Balancing Procedural and Intimate Storytelling in Wildermyth

Balancing Procedural and Intimate Storytelling in Wildermyth

Released Monday, 20th January 2025
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Balancing Procedural and Intimate Storytelling in Wildermyth

Balancing Procedural and Intimate Storytelling in Wildermyth

Balancing Procedural and Intimate Storytelling in Wildermyth

Balancing Procedural and Intimate Storytelling in Wildermyth

Monday, 20th January 2025
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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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