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1
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FMV games, they really
hold a special place in my heart.
2
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Mostly because as a kid, I'm sure a lot
of you watching this will agree with me.
3
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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
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And it's a linear experience, right?
So any kind of linear storytelling,
8
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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
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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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