping between companies based on.
4:50
people I knew who had previously
4:52
worked there who could recommend for
4:54
jobs. And so got most of
4:56
like my game industry, like gaming
4:59
experience inside the job as opposed
5:01
to as opposed to being really
5:03
familiar with gaming and then trying
5:05
to make a job out of
5:08
it. So it was kind of
5:10
backwards for me. Interesting. About you
5:12
Doug? Yeah, I didn't plan to
5:14
get into games necessarily. I went
5:17
to school for creative writing. and
5:19
had a concept of I'll do
5:21
something I'll do something with writing
5:23
but I wasn't super like prescriptive
5:26
on what that would be and
5:28
this kind of just happened because
5:30
Nate just wanted to make games
5:32
and I was like okay well
5:35
I'll chip in in this little
5:37
way this was like right after
5:39
college and sort of like floated
5:41
around other things and Then sort
5:44
of just the momentum swept me
5:46
up and I ended up finishing
5:48
this game with them. You are
5:50
all, this is a family business,
5:53
essentially. What are the benefits challenges?
5:55
Like what's it like working with
5:57
your immediate family on something as
5:59
intricate as a video game? I
6:02
think basically it's great that you
6:04
start off with this enormous shared
6:06
vocabulary and shared understanding. tone and
6:08
feel that you're aiming for, we
6:10
can communicate that kind of stuff
6:13
really quickly where I think that,
6:15
or my experience is that like
6:17
with other people you often have
6:19
to like explain and explain and
6:22
over explain really exactly what you're
6:24
going for. So I think we
6:26
were lucky to really hit that
6:28
right away. Yeah, you guys had
6:31
all grown up watching the same
6:33
movies, playing the same movies. hung
6:35
out as well at your parents'
6:37
house, I was like watching, yeah,
6:40
watching everybody play X-com and all
6:42
that. So we had a, yeah,
6:44
we had all that time together.
6:46
And it was also, you had
6:49
a lot of, you could talk
6:51
about things a lot more casually
6:53
or during, you know, hopefully we
6:55
didn't annoy your parents too much
6:58
by talking a lot of game
7:00
design at various family get-togethers, but
7:02
it was always something that was
7:04
really fun to chew on with.
7:07
you know, with family that was
7:09
going to be around anyway. And
7:11
you didn't have to feel like
7:13
in order to move an idea
7:16
forward, we have to schedule a
7:18
formal meeting, and we have one
7:20
hour to talk about it, and
7:22
it was just a lot more
7:25
free form than that thing. And
7:27
really let us do a lot
7:29
more thinking and a lot more
7:31
iterating in a more condensed time
7:34
period. It's a much better Thanksgiving
7:36
conversation than like politics. Oh, here's
7:38
the, yeah, to talk about all
7:40
the ideas that you have and
7:43
to sort of like push them
7:45
back and forth and create little
7:47
concepts. games that you maybe never
7:49
end up going with, but ultimately,
7:52
like, you just have a lot
7:54
of ideas in your shared backlog
7:56
as a family, I think. Are
7:58
you, I'm wondering, are your parents
8:01
very, are they gamers, are they
8:03
into video games? I know every
8:05
family gathering, I have to re-explain
8:07
what I do over and over
8:09
and over to all of my
8:12
family members, but I'm wondering because
8:14
you were all working together, was
8:16
it maybe a little bit easier
8:18
there? Our parents are, yeah, we're
8:21
going to play all sorts of
8:23
stuff. I don't think he's played
8:25
our game. What? It's on the
8:27
switch now. But it just came
8:30
out on, yeah. So you might,
8:32
you might actually. But yeah, he
8:34
plays all sorts of stuff these
8:36
days. Your parents, not at all.
8:39
No, I had to explain to
8:41
her. We'd been working on this
8:43
game for probably eight years. And
8:45
I was talking about a boss
8:48
fight. She says, what is a
8:50
boss fight. Yeah, I think I
8:52
have a lot of memories with
8:54
my mom of just like of
8:57
playing Nintendo where as a kid
8:59
So yeah, we kind of grew
9:01
up with that and it's nice
9:03
to have that shared touchstone Yeah,
9:06
I'm I'm jealous actually my parents
9:08
have no idea still Yeah, if
9:10
we made it supportive though, even
9:12
if they don't know the ends
9:15
of the outs like our parents
9:17
were my parents and we're always
9:19
super super supportive Even though, you
9:21
know, we don't know exactly what
9:24
it is, but you love that
9:26
you're doing it. Yeah. So you've
9:28
mentioned, you've mentioned Xcom, and you've
9:30
mentioned Xcom in some previous interviews,
9:33
you mentioned growing up in Nintendo,
9:35
digging into your well of inspiration,
9:37
I want to talk about the
9:39
sort of narrative of Wilder Meth,
9:42
and then get into the mechanics.
9:44
What were the big pieces of
9:46
inspiration for your meta story? Yeah,
9:48
a lot of it. It's hard
9:51
to separate the mechanic. in the
9:53
narrative, because I think they're super
9:55
intertwined. Like for instance, when you
9:57
say meta story, I think of
10:00
how Wildermith is just sort of
10:02
about the fabric of storytelling and
10:04
about how stories themselves, like stories
10:06
of one hero tend to be
10:09
very varied and very like, oh,
10:11
he was here, but also he
10:13
was here at doing this and
10:15
doing this and also. She was
10:17
here doing this, but at the
10:20
same time, didn't like that person
10:22
that she was allies with, but
10:24
actually no, she did. Like, there's
10:26
a lot of that storytelling if
10:29
you go back into like world
10:31
myth, right? Into myths of, you
10:33
know, like Greek myths and whatever.
10:35
And so bringing that stuff to
10:38
life was a marriage of the
10:40
mechanics where you have our legacy
10:42
system where you kind of like
10:44
have this hero that goes on
10:47
this long adventure, but then oops
10:49
you reboot them back to their
10:51
like... sort of shield days like
10:53
what if they went a different
10:56
way and so Wildermith I think
10:58
like from the start was sort
11:00
of about that about the how
11:02
simultaneous iterations of a of a
11:05
story can coexist alongside each other
11:07
and like one doesn't have to
11:09
be more true than the other
11:11
they're all sort of true. Did
11:14
so for you was that something
11:16
that came first or was it
11:18
the mechanics because I'm kind of
11:20
hearing that you maybe those things
11:23
kind of came together in the
11:25
beginning like together like those were
11:27
ideated on together? I think it
11:29
was the mechanics first as far
11:32
as like and then once you
11:34
sit down to write that story
11:36
like well how does this make
11:38
sense that we're keep rebooting these
11:41
this same batch of heroes like
11:43
it makes sense if storytelling itself
11:45
is like if reality and storytelling
11:47
and storytelling are the same Yeah,
11:50
we from playing X-Con week, you
11:52
have your favorite soldiers that you
11:54
tell stories about and you're like,
11:56
and it's it's kind of bittersweet
11:59
or sad when the game ends
12:01
and that's that character is lost
12:03
forever or they die, even if
12:05
they die in a really heroic
12:08
way and they're lost forever. And
12:10
so we wanted to really soften
12:12
that and say, no, you get
12:14
to keep playing with your favorite
12:16
people. That was that was the
12:19
goal from early on and then
12:21
yeah, like, like you said, it
12:23
kind of. led to examining the
12:25
nature of these meta stories. Yeah,
12:28
which hopefully allows you to feel
12:30
like you can get a little
12:32
more attached to them. You can
12:34
start making your own headcan and
12:37
you can have your favorites. You
12:39
can, you know, you don't have
12:41
to, you don't have to guard
12:43
your heart because you know, they're
12:46
going to be gone in four
12:48
hours and like, well, I better
12:50
get ready for the next crew.
12:52
But, you know, I have favorites
12:55
that have on for, you know,
12:57
eight years or whatever. So it's
12:59
pretty cool. Yeah, so you have
13:01
you have that that meta story
13:04
with your messaging and the idea
13:06
of the heroes and the legacy
13:08
and then moment to moment interactions
13:10
and then Interwoven is sort of
13:13
your The overarching sort of the
13:15
narrative glue that brings everything together
13:17
which is the the battle against
13:19
evil and your Gorgens and Stuff
13:22
like that. What was the inspiration
13:24
for that part of your story?
13:26
I think early on Oh yeah,
13:28
early on we didn't have a
13:31
lot of that. Okay. We didn't
13:33
know we were going to have,
13:35
you know, those campaigns basically that
13:37
came a bit later. I think
13:40
we were sort of working on
13:42
this gameplay loop of battle, battle,
13:44
battle, battle, slightly harder battle at
13:46
the end, and you're done kind
13:49
of a thing, but... But when
13:51
we were talking to people, we
13:53
were, you know, talking to our
13:55
play testers and all that, it
13:58
seemed like people were, they were
14:00
really hungry for a big story.
14:02
The big story, the thing that
14:04
interesting tells you what you're doing
14:07
here that's slightly. more than just
14:09
there is a monster, you know,
14:11
go kill it. It's like, well,
14:13
what is the monster doing? What
14:16
is it trying to accomplish? How
14:18
are you gonna, yeah. Yeah, and
14:20
I'd say that our, like, I
14:22
think our starting point on that
14:24
too is just wanting to tell
14:27
human stories, personal stories, like small
14:29
stories within the context of fantasy,
14:31
which is always so epic and
14:33
always so like, elevated language wise
14:36
and so on. We wanted to
14:38
tell like common people stories that
14:40
were colloquial and that were conversational
14:42
and that like delved into personal
14:45
relationships and personal psyches and just
14:47
tell really personal stories within a
14:49
fantasy context and so that all
14:51
is there in the day-to-day events
14:54
like the regular events that happen
14:56
and the conversations that happened between
14:58
characters within those and then yeah
15:00
like they were saying it. became
15:03
sort of a necessity to have,
15:05
there has to be some overarching
15:07
plot, there has to be something
15:09
that takes you from here to
15:12
there. We always wanted to be
15:14
super, like the plot to be
15:16
character driven as much as possible.
15:18
That was always a huge point
15:21
of emphasis. And so once we
15:23
brought in. Which is a challenge
15:25
when you have a procedurally generated
15:27
cast, each of whom can die
15:30
any time. It was a huge
15:32
challenge, yeah. an RPG where there's
15:34
a lot of player customization, there's
15:36
a lot of like player input
15:39
into what makes these characters who
15:41
they are. So if you can
15:43
build an engine that the player
15:45
can put their characters into that
15:48
engine and out will come a
15:50
story that writes them into it,
15:52
like, yeah, it's... Sorry, I think
15:54
I got lost in thinking about
15:57
that, but no, that's that was
15:59
um, that was great I thought
16:01
I put I picked up what
16:03
you were throwing down I did
16:06
want to ask about the fact
16:08
that you know, the game is
16:10
described build as a character driven
16:12
story, but it is very much
16:15
procedurally, procedurally generated. And on the
16:17
surface, those things can sound incongruous.
16:19
So what was development of that
16:21
system like from a design perspective,
16:23
from a writing perspective, making sure
16:26
that you were creating something that
16:28
worked when it was procedurally generated
16:30
while still maintaining these like very,
16:32
very, person-to-person driven moments. What was
16:35
that balance like? We kind of
16:37
developed a sort of guiding light
16:39
over the course of working on
16:41
the game, which was that everything
16:44
in the game contributes to creating
16:46
iconic memorable characters, and particularly visually,
16:48
as well as narratively. When
16:51
you get gear it shows up
16:53
if you're wounded you could lose
16:55
a limb and then like everything
16:58
that happens to your character is
17:00
like recorded in the history and
17:02
and wherever possible Visually it's recorded
17:04
to and it all accumulates So
17:07
we kind of I mean like
17:09
we didn't start out with this
17:11
notion, but I I had just
17:13
I was working at right games
17:16
previously on League of Legends And
17:18
one of the things I love
17:20
about that game is just how
17:22
like broad the cast champions is
17:25
like how they're each so distinct
17:27
and memorable on their own and
17:29
how many of them there are
17:31
and how you can remember each
17:34
one. So that was something that
17:36
I really wanted to capture as
17:38
much as possible, but with a
17:40
procedural system. And so basically, I
17:43
mean, it came to a point
17:45
where like every. gameplay decision, every
17:47
design decision we made, we could
17:49
look at it through that lens
17:52
of does this encourage unique memorable
17:54
characters or not. And when it
17:56
came time to say what sorts
17:58
of things are happening to them,
18:01
there's the, you may have heard
18:03
us talk about the, the library
18:05
of plays concept, where it's yeah,
18:07
you have a bank of these
18:10
events that have all been written,
18:12
maybe with certain characters in mind
18:14
or maybe more general. And depending
18:16
on who you've got in your
18:19
party, if you've got some lovers,
18:21
if you've got some rivals, if
18:23
you've got a wolfman, if you've
18:25
got whatever, different things might come
18:28
up, different events are available to
18:30
pick from for the game to
18:32
pick from as you're going through
18:34
there. you'll get events that feel
18:37
like they fit this party in
18:39
general. And that was that was
18:41
just a years long. Yeah, building
18:43
up that library. Yeah, I think
18:46
like and the process is for
18:48
us at least was very trial
18:50
and error. It was very just
18:52
like, let's put this in and
18:55
see if it's working. See if
18:57
I feel attached to this character.
18:59
See if they're like speaking with
19:02
their own voice or whether they're
19:04
like whether it's janky to go
19:06
from this event to that event
19:08
and suddenly they're like acting like
19:11
a totally different person. Yeah. It
19:13
was a lot about smoothing those
19:15
lines. Yeah, our technology, like our
19:17
sort of nested tags that we
19:20
use, the whole like system for
19:22
writing comics evolved really enormously from
19:24
this very janky like editing weird
19:26
text and markup manually to like
19:29
the full blown comic editor that
19:31
we have now that has syntax
19:33
highlighting. crazy features. So from a
19:35
long time, sorry, no, no, um,
19:38
from a, so from a rating
19:40
standpoint, how do you ensure that
19:42
your moments, moment dialogue is is
19:44
consistent, that it makes sense, that
19:47
moments are popping off in a
19:49
way that makes sense, that the
19:51
way that characters are interacting with
19:53
each other makes sense, when everything
19:56
around it is procedurally generated. It
19:58
sounds like, based on the possibility
20:00
space in Wilder Myth, writing everything
20:02
bespoke would have just been like...
20:05
millions, like millions and millions of
20:07
lines. So how do you get
20:09
it? It is solidly over over
20:11
million. Oh, yeah, definitely. Yeah, for
20:14
sure. Yeah, it's, there's a lot
20:16
of words. Okay. I think it's
20:18
like to talk about how to
20:20
do it, I suppose, is like.
20:24
Look for times when, like look
20:26
for the times when someone doesn't
20:28
sound like themselves and like make
20:30
an exception for that, just in
20:32
every single case. So like a
20:35
generic line might be like, let's
20:37
go, let's, let's go in, right,
20:39
to the cave, to the dungeon,
20:41
to the whatever dangerous situation, right?
20:43
Who wouldn't say that? A character
20:46
who is a little cowardly or
20:48
a character who is a bit
20:50
of a loner, right, isn't gonna
20:52
be as like collectivist, right? So
20:54
it's kind of just. looking for
20:57
places where this could be jarring
20:59
if the character has these aspects
21:01
and making an exception, just like
21:03
drawing a slash, if they're this,
21:05
say this, otherwise, say the more
21:08
generic line. It's like the basic
21:10
concept that pretty much is used
21:12
everywhere throughout the game. So we
21:14
can split on personality, we can
21:16
split on relationship status, we can
21:19
split on anything that the game
21:21
records basically had. introduce lines that
21:23
talk specifically to those scenarios. It's
21:25
really cool. It's really cool. As
21:27
a writer, it's really freeing and
21:30
you can get lost in it.
21:32
You can get lost in writing
21:34
all the different nuances of it,
21:36
but it's also so engaging to
21:38
do. I think like the tooling
21:41
is what made Wilder Myth possible.
21:43
Like having all these things at
21:45
the writers dispose all these tools
21:47
to to make these conversations feel
21:49
natural and and have like the
21:52
ability to just subtly nuance even
21:54
a word even a capitalization even
21:56
a like you know all the
21:58
way down to like the faces
22:00
changing the faces on the characters
22:03
there like I think the tooling
22:05
is the key to making it
22:07
possible and making it doable to
22:09
making it not like a terrible
22:11
suffering task that you have to
22:14
yeah one of the lessons of
22:16
about tools that I've heard is
22:18
that when you have better tools,
22:20
the work doesn't necessarily go faster,
22:22
but you do better work. Right.
22:25
You're able to do better work.
22:27
Right. I will say, yeah, the
22:29
tools evolved very slowly, and I
22:31
think we really benefited from an
22:33
extremely long, slow death cycle, which
22:36
I wouldn't necessarily recommend to anybody
22:38
else. But it was just where
22:40
we were in our lives. where
22:42
it was just the two of
22:44
us for years, just like, going
22:47
very, very slowly. And so, but
22:49
what it meant was that we
22:51
were able to get in some
22:53
content, kind of must play with
22:55
it for a while and say,
22:58
well, what if it was a
23:00
little better? Well, we could make
23:02
a tool that did this and
23:04
that. And we just after several
23:06
rounds of that, it got better
23:09
and better and better. So the
23:11
point where suddenly we could see
23:13
where we were going. Yeah. Like
23:15
that helps a lot where I
23:17
think as if we had been
23:20
on a shorter time scale, it'd
23:22
be like, well, we got a
23:24
ship. Because what it is, let's
23:26
go. So we were going to
23:28
ship that thing in 2016. We
23:31
have some blog posts on the
23:33
deaf blog that are like, yeah,
23:35
just a couple more things and
23:37
I think we're ready to go.
23:39
Five years later, yeah. Yeah, actually
23:42
ship. I really, I would just
23:44
love to. I would love to
23:46
like take take Wilder Myth and
23:48
like do the equivalent of like
23:50
popping the hood to like look
23:53
under look underneath it. I imagine
23:55
that the sort of the way
23:57
that you have set up all.
23:59
of the lines and events to
24:01
be triggered by your library? Like, what
24:04
does that look like if I'm like
24:06
going in and looking at it? How
24:08
did you organize your data? Like what
24:10
things did you tie together to make
24:13
sure they popped and what were a
24:15
little more bespoke solutions? Well,
24:17
when you go into the comic editor,
24:19
you'll see, the first thing you'll see
24:21
is just along the left side, just
24:24
a massive list of events, just that
24:26
isn't the game and a bunch that
24:28
are not in the game. And when you
24:30
click into one of those events, then
24:33
the next thing you'll see in the
24:35
top left corner or somewhere is, how
24:37
do we know? What makes this pop? Like,
24:39
this requires, you know, a loner and somebody
24:41
who... Is their rival? Is their rival? As
24:43
well as, you know, here are the people
24:45
we absolutely need. Here's some
24:47
people who are optional, but it
24:50
would be interesting if a skeleton
24:52
is also there or something like...
24:54
The idea of the things they could
24:56
do or whatever. Always interesting. Oh,
24:58
skeletons are always interesting. Yeah, so
25:00
that's how the random events work that
25:02
way, where we just have a huge
25:04
bank of them. And we have a
25:06
bunch that are really wide open, so
25:08
they can happen to any party, and
25:10
those have to be written so that
25:12
they work for anybody. And then we
25:14
have also a lot that are much
25:16
more specific, where they fit more
25:19
specific circumstances. And there was just
25:21
a point at which we reached
25:23
a critical mass of content, where
25:25
suddenly it started to work. Whereas
25:27
like before that, it's like, okay, you
25:29
get this event again. You're gonna get
25:32
the same five, you know, ten every
25:34
time. But yeah, you reach that critical
25:36
mass of content and it starts to
25:38
feel really like, like, this magical
25:40
transformation takes place. And then the
25:42
campaigns, they work a little bit
25:44
differently because that's a more linear
25:46
setup. But that's only like one
25:48
out of every four or five
25:50
events as a campaign event. Those.
25:53
Yes, you are basically on a
25:55
rail. Maybe there's one choice or
25:57
two choices, but you're going to
25:59
see all these. and that's when you
26:01
knew, okay, this is working really
26:03
well. You mentioned, going back to
26:05
your comment about you approached, you
26:08
have found a critical mass, and
26:10
that's when you knew, okay, this
26:12
was, this is working, everything is
26:14
working, and you also mentioned getting
26:16
repeat events. As you were building,
26:19
as you were, as you were
26:21
testing, so I'd love to, like,
26:23
know more about that, like, the
26:25
story of that process from, okay,
26:27
we've ideated some events, they're still
26:29
maybe too repetitive, we have to
26:32
add more, where do you, like,
26:34
where do you reach from when
26:36
you're coming up with these events,
26:38
and where did you find that
26:40
critical mass, like, when were you
26:43
like, all right, this is popping
26:45
off, maybe we add a little
26:47
more, maybe we stop here, like,
26:49
like, like, It's sort of endless.
26:51
Oh my gosh. Okay. There was
26:54
definitely a point. I think when
26:56
he's talking about a critical mass,
26:58
I think it's that identifiable point
27:00
when during development when it actually
27:02
became fun for us to play
27:05
for us to play and like
27:07
see a story develop and feel
27:09
like the story was organic for
27:11
the characters that we were, you
27:13
know, pushing through them. Yeah, I
27:16
was going to say, well, deciding
27:18
how long a playthrough was going
27:20
to be. We have right now,
27:22
we have three chapter and five
27:24
chapter playthroughs. Most of the campaigns
27:26
are also five chapter. And you're
27:29
deciding how big is this map
27:31
going to be? How many events
27:33
are you going to be seeing
27:35
in a typical playthrough? And I
27:37
think that was kind of changing.
27:40
And that was up in the
27:42
air for a while, too. So
27:44
those two things kind of had
27:46
to. Now I can settle in
27:48
on like 15 to 20 random
27:51
events per playthrough and then if
27:53
you've got you know twice that
27:55
number in your bank then you're
27:57
starting to get somewhere. Yeah. I
27:59
think we were pretty good about
28:02
we didn't we try not to
28:04
repeat events within our test playthroughs.
28:06
I think there were what we
28:08
will call fallback events where it
28:10
just says you approach stony hill
28:12
creek or whatever it is and
28:15
it just shows the heroes they're
28:17
walking that's your fallback and so
28:19
it would just you know if
28:21
you ran out of events for
28:23
that particular group you would just
28:26
see that but if they walked
28:28
over to the swamp suddenly there
28:30
might be something available in the
28:32
was coming up but it wasn't
28:34
you know it wasn't disruptive to
28:37
a play test or anything like
28:39
that. Yeah and when I say
28:41
it's endless I think I'm saying
28:43
it's just it's always hungry for
28:45
more there's never a time when
28:48
there's enough we never reached a
28:50
point where someone where nobody was
28:52
ever going to comment that they
28:54
got the same story again it's
28:56
broken. Truly a beast that must
28:59
be fed. Well, there's this thing
29:01
you notice that I've noticed in
29:03
games like Hades or Disco Elysium
29:05
where they're both really good about
29:07
never repeating anything. And I think
29:09
that is way more powerful than
29:12
we usually give a credit for
29:14
as game tabs. Yep. Right. We
29:16
never show the same panel twice.
29:18
We never show the same panel
29:20
twice. We never we were thinking
29:23
about like, um. halfway
29:25
through some we're thinking about like
29:27
nPC barks basically would they say
29:29
things during battle but you'd have
29:32
to make so many of it
29:34
makes so many because depending on
29:36
how long someone plays that's yeah
29:38
it's just a lot of content
29:40
and it I feel like it's
29:43
yeah it's kind of immersion breaking
29:45
when you're walking with the nPC
29:47
and they just kind of keep
29:49
saying the same thing over and
29:52
over during battle it's yeah that
29:54
away even if they just don't
29:56
say anything that's that's almost better
29:58
than you can recognize how it's
30:00
made less magical when this character
30:03
that seems to have their own
30:05
specific life suddenly says the same
30:07
thing that my other character and
30:09
the other playthrough said. Just as
30:12
a coincidence of like, oh, this
30:14
line falls up falls with their
30:16
personality stat, so they're going to
30:18
say that line the same exact
30:20
way as that other character. It's
30:23
like we have, I can appreciate
30:25
how that is, that throws off
30:27
your sense of immersion and throws
30:29
off your sense of wonder like,
30:31
wow, this character is my own
30:34
and unique and yeah, alive. From
30:36
a still in this vein, from
30:38
a writing standpoint, because everything is
30:40
organized by events, so you have
30:43
these events, you have your campaign
30:45
events, but everything is procedural. So
30:47
how everything gets picked to come
30:49
together is different. From a writing
30:51
standpoint, when people talk about writing
30:54
for games, it's kind of two
30:56
big schools of thought are, oh,
30:58
I'm writing this linear adventure. Here's
31:00
my big script. Or it's something
31:02
like a branching, something branching like
31:05
a Baldur's Gate or a Massifactor
31:07
or a Dragon Age. But for
31:09
you, because this was so many
31:11
moving parts, you're not writing one
31:14
script and then handing it in.
31:16
You kind of have to keep
31:18
all of these things in your
31:20
head at once while you're writing.
31:22
So what was that process like
31:25
writing for a procedurally generated narrative
31:27
game? It's tricky. I think there's
31:29
a mode when you're writing an
31:31
individual event, a random event. And
31:34
then I think- Which is pretty
31:36
self-contained. Yeah, usually very self-contained. You
31:38
can't, you can't have a giant
31:40
secret reveal, you know, in a
31:42
random event, you know. every event
31:45
after that isn't going to reference
31:47
it necessarily. Right. So you can't
31:49
really reference stuff outside and you
31:51
can't really set up stuff. It
31:53
has to be self-contained. Yeah. Versus
31:56
a campaign. Yeah, I think there's
31:58
a whole, like a traditional mode,
32:00
which Doug can probably talk about
32:02
when you write a campaign, which
32:05
is much more about like pacing
32:07
in a middle and an end,
32:09
the characters. arcs and is it
32:11
like do a bit more of
32:13
that like television episodes kind of
32:16
a little bit yeah that everything
32:18
has to end up the same
32:20
way that it started off basically
32:22
I mean not entirely true because
32:24
you can apply consequences to characters
32:27
yeah and that will like got
32:29
a mortal wound yeah at all
32:31
these these two fell in love
32:33
talk about that yeah you can
32:36
do stuff like that that changes
32:38
the characters and that's the strength
32:40
of the system But you can't
32:42
like change the plot which is
32:44
weird Yeah, I think Ultimately just
32:47
keeping in mind where your values
32:49
are as a writer or as
32:51
a as a creator as a
32:53
narrative designer even right where our
32:56
values are on bringing these characters
32:58
themselves to life and telling this
33:00
stories of these characters and having
33:02
those stories arise from those characters
33:04
So keeping that in mind just
33:07
what is a story that would
33:09
come up from these from a
33:11
character within this world and trying
33:13
to tell that story is sort
33:15
of how I would come up
33:18
with an event right and a
33:20
choice would be maybe if I
33:22
was playing a D&D campaign what
33:24
are the things that the PCs
33:27
would elect to do right so
33:29
one of them's gonna attack the
33:31
MPC one of them's gonna like
33:33
talk to them, you know, there
33:35
could be another option based on
33:38
some specific aspect of that character.
33:40
So all of it was very
33:42
much based on telling stories that
33:44
spoke to the specificity and the
33:47
humanity of the characters themselves. And
33:49
that's true of the of the
33:51
campaign plots too, where I would
33:53
come up with characters first. And
33:55
the story would have to arise
33:58
from what those characters wanted. So
34:00
like this one has this ambition
34:02
to make a dragon or something.
34:04
and the other ones have different
34:06
ambitions or different places they're coming
34:09
from that interact with that goal
34:11
to eventually lead to a climax,
34:13
a battle. I think it's also
34:15
tricky trying to feel like the
34:18
good guys in a world where
34:20
monsters have language and monsters, like
34:22
have feelings and stuff. That was
34:24
also a thing that was that
34:26
we were balancing. sort of all
34:29
of these really interesting messages and
34:31
tone and things like what you
34:33
just said having something for players
34:35
to think about as they're going
34:37
through your world. Did you did
34:40
you have like a little brainstorm
34:42
room or writer's room for this
34:44
or have you was it just
34:46
like the three of you working
34:49
on this very closely? We I
34:51
think the team was all pretty
34:53
open about having conversations sharing ideas.
34:55
There was never a like One
34:59
person has an idea and like
35:01
that's it. There's no conversation. It
35:03
was it was very collaborative at
35:05
a certain stage But once it
35:07
got to the writing to it's
35:09
hard to share that task I
35:11
think when it's Word by word
35:13
when you're like in their writing
35:16
sentences or line by line, right?
35:18
You've got your script that you're
35:20
writing and you're splitting out the
35:22
personalities That part was more solitary
35:24
But a lot of the ideation,
35:26
especially around plots and around like
35:28
what could happen in this game
35:30
mechanics wise and like what tech
35:32
do we have? What tech can
35:34
we like create that will enable
35:36
this story to feel special and
35:38
feel impactful, feel different than if
35:41
I was just playing random events.
35:43
Yeah. the tone of the game
35:45
and the kinds of things we
35:47
want to happen are not happen
35:49
and we also we constrained ourselves
35:51
to a very narrow band of
35:53
player character behavior, which is basically
35:55
heroic. Okay. And the basic reason
35:57
that we did that is because
35:59
we had to, because we couldn't
36:01
write every possible path. If we
36:04
had to, if we had to,
36:06
because we couldn't write every possible
36:08
path. party members like backstabbing each
36:10
other sometimes or like acting in
36:12
like more anti heroish ways and
36:14
you're gonna have that show up
36:16
in one event and then in
36:18
the next event they all have
36:20
to work together again and they're
36:22
not going to reference it because
36:24
yeah we can't cover all of
36:26
those possible bases so it was
36:29
basically it's not because we think
36:31
those are the only valid stories
36:33
is we had to really make
36:35
a hard draw a hard line
36:37
of like, this is how our,
36:39
our heroes act. And because we
36:41
always know that they always act
36:43
that way, we never have to
36:45
account for them having acted in
36:47
different ways. And I mean, you
36:49
can say that like, oh, we
36:51
would give the player a choice
36:54
as to whether they backstabbed them
36:56
or not. But I think we
36:58
learned kind of early on that
37:00
those choices end up feeling kind
37:02
of false when you're actually playing.
37:04
You want the, the player to
37:06
be able to trust that you're
37:08
not gonna. Yank their character from
37:10
them or whatever yeah, and I
37:12
think unless unless you can really
37:14
honor it like unless you can
37:17
really honor Whatever decision it is
37:19
maybe once or twice ever where
37:21
we're like here You're good. This
37:23
is going to remove the hero
37:25
from your pool of heroes for
37:27
this game. Are you sure you
37:29
want to do this kind of
37:31
a thing? Interesting few and far
37:33
between yeah When you were because
37:35
you did release in early access
37:37
and you obviously did testing Did
37:39
you ever did you ever run
37:42
into players that wanted to I
37:44
guess be nasty? or play a
37:46
little rough. Yeah, okay. Yeah, that
37:48
was some, we got that feedback
37:50
from early on. Yeah, what's that
37:52
I would have, let's say, yeah,
37:54
but we had it from the
37:56
very beginning, like taking the game
37:58
to conventions. Oh, I really want
38:00
a character to be evil. It
38:02
just, just was an impossible ask.
38:05
Yeah, and I think that's a
38:07
common story too, where it's like,
38:09
you want to do the evil
38:11
playthrough of this or that. I
38:13
think for a long time, it's
38:15
sort of a struggle for game.
38:17
for narrative games to try and
38:19
honor like oh you want to
38:21
do an evil play through well
38:23
like here's the options but like
38:25
in a lot of cases it's
38:27
like oh well if you do
38:30
that well then no one will
38:32
talk to you yeah well I
38:34
can't really play the game then
38:36
like so yeah it's kind of
38:38
that same issue that we ran
38:40
into and just decided to avoid
38:42
offering something we couldn't like promising
38:44
something we couldn't fulfill. I think
38:46
if you were gonna If you
38:48
wanted a game like that, you
38:50
would have to sort of write
38:53
the whole game that way, where
38:55
like, oh, these players, these, they're
38:57
in a party together, but they
38:59
don't trust each other. If you,
39:01
as long as you were, then
39:03
you could be consistent with that
39:05
tone across the whole game, but
39:07
you kind of have to set
39:09
up that expectation for players that
39:11
people might, you know, split off
39:13
or, or, yeah, you have to
39:15
kind of pick one party dynamic,
39:18
because all of your events have
39:20
to hit it. Yeah, and I
39:22
imagine if you decided if you
39:24
did something where you had both
39:26
options available That would just blow
39:28
line count scope count like you
39:30
would have to be able to
39:32
accommodate for all of that in
39:34
so many other ways Yeah, he
39:36
wanted to be able to satisfying
39:38
like yeah follow-up on it to
39:41
make the game feel like it
39:43
really paid attention to your choice
39:45
there. Yeah, yeah, honestly maybe doable
39:47
if you had a big team
39:49
of writers that like you could
39:51
knock that out Frank out two
39:53
million words. Yeah, I remember really
39:55
on we were talking about like,
39:57
yeah, having, um, stat. like almost
39:59
like personality stats that apply to
40:01
your company. Oh, it was just,
40:03
it was for a while, it
40:06
seemed like a good idea, but
40:08
it was just we never, we
40:10
were struggling to produce enough content.
40:12
Yeah. Or one party dynamic without
40:14
like also having to multiply. Yeah,
40:16
those would be stats that would
40:18
like be about your reputation as
40:20
a group of heroes, right? Like
40:22
are you the nice guys, are
40:24
you like seen as sort of
40:26
a menace, that kind of thing?
40:29
Which yeah. A lot of cool
40:31
ideas die. They never die. They
40:33
just go to the graveyard to
40:35
be resurrected later. Yeah. So, but
40:37
it also sounds like the, based
40:39
on the, Doug, you were talking
40:41
about the messaging and the things
40:43
that you want people to think
40:45
about as they're playing, the tone
40:47
that you wanted was, could only
40:49
be achieved through the struggling hero
40:51
archetype. And it also sounds like
40:54
that kind of played, played into
40:56
your overall picture as well. Yeah,
40:59
I think like they're not even
41:01
necessarily struggling, but just living, you
41:03
know, just breathing, living. Yeah, maybe
41:05
same thing. But I think like,
41:07
just having characters that felt alive,
41:09
that felt like they had to
41:11
eat breakfast, that, you know. I
41:13
think that was the main thing
41:15
I wanted to get across, or
41:17
at least like for me, that
41:19
was sort of a beacon that
41:22
I was sort of striving towards
41:24
was having the characters feel real
41:26
and feel wholly human in their
41:28
struggles and also in like their
41:30
joys and in the ways that
41:32
they shared company with their friend,
41:34
like their party members and so
41:36
on. I think we wanted them
41:38
to be sort of fundamentally likable.
41:40
Like they all have distinct personnel,
41:42
like hopefully they all have the
41:44
personalities come across, the personality stats
41:47
come across, and we want those
41:49
to be as punchy as we
41:51
can make them. But we also
41:53
want the heroes to be sort
41:55
of fundamentally likable because we want
41:57
you to get attached to them,
41:59
we want you to like them,
42:01
we want you to get invested
42:03
in them. Yeah. What was kind
42:05
of more on the, speaking of
42:07
bringing all the events together. and
42:09
your writing, what was the revision
42:11
process like? And when I say
42:14
revision, I mean, when you were
42:16
going back into the game and
42:18
sort of watching everything fit together,
42:20
essentially, I guess, queuing the story
42:22
is one way to put it.
42:24
How did that work? How did
42:26
you make sure that all the
42:28
pieces that we're getting pulled together
42:30
were working and were synchronous and
42:32
you didn't have, you know, something?
42:34
an event that maybe you had
42:36
to go back and rewrite because
42:39
it moves maybe a little too
42:41
specific or there was something in
42:43
there that was incongruous with what
42:45
could possibly come later like what
42:47
is all of that editing life?
42:49
It's in there. Hopefully we just
42:51
don't see them that often. It's
42:53
a lot of like playing the
42:55
game, it's a lot of just
42:57
playing the game and specifically picking
42:59
for the event you just wrote
43:01
often to make sure like okay
43:04
if I take this party in
43:06
there what's going to show up,
43:08
how are these characters going to
43:10
act. Just reading it, there's a
43:12
lot of revision. Revision is the
43:14
fun part for me. It's, I
43:16
don't know, it's kind of just
43:18
observation and sometimes players too would
43:20
report something like, hey, this was
43:22
weird. My character who is a
43:24
leader said this line that sounds
43:26
like kind of not leadery. And
43:29
so just like going back and
43:31
including a case for that. Finding
43:33
those. looking for those little lines
43:35
that feel jarring and just smoothing
43:37
those over. A lot of it
43:39
too I did in the tool
43:41
itself because that was pretty robust
43:43
you could sort of and have
43:45
the tool with characters and see
43:47
how the story would play out
43:49
for a character of this type
43:51
or that type. And so a
43:54
lot of it was reading it
43:56
within the tool, which like there's
43:58
a big bank of words on
44:00
the side with all your splits
44:02
and there's also like the comic
44:04
represented visually that you can see,
44:06
which is really really helpful as
44:08
a writer. Yeah. So you were
44:10
able to look at just pop
44:12
it up and like look at
44:14
it. That's cool. You can roll
44:16
it as many times as you
44:18
need and. Sometimes certain relationships will
44:21
be there or something. It don't
44:23
fill it with dummy characters, but
44:25
who all have the different stats
44:27
and stuff. So you can see
44:29
how this is gonna play with
44:31
two hotheads versus, I think somebody,
44:33
you could put like a parent
44:35
and a child in there. Yeah,
44:37
yeah, you could. Bad relationships could
44:39
have done it without being able
44:41
to preview in the tool. Yeah,
44:43
being able to iterate that quickly
44:46
was. Yeah, 100% that's what made
44:48
it. That's what made it. doable.
44:50
That's what made the task of
44:52
revision doable at all, I think.
44:54
Wow. Yeah, I'm a sucker for
44:56
a good narrative tool. That sounds
44:58
really appealing to be able to
45:00
just roll into it. It's great.
45:02
It ships with the game too.
45:04
I mean, it's the better side
45:06
of the game. I think that
45:08
was another thing that helped us
45:11
end up with a pretty good
45:13
tool was you had wanted to
45:15
make it sort of modern friendly
45:17
from the beginning. We saw the
45:19
potential for this for people to.
45:21
just be able to write their
45:23
own events and put them in
45:25
the game as like packs of
45:27
events. People could write their own
45:29
campaigns, they could, you know, add
45:31
all this stuff into it. And
45:33
so I think we spent a
45:36
lot of effort like getting it
45:38
to a point where you could
45:40
show it to not anybody, but
45:42
like somebody who was, you know,
45:44
invested, somebody who wanted to learn.
45:46
Yeah, I'm someone with like no
45:48
technical background, no programming background at
45:50
all. I'm just, I like to
45:52
put words together. And it was
45:54
something that I could learn and
45:56
like it was built alongside my
45:58
requirements. So like part of it.
46:01
Like in that way, it was
46:03
easier for me than it would
46:05
have been for anyone else. But
46:07
if I'm able to do it,
46:09
I kind of think anyone could
46:11
do it if they spend enough
46:13
time on it. And that's a
46:15
really neat tool to have an
46:17
existence rather than just like writing
46:19
into a spreadsheet and handing it
46:21
off to someone or something like
46:23
that. Yeah, you and Nate and
46:25
Patrick are both, you know, good
46:28
programmers. I had to do a
46:30
lot of interfacing with people like
46:32
Doug or people like me who
46:34
are, we have our subspecialties, but
46:36
we're not programmers. Yeah, I think
46:38
like, I think it would have
46:40
that variety on the team. The
46:42
great thing about the tool is
46:44
just that it empowers people to
46:46
implement themselves, you know, like I
46:48
can implement a story myself, even
46:50
though I don't have any programming
46:53
or like I can't, I can't
46:55
interact with the code, but I
46:57
can implement a whole event into
46:59
the game without. asking anyone else
47:01
at this point. And like getting
47:03
to that point was obviously a
47:05
lot of work in a struggle,
47:07
but it's a great point to
47:09
be at. I think like for
47:11
a, if you're thinking about making
47:13
a game and you want to
47:15
include a bunch of storytelling and
47:18
a bunch of like bring in
47:20
people that maybe don't have the
47:22
background that you have as a
47:24
designer or as a programmer, but
47:26
just like making a tool that
47:28
liberates them to interact and to
47:30
implement. within your game is, like,
47:32
to me, it sounds like a
47:34
great, it worked really well for
47:36
us is what I should say.
47:38
Yeah, especially since you have, you
47:40
said a million, a million lines,
47:43
a million words, more than more.
47:45
Yeah, I don't know how many
47:47
more. Oh my gosh. Yeah, to
47:49
have space for a writer to
47:51
be able to go in and
47:53
do that themselves is really powerful.
47:55
Something else about Wilder Myth that
47:57
I really liked is your difficulty
47:59
customization options. I found it very,
48:01
very intriguing. that you separated out,
48:03
combat difficulty, and your, your moment
48:05
moment combat, and then your overland
48:08
campaign kind of, kind of difficulty.
48:10
And I'd love to know more
48:12
about the design choice behind that.
48:14
They used to be won for
48:16
a while, you know, initially, I
48:18
think. And we've always wanted to
48:20
give more options so that people
48:22
can play the way they want
48:24
to play. I mean, one thing
48:26
about playing a game like Xcom,
48:28
which we played a ton of,
48:30
is just people play it differently.
48:32
Some people want to play out
48:35
impossible and some people don't. Like,
48:37
I play, like, kind of casually,
48:39
like, I don't love playing on
48:41
the super hard mode. And there
48:43
are people who play a lot
48:45
more casually than me. And like,
48:47
why would we want to? make
48:49
a game that those people couldn't
48:51
enjoy, right? If we had a
48:53
choice. And then at the same
48:55
time, there's people who, for whatever
48:57
reason, like, I think our overland
49:00
is, it's not as well developed,
49:02
it's not as strong as the
49:04
combat, it's, there's just not as
49:06
much meat there, but there's people
49:08
who get that and enjoy that,
49:10
and there's people who, like, it
49:12
just kind of falls flat for,
49:14
and they just want to take
49:16
a group of heroes around and
49:18
fight monsters monsters and fight monsters
49:20
monsters. So separating those out was
49:22
a nice, like, clean way to
49:25
let people customize their experience. Customizing
49:27
your experiences, yeah, I think a
49:29
big deal. Like just customizing, toggling,
49:31
just the different things that this
49:33
frustrates me. I don't want to
49:35
deal with that versus here's the
49:37
thing that I really want to
49:39
focus on. I feel like you
49:41
know, a lot of the worst
49:43
feedback we got was from people
49:45
who... were playing on a difficulty
49:47
level that was just too hard
49:50
for them. And they didn't want
49:52
to move down on a difficulty
49:54
and I get it, like as
49:56
a gamer I get it. I
49:58
totally get it. But we wanted
50:00
to remove as many barriers as
50:02
possible to people finding the right
50:04
level because the game really doesn't
50:06
want you to die all the
50:08
time. Like it works best when
50:10
moral choices and deaths are rare.
50:12
Especially once you're getting to those
50:15
later chapters when things start, difficulty
50:17
starts ramping up a bit. You
50:19
don't want to be, yeah, you
50:21
don't want to be gated from.
50:23
that sweet end game content, high-stakes
50:25
stuff that you want just because,
50:27
oh, you didn't manage your map
50:29
optimally in the previous two chapters
50:31
and now you just need to
50:33
get to the end or whatever.
50:35
You know, we didn't want that
50:37
kind of thing to happen. Yeah,
50:39
I really, I really like this
50:42
feature and I felt as someone
50:44
who is a storyteller themselves and
50:46
who, again, is not, like, I'm
50:48
not very good at like... Twitch
50:50
combat so games like for example
50:52
in recent years the Star Wars
50:54
Jedi games have that difficulty and
50:56
it's the one choice but while
50:58
you can kind of make everything
51:00
a little bit easier on yourself
51:02
so you can get through the
51:04
story when you hit these tentpole
51:07
boss fights these tentpole moments you
51:09
lose some of the difficulty like
51:11
that would make that moment pop
51:13
more and make that moment feel
51:15
more feel more dramatic. and separating
51:17
out the management of everything else
51:19
going on versus your encounters I
51:21
think is a really smart addition.
51:23
I hope I see other games
51:25
do something like that. I think
51:27
it's really really cool. I played,
51:29
I started on storyteller mode and
51:32
I actually went up because I
51:34
found it very challenging and I
51:36
really enjoyed it. I want to
51:38
talk a little bit about your
51:40
decision to release in early access
51:42
as well. We have seen a
51:44
lot of narrative, narrative focused games.
51:46
with unique concepts go through early
51:48
access and find great success. Boulder
51:50
Skate 3 is the big one,
51:52
but also slay the princess. was
51:54
released in early access. And I
51:57
have spoken with those developers as
51:59
well, and they said that early
52:01
access really helped them kind of
52:03
drill down in places that they
52:05
didn't know that they needed to
52:07
drill down. So I would love
52:09
to hear more about why you
52:11
chose to go the early access
52:13
route and what that afforded you
52:15
in the long run. Yeah, it
52:17
was enormously valuable for us. Our
52:19
whole process of getting the game
52:22
in front of people was a
52:24
real slow roll. It was very,
52:26
very hard. We started the few
52:28
people at like the local gaming
52:30
shop. They let us come in
52:32
there for a few hours and
52:34
play test our game and we
52:36
gave people candy bars. And then
52:38
we went to our first convention.
52:40
We're okay. You're seeing a few
52:42
hundred people now and none of
52:44
them know how to move their
52:46
heroes or whatever. And you're like,
52:49
okay, combat clarity. What was your
52:51
first convention? What was your first
52:53
convention? Well, I think we went
52:55
to... The very... Well, it was
52:57
like ATX, which was dying. That
52:59
was not... Yeah. Pax was the
53:01
main point we went to, I
53:03
think. Yeah, Pax South, was kind
53:05
of the first big one. And
53:07
then I think we went to
53:09
South by Southwest that year, too,
53:11
which was... Oh, wow, okay. It
53:14
was not a great. Max was
53:16
way better. What about, like, like,
53:18
B for you didn't, because... Yeah,
53:20
the Boston Festival of Indie Games.
53:22
We shook up there one time.
53:24
I think that was like the
53:26
year after. Yeah. Oh, is it
53:28
a couple times? Oh, yes. You're
53:30
right. Yep. I don't remember anything.
53:32
No, but yeah, getting that feedback
53:34
was always a huge struggle for
53:36
us. Like, Wildermouth doesn't have that
53:39
like gimmick that you can explain
53:41
in one sentence or like a
53:43
snapshot or screenshot or. our trailer
53:45
or something. It's like, and we
53:47
knew that like it's very true.
53:49
You have to tell somebody even
53:51
why this is given two to
53:53
four hours and you'll start to
53:55
get what this is about. That's
53:57
hard to tell people. Yeah, so
53:59
our marketing strategy was always about
54:01
building word of mouth, about like
54:04
people will give good reviews, they'll
54:06
tell their friends, you know, if
54:08
you have good reviews, Steve will
54:10
promote you. And in order to
54:12
make sure that we were hitting
54:14
that, we needed as much feedback
54:16
as possible as early as possible,
54:18
and then we just executed on.
54:20
Absolutely everything. All of the feedback
54:22
that we got, we tried to
54:24
fix. Wow. For years. And for
54:26
years, it was all about combat
54:29
clarity. We were on HIO before
54:31
we did. Yeah, that's right. Before
54:33
we even went to early access
54:35
on steam, we started off on
54:37
HIO. And that was also extremely
54:39
valuable. So at every stage where
54:41
we got more and more eyeballs
54:43
on it and we kept fixing
54:45
everything we possibly could. So that
54:47
by the time we launched at
54:49
1.0 on steam, like... we run
54:51
the game through thousands and thousands
54:53
and thousands of people we know
54:56
what people are going to say
54:58
when they play and even by
55:00
the time we hit early access
55:02
obviously it was a huge mystery
55:04
we were we had no idea
55:06
how well it was going to
55:08
perform financially but but we knew
55:10
that it like it was yeah
55:12
it was a solid core yeah
55:14
core experience yeah was pretty solid
55:16
and then at that point you
55:18
can start getting those reviews and
55:21
getting those reviews and getting that
55:23
like that sort of virtuous cycle
55:25
of, yeah, more people find it.
55:27
Yeah, yeah. Yeah. Yeah. How, when
55:29
you, when you decided you were
55:31
ready to leave early access, like
55:33
what is that, what was that
55:35
moment like for you, like when
55:37
did you have that, like, all
55:39
right, we're good, like, let's go,
55:41
like, it was when we finished
55:43
campaigns. We said, yeah, it was
55:46
a feature. Yeah. And I think
55:48
at that point, you know, you
55:50
know, if we hadn't. felt like
55:52
other elements of the experience already.
55:54
Yeah, we would have held it.
55:56
We were, we were, we were
55:58
hitting a point where. like we
56:00
had gone from profitable that kind
56:02
of down to break even in
56:04
early access so there was some
56:06
pressure to get this out yeah
56:08
see how it's gonna do right
56:11
but yeah we also we we
56:13
did like we redid a bunch
56:15
of overland mechanics like halfway through
56:17
the early access period because we
56:19
got some feedback about that. Yeah,
56:21
we added a bunch of UI
56:23
that hadn't been in there. We
56:25
did we did a couple of
56:27
mock reviews which was valuable tool
56:29
for any game to have for
56:31
it's a professional journalist to review
56:33
your game as if they are
56:36
reviewing it for real and then
56:38
you just fix everything that they
56:40
write about. Yeah, it's months out.
56:42
Yeah, from when you find a
56:44
release and then it feels like
56:46
cheating. Yeah. That's smart though, like
56:48
there are, I used to be
56:50
a consultant before I became a
56:52
full-time dev and there are many
56:54
consultancy firms and people whose whole
56:56
job is to come in and
56:58
you know help these developers kind
57:00
of see things from a different
57:03
perspective. It is very very valuable.
57:05
It's not cheating, it's just part
57:07
of the job. It is, no,
57:09
I mean you have to be
57:11
willing to take the feedback. I
57:13
think it's like it's one thing
57:15
to have a strong vision, but
57:17
you also have to be able
57:19
to take feedback feedback I think.
57:21
You have to watch those streams.
57:23
You have to watch the streamers
57:25
getting computers in your tutorial. And
57:28
you want to puke and you
57:30
have to sit through it or
57:32
go, okay, where did they get
57:34
stuck? How can we fix it?
57:36
How can we fix it? How
57:38
can we make it more clear?
57:40
Yeah. I want to sort of
57:42
hard pivot for my last couple
57:44
of questions. I want to talk
57:46
to you about some advice you've
57:48
given and learnings that you've. shared
57:50
about working on Wildermouth in previous
57:53
interviews. We are in a state
57:55
in the industry. right now where
57:57
AAA is kind of like funky.
57:59
Yes, that face exactly. AAA is
58:01
funky and we're seeing a lot
58:03
of students and younger folks graduating
58:05
out of programs entering into the
58:07
industry where there's not, just to
58:09
be frank, not a lot of
58:11
work to go around for a
58:13
lot of specialties. In an interview
58:15
previously, Doug, you talked about advice
58:18
to aspiring writers. You said, make
58:20
time and invest effort in collaboration
58:22
that may feel ultra conceptual and
58:24
terribly distant from any meaningful manifestation.
58:26
Hopes and dreams are worth a
58:28
few hours a week. They may
58:30
blossom into more than you expect.
58:32
And I found that incredibly profound.
58:34
I know you're surprised, but I
58:36
found that incredibly just profound. I
58:38
see a lot of people I
58:40
work with a lot of students.
58:43
and a lot of younger early
58:45
career developers. And I see a
58:47
lot of people who are afraid
58:49
to do something that isn't the
58:51
thing. Like maybe somebody who wants
58:53
to be a writer is afraid
58:55
if they don't only take writing
58:57
jobs, it's gonna dovetail their career
58:59
and it's gonna bring them out
59:01
of the path. Similarly, I've seen
59:03
people myself once upon a time
59:05
took a marketing job that kind
59:07
of detoured me this way, but.
59:10
it was still in game, still
59:12
in entertainment, and it was all
59:14
in service to sort of coming
59:16
back to where I wanted to
59:18
go. So I would love to
59:20
ask you, you know, has this
59:22
advice changed since you've kind of
59:24
had time to see your game
59:26
in the wild and really sort
59:28
of absorb what people are saying
59:30
about it? And as you look
59:32
at the wider industry, is there
59:35
anything else that you want to
59:37
add to that? Do you still
59:39
feel that way? I think like
59:41
you can't be too specific or
59:43
precious about which opportunity you're like
59:45
aiming for. You also, I think,
59:47
as a writer specifically, it's I
59:49
think it's so valuable to reach
59:51
into other writing disciplines that you
59:53
maybe aren't super comfortable with to
59:55
try and teach yourself and prepare
59:57
yourself. for like when that moment
1:00:00
comes. Like in my case it
1:00:02
was learning to write poetry even
1:00:04
though I didn't really like poetry
1:00:06
at the time. I love poetry
1:00:08
now but in college I just
1:00:10
invested a lot into starting to
1:00:12
write poems even though I wasn't
1:00:14
good at it or screenplay was
1:00:16
another thing right where it's just
1:00:18
like I don't even watch movies.
1:00:20
But just like trying out these
1:00:22
different disciplines participating in them not
1:00:25
just reading them but writing them
1:00:27
but writing them. I think is
1:00:29
really valuable to a writer. And
1:00:31
I could imagine that that is
1:00:33
sort of that that would apply
1:00:35
to all disciplines is that like
1:00:37
you just reach out and you
1:00:39
try different things, you gain experiences
1:00:41
and different things and broaden yourself
1:00:43
as a person and it will
1:00:45
prepare you for when that moment
1:00:47
comes, you have whatever skills you
1:00:50
need to make something memorable that
1:00:52
will Hopefully, hopefully, I guess, get
1:00:54
you employed, but also just help
1:00:56
you make something beautiful, make something
1:00:58
that you want to make, and
1:01:00
that you're proud of afterwards. Yeah,
1:01:02
I agree. I think that, I
1:01:04
think that, again, like, from a
1:01:06
writer's perspective, I feel like we
1:01:08
maybe get a little too scared
1:01:10
to just kind of go off
1:01:12
and just sort of do something
1:01:14
like that, do something on our
1:01:17
own, when it's sort of a
1:01:19
little bit off the track in
1:01:21
That they made you said in
1:01:23
a similar interview where you told
1:01:25
people to just start making stuff
1:01:27
and I very much agree this
1:01:29
is what I tell students when
1:01:31
I tell young developers who are
1:01:33
asking how to break into the
1:01:35
industry I say don't worry about
1:01:37
breaking in just start making stuff
1:01:39
like have stuff that you can
1:01:42
show and you said very specifically
1:01:44
and this caught my eye read
1:01:46
books and articles but not too
1:01:48
many focus on making things and
1:01:50
the lessons the books and articles
1:01:52
contained will make so much sense
1:01:54
I would look for you to
1:01:56
elaborate on that a little bit
1:02:00
So, yeah, books are great for
1:02:02
theory, right? Like, but theory doesn't
1:02:04
stick if you don't have, like,
1:02:06
if you haven't prepared your mind
1:02:09
for it. It's sort of, you
1:02:11
have to, like, dig up the
1:02:13
field before the seeds will take,
1:02:15
you know, you can't just scatter
1:02:18
the field on, scatter the seeds
1:02:20
on the harder. You have to.
1:02:22
have some practice in there as
1:02:24
well. And then when you read
1:02:27
the book, suddenly that one line
1:02:29
about the wisdom of doing something
1:02:31
this way makes sense because you
1:02:34
have personal experience and then you
1:02:36
can take that lesson and actually
1:02:38
understand it. Whereas if you read
1:02:40
the book before, it'll just bounce
1:02:43
off. I think the other thing
1:02:45
that I see is like, it's
1:02:47
easy to get too wrapped up
1:02:49
in the theories to the point
1:02:52
where you're never actually doing things.
1:02:54
You've got to do stuff. And
1:02:56
I think as somebody who's on
1:02:58
the indie side, when I'm looking
1:03:01
to hire people, I want to
1:03:03
hire people who have a variety
1:03:05
of interests and who are like
1:03:08
have hard skills that they've honed,
1:03:10
but like who can do a
1:03:12
bunch of different things and who...
1:03:14
have done their own projects just
1:03:17
because they want to. Like, those
1:03:19
are the people that I want
1:03:21
to work with. Yeah. I agree.
1:03:23
It is tricky. It is, it
1:03:26
is tricky. The, and you know,
1:03:28
I said it already, industry is
1:03:30
in a weird place right now,
1:03:32
but I think that the best
1:03:35
way, and it sounds like we
1:03:37
feel similar, similarly, the best way
1:03:39
to. find your footing is to
1:03:42
just start doing it even if
1:03:44
you don't have someone giving you
1:03:46
money even if you are just
1:03:48
a person by yourself like you
1:03:51
just just start doing it. Oh,
1:03:53
I wanted to add also, it's,
1:03:55
it's, if you can, like, being
1:03:57
able to sort of find your
1:04:00
comparative advantage, they call it, was,
1:04:02
was big for us. Find, I
1:04:04
don't know, I think I struggled
1:04:06
for a long time because my
1:04:09
art doesn't look like what you
1:04:11
think of when you think of
1:04:13
video game concept art. And there
1:04:16
was always sort of some insecurity
1:04:18
about that, but like, having the
1:04:20
opportunity to, Just work in a
1:04:22
space where like like like find
1:04:25
that thing that makes your work
1:04:27
maybe a little bit different Mother
1:04:29
people's work that'll that You know
1:04:31
that's a that's a good thing
1:04:34
like find a way to make
1:04:36
that right find a place for
1:04:38
that to shine and I think
1:04:40
that was a big make it
1:04:43
a strength we we really conscious
1:04:45
about bending the design of the
1:04:47
game around the staff the strength
1:04:50
of the team. Yeah So it's
1:04:52
like you're going to do 2D
1:04:54
art. That's great. Let's do that.
1:04:56
Let's lean into that and let's
1:04:59
not do any animation whatsoever. Nice.
1:05:01
Yeah, Doug has such an amazing,
1:05:03
you know, lyrical writing style. Let's
1:05:05
let's really let that time. Let's,
1:05:08
sure, let's go for it. Let's
1:05:10
put a million words in this
1:05:12
game. Because that's, you know, and
1:05:14
not everyone can. Yeah. So if
1:05:17
you can find a game or
1:05:19
a context where that That thing
1:05:21
that's always made you a little
1:05:23
bit different giving that a chance
1:05:26
to shine I think people And
1:05:28
this is a weird thing, but
1:05:30
I think this is also where
1:05:33
having a custom engine kind of
1:05:35
helps you Yeah, so I wouldn't
1:05:37
necessarily recommend it because it's a
1:05:39
time shouldn't have to do but
1:05:42
Then I think about as you
1:05:44
can customize every little thing so
1:05:46
writing these tools that do exactly
1:05:48
what we want is,
1:05:51
you know, it's no harder than writing
1:05:53
other tools that we're gonna write. Like,
1:05:55
yeah, you don't have the inspector panel,
1:05:57
but it also. means when you do
1:06:00
sit down to write a tool, you
1:06:02
can write exactly what you do need.
1:06:04
And the other nice thing about having
1:06:06
a custom engine and a very unique
1:06:09
art style is that when somebody
1:06:11
sees a screenshot of your game, they
1:06:13
know what game it is. They're like,
1:06:15
oh, that's will do this. I remember
1:06:17
when Banner Saga came out, we're like,
1:06:19
oh, that's going to see a screen
1:06:21
from across the room and say that's
1:06:23
Banner Saga. And that was so cool.
1:06:25
And so I think like... Having that
1:06:28
unique look and feel or
1:06:30
whatever it is like finding
1:06:32
your Comparative advantage not worrying
1:06:35
so much about does this
1:06:37
fit into a triple a style
1:06:39
Is the market doing this right
1:06:41
now who cares? Just do your
1:06:44
thing especially as an indie
1:06:46
because the market is enormous
1:06:48
Mm-hmm. We forget It's true. Yeah,
1:06:50
that is yours out there Yeah,
1:06:53
that's excellent advice. I appreciate
1:06:55
you being so, so candid
1:06:57
about that. And sorry if
1:06:59
I like weirdly brought up
1:07:01
like old interviews, but I
1:07:03
just found, I found when
1:07:05
I was reading them, them
1:07:07
so applicable to where we are
1:07:09
right now. So I really deeply
1:07:11
appreciate you discussing that with
1:07:13
me as well. I think it's
1:07:16
just startling because I don't remember
1:07:18
last year. Oh, strange. Yeah, it
1:07:20
was a pleasure. Yeah. Yeah, I
1:07:22
think we're all, we're all kind of
1:07:24
in that same head space, but
1:07:27
I wanted to, I appreciate it.
1:07:29
And I'm glad we got to
1:07:31
talk about it. And thank you
1:07:33
so much for your time today,
1:07:35
for being so candid, for talking,
1:07:38
you know, in-depth shock with me.
1:07:40
I really appreciate it. And I
1:07:42
know a little late, but congrats
1:07:44
on Oman Road launch as well.
1:07:47
Oh, thanks. Thank you. Thank
1:07:53
you for joining us for the Game Maker's
1:07:56
Notebook. For more information on the Academy of
1:07:58
Interactive Arts and Sciences, our part and our
1:08:01
other initiatives, please
1:08:03
visit www. interactive.org.
1:08:05
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