Episode Transcript
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0:00
Coming up on this week's show,
0:02
run classic Windows on your Game Boy.
0:05
YouTube turns 20. And
0:07
we chat with id Software
0:09
Legend, American McGee. And
0:18
the Retro Hour podcast is brought
0:21
to you each and every Friday
0:23
with our amazing friends a bit
0:25
mad books and of course today
0:27
American McGee's a guest talking lots
0:29
about classic FPS games and have
0:31
you seen their book I'm Too
0:33
Young to Die the ultimate guide
0:35
to first -person shooters covering the golden
0:37
era 1992 to 2002. All the
0:39
big ones are in there, Doom,
0:41
Quake, Half -Life, some that you've
0:44
probably forgotten as well and some
0:46
that maybe flew under the radar.
0:48
Weighing in at more than 420 pages.
0:50
If you're a fan of FPS games,
0:52
check this out and the rest of their
0:54
retro gaming collection at bitmapbooks.com. Hello
0:58
and welcome to the Retro Hour
1:00
podcast, episode number 477, your weekly
1:02
dose of retro gaming and technology
1:04
news with me, Dan Wood. Me,
1:06
Ravi Abbott. and me, Joe Fox.
1:09
And great to be joining us for the
1:11
podcast that every Friday, of course, brings
1:13
you up to speed on all the big
1:15
happenings in the wonderful world of retro
1:17
gaming and technology and brings you veterans of
1:19
the industry onto the show for an
1:21
interview in the second half. And we have
1:23
got a legendary guest on this week's
1:25
show. More about that in just a minute.
1:27
Nice to have full crew back there. Welcome
1:29
back, Joe. And back, baby.
1:32
You are. Nice to build to cover
1:34
last week as well. Did you have a listen? Yes,
1:36
I did. He was amazing. And
1:38
he put a sweet comment on Facebook. Yes.
1:41
To say it was an honor to cover,
1:43
but it was an absolute honor to
1:45
have Bill cover for me, which was kind
1:47
of blew my mind because I was
1:49
like, Bill's massive. Like, you know, very Amiga
1:52
heavy episode, Joe. So you didn't miss
1:54
out on much. But
1:56
yeah, no. a fantastic
1:58
episode as always and allowed me
2:00
to go on my hollybabs. Yeah,
2:02
but it was honestly awesome to have Bill on. But great
2:04
to have you back, like Ravi said. You rain is in a
2:06
bit otherwise. It does turn into the Amiga hour, as we
2:09
know. So we have got lots of
2:11
chat about all things retro coming up soon. I mean,
2:13
actually, speaking of retro, I've done a few... You actually watch
2:15
this as well, haven't you, Joe, since you got back
2:17
off your holidays? A new series of
2:19
Black Mirror. I've seen a lot of people
2:21
have been talking about episode four. which is
2:23
all about retro gaming, an
2:25
episode called Plaything, which is kind of a, it's
2:27
a bit of a spiritual successor to the Bandit
2:29
Snatch episode they did a couple of years ago.
2:31
Yeah. I don't want to spoil it because obviously
2:34
a lot of people might not have watched it
2:36
yet, etc. I've not. But
2:38
yeah, you know, spiritual successor, it's
2:40
not even, I was going to say,
2:43
like, all there's a link there.
2:45
It's a very obvious link like it's,
2:47
but it's still its own self -contained.
2:49
Story, you know, there's any kind of
2:51
like two scenes that kind of
2:54
link it to Bandersnatch, but it's still
2:56
very cool to see but I
2:58
think the thing that got me and
3:00
Dan talking, a messenger the most,
3:02
was the nods to retro tech and
3:04
retro kind of British culture because
3:06
it's set in 94, isn't it? And
3:09
there's so much in there. And
3:12
there was things that you spotted that I
3:14
didn't spot and then I spotted and you
3:16
didn't spot which was pretty funny to talk
3:18
about which kind of you know takes a
3:20
little bit away from the episode which is
3:22
a really cool episode. You know what my
3:24
missus got so annoyed so i kept pausing
3:27
it to send you and ravi like pictures
3:29
on screen and the cherry jaguar poster. You
3:31
know that's the problem i've not seen it
3:33
yet and i've been seeing screenshots of everything
3:35
not just from you of like you know
3:37
people that have. see albums in the background
3:39
and stuff like that. And it's good when
3:41
we had Charlie Brooker on, you know, Bagda
3:43
Snatch was the first one that was kind
3:46
of doing that. So it's good to hear
3:48
there's a bit of a follow -up episode.
3:50
I'm really excited to watch it. Yeah,
3:52
there's actually a great article on Time Extension
3:54
that I put in the show notes as
3:56
well. If you have watched it, it kind
3:58
of shows you all of the kind of
4:01
Easter eggs that were in there that you
4:03
may have spotted or some that actually we
4:05
didn't miss while watching it. I did see
4:07
the Gremlin graphics poster. On his bedroom wall,
4:09
when he walked in, there's an episode set
4:11
in there, CX. Obviously, Charlie Brooker was the
4:13
guy that created the original computer exchange logo.
4:16
And you see that in there. There's also PC
4:18
Zone magazine that he used to write for,
4:20
little glimpse of that as well. So, yeah, if
4:22
you haven't watched it yet, like Ravi, well,
4:24
I'll give you any spoilers, but definitely worth a
4:26
watch of the new series of Black Mirror,
4:29
episode four called Plaything, set in the 90s, and
4:31
lots of classic retro. gaming and tech Easter
4:33
eggs in there as well. I'll link that article
4:35
in the show notes as well. But
4:37
this week, we're going to be
4:39
chatting to someone actually who was right in the
4:41
middle of all that, actually, creating games that
4:43
were huge back in the early to mid 90s
4:45
and beyond. Of course, he
4:47
worked at the legendary id software
4:49
back in the day. Today, we're
4:52
talking to American McGee. Yeah, I
4:54
can't believe we've got American McGee
4:56
on the podcast. It's a name
4:58
that, you know, I've always heard
5:00
since I was a kid. And
5:02
has been associated with such amazing
5:04
titles, but also like, you know,
5:06
that classic id software period. Amazing
5:09
story as well. I can believe,
5:11
you know, John Carmack was living
5:13
in his apartment. And
5:15
in this interview, he's talking about like, who's
5:17
this guy with this flashy car? What
5:19
kind of job does he do? And
5:21
then it turns out, you know, they
5:23
were all working on Wolfenstein 3D and
5:26
he ends up joining Ed. It's
5:28
just fantastic, you know, the games that
5:30
they've worked on, some of the inside knowledge
5:32
from there, and also that connection with
5:34
Nine Inch Networks as well. Yeah,
5:36
because it is a fascinating story. Actually,
5:38
before we start recording, I always wondered if
5:40
American McGee was actually his real name.
5:43
Yeah. But it was because his mum was
5:45
like a hippie. And yeah,
5:47
she named him that, inspired by a woman
5:49
that she knew in college who called her child
5:51
America, apparently. So, yeah,
5:53
really interesting guy. Like you said, the
5:55
way he entered the video game
5:57
industry, he was obviously a big gamer
5:59
before he worked at Id. And we talk
6:01
a bit about his memories of the Commodore 64.
6:05
But then he was there at
6:07
the absolute peak of Id
6:09
software back then. Just
6:11
as Doom was in development and
6:13
then worked on stuff like Hexen
6:15
Beyond Heretic and obviously Quake
6:17
as well. Then had quite a
6:19
mysterious exit from the company. That
6:21
we talk more about that actually turn that
6:24
to be a bit of a blessing in
6:26
disguise because he went on to work at,
6:28
you know, some of the huge companies after
6:30
obviously the Alice games, but he's very well
6:32
known for two. Yeah. Well, he's, you know,
6:34
his name is at the very front of
6:36
these titles and you don't often get video
6:38
game developers that have that name at the
6:40
front. Alice was a great
6:42
game as well because it was
6:44
it's all about, you know, psychology and
6:47
kind of. History
6:49
and mental health as well and having that
6:51
kind of built into a video game was
6:53
something that was not done before. And
6:55
it became a cult classic as well,
6:57
you know, you kind of dark follow on
6:59
to the fairy tale. So we talk
7:01
about the origins of the game and also,
7:03
you know, that was using the quake
7:05
engine and that kind of connection that it
7:07
had with it. Yeah. So huge guest.
7:10
I know you've been working on getting him
7:12
on the show for well over a
7:14
year, Ravi. So, I'm glad we could
7:16
finally do it. American McGee, the Id Software
7:18
superstar, is on the podcast in around half an
7:20
hour from now. But of course, you know
7:22
the way the podcast works. If you're a regular
7:24
listener, if not, this is what we do
7:26
first 25 minutes or so. We have a bit
7:28
of a chat about what's been happening in
7:30
the world of retro from over the last week,
7:32
the big stories that have been making the
7:34
headlines on social media. And actually, the time we're
7:36
recording this, which we are recording quite late
7:38
this week, as chair mentioned, a lot of holidays
7:40
and stuff recently. We're recording this night
7:42
before the podcast comes out on 24th of April.
7:45
And today is
7:47
actually YouTube's 20th
7:49
birthday. Blowing on us
7:51
is mind that YouTube's 20 years old now.
7:53
It's crazy. It makes me think how long
7:55
we've known each other. Going
7:58
back to, yeah, it was the of
8:00
April, 2005. Very first
8:03
video on YouTube, which is still there, is
8:05
called Me at the Zoo. And
8:07
it was uploaded by Jawad Karim,
8:09
who is one of YouTube's co
8:11
-founders. Billions of views on
8:13
that video now. It's actually
8:15
only 18 seconds long. It
8:17
kind of took me back, actually. Do
8:20
you remember when I was thinking
8:22
when I first got into YouTube
8:24
and I look back on my
8:26
channel and Because the rabbit and
8:28
I have obviously made YouTube videos.
8:30
That's kind of how we met
8:33
But I think my first upload
8:35
was at the start of January
8:37
in 2008 Some of my first
8:39
videos and then Some of ones
8:41
that make me cringe you're there
8:43
are some hidden ones. I know
8:45
Joe has some hidden guitar hero
8:48
They're not hidden. They're out there. They're
8:51
out there. I've been trying to find these for years. I've
8:54
got a, God,
8:56
it's like a fan
8:58
series. We did where
9:00
I'm acting as like two seasons of
9:02
that online as well. I'm not
9:05
going to mention it. Oh
9:07
my God, I need to find that. Screenshots. You
9:09
said you did that and you sent a screenshot,
9:11
but I didn't realize it was like two seasons. It's
9:14
huge. We have some very clever people
9:16
who listen to this podcast. So if anyone
9:18
finds the links to either of these
9:20
videos, I'd be curious to see them. definitely
9:25
do. But I mean, yeah, I
9:27
was thinking back as well. I mean, who
9:29
kind of got you into YouTube
9:31
jokes? I know obviously you've followed
9:33
retro gaming YouTube channels for years.
9:36
Any early ones that you remember? For
9:39
me, I was probably
9:41
quite late. I say late
9:43
to the game. It would have only
9:46
been like two years after YouTube came
9:48
out, but to me and my mate
9:50
Richard at school, like when we were
9:52
finishing school and we're in sixth form,
9:54
which is a, would have been around
9:56
2004, 2005. We used to go on,
9:58
you know, just like newgrounds.com and killstintime.com
10:00
and stuff like that. We'll watch videos
10:02
on there. And then YouTube, I
10:05
don't remember him ever being like, cause I've seen people
10:07
posting stories today of like, oh, I remember I was at
10:09
uni and somebody was like, look at this, it's YouTube. That
10:12
didn't really happen. I think he just.
10:15
He showed it me but it was
10:17
just like he just linked it to
10:19
me, you know in it was just
10:21
like oh yeah Here's another thing you
10:23
can watch videos on and then like
10:25
I say we got into Katara here
10:27
around the same time and then around
10:29
2006 You modded his ps2 to play
10:31
like custom Katara videos and we started
10:33
uploading them on YouTube and it would
10:35
it just never really like Cross my
10:37
mind like that. It was this like
10:39
big thing or anything and then it
10:41
was actually I
10:43
was on game trailers. I
10:46
used to go on to game trailers
10:48
every day and watch AVGM, like and
10:50
all those kind of videos, which were originally on
10:52
there. Before the one on YouTube. Yeah,
10:54
and screw attack and stuff. And
10:56
then it, I think it was around
10:58
2007, 2008, when I think it
11:01
was at the end of like an
11:03
AVGM video where it said like,
11:05
you know, more content on YouTube, on
11:07
Cinemastica. So I guess the
11:09
actual first. YouTuber that I
11:11
followed was AVGN which would have been around
11:13
about 2008 and then that's when I
11:15
switched to watching everything on YouTube. I
11:17
don't think I ever went back to anything else and
11:19
now I fall asleep every night watching YouTube. There's
11:22
three that I want to mention that
11:24
were really early on for me. One
11:26
was called Biff's Gaming Videos and
11:28
it's a guy called Biff Malone and
11:31
he'd done video game reviews in
11:33
94 and then he was kind of
11:35
like uploading those onto YouTube. Did
11:37
he do Atari Jaguar stuff? Yes. Yes.
11:39
I remember. And then there
11:41
was another guy, Maximum R .D. as well.
11:44
He used to do like retro stuff. He
11:46
used to also do like quite a bit
11:48
of Amiga content and stuff, but he's been
11:50
on there since 2008, I think. And
11:53
also Paul Smallman as well.
11:55
Paul is the best UK. I
11:58
used to love his stuff. He still does
12:00
uploads. I think he nearly does an upload
12:02
every day or something of a spectrum titles
12:04
and he's still going. And
12:06
yeah, these were Some cool channels
12:08
that were really there before stuff like
12:10
got massive and blew up. Well,
12:13
I'm looking at it because I've
12:15
actually found some of the YouTubers I
12:17
was into when I first watched YouTube. It's
12:20
sometimes a bit sad when you kind of, you know, you
12:22
kind of stop watching that channel, then you look at when
12:24
the last uploaded a video. One
12:26
was at Dino the Legend 87,
12:29
who's a last YouTube upload just
12:31
15 years ago about his
12:34
PlayStation 3. Channel is still there
12:36
though. Another one that I
12:38
got into really early was Steve Benway. Yes,
12:41
yes, with his Friday
12:43
talkies. It's not a playthrough, not
12:45
a review, just me playing the game badly.
12:47
He used to say at the start, he
12:49
hasn't uploaded a video for seven months, it
12:51
seems, sadly, the retro gaming collector. A
12:54
guy called Retro Gamer VX
12:56
is from, like, Sunderland.
12:59
On Newcastle. And if you get those confused people
13:01
get very angry. Somewhere in the North -East anyway. It
13:04
is loads of light. I'm looking at its channel
13:06
now. I actually did a video a month ago.
13:08
It is stuff like repairing old Amstrad Hi -Fies. And
13:10
it did one with like the Quantel Paintbox
13:12
and stuff years ago, I remember. Really
13:15
good channel that is still active by the
13:17
looks of it. Another one is a guy called
13:19
Blutonic78 who does a lot of like pick
13:21
up videos. A lot of like snares and Mega
13:23
Drive and Amiga stuff. His last upload that
13:25
was a year ago. And then there's a guy
13:27
called Michael's retro game reviews they still love.
13:29
But again, his last video was six years ago.
13:31
So it's a lot of these people kind
13:33
of just, you know, do it at
13:35
the early days and then just kind of vanish. It's
13:38
a different world, isn't it? You
13:40
know, we had dislikes and
13:42
it was a star rating system and
13:44
stuff. And it's developed over 20 years
13:47
to kind of become the main thing
13:49
as well. Really interesting. And
13:51
I kind of find it I don't know,
13:53
it seems like YouTube never deletes videos as
13:55
well. Stuff on there from years and years
13:57
and years ago. I guess there must be
13:59
a point where they, you know, delete it
14:01
when it's not got a certain amount of
14:03
views or something like that. not. Well,
14:06
as we know, that does happen, you know,
14:08
stuff like GeoCities at night. You remember when
14:10
Yoho just killed that off, deleted all the
14:12
data. But yeah, imagine
14:14
how big Google's server farm must
14:17
be for YouTube. They've actually put
14:19
together a blog. To celebrate
14:21
20 years of YouTube, there's a couple
14:23
of stats in there they mentioned that
14:25
said from the initial 19 second clip,
14:27
there's now over 20 billion videos on
14:29
YouTube. And there are
14:31
20 million videos uploaded every
14:33
single day to the platform.
14:36
So from humble beginnings, 20
14:38
years ago, YouTube definitely going
14:40
very strong now. So happy birthday, YouTube,
14:42
20 years this week. So I'll link
14:44
up that blog in a few of those
14:46
channels we mentioned in this week's show
14:48
notes. Now,
14:50
um, is a question that,
14:52
um, I didn't think
14:54
I'd answer yes to until I read this
14:56
headline, but now I'm thinking, hmm, actually
14:58
sounds kind of cool. Have you ever wanted
15:00
to run Windows on your Nintendo Game
15:02
Boy? Not really. No. It
15:05
sounds like the most boring car, isn't it?
15:07
Like, you know, someone would be like, I've
15:09
got Tetris. I've got Windows. Well,
15:11
this is a,
15:13
um, a Game
15:15
Boy Color cartridge
15:17
called... GBS Windows
15:19
Operated System V413.
15:22
And it's created by someone called Ruben
15:24
Retro. And there is a video in this you
15:27
can watch, which is all in Spanish. But
15:29
I've watched it with
15:31
the YouTube subtitles on. And
15:33
really this is, it's not actually
15:35
running Windows 3 .1. This is
15:37
more a tribute to Windows 3 .1
15:40
that runs on the Game Boy
15:42
Color, the Advanced, the Advanced SP,
15:44
the Analog Pocket as well, and
15:46
some other systems too. Now,
15:48
what do you guys think of this then? Like
15:50
you say, you've summarized it really well
15:52
there. It's a tribute. You
15:54
know, I think the packaging and everything, before it looks really
15:57
cool, like the physical cartridge
15:59
with the box, like I think he's
16:01
captured the look of Windows 3 .1,
16:03
you know, in the early 90s
16:05
really, really well and incorporated the Game
16:07
Boy into it, into
16:09
the artwork and stuff. I think that's fantastic.
16:11
It's 40 quid. currently sold out on
16:14
his Etsy store, but it's going to be
16:16
more coming. But it really is. It's just
16:18
kind of like a cartridge of like mini
16:20
games. It kind of reminds me of more
16:22
than anything. You know, you've got
16:24
a mind sweeper on there. You've got a version, I
16:26
say a version, pseudo version of
16:28
paint on there. You know,
16:30
you know, yeah, which you can
16:32
print off using the Game
16:34
Boy printer, which is pretty cool.
16:37
Actually, with that, but for
16:39
me, it just kind of looks
16:41
like, you know, one of
16:43
these compilation like minigame cartridges, you
16:45
know, which is based on Windows 3 .1.
16:47
But in terms of like the actual
16:49
interface when you load it up and stuff
16:51
like that, obviously isn't just a list
16:54
of games. It does look a
16:56
bit like what it looks like Windows,
16:58
which is pretty cool. Yeah, I think it's
17:00
got the nostalgia in there. Definitely
17:02
with the 3 .1 look
17:04
and stuff like having the
17:06
DOS sequence loading at the
17:08
beginning and Yeah, it's quite
17:10
nice. You know, I
17:13
don't know if it would work as well
17:15
with Windows 95, actually. And
17:17
I think 3 .1 is an area that,
17:20
you know, it's kind of underused
17:22
because it's got such a nice
17:24
aesthetic. And I didn't appreciate it back
17:27
in the days. But yeah, mean, this is
17:29
something that's kind of been done before. But I
17:31
think the fact that this is running on
17:33
a Game Boy does add some nice novelty there
17:35
as well. There are some useful things on
17:37
here as well. There is a chip tune. Music
17:39
player, so like a version of media player
17:41
that plays chiptunes apparently can also kind of
17:43
pseudo multitasking play the chiptunes in the background
17:46
in while using other apps on here as
17:48
well Yeah, again, I mean this is someone
17:50
that was made using GB studio Which has
17:52
obviously been used for games mainly, but I
17:54
think this does seem like you know quite
17:56
a fun little spoof of Windows and quite
17:58
a novel platform to create it on though
18:00
So I think it is quite cool. I
18:03
like said Joe the fact that it's sold
18:05
out proves that there is a demand for
18:07
it It needs a beeper speaker as well.
18:09
Yeah, I'm sure the Game Boy can emulate
18:11
that. Yeah, beeper mode. Yeah, so if you
18:13
want to get ahold of that, hopefully some
18:15
more coming on sale soon, but I'll link
18:17
up the video. If you want to watch
18:20
it in this week's show notes, then kind
18:22
of run Windows in a way on your
18:24
Nintendo Game Boy. Now,
18:26
this story, since I heard this the other
18:28
day, I messaged you guys straight away
18:30
going, WTF. But the more
18:32
I think about it, maybe this could work. Now
18:35
it turns out obviously we've talked
18:37
on the podcast before about all these
18:39
kind of Sega franchises that they
18:41
announced being turned into movies. Obviously a
18:43
lot of them we kind of
18:45
announced and then we haven't really seen
18:47
anything more. Remember the Golden Axe
18:49
movie? It was apparently in
18:51
development comic zone as well. Dragon's Lair. Shinobi
18:54
was another from Sega. Yeah,
18:57
so it's this one. It's
18:59
a game that to be
19:01
honest didn't have the strongest
19:03
plot. back in the day. But
19:06
apparently there is a
19:08
big budget Hollywood version
19:11
of Outrun coming to
19:13
the big screen with
19:15
Michael Bay and Sidney
19:17
Sweeney attached to this.
19:19
In a world one
19:21
man must drive across
19:23
California in a Ferrari
19:26
with explosions. Explosions.
19:28
Michael Bay, come on. From Michael
19:30
Bay. Why does it
19:32
think about this? Aaron
19:34
doesn't really have a story apart from,
19:36
yeah, you're driving in a race. So I
19:38
guess it could be, you could attach
19:40
any plot to this long as this car
19:42
chases in it. I didn't see
19:44
the, there was a Need for Speed
19:46
movie a few years ago with Aaron Paul
19:48
from Breaking Bad. And I didn't see
19:51
that. And I did remember thinking Need for
19:53
Speed doesn't really have much of a
19:55
plot either. But I've not seen
19:57
that. So I couldn't say what the plot was in
19:59
that. And I was the same as you. I saw
20:01
this and I was like, what? But like,
20:03
And I was, oh, Michael Bay. And then I
20:05
was like, you know what? Like
20:07
it makes sense. Like it's going
20:09
to be a silly, like fast
20:12
paced action movie, probably with, like
20:14
you say, with explosions and stuff.
20:16
Like it makes sense for it
20:18
to be Michael Bay. That part
20:20
makes sense for me. But
20:22
the film itself doesn't really make that
20:24
much sense. Like, well, it's
20:26
very loose. It's like a blank slate.
20:28
You know, essentially, you've just got
20:31
the car. You've got a female partner
20:33
in there. Um, you
20:35
know, it's 80s. Um, yeah,
20:38
California. Um, I
20:40
hope it is. And yeah, he's. Yeah. And
20:42
it's got to be a Ferrari in there.
20:44
It's got to be a Ferrari. Yeah. So,
20:46
you know, there could be, and then, you
20:48
know, what is it? Magical sound shower. You
20:50
can have that come on at one point.
20:52
Yeah. Played by like a heavy metal band
20:54
or something. Yeah. Yeah. And that'll be like
20:56
the key chase sequence or something, but that's
20:58
all you need. Like everything else still hopefully
21:00
come up with, you know. Yeah, I
21:03
mean again, I mean there's some people have
21:05
mentioned in the comments that it's no different to
21:07
the you know ten thousand fast and furious
21:09
movies So, you know, kind of
21:11
why, why couldn't they make it happen? The interesting
21:13
thing there is a Sydney Sweeney's in it, who
21:15
I've seen in a couple of films before. Don't
21:17
know who it is. Well, she's best known for
21:19
immaculate, apparently, which I don't know if that's a
21:21
movie or a TV series. I'm sure my Mrs.
21:23
would know more. haven't seen that, no. That's a
21:25
film, apparently, came out in 2024. Horror movie. Actually,
21:27
I did see that, actually. Yeah, I'm looking now
21:29
at it. But apparently, she's going to be
21:31
the producer of it, but she won't star in the
21:33
film. Now, people are kind of questioning that. But I
21:35
looked up on Wikipedia, apparently, she's like really into vintage
21:37
car collecting. Yeah, so
21:40
I mean, you know, maybe she's on
21:42
board to make sure that, you know,
21:44
the correct cars and stuff and your
21:46
appropriate stuff is in there. Yeah, a
21:48
Sega involved, like, or they just kind
21:50
of like sold the rights. Apparently, the
21:52
current Sega Corp president, Shuji
21:54
Utsumi, is going to have
21:56
a supervisory role overseeing the
21:58
development of it. You
22:01
know, I'm thinking they could go down
22:03
like a Vice City star route. Um,
22:05
I think, you know, a lot of
22:07
these video game movies, people always think,
22:09
oh, it would be like a kid
22:11
film or a fun action or something
22:13
like that. But they could really like,
22:15
you know, it's so loose, they could
22:17
just go into it and have a
22:19
really adult like outrun could be a
22:21
really, really, you know, like Miami Vice
22:23
style or something. I think they'd have
22:25
to go down that route, because I
22:27
mean, obviously It's got our
22:29
face. I mean, movies like Sonic the Hedgehog and I
22:31
had to still appeal to kids today. And
22:33
obviously Minecraft movie, massive at the moment. But
22:35
yeah, something like Outrun, you know, my little
22:37
ten year old nephew wouldn't know what it
22:39
was. So I think if they're using
22:42
that brand, surely it's got to be aimed at kind
22:44
of people that remember it than what it is. This
22:46
hasn't been an Outrun game really for a
22:48
long time. Although that does also excite me
22:50
that, you know, if this does come out
22:52
and also, you know, if it doesn't have
22:54
been a big budget. Smash it at the
22:56
box office. Maybe Sega will make a new
22:58
outrun game. Or just really re -release it
23:00
again. I mean, I've only
23:02
bought it about 50 times. So
23:05
I mean, there was some of the later outrun
23:07
games like Coast to Coast and stuff and Outrun
23:09
2. And some of those are really good. So
23:11
I think even just bringing those to kind of,
23:13
you know, place survive. We just need Road Rash
23:15
the movie. That would be. Yeah.
23:17
Well, wouldn't surprise me with some of the
23:19
other random ones announced over the last
23:21
few years. Wasn't it like a... Missile Command
23:24
movie at one point they announced as
23:26
well. There's so many that we've talked about
23:28
over the last decade that kind of
23:30
nothing happens. But I think this back through
23:32
the 470 other episodes and see which
23:34
ones we've discussed and then mark it if
23:36
it actually came out. I'm sure
23:38
someone could feed it into an AI, you know, the transcript.
23:40
Probably do it in 10 minutes. But
23:42
yeah, I think it just had like
23:44
a quite a plausible idea for a
23:46
film and the fact that these kind
23:48
of well -known names are attached to it.
23:50
Although I think Transformers 3... Was it
23:52
the only movie I've ever walked out
23:54
the cinema to? I've never walked
23:56
out of the cinema. But
23:58
I fell asleep during the
24:00
total recall remake. Right. Yeah. Yeah.
24:03
I remember falling asleep because it was terrible. And then
24:05
I woke up and he was fighting Brian Cranston. I was
24:07
like, what's going on? Start
24:10
eating your popcorn again. Yeah. And,
24:13
you know, that's saying something
24:15
because of around 2010 to a
24:17
2020. So yeah, about 10 years.
24:19
I actually had a cinema card. You know like
24:21
an unlimited card of me and my wife went
24:24
to cinema like three times a week so we
24:26
saw everything. That's the only film
24:28
I've ever fallen asleep in. Well
24:30
Transformers 3 I was technically homeless when that came
24:32
out because I moved out of my flat that day
24:34
and then I was moving somewhere else the morning
24:36
after. So and I was going to work on the
24:38
night shift since I'd like about six hours to
24:40
kill. before I did my last night shift and then
24:42
moved to a new city next morning. So
24:44
I basically had about like 12 hours to wander
24:47
around London, so I went out for a bit of
24:49
food, went to see, yeah, I just thought I'd
24:51
go to the cinema a bit of time before work
24:53
on the Sunday night. And
24:55
yeah, the only thing I thought, the transformers three was
24:57
on, so I watched it and it ran it.
24:59
I got a feeling it was almost three hours long.
25:02
And I remember getting about two hours in,
25:04
like, numb behind, sitting on the seat
25:06
thinking, It was literally just Michael Bay
25:08
explosion after explosion after explosion. I thought, I'll
25:10
just go wander around Covent Garden or something else,
25:12
anything else to get out of here. So
25:14
yeah, if he is going to make this, then
25:17
please keep the running time reasonable. You know, we don't
25:19
want a three hour outrun movie. But
25:21
yeah, it looks pretty cool. There's some big names attached to
25:23
that. So fingers crossed, I'll be decent. We'll keep an eye
25:25
on that. That's something that
25:27
I think looks very cool as
25:29
someone who is really enjoying
25:31
the point and click adventure game
25:34
revival. in recent years and
25:36
Ravi and I were at the
25:38
debug live awards in Nottingham
25:40
indie game awards last month. I
25:43
actually saw a lot of indie developers showing off
25:45
point -and -click adventures. It seems to be
25:47
really hot right now, don't they, for the indie scene? Yeah,
25:49
yeah, really good. And, you know, I'm
25:51
kind of glad the genre has popped
25:53
off again because for years it disappeared. And
25:55
it's such a huge part of my
25:58
youth. And also it's a great way
26:00
of playing games as well because you're
26:02
kind of forced to slow down and actually
26:04
think and use your brain. Always have
26:06
to good point and click. I mean,
26:08
thinking back in the day, obviously the
26:10
Monkey Island games, I love Loom. That
26:12
was one of my favourite, all the LucasArts titles back
26:14
then. I was playing Grim Fandango, the remake
26:16
of that on the plane to America, on
26:18
the Switch a couple of weeks back. big
26:21
ledger suit Larry fan. Yeah, like, I
26:23
had the first game I did, like, yeah,
26:25
kind of, I kind of lost interest
26:27
after that. Yeah, Sam, the
26:29
source of Penita Steel, Sky. That
26:31
was an awesome game back in
26:34
the day. So it's nice to
26:36
see these games coming back. And
26:38
this one is a new PC
26:40
point and click game, heavily retro
26:42
inspired, coming out in a couple
26:44
of weeks time on the 13th
26:46
of May called Neon Hearts City. What
26:49
do you think of this then, Ravi? I
26:52
really like the color palette
26:54
choice. I think it looks really
26:56
beautiful. It's got
26:58
a good voice acting as well, which I
27:01
kind of love voice acting. I
27:03
know some people enjoy just the text
27:05
on screen, but through the trailer, it
27:08
does sound like it's been really well
27:10
done. And, you know,
27:12
there's a lot of dystopian future
27:14
cities and stuff like that in
27:16
games, but this one kind of
27:18
looks like one that I want
27:20
to live in. It looks a
27:22
bit depressing, but not gone too
27:24
far. But also it's a good
27:26
tale of a private investigator. And,
27:29
you know, some of the classic
27:31
ones, like, well, even with Police Quest
27:33
was one that I used to
27:35
play quite a lot as well. was
27:38
investigating or finding out crimes and
27:40
stuff is really, you know, staple of
27:42
point -and -click adventures. Yeah, I love
27:44
the colour palette in this as well. It kind of reminds me a
27:46
bit of, like, degeneration. Yes,
27:48
yeah. the look of it. Obviously, that
27:50
kind of cyberpunk. A bit of the tentacle
27:52
as well. Well, in terms, I mean,
27:54
it kind of looks like... It doesn't remind
27:56
me of kind of the early 90s
27:58
point and click. I'd say it's more like
28:00
mid to late 90s in terms of
28:02
the aesthetic, some nice big
28:05
sprites in here. Quite
28:07
a rich color palette in here too. And
28:09
like you said about voice acting, though, Ravi, I'm
28:12
with you there. If I go back and play
28:14
some of the older games, I always try and
28:16
find a talky version of them. They just feel
28:18
a bit sparse without the voice acting now. Yeah.
28:20
And you used to have that option
28:22
as well, didn't you, voice? Yeah. or
28:24
no voice and I always kind of
28:27
went for voice but would usually be
28:29
with like a slow loading CD ROM
28:31
drives every sentence it'd be like and
28:33
then you get your thing so it's
28:35
quite nice to have it on a
28:37
modern hardware. Yeah and I'm hoping I
28:39
mean you know with this I'm looking at this
28:41
it would probably be possible to get this running
28:43
on retro systems as well. and a lot of
28:45
these kind of, you know, people do D -Makes
28:48
of them for scum VM, that kind of thing,
28:50
which will be cool. But again,
28:52
I mean, this is a PC -only platform, but
28:54
really, like I said, I did play Grim
28:56
Fandango, and we turned some Monkey Island on
28:58
the Switch, just because it was
29:00
like the... the platform i had on me at
29:02
the time when you know was on a
29:04
seven hour flight or whatever yeah i did a
29:06
fimble weed park on a steam as well
29:08
yeah that's the thing to feel better with a
29:10
mouse don't they it's kind of games i
29:12
think so i think this air i'm looking forward
29:14
to getting hold of this um it will
29:16
be on that i I get my hands on
29:19
it. It looks really cool. So if you're
29:21
fun of pointing to adventure games in that kind
29:23
of retro aesthetic, the game's called Neon Hearts
29:25
City only a couple of weeks to wait until
29:27
that 13th of May. And I put the
29:29
trailer in this week's show notes along with all
29:31
the rest of the stories. Now,
29:33
obviously, it is nearly the end of
29:35
the month. We have got our patrons hang
29:37
out coming up this Sunday with it
29:40
being the final weekend of April. Patrons
29:42
hang out. If you haven't joined us for
29:44
one before, it's basically a massive Google Meet
29:46
call. a bit like
29:48
Zoom, if you haven't used it before. Big video call.
29:50
All our patrons are welcome. We geek out for two
29:52
hours on a Sunday night, end of the month, talk
29:54
about anything. You know, it can be pickups, which
29:57
is often a big part of it. You know,
29:59
people have acquired this month. We
30:01
do, like, kind of a bit of
30:03
a help as well, a help section there.
30:05
You know, people, like, if they've got questions
30:07
or I find a load of advice from
30:09
the brilliant, intelligent people that we have in
30:12
our community. We often just veer off into
30:14
other topics as well, you know. Retro media
30:16
mobile phones we have games developers in there
30:18
as well sometimes which is yeah, it was
30:20
pretty cool Yeah, so a great bunch from
30:22
all around the world as well. So I'm
30:24
gonna do now patrons hang out This coming
30:26
Sunday evening if you want to get in
30:28
by today sign up to our patreon right
30:30
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30:32
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30:34
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30:36
we do just for our gold members and
30:38
above which is called the retro hour after
30:40
hours. And at the latest episode,
30:42
episode 47, our top five games of
30:44
the greatest year in gaming, which was a
30:47
fun one to do. And there will
30:49
be new episode of that that will land
30:51
last month. You'll see access to a
30:53
patron's only area of our Discord server.
30:55
You get the normal podcast ad free and
30:57
early video interviews as well, which has
30:59
started to become a thing. And Dan has
31:01
proposed to me and Joe that we're
31:04
going to try and do. A full show
31:06
on video for the patrons, so that
31:08
should be interesting. We're doing what we call
31:10
a public beta, so the last kind
31:12
of month's worth of interviews that we've done
31:14
on the podcast. You can watch
31:16
the video versions of those on our Patreon right
31:18
now. Next week or two, we're going to try doing
31:21
the news as well. So if you want to
31:23
give us your feedback on that and get access to
31:25
it, all the details to sign up and join
31:27
our wonderful patrons community are at theretrahour.com. We've got a
31:29
few extra news stories on the way just for
31:31
the patrons. But we have got a couple of new
31:33
ones to welcome this month, two new patrons. So
31:35
let's induct them into the most prestigious high score table
31:37
in the world of retro gaming. And that is
31:40
the Retra Hour Hall of Fame. Hall of Fame. I'll
31:42
let you guys welcome them. Who we've got first
31:44
for Abby? Ellie Wood. And
31:46
Steve R. Welcome. Really
31:48
appreciate you joining our wonderful Patrons community. If you'd
31:51
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to help out the podcast to make sure we
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31:57
episodes coming out every single Friday. To join Patreon,
31:59
all the details are at theretrohour.com. Now
32:01
that it is almost the start of
32:03
May, obviously, summer, not
32:06
far off. I've got my legs out today, got my shorts
32:08
on. it was a bit nippy walking through
32:10
town earlier. But summer means retro
32:12
events, doesn't it? That's the thing that we
32:14
look forward to. And there's something on, like, every
32:16
other weekend throughout the summer. So we had
32:18
a little idea because we've got a lot of
32:20
people reaching out to us going, oh, can
32:22
you mention my event? So if
32:24
you have got a retro gaming or
32:26
computing event coming up anytime, why
32:29
don't you drop us an email with
32:31
some information and we'll give you a free
32:33
mention on the podcast. So
32:35
the email address is show. At the
32:37
retro hour dot com show at the
32:39
retro hour dot com will try and
32:41
do a mention every couple of weeks
32:43
for what's happening but we have got
32:45
a few that are on the calendar
32:47
already there is obviously a big one
32:49
that I am has been going several
32:52
years now happening on May 31st in
32:54
haze and not far from London at
32:56
retcon. 2025, which
32:58
is on at the Barnhill Community Centre. They've
33:01
got traders there. They've got systems from the 70s
33:03
to today. going to be doing an
33:05
Amiga 40th celebration there. And there's also going to
33:07
be FBS battles, Head
33:09
to Head Quake and Unreal Tournament as well. Some
33:11
special guests there as well. So if you
33:13
want to check that out, I'll link up their
33:15
website for tickets in the show notes. There's
33:17
a virtual one coming up as well in June,
33:19
Ravi. What the dates for this one? Yeah,
33:21
I've got to do this in a cool radio
33:23
voice. You've always got
33:25
a cool radio voice. This is
33:27
the PT -1210 Weekender, which is
33:29
if you're into your Amiga
33:31
mod music and like tracked music,
33:33
there's a whole Weekender for
33:35
people to see different artists, DJing,
33:37
performing, playing online. And it's
33:39
been running for nine years, which
33:41
is pretty amazing. This one's
33:44
called Ancient Technologies and it's got
33:46
like an Egyptian theme. And
33:48
that's on the 6th and the
33:50
7th of June. And
33:52
that's at ptweekender.com. Headlining
33:55
it is going to be
33:57
Citrix and Hoffman as well.
34:00
I'll be DJing too. Extra
34:02
Spike or Michael or extra
34:04
spicy Mike. And PsyGoes
34:06
Retro is also going to be DJing and
34:08
a load more. So it's a whole
34:10
weekend of DJs. So check that out. You
34:12
watch it from the comfort of your
34:14
own house as well. You have to go
34:16
out. Yeah, live stream on that. And
34:18
finally, Retro Messe, that's going to be on
34:20
at Sandifield in Norway. Again, the 11th
34:22
year of Norway's biggest retro event, happening August
34:24
16th to the 17th. Retro Messe is
34:26
always incredible. You've heard us talking about it
34:28
before. You've heard us bring your panels
34:30
from there, traders, systems to play
34:33
on, and that talks with industry legends
34:35
hosted by us guys, because Ravi and
34:37
I are heading out there again to
34:39
host the panels. And they've
34:41
introduced the first guest who's
34:43
going to be coming, and
34:45
that's Richard Jacquez and he
34:47
did some pretty amazing games.
34:50
You know, the music for Jet Set Radio Future, Little
34:52
Big Planet 2, Overwatch 2
34:54
as well, Marvel's Guardians
34:57
of the Galaxy. So, yeah,
34:59
it's going to be a good one. Yeah, worth a
35:01
trip out to Norway. It's only about an hour a
35:03
half flight from the UK as well. So, Retro Mesa,
35:05
in Sandy Fears, you want to check out any of
35:07
those events, I'll put links for tickets in this week's
35:09
show notes. OK, well,
35:11
thank you for checking out the news this
35:13
week. I'll have more for you, of course,
35:15
on next Friday's podcast. And next, going to
35:17
be talking to this week's special guest, the
35:20
legendary American McGee, next on The Retro Hour
35:22
podcast. You're
35:29
listening to The Retro Hour podcast,
35:31
and we're here today with American McGee.
35:33
And it's amazing to have him
35:35
on the show. You know, he's done
35:37
some absolutely awesome titles. Of
35:39
course, Id, there's some great games
35:41
there, Doomquake, some classics, and
35:43
also Alice, which is a really,
35:45
really amazing game that kind of
35:48
had that fairy tale, gone dark
35:50
aspect to it. And also, Alice
35:52
in Madness Returns as well, which
35:54
we're going to talk about. How
35:56
you doing, American? I'm doing very
35:58
well. Thank you so much for inviting me. I
36:01
know it's been, it might have been a
36:03
year that you've been sending me emails to try
36:05
to get me on, so yeah. persistence
36:07
works. Yeah, it's
36:09
really good. Yeah, great to have you here.
36:11
We've got a question that we ask
36:13
all our guests, and that's what was your
36:16
first kind of memory of video games
36:18
or your first video game experience that really
36:20
stood out to you? I
36:22
think the first time I played
36:24
games was on something called an
36:26
Odyssey, which was a console back
36:28
in the day with a little
36:30
spinny controller, and you had
36:32
things like Pong on there. I remember
36:34
that. back when I was still, you
36:37
know, just a boy. But it was
36:39
at someone else's house because my family
36:41
couldn't afford such a thing. But
36:43
I remember that being the first time I
36:45
ever interacted with games. And I was, of course,
36:47
instantly attracted to it. And I wanted that
36:49
friend to then be my best friend so
36:52
I could go over to his house all
36:54
the time and play games with him. Yeah,
36:56
that was a Magnavox, wasn't it? That's right.
36:58
Yeah. Yeah. Nice machine. What about
37:00
your your first personal machine then?
37:02
What was that? So the first personal
37:04
machine I had that I had
37:06
access to on a regular basis was
37:08
actually something called a Timex Sinclair
37:10
2000 which was something you plugged into
37:12
your television and you could program
37:14
in basic and it had you know
37:16
I think 16k of RAM or
37:18
something I mean just super super tiny
37:21
and you couldn't really do much
37:23
with it I think they were sort
37:25
of trying to sell it as
37:27
a advanced personal
37:29
calculator or something like that. I'm
37:31
not really sure who the target audience
37:33
was. I do think it failed
37:35
pretty rapidly, but it gave me my
37:37
first taste of actually programming things. Nothing,
37:40
you know, terribly sophisticated, but that
37:42
was something that you could also build
37:44
very simple games on. And I
37:46
think that that was the first time
37:48
I had that experience of creating
37:50
things for myself. And that led into
37:52
having things like Commodore 64s and
37:54
just, you know, on and on into
37:56
the PC era. You mentioned the
37:58
Commodore 64 there, which, you know,
38:00
probably my favorite machine of that era, the
38:02
8 -bit era. What kind of stuff were you
38:04
doing on your Commodore 64 then? So obviously it
38:06
had, you know, very, very powerful audio for
38:09
the time, and the graphics were fantastic on that
38:11
machine with its hardware sprites. What kind of
38:13
stuff are you doing on it? Well,
38:15
I mean, you say powerful audio.
38:17
I just remember listening to, like,
38:19
you know, all the various MIDI remixes
38:21
of tubular bells or, you know,
38:23
whatever you could download. And
38:25
of course, download speeds were on,
38:28
you know, 200 BOD or 300 BOD
38:30
modems, and you were saving things
38:32
to tape. I mean, it
38:34
was a pretty different experience, but
38:36
it did at that time give me
38:38
access for the first time ever
38:40
to things like BBSs. So you could
38:42
actually interact with other people who
38:45
were also messing around and either writing
38:47
their own programs or oftentimes they
38:49
were exchanging various games or track of
38:51
music to play with the MIDI
38:53
and the synth capabilities of the system.
38:55
And I messed around with all
38:57
that stuff. I remember that my mom
39:00
mistakenly thought that grounding me to
39:02
my room was some sort of a
39:04
punishment. And I look
39:06
back at the fact
39:08
that, like many kids, as
39:10
boys growing up, I was probably, I
39:12
don't know, 10, 11, 12 years old. And
39:15
I was doing all kinds of crazy
39:17
stuff, you know, playing with gasoline in the
39:19
backyard and setting my mom's garden on
39:21
fire. And she would
39:23
say, all right, you're, you know,
39:25
you burned my garden down. Now you're
39:27
grounded to your room for two
39:29
weeks. And I wouldn't really be upset
39:31
about it. I would go in
39:33
there and just stay on that computer
39:35
and interacting with the world outside
39:37
via this very slow modem connection and
39:39
writing programs on my own. And
39:41
I think that I'm fortunate for having
39:43
been naughty enough to require that
39:45
kind of grounding which then led to
39:47
having all that time to mess
39:49
around and teach myself a lot of
39:51
the things that became foundational to
39:53
where I went later on in life.
39:55
I think that's really interesting that
39:57
I see 64 was a bit of
39:59
an escape and. I was
40:01
wondering which titles you were really into. I
40:03
read that you were like Zork and
40:05
Ultima. I don't know if I remember the
40:07
specific titles. I remember titles where you
40:09
know you're adventuring around in the desert here
40:12
or in a jungle there and But
40:14
I wasn't playing a lot of
40:16
games at that period, to be honest.
40:18
I didn't have access to that
40:21
many games other than what you could
40:23
download, which tended to be relatively
40:25
simple things. And even when
40:27
I was messing around with computers later
40:29
on in school, they often limited your
40:31
ability to play games on those computers,
40:33
and it was really more about lessons
40:35
and then also about... teaching us things,
40:37
you know, related to programming. But
40:39
yeah, I mean, you know,
40:41
of course, the Ultima games and,
40:43
you know, Logan's Run and,
40:45
you know, things like that. They
40:48
looked amazing in the box packages. But
40:50
of course, when you actually played them,
40:52
oftentimes they were just very simple, you
40:55
know, 2D top down type of adventures. Yeah,
40:57
your imagination had to do a lot of work. This
41:00
is very true, which I think,
41:02
you know, up until recent. Generations
41:05
has always been the case. I'm always amazed
41:07
when I go back and look at something like
41:09
doom Which or Wolfenstein even before that, but
41:11
I mean it's a 320 by 200 you know
41:13
pixel thing that's going on the screen now
41:15
And now your brain looks at it and thinks
41:17
it just looks like a pile of mush
41:20
I'm sure if I showed that to my kids
41:22
they'd be like what you know, what is
41:24
this? But for us back
41:26
then our brains spent a
41:28
lot more effort trying to fill in the
41:30
blanks and it looked at that at
41:32
that time it looked incredibly realistic of course
41:34
we look at it now and it
41:36
just doesn't look like anything. You mentioned Wolfenstein
41:38
3D there as well which um yeah.
41:40
Before you worked in the industry, you're working
41:42
at an auto shop. Is that correct?
41:44
I mean, we're using games as like every
41:46
hour, like, you know, outside of work
41:48
as a distraction. I mean, obviously that was
41:50
bit of a benchmark at the time.
41:53
So that was kind of the really insane
41:55
thing about the transition into the games
41:57
industry was at the time where I met
41:59
John Carmack and was invited to go
42:01
to work for it. I was working at
42:03
an auto repair shop and they specialized
42:05
in Volkswagen's and, you know, German and Swedish
42:07
and Evolvos and this kind of thing. I
42:11
had in that shop a 286
42:13
that I had asked the shop
42:15
to purchase for the sake of
42:17
being able to create invoices and
42:19
track work and things like that.
42:21
And I had also said to
42:23
the guys running the shop that
42:26
I would build an inventory management
42:28
system for them. And so I
42:30
began working on this thing that
42:32
was going to link up with
42:34
the sort of Volkswagen master catalog
42:37
parts system and then keep track of
42:39
what was in the shop and then
42:41
make a note to order stuff in
42:43
order to keep stuff on the shelves
42:45
that was needed there. So
42:47
when I went down to the swap meet
42:49
to buy this 286, the guy
42:52
that sold the computer said, here's this
42:54
new hot thing called Wolfenstein. And so when
42:56
I brought this computer back to the
42:58
shop, I plugged that in and I might,
43:00
you know, It blew my mind. Just
43:02
the fact that it was so immersive and
43:04
amazing. Of course, as we said, I'd
43:06
been playing a variety of other games up
43:09
to that point. But until that point,
43:11
we really hadn't had that sort of immersive
43:13
running around inside of an environment type
43:15
of game to play. So I remember
43:17
on my lunch break, I'd kind of split my time
43:19
between working on this inventory control program
43:21
and playing Wolfenstein, you know, whenever anybody came
43:23
over and looked to see what I was
43:25
doing, I switched back to the, you know,
43:27
to the work. But if there was no
43:29
one there, I was playing Wolfenstein.
43:31
And then lo and behold, it
43:33
turns out that the guy living in
43:35
my apartment complex was the guy
43:37
that had made this game. So
43:40
as soon as I met him and
43:42
understood where he what he was, it
43:44
was quite a shock. It was like, wait a
43:46
second, you're the guy that's the game that I'm
43:48
playing, you know, they're there at work. So
43:51
that felt like a really small world
43:53
at that moment. So John Carmichael was
43:55
one of your neighbors then, was he?
43:57
Yeah. So I lived in an apartment
43:59
complex and a friend of mine named
44:01
Chris Chester lived in that complex as
44:03
well. And he and his partner were
44:05
John's direct next door neighbor. They, you
44:07
know, their doors were right next to
44:09
each other. I lived in another part
44:12
of the compound but when I would
44:14
go to visit Chris then John would
44:16
often be somewhere in the vicinity and
44:18
of course they became curious about him
44:20
as a neighbor immediately because he would
44:22
come home driving in a Ferrari. And
44:25
I remember early on we were speculating,
44:27
what is this guy? Why does he drive
44:29
a Ferrari? But he's living in this
44:31
relatively low rent apartment complex, which seemed kind
44:33
of odd. And his
44:35
license plate at that
44:37
time said IDTEK. And
44:41
so we thought, well, maybe he's a
44:43
PI because he's driving this car that
44:45
looks very much like the one that
44:47
Magnum PI drove in the TV show.
44:51
We speculate anyway, we finally met
44:53
him and found out that no,
44:55
he's in fact running a game
44:57
company. And then he
44:59
began inviting us up to the office
45:02
to test the games and then
45:04
eventually he asked me to join full
45:06
time. That's always kind of a
45:08
thing with early successful video game developers
45:10
buying a flashy car with so
45:12
many stories of people doing that and
45:14
they usually crash them as well. Quite
45:18
early on. I
45:21
was wondering what the
45:23
setup was like then. What
45:26
was the kind of place like?
45:28
Was it a basement that people were
45:30
just all kind of working in
45:32
or was it an office? It was
45:34
on the sixth floor of I
45:36
guess a 10 or so story tall
45:38
building in Mesquite, Texas, which is
45:40
one of the only office buildings with
45:42
any height to it at that
45:44
time. And Mesquite, Texas,
45:46
you know when you drive in there,
45:49
there's a big sign that says welcome
45:51
to the rodeo capital of the world
45:53
So I mean it's not at that
45:55
time. It wasn't known for high tech.
45:57
It was known for cowboys and rodeos
45:59
and The office itself was just as
46:01
nondescript as you could imagine, but you
46:04
know glass You know looking out to
46:06
the world outside to the freeway to
46:08
the shopping mall across the road You
46:10
know it was a typical kind of
46:13
office environment, nothing really special about
46:15
it. But, you know, in
46:17
the cubicles were the, at that
46:19
time, you know, six, seven,
46:21
eight guys that were working on
46:23
various, you know, programming or
46:25
level design. And, you know,
46:27
it was sort of a, it
46:30
had a kind of boys, you know,
46:32
dorm room kind of feel to it,
46:34
you know, a little bit disheveled, little
46:36
bits of tech and sound cards and
46:38
whatnot, you know, strewn about. I mean,
46:41
it wasn't kept incredibly, you
46:43
know, clean. But
46:45
it wasn't, you know, empty pizza boxes
46:47
everywhere either. You know, it was sort of
46:49
a place that had a you felt
46:51
there was a purpose and that they were
46:53
they were at a purpose, right, to
46:55
get stuff done. So it was a place
46:57
when you walked in, everybody felt very
46:59
focused. And they seemed that they had a
47:02
mission and that the place itself was
47:04
sort of built for that mission. You joined
47:06
when doom was kind of starting. And
47:09
Was it established by the time
47:11
you joined? When I started
47:13
beta testing, I was testing on
47:15
DOOM. DOOM was already heading
47:17
towards the end of production. And
47:20
when I was hired, I was
47:22
hired as DOOM was launching. And
47:25
then initially, I was doing tech
47:27
support. So you would call and
47:29
we'd say, you know, thank you
47:31
for calling id software. You know,
47:33
what's the problem? And then we
47:35
would diagnose problems related to DOOM.
47:37
And then That
47:39
became, it became clear that the
47:41
two of us who were doing that,
47:43
myself and Sean Green, were
47:46
not going to be sufficient manpower for
47:48
the amount of success that the game
47:50
was experiencing. And so that
47:52
was eventually outsourced, but we
47:54
were moved. He transitioned into doing
47:56
programming and I transitioned into
47:58
doing level design. And so that
48:00
was around the start of
48:02
the production, the development on Doom
48:05
2, which is why I
48:07
ended up having, you know, Contributions
48:09
to level design in Doom 2.
48:11
Were you a fan of the
48:13
overall kind of heavy metal look of
48:15
it and you know, Adrian Carmack's
48:17
art style as well and Like
48:19
that kind of darkness around it.
48:21
Yeah, absolutely because when I was
48:23
younger I was what you would describe
48:25
as a goth when I was
48:27
in high school and I was
48:30
listening to music that very much
48:32
aligned with the aesthetic of what they
48:34
were doing in the game and
48:36
I was sort of Because I
48:38
was raised in a very strange
48:40
environment. On the one side was a
48:42
heavily religious, fundamentalist Christian
48:44
family, which is where my
48:46
half -sister lived and where I
48:48
spent my summer. So I
48:50
was being exposed to very
48:52
heavy religious, Christian religious indoctrination.
48:55
And on the other side, living with
48:57
my mom, she was, you know, what
48:59
you described as a liberal hippie,
49:01
you know, that side of the family
49:03
was pot smoking, you
49:06
know, creative, just
49:08
not exactly aligned with, right?
49:10
So I had one foot
49:12
in both of these interesting
49:14
camps. And as a result,
49:16
I had a fairly... I
49:19
don't know about cynical, but I had a
49:21
creative view on the world and I had a
49:23
creative view on things notions like hell, you
49:25
know, the philosophy of hell. And I
49:27
remember getting in trouble with the
49:29
religious side of the family because
49:31
the t -shirts that that we
49:33
wore as people working at id
49:35
would say things like go to
49:37
hell on the back and I
49:39
remember my sister's family getting mad
49:41
and I said to them but
49:43
you don't understand you're going down
49:45
there to kill the demons right
49:47
you're you're doing the Lord's work
49:49
um so but you know by
49:51
that time they already had seen where
49:54
I had gone culturally, which aligned
49:56
very, very much with the sort
49:59
of horror, the
50:01
sort of goth, dark, you know, aesthetic,
50:03
that type of art, that type of
50:05
movie. So, I mean, they
50:07
weren't surprised, but I wasn't invited over
50:09
there very much more after that. I
50:12
love that next time I play Doom, I'm going
50:14
to think I'm doing the Lord's work. That's going to
50:16
stick with me that is. Well, you are. I
50:19
mean, this is always the thing that kind of made
50:21
me laugh was the people who would be, you
50:23
know, sort of up in arms about the game. And
50:25
you'd say, but you're, you're fighting the demons. Like
50:27
you are killing those guys. What side
50:29
does that put you on? And that
50:31
obviously Doom was a big set of PCs
50:33
at the time. I remember being, I
50:35
was a Commodore Amiga user back then. a
50:37
lot of friends that owned them and
50:39
then suddenly won by. I won the All
50:41
-Star buying PCs when Doom came out. But
50:43
there were some console ports as well.
50:46
I know in particular, id Software
50:48
put quite a lot of effort into the
50:50
console port of Doom to the Atari Jaguar,
50:52
which is generally considered one of the best
50:54
ports of Doom to a console of that
50:56
era. I mean, you got any memories of
50:58
that then and the amount of effort that
51:00
went into getting it running on the Jaguar
51:03
and what did you think of that system? I
51:05
sat one office over from
51:07
John and so oftentimes he would
51:09
try to Invite me
51:11
into his his thinking as he
51:13
would think out loud Which you know,
51:15
he was looking for a sounding
51:17
board, but he might as well Have
51:20
been talking to the dog, you
51:22
know for a lot of stuff that
51:24
I didn't understand about what he
51:26
was saying I do remember that this
51:28
kit came in the development kit
51:30
and it was a it was a
51:32
fairly big piece of kit as
51:34
opposed to, you know, what the final
51:36
size of the production hardware was.
51:38
And I remember that was sat on
51:40
the pool table, if I remember
51:42
correctly. But I mean,
51:44
that was, I think, for
51:46
the most part, John by
51:48
himself doing that work. I
51:50
don't think that there was much involvement from
51:52
the rest of the team. There
51:54
may have been a few places
51:56
where we had to do simplification of
51:58
geometry in the levels, if I
52:00
remember correctly, but I don't
52:03
think that it really went beyond
52:05
that. That was pretty much
52:07
a one -man job that John
52:09
undertook to port that over. Yeah,
52:12
it was still very quickly as
52:14
well, which is really interesting. Yeah,
52:16
that's right. He got in there, did
52:19
it. In a few weeks or less
52:21
and then and then was done but
52:23
yeah i remember having the thing in
52:25
the office and i remember that we
52:27
would. The rest of us would play
52:29
through it looking for visual anomalies and
52:31
crashes and things like that as john
52:33
was working on it but you know
52:35
back then i mean that was one
52:37
of the really interesting things about working
52:39
in the presence of someone like john
52:41
was that. You know games
52:43
were still simple enough and he's
52:45
obviously brilliant enough Was then instilled
52:47
is But but the technology at
52:50
that time was still simple enough
52:52
and game production was simple enough
52:54
that you could have this sort
52:56
of one -man do -it -all machine
52:58
who could just Go and do
53:00
a complete port job like that
53:02
by himself or could write an
53:04
entire rendering engine by himself Or
53:06
could rewrite someone else's work that
53:08
had taken them months In
53:10
a night by himself and of
53:12
course games have become so much more
53:14
complex now. I'm not sure that
53:16
he's still Capable I mean, I'm sure
53:19
he's capable. I'm just not sure
53:21
that the technology is is accessible in
53:23
that way any longer But back
53:25
then it was and it was pretty
53:27
interesting To witness that kind of
53:29
rapid development of technology that he was
53:31
able to do I have seen
53:33
some videos on YouTube of the id
53:35
offices in that era. And it
53:38
looked like multiplayer death matches were quite
53:40
a common theme on evenings and
53:42
weekends. I mean, did you get involved
53:44
in many multiplayer matches? And how
53:46
good did you get at the games
53:48
compared to Mero? That
53:50
was the really crazy thing
53:52
about about the work ethic combined
53:54
with the types of products
53:57
that we were making was that,
53:59
you know, we would oftentimes
54:01
be in the office for 12,
54:03
14, 16 hours a day. And
54:05
that was a non -stop Monday through
54:08
Friday kind of thing, especially
54:10
working around John Carmack.
54:12
I mean, he's really
54:14
just a work machine,
54:16
right? So
54:18
he inspired in the rest of the team
54:20
a similar sort of like, you got to
54:23
be in the office all the time. But
54:25
the thing that I think a lot of
54:27
people don't understand was that we might have
54:29
had, you know, in a given day, six
54:31
hours or eight hours of focused work producing
54:33
level content or creating sound effects or whatever
54:35
it was that people were doing. But
54:38
the rest of the eight hours
54:40
in a 16 hour day was spent
54:42
playing deathmatch. And there was a
54:44
huge, huge, huge amount of time spent
54:46
playing the games as we were
54:48
developing them. And I think that, you
54:51
know, I remember there were times where
54:53
people like John Carmack might have felt a
54:55
little bit of frustration that the office
54:57
often descended into these giant deathmatch. you know,
55:00
just big long free -for -alls that went on for
55:02
hours. But I
55:04
think that one of the benefits from
55:06
that was that these maps that
55:08
we worked on got incredibly well -tuned,
55:10
as did a lot of the mechanics
55:12
for the weapons and the sounds
55:14
that were triggered as you moved around
55:16
the maps. And just a lot
55:18
of the notions of like what Deathmatch
55:20
was and what made Deathmatch fun
55:22
and interesting came out of this constant,
55:24
constant, constant. playing and iterating and
55:26
playing and iterating. And I
55:28
think that's why when those games were
55:30
released, the deathmatch element of them
55:32
felt so fun. It felt so polished
55:35
was because huge amounts of time
55:37
were devoted to playing and iterating while
55:39
we were developing. Well,
55:41
obviously, Wolfenstein 3D and then Doom
55:43
even more so were massive hits. What
55:46
are your memories of Quake when
55:48
that was in development and was there
55:50
was a big pressure? to deliver
55:52
again and have like a third hit.
55:54
At the point where we started
55:56
work on Quake, I guess
55:58
that we understood, like everyone in
56:00
the office kind of understood
56:02
that we were now within some
56:04
realm of, you know, developer
56:06
celebrity, I guess you could say.
56:10
And that there were expectations and that
56:12
there was pressure and that there
56:14
were, you know, that there was an
56:16
expectation of releasing something that would
56:18
achieve a certain level. of
56:20
technological advance and quality
56:23
and things like that.
56:25
But it was... I
56:27
remember that John took
56:29
me aside to start
56:31
work on the tools
56:33
for Quake, the level
56:36
editing stuff, and QC,
56:38
the scripting language prior
56:40
to, I think, two
56:43
being complete. And
56:45
I just remember that... I started
56:47
messing around in the tools and
56:49
he got the first iterations of
56:51
the renderer up and running and
56:53
you actually had a 3d space
56:55
with much more complex geometry and
56:58
of course geometry on top of
57:00
geometry through true 3d, you know
57:02
six degree of freedom whole which
57:04
the world at that point I
57:06
mean outside of tech demos or
57:08
rendering engines that were specific to
57:10
animation and things like that, you
57:12
know for running around with proper
57:14
physics and all that didn't really
57:16
exist. And I just remember that
57:19
as we were building in the
57:21
early tools, you already knew that
57:23
this was going to come out
57:25
and be leaps ahead of anything
57:27
else that was out there. There
57:29
was an awareness of, you know,
57:31
competition from Epic that, you know,
57:34
that, you know, Sweeney
57:37
was sort of John's
57:39
evil twin. I don't
57:41
say evil like that. I just mean,
57:43
we understood from the id office that there
57:45
was John had
57:47
a sort of technological doppelganger, somebody who
57:49
could probably keep up with him
57:51
and produce another engine that could keep
57:54
pace with or even best whatever
57:56
was happening in our office. But at
57:58
the moment quite began development, we
58:00
had this sense that, hey, we're in
58:02
the lead and something really fantastic
58:04
is going to form from what's being
58:07
done here. And once
58:09
the tools were put into the hands of everyone
58:11
else in the office, And as
58:13
the tools evolved as we were developing,
58:15
it was just every day that someone
58:17
would take you aside and be like,
58:19
cool, come look at this. Come look
58:21
at how these skyboxes work. Look at
58:24
how the particles do this. Look at
58:26
how the doors and this. I mean,
58:28
it was just, look at how the
58:30
AI, the creatures, look at the knock
58:32
on effects of physics, exploding barrels, plus
58:34
creatures, plus, right? And it
58:36
was just this constant kind of
58:38
like... Um, just wow, you know,
58:40
we, we, you felt it just,
58:42
wow, this is really great. We're
58:44
building something that the world has
58:46
never seen before. Um,
58:49
and I think that took a lot of
58:51
the pressure off to, to, um, answer
58:53
your question during the development of Quake one,
58:55
as I recall, it went fast. It
58:57
went fun. Um, you know,
58:59
there, there were bits of it
59:01
that were kind of. foggy
59:04
you know what was the story like what
59:06
was going on but it didn't matter because
59:08
we had rocket launchers and we had monsters
59:10
to blow up and we had really beautiful
59:13
environments in which to do it and that
59:15
at the time felt like it was enough
59:17
i remember the involvement of nine inch nails
59:19
as well. What was
59:21
that like them being involved with quake
59:23
and also later on you had nine
59:25
inch nails involved with. um alice as
59:27
well yeah that was cool i mean
59:30
they they sent a fax i think
59:32
it was a fax to the office
59:34
at one point so they were going
59:36
to be doing a show in dalis
59:38
um and invited us to that so
59:40
at that time i was already a
59:42
huge fan um john was as well
59:45
and um we would listen to their
59:47
music all the time before the invitation
59:49
um so being invited by them was
59:51
like Again, it was like one of
59:53
those moments of like, are you kidding? This is so
59:55
amazing. You know, we love these guys so much. And
59:58
we met with Trent, met,
1:00:00
you know, Vrenna met the rest of
1:00:02
the band and we hit it off.
1:00:05
They proposed almost immediately that they wanted
1:00:07
to find a way to collaborate. And
1:00:10
so there was the usual sort
1:00:12
of you know, wrestling match between
1:00:14
the lawyers and the biz managers
1:00:16
and things like that to sort
1:00:18
something out. But once the deal
1:00:20
was sorted out, yeah,
1:00:22
I mean, it began
1:00:25
a process of developing the
1:00:27
game alongside them creating
1:00:29
sound effects and music. And
1:00:32
it was just really cool. I mean, it was
1:00:34
like they were fully on board for that project, for
1:00:36
the duration of the project. I was
1:00:38
flying down to New Orleans every couple of
1:00:40
weeks to work with them directly and bring back
1:00:42
hard drives full of music and sound effects
1:00:44
and all kinds of cool stuff. And
1:00:46
then integrating that stuff into the game. So
1:00:48
it was really a lot of fun. They
1:00:51
put a lot of passion into it. There
1:00:53
was a lot of humor during the development of a
1:00:55
lot of the stuff that they did. And
1:00:58
for me personally, it was a lot
1:01:00
of fun. I was the conduit between what
1:01:02
was being done in New Orleans and then
1:01:04
also I was the one responsible for integrating
1:01:07
all the sounds and all the music and
1:01:09
stuff into the game. So
1:01:11
I had a very hands -on with
1:01:13
Trent and the guys and also
1:01:15
with the tech and also building
1:01:17
the levels around what was coming
1:01:19
back from them. So that was
1:01:21
a lot of fun. Did that
1:01:23
really help with the connection with
1:01:26
Alice as well? Well, by the
1:01:28
time it... I went on to
1:01:30
create Alice. Yeah, I mean, I
1:01:32
was still hanging out with the
1:01:34
guys from Marilyn Manson and I
1:01:36
was still hanging out with Chris
1:01:38
Verena. And it was actually Manson
1:01:41
who I was visiting in Los
1:01:43
Angeles at one point that I
1:01:45
was talking to about game concepts.
1:01:48
And I believe he was the
1:01:50
one that said someone should do
1:01:52
an Alice in Wonderland game. And,
1:01:54
you know, he and I also
1:01:56
often talk about alchemy, which
1:01:58
ended up being a big piece
1:02:00
of what's contained in the Alice games.
1:02:03
And I kind of brushed
1:02:06
it off. And then I
1:02:08
went back to to Redwood
1:02:10
Shores, I went back to
1:02:12
San Francisco. And I remember
1:02:14
driving in my car one day, and
1:02:16
this song came on, it was by
1:02:18
the Crystal Method, and it mentioned A
1:02:20
Land of Wonder. And it was something
1:02:22
about the vibe of that song. And
1:02:24
then thinking back to having these conversations
1:02:26
with Manson about Because we would
1:02:28
talk about a lot of different properties and
1:02:30
ideas for games. You
1:02:32
know, Alice wasn't the only thing that
1:02:34
had come up in our conversations, but
1:02:36
I didn't really see it when he
1:02:38
mentioned it until I was in the
1:02:40
car and I heard that song. And
1:02:42
then it all kind of fell into
1:02:44
place, this vibe, the style and
1:02:47
everything. And I got super excited. It
1:02:49
was like I'd been hit by a
1:02:51
bolt of lightning like, oh. I see
1:02:53
it now, you know, I get how
1:02:55
this could work. And
1:02:57
I rushed back and started work
1:02:59
on it. So, yeah, I
1:03:01
mean, there was throughout all of
1:03:03
that, there was a through
1:03:05
line from Id and having met
1:03:07
the Nine Inch Nails guys
1:03:10
and developed a relationship with Manson
1:03:12
to these conversations that I
1:03:14
would have with him about games
1:03:16
and met mystical stuff and
1:03:18
all this and psychology that then
1:03:20
led into. this sudden
1:03:22
formation in my head of like what
1:03:24
this whole product could be. Well, I
1:03:26
mean, going back to it, I mean,
1:03:28
when, you know, Quake came out was
1:03:30
a massive hit. Quake 2 was in
1:03:33
development. And then in 1998, you left
1:03:35
id Software. And I've read
1:03:37
various different stories about this online. I
1:03:39
mean, what kind of happened from
1:03:41
your perspective? I don't know.
1:03:43
I got fired. And to
1:03:45
this day, I'm not even sure exactly
1:03:47
how it happened. I'm
1:03:50
sure you've seen some
1:03:52
of the theories that have
1:03:54
been floated by various
1:03:56
other former id guys. But
1:03:59
I was taken
1:04:01
aside one day
1:04:03
during the initial
1:04:05
conceptual work for
1:04:07
Quake 3. And
1:04:11
so I had been doing the conceptual work that
1:04:13
I'd been asked to do. We'd
1:04:15
finished up Quake. And
1:04:18
and so there was these series
1:04:20
of sort of I don't know what
1:04:22
to call them They were sort
1:04:24
of conceptual tests, you know, hey American
1:04:26
go build some architecture Trying to
1:04:28
come up with various ideas for doors
1:04:30
and for levels and all this
1:04:32
kind of stuff And I was doing
1:04:35
that and I felt it was
1:04:37
kind of odd because it was like
1:04:39
I hadn't I'd never really been
1:04:41
tasked with tests in the past if
1:04:43
you if you know or with or
1:04:46
with sort of conceptual challenges, you
1:04:48
know, it had normally just been, here's
1:04:50
a texture set, here's a theme,
1:04:53
go do what you do, right? And
1:04:56
at that time, I mean,
1:04:58
and even today, if you go and you look at
1:05:00
what people talk about when they talk about the levels
1:05:02
that I designed, I think I was pretty good at
1:05:04
level design, I was fast. And
1:05:07
I thought I had a fairly
1:05:09
consistent style and a style that
1:05:11
people liked. I thought
1:05:13
that my levels were imminently playable.
1:05:16
If you look at the rankings that people
1:05:18
talk about, you know, which are their favorite
1:05:20
deathmatch maps, a lot of times, you know,
1:05:22
mine are up there. And also just
1:05:24
in terms of the breadth of the content
1:05:26
that I contributed. So if you look at the
1:05:28
number of maps that I did for Doom
1:05:30
II or for Quake or for Quake II, in
1:05:32
addition to the amount of work that I
1:05:34
put into integration of sound effects and music and
1:05:36
the work that I did down there, developing
1:05:38
sound effects and all that kind of stuff. Like,
1:05:41
I didn't feel like I slacked. So,
1:05:43
um, so it was a little bit, and
1:05:45
I also didn't feel like there should have
1:05:47
been any question about like, what does this
1:05:49
guy do? Like, I'm, you know, it was
1:05:51
pretty obvious what I, what I was capable
1:05:54
of doing. So I felt, I felt it
1:05:56
was a little bit odd that I was
1:05:58
being tasked with things that kind of felt
1:06:00
like, Hey, we'd like to test you for
1:06:02
your, your abilities and okay. Anyway,
1:06:04
apparently I failed that test
1:06:06
because at one point I
1:06:08
got called into the art
1:06:10
room where John Carmack was
1:06:12
sat with Adrian Carmack and
1:06:14
Kevin Cloud and they said,
1:06:16
we're letting you go. And
1:06:18
I remember asking why and they
1:06:21
gave a non -answer. It was sort
1:06:23
of like it's just not working anymore,
1:06:25
you know, this sort of
1:06:27
thing and that was it. They didn't
1:06:29
want to discuss it. They didn't want
1:06:31
to reconsider it. Um, I
1:06:33
remember I started crying, uh, because it
1:06:35
was a shock. I mean, like it
1:06:37
was an absolute emotional shock to come
1:06:39
into work one day, feel that everything
1:06:42
was relatively normal and that I had
1:06:44
been doing good work. And then to
1:06:46
be told, but it was like having
1:06:48
your world turned upside down, right? Totally
1:06:51
out of the blue, totally unexpected. Um,
1:06:53
then obviously, I mean, it wasn't a kind
1:06:55
of situation where you've got a company that's
1:06:58
in distress or they're trying to save money
1:07:00
or anything like that, you know, and also
1:07:02
it wasn't a, hey, we're warning you, uh,
1:07:04
you need to straighten out XYZ or we're
1:07:06
going to fire you. There's none of that.
1:07:08
It was just one day, everything's normal. And
1:07:10
then one day they walk in there and
1:07:12
they go, you're done. You're fired. Um,
1:07:16
so again, uh, I don't know.
1:07:18
I don't know what happened. I still don't know
1:07:20
to this day what happened. But
1:07:22
I'll say that
1:07:25
on the drive home,
1:07:28
it was like this miraculous
1:07:30
transformation. As I was driving
1:07:32
back home from being fired,
1:07:34
I went from having this
1:07:36
sort of sense of dread
1:07:38
and breaking down to suddenly
1:07:41
thinking, oh my god, I'm
1:07:43
free. I don't
1:07:45
have to go there and spend 16
1:07:47
hours a day under all this tremendous pressure.
1:07:50
And I feel like I was like, oh,
1:07:52
man, I actually feel like maybe I'm a
1:07:54
bit burnt out of all of this, and
1:07:56
I don't need to do that anymore. And
1:07:58
I'm really glad to be free of it.
1:08:00
So I had an almost immediate realization just
1:08:03
on the drive home that I was glad
1:08:05
to be free from it. And
1:08:08
looking back, I'm exceptionally happy that
1:08:10
they fired me. Like I could not
1:08:12
be happier because, you know, all
1:08:15
the events that took place after that
1:08:17
were fantastic all the way up
1:08:19
to where I am today, you know,
1:08:21
where I'm sitting today. I
1:08:23
mark John Carmack as
1:08:25
being one of the people
1:08:27
most influential in my
1:08:29
life and turning me towards
1:08:31
something creative and interesting
1:08:33
and wonderful. And I mark
1:08:35
being fired from that phase in my
1:08:37
life as opening the door to allow me
1:08:40
to leave Texas and become a citizen
1:08:42
of the world and make my own products.
1:08:46
It's one of the reasons why I don't question it
1:08:48
too much and I'm not that bothered by it. Yeah,
1:08:51
sounds like it might have been a
1:08:53
bit of a blessing in disguise. It
1:08:55
turns out that most things are. It's
1:08:57
one of my favorite Chinese parables is
1:08:59
this one about the farmer and, you
1:09:01
know, his son goes to ride
1:09:03
a horse and breaks his leg and he thinks like,
1:09:05
oh, this is terrible. The son has broken his
1:09:07
leg. And then the farmer says, let's wait and see,
1:09:09
you know, we don't know if this is good
1:09:11
or bad. And the next day, the army comes through
1:09:13
and starts conscripting all the young men to go
1:09:15
off to war. And it's like, oh, look, breaking the
1:09:17
leg was a good thing, right? But then, of
1:09:19
course, the farmer goes, let's wait and see. We don't
1:09:22
know yet. And, you know, the story just goes
1:09:24
on and on and on like that. And that really
1:09:26
is how life is. Well, talking
1:09:28
of change, you kind of went
1:09:30
and joined EA. So before
1:09:32
Alice, I was wondering what you were
1:09:34
working on there. So when I
1:09:36
got hired to EI, I was actually
1:09:38
working at the Maxis office in
1:09:40
Walnut Creek, and I was going to
1:09:42
work inside the same building where
1:09:44
Will Wright and his team were developing
1:09:46
the Sims. And so
1:09:48
when I first got to that
1:09:50
office, they would
1:09:52
invite me into the
1:09:54
design meetings for the
1:09:56
Sims, but I was... I
1:09:59
was a bad influence, I guess.
1:10:02
Will and I got along really well. I liked
1:10:04
him a lot, and he liked me. But
1:10:07
the team around him, a lot of them
1:10:09
didn't like me very much. So when the
1:10:11
Sims pee on themselves, because they can't get
1:10:13
access to a bathroom, those
1:10:16
were the kind of ideas that I would
1:10:18
suggest in those meetings, right? Um,
1:10:20
they started work on a concept for
1:10:22
SIM Mars. And I think that was the
1:10:24
kind of straw that broke the camel's
1:10:26
back because at one point they were talking
1:10:28
about balancing out, you know, as you're
1:10:30
going to Mars and you have to use
1:10:33
resources and you've got people there. But
1:10:35
if they die, it lowers morale. I
1:10:37
remember saying something like, well, wait a second, I've
1:10:39
got a backhoe and I can dig holes, right?
1:10:41
Yeah. And if I take these
1:10:43
guys far enough away from the, the. the
1:10:45
base and put them in a hole. The
1:10:48
other guys won't know, right? You know, they
1:10:50
would say, okay, you know, Americans not
1:10:52
invited to the design meetings anymore because
1:10:54
he keeps coming up with these weird
1:10:57
ideas. Of course, you know,
1:10:59
sometimes they made it in and they
1:11:01
were kind of funny, but and that
1:11:03
was that was initially and then there
1:11:05
was a whole period of time where
1:11:07
they hooked me up with or I
1:11:09
got hooked up actually. Yeah,
1:11:11
as I was working there, I also went
1:11:13
off and was working with Michael Crichton on
1:11:15
a thing that was eventually got called Timeline,
1:11:17
which got made into a book and a
1:11:19
movie and a game. And
1:11:22
that was also in collaboration with
1:11:24
EA, but that was a little bit
1:11:26
later. So there was
1:11:28
a period of time working with
1:11:30
Crichton and his team on
1:11:32
that, which led into working at
1:11:34
the Walnut Creek office with
1:11:37
Will. And then at some point,
1:11:39
somebody from the from the big office,
1:11:41
the head office came over and said,
1:11:43
hey, we think you're kind of, you
1:11:45
know, marking time here. Do you want
1:11:47
to work on a project of your
1:11:49
own? And that was the
1:11:51
that was the invitation to do
1:11:53
Alice. And so
1:11:55
at that time, you know, I kind
1:11:57
of searched around for some fairly, you
1:11:59
know, lengthy period of time trying to
1:12:01
figure out what that would be until
1:12:03
I finally hit on the concept for
1:12:05
Alice, at which point they said, Right.
1:12:07
Go ahead and do that. That's really
1:12:09
interesting that you were just given that
1:12:11
kind of independence at one point and
1:12:13
like told to go with a project.
1:12:15
Absolutely crazy. I don't know
1:12:17
what star I was born under
1:12:19
that would allow such weird things to
1:12:22
happen. I'm incredibly thankful to Rich
1:12:24
Hilleman who was the VP at
1:12:26
EA and the head office there
1:12:28
that opened up that opportunity to me.
1:12:31
I don't know what I did to
1:12:33
deserve that nor do I think
1:12:35
a lot of times that I would
1:12:38
have that I have the skill
1:12:40
set to justify that sort of decision
1:12:42
being made around me but you
1:12:44
know they seem to have faith in
1:12:46
the concept and they hooked me
1:12:48
up with a really good uh
1:12:50
executive producer named RJ Berg who
1:12:52
you know went on to become one
1:12:54
of my best friends and my
1:12:56
writing partner um you know he he
1:12:59
kind of completed the other half
1:13:01
of the equation so i brought you
1:13:03
know the core concept and the
1:13:05
kind of the dark gothic you know
1:13:07
characters and all of this and
1:13:09
he brought the the narrative the the
1:13:11
sort of dialogue writing to sell
1:13:14
the story that I wanted to tell,
1:13:16
right? And then
1:13:18
we actually lucked into being able to
1:13:20
work with these guys in Texas that
1:13:22
I'd worked with alongside at ID, at
1:13:25
Rogue Software, at Rogue
1:13:27
Entertainment, and again. We
1:13:29
were really lucky there because they
1:13:31
were really good with the tools with
1:13:33
the quake engine tools RJ was
1:13:35
really good with dialogue and you know,
1:13:37
I brought this sort of concept
1:13:39
a vision and All of us together
1:13:41
managed to pull off something pretty
1:13:44
pretty cool But why we were given
1:13:46
that opportunity what why EA took
1:13:48
that chance on us. I haven't I
1:13:50
really have no idea I think
1:13:52
these days, you know, they they don't
1:13:54
take those kinds of risks so
1:13:56
much anymore But back then,
1:13:58
we just happened to be in the
1:14:01
right place at the right time. And
1:14:03
I was going to say that a
1:14:05
quake engine connection must have really helped,
1:14:07
you know, with your past experience on
1:14:09
it, also the team, but then changing
1:14:11
it to add different elements like platforming
1:14:13
and puzzling there must have been quite
1:14:15
good fun using that engine in a
1:14:17
different way. It was one of
1:14:19
the things that I definitely came
1:14:21
away from id feeling like I thought
1:14:23
that the engines were being underutilized
1:14:25
by the guys at id for what
1:14:27
they could do. And of course,
1:14:29
during that same period of time, we
1:14:31
saw that the guys at valve,
1:14:34
you know, had done half life and
1:14:36
introduced really, you know, complex storytelling
1:14:38
and intricate, you know, interactions with the
1:14:40
environment and things like that to
1:14:42
the 3d gaming space. And that was
1:14:44
very much in line with what
1:14:46
I thought while I was id that
1:14:48
that team should be doing, right?
1:14:50
And to be honest, like a lot
1:14:52
of the guys that did were
1:14:54
very much in the sort of story
1:14:56
and game is about as useful
1:14:58
as story and pornography, right? That was
1:15:00
that was a thought that existed
1:15:02
at id in a very strong fashion.
1:15:05
And so You know, that was another one
1:15:07
of the reasons why when I was let
1:15:09
go, I felt it kind of like freedom
1:15:11
that, oh, hey, not being there means I
1:15:13
have the opportunity to do some of the
1:15:15
things that I think could be done with
1:15:17
this tech. And of course, what EA handed
1:15:19
me was that opportunity on a golden platter.
1:15:21
What were the reactions to doing a horror
1:15:23
game? Because obviously in Alice in Wonderland, it's,
1:15:25
you know. thought of as a kid's kind
1:15:27
of fairy tale. And obviously the game
1:15:29
kind of focuses around her experiences, you
1:15:31
know, trauma, mental state as well. And the
1:15:34
game actually got an M rating in
1:15:36
the end, too. So, I mean, was there
1:15:38
any kind of feedback on that, whereas
1:15:40
anyone at EA worried about the concept being
1:15:42
a bit too risky? Oh,
1:15:44
sure. I mean, famously, at
1:15:47
that time, the CEO of EA held
1:15:49
up the Alice game when it was finished
1:15:51
and said, this is not the kind
1:15:53
of thing we're going to be known for
1:15:55
making, which pretty ironic, given where they
1:15:57
eventually went with violence in the games, being
1:16:00
pretty graphic. But at
1:16:02
that time, I believe that
1:16:04
Alice and Clive Barker's
1:16:06
undying, they were neck and neck
1:16:08
for, I don't know which one was
1:16:11
the actual first M rated game that EA
1:16:13
ever produced. But what one of them
1:16:15
was and. There
1:16:17
was there was internal pushback for
1:16:19
sure and and market -wise I
1:16:21
remember that a lot of the
1:16:23
retailers didn't want to Carry the
1:16:25
box that had a cover where
1:16:27
she had a bloody warple blade
1:16:29
They demanded that EA remove the
1:16:31
blood from her and also to
1:16:33
switch the knife for the the
1:16:35
ice wand So I mean You
1:16:37
know though when you when you
1:16:39
go back now and you play
1:16:42
Alice you laugh at the idea
1:16:44
that that's an emirated game because
1:16:46
it's so tame right? It's
1:16:48
not a there's not a single human that
1:16:50
is that visibly dies in that game
1:16:52
You know you're only killing monsters and even
1:16:54
the blood that is in there is
1:16:56
very cartoonish right so I don't think that
1:16:58
if you were to make that game
1:17:00
as it is As it was then, if
1:17:02
you were to make it now, I
1:17:04
don't think that people would suggest that it
1:17:06
needs an M -rating. It doesn't come across
1:17:08
as an M -rated game. So obviously, you
1:17:10
know, morals and thoughts on that kind
1:17:12
of thing have shifted a lot, but back
1:17:14
then it was, it was pretty controversial. I
1:17:17
think having that kind of personality
1:17:19
and psychology in there was really interesting
1:17:21
compared to someone like the Doom
1:17:23
guy or, you know, the main character
1:17:25
in Quake that just goes through
1:17:27
killing, like having a personality. We see
1:17:29
a lot of that in games
1:17:32
now and We see a lot
1:17:34
more kind of reaction, but it was
1:17:36
one of the first type of games
1:17:38
that really, really pushed that, I think.
1:17:40
Yeah, it's a topic that's incredibly interesting
1:17:42
to me and it all kind of
1:17:44
stems from my past and, you know,
1:17:46
events that took place, you know, when
1:17:48
I was a child that then led
1:17:50
me to be very interested in childhood
1:17:52
trauma and in psychology. I mean, that's
1:17:54
still the same thing that we're doing
1:17:56
these days with the plush toys, right?
1:17:59
And I'm glad to see that that
1:18:01
kind of stuff is being integrated
1:18:03
more into games, you know, these days.
1:18:05
I think that games have the
1:18:08
opportunity to have that kind of healing,
1:18:10
introspective approach to them. But yeah,
1:18:12
I think for a while
1:18:14
there, there just wasn't the... You
1:18:17
just didn't have the depth within
1:18:19
the games to really touch that
1:18:21
type of stuff. Obviously, when the
1:18:23
game was released it got very
1:18:25
good reviews and I did have
1:18:27
read for years, you know, about that
1:18:30
there's going to be a movie version of
1:18:32
Alice and, you know, there's rumors that,
1:18:34
you know, Wes Craven was connected to it.
1:18:36
I think Sarah Michelle Geller bought the
1:18:38
rights at some stage. I mean, do you
1:18:40
know what kind of happened there? Thanks.
1:18:42
It's kind of remained in development hell, it
1:18:44
seems, for many years. I guess the
1:18:46
problem with all of that was that around
1:18:48
the time that the game was being
1:18:50
released, there were some producers from Hollywood who
1:18:52
came up and they purchased the the
1:18:54
rights to the linear media. So, you know,
1:18:56
when you have a property like Alice,
1:18:58
you've got media rights that exist in two
1:19:00
spaces. One is the interactive media. So
1:19:02
that's going to be video games. And the
1:19:04
other one is going to be linear
1:19:06
media, which is going to be books, television
1:19:08
and film. So these guys
1:19:10
came up and convinced EA to
1:19:12
sell them the linear media
1:19:14
rights in perpetuity. So they just
1:19:16
lock, stock and barrel. This
1:19:18
company now owns. these rights. I
1:19:21
think there's some people at EA
1:19:23
these days that regret that, that I
1:19:25
think that they wish they had
1:19:28
maybe put some sort of a time
1:19:30
limit on the option for these
1:19:32
guys to work with the property, but
1:19:34
they own it outright. And
1:19:36
I think that with
1:19:38
every attempt to get
1:19:41
a movie off the
1:19:43
ground, what I've
1:19:45
seen is that the people who
1:19:47
own the rights um, seem not
1:19:49
to understand what it is that
1:19:51
the property is really about. Um,
1:19:53
and they don't understand who the
1:19:55
audience is. And that leads to
1:19:58
a disconnect between, uh, let's say
1:20:00
that, you know, there's somebody at
1:20:02
a studio that's considering that, oh,
1:20:04
I love American McGee's Alice. I
1:20:06
would like to see a movie
1:20:08
made of this. And then when,
1:20:10
when all is said and done
1:20:13
in this, this. You know yet
1:20:15
another presentation has been made for
1:20:17
what that might be alongside a
1:20:19
budget and you know a director
1:20:21
and it doesn't align with the
1:20:23
expectations of the person that's purchasing
1:20:25
or that's committing to fund this
1:20:28
thing getting made right so in
1:20:30
other words You if you know
1:20:32
what Alice is but then once
1:20:34
a pitch gets made It
1:20:36
feels like something completely different because
1:20:38
there's a romantic love interest or, you
1:20:40
know, some other elements in the
1:20:43
story have been gutted. You'll
1:20:45
say, but that's not what
1:20:47
I came here to buy today.
1:20:49
And I think that more
1:20:51
often than not, I've seen that
1:20:53
disconnect between what the product
1:20:55
actually is and at least the
1:20:57
story in the game and
1:20:59
what gets pitched. It. that
1:21:01
kind of makes things fall apart.
1:21:03
And that's happened multiple, multiple times
1:21:05
now. Yeah. There's been like, after
1:21:07
Alice, there's been lots of different
1:21:09
kind of stuff that was proposed
1:21:12
and stuff that was going to
1:21:14
come out and everything. And eventually
1:21:16
we saw Alice and Madness returns
1:21:18
as well. What was it like
1:21:20
kind of working again on the
1:21:22
brand and also being able to
1:21:24
get stuff out? Because I
1:21:26
can imagine with legal issues and stuff and
1:21:28
EA, it must have been quite up and
1:21:30
down for quite a while. So when we
1:21:32
worked on Alice Manus Returns, that was great.
1:21:34
I mean, working with EA was great. I
1:21:37
think it was John Rigatello, who he's
1:21:39
a big fan of Alice. And,
1:21:42
you know, he's been a supporter of mine
1:21:44
for a long time. He was the one that
1:21:46
said, right, green light this will let these
1:21:48
guys go and make another game. At that time,
1:21:50
I had moved out here to Shanghai, China,
1:21:52
and I had built an independent studio of my
1:21:54
own. And we had
1:21:56
released a game called Grim using
1:21:58
the Unreal Engine. And so
1:22:00
we had. experience under our belt
1:22:02
doing rapid production and fairly high
1:22:04
quality production. And
1:22:07
we were just kind of
1:22:09
ready to plug and play.
1:22:12
And so the experience
1:22:14
overall, working with EA, with
1:22:16
the team that we built up, all of that,
1:22:18
it was great. It was one of the most
1:22:20
fun projects that I've ever done in my life.
1:22:22
We of course had our moments, you
1:22:25
know, ups and downs here and
1:22:27
there. But I think
1:22:29
in general, EA
1:22:31
got what they set out
1:22:33
to get. We
1:22:35
converted their cash very efficiently
1:22:37
into a very big and beautiful
1:22:39
game. And I think that
1:22:41
for myself and for the team, we
1:22:43
got a lot of creative satisfaction. And
1:22:46
I met a lot of the
1:22:48
goals I had for the story I
1:22:50
wanted to tell. And I know
1:22:52
that we also achieved pretty interesting stuff
1:22:54
in terms of artistic presentation, in
1:22:56
terms of technological advancements that were made
1:22:58
inside of the engine, things like
1:23:00
that. I
1:23:02
think the main thing is if you go back and you
1:23:04
look at that game right now today and you'll see
1:23:06
that people are still playing it, it holds up really well.
1:23:09
Narrative, it holds up. The visuals
1:23:11
hold up. The gameplay a little bit, you
1:23:14
know, I think that's the one place people feel
1:23:16
it's a little bit shaky. But
1:23:18
other than that, you know, it
1:23:20
doesn't look like a sort of how
1:23:23
old is it now? 15
1:23:25
years. Yeah, it's 21. Yeah. So
1:23:28
I think we did okay, and I think we
1:23:30
had a lot of fun making it. Would you
1:23:32
ever like to revisit Alice and do another game
1:23:35
in the series? Not
1:23:37
particularly. I'm
1:23:40
sort of burnt out on
1:23:42
game development in general, and
1:23:44
I don't mean that from
1:23:46
like working with the team
1:23:48
stuff. I like development, I
1:23:51
like telling stories, but the...
1:23:53
the sort of corporate interaction,
1:23:55
the managing the money, the,
1:23:57
you know, managing a studio,
1:23:59
all that kind of stuff
1:24:01
is not particularly interesting to
1:24:03
me anymore. And then I
1:24:05
think also we're at a
1:24:07
different time in terms of,
1:24:10
I just think the
1:24:12
politics around um,
1:24:15
games, story and games,
1:24:17
uh, you know, the demands for
1:24:19
representation, things like this. I'm
1:24:21
too far out of touch
1:24:23
with it because I've been living
1:24:25
in China since 2004. So
1:24:27
we're, uh, no, sorry, 2000, um,
1:24:30
did I move here? Yeah. Yeah. 2004. Um,
1:24:33
so we're going on 21
1:24:35
years. Um, and
1:24:38
there's a lot of times I
1:24:40
just feel like I, I'm too,
1:24:42
um, How to put this, I
1:24:45
can be my own
1:24:47
worst enemy for not being
1:24:49
sufficiently in touch with
1:24:51
the sort of language of
1:24:54
Western culture, if that
1:24:56
makes sense. What are you
1:24:58
up to nowadays then
1:25:00
in China? So
1:25:02
we were making plush toys
1:25:04
a couple of years ago. I
1:25:08
guess it's been five. five years
1:25:10
ago or so, we launched a
1:25:12
plush toy brand and that was
1:25:14
off the back of the Patreon that
1:25:16
I was doing to try to
1:25:18
get a third Alice game made. And
1:25:21
at one point we decided to
1:25:23
make one of our Patreon rewards as
1:25:25
the rabbit that she's seen clutching
1:25:27
in the opening scene of the game.
1:25:30
It's this distressed white rabbit that
1:25:32
Alice holds. And so
1:25:34
we made a plush toy
1:25:36
of that and they just
1:25:38
Sold out they were just
1:25:40
gone, you know, and then
1:25:42
we made another series of
1:25:44
plush toys and those just
1:25:47
sold out and Suddenly I
1:25:49
started getting requests from people
1:25:51
who were saying You know
1:25:53
look can you do something
1:25:55
having to do with this
1:25:57
or that anxiety social anxiety
1:25:59
or medical issues or lgbt
1:26:01
culture or just culture in
1:26:04
general and we continued basically
1:26:06
taking requests for various designs
1:26:08
and came up with this
1:26:10
notion of crowd design so
1:26:12
that people could first request
1:26:14
a particular design and then
1:26:16
as that design was being
1:26:18
developed, it was the voice
1:26:21
of the crowd that guided
1:26:23
the development. And that's
1:26:25
done very well for the business, though,
1:26:27
in the last year, we've sort
1:26:29
of restructured and remodeled that because as
1:26:31
the brand became more popular and
1:26:33
as those voices became louder, they're also
1:26:35
started to become a fair degree
1:26:37
of, I don't know, discordance. You know,
1:26:39
there was, you sort of had
1:26:41
factions that would fight with each other
1:26:43
over what the proper design for
1:26:45
something ought to be. Well, American McGate's
1:26:48
been an absolute pleasure to talk
1:26:50
to you. Thank you so much for...
1:26:52
on and sharing some of your
1:26:54
memories. Really enjoyed the insights there as
1:26:56
well. Sounds like you're enjoying life now too. I know
1:26:58
you're talking about spending some time on the boat
1:27:00
before we started recording as well. So I'm glad everything's
1:27:02
going well for you out there and keep up
1:27:04
the good work. Thank you so much for coming on
1:27:06
and being our guest. Thank you
1:27:08
so much. It was great talking to the both of you. you
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