Latest / The Game Business Show / Arkane veterans Harvey Smith and Ben Horne reunite: “We’re back to the games we love”
Transcript
- 0:00SPEAKER_01: I've heard people across time,
- 0:02SPEAKER_01: very well-paid people,
- 0:03SPEAKER_01: say things to me like, first-person games don't sell, or RPGs are a niche market.
- 0:08SPEAKER_01: If you're not working on a free-to-play game now, in five years you'll be out of a job.
- 0:12SPEAKER_01: MMOs are the future.
- 0:15SPEAKER_00: We don't really know what turn the industry might take and we're probably not going
- 0:20SPEAKER_00: to be very good at trend chasing.
- 0:22SPEAKER_00: And so our best shot here and what we're so excited to do is to rally around
- 0:28SPEAKER_00: a creative vision that excites us as developers.
- 0:31SPEAKER_01: We went to Microsoft and said, I know we're fired.
- 0:34SPEAKER_01: I know we don't work here anymore, but can we please release this?
- 0:37SPEAKER_01: And to their credit, they did not say no.
- 0:41SPEAKER_01: You know, there were fires.
- 0:42SPEAKER_01: The government announced aliens at some point.
- 0:44SPEAKER_01: There was a swarm of murder hornets that were coming toward Texas.
- 0:48SPEAKER_01: We had an ice storm that put power and water out for like two weeks for some people.
- 0:52SPEAKER_01: It was crazy.
- 0:56SPEAKER_02: This week's edition is sponsored by Keyword Studios
- 0:59SPEAKER_02: which helps game developers build, launch,
- 1:01SPEAKER_02: support and promote their games basically from concept all the way to release.
- 1:06SPEAKER_02: The company has some 13,000 staff across 26 countries and it says
- 1:11SPEAKER_02: that it is Supercharged by technology and shaped by long-term partnership.
- 1:15SPEAKER_02: Now in order to deliver a real global impact that also feels local,
- 1:19SPEAKER_02: Keywords offers services around localization,
- 1:21SPEAKER_02: QA, localization, QA, and player experience expertise.
- 1:25SPEAKER_02: The firm helps studios Well, Keywords doesn't do that.
- 1:28SPEAKER_02: You can find out more via the Keyword Studios website or
- 1:30SPEAKER_02: the newsletter associated with today's show.
- 1:31SPEAKER_02: Speaking of which, let's get back to it.
- 1:51SPEAKER_02: This week we are talking to two legendary video game makers.
- 1:55SPEAKER_02: The first is Harvey Smith,
- 1:57SPEAKER_02: the former studio leader from Arkane who is credited with helping create Deus Ex
- 2:01SPEAKER_02: and Dishonored,
- 2:02SPEAKER_02: you've no doubt heard of him,
- 2:04SPEAKER_02: he's famous for his work in the Immersive Sim genre now if you're not familiar
- 2:08SPEAKER_02: with immersive sims if you've heard the term I don't really know what
- 2:10SPEAKER_02: that is sometimes they're shooters sometimes they're rpgs often a mix of both
- 2:15SPEAKER_02: but they're all about player agency so rather than
- 2:17SPEAKER_02: a single path these games provide players with tools to get through the game
- 2:21SPEAKER_02: in sometimes unintended in creative ways
- 2:24SPEAKER_02: a typical example would be you can stealth your way through the game
- 2:28SPEAKER_02: and not kill anybody or you can blast your way through the game or a mix of both
- 2:32SPEAKER_02: And alongside Smith,
- 2:34SPEAKER_02: we're talking to Ben Horne,
- 2:35SPEAKER_02: a producer and production director who has worked
- 2:37SPEAKER_02: across major titles including NBA 2K, Deadpool VR and Redfall with Harvey Smith.
- 2:44SPEAKER_02: Now Redfall, as you may remember, proved to be a disappointing release.
- 2:49SPEAKER_02: It was a multiplayer take on the immersive sim games
- 2:52SPEAKER_02: and immersive sims are typically single player titles and it just didn't work.
- 2:56SPEAKER_02: A year after it came out, Arkane Austin, the studio that made the game, was closed down.
- 3:01SPEAKER_02: But Harvey and Ben have now reunited at a new studio
- 3:05SPEAKER_02: that they've formed called Black Pony Immersive.
- 3:08SPEAKER_02: No multiplayer,
- 3:09SPEAKER_02: no live service this time,
- 3:10SPEAKER_02: Black Pony is all about making the sorts of immersive sim games that Harvey,
- 3:14SPEAKER_02: Ben and their team of veterans that they've put together,
- 3:17SPEAKER_02: many of which come from Arkane, like to make.
- 3:20SPEAKER_02: Now Smith is the CEO and creative director of the new studio with Ben acting as COO
- 3:24SPEAKER_02: and executive producer.
- 3:26SPEAKER_02: And it's been funded,
- 3:27SPEAKER_02: the team of a publisher,
- 3:28SPEAKER_02: although they're not ready to disclose who that is just yet.
- 3:31SPEAKER_02: Ultimately, this is a rare piece of good news in the nearer rough heavens.
- 3:35SPEAKER_02: Now, ahead of this announcement, I had a chance to speak with Smith and Horne.
- 3:39SPEAKER_02: I wanted to find out how they're structuring the studio for the modern age,
- 3:43SPEAKER_02: the state of the immersive sim games.
- 3:45SPEAKER_02: Do they really work?
- 3:46SPEAKER_02: Lessons from Redfall.
- 3:48SPEAKER_02: And it was a really enjoyable conversation.
- 3:51SPEAKER_02: So check it out.
- 3:52SPEAKER_00: Hello, Ben.
- 3:53SPEAKER_00: Hello, Harvey.
- 3:54SPEAKER_00: Welcome to the show.
- 3:54SPEAKER_00: Thanks for having us.
- 3:56SPEAKER_00: Yeah.
- 3:56SPEAKER_02: Congratulations on the new studio.
- 3:59SPEAKER_02: I love a bit of good news in this industry.
- 4:01SPEAKER_02: It's a rare treat for us at the moment.
- 4:04SPEAKER_02: You've told us a bit in the press release already,
- 4:06SPEAKER_02: but I'm interested to know where this name came from.
- 4:10SPEAKER_01: What a way to lead off.
- 4:13SPEAKER_01: Yeah, it feels like in a sea of doom and gloom,
- 4:17SPEAKER_01: the last few years,
- 4:18SPEAKER_01: so many of our colleagues suffering,
- 4:21SPEAKER_01: developers falling left and right,
- 4:23SPEAKER_01: and everybody else doing everything they can to reach out or help them.
- 4:31SPEAKER_01: Even on the publisher side, nobody's happy to see the business in the state that it is.
- 4:38SPEAKER_01: You know,
- 4:39SPEAKER_01: I've heard you talk about various movements and trends and patterns and one
- 4:46SPEAKER_01: of your kickoffs to one of your segments,
- 4:48SPEAKER_01: you mentioned Vince Impala passing last year,
- 4:53SPEAKER_01: like Ben and I had dinner with him in Austin, um,
- 4:56SPEAKER_01: over a year ago,
- 4:57SPEAKER_01: I guess when we were starting to,
- 5:00SPEAKER_01: to talk about kicking off Black Pony Immersive and it, um,
- 5:04SPEAKER_01: there's just so much bad news and,
- 5:06SPEAKER_01: and, and it's shocking the state of the world, not beyond video games.
- 5:11SPEAKER_01: Right.
- 5:12SPEAKER_01: And so.
- 5:13SPEAKER_01: It feels like to do something optimistic in the face of that is to be a dark horse
- 5:18SPEAKER_01: and it is to have,
- 5:22SPEAKER_01: you know, the drive to like say, no, we're going to fall back on what we love.
- 5:26SPEAKER_01: We're going to work with the people we love.
- 5:27SPEAKER_01: We're going to have fun doing it.
- 5:29SPEAKER_01: We're going to reach out to as many people as we can and, you know, let's do it.
- 5:34SPEAKER_01: And so Black Pony immersive Kind of is tongue in cheek for that,
- 5:39SPEAKER_01: but also Immersive is right there in the title.
- 5:42SPEAKER_01: We want to make Immersive Sims.
- 5:43SPEAKER_01: We want to make single player narrative driven first person games where you explore
- 5:49SPEAKER_01: and you can solve your problems creatively.
- 5:51SPEAKER_01: Think Deus Ex, think Dishonored.
- 5:52SPEAKER_01: That's what we're doing.
- 5:54SPEAKER_02: Wow.
- 5:55SPEAKER_02: I will come on to Immersive Sims.
- 5:56SPEAKER_02: It's a fascinating genre, but if you can call it a genre, but how are you?
- 6:01SPEAKER_02: Are you fully funded?
- 6:02SPEAKER_02: Do you have all the everything you need to even go for a year?
- 6:05SPEAKER_02: Did I hear?
- 6:06SPEAKER_00: Yeah, that's right.
- 6:07SPEAKER_00: August 4th was our first day of operations last year in 2025.
- 6:12SPEAKER_00: So a little over a year.
- 6:13SPEAKER_02: You got investors and publishers.
- 6:15SPEAKER_02: I know you probably can't tell us the names.
- 6:16SPEAKER_01: Yeah, you know how video games work.
- 6:18SPEAKER_01: No one comes in with a pot of gold and says, here's Misha.
- 6:22SPEAKER_01: Take it and make something beautiful.
- 6:24SPEAKER_01: You know, it's milestone driven and it's phases of development with gates along the way.
- 6:30SPEAKER_01: The biggest, hardest gate, you know, Ben and I flew around.
- 6:34SPEAKER_01: We went to just north of the Hamptons all the way down We flew into New York
- 6:38SPEAKER_01: and took a two-hour car ride to go out to North Fork.
- 6:41SPEAKER_01: We went to Dice.
- 6:43SPEAKER_01: We went all around once we decided, hey, we're in this.
- 6:46SPEAKER_01: Let's do it.
- 6:47SPEAKER_01: And, you know,
- 6:48SPEAKER_01: The Great Gatsby opens with the narrator looking across the We want
- 6:55SPEAKER_01: to do something cool and beautiful.
- 6:58SPEAKER_01: We want to pull together our favorite game developers and make something amazing.
- 7:02SPEAKER_01: But no one just shows up in a coach and like,
- 7:05SPEAKER_01: you know,
- 7:06SPEAKER_01: writes a giant And so the biggest, hardest gate, of course, is the first one, right?
- 7:10SPEAKER_01: Like, let's get some money to assemble a seam and get off the ground.
- 7:14SPEAKER_01: We did that.
- 7:15SPEAKER_01: And then the first year is harrowing because you're like,
- 7:18SPEAKER_01: you have to sing for your supper and prove at every point
- 7:20SPEAKER_01: that you're making something.
- 7:21SPEAKER_01: Something incoherent, something exciting.
- 7:24SPEAKER_01: And we've just gone through that and we,
- 7:27SPEAKER_01: you know,
- 7:27SPEAKER_01: maybe everyone says this,
- 7:28SPEAKER_01: but we exceeded every milestone and it's a great relationship that we've got.
- 7:34SPEAKER_01: And so we've moved into the second year, which was another big funding gate.
- 7:39SPEAKER_01: And I believe that if we can get to the end of this next cycle,
- 7:44SPEAKER_01: which is the first one was all about functionality and the nature of the game,
- 7:49SPEAKER_01: The core gameplay of the game.
- 7:51SPEAKER_01: The second one is, can we make that beautiful?
- 7:54SPEAKER_01: And I very much believe that we can.
- 7:57SPEAKER_01: So we are funded in a real sense for 26 people, but it's not a giant bag of money.
- 8:05SPEAKER_01: It's ongoing gates.
- 8:08SPEAKER_01: Ben, this is more your territory if you want to jump in if I misspoke or anything.
- 8:13SPEAKER_00: No, all of that was great, man.
- 8:14SPEAKER_00: I would say everything that you just said and probably add to that that
- 8:17SPEAKER_00: the 26 people that we have at Black Pony Immersive,
- 8:20SPEAKER_00: they're based all in the United States.
- 8:22SPEAKER_00: Some folks up in New York and Seattle and West Coast and North Carolina.
- 8:28SPEAKER_00: And those people have real families.
- 8:31SPEAKER_00: They left real jobs, you know, to come work with us.
- 8:33SPEAKER_00: And so that demands, you know, fully funded.
- 8:36SPEAKER_00: And so we're just like stoked to be able to provide that
- 8:39SPEAKER_00: and assemble this team that's like purpose built to make the games
- 8:44SPEAKER_00: that we're passionate about.
- 8:47SPEAKER_02: Obviously,
- 8:48SPEAKER_02: we can't talk about the game because we're still early doors,
- 8:50SPEAKER_02: but what scale of projects are we talking about here?
- 8:52SPEAKER_02: Are we looking at AAA big budget production?
- 8:54SPEAKER_02: Are we looking at something in between?
- 8:55SPEAKER_02: I don't even know what that even means in 2026, to be honest.
- 9:01SPEAKER_02: But give me a sense of what scale we're looking at here.
- 9:05SPEAKER_00: It's an interesting question because,
- 9:08SPEAKER_00: like you said, I'm not sure really what it means anymore, Chris, either.
- 9:12SPEAKER_00: It feels like games that receive $50 million in funding and $250 million
- 9:19SPEAKER_00: in funding are all classified as the same type of game.
- 9:23SPEAKER_00: And there's much more funding spectrum even below something that's like $50 million.
- 9:29SPEAKER_00: It's hard to be able to put that together.
- 9:32SPEAKER_00: I think the most important...
- 9:34SPEAKER_00: Thing that we're asking ourselves is like,
- 9:37SPEAKER_00: how can we keep our goals ambitious for what we're wanting to work on?
- 9:41SPEAKER_00: But at a proper scale for this size team, we're not done growing.
- 9:44SPEAKER_00: I think we will project some growth into the future,
- 9:47SPEAKER_00: but the kinds of games that we love,
- 9:50SPEAKER_00: this first person shooter RPG hybrid type of game that we love is really great.
- 9:56SPEAKER_00: And there's an audience that loves these kinds of games that shows up for it.
- 10:01SPEAKER_00: But it is not at the same fever pitch of like military shooters or something.
- 10:04SPEAKER_00: You know, everybody's showing up every year to the yard for those types of games.
- 10:08SPEAKER_00: And it's just unbelievably competitive, you know, with tens of millions of players.
- 10:12SPEAKER_00: We have to think about how do we scope and scale our project to fit our team,
- 10:17SPEAKER_00: but to hit ambitious goals.
- 10:19SPEAKER_00: And that is like, that's enough work right there, you know, to keep us busy for a while.
- 10:24SPEAKER_00: And that's just the constant, you know, back and forth that we have to do in development.
- 10:29SPEAKER_02: We'll come back to the genre or whatever we call it.
- 10:33SPEAKER_02: But a lot of those studios that are starting up today,
- 10:34SPEAKER_02: the ones that I've spoken to,
- 10:35SPEAKER_02: what they're doing is they're building this sort of core team of however many people
- 10:39SPEAKER_02: that is.
- 10:39SPEAKER_02: And then when they've, I hate the phrase, but when they've found the fun, they scale up.
- 10:43SPEAKER_02: But a lot of the time they're doing it through outsourcing and contractors,
- 10:46SPEAKER_02: sometimes in cheaper locations, sometimes not.
- 10:49SPEAKER_02: How are you thinking about things in that regard?
- 10:53SPEAKER_01: Yeah, that's an interesting way to phrase it.
- 10:58SPEAKER_01: But I think video games are constantly figuring this out.
- 11:04SPEAKER_01: Whether you're an individual contributor or an executive somewhere,
- 11:08SPEAKER_01: that constraint actually helps you.
- 11:11SPEAKER_01: It helps you find what you're looking for.
- 11:13SPEAKER_01: It reduces the noise some.
- 11:17SPEAKER_01: It drives clever solutions.
- 11:19SPEAKER_01: And so being a small core people who get the vision for the game and
- 11:25SPEAKER_01: that have worked in the space,
- 11:26SPEAKER_01: have a lot of institutional knowledge,
- 11:27SPEAKER_01: and importantly,
- 11:28SPEAKER_01: have a lot of creative chemistry back and forth, that only helps you.
- 11:34SPEAKER_01: The modern take on external partners, I think, is getting better and better.
- 11:39SPEAKER_01: We have real relationships with people that we've worked with in the past who Um,
- 11:44SPEAKER_01: you have one of these groups that has like two or 300 people
- 11:47SPEAKER_01: and they've been working together for 15 or 20 years.
- 11:50SPEAKER_01: Um, we had dinner the other night with a group that's in Argentina, uh,
- 11:54SPEAKER_01: that we've been working with and we love these guys and we,
- 11:57SPEAKER_01: you know,
- 11:57SPEAKER_01: and for us,
- 11:59SPEAKER_01: You read that we're working with Ricardo Ver,
- 12:00SPEAKER_01: long-term creative partner since the late 90s from Deus Ex, Dishonored Prey.
- 12:06SPEAKER_01: And Ricardo is our design director.
- 12:10SPEAKER_01: It's a treasure working with him every project.
- 12:13SPEAKER_01: And, uh,
- 12:14SPEAKER_01: he went with us, uh,
- 12:15SPEAKER_01: to dinner and Ricardo is originally from Spain and these guys are from Argentina.
- 12:19SPEAKER_01: So soccer world cup was, was like a topic that we kicked off with.
- 12:23SPEAKER_01: But, uh,
- 12:24SPEAKER_01: in any case,
- 12:25SPEAKER_01: our relationship with him is real and these are people that work They work
- 12:28SPEAKER_01: on project after project who,
- 12:30SPEAKER_01: if you give them a good enough brief and you give them notes
- 12:33SPEAKER_01: on how your animator likes to work and what the function of this character in
- 12:37SPEAKER_01: the world is, they can airdrop in a bunch of people rapidly, do the job.
- 12:43SPEAKER_01: So, okay, now let's go to two or three characters at once and let's keep this going.
- 12:48SPEAKER_01: And then at some point, we need to be smaller again, actually.
- 12:52SPEAKER_01: At the beginning,
- 12:52SPEAKER_01: at the end,
- 12:53SPEAKER_01: you don't want to be a giant team because
- 12:55SPEAKER_01: then you have animator number five asking you, like, what are we doing?
- 12:58SPEAKER_01: We're doing for the next project, you know?
- 12:59SPEAKER_01: And instead, it's like you want a finishing team.
- 13:02SPEAKER_01: And I feel like it's fraught talking about the Hollywood model or whatever,
- 13:07SPEAKER_01: but like, you know, we look at film.
- 13:09SPEAKER_01: They figured out a long time ago that there is
- 13:11SPEAKER_01: a very delicate creative force here that's also very powerful and you need
- 13:16SPEAKER_01: the industry side.
- 13:18SPEAKER_01: But I feel like games ran with the industry side for decades.
- 13:22SPEAKER_01: And sometimes what gets crushed is this little core because You know,
- 13:28SPEAKER_01: if that little creative core just answers to layer upon layer of group above,
- 13:34SPEAKER_01: then its priorities become lessened, right?
- 13:37SPEAKER_01: So being independent,
- 13:39SPEAKER_01: you know,
- 13:39SPEAKER_01: being between a giant partner,
- 13:41SPEAKER_01: having between us and a giant partner,
- 13:43SPEAKER_01: a contract is actually like a healthier model, right?
- 13:47SPEAKER_01: Being small at the beginning and at the end is actually a healthier model.
- 13:51SPEAKER_01: And so as you say, there is a moment where you need to scale up.
- 13:54SPEAKER_01: And so that's the model that we're pursuing.
- 13:59SPEAKER_02: I don't think it potentially is good for creators as well as being good for business.
- 14:02SPEAKER_02: I think it can work.
- 14:04SPEAKER_02: I think the journey getting to that point is, well, we're seeing it.
- 14:07SPEAKER_02: It's a painful one, isn't it?
- 14:08SPEAKER_02: I'm interested to see that how it will unfold.
- 14:10SPEAKER_02: Games isn't like films,
- 14:11SPEAKER_02: so it will be somewhere,
- 14:12SPEAKER_02: it won't be exactly the same,
- 14:13SPEAKER_02: but it is a popular conversation at the moment on our show.
- 14:17SPEAKER_02: This might sound like a loaded question,
- 14:19SPEAKER_02: but based on the current status of Dishonored and Deus Ex and Thief and things like
- 14:23SPEAKER_02: that, isn't the immersive sim genre like kind of dead?
- 14:29SPEAKER_01: Yeah, that it's a loaded question and I feel like people like to ask it And
- 14:36SPEAKER_01: at some point you're worried,
- 14:37SPEAKER_01: like, do questions like that create a self-fulfilling prophecy?
- 14:41SPEAKER_01: But I have an answer for it.
- 14:43SPEAKER_01: You know,
- 14:44SPEAKER_01: if you look back through those games in particular,
- 14:47SPEAKER_01: there are a lot of titles that people still talk about 10 or 20 years later.
- 14:51SPEAKER_01: They have a lot of cultural cache, right?
- 14:53SPEAKER_01: And there are a few,
- 14:54SPEAKER_01: if you look at Bioshock or Deus Ex or Dishonored,
- 14:57SPEAKER_01: that punch well above their weight class and make a lot of money.
- 15:00SPEAKER_01: If you look back at Dishonored,
- 15:01SPEAKER_01: for instance,
- 15:02SPEAKER_01: the budget that we were working with was,
- 15:04SPEAKER_01: I wouldn't say tiny,
- 15:06SPEAKER_01: you know, many IIII developers would envy that budget, but it was very reasonable.
- 15:12SPEAKER_01: And then we, you know, our ROI was four or five
- 15:17SPEAKER_01: So, first of all, all games struggle.
- 15:20SPEAKER_01: Like, it's hard to make any game.
- 15:22SPEAKER_01: Like, people say, you know, 90% of restaurants fail or whatever.
- 15:24SPEAKER_01: Well, that's probably because most people starting a restaurant don't know what they're doing.
- 15:30SPEAKER_01: That would be,
- 15:30SPEAKER_01: of the people who really have done it well in the past,
- 15:33SPEAKER_01: what percentage of those people succeed or fail?
- 15:35SPEAKER_01: That's a different number, right?
- 15:37SPEAKER_01: And so we have a team of people with a lot of institutional knowledge,
- 15:40SPEAKER_01: a very amazing group of people at Black Pony Immersive.
- 15:44SPEAKER_01: But the real answer, I think, to the question isn't about this little subgenre.
- 15:50SPEAKER_01: That's where our values are.
- 15:53SPEAKER_01: Remember when you were a kid,
- 15:55SPEAKER_01: maybe fantasy literature might have been very niche,
- 15:58SPEAKER_01: certainly was when I was a child.
- 16:00SPEAKER_01: And then at some point it exploded and it took over everything
- 16:04SPEAKER_01: and you wouldn't even recognize it, right?
- 16:06SPEAKER_01: Like you would play a sports title or a big shooter, RPG features have dominated that game.
- 16:12SPEAKER_01: You know, all of those games have RPG features in them.
- 16:14SPEAKER_01: In fact,
- 16:14SPEAKER_01: some of the favorite features in those titles are originally
- 16:17SPEAKER_01: from this like super nerdy niche world.
- 16:20SPEAKER_01: And so I feel like in the same way,
- 16:23SPEAKER_01: the features that make immersive sounds cool have spread out I believe
- 16:27SPEAKER_01: in what we're doing because it's very exciting.
- 16:30SPEAKER_01: Everybody we pitch it to gets lit up.
- 16:31SPEAKER_01: I know that
- 16:54SPEAKER_01: Those problems solve themselves if the game is good enough.
- 16:57SPEAKER_01: And I've just seen that over and over.
- 16:59SPEAKER_01: And yes,
- 16:59SPEAKER_01: lots of things fail,
- 17:00SPEAKER_01: but you know,
- 17:01SPEAKER_01: lots of people set out to make like extraction shooters that fail, right?
- 17:04SPEAKER_01: Lots of people look at the biggest game in the world and they go to copy it and
- 17:08SPEAKER_01: a big percentage of those fail as well, right?
- 17:11SPEAKER_00: I was just going to add to this that like,
- 17:13SPEAKER_00: I think the industry is growing in such a way that there are a large amount
- 17:18SPEAKER_00: of players with a really varied appetite of games of like what types
- 17:22SPEAKER_00: of games people want to play, what they find interesting.
- 17:26SPEAKER_00: And I think it almost feels cutting edge to double down on kind of
- 17:29SPEAKER_00: the basic fundamentals of this business,
- 17:32SPEAKER_00: like time is a flat circle in some way,
- 17:33SPEAKER_00: but just to be honest with yourself that like...
- 17:36SPEAKER_00: We don't really know what turn the industry might take and we're probably not going
- 17:42SPEAKER_00: to be very good at trend chasing.
- 17:44SPEAKER_00: And so our best shot here and what we're so excited to do is to rally around
- 17:50SPEAKER_00: a creative vision that It excites us as developers.
- 17:53SPEAKER_00: It excites the audience that we know will show up and wants to play this kind of game.
- 17:59SPEAKER_00: And that's the best chance I think of making something great.
- 18:03SPEAKER_00: And I think there are teams out there who have that same kind of passion for
- 18:06SPEAKER_00: an Extraction Shooter,
- 18:07SPEAKER_00: like Harvey said, or something that's like a third person action adventure game.
- 18:12SPEAKER_00: And that's great.
- 18:12SPEAKER_00: And I think the industry can support all of these things.
- 18:16SPEAKER_00: But I think the order of operations,
- 18:18SPEAKER_00: the thing that is very important,
- 18:19SPEAKER_00: that feels like it's been lost a bit,
- 18:22SPEAKER_00: but everything flows through it is that vision.
- 18:25SPEAKER_00: It's the thing that excites you and your team about what you want to make.
- 18:29SPEAKER_00: And you can endure so much.
- 18:31SPEAKER_00: When you're fueled by that, I think
- 18:32SPEAKER_01: through development.
- 18:33SPEAKER_01: And of course, keeping the budget right is critical.
- 18:36SPEAKER_01: It's gotta be.
- 18:37SPEAKER_01: Always.
- 18:38SPEAKER_01: We love some of those big games too, by the way.
- 18:41SPEAKER_01: Our team,
- 18:41SPEAKER_01: you know,
- 18:42SPEAKER_01: constantly plays Arc Raiders,
- 18:44SPEAKER_01: you know, PUBG,
- 18:46SPEAKER_01: lots of different things,
- 18:47SPEAKER_01: even though we're focused on single player immersive sim type stuff.
- 18:50SPEAKER_01: It is kind of a beautiful thing to remain optimistic.
- 18:53SPEAKER_01: After 33 years of hardships in video games and great moments as well,
- 19:00SPEAKER_01: we've had the most high highs and the low lows, I think.
- 19:03SPEAKER_01: If you look at winning game of the year a couple of times or you look
- 19:07SPEAKER_01: at studio closures, it's all over the map, right?
- 19:11SPEAKER_01: And I've heard people across time,
- 19:14SPEAKER_01: very well-paid people say things to me going way back now,
- 19:17SPEAKER_01: but like first-person games don't sell or RPGs are a niche market.
- 19:22SPEAKER_01: If you're not working on a free to play game now in five years, you'll be out of a job.
- 19:26SPEAKER_01: MMOs of the future.
- 19:28SPEAKER_01: In the future,
- 19:29SPEAKER_01: games, all games will have live motion video sections with Hollywood actors in them.
- 19:34SPEAKER_01: You know,
- 19:34SPEAKER_01: I've heard everything and,
- 19:36SPEAKER_01: you know,
- 19:37SPEAKER_01: a Imagine the lines never go down and we're all making games as service games
- 19:41SPEAKER_01: and they just keep going.
- 19:42SPEAKER_01: I've heard smart,
- 19:43SPEAKER_01: good people,
- 19:44SPEAKER_01: people I like,
- 19:45SPEAKER_01: friends of mine in the industry and executive positions say these kinds of things
- 19:50SPEAKER_01: over the years.
- 19:52SPEAKER_01: And sometimes they're right and sometimes they're wrong.
- 19:54SPEAKER_01: But what Ben just said,
- 19:55SPEAKER_01: falling back on what you love and going with a strong vision,
- 19:59SPEAKER_01: it often comes through for us.
- 20:00SPEAKER_01: So that's what we got to do.
- 20:02SPEAKER_02: There is a trend in the industry today, is that there isn't a trend.
- 20:05SPEAKER_02: And you used, interestingly, you both mentioned extraction shooters.
- 20:08SPEAKER_02: Extraction shooters,
- 20:09SPEAKER_02: actually,
- 20:09SPEAKER_02: within that genre, it's actually quite a niche, until Ark Raiders did its thing.
- 20:13SPEAKER_02: And Souls-like games, yeah,
- 20:15SPEAKER_02: Dark Souls was well-loved, but it was never that big until Elden Ring happened.
- 20:18SPEAKER_02: And even Metroidvania's tiny little genre, and then Hollow Knight happened.
- 20:22SPEAKER_02: And you've got these countless, you know, you can go into TV and film.
- 20:25SPEAKER_02: Game of Thrones,
- 20:26SPEAKER_02: one of the nerdiest shows on the planet was what became
- 20:28SPEAKER_02: the biggest thing everyone was watching.
- 20:30SPEAKER_01: I mean, can you imagine the surprise of George R. R. Martin going to these conventions?
- 20:35SPEAKER_01: I love it.
- 20:36SPEAKER_01: I love this man going to these conventions and talking to these people
- 20:40SPEAKER_01: that he would throw in a one liner like a thousand pages into some book
- 20:44SPEAKER_01: about someone's great aunt who did something crazy and some fan is there at
- 20:50SPEAKER_01: the convention ready to pass.
- 20:52SPEAKER_01: And he's like,
- 20:55SPEAKER_01: you know,
- 20:55SPEAKER_01: and now suddenly everyone in the world,
- 20:58SPEAKER_01: before they did not stick to landing, everyone in the world was watching that show.
- 21:04SPEAKER_01: We had viewing parties.
- 21:05SPEAKER_01: Like we'd have 12 people at my house sitting down in
- 21:08SPEAKER_01: the dark watching uncomfortable nerdy sex scenes and dragons burn people alive.
- 21:12SPEAKER_01: Like it was like, I was like, what pinched me?
- 21:14SPEAKER_01: What world am I living in?
- 21:16SPEAKER_01: So yes, it's a good, I think a good thing.
- 21:20SPEAKER_02: And I think the right thing, Ben,
- 21:21SPEAKER_02: as you said, is,
- 21:21SPEAKER_02: you know, Focus,
- 21:23SPEAKER_02: the publisher,
- 21:24SPEAKER_02: and Arrowhead,
- 21:24SPEAKER_02: who make Hell Divers,
- 21:25SPEAKER_02: have the same basic motto,
- 21:26SPEAKER_02: which is a game,
- 21:27SPEAKER_02: it's a variation on a game for everyone is a game for no one,
- 21:30SPEAKER_02: and that if you focus on making a game for somebody that you know,
- 21:34SPEAKER_02: which is the games that you love to make,
- 21:35SPEAKER_02: and you do a really good job of that,
- 21:37SPEAKER_02: You might only reach that audience,
- 21:38SPEAKER_02: and if you budget accordingly, great,
- 21:40SPEAKER_02: you're doing fine,
- 21:41SPEAKER_02: but you do have a chance to break out in the way Game of Thrones did,
- 21:44SPEAKER_02: or Elden Ring did,
- 21:45SPEAKER_02: or Ark Raiders did,
- 21:46SPEAKER_02: or Hollow Knight did, and there's loads of examples of that, go on all day.
- 21:48SPEAKER_01: I think very specific things drawn from what people know and love are always amazing
- 21:55SPEAKER_01: when they come together, right?
- 21:56SPEAKER_01: That's a lot of qualifiers,
- 21:57SPEAKER_01: but I was at Arcane for 16 years,
- 22:00SPEAKER_01: Raphael Colantonio is a friend,
- 22:01SPEAKER_01: we worked side by side, we had an office together for years through Dishonored.
- 22:05SPEAKER_01: And I remember people would come to us and tell us,
- 22:07SPEAKER_01: man, to keep the business alive, you better take some contracts.
- 22:10SPEAKER_01: You need to be working on whatever you can get.
- 22:12SPEAKER_01: And for a while, we tried that, even though it felt wrong.
- 22:14SPEAKER_01: There was a point in town when Arkane was about to go under.
- 22:17SPEAKER_01: I think we had four months of money left,
- 22:19SPEAKER_01: you know,
- 22:19SPEAKER_01: because we wanted if we were going to end, we wanted to pay people some severance.
- 22:23SPEAKER_01: And we were working on boom blocks with the EA.
- 22:26SPEAKER_01: We were pitching to Ubisoft.
- 22:28SPEAKER_01: We had we had a couple of guys on A zombie shooter.
- 22:34SPEAKER_01: We had three guys working with certain affinity.
- 22:36SPEAKER_01: We were farming people out left and right.
- 22:37SPEAKER_01: We were on nine projects at once.
- 22:39SPEAKER_01: And at some point, we just realized this is not the way.
- 22:42SPEAKER_01: Like we are here to do a very specific thing.
- 22:45SPEAKER_01: Let's focus on that and let's go under if that's what is going to happen.
- 22:49SPEAKER_01: And instead,
- 22:50SPEAKER_01: the result was Dishonored,
- 22:52SPEAKER_01: you know, which was like one of the big turnarounds of my career.
- 22:56SPEAKER_01: It was another great game that I was privileged enough to work on.
- 23:00SPEAKER_01: And that sort of focus like I have friends at Question Games,
- 23:04SPEAKER_01: a tiny studio who right now are working on a game called The Killing Stone
- 23:08SPEAKER_01: that you can get on Xbox on Steam.
- 23:10SPEAKER_01: Sorry, that's where I got it, Steam.
- 23:13SPEAKER_01: And it is written.
- 23:15SPEAKER_01: It is a love letter to Faust and Shakespeare.
- 23:20SPEAKER_01: It is so weird and it's so cool.
- 23:22SPEAKER_01: It's a deck builder and it only would come from the minds of Jordan Thomas
- 23:27SPEAKER_01: and Ken Strickland and the guys there at question.
- 23:29SPEAKER_01: It's just like a crazy thing.
- 23:30SPEAKER_01: It's an easy game and I love them for making it.
- 23:32SPEAKER_01: And if you liked Inscription, you probably liked that game, but I hope it blows up somehow.
- 23:37SPEAKER_01: But if it doesn't, I'm happy to have encountered it as an artifact, right?
- 23:43SPEAKER_01: And so I do think that motto that you just expressed,
- 23:47SPEAKER_01: I hadn't heard that before, but it makes a lot of sense.
- 23:49SPEAKER_01: It's smart.
- 23:50SPEAKER_02: It is a great one.
- 23:51SPEAKER_02: And also Boom Blocks is a brilliant game.
- 23:55SPEAKER_02: You've both obviously created some of the best games out there,
- 23:58SPEAKER_02: but the last title, Redfall, went a bit awry.
- 24:02SPEAKER_02: What happened there?
- 24:03SPEAKER_02: What happened there?
- 24:05SPEAKER_01: Yeah, that was a difficult project.
- 24:08SPEAKER_01: We, you know,
- 24:11SPEAKER_01: Arkane is very specialized,
- 24:12SPEAKER_01: but the industry is growing and there's always more mouths to feed and there's
- 24:17SPEAKER_01: a bigger infrastructure.
- 24:19SPEAKER_01: Nothing wrong with that.
- 24:20SPEAKER_01: You know, when Everybody likes to get paid and it's great when you can reach a wider audience.
- 24:25SPEAKER_01: I understand those goals.
- 24:27SPEAKER_01: When Arkane started, it was four guys in a room in Lyon, France, right?
- 24:30SPEAKER_01: And by the time I left there, it was part of Microsoft, right?
- 24:33SPEAKER_01: But at some point along the way,
- 24:34SPEAKER_01: we kind of got swept up in the games as service thing and had the, I had the
- 24:42SPEAKER_01: Uh, the foolish chutzpah to assume that, you know, it always works out for us.
- 24:47SPEAKER_01: We can do this.
- 24:47SPEAKER_01: Well, let's take what we do and what we love and we mix it with that and like,
- 24:51SPEAKER_01: you know,
- 24:52SPEAKER_01: do a day-night cycle and do different mechanics by day and night and,
- 24:55SPEAKER_01: you know, have character classes.
- 24:57SPEAKER_01: And in the middle of all that, COVID happened on top of everything.
- 25:01SPEAKER_00: Yeah.
- 25:01SPEAKER_01: I'm not saying that was purely the difference maker,
- 25:04SPEAKER_01: but we also had the great resignation where everybody went remote
- 25:08SPEAKER_01: and everybody started changing jobs.
- 25:10SPEAKER_01: And let me tell you, uh, I'll just say this about Redfall.
- 25:14SPEAKER_01: We finished the game and it was very poorly received because the first version
- 25:19SPEAKER_01: when we launched it was not good.
- 25:21SPEAKER_01: We then worked on it for a year and we patched thousands of bugs and we got laid off.
- 25:29SPEAKER_01: And we had in the pipe, I think Ben, it was 1.4 was the version.
- 25:33SPEAKER_01: And it was like the latest of like three or four big patches.
- 25:36SPEAKER_01: And it was the one that like fixed tons of stuff.
- 25:39SPEAKER_01: And we went to Microsoft and said, I know we're fired.
- 25:42SPEAKER_01: I know we don't work here anymore.
- 25:43SPEAKER_01: But can we please release this?
- 25:46SPEAKER_01: And to their credit, they did not say no.
- 25:49SPEAKER_01: And so they let six or seven of us sign forms that we could come back in
- 25:53SPEAKER_01: the building and we weren't going to burn the place down.
- 25:55SPEAKER_01: And after being fired or laid off,
- 25:58SPEAKER_01: whatever you call it,
- 25:59SPEAKER_01: we released 1.4,
- 26:01SPEAKER_01: which I think if we had released on day one,
- 26:04SPEAKER_01: you know,
- 26:05SPEAKER_01: it wouldn't have set the world on fire, but it was a much, much better game.
- 26:09SPEAKER_01: We're very proud of the work that people did.
- 26:11SPEAKER_01: And the last thing I want to say about it is The experience we went through on
- 26:15SPEAKER_01: that long troubled project where I was clearly out of my lane and I was not working
- 26:21SPEAKER_01: on the kind of things that I should be working on.
- 26:24SPEAKER_01: Some of my proudest moments watching the leads that I worked with and
- 26:28SPEAKER_01: the other managers and the people on
- 26:30SPEAKER_01: the team rally around incredibly difficult things like,
- 26:34SPEAKER_01: you know,
- 26:35SPEAKER_01: politically,
- 26:35SPEAKER_01: there were very hard things,
- 26:37SPEAKER_01: you know,
- 26:37SPEAKER_01: there were fires that would The government announced aliens at some point,
- 26:41SPEAKER_01: you know, that there was a swarm of murder hornets that were coming toward Texas.
- 26:45SPEAKER_01: It was like we had an ice storm that put power and water out for like two weeks for some people.
- 26:50SPEAKER_01: It was crazy.
- 26:52SPEAKER_01: Uh, that development cycle, I'll never forget it.
- 26:54SPEAKER_01: And yet at the end of it,
- 26:56SPEAKER_01: people came back together to release that patch even after losing their jobs.
- 27:01SPEAKER_01: And some of them wanted to work with us again after that.
- 27:05SPEAKER_01: Right.
- 27:05SPEAKER_01: So it's just like, You know the old cliche, it's about the journey.
- 27:11SPEAKER_01: Sometimes it's about the golden ring and you really want the golden ring
- 27:15SPEAKER_01: and you learn from your mistakes probably more than you do from your successes,
- 27:18SPEAKER_01: let me tell you that.
- 27:20SPEAKER_01: But at the same time,
- 27:21SPEAKER_01: it really is sometimes just about the experience together as developers trying
- 27:25SPEAKER_01: to do something really difficult.
- 27:31SPEAKER_01: It is what it is.
- 27:32SPEAKER_00: Yeah, I would add to that from my perspective, Harvey,
- 27:35SPEAKER_00: you mentioned a lot of like punctuating moments during that development cycle.
- 27:40SPEAKER_00: Sometimes my brain thinks that way.
- 27:41SPEAKER_00: I don't think about,
- 27:42SPEAKER_00: oh, in 2018, we released a conceptual prototype and In 2020, we did Vertical Slice.
- 27:47SPEAKER_00: I think about like Murder Hornets or,
- 27:50SPEAKER_00: you know, Great Resignation or whatever is happening in that timeline.
- 27:55SPEAKER_00: And the same thing I think was true,
- 27:58SPEAKER_00: like within ZeniMax at the time,
- 28:00SPEAKER_00: you know,
- 28:00SPEAKER_00: there's all All kinds of different company strategies and objectives,
- 28:04SPEAKER_00: you know, VR or games as a service.
- 28:09SPEAKER_00: And I think the inception of Redfall really came about when games as a service was,
- 28:14SPEAKER_00: that was the prevailing strategy, right?
- 28:16SPEAKER_00: We gotta figure out like, how do we, how do we do this?
- 28:17SPEAKER_00: There were many projects during the time at ZeniMax that were going that direction.
- 28:23SPEAKER_00: Each one of them,
- 28:24SPEAKER_00: or most of them, I think trying to find ways to kind of bail out of some of that.
- 28:29SPEAKER_00: But for me,
- 28:29SPEAKER_00: what I remember the most Harvey is what you said,
- 28:31SPEAKER_00: you know,
- 28:32SPEAKER_00: after the studio was announced to be closed and Arcane Austin would be no more.
- 28:38SPEAKER_00: People that had gone through such
- 28:40SPEAKER_00: an unbelievably challenging development were willing to continue
- 28:45SPEAKER_00: to push out something that we all worked really hard on.
- 28:50SPEAKER_00: And again, like having to sign forms and say, hey, We're not going to subterfuge here.
- 28:55SPEAKER_00: We're just trying to release something to try to leave it in as great of a place
- 28:59SPEAKER_00: as we can so that we can spiritually move on from what we've been doing.
- 29:05SPEAKER_00: And to have that opportunity,
- 29:07SPEAKER_00: I feel like it's an achievement unlocked for me in my career to release something
- 29:11SPEAKER_00: after I've been fired and the studio was down.
- 29:13SPEAKER_00: I don't think I'll ever have the chance maybe to do that again as a producer.
- 29:18SPEAKER_00: But it's the team and the people that...
- 29:22SPEAKER_00: Came together there.
- 29:23SPEAKER_00: And like Harvey mentioned, many of them had worked on Prey and Mooncrash.
- 29:28SPEAKER_00: They had worked on Dishonored and the DLCs.
- 29:32SPEAKER_00: Many of the core people there are now with us at Blackpony Immersive.
- 29:34SPEAKER_00: It's just like when you have that galvanizing moment,
- 29:38SPEAKER_00: sometimes even more through failure than success, that is a powerful binder.
- 29:43SPEAKER_00: And that's something that I just, that's why I'm doing this.
- 29:46SPEAKER_00: That's why I'm in this.
- 29:48SPEAKER_02: I'm aware I'm out of time,
- 29:49SPEAKER_02: but I do want to end on an actual black pony note, which is a very general question.
- 29:55SPEAKER_02: What's the dream?
- 29:57SPEAKER_02: What's your dream for black pony immersive?
- 30:00SPEAKER_01: Yeah, so Blackpony Immersive is a dream in and of itself.
- 30:05SPEAKER_01: And I mentioned earlier the highs and the lows.
- 30:07SPEAKER_01: You know,
- 30:08SPEAKER_01: we've obviously had all the setbacks that every other game developer can tell you
- 30:13SPEAKER_01: about.
- 30:13SPEAKER_01: But, you know,
- 30:14SPEAKER_01: when we shipped Dishonored,
- 30:17SPEAKER_01: you know,
- 30:17SPEAKER_01: I could talk all day about what great things happened to us in the aftermath
- 30:20SPEAKER_01: of Deus Ex with War Inspector and company.
- 30:22SPEAKER_01: But later at Arkane,
- 30:24SPEAKER_01: when we shipped Dishonored, Uh,
- 30:27SPEAKER_01: we got to go to the Game Awards and Robert Altman sent a private jet for us and Raf
- 30:30SPEAKER_01: and I and some of our leads rode on a private jet for the first time.
- 30:34SPEAKER_01: Like poor kid, small town riding a private jet.
- 30:36SPEAKER_01: Let me tell you, this is an amazing experience.
- 30:39SPEAKER_01: And we got to the Game Awards.
- 30:41SPEAKER_01: And this brave little girl that had sung the Drunken Wailer song
- 30:44SPEAKER_01: for Dishonored stood on stage with a full orchestra behind her.
- 30:48SPEAKER_01: We're sitting in these amazing box seats about to go on stage,
- 30:52SPEAKER_01: be handed an award by Jessica Alba
- 30:54SPEAKER_01: while she's standing there facing this massive Galactic Senate arranged around her
- 30:59SPEAKER_01: at the Game Awards and she's singing her heart out.
- 31:02SPEAKER_01: There are moments like that that just blow your mind.
- 31:07SPEAKER_01: At this point,
- 31:08SPEAKER_01: this is almost embarrassing to say and it shouldn't be,
- 31:11SPEAKER_01: but in a few months, I turned 60.
- 31:13SPEAKER_01: I've been in games 33 years.
- 31:17SPEAKER_01: I've seen a lot.
- 31:19SPEAKER_01: I was in the military before video games, right?
- 31:21SPEAKER_01: And so I've done a lot.
- 31:23SPEAKER_01: I was in during Desert Storm, you know.
- 31:24SPEAKER_01: So the dream for me is no longer just the gold ring or just surviving the tragedies,
- 31:31SPEAKER_01: you know, that happened to developers.
- 31:33SPEAKER_01: It's pulling people in.
- 31:34SPEAKER_01: It's mentoring them.
- 31:35SPEAKER_01: It's watching them grow.
- 31:37SPEAKER_01: It's watching a feature come together.
- 31:38SPEAKER_01: It's watching that delight that people have.
- 31:40SPEAKER_01: When they, an emergent solution to a problem, your AI does something unexpected.
- 31:45SPEAKER_01: Physics does something unexpected.
- 31:48SPEAKER_01: That is a dream for me, like to get the game functioning like that again.
- 31:52SPEAKER_01: So we have another experience that people are talking about in 10 or 20 years,
- 31:57SPEAKER_01: like Deus Ex, like Dishonored, like Prey, you know?
- 32:01SPEAKER_01: And I believe that typically the success follows that.
- 32:06SPEAKER_02: Great answer.
- 32:07SPEAKER_02: Ben, Harvey, thank you so much for your time.
- 32:10SPEAKER_00: Thanks so much, Chris.
- 32:11SPEAKER_02: That's it for today's edition of The Game Business Show.
- 32:14SPEAKER_02: We will be back with more news,
- 32:16SPEAKER_02: more analysis, more insight and more interviews in the days and weeks ahead.
- 32:19SPEAKER_02: To make sure you don't miss an episode, head to thegamebusiness.com and sign up.
- 32:23SPEAKER_02: You'll receive an email every time we put out an edition, which we do twice a week for free.
- 32:28SPEAKER_02: Until next time, however, thank you for tuning in.
- 32:33SPEAKER_02: If you could work on one IP, one entertainment property that isn't your
- 32:37SPEAKER_01: own, what would it be?
- 32:38SPEAKER_01: Oh my god, this has been true since I was like 10 years old.
- 32:41SPEAKER_01: The Chronicles of Amber by Roger Zelazny.
- 32:45SPEAKER_01: Oh, that's a nice answer.
- 32:47SPEAKER_00: What's the greatest album of all time?
- 33:09SPEAKER_01: Oh my god, you're going to make us feel old and kick off a fight.
- 33:13SPEAKER_01: You know,
- 33:16SPEAKER_01: I will just say that I listen to some very old,
- 33:19SPEAKER_01: old man music, like I Love Pink Floyd and things like that, but I'm also like...
- 33:24SPEAKER_01: Julian Casablanca from The Strokes has a side project called The Voids.
- 33:29SPEAKER_01: And Prophecy of the Dragon from like a year or two ago is one of my favorite songs of all time.
- 33:33SPEAKER_01: So I range through music, but it's probably OK Computer by Radiohead
- 33:37SPEAKER_00: for me.
- 33:39SPEAKER_00: So closely related, I almost don't want to say it.
- 33:42SPEAKER_00: When I have friends over for dinner parties or we're just hanging out together in
- 33:45SPEAKER_00: the evening and we put a vinyl on and we're listening,
- 33:47SPEAKER_00: what are we listening to most often?
- 33:49SPEAKER_00: I think about albums like Love Supreme or things like this that are just seminal.
- 33:54SPEAKER_00: But Kid A by Radiohead is probably the one that we put on the most.
- 33:59SPEAKER_01: And I just love it.
- 34:00SPEAKER_01: Oh, wow.
- 34:01SPEAKER_01: Radiohead.
- 34:02SPEAKER_01: PC or console?
- 34:03SPEAKER_01: I'm going to give a weasel answer here.
- 34:06SPEAKER_01: In truth, the PC...
- 34:09SPEAKER_01: Concert.
- 34:33SPEAKER_00: I am a sicko, man.
- 34:35SPEAKER_00: I play games like Dwarf Fortress and Caves of Kud on my Steam Deck,
- 34:39SPEAKER_00: and I love taking those just on the run.
- 34:42SPEAKER_00: The controls are pretty gnarly,
- 34:44SPEAKER_00: you know,
- 34:45SPEAKER_00: trying to dig through elevation levels and Dwarf Fortress and all
- 34:48SPEAKER_00: But Steam Deck does such a wonderful job at being able to control,
- 34:51SPEAKER_00: customize your layout, share that with the community.
- 34:53SPEAKER_00: Other people would hear, oh man, this is great.
- 34:55SPEAKER_00: You know, and I mean, I guess.
- 34:58SPEAKER_00: You've gone handheld.
- 34:59SPEAKER_00: Yeah, I've gone handheld.
- 35:01SPEAKER_02: You've created a third option.
- 35:04SPEAKER_02: Best immersive sim that isn't your own?
- 35:07SPEAKER_01: Oh, that's an easy answer for me.
- 35:09SPEAKER_01: I could easily say Bioshock because I think when Ken Levine's team is on, they're very much on.
- 35:16SPEAKER_01: And for me, that was very powerful.
- 35:19SPEAKER_01: However, I didn't work on Prey, a game done by.
- 35:22SPEAKER_01: Thank you very much.
- 35:39SPEAKER_00: Yeah, Bioshock for me was one of my first like real experiences in that.
- 35:44SPEAKER_00: And it's funny too,
- 35:44SPEAKER_00: because like immersive sins,
- 35:46SPEAKER_00: the design philosophy around them,
- 35:49SPEAKER_00: I experienced a little bit of that actually playing like Morrowind back in the day,
- 35:53SPEAKER_00: like,
- 35:53SPEAKER_00: you know,
- 35:53SPEAKER_00: and playing through that experience on console was like kind of a mind blowing thing
- 35:58SPEAKER_00: for me as well, placed into an open world.
- 36:00SPEAKER_00: But Bioshock,
- 36:01SPEAKER_00: I think for a story and character design and just wonderful systems,
- 36:05SPEAKER_00: it was, it was great.
- 36:06SPEAKER_02: This is quite a long quick throw around, so I'll ask the last one.
- 36:09SPEAKER_02: What one piece of advice would you give to someone looking to build immersive sim games in 2026?
- 36:14SPEAKER_01: Well, it's interesting.
- 36:16SPEAKER_01: I had a call the other day with Project Shadowglass guy who was very amiable
- 36:22SPEAKER_01: and was really fun to talk to,
- 36:24SPEAKER_01: you know, because that's like kind of a very, very tiny team.
- 36:27SPEAKER_01: At one point, it was just one guy trying to make an immersive sim.
- 36:31SPEAKER_01: And I give him tons of advice about constraining down to one location
- 36:35SPEAKER_01: and doing things to change that location as much as possible.
- 36:39SPEAKER_01: That's his challenge.
- 36:40SPEAKER_01: That's our challenge.
- 36:41SPEAKER_00: You know,
- 36:41SPEAKER_00: I remember this video I saw somewhere online and it was this person Asking
- 36:46SPEAKER_00: the same question you just asked, Chris, to just pass her by on the street.
- 36:49SPEAKER_00: And he happened to ask this question about what advice would you give in your career
- 36:53SPEAKER_00: to Willem Dafoe, who is just walking on the sidewalk.
- 36:57SPEAKER_00: But the person did not know that this was Willem Dafoe.
- 37:00SPEAKER_00: And he said, hey, like, what do you do for a living?
- 37:02SPEAKER_00: And this guy said, like, I'm an actor.
- 37:04SPEAKER_00: And he's like, oh, cool.
- 37:04SPEAKER_00: Like, what advice would you give?
- 37:05SPEAKER_00: And Willem Dafoe just said, I don't give advice.
- 37:07SPEAKER_00: Just do what it is that you love and go out and do that.
- 37:10SPEAKER_00: And that's it.
- 37:10SPEAKER_00: And like, don't take advice from me.
- 37:12SPEAKER_00: And he left.
- 37:13SPEAKER_00: And I feel similar.
- 37:14SPEAKER_00: The industry just needs people working on the things that they're most passionate about.
- 37:18SPEAKER_00: And if that's an immersive sim, then fucking go for it.
- 37:22SPEAKER_00: And I'll play it.