What Would We Do In The Video Game Industry?

What Would We Do In The Video Game Industry?

Released Thursday, 20th March 2025
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What Would We Do In The Video Game Industry?

What Would We Do In The Video Game Industry?

What Would We Do In The Video Game Industry?

What Would We Do In The Video Game Industry?

Thursday, 20th March 2025
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0:03

You know it, I know it. There

0:05

are just too many video games out

0:08

there, but there are never too many

0:10

letters from Triple Click listeners. Welcome

0:12

to Triple Click, where we bring

0:14

the games to you. This week,

0:16

we open the mailbag and talk

0:18

about the thousands of games. And

0:20

also what our jobs would be

0:23

if we worked in the games

0:25

industry for some reason. And video

0:27

game names, yet again. Oh, and guess

0:29

what? It's Max Fun Drive. I'm. I'm

0:31

Matty Myers. I'm Jason. I'm Jason.

0:33

And I'm Kirk Hamilton and hello. Hello.

0:35

Kirk, from now on I'm going to

0:38

be self-conscious saying I'm Jason Shrives because

0:40

I don't know if you're going to

0:42

stop it. I can't imagine why. So

0:44

we're listeners. I think they're always going

0:47

to be wondering, is this past Jason

0:49

that I'm hearing, or is it present

0:51

day, Jason? And they'll never know. Is

0:53

the show just a series of

0:55

Kirk editing together various things that

0:58

Jason and I have said to him?

1:00

We're coming up on 250 episodes, so

1:02

we are probably to the point where

1:04

that would be possible. Yeah, that's

1:06

true, but we have something far

1:08

more important to celebrate today, which

1:11

is that it is Max Fund's

1:13

annual pledge. drive the best possible

1:15

time to become a member and

1:17

we're gonna tell you more about

1:19

that during the break later in

1:21

our show but for now I'll

1:23

just say I mean you can

1:26

always go to maximum fun.org/join if

1:28

you just can't wait any longer

1:30

just go to that URL but I

1:32

also want to say like we do

1:34

every year, we are going to do

1:36

a stream together, a twitch stream. We're

1:39

going to do it on our own

1:41

twitch channel, triple click pod on Twitch

1:43

on March 27th at 8 p.m. Eastern.

1:45

So please come and tune in. We

1:48

love to do this for Max Fun

1:50

Drive and sometimes other times throughout the

1:52

year, but definitely for this time of

1:54

year because it's a super duper special

1:56

time of year. And we love to

1:59

have the listeners come by and we'll

2:01

tell you just a little bit about

2:03

how. cool Max fun is and mostly

2:05

be playing a video game and doing

2:07

our thing. So come tune in then.

2:10

And also if you wanted to see

2:12

us in person and you downloaded this

2:14

episode really early in the day and

2:16

you're in San Francisco right this second,

2:19

today at 2 p.m. We are going

2:21

to do a meetup sort of adjacent

2:23

to the fact that all of us

2:25

are in town for GDC this week

2:27

while you're listening to this if you

2:30

downloaded it right away. So today, we're

2:32

going to be at the Yerba Buena

2:34

Gardens at 2 p.m. hanging with some

2:36

listeners, whoever deans to show up and

2:39

hang with us, come say hi. So

2:41

that is that. I think I got

2:43

it all. I just talked for a

2:45

long time. You did. You didn't specify

2:47

that it's 2 p.m. Pacific. Oh, right.

2:50

That's true. So like, you know how

2:52

I said the Twitch stream was at

2:54

8 p.m. Eastern. Well, don't get confused,

2:56

because when we're in San Francisco, we're

2:59

going to be on San Francisco time.

3:01

That's the time zone we're going to

3:03

be in. Very important. We're going to

3:05

be meeting over the park at 5

3:07

p.m. To all you. San Francisco's. Can

3:10

we just say also our pin this

3:12

year for Max Fund Drive is super

3:14

cool? It's so good. We'll talk about

3:16

it later. We'll talk about it later.

3:19

We'll get excited for it. It's very

3:21

good. Pins are always really good. It's

3:23

good to get this year. Okay, it's

3:25

a good time. It's a good time

3:27

to support Triple Click and become a

3:30

member of Microsoft. It is. It always

3:32

is. But now more than ever. All

3:34

right, Jason, what are we talking about

3:36

on the show today? This week we

3:38

are doing burning questions. We are reaching

3:41

into a flaming hot bag full of

3:43

emails for all of your finalists. Oh,

3:45

wow. These questions are slow. I can

3:47

prepare it. Just a reminder you can

3:50

reach us as always at triple click

3:52

at maximum fun.org with your own. Super

3:54

hot burning questions. And these are some

3:56

real questions from real listeners. Gotta specify

3:58

that. None of these are AI, none

4:01

of these are Kirk pretending to be

4:03

a listener. As far as I know,

4:05

I'm going to be honest, he's like

4:07

scamming us. I guess Kirk could be

4:10

starting another email address to just like

4:12

scamming us. I guess Kirk could be

4:14

starting another email address to just like

4:16

send pretend emails. In fact, one of

4:18

these questions that we're feeling like a.

4:21

smoke screen. Jason is covering his tracks

4:23

right now by pointing at me. Well,

4:25

but I was a friend about it.

4:27

I didn't pretend to be somebody else.

4:30

I don't know that there's any evidence

4:32

any of us would pretend to be

4:34

somebody else. No, this is a strange

4:36

way to begin our mailbag episode because

4:38

these are all actually males from us.

4:41

Yeah, it seems a little defensive. What's

4:43

that tweet? All of the questions posed

4:45

by these emails are real t-shirt are

4:47

answered by the t-shirt. All right, let's

4:50

get on with it. Kirk, what are

4:52

going to be of this first question?

4:54

Okay, this first one comes from Mateo.

4:56

Mateo writes, some game journalists have made

4:58

the jump to game development. Ignoring the

5:01

game industry's prevalent issues in the current

5:03

state of the world, pretend it's 2015

5:05

or something. If the three of you

5:07

worked in the games industry, which jobs

5:09

would you do? My guesses are that

5:12

Jason would be working on the writing

5:14

and the story. Kirk would be doing

5:16

music and sound design, and Mandy would

5:18

be in production and maybe systems design.

5:21

Mattio misspelled my name is fine. I'm

5:23

sorry Matti's name is Matti M-A-D-D-Y not

5:25

D-I-E and I feel the need to

5:27

remind some listeners of that just as

5:29

my name is not Kurt though no

5:32

one really calls me Kurt. They seem

5:34

to have the K at the end

5:36

right. I don't know. What do the

5:38

three of you think of these, of

5:41

Mateo's guesses? Oh boy. I do appreciate

5:43

the compliment, but I'd be doing systems

5:45

design, like level design. I think that's...

5:47

really overestimating my abilities. So even if

5:49

Mateo misspelled my name, they really do

5:52

think highly of me. I think that'd

5:54

be cool, but I think it's far

5:56

more likely that I'd be like a

5:58

project manager or producer is what it's

6:01

usually called in that field. Well that

6:03

was the first. Yeah, production. Yeah, I'm

6:05

just I'm just shaven off that maybe

6:07

systems design. I'm excising it. I'm excising

6:09

it. I'm a manager through and through

6:12

a producer. Could you see yourself like

6:14

writing, so sit by systems design, I

6:16

think that means like the mechanics of

6:18

a game, like writing a combat system

6:21

or coming up with a cool encounter

6:23

system for a world or something like

6:25

that? You can't see yourself doing that.

6:27

I don't think I'd be very good

6:29

at that to be totally honest. Production

6:32

seems like a good fit for you

6:34

because production is like producers have to

6:36

wrangle people and make sure they're working

6:38

well together. I've both been wrangled by

6:40

me back at Kataku in the day.

6:43

Yeah, he's a master wrangler. It's true.

6:45

But also, yeah, a lot of people

6:47

management stuff you would be really good

6:49

at. Yeah, I could do that. Transferral

6:52

skills. I mean, when I look at

6:54

this, like, it'd be fun to write

6:56

music for a video game, but I

6:58

don't actually think I'd like to do

7:00

that. I think it'd be more fun

7:03

trying to write or write or do

7:05

narrative narrative design, but honestly. want to

7:07

make video games. That's all of our

7:09

answers right? We don't want to do

7:12

it. I think right we should kind

7:14

of throw that out there that like

7:16

at least for my part I don't

7:18

really want to make that jump I

7:20

it just doesn't seem like it would

7:23

be fun and even if it were

7:25

2015 taking Matta's framing into account I

7:27

still wouldn't want to make the jump

7:29

because you know a little bit after

7:32

2015 I got out of full-time games

7:34

journalism and I didn't get into game

7:36

development because I didn't want to. Yeah,

7:38

I also, there are many things I

7:40

would rather do before going into full-time

7:43

game development, especially having kind of heard

7:45

a lot about how the sausage is

7:47

made. Yeah, you know, and you're a

7:49

writer and have written books, and I

7:52

feel like... Surely that kind of writing,

7:54

writing nonfiction and maybe even writing fiction,

7:56

is just more appealing to you than

7:58

writing on a video game? Yeah, like,

8:00

so if you're gun to my head,

8:03

if you're like, you have to work

8:05

at a game studio writing story, like...

8:07

like material guess would definitely be my

8:09

answer but like the thought of writing

8:11

and a game where you have so

8:14

little control over like how you're writing

8:16

appears how much change even like that

8:18

is so unappealing to me I would

8:20

rather if I ever left journalism my

8:23

first choice would be like holding myself

8:25

up in my office and just writing

8:27

books where you have complete control over

8:29

your story every writer who thinks about

8:31

getting into video games should play the

8:34

writer will do something Matthew Burns and

8:36

Tom Bissell's twine game about a writer

8:38

on a video game, that will maybe

8:40

put the fear of... reality into and

8:43

make you change course. Yeah. I know

8:45

a couple of video game writers who

8:47

listen to the show and if they

8:49

are listening to this right now they

8:51

are probably having to take a break

8:54

because they're too depressed. Listen, don't be

8:56

depressed. None of us are entering the

8:58

field. So that's true. We're not competing.

9:00

And hey, what do we know? Maybe

9:03

your job is great. We respect everything

9:05

that you're doing and we know how

9:07

hard it is and I really do

9:09

mean that. And when it's done well,

9:11

it's all the more impressive to me

9:14

because I truly don't think I can

9:16

do it. And I'm not being sarcastic

9:18

at all. Cosine. Yeah, and that said,

9:20

I mean, there's so many cool kind

9:23

of narrative experiments being done in the

9:25

indie space and there's so many cool

9:27

story games out there that I feel

9:29

like you could and maybe I could

9:31

in theory get a lot of satisfaction

9:34

out of that sort of thing. It's

9:36

just like the thought of joining. a

9:38

AAA studio and becoming a writer is

9:40

just so unappealing to me. I feel

9:42

similarly about music and video games where

9:45

so much exciting composition and musical experimentation

9:47

is going on in games with this

9:49

interactivity, this play you can do with

9:51

the player. There's really really cool stuff

9:54

there. Working on something like that would

9:56

be really cool. It's just very unlikely

9:58

that you get to start there. Well,

10:00

very unlikely you would get to make

10:02

money there. Right. And also, audio design

10:05

is just really tough. You know, every

10:07

audio designer, everyone who's worked in an

10:09

audio department on games, that is a

10:11

very, very hard place to be in

10:14

terms of where your placement is in

10:16

the trench warfare. It's just a hard

10:18

role to fill. Huge respect to everyone

10:20

who does it is a very hard

10:22

job. In other words, I think if

10:25

the three of us ever decide to

10:27

quit journalism, we'll all just make a

10:29

game together. Right. We need a programmer,

10:31

though. But we do have a pretty

10:34

good lineup. We're going to start a

10:36

name consultancy. Right. That's what's easier. If

10:38

we make a game, though, we'll just

10:40

have a really good name on it.

10:42

We just prefer rubbernecking and being annoying

10:45

and saying what we think other people

10:47

should do. Maybe we should make a

10:49

game about naming games. That's pretty good

10:51

actually. Well you have to pick names

10:53

and then like... Uh-huh and that's the

10:56

whole game. Like you are... a CEO

10:58

who's clueless about what the game is

11:00

about and you're like going into the

11:02

pitch meeting and you're like okay what

11:05

about spider mansion and you're like looking

11:07

at everyone's faces and they're like no

11:09

name wars what if it gives you

11:11

okay it'll give you like a one

11:13

paragraph description and then you have to

11:16

pick one of three selections and like

11:18

yeah there's a right answer it's it

11:20

might seem subjective but there's a correct

11:22

answer I think we're on a Let's

11:25

put a pin in it. Let's put

11:27

a pin in that. Okay, we'll save

11:29

it. Let's get to the next question.

11:31

Maddie, read this one, please. Okay, this

11:33

one's from Martin, who writes, the movie

11:36

industry and video games share a lot

11:38

of common attributes. Cost. a lot to

11:40

make, need both creativity and technology, long

11:42

timelines, hard to predict, consumer tastes, etc.

11:45

Yet, crunch does not seem to plague

11:47

movie making, but it's a persistent issue

11:49

with game development. Is there something that

11:51

movie producers are doing better than gaming

11:53

studio directors? What can game devs learn

11:56

from the movie production process to avoid

11:58

crunches? So, okay, so I thought this

12:00

was an interesting question. So, crunch for

12:02

people who don't know is an industry

12:05

term referring to excessive periods of overtime,

12:07

working long hours for long periods of

12:09

time. Crunch absolutely plagues movie making. Right,

12:11

okay, good. I'm glad that's where we

12:13

started. Just kind of like infamous stories

12:16

over the years about movies where people

12:18

had to work insane hours. I mean,

12:20

every time I read a book, I

12:22

was just kind of skimming through this

12:24

book about the West Wing that came

12:27

out a few months ago. It's called

12:29

What's Next. And I haven't really read

12:31

it. It's a little bit puffy for

12:33

my taste, but skimming through it. coming

12:36

back in again the next morning. So

12:38

the premise of this question is a

12:40

little bit flawed, but I do think

12:42

there's one part of this equation that

12:44

is different for movie making, which is

12:47

that in movies, every single person on

12:49

set, or most of the people on

12:51

set, are part of a union, a

12:53

different kind of union, and they are

12:56

very restricted in like set hours, set

12:58

lunch breaks, set overtime pay. So if

13:00

they work past X number of hours,

13:02

they get time and half or double

13:04

time or whatever. looks like. And so

13:07

that I think makes a big deal

13:09

because that means when you're making a

13:11

movie you have to be a lot

13:13

smarter about your timeline and your decision-making

13:16

ahead of the movie and obviously there

13:18

are all sorts of like techniques that

13:20

people can use to make up for

13:22

shortcomings there like reshoots which are infamous

13:24

in the MCU world as an example

13:27

but for the most part movie producers

13:29

have to plan and they have to

13:31

know a lot more about what they're

13:33

doing. before they go into production. That

13:36

said, it's very difficult for games to

13:38

do that because in games you have

13:40

to figure out if something is fun

13:42

and works and in movies you do

13:44

not. In movies you just point a

13:47

camera at something and in games you

13:49

can discover midway through production that your

13:51

main feature is actually not very fun.

13:53

But I think that the one thing

13:55

that I think more game makers could

13:58

learn from the movie world is... planning

14:00

more planning oh I thought you were

14:02

going to say unions but yeah sure

14:04

well unions are part of that and

14:07

unions force more planning because you know

14:09

that you're burning so much more money

14:11

every single hour you like right now

14:13

when it comes to crunch if you're

14:15

a game producer or game executive you

14:18

can kind of schedule crunch into your

14:20

planning or at least know that like

14:22

as a backup plan you'll just make

14:24

people crunch because there's no downside for

14:27

you like that isn't a downside on

14:29

the current project. Whereas in the movie

14:31

business, if you are shooting, you know

14:33

every minute you go after 12 o'clock

14:35

or whatever, after 12 hours or whatever,

14:38

you are just like burning through so

14:40

much money that you are incentivized not

14:42

to put in that extra over time

14:44

because it costs so much. So that's

14:47

a part of the equation too for

14:49

sure. Yeah, there's also so much more

14:51

going on with a movie shoot. I

14:53

mean, if you're shooting on location, if

14:55

you're doing something kind of difficult, where

14:58

if you miscalculate... and go long, or

15:00

if you've ever read the story of

15:02

any hellish movie shoot, you know, something

15:04

like The Abyss or Mad Max Fury

15:07

Road. Yep. These movies that were very,

15:09

very difficult to make, because they were

15:11

out in the desert, you know, were

15:13

on a boat in the middle of

15:15

the ocean, they were doing something very,

15:18

very difficult. So if you miscalculate, you're

15:20

also putting your actors through it, you're

15:22

putting your crew through this incredibly difficult,

15:24

The stakes are a little lower in

15:26

a certain sense because you can just

15:29

say Well, mostly we're all just at

15:31

computers. We're just trying to crack this

15:33

thing and get it working. But because

15:35

the stakes are lower, it's a little

15:38

easier, I would imagine, to just say,

15:40

well, yeah, we're just going to stay

15:42

late for two weeks, because it doesn't

15:44

feel quite as bad as, well, we're

15:46

going to stay out in this hurricane

15:49

or whatever, in this storm in the

15:51

middle of the desert for a week,

15:53

trying to get this shot while we

15:55

all have sunburn and we're getting, you

15:58

know, dysentery, dysentery or whatever, or whatever.

16:00

As a result of that, I think

16:02

maybe it can sometimes feel easier to

16:04

slide into crunch in video games, and

16:06

it also means that the comparison you

16:09

know, isn't quite as one-to-one. It's a

16:11

pretty significant difference between the two things.

16:13

It's also when you're in video games,

16:15

because it's an office job and you're

16:18

kind of doing your work individually as

16:20

opposed to on a set that is

16:22

coordinated shooting, like on a movie set,

16:24

you can't have just like the lighting

16:26

guy crunching because it's all just kind

16:29

of like a giant collaborative effort as

16:31

opposed to doing games where a programmer

16:33

could be off crunching at home and

16:35

you might even... not even know like

16:38

it's very easy to slide into that

16:40

yeah yeah and something that occurs to

16:42

me in talking about that is that

16:44

as movies have become more digital and

16:46

more like video games that kind of

16:49

crunch has actually become more prevalent I'm

16:51

thinking of the reporting on across the

16:53

spiderverse which was a notorious and very

16:55

very difficult production and reading the story

16:57

of that it was all animated it

17:00

really just felt like one of your

17:02

Bloomberg stories Jason I mean it was

17:04

so similar in terms of everything in

17:06

the creative direction, the way that the

17:09

work worked, and certainly the crunch. Yeah,

17:11

you know, that's really interesting, because yeah,

17:13

it's much easier to not plan when

17:15

you don't have to worry about, okay,

17:17

our actors are only available for 14

17:20

days in the Mojave Desert, and that's

17:22

where we're going, and like, we need

17:24

to get this all now, or else

17:26

we're never gonna get it, if you're

17:29

like... The season is gonna change, the

17:31

weather will be like, like, we have

17:33

to do this before sunset. decision makers

17:35

you can like reverse reverse reverse course

17:37

for and not really have any ramifications

17:40

because you're just animating in a computer.

17:42

Yeah, that's a good point. I feel

17:44

like it's also worth noting before we

17:46

wrap on this that movies have been

17:49

around for like a hundred years and

17:51

that there's a pretty locked in standard

17:53

for how a movie is made and

17:55

video games are relatively young. And I

17:57

just think it's worth remembering that. Like

18:00

a lot of the organizational problems that

18:02

people run into with video games are

18:04

because it's still nascent. I mean, yeah,

18:06

it's been a few decades by now.

18:09

There's sort of a standard for how

18:11

a AAA and a double A video

18:13

game should be made. But movies have

18:15

a lot on games in terms of

18:17

just time and experience and just citing

18:20

past examples of movies and being like,

18:22

well this worked for this movie. There's

18:24

decades upon decades of examples to point

18:26

to. Yeah, not just nascent, but also

18:28

changing drastically from your ear. Yeah, that

18:31

too. Yeah. But the animation comparison is

18:33

very apt. I mean, woof. Those sonic

18:35

redesigns. I mean we remember hearing about

18:37

that. Yeah, yeah, there's a lot of

18:40

similarity. Next question is from Sammy, who

18:42

writes, I first discovered your podcast from

18:44

my gamer boyfriend, and she never listened

18:46

to a podcast before triple click, so

18:48

thanks for all the fun time. And

18:51

insightful information, you're very welcome, Sammy. Sammy

18:53

says, I'm curious if any of you

18:55

know or have heard from other sources

18:57

what the process tends to be for

19:00

pitching game ideas. Is it significantly different

19:02

from how movies, movies, books, and other

19:04

media get pitched? How did the initial

19:06

stages of pre-development? compare. This is an

19:08

interesting one. I've talked to some people

19:11

who've pitched, though I would say I'm

19:13

not sure that I'm the most well-informed

19:15

person to answer this question. Yeah, well

19:17

let me try to feel this one

19:20

and or at least kind of give

19:22

a basic answer, which is that it's

19:24

really drastically different depending on what the

19:26

game company is. So like if you're

19:28

at a big AAA game company, a

19:31

naughty dog or something like that, then

19:33

the pitching and the game like deciding

19:35

what's happening next is happening at a

19:37

pretty high level like most people at

19:40

the studio probably just have no input

19:42

in that maybe they can give their

19:44

feedback or something and be like I

19:46

want to work on this but like

19:48

those decisions are happening at a high

19:51

level at a company like double fine,

19:53

which we've talked about quite a lot.

19:55

They have like their own prototyping process

19:57

called Amnesia Fortnay, where everyone stops what

19:59

they're doing for two weeks and works

20:02

on a bunch of cool game ideas

20:04

that could then potentially turn into games

20:06

for the studio. So like in theory,

20:08

anyone could pitch an idea and have

20:11

it turn into something. At other companies,

20:13

I've heard of like votes and polls

20:15

and people being like, what do we

20:17

want to do next? Let's try to

20:19

figure that out. And some companies, a

20:22

lot of it is determined by executive

20:24

mandates and what publishers are looking for.

20:26

If you're a smaller company and you're

20:28

not owned by a big publisher, it

20:31

might be just what you can get

20:33

funded, like you might be taking around

20:35

your pitches and trying to get funding

20:37

everywhere. So it's all over the place.

20:39

It really can drastically differ as opposed

20:42

to movies can also differ a little

20:44

bit, but a lot of times it's

20:46

a more linear process like a screenwriter

20:48

rights of screenplay and they shop it

20:51

gets rewritten five. times before it's made,

20:53

but in general, yeah. But in general,

20:55

it's a pretty linear process or a

20:57

studio decides we need to make the

20:59

next Iron Man. So we're going to

21:02

hire a screenwriter for that. And that's

21:04

kind of how it goes. Books. are

21:06

very similar to screen writing in that

21:08

either an author can shop an idea

21:11

around or maybe an editor at a

21:13

book publisher, like has an idea or

21:15

a publisher really wants a book about

21:17

X topic, and so they might be

21:19

looking and talking to agents to try

21:22

to figure out if there's a writer

21:24

out there who's fitting for that. Is

21:26

that nonfiction versus fiction? I'm guessing you're

21:28

kind of talking about nonfiction? Yeah, that

21:30

would be nonfiction, although with fiction I

21:33

guess if it's like, like, cereals, then,

21:35

they might have a story. in mind

21:37

and hire someone. But in books, I

21:39

think 99. percent of the time. It's

21:42

just the writer, the author, making a

21:44

pitch and the publishers deciding whether or

21:46

not they're interested. So in games, I

21:48

would say it's a little bit more

21:50

all over the place than books or

21:53

film. Yeah, all I really know from

21:55

people I've talked to who've pitched is

21:57

that it can be incredibly sold as

21:59

trying to do and it's really grueling

22:02

and difficult press. Yeah. That's really true

22:04

for everyone who's ever pitched anything though.

22:06

Pitching just sucks. Yeah, it does mean,

22:08

I mean I recommend the double fine

22:10

documentary that we're constantly recommending to Sammy

22:13

because I feel like that process is

22:15

so cool and is a great insight

22:17

into a pretty specific pitching process for

22:19

games and how they could get made.

22:22

I feel like that gave me a

22:24

lot of insight into what that could

22:26

look like in a positive way. I

22:28

don't know. I mean, maybe other studios

22:30

could look to that. I don't know.

22:33

Might be cool. Yeah, and a lot

22:35

of times, by the way, it's like,

22:37

there's like momentum, so like you'll feel

22:39

something in the air. And I don't

22:42

know exactly, I don't think the doc

22:44

even shows exactly how Psychonuts too was

22:46

pitched, it just kind of shows, exactly

22:48

how Psychonuts too was pitched, it just

22:50

kind of shows Tim Schaefer being like,

22:53

next kind of shows Tim Schaefer being

22:55

like, like, it feels like there's something

22:57

in the air here, we're all excited.

22:59

it because I think that like when

23:01

a studio leader gets a vibe that

23:04

like people aren't excited about something that

23:06

can kind of change things and so

23:08

I think there is a little bit

23:10

of kind of democratic input but usually

23:13

the decision itself is made at the

23:15

high. highest levels. You can think about

23:17

all of these service games that have

23:19

failed or been canceled and how they

23:21

were pitched and when they were pitched,

23:24

right? There was all this energy and

23:26

inertia and momentum around service games. Everyone

23:28

was very excited to green light things.

23:30

And then we all saw how that

23:33

went. Yeah, man. Well, that's the problem

23:35

with pitching is that you pitch something

23:37

and then it doesn't come out for

23:39

another five years, six years. Trust me,

23:41

in six years, I'm telling you. It's

23:44

going to be all about just ace

23:46

attorney clones. That's all the way down.

23:48

Well, but I also wonder how many

23:50

of those examples were games that were

23:53

pitched one way and then the pitch

23:55

was accepted contingent upon it. being a

23:57

live service game or having some other

23:59

element name that trend from the past

24:01

several years where games got kind of

24:04

shifted and sometimes that makeover can work

24:06

and sometimes it doesn't. So I don't

24:08

even know if all of those live

24:10

service games were really connected to that

24:13

when they were initially pitched. That's true.

24:15

Though I guess one thing I've learned

24:17

from Jason's reporting is that as often

24:19

as not the people pitching the game

24:21

are the ones who made the decision

24:24

to make it what it was, and

24:26

it wasn't, the people pitching the game

24:28

are the ones who made the decision

24:30

to make it what it was, and

24:32

it wasn't actually Right, you kind of

24:35

mold yourself to the person you're pitching

24:37

to. That's true. And also, you're getting,

24:39

like while you're making these decisions, you're

24:41

getting PowerPoint presentations from executives being like,

24:44

here's why the future is live service.

24:46

And here's in the middle of the

24:48

pitch saying, we're going to make a

24:50

suicide squad game, it's going to be

24:52

cool. And you're watching their attention. how

24:55

we when we were at Kataku like

24:57

it wasn't traffic was always a big

24:59

discussion at gocker media like there was

25:01

always chart B would it was always

25:04

up we always talked about like oh

25:06

this this this story is a big

25:08

hit like it's getting lots of views

25:10

all people care about it it's resonating

25:12

people yeah the big board but like

25:15

there was never a conversation internally that

25:17

was like every story it has to

25:19

do great traffic but like it was

25:21

implicitly understood yeah of course you were

25:24

like it was you were rewarded if

25:26

a story did good it. This is

25:28

a story people care about. Like there

25:30

are lots of legitimately good reasons to

25:32

care about traffic. Think about that on

25:35

a bigger scale when you're talking about

25:37

a project worth billions of dollars where

25:39

it's kind of like they might not

25:41

be saying to you, hey this has

25:44

to be a service game, but it's

25:46

kind of it's kind of understood from

25:48

the conversations you are having when they

25:50

are on earnings calls being like the

25:52

future of E. A is live service.

25:55

Like it's very clear what they really

25:57

want and you know it's going to

25:59

be just kind of a constant like

26:01

uphill about. like resistance if you try

26:03

to pitch something that they don't want.

26:06

So it's a little bit more nuanced

26:08

than just like the studio heads made

26:10

the decision. Yeah, that makes sense. All

26:12

right, next question, Kirk. This comes from

26:15

Marta, who writes, it's no secret that

26:17

the current industry crisis is in part

26:19

caused by how many games there are.

26:21

Do you think steams should reintroduce their

26:23

green light process or that there should

26:26

generally be any process to lower the

26:28

amount of yearly releases? She writes in

26:30

2024 there were 19,000 plus games released

26:32

on Steam Alone apparently. Or do you

26:35

think that a good game will always

26:37

defend itself? What other risks do you

26:39

see associated with how games are being

26:41

made now? And by made, I presume

26:43

she also means release now. So yeah,

26:46

I don't know. What do we think?

26:48

Should Green Light come back? Should we

26:50

tell people what Green Light is? Please

26:52

don't remember. Yeah, go ahead, Maddie. Okay,

26:55

so Green Light was something that Steam

26:57

introduced whereby it as a storefront. would,

26:59

as the title implies, either green light

27:01

a game and it would appear on

27:03

Steam Storefront or it would get rejected.

27:06

And the application process was like pretty

27:08

broke and just confusing for people, at

27:10

least according to a lot of the

27:12

indie developers that I talked to in

27:15

that time period when Green Light existed,

27:17

it was really unclear why or how

27:19

Steam would green light these games. People

27:21

would try to game the system. in

27:23

a lot of different ways and there

27:26

became emergent methodologies for gaming the system

27:28

that game developers would use. It really

27:30

just introduced additional problems, but I think

27:32

part of why it existed was because

27:34

in the early days, Steam was kind

27:37

of prestigious. Like it didn't have every

27:39

game on its platform, but it was

27:41

still a really important PC gaming storefront.

27:43

And then when Indies came to the

27:46

platform, I think, you know, the Steamhead

27:48

Han shows, Gabe Newell was out there

27:50

being like, all right. How are we

27:52

going to decide what's on our platform?

27:54

And it's a totally different ball game

27:57

now. There's tons and tons and tons

27:59

of video games on there. There's all

28:01

kinds of stuff, some of which is

28:03

shovel wear. And that is part of

28:06

the issue, I would guess. I remember

28:08

that if you were in the IGF,

28:10

if you were a finalist in the

28:12

independent games festival, you got on to

28:14

steam and that that was as big

28:17

of a deal as winning in the

28:19

IGF just because it was so huge

28:21

to have your indie game on steam

28:23

because there were just people who would

28:26

look on steam and because there weren't

28:28

19,000 or whatever the number is new

28:30

games, they could just find you. And

28:32

that was a better world for those

28:34

developers and that was a lot of

28:37

good games because the IGF, you know.

28:39

tends to have some of the best

28:41

games featured, but at the same time

28:43

that also left a lot of people

28:45

out in the cold. Yeah, I do

28:48

remember fans could vote right on them

28:50

and that was also it was a

28:52

point at least where I remember there

28:54

being because I remember people were pitching

28:57

us a lot of Kataku being like

28:59

hey we want this to get green

29:01

light Yeah, it was sort of the

29:03

new Kickstarter there was a period that

29:05

whole period when we were at Kataku

29:08

first there was the Kickstarter era where

29:10

people would write and say my game

29:12

has a Kickstarter please please write about

29:14

it and you'd feel like you could

29:17

help them out, but then didn't want

29:19

to feel that responsibility toward them and

29:21

then green light felt very much the

29:23

same. Yeah, especially because as a reporter

29:25

you don't know if the game is

29:28

good or not, especially in the kickstarter

29:30

phase, but also in the green light

29:32

phase sometimes it's just like I don't

29:34

know anything about this. Why do I

29:37

support this? And it just became, I

29:39

mean, now it's an explosion. It's the

29:41

Indianapolis. Yes, so let's get to the

29:43

question. So the question is, like, should

29:45

there be some sort of gatekeeping or

29:48

should there be some process in place

29:50

to reduce the number of releases? Because

29:52

it's true, I think it's kind of

29:54

an accepted fact. We talked about this

29:57

a couple weeks ago and we did

29:59

our episode about why the video game

30:01

industry has fallen apart. One of the

30:03

biggest factors is just the complete and

30:05

utter oversaturation of games. can be a

30:08

really good thing for players because they're

30:10

more cooler, new, they're more cool new

30:12

games coming out every week than there

30:14

ever have been in the history of

30:16

videos. A challenging time for podcasters as

30:19

evidenced by last week's episode. And also

30:21

for discoverability and for making games and

30:23

releasing them and getting them noticed. And

30:25

there are a lot of problems with

30:28

that. It's kind of, it's very much

30:30

a double-edged sword where there's a lot

30:32

of good and a lot of bad

30:34

that comes with it. Should there be.

30:36

gatekeeping process of some sort? And what

30:39

would it look like? I mean it's

30:41

so hard to know. So I think

30:43

about podcasts a lot because one of

30:45

the things that I love about podcast

30:48

is that they're distributed via RSS and

30:50

I think RSS is the great hope

30:52

for the future. It's this open platform

30:54

that anyone can use. You know, I

30:56

put my shows, I put strong songs,

30:59

for example, on an RSS feed, anyone

31:01

can listen to it, and there's no

31:03

gatekeeper. I'm not reliant on a platform

31:05

the way that a YouTube is reliant

31:08

on YouTube. And yet at the same

31:10

time, there are these podcast gatekeepers like

31:12

Apple Podcasts and Spotify, two of the

31:14

big ones, and you put your RSS

31:16

feed into those services and then you

31:19

get distributed that way. And I like

31:21

that a lot. I mean, I think

31:23

that the openness, the fundamental openness of

31:25

RSS, is a really wonderful thing. It's

31:28

not a one-to-one comparison, but when you

31:30

think about steam being an open platform

31:32

that, you know, you pay some fee

31:34

or something and you can list your

31:36

game, That openness strikes me as a

31:39

good thing. Like I'm not sure, just

31:41

my gut tells me that moving away

31:43

from that. I mean, podcast also, I've

31:45

a discovery. probability problem. So it hasn't,

31:47

this isn't a problem. As a, perhaps

31:50

as a result of that openness, it

31:52

has the same exact problem. So yes,

31:54

it's a good thing, but also has

31:56

that same pros and cons, I suppose.

31:59

Yeah. That's sort of right. That's sort

32:01

of right. That's sort of what makes

32:03

me think of what makes me think

32:05

of it. And it's sort of what

32:07

makes me think of it. And it's

32:10

sort of what makes me think of

32:12

the way we're going. I agree, it's

32:14

hard to imagine any sort of gatekeeping

32:16

system that would work in a fair

32:19

and just kind of in a way

32:21

that makes people happy. On the other

32:23

hand, like maybe there are better options

32:25

that don't go backwards but go forwards,

32:27

maybe there are better options for discoverability

32:30

and maybe there are other methods that

32:32

can be used for discoverability? I don't

32:34

know. A large part of me feels

32:36

like this is just the world and

32:39

this is just like where we have

32:41

to adapt. to now is just this.

32:43

glut of games coming out all the

32:45

time and that's just what we have

32:47

to find a way to navigate and

32:50

what game makers have to figure out

32:52

how to deal with because like I

32:54

don't see this changing. The game I'm

32:56

playing now I mean this game I'm

32:59

obsessing over and won't stop telling you

33:01

to about blueprints which we'll talk about

33:03

more in the future. What's it called?

33:05

I mean you should text me about

33:07

it a few more times. I was

33:10

thinking about that in the consciousness of

33:12

this conversation. It's like here's like here's

33:14

a game that has this dude and

33:16

a couple other people and just came

33:18

out of nowhere and there are going

33:21

to be games like this every single

33:23

year that just completely come out of

33:25

nowhere and blow us away and that's

33:27

obviously a good thing it's not a

33:30

problem but it's also just like yeah

33:32

I mean that just feels like what

33:34

the future looks like is just this

33:36

massive glut of games that just keeps

33:38

growing and growing and maybe it's on

33:41

people like us and people with platforms

33:43

to be curators and I don't know.

33:45

I don't know if there's any answer

33:47

to this? I mean I think that

33:50

is the answer. I actually do think

33:52

the answer is human curators and this

33:54

is the kind of question that makes

33:56

me really depressed about so many video

33:58

game publications closing, which isn't what Mart

34:01

is asking about, but it's what it

34:03

makes me think of because I'm like,

34:05

there's really nothing better than a human

34:07

person curating a list based on their

34:10

taste, and then you understand what that

34:12

person's taste is, and you're like, okay,

34:14

I usually like things from this games

34:16

critic that I'm following, or music critic,

34:18

or book critic, list goes on. And

34:21

this is semi-related, I've recently gotten really

34:23

into watching music DJ's on twitch because

34:25

the music rights have been sorted out

34:27

over there and it's just a way

34:30

that I'm discovering new music now is

34:32

by just watching DJ's play it because

34:34

obviously there's so much new music constantly

34:36

how would you ever discover it and

34:38

the way to discover it is by

34:41

a human person who makes it their

34:43

life's work or passion to be like

34:45

here's some new stuff to check out

34:47

and like that's our responsibility. I mean

34:49

not to get all corny about it

34:52

but like it is our responsibility to

34:54

tell people about blueprints or whatever it

34:56

is. I just I always hope we're

34:58

not the only ones you know I

35:01

want there to be other people out

35:03

there like us doing it. Yeah and

35:05

also the problem with that is that

35:07

it's so it's like determined by our

35:09

personal taste because the three of us

35:12

I mean we're not going to be

35:14

up in triple click like recommending the

35:16

best I don't know sports games. every

35:18

single week that come out. And so

35:21

it's a little unfortunate that like the

35:23

curator is even there, it's so limited

35:25

to what we like and care about.

35:27

Yeah. But I'm sure there's curators for

35:29

that. We're limited by our human capabilities

35:32

and this is somewhere where AI is

35:34

going to become more and more noticeable.

35:36

Like AI DJs are already a thing

35:38

on Spotify and you know, I think

35:41

some people get something out of that

35:43

and I could imagine. an AI's capability

35:45

to look at a vast amount of

35:47

information and sort through it is helpful

35:49

in this instance because like you were

35:52

just saying Jason a human being can

35:54

only play so many games and I

35:56

mean forget about music movies books it

35:58

is possible to read most of the

36:01

big new books each year it's possible

36:03

to watch most of the movies So

36:05

music is a lot harder, there's a

36:07

ton of it, but with games, I

36:09

mean, games are so huge, they take

36:12

so much time, it's just not possible.

36:14

So you do start to see a

36:16

world where they build an AI that

36:18

can do this because it's able to.

36:20

But then you lose the humanity of

36:23

it, you lose the humanity of it,

36:25

you lose getting this actual human being.

36:27

Yeah, how can an AI possibly tell

36:29

whether a game is good or not?

36:32

do like, it'll go through a bunch

36:34

of things or whatever, who knows, I

36:36

can imagine a bunch of ways that'll

36:38

work. It won't replace humans though, it's

36:40

just we have to kind of lean

36:43

into the humanity you were describing as

36:45

our limitation, the thing that makes us

36:47

not able to play every single game,

36:49

and just go with what we like,

36:52

and then the... connection to us as

36:54

people is the thing that actually makes

36:56

our recommendation hold weight with people. And

36:58

I think that's already true of Triple

37:00

Click. We don't have time to play

37:03

nearly every game that we want to.

37:05

There are so many games I'd love

37:07

to play if I had time and

37:09

I just don't, but at the same

37:12

time I am still myself and I

37:14

think that my... my experience, my understanding,

37:16

my way of explaining and understanding games,

37:18

is useful to some people just in

37:20

the same way that other people are

37:23

useful to me because we like to

37:25

have those human connections. So hopefully we

37:27

can keep sight of that as well

37:29

in this world of infinite media. to

37:32

the point that only machines can process

37:34

it all and make recommendations. Well, as

37:36

long as an AI isn't going to

37:38

become the new steam green light and

37:40

deciding whether it means to be allowed

37:43

or not. Yeah, hopefully not. I mean,

37:45

that's like what's happening on Spotify, right?

37:47

Is there's an AI DJ that's recommending

37:49

music to thousands or millions of people.

37:51

Well, but I mean allowing something to

37:54

exist on the platform in the first

37:56

place would be my concern. Anyway, let's

37:58

keep going, Maddie, next question. Okay, this

38:00

one's from Dom, who writes, I recently

38:03

received a board game from a Kickstarter

38:05

I pledged for called Aridia, the Paths

38:07

We Dare Tread. And imagine my surprise

38:09

when I discovered that our very own

38:11

Kirk Hamilton composed the official music for

38:14

the game. The idea of composing music

38:16

for a medium that doesn't typically call

38:18

for it is so interesting to me,

38:20

and I was wondering if Kirk could

38:23

speak a little bit on his experience.

38:25

How did this partnership come about? What

38:27

were the challenges that he faced during

38:29

the composing process? Are there any interesting

38:31

anecdotes he can share about his experience?

38:34

I would love to talk about this.

38:36

I'll be brief. This is the kind

38:38

of thing I could talk about at

38:40

length and maybe Will on Strong Songs

38:43

or something. But this was a very,

38:45

very fun project that I completed a

38:47

while ago that the game is just

38:49

now coming out. This is a game

38:51

from far off games called Aridia the

38:54

Paths We Dare Tread. As Maddie said,

38:56

it is similar to Gloom Haven. copy

38:58

of it since I did the music

39:00

and It's the most unbelievable box I've

39:03

ever seen in my life. I still

39:05

haven't posted a picture of this. It

39:07

is so awesome. It weighs, I think,

39:09

24 pounds, I weight it. It is

39:11

a box the size of a car.

39:14

And it has so much stuff at

39:16

it, it's such a cool game. I

39:18

still haven't had it, it's such a

39:20

cool game. I still haven't had a

39:22

chance to play it, but I really

39:25

want to with my board game group,

39:27

because it looks very cool. some success

39:29

with past games. He's well known in

39:31

the community and did a Kickstarter for

39:34

Aridia, you know, pitching it as I

39:36

want to make a big, you know,

39:38

persistent role-playing game adventure that people can

39:40

play through, you know, where you have

39:42

a character and it's like a big

39:45

D&D campaign, but it's, you know, a

39:47

tabletop game similar to something like Lumhaven.

39:49

was very successful Kickstarter and as one

39:51

of the stretch goals, he had me

39:54

come on as the composer. The reason

39:56

for that was actually that he hired

39:58

me to write music just for the

40:00

Kickstarter trailer. So it started with me

40:02

just writing the theme music for Aridia

40:05

that just played on the little Kickstarter

40:07

video that sort of showed what they

40:09

were envisioning for the game. Then the

40:11

stretch goal came and that was, hey,

40:14

do you want to actually... try writing

40:16

some music for this game. So I

40:18

said, sure, I'll do it. So I'm

40:20

now composing five tracks. There's a kind

40:22

of field music and a town theme.

40:25

There's a battle theme. There's a boss

40:27

theme and a kind of magical mystical

40:29

theme. And the idea with the game

40:31

is that as you're playing, some cards

40:34

that you draw that have certain activities

40:36

or actions or events will have a

40:38

little color-coded music. Q written on the

40:40

card and then you are to play

40:42

that track of the five tracks and

40:45

you can kind of put it on

40:47

repeat because I wrote them all to

40:49

be able to just loop and then

40:51

you know action music like fighting music

40:53

kind of plays when you're in a

40:56

fight or really peaceful chill that music

40:58

plays if you're in the town that

41:00

kind of thing. The biggest challenge, I'll

41:02

just cite one thing, because I think

41:05

this is, it was interesting for me

41:07

as a composer and is actually relevant

41:09

to video games as well, so much

41:11

of what I had to do, and

41:13

I worked with Cody on each piece,

41:16

so much of what I had to

41:18

do was remove stuff. I would write

41:20

this kind of elaborate piece of music

41:22

and send it to Cody, and he'd

41:25

say, this is cool. But there's too

41:27

much. There's too much melody. There's too

41:29

much going on. And so we just

41:31

kept pulling stuff out. And the eventual

41:33

versions that we wound up with were

41:36

very stripped down because it has to

41:38

be in the background. It can't be

41:40

super distracting. And I've actually gone and

41:42

used this music. During my Dungeons and

41:45

Dragons campaigns with my friends. I'll put

41:47

it on when we're in a fight.

41:49

I put on the battle music because

41:51

I haven't had a chance to play

41:53

already. I might release new versions of

41:56

the tracks that or like five times

41:58

as long, just so you don't have

42:00

to put it on loop and it'll

42:02

just play for 15 minutes, where I

42:05

just copy paste the thing basically five

42:07

times in a row and maybe make

42:09

a couple little changes. Anyways, that was

42:11

the one interesting challenge for me as

42:13

a composer, is remove, remove, remove, less

42:16

timbrell variety, less melody, just it has

42:18

to kind of. really good in the

42:20

background. So it was a super fun

42:22

process. You can listen to the music

42:24

on my SoundCloud and I'm going to

42:27

put it up on band camp at

42:29

some point and actually, you know, make

42:31

it for sale for anyone who wants

42:33

it. But anybody who bought the game

42:36

gets a copy of the music. And

42:38

it was really cool. That game is

42:40

amazing. We'll put a link in the

42:42

show. People should go check it out.

42:44

It looks like a really awesome game

42:47

and it's been getting good reviews too.

42:57

Yeah, I hope you talk more in

42:59

depth on the process on strong songs

43:01

as you say to you would. I

43:04

probably will at some point. Yeah, that's

43:06

awesome. Let's slip in one more question.

43:08

This is a fun one. This is

43:11

from Ricardo. Ricardo says, hello guys, I

43:13

hope you're all fine and dandy. I'm

43:15

making a game that's similar in style

43:17

of Final Fantasy Crystal Chronicles, my life

43:20

as a king. I was wondering if

43:22

you could help me with being a

43:24

soundboard for some names I'm considering. For

43:27

context, I'm half Italian and half English

43:29

and wanted to have a blended name

43:31

to pay homage to my roots. Anyway,

43:34

here are some of the names I've

43:36

got. Let me know what you think.

43:38

Sauvrano's Will. Domenio Eterno. Reign deluche. Throne

43:41

bound. Domenians call. All right, first of

43:43

all Ricardo, I just want to say

43:45

that from now on to listen to

43:48

the rest of the podcast We will

43:50

be charging a hundred dollars an hour

43:52

for services Okay, spider mansion consulting is

43:55

now in session All right, let's let's

43:57

put our money where our mouth is

43:59

and give give her Ricardo some suggestions.

44:02

Please Kirk, go first. Okay, so just

44:04

looking at all of these, I would

44:06

say that I think that dominion bound

44:09

is the strongest name of the ones

44:11

that we have just listed, though I

44:13

don't think that it's incredibly strong. Hard

44:16

to say with like the first throne,

44:18

throne bound is not a pleasant word

44:20

to say. Well, and the thing about

44:22

throne bound as a concept, it's like

44:25

being stuck in a chair. Right. That

44:27

doesn't sound fun. It's not very active.

44:29

So here's my other thought. Looking through

44:32

all of these, looking through all of

44:34

these. could work. Diminio, that could be

44:36

the name of a game, not bad

44:39

at all. Eterno, so maybe like less

44:41

is more. Too much like eternal, which

44:43

is too common, a word, and games.

44:46

I would mix eterno. I think it's

44:48

different enough for what it's worth. So

44:50

Savrano, so if this is a game

44:53

about being a king and kind of

44:55

like doing cool stuff, I never actually

44:57

played... final message crystal chronic souls my

45:00

life is a king but this is

45:02

a game as being a king and

45:04

doing stuff. Savrano means king and Italian

45:07

so if he wants to blend Italian

45:09

and English I think you could play

45:11

around with that you could do some

45:14

alliteration thing if this is a game

45:16

about killing a king like slay the

45:18

Savrano would be a fun name maybe

45:21

you can play around with Savrano and

45:23

like another word that is relevant maybe

45:25

another word that starts with an S

45:27

you could you could you could find

45:30

something a little catchier than Savrano's will.

45:32

Will is kind of a soft, boring

45:34

word. I'm gonna look up what you

45:37

actually do in life as a chronic

45:39

final fantasy. I like just Savrano for

45:41

what it's worth. I think a one-word

45:44

title is pretty powerful. It's a little

45:46

tough. Yeah, dominion's call, I think that

45:48

something's something is generally... Not my favorite

45:51

structure, like call of dominion is a

45:53

stronger name. It sounds a little like

45:55

call of duty, but call of dominion

45:58

I would say is stronger than dominion's

46:00

call if we're just punching up any

46:02

of these individually. Strong Savrano strong songs.

46:05

Yeah Savrano's song Strength of Savrano. Hmm.

46:07

That's a little bit It's tricky, I

46:09

mean, I'm not wild about any of

46:12

these names, Ricardo, I will say that.

46:14

So I think you should keep working

46:16

on it. And I think if we

46:19

were really workshoping this, we would actually

46:21

talk through what the game really is,

46:23

who the characters are, and what you

46:26

do in it. Yeah, what are the

46:28

verbs? Is really what I want to

46:30

do? Right, like what do you do

46:32

in the game, and then how can

46:35

you convey that? game to me? You

46:37

know, like what type of game it

46:39

is in a way that I think

46:42

it is helpful when a name does.

46:44

Great feedback. Yeah. That said, I would

46:46

not recommend like other people emailing burning

46:49

questions with the line of suggestions because

46:51

we're not going to do this every

46:53

single time we do have burning questions.

46:56

Every burning questions just becomes a name,

46:58

brainstorming, I think if you go listen

47:00

to our episode. I mean, some of

47:03

the tips that we talked about, I

47:05

mean, catchy is first and foremost, something

47:07

memorable. first and foremost, what you want

47:10

to go for. Something unexpected, like I

47:12

don't know, not this, because I don't

47:14

know if it fits this game, but

47:17

something like sad, Sad Savrano, where you're

47:19

kind of like, oh, who is the

47:21

Savrano? Why are they sad? Something that

47:24

plays around with kind of, and especially

47:26

I'm respecting that Ricardo wants to have

47:28

the blended Italian and English gear, and

47:31

I think you can do that. You

47:33

just need to find a catchy way

47:35

to do it. Savrano, like Savrano's steel

47:37

or like something like that. Yeah, that's

47:40

that's better. or like something implying like

47:42

a climb or like a battle or

47:44

what again what are you doing in

47:47

the game as part of my hang

47:49

up here where it's like if you

47:51

have a verb in there or something

47:54

that describes yes so my life is

47:56

a king I was just skimming through

47:58

the Wikipedia page it's like a city

48:01

building okay sure you have to like

48:03

build yourself a new kingdom so it's

48:05

like Savrano's Empire. Yeah, so yeah, something

48:08

like that. That's why you get like

48:10

call of dominion kind of tells you

48:12

that this is a game about about

48:15

taking dominion over or something. Yeah, yeah.

48:17

Um, Savrano City. Savrano Spire. Savrano Spire.

48:19

I think. Yeah. Sivrano the Spire. Save

48:22

Sivrano. Slick Sivrano, sly Sivrano. Yeah, there

48:24

are a lot of ways you can

48:26

play around with this. As long as

48:29

it's an alliteration, really. I like the

48:31

alliteration. Well, I just think it feels

48:33

punchier. If you're going to take like

48:36

the Italian name and you want it

48:38

to feel a little punchier, I think

48:40

adding a little, or like something like

48:42

Savrano's Will, which is his original suggestion,

48:45

that to me feels pretty weak work,

48:47

because Will is a weak work work.

48:49

and also because you don't, you can't

48:52

really tell what Savrano is from it.

48:54

Like if you're going to use the

48:56

Italian word, it's helpful to make it

48:59

clear what it is in the title.

49:01

Anyway. Savrano's dominion. Yeah, God, no. Sorry,

49:03

that's just way too, like... It's too

49:06

long? Like two three syllable words. Dominion

49:08

is a tough word. Dominion is like

49:10

one of those that I feel like

49:13

is in a lot of game names

49:15

or a lot of names in general

49:17

that just kind of like flies, goes

49:20

in one ear and another ear. Yeah,

49:22

I mean that's what's tough about this

49:24

list, right? Is it's like will dominion,

49:27

rain, throne, call? Like all of these

49:29

I'm like, these are very familiar. Well

49:31

Ricardo we could do this for hours

49:34

as you can tell you've really I

49:36

think we'd get there I feel like

49:38

we would get there if we actually

49:41

really sat down and spent a spend

49:43

an hour or two on this for

49:45

sure at some point you'd have to

49:47

start paying us I think I got

49:50

it okay Savrano's suburbs perfect That's the

49:52

city builder of your dreams. All right.

49:54

It's the same city killer. It's coming

49:57

at you. Thank you again to everybody

49:59

who sent in their questions. Let's take

50:01

a break and talk about Max Fun

50:04

Drive. So don't skip ahead for this

50:06

one because it's going to be fun.

50:08

It's going to be us going at

50:11

it live talking about Max Fun Drive.

50:13

What does that? Mead, what does it

50:15

all mean? Well, you know, if you're

50:18

regular listener every week, we tell you

50:20

to go maximum fun.org/join. We're like, become

50:22

a member. Pay $5 a month, you

50:25

get the monthly bonus episode. That hasn't

50:27

changed. That's still true now. But during

50:29

Max Fun Drive, if you... bump up

50:32

your membership if you bump it up

50:34

to say $10 a month, if you

50:36

bump it up to say $20 a

50:39

month, you get something extra and you

50:41

only get that something extra if you

50:43

do that during this specific time period.

50:46

And the extras are really, really cool.

50:48

Like this $10 one? Okay. So every

50:50

year we get to design an enamel

50:52

pin, and we've had some really cool

50:55

pins in the past. And I feel

50:57

like I say every year it's my

50:59

favorite pin, but actually though, this is

51:02

my new favorite triple click. It's a

51:04

good one. It's really, really good. So

51:06

if you become an upgrading member to

51:09

$10 a month, you can become the

51:11

proud owner of a lowercase G pin

51:13

that has a game controller on it,

51:16

and it's in the triple click colors.

51:18

So if you know, you know, you

51:20

know. Like this is one of those

51:23

pins where it's like, okay, yeah, I'm

51:25

a lower case G gamer. I'm not

51:27

like a weird, elitist gamer with a

51:30

capital G whose exclusionary and mean. No,

51:32

I'm lower case G. I'm really cool.

51:34

I'm inclusive and open and I'm down.

51:37

That is what it means. That's what

51:39

the pin means. It means you're part

51:41

of the club. So yeah, the $10

51:44

per month. That's, that's. really freaking cool.

51:46

If you want to say to all

51:48

your friends, hey, I play video games,

51:51

but I do not check credit kataku

51:53

in action, then this is the thing

51:55

for you. Exactly. But also, if you

51:57

were to upgrade to $20 a month,

52:00

I guess we should say like the

52:02

theme this year of Max Fun Drive

52:04

is like spring break. So, and there's

52:07

some like very Lisa Frank inspired designs.

52:09

And also, it's like a classic setup

52:11

where if you. you know, join at

52:14

$20, you still get the pin and

52:16

you also get the $20 reward, which

52:18

is like a decision between a really

52:21

cute hat or like a Lisa Frank

52:23

towel for example, or you can go

52:25

to $35, you get like this this

52:28

cooler bag and then you get all

52:30

the previous rewards, etc, etc. etc. You

52:32

can find all of that stuff at

52:35

maximum fun.org/join. But I mean, the most

52:37

important thing here is the pin that

52:39

we especially decide for all of you,

52:42

right? Don't delay, don't put it off,

52:44

don't procrastinate it, just go ahead and

52:46

type that URL into your address bar.

52:49

I know that's always a stopping point

52:51

for people. I include myself in this.

52:53

It's like, I'll just get to it

52:56

later. You're gonna forget, just do it

52:58

right now. Go ahead. And just to

53:00

be clear, you can sign up for

53:02

a new membership. and you'll get rewards

53:05

if you sign up at 10 bucks

53:07

or you can boost like you was

53:09

saying right you can boost your existing

53:12

membership both of those things totally valid

53:14

so whoever you are wherever you're at

53:16

you can get yourself some cool bonus

53:19

stuff and you can get that pin

53:21

one way or another yeah which is

53:23

really all that really matters yeah you

53:26

just you want the pin I mean

53:28

I guess what really matters is that

53:30

you're like supporting the show and us

53:33

not having ads and like us being

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part of a really cool podcast network

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that supports us and we love them

53:40

and we love them and and we

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feel supported by them and that's why

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we still work with them. Dada yada.

53:47

Dada. Dada. Dada. Support artists. People making

53:49

stuff they love. You want the pin.

53:51

You want the freaking pin. We're here

53:54

for the stuff. All right, so that's

53:56

that's that. maximfun.org/join. Happy Max Fun Drive

53:58

to all of you. And

54:03

we are back, Kirk, Ronnie. It

54:06

is time for one more thing.

54:08

I will go first. I just

54:10

read a cool book that I

54:12

want to tell you guys about.

54:14

It's called Dead Money by Jacob

54:16

Kerr. Jacob Kerr, Kerr, Kerr. Jacob

54:19

Kerr is a longtime Airbnb executive

54:21

slash tech guy who lived in

54:23

San Francisco for a long time.

54:25

And he has written this book,

54:27

his first novel that is a.

54:29

twisty thriller set in the world

54:32

of tech. And it starts off

54:34

with the CEO slash whiz kid

54:36

founder of this book's fictional version

54:38

of Uber, which is called Journey.

54:40

And their slogan, man, I didn't

54:42

write it down, but it's hilarious.

54:44

It's like, it's not about the

54:47

journey, like something like that, somebody

54:49

called. And so this guy is

54:51

found dead and this woman who

54:53

is a, who works for a

54:55

big venture capital firm and is

54:57

also kind of like a. lawyer

55:00

slash investigator is paired up with

55:02

an FBI agent to investigate what

55:04

happened and it goes on this

55:06

fantastic path through Silicon Valley and

55:08

all the tropes that go with

55:10

it from like the the co-founder

55:12

who's been sidelined and given the

55:15

bullshit title like chief whatever it

55:17

was probably like an invention officer

55:19

or something to the the VC

55:21

firms and the the billionaires who

55:23

are fighting over which startups they

55:25

get to invest in even though

55:28

none of them are actually profitable

55:30

and It's got it all in

55:32

there. You have the woman who's

55:34

like, lots of things that will

55:36

make me mad. No, actually it'll

55:38

make you very delighted and entertained

55:41

because it's so fun to read.

55:43

This book is really good and

55:45

I'm surprised that it's this guy's

55:47

first novel because it's so well

55:49

structured and well well written and

55:51

just very compelling book. I really

55:53

enjoyed it. I really liked it

55:56

a lot and it has a

55:58

lot of twists and turns like

56:00

it goes in directions that... but

56:02

maybe aren't entirely unexpected, but are

56:04

certainly fun to read because

56:06

they don't. They're surprising.

56:08

I'll say that. They're

56:11

surprising and satisfying and

56:13

interesting. And the main

56:15

character is this kind

56:17

of... six foot one bad ass

56:20

woman who has a really

56:22

interesting backstory that is explored

56:24

in the book. And I

56:26

think I'll just leave it

56:28

at that because she's really

56:30

interesting and you should read

56:32

it to learn more about

56:34

her. And it does some

56:37

good lampooning slash capturing of

56:39

Silicon Valley as you go

56:41

in a very fun way

56:43

that never feels like... annoying

56:45

to a degree that you would react like

56:47

that, Kirk. Like the characters just feel believable

56:49

and interesting and real and you might hate

56:51

them all or hate most of them, but

56:54

a lot of them get what's coming to

56:56

them. So that's fun to read. Anyway, I

56:58

really enjoyed it. I recommend it. It's called

57:00

Dead Money by Jacob Kerr. You should check

57:02

it out. It's a cool book. Maddie, what's

57:04

your one more thing? All right, my

57:06

one more thing is a TV

57:09

show a sitcom is called We

57:11

Are Lady Parts and it's about

57:13

a band a punk rock band

57:16

called Lady Parts. It's fictional. It's

57:18

a sitcom and it's it's a

57:20

British sitcom and it's all about

57:23

these sort of 20-something-ish Muslim girls.

57:25

They're all Muslim girls women I

57:27

should say that live in Britain

57:30

and they're in this punk rock

57:32

band together and some of them

57:34

feel different types of ways about

57:36

Islam but they're all like cool rebel girls

57:39

and the music in this is so freaking

57:41

good like that alone I feel like you

57:43

too would love is just the music of

57:45

the show but also it's really funny like

57:48

at the start of the show it kind

57:50

of feels like it's gonna be like a

57:52

romcom about like the main character who ends

57:55

up being the lead guitarist in the band

57:57

and she like totally slays on the guitar

57:59

it's amazing, but like, you know, she's

58:01

like, oh, I should be like focusing

58:03

on getting married and like settling down

58:05

with a nice Muslim guy and all

58:07

that. But of course, she gets seduced

58:09

by the world of rock and roll

58:12

and joins this band and her life

58:14

goes in this different direction. That's like

58:16

exciting and fun, but she's like very

58:18

torn about it because she's also like

58:20

kind of conservative. And so like it

58:22

kind of follows her, the main character,

58:24

but all the other characters are great.

58:26

And there's like a queer storyline that's

58:28

awesome and unexpected and fun and you

58:30

just get to know all the different

58:32

women in the band and you love

58:34

them but like best of all the

58:36

music is just really really good and

58:38

I've been in bands and so like

58:40

I can really relate to like the

58:42

fights that some of the characters have

58:44

and like the tension and all that

58:46

but yeah this is just like great

58:48

even if you haven't been in a

58:50

band it's just funny and fun and

58:52

about like these really specific human characters

58:55

and what their life experiences are and

58:57

I think It's awesome. Nita Mansour is

58:59

the person who created the show and

59:01

I think she's just like brilliant based

59:03

on this. I think it's awesome and

59:05

I hope she gets to do a

59:07

million more things. So yeah I really

59:09

recommend the show. It's on Peacock. It's

59:11

only 12 episodes and they wrap everything

59:13

up. So hey what's your excuse? It's

59:15

called We Are Lady Parts. It's really

59:17

good. That sounds great. Finish this off.

59:19

When I think of bands fighting movies

59:21

or TV, I always think of Almost

59:23

Famous. Your looks are becoming a problem.

59:25

I actually need a mentor. I said

59:27

spinal tap was an inspiration for this

59:29

because it's a comedy show for sure.

59:31

So like that's maybe a little closer

59:33

to the vibe. Oh, I know. That

59:36

just always makes you think of that.

59:38

Oh, yeah. I don't know. Almost famous

59:40

is pretty funny. It's also dark. Especially

59:42

it's depiction of that band. My one

59:44

more thing is notifications on all of

59:46

your devices. because I want all of

59:48

our listeners to be thinking about the

59:50

role of notifications in their life because

59:52

I have been over the last week

59:54

and it made me realize that, man,

59:56

notifications are very insidious. and they kind

59:58

of pile up in ways you don't

1:00:00

realize. They're like dust bunnies under your

1:00:02

couch. I am, as listeners probably know,

1:00:04

always trying to really keep control of

1:00:06

my attention and keep my digital distractions.

1:00:08

at a minimum because the more distracted

1:00:10

I am, the less happy I am,

1:00:12

it's pretty much that simple. I'm also

1:00:14

less productive, I don't feel as creative

1:00:17

and focused, but really I just sort

1:00:19

of feel bummed out and depressed when

1:00:21

there are a million things pulling at

1:00:23

my attention at all times. And in

1:00:25

this modern technological era, it is very

1:00:27

easy to have a million things pulling

1:00:29

at your attention. So I just wanted

1:00:31

to mention notifications because I went through

1:00:33

on my phone and checked my notification

1:00:35

settings, which you know now has its

1:00:37

own, use an iPhone, it has its

1:00:39

own menu, and I swear, you know

1:00:41

how every app wants to send you

1:00:43

notifications, whenever you install a new app,

1:00:45

the first thing that it asks is,

1:00:47

hey, turn on notifications, can we send

1:00:49

you notifications? First of all, I think

1:00:51

that that should be a sign right

1:00:53

there, that notifications are bad and that

1:00:55

you should never let an app do

1:00:57

it. The fact that they're so into

1:01:00

having notifications turned on tells me everything

1:01:02

I need to know about how little

1:01:04

I want them turned on. It's like

1:01:06

when a restaurant is like no shirt,

1:01:08

no shoes, no service. I mean, come

1:01:10

on, like now I just want to

1:01:12

go in without a shirt to spite

1:01:14

you. It's exactly like that. It's pretty

1:01:16

much the exact same thing. Perfect analogy.

1:01:18

So anyways, I went through and looked

1:01:20

at my notifications and realized that there

1:01:22

were just a ton turned on, just

1:01:24

various things, you know, even... like extraneous

1:01:26

things and essential things my calendar for

1:01:28

example or my messages app they just

1:01:30

are sending me notifications all the time

1:01:32

and as a result when I'm working

1:01:34

my computer up in the corner there's

1:01:36

always a few things there I log

1:01:38

in and there's just a couple things

1:01:41

up there oh this is updated oh

1:01:43

this is some new thing at this

1:01:45

website oh you've got these messages from

1:01:47

this person even having notifications from messages

1:01:49

from messages on my lock screen is

1:01:51

kind of an issue wait why is

1:01:53

that an initiative notification because I wanted

1:01:55

to start there and just See, okay,

1:01:57

I don't have a ton going on

1:01:59

today. If someone needs to call me,

1:02:01

they can call me if there's an

1:02:03

emergency. I'm gonna turn them all off

1:02:05

and see how it goes. So I

1:02:07

did that just to see what it

1:02:09

would be like. And it was great.

1:02:11

I really, I have no notes. It

1:02:13

was fantastic. Looking at my phone and

1:02:15

no longer seeing that I have all

1:02:17

these messages. is wonderful. I really appreciate

1:02:20

it. I can open my phone

1:02:22

and then I'll see the little

1:02:24

badge on the messages app and

1:02:26

I know, oh, some people have

1:02:28

messaged me and then I can

1:02:30

hit it and look at it.

1:02:32

But I don't need to actually

1:02:34

look at my lock screen while

1:02:36

I'm working and see. Jason Shrier

1:02:38

says, Blueprints is so amazing. Oh

1:02:40

my God. You know, I don't

1:02:42

need to have that immediately told

1:02:44

to me. That's like 911 emergency

1:02:46

levels. Good point. Yeah, I think

1:02:48

if you're going to do this,

1:02:50

you should leave on notifications for

1:02:52

your podcast co-host and a couple

1:02:54

other people. Maybe your wife, like,

1:02:56

a couple people should have fun.

1:02:58

You know, I don't think there's

1:03:00

a way to do that though.

1:03:03

I kind of wish there was.

1:03:05

I guess it maybe if you

1:03:07

had like some special setting with

1:03:09

your favorites or something. I think

1:03:11

there is a way to do

1:03:13

it. turn off almost everything. Like

1:03:15

go way, go even further than

1:03:17

you think, and then you can

1:03:19

always add things back if you

1:03:21

find, oh, you know, actually, I

1:03:23

missed a couple notifications I wish

1:03:25

I'd gotten from messages or a

1:03:27

calendar thing or whatever. Go ahead,

1:03:29

turn it back on. But I

1:03:31

would say just try that, try

1:03:33

turning it off, and you might

1:03:35

be surprised at how... just how

1:03:37

much better it makes every moment

1:03:39

interacting with technology feel to not

1:03:41

constantly have all these little bugs

1:03:43

at your periphery, just throwing things

1:03:45

at you when you're trying to

1:03:47

focus on one thing. So that's

1:03:49

my one more thing. It's just

1:03:51

a little idea for anyone out

1:03:54

there who wants to explore it.

1:03:56

Yeah. Yeah. It works for me

1:03:58

really well. Yeah, exactly. I'm not

1:04:00

as I'm not as extreme as

1:04:02

you. Like Jason can still text

1:04:04

me, for example, but you know,

1:04:06

that's just, well, I mean, I

1:04:08

still get, to be clear, I

1:04:10

still get text messages. I'm talking

1:04:12

about notifications. I'm not blocking anything.

1:04:14

It's just about having the notifications

1:04:16

jumping at me. No, I know

1:04:18

what you mean. I know what

1:04:20

you mean. I think it really

1:04:22

works. Especially if you're trying to

1:04:24

concentrate. Good to know. All right,

1:04:26

that is that for this week's

1:04:28

episode. We hope to see some

1:04:30

of you later today in Yerba

1:04:32

Buena Park, Yerba Buena Gardens. As

1:04:34

for the rest of you, we

1:04:36

will see you all next week.

1:04:38

Yeah, see you next week. Bye.

1:04:40

Triple Click is produced by Jason

1:04:42

Schreyer, Maddie Myers, and me, Kirk

1:04:45

Hamilton. I added mixed the show

1:04:47

and also wrote our theme music.

1:04:49

Our show art is by Tom

1:04:51

DJ. Some of the games and

1:04:53

products we talked about on this

1:04:55

episode may have been sent to

1:04:57

us for free for review consideration.

1:04:59

You can find a link to

1:05:01

our ethics policy in the Show

1:05:03

Notes. Triple Click is a proud

1:05:05

member of the Maximum Fun Podcast

1:05:07

Network, and if you like our

1:05:09

show, we hope you'll consider supporting

1:05:11

us by becoming a member at

1:05:13

Maximum fun.org/join. Join. Find us on

1:05:15

twitter.org, send email the Triple Click

1:05:17

at Maximum fun.org, and find a

1:05:19

link to our discord in the

1:05:21

Show Notes. Thanks for listening for

1:05:23

listening. See you.

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