Latest / The Game Business Show / Sam Lake: "I had to take six months off after Alan Wake 2"
Transcript
- 0:00SPEAKER_01: There is that kind of a slight feeling.
- 0:04SPEAKER_01: Like, are you trying to tell me something?
- 0:07SPEAKER_01: Am I done?
- 0:08SPEAKER_01: Have I peaked?
- 0:10SPEAKER_01: Are you telling me that, okay, run along now?
- 0:14SPEAKER_01: Looking back, I wouldn't change a thing.
- 0:17SPEAKER_01: I'm really proud of what we achieved.
- 0:21SPEAKER_01: But I was at the point where I just had to...
- 0:26do a sapatikau,
- 0:27like I went away at the end of the project for half a year.
- 0:34SPEAKER_00: Hello and welcome to The Game Business Show,
- 0:36SPEAKER_00: your guide to the goings-on in the global video game industry.
- 0:39SPEAKER_00: We have mostly featured business leaders on this show so far,
- 0:42but today we have a real creative pioneer and one of the most
- 0:45distinct voices
- 0:46SPEAKER_00: making big-scale video games today.
- 0:48SPEAKER_00: He is known for such seminal works as Max Payne,
- 0:51SPEAKER_00: Alan Waite Control,
- 0:51SPEAKER_00: and 2023's award-winning,
- 0:53SPEAKER_00: critically acclaimed Alan Waite 2.
- 0:55SPEAKER_00: He has exceptional taste in suits and loves a coffee.
- 0:58SPEAKER_00: It's the creative director over at Remedy, Sam Lake.
- 1:01SPEAKER_00: Hello, Sam.
- 1:01SPEAKER_00: Welcome to the show.
- 1:03SPEAKER_00: Hello, Chris.
- 1:04SPEAKER_00: Thank you.
- 1:05SPEAKER_00: Pleasure to be here.
- 1:06SPEAKER_00: And I do have my coffee.
- 1:10SPEAKER_00: Just to get that in.
- 1:12SPEAKER_00: You know what?
- 1:12You told me when I saw you at GDC,
- 1:15this is what this interview sort of related to.
- 1:18SPEAKER_00: And you were telling me that,
- 1:19was it the Alan Wake One remastered campaign that that whole
- 1:22coffee thing came about?
- 1:24SPEAKER_01: Yes, yeah.
- 1:25SPEAKER_01: My fancy coffee TikTok.
- 1:28Alan Wake remastered didn't have a huge marketing campaign and
- 1:33I wanted to do my part.
- 1:35So I did a couple of coffee videos finding our,
- 1:40oh dear,
- 1:41diner Alan Wake coffee thermoses.
- 1:44in the forest and in a lake and did these kinds of videos and
- 1:48then forgot all about
- 1:50SPEAKER_01: the whole TikTok.
- 1:51SPEAKER_01: And then when we were gearing up for Alan Lake 2 campaign,
- 1:56SPEAKER_01: I tried to think of something that would be so easy,
- 2:01SPEAKER_01: like it wouldn't be
- 2:03stressful to kind of like create more videos and traveling all
- 2:09around the world,
- 2:10SPEAKER_01: promoting the game.
- 2:11SPEAKER_01: I just started thinking that,
- 2:14SPEAKER_01: well,
- 2:15taking a sip of coffee wherever I am in the world and doing a
- 2:19video and putting
- 2:20SPEAKER_01: some nice music in the background and
- 2:23It's been going on for several years now and with a lot of
- 2:28amazing guest stars joining in.
- 2:31SPEAKER_00: Does it not get tiring when fans say, can I do a video?
- 2:34SPEAKER_00: Can I do... Have you had to set rules?
- 2:37SPEAKER_01: I mean,
- 2:37a lot of the fans have been doing their own coffee videos and
- 2:42linking them over
- 2:43SPEAKER_01: social media,
- 2:43SPEAKER_00: which I really appreciate the effort.
- 2:47SPEAKER_00: Well, I'm not here to talk about coffee.
- 2:49SPEAKER_00: I'm here because congratulations on your GDC Lifetime Achievement Award.
- 2:54SPEAKER_00: Although you picked up, you're getting a few of these awards now.
- 2:57SPEAKER_00: You're doing a keynote at Develop Brighton.
- 2:59SPEAKER_00: This isn't a farewell tour for Sam Lake, is it?
- 3:02SPEAKER_00: Yeah, I mean...
- 3:07SPEAKER_01: All of this is a huge honor, especially coming after Alan Wake 2.
- 3:12SPEAKER_01: That was like all of these games,
- 3:14making them hard work and in many ways because of the
- 3:19circumstances around
- 3:21SPEAKER_01: For the longest time,
- 3:22SPEAKER_01: not being able to get to Alan Wake 2,
- 3:25SPEAKER_01: it felt like a very personal project.
- 3:28SPEAKER_01: And I wanted to try to push the creative side as far as I could.
- 3:33SPEAKER_01: And Remedy turning 30 years.
- 3:37SPEAKER_01: And me being at Remedy,
- 3:40SPEAKER_01: towards the end of this year,
- 3:42SPEAKER_01: I have been working at Remedy for 30 years.
- 3:44SPEAKER_01: So it's wonderful.
- 3:47SPEAKER_01: But yes, there is that kind of a...
- 3:50SPEAKER_01: Slight feeling like, are you trying to tell me something?
- 3:55SPEAKER_01: Am I done?
- 3:56SPEAKER_01: Have I peaked?
- 3:58SPEAKER_01: Are you telling me that, okay, run along now?
- 4:03SPEAKER_01: But no, like honestly, still a lot of passion and a lot of ideas.
- 4:10SPEAKER_01: I don't think like doing this kind of work
- 4:14SPEAKER_01: kind of training your mind to react on obstacles,
- 4:20SPEAKER_01: coming up with creative ideas on how to go forward.
- 4:25SPEAKER_01: Ideas, like, they won't stop coming.
- 4:29SPEAKER_01: Like,
- 4:29SPEAKER_01: even,
- 4:30SPEAKER_01: you know,
- 4:30SPEAKER_01: taking a break and going on holiday,
- 4:32I've learned to always carry a notebook with me because that's
- 4:36when the ideas start coming,
- 4:37SPEAKER_01: the new ideas.
- 4:39Yeah,
- 4:39you need to give yourself that space for those things as well because,
- 4:41yeah.
- 4:42SPEAKER_00: Well,
- 4:43SPEAKER_00: let's talk a little bit about the Alan Wake team because last time,
- 4:46SPEAKER_00: last time we spoke,
- 4:46SPEAKER_00: okay,
- 4:47SPEAKER_00: we spoke to each other a few times.
- 4:48SPEAKER_00: We've run into each other a few times.
- 4:50SPEAKER_00: The last time we spoke sort of formally was on stage at EGX in London.
- 4:55SPEAKER_00: Packed out crowd, standing room only.
- 4:57I mean,
- 4:57it felt like a proper celebration,
- 4:59but I remember backstage,
- 5:01you looked tired.
- 5:02SPEAKER_00: Oh, yeah.
- 5:03SPEAKER_00: The game still wasn't quite ready yet.
- 5:05SPEAKER_00: So you might have been anxious.
- 5:06It feels like it might have been a bit of a torturous journey
- 5:09to that point.
- 5:10SPEAKER_00: But at the same time, it was such a successful game.
- 5:13SPEAKER_00: It did so well.
- 5:14SPEAKER_00: It was so well received.
- 5:16SPEAKER_00: How were you feeling at that point?
- 5:18SPEAKER_01: I was tired.
- 5:19SPEAKER_01: I was very tired and stressed.
- 5:21SPEAKER_01: And well, that's part of this work, I feel.
- 5:26SPEAKER_01: Making games, it's a very complex thing.
- 5:30And especially with Alan Wake 2,
- 5:34as I said,
- 5:35I really,
- 5:36really wanted to kind of like be hands on.
- 5:40I mean,
- 5:40it's always teamwork and wonderful colleagues,
- 5:44really talented people.
- 5:45SPEAKER_01: But I really wanted to be hands on in many areas,
- 5:50SPEAKER_01: you know,
- 5:50SPEAKER_01: writing,
- 5:51SPEAKER_01: directing,
- 5:52SPEAKER_01: also co-directing the live action parts,
- 5:56SPEAKER_01: which we had a lot.
- 5:58SPEAKER_01: I wanted to be involved in making the music,
- 6:01SPEAKER_01: especially the lyrics with a lot of wonderful musicians collaborating.
- 6:07SPEAKER_01: I was acting a part in it.
- 6:10SPEAKER_01: There were a lot of elements there.
- 6:13SPEAKER_01: When this kind of a big machine production starts rolling,
- 6:18SPEAKER_01: it's not built around one person's availability.
- 6:22SPEAKER_01: So if you want to do all of these different...
- 6:25SPEAKER_01: things,
- 6:26you need to be flexible and you need to stress and stretch and
- 6:30you need to be
- 6:31SPEAKER_01: working like a crazy person to achieve it.
- 6:35SPEAKER_01: I felt it was worth it, but it was a lot.
- 6:39SPEAKER_01: And there is always this struggle of,
- 6:42SPEAKER_01: you know,
- 6:43SPEAKER_01: the creative vision,
- 6:44but then the production realities and the schedules and the
- 6:49budget and the scope
- 6:50SPEAKER_01: and
- 6:52SPEAKER_01: It's complicated.
- 6:54SPEAKER_01: So towards the end,
- 6:55SPEAKER_01: yes,
- 6:56SPEAKER_01: I had been working a lot of nights and a lot of weekends and for a long,
- 7:01SPEAKER_01: long time,
- 7:02SPEAKER_01: and I was very tired.
- 7:04SPEAKER_01: But I'm looking back, I wouldn't change a thing.
- 7:08SPEAKER_01: I'm really proud of what we achieved.
- 7:11SPEAKER_01: But I was at the point where I just had to...
- 7:16SPEAKER_01: do a sabbatical.
- 7:17Like I went away at the end of the project for half a year and
- 7:23that was much needed
- 7:24SPEAKER_01: and well,
- 7:28SPEAKER_01: feeling much better these days after it.
- 7:32SPEAKER_01: Where did you go?
- 7:32SPEAKER_01: Did you go anywhere nice?
- 7:35SPEAKER_01: Um,
- 7:35SPEAKER_01: some,
- 7:35SPEAKER_01: some vacation trips and then just like,
- 7:39SPEAKER_01: you know,
- 7:40SPEAKER_01: as,
- 7:40SPEAKER_01: as you do in Finland,
- 7:41SPEAKER_01: summer cabin over a long summer and,
- 7:44SPEAKER_01: and yeah,
- 7:45SPEAKER_01: just taking it easy and not building any kind of a,
- 7:49SPEAKER_01: I must do this and this and this,
- 7:51SPEAKER_01: but rather keeping the,
- 7:54SPEAKER_01: keeping the calendar empty.
- 7:56SPEAKER_01: But you had your notebook with you.
- 7:58SPEAKER_01: Yes.
- 7:59SPEAKER_01: Yeah.
- 7:59SPEAKER_01: Yeah.
- 8:00SPEAKER_00: Yeah.
- 8:00SPEAKER_00: And plenty of ideas for sure.
- 8:03It's weird though,
- 8:03because I guess video games aren't necessarily built that way.
- 8:06That sort of auteur,
- 8:07sort of somebody in being involved in every corner of the project.
- 8:10SPEAKER_00: It gives games, you know, Kojima brings springs to mind.
- 8:13It creates a sort of unique style that you don't get from other
- 8:15games of that scale.
- 8:17SPEAKER_00: But because of the complexity of making video games,
- 8:19it doesn't feel like a very sustainable way from an individual
- 8:22point of view to
- 8:23SPEAKER_00: making a game like this.
- 8:24SPEAKER_00: But obviously it can pay off even if you have to break yourself to do it.
- 8:30SPEAKER_00: I mean, like,
- 8:33SPEAKER_01: I would not be doing
- 8:36SPEAKER_01: that alone.
- 8:37SPEAKER_01: I really believe in collaboration.
- 8:41Kyle Rowley is the game director,
- 8:43so we were co-directing this whole thing.
- 8:46SPEAKER_01: I was writing it together with Clay Murphy.
- 8:49Ansi Mata is our live action director,
- 8:51so we were co-directing live action parts.
- 8:55SPEAKER_01: And there were, as I said, wonderful musicians.
- 8:58So I felt that I had a very talented kind of a professional
- 9:03partner in every area.
- 9:06SPEAKER_01: Yeah.
- 9:06SPEAKER_01: Who could,
- 9:07SPEAKER_01: of course,
- 9:08SPEAKER_01: contribute in a big,
- 9:10SPEAKER_01: big way and could also carry it if I needed to be somewhere else.
- 9:15SPEAKER_00: How would you rank it then in terms of your achievements?
- 9:17SPEAKER_00: Because it feels to me,
- 9:19SPEAKER_00: it feels like I think it's the best work by,
- 9:21SPEAKER_00: you know,
- 9:21SPEAKER_00: and then that's saying something.
- 9:23SPEAKER_00: How do you feel about it?
- 9:24SPEAKER_00: Well, thank you.
- 9:25SPEAKER_01: I mean, obviously, time does things to how you feel about
- 9:31SPEAKER_01: your projects and getting some distance.
- 9:35I don't think that we are far enough from Alan Wake to really
- 9:39yet to be able to compare.
- 9:43SPEAKER_01: But yeah, I'm very proud and I'm very happy.
- 9:46SPEAKER_01: I feel through all of our games,
- 9:51there are certain elements that I've been really interested in
- 9:56interactive
- 9:57storytelling that I've been kind of like experimenting on and
- 10:01building on,
- 10:03SPEAKER_01: like bringing in different mediums into the video game context.
- 10:09SPEAKER_01: And certainly we were able to push that
- 10:14SPEAKER_01: much further, I would say, a leap forward in this one.
- 10:18SPEAKER_01: And that includes live action,
- 10:20SPEAKER_01: that includes,
- 10:21SPEAKER_01: you know,
- 10:21SPEAKER_01: pages of prose and poetry and photography and,
- 10:27SPEAKER_01: you know,
- 10:28a musical sequence with dance choreography and custom songs
- 10:33with custom lyrics that
- 10:34SPEAKER_01: are about the storytelling.
- 10:35And all of these things kind of like finding a way to weave
- 10:40them together is something that I
- 10:43SPEAKER_01: I'm really interested in and feel passionate about.
- 10:46SPEAKER_01: But also in Alan Wake 2,
- 10:49SPEAKER_01: we managed to finally,
- 10:51SPEAKER_01: I would say in a Remedy game,
- 10:54SPEAKER_01: create gameplay mechanics that were about the story,
- 11:01not just about like having your action core gameplay and then
- 11:06experiencing the
- 11:08SPEAKER_01: story on the side.
- 11:09SPEAKER_01: But finally, with the
- 11:11case board and the plot board and finding clues and all of this
- 11:15kind of like we
- 11:16were bringing now finally mechanics that are about how you
- 11:21experience the story and
- 11:22SPEAKER_01: how you kind of like put the story together.
- 11:26That as well felt like a clear step forward when it comes to
- 11:30storytelling in the
- 11:32SPEAKER_01: context of a game.
- 11:34SPEAKER_00: Yeah, it was certainly distinctive.
- 11:37SPEAKER_00: When the news came out that you were making Alan Wake 2,
- 11:39SPEAKER_00: I was extremely excited because I was a big fan of the very first game.
- 11:42But as a business journalist,
- 11:44my brain also thought,
- 11:46well,
- 11:46that makes little financial sense.
- 11:48SPEAKER_00: And...
- 11:54SPEAKER_00: Have you ever felt tempted to just,
- 11:56SPEAKER_00: you know,
- 11:57SPEAKER_00: make a big first-person shooter or open-world action RPG and just,
- 12:00SPEAKER_00: you know,
- 12:00SPEAKER_00: cash in?
- 12:01SPEAKER_00: And I'm not the poetry this time, not the live action.
- 12:04SPEAKER_00: I'm just going to make a hit.
- 12:05SPEAKER_00: I'm going to make myself a 10 million select.
- 12:07SPEAKER_00: I'm sure you could.
- 12:09SPEAKER_01: Well, I mean,
- 12:12SPEAKER_01: the whole story of making the first Alan Wake game.
- 12:18SPEAKER_01: Obviously,
- 12:18SPEAKER_01: it's well documented that we were planning on doing an open world,
- 12:24SPEAKER_01: free roaming open world game,
- 12:27SPEAKER_01: and we failed.
- 12:28We just couldn't make it work,
- 12:31and we kind of like went into more linear direction.
- 12:35SPEAKER_01: I think that we have been on the design side taking steps
- 12:40steps to let's say a more modern way of building the world and
- 12:45the missions and
- 12:47SPEAKER_01: control was a big step into that kind of like this semi-open hub like
- 12:55SPEAKER_01: structure.
- 12:56SPEAKER_01: And the credit for that in a big way goes to Mikhail Kasurinen,
- 13:01SPEAKER_01: who is the game director on the control side,
- 13:05bringing that and very much the learnings from that we took
- 13:08into Alan Wake 2.
- 13:10SPEAKER_01: And so the world was built in hubs
- 13:13SPEAKER_01: and then we have missions in the hub.
- 13:15SPEAKER_01: So it's already, it's not a linear tool, it's a more open structure.
- 13:20I think that that has been that one kind of like learning is
- 13:26that we have taken
- 13:28SPEAKER_01: steps towards various goals patiently,
- 13:33kind of like step by step instead of doing too big of a leap
- 13:38and suddenly being in
- 13:39SPEAKER_01: a place where
- 13:40we are not really that familiar with these elements and don't
- 13:44have experience,
- 13:46SPEAKER_01: but rather building towards it.
- 13:47SPEAKER_01: So, you know, we are looking into more open structure in some cases.
- 13:55I think it's logical to build on what we have,
- 13:59on the foundation of the previous game.
- 14:03SPEAKER_01: So there is that.
- 14:05SPEAKER_01: But it's...
- 14:08SPEAKER_01: You know, my passion is in storytelling.
- 14:10SPEAKER_01: Yeah.
- 14:12SPEAKER_01: And I'm really,
- 14:15really kind of like want to keep on finding opportunities to
- 14:19explore like new ideas
- 14:24SPEAKER_01: within that context in the games.
- 14:27SPEAKER_00: I mean,
- 14:27SPEAKER_00: I know I say I'm a business journalist,
- 14:28but I would argue focusing on what you do well and the things
- 14:33that you create.
- 14:33SPEAKER_00: Don't chase the trends, you know.
- 14:36SPEAKER_00: But video game costs keep going up, right?
- 14:38SPEAKER_00: And the time it takes to make them seems to be getting longer and longer.
- 14:43SPEAKER_00: Not quite as long as the first Alan Wake, right?
- 14:45How mindset are you as a writer and a creative director to
- 14:50those sort of financial
- 14:51SPEAKER_00: pressures surrounding the business?
- 14:53SPEAKER_00: Or do you just sort of leave those concerns aside when making something?
- 14:57SPEAKER_01: Well, I mean, everybody has a role, which is a positive thing.
- 15:01Like I was just talking about stretching thin in trying to do
- 15:07various things,
- 15:08SPEAKER_01: adding,
- 15:08SPEAKER_01: you know,
- 15:09SPEAKER_01: business side to it or production,
- 15:12SPEAKER_01: uh,
- 15:14SPEAKER_01: would be quite a lot.
- 15:16SPEAKER_01: That being said,
- 15:18SPEAKER_01: of course,
- 15:18SPEAKER_01: you need to be mindful of these things because ultimately,
- 15:22SPEAKER_01: if you are not,
- 15:23SPEAKER_01: you will not be able to create the game.
- 15:26SPEAKER_01: This side of things needs to be taken into account.
- 15:30SPEAKER_01: And for me...
- 15:34More and more,
- 15:36I've grown to think that this is the early phases of a project
- 15:43are so crucial.
- 15:46Making solid plans,
- 15:49doing estimates,
- 15:50making sure that what we are about to start
- 15:54SPEAKER_01: building is within the accurate scope and also in a case of story-focused
- 16:03experience that we have a screenplay and we are far enough in
- 16:09figuring out the
- 16:10SPEAKER_01: story so that
- 16:12SPEAKER_01: we can when we kick off the actual production,
- 16:15SPEAKER_01: because that's the most expensive part,
- 16:18SPEAKER_01: of course,
- 16:19SPEAKER_01: just having 100,
- 16:23SPEAKER_01: 150 people on monthly salary,
- 16:25SPEAKER_01: it starts burning the budget really fast.
- 16:30So making sure that all the plans are in place and tested and
- 16:36vetted and that also
- 16:39very much speaks for building on the foundation of what you
- 16:44know and what you have
- 16:45SPEAKER_01: already kind of built and,
- 16:48SPEAKER_01: you know,
- 16:49team being familiar with the tools that you are using and
- 16:54preferably key members of
- 16:56SPEAKER_01: the team having been there to build the previous experience.
- 17:01SPEAKER_01: and then just kind of like going from there.
- 17:05There is a lot of excitement in new ideas always,
- 17:09but I also think that there is nothing wrong
- 17:13SPEAKER_01: in the idea of building a sequel based on the previous games.
- 17:20I don't see Alan Wake 2 quite that way because there was such a
- 17:25huge gap in between
- 17:26SPEAKER_01: and games had really moved forward.
- 17:30But just this idea of building something and then relying on
- 17:36certain things that
- 17:37SPEAKER_01: were successful in that
- 17:39and creating more and then,
- 17:42sure,
- 17:43innovating in some areas that just makes it more predictable.
- 17:47SPEAKER_00: That consistency does obviously help,
- 17:49SPEAKER_00: you know,
- 17:49that sort of consistency from one game to the other and being
- 17:51able to build upon
- 17:52SPEAKER_00: everything you've done before.
- 17:54From the outside,
- 17:55though,
- 17:55Remedy does look like a pretty unique place to work with.
- 17:59SPEAKER_00: It seems to,
- 18:00SPEAKER_00: you know,
- 18:01SPEAKER_00: afford you and your teammates to do these sort of wild,
- 18:03SPEAKER_00: experimental,
- 18:05SPEAKER_00: unusual things,
- 18:05SPEAKER_00: or at least they feel wild and experimental in the AAA game space.
- 18:09SPEAKER_00: Have they ever said no?
- 18:10Have you ever come to them with an idea and a pitch and they've gone,
- 18:13Sam,
- 18:13absolutely not.
- 18:15Well,
- 18:16I mean,
- 18:18certainly there are passionate and sometimes heated discussions.
- 18:25SPEAKER_01: I mean,
- 18:26SPEAKER_01: The goal is to create successful entertainment products.
- 18:33SPEAKER_01: Yes,
- 18:33SPEAKER_01: I want to put in as much art as possible,
- 18:37SPEAKER_01: but ultimately here at Remedy,
- 18:39SPEAKER_01: we are,
- 18:41SPEAKER_01: everybody is
- 18:43SPEAKER_01: own this together and success on one side then is success for everybody.
- 18:49There is sensibility in people having different viewpoints and
- 18:53roles and then kind
- 18:55of like voicing ideas and voicing concerns is an important part
- 19:02of the process.
- 19:04SPEAKER_01: It's rarely the case where, and I would not even want it that way, that
- 19:11Let's say myself or some other creative or game director would
- 19:17be just coming with
- 19:18an idea and there would not be iteration on the idea based on
- 19:25very early notes.
- 19:28You will miss things and you have not thought about things from
- 19:32all angles.
- 19:34SPEAKER_01: And that's why it's teamwork.
- 19:36even on kind of like early production sensibilities and
- 19:42business sensibilities.
- 19:44SPEAKER_01: Those are the earliest conversations that we have.
- 19:47SPEAKER_01: So it's part of this and it makes this work possible.
- 19:52SPEAKER_01: It's an important part of it.
- 19:54SPEAKER_01: I mean, sure.
- 19:57SPEAKER_01: Nobody loves being told that this doesn't work,
- 20:02SPEAKER_01: your idea doesn't work,
- 20:04SPEAKER_01: but that is an important step into making something that works.
- 20:10That being said,
- 20:11I fully believe that being unique and being original and doing
- 20:17some things that
- 20:19SPEAKER_01: make you stand out are vital for competition perspective.
- 20:25SPEAKER_01: There is a lot of noise out there, a lot of great games.
- 20:31So making the same kind of a game and maybe not having as much
- 20:37resources as the really,
- 20:40SPEAKER_01: really big platform owners or own studios have,
- 20:45SPEAKER_01: We just need to find a way to stand out.
- 20:48SPEAKER_00: A game like Alan Wake 2, how much of this is the game you wanted to make?
- 20:53And how much of it is you thinking about the audience and what
- 20:55you think they would
- 20:56SPEAKER_00: want to receive?
- 20:57That sort of balance between sort of an artistic expression of
- 21:00yourself whilst also
- 21:01SPEAKER_00: trying to make a product,
- 21:03SPEAKER_00: really,
- 21:03SPEAKER_00: for an audience.
- 21:05SPEAKER_01: I think it needs to be both.
- 21:06SPEAKER_01: It needs to be both always.
- 21:09SPEAKER_01: It's a long journey making a game.
- 21:11SPEAKER_01: It's a struggle and you will be tired.
- 21:15So it needs to be something you fully believe in and feel
- 21:19passionate about.
- 21:21SPEAKER_01: Otherwise, you will not
- 21:24SPEAKER_01: kind of like have the strength to push through.
- 21:27SPEAKER_01: That's one side of it.
- 21:28You need to be really,
- 21:29really excited about making this kind of an experience.
- 21:34SPEAKER_01: But then I feel as creative and with experience of the previous games,
- 21:43SPEAKER_01: suddenly we analyze and look
- 21:47SPEAKER_01: at the reception of our previous games and do analysis on them,
- 21:53SPEAKER_01: like which parts worked great,
- 21:56SPEAKER_01: which were not liked to the point of a trend.
- 22:01SPEAKER_01: So we shouldn't repeat the weakest parts again,
- 22:05SPEAKER_01: hopefully,
- 22:06SPEAKER_01: and come up with something better on that.
- 22:09SPEAKER_01: I mean, I feel from a creative perspective,
- 22:14SPEAKER_01: you can be passionate about succeeding in that as well.
- 22:18SPEAKER_01: And very much one example would be now that we are building a universe,
- 22:25SPEAKER_01: Remedy Connected universe between Alan Wake and Control,
- 22:30it would kind of be easy to fall into the trap of just making
- 22:35the experience for
- 22:37SPEAKER_01: you being very deep in that lore,
- 22:41SPEAKER_01: but also your most excited fans who very much know everything.
- 22:49SPEAKER_01: But that's not the ambition.
- 22:52SPEAKER_01: The ambition very much, and I fully kind of like
- 22:58SPEAKER_01: sign on the dotted line on the idea of we want to make every game,
- 23:03SPEAKER_01: whether it's a sequel or whether it's part of the universe,
- 23:08something that is approachable for a newcomer who has never
- 23:14played a Remedy game before.
- 23:16SPEAKER_01: You need to be able to play it through.
- 23:19Yes,
- 23:19you will probably miss connections and optional content that is
- 23:24more lore heavy,
- 23:25but
- 23:27SPEAKER_01: you should be able to experience the critical path and enjoy it.
- 23:34SPEAKER_01: And that's kind of a puzzle to solve with each of these games.
- 23:39And a lot of the idea of two playable characters and having the
- 23:44FBI agent Saga
- 23:45SPEAKER_01: Anderson be kind of like a dual protagonist in Alan Wake 2 comes
- 23:52SPEAKER_01: initially from this idea that she doesn't know this world,
- 23:57SPEAKER_01: she doesn't know this supernatural or lore,
- 24:00SPEAKER_01: and she comes in to investigate and the whole setup of
- 24:06FBI agents coming into a place that they don't know to
- 24:11investigate a murder is very
- 24:14SPEAKER_01: much very familiar to a wide,
- 24:16SPEAKER_01: wide audience.
- 24:18SPEAKER_01: So as a starting point,
- 24:20SPEAKER_01: making that be the beginning of the game,
- 24:23making it approachable for somebody who doesn't know anything
- 24:26about Alan Wake.
- 24:28SPEAKER_01: or Remedy Universe was part of a solution to this kind of,
- 24:33SPEAKER_01: and I feel really happy about what we did with that.
- 24:36SPEAKER_01: But it's this kind of like,
- 24:38SPEAKER_01: it's puzzling these things together and,
- 24:40SPEAKER_01: you know,
- 24:41SPEAKER_01: then creating Wit Saga.
- 24:44SPEAKER_01: the story I feel passionate to tell,
- 24:47but also being mindful of the audience and kind of ambition for
- 24:53reaching a larger audience.
- 24:55SPEAKER_00: Great answer.
- 24:57I'll change the subject a little bit because I read your GQ
- 24:59interview and you
- 25:00SPEAKER_00: talked about the character of Sam Lake.
- 25:02I remember the first time I got an email from you and I said,
- 25:04who's this Sammy Jarvi?
- 25:05SPEAKER_00: I don't know who's he?
- 25:06SPEAKER_00: Who's he?
- 25:07SPEAKER_00: Yes.
- 25:07SPEAKER_00: But also it's not just,
- 25:08SPEAKER_00: you know,
- 25:09SPEAKER_00: the name is the coffee,
- 25:10SPEAKER_00: there's the suits,
- 25:11SPEAKER_00: and you sort of played this role for quite a long time now.
- 25:14SPEAKER_00: Do you still see two distinct sides of yourself?
- 25:17Or is there an element of not really knowing where Sam Lake
- 25:20ends and Sammy Jarvis begins?
- 25:22SPEAKER_00: Are you sort of slowly merging into a different person?
- 25:27SPEAKER_00: Yeah.
- 25:28SPEAKER_01: Yeah, it's interesting.
- 25:30It can also be kind of a buffer and a bit of a,
- 25:36you know,
- 25:36a shield in a way.
- 25:39But then once again,
- 25:40time does things to you and your perception of things.
- 25:46SPEAKER_01: I was very self-conscious and shy growing up.
- 25:50SPEAKER_01: And I really hated it.
- 25:53SPEAKER_01: performing.
- 25:54SPEAKER_01: Well, that's not quite right.
- 25:56The small things of performing,
- 26:00say,
- 26:00in a school play,
- 26:01I didn't mind,
- 26:03but there's the role then.
- 26:05But doing a presentation in front of a class was the absolute
- 26:09horrifying thing.
- 26:10SPEAKER_01: And early years promoting Max Payne,
- 26:15SPEAKER_01: I was so nervous about demoing the game and talking about it.
- 26:19SPEAKER_01: At the same time, I did not have any
- 26:23SPEAKER_01: hesitation or problems in posing as Max Payne in the first game.
- 26:29SPEAKER_01: So there is this weird schizophrenic thing and,
- 26:33SPEAKER_01: you know,
- 26:34SPEAKER_01: the spelling of Finnish names is tricky.
- 26:41SPEAKER_01: And I saw so many errors in the credits of the first game,
- 26:47SPEAKER_01: which was Death Rally by our publisher in the manual.
- 26:52SPEAKER_01: Many of the names were misspelled and always kind of like,
- 26:56SPEAKER_01: you know,
- 26:57SPEAKER_01: explaining how to spell it just felt like a chore.
- 27:03SPEAKER_01: But I also,
- 27:03SPEAKER_01: like,
- 27:04SPEAKER_01: early on,
- 27:04I was feeling quite strongly that when I write in my native
- 27:08tongue in Finnish,
- 27:10SPEAKER_01: what comes out is very different from writing in English.
- 27:15SPEAKER_01: And that felt like an important point to me.
- 27:20SPEAKER_01: So using the artist's name Sam Lake,
- 27:23SPEAKER_01: from early on felt like a solution.
- 27:27SPEAKER_01: And I felt good about that.
- 27:28SPEAKER_01: And yes, it was a bit of a, you know, a role in a sense.
- 27:35SPEAKER_01: And then of course,
- 27:37SPEAKER_01: you know,
- 27:37SPEAKER_01: when you do it years that there is,
- 27:39SPEAKER_01: it feels like there never was an option to go back anymore.
- 27:44SPEAKER_01: It didn't make any sense.
- 27:45SPEAKER_01: These days,
- 27:47Having professionally written in English and more and more in
- 27:53my work life,
- 27:54SPEAKER_01: English is the language we communicate in the documentation,
- 27:59SPEAKER_01: but here also because Remedy,
- 28:03half of the people working at Remedy come from somewhere else
- 28:07than Finland.
- 28:08SPEAKER_01: It's been going on for so long.
- 28:11I don't believe anymore that my output when I write and how I
- 28:17see it is that
- 28:18SPEAKER_01: difference between the languages.
- 28:22SPEAKER_01: I feel,
- 28:23SPEAKER_01: well,
- 28:24SPEAKER_01: maybe I've gotten better with the language along the way as well,
- 28:28SPEAKER_01: but I don't feel that there is difference anymore.
- 28:32SPEAKER_01: And I don't feel that strongly about, you know, doing so much of the
- 28:38promotion work,
- 28:39I don't feel shy about it anymore or haven't for years and years.
- 28:44So these things evolve,
- 28:46but well,
- 28:48I'm happy to be Sam Lake in all of this.
- 28:52SPEAKER_00: I think all of us,
- 28:53SPEAKER_00: particularly anyone that has a role that's remotely public facing,
- 28:56SPEAKER_00: you've got to
- 28:58SPEAKER_00: You play versions of yourself, right?
- 29:00SPEAKER_00: It's not like you're completely different.
- 29:02It's just that when I started doing this,
- 29:05and nowadays,
- 29:05I don't even think twice about it.
- 29:07SPEAKER_00: I was on the BBC this morning talking about my Minecraft movie,
- 29:10SPEAKER_00: you know,
- 29:11SPEAKER_00: 10 years ago,
- 29:12SPEAKER_00: the thought of that would have sent me into a meltdown.
- 29:15SPEAKER_01: Right.
- 29:15SPEAKER_01: I do feel like I do love
- 29:19SPEAKER_01: the meta layer of storytelling and being aware of these roles.
- 29:26SPEAKER_01: And I do feel like that is part of the reason why,
- 29:30SPEAKER_01: you know,
- 29:31SPEAKER_01: Sam Lake as a character,
- 29:33SPEAKER_01: especially now in Alan Wake in various ways in DLC as well,
- 29:38SPEAKER_01: keeps popping in into the fiction.
- 29:41SPEAKER_01: And I think that that's part of this kind of like
- 29:45SPEAKER_01: well,
- 29:45SPEAKER_01: hold on,
- 29:46how does this role actually work and what does it mean and how
- 29:50much of it is
- 29:50SPEAKER_01: fiction and not.
- 29:52So that just feels like a natural extension of thinking about
- 29:57these things and
- 29:58SPEAKER_01: playing around with them.
- 30:00SPEAKER_00: With your personality and doing TikToks with coffee,
- 30:03SPEAKER_00: you do a little bit of PR and marketing,
- 30:05SPEAKER_00: I guess,
- 30:05SPEAKER_00: for your games.
- 30:06SPEAKER_00: And now that Remedy is sort of moving into self-publishing,
- 30:09are they tapping you on the shoulder now to be the head of
- 30:12marketing and to come up
- 30:14SPEAKER_00: with some of the plans?
- 30:15SPEAKER_00: Happily not.
- 30:16SPEAKER_01: I feel we are still figuring it out and we are in a transition position.
- 30:22Remedy have grown so much and for years and years,
- 30:27it was always one game.
- 30:29SPEAKER_01: at a time, and now it's several.
- 30:31SPEAKER_01: And,
- 30:33SPEAKER_01: you know,
- 30:33SPEAKER_01: coming out of Alan Wake too,
- 30:36SPEAKER_01: feeling that I was like doing as much as I possibly could do,
- 30:44SPEAKER_01: you know,
- 30:44SPEAKER_01: the question of,
- 30:46SPEAKER_01: well,
- 30:47SPEAKER_01: how about doing another project on the side simultaneously?
- 30:52SPEAKER_01: just feels, well, that's too much.
- 30:57And so what we have now done already for a while is that I'm
- 31:03not the only creative
- 31:05SPEAKER_01: director in the company.
- 31:08SPEAKER_01: Mikael Kasurinen
- 31:10SPEAKER_01: is we are co-creative directors now and we are dividing work.
- 31:17SPEAKER_01: And at the same time,
- 31:19SPEAKER_01: every project like I will have a project where I'm deep,
- 31:24SPEAKER_01: go deep and be hands on.
- 31:27SPEAKER_01: And Mikael has a project that he goes deep and is hands on.
- 31:31SPEAKER_01: But beyond that, we are planning
- 31:34the overall universe and we are involved,
- 31:38say,
- 31:38with Annapurna Pictures now.
- 31:40SPEAKER_01: Of course.
- 31:42You know,
- 31:42exploring the ideas of our world and our universe being also in
- 31:49linear media.
- 31:51SPEAKER_01: But every project has a kind of a strong creative core group of its own.
- 31:59SPEAKER_01: And how I see it is that
- 32:02SPEAKER_01: For this project,
- 32:03I'm really more a consultant coming in when they want notes or
- 32:10when we have an
- 32:11SPEAKER_01: internal gate,
- 32:12SPEAKER_01: kind of looking at it from the perspective of my expertise,
- 32:16SPEAKER_01: which would be then storytelling and just giving advice when needed.
- 32:22SPEAKER_01: This definitely feels like the best experience.
- 32:26a solution we have figured out to just growing and doing things simultaneously.
- 32:34SPEAKER_01: Because otherwise,
- 32:35if it's up to one person to kind of come up with the vision and
- 32:40direct it through,
- 32:42then we would still be doing more or less one project or one
- 32:46bigger project and
- 32:48SPEAKER_01: another tiny project or something like that.
- 32:50SPEAKER_01: And the ambition is to do more.
- 32:53SPEAKER_00: The reason why I asked the marketing,
- 32:55I remember speaking to someone at Bethesda years ago who said
- 32:58that Todd Howard is
- 32:59SPEAKER_00: actively involved in the marketing because for their point of view,
- 33:02the first time their audience touches Fallout or experiences
- 33:06Fallout is when they
- 33:07SPEAKER_00: see the trailer,
- 33:08SPEAKER_00: it's when they see the artwork.
- 33:09SPEAKER_00: And I guess you are involved in that stuff anyway.
- 33:11SPEAKER_00: Sure.
- 33:11SPEAKER_00: Yeah.
- 33:12SPEAKER_00: Yeah.
- 33:12And of course,
- 33:13the things like drinking a cup of coffee in a lake is all very,
- 33:16very Alan Wake.
- 33:17I guess that's the marketing has to also understand the vision
- 33:20of the project and
- 33:21SPEAKER_00: understand the vibe and the theme.
- 33:22SPEAKER_00: Sure.
- 33:24But that's the question of what's the cause and what's the
- 33:27effect that meet me in a
- 33:30SPEAKER_01: lake is that because in Finland,
- 33:34SPEAKER_01: that's what you do in the summer with thousands of lakes.
- 33:38SPEAKER_01: And that's why we have a lower focused on a lake in Alan Wake or
- 33:46SPEAKER_01: do I go into lake because there is a lake in Anand Wake.
- 33:51SPEAKER_01: I'm very much,
- 33:52SPEAKER_01: and more and more I feel,
- 33:53SPEAKER_01: maybe that's an age question as well,
- 33:57SPEAKER_01: more and more I feel I'm drawing inspiration from
- 34:02Finnish culture and kind of like things that are very familiar
- 34:07to me growing up here.
- 34:09SPEAKER_00: Yeah, that gives that the uniqueness as well we talked about earlier.
- 34:11SPEAKER_00: Well, I'm conscious of the time.
- 34:13SPEAKER_00: But,
- 34:14SPEAKER_00: you know,
- 34:14SPEAKER_00: seeing as you have a lifetime achievement,
- 34:16SPEAKER_00: you've achieved all the things you need to achieve in your lifetime.
- 34:20SPEAKER_00: Now, another lifetime's worth.
- 34:22SPEAKER_00: Yeah.
- 34:23SPEAKER_00: So what's the next lifetime?
- 34:24SPEAKER_00: What would you...
- 34:26SPEAKER_00: What's your what you like to achieve?
- 34:27SPEAKER_00: You wanted to write books initially.
- 34:28SPEAKER_00: Is that part of that?
- 34:31SPEAKER_00: Or is it still love for video games?
- 34:34SPEAKER_01: Yeah.
- 34:37SPEAKER_01: I was thinking that I would be a novelist and then Remedy happened.
- 34:42SPEAKER_01: And so it is a 30 year detour to that dream.
- 34:48SPEAKER_01: Yeah, I'm hoping that I will
- 34:52get a chance maybe once I finally retire from making games to
- 34:59still do creative
- 35:00SPEAKER_01: work and write and have other maybe then smaller,
- 35:05SPEAKER_01: more personal projects.
- 35:06SPEAKER_01: But not yet.
- 35:08SPEAKER_01: Personally, right now, I mean, we have
- 35:11A lot of games in the making keeps me busy for sure and
- 35:16planning the universe beyond.
- 35:18I am personally really excited about the possibilities with
- 35:22Annapurna on TV and film.
- 35:25SPEAKER_01: And for sure,
- 35:26we've been trying to get something started on and off for years
- 35:31and years and years.
- 35:34SPEAKER_01: And we are in very early stages now.
- 35:37SPEAKER_01: So I'm aware that it's a complex process and you never know.
- 35:43But I have to say that they are a wonderful partner and I am
- 35:47cautiously optimistic about
- 35:50SPEAKER_01: kind of like our exciting discussions there.
- 35:54SPEAKER_01: I hope to be able to be involved in that process as it goes forward.
- 36:01SPEAKER_01: Yeah.
- 36:02SPEAKER_00: Brilliant.
- 36:02SPEAKER_00: Well,
- 36:03SPEAKER_00: I look forward to,
- 36:03SPEAKER_00: I'm certainly looking forward to,
- 36:05SPEAKER_00: I mean,
- 36:05SPEAKER_00: I sort of feel like I know what a Sam Lake movie might be like.
- 36:09SPEAKER_00: based on what you've done in games,
- 36:11SPEAKER_00: but I get a sense of it,
- 36:12SPEAKER_00: but I think it would still be very,
- 36:13SPEAKER_00: very surprising.
- 36:14SPEAKER_00: Well, thank you so much, Sam, for your time.
- 36:16It's a pleasure to have you on the show and to give us so much
- 36:18of your time and
- 36:19SPEAKER_00: insight into what you're doing.
- 36:21SPEAKER_00: And congratulations again on your award.
- 36:23SPEAKER_00: Thank you very much.
- 36:24SPEAKER_00: Yeah, this was fun.
- 36:25SPEAKER_00: Thank you.
- 36:27SPEAKER_00: That's it for today's episode of The Game Business Show.
- 36:30SPEAKER_00: Join us later in the week for our news and analysis show.
- 36:32SPEAKER_00: Until then, thank you for tuning in.
- 36:36SPEAKER_00: Greatest movie of all time?
- 36:38SPEAKER_01: I'll say Maltese Falcon.
- 36:40SPEAKER_00: PC or console?
- 36:42SPEAKER_01: Console these days, yes.
- 36:43If you could direct a video game based on a franchise other
- 36:46than your own,
- 36:47what would it be?
- 36:48SPEAKER_00: I would do Moomin' game.
- 36:50SPEAKER_00: Ah, very Finnish.
- 36:52SPEAKER_00: Greatest album of all time?
- 36:54SPEAKER_00: Tom Wade's Rain Dogs.
- 36:57SPEAKER_00: How many suits do you own?
- 36:59SPEAKER_00: Seven or eight.
- 37:02SPEAKER_00: Put it behind.
- 37:03SPEAKER_00: If you can't have a coffee, what do you drink?
- 37:06SPEAKER_00: I drink green tea.
- 37:09And what one piece of advice would you give to budding video
- 37:12game creators?
- 37:13SPEAKER_00: Start creating.
- 37:14SPEAKER_01: For me and many other video game makers,
- 37:18SPEAKER_01: tabletop role-playing games can be a surprisingly great,
- 37:23SPEAKER_01: low barrier of entry.