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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:01:11,070 --> 00:01:14,282 FMV games, they really hold a special place in my heart. 2 00:01:14,574 --> 00:01:18,786 Mostly because as a kid, I'm sure a lot of you watching this will agree with me. 3 00:01:19,412 --> 00:01:22,373 They seemed dangerous. 4 00:01:23,332 --> 00:01:25,293 "Let's kick some butt!" 5 00:01:26,711 --> 00:01:29,839 - "What brings you here?" - "Well, it's an unusual story, really." 6 00:01:30,172 --> 00:01:34,594 When you watch a horror film and I love horror films, it's a very passive experience. 7 00:01:34,885 --> 00:01:38,556 And it's a linear experience, right? So any kind of linear storytelling, 8 00:01:38,889 --> 00:01:41,225 you're Kind of at the mercy and the whim of the director. 9 00:01:41,517 --> 00:01:46,230 But with FMV's in most cases you are part of the action. 10 00:01:46,522 --> 00:01:47,898 "Control, check out the house." 11 00:01:48,232 --> 00:01:51,068 You're in control in the story. You're never going to know what happens 12 00:01:51,611 --> 00:01:55,114 if you don't just push through that nope moment. 13 00:01:55,406 --> 00:01:58,326 If you looked at it from now, you could see that what it enabled 14 00:01:58,618 --> 00:02:01,454 was an explosion of different genres 15 00:02:01,746 --> 00:02:07,251 that was like legal thrillers, erotic thrillers, psychological horror, mysteries, detective things. 16 00:02:07,543 --> 00:02:10,963 "I should have busted you when you ran that first letter without letting us know about it." 17 00:02:11,255 --> 00:02:13,507 It was all these genres that previously games hadn't 18 00:02:13,799 --> 00:02:15,968 really done a good job of, or even attempted 19 00:02:16,260 --> 00:02:19,263 all these genres are kind of about people and the nuance of people 20 00:02:19,555 --> 00:02:21,849 and interactions between other people. 21 00:02:22,558 --> 00:02:27,480 It has to have real people because we have to empathize with the character. 22 00:02:28,105 --> 00:02:31,567 If you're watching somebody and you just don't care about them, doesn't matter 23 00:02:31,859 --> 00:02:33,903 how scary the horror is, it doesn't matter. 24 00:02:34,362 --> 00:02:38,324 You have no real kind of link to their horror and their fear. 25 00:02:38,741 --> 00:02:41,535 FMV's especially because there are real humans involved, 26 00:02:41,869 --> 00:02:45,539 and they're not just sprites. The action feels very real. It feels like you're taking part 27 00:02:45,831 --> 00:02:48,626 in a real life experience. 28 00:02:49,794 --> 00:02:53,047 That's the main challenge for making an FMV game. 29 00:02:53,339 --> 00:02:57,301 How do you without filming a billion different versions of everything? 30 00:02:58,052 --> 00:03:03,516 How do you gamify film footage? So I always had that kind of excitement 31 00:03:03,808 --> 00:03:06,102 about it, that it was different than other games. 32 00:03:06,852 --> 00:03:10,648 And because the first FMV game that people knew about was Night Trap, 33 00:03:11,440 --> 00:03:15,695 and that game was horror, that game was marketed as sexy, 34 00:03:16,696 --> 00:03:20,616 all of the FMV games after that had that kind of similar reputation 35 00:03:20,991 --> 00:03:25,246 that it was slightly, like you shouldn't be watching it, it was "Skinemax", basically. 36 00:03:34,296 --> 00:03:36,006 It's a fascinating period of history, 37 00:03:36,298 --> 00:03:39,802 and particularly if you look into like Night Trap, which started with Hasbro, 38 00:03:50,187 --> 00:03:53,107 "Your part is to unravel the many mysteries of Tamara, 39 00:03:53,399 --> 00:03:55,401 and it begins when you walk through the front door." 40 00:04:07,496 --> 00:04:12,460 "It is a fascinating thing. It's like a bunch of little cameras around you all the time." 41 00:04:36,525 --> 00:04:38,444 "Okay. Who did it?" 42 00:04:56,086 --> 00:04:57,880 "Night Trap!" 43 00:05:00,966 --> 00:05:04,345 Night trap follows a group of girls having a sleepover. 44 00:05:04,637 --> 00:05:05,971 It's very Halloween-esque. 45 00:05:06,305 --> 00:05:09,475 "Your mission? Protect those girls from whatever happened to the last ones." 46 00:05:09,809 --> 00:05:12,770 These evil forces coming in an trying to kidnap them. 47 00:05:13,062 --> 00:05:15,564 "Our agent spliced and override into the security system, 48 00:05:16,148 --> 00:05:18,609 allowing you to have control of the cameras and the traps." 49 00:05:18,943 --> 00:05:21,612 It's almost like these really early quick time event 50 00:05:21,904 --> 00:05:23,989 things that you'd have to do in order to keep them all safe. 51 00:05:24,281 --> 00:05:27,368 It was a neat concept back then. I mean, you're basically just 52 00:05:27,660 --> 00:05:30,746 switching across different camera views. 53 00:05:33,457 --> 00:05:37,920 And trying to catch these, like, vampires? Some kind of bloodsucking creatures. 54 00:05:38,212 --> 00:05:41,799 "Well, they're called augers or augs, and they're like a vampire." 55 00:05:42,299 --> 00:05:44,593 - "You mean they suck blood?" - "Yeah." 56 00:05:44,885 --> 00:05:47,847 "It's nothing personal. It's the only way they can keep alive." 57 00:05:48,138 --> 00:05:50,474 The augers in that game are probably among the best characters 58 00:05:50,766 --> 00:05:55,646 because they're just so simultaneously threatening and non-threatening at the same time. 59 00:05:57,356 --> 00:05:59,775 I think the device is inspired. 60 00:06:00,067 --> 00:06:01,151 "Yeah, right." 61 00:06:04,196 --> 00:06:08,325 Because it kind of throws vampire tropes out the window a little bit. 62 00:06:15,749 --> 00:06:18,377 I don't know if I had a favorite trap in the game, but I just remember that 63 00:06:18,669 --> 00:06:20,963 when you see the traps activate and happen, 64 00:06:21,255 --> 00:06:23,465 it's like watching a game show from the 80s 65 00:06:23,757 --> 00:06:25,968 where someone comes around from behind a secret door. 66 00:06:26,260 --> 00:06:31,849 And you're like, is this a trap? It's just a rotating cupboard or like, the floor falls out. 67 00:06:32,141 --> 00:06:35,978 With the controversy surrounding the game, you'd expect it to be this blood-laden, 68 00:06:36,270 --> 00:06:38,397 you know, massacre, and it's just not. 69 00:06:38,689 --> 00:06:42,484 "This isn't going to work. You're not scaring me. Wait." 70 00:06:42,776 --> 00:06:46,447 I thought the way that the cameras felt like they were live cameras, 71 00:06:46,780 --> 00:06:49,783 it was very impressive, and, you know, while making Ghosts, 72 00:06:50,075 --> 00:06:53,078 because it's a similar concept, I looked to Night Trap to figure out, 73 00:06:53,370 --> 00:06:57,041 did they film this all at the same time? Or did they film one camera 74 00:06:57,374 --> 00:06:58,959 one day and another another day? 75 00:07:24,401 --> 00:07:28,364 I don't think a lot of people appreciate how seamless all that is. 76 00:07:28,864 --> 00:07:30,324 "I just wanted to..." 77 00:07:30,658 --> 00:07:31,867 "Is everybody all right?" 78 00:07:48,592 --> 00:07:50,511 "I don't like it at all." 79 00:07:55,599 --> 00:07:57,768 "Has anybody seen my chamois bag?" 80 00:07:58,227 --> 00:08:00,187 It might have been too ahead of its time. 81 00:08:13,450 --> 00:08:15,494 - "What can we do?" - "Fight back." 82 00:08:30,134 --> 00:08:34,930 Obviously the game's extremely dated, questionable horror questionable action, 83 00:08:35,222 --> 00:08:36,807 "This is my attack squad." 84 00:08:37,516 --> 00:08:41,687 You can see why it was received the way it was, for better or worse. 85 00:08:42,021 --> 00:08:43,689 "I don't believe what I just saw." 86 00:08:43,981 --> 00:08:46,400 I can see why people love it. I can see why people hate it. 87 00:08:46,692 --> 00:08:49,987 But the energy and the love for horror 88 00:08:50,279 --> 00:08:51,238 "That tastes like blood!" 89 00:08:51,530 --> 00:08:52,906 The production is amazing! 90 00:08:53,365 --> 00:08:55,409 "Point and shoot." 91 00:08:56,035 --> 00:09:00,914 They tried to do things that swung for the fences, and I think in a lot of cases it achieved it. 92 00:09:01,248 --> 00:09:05,044 And although that game has, it has a pretty bad reputation like people 93 00:09:05,335 --> 00:09:06,420 just instantly think it's terrible. 94 00:09:06,712 --> 00:09:09,047 - "Come on Megan, it's not that bad." - "Yes it is!" 95 00:09:09,339 --> 00:09:11,091 I love that game. 96 00:09:11,800 --> 00:09:15,596 It was a very important game. There is a lot of love for that game now as well. 97 00:09:15,888 --> 00:09:18,807 And I think that love is just growing year by year. 98 00:09:34,907 --> 00:09:39,620 Everybody wants a laugh, and if you go back and you see this overacting that happens like in Night Trap or, 99 00:09:39,912 --> 00:09:41,205 you know, in The 7th Guest as well, 100 00:09:41,622 --> 00:09:43,665 "What's going on?" 101 00:09:47,085 --> 00:09:48,921 That's a reason to revisit these games. 102 00:09:49,213 --> 00:09:51,006 "He's ours Dutton!" 103 00:09:51,298 --> 00:09:53,926 They're of their time, at the time, maybe the people thought 104 00:09:54,218 --> 00:09:55,552 this is going to be my finest work. 105 00:09:55,969 --> 00:09:58,430 - "Action." - "I will surely win." 106 00:09:58,722 --> 00:10:02,351 As a gamer and as an adventure game fan, I am so glad that they did it 107 00:10:02,643 --> 00:10:03,602 the way that they did. 108 00:10:04,228 --> 00:10:10,651 "You have been summoned on the journey by Trilobyte and Virgin Games 109 00:10:11,443 --> 00:10:21,370 to a place where mysteries will unfold. Questions will be answered and unthinkable acts committed. 110 00:10:21,662 --> 00:10:24,832 Rob and I started to take an interest in new technology 111 00:10:25,123 --> 00:10:26,959 because we still want to make games for the PC. 112 00:10:27,334 --> 00:10:31,338 "It was a big new medium out there which involved CD-Rom." 113 00:10:31,630 --> 00:10:37,386 CD-Rom was revolutionary in the sense of it allowed the medium to step forward 114 00:10:37,678 --> 00:10:41,807 in such a way that we could tell way better stories, instead of having these 115 00:10:42,224 --> 00:10:45,018 just endless boxes of text that no one was going to read. 116 00:10:45,435 --> 00:10:51,191 We could do, you know, actual, real music and sound effects and animation, 117 00:10:51,483 --> 00:10:54,069 and it just allowed us to really bring games 118 00:10:54,361 --> 00:10:57,114 much more to life than on a floppy disk. 119 00:10:57,573 --> 00:11:01,160 So we were in New York at a multimedia conference promoting 120 00:11:01,451 --> 00:11:03,745 a format called the multimedia PC, 121 00:11:04,037 --> 00:11:06,039 and so Rob and I started to think... 122 00:11:06,331 --> 00:11:07,916 "Hey maybe we really can do this." 123 00:11:08,292 --> 00:11:12,045 We got back into the office and spent the entire weekend coming up 124 00:11:12,337 --> 00:11:14,756 with a game outline for a game called "Guest". 125 00:11:15,465 --> 00:11:17,843 We had to ask Virgin to buy us this 500 megabyte 126 00:11:18,135 --> 00:11:22,222 hard drive so we could have more than one room at a time. 127 00:11:22,514 --> 00:11:27,352 And it was like $2,000. Virgin was like, do you really need this? This is really expensive. 128 00:11:27,644 --> 00:11:32,357 "Rooms such as the foyer and hallway system in the seventh guest 129 00:11:32,649 --> 00:11:36,486 take up to 20 to 40 minutes per frame to render." 130 00:11:36,778 --> 00:11:38,322 We're like "We really need it!" 131 00:11:38,614 --> 00:11:42,242 We weren't meant to do a demo yet in 1992. 132 00:11:42,534 --> 00:11:46,038 We went out with a with a CD and a CD-Rom drive to show Martin, 133 00:11:46,330 --> 00:11:48,582 And he's like, "we got to put this on the show floor!" 134 00:11:48,874 --> 00:11:51,543 And we're like, there's no way you put this on the show floor. 135 00:11:51,835 --> 00:11:55,839 And slowly in the end, it got to be so many people trying to get into the booth 136 00:11:56,131 --> 00:11:58,842 to see this thing, I just couldn't believe it. 137 00:11:59,426 --> 00:12:02,471 And I remember Rob and I getting back onto the airplane to go back home and 138 00:12:02,763 --> 00:12:05,849 sitting there and we were scared to death. 139 00:12:06,141 --> 00:12:08,435 Now we were like, we really got to finish this thing. 140 00:12:13,232 --> 00:12:17,027 It was one of the most cinematic experiences that you could get in gaming at the time. 141 00:12:17,319 --> 00:12:22,532 I think that the FMV footage of, you know, live action actors and stuff really did the game a service 142 00:12:22,824 --> 00:12:26,453 because you could be moving through a hallway after doing a really stressful puzzle 143 00:12:26,745 --> 00:12:29,164 and suddenly, you know, Stauf might just appear 144 00:12:29,456 --> 00:12:33,919 "That old man Stauf is waiting there." 145 00:12:34,294 --> 00:12:38,298 It was like the early form of a jump scare, when he'd jump out and be really angry at you 146 00:12:38,590 --> 00:12:41,301 because you're figuring out more about his past, and I think that worked really well. 147 00:12:41,593 --> 00:12:46,556 "Yes! Oh, yes! Keep going this way." 148 00:12:46,932 --> 00:12:49,893 It was one of the most impressive games that I played at that time, 149 00:12:50,185 --> 00:12:52,229 because it felt like, you were really wandering 150 00:12:52,521 --> 00:12:57,067 around this mansion solving a mystery, seeing ghosts pop up. 151 00:12:57,359 --> 00:13:02,823 - "The last guest." - "No.No! He's here already! I've seen him" 152 00:13:03,115 --> 00:13:06,576 And I think the realization of those ghosts were really, really good. 153 00:13:06,868 --> 00:13:09,162 "It's just an illusion." 154 00:13:09,705 --> 00:13:11,248 We didn't know much about blue screen. 155 00:13:13,083 --> 00:13:18,338 So we bought our blue screen at, basically Home Depot, and it was not really blue. 156 00:13:18,630 --> 00:13:22,259 It was more purple-ish, and I assured everyone, hey, no problem, 157 00:13:22,551 --> 00:13:25,012 I can write the code to take this blue out. It's easy. 158 00:13:25,304 --> 00:13:28,098 Don't worry about the clothes you're wearing or anything. We're all good. 159 00:13:28,390 --> 00:13:30,892 It wasn't easy because purple actually contains red, 160 00:13:31,184 --> 00:13:36,148 and it was just very hard to put the outlines of the people back in accurately. 161 00:13:36,440 --> 00:13:41,320 So it was just easier to leave this aura around them that became their ghostly aura. 162 00:13:41,611 --> 00:13:44,740 "Oh, it's so beautiful." 163 00:13:45,032 --> 00:13:46,825 So originally we were telling the story of how they all died, 164 00:13:47,117 --> 00:13:50,662 and then it shifted to they're all dead, this is them telling their story. 165 00:13:58,795 --> 00:14:02,799 I think it just has a lot of different styles going on. You know, it's very gothic. 166 00:14:03,633 --> 00:14:07,137 You know, there's everything from the clown from It is in there with the balloons. 167 00:14:07,929 --> 00:14:11,016 You know, "do you want a balloon sonny?" Child sacrifice with Stauf at the end 168 00:14:11,391 --> 00:14:13,518 there taking Ego and doing the bad thing. 169 00:14:13,810 --> 00:14:17,689 "A final sacrifice." 170 00:14:18,315 --> 00:14:22,903 I pulled one way towards Scooby Doo, and Rob pulled the other way towards horror, 171 00:14:23,320 --> 00:14:24,571 and we landed in the middle, crazy sick. 172 00:14:24,863 --> 00:14:29,159 "Crazy, sick and mean!" 173 00:14:35,248 --> 00:14:38,377 And that is a unique space to be in. 174 00:14:39,002 --> 00:14:41,171 You know, the mansion itself is just amazing to explore. 175 00:14:41,505 --> 00:14:45,926 You've got cool cursors. You've got these real brain bending puzzles that I was never any good at. 176 00:14:46,259 --> 00:14:49,763 It was mostly trial and error for me, but I had to get past it to see what was next. 177 00:14:50,055 --> 00:14:57,062 "Your wits have brought you this far, but will you have the patience to go any further?" 178 00:14:59,981 --> 00:15:02,734 I've got a theory why FMV games are hard. 179 00:15:03,026 --> 00:15:07,989 There was only a certain amount of film footage you can have on a cartridge or a disc. 180 00:15:08,323 --> 00:15:11,868 So they try and make the game as hard as possible so it doesn't end too quickly. 181 00:15:12,160 --> 00:15:14,037 You have to remember that you can get out of every puzzle, 182 00:15:14,329 --> 00:15:19,835 in 7th Guest by visiting the library three times, and it will go complete the puzzle for you. 183 00:15:22,129 --> 00:15:26,216 The game soundtrack is actually on the second CD, and, that became actually something 184 00:15:26,508 --> 00:15:30,720 of a collector's edition because everyone loves that soundtrack so much. 185 00:15:31,012 --> 00:15:36,393 I was very fond of the music of Nightmare Before Christmas. So when I first called The Fat Man, 186 00:15:36,768 --> 00:15:39,938 Here I am. This is my team. I'm The Fat Man, 7th Guest. 187 00:15:40,480 --> 00:15:42,190 "Dave Govett, Wing Commander, lots of stuff." 188 00:15:42,524 --> 00:15:44,734 "Joe McDermott, baseball, lots of other stuff." 189 00:15:45,026 --> 00:15:47,654 I said, can you make the music like Danny Elf man? 190 00:15:47,946 --> 00:15:51,491 He sent me back two bits of music and I played music number one, 191 00:15:51,992 --> 00:15:57,080 and it's the theme from the dining room, which sounds very much like Danny Elf man. 192 00:15:58,623 --> 00:16:02,919 And I said, that's awesome! And he's like, "Graeme, don't you ever tell me 193 00:16:03,211 --> 00:16:07,215 to sound like another musician again. You never, ever do that to a musician. Never do that." 194 00:16:07,674 --> 00:16:10,343 And then he said, "play a piece of music number two." 195 00:16:11,052 --> 00:16:14,014 And it was the... 196 00:16:14,848 --> 00:16:17,392 It was the theme to 7th Guest. 197 00:16:27,527 --> 00:16:29,863 He was like, "there's your theme." 198 00:16:30,697 --> 00:16:33,074 I didn't think I was gonna get choked up about this. 199 00:16:34,034 --> 00:16:36,286 And then he came up at the end and said, "I've got this song 200 00:16:36,578 --> 00:16:39,289 that a friend of mine wrote called Skeletons in My Closet' 201 00:16:39,581 --> 00:16:42,125 I want to record it for 7th Guest. 202 00:16:44,544 --> 00:16:48,965 And I remember watching it with the end credits and going "This is incredible." 203 00:16:49,257 --> 00:16:54,638 This is, we'd made something that hadn't been seen before. Someone was singing a real song 204 00:16:54,930 --> 00:16:57,474 in written recorded audio over a game, over credits. 205 00:16:57,933 --> 00:17:05,273 "Got skeletons in my closet and they're rattlin' tonight." 206 00:17:05,774 --> 00:17:06,900 And we were finally done. 207 00:17:08,944 --> 00:17:10,987 That was a big moment. 208 00:17:24,417 --> 00:17:27,254 The 7th Guest was a technical marvel for its time. 209 00:17:27,754 --> 00:17:29,798 Unfortunately, the thing with a technical marvel 210 00:17:30,090 --> 00:17:32,842 is that new tech will eventually come along and overshadow it. 211 00:17:33,218 --> 00:17:36,471 Whereas on the other hand, when we look at something like Gabriel Knight, 212 00:17:36,763 --> 00:17:45,772 albeit an older game, the writing in that is exceptional, and brilliant writing is timeless. 213 00:17:49,651 --> 00:17:53,405 Gabriel Knight is celebrated as especially, you know, some of the most standout 214 00:17:53,697 --> 00:17:59,286 adventure games that we have because it takes a lot of what worked from its genre. 215 00:17:59,578 --> 00:18:04,666 I grew up on horror novels. I mean, my brother-in-law handed me Garrie when I was 12, 216 00:18:04,958 --> 00:18:08,837 and I never looked back. All through the 80s, I had all those black, 217 00:18:09,129 --> 00:18:11,923 shiny books like Peter Straub and Stephen King. 218 00:18:12,215 --> 00:18:14,342 I just was really interested in the paranormal, 219 00:18:14,634 --> 00:18:16,886 so I wanted to do something in that vein. 220 00:18:17,345 --> 00:18:21,641 I was working for Hewlett Packard and I bought a company PC, 221 00:18:21,933 --> 00:18:26,021 which was $10,000, and that was a half off employee purchase price. 222 00:18:26,396 --> 00:18:31,067 And I went to a computer store and picked up Manhunter: San Francisco and King's Quest IV. 223 00:18:31,359 --> 00:18:33,361 And I became absolutely obsessed. 224 00:18:34,571 --> 00:18:38,450 I ended up buying every game in the Sierra catalog and playing them, 225 00:18:38,908 --> 00:18:44,289 and I wrote to them and asked them if they would have a position, and I sent a short story. 226 00:18:44,581 --> 00:18:51,588 Roberta and Ken Williams and Sierra took that to heart as, okay, if you can write, if you have good ideas, 227 00:18:51,963 --> 00:18:54,299 we can teach you everything you need to know about making games. 228 00:18:54,591 --> 00:18:57,469 We can support you. We can help you make what you want to make. 229 00:18:58,136 --> 00:19:02,891 So I was hired into the writer's block. It was like being discovered by Steven Spielberg. 230 00:19:03,183 --> 00:19:07,729 I was just so thrilled to be able to work in gaming. I loved it. 231 00:19:08,104 --> 00:19:11,858 After King's Quest VI, I had the opportunity to propose a new game 232 00:19:12,150 --> 00:19:14,736 series that I would be chief designer on. 233 00:19:20,867 --> 00:19:26,373 And when I proposed Gabriel Knight at Sierra, I wrote 20 page proposal and 234 00:19:26,665 --> 00:19:30,168 gave it to Ken and Roberta. And Ken's response was, 235 00:19:30,460 --> 00:19:33,088 "I wish you had brought me something else, but I'm going to let you do it." 236 00:19:34,714 --> 00:19:39,010 He really had the opinion that adventure games should entertain and make people laugh 237 00:19:39,302 --> 00:19:42,555 and be family oriented, and he was not into the idea of horror at all, 238 00:19:42,847 --> 00:19:45,225 which gave me second doubts because I'm thinking, oh my gosh, 239 00:19:45,517 --> 00:19:47,352 he probably knows better than I do, you know? 240 00:19:47,769 --> 00:19:52,357 Oh, God. Well, I mean, that is me. I can't believe, though, that I thought 241 00:19:52,649 --> 00:19:54,359 adventure games should be funny. 242 00:19:54,651 --> 00:19:58,530 Yeah, a lot of them weren't, Manhunter certainly wasn't, Gabriel Knight wasn't. 243 00:19:58,822 --> 00:20:01,449 Police Quest, I mean, I fought for Police Quest. 244 00:20:01,741 --> 00:20:05,203 I'm surprised I said that, but I'm sure Jane's right. 245 00:20:05,829 --> 00:20:09,999 "Once again, Sierra is breaking new ground with one of the most captivating, 246 00:20:10,291 --> 00:20:13,753 challenging and intense interactive stories ever created." 247 00:20:14,045 --> 00:20:19,217 "Gabriel Knight: Sins of the Fathers is a psychological suspense story of one man's desperate 248 00:20:19,509 --> 00:20:22,429 search to safeguard his future by unraveling his past." 249 00:20:22,721 --> 00:20:25,849 There's a little bit of pulp to it, there's a little bit of camp to it, 250 00:20:26,266 --> 00:20:29,686 but the characters are so memorable. They're just trying to get through this. 251 00:20:29,978 --> 00:20:31,730 They're just trying to solve a mystery. 252 00:20:33,732 --> 00:20:36,484 "Oh, God. Not again." 253 00:20:37,819 --> 00:20:41,197 And then, as in good horror stories and good mystery stories, 254 00:20:41,489 --> 00:20:44,409 this is so much more than I realized it was going to be. 255 00:20:44,701 --> 00:20:49,664 "A generations old voodoo curse haunts Gabriel's sleep and threatens his very life. 256 00:20:50,206 --> 00:20:54,210 I think the way that I tried to infuse horror in Gabriel Knight 257 00:20:54,502 --> 00:20:58,214 was more about following my gut and my instinct. 258 00:20:59,591 --> 00:21:04,763 What causes me to feel that thrill or that fear or that dread or that, light. 259 00:21:05,597 --> 00:21:10,310 Compared to, the LucasArts games around, it was far more adult 260 00:21:10,602 --> 00:21:15,273 and even to prior Sierra games, I suppose it was a lot more cinematic, 261 00:21:15,565 --> 00:21:17,609 than what I'd seen before. 262 00:21:18,735 --> 00:21:21,613 I think the most memorable moment for me with the whole series 263 00:21:21,905 --> 00:21:24,032 was just hearing the voice acting for the first time. 264 00:21:24,324 --> 00:21:28,995 "Hollywood Reporter proclaimed, that Gabriel Knight is the first time an all Hollywood 265 00:21:29,287 --> 00:21:32,832 cast of name actors has been assembled for an interactive movie." 266 00:21:33,291 --> 00:21:37,420 The voice over cast that we had for Gabriel Knight I was absolutely amazing. 267 00:21:37,712 --> 00:21:41,633 We had hired a director, his name was Stu Rosen, and he had done, 268 00:21:41,925 --> 00:21:44,177 you know, hundreds of cartoons and animated features. 269 00:21:44,469 --> 00:21:47,180 So he knew all the voice over people in LA. 270 00:21:47,472 --> 00:21:50,892 We had Michael Dorn and Leah Remini and Efrem Zimbalist Jr. 271 00:21:51,184 --> 00:21:54,395 We had Mark Hamill. We just had a fabulous cast. 272 00:21:54,687 --> 00:21:57,232 "Give me back my badge, now Knight!" 273 00:21:57,524 --> 00:21:59,359 Then you had Tim Curry as Gabriel Knight, right? 274 00:21:59,651 --> 00:22:02,529 Which is just the icing on the cake. I mean that's amazing. 275 00:22:02,821 --> 00:22:09,786 "Gabriel Knight is very, very cool and impossibly handsome. And of course, they came to me" 276 00:22:10,078 --> 00:22:11,746 "About Detective Mosley..." 277 00:22:12,163 --> 00:22:15,124 All the characters, they're unforgettable. And I think that's what you need in a story 278 00:22:15,416 --> 00:22:21,297 like this is I need to be able to, if not completely relate to, enjoy playing as this character. 279 00:22:21,923 --> 00:22:25,009 "Oh shit." 280 00:22:25,802 --> 00:22:30,640 But they also weren't afraid to shake it up. So each of the three games looks vastly different. 281 00:22:34,394 --> 00:22:41,109 I think I had mostly written the story level when Ken Williams said that the game would be FMV, 282 00:22:41,401 --> 00:22:44,696 and I was excited about FMV, 283 00:22:45,280 --> 00:22:48,491 what we pulled off in GK2 just kind of boggles the mind. 284 00:22:48,783 --> 00:22:52,287 First of all, was a huge script. The script was about a thousand pages, 285 00:22:52,787 --> 00:22:57,166 and it also had things like wolves and horses and dream sequences 286 00:22:57,458 --> 00:23:01,087 in the snow and all kinds of crazy things. 287 00:23:03,882 --> 00:23:07,969 I mean, we were literally a tiny little studio in the hills of California 288 00:23:08,261 --> 00:23:10,847 with basically no experience in making movies. 289 00:23:11,139 --> 00:23:16,144 But it was such a pleasure to work with live actors and to see them embody my characters. 290 00:23:16,477 --> 00:23:18,855 "We have come for the Schattenjager." 291 00:23:19,147 --> 00:23:22,609 "I see. what makes you think you need a Schattenjager?" 292 00:23:22,901 --> 00:23:26,946 It was just really thrilling and I loved that aspect of it. 293 00:23:27,363 --> 00:23:31,993 It has this similar feeling of adventure and kind of being thrown into a world that's 294 00:23:32,827 --> 00:23:38,583 very like ours, but also has just enough abnormalities to make you feel kind of uneasy. 295 00:23:40,084 --> 00:23:43,755 Then I can buy all of the crazy stuff that's happening to me. 296 00:23:44,047 --> 00:23:47,717 All all of the magic and all of the horror and all of these things, 297 00:23:48,009 --> 00:23:51,137 because I have this character who kind of grounds me in this world. 298 00:23:51,679 --> 00:23:55,058 Gabriel struggles in the games with this history of his family, 299 00:23:55,350 --> 00:23:56,976 which is like, really, if you think about it, 300 00:23:57,268 --> 00:24:00,647 who wants to be descended from inquisitors? I mean, you know, it's awful. 301 00:24:01,022 --> 00:24:03,107 Obviously that's not a great legacy. 302 00:24:03,650 --> 00:24:06,402 Someone having to confront their past is always going to be the hardest thing. 303 00:24:06,694 --> 00:24:12,408 And then the idea of inheriting something that you have no control over and having to deal with 304 00:24:12,700 --> 00:24:15,536 that is one of the best storytelling devices that you can use. 305 00:24:15,870 --> 00:24:18,706 And that's actually the whole theme of Gabriel Knight 1 is that he has to reverse 306 00:24:18,998 --> 00:24:24,253 those decisions that his ancestors made. He has to reverse that black and white point of view. 307 00:24:25,004 --> 00:24:29,467 I had an interesting insight about Gabriel Knight not too long ago, actually. 308 00:24:29,926 --> 00:24:34,138 I realized that I am Gabriel Knight, that his story is my story, 309 00:24:34,430 --> 00:24:39,394 and it's about having grown up in this really conservative black and white 310 00:24:39,936 --> 00:24:41,771 Uber Christian household. 311 00:24:42,063 --> 00:24:46,150 And then rebelling from that, but still having those underpinnings 312 00:24:46,442 --> 00:24:52,365 in my subconscious mind trying to struggle between, you know what? What really is good and evil. 313 00:24:54,117 --> 00:24:59,539 I think Jane Jensen did a beautiful job of creating a really memorable place, and then also creating 314 00:24:59,831 --> 00:25:03,459 memorable characters who I wanted to stick with throughout a series. 315 00:25:04,627 --> 00:25:09,048 "I really don't want to be dead. Can we try that again?" 316 00:25:18,057 --> 00:25:21,352 Gabriel Knight wasn't Sierra's only mid-nineties horror adventure. 317 00:25:21,644 --> 00:25:27,191 We also actually had the extraordinarily ambitious and expensive Phantasmagoria. 318 00:25:30,653 --> 00:25:35,116 Phantasmagoria is such an interesting game to me, because it was so different 319 00:25:35,408 --> 00:25:37,952 from anything that Sierra had done before. 320 00:25:38,870 --> 00:25:45,001 I think coming off of the success of Sierra's earlier games, a lot of which were more family friendly, 321 00:25:45,293 --> 00:25:47,712 it would have been really easy to say, okay, we got to stay in our lane. 322 00:25:48,004 --> 00:25:49,839 This is what sells. This is what people like. 323 00:25:50,423 --> 00:25:54,343 I was starting to feel a little bit, typecast. 324 00:25:54,635 --> 00:25:58,514 I wanted to see what I could do with suspense and horror. 325 00:25:58,806 --> 00:26:05,188 And my main question that I asked myself was, can a computer game scare? 326 00:26:05,480 --> 00:26:07,815 Can it really scare a person? 327 00:26:08,441 --> 00:26:15,031 In some of my research, I had come across the term phantasmagoria, and I loved it. 328 00:26:15,531 --> 00:26:18,618 She pitched it to her husband, Ken. She pitched it to everybody else. 329 00:26:18,910 --> 00:26:22,580 "This is what I want to make." It required such different technology. 330 00:26:22,872 --> 00:26:25,875 It required new studios to be built. 331 00:26:26,167 --> 00:26:30,755 "We've installed a big, entirely brand new facility from the ground up, 332 00:26:31,172 --> 00:26:34,133 to upgrade the capability of our in-house video production." 333 00:26:34,425 --> 00:26:37,970 It required such an upfront investment that was going to be hard to earn back. 334 00:26:38,554 --> 00:26:45,061 We spent way more money on creating Phantasmagoria than any other game we ever did. By a lot. 335 00:26:45,353 --> 00:26:51,192 "There's nothing out there like this. This is really true horror." 336 00:26:51,567 --> 00:26:59,742 If it really failed and fell on its face, we could have brought down Sierra online just like that. 337 00:27:00,118 --> 00:27:04,622 So again, this is her confidence as a game developer really being pushed and tested. 338 00:27:05,164 --> 00:27:07,208 It's also her coming back to her roots. 339 00:27:07,667 --> 00:27:15,550 I already had ideas about where I wanted to go, and I thought in terms of a a magician from the past. 340 00:27:15,967 --> 00:27:18,970 "You know, I bet the guy that built this place must have been really bizarre." 341 00:27:19,387 --> 00:27:22,473 "Connor was in his prime in the 1880s and 90s, 342 00:27:22,765 --> 00:27:27,019 but I've heard that his magic acts tend to be a bit on the darker side." 343 00:27:27,854 --> 00:27:31,691 And it kind of almost took me back to Mystery House. 344 00:27:36,487 --> 00:27:42,410 So it's her coming back to that, but with new technology, 345 00:27:42,702 --> 00:27:46,914 with her own lessons she has learned as a game developer and a writer. 346 00:27:48,332 --> 00:27:50,751 And she did something that nobody else had ever done that time, 347 00:27:51,043 --> 00:27:55,590 which is make a coherent horror FMV game. 348 00:27:59,135 --> 00:28:02,972 "One of the real pioneers in the computer game business is Roberta Williams." 349 00:28:03,264 --> 00:28:06,767 "She and her husband Ken wrote their first game. I guess it was 15 years ago now, 350 00:28:07,518 --> 00:28:12,648 and they keep on pushing the edge with every new game. Roberta's newest game is called Phantasmagoria." 351 00:28:12,940 --> 00:28:15,484 Up until that point, being able to identify with a character 352 00:28:15,776 --> 00:28:20,448 or have some degree of empathy with them wasn't there. Whereas in Phantasmagoria, it was there. 353 00:28:20,740 --> 00:28:22,033 "You play the role of Adrian Delaney." 354 00:28:22,325 --> 00:28:25,203 "Her and her husband have just moved into this kind of old haunted house." 355 00:28:25,494 --> 00:28:28,039 "It was owned by a magician over 100 years before." 356 00:28:28,372 --> 00:28:33,711 It takes a fear that is not uncommon. 357 00:28:34,003 --> 00:28:38,507 It's I married someone who I expected to be kind and gentle, and my friend and my partner. 358 00:28:38,799 --> 00:28:40,176 "I'll always be here to protect you." 359 00:28:40,718 --> 00:28:44,555 And instead, they're my monster. They are the person terrorizing me. 360 00:28:45,097 --> 00:28:49,185 And you're putting that through the horror lens, dialing it up to 11. 361 00:28:49,894 --> 00:28:57,235 I took pains to show that at the beginning of the game. Don is a nice guy. So that, you know 362 00:28:57,610 --> 00:29:04,867 that she loves him and he loves her. But once she releases this entity, this evil. 363 00:29:10,122 --> 00:29:13,042 - "Don?" - he begins to show irritability 364 00:29:13,334 --> 00:29:16,587 - and she doesn't quite get it. - "Don." 365 00:29:16,879 --> 00:29:20,841 - And it gets worse and worse. - "I'm not finished with you yet!" 366 00:29:21,133 --> 00:29:24,136 Watching someone devolve or degrade right in front of your eyes 367 00:29:24,428 --> 00:29:26,555 is just one of the most terrifying things you can ever see. 368 00:29:26,847 --> 00:29:30,059 The person closest to you becoming someone you can't trust. 369 00:29:32,228 --> 00:29:36,232 Is so viscerally terrifying. I think she did a beautiful job. 370 00:29:37,525 --> 00:29:43,072 The player knows that they were a loving couple. He was a good guy. 371 00:29:43,656 --> 00:29:49,537 She's getting ready to go to bed and he comes in and he's very sweet and he says he's sorry 372 00:29:49,829 --> 00:29:55,668 and he gets her in a romantic mood. And at first it seems fine. 373 00:29:59,463 --> 00:30:04,010 But then it gets harsher and harsher. 374 00:30:06,971 --> 00:30:14,520 When it's over, he kind of pushes her against the wall and stomps out the door. 375 00:30:18,441 --> 00:30:23,779 Watching something horrible happen to a character on a TV show 376 00:30:24,071 --> 00:30:27,992 or in a movie, or even reading about it in a book where you're still in their head 377 00:30:28,326 --> 00:30:32,580 is a much different feeling than when you have been in control of this character. 378 00:30:32,872 --> 00:30:39,295 Regardless of the the camera being third person, the emotional plane 379 00:30:39,587 --> 00:30:42,006 that you have is a first person emotional response, 380 00:30:42,298 --> 00:30:45,885 and that first person emotion IS a massively strong thing. 381 00:30:46,510 --> 00:30:53,559 That's what I wanted to leave the player with. Something had to be done to show her and the player, 382 00:30:55,936 --> 00:31:03,652 there is something really wrong with Don, and so after that the game gets much more intense. 383 00:31:08,032 --> 00:31:09,825 "You like my work?" 384 00:31:10,368 --> 00:31:15,748 The frantic chase through the mansion, all I remember is the terror. 385 00:31:19,418 --> 00:31:26,050 That affected me a lot, I think seeing decapitation, seeing heads exploding on screen 386 00:31:26,342 --> 00:31:29,512 in not just a cartoon way in a very violent way. 387 00:31:30,262 --> 00:31:31,764 It's shocking, and it's still is. 388 00:31:32,056 --> 00:31:34,934 It's action packed versus everything that you had done before, 389 00:31:35,226 --> 00:31:37,269 which is really kind of investigative. 390 00:31:37,686 --> 00:31:40,940 I love the pace of it, the fear of it, the unknown 391 00:31:41,232 --> 00:31:43,526 of where he's going to come from or how you're going to get out, 392 00:31:43,818 --> 00:31:47,696 can you go back the same way you did? Can you return to the same path? 393 00:31:50,950 --> 00:31:53,327 I think it really you do get the sense when you're playing it that, 394 00:31:53,619 --> 00:31:57,498 this is what Roberta Williams always wanted to do. This was her crowning achievement. 395 00:31:57,790 --> 00:32:00,793 This is when she set out to make video games this is what she wanted to make. 396 00:32:01,252 --> 00:32:06,924 It was what I set out to do and from everything that I've heard and all through the years, 397 00:32:07,216 --> 00:32:08,926 it accomplished that. 398 00:32:09,218 --> 00:32:12,304 I think it's a memorable game. I think it's a dark game. 399 00:32:12,763 --> 00:32:14,849 "Here's to you!" 400 00:32:17,685 --> 00:32:20,020 "No. Here's to you, Victoria." 401 00:32:20,312 --> 00:32:25,109 I think that even today you would find a lot of publishers, a lot of developers 402 00:32:25,401 --> 00:32:28,320 who would hesitate to make this game. 403 00:32:28,612 --> 00:32:31,949 It has its relevance, as distressing as it might be for people. 404 00:32:32,241 --> 00:32:35,661 But that's what you do with horror. You know, you make people uncomfortable. 405 00:32:48,549 --> 00:32:51,343 There was a time where those like point and click FMV games 406 00:32:51,635 --> 00:32:54,805 were the most cinematic thing possible in video games. 407 00:32:55,222 --> 00:32:59,810 From the beginning when Sierra started, I believed that computers 408 00:33:00,102 --> 00:33:07,776 were kind of a, superset of the record industry and the, TV industry and book industry. 409 00:33:08,277 --> 00:33:13,157 Yeah, I just knew that a computer could do everything all of those mediums could do. 410 00:33:13,449 --> 00:33:17,495 That there was more to the gaming industry than just Pong. 411 00:33:17,786 --> 00:33:20,998 "You're watching the most exciting game you will ever see on your TV set." 412 00:33:21,290 --> 00:33:24,668 And that was considered kind of a bizarre view at the time. 413 00:33:24,960 --> 00:33:30,382 "The 7th Guest, the breakthrough murder mystery game in 3D, combines the best of interactive game play 414 00:33:30,674 --> 00:33:32,843 with the dramatic illusions of film making." 415 00:33:33,260 --> 00:33:38,265 Even when 7th Guest came out there was pushback amongst the gamer community about FMV games. 416 00:33:38,974 --> 00:33:40,309 "Hold it right there!" 417 00:33:50,110 --> 00:33:52,947 Immediately you hit the problem, which is repetition, right? 418 00:33:53,239 --> 00:33:57,117 If I fail Night Trap and I start again, now watching the same things over again 419 00:33:57,618 --> 00:34:01,664 and suddenly, you know, the experience become diminished and the repetition becomes a problem. 420 00:34:01,956 --> 00:34:06,168 People just didn't have a handle on how to make this work. 421 00:34:06,752 --> 00:34:09,880 That's what I love about so many of those old FMV games. 422 00:34:10,172 --> 00:34:15,511 This was a way for people who were just into game development to make movies, 423 00:34:15,803 --> 00:34:22,768 and they are frequently as silly and insane as you would kind of hope. 424 00:34:24,395 --> 00:34:26,438 "Harvester." 425 00:34:26,730 --> 00:34:29,900 Another game that I think is worth noting from that era is called Harvester. 426 00:34:30,192 --> 00:34:32,903 It's a really graphically violent serial killer 427 00:34:33,195 --> 00:34:36,323 supernatural adventure game, and it's quite notorious. 428 00:34:36,615 --> 00:34:40,786 - "Is that what I think it is?" - "Yep, it's a spinal cord." 429 00:34:41,078 --> 00:34:48,502 They built their completely insane horror video game about just the most insane shit, 430 00:34:48,794 --> 00:34:51,588 and they were able to bring it to life through FMV. 431 00:34:51,880 --> 00:34:59,972 "The story is not your average everyday story. It's dark, disturbing in a lot of ways." 432 00:35:00,472 --> 00:35:05,269 Corpse killer had a lot of, full motion video in it as well. It was mostly just, 433 00:35:05,561 --> 00:35:08,731 a point and shoot kind of game. It was totally bizarre. 434 00:35:09,148 --> 00:35:13,944 - "You were totally hot." - "Radical dude, radical." 435 00:35:15,237 --> 00:35:21,827 Why did FMV fade? The simple answer is 3D shooters. Those games just exploded 436 00:35:22,119 --> 00:35:26,624 and they were so popular and they made so much money for the companies that published them. 437 00:35:26,915 --> 00:35:29,293 So they only wanted to do those kinds of games. 438 00:35:29,585 --> 00:35:32,463 They really weren't interested in doing adventure games anymore 439 00:35:32,755 --> 00:35:35,299 and particularly FMV, which is quite expensive. 440 00:35:35,591 --> 00:35:42,431 "It is late 1992. The 7th Guest is near completion. during a series of team discussions, 441 00:35:42,723 --> 00:35:45,934 the idea of a sequel is raised but quickly dismissed." 442 00:35:46,268 --> 00:35:50,064 Initially, we didn't want to make a sequel to 7th Guest we were going to make this game called Egypt, 443 00:35:50,356 --> 00:35:53,650 which was based around a mystery on the Egyptian pyramids. 444 00:35:53,942 --> 00:36:00,616 "Market forces, you know, dictated that we should take a second to look at that opinion." 445 00:36:00,908 --> 00:36:05,371 Martin called up and said, "you think I'm so stupid that I'm going to accept that?" 446 00:36:05,662 --> 00:36:08,666 "Of course you're doing a sequel to 7th Guest. We'd be stupid not to do it!" 447 00:36:09,208 --> 00:36:11,293 "And you'd be stupid to say no!" 448 00:36:11,627 --> 00:36:17,716 There was disagreements initially over how we were going to shoot the sequel. 449 00:36:18,050 --> 00:36:22,346 "The 11th Hour contains a 64 minute movie shot in southern Oregon." 450 00:36:22,721 --> 00:36:28,268 I basically said, here are our rules around, our video format that we have in 7th Guest. 451 00:36:28,560 --> 00:36:33,649 You have to not move the camera, not shoot outside because we always need a still background, 452 00:36:33,941 --> 00:36:37,945 and we always need to have just a quarter of the screen moving at most. 453 00:36:38,237 --> 00:36:42,324 And when David shot the video for it, it had a lot of outdoor shots. 454 00:36:42,616 --> 00:36:46,495 "Deadlines make it necessary to shoot the entire movie in just ten days." 455 00:36:46,954 --> 00:36:50,332 "And unpredictable may skies create more headaches." 456 00:36:50,624 --> 00:36:52,835 None of this is going to work with The 7th Guest systems. 457 00:36:53,127 --> 00:36:56,338 "So we had to reinvent a lot of our own technology again." 458 00:36:56,630 --> 00:37:03,971 That's when Rob and I's relationship started to go in not such great direction. We lost that middle ground. 459 00:37:04,263 --> 00:37:08,600 "The summer of 1993 arrives as Trilobyte moves into bigger quarters." 460 00:37:08,892 --> 00:37:13,188 This all seemed like a... like a, a nightmare. 461 00:37:13,647 --> 00:37:17,276 "Over the next year, many technical hurdles will be overcome." 462 00:37:17,651 --> 00:37:23,657 And one day I was sitting at my desk and I got up and I'd been working 463 00:37:24,491 --> 00:37:28,245 You know, 80 hour weeks for six months. 464 00:37:28,871 --> 00:37:32,458 And I remember seeing my couch, and I remember seeing the corner of my couch 465 00:37:32,749 --> 00:37:35,753 and hitting my head on it, and then being on the floor. 466 00:37:36,587 --> 00:37:39,256 And then I remember waking up in the ambulance, 467 00:37:39,882 --> 00:37:45,095 and then I remember being in hospital, and then I remember being at home. 468 00:37:45,554 --> 00:37:48,682 Those memories are very quick little blips, blip-blip-blip. 469 00:37:49,057 --> 00:37:52,561 "We did not mean to do a sequel. We didn't even want to do a sequel." 470 00:37:53,061 --> 00:37:58,233 I take medicine to this day to stop migraines coming into my life because of that. 471 00:37:58,609 --> 00:38:01,278 So I take medication every day because of The 11th Hour. 472 00:38:01,570 --> 00:38:06,158 "We felt that not only did we have to keep ahead of the competition, we had to best ourselves." 473 00:38:06,450 --> 00:38:11,497 Rob is not blameless. I am not blameless. We both destroyed our company. 474 00:38:12,206 --> 00:38:18,128 "What else is happening John? A high tech shut down in the high country. A company closes its doors" 475 00:38:18,587 --> 00:38:21,340 "and a big employer in Madera County, disappears. 476 00:38:21,882 --> 00:38:24,510 " Sierra Online has decided to pull out of the local economy." 477 00:38:24,927 --> 00:38:28,806 When Ken Roberta sold Sierra. You know, I don't think you ever anticipate 478 00:38:29,097 --> 00:38:31,141 how much something like that is going to change because 479 00:38:31,433 --> 00:38:34,811 everyone says it's going to be fine, but it's not fine. It really wasn't fine. 480 00:38:36,438 --> 00:38:39,942 It's a computer ghost town, empty hallways and locked doors 481 00:38:40,234 --> 00:38:44,863 where computer operators once manufactured high tech, sophisticated games. 482 00:38:45,405 --> 00:38:47,616 It was just horrible, it was a bloodbath. 483 00:38:47,908 --> 00:38:51,537 We you know, we got an offer that we literally couldn't refuse. 484 00:38:51,829 --> 00:38:53,872 I mean, even legally, we couldn't refuse it. 485 00:38:54,665 --> 00:38:59,878 I talked to the guy, Dave Grenewetzki who, took over the Sierra business 486 00:39:00,546 --> 00:39:03,507 and asked him why he did such horrible things. 487 00:39:03,799 --> 00:39:08,762 He said it was his marching orders, that he was brought in to basically, 488 00:39:09,429 --> 00:39:12,891 shut down development, fatten the cow for sale. 489 00:39:13,267 --> 00:39:16,562 "About 150 employees are affected by the decision." 490 00:39:16,895 --> 00:39:22,359 "Of course, I didn't know, but, I had a sort of a gut instinct that something was going to go." 491 00:39:22,734 --> 00:39:27,781 People went to jail over this. There was fraud, and there was a lot of bad things. 492 00:39:28,407 --> 00:39:31,994 Roberta's and my goal from the beginning, we always talked about we wanted to build a company 493 00:39:32,286 --> 00:39:38,917 that our grandkids would be able to know about, like Disney. I mean, our role model was Disney, 494 00:39:39,668 --> 00:39:43,255 "A cutting edge, well known, established business goes dark." 495 00:39:44,047 --> 00:39:48,885 It was really sad to me when we could no longer work in FMV 496 00:39:49,177 --> 00:39:52,514 because I, I really valued what the actors brought to those roles 497 00:39:53,473 --> 00:39:56,351 "It'll get easier. Don't think you think Gracie?" 498 00:39:57,603 --> 00:40:02,774 It kind of became like a lost format of game, because for a long time it just completely went away. 499 00:40:03,066 --> 00:40:08,822 And now you're seeing it come back because now it's fallen into the nostalgia zone. 500 00:40:10,490 --> 00:40:13,452 "The winner takes all!" 501 00:40:17,998 --> 00:40:24,421 "Who needs proper entertainment. When you got 'you chewed' and 'my face' and whatever." 502 00:40:25,797 --> 00:40:28,175 "It's [censored] solitaire!" 503 00:40:28,467 --> 00:40:30,802 I think that's kind of beautiful. Like, I think I think it's it's really great 504 00:40:31,136 --> 00:40:33,805 to see people kind of return to that genre. 505 00:40:42,397 --> 00:40:45,192 I remember the first moment a journalist came up to me and said, 506 00:40:45,484 --> 00:40:48,820 "Why have you made an FMV game in 2015?" 507 00:40:50,697 --> 00:40:57,454 My road into it was with Her Story, was this idea that the assumed authenticity 508 00:40:57,746 --> 00:41:00,499 and the base level of what is reality had changed. 509 00:41:00,791 --> 00:41:04,169 And then I was aware that this was a thing that was happening and it was to do with video. 510 00:41:04,544 --> 00:41:07,297 Now we live a lot of our lives online. 511 00:41:07,714 --> 00:41:10,926 It's a normal part of our life to speak to people through video screens. 512 00:41:11,218 --> 00:41:14,805 So playing an FMV game, it just feels like an everyday thing. 513 00:41:15,097 --> 00:41:17,474 It feels like you're just speaking to people through a through a screen. 514 00:41:18,183 --> 00:41:23,105 So in the context of Her Story, we're only seeing this woman talking in a police room 515 00:41:23,480 --> 00:41:26,817 and we don't know what's happening outside of it. Is the thing she's saying true? 516 00:41:28,235 --> 00:41:30,153 What is going on in her head when this is happening? 517 00:41:32,280 --> 00:41:37,661 I think Her Story is one of the best games of the last ten, fifteen years. 518 00:41:39,246 --> 00:41:44,418 What Her Story does, is it scares me in a way I don't even understand. 519 00:41:48,839 --> 00:41:57,139 By using FMV, which is still pretty rare it helps ground you in this story 520 00:41:57,431 --> 00:42:01,059 that it feels like, I can't believe this could be happening to anybody, but these are real actors. 521 00:42:06,815 --> 00:42:12,279 Her Story takes the sort of horror ideas of what games can be, 522 00:42:12,571 --> 00:42:15,365 but actually puts them in a different genre entirely. 523 00:42:17,909 --> 00:42:22,789 I think from the start, what my subconscious was interested in was having this 524 00:42:23,790 --> 00:42:28,170 kind of true crime aesthetic that is very boring and prosaic, right? 525 00:42:28,462 --> 00:42:30,005 It's very real world and grounded, 526 00:42:33,675 --> 00:42:36,428 and using that as a misdirection. 527 00:42:41,516 --> 00:42:43,769 I think it makes the experience a lot more scary. 528 00:42:44,061 --> 00:42:47,731 - I'm a really big fan of the first Howling. - "The Howling." 529 00:42:48,231 --> 00:42:51,610 So at the end of The Howling, the protagonist who you think has escaped, 530 00:42:51,943 --> 00:42:56,573 goes on television and you see this shot of the evening news or whatever, 531 00:42:56,865 --> 00:42:59,910 and she announces to the world that werewolves are real and that she's a werewolf. 532 00:43:00,410 --> 00:43:05,665 "But I have proof and tonight I'm going to show you something." 533 00:43:06,249 --> 00:43:10,295 And it's like such a shocking moment because it's not nighttime. 534 00:43:10,587 --> 00:43:14,758 It's not expressionistic shadows. It's outside of that kind of horror thing. 535 00:43:15,050 --> 00:43:19,054 And it's just that sense of the supernatural, of the horror invading the real world. 536 00:43:22,265 --> 00:43:25,727 The sense of doom you get from scrolling through a bunch of file names, 537 00:43:26,019 --> 00:43:29,898 just saying it out loud it sounds extraordinary that I'd be scared of it, but I really was. 538 00:43:34,861 --> 00:43:39,199 The more something pushes back against you, the more it forces you to kind of lean back in 539 00:43:40,033 --> 00:43:43,078 and then push back yourself. Right? It's like Newtonian physics of storytelling. 540 00:43:48,542 --> 00:43:55,298 And you can sort of see signs of this earlier in Shattered Memories with the psychologist. 541 00:43:59,761 --> 00:44:01,805 "It's amazing what people will admit to on paper." 542 00:44:02,389 --> 00:44:08,186 And then you sort of take that to the extreme in, in this space of Her Story, where you have to just think, 543 00:44:08,478 --> 00:44:10,689 you even decide yourself when to end the game, 544 00:44:10,981 --> 00:44:13,316 which also I think is fantastic, it's like, have you played enough? 545 00:44:17,946 --> 00:44:22,284 It's so detailed in how you have to use the mechanics to unravel the story. 546 00:44:22,701 --> 00:44:26,955 I like, I think most people who played this game, had a notepad next to me where 547 00:44:27,247 --> 00:44:31,334 I'm taking all these notes and trying to track the story. It's completely out of order. 548 00:44:31,668 --> 00:44:34,296 You have to really buy in and pay attention. 549 00:44:34,629 --> 00:44:38,466 The twist that comes of how could all of this have happened? 550 00:44:43,263 --> 00:44:46,099 It's scary and that's worse than I thought it was going to be. 551 00:44:46,683 --> 00:44:49,936 The way he puts his stories together. It's not like a path that you have to go through. 552 00:44:50,562 --> 00:44:53,398 It's like, I'll try this bit. You don't know which bit you're going to look at, 553 00:44:53,690 --> 00:44:55,191 You don't know how that's going to fit together. 554 00:44:55,483 --> 00:44:59,029 I think there's a really nice way of discovering a story. It's more like being a detective. 555 00:44:59,613 --> 00:45:04,868 I wanted to treat the story like you would treat space in a game. 556 00:45:05,160 --> 00:45:07,329 So like you think of Zelda, they drop you in the middle of the world, 557 00:45:07,621 --> 00:45:09,956 giant map you can explore and you can go in any direction. 558 00:45:10,248 --> 00:45:14,211 It's very free form, but it's driven by, you know, there are destinations, there are landmarks. 559 00:45:14,502 --> 00:45:17,589 That they're kind of attracted to so we try and think of the story like that. 560 00:45:17,881 --> 00:45:21,801 And so for us it's creating that breadth where people can have 561 00:45:22,093 --> 00:45:24,846 their own personal curiosities that drives them. 562 00:45:25,180 --> 00:45:28,433 It's unique to every player. It just really sinks in 563 00:45:28,725 --> 00:45:32,312 in a way that, that it wouldn't if you were reading as a book, if you're watching as a movie 564 00:45:32,646 --> 00:45:37,025 and at points in Her Story, when lights go past, you see the reflection 565 00:45:37,317 --> 00:45:40,654 in the computer screen of the person who in the story is sat at the computer. 566 00:45:40,946 --> 00:45:44,407 The flash of the character's face. There's just this very violent reminder 567 00:45:44,699 --> 00:45:47,244 this is not you, right? There is a whole different character, 568 00:45:47,535 --> 00:45:50,830 a whole different universe inside the reflection of this screen 569 00:45:51,456 --> 00:45:53,416 "Game Innovation: Her Story." 570 00:45:53,875 --> 00:45:56,002 We often come up against each other on awards, 571 00:45:56,461 --> 00:45:58,088 and he keeps winning bloody awards every time it comes up. 572 00:45:58,380 --> 00:46:02,676 - "Her Story!" - He's found a niche there that's really cutting edge. 573 00:46:03,009 --> 00:46:09,307 It's very, very, specific I think in a way that it pushes the boundaries of storytelling. 574 00:46:09,683 --> 00:46:15,188 "The big innovation in Her Story was, was me saying, can I make a game that is just about a human story, 575 00:46:15,522 --> 00:46:19,025 just about subtext, just about performance and nothing else?" 576 00:46:19,317 --> 00:46:23,697 Oh my God. When I saw that, I saw that as kind of that's what we should have done next. 577 00:46:24,030 --> 00:46:29,536 "And you can, so it'd be great if lots of people copied me, and we had more games like that. Thank you." 578 00:46:30,036 --> 00:46:34,124 It just didn't strike me at the time of like, this is a game design that needed to happen. 579 00:46:34,457 --> 00:46:37,877 And then when you see it, you're like, oh, well, that's obvious. That's really, really good. 580 00:46:56,563 --> 00:46:58,648 Another horror game that I really enjoyed playing. 581 00:46:58,940 --> 00:47:05,113 Not just solo, but I actually played it with my whole family was Supermassive's Until Dawn. 582 00:47:07,115 --> 00:47:11,661 It's both got the, like, campiness of kind of a slasher film 583 00:47:12,370 --> 00:47:16,166 - "Don't you guys think this is a little bit--" - "Oh, come on, she deserves it." 584 00:47:16,458 --> 00:47:20,045 But it's also genuinely scary. - "Hello Samantha." 585 00:47:21,087 --> 00:47:25,008 Especially when you're playing through it, when you're trying to keep these people alive. 586 00:47:27,427 --> 00:47:31,890 Until Dawn is incredible. I mean, it's the first modern experience 587 00:47:32,182 --> 00:47:35,935 that players get with, almost like an FMV game. 588 00:47:37,854 --> 00:47:40,398 I remember, I think within the first half an hour 589 00:47:40,690 --> 00:47:43,735 or 40 minutes of the game, I probably had let someone die. 590 00:47:45,403 --> 00:47:48,114 And I was like, oh, I can just go back and load this again, you know, and keep going, 591 00:47:48,406 --> 00:47:50,450 and then I was like, hang on, this game is continuing now. 592 00:47:51,785 --> 00:47:55,038 This was really important to us that you couldn't go back and change it. 593 00:47:55,330 --> 00:47:57,248 You couldn't save the game there and go, 594 00:47:57,540 --> 00:47:59,959 actually, I'm just going to go back a step and change my choice on that. 595 00:48:00,418 --> 00:48:02,420 You had to live with the choice that you had. 596 00:48:03,046 --> 00:48:06,591 There's I think, eight main characters, and you could have all eight die, 597 00:48:06,883 --> 00:48:09,844 or you could have all eight live, or you can have five live. 598 00:48:10,136 --> 00:48:12,514 - "You see that?" - "Yeah." 599 00:48:13,139 --> 00:48:15,058 Your choices really do matter in the long run. 600 00:48:15,350 --> 00:48:19,062 And so the whole time you're holding the controller for that game, you know, 601 00:48:19,354 --> 00:48:23,983 everything that you do is impacting who's going to survive that night and who's not. 602 00:48:25,819 --> 00:48:29,614 It's moving forward like real life. You do something, you think, oh, I don't want to... 603 00:48:29,906 --> 00:48:31,866 that feels wrong. I'll go back and change it. 604 00:48:32,158 --> 00:48:35,036 If you could do that, you pretty much everyone would end up with the same story. 605 00:48:35,328 --> 00:48:36,871 And we wanted people to have different stories. 606 00:48:37,163 --> 00:48:40,125 We wanted people to kind of go down journeys that only they'd had. 607 00:48:40,625 --> 00:48:42,794 And there's so many different ways that characters can be 608 00:48:43,086 --> 00:48:44,712 depending on how you choose to play them. 609 00:48:45,004 --> 00:48:48,425 You can make the characters kind of distant and retreat into themselves 610 00:48:48,716 --> 00:48:51,928 with the horror like Ashley. Or you can make them really empathetic 611 00:48:52,220 --> 00:48:53,680 and try and help everybody else out. 612 00:48:53,972 --> 00:48:58,601 "We use the radio to call for help, but somebody's got to pick up the signals." 613 00:48:58,893 --> 00:49:02,230 And so that really raises the stakes there in a way that again, 614 00:49:02,522 --> 00:49:05,233 no other genre or format can really do. 615 00:49:05,692 --> 00:49:09,362 When we first started making the prototypes for it, we hid all of those things. 616 00:49:09,654 --> 00:49:13,575 We just thought, actually, this is gonna be really exciting is if the player doesn't even really notice 617 00:49:13,867 --> 00:49:17,287 they're making things that ultimately change everything for them. 618 00:49:17,620 --> 00:49:20,790 When we started to get to testing, that became fairly apparent that 619 00:49:21,124 --> 00:49:24,836 that just felt like a very linear game, because you could only ever see the path you took. 620 00:49:25,128 --> 00:49:30,758 You have no concept of the hours and hours and hours of other content that you didn't see. 621 00:49:32,469 --> 00:49:35,263 Because you didn't see it. And so we had to look at a bunch of different things. 622 00:49:35,555 --> 00:49:39,392 And the most kind of appropriate thing we thought of was the butterfly effect. 623 00:49:39,976 --> 00:49:43,771 It's like I've made a choice. It feels like a normal choice I've just made, 624 00:49:44,063 --> 00:49:47,358 But actually the knock ons from this are huge. 625 00:49:47,650 --> 00:49:50,695 So for instance, in Until Dawn, there's a scene where 626 00:49:51,863 --> 00:49:56,409 there's a big kind of circular saw thing dropping down gradually on top of you, 627 00:49:56,701 --> 00:49:58,912 and you tied to the chairs and there's a gun on the table. 628 00:49:59,204 --> 00:50:04,459 And the choice you have to make is you have to shoot Ashley or shoot yourself. 629 00:50:05,001 --> 00:50:07,253 "The choice is yours." 630 00:50:07,587 --> 00:50:10,381 And if you do neither, the saw will come down and Kill you both. 631 00:50:10,673 --> 00:50:16,888 If you shoot Ashley, nothing happens because it's a blank in the gun. 632 00:50:17,180 --> 00:50:19,182 "But you've heard of blanks before." 633 00:50:19,641 --> 00:50:23,144 But everything's changed. Nothing happens from that point onwards. 634 00:50:23,436 --> 00:50:25,897 Until maybe an hour and a half to two hours later in the game, 635 00:50:26,189 --> 00:50:28,691 where Ashley will lock you out and you get Killed. 636 00:50:28,983 --> 00:50:32,779 "Let me in! Ash, what are you doing?" 637 00:50:33,071 --> 00:50:36,574 That's the butterfly effect. From that one choice, you shoot a blank at Ashley 638 00:50:36,866 --> 00:50:39,911 you will die two hours later. 639 00:50:40,745 --> 00:50:44,082 And it's because Ashley realizes what a dick you are. 640 00:50:47,669 --> 00:50:55,134 The thing that I love about Until Dawn, is that it really nails feeling like it's a teen slasher 641 00:50:55,426 --> 00:50:57,845 movie that you are in charge of in a lot of ways. 642 00:50:58,137 --> 00:51:03,142 -"We like in a movie right now?" "If we are, I hope it's a rom-com." 643 00:51:03,434 --> 00:51:06,354 I love the tropes of characters. 644 00:51:06,646 --> 00:51:10,775 -"You made it." Just for how each one fits into a specific trope. 645 00:51:11,526 --> 00:51:16,197 It plays with the line of, is something supernatural actually happening right now or not? 646 00:51:16,489 --> 00:51:18,783 -"You're freaked out because of what happened with Josh" 647 00:51:19,075 --> 00:51:22,036 "You're not paying attention! I saw it, I saw ghost, and it looked like Hannah! 648 00:51:22,328 --> 00:51:23,454 - "Looked like Hannah!" - "Wait, wait wait wait, wait." 649 00:51:23,746 --> 00:51:25,748 One of the things we did with Until Dawn and actually The Quarry as well, 650 00:51:26,040 --> 00:51:30,169 very, very similar, was we tried very much to use 651 00:51:30,628 --> 00:51:35,300 what was absolutely understood by an entire film-going audience 652 00:51:35,883 --> 00:51:39,387 of what the rules of horror were. 653 00:51:39,721 --> 00:51:41,848 - "Don't you know the rules?" - "What rules?" 654 00:51:42,181 --> 00:51:45,101 -"You don't?" So rules like don't split up. 655 00:51:58,323 --> 00:52:00,199 "Give me a break!" 656 00:52:02,410 --> 00:52:04,954 - "Big. No, no!" - And those were kind of explicitly called out 657 00:52:05,246 --> 00:52:07,915 in Scream and post-modern self realizing horrors. 658 00:52:10,209 --> 00:52:13,379 It's comforting for people who grew up with those movies because, you know, you know, 659 00:52:13,671 --> 00:52:15,214 stupid decisions are going to happen. 660 00:52:15,506 --> 00:52:20,970 But it suddenly turns out to be such a smarter story than it appeared to be. 661 00:52:22,180 --> 00:52:26,225 It's like, oh, no, it's not actually a slasher story at all. 662 00:52:26,517 --> 00:52:28,269 It was a total red herring head fake. 663 00:52:28,645 --> 00:52:31,064 It turns out to be a creature feature, 664 00:52:32,190 --> 00:52:33,983 and that was done very much on purpose. 665 00:52:34,275 --> 00:52:37,445 In order to be able to go, we're going to subvert your expectations. 666 00:52:37,779 --> 00:52:41,658 I think when people look back at Until Dawn now and they see the entire cast that it had, 667 00:52:41,949 --> 00:52:46,788 and these really great actors and actresses, Rami Malek and Hayden Panettiere, 668 00:52:47,080 --> 00:52:48,790 I think they're really surprised by it. 669 00:52:49,082 --> 00:52:53,711 Being in a video game is uniquely challenging, for many reasons. 670 00:52:54,003 --> 00:52:58,716 When you're on a motion capture shoot they're fairly intense. I mean, we shoot about 50 pages a day. 671 00:52:59,008 --> 00:53:02,387 There are the multiple story branches they have to keep track of too. 672 00:53:02,929 --> 00:53:06,349 The actors have to keep that in their head in just the way that writers do, 673 00:53:06,641 --> 00:53:11,896 and have to reconcile that with who is this person? What do I bring to this performance? 674 00:53:12,397 --> 00:53:17,402 It's a very odd set because it's quite stark. It's a big open space, often quite light. 675 00:53:17,694 --> 00:53:21,864 And when you're shooting a horror, it doesn't really give over feelings of horror. 676 00:53:22,198 --> 00:53:23,991 Often when I was on the set, we were trying to dial down 677 00:53:24,283 --> 00:53:26,369 all the lights, kind of get darkness for the actors 678 00:53:26,661 --> 00:53:29,747 to be able to feel as if they were in a kind of a dark area. 679 00:53:30,039 --> 00:53:35,336 It's difficult to act on a motion capture stage. You got the suit, you've got the dots on your face, 680 00:53:35,628 --> 00:53:41,259 you've got a giant camera like inches from your face, and you are still expected to give this emotional, 681 00:53:41,551 --> 00:53:43,553 beautiful personal performance. 682 00:53:43,845 --> 00:53:47,390 The performance captures that they got out of Rami Malek and other people in the game 683 00:53:47,765 --> 00:53:49,267 were spot on, and really good. 684 00:53:49,600 --> 00:53:51,644 "And after all, you've been through good." 685 00:53:52,061 --> 00:53:57,316 It was kind of before he was famous, and he had a scene where he'd been found out, 686 00:53:57,608 --> 00:54:01,154 as he was, he'd been kind of trying to get his revenge on these people that he blamed 687 00:54:01,446 --> 00:54:02,739 for Killing his sisters. 688 00:54:03,030 --> 00:54:06,826 "All those emotions that my sisters got to feel once, one year ago..." 689 00:54:07,118 --> 00:54:11,581 And there's a bit where he becomes more and more hysterical and unhinged 690 00:54:11,873 --> 00:54:16,878 "Only guess what? They didn't get to laugh it up! No! Nope! No no no, they're gone!" 691 00:54:17,170 --> 00:54:21,132 But he was extraordinary. It was the most unbelievable thing I've ever seen. 692 00:54:21,424 --> 00:54:25,136 He went from kind of normal to completely hysterical 693 00:54:25,428 --> 00:54:28,431 and deranged over this period of maybe 2 or 3 minutes, all the 694 00:54:28,723 --> 00:54:32,894 the cast and all the crew were just transfixed and stood there and suddenly there was an entire 695 00:54:33,186 --> 00:54:35,480 round of applause as he kind of finished it. 696 00:54:35,772 --> 00:54:39,567 We don't give enough credit to horror actors, for how good of a job 697 00:54:39,859 --> 00:54:42,445 they have to do to really sell it and to sell the, the tone. 698 00:54:42,737 --> 00:54:46,365 It's no question that graphics have obviously gotten better over the years, 699 00:54:46,657 --> 00:54:48,993 but now we've gotten to the point where we can have 700 00:54:49,285 --> 00:54:54,707 these really realistic looking, like true to life actual actors and actresses in these games. 701 00:54:55,458 --> 00:55:00,671 I think that Until Dawn was a great example of how you craft a story 702 00:55:00,963 --> 00:55:05,843 and you give people agency and therefore they are much, much more involved. 703 00:55:06,135 --> 00:55:09,722 They have empathy for the character, and then when you apply pressure, 704 00:55:10,014 --> 00:55:14,852 when you put tension, when you put stress on those characters, the intensity of the reaction 705 00:55:15,144 --> 00:55:17,647 on the part of the player is that much more intense. 706 00:55:17,939 --> 00:55:22,068 "It was one of the scariest games I've played in a long while." 707 00:55:22,902 --> 00:55:26,572 I think there's a very good reason that Until Dawn was such a game changer. 708 00:55:26,989 --> 00:55:33,079 And such kind of a staple now of the genre is, it instills a fear in you 709 00:55:33,746 --> 00:55:36,666 that you just can't get anywhere else except video games. 710 00:55:50,680 --> 00:55:54,100 I think the most interesting thing about making an interactive movie is just marrying, 711 00:55:54,392 --> 00:55:56,769 you know, film making with video game development. 712 00:55:57,228 --> 00:56:00,481 I think that films are a really good medium for entertainment, 713 00:56:00,773 --> 00:56:04,151 but games, they put you in that film essentially 714 00:56:04,694 --> 00:56:09,073 "Looks like we have a choice on our hands. Do we snoop through someone else's belongings? 715 00:56:09,490 --> 00:56:14,328 Or do we open the spooky trap door and die a horrible, painful death?" 716 00:56:14,662 --> 00:56:20,835 Which is why games like The Quarry, are so popular. I think the reason why there aren't more games 717 00:56:21,127 --> 00:56:23,963 made like that, I think it's just too hard. 718 00:56:26,424 --> 00:56:34,015 Honestly, making a video game at the level that we try to do is incredibly hard. 719 00:56:34,307 --> 00:56:35,641 It's incredibly complex. 720 00:56:35,975 --> 00:56:40,187 We cast it in, you know, usually in Hollywood we go to America, 721 00:56:40,479 --> 00:56:44,025 we used Digital Domain on The Quarry, which is where Spielberg shoots and everything. 722 00:56:44,317 --> 00:56:49,488 So, they're big budget shoots, we scan, all their faces, we scan all the expressions of those faces. 723 00:56:49,822 --> 00:56:55,703 So we deconstruct it, put it all into CG, reconstruct it, and then light it. 724 00:56:56,120 --> 00:57:02,293 And that's like the most inefficient way of making a piece of film ever, it seems, 725 00:57:02,585 --> 00:57:07,048 you know, almost deliberately, difficult. 726 00:57:07,798 --> 00:57:12,511 But, you know, when you think the average script for something like The Quarry is a thousand pages long. 727 00:57:12,803 --> 00:57:16,974 To shoot a thousand pages at the rate the film does, it would take us over a year. 728 00:57:17,767 --> 00:57:23,230 There's a whole bunch of variables that can happen in CG, because it's been rendered in real time 729 00:57:23,522 --> 00:57:29,904 that if you were to do it in film, would add literally it would double the cost of the production. 730 00:57:30,196 --> 00:57:36,953 So, for instance, there's a scene in The Quarry where you get a choice... 731 00:57:38,371 --> 00:57:42,458 - "What you want me to do? What you want me to do?" - "It's fucking spreading you have to cut it off!" 732 00:57:42,875 --> 00:57:44,543 "Okay, okay, okay! Just, just hang on, hang on." 733 00:57:44,961 --> 00:57:49,840 If we had that choice in the film, what would happen is every single subsequent shot of that actor, 734 00:57:50,132 --> 00:57:55,513 we'd have to do some special effects to take the hand away. If it's CG, we just turn the hand off. 735 00:58:00,017 --> 00:58:04,230 Prior to the 20th century, you know, storytelling was much more self-contained, right? 736 00:58:04,522 --> 00:58:08,985 There was oral storytelling where people would pass stories along in very intimate settings. 737 00:58:09,276 --> 00:58:12,321 There was theater where there was a live crowd and things were a bit more organic, 738 00:58:12,613 --> 00:58:15,908 but it was also very localized. So this incredible game changer 739 00:58:16,200 --> 00:58:19,912 of suddenly stories being able to address audiences of millions 740 00:58:20,621 --> 00:58:22,665 and have cultural moments attached to those. 741 00:58:23,207 --> 00:58:28,212 But the limitation was that, you know, in order to broadcast a television program 742 00:58:28,504 --> 00:58:31,590 in order to distribute a movie, it's fixed. 743 00:58:31,882 --> 00:58:35,594 There's one version of this movie, and you take some of the life out of it. 744 00:58:39,098 --> 00:58:42,101 So for me, the really cool thing about the 21st century, 745 00:58:42,393 --> 00:58:44,645 - "What is your name?" - "Marissa Marcel." 746 00:58:45,354 --> 00:58:49,942 Is we're into this era of digital storytelling where we have the ability to inject, 747 00:58:50,359 --> 00:58:52,069 -"Action" -some of that reactivity, 748 00:58:52,361 --> 00:58:54,572 and that life back into things. 749 00:58:54,989 --> 00:59:00,536 I love that Netflix started to do video games and experimented with interactive films. 750 00:59:01,245 --> 00:59:03,039 "You're not in control." 751 00:59:03,330 --> 00:59:05,458 You have things like Bandersnatch, where you're going on Netflix 752 00:59:05,750 --> 00:59:08,377 and you're kind of having a horror video game on Netflix now. 753 00:59:10,337 --> 00:59:13,549 And I thought the Bandersnatch experiment went really, really well. 754 00:59:13,841 --> 00:59:16,427 I'm surprised there wasn't more films like that. 755 00:59:21,932 --> 00:59:27,313 Bandersnatch really condenses the choice element to it, 756 00:59:31,817 --> 00:59:34,612 in a way that I think is really palatable to the general public. 757 00:59:34,904 --> 00:59:39,325 You're not walking around as a character. You're not exploring the environment as a character. 758 00:59:39,617 --> 00:59:44,330 It's just really simplifying it. It's just making it. You can choose this thing or another thing, 759 00:59:44,622 --> 00:59:46,624 and that's, we're going to branch off from there. 760 00:59:50,086 --> 00:59:53,714 I think that we're going to see a shift because of that. 761 00:59:54,215 --> 00:59:59,553 I think we're going to pivot really more towards this element of choice soon. 762 01:00:03,307 --> 01:00:08,395 You can choose how you want to be on social media. You can curate your playlist however you want. 763 01:00:08,687 --> 01:00:12,775 I think that horror gaming is going to start to cater to that need so much more, 764 01:00:13,067 --> 01:00:15,528 and we're really going to start to embrace that in really unique ways. 765 01:00:18,364 --> 01:00:19,740 "You try the hang up thingy?" 766 01:00:20,032 --> 01:00:21,492 What we ultimately wanted to get to was that 767 01:00:21,784 --> 01:00:25,204 if somebody came in and saw what was somebody playing the game on TV is 768 01:00:25,496 --> 01:00:26,997 they would sit down thinking it was a movie. 769 01:00:27,456 --> 01:00:30,167 - "What are you doing?" - "I don't know, it's what they do in movies. 770 01:00:30,459 --> 01:00:33,879 - When the phone does that tap on the little thingy." - "We're not in a movie." 771 01:00:34,171 --> 01:00:37,925 That marrying of film and game is getting tighter and tighter and tighter. 772 01:00:38,259 --> 01:00:41,387 And if you look at Netflix and you look at streaming shows, 773 01:00:41,679 --> 01:00:46,433 you know they disrupted the business model, but the act of watching a TV series is still the same. 774 01:00:46,934 --> 01:00:51,730 And what I've been trying to do with the games is show that we can make things 775 01:00:52,022 --> 01:00:55,568 more expressive, more personal, more intimate. I feel like there's going to come a point 776 01:00:55,860 --> 01:00:58,320 where someone gets to have that cultural moment where everyone's 777 01:00:58,612 --> 01:01:01,448 watching the same TV show, and then people realize it's different, 778 01:01:01,740 --> 01:01:04,577 or they realize that something they're doing is somehow changing the show. 779 01:01:04,869 --> 01:01:09,498 Like, I think that will be the, the kind of War of the Worlds moment for for digital television. 780 01:01:09,790 --> 01:01:12,209 "Ladies and gentlemen, we interrupt our program of dance music 781 01:01:12,501 --> 01:01:15,045 to bring you a special bulletin from the Intercontinental Radio News." 782 01:01:15,337 --> 01:01:18,966 It's that kind of creativity that's going to show us where video games in general 783 01:01:19,258 --> 01:01:22,887 are going to go from here, because we have to start thinking outside the box, 784 01:01:23,179 --> 01:01:25,639 because that's what the people in the 80s did. That's how we got where we are. 785 01:01:25,973 --> 01:01:28,058 I'm excited for the future of game design right now. 786 01:01:28,434 --> 01:01:32,146 I think when we were doing it, we were just trying to replicate 787 01:01:32,438 --> 01:01:36,442 what we thought was making FMV, what we thought was making a TV show, 788 01:01:36,734 --> 01:01:38,611 what we thought was doing these things. 789 01:01:38,986 --> 01:01:41,197 Everyone in the industry thought this was the future, 790 01:01:41,488 --> 01:01:44,992 that it was going to be a merging of Hollywood and interactivity. 791 01:01:45,409 --> 01:01:50,039 And, you know, in five years, ten years, we'd be basically major 792 01:01:50,331 --> 01:01:55,169 Hollywood movies and big actors would be in them and this was the wave of the future. 793 01:01:57,630 --> 01:02:02,426 Years later, I reflect on it more of, what we were really doing 794 01:02:02,718 --> 01:02:07,431 was making a stage production. These games were, at the time, stage plays. 795 01:02:08,015 --> 01:02:10,893 We really didn't know enough about how it really worked. 796 01:02:11,310 --> 01:02:14,271 "Devine and Landero expressed no regrets for undertaking 797 01:02:14,563 --> 01:02:17,191 this highly anticipated multimedia endeavor." 798 01:02:17,483 --> 01:02:21,237 You know, there's not too many people out there who've made FMV games. 799 01:02:21,528 --> 01:02:26,242 Successful FMV games. It's difficult. It's extremely difficult. But I would say the learning process 800 01:02:26,533 --> 01:02:30,996 has been so much fun, and I hope that there's a world where FMV games 801 01:02:31,288 --> 01:02:35,542 have even more of a renaissance than what's happening now. 83531

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