Latest / Linen Suit & Plastic Tie / What Wishes Do Games Fulfill? ft. Executive Producer @ Marvel Games (Eric Monacelli)
Transcript
- 0:05Chow Chow, welcome. Welcome to the Linen Suit and
- 0:09Plastic Tie Podcast. This is the podcast where we
- 0:12dissect and analyze the epic, the amazing, the cool, the
- 0:15impossible, the awesome, the not actually impossible power of
- 0:20story time and learn how to harness that power in our
- 0:23everyday life. That word was lives by the way,
- 0:29just in case I'm Gov. And I'm Kevin.
- 0:34Kevin, before you start, and I know I told you in the intro,
- 0:38I'm do this real quick. One thing, one thing I'm
- 0:41noticing, but one, I'm back in my LA apartment, lots of stuff
- 0:44happening again. We're going to get into it in a
- 0:46later episode. But one thing I'm noticing is
- 0:48because because I've been moving around a lot, we've been doing
- 0:50the intros and the main episodes kind of disjointedly.
- 0:53So the best part of me is when I watch them back, now that we're
- 0:56using YouTube, we're noticing stuff like you give me shit all
- 0:59the time because you know, I'm a hand movement guy.
- 1:01So that comes on camera. Everything we're doing is coming
- 1:04on camera. But one thing that's really
- 1:05noticeable is how my beard changes depending on when we
- 1:10film. So like I haven't shaved since
- 1:13before we filmed this episode but you'll see the beard looks
- 1:16different just in a little bit of time.
- 1:17But in our last episode we had recorded the intro a couple
- 1:21weeks after the main episode and it goes from LON beard to clean
- 1:26shaven. Yeah, I mean, we're literally
- 1:28going from no visual of anything to having to watch every little
- 1:33movement on it. And that is a really interesting
- 1:36point brought up actually, because another thing I noticed
- 1:39from the editing side of things is for both of us, what we start
- 1:43to do when we're not talking. And when it's in audio, if
- 1:48you're not talking, you just don't show up in the episode.
- 1:51But when you have video, that's a little different because the
- 1:56camera is still on you. You're being recorded every
- 1:58single second, and for us who are not completely used to it
- 2:04right now, it's really interesting to start picking up
- 2:07like moments of disengagement almost.
- 2:12Yeah, you probably laugh because I just did it.
- 2:14It's so weird because I am a fidgety person.
- 2:17It's one of the biggest reasons I take notes in classes I'm in
- 2:21at school. Not because I'm going to go read
- 2:22them later, God no. Because like, it keeps me
- 2:25engaged. That's why I take notes at work,
- 2:27right? But that was the other thing
- 2:28though, because we both got into the habit of taking notes as we
- 2:32were talking to our guests. But when it shows up on camera,
- 2:36it's the moment we stop talking, the moment we finish a question,
- 2:41we immediately look down on the camera.
- 2:44But the audience can't see what we're actually doing.
- 2:47So it just looks like we got immediately disengaged.
- 2:50So this is for the record, that we are both actually taking
- 2:54those into actively listening when you saw us disengaged.
- 3:00But another thing that was really interesting, Gaurav, is
- 3:04recently we got you exploring a new format of storytelling.
- 3:10You're starting to try this new video game that we are the two
- 3:13of us are playing together called Split Fiction.
- 3:17So just a little context is Kevin's a pretty big gamer and
- 3:20I'm not, so I'm like exploring this with him almost like the
- 3:23first time besides little games I've played in the past and
- 3:27Duolingo. Yeah, and we'll get into that
- 3:32probably in a little episode as well.
- 3:33But what's interesting from US playing this dual player video
- 3:39game together though, is that for the same exact content, we
- 3:43get both the player and the non conventional player points of
- 3:47view. And something I noticed you
- 3:50doing though, that was really interesting is the moment we get
- 3:55out of the like interactive playing segment of the game and
- 3:59gets into the cutscenes where there's just dialogues and kind
- 4:05of scripted play almost. You would actually drop the
- 4:09controller and start scrolling through your phone.
- 4:12I don't know if you'd notice yourself doing that.
- 4:15I really was trying. I've really tried not to and
- 4:18like I I was, I was worried that's where you were going and
- 4:21I was like, no, he's not because I thought I was being pretty
- 4:23good at not he was moments. I mean, oh, we've been playing a
- 4:26while. I haven't like not having
- 4:27checked my phone. I'm I'm going to do this
- 4:29justification mode. I can see myself being like,
- 4:31listen, let me prove to you why I use my key.
- 4:34Yeah, but but that's that is not the point.
- 4:37I'm the what I'm trying to raise here, though, is part of your
- 4:41experience understanding this new storytelling format is that
- 4:47in your brain, you probably recognize that the moment the
- 4:51interactive segment stops is the moment you need to stop.
- 4:55You can stop engaging, whereas that that is not the entire
- 5:00video gaming experience. The story actually is is still
- 5:03continuing in a good games, the interactive and the cutscene
- 5:07segments actually seamlessly flow in and out of each other
- 5:13where even if it stopped pressing the button doesn't,
- 5:16that doesn't mean you stop experiencing the story.
- 5:19Whereas for me, I'm more used to this format now.
- 5:22I know to stay engaged, but it's really interesting for me to
- 5:26watch you try to get used to this new format and it's kind of
- 5:31a quirk almost from what you typically the type of stories
- 5:36that you typically consume. Yeah, when I watch a movie at
- 5:39home, I really try not to use my phone, but I struggle with it
- 5:41sometimes not to be fully engaged because, you know, we're
- 5:44so used to having that ability or my anxiety a lot of times
- 5:48pulls me to my phone to check things.
- 5:50But you're right, in the cutscenes, that's a moment where
- 5:52you know, you don't have to be engaged.
- 5:54You can pay attention, understand, while doing other
- 5:56things. So it's the same, right.
- 5:57OK, break, put down the controller, pick up my phone.
- 6:01And that's where you see, oh, This is why gaming's so
- 6:04interesting, because they can combat the second screen
- 6:07problem. Yeah.
- 6:09And to help us understand this unique storytelling medium
- 6:14better, this week we are talking to a storyteller who is so
- 6:20acknowledged in this medium. Eric Monicelli is the expert
- 6:26storyteller for today's episode. If you know anything about video
- 6:30games, Eric's profiles should be extremely fascinating to you
- 6:36because he started off working at 2K, working on some of the
- 6:41MLB games and their marketing. And then he went around some
- 6:47pretty well known video game studios such as Naughty Dogs,
- 6:50which is where The Last of Us in Uncharted came from.
- 6:53Infinity War, he worked on Call of Duty, Capcom, and most
- 6:57recently he is executive producer at Marvel Games.
- 7:02So if you've heard about Spider Man games on PlayStation, Black
- 7:07Panther, and the most recent hit game Marvel's Rivals, that all
- 7:12falls under the umbrella of Marvel games that Eric and his
- 7:17team help work on at market. So this is fascinating
- 7:22conversation to understand all the insurance and outs about
- 7:26designing and marketing video games and interesting career and
- 7:31life journey in itself. So let's get into it.
- 7:36Hello, how do you do? Sit down, gather round.
- 7:42We've got stories about stories that'll make you a drink of
- 7:47wonder. Amnesty because life can be.
- 7:50Dried at a dress for the time with the Lin min suit and fly
- 7:56stick tie Lin min suit and fly stick light Now here's Gore
- 8:05Riven, Gavin. Eric, to start us off, can you
- 8:09tell us a little bit about yourself?
- 8:12Was this your story? Yeah, so man, this goes, my
- 8:17story is pretty long, but I grew up in a very small rural town
- 8:21called Sheridan, NY. So it was about man 2000 people
- 8:26total. I had a, a father who was super,
- 8:29super into computers, entertainment and, and Atari and
- 8:32all this stuff. And so that sort of peaked my
- 8:34curiosity and, and gave me this love and respect for just code,
- 8:41I guess, and, and video games. And then as I got older, I got
- 8:44really, really into music and arts and fashion and sports.
- 8:49And I think the intersection of all those really informed my
- 8:53love of entertainment and my love of proving that video games
- 8:57are an art form, which is the driving function of my entire
- 8:59career. Amazing.
- 9:02We're very similar in the sense that we explore story time as an
- 9:06art form and understand the different formats and different
- 9:08variations. We've had a couple video game
- 9:10people on the show. We've had a lot of comic book
- 9:12people because I'm a big comic book nerd.
- 9:14I have been my entire life, and they're just such interesting
- 9:17forms of story time. So I love people who understand
- 9:20that, but we also know that you weren't always planning on
- 9:24getting into video games, right? You went to Colombia.
- 9:27I think you're pretty mad. I want to get this right.
- 9:29Primary psychiatry on PMS this for this.
- 9:34Yes, yes. Something disorder.
- 9:37Tell us about that. Oh.
- 9:38Man, so I originally, I mean rewinding it way back, music was
- 9:44the driving force of everything I did.
- 9:46I didn't go to college right away.
- 9:48I went to SUNY Fredonia, which actually is a pretty well known
- 9:51SUNY school for music. And so I was going just for
- 9:55English. I would like to write and that
- 9:56sort of thing. All the people told me I was a
- 9:58good writer. I was like, sure, whatever, that
- 10:01sort of thing. It really didn't interest me.
- 10:03But after my music career really didn't pan out, I really needed
- 10:06to branch out from the small town that I was in.
- 10:10And so I transferred into NYU. I ended up getting an honors BA.
- 10:15When I graduated with my BA in literature, I was like, what am
- 10:18I going to do with my life? I could teach.
- 10:20My mom was a teacher. I love teaching.
- 10:22Taught middle school for a year. I actually was working with the
- 10:26student who had a lot of developmental issues and he he
- 10:31piqued my curiosity in psychiatry.
- 10:33Then I applied to Columbia. The program I was in wasn't a
- 10:36good fit for who I was and I dropped out of Columbia.
- 10:39But the one thing I did do to get into Columbia is the a woman
- 10:43I was living with while I was teaching middle school.
- 10:45Her husband was a professor and he wrote on primary psychiatry
- 10:49about dysphoric disorder. And I was a good writer at the
- 10:53time. So I made it pretty and I
- 10:55published it in this journal and he gave me a second author
- 10:57credit on it. And so that's how I got that
- 10:59published. You know, I dropped out after a
- 11:01while. And then I was like, what am I
- 11:03going to do? And I was applying to this is to
- 11:06work. But the woman I was interviewing
- 11:09with told me, hey, I hear you talking a lot about how you love
- 11:14video games. I don't think I'm going to hire
- 11:17you for this job. Wow.
- 11:21But I have this friend who's friends with like Kadeo Kojima,
- 11:27and it's from Japan, and she runs this company called New
- 11:31York Tokyo. I think you should talk to her.
- 11:33And so that was my very first job in gaming.
- 11:37It was how I got started. It was a very happenstance,
- 11:40fortunate series of events, speaking loudly about my
- 11:43passions to the right person at the right time.
- 11:46And that's that's sort of where it all started.
- 11:49We love a good pivot on the show, right?
- 11:51This is a big thing where we ask what's your story?
- 11:53And a lot of people say, well, my story is more windy than
- 11:56most. Everyone will say this and it's
- 11:58funny 'cause there's no straight line, right?
- 12:00We love a good pivot because it's someone who said, you know
- 12:03what? This isn't working even though
- 12:04I've been thinking about it for X years.
- 12:07I'm going to try something else. Yeah, definitely not a straight
- 12:09line. Like there's no, there's nothing
- 12:10in life that's worth it that will ever be a straight A to B,
- 12:14right? I learned that the hard way.
- 12:16I probably made a little too many pivots, like music to
- 12:19teaching to psychiatry to video games.
- 12:23But you know, it got me where I am and I'm unfortunate for all
- 12:25the learning. You know, so I am curious about
- 12:27that too, because if a little bit of music and a little bit of
- 12:30psychiatry, a little bit of art, a little bit of literature, how
- 12:35do these elements help you forward your path?
- 12:38They are the wrapper and the framework for how I think about
- 12:42the work I do in gaming. And ultimately what I think
- 12:46about gaming is we're in the business of building virtual
- 12:49worlds. No matter what aspect you are
- 12:51in, if you're a designer, if you're a publisher, if you're a
- 12:55product manager, producer, artist, coder, you're basically
- 13:00living in this virtual world that's modeled oftentimes upon
- 13:04the real world. And I also think of games as
- 13:06these digital artifacts that are created.
- 13:09And when you're creating these digital artifacts, you got to be
- 13:12very thoughtful around what kind of curation you put into what
- 13:16kind of he put into the game in this little virtual world you're
- 13:20building. So while I was at NYUI, actually
- 13:23was a museum studies research assistant.
- 13:26So museology is a fancy word for it.
- 13:29And I noticed that there's this intersection between museum
- 13:33curation and how you want a player experience to work.
- 13:36For me, the best sort of player contentment for video games is
- 13:40this sort of very, very itative wheel of like creating the the
- 13:46perfect exhibit space for people to play in that can be viewed
- 13:50and revisited and make some curious and interested.
- 13:53So that's one example, literature, psychiatry, pretty
- 13:57straightforward. It's like play is a
- 13:59psychological state and understanding how people like to
- 14:03play, you need to understand psychology.
- 14:05Fashion, I look to a lot that's for like character design.
- 14:09So I, I love it. I take all aspects of life and
- 14:12it all fundamentally. I know that sounds very
- 14:14discursive, but it really gets back to the fact that we're
- 14:16making these virtual worlds based on the real world.
- 14:19And when you do that, you have to take all elements of the real
- 14:23world in and see what fits in this little virtual world that
- 14:27you're creating and curating as a digital artifact.
- 14:31I really love this idea you brought up about building the
- 14:34virtual world that is essential to what video games do.
- 14:39On that point though, I think there are obviously a lot of
- 14:42different storytelling formats that kind of do the same effect
- 14:46effect, especially in a fictional sense, especially in
- 14:49what you do right now between Marvel games.
- 14:52You have all these IPS that are coming from other storytelling
- 14:55mediums. They originally started from
- 14:58comic books. And of course there's the
- 14:59cinematic universe and those are fictional story worlds that have
- 15:04attracted a huge and loyal fan base overtime.
- 15:08But with your understanding in the video game industry though,
- 15:12how do you think storytelling in video game is unique compared to
- 15:16these other mediums in terms of building a virtual world and
- 15:19telling a compelling story? Yeah, I mean, video games have
- 15:23always had the benefit of they fully immerse the player in a
- 15:27very active way. It's not passive participation.
- 15:30With movies, even books, you sort of sit back, you sit back,
- 15:34you're you're engaging in a very passive way.
- 15:37Video games are sort of a lean forward entertainment, right?
- 15:40It forces the player to engage. It forces the player to have
- 15:43their own sense of control and agency and, you know, trigger
- 15:49those reward centers and those responses that you want.
- 15:52It's a feedback thing. So like, you know, personally
- 15:54for me, I play a lot of baseball games, as you probably noticed
- 15:58by the hat I'm wearing and the Jackie Robinson painting behind
- 16:00me and the Pawnee glove over there.
- 16:02I love baseball and I wished I became a baseball player.
- 16:05That was my that was my my number one goal.
- 16:08I wanted to be a shortstopper pitcher for the New York Mets.
- 16:10Did that happen? Absolutely not.
- 16:12But you know, I think that's something video games can do.
- 16:14They have their sense of wish fulfillment.
- 16:17I might not be able to do this in the real world, but I can do
- 16:19it in this game and feel super strong or powerful or proud or
- 16:22or mighty or or even sad. Different emotions.
- 16:25Like one of my favorite games in the past few years is Grease,
- 16:28and that game is exceptionally sad, but it just helps the
- 16:33processing loneliness and emotions.
- 16:35And so I think games have this power to do that that no other
- 16:39medium has in a very, very active way.
- 16:42Totally, I've played through both Spider Man and Spider Man 2
- 16:46myself and PS5 and absolutely it just feels different when you
- 16:51actively get to control Peter Parker.
- 16:54Morale is swinging around New York City.
- 16:58I'd also love to know how would you describe your current role
- 17:03as executive producer in video games?
- 17:06What exactly does an executive producer do in your capacity?
- 17:12I had a longer title which was senior director of product and
- 17:15franchise development, which I think was a very good descriptor
- 17:19of what I do. I think of games as a product
- 17:22and also as franchises, and I try and develop them.
- 17:26That's very simplistic, but also I have this personal thing that
- 17:30video games are two things. They're a game and they're a
- 17:33product. The product is the thing you're
- 17:35selling, and you want people to buy the unique selling points,
- 17:38the consumer promise. And then the game is the craft
- 17:41and the artistry and the work that all the developers put into
- 17:44it. And part of my job being an IP
- 17:47holder and working on license game is I work with both sides
- 17:51to make sure everybody's happy and all the things are working
- 17:53in concert. This is what the developers are
- 17:55going to care about from the art and craft side.
- 17:58This is what the publishers are going to care about from the
- 18:00business of selling the game. How do we make it sing?
- 18:03So an audio, it resonates with an audience in a psychologically
- 18:07meaningful way. And that's kind of the middle I
- 18:09feel and what I've been doing at my job.
- 18:11So that's the highfalutin philosophical way of what I do.
- 18:15What I do day-to-day is I'm on a lot of emails, I read a lot of
- 18:18scripts, I play some builds, I talk to a lot of people.
- 18:20I am therapist for a lot of creatives and that's pretty much
- 18:24it, yeah. Yeah, you know, it's, it's it's
- 18:27amazing. It's an interesting role because
- 18:29you write, you're balancing a lot of things.
- 18:30And also the game industry is in a really interesting place in
- 18:34the media landscape because one, not enough people know how big
- 18:37the gaming industry is. And then two, well, a lot of the
- 18:40rest of the media is struggling with this second screen issue
- 18:43where people aren't engaging as much in like television movies
- 18:46because they're on their phones. That's harder to do in the
- 18:49gaming industry, right? The whole point is to fully
- 18:51immerse someone. So I think it's such an
- 18:54interesting time to be working on like major IPS and in this
- 18:58industry where storytelling is really exploding and you've
- 19:01worked on major IPS like The Last of Us, Capcom, Marvel, Call
- 19:05of Duty. How do you go about
- 19:07understanding these worlds as you do it?
- 19:09How do you go about understanding the different
- 19:10mediums? I think every game I've
- 19:13approached in a different psychological aspect, and it all
- 19:16gets back to the matter of like, hey, what wish is this game
- 19:20fulfilling for the player? Some of them are very simple,
- 19:23like Call of Duty. You get to feel like a soldier.
- 19:25Cool. What does that mean?
- 19:26How do you sell that? How do you make it unique and
- 19:29new? You know, if you take Spider
- 19:30Man, for instance, it's like swinging through Marvel's New
- 19:33York. That is the fantasy.
- 19:34You want to swing, you want to shoot, you want to crawl, web,
- 19:38zip, do all these things that are that make you feel like
- 19:42Spider Man and make you feel like you are the protector and
- 19:45the friendly neighborhood hero of New York.
- 19:48And so digging into how would I feel as a player?
- 19:51How what would what would be good?
- 19:52And sometimes there's some games that I'm like, OK, I don't play
- 19:56these kind of games, but let me understand how the players think
- 20:01and what they can do. You know, a good example of that
- 20:04was I worked on this game called when I was a Capcom called
- 20:08Sengoku Basara, which was a Dynasty Warrior style anime
- 20:13game. Not really my thing, not
- 20:15something I love to play, but like understanding.
- 20:17Cool. You want to feel like you're so
- 20:19powerful you can take on an army by yourself.
- 20:22Right, like getting into those mindsets and understanding that
- 20:25psychological promises. The key to helping people
- 20:29understand why they want to play them?
- 20:31Yeah, I mean, it's one of the most important tenants of
- 20:33storytelling we talked about in the show that understanding your
- 20:37audience, taking the time to understand what are they trying
- 20:38to do. And I love this idea of wish
- 20:40fulfillment. Like, OK, how can this game
- 20:42fulfill the wish that no other medium has been able to in the
- 20:45past, right? It's not about recreating
- 20:47something. It's about fulfilling that wish,
- 20:50that promise that the other media of a stories kind of have
- 20:54already made. How do you feel that in your
- 20:56way? Yeah, yeah.
- 20:58And like I said, it's the difference between the immersion
- 21:00and the active versus passive participation.
- 21:03But I also think movies are like an hour and a half to three
- 21:09hours Max 3 1/2. If you're going too long, a
- 21:12vision can be anywhere from 10 minute, 10 minute YouTube video
- 21:16to a 30 minute sitcom to an hour long drama.
- 21:20I think video games because you're trying to give people
- 21:22this wish fulfillment that you hope will last infinite hours.
- 21:27Honestly, you know, like my biggest goal is I want
- 21:30everything I work on to become timeless.
- 21:31You know, my, my ultimate goal working on the Marvel stuff is
- 21:35like some person who plays it in their 20s when they have a kid,
- 21:38when they're 30 or 40 or 50, they're like your spider man's
- 21:42cool, but mine was the coolest. Let me show you, right?
- 21:46And that's the Spider Man that they go play.
- 21:47They take them back to Marvel Spider Man and Marvel Spider Man
- 21:502 or, you know, the Guardians of the Galaxy games or any of our
- 21:53other games, right? So that's what I aim for.
- 21:56Just try and have some storytelling that's timeless and
- 21:59meaningful. What are the key principles you
- 22:02follow then, when you think about keeping players engaged
- 22:05and coming back to play your games and making your
- 22:08storytelling timeless, how do you approach that?
- 22:11I think part of it is understanding the thematic,
- 22:16overarching themes of the story and then the foundational
- 22:19pillars of like, okay, mentorship, whatever it is,
- 22:22right? You know, Marvel has its own
- 22:25brand pillars that like we always go back to and like,
- 22:27obviously one is being heroic, right?
- 22:29And so you need to go back to relatability, right?
- 22:32Complexity, intensity. This moment's intense, but could
- 22:35we ratchet it up to 11? How do we get get there and and
- 22:38show really just a depth and of emotional weight and complexity
- 22:42to it. So making sure we have key
- 22:44things that we're always driving back to store.
- 22:46You can. People call them different
- 22:48pillars, North Stars, creative strategy, whatever keeps you
- 22:52coming back to that story and telling it in a engaging way.
- 22:56I think that's true of every game.
- 22:58You can select every video game and be like, what was this game
- 23:01really about? What were they trying to do?
- 23:03Yeah, you know, I love that. I think it's it's so important
- 23:06to have these guiding principles to be able to approach it in
- 23:09this kind larger than life way. And I love the design thinking
- 23:12elements. Can you tell us a little bit you
- 23:14know Marvel, I've had a great year, a few years in video games
- 23:18and movies and comments and TV. I'm a big Marvel guy.
- 23:21Tell us a bit about what makes Marvel storytelling unique.
- 23:24What is kind of the Marvel Way Marvel method in the gaming
- 23:28industry? Well, First off, thank you for
- 23:30being a fan and supporting us. It's always, always good.
- 23:34We love that. And I think for me personally
- 23:37and how how I approach it, I think Marvel is just, it has
- 23:40these aspects to it. It's open, it's complex, it's
- 23:43relatable, it's heroic, these things.
- 23:46There's some levity and humor to it, right?
- 23:48Like things that are just like way back in the day and, and
- 23:51when Jack Kirby and Stan Lee and all the folks were working on
- 23:54it, they always called it the world outside your window.
- 23:56And that that holds true. I think what they're what's been
- 24:00evolved nowadays is there's this fluidity to marvel that it sort
- 24:03of goes along and sort of understands cultural relevancy
- 24:07and trends and what's going on through people's minds and sort
- 24:10of adapts things. And one of the stories that I
- 24:13like to tell, and you know, people may not always think
- 24:16about this or realize this, You know, if you think about where
- 24:20Steve Rogers came from, it was World War Two.
- 24:22He was punching Hitler in the face.
- 24:24He was punching Nazis. Great, cool, right?
- 24:26Like that's Captain America. That's what you want.
- 24:29The Hulk, gamma radiation. There was a lot of concern when
- 24:32it when he was invented over the atom bomb.
- 24:35If you look at the Punisher, probably one of the more clear
- 24:38examples, when he first came out, he was a vet from the
- 24:41Vietnam War. If you look at the Netflix
- 24:43series, he's a vet from the Iraqi war.
- 24:45So they sort of shift the timeline to sort of create this
- 24:48sort of cultural relevancy. And it keeps the brand fresh, it
- 24:51keeps the brand fluid, it keeps the brand relatable.
- 24:53And when you think about those two wars, when you think about
- 24:56the Vietnam War versus the Iraqi war, there's different kind of
- 24:59warfare and different sort of psychological outcomes of people
- 25:03who engaged in them. And so now the character's
- 25:06personality shift a little bit because of that.
- 25:09And so in the comics, you would see the Punisher in one way and
- 25:13now in the Netflix, so you see them written another way because
- 25:16it is reflective of what their experience was.
- 25:19And so I think that sort of stuff and that sort of
- 25:21storytelling is critical and really, really gets into it.
- 25:25So like, I love character BIOS, I love history, I love seeing
- 25:28the lore. I love seeing what shaped this
- 25:30character for who they are, right.
- 25:33And and you know, when we have conversations about what story
- 25:36treatment is going to be look looking like character BIOS are
- 25:40a big part of it. You know, the story treatment
- 25:42itself obviously is a big part, but you know, it starts with the
- 25:45pillars and the themes and it goes from there.
- 25:47And I think Marvels exceptionally good at being
- 25:51fluid with their brand, where they don't get too rigid, they
- 25:54don't get too caught up in, hey, our characters have to be this
- 25:59certain way and behave this certain way is like, hey, does
- 26:01this work? Does this tell a good story?
- 26:03Let's mix it up, let's change it up.
- 26:05And I think that keeps things fresh.
- 26:08And that's really the magic. Of Marvel, has there been any
- 26:11characters you've bought on that you learned something new about
- 26:14while creating? And how did that process kind of
- 26:17go? Yeah, I mean, I worked on it
- 26:20with something new. I think all the creative teams
- 26:23we work with, especially the games that we have good success
- 26:27with, they bring a new fresh take and spin on these
- 26:30characters. And I tend to learn something
- 26:32new about how I viewed the characters or how they interact
- 26:38with the world or what what it means for them.
- 26:41It's an obvious 1, You know, I didn't work directly on the
- 26:43game. Danny Q's the executive producer
- 26:45on it. But Marvel Rivals has Jeff the
- 26:48Landshark in it. I knew a little bit about Jeff.
- 26:50I like read some of them in the comics, but like just seeing how
- 26:53they made him so adorable, how they made him have such
- 26:56personality and just sort of be like everybody's favorite mascot
- 27:00in a game like Marvel Rivals. Is it really made me learn about
- 27:06like, Oh yeah, cool. This is what this character is
- 27:08capable of, right? Like, you know, you see it
- 27:10initially, you're like, OK, it's just a sidekick.
- 27:12But like, no, it could be a mascot.
- 27:14It actually could carry, you know, the flag for a whole game
- 27:18if you if you phrased it the right way.
- 27:20So you learn, you learn things like that.
- 27:23You know, I've worked on Spider Man for about 10 years now.
- 27:25When I first got to Marvel, Spider Man definitely wasn't
- 27:28even in my top ten favorite superheroes.
- 27:31But working on the Insomniac version of Spider Man,
- 27:34definitely one of my favorite superheroes, right?
- 27:36Insomniac was able to make a very unique take on the hero
- 27:41that I find highly relatable. You know, for for me, growing
- 27:44up, when I saw Spider Man comics, it was like, oh, he's a
- 27:47teenager that somehow ends up with Mary Jane and is a genius,
- 27:51but I always messes up. And I was like, OK, how could
- 27:53all these things happening if you're super smart and you get
- 27:56the Super pretty girl? Like it just doesn't make sense
- 27:58in my head, in my head, right? And so when Insomniac aged him
- 28:01up a little bit, gave him some more 20 year old problems, let's
- 28:05say, it just clicked for me. I was just like, I get it.
- 28:09I get this character. I understand why it's so
- 28:12relatable and universally loved and one of people's favorite
- 28:15superheroes of all time. Yeah, I mean, that's one of the
- 28:18most important parts about Spider Man and kind of these
- 28:20Marvel heroes like Stan Lee wanted him to be a teenager with
- 28:23teenage problems, to relate and build that empathy with their
- 28:26readers, right. So it's one of the most
- 28:28important thing is that they have real problems that they
- 28:30aren't invincible. They aren't these things that
- 28:33make some large than life. You kind of have to build back
- 28:36to core principles. What is that like when you're
- 28:40kind of working and you're seeing the impact of the
- 28:42audience playing these games, You're seeing kids and they're
- 28:45learning lessons. How do you go about telling a
- 28:47great story but also making sure the right lessons are imparted
- 28:50with your audience? Yeah, I mean, you're always
- 28:53showing the human side of the superhuman, right?
- 28:55That's what we talked about quite a bit too.
- 28:57And that human side is honestly what makes these heroes so
- 29:01memorable and relatable and noteworthy.
- 29:03And, you know, beyond the the fluidity that Marvel has in
- 29:06terms of like how it treats its characters, it is that human
- 29:09element that really makes it superheroes connect with people,
- 29:13I think. And we say often when Spider Man
- 29:16succeeds, Peter Parker fails. When Peter Parker feeds, Spider
- 29:20Man fails, right? Like there's that dichotomy and
- 29:22that tension all the time. And, you know, we all feel that
- 29:25in our personal, personal and professional lives, right?
- 29:28Like you could have a really big win at work, but then you get
- 29:31home, get yelled at by your partner and you're like, oh, no,
- 29:34right. So it's like, or vice versa,
- 29:36right? So, you know, I think that's the
- 29:38thing that really, really makes Marvel heroes different from a
- 29:42lot of the superheroes out there and and makes them unique.
- 29:46One of my favorite superhero comics of all time was the Matt
- 29:49Fraction David Aja any Wu run on Hawkeye.
- 29:53And that is the most human St. level version of the superhero
- 29:57ever. And he's just protecting his
- 29:59building in Brooklyn with Lucky the Pizza Dog, which I love
- 30:03Lucky, I love Hawkeye, I love Kate Bishop.
- 30:06And so I think that story is really what got me back into
- 30:09comics. Honestly, when that came out, I
- 30:11was like, this is amazing. And so I think those sort of
- 30:14things really just resonate with me and it connected with like
- 30:19some of my own personal experiences in life.
- 30:21I'm not like protecting a block in Brooklyn, but I lived in
- 30:23Brooklyn and I did have sort of the same sort of like
- 30:26neighborhood vibes and and that sense of like pride for my
- 30:29community. Yeah, love those insight.
- 30:33And a huge part of your career in this industry is dedicating
- 30:38is dedicated to marketing obviously the games and the
- 30:42studios and you have worked across such a wide range of
- 30:46genre of games and different types of studios.
- 30:50So I'd love to understand from you, you know, how do you think
- 30:54about the differences between these different audiences?
- 30:57Let's say Naughty Dog, where the the studio itself has a pretty
- 31:02strong brand image. People have certain expectation
- 31:05or, you know, Call of Duty from Infinity War.
- 31:08That's like, you know, a subset of this video game franchise IP
- 31:12that's very well known versus now where you're in Marvel games
- 31:16where I think people are obviously way more aware of the
- 31:21same IPS but in different mediums.
- 31:23How do you approach your marketing and understand your
- 31:26audience differently? Yeah, I mean, I, I think it's
- 31:29getting to the the principles of what each studio is about,
- 31:33believe it or not. One of the things that Naughty
- 31:34Dog for me, when I worked there 2011 through 2015, I thought
- 31:40Naughty Dog was underappreciated.
- 31:42And they kind of were because they were just a video game
- 31:44studio at the time. The HBO show hadn't come out,
- 31:46the Uncharted movie hadn't come out.
- 31:49They were a video game studio in 2014 that had been around 30
- 31:52years. And if you got in a Lyft or an
- 31:56Uber and told somebody that you worked at Naughty Dog, they
- 31:59immediately thought you worked for a dog food company or a porn
- 32:02girl and think you worked for a video game company, right.
- 32:06And I think part of what my goal there was, and I, I had the idea
- 32:10to do the 30th anniversary celebration for Naughty Dog.
- 32:13I did a lot of work around that to just sort of lift the studio
- 32:16brand up to get it more into the zeitgeist, especially after we
- 32:21had the critical success of Last of Us that we did on the on the
- 32:23game level. That's what you got to recognize
- 32:26and that's what you need to do. You know, a lot of my career has
- 32:28been seeing where the gaps in the holes are in an organization
- 32:33and what they're not doing. You know, and what Naughty Dog
- 32:36had not done to that point was been really good at promoting
- 32:39their studio brand, but now they're great at it.
- 32:43You know, with Infinity Ward, I did a similar thing when I
- 32:45joined there. I wanted to sort of refactor
- 32:47their image a little bit. I wanted to modernize it, make
- 32:49it a little more sleek. I worked on a space game.
- 32:52So my brother worked at NASA or does work in NASA.
- 32:54So I was like, yo, I want to work on a space thing.
- 32:57Maybe I get to work with my brother.
- 32:58I got to work with some of his colleagues, but not him.
- 33:00And so we got to do some cool stuff around that.
- 33:04And so, you know, you all approach it from a different
- 33:06perspective and just kind of make the best of what you can
- 33:10for each, for each studio and each place you're at and think
- 33:14about what those, what those brand missions are, what the
- 33:17brand values are, how they want to talk to people and sort of
- 33:19get that out there. And I'm curious, how does that
- 33:22work in kind of a bigger or like Disney as a whole and Marvels or
- 33:26how do you work with how does the story time process work?
- 33:30How do you stay nimble? How do you kind of learn from
- 33:32different Disney games or different Marvel departments or
- 33:35different things going on? How do you go about approaching
- 33:38a bigger studio? It's a lot of finding out who is
- 33:43passionate organization about what you're doing right.
- 33:45Like if you reach out to people, you're like, all right, do you
- 33:48love Marvel? Do you really love Marvel?
- 33:51Do you love video games? OK, cool.
- 33:53Like all right, like what can we do together, right?
- 33:56And so you, you find that going on.
- 33:58You also when you join a place, you, you want to make sure that
- 34:02they respect the medium, you know, and I, I think Disney, as
- 34:06evidenced by what they're doing in video games now, has
- 34:08definitely learned like, yo, video games are where it's at.
- 34:10When I first joined, they were kind of catching up.
- 34:13And now I think the work we did and the work Lucas did and a lot
- 34:16of other teams, Pixar, 20 Century Fox, all our Disney
- 34:20games, sort of have elevated gaming in the eyes of the org
- 34:26itself. And that was the big, big goal
- 34:28of mine when I joined Disney because I was, we're going to
- 34:31Call of Duty, I was we're going to Naughty Dog.
- 34:32I was working on some of the biggest games out there.
- 34:36And I didn't want to join another licensing team and just
- 34:38make license games, slap a logo on there.
- 34:41I wanted to make games that were going to be timeless and lasting
- 34:44and also change the perspective of people on like what games
- 34:47could be. It always gets back to, for me,
- 34:51proving out games are their own art form, their own technical
- 34:55achievement, their own high level of craftsmanship and
- 34:59creating this amazing digital artifact that people can see
- 35:04preserved in some form for hopefully, you know, the rest of
- 35:07their their life and talk about it and experience it and go back
- 35:11to it when they need to feel something or escape from
- 35:14something or do do whatever they need.
- 35:15So, you know, like I always try and look for the people that
- 35:18want to support that ultimate objective.
- 35:31And Eric, we have learned so many great stories and insights
- 35:34from you today. And for final closing question,
- 35:38we call it suspenders. This is where we ask you a fun
- 35:41random thing. It's unrelated and you can give
- 35:44us any answer. You feel like the question of
- 35:46the day is if you had to go back to school for something
- 35:51unrelated to your career, what would it be and why?
- 35:57Unrelated to my career, it's hard to say because as I said, I
- 36:02think everything can connect to video games in some way.
- 36:06But my dad was sold tractors and I grew up around a lot of
- 36:11mechanics and I was a mechanic for a little while when I was
- 36:1418, but I didn't really and respect it.
- 36:18I didn't get into it enough, right?
- 36:20Like the trade and the craftsmanship of it, because
- 36:22everybody where I grew up was that they had a trade, they had
- 36:25a skill. And so now, you know, I'm in a
- 36:28house now and, and doing stuff and living in a house and things
- 36:32like that. I was like, man, I wish I was
- 36:33more handy, right? So I probably go back to school
- 36:37to, to have some sort of trading skill or, or that sort of thing.
- 36:42Also getting better at music. I did study a little music, but
- 36:46I, I think learning a trade like, you know, home repair,
- 36:50plumbing, something that really, really gets into the, the nitty
- 36:53gritty of it would be a nice skill to to have.
- 36:57I love it. Well, thank you so much for
- 36:59joining us. This is amazing.
- 37:00Yes. Thank you.
- 37:01I appreciate your time. Welcome to Top Hat.
- 37:16This is the part of the episode where we dissect and analyze
- 37:19some of the cool, epic and amazing insights we got from
- 37:21this week's expert storyteller. And this week we had the amazing
- 37:25Eric Monicelli from Marvel Games and Kev.
- 37:28It was the perfect marriage of some of our favorite favorite
- 37:31things, comic book fan, Marvel fan, plus your video game
- 37:34expertise and fandom. So it was great because we got
- 37:37to kind of combine these and talk to someone about such not
- 37:39only a powerful spawn storytelling, but also one of
- 37:43the most fast growing sectors of the industry.
- 37:47Yeah, and he's so well versed in all those aspects too, because
- 37:51we obviously talked about video games and video game designs and
- 37:54storytellings, but he was also very well knowledge in what
- 37:59makes Marvel storytelling worse. So it's such a fascinating
- 38:03conversation with someone who really understand all facets of
- 38:08the storytelling that he works on.
- 38:09And that's the thing about building your careers.
- 38:11You're not just talking about your last thing, right?
- 38:13You're talking about the whole journey.
- 38:15So one, I love it when we talked to someone like Eric where we
- 38:19love a pivot. He grew up in this rural town.
- 38:22He didn't grow up a huge gamer. He thought he was going to do
- 38:25one thing, then he thought he was going to do another thing.
- 38:27Then he started doing cool things in medicine, right?
- 38:30And then he's like, you know what?
- 38:31Gaming and every single one of those career choices, those
- 38:35pivots, those experiences, the fact that he was really into
- 38:38different forms of storytelling like literature and music, every
- 38:41single thing fed into his career.
- 38:45Like if it wasn't for his love for music, if it wasn't for his
- 38:47medical career, he wouldn't have these tools in his toolkit that
- 38:51helped him be a unique gamer. Having outside perspective,
- 38:54outside experiences, being able to think about something
- 38:56differently is really what sets you apart in any industry.
- 39:00It reminds me a lot about our conversation with Andy Pearson
- 39:03when we asked him, well, what other marketers do you look at?
- 39:05Because there's other amazing marketing firms that are doing
- 39:08different things like Duolingo, like Doctor Squatch.
- 39:10And he said none of them. No offense to them, but I get my
- 39:13inspiration from SNL and music. So it's the reminder that not
- 39:17only is speed bumps and twists and turns parts of life, not
- 39:21only are they stuff to celebrate because it teaches you lessons,
- 39:24but it's stuff that makes you more unique and it gives you the
- 39:27skills to approach a problem differently.
- 39:30It gives you the skills to say, even though I modeled my career
- 39:32after these five people, because I went through these unique
- 39:34things, I can build my own life. It's not about following a path.
- 39:39It's about forging one that's fully unique and honors your
- 39:42whole experience. And that's just storytelling.
- 39:45It's about telling you that I'm not trying to do someone else's
- 39:48story, I'm trying to build my own.
- 39:50Yeah. And what's important is
- 39:51embracing the fact that your story is going to be non linear
- 39:55and multifaceted and being able to embrace the diversity of your
- 40:01own experience fully that allows you to draw inspiration from all
- 40:05the little twists and turns. And 1 great example that Eric
- 40:10shared with us is. How his love for art and
- 40:15studying museums. Museology specifically helped
- 40:18him understand game design, and he sees good game design as a
- 40:24successful curation of these digital artifacts.
- 40:28And that is in turn what motivates players to keep coming
- 40:32back to interact with the game, the story, the world.
- 40:37He takes so much inspiration from the diverse background that
- 40:41he came from, and that is what allows him to excel.
- 40:45And something else Eric talks about that was really
- 40:48interesting is there's this wish fulfillment aspect in every
- 40:52video game. Because what's unique about
- 40:54gaming as a format is you are actively engaging, interacting
- 40:58in the world, in the story you're playing, the protagonist.
- 41:01So the story you experience in a video game is the story you
- 41:05created. So when it comes to marketing,
- 41:08what wish does this game fulfill for the players?
- 41:12And if you're able to effectively communicate that to
- 41:16your audience, that's how you're able to successfully market your
- 41:20game, your product to your fan. Base I loved when he talked
- 41:24about like the pillars of Marvel entertainment is we want to take
- 41:27you on a hero or journey and then so the game is built around
- 41:30here rating that hit journey, but also the Vikings will be a
- 41:33hero and also it reminds you of storytelling as a whole.
- 41:37Any type of storytelling, whether it's a pitch shutter at
- 41:40work, whether you're trying to sell your company, you are
- 41:43trying to serve A wish right. You are trying to tell a
- 41:45journey. You're trying to say hey, oh, I
- 41:47just kicked my desk. You're trying to say, hey, my
- 41:51app or this thing that work or this business is going to
- 41:55fulfill this wish, whether it's to get all these people to use
- 41:59this app and make you money. I'm trying to fulfill the wish
- 42:01of making you money by fulfilling our customers wish of
- 42:03doing this. So I think it's it's a good
- 42:06story time tenant of like, OK, what wish are you trying to
- 42:10fulfill to your audience and how are you going to get them there
- 42:15through your story? Yeah, for someone who has played
- 42:21all three of the Spider Man games on PlayStation, I can
- 42:25honestly say that that of your game franchise next to Spider
- 42:29Verse has been my favorite way of experiencing the Spider Man
- 42:33story. There's something irreplaceable
- 42:35about being actively engaging in the world, traversing through
- 42:41New York City, shooting webs as we control it.
- 42:44So it's such a pleasure to be able to talk to one of the minds
- 42:48that helped put these games together and deliver those into
- 42:52the world. This has been another great
- 42:54episode of the Linen Student Plastic type podcast.
- 42:57If you like our show, make sure to subscribe and follow us
- 43:01wherever you listen or watch. Leave us a comment and a review.
- 43:05Let us know how we can do better and follow us on Instagram,
- 43:10Tiktok at LSPT Pod, LinkedIn. Lenin suit on plastic tie.
- 43:16We appreciate you, although I recently found out Kevin cuts
- 43:19most of these. We, we appreciate you.
- 43:23Thank you for listening and thank you for dedicating
- 43:26yourself to becoming a better storyteller because we are
- 43:30species of storytellers and that's how we get better and
- 43:32that's how society progresses. I'm Gorv.
- 43:36And I'm Kevin, and that was concise, so I'll leave it in
- 43:39this time. I feel like this episode was so
- 43:42many good bloopers for our adventure Blooper wheel, which
- 43:45now will be on video. We'll see you next time.