Episode Transcript
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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
53:37
that supports us and we love them
53:40
and we love them and and we
53:42
feel supported by them and that's why
53:44
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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