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in our podcast description to
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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
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