Writing Comedy in Games with Thank Goodness You're Here

Writing Comedy in Games with Thank Goodness You're Here

Released Monday, 27th January 2025
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Writing Comedy in Games with Thank Goodness You're Here

Writing Comedy in Games with Thank Goodness You're Here

Writing Comedy in Games with Thank Goodness You're Here

Writing Comedy in Games with Thank Goodness You're Here

Monday, 27th January 2025
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in our podcast description to

1:15

learn more. Hi, I'm Greg

1:17

Rice and you're listening to The

1:19

Game Maker's Notebook. Today I'll be

1:21

talking with Will Todd and James

1:24

Carbot of Cole Supper and Yorkshire,

1:26

the creators of Thank Goodness You're

1:28

Here. We'll talk about this comedy

1:31

slap former, watching cartoons, growing

1:33

up, humor in games, and

1:35

working with the amazing comedian

1:37

Matt Barry. Welcome

1:45

to The Game Maker's Notebook,

1:47

a podcast featuring a series

1:49

of in-depth one-on-one conversations between

1:51

game makers providing a thoughtful,

1:53

intimate perspective on the business

1:55

and craft of interactive entertainment.

1:57

The Game Maker's Notebook is

1:59

presented by the Academy of

2:02

Interactive. of Arts and Sciences,

2:04

a member-driven organization dedicated to

2:06

the recognition and advancement of

2:08

interactive entertainment. Well, thanks for

2:10

joining us here today, guys.

2:12

Huge fan of your games.

2:14

I'm excited to get on

2:16

them. You guys, I'd love

2:19

to hear about how you got into

2:21

games, like some of the first games

2:23

you played, what drew you to, when

2:25

to make video games? Yeah, I think

2:27

as a kid, I... Always like came

2:29

up with like little fantasy worlds in

2:31

my heads like smashing bits of Lego

2:33

together That kind of thing and I

2:35

guess like What's my first experience with

2:38

games was probably like? Do you have

2:40

like what like a wacky warehouse? You

2:42

have chucky cheese, right? That's a thing

2:44

where they have video games in the

2:46

chucky cheese like lot cabinets that has

2:48

like spiral the dragon on I think

2:50

it was like playing PS1 games And

2:52

eventually, I got the PS1 and I

2:55

was like, I don't know, just like

2:57

all little kids when you get PS1,

2:59

just like all about it. And I

3:01

think from then on, the Making Games

3:03

was like the focus of this sort

3:05

of, I don't know, creating things, like

3:07

I sort of knew I wanted to

3:09

do games. And I was pretty fortunate

3:12

in that like, the more I learned

3:14

about what making games is, and it's

3:16

actually a lot of a couple of

3:18

a work of work of... engineering and

3:20

art are not just coming up with

3:22

ideas and telling people when you've got

3:24

it right. The more I kind of

3:26

actually wanted to do it, the more

3:28

I enjoyed the process of like engineering

3:31

and stuff. And then James, you didn't

3:33

want to go into games at all,

3:35

right? I'm still on my Dallas honestly.

3:37

No, the, yeah, I did like animation

3:39

and illustration, like union stuff. But I

3:41

was always into games and stuff, but

3:43

not as much as well. I don't

3:45

think I think yeah a lot of

3:48

the like thank goodness you're here and

3:50

the good time garden and

3:52

came out of

3:54

like us two just

3:56

wanting to do

3:58

something together and that's

4:00

like we just

4:02

happen to have complimentary

4:05

skills that is a little

4:07

video game in terms of like my

4:09

I think I wasn't really allowed video

4:11

games and I was super young so my

4:13

first console I think was like a

4:15

ps2 or maybe a game by

4:17

SP so I remember like

4:19

playing Simpsons hit -and -run and absolutely

4:21

loving it and then like playing GTA

4:24

and be like oh my god this

4:26

is Simpsons hit -and -run rip -off and

4:28

then realizing later on that like it's

4:30

the other way around but

4:32

yeah I used to love that game and

4:34

then Simpsons Simpsons Road Vaders and other big one

4:36

too. I mean like Simpsons best gaming

4:38

when I was a kid. Very Simpsons oriented. Very

4:42

Simpsons coded. It was

4:44

good. I also loved the

4:46

Simpsons though. You know the

4:48

location and setting of this game is so important to the game

4:50

so why don't you tell me a little bit more about

4:52

where you're from and how that fed into the game. Sure.

4:55

Do you want to take this one Will? Sure

4:58

yeah so we're from Bansley which is

5:01

a town of the north of

5:03

England former mining town

5:05

and that's about all it's got going for it

5:07

really. No

5:10

it's

5:12

interesting we sort of

5:14

like started the original concept

5:16

for Thank Goodness quite a ways

5:18

away from the town and

5:20

it was this sort of strange

5:22

visually driven idealized town

5:25

almost like Americana originally

5:27

I think right James? Yeah

5:31

definitely there was definitely at some

5:33

point like a ski lift for

5:35

some reason. Yeah

5:37

but as

5:40

we started like

5:42

putting stuff down and

5:44

developing characters because we

5:46

thought it was going to be like partially

5:48

character driven but like sort of more

5:50

moody and atmospheric and then as we

5:52

start getting writing in the characters

5:54

just sounded like us because that's

5:56

what we sound like or they sounded

5:59

like they were from the north England. because that's what

6:01

we sound like. So the space

6:03

we were kind of like creating

6:05

felt more and more like our

6:08

hometown until eventually we thought sort

6:10

of thought that's just funny in

6:12

almost and set it, you know,

6:14

purposefully in Barnsley. We abstract it

6:17

a bit by it's like Barnsworth.

6:19

This is sort of imagined version

6:21

of the town. But ultimately, yeah,

6:23

it seems about. Yeah,

6:27

I mean it has a ton of

6:29

personality charm, but it comes across as

6:31

being a real place and being informed

6:33

by a real place. I'm curious about,

6:35

I know there's like settings in the

6:38

game for turning on like proper English

6:40

versus Yorkshire English and things like that.

6:42

I'm wondering about those kind of colloquialisms

6:44

and as you develop the game, you

6:46

know, seeing those layer in how much

6:48

that kind of informed if you were

6:50

in the right direction or how the

6:52

comedy was hitting. Yeah,

6:55

I think that like the the UI

6:57

stuff that we've switched into like dialect

6:59

at the end That was like really

7:01

a last-minute decision wasn't it? Like we'll

7:03

say is we never really set out

7:05

to make like the Northern English game

7:07

or whatever We just got like it

7:09

just got closer and closer and then

7:11

you went further and further into it

7:13

Until like by the end it was

7:16

completely incomprehensible It sounds like that's because

7:18

you're drawing from you know your life

7:20

and things like that too. But are

7:22

there characters in there that really are

7:24

like, oh, this is the town's like

7:26

drunk or this is the the locksmith

7:28

that we know from around the corner

7:30

or things like that? Yeah, there isn't

7:32

really one in there that's like a

7:34

one for one of someone we knew

7:36

what growing up or anything. I'm trying

7:38

to think of examples. I think they

7:40

all kind of just pull from like

7:42

characters that we like growing up with

7:44

the known and stuff like other. Jasper

7:47

like the Scottish handyman for whatever reason

7:49

his appearance is like informed by like

7:51

my old PE teacher who was like

7:53

he was old when he taught like

7:55

my mom and then he taught us

7:57

so he was like he was coming

7:59

years come We called him a speedy

8:01

reader and like guys like that, you know,

8:03

just like the, because this like the appearance

8:05

and stuff is like in a lot

8:08

of characters, but I don't think there's

8:10

anyone in there that's like a one

8:12

for one. Can you think of any will?

8:14

No, I don't think so. Maybe the worm is

8:16

just me. I think, yeah, it's a common

8:18

question. I think like we sort of,

8:20

I don't know, if the characters are

8:22

even like archeotypes, they're

8:25

definitely not like any one

8:27

particular person. I think basically.

8:29

Every character comes out of just us

8:31

doing a silly voice. And the bits we're

8:33

doing to each other are always hopefully

8:36

new. It was a lot of anxiety for

8:38

most of production that we just sort

8:40

of like ripped off Spongebob

8:42

somehow. We were just like quoting like

8:44

our old childhood cartoons back to each

8:46

other and we just be found out.

8:48

But I don't, hopefully that hasn't happened.

8:50

Yeah. Have you found people, like what's

8:53

the response from locals to the game?

8:55

Have people played it and do they

8:57

have thoughts about thoughts about it? Oh,

8:59

we're not all back in Bandsley anymore.

9:01

No, that was good. Yeah, that was

9:04

exactly what we had. We were like,

9:06

oh, we hope people don't feel like

9:08

we're punching down because that's, you know,

9:10

it's the complete opposite. But yeah, no,

9:12

from experience, like, you know,

9:15

people from the town seem to like

9:17

it. At a very surreal moment where

9:19

I was recognized in a sort of

9:21

cafe on the outskirts of Bandsley.

9:23

Was out for brunch with my mum.

9:25

and some guy who's like, oh, he's good,

9:27

thank you, and he's here. And now she

9:30

finally thinks I've got a real job.

9:32

It was really privileged. And that was

9:34

the purpose of making the game. So

9:36

all is, all is succeeded. Yeah, I

9:38

figure you guys probably have like the

9:40

key to the city at this point

9:43

or something or like lunch with the

9:45

mayor or something like that. It would rule.

9:47

It would rule to have one to the

9:49

mayor and he looked because I collect the

9:51

mayor in the mayor in the game. Awesome.

9:54

Well, let's go back a bit. I played a bit

9:56

of the good time garden too, and you know, you

9:58

can see a lot of what you did with

10:00

thinking as you're here starting to bloom there

10:02

in terms of art style, even like

10:04

slap as the main action. So I'd love

10:06

to hear more about that game as

10:08

well and you know how that kind of

10:10

fed into what you wanted to do

10:12

with thank goodness you're here. Yeah

10:16

that was

10:18

another weird one like we sort of

10:21

like took a stab at making a

10:23

game a few times before and for whatever

10:25

reason it never quite stuck I think

10:27

it was always like you know our skills were

10:29

maybe lacking a little bit but then yeah

10:31

that one fateful day

10:33

many moons ago where

10:35

James came around to my place and we

10:37

sort of sat down

10:39

and we just like tried to get

10:42

the walk cycle out right it was just like

10:44

the little goblin guy who just wang out yeah

10:47

we got him moving around and it just

10:49

sort of like felt satisfying in

10:51

that moment as soon as everything came together

10:53

and that was enough to like keep

10:56

us going for what ended up

10:59

being almost a year part

11:01

time but that would get very

11:03

much again like a you know we

11:05

didn't have like the clear vision right

11:07

at the start it was very much

11:09

an exploration and we had a lot of ideas for what

11:11

it was going to be along the way we had like all right this

11:13

guy's he's going to go do this this and that he's he's

11:15

getting you know food on this big long

11:17

mission to feed his family or something

11:19

but we just sort of like throwing stuff

11:21

in and what we'd done kind of

11:24

had to stick because we'd we'd done it and

11:26

we were doing this around our day jobs otherwise

11:28

so we couldn't really afford to throw too much

11:30

out so um yeah it was just

11:32

kind of the product of this like

11:34

winding path and eventually sort of like landed

11:36

on the finished product which

11:38

thankfully seems as if it was

11:40

designed with some big original intent we

11:44

were so we I can't express enough how

11:46

little we thought about that game as we

11:48

went through it like the other day I

11:50

went I went home and I like uncovered

11:52

a piece of like A4 paper where we've

11:54

clearly just decided like the the characters that

11:56

are in it just like on a whim

11:58

you know just because it's none of them

12:00

are crossed out or anything. So it's

12:02

just like, it's just an A4 piece

12:04

of paper that says like Mushroom Boy,

12:06

you know, Vine Guy, and then Boob Guy's

12:09

Brackets Funny. And then like somehow that

12:11

came together to me again. Amazing.

12:14

Yeah, where did this slap as the

12:16

main action come from? I mean, essentially, it's

12:18

just like an interact button, but it

12:20

provides a lot more humor and kind of

12:22

potential for unexpected reactions. So I'm curious

12:24

how that started and how you decided to

12:26

continue to incorporate that into Thank Goodness

12:28

You're Here? I think that was from, it

12:31

was informed partially by The Good Time

12:33

Garden because like slapping things in that world

12:35

was very satisfying and like quite funny.

12:37

And then originally, we were going to have

12:39

a bunch more like verbs, like you

12:41

could, I think you could pick stuff up

12:43

at one point. And I can't remember

12:45

if there's any other ones, but you're going

12:48

to be able to like slap and

12:50

pick stuff up just like kind of in

12:52

The Good Time Garden. But I don't

12:54

know, we got rid of it. I think

12:56

it just boils it down to like

12:58

the simplest, you know, like way of playing

13:00

the game. And it's also like, it's

13:02

also a nice meaty, like interact button. I

13:05

think you put it one day will.

13:07

So like it's, it's like a, I don't

13:09

know, it's also just like immediately funny

13:11

to just slap someone's shins. Yeah,

13:14

I don't remember where that initial was.

13:16

So yeah, I don't remember where that

13:18

initial idea came out of. I think

13:20

it's just, yeah, I think because a

13:22

lot of the designs in The Good

13:25

Time Garden were just like butt cheeks.

13:27

And it was like, well, okay, it

13:29

follows that you'd slap them. And

13:31

yeah, it's like, it gives you

13:33

this sort of like immediate like kinesthetically

13:35

satisfying way of prompting a response

13:37

out of something. And it sort of

13:39

makes sense that like you give

13:41

something a smack and it goes, oh,

13:45

and yeah, I think it's that carried

13:47

forward. And it just kind of made

13:49

sense to keep rolling with that into

13:51

that goodness. And yeah, like Jim says,

13:53

we had, you know, initial designs on

13:55

like a lot more complex set of

13:57

verbs, like you'd pick up things. I

13:59

think it was like an inventory at

14:01

one or at least you could pick up items and then carrying around and

14:04

have just one at a time. But yeah,

14:06

implementing that in practice across a

14:08

bunch of these different, what we call

14:11

panels, which are like the unique camera

14:13

perspectives that should range from top

14:15

down to side on to, you know, the

14:17

character being smaller or larger

14:19

depending on context. We kind

14:21

of struggle to figure out how we

14:24

just, you know, if you pick up a watering

14:26

can at one side of the world. and you

14:28

can drop it anywhere else, how do we like,

14:30

you know, design for that? And ultimately

14:32

it just made sense to sort of like

14:35

distill it down just to the slap and

14:37

yeah, prompting responses out of

14:39

characters instead of expecting the player

14:41

to like manage a bunch of items in

14:43

a more complex set of herbs. Yeah, it's

14:45

amazing how much you can get out of

14:47

just a single action like that. Like it's

14:50

just a slap, but it's different every time,

14:52

right? I'm curious about art style

14:54

as well, like the game has such a

14:56

striking visual. It has a thing I love

14:58

in games where if you look at a

15:00

picture of it, it has a very unique

15:03

look of its own, doesn't look like anything

15:05

else. So curious what you were pulling from

15:07

and kind of what the thought was behind

15:09

the visuals in the game. Yeah, I think

15:11

that just came from kind of like, I

15:13

don't know, like my sort of illustration style

15:16

and stuff is very much informed

15:18

by like... Kalaat stuff, you know,

15:20

like I watched all that on a bunch

15:22

of time in those kinds of shows, so

15:24

all that kind of stuff was in my head

15:26

at the time. But then along the ways,

15:28

it got kind of more British, we

15:30

got more informed by like these old

15:32

comics in the UK, called like Bino,

15:35

where it's like these nobly-need, you

15:37

know, like characters with like, it

15:39

was super skinny and have like,

15:41

huge bull-wiss noses, eyes and stuff. And

15:43

it's that kind of stuff also looked a

15:45

bit like these like weird horny postcards that

15:48

you can get in the UK Or I've

15:50

typically got in the past where it's just

15:52

like There's a bunch of like innuendos and

15:54

stuff and that like lent more into the

15:56

you know cheekiness of the game and stuff

15:59

so that got inspired a bunch of

16:01

stuff as well and then there's

16:03

also like this strange these

16:05

cards these these like seaside

16:07

postcards are always in this

16:09

like this toby cavalry which is like

16:11

a chain of restaurants in the UK that

16:13

sells like just like meat and

16:15

gravy and stuff and they're always like inexplicably

16:17

on the wall and I always find

16:20

it hilarious how they were just like very

16:22

on the nose in new windows for

16:24

no particular reason but yeah that stuff

16:26

tied it in to make it feel

16:28

like more British I guess yeah there's something

16:30

to about the just like the

16:32

brush with it's like very consistent

16:34

right and it makes it feel

16:36

like you're almost drawing with a

16:38

marker oh did I just pick

16:40

up on something you're hoping you

16:42

just made my dad they'll tell

16:44

me about it that was I

16:46

was I was absolutely draconian with

16:48

the stroke with and actually I

16:51

would not believe I'm

16:55

glad I picked up on

16:57

it. yeah yeah. no it's very important

16:59

I think like aesthetic rules whatever

17:01

to stick to those to make it

17:04

just otherwise it sort of betrays

17:06

the world in a way and

17:08

you you kind of become you

17:10

become like more aware of it being

17:12

a video game which video games is

17:14

very hard because there's so many limitations

17:16

technical or otherwise so you're always running

17:18

into these kind of things so it's like for

17:20

me it's like the visual version of like of an

17:22

invisible wall you know yeah

17:25

it almost also makes it feel handmade right

17:27

in a way it almost feels like you're

17:29

painting it all with the same ballpoint pen

17:31

or something like that yeah yeah putting it yeah

17:34

very cool yeah I

17:37

guess the other thing I obviously see

17:39

is just cartoons right so it

17:41

feels very heavily inspired by cartoons and

17:43

the pacing in children's cartoon so

17:45

are there certain shows you might have

17:47

watched and pulled from was that

17:49

intentional there

17:52

you go well you already call

17:55

that adventure time but

17:57

yeah yeah I guess

17:59

the the obvious like

18:01

yeah like Jim says

18:03

the cow sort of school of

18:06

cartoons. But I think, like, yeah, toenly, we

18:08

always try to, like, follow our noses and

18:10

not really feel like we're emulating any, like,

18:12

one thing. I think it's going to be

18:15

tendency in games to do, like, oh, we're

18:17

referencing this explicit artist or, like, this sort

18:19

of, like, genre or whatever. We wanted to,

18:21

maybe, not even, like, deliberately escaped that. It

18:23

was just wasn't necessarily what we were trying

18:26

to, like, like, go for. And I think.

18:28

Yeah, totally we're more like influenced by, yeah,

18:30

things like carry-on films, specifically these horny seaside

18:32

postcards, I can't emphasize like how much that

18:34

affects the whole thing, how much they're on

18:37

consistently on the moot board. And then things

18:39

like Reeves and Mortimer, like live action comedy

18:41

stuff, like surrealist, kind of sketch shows, or

18:43

big Reeves Big Night Out was the big

18:46

one, like early production, sort of like in

18:48

One Night, in One Night, in One Night,

18:50

like the entire like two series box set

18:52

of Big Reeves Big Night out and I

18:54

kind of came in the next morning was

18:57

like well what about what about this and

18:59

there's any one thing we can point to

19:01

it's it's more that than any of the

19:03

like visual references because yeah James decided his

19:05

own sort of very distinct style and they're

19:08

sort of cold up at how style we've

19:10

gone with. You can call out a venture

19:12

time and you talk about how this is

19:14

a bit inspired by you know. I'm wondering

19:17

if there's specific cartoons you grew up watching

19:19

or kind of like the era of cartoons

19:21

that you guys experienced, but I guess I

19:23

just generally felt the kind of Saturday morning

19:25

cartoon vibe that we have here in the

19:28

US, and I'm not sure if it's the

19:30

same in the UK or where that's coming

19:32

from. Yeah, I think if there's a particular

19:34

era of cartoons, it's not actually the ones

19:37

we grew up watching because we grew up

19:39

watching like, yeah, British cartoons and you know.

19:41

but also like a lot of American cartoons

19:43

because that's you know where most of them

19:45

came from so like I did an idea

19:48

was like a big one that I used

19:50

to watch but I wouldn't say the game

19:52

was inspired too much by those kind of

19:54

show and it's more

19:56

inspired by like the

19:59

stuff that our parents

20:01

would watch growing up, which

20:03

it is really weird like puppetry,

20:05

like there's a bagpuss, which is

20:08

a great one about like I

20:10

don't know the stories for bagpuss.

20:12

It's a cat that lives with a

20:15

mouse or something in a

20:17

big shop. Yeah, it's like

20:19

a lost and found like

20:21

a cabinet shop thing. And

20:24

every day this girl Emily she'll

20:26

find stuff and she'll put

20:28

it in the in the shop and

20:30

then all the toys and like bagpusses is weird

20:32

old cat and then there's like a nice

20:35

book stand, it's a bird

20:37

and then like a raggedy hand doll and then a

20:39

bunch of mice and a church organ. It's

20:41

honestly incredible that was like there's

20:44

one bit with like chocolate biscuits

20:46

that's like only only real ones will

20:48

remember but that just has me in

20:50

hysterics every single time and that like

20:52

probably informs my humor more than

20:54

anything else. Yeah,

20:57

no, I think for me it's just something

20:59

about the pacing, right? Like a lot of

21:01

adventure games, I'd say this is someone who

21:03

made adventure games and loves adventure games, but

21:06

pacing can be slow, right? You often hit

21:08

these like puzzle challenges or sticky parts of

21:10

the game where the narrative can kind of

21:12

slow. But with this game, I felt like

21:14

there was a flow and it kind of

21:16

kept moving and the jokes came rapidly and

21:18

quickly and it felt more like the pacing

21:20

of a children's cartoon and that it had

21:22

your momentum to it. And I wondered how

21:24

much, you know, iteration it took to

21:26

get to that point where players weren't

21:28

getting stuck or lost or slowing things

21:30

down. Yeah, I think

21:32

we knew because we didn't have

21:34

sort of mechanical hook that the

21:37

thing that players kept players go in

21:39

was like, what's next kind of thing.

21:41

So we always tried to like every

21:43

corner you turn, you'd see something new.

21:46

That was very intentional. And I think right the start,

21:48

you know, we had illusions of grandeur and the

21:50

whole thing was going to be like 14 hours long

21:52

and like chock full of these bits. And then

21:54

we did some simple sums, which is like one week's

21:57

worth of work equals one character, 200

21:59

characters. equals. Oh no. So like we

22:01

figured out pretty soon that we couldn't

22:03

do that. So that's why it's sort

22:05

of at some point we decided

22:07

to forfeit length and make it short but

22:09

dense and we figured that way isn't

22:12

our stage welcome to and it's a bit more like

22:14

a film because I mean the whole thing paces like

22:16

a cartoon and a film anyway so. Totally

22:19

well I felt good that it seemed

22:21

to acknowledge my time and yeah it's

22:23

nice because it just kept the flow

22:25

going it never felt like things were

22:27

halting or the story was was pausing

22:29

so yeah I wanted to talk a

22:31

little bit about humor and games and

22:33

I think a lot of people would

22:35

say writing isn't necessarily the strong suit

22:38

of video games and humor is even

22:40

probably something less often attempted but you

22:42

guys totally nailed it there's like funny

22:44

jokes and and and things all over

22:46

this game so yeah curious what challenges

22:48

you faced and trying to to find humor in

22:50

the game and how much kind of iteration it

22:52

took what your process looked like there. Yeah

22:56

it's something it is a

22:58

good one and I think for

23:01

us like there wasn't any

23:03

like easy answer like

23:05

in terms of like the process we

23:07

would just like start with

23:09

like the gag so we'd be

23:11

like I don't know we'll just do like what's

23:14

the classic one we just quote back and

23:16

forth James I think it's all sort of

23:18

like been exercised in post -release maybe it's a

23:20

good one I said £2 .50 for parking

23:22

actually the ones that we find funny and

23:24

no one else likes. Yeah

23:27

I think by the end of it it

23:29

was like very inside baseball and we're just

23:31

doing stuff explicitly for each other I mean

23:33

we're doing that the entire time really but by

23:35

the end of it it was just like no no

23:37

one's gonna find this funny and a lot of stuff

23:39

probably just got cooked because it was it was nonsense

23:41

but um yeah I think I don't

23:44

know like stuff like the the family

23:46

arguing about the size of

23:48

the pie and the oh

23:50

yeah big enough big enough

23:52

not to my identity but that kind

23:54

of thing yeah we'd just like

23:56

be in the office like saying that to each other

23:58

and and I don't know sort of almost like

24:01

refining it by this weird

24:03

manic call and response game.

24:05

And I eventually want to get

24:07

time to implementing that, then we

24:09

have to figure out how that

24:11

becomes like an interactive sequence and

24:14

how that works as this

24:16

complicated clockwork of animating

24:18

bits of thing in engine. So I

24:20

think it's just having the approach with

24:23

the writing literally at the

24:25

forefront, like it was never like...

24:27

Okay, here's like a level and

24:29

then these characters have to talk

24:31

to each other to get some

24:33

mission critical bit of info. Hand that

24:35

off to someone who has to then

24:37

like punch that up or add flavor,

24:39

but that could be rewritten at any

24:42

given point. I think that seems to

24:44

be the challenge for writing in

24:46

games typically, is you're juggling,

24:48

yeah, the sort of functional requirements

24:50

of the thing, whereas for

24:53

us, it was always like, the joke is

24:55

the thing. and everything else is sort

24:57

of like in service of that. So

24:59

to anyone else who wants to make

25:01

a game like this, first of all, probably

25:03

don't. It's too hard. But if you are

25:05

going to do that, you have to like,

25:08

you know, look at the writing first

25:10

before trying to like stick that

25:12

on top of anything else. Yeah, I

25:14

think we also like, the troubles if

25:16

you present the game is like, this

25:18

is a game that's just like jokes

25:20

start to finish. That also will play

25:22

away thin fast. So we kind of

25:24

have Yeah, like the illusion of

25:27

a game almost in like the

25:29

storylines in like your tasks

25:31

to help the dance work

25:33

and that kind of like

25:35

affords the humor as well. So

25:38

it's a weird like trade. Yeah.

25:40

Well now I'm curious what

25:42

are some of your favorite gags?

25:44

In the game. Yeah. Yeah, it's

25:46

all the ones that like no one

25:48

seems to, the ones that are just

25:50

like completely off the wall. Maybe you

25:53

can explain them to us on the...

25:55

There's no like logic behind a

25:57

lot of this stuff. It's just kind

25:59

of what... I think underpinning a lot

26:01

of our sense of humor is saying

26:03

something that sort of sounds like it

26:06

should make sense, but then doesn't quite.

26:08

Because ultimately humor is about

26:10

like indirection, right? You

26:12

sort of, you laugh at something because

26:15

your brain is really good at like

26:17

guessing what's coming next. It's like a

26:19

prediction engine type thing. And then

26:21

when that's averted, it kind

26:23

of creates this spasmodic response.

26:26

Yeah, I don't know. because

26:28

something happened that you weren't

26:30

expecting and energies like kind

26:32

of yeah redirected into that. So

26:34

I think I don't know for his humor

26:36

is just like it's leveraging that

26:39

it's just like saying something that

26:41

like it's subverting expectation

26:43

while also yeah has the error making

26:45

sense but then just doesn't at

26:47

all. Yeah. That's a good segue too. And

26:50

I know you guys did a bunch of

26:52

the VOA. I can recognize your voices in

26:54

the game just from this, but I also hear

26:56

a very recognizable voice that I think does

26:58

this very well, which is the wonderful Matt

27:00

Barry showing up in this game. And he

27:02

has a thing where it's not even the

27:04

jokes are kind of unexpected. It's like his

27:06

way of delivery, just the emphasis he puts

27:08

on a syllable or the pattern of speech

27:10

is just funny in its own right too. Yeah,

27:13

that was a weird one because like on

27:15

the call we just we sort of flipped

27:18

up the decide that he should do another

27:20

accent So he was actually we were

27:22

actually doing the lines to him, you

27:24

know feeding them the lines in our

27:26

accent So he knew what the accent

27:28

sounded like and then he'd do it

27:31

back So we were like doing impressions

27:33

of him to him doing impression of

27:35

us It was bizarre. So the whole like

27:37

you know, like him going like fertilize

27:39

we'd after like we'd after like listen

27:41

to him say a fertilizer Yeah, that's

27:44

amazing. How did that all come about?

27:46

What was it like working with

27:48

them? Yeah, the publisher, yeah, the

27:50

publisher organized it as a sort of

27:52

little treat for us, I suppose. They

27:55

were like, what'd be like a cool

27:57

thing we could get here? And be

27:59

like, yeah, cameo. actor just like some

28:01

celebrity doing a bit part maybe

28:03

and he was sort of in the

28:05

works for quite a while and then it

28:07

came around all of a sudden and required

28:10

like a lot more of his time so

28:12

we had to recast him and then also

28:14

write a whole bunch more material

28:16

so I don't know I think some of some

28:18

good stuff came out of that some not

28:20

so good stuff in terms of our material

28:23

but then on the call it was

28:25

just like yeah it was incredible

28:27

because we sort of like Jim says

28:29

figured out what the accent was going to

28:31

be and then he'd just do it exactly how

28:34

we had it in our heads. With basically

28:36

every voice actor we were pretty, again,

28:38

pretty tyrannical. We knew what it was supposed

28:40

to sound like. So we'd give a lot of

28:42

direction but with Matt he just like

28:44

had it like just like perfect every

28:46

time until by the end of it it

28:48

was like it's an incredible color response where

28:50

yeah like Jim says he was doing he

28:53

was doing the line and then Matt would

28:55

like do it exactly how we wanted it,

28:57

but in a Yorkshire accent voice. which

28:59

is the good news. Awesome. Well, it

29:01

turned out hilarious. You guys

29:03

made a wonderful game. It's

29:06

available now to play on

29:08

all your favorite consoles

29:10

and PC, I believe. So please

29:13

do run, go and get it.

29:15

Thanks for joining us guys. Is

29:17

there any final word of wisdom

29:19

you would like to leave us

29:22

with or some story that

29:24

you left out that you think

29:26

the world needs to hear? Awesome.

29:30

Lovely. Well, thank you so

29:32

much and have a good one.

29:35

Good rest with, good luck with

29:37

the rest of the game. Thank

29:39

you. Thank you. Thanks for

29:41

having us. Thank you. Thank

29:43

you for joining us for

29:45

the Game Maker's Notebook. For

29:47

more information on the

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