Latest / WASD and Beyond / Episode 139: FPS: First Person Shooter interview with David Craddock and Richard Moss
Transcript
- 1:03Hello everybody. Welcome back to the episode the
- 1:06WASD and Beyond Podcast. As always, I'm your host, Nick.
- 1:09Accompanying me is the freshly shaven My Heights big haired
- 1:14Evan. I'm taller than you.
- 1:16Let's get that out of the way. Yeah, because your hair, dude.
- 1:19Your hair is so big. That's why you're taller than
- 1:21me. Whatever, man.
- 1:22Today we are joined by two very special guests, but before we
- 1:25get into that, let's plug the sponsors and the community that
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- 2:02Now let's forget all that for just 90 minutes or so.
- 2:07And really dive into this topic I've been in loving talking
- 2:10about either on Twitter. I've talked to the man that you
- 2:13guys can see probably right above me right now, and I'm
- 2:16talking to another man that's a part of this project that I've
- 2:19been obsessed with and been obsessing with.
- 2:21We are talking to the writer, the producer, and the director
- 2:27of FPS documentary. First off, I'll introduce David
- 2:30Craddock, the director and the writer of it.
- 2:33Yeah, Co writer, along with Richard Moss and I have to say.
- 2:37Our obsession with this probably Trump's yours because it's kind
- 2:40of been our life for 2 + 2 + 2 years now.
- 2:44So we got David, and we also have writer, producer Richard
- 2:48Moss. Hello.
- 2:49Yes. As David said, it's it's more
- 2:54than two years now since we started on the project.
- 2:57I got brought in I think early March 2021 and then David about
- 3:04a month later. Joined us.
- 3:06So we've been on this a long time.
- 3:10Well, it seems like forever ago that David, you were actually on
- 3:13the show with myself and Brody. That's before Brody and I had
- 3:17ever seen the movie. That's before.
- 3:19I think anybody other than probably you guys have been like
- 3:22seeing the progress of the film and a lot of the speculation
- 3:27that we asked you back then. And I wonder how much of it has
- 3:32changed since then when it comes to what actually we saw now,
- 3:37because Evan and myself have seen the four hour cut.
- 3:40Yeah, yeah. I think it's safe to say
- 3:43everything changed because if memory serves, I came on last
- 3:47spring and that's when Richard and the rest of the team and I,
- 3:52we launched certainty, Go, Go and Post production had not
- 3:56started yet. We had.
- 3:59We we had finished interviews, we had that footage that we
- 4:02pulled from to put together the Indiegogo trailer, but we hadn't
- 4:06even really started scripting it.
- 4:08I mean, Richard and I know these stories pretty well, so we could
- 4:11probably see a lot of it unfolding, but it was really
- 4:14just in our minds at that point. So literally 100% of it has
- 4:17changed from the last time I was here until now.
- 4:21Yeah, we had a lot of big ideas and no and no actual sense of
- 4:25how it would fit together in reality.
- 4:29I mean from seeing the the cut that we've now seen, Evan
- 4:32myself, it seemed like it all. And I would, I remember you
- 4:35talking about COVID when it hit, it was like a big strain on you
- 4:39guys and there's just a lot of hurdles at that point.
- 4:42But the cut that we've now seen because we saw the the last cut
- 4:47and now this newer updated cut, I don't know about any hurdles.
- 4:52I don't see the hurdles in the movie.
- 4:55It looks like it came together extremely well.
- 4:59And the time you guys have put it is definitely worth it, man.
- 5:03Yeah, we appreciate that. I don't, I mean since it's been
- 5:062 plus years, I don't remember a lot of the hurdles, although I
- 5:09have been documenting the process for a future project I
- 5:13wanna do. But this really started with
- 5:17Richard, wrote the synopsis first that was kind of our
- 5:20roadmap and then. Once we started reaching out to
- 5:24contributors for interviews, it was a process of even that was
- 5:28the first hurdle. I want Richard's input on this,
- 5:30but like, you know, the synopsis was this concept of if we could
- 5:34make the perfect or ideal FPS documentary.
- 5:37These are the games we want to cover and the people we want to
- 5:39talk to. But then you have to find out
- 5:41like Okay, who's available, who's not, who is available and
- 5:44when, that sort of thing, right? Right.
- 5:47Yeah, absolutely. Sure.
- 5:49Yeah. And and it was, it was very
- 5:51chaotic in those early days because we didn't have a
- 5:55properly defined leader yet. We we just put this team
- 5:58together and there was a sense that or maybe I'll be leading,
- 6:03but maybe Chris our our editor and other codirector will be
- 6:07leading or maybe David will be leading and no one was actually
- 6:10taking charge of doing anything except our executive producer,
- 6:15Robin. Who would occasionally from up
- 6:19above tell us what we need to do.
- 6:21But then no one was really owning any part of the film and
- 6:26so we didn't know what we were doing.
- 6:28And that resulted in, for instance, I think we had about
- 6:3110 in software people originally in our planned cast list of a
- 6:38maximum budget wise of 50. Which just did not make sense.
- 6:42We had to lose a few along the way or we wouldn't have been
- 6:46able to cover other stuff properly.
- 6:48And that was because we had this huge list of people we'd like to
- 6:54talk to. And David and the ladies who are
- 6:59helping with our initial PR outreach, they just went through
- 7:03that list and started trying to get people without really
- 7:06thinking much about, well, if we've got.
- 7:10The four key IT people, which of the other ones do we get?
- 7:15Do we really want? Which ones are actually going to
- 7:17help us? As much as Dave Taylor's going
- 7:19to be interesting to talk to, does he actually bring much to
- 7:24the film that these other guys can't?
- 7:28Which was actually. It's funny that you mentioned
- 7:30Dave because he has taken a very different course through life.
- 7:34When I initially reached out to him, my policy when reaching out
- 7:38to people. It's the same as when I outline
- 7:40a book. Like, I just throw everything at
- 7:41the wall. I'll scrape it off later in
- 7:43draft two or three or ten. And David Gray, but he's like,
- 7:46just so, you know, I hate video games now.
- 7:48I don't play video games. I'm living like a natural life.
- 7:51And I was like, all right, well, you've kind of moved to the top
- 7:53of the list of people who cut if and when it should come to that.
- 7:56And he was like, yeah, yeah, no hard feelings.
- 7:58That's fine. So I was like, well, that's
- 7:59easy. We'll cross that name off and
- 8:01see what else we can get. Oh.
- 8:03My God, that. Literally.
- 8:04So that just happened to me. We're we're reaching out for an
- 8:08interview. It was I I contacted Mark
- 8:13Laidlaw and I thought it was, I thought it was going to go
- 8:16really cool. And he's like, just so you know,
- 8:20I was like, oh, an e-mail from Mark Laidlaw.
- 8:21And I read it and I went, oh, that was not, I was like, OK and
- 8:27just delete that. But so there's a process.
- 8:29Process of elimination then is what it seems like to me because
- 8:32it's like you have this list of industry Titans, so to speak,
- 8:36which you have a lot of them here.
- 8:39Like, like there's a lot of big names in this movie.
- 8:44It's just you kind of almost like it seemed like whittling it
- 8:47down. And it's like, OK, you have
- 8:50Cliff Lesinski, you have John Romero, you have Carmack.
- 8:53I mean, you have G Man, You have a VGN.
- 8:56It's Steven from Night Dive. It's a lot of people.
- 8:59I would say The Who you kept was great.
- 9:03So was there anyone that you had to lose along the way where it's
- 9:06like, ah, man. God damn it, I wish we could
- 9:09have kept him, but. I don't think there was anyone I
- 9:15cut. We didn't have to cut too many
- 9:17people. But again, this was a long time
- 9:18ago. I will say there was someone I
- 9:20reached out to who I really hope to get and that was Ken Levine.
- 9:24Ken and I have emailed back and forth for years.
- 9:26There's a project we want to do together.
- 9:28But when I initially talked to him about this, he said I'm not
- 9:32interested right now, which could have meant I don't have
- 9:34time or. David, I know you're an author,
- 9:37but this whole movie thing, you're not really proven there.
- 9:40I don't know if I want to take a chance on that.
- 9:42And so it just didn't work out. Richard, do you have anybody
- 9:45like that? Yeah, there were.
- 9:47There were a few people that I hoped that we would have, that
- 9:52we ended up not being able to get.
- 9:54In some cases it's because they just they never responded to our
- 9:58outreach in the 1st place and off the top of my head, I can't.
- 10:03Think of a good example. But there were several of those.
- 10:07And then there were people who we, we we got in touch with and
- 10:12and they were interested, but it just fell apart.
- 10:15It didn't end up working out. They stopped responding to
- 10:18emails or or whatever. And like the guy who was the
- 10:22original, I guess, creator, he came up with a concept for
- 10:28Battlefield 1942. I thought he'd be really
- 10:30interesting for us to talk to. But David emailed him and and he
- 10:36fell off the map after an initial response of yeah sure.
- 10:41And we wanted to have some more music stuff in there.
- 10:45I don't we don't have any composers in the film.
- 10:48We wanted Bobby Prince and he just he he stopped being being
- 10:54responsive. We we would have loved to get
- 10:57Trent Resnow of course but he wasn't available.
- 11:01That would have been huge. I asked David that during
- 11:05another interview. I'm like, so like Trent McCord
- 11:07and he's like he was like, I'm not saying anything.
- 11:11At that part, the the cast list was still under wraps.
- 11:15I don't think we were talking about the games we were going to
- 11:19cover. We had a pretty good idea by
- 11:21yeah, but this time last year plus a few months, who and what
- 11:25we would be covering. But there again, it was like one
- 11:28reason we reached out to so many IT people is because they're
- 11:31different generations of it. Like, you know, Romero wasn't
- 11:34there for for Quake 2. Certain other people were and
- 11:37who were who could have input and but yeah, we we wanted to
- 11:41cast a really wide net to cover as many games as possible.
- 11:46Another thing Richard and I wrestled with because the
- 11:49scripting started with us was. How much time do we give every
- 11:54game? What stories do we tell from
- 11:57each game? Because I know that I really
- 12:00didn't want all the segments to feel.
- 12:04I didn't want any two or three segments to feel too Samy.
- 12:07Like I wanted to cover Doom too, Because that when people say,
- 12:11oh, I still play Doom today, they mean Doom too, because
- 12:13that's the foundation for the modding scene that's still
- 12:15going, you know, almost 30 years later.
- 12:18But like, obviously you don't spend as much time on that as
- 12:21Doom one, because it's not new tech, it's just the Super
- 12:23shotgun, some more enemies in the rogues gallery and really
- 12:26cool open level design. But right that I think that
- 12:31segment came out to like maybe half the runtime of Doom one,
- 12:34which is appropriate. Right, gotcha.
- 12:38Yeah, we we we're both new to filmmaking.
- 12:47So we didn't. Have a great sense of how it
- 12:50would come together. But we knew that we didn't want
- 12:55to just do it in a formulaic style.
- 12:57We didn't wanna go, OK, what are the What are the graphics?
- 13:02Things we remember What are the best weapons?
- 13:05What What did that sound like? Something formulaic like that
- 13:10just didn't make sense. We wanted to every single
- 13:13segment to have its own feel. What?
- 13:17Was special about this game. Why do people still talk about
- 13:19it today? And and what were the the big
- 13:24challenges that the developers faced when they were making it
- 13:28that make the most interesting stories?
- 13:30Because we only have a very tiny amount of time, even less time
- 13:34than we really realized when we when we started, we were writing
- 13:38at David Laos. The scripts he was writing were
- 13:42huge. We would have ended up with like
- 13:45a an 8/8 hour film or something with the early scripts but but
- 13:50we didn't know yet at that point how how things were going.
- 13:54And our naivety in this was that we didn't really block out the
- 13:58times in advance. We we should have gone OK, we've
- 14:02got 4 hours we wanna cover X Games, so that means that we.
- 14:11We have 4 hours divided by X as an average runtime per game.
- 14:16Important games are going to be longer, so let's let's push up
- 14:18that and that gives us a a rough estimate of how much time per
- 14:22segment. We didn't do any of that.
- 14:24We we just wrote scripts and waited for Chris to tell us how
- 14:31long they were and then and then eventually realized, oh shit,
- 14:37we've been trying, we've been trying to keep this from.
- 14:41From getting too long and and we've been intentionally cutting
- 14:44things because segments we can tell that they're going too
- 14:47long. But we actually did an inventory
- 14:50of of where are we at right now where it's 60% of the way
- 14:54through. I think something like that the
- 14:56film and and how long is it right now?
- 15:00Let's add it up because we're doing segments individually.
- 15:03So we had no idea. Let's add up numbers and let's
- 15:06see with what's left to do, how long are we shaping up to be.
- 15:11And Chris and I on the call, we're both running the numbers
- 15:14and came to about 5 1/2 hours. Both of us a rough estimate
- 15:21without without getting to without like going sleep in
- 15:24mathematical and actually adding them, we're about 5 1/2 hours
- 15:27and like shit. We we don't have 5 1/2 hours to
- 15:32put in this we we're supposed to be 3 plus hours or is meant to
- 15:37be like the upper upper limit. We've ended up over 4.
- 15:41But. Yeah, it was.
- 15:44It was even tighter than that, right, Because we couldn't go
- 15:47right to far. I think we could do like 3 1/2
- 15:48because we had to leave room for the intro and like the end
- 15:51credits and so and that was, that was really on me because I
- 15:56I, I wrote most of the scripts and like Richard said, we've
- 16:00written a lot of books, we've written a lot of articles, but
- 16:03this is our first film, so. Right.
- 16:06For me to kind of find my way through this, I started with the
- 16:09same process I would use for writing a book.
- 16:11When I write first drafts, I don't think about word limits.
- 16:14I just write knowing I'll cut later.
- 16:17And even with the scripts, like, they were really long.
- 16:19But even then I was pretty conservative with what I want to
- 16:25tell. I thought I'd picked up the best
- 16:26bits and still left plenty behind.
- 16:29But when Chris and Richard were like, oh shit, I was kind of
- 16:31like. I mean, you will cut, right?
- 16:35But like we needed to start. We needed to start that later
- 16:38because if it were a book, I'd be the one doing the cutting.
- 16:40But Chris has to do the cutting and that's a lot of work for one
- 16:45video editor to do. Right.
- 16:47Yeah. And we'd already cut a bit in
- 16:50the scripting stage. Like whenever David would write
- 16:53a script, especially early on, I'd come in and say, OK, this
- 16:58chunk here is redundant. That's already talked about
- 17:01somewhere. Or this other chunk that there
- 17:05we we can shrink it down to that one sentence that's all that
- 17:09actually is important in this bit and and so we probably
- 17:14shaved off minutes of every script in the early days doing
- 17:18that but it was still too long and poor Chris the the the thing
- 17:23that that we had to that at least I understood because I've
- 17:28done audio editing but. Hadn't really properly cemented
- 17:32for me and I and I don't know if David knew at all, was that
- 17:37video editing takes a long time to do and and Paul, Chris, he's
- 17:42having to do these rough cuts that are 10 minutes long.
- 17:46When we end up having the segment that's 5 minutes, that's
- 17:49he's a huge amount of his time wasted because we've over
- 17:54scripted. That was hard.
- 17:58Yeah, that was hard. And a lot of that was was Chris
- 18:01and I especially would go back and forth on each segment.
- 18:05So we would do several passes that the way the way we the
- 18:08milestones we had was every like six weeks or so the team would
- 18:13review a chapter. That's how we blocked it out.
- 18:15You can actually still see that format in the film.
- 18:17There's certain headers we have that's basically delineating the
- 18:21start of a new chapter, a new error and.
- 18:26I think each segment had at least three cuts, but the ones
- 18:31that changed the most were probably the ones that we put
- 18:36together earlier or like really early in the project, because
- 18:39Richard and I were getting our filmmaking feet wet.
- 18:43Chris and I were learning how to work together.
- 18:46Chris and Richard and I were learning how to work together,
- 18:49so and that. That is often how at least
- 18:52speaking for me, that's how my books goes.
- 18:54Well, the second-half of the first draft is usually much
- 18:57stronger because I found the voice the first half needs.
- 19:00I mean the whole thing needs work, but the first half needs a
- 19:02lot more work. So like, I think even maze roar,
- 19:05which is really fascinating game because most people will not
- 19:09have played that. I think the first cut was around
- 19:12like 15 minutes and now it's around 5.
- 19:15Like that's a really good example.
- 19:17And you might think like, oh wow, you've lost. 66%, Well,
- 19:21yes, but the the the five minute runtime that it is now is
- 19:26really, really tight. It is entertaining and
- 19:28informative, which is a really hard balance to strike I think.
- 19:33It was very we. We all knew that segment in
- 19:37particular because it's not an exciting game now looking,
- 19:42looking in our 2023 eyes. It's it's kind of dull.
- 19:46It's just some lines that you're walking through right and and so
- 19:54and there's there's not really even any sound either so it was
- 19:57boring. The segment was boring.
- 20:00It it it makes a very interesting written article and
- 20:03I I literally wrote the article about this game some years ago
- 20:07but when we put it into the film it was this is not how we can
- 20:13start start the movie. People were gonna go to sleep.
- 20:16We have to cut this down. But we'll deal with this later.
- 20:20Let's make the rest of the film and come back.
- 20:24Gotcha. Yeah, that's actually something.
- 20:27The beginning, I think is a really fun combination of
- 20:31surprising and subversive, because so we recently just did
- 20:37the intro and I captured all the game plays in the intro.
- 20:41I think you guys have seen that it's in the latest cut.
- 20:43To like 95% complete version where we showed big games, we
- 20:49showed Wolfenstein, we showed Doom, we showed Duke, we show
- 20:53Gold Knight and and Halo. And the thinking that Chris and
- 20:57I had there was we're going to open with these games because
- 21:00that's kind of where most people would expect the story to start,
- 21:03right? You think, oh, it's going to
- 21:04start with it and Wolfenstein or Doom because that was the first
- 21:08FPSI think most people who grew up in the 90s played, but then
- 21:11when you go from that. To Maze War and your first
- 21:14thought is, oh, what is this? I think that's what most people
- 21:16don't think. And then it goes from there to
- 21:18Battle Zone. It's like, well, Battle Zone's
- 21:20not a first person shooter, that's an action game from
- 21:23Atari. But it's like, well, what are
- 21:26you doing on that game? You are looking through a
- 21:27Periscope and and. Shooting.
- 21:30In first person, so and then it goes to the colony, right like
- 21:34that was. Some of those were some of my
- 21:35favorite stories. And Richard knew Richard knew
- 21:37Maze War, The colony. Those are two games I had to
- 21:39learn about. Like from scratch in this
- 21:42project. But I really love that we
- 21:44started there because again, like most people aren't going to
- 21:47expect FPS games to have been born in like 1973, a good 20
- 21:52years before most people had even.
- 21:54I mean, the FPS terminology wasn't introduced until like the
- 21:57late 90s anyway, but starting with those games was, I think, a
- 22:00really cool move that are going to it's going to surprise me.
- 22:04Well, I think it's. Got me, Yeah, I'll say.
- 22:07I'll say that. It got me.
- 22:08Because I mean. Like, like we said before we
- 22:11started, I had, you know, only heard of things like, you know,
- 22:13Doom and Quake never actually played him.
- 22:15And then I I thought that was pretty cool about how it went to
- 22:17Maze War. And yeah, hearing a bit more
- 22:19history about it, I mean, it just made me more excited for
- 22:22everything that came after, like Doom, Quake, Unreal, Duke Nukem,
- 22:25all that stuff. It just made me more intrigued
- 22:28to learn about it, knowing that 20 years prior is when it had
- 22:30really, I guess, like the seed was planted, if you will, in a
- 22:34sense. And like it's most archaic form
- 22:36to. Just yeah, just lines.
- 22:39You're like. How the hell did you guys manage
- 22:41that? That's some sort of imagination.
- 22:43And yet it's so appropriate. Like maze were is kind of a good
- 22:46descriptor for what death match in FPS is like.
- 22:49Navigate the maze war against other humans and you rack up the
- 22:53most frags. And it was so cool to see how
- 22:55much Greg Thompson and Dave Lebling and those guys had had
- 23:00in place. Like a lot of the, you know,
- 23:04ticks that you would tick off on the list.
- 23:07Were there even as far as like a spectator mode like that was
- 23:10that only has really recently become standardized in FPS in
- 23:14the year 2023. So that's pretty surprising.
- 23:17That was pretty surprising to see.
- 23:19Well, whose idea was it to do that?
- 23:21Like, almost subliminal thinking then?
- 23:23Because you just brought that up with going into the intro of the
- 23:26film and then into me's work. You you do show off big titles,
- 23:30Wolfenstein, Doom, Halo and these epic battles.
- 23:34And then the kind it's like a it's like a fast zoom and then
- 23:37it slows you back in right in the maze.
- 23:40You know what I'm saying? That that was a very good
- 23:42tactic. The the intro was something
- 23:45Chris and I put together, but Richard and I knew we were going
- 23:49to start with Maze War because we were, at least at first, we
- 23:53were pretty closely following the format of other creator VC
- 23:58documentaries, most notably In Search of Darkness, which is
- 24:01still the company's tentpole documentary work.
- 24:04They go in chronological order and and what I think we all
- 24:07liked, well, I'll speak for myself, what I liked about that
- 24:09was that you could really see how filmmakers evolved in that
- 24:15genre from way back when until the end of the movie.
- 24:18And our film jumps around a little bit because we we didn't
- 24:21want to just kind of go along the track, we wanted to tell
- 24:23some stories and establish some themes.
- 24:26But we we did know that no matter what the intro was.
- 24:30We would be going back to 1973. And in fact, Richard's totally
- 24:34right. Like the the early cuts of Maze
- 24:37War was so boring that at one point we were kind of panicking,
- 24:39like, well, maybe we there's a sound bite.
- 24:43Tom Hall gave us a really good sound bite where he said, you
- 24:45know, most people think that Doom was the first FPS,
- 24:48something along those lines. We were in thinking like, OK,
- 24:51maybe we'll have the movie start there and then, you know,
- 24:55subvert expectations and like go back to Maze War or start with
- 24:58Doom and then have Tom. Come in and say that and then we
- 25:01go back just because the segment was so slow at first, we were
- 25:05like we've got to start with a big game that people know and
- 25:07that it's really exciting. But I think the way we ended up
- 25:11editing those first few segments, really cutting all the
- 25:14fat, we we were able to to tell a linear story, but more
- 25:20importantly able to again subvert expectations and start
- 25:24with a game that would kind of blow most people's minds, I
- 25:27would say. Yeah, I was like definitely, you
- 25:29got me. So I had like known a bit about
- 25:34it from my uncle was, you know, been gaming since he basically
- 25:37he went the womb. So he'd taught me like this was
- 25:39this, this was that, this was this.
- 25:41But then to see it in your movie, I was like, that's what
- 25:44that old man was talking about. That's pretty neat.
- 25:48Now this goes to both of you since you wrote the writers,
- 25:51right. So like, how important.
- 25:53In this film, was it to educate an audience that may not have
- 25:57known a lot of this, though, Because I found this movie to
- 26:00not only just be a badass flick about documentaries, it
- 26:02certainly is. But there was a lot in here.
- 26:04Even though I was sitting there going, I had no idea.
- 26:07I had no idea of these stories. I had no idea about that.
- 26:10Oh my God, there's that. And to me, that was one of the
- 26:13biggest values of the movie, was learning the humble beginnings
- 26:18and to how we got here and to how we got there.
- 26:20And This is why that exists. So as writers, how important was
- 26:24that to you? I would.
- 26:26Say it was pretty important like Richard again, wrote the
- 26:29synopsis. So you wanna kick this off?
- 26:31Yeah, I think it's for me. It is the goal of a good
- 26:37documentary to be informative entertainment.
- 26:41You don't want to. Just inform people and make them
- 26:44bored. You want it to be entertaining,
- 26:46especially when it's something like video games which are meant
- 26:48to be fun and and there's something you do for leisure.
- 26:51So the documentary should reflect that.
- 26:54But we also don't want to just go surface level all.
- 27:00Wasn't it great when this happened?
- 27:02We wanted to right from the beginning.
- 27:05We wanted to have stories of how games are made in there and and
- 27:09David and I, we know we've we've been.
- 27:11Writing about this industry for a long time, games are really,
- 27:15really hard to make. Everything goes wrong when
- 27:19you're working on the game. At some point everything's gonna
- 27:22break. Stuff that that you think is
- 27:27gonna is gonna define the future goes nowhere.
- 27:32Something that you you put in just on a whim as a that'll be
- 27:36fun ends up changing the world that.
- 27:42The history of video games is really messy and complicated and
- 27:46we wanted to to get stories in there that reflect that messy
- 27:51nature, the chaotic nature of of making games and and actually
- 27:56tell you the stories that go behind these things and like
- 28:02like the BFG and then something that's really fun, we want you
- 28:05to know, oh, that's where it came from.
- 28:08And yeah, Don Romero thinks it's funny too.
- 28:12It's cool. Yeah, it was really cool how we
- 28:15have, like, you know, James Rolf going, what does that stand for,
- 28:18John. Big fucking God.
- 28:20And then James's reaction, and that was something we did so
- 28:24that we felt like the audience would probably have that same
- 28:27reaction. And then you see it play out on
- 28:28screen and you're kind of laughing along with everyone and
- 28:32you feel like you're just at the pub.
- 28:34Chris would say, you know, having a having a pint and and
- 28:38hearing these stories. It was also really fun to,
- 28:41especially for the first couple of chapters, to experiment with
- 28:46storytelling. Doom is my favorite FPS.
- 28:49I've made no secret of this. I can't tell you the number of
- 28:52times Richard had to remind me. David, this is not a Doom
- 28:54documentary. And I was like, isn't it though?
- 28:57But one thing I did was, you know, there was this in software
- 29:02at the beginning, but Tom Hall was leading the design of the
- 29:05game and a lot of his rooms. Really kind of felt derivative
- 29:08of Wolfenstein, you know, baked in lighting, all ceilings of the
- 29:13same height, orthogonal corridors.
- 29:15And John Romero sat down and was like, you know, if if a room
- 29:19exists in doom that could have existed in Wolfenstein, we
- 29:22failed. And so he, he walked me through
- 29:24and I'd heard this story before, but he walked me through it
- 29:26again. He's like, I want, I want tall
- 29:28ceilings, I want lighting, I want lifts, I want stairs, All
- 29:32the stuff that didn't exist, that couldn't exist in
- 29:34Wolfenstein. And so I was talking to Chris.
- 29:37I'm like, wouldn't it be cool if we could show that?
- 29:39And he's like, what do you mean? And I was like, well, in most
- 29:41modern ports of doom, I can punch in codes.
- 29:45Like, for example, if you type in no target, the monsters won't
- 29:48acknowledge you unless you shoot them.
- 29:49And there's been since 1993, there's another code that
- 29:53enables all the lighting, just as if you were to wear the
- 29:55amplification goggles. And I said, I'm going to capture
- 29:58footage of this room fully lit. And with the with the with no
- 30:04monsters and then with with monsters, but the targeting
- 30:07turned off. If I do that, could you shrink
- 30:11the ceiling size that it looks uniform to Wolfenstein and then
- 30:14stretch it back up? He was like, yeah, I could do
- 30:17that. And so we did that.
- 30:18And then they captured separate footage of the lights going off
- 30:21and flashing and the monster suddenly waking up.
- 30:23So we were able to actually, as John Romar was talking.
- 30:28Show you more or less the evolution that Room took.
- 30:32And then we also captured footage of Doom's Alpha.
- 30:36So there are a couple points in there where you can see, hey,
- 30:39this is what the level looked like very early on.
- 30:41And here's how it ended up with the lighting and the variable
- 30:44heights. And that's not something we
- 30:46could do with every segment. But that was OK because Richard
- 30:49and Chris and I didn't want to just do the same thing with
- 30:51every segment. And even though like Maze were
- 30:54technically the first FPS. Wolfenstein and Doom.
- 30:58They were not the first, but they did canonize and codify so
- 31:03much of it. So we thought it really
- 31:04important there to slow down a little bit and show the
- 31:09breakthrough moments that kind of laid the groundwork for
- 31:12virtually everything, right. Yeah, that's truly incredible.
- 31:18It's blowing my mind right now. I like that you went and got all
- 31:22that extra footage and actually showed the process as well.
- 31:25I like that. But that's something I wouldn't
- 31:27have thought of early in the process, because I didn't know
- 31:29anything about filmmaking other than how to spell it like we
- 31:32were. We were all starting from square
- 31:35one. I wouldn't have thought of that.
- 31:37Yeah, but there's the mantra in storytelling that has become a
- 31:43cliche in film, which is you show, don't tell often, often in
- 31:48TV and movies things. Actually get cut from a script
- 31:52because it's well, we don't need to tell people this.
- 31:55We can just show it on the screen and they'll they'll put
- 31:57it all together. And the nice thing about doing a
- 32:03documentary on first person shooters is they nearly all have
- 32:06modding tools and and and special modes where you can go
- 32:12in and and do like God Mode and things and and mess around with
- 32:17stuff so we could. When developers are talking
- 32:20about how they're making things we could very often actually
- 32:24recreate that footage. I I did something similar with
- 32:29the the modding script. I I got a story of Richard Gray
- 32:35telling the first time that he found out about how you could
- 32:40mod doom and and he he's just. Amazed that this is a legit
- 32:46thing that you that that ID software actually put in the
- 32:49game not it's it's not some fan created thing ID software
- 32:52actually wants you to mod this game and and some fan has has
- 32:58released the doom editing utility and he gets it on a disk
- 33:01from from a a colleague of his and he's what is this thing and
- 33:05he plugs it in and he starts playing around with it and he
- 33:09had always wondered when he he was playing E1M1.
- 33:14He he box into the level, he turns left, he goes up the
- 33:18stairs, he sees those windows. What?
- 33:20Why can't I go down through those windows into the area
- 33:23below? And so he instantly thinks so
- 33:27with this DEU, maybe I can change that.
- 33:30And so he goes in and he he messes around with it, changes
- 33:34the heights of the windows and and so I.
- 33:37Learned how to use the DEU, which was difficult because it's
- 33:43a DOS application very early in Doom's life when they weren't
- 33:47thinking much about the usability and and the UX and UI
- 33:52design. But I I figured out enough that
- 33:55I could actually go in and do that.
- 33:57I changed the heights of the things I recorded myself doing
- 34:00this and then went in and and I ran around in there and it was
- 34:03wow, this is so cool. Probably millions of people have
- 34:07done that at this point, but I got to recreate that feeling for
- 34:11you of what Richard Gray had when he was maybe the first
- 34:14person ever to to knock the window height down and walk
- 34:18through. That's insane, dude.
- 34:23So, like, with all that game footage, that that's all you
- 34:26guys done, huh? Or like, not only you guys, but
- 34:29was it a lot of trying to get your hands on these games?
- 34:34Richard and I had a lot of these games like for example he knew
- 34:37Maze were and the colony so but I actually I literally like the
- 34:41little touches you did Richard of like actually opening the The
- 34:44Colony on the Mac desktop like that was a really cool.
- 34:47Like and then the maze were as well.
- 34:50I I was typing in the command line while I'm recording it and
- 34:53you even get my keystroke errors.
- 34:55Chris kept all that in there. I'm typing things wrong.
- 35:01And and I thought that that really adds to to that
- 35:03immersiveness for you you where you we're we're typing in the
- 35:08the command some weird obtuse commands to to open maze and it
- 35:13says you are the first rat in the maze and and then it loads
- 35:17up the the graphics that that was really cool.
- 35:20It took me many hours to figure out how to get that game to run.
- 35:24I had to have someone help me. Because it's a 1973 mainframe
- 35:29game, and it's not just run on the mainframe, it's actually
- 35:34you're running on a PDP10. I think that's right, a mini
- 35:40computer and it connects to a mainframe system and so I had to
- 35:47download an emulator, get it built.
- 35:50In in Ubuntu Linux and and with some troubleshooting, learn how
- 35:56to to boot this thing up and and then figure out for myself how
- 36:01to how to operate it. So Colony was probably a
- 36:05cakewalk compared to that, right?
- 36:06Like at least you knew the Mac UI.
- 36:09Yeah, The Colony and I I've played that many times through.
- 36:14I drew up using a Mac, so that was very straightforward and I
- 36:18knew. Slow down the emulator.
- 36:20Don't don't run it at the default full speed or this is
- 36:23just gonna look so weird and hyper and wow, they made
- 36:26something that's faster than doom.
- 36:28No, no, no, no. Yeah, that's so that's another
- 36:34thing. So to answer your original
- 36:36question, Richard and I would capture footage for the for A,
- 36:40the games we knew really well and B, the games we knew most
- 36:44people wouldn't have access to, but.
- 36:47For our Kickstarter and Indiegogo backers who pledged at
- 36:50or above a certain level, one of the perks was you can record
- 36:54footage and submit it to us. And Richard actually handled
- 36:57that. He would say, hey, here's what
- 36:59we're looking for, here are the specific moments and here's kind
- 37:02of how to play cuz that's something Richard mentioned
- 37:05this, but we had to learn or kind of relearn how to play
- 37:08games. Like I remember a lot of the
- 37:10early footage I captured of the IT games.
- 37:13I played. I went on autopilot and played
- 37:15how I'd normally play. I'm circle strafing.
- 37:17I'm, I'm Bunny hopping. I'm rocket jumping.
- 37:19And that looks cool. And there are moments in the
- 37:21movie where you see that because that's what's being talked
- 37:24about, right? But otherwise we, we both Rich
- 37:27and I, learned these these filmmaking lessons from Chris.
- 37:31Like one thing he told us way back during the Kickstarter was
- 37:35should always be moving forward, because that adds that a sense
- 37:39of momentum when you're watching.
- 37:41Right. It just kind of you can't really
- 37:43put your finger on it. It's not something most people
- 37:45don't articulate, but it it feels more exciting what you're
- 37:48watching if you're just moving forward the 2nd.
- 37:50Is and try and be smooth as well because if you like.
- 37:54Typical FPS player or I don't wanna get shot, I don't wanna
- 37:56get shot, I don't wanna get shot.
- 37:57Twitchy. It's just so it's so
- 38:02disorienting if you're watching the movie to have that happen.
- 38:05Exactly. So.
- 38:06Like you turn on God Mode so that if you do get shot, it's no
- 38:09big deal. But you also disable the HUD.
- 38:11Because a lot of times those HUD elements are distracting, like
- 38:15they're iconic and nostalgic and we show them at certain points.
- 38:18But when we show game footage, we try to fill your screen with
- 38:22as much of the game space as possible.
- 38:25But yeah, like, yeah, I mean a lot of our backers, it was
- 38:29really cool. I believe Richard can expend on
- 38:31this, but we had one person who I think his name was Sean.
- 38:36He captured a lot of footage for us and in particular he actually
- 38:40rounded up some friends and captured 4 player Goldeneye,
- 38:43which was really cool to see because that's really hard to
- 38:46repay on an emulator unless you have four people in the same.
- 38:49Right. Yeah.
- 38:49Yeah, Sean. Sean was was great.
- 38:52There were a few other people who also became like my go to
- 38:55people as at the beginning I had surveyed everyone in our our
- 39:00Quake guy list to to ask well, what games could you capture for
- 39:04us. And when I was doing outreach to
- 39:09to actually get the footage, some people they they would
- 39:11flake out. They wouldn't provide anything.
- 39:14Other people they would. Really enthusiastically capture
- 39:19some incredibly high quality footage.
- 39:21That's exactly the kind of stuff that we want.
- 39:24It's the style. There's it.
- 39:26It's not too much footage that they're sending, like they're
- 39:29not sending 20 minute videos that we have to cut through.
- 39:32They've actually listened to my instructions and sent short
- 39:35clips so that we can quickly find what we need.
- 39:39And and Sean was one of them and he happened to have a capture
- 39:43card, a Nintendo 64, a copy of Goldeneye.
- 39:47And a group of friends who he could get to come over and it
- 39:52took him a few weeks to to find a time that they could all get
- 39:55together. But at my behest he he did this
- 40:01and and he played they played a bunch of different modes and
- 40:05made sure they did a slappers only game for us.
- 40:07The golden gun game for us yeah and and it was so cool and.
- 40:13So it it's sort of grainy and low quality because it's
- 40:16captured from a real Nintendo 64, but it's it's truly
- 40:21authentic. We didn't have to fake that
- 40:23footage. Some of the four player footage
- 40:24in the game is faked. It's actually 4 individual one
- 40:28player games that Chris has put together on the screen.
- 40:32Don't look at it. That one's legit.
- 40:36That that one's real and and it's great and you even see them
- 40:40just going like that. Just like you really would when
- 40:43you're playing slippers only. Every two seconds you just see
- 40:46everyone who's going down the hallways.
- 40:47It's like, like, what the hell, dude?
- 40:50Yeah, I remember doing. Slappers only.
- 40:52During the Goldeneye section, that was what stuck out to me.
- 40:54I mean, the whole section, actually, of Goldeneye I loved a
- 40:56lot. So that's actually really cool
- 40:58to know that there was actual footage captured like that.
- 41:01That's sweet. So that was a script I I went
- 41:05off script to write. You know, we were supposed to be
- 41:07writing chapters in order, but. I learned that Goldeneye was one
- 41:13of Chris's favorite FPS games. And so I was like, I'm going to
- 41:15write this Goldeneye script and just blow his mind.
- 41:17And he had a ton of fun with that.
- 41:20But it also kind of backfired on me because he sent me like a six
- 41:23page list of like particular shots and assets.
- 41:26And I was like, oh, this isn't fun anymore, okay, start
- 41:30capturing all this stuff. But I do think that one turned
- 41:33out really well, Like and a lot of a lot of these ideas, like
- 41:38the nice thing about this is, you know.
- 41:40Richard and I, coming from from books and articles, are used to
- 41:44kind of having to think of everything.
- 41:46But there are certain things that Chris, who has, you know,
- 41:50worked in the visual medium for years, can go, oh, I can move
- 41:54these parts of the script around because it actually, it may read
- 41:57well, but in the audio file it doesn't sound quite right.
- 42:01So he can move some of that stuff around while preserving
- 42:03context and also find really fun ways to, to show what we're
- 42:08talking about, right, like. When Brett Jones says I would
- 42:11literally whack him on the shoulder and sometimes he might
- 42:14fall down and pull the whole, like, mocap unit off the wall.
- 42:18And so that's the part where you see Chris, like, slap someone.
- 42:21The guard fell over and then it went.
- 42:23He kind of recreated that, Yeah, just for kind of a laugh.
- 42:26But also again, going for that immersiveness to pull you into
- 42:29the storytelling and make you feel part of what's going on as
- 42:33if you were there, yeah. There's definitely a lot of that
- 42:36going on in this film, like. Certain examples that you've
- 42:39brought up, just they'll be talking your interviewee, you'll
- 42:42be talking, and then just like gameplay and then exactly just
- 42:45that action happens. You're like, oh, he's literally
- 42:47describing that and they just recreated that.
- 42:49That's really neat how you did that.
- 42:51Speaking of things like that though, the transitions in this
- 42:54film were really stand out to me.
- 42:58Those transitions of the big box to the game, to the next big box
- 43:02to the game, What landed you guys on that transition?
- 43:06Style exactly because that was really, really something else.
- 43:11So I don't know if Richard's thinking the same thing I am,
- 43:15but there was a meeting where we were reminded like hey guys, you
- 43:21need the box. While transition of that was
- 43:23that was a honestly a fun and fruitful discussion ultimately.
- 43:27Yeah, Chris was having a pretty big argument with Robin about
- 43:31about that. Because you you and you and he
- 43:35wanted to to break away a bit from the the format from the
- 43:41formula of of the In search of films.
- 43:43But we also had to keep in mind that this is a really long film
- 43:49and a lot of people were not going to be able to watch 4 1/2
- 43:53hours in one go. And that's that's just insane
- 43:56that. That you can realistically
- 43:58expect people to sit there for 4 1/2 hours without moving.
- 44:02So they're probably going to be pausing it and coming back the
- 44:06next day. And so you want it to be
- 44:09something that they can jump into very quickly.
- 44:11And you want people to be able to six months later, they they
- 44:17just want to watch this one game segment and just they just go to
- 44:20that. And so in the in the Bluray
- 44:23menu, they choose that game. And it will automatically go to
- 44:27it and you get the nice that nice wall zoom in effect that
- 44:34Robin was was adamant that we have to do it like that.
- 44:37That's the format. That's what we agreed to and
- 44:41Chris was was pushing up. But that's not very interesting.
- 44:46I want to I want to be able to do storytelling in a more
- 44:50dynamic organic way and. It was over one particular
- 44:56segment where two games had been merged together that that the
- 45:00argument was centering and then Dom our associate producer and I
- 45:07both just said well can't you just do this and and it was ohh
- 45:13yeah OK and the the the whole argument just fell apart and and
- 45:18we had a compromise that was that was the effect that we
- 45:21have. So yeah, this is actually a
- 45:24really good story because it was it was pretty contentious, but
- 45:30it wasn't anything out of the ordinary on almost any creative
- 45:34project I've been a part of, everyone involved in building
- 45:37something is very passionate about it.
- 45:40Everyone has a certain vision and it's it.
- 45:42This wasn't the case. We had a couple arguments.
- 45:44We'll talk about Double O Cat later maybe, but please do.
- 45:50But but. You know it's in.
- 45:54This is a scenario as Richard said, where no one was really
- 45:56wrong. We just needed to to reach a
- 45:58compromise. So the segment in question was,
- 46:02so Chris and I had really all but forgotten about the the wall
- 46:05of box art because we didn't find it interesting and Chris
- 46:08was was was the one kind of speaking for both of us because
- 46:12I was the one who did a lot of the arguing for Double O Cat
- 46:16some months earlier, but. We we had a lot of other
- 46:21transitions planned we wanted to be really creative with them and
- 46:24and and Robin said and and Richard and Dominic were right
- 46:28that the the the wall of of big boxes would be you know really
- 46:34good palate cleanser you know very clear chapter break.
- 46:37I think Richard when you and I talked about it you mentioned
- 46:40that in books like you know text and A at the end of a chapter
- 46:43won't necessarily end at the bottom of the page you have that
- 46:45white space. They kind of go, oh.
- 46:47Yeah, I I gave you that metaphor.
- 46:49It's it's like the end of a chapter.
- 46:52You you come to the end of the thing and maybe you've actually
- 46:54set up a transition and it's going directly flow into the
- 46:58next chapter. But you've got that pause.
- 47:00They're just a tiny little pause.
- 47:02There's some white text. You turn the page.
- 47:05Oh, it's a new chapter. Yes.
- 47:08And that was that was what we needed to do.
- 47:10Yeah, and that that was a perfect metaphor.
- 47:12That helped me really see it, because of course a book
- 47:15metaphor would finally get. Through, but the the segment in
- 47:19question was the transition from Trespasser to halfway.
- 47:22We saw an opportunity to you know for the first like almost
- 47:28half of the film you're really talking about games that
- 47:31amounted to to shooting galleries, not to tell them, not
- 47:34to sell them short, but that's really what they were and that
- 47:37was of a time and place. They were great, they were fun.
- 47:42But then there were people like the the folks who made sin, the,
- 47:45you know, Seamus Blackley and the the team who made
- 47:48trespasser. And then, you know, leading into
- 47:51Valve and Halflife where they were thinking like, let's do
- 47:53more than just shoot all the things, let's tell a story.
- 47:56And we wanted to do that. We had this.
- 47:59And Richard can attest this. Seamus Blackley is just a quote
- 48:02machine, like almost everything he says is just so it comes
- 48:06across so well. It can be used in some different
- 48:08ways. But he had this.
- 48:10You know, I wasn't the first to think of it, but I saw what
- 48:12could happen and then Chris added this echo effect.
- 48:14So and then we we we fade to black and then you hear the
- 48:18welcome to the Black Mesa and right there if you know these
- 48:23games, you get the chills. And so this is what you know
- 48:27where Richard and Dominic pointed out like, you know, we
- 48:29could just do the wall box art there, still have the audio
- 48:32playing, you know have to have that moment of the black screen
- 48:35hearing the Black Mesa, you know, PA system.
- 48:39And it still worked. So this is, this is a, this is
- 48:43an example. Reason I'm sharing this, we're
- 48:44sharing the story is because this was an argument that needed
- 48:48to happen, because we all came out of it feeling much happier
- 48:53with the production. We got to tell our story, we got
- 48:57to establish some themes. We got our transition, which we
- 49:00maintain was very important, but we did it in a way that made
- 49:03everyone happy and that served the larger purpose of.
- 49:07Those chapter breaks and helping people have, you know, the clean
- 49:10break from 1 segment to the next.
- 49:12And also yeah, going to that menu, if you want to jump right
- 49:15to halflife, you won't have needed to hear the trespasser
- 49:18story. You can enjoy the halflife
- 49:20segment. So, but if you are watching
- 49:22everything in order and let's face it, that's how most movies
- 49:24are meant to be watched. You do that first and then
- 49:26you're seen jumping, right, right.
- 49:28You'll be able to enjoy the the bigger picture there.
- 49:31So that was a really, really fruitful discussion I think.
- 49:35So that's how the menu's gonna work though, huh?
- 49:36To be able to just click on the big box, that is.
- 49:40I don't know what it'll look like, if it'll be thumbnails or
- 49:44if it'll be the boxes themselves.
- 49:46I don't know that that's anything.
- 49:48I guess we could weigh in on it, but like, in my mind, that's
- 49:51like, that's fulfillment. I don't even know what you do.
- 49:54You know who's making the menus like?
- 49:57I don't know. That that's.
- 49:58That's. That's like that's Robin's work.
- 50:01He, he he's in charge of fulfillment stuff.
- 50:04We just, yeah, we do what he asked.
- 50:06Yeah, yeah, exactly. Exactly.
- 50:10I could see Nick's mind exploding when you were talking
- 50:12about how the Blu-ray menu would work.
- 50:14He was. I didn't know how much he loves
- 50:16big boxes. So that was really.
- 50:18I'm sure you're excited for that.
- 50:20Yeah, See. Look at Richard's background
- 50:21there. I know every meeting we have
- 50:23stuff I like. Is that?
- 50:24Yeah. I.
- 50:27Is that marathon back there? No, no, unfortunately I don't.
- 50:31I don't have a copy of Marathon. I I'd love to, but I.
- 50:35Can't see it. Yeah, I I never had the big box
- 50:39of it back in the day and it's the collector's item now and I
- 50:43just there's. No point to try to get it.
- 50:45Yeah, I will not spend hundreds of dollars plural, on buying a
- 50:50cardboard box, as cool as it is. I don't want to talk about it, I
- 50:56feel. Tired.
- 50:57I didn't buy, I didn't buy Marathon.
- 50:59I got Marathon Tube that was a gift from my uncle.
- 51:01I'm happy with it. It's there.
- 51:04But to talk about big boxes, I feel like this is important to
- 51:07kind of maybe step away from the actual movie and talk about the
- 51:10Kickstarter and the community that you guys have built.
- 51:14Richard, it seems that maybe you're the driving force behind
- 51:17the Discord, the the and the community itself and directly
- 51:22talking to the backers. For FPS documentary, how
- 51:26important was that to you and your entire team to really make
- 51:30this move? Because to me, every e-mail I
- 51:32get, I feel a part of the team, you know what I mean?
- 51:35Like, I've like. And that was even after I talked
- 51:37to David and I was like, wow, I really feel like they're talking
- 51:41to me, not at me when asking me questions.
- 51:45Does that, does that make sense? Yeah, I feel like I'm being
- 51:47heard and that that was awesome. Now how how important to you was
- 51:51that, though? Oh it it's absolutely critical.
- 51:54It it's part of I guess what I would say like part of the DNA
- 51:59of the company. It's a it's fan driven
- 52:02entertainment. But we've we've gone further on
- 52:07this project than in the others in being personable and that's
- 52:12very much intentional and that that's actually been a point of
- 52:14contention sometimes where he's felt that I'm too familiar.
- 52:19Sometimes in my style I I'm telling you guys too much and he
- 52:23tells me you have to cut that we're not we're not sharing that
- 52:26detail and and that's unfortunate and and I'm like and
- 52:30I complained to my wife that that that Robin made me cut this
- 52:34thing and and and because I know that gamers love authenticity
- 52:42you you don't want. When you guys back a a project
- 52:47on Kick Start or Indiegogo or even just you buy a game, you
- 52:51want to know it's made by humans, other humans.
- 52:54That that that is part of the culture of games where we're
- 52:58much more laid back than in other other industries.
- 53:02And I think personally when you're doing a crowdfunding
- 53:07project, the people who are your backers.
- 53:12Our partners in the whole process and so they deserve to
- 53:18get Full disclosure of of what's going on, right.
- 53:22I I don't like having to hold some little bits of information
- 53:25back from you. I I want to tell you everything
- 53:28and share the whole process because I think that's very
- 53:31interesting and that's part of why you are supporting us.
- 53:35You believe in the creative process, you don't.
- 53:39You aren't just doing a preorder you want the whole thing.
- 53:42That whole experience, the the rise of Kickstarter is a way to
- 53:47to publish games that was in large part down to Double Fine
- 53:54going well we're going to bring you into the whole process and
- 53:57they made that how many parts documentary, massive documentary
- 54:02that was that was about the entire process of making Broken
- 54:06Age from the the very beginning to to the to the end and.
- 54:12I think that that is the ideal way to communicate with the
- 54:18audience. It's it's to bring you into the
- 54:20process and and not just tell you what's going on, but also
- 54:25ask for your input as often as possible.
- 54:27Because we're making this for you.
- 54:30Like specifically each of you 2 and and everyone listening who
- 54:34has supported the project. We have made this for you and we
- 54:39hope that people outside of you. Outside of this audience of
- 54:43backers will love it because we we want to make more money and
- 54:47we want to make more films. But you are our core audience
- 54:52because you're the ones who supported us and your voices are
- 54:56are key to what we've done. And it's actually shaped a lot
- 55:00of the way the film has been made.
- 55:02Some of the games that we selected are because we did a
- 55:05survey back after the Kickstarter asking what do you
- 55:09want in the film? And and I ran the numbers on
- 55:14that and I looked, OK, well, what are the things that the
- 55:16most people were talking about? And it was like 90s shooters and
- 55:22where the genre came from. What are the roots of FPS games?
- 55:26And so it's like great David and I are most interested in that
- 55:30stuff too. That is perfect.
- 55:32We are going to concentrate this film on that era and we're going
- 55:37to. Worry a bit less about the
- 55:40modern games and we're still going to try to give you that
- 55:44through line all the way to the modern day.
- 55:46But we're going to focus on the retro shooters and the so-called
- 55:51boomer shooters because that's what people care about the most
- 55:56in our audience and there's some stuff that we had to cut.
- 56:00Unfortunately due to time constraints like a lot of people
- 56:04wanted to know more about how. How Games are made in a
- 56:08technical standpoint and and maybe if we get to do another
- 56:12project one day we'll we'll explore that more, but we didn't
- 56:15get to cover it much in this film.
- 56:18But to cut the Long story short, your voices are very important
- 56:22and it was entirely intentional to to be talking to you like
- 56:28you're part of the team. I definitely found that to be.
- 56:35A sigh of relief because you sign up for a Kickstarter and
- 56:38you're really excited for the project and then it's like
- 56:40you'll go months, months, months, months, months not hear
- 56:43anything about the project. Then you'll get your update and
- 56:46you're like, OK, cool, I I wonder how long it's going to
- 56:48take. Now to hear something else.
- 56:50Now with with this team, it was boom, boom, boom, this what
- 56:54we're doing, this what's happening, this what we're doing
- 56:56this what's happening. And I found I was really
- 56:58impressed by that because again, I felt like I was being talked.
- 57:04To not at. And that was a nice feeling,
- 57:08especially with this, a project that Evan and myself have
- 57:11supported. Right, Evan?
- 57:12You know what I mean. Yeah, well, I was gonna say like
- 57:14you put it very well there, Nick, about like you're being
- 57:17talked to not at where a lot of game updates that you read,
- 57:20whether they're already out and there's another update coming or
- 57:23if it is a Kickstarter project or something like that, you
- 57:25might feel like you're being talked at of like.
- 57:29You know, here's the, here's the patch notes, here's the list of
- 57:31things or whatever, and then that's it.
- 57:32And there's a lot left in the dark, a lot left of speculation.
- 57:35And I think that there's a benefit there of talking to
- 57:38people and saying, hey, this is what's going on.
- 57:40And you're not leaving anything to speculation, which I think
- 57:43cultivates a better community because there's not a whole lot
- 57:46of questions here and there. It's like, OK, they're talking.
- 57:48They're going to focus mainly on the the origins of the genre,
- 57:51the 90 shooters or boomer shooters, if you want to call
- 57:54them that. And that's where it is.
- 57:55And there's no question about it, you know, after which I
- 57:58think. Personally, for me, that make me
- 58:00feel a lot more comfortable knowing, oh, that's what they're
- 58:02doing and there's no, I hope they do this.
- 58:05It's like there is no hoping you know what they're doing.
- 58:09Yeah, I agree. Yeah, it's phenomenal then.
- 58:12I think that really came together, Richard.
- 58:14I'm glad you mentioned the survey.
- 58:15That was kind of a guiding light for us because we did want to
- 58:22delve deeper into military shooters, but.
- 58:25We were okay with not doing that because we could look at the
- 58:29results of that survey and go well.
- 58:31We are giving backers what they asked for, you know what the
- 58:34majority asked for and we did. I think it was back in April.
- 58:39What is time? It was back in April or May.
- 58:42We we did and you guys were part of this.
- 58:44We selected some backers to give us feedback on an early cut and
- 58:49you know we got out, we came out of that with around 80 some.
- 58:53Reviews and I think a 90% aggregate and people by and
- 58:57large said covered what I wanted to see and that's we were pretty
- 59:02happy to see that. Yeah, I would say so, man.
- 59:06I mean. I'd be happy.
- 59:08Myself, I I saw pretty much everything I wanted to see
- 59:13besides doom Three, I think because, and that was probably
- 59:17something I had to either get cut or maybe has enough time for
- 59:20that that was cut because. Again, it's not a Doom
- 59:24documentary apparently. No, no.
- 59:27You know, we we had, we had a lot of material on Doom one,
- 59:33Doom 2, Doom 3, Doom 64. There's actually a Doom 64
- 59:37segment that we shared during the Indiegogo that we actually
- 59:40dropped because we wanted to cover other console games.
- 59:44And that actually that was, I believe that was my call.
- 59:47So I can be objective that comes to Doom because I, you know, I
- 59:50knew we need to cover other stuff here.
- 59:53And, you know, maybe it'll show up in another project one day.
- 59:56But I actually really love Doom Three.
- 1:00:00I will beat that drum all day. But it was just like, okay, you
- 1:00:04know, we don't really have time for it here.
- 1:00:05There's so many other games to cover.
- 1:00:07So we set it aside. Right.
- 1:00:10I get it, man. You can't have it all.
- 1:00:13Was there anything for you, Richard?
- 1:00:16That maybe you were super stoked for and had it had to get cut or
- 1:00:20it was like just right there you had to, you know, just had to
- 1:00:24get rid of some stuff that you were excited about this film.
- 1:00:27Yeah, the biggest disappointment for me was losing some of the
- 1:00:33feature content. We called them Breakouts.
- 1:00:37That was the name I came up with.
- 1:00:39Like The Rise of Military Shooters was one of them.
- 1:00:43The bit on Aliens, DC and modding.
- 1:00:46The rise of modding the E sports things.
- 1:00:48To legend. Yeah, so I I was writing these
- 1:00:51and these were were my idea from the very beginning, back when I
- 1:00:55did the first synopsis. And this was something that I
- 1:00:59thought was important to have in the film.
- 1:01:01They they'd done a bit of this stuff in the In Search Of
- 1:01:05series. But I thought, this is the ripe
- 1:01:09space for us to really explore the big ideas driving the genre.
- 1:01:14Across many games, and I absolutely hated losing the
- 1:01:22chance to talk about the engine wars of the 90s between the
- 1:01:28build engine and in tech and the rise of 3D graphics cards.
- 1:01:33That was part of that. And what was the other one that
- 1:01:39I was really bummed to lose? Control schemes.
- 1:01:44Yeah, yeah, we we got Thresh to talk about.
- 1:01:49Thank you, David, to talk about control schemes and how he
- 1:01:53accidentally popularized it was the controls.
- 1:01:57And we got this guy Nomad is a pro gamer, but he's also
- 1:02:01quadriplegic and he plays with his chin and he has a custom
- 1:02:07layout that got put. In Call of Duty for Modern
- 1:02:10Warfare and all but one Call of Duty game since then called the
- 1:02:15Nomad layout. And so we we got these stories
- 1:02:18from them and I wanted to tell the stories behind these things
- 1:02:21and how how shooters became like how the controls for for first
- 1:02:27person shooters are what they are today and how people used to
- 1:02:31play just with cursor keys and. And a couple of other keys on
- 1:02:35the keyboard and they wouldn't even touch the mouse.
- 1:02:37The mouse was forgotten about and until until you had people
- 1:02:41like Thresh come along and show that oh actually it is
- 1:02:45incredibly fast and precise and and I wanted to tell these
- 1:02:49stories but we we were so pressed for time that even the
- 1:02:53the the breakout segments that we did get to do had to had to
- 1:02:58be compressed more than I would have ideally liked them to be.
- 1:03:03Gotcha. Yeah, I was just the chime in on
- 1:03:06that. I was really disappointed to
- 1:03:08lose those two. I think what it came down to,
- 1:03:10not only for time, but because we were exploring, you know,
- 1:03:16we're kind of waiting around in the primordial ooze of FPS.
- 1:03:21We felt that we could explore a lot of big ideas through the
- 1:03:24games themselves, because for a long time there every game.
- 1:03:28Was sort of a manifestation of a lot of big ideas, but I I really
- 1:03:31wish we could have gotten more into that as well, particularly
- 1:03:34the control schemes. I find that stuff interesting.
- 1:03:37I think the engine wars, Richard, correct me if I'm
- 1:03:40wrong, I know we got a lot of material on that, but it's too
- 1:03:44bad that we were missing some interviews, that Tim Sweeney
- 1:03:47hasn't done interviews for a long time for various reasons,
- 1:03:50like he's in, you know, epics embroiled in some lawsuits with
- 1:03:53Apple and stuff. But I would have loved to get
- 1:03:55his input because I feel like we could have had some really good
- 1:03:59back and forth with Tim Sweeney and John Carmack.
- 1:04:02And you know, we got Ken Silverman first time appearing
- 1:04:04on film. We could have done a lot like
- 1:04:07that segment could have been really cool.
- 1:04:10Yeah, yeah, absolutely. It was Ken.
- 1:04:13Ken Silverman was a massive get and he he's obviously so nervous
- 1:04:18on camera. I don't know if you guys picked
- 1:04:19that up, but. He's he's really uncomfortable
- 1:04:22and he told us beforehand that he was really uncomfortable with
- 1:04:25the idea. It was going to be his first
- 1:04:28ever time being interviewed on camera.
- 1:04:29But he also had barely done any actual real time interviews in
- 1:04:35the 1st place back back in the 90s.
- 1:04:38He he only did a few phone interviews and and one or two in
- 1:04:41person interviews he he is not comfortable with talking about
- 1:04:46his work but. I think if if we could have had
- 1:04:51that segment in there, he would have had a bit more breathing
- 1:04:54room and he wouldn't have have come across quite.
- 1:04:56So I'm frozen up and I'm not sure what I'm saying.
- 1:05:00Very, yeah. He would have had some time.
- 1:05:05Yeah, very much a programmer's programmer.
- 1:05:07Which is totally fine, just because he wasn't really in the
- 1:05:10position to have done a lot of press and didn't really need to,
- 1:05:14whereas someone like Carmack. He has, he has his own way of
- 1:05:18speaking to people, but he had a lot more experience.
- 1:05:21I mean, I don't know if you ever attended A Quakecon while John
- 1:05:24Carmichael was at the company, but for me it was a highlight.
- 1:05:28He would talk, just talk for three, 3 1/2 hours and I sat
- 1:05:34there. I I went to Quakecon at least
- 1:05:36twice while he was around. I just sat there and listened.
- 1:05:39And he, he likes to talk about this.
- 1:05:40It's basically. An oral session of his dot plan
- 1:05:44files that he used to write back in back in the day right.
- 1:05:47And like that's just something he liked to do.
- 1:05:49He wasn't really camera shy but you know there's the the the the
- 1:05:54benefit to anything we had to cut was that it's there and kind
- 1:05:58of ready should we want to do anything within the future.
- 1:06:00As another example we had a we had a segment on Blake Stone
- 1:06:04which is when we Blake Stone had a really cool mini map which is
- 1:06:07something I was unaware of because.
- 1:06:10As Scott Miller told us, maybe he talked to you guys about this
- 1:06:14as well. Blake Stone.
- 1:06:15One of the reasons it never really picked up traction was
- 1:06:17because it came out around the same time as.
- 1:06:21One week, One week before I think it was.
- 1:06:24Yeah. One week before Doom.
- 1:06:28Yeah, which shame about the timing there.
- 1:06:32But like the mini map was pretty cool and that was where we
- 1:06:35talked about one of those big ideas where of mini maps
- 1:06:37becoming. More important to FPS games, but
- 1:06:41that is something you tried to show in segments.
- 1:06:43Like I specifically when I captured Duke 3D, I played with
- 1:06:46the mini map on with just the lines and then I hit tab again
- 1:06:50to show the like the overhead perspective of the map.
- 1:06:53Just to kind of show that because there are a lot of
- 1:06:55things like we we didn't talk specifically about the Super
- 1:06:58shotgun in Doom 2, but most of the footage I used it because
- 1:07:02that's what you want to see when you think of Doom 2.
- 1:07:05So it's just another way to get something in there even though
- 1:07:08we couldn't. Explicitly discuss.
- 1:07:10It visually show the audience because most of us who've played
- 1:07:13these games know this and we know the feeling.
- 1:07:16That's really actually quite brilliant.
- 1:07:19The lot you guys did hear that, just insane to me.
- 1:07:22Now that I'm hearing it come out of your mouth, so I'm like, oh,
- 1:07:25that totally makes sense as to why it was done this way.
- 1:07:27It's insane. It actually is really good that
- 1:07:32we can talk about this because the past two years have been.
- 1:07:37Kind of heads down working on this that you can start to
- 1:07:39forget a lot of which would be ironic because we bugged people
- 1:07:43to tell us how they made their games.
- 1:07:46You know, we expected them to remember those details.
- 1:07:49So you know, right. Really fair to share some fun.
- 1:07:53Why did you Why did you make this light red in your game 33
- 1:07:58years ago? Something something a name like
- 1:08:01that. Some of the old questions I.
- 1:08:04We we haven't talked about this, some of David's questions.
- 1:08:07So when it came time to do interviews, what would happen is
- 1:08:11that he'd write a question sheet and then I'd come in and add
- 1:08:15questions. And if it's someone I was an
- 1:08:17expert on, then I'd be adding a lot of questions.
- 1:08:20Or if it was someone that he was an expert on, I'd have barely
- 1:08:24anything to add. And the questions he'd written
- 1:08:27for the ID software people in particular, were so incredibly.
- 1:08:32Finitely detailed. He he really knows Doom inside
- 1:08:36out, and these poor guys are having to to so super specific
- 1:08:43questions about how Doom was made.
- 1:08:46Yeah, those. I actually derived a lot of the
- 1:08:49in software questions from interviews I have done with
- 1:08:52them. For like my book, Rocket Jump.
- 1:08:55So I knew that like they wouldn't be caught off guard,
- 1:08:57like wait, what? Red light where, you know, like
- 1:09:01I knew that they would be able to talk to it, but it was really
- 1:09:03cool. Like Richard and I would kind of
- 1:09:08we both do a lot of interviews, so we would kind of help each
- 1:09:10other get the right prompt to set up a really good answer.
- 1:09:15And so that was actually, I had a lot of fun with that process,
- 1:09:18the interviews I did, most or all of them.
- 1:09:23But it was, it was great to have help with the questions because
- 1:09:27we had a lot of interviews to prepare for.
- 1:09:29And there'd be days where, you know, depending on where we were
- 1:09:32going, like there, I think there were five or six people in
- 1:09:37Seattle and in the San Francisco Bay Area.
- 1:09:40That was a really long day. So having really, really good
- 1:09:44questions set up ahead of time took a lot of the pressure off.
- 1:09:49You know, you you you want to extemporize as you talk, but.
- 1:09:52The more prepared you are, the more you can be assured that
- 1:09:55you're going to ask everything. Right, absolutely.
- 1:10:02And I think your mic is muted, buddy.
- 1:10:05No, it's not. It looked like your mouth was
- 1:10:08his. Your mouth just moved.
- 1:10:10Did it not? I don't know what.
- 1:10:12You're talking about, I don't know, I'm going.
- 1:10:14I'm going. I'm going crazy.
- 1:10:14He. Knows I'm nothing, He'll admit
- 1:10:17nothing. Did you ever go to segue from
- 1:10:20that awkward moment? Did you ever go to the arcade
- 1:10:22with Mr. Carmack you were talking about?
- 1:10:24You were supposed to go. So yeah, after he and I were
- 1:10:28done, he told me in an e-mail, like I had to e-mail him a
- 1:10:32couple times to about this project.
- 1:10:34He was like, you are the only one who can Get Me Out of my
- 1:10:37programmers cave these days, which is a really nice
- 1:10:40compliment. And so after the interview, he's
- 1:10:41like, oh, I thought you'd be here.
- 1:10:43I was going to take you to the free to play arcade.
- 1:10:45I'm like, well, this is terrible.
- 1:10:46I hate everything. But I may have an opportunity to
- 1:10:51do that in a couple of months for a project I can't really
- 1:10:55thought. Maybe you will hear about it
- 1:10:59first one day here folks. Who?
- 1:11:01Know. Evan, is there anything you
- 1:11:05would like to ask Richard or David?
- 1:11:08I can't really like think of any questions I've I've like I said
- 1:11:12earlier, before we started, I was watching it while I was at
- 1:11:14work. I watched it over the weekend
- 1:11:16and. To hear you guys talk about
- 1:11:18everything that came into like the decisions like especially
- 1:11:21the big box stuff, I loved some certain segments like the the
- 1:11:25Golden Eye segments. So to hear more on that
- 1:11:26especially how it was actual like footage captured like
- 1:11:29recently instead of you know, just found here or there or
- 1:11:32something like that was really interesting.
- 1:11:34So I mean I I I can't think of any questions.
- 1:11:36I can only just think of high praise to both of you and to
- 1:11:39everybody on the team for this. Like I loved it not knowing
- 1:11:43anything about it other than hearing.
- 1:11:45I mean, I haven't really heard anybody talk about it other than
- 1:11:46my dad and that wasn't passing, you know, here and there.
- 1:11:49You know, he'd mentioned Doom or Quake or something like that.
- 1:11:51I've really only understood or heard more about these games
- 1:11:54because of Nick, and he loves to talk about them and all that
- 1:11:58kind of stuff. I mean, obviously he's a huge.
- 1:12:00Half life nerd and everything like that.
- 1:12:01So to hear the other previous stuff is is interesting as well.
- 1:12:05So to come back and like see Maze War and OK that was the
- 1:12:08first one. OK that's really interesting.
- 1:12:10It's just a bunch of lines. All right.
- 1:12:12What's the next thing? And then yeah, then you got, you
- 1:12:15know you go from there. Right.
- 1:12:17So I I I can't think of anything other than to just say
- 1:12:21congratulations to both of you and everybody on the team for
- 1:12:23this. I can't wait to watch it more
- 1:12:25more. I'm going to show it to my dad.
- 1:12:26He's going to love it. Seeing the first cut now, now
- 1:12:34diving back in because it is a four hour.
- 1:12:36It is 4 hours four. And 1/2.
- 1:12:39It doesn't feel like. It 4 1/2 hours almost 5.
- 1:12:41But it doesn't. I'll say that the the thing.
- 1:12:43It's pacing so well. You are correct.
- 1:12:45Does not feel like it, but it is that long.
- 1:12:49So there I'll have to I'll stand up after like a long time like.
- 1:12:53Oh man, my back and I smell bad now.
- 1:12:56Somehow I I grew to my chair. What the fuck?
- 1:12:59But it's a wonderful experience because of the pacing of it and
- 1:13:04going back into it, because I I started it again.
- 1:13:06I was actually at my job today and when I got home preparing
- 1:13:09for the interview and I was like, wow, God damn, I love this
- 1:13:13all over again. But I because.
- 1:13:15But I also know where I can skip if I had to.
- 1:13:17So I was like, OK, I know this. I'm going to.
- 1:13:20I think I need to be refreshed over here.
- 1:13:23And that's now that you're bringing up the big box menu and
- 1:13:25all that that makes. Man, I just had a Jimmy Neutron
- 1:13:28brain blast and I'm so stoked for this movie to grip you're.
- 1:13:31Happy about those transitions, no?
- 1:13:33Yeah. Yeah dude, I couldn't.
- 1:13:36Okay. Yeah, yeah.
- 1:13:39Yeah. Who?
- 1:13:40Us. You know, it's one of those
- 1:13:43moments. Is there any?
- 1:13:45No, I was just saying I love the transitions.
- 1:13:47I think I didn't think about it at the time or like realized
- 1:13:49that was the whole point of it being like a palate cleanser.
- 1:13:51But looking at it now, after you've explained that, it's
- 1:13:53like, Oh yeah, that works incredibly well to not only find
- 1:13:57your place but also go like, OK, kind of in a way, sort of a
- 1:14:01mental reset right onto the next one.
- 1:14:03And I kind of I I liked that. It felt like, at least in the
- 1:14:06earlier part of the documentary where it's like if there is a
- 1:14:10transition here. But I felt like I kept taking
- 1:14:12the lessons from the previous games that I had watched.
- 1:14:15Going into the next one, going into the one after that.
- 1:14:18And I thought that was really cool to have.
- 1:14:19Like I'm remembering the tidbits here and there, especially if
- 1:14:21they're brought up again into the next game.
- 1:14:23But I was kind of holding on to the the bigger ones and
- 1:14:27especially all the little tidbits and stuff like that.
- 1:14:29I love love the technical stuff as well.
- 1:14:32But then the things that stick with you are those human moments
- 1:14:36that you know, I I saw this in a movie.
- 1:14:38I wanted to put it in the game. And that's why this is iconic
- 1:14:41and and whatnot. So yeah, it was really
- 1:14:44incredible in that regard as well.
- 1:14:45Sorry Nick didn't cut you off. No, absolutely not.
- 1:14:48We're we're closing in on the time where you know where we end
- 1:14:52that. So I guess my biggest question
- 1:14:54for you guys to our audiences is there any updates on the film
- 1:14:58you wanted to let them know about anything important about
- 1:15:01the film they should know about maybe any more funding or
- 1:15:06anything that. You just want our audience to
- 1:15:08know about FPS documentary? Well, when you're listening to
- 1:15:13this, probably in early July, we will be running what we're
- 1:15:17calling the final sale, which isn't really the final sale.
- 1:15:20It is your last opportunity to get your name in the credits
- 1:15:23though. So if you want to do that, go to
- 1:15:25fps.fpsdoc.com and you can still pledge.
- 1:15:31Now we've got digital editions, various physical editions
- 1:15:34including a big box collectors item.
- 1:15:37So you know, definitely go to the website, check that out and
- 1:15:41be a part of gaming history. That's exactly what I said and I
- 1:15:47was really happy about that. There you go.
- 1:15:48There you go. Richard, is there anything you
- 1:15:51would like anyone to know? No, I think David covered that
- 1:15:56pretty well. I guess just a reminder that.
- 1:16:02Our our business model is sort of like how limited run games
- 1:16:06works. So if you if you're going if if
- 1:16:10you wanna watch the film then you should support this.
- 1:16:14You should you should buy it at this point get your name in the
- 1:16:17credits. It'll be nice.
- 1:16:18If you've got enough money you can get yourself a beautiful big
- 1:16:21box. I I don't I don't know if we're
- 1:16:24doing this big box again after this there will be eventually
- 1:16:28another chance to buy a physical edition but.
- 1:16:32Then that's like, that's it. We're not, this is not going to
- 1:16:36be perpetually available. You won't be able to buy this in
- 1:16:39the store. We are doing limited time
- 1:16:42releases, so don't wait too long if you want it.
- 1:16:49You guys heard it here first, man.
- 1:16:51You better get in on it now. Get your copies in.
- 1:16:54Absolutely. And I guess my final question
- 1:16:57is. FPS Wow, that's cool.
- 1:17:01Us very. Good.
- 1:17:02The next evolution of the FPS. I screwed the cats out of the
- 1:17:06bag. Now Nick, way to go way.
- 1:17:10To go to win, there's so much. History FPS two hell on earth.
- 1:17:16I don't. I don't.
- 1:17:17I don't know. I don't think we have any
- 1:17:19concrete plans right now. Yeah, we've talked about maybe
- 1:17:25it would be great to do it, but. Let's let's finish this, let's
- 1:17:28get this out, let let people enjoy it.
- 1:17:31And then we're going to to all get together and talk about what
- 1:17:36are we gonna do next. We've got a bunch of different
- 1:17:38ideas. That's one of them.
- 1:17:41And and I don't know maybe we'll find the the the bandwidth to do
- 1:17:472 projects simultaneously. Maybe we'll only be able to do
- 1:17:49one, I don't know. But unless this flops, we're
- 1:17:53going to do something else. Together after this, So go out
- 1:17:58and buy it and make sure that this is a success so that we can
- 1:18:02make another film we want to make more.
- 1:18:05Yes, we do. Maybe we'll open this one up to
- 1:18:08modding. That seems to be the next step,
- 1:18:10so. People will be watching just me
- 1:18:13and Evan look like 2 Muppet dudes.
- 1:18:16My God, what's their names? I like the. 2.
- 1:18:20Yeah, yeah. Just tell their problems.
- 1:18:22Hey, Boo, Yeah. I know David wrote that.
- 1:18:26Boo David. That's definitely Richard's
- 1:18:29spot. The movie's phenomenal.
- 1:18:34WAC loved it immensely. Absolutely.
- 1:18:37Please, please support this film.
- 1:18:40We will link your guys' discord in the notes of the show.
- 1:18:43Join the discord. Join in on the discussion.
- 1:18:46It's it's a wonderful project. I've been following for the for
- 1:18:49a long time and I'm very fortunate to be now talking to
- 1:18:51Richard and David. Additionally, please go buy
- 1:18:56David and Richard's books. They're both authors of dope ass
- 1:19:00books. You got Share Where your heroes
- 1:19:02and Long live Mortal Kombats. Go go buy those books.
- 1:19:05Check them out. Just support the creators.
- 1:19:08Don't support us. We don't need it.
- 1:19:10We suck. They need it.
- 1:19:12Support them. Did I do a good job Shilling.
- 1:19:15Is that how you do it? I?
- 1:19:17Did. That's great.
- 1:19:18So flood is strong, so flood is strong, man.
- 1:19:21God woo. All right guys, Thank you kid
- 1:19:25for coming to another Absolutely WASD and Beyond podcast.
- 1:19:28Please check out FPS Documentary once it's available.
- 1:19:31Support it when you can or miss out forever.
- 1:19:35Till next time, take it easy, guys.
- 1:19:38See this is the WASD. And Beyond Podcast.
- 1:20:15Enemy Spawn.