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GUEST SPEAKER: OK, so I'm
actually to keep the

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discussion today pretty short
because the games that we've

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got lined up are pretty long.

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Two of them I know
are really good.

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One of them was good last year
so we'll see again this year.

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[UNINTELLIGIBLE PHRASE].

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So we'll see.

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Are there 4 games at least.

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AUDIENCE: I'm [UNINTELLIGIBLE]

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Mexico and Puerto Rico
which will be five.

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I just haven't pulled
it out yet.

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AUDIENCE: I call Thebes.

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GUEST SPEAKER: Cool.

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For people--

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have you played Thebes before.

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AUDIENCE: No.

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GUEST SPEAKER: Good.

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OK.

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So for people who played San
Juan last time, I think Puerto

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Rico's an interesting
comparison.

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Because, San Juan actually, it's
a sequel to Puerto Rico.

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So you kind of--

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[INTERPOSING VOICES]

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AUDIENCE: Which one
was San Juan?

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GUEST SPEAKER: That was
the one where, how

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would describe it?

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AUDIENCE: Is it related to Race
for the Galaxy as well?

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AUDIENCE: Yeah.

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AUDIENCE: You choose
the action.

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GUEST SPEAKER: Ah, Race?

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So that takes us right
into today's game.

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So Puerto Rico is kind of
what was [INAUDIBLE].

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Puerto Rico is the, I guess
it was actually the first

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[UNINTELLIGIBLE PHRASE]

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we needed previous
[UNINTELLIGIBLE]

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inspirations.

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And San Juan's kind of the card
game of this, which is

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why we introduced it earlier.

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Because you guys were working
on card games.

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Race to the Galaxy is more of
a spiritual succession as

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described in the reading.

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But you could also
think of it as a

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clone with a few upgrades.

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Because it wasn't
the same people.

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It wasn't the same
people who made--

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AUDIENCE: It was
[UNINTELLIGIBLE].

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AUDIENCE: To clarify, the guy
who did San Juan and the guy

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who did Race to the Galaxy were
kind of collaborating.

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So the games are really
similar because they

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influenced each other.

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But they were not strictly
the same project.

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GUEST SPEAKER: So you can think
of it as multiple people

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from the same artist community
turning out similar games at

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the same time.

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AUDIENCE: Nice.

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GUEST SPEAKER: But, yeah,
informed by each other, and

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when Race came out it was very
much seen as this is Puerto

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Rico with problems fixed, or the
game has expanded my bad--

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AUDIENCE: And problems
added, too.

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GUEST SPEAKER: --and problems
added, too, and, of course,

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completely different scenes.

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But at least in terms of game
mechanics, that's a nice

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connection that you can actually
see among the games

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that you played before
and you're going

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to be playing today.

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Not every single game that we've
got here has got that

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kind of heritage factor.

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These games aren't specifically
picked, to me, to

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match up with previous
games or sequels.

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The only reason why I'm talking
about sequels because

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we had to talk about them
sooner or later.

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Of course, Battlestar Galactica
is really a

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[? rotation ?]

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of the TV series.

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And I wouldn't quite call this
a sequel, in a sense, because

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simply, this is not based
on a previous

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Battlestar Galactica game.

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I'm sure there were previous
Battlestar Galactica games

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that were based on the old
'70s TV series that have

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nothing to do with this one.

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This is more of the
adaptation.

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And the reason why I'm using
that upgrade is so that we can

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be very clear in
our vocabulary.

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This is taking elements of
something that's in a

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different medium, like the film
or the TV series, and

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trying to figure out what in
that TV series, in that world,

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that has been created, that
fictional world, might yield

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interesting game playing.

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And this game is pretty much
about figuring out who is the

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Cylon in and among
all the players.

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Among all the players, there's
going to be traitors.

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And you try to hide your
activities, and you try to

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help people, help the human race
survive, if you happen

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not to be a traitor.

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But some of the things that you
end up doing in order to

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help the human race, not just
surviving and not looking

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suspicious.

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If you played Mafia it kind of
has a little bit of that feel.

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Only this is way more
heavy [? weighing ?]

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of a game mechanics because they
really, really wanted to

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make you think like the
characters, that you have the

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same dilemmas that
the characters

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in the TV show have.

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AUDIENCE: Does the Cylon know
that he or she is a Cylon?

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GUEST SPEAKER: I believe
that, I believe you

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can find out halfway.

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AUDIENCE: OK.

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GUEST SPEAKER: Yeah, if I recall
the rules correctly.

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And then there are players
who will know

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right from the beginning.

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So there may be more than one.

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In fact, there is really
more than one.

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AUDIENCE: I'm psyched.

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GUEST SPEAKER: OK, so there
were a bunch of different

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things that were listed in--

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they were given as reasons why
people want to do sequels.

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But for the most part the big
one is just you're building

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off an established base.

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You're not having to rebuild
everything from scratch.

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In many cases, a sequel doesn't
actually cost less or

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take less time than making
your original game.

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You just end up spending,
hopefully, spending that

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development time a little
bit more wisely.

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You avoid a lot of pitfalls
because you're pretty much

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making a very similar game.

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The game industry's been one of
those fields where, oddly

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enough, part two, the follow
up, tends to be better then

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the original.

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As opposed to how many movie
sequels are generally better

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than the original?

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Godfather, that's one of them.

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AUDIENCE: Back to the Future.

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AUDIENCE: It's rare.

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GUEST SPEAKER: It's
really rare.

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I'm thinking the Clint Eastwood
man with no name

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series, Godfather.

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Any other?

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AUDIENCE: Back to the Future.

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GUEST SPEAKER: Back
to the Future?

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AUDIENCE: I don't know.

00:06:06.650 --> 00:06:07.280 align:middle line:90%
I could go either way.

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AUDIENCE: I don't agree.

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GUEST SPEAKER: It could
go either way.

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AUDIENCE: It's arguable.

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It's arguable.

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[INTERPOSING VOICES]

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AUDIENCE: You mean like
Empire Strikes Back.

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GUEST SPEAKER: OK, The
Empire Strikes Back.

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AUDIENCE: Spider-Man, perhaps?

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AUDIENCE: Spider-Man 2.

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AUDIENCE: I don't know.

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I felt like they were all bad.

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AUDIENCE: They were all bad.

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AUDIENCE: That's true.

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AUDIENCE: It was better.

00:06:21.350 --> 00:06:23.350 align:middle line:90%


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GUEST SPEAKER: But,
yeah, as we--

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[INTERPOSING VOICES]

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AUDIENCE: Dark Knight?

00:06:27.730 --> 00:06:31.694 align:middle line:84%
GUEST SPEAKER: Yeah, I will,
yeah, I'll give you that.

00:06:31.694 --> 00:06:33.810 align:middle line:90%
But it's still kind of tough.

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Whereas how many good
games sequels--

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How many games can you think of
where you played both the

00:06:39.990 --> 00:06:42.470 align:middle line:84%
first, the original, and
then the sequel to it?

00:06:42.470 --> 00:06:45.160 align:middle line:90%
[INTERPOSING VOICES]

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AUDIENCE: Just the sequel.

00:06:47.550 --> 00:06:50.510 align:middle line:84%
GUEST SPEAKER: OK, well, some
of them are spaced apart so

00:06:50.510 --> 00:06:52.620 align:middle line:84%
far that you actually only
ended up playing--

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AUDIENCE: Well, I mean
like Half-Life.

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GUEST SPEAKER: Half-Life,
Half-Life 2, for instance.

00:06:55.620 --> 00:06:56.738 align:middle line:90%
AUDIENCE: Star Trek.

00:06:56.738 --> 00:06:58.172 align:middle line:84%
GUEST SPEAKER: Star
Trek, Star Trek 2.

00:06:58.172 --> 00:06:59.415 align:middle line:90%
AUDIENCE: Age of Empires.

00:06:59.415 --> 00:07:02.132 align:middle line:84%
GUEST SPEAKER: Age of Empires
I, II, and then III.

00:07:02.132 --> 00:07:03.070 align:middle line:90%
AUDIENCE: Shogun - Total War.

00:07:03.070 --> 00:07:03.720 align:middle line:90%
GUEST SPEAKER: Shogun.

00:07:03.720 --> 00:07:05.150 align:middle line:90%
[INTERPOSING VOICES]

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AUDIENCE: The Total
War series.

00:07:06.080 --> 00:07:08.230 align:middle line:84%
GUEST SPEAKER: Yeah, Total War
is kind of an interesting

00:07:08.230 --> 00:07:11.920 align:middle line:84%
thing because they don't
pitch them as sequels.

00:07:11.920 --> 00:07:14.240 align:middle line:84%
But they very much pitch
them as a series.

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And the whole idea is that if
you liked one game, you

00:07:17.040 --> 00:07:19.310 align:middle line:84%
actually know a lot about what
any of the other games

00:07:19.310 --> 00:07:20.280 align:middle line:90%
in that series do.

00:07:20.280 --> 00:07:22.880 align:middle line:84%
Sure, graphically they're
upgrading.

00:07:22.880 --> 00:07:24.490 align:middle line:84%
Game mechanics wise
they're trying to

00:07:24.490 --> 00:07:25.870 align:middle line:90%
portal a lot of things.

00:07:25.870 --> 00:07:26.900 align:middle line:90%
Some of them are medieval.

00:07:26.900 --> 00:07:28.600 align:middle line:90%
Some of them are Japanese.

00:07:28.600 --> 00:07:30.480 align:middle line:84%
AUDIENCE: In the readings,
they mentioned that Final

00:07:30.480 --> 00:07:32.120 align:middle line:84%
Fantastic VII was the
sequel to VI.

00:07:32.120 --> 00:07:33.670 align:middle line:90%
Is that correct?

00:07:33.670 --> 00:07:36.752 align:middle line:90%
Is that correct nomenclature?

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GUEST SPEAKER: And I will
disagree with that, actually.

00:07:39.940 --> 00:07:42.795 align:middle line:84%
Final Fantasy VII actually has
a sequel, for instance.

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AUDIENCE: Right.

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GUEST SPEAKER: What was
it, Crisis Core?

00:07:44.650 --> 00:07:45.720 align:middle line:90%
[INTERPOSING VOICES]

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AUDIENCE: There's a
couple, actually.

00:07:46.980 --> 00:07:47.400 align:middle line:90%
[INTERPOSING VOICES]

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AUDIENCE: More than one--

00:07:47.970 --> 00:07:49.300 align:middle line:90%
[INTERPOSING VOICES]

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GUEST SPEAKER: First of all,
there's the movie.

00:07:50.940 --> 00:07:52.266 align:middle line:90%
That sequel was the movie.

00:07:52.266 --> 00:07:53.260 align:middle line:84%
And then they did a
bunch of things.

00:07:53.260 --> 00:07:54.030 align:middle line:90%
AUDIENCE: Oh God, there were--

00:07:54.030 --> 00:07:54.970 align:middle line:84%
GUEST SPEAKER: Final Fantasy
[UNINTELLIGIBLE]--

00:07:54.970 --> 00:07:55.280 align:middle line:90%
AUDIENCE: [UNINTELLIGIBLE]

00:07:55.280 --> 00:07:55.940 align:middle line:90%
Final Fantasy--

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GUEST SPEAKER: --an entry
in a series but--

00:07:57.950 --> 00:08:00.010 align:middle line:90%
[INTERPOSING VOICES]

00:08:00.010 --> 00:08:02.366 align:middle line:84%
GUEST SPEAKER: But I think when
it comes to, this is what

00:08:02.366 --> 00:08:04.980 align:middle line:84%
we're going to be pitching
to a publisher--

00:08:04.980 --> 00:08:08.318 align:middle line:84%
I'm not sure that Square Enix
needs to pitch Final Fantasy

00:08:08.318 --> 00:08:10.778 align:middle line:90%
themselves--

00:08:10.778 --> 00:08:13.840 align:middle line:84%
Think of another game that has
an [? all ?] series, if anyone

00:08:13.840 --> 00:08:14.660 align:middle line:90%
can come up with one.

00:08:14.660 --> 00:08:16.030 align:middle line:90%
AUDIENCE: Baldur's Gate.

00:08:16.030 --> 00:08:17.360 align:middle line:84%
GUEST SPEAKER: Baldur's Gate
might be actually a good one

00:08:17.360 --> 00:08:20.630 align:middle line:84%
because different companies end
up working on different

00:08:20.630 --> 00:08:21.990 align:middle line:90%
types of revisions.

00:08:21.990 --> 00:08:25.080 align:middle line:90%
Actually, most of these--

00:08:25.080 --> 00:08:27.820 align:middle line:84%
well, actually, Fallout and
Baldur's Gate both come from

00:08:27.820 --> 00:08:32.010 align:middle line:84%
Interplay, I believe,
originally.

00:08:32.010 --> 00:08:33.900 align:middle line:84%
AUDIENCE: They went out of
business after Bloodlands.

00:08:33.900 --> 00:08:35.429 align:middle line:84%
We were talking about
this yesterday.

00:08:35.429 --> 00:08:37.289 align:middle line:84%
GUEST SPEAKER: I suspect
that was before that--

00:08:37.289 --> 00:08:37.940 align:middle line:84%
AUDIENCE: That was Vampires
Bloodlines.

00:08:37.940 --> 00:08:38.764 align:middle line:84%
AUDIENCE: Yes, this
came up yesterday.

00:08:38.764 --> 00:08:39.590 align:middle line:90%
AUDIENCE: Yeah.

00:08:39.590 --> 00:08:41.440 align:middle line:90%
GUEST SPEAKER: But basically--

00:08:41.440 --> 00:08:45.890 align:middle line:84%
leaving aside what makes a
company go out of business--

00:08:45.890 --> 00:08:51.010 align:middle line:84%
the issue of when you have a
series and then you have

00:08:51.010 --> 00:08:53.550 align:middle line:84%
different companies making
different versions, Guitar

00:08:53.550 --> 00:08:54.490 align:middle line:90%
Hero III, for instance--

00:08:54.490 --> 00:08:55.565 align:middle line:90%
AUDIENCE: Knights of Republic.

00:08:55.565 --> 00:08:56.580 align:middle line:84%
GUEST SPEAKER: Knights
of the Old--

00:08:56.580 --> 00:08:58.160 align:middle line:84%
AUDIENCE: The second one was
[UNINTELLIGIBLE PHRASE].

00:08:58.160 --> 00:09:01.340 align:middle line:84%
GUEST SPEAKER: So BioWare was
the first one and Obsidian did

00:09:01.340 --> 00:09:03.200 align:middle line:90%
the second one.

00:09:03.200 --> 00:09:06.310 align:middle line:84%
Fallout was Bethesda,
Obsidian, I believe.

00:09:06.310 --> 00:09:10.840 align:middle line:84%
Obsidian's really built a whole
business model around

00:09:10.840 --> 00:09:13.100 align:middle line:90%
making part two of something.

00:09:13.100 --> 00:09:14.510 align:middle line:84%
AUDIENCE: Or expansion
packs and stuff.

00:09:14.510 --> 00:09:15.435 align:middle line:84%
GUEST SPEAKER: Expansion
packs, no.

00:09:15.435 --> 00:09:19.590 align:middle line:84%
You have closely related
to that.

00:09:19.590 --> 00:09:24.300 align:middle line:84%
And in those cases, sometimes,
like in the case of BioWare,

00:09:24.300 --> 00:09:27.020 align:middle line:84%
Obsidian connections, they
have a good relationship,

00:09:27.020 --> 00:09:29.400 align:middle line:84%
they've all written a lot of
technology, and they are

00:09:29.400 --> 00:09:33.250 align:middle line:84%
getting an advantage of we've
kind of ironed out the kinks,

00:09:33.250 --> 00:09:35.330 align:middle line:84%
we're just sort of continuing
the story, especially the

00:09:35.330 --> 00:09:36.150 align:middle line:90%
story based game.

00:09:36.150 --> 00:09:38.960 align:middle line:84%
Knights of the Old Republic,
clearly you've got to fit it

00:09:38.960 --> 00:09:41.140 align:middle line:90%
within the Star Wars story.

00:09:41.140 --> 00:09:44.690 align:middle line:84%
And they had the interest to
basically keep the tale of

00:09:44.690 --> 00:09:48.470 align:middle line:84%
these characters going,
even more so for--

00:09:48.470 --> 00:09:51.210 align:middle line:84%
well, Mass Effect was
by Bioware, but

00:09:51.210 --> 00:09:53.150 align:middle line:90%
that sort of thing.

00:09:53.150 --> 00:10:00.630 align:middle line:84%
But then you have the other
angle where you just want to

00:10:00.630 --> 00:10:03.070 align:middle line:84%
get the same success but you
want to tell a different

00:10:03.070 --> 00:10:06.465 align:middle line:84%
story, or in the case of
Guitar Hero III have a

00:10:06.465 --> 00:10:09.650 align:middle line:84%
completely different
set of music.

00:10:09.650 --> 00:10:13.535 align:middle line:84%
And in Final Fantasy VII, you
had certain game mechanics and

00:10:13.535 --> 00:10:15.720 align:middle line:84%
certain things that carry
on from game to game.

00:10:15.720 --> 00:10:17.520 align:middle line:84%
And definitely you want
to carry the fans

00:10:17.520 --> 00:10:18.490 align:middle line:90%
from game to game.

00:10:18.490 --> 00:10:21.330 align:middle line:84%
But part of the appeal of the
Final Fantasy series is that

00:10:21.330 --> 00:10:24.260 align:middle line:84%
every single one is going to
be a different story, not

00:10:24.260 --> 00:10:26.118 align:middle line:84%
dramatically different but it's
going to be a different

00:10:26.118 --> 00:10:27.980 align:middle line:90%
story with different characters

00:10:27.980 --> 00:10:29.620 align:middle line:90%
and a different world.

00:10:29.620 --> 00:10:33.800 align:middle line:84%
So but this is pitched very
similarly when you go to a

00:10:33.800 --> 00:10:36.120 align:middle line:84%
game company and your whole idea
is how do we get the fans

00:10:36.120 --> 00:10:39.355 align:middle line:84%
to buy even more, or even more
fans, to buy version two.

00:10:39.355 --> 00:10:42.753 align:middle line:90%


00:10:42.753 --> 00:10:45.840 align:middle line:84%
There are two edges to that
sword, though, because what

00:10:45.840 --> 00:10:48.555 align:middle line:84%
typically happens in a lot of
sequel development is, they

00:10:48.555 --> 00:10:51.970 align:middle line:84%
are trying so hard to please
the original fans often by

00:10:51.970 --> 00:10:54.880 align:middle line:84%
adding complexity, by adding
things that build on things

00:10:54.880 --> 00:10:57.980 align:middle line:84%
that players of the first game
already know, that you

00:10:57.980 --> 00:11:00.290 align:middle line:84%
actually start alienating
new players.

00:11:00.290 --> 00:11:03.510 align:middle line:84%
The game becomes just so complex
or just complex enough

00:11:03.510 --> 00:11:06.684 align:middle line:84%
that people start getting
turned off.

00:11:06.684 --> 00:11:11.780 align:middle line:84%
A couple of weeks ago over here
we played Guitar Freaks

00:11:11.780 --> 00:11:13.650 align:middle line:90%
on Friday Games for Gambit.

00:11:13.650 --> 00:11:16.680 align:middle line:84%
And the first version is
actually extremely accessible.

00:11:16.680 --> 00:11:18.730 align:middle line:84%
Once again, from the second
version all the way up to, I

00:11:18.730 --> 00:11:21.600 align:middle line:84%
think, the version 4 that we
were playing, it is almost

00:11:21.600 --> 00:11:25.150 align:middle line:84%
impossible for a new player to
jump in because they've got

00:11:25.150 --> 00:11:27.505 align:middle line:84%
one beginning friendly song and
everything else is based

00:11:27.505 --> 00:11:28.920 align:middle line:90%
for fans of the game.

00:11:28.920 --> 00:11:33.490 align:middle line:84%
So you imagine a Guitar Hero
game that's built entirely for

00:11:33.490 --> 00:11:36.430 align:middle line:84%
people who've already mastered
expert on the previous game.

00:11:36.430 --> 00:11:38.830 align:middle line:84%
That's kind of what happened
with Guitar Freaks.

00:11:38.830 --> 00:11:43.100 align:middle line:84%
And in many cases, that might
be enough if the game was

00:11:43.100 --> 00:11:44.520 align:middle line:84%
particularly successful the
first time around, and you

00:11:44.520 --> 00:11:47.320 align:middle line:84%
only get 80% of the fan base
to buy the second version,

00:11:47.320 --> 00:11:48.760 align:middle line:90%
that's still a lot of money.

00:11:48.760 --> 00:11:51.880 align:middle line:84%
And it's a way lower risk
compared to coming up with new

00:11:51.880 --> 00:11:53.130 align:middle line:90%
IP from scratch.

00:11:53.130 --> 00:11:56.880 align:middle line:90%


00:11:56.880 --> 00:11:58.950 align:middle line:84%
And a lot of companies, when
they're creating IP, they're

00:11:58.950 --> 00:12:01.740 align:middle line:84%
very much specifically thinking,
right off the bat,

00:12:01.740 --> 00:12:03.430 align:middle line:84%
what are the sequel
opportunities.

00:12:03.430 --> 00:12:06.510 align:middle line:84%
Even now, because you've got
downloadable content, so it's

00:12:06.510 --> 00:12:10.110 align:middle line:84%
even narrower than that, is what
are downloadable content

00:12:10.110 --> 00:12:10.630 align:middle line:90%
opportunities?

00:12:10.630 --> 00:12:13.790 align:middle line:84%
How do we release extension
packs really, really quickly?

00:12:13.790 --> 00:12:16.940 align:middle line:84%
And how do we create stories,
worlds, technology that's just

00:12:16.940 --> 00:12:20.040 align:middle line:84%
going to be able to anticipate
all that.

00:12:20.040 --> 00:12:22.830 align:middle line:84%
There's a game up there now on
Xbox Live Arcade called Monday

00:12:22.830 --> 00:12:25.950 align:middle line:90%
Night Combat.

00:12:25.950 --> 00:12:29.810 align:middle line:84%
And they did some of the old
clever hacks to basically

00:12:29.810 --> 00:12:33.980 align:middle line:84%
allow them to update the game
on a week to week basis.

00:12:33.980 --> 00:12:37.300 align:middle line:84%
Whereas typically that kind
of a certification that's

00:12:37.300 --> 00:12:39.630 align:middle line:84%
required from Microsoft
is really expensive.

00:12:39.630 --> 00:12:42.880 align:middle line:84%
Every time you want to release a
new version, you have to put

00:12:42.880 --> 00:12:45.780 align:middle line:84%
it through an entire rigorous
QA testing schedule, again.

00:12:45.780 --> 00:12:48.360 align:middle line:84%
But they came up with some
technology that let them make

00:12:48.360 --> 00:12:51.190 align:middle line:84%
at least game tuning changes on
the fly without having to

00:12:51.190 --> 00:12:54.410 align:middle line:84%
go through the Microsoft
testing series.

00:12:54.410 --> 00:12:57.170 align:middle line:84%
So it's not technically
releasing the sequel but they

00:12:57.170 --> 00:12:58.730 align:middle line:84%
were very much thinking
about how do we keep

00:12:58.730 --> 00:13:01.290 align:middle line:90%
updating this game.

00:13:01.290 --> 00:13:05.550 align:middle line:84%
I wouldn't be surprised if Steam
started off as that.

00:13:05.550 --> 00:13:08.970 align:middle line:84%
There's a battle net kind of
started off as just an easy

00:13:08.970 --> 00:13:11.725 align:middle line:84%
way for them to get up patches
and to keep tuning this game,

00:13:11.725 --> 00:13:14.505 align:middle line:84%
and eventually someone involved
decides, hey, we can

00:13:14.505 --> 00:13:15.780 align:middle line:90%
sell games this way.

00:13:15.780 --> 00:13:18.314 align:middle line:90%
And launch was kind of bumpy.

00:13:18.314 --> 00:13:20.090 align:middle line:90%
But it's fine now.

00:13:20.090 --> 00:13:23.710 align:middle line:90%


00:13:23.710 --> 00:13:27.960 align:middle line:84%
There is one thing which the
book didn't mention which is

00:13:27.960 --> 00:13:31.150 align:middle line:84%
the reboot, the sort of
franchise reboot.

00:13:31.150 --> 00:13:36.400 align:middle line:84%
This can sometimes happen when
you have a publisher who's got

00:13:36.400 --> 00:13:40.060 align:middle line:84%
control of an RP that kind
of floundered halfway.

00:13:40.060 --> 00:13:44.070 align:middle line:84%
Maybe there was a bad execution
on creation and

00:13:44.070 --> 00:13:45.510 align:middle line:90%
possible circumstance.

00:13:45.510 --> 00:13:47.750 align:middle line:84%
Or they just play out the
formula to death.

00:13:47.750 --> 00:13:51.000 align:middle line:84%
And then they want to try to get
a new batch of fans, a few

00:13:51.000 --> 00:13:53.630 align:middle line:84%
people who liked the
original one.

00:13:53.630 --> 00:13:58.840 align:middle line:84%
And I was talking with the Tomb
Raider game where they're

00:13:58.840 --> 00:14:00.180 align:middle line:90%
just trying to--

00:14:00.180 --> 00:14:02.970 align:middle line:84%
they've rebooted the Tomb
Raider franchise several

00:14:02.970 --> 00:14:07.120 align:middle line:84%
times, at this point, each time
trying to say, OK, you've

00:14:07.120 --> 00:14:09.290 align:middle line:84%
probably heard from Tomb Raider
from the huge amount of

00:14:09.290 --> 00:14:11.140 align:middle line:84%
advertising that we've done when
you may not have actually

00:14:11.140 --> 00:14:12.830 align:middle line:84%
liked the previous versions
of the games.

00:14:12.830 --> 00:14:14.410 align:middle line:84%
And we're doing to reboot this
franchise by making a

00:14:14.410 --> 00:14:17.800 align:middle line:84%
different game in
that same world.

00:14:17.800 --> 00:14:21.010 align:middle line:84%
In Tomb Raider we'll use
characters and we'll use the

00:14:21.010 --> 00:14:24.690 align:middle line:84%
fiction, but we'll change the
game play significantly.

00:14:24.690 --> 00:14:27.180 align:middle line:84%
Because we're not going after
the old fans anymore.

00:14:27.180 --> 00:14:30.320 align:middle line:90%
We're going after a new batch.

00:14:30.320 --> 00:14:36.080 align:middle line:84%
It's probably about the same
technical challenge as

00:14:36.080 --> 00:14:38.020 align:middle line:84%
updating, as trying to
make a sequel for a

00:14:38.020 --> 00:14:40.800 align:middle line:90%
completely new platform.

00:14:40.800 --> 00:14:42.310 align:middle line:84%
Because they're basically having
to write everything

00:14:42.310 --> 00:14:43.900 align:middle line:90%
from scratch.

00:14:43.900 --> 00:14:46.360 align:middle line:84%
But the good news, of course,
is that all that previous

00:14:46.360 --> 00:14:52.254 align:middle line:84%
advertising that you did a
decade ago still works.

00:14:52.254 --> 00:14:53.760 align:middle line:90%
Let me think of--

00:14:53.760 --> 00:14:56.840 align:middle line:84%
Can anyone think of a good
example of a good reboot?

00:14:56.840 --> 00:15:00.420 align:middle line:84%
AUDIENCE: Is Mario
64 a reboot?

00:15:00.420 --> 00:15:00.895 align:middle line:90%
AUDIENCE: No.

00:15:00.895 --> 00:15:04.300 align:middle line:84%
GUEST SPEAKER: I think it was
seen to a lot of people that

00:15:04.300 --> 00:15:09.440 align:middle line:84%
it was because it wasn't clearly
a sequel to any of the

00:15:09.440 --> 00:15:10.890 align:middle line:90%
previous Mario games.

00:15:10.890 --> 00:15:12.820 align:middle line:84%
And it was kind of
Nintendo kind of

00:15:12.820 --> 00:15:13.370 align:middle line:90%
saying, hey, it's not--

00:15:13.370 --> 00:15:14.540 align:middle line:84%
AUDIENCE: It's not really
a clone of anything.

00:15:14.540 --> 00:15:15.555 align:middle line:84%
GUEST SPEAKER: It's
not really--

00:15:15.555 --> 00:15:19.460 align:middle line:84%
It invented a lot of things for
the first time, in fact.

00:15:19.460 --> 00:15:23.740 align:middle line:84%
I would say that Mario 64 and,
of course, the way how they

00:15:23.740 --> 00:15:27.710 align:middle line:84%
branded it, they didn't brand
it Super Mario World, what 5

00:15:27.710 --> 00:15:31.220 align:middle line:84%
or Super Mario 4 or anything,
they called it Mario 64 to

00:15:31.220 --> 00:15:32.915 align:middle line:84%
sort of distinguish it
from some of the--

00:15:32.915 --> 00:15:35.382 align:middle line:84%
AUDIENCE: I would almost call
IT an upgrade more than a

00:15:35.382 --> 00:15:36.120 align:middle line:90%
reboot, though.

00:15:36.120 --> 00:15:40.600 align:middle line:84%
Because it was mostly just
a move from 2D to 3D.

00:15:40.600 --> 00:15:42.070 align:middle line:84%
AUDIENCE: It was more
than that, I think.

00:15:42.070 --> 00:15:43.465 align:middle line:84%
GUEST SPEAKER: It's a good
challenge because to the

00:15:43.465 --> 00:15:47.260 align:middle line:84%
player it may seem like it's not
that but for a technical

00:15:47.260 --> 00:15:50.220 align:middle line:84%
point of view they had to
continue to reinvent how Mario

00:15:50.220 --> 00:15:55.110 align:middle line:84%
moves, the way how Mario jumps
frankly, the way how the

00:15:55.110 --> 00:15:58.520 align:middle line:84%
camera moves, it never used to
be a huge problem in the 2D

00:15:58.520 --> 00:16:02.860 align:middle line:84%
games, but was the primary thing
that they've managed to

00:16:02.860 --> 00:16:09.070 align:middle line:84%
figure out how to get working
in 3D was the camera.

00:16:09.070 --> 00:16:11.780 align:middle line:84%
I wouldn't be surprised if their
marketing pitched it a

00:16:11.780 --> 00:16:13.480 align:middle line:90%
little bit like a sequel.

00:16:13.480 --> 00:16:15.700 align:middle line:84%
But it was also very, very clear
of this is going to be a

00:16:15.700 --> 00:16:17.660 align:middle line:84%
whole new generation, you've
never played Mario on anything

00:16:17.660 --> 00:16:21.110 align:middle line:84%
like this, so don't expect your
previous Mario experience

00:16:21.110 --> 00:16:23.935 align:middle line:90%
to carry over necessarily.

00:16:23.935 --> 00:16:26.290 align:middle line:84%
AUDIENCE: I was going to
say Metroid, as well.

00:16:26.290 --> 00:16:26.885 align:middle line:90%
GUEST SPEAKER: Metroid Prime?

00:16:26.885 --> 00:16:27.510 align:middle line:90%
AUDIENCE: Yeah.

00:16:27.510 --> 00:16:30.250 align:middle line:84%
GUEST SPEAKER: Yeah, that's
a really good example.

00:16:30.250 --> 00:16:33.360 align:middle line:84%
In fact, Metroid Prime was an
instance where they gave the

00:16:33.360 --> 00:16:35.630 align:middle line:84%
franchise to a completely
different developer.

00:16:35.630 --> 00:16:38.550 align:middle line:84%
Previously, it's all
internal Nintendo.

00:16:38.550 --> 00:16:42.530 align:middle line:84%
And then Nintendo went to a
western developer, Retro

00:16:42.530 --> 00:16:46.540 align:middle line:84%
Studios over in Texas and
basically had them make the

00:16:46.540 --> 00:16:49.150 align:middle line:84%
first western version
of Metroid.

00:16:49.150 --> 00:16:52.090 align:middle line:84%
But they had a very heavy hand
in controlling that.

00:16:52.090 --> 00:16:53.780 align:middle line:90%
Whereas--

00:16:53.780 --> 00:16:55.610 align:middle line:84%
I'm not sure we're going to
be playing this later--

00:16:55.610 --> 00:16:59.520 align:middle line:84%
Castlevania: Lords of Shadow
which just came out, kind of

00:16:59.520 --> 00:17:01.550 align:middle line:90%
went the other way around.

00:17:01.550 --> 00:17:04.650 align:middle line:84%
Western developers, a Spanish
developer, decided to make a

00:17:04.650 --> 00:17:06.780 align:middle line:90%
Castlevania clone.

00:17:06.780 --> 00:17:07.839 align:middle line:90%
They loved Castlevania.

00:17:07.839 --> 00:17:09.710 align:middle line:84%
And they were going to make
a game that was just like

00:17:09.710 --> 00:17:12.050 align:middle line:84%
Castlevania but they don't call
it Castlevania because

00:17:12.050 --> 00:17:13.510 align:middle line:84%
they didn't have the
rights for it.

00:17:13.510 --> 00:17:16.599 align:middle line:84%
And they showed it off at E3
or something, and Konami

00:17:16.599 --> 00:17:18.710 align:middle line:84%
basically said, why don't
we just turn this into a

00:17:18.710 --> 00:17:23.999 align:middle line:84%
Castlevania game, Hideo
Kojima to [INAUDIBLE]

00:17:23.999 --> 00:17:26.260 align:middle line:90%
making it work.

00:17:26.260 --> 00:17:27.253 align:middle line:84%
AUDIENCE: It must have been
their dream come true.

00:17:27.253 --> 00:17:28.255 align:middle line:84%
GUEST SPEAKER: That
was probably

00:17:28.255 --> 00:17:29.530 align:middle line:90%
their dream come true.

00:17:29.530 --> 00:17:30.700 align:middle line:84%
That was probably what
they wanted.

00:17:30.700 --> 00:17:34.040 align:middle line:84%
And you had the advantage of the
all the Castlevania fans

00:17:34.040 --> 00:17:37.210 align:middle line:84%
now saying OK, this is going
to be in canon, if we liked

00:17:37.210 --> 00:17:38.810 align:middle line:84%
Castlevania, we'll probably
like this one, which is

00:17:38.810 --> 00:17:40.590 align:middle line:84%
exactly what they were
trying to get across.

00:17:40.590 --> 00:17:44.020 align:middle line:84%
It's like imagine the people
who made Torchlight being

00:17:44.020 --> 00:17:45.555 align:middle line:84%
approached from Blizzard saying
why don't we just turn

00:17:45.555 --> 00:17:47.350 align:middle line:90%
this into Diablo 3.

00:17:47.350 --> 00:17:49.120 align:middle line:84%
AUDIENCE:A bunch of people who
made Torchlight were from

00:17:49.120 --> 00:17:50.560 align:middle line:90%
Blizzard, right?

00:17:50.560 --> 00:17:51.340 align:middle line:84%
GUEST SPEAKER: I wouldn't
be surprised.

00:17:51.340 --> 00:17:52.160 align:middle line:84%
AUDIENCE: Were they from
the Diablo team?

00:17:52.160 --> 00:17:52.980 align:middle line:84%
GUEST SPEAKER: I wouldn't
be surprised.

00:17:52.980 --> 00:17:55.110 align:middle line:84%
In the same sense that a lot of
people who built GuildWars

00:17:55.110 --> 00:17:57.300 align:middle line:84%
were from the World
of Warcraft team.

00:17:57.300 --> 00:18:03.640 align:middle line:84%
So that's less an issue of
sequels and more an issue of

00:18:03.640 --> 00:18:04.910 align:middle line:84%
that's just how the game
industry works.

00:18:04.910 --> 00:18:06.925 align:middle line:84%
People move from project
to project and carry

00:18:06.925 --> 00:18:07.590 align:middle line:90%
knowledge with them.

00:18:07.590 --> 00:18:09.850 align:middle line:84%
AUDIENCE: Like Call of Duty was
[UNINTELLIGIBLE PHRASE].

00:18:09.850 --> 00:18:11.906 align:middle line:84%
GUEST SPEAKER: Yes, Call
of Duty, yes and--

00:18:11.906 --> 00:18:12.800 align:middle line:84%
AUDIENCE: They got tired
of it and were

00:18:12.800 --> 00:18:14.660 align:middle line:90%
like we can do better.

00:18:14.660 --> 00:18:17.050 align:middle line:84%
GUEST SPEAKER: That's an
interesting discussion of

00:18:17.050 --> 00:18:20.700 align:middle line:84%
instead of sequels you have
companies making effectively

00:18:20.700 --> 00:18:23.480 align:middle line:84%
clones competing against
the original franchise.

00:18:23.480 --> 00:18:25.920 align:middle line:84%
And in this product case
they're trying--

00:18:25.920 --> 00:18:31.235 align:middle line:84%
there's people who left EA on
2015, I believe, and then they

00:18:31.235 --> 00:18:32.400 align:middle line:90%
started Infinity Ward.

00:18:32.400 --> 00:18:34.010 align:middle line:84%
And they made a game
that basically

00:18:34.010 --> 00:18:35.080 align:middle line:90%
competed with the original.

00:18:35.080 --> 00:18:39.190 align:middle line:84%
AUDIENCE: The first Call of Duty
was so ridiculously good,

00:18:39.190 --> 00:18:42.670 align:middle line:84%
at least, it marked me when I
played it the first time.

00:18:42.670 --> 00:18:45.040 align:middle line:84%
GUEST SPEAKER: But it's very
clearly trying to be Medal of

00:18:45.040 --> 00:18:46.150 align:middle line:90%
Honor the next version.

00:18:46.150 --> 00:18:49.970 align:middle line:84%
AUDIENCE: Yeah, clearly, yeah,
no, of course, of course.

00:18:49.970 --> 00:18:53.380 align:middle line:84%
GUEST SPEAKER: So that's an
interesting situation where

00:18:53.380 --> 00:18:54.960 align:middle line:84%
it's hard to be a spiritual
successor when you're

00:18:54.960 --> 00:18:57.420 align:middle line:84%
competing against the
original product.

00:18:57.420 --> 00:18:58.960 align:middle line:90%
But you can think of them--

00:18:58.960 --> 00:19:00.040 align:middle line:84%
AUDIENCE: BioWare did
that with Dragon--

00:19:00.040 --> 00:19:02.322 align:middle line:84%
I mean not competing against
[UNINTELLIGIBLE PHRASE]

00:19:02.322 --> 00:19:03.768 align:middle line:84%
Dragon Age because they don't
have the rights to

00:19:03.768 --> 00:19:05.470 align:middle line:90%
[UNINTELLIGIBLE] game anymore.

00:19:05.470 --> 00:19:08.780 align:middle line:84%
GUEST SPEAKER: Well, Dragon Age
is more of a DND clone, I

00:19:08.780 --> 00:19:10.150 align:middle line:90%
would say, which--

00:19:10.150 --> 00:19:12.590 align:middle line:90%
[INTERPOSING VOICES]

00:19:12.590 --> 00:19:16.382 align:middle line:84%
AUDIENCE: Empire Earth
reinvented itself with--

00:19:16.382 --> 00:19:16.860 align:middle line:90%
GUEST SPEAKER: Which one?

00:19:16.860 --> 00:19:17.370 align:middle line:84%
AUDIENCE: --with
Empire Earth--

00:19:17.370 --> 00:19:17.897 align:middle line:90%
GUEST SPEAKER: Empire Earth.

00:19:17.897 --> 00:19:19.120 align:middle line:90%
AUDIENCE: --with zero success.

00:19:19.120 --> 00:19:21.220 align:middle line:90%
It didn't do [UNINTELLIGIBLE].

00:19:21.220 --> 00:19:23.090 align:middle line:84%
GUEST SPEAKER: I kind of lost
track of that series.

00:19:23.090 --> 00:19:25.100 align:middle line:84%
AUDIENCE: In the whole game, the
first game was like, you

00:19:25.100 --> 00:19:27.120 align:middle line:90%
can go through 15 ages.

00:19:27.120 --> 00:19:29.430 align:middle line:84%
You can literally play a game
against someone and go from

00:19:29.430 --> 00:19:32.940 align:middle line:84%
prehistoric units to nukes in
the same game with everything

00:19:32.940 --> 00:19:33.620 align:middle line:90%
in between.

00:19:33.620 --> 00:19:35.916 align:middle line:84%
And then they released the
sequel which, I think,

00:19:35.916 --> 00:19:37.690 align:middle line:84%
overseas and then it's like
they [UNINTELLIGIBLE]

00:19:37.690 --> 00:19:39.510 align:middle line:84%
themselves and go, we're going
to simplify everything,

00:19:39.510 --> 00:19:41.819 align:middle line:84%
there's just going to be four
ages, kind of like in Ancient

00:19:41.819 --> 00:19:44.720 align:middle line:84%
Empires, and we're not going
to have this massive

00:19:44.720 --> 00:19:45.210 align:middle line:90%
progression.

00:19:45.210 --> 00:19:46.525 align:middle line:84%
And they tried to simplify
everything.

00:19:46.525 --> 00:19:47.295 align:middle line:90%
And it totally bombed.

00:19:47.295 --> 00:19:48.545 align:middle line:84%
GUEST SPEAKER: I think
that's a rebooting.

00:19:48.545 --> 00:19:51.340 align:middle line:90%


00:19:51.340 --> 00:19:55.020 align:middle line:84%
But I think that's a
reboot gone wrong.

00:19:55.020 --> 00:19:59.730 align:middle line:84%
That's a, our original game is
not selling well enough among

00:19:59.730 --> 00:20:03.620 align:middle line:84%
new players, maybe, and it's
not entirely satisfying our

00:20:03.620 --> 00:20:05.720 align:middle line:84%
old fans, so we're going to take
this franchise that we

00:20:05.720 --> 00:20:08.930 align:middle line:84%
advertised really, really well,
and we're going to make

00:20:08.930 --> 00:20:11.700 align:middle line:84%
it completely, effectively a new
game, maybe with the same

00:20:11.700 --> 00:20:14.540 align:middle line:84%
theme but a new game
that targeted at

00:20:14.540 --> 00:20:15.740 align:middle line:90%
a new set of players.

00:20:15.740 --> 00:20:16.430 align:middle line:90%
Sometimes it works.

00:20:16.430 --> 00:20:18.240 align:middle line:90%
Sometimes it bombs.

00:20:18.240 --> 00:20:21.600 align:middle line:84%
Might and Magic released a game
called Clash of Heroes,

00:20:21.600 --> 00:20:25.590 align:middle line:84%
Might and Magic Clash of Heroes
for the Nintendo DS.

00:20:25.590 --> 00:20:26.960 align:middle line:84%
Who's played any
of the original

00:20:26.960 --> 00:20:27.745 align:middle line:90%
Might and Magic games?

00:20:27.745 --> 00:20:31.622 align:middle line:84%
AUDIENCE: Different from Heroes
of Might and Magic?

00:20:31.622 --> 00:20:33.500 align:middle line:84%
GUEST SPEAKER: Either
of them, actually.

00:20:33.500 --> 00:20:35.370 align:middle line:84%
So who's played Heroes
of Might and Magic?

00:20:35.370 --> 00:20:36.944 align:middle line:90%
Can you describe the game?

00:20:36.944 --> 00:20:38.186 align:middle line:90%
What's it like?

00:20:38.186 --> 00:20:39.430 align:middle line:84%
AUDIENCE: Want to
go, [? Fred? ?]

00:20:39.430 --> 00:20:43.080 align:middle line:84%
AUDIENCE: Well, it's like
essentially just a turn based

00:20:43.080 --> 00:20:46.710 align:middle line:84%
strategy game where you have
cities and you have heroes.

00:20:46.710 --> 00:20:49.350 align:middle line:90%
And these heroes lead armies.

00:20:49.350 --> 00:20:53.310 align:middle line:84%
And you encounter other smaller
armies and try to

00:20:53.310 --> 00:20:54.340 align:middle line:90%
defeat them and stuff.

00:20:54.340 --> 00:20:56.430 align:middle line:90%
And you have--

00:20:56.430 --> 00:20:58.040 align:middle line:84%
AUDIENCE: [UNINTELLIGIBLE]
city, you start with--

00:20:58.040 --> 00:20:59.020 align:middle line:90%
you have an economy.

00:20:59.020 --> 00:21:02.110 align:middle line:84%
AUDIENCE: Yeah, you have an
economy and you build things

00:21:02.110 --> 00:21:06.020 align:middle line:84%
in your city that can then
produce better units for your

00:21:06.020 --> 00:21:07.075 align:middle line:90%
armies and stuff.

00:21:07.075 --> 00:21:09.350 align:middle line:84%
You can take over other
cities and--

00:21:09.350 --> 00:21:11.150 align:middle line:90%
[INTERPOSING VOICES]

00:21:11.150 --> 00:21:12.770 align:middle line:84%
GUEST SPEAKER: Like
Civilization, I would say.

00:21:12.770 --> 00:21:18.100 align:middle line:84%
AUDIENCE: Yeah, it's like
Civilization but if you took

00:21:18.100 --> 00:21:19.000 align:middle line:90%
Civilization and removed

00:21:19.000 --> 00:21:20.990 align:middle line:90%
everything that wasn't military.

00:21:20.990 --> 00:21:21.882 align:middle line:90%
AUDIENCE: Yeah.

00:21:21.882 --> 00:21:23.980 align:middle line:84%
AUDIENCE: And that was what
played out and gave it its

00:21:23.980 --> 00:21:26.970 align:middle line:90%
distinctive arena--

00:21:26.970 --> 00:21:27.530 align:middle line:90%
AUDIENCE: Yeah.

00:21:27.530 --> 00:21:27.960 align:middle line:90%
AUDIENCE: --turn based--

00:21:27.960 --> 00:21:29.470 align:middle line:84%
AUDIENCE: You're trying to do
stuff like battlefields where

00:21:29.470 --> 00:21:32.680 align:middle line:84%
the turn based, you have your
units on one side and the

00:21:32.680 --> 00:21:34.520 align:middle line:84%
opponent's units on
the other side.

00:21:34.520 --> 00:21:36.800 align:middle line:90%
And you move units together.

00:21:36.800 --> 00:21:41.712 align:middle line:84%
So if you have pikemen and
bowmen, you have the clump of

00:21:41.712 --> 00:21:45.380 align:middle line:84%
all bowmen who then move
together as a unit.

00:21:45.380 --> 00:21:49.044 align:middle line:84%
GUEST SPEAKER: So Clash of
Heroes, a Nintendo DS game in

00:21:49.044 --> 00:21:52.410 align:middle line:84%
the Might and Magic series, and
what they did was, they

00:21:52.410 --> 00:21:53.690 align:middle line:90%
made a match three game.

00:21:53.690 --> 00:21:55.580 align:middle line:90%
They made a game where you--

00:21:55.580 --> 00:21:56.650 align:middle line:90%
it's like Bejeweled.

00:21:56.650 --> 00:22:00.550 align:middle line:84%
You take three bowmen, put them
in a row, and then they

00:22:00.550 --> 00:22:03.490 align:middle line:84%
become a bunch of bowmen who
are going to attack.

00:22:03.490 --> 00:22:06.605 align:middle line:84%
So they get the same idea
of let's take--

00:22:06.605 --> 00:22:08.990 align:middle line:84%
and because the Nintendo DS
has two screens, so the

00:22:08.990 --> 00:22:12.160 align:middle line:84%
enemy's armies are on one and
yours are on the other.

00:22:12.160 --> 00:22:14.405 align:middle line:84%
It's kind of like sending
troops up and down.

00:22:14.405 --> 00:22:16.700 align:middle line:84%
But the game play's dramatically
different.

00:22:16.700 --> 00:22:20.080 align:middle line:84%
It's effectively a
franchise reboot.

00:22:20.080 --> 00:22:24.740 align:middle line:84%
They want to get the same idea
of leading massive armies

00:22:24.740 --> 00:22:25.560 align:middle line:90%
against each other.

00:22:25.560 --> 00:22:28.122 align:middle line:84%
I think they take some of the
characters, at least some of

00:22:28.122 --> 00:22:30.277 align:middle line:84%
the technologies that came with
the original Heroes of

00:22:30.277 --> 00:22:32.120 align:middle line:90%
Might and Magic.

00:22:32.120 --> 00:22:34.260 align:middle line:90%
But that's as far as it got.

00:22:34.260 --> 00:22:36.090 align:middle line:90%
Everything else they changed.

00:22:36.090 --> 00:22:38.730 align:middle line:84%
Because they were going for a
completely different audience,

00:22:38.730 --> 00:22:41.580 align:middle line:84%
the assumption being Nintendo
DS players liked match three

00:22:41.580 --> 00:22:46.474 align:middle line:84%
games like Bejeweled, actually
really good.

00:22:46.474 --> 00:22:48.784 align:middle line:84%
I'd encourage it if you like
match three games.

00:22:48.784 --> 00:22:51.805 align:middle line:90%


00:22:51.805 --> 00:22:57.520 align:middle line:84%
I was going to put Sarah on the
spot for having worked on

00:22:57.520 --> 00:23:01.380 align:middle line:84%
Thief II, and Thief Gold,
and Thief 2 Gold,

00:23:01.380 --> 00:23:04.596 align:middle line:90%
and a number of releases.

00:23:04.596 --> 00:23:07.548 align:middle line:84%
But maybe we can start telling
us a little bit about your

00:23:07.548 --> 00:23:09.024 align:middle line:90%
original involvement on Thief.

00:23:09.024 --> 00:23:09.516 align:middle line:90%
SARAH: Sure.

00:23:09.516 --> 00:23:11.976 align:middle line:84%
Do you want me to stand up
to actually hear me?

00:23:11.976 --> 00:23:14.928 align:middle line:84%
GUEST SPEAKER: I can bring
the mike closer.

00:23:14.928 --> 00:23:19.848 align:middle line:84%
SARAH: So Thief: The Dark
Project, I came on as actually

00:23:19.848 --> 00:23:21.324 align:middle line:90%
as team tester.

00:23:21.324 --> 00:23:24.276 align:middle line:84%
Part way through it I became
community manager,

00:23:24.276 --> 00:23:25.260 align:middle line:90%
essentially.

00:23:25.260 --> 00:23:30.485 align:middle line:84%
And then I actually stepped into
a design role for about

00:23:30.485 --> 00:23:33.722 align:middle line:84%
the second half of
the project.

00:23:33.722 --> 00:23:37.374 align:middle line:84%
And I continued to work as a
designer and project manager

00:23:37.374 --> 00:23:40.053 align:middle line:90%
on Thief II and Thief Gold.

00:23:40.053 --> 00:23:42.020 align:middle line:84%
GUEST SPEAKER: What were
you designing in Thief?

00:23:42.020 --> 00:23:44.332 align:middle line:84%
SARAH: In Thief I, I was pretty
specifically designing

00:23:44.332 --> 00:23:46.492 align:middle line:84%
game play for a level
that someone

00:23:46.492 --> 00:23:47.573 align:middle line:90%
else had already built.

00:23:47.573 --> 00:23:50.360 align:middle line:84%
Building levels took a lot
longer than putting in game

00:23:50.360 --> 00:23:52.812 align:middle line:84%
play, at least from
my point of view.

00:23:52.812 --> 00:23:54.176 align:middle line:84%
I believe the person who built
it thought that building

00:23:54.176 --> 00:23:56.780 align:middle line:84%
levels was a lot faster
than laying game play.

00:23:56.780 --> 00:23:58.080 align:middle line:90%
So it was a good combination.

00:23:58.080 --> 00:24:00.630 align:middle line:84%
But it was built by an artist
who didn't have the scripting

00:24:00.630 --> 00:24:04.226 align:middle line:84%
experience or the testing
visions to go through and make

00:24:04.226 --> 00:24:05.736 align:middle line:84%
sure that all the
[UNINTELLIGIBLE] for the game

00:24:05.736 --> 00:24:06.840 align:middle line:90%
play experience is working.

00:24:06.840 --> 00:24:08.880 align:middle line:84%
So I was basically handed
a level and

00:24:08.880 --> 00:24:11.105 align:middle line:90%
said, OK, make it fun.

00:24:11.105 --> 00:24:13.620 align:middle line:84%
GUEST SPEAKER: Now Thief is a
first person stealth game.

00:24:13.620 --> 00:24:16.312 align:middle line:84%
Basically you're looking through
the eyes of a thief

00:24:16.312 --> 00:24:18.850 align:middle line:84%
who is not physically
all that robust.

00:24:18.850 --> 00:24:20.806 align:middle line:90%
But he can sneak.

00:24:20.806 --> 00:24:23.061 align:middle line:84%
And he can shoot arrows,
usually at

00:24:23.061 --> 00:24:26.790 align:middle line:90%
your back, and hide.

00:24:26.790 --> 00:24:30.905 align:middle line:84%
SARAH: And the AI is, unlike in
most games where the AI is

00:24:30.905 --> 00:24:34.750 align:middle line:84%
tuned sort of aha, we noticed
you, we charge you, the AI is

00:24:34.750 --> 00:24:39.090 align:middle line:84%
carefully tuned to both tell the
player if the AI sort of

00:24:39.090 --> 00:24:42.530 align:middle line:84%
notices you, if the AI thinks
he's looking for you and is

00:24:42.530 --> 00:24:45.900 align:middle line:84%
looking for, and if he's
actually coming after you.

00:24:45.900 --> 00:24:48.574 align:middle line:84%
So that a player who makes a
noise while sneaking up on

00:24:48.574 --> 00:24:50.860 align:middle line:84%
them will realize that, oh, he
noticed that, I should go be

00:24:50.860 --> 00:24:52.820 align:middle line:90%
more quiet.

00:24:52.820 --> 00:24:56.254 align:middle line:84%
So the AI feedback and
[UNINTELLIGIBLE] was actually

00:24:56.254 --> 00:24:58.170 align:middle line:84%
really pretty important
to playing experience.

00:24:58.170 --> 00:25:01.935 align:middle line:84%
If you didn't give the player an
avenue to approach a guard

00:25:01.935 --> 00:25:05.460 align:middle line:84%
from behind or to sneak up on
them in some way, you'll

00:25:05.460 --> 00:25:08.150 align:middle line:84%
pretty much guarantee the
player will get killed.

00:25:08.150 --> 00:25:12.300 align:middle line:84%
Because the player could not, in
fact, take one guard on one

00:25:12.300 --> 00:25:14.950 align:middle line:90%
to one many times.

00:25:14.950 --> 00:25:17.170 align:middle line:84%
You could probably kill one
guard face to face, but then

00:25:17.170 --> 00:25:19.368 align:middle line:84%
he'd be sufficiently wounded
that the second fight would

00:25:19.368 --> 00:25:20.470 align:middle line:90%
finish him off.

00:25:20.470 --> 00:25:24.033 align:middle line:84%
So you had to be giving the
player channels and ways to

00:25:24.033 --> 00:25:26.911 align:middle line:84%
sneak up and places to hide and
things like that if you

00:25:26.911 --> 00:25:27.964 align:middle line:84%
wanted to have an interesting
game and a challenging game.

00:25:27.964 --> 00:25:29.587 align:middle line:84%
GUEST SPEAKER: And that's the
game play we say you're

00:25:29.587 --> 00:25:29.770 align:middle line:90%
talking about.

00:25:29.770 --> 00:25:31.276 align:middle line:84%
SARAH: Those are the game
plays we've been talking

00:25:31.276 --> 00:25:34.850 align:middle line:84%
about, yeah, placing AIs
determining their path,

00:25:34.850 --> 00:25:36.920 align:middle line:84%
putting-- this actually
particularly had a lot of

00:25:36.920 --> 00:25:38.180 align:middle line:90%
traps in it--

00:25:38.180 --> 00:25:42.470 align:middle line:84%
so creating the traps and giving
clues to the player in

00:25:42.470 --> 00:25:45.350 align:middle line:84%
games so that they could, A,
either notice the trap was

00:25:45.350 --> 00:25:49.600 align:middle line:84%
there before getting hit by it
and finding some other way to

00:25:49.600 --> 00:25:55.092 align:middle line:84%
trigger it, or notice that it
was there or notice it was

00:25:55.092 --> 00:25:57.690 align:middle line:84%
there and then discover
how to get out of it.

00:25:57.690 --> 00:26:00.423 align:middle line:84%
GUEST SPEAKER: Thief
is a 199--

00:26:00.423 --> 00:26:03.900 align:middle line:84%
SARAH: Oh God, 19-- ancient
at this point.

00:26:03.900 --> 00:26:04.820 align:middle line:90%
GUEST SPEAKER: 199--

00:26:04.820 --> 00:26:07.690 align:middle line:84%
SARAH: 199--, 1996, it was
released around the

00:26:07.690 --> 00:26:09.186 align:middle line:90%
same time Doom was.

00:26:09.186 --> 00:26:13.010 align:middle line:84%
GUEST SPEAKER: And it's pretty
impressive because in Doom you

00:26:13.010 --> 00:26:14.444 align:middle line:90%
can't look up, I believe.

00:26:14.444 --> 00:26:15.410 align:middle line:84%
You can shoot up
but you can't--

00:26:15.410 --> 00:26:16.630 align:middle line:90%
SARAH: Yeah.

00:26:16.630 --> 00:26:18.440 align:middle line:90%
I think you can crouch.

00:26:18.440 --> 00:26:22.160 align:middle line:90%
You can lean around corners.

00:26:22.160 --> 00:26:23.467 align:middle line:84%
You can, in fact, shoot
your bow while

00:26:23.467 --> 00:26:24.702 align:middle line:90%
leaning around corners.

00:26:24.702 --> 00:26:28.670 align:middle line:84%
And, yeah, you can look up
and down and all around.

00:26:28.670 --> 00:26:32.768 align:middle line:84%
GUEST SPEAKER: So that's Thief
I. What happens when Thief II

00:26:32.768 --> 00:26:35.160 align:middle line:90%
gets approved?

00:26:35.160 --> 00:26:36.820 align:middle line:84%
SARAH: Well, the first thing I
had to do was convince people

00:26:36.820 --> 00:26:38.500 align:middle line:90%
they wanted to do Thief II.

00:26:38.500 --> 00:26:40.750 align:middle line:84%
Because while Thief was a great
game and it's actually

00:26:40.750 --> 00:26:44.705 align:middle line:84%
sold fairly well over time,
its initial sales were not

00:26:44.705 --> 00:26:45.550 align:middle line:90%
what publishers want to see.

00:26:45.550 --> 00:26:47.600 align:middle line:84%
Because the initial sales a
publisher wants to see is, oh

00:26:47.600 --> 00:26:50.570 align:middle line:84%
my God, it sold 10 million
copies, awesome.

00:26:50.570 --> 00:26:52.870 align:middle line:84%
Instead what we did was we
sold a fairly good first

00:26:52.870 --> 00:26:56.110 align:middle line:84%
initial sell through and then
it just kind of kept going.

00:26:56.110 --> 00:26:57.830 align:middle line:84%
So the first thing we had to
do was convince them that,

00:26:57.830 --> 00:26:59.580 align:middle line:84%
yes, Thief II would be a good
idea, enough people are

00:26:59.580 --> 00:27:02.040 align:middle line:84%
continuing to buy Thief I. Those
same people will all run

00:27:02.040 --> 00:27:06.310 align:middle line:84%
out and buy Thief II on
the very first day.

00:27:06.310 --> 00:27:08.884 align:middle line:84%
And the way we did that was,
first of all, taking a look at

00:27:08.884 --> 00:27:10.970 align:middle line:84%
forums and saying, hey look,
people are pretty excited

00:27:10.970 --> 00:27:11.590 align:middle line:90%
about this.

00:27:11.590 --> 00:27:12.460 align:middle line:90%
They're enjoying it.

00:27:12.460 --> 00:27:13.380 align:middle line:90%
It's got good lasting power.

00:27:13.380 --> 00:27:14.770 align:middle line:84%
Our fans are going to stick
around to play with it a

00:27:14.770 --> 00:27:15.890 align:middle line:90%
second time.

00:27:15.890 --> 00:27:19.080 align:middle line:84%
And that was sort of a marketing
end analysis that

00:27:19.080 --> 00:27:20.560 align:middle line:90%
led into a publisher.

00:27:20.560 --> 00:27:22.930 align:middle line:84%
And the other part was saying,
OK, what are the improvements

00:27:22.930 --> 00:27:23.970 align:middle line:84%
we're going to make
to this game?

00:27:23.970 --> 00:27:26.550 align:middle line:84%
How are we going to change this
game to make it better

00:27:26.550 --> 00:27:29.127 align:middle line:84%
than Thief I while still
taking advantage of

00:27:29.127 --> 00:27:29.690 align:middle line:90%
everything we did?

00:27:29.690 --> 00:27:31.890 align:middle line:84%
So we created basically a big
design doc with, here are the

00:27:31.890 --> 00:27:34.020 align:middle line:84%
areas that we thought we could
have done better in Thief I.

00:27:34.020 --> 00:27:34.720 align:middle line:84%
Here's what we're going
to improve.

00:27:34.720 --> 00:27:36.810 align:middle line:84%
And here are the changes
we're going to make.

00:27:36.810 --> 00:27:38.770 align:middle line:84%
So we're not going to
make Thief I, again.

00:27:38.770 --> 00:27:41.850 align:middle line:84%
We're going to take what Thief
I was, add some improvements

00:27:41.850 --> 00:27:45.840 align:middle line:84%
to it, make a deeper story,
and hopefully get a more

00:27:45.840 --> 00:27:48.340 align:middle line:84%
variety of game play was what
we actually ended up aiming

00:27:48.340 --> 00:27:51.270 align:middle line:90%
for in our initial docs.

00:27:51.270 --> 00:27:55.720 align:middle line:84%
We wanted to give Garrett
additional abilities,

00:27:55.720 --> 00:27:56.060 align:middle line:90%
vary the game play.

00:27:56.060 --> 00:27:59.400 align:middle line:84%
The game play in Thief
I was all speed.

00:27:59.400 --> 00:28:02.200 align:middle line:84%
We tried to have some additional
types of missions

00:28:02.200 --> 00:28:04.210 align:middle line:90%
in Thief II.

00:28:04.210 --> 00:28:07.070 align:middle line:84%
But there was a little more
face to face fighting.

00:28:07.070 --> 00:28:09.790 align:middle line:84%
There was a little
more subterfuge.

00:28:09.790 --> 00:28:13.187 align:middle line:84%
Instead of just sneaking around,
we also had, OK, so

00:28:13.187 --> 00:28:15.410 align:middle line:84%
now you need to disguise
yourself as someone and sneak

00:28:15.410 --> 00:28:17.720 align:middle line:90%
in, sneak out again.

00:28:17.720 --> 00:28:20.520 align:middle line:84%
You need to pass for them while
getting a goal done and

00:28:20.520 --> 00:28:21.150 align:middle line:90%
things like that.

00:28:21.150 --> 00:28:23.800 align:middle line:84%
So we tried to find, what are
additional stealth and

00:28:23.800 --> 00:28:26.580 align:middle line:84%
subterfuge issues and game
play we can have?

00:28:26.580 --> 00:28:29.446 align:middle line:84%
GUEST SPEAKER: How many of those
features in Thief II

00:28:29.446 --> 00:28:32.804 align:middle line:84%
were inherited from dropped
features from Thief I?

00:28:32.804 --> 00:28:35.870 align:middle line:90%


00:28:35.870 --> 00:28:37.920 align:middle line:84%
SARAH: A lot of them inherited
from dropped ideas from Thief

00:28:37.920 --> 00:28:40.450 align:middle line:84%
I. But when they first started
designing Thief-- and I was

00:28:40.450 --> 00:28:44.007 align:middle line:84%
not on the initial Thief design
team so now I'm making

00:28:44.007 --> 00:28:47.230 align:middle line:84%
up what they were
talking about.

00:28:47.230 --> 00:28:48.430 align:middle line:84%
It wasn't clear that it
was going to be--

00:28:48.430 --> 00:28:50.930 align:middle line:84%
It was sort of like, it's going
to be a stealthy game,

00:28:50.930 --> 00:28:52.810 align:middle line:84%
but we hadn't actually
defined what stealthy

00:28:52.810 --> 00:28:54.630 align:middle line:90%
game play was yet.

00:28:54.630 --> 00:28:58.570 align:middle line:84%
So it was Thief I that kind of
told us what, this is what

00:28:58.570 --> 00:28:59.900 align:middle line:90%
stealth game play that works.

00:28:59.900 --> 00:29:02.087 align:middle line:84%
And once we found the one or
two things that worked, we

00:29:02.087 --> 00:29:03.710 align:middle line:84%
kind of went with that
and put in that.

00:29:03.710 --> 00:29:05.750 align:middle line:84%
It was in Thief II, we got to
play around what are some

00:29:05.750 --> 00:29:07.260 align:middle line:84%
other ideas of stealthy
game play?

00:29:07.260 --> 00:29:10.290 align:middle line:84%
What are some other ways to
trick people into [INAUDIBLE]?

00:29:10.290 --> 00:29:13.120 align:middle line:84%
GUEST SPEAKER: And people that
played Metal Gear Solid or any

00:29:13.120 --> 00:29:15.950 align:middle line:84%
of the games in Metal Gear Solid
series, it owes a lot to

00:29:15.950 --> 00:29:19.200 align:middle line:84%
Thief, especially the really,
really noisy end you see.

00:29:19.200 --> 00:29:21.853 align:middle line:84%
It wasn't, I heard something,
I wonder what's over there.

00:29:21.853 --> 00:29:23.970 align:middle line:90%
[INTERPOSING VOICES]

00:29:23.970 --> 00:29:25.200 align:middle line:90%
SARAH: DS-X also.

00:29:25.200 --> 00:29:27.920 align:middle line:84%
GUEST SPEAKER: But DS-X is also
[UNINTELLIGIBLE PHRASE].

00:29:27.920 --> 00:29:29.450 align:middle line:84%
SARAH: But that's what I'm
saying is that DS-X also

00:29:29.450 --> 00:29:32.250 align:middle line:84%
actually took a lot of Thief's
lessons and went on with them

00:29:32.250 --> 00:29:32.708 align:middle line:90%
from there.

00:29:32.708 --> 00:29:34.824 align:middle line:84%
GUEST SPEAKER: Again, a lot
of people working on

00:29:34.824 --> 00:29:36.020 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:29:36.020 --> 00:29:39.100 align:middle line:84%
SARAH: DS-X2, more
DS-X2, but yeah.

00:29:39.100 --> 00:29:42.110 align:middle line:84%
Looking Glass folded and
went out of business.

00:29:42.110 --> 00:29:46.060 align:middle line:84%
And a lot of people moved to
Austin to then work on Thief

00:29:46.060 --> 00:29:50.200 align:middle line:84%
III and DS-X2 and those
projects there.

00:29:50.200 --> 00:29:51.174 align:middle line:84%
GUEST SPEAKER: I
have a question

00:29:51.174 --> 00:29:55.070 align:middle line:90%
about the Gold version.

00:29:55.070 --> 00:29:56.287 align:middle line:90%
SARAH: The Gold version?

00:29:56.287 --> 00:30:00.340 align:middle line:84%
The Gold versions of the games
are really a way to try to

00:30:00.340 --> 00:30:02.910 align:middle line:84%
convince, from the marketing
point of view, is a way to

00:30:02.910 --> 00:30:04.540 align:middle line:84%
convince players to buy the
same material again.

00:30:04.540 --> 00:30:08.300 align:middle line:90%


00:30:08.300 --> 00:30:11.180 align:middle line:84%
I'm being a little cynical
here, and I admit that.

00:30:11.180 --> 00:30:14.570 align:middle line:84%
But we added new, we did, in
fact, add, what we did was, we

00:30:14.570 --> 00:30:16.800 align:middle line:90%
added several new missions.

00:30:16.800 --> 00:30:18.090 align:middle line:90%
So it was expanded play.

00:30:18.090 --> 00:30:21.216 align:middle line:84%
And then we went back and
problems that we knew were in

00:30:21.216 --> 00:30:22.730 align:middle line:90%
the missions, we fixed them.

00:30:22.730 --> 00:30:25.783 align:middle line:84%
And we actually added some
richer game play to several of

00:30:25.783 --> 00:30:27.790 align:middle line:84%
the missions that, oh God, we
have to get this out the door,

00:30:27.790 --> 00:30:29.430 align:middle line:84%
we have to get this out the
door, this would be so cool if

00:30:29.430 --> 00:30:30.810 align:middle line:84%
we could set this up but
we don't have time

00:30:30.810 --> 00:30:32.290 align:middle line:90%
to, and out it goes.

00:30:32.290 --> 00:30:35.100 align:middle line:84%
And so we went back
and we touched up

00:30:35.100 --> 00:30:36.310 align:middle line:90%
over half of the missions.

00:30:36.310 --> 00:30:37.670 align:middle line:84%
We added some additional
game play.

00:30:37.670 --> 00:30:39.715 align:middle line:90%
We added extra goals.

00:30:39.715 --> 00:30:42.060 align:middle line:84%
We took areas where we thought
the game play was particularly

00:30:42.060 --> 00:30:45.660 align:middle line:84%
weak because we'd gotten rushed
on finishing it and we

00:30:45.660 --> 00:30:48.870 align:middle line:84%
made the levels a bit longer and
a little more interesting

00:30:48.870 --> 00:30:50.080 align:middle line:90%
in our opinion.

00:30:50.080 --> 00:30:51.910 align:middle line:84%
And then we also added
three new levels.

00:30:51.910 --> 00:30:54.900 align:middle line:84%
And it was kind of a chance,
it was a do over.

00:30:54.900 --> 00:30:57.050 align:middle line:84%
We had very limited programming
resources so we

00:30:57.050 --> 00:31:00.120 align:middle line:84%
didn't really get to add much
in the way of new features.

00:31:00.120 --> 00:31:03.250 align:middle line:84%
But we were able to go back
and tune it and make

00:31:03.250 --> 00:31:05.680 align:middle line:84%
significant changes to the
levels, to the way that the

00:31:05.680 --> 00:31:08.690 align:middle line:84%
guards worked, to the scripting
behind the levels.

00:31:08.690 --> 00:31:11.030 align:middle line:90%
Vin was working on a 3D mod.

00:31:11.030 --> 00:31:14.210 align:middle line:84%
There's usually a fair bit the
designer can do behind the

00:31:14.210 --> 00:31:18.530 align:middle line:84%
walls of telling the AIs what to
do and how to think and how

00:31:18.530 --> 00:31:19.460 align:middle line:90%
the game play flows.

00:31:19.460 --> 00:31:23.430 align:middle line:84%
And Thief, especially, had an
extremely rich editor that--

00:31:23.430 --> 00:31:25.755 align:middle line:84%
more powerful, I think, than any
other editor I ever worked

00:31:25.755 --> 00:31:29.159 align:middle line:84%
with, even though it is
now 15 years old, 15

00:31:29.159 --> 00:31:31.370 align:middle line:90%
years old, I think.

00:31:31.370 --> 00:31:33.426 align:middle line:84%
It's still the most powerful
editor for a

00:31:33.426 --> 00:31:36.420 align:middle line:90%
designer I have ever seen.

00:31:36.420 --> 00:31:38.930 align:middle line:84%
GUEST SPEAKER: So
did you feel--

00:31:38.930 --> 00:31:41.920 align:middle line:90%


00:31:41.920 --> 00:31:43.736 align:middle line:84%
You mentioned you looked
at forums and

00:31:43.736 --> 00:31:44.510 align:middle line:90%
you look at fan input.

00:31:44.510 --> 00:31:49.172 align:middle line:84%
And how much of that, of what
went into making the sequel,

00:31:49.172 --> 00:31:51.160 align:middle line:90%
actually came from fan input?

00:31:51.160 --> 00:31:53.880 align:middle line:84%
Or was it just like verifying
what you already wanted to do.

00:31:53.880 --> 00:31:55.870 align:middle line:84%
SARAH: Part of it was to verify
what we wanted to do.

00:31:55.870 --> 00:31:57.667 align:middle line:84%
Part of it was to verify there
was enough interest that

00:31:57.667 --> 00:31:58.540 align:middle line:90%
people would want to do it.

00:31:58.540 --> 00:32:00.930 align:middle line:84%
Part of it was to see, what
did people like most?

00:32:00.930 --> 00:32:03.560 align:middle line:84%
Which of the missions did
people like most?

00:32:03.560 --> 00:32:06.970 align:middle line:84%
Are there any good ideas out
there for how to play a game

00:32:06.970 --> 00:32:08.910 align:middle line:84%
that we think, yes,
they're right, we

00:32:08.910 --> 00:32:09.580 align:middle line:90%
never thought of that.

00:32:09.580 --> 00:32:11.780 align:middle line:84%
I think that one of the things
people talked about a lot was

00:32:11.780 --> 00:32:13.285 align:middle line:90%
actually disguise missions.

00:32:13.285 --> 00:32:15.540 align:middle line:84%
And I think we had two disguise
missions in Thief II

00:32:15.540 --> 00:32:18.393 align:middle line:84%
where you're kind of disguising
yourself as, no,

00:32:18.393 --> 00:32:21.240 align:middle line:84%
no, no, no one looked at me, I'm
just another guard walking

00:32:21.240 --> 00:32:24.890 align:middle line:90%
around, don't worry about me.

00:32:24.890 --> 00:32:28.040 align:middle line:84%
And that was something that we
said, oh, yeah, that would be

00:32:28.040 --> 00:32:28.760 align:middle line:90%
really cool.

00:32:28.760 --> 00:32:30.990 align:middle line:84%
And that's something we had no
time to implement for Thief

00:32:30.990 --> 00:32:35.090 align:middle line:84%
but, if we're choosing new
features to implement in Thief

00:32:35.090 --> 00:32:37.850 align:middle line:84%
II, that was actually not an
amazingly difficult one.

00:32:37.850 --> 00:32:40.000 align:middle line:84%
Because you just, if you've got
a way to put a tag on the

00:32:40.000 --> 00:32:42.155 align:middle line:84%
play that says, oh, guards
don't get upset

00:32:42.155 --> 00:32:43.176 align:middle line:90%
when they see you.

00:32:43.176 --> 00:32:46.770 align:middle line:84%
GUEST SPEAKER: Did you have a
situations where players came

00:32:46.770 --> 00:32:48.490 align:middle line:84%
out with exploits that
you tried to

00:32:48.490 --> 00:32:50.375 align:middle line:90%
address in the Gold version?

00:32:50.375 --> 00:32:52.390 align:middle line:84%
SARAH: There were not,
no, actually.

00:32:52.390 --> 00:32:54.710 align:middle line:84%
There were a couple of places
where people found bugs that

00:32:54.710 --> 00:32:58.420 align:middle line:84%
were level enders that
got people stuck that

00:32:58.420 --> 00:32:59.610 align:middle line:90%
we went in and fixed.

00:32:59.610 --> 00:33:03.204 align:middle line:84%
There were not a whole lot of
exploits that I recall us

00:33:03.204 --> 00:33:04.660 align:middle line:90%
trying to go in and fix.

00:33:04.660 --> 00:33:06.755 align:middle line:84%
AUDIENCE: So if somebody
deliberately found something

00:33:06.755 --> 00:33:08.892 align:middle line:84%
that put them on the roof of the
castle or something like

00:33:08.892 --> 00:33:11.740 align:middle line:84%
that, then you didn't want them
trying to [INAUDIBLE]?

00:33:11.740 --> 00:33:12.940 align:middle line:84%
SARAH: If it allowed the player
to get to a place when

00:33:12.940 --> 00:33:14.760 align:middle line:84%
he broke the game, we
did try to fix it.

00:33:14.760 --> 00:33:16.400 align:middle line:84%
Because we tried to fix anything
that was game breaker

00:33:16.400 --> 00:33:18.390 align:middle line:84%
where you could get up on
the wall and then leap

00:33:18.390 --> 00:33:20.340 align:middle line:90%
off into the void.

00:33:20.340 --> 00:33:23.700 align:middle line:84%
But sometimes what we'd do is,
rather than stop you from

00:33:23.700 --> 00:33:26.490 align:middle line:84%
getting up on the castle and
proving how cool you were,

00:33:26.490 --> 00:33:28.990 align:middle line:84%
we'd let you get up on the
castle but we'd put in

00:33:28.990 --> 00:33:31.456 align:middle line:84%
invisible barriers so you
couldn't hurl yourself into

00:33:31.456 --> 00:33:36.280 align:middle line:84%
the darkness and then
crash the game.

00:33:36.280 --> 00:33:40.190 align:middle line:84%
If players enjoyed finding those
things so taking them

00:33:40.190 --> 00:33:41.830 align:middle line:84%
out doesn't enhance
the game play.

00:33:41.830 --> 00:33:44.750 align:middle line:84%
And the point of the Gold
project was to try to make

00:33:44.750 --> 00:33:47.630 align:middle line:84%
something the game play was
sufficiently enhanced that it

00:33:47.630 --> 00:33:49.668 align:middle line:84%
was worthwhile to go
out and buy again.

00:33:49.668 --> 00:33:53.300 align:middle line:84%
GUEST SPEAKER: So now we're in
an environment where patches

00:33:53.300 --> 00:33:54.815 align:middle line:84%
pretty much is downloaded,
right?

00:33:54.815 --> 00:33:55.310 align:middle line:90%
SARAH: Yeah.

00:33:55.310 --> 00:33:56.795 align:middle line:84%
GUEST SPEAKER: We don't
necessarily have that

00:33:56.795 --> 00:33:58.920 align:middle line:90%
situation in the year 1996.

00:33:58.920 --> 00:34:03.115 align:middle line:84%
Is there still a role of
[UNINTELLIGIBLE PHRASES]

00:34:03.115 --> 00:34:03.920 align:middle line:90%
new releases?

00:34:03.920 --> 00:34:07.000 align:middle line:84%
SARAH: I think now again that
would be an expansion pack.

00:34:07.000 --> 00:34:08.830 align:middle line:84%
I don't think that you would
do a Gold version.

00:34:08.830 --> 00:34:10.219 align:middle line:90%
You'd do an expansion pack.

00:34:10.219 --> 00:34:13.290 align:middle line:84%
And with an expansion pack
patch you could fix old

00:34:13.290 --> 00:34:15.970 align:middle line:84%
problems and you might introduce
new games and of

00:34:15.970 --> 00:34:17.046 align:middle line:84%
levels, but I don't think
you do it with the

00:34:17.046 --> 00:34:17.876 align:middle line:90%
hassle of doing a Gold.

00:34:17.876 --> 00:34:21.355 align:middle line:84%
I think you just do
an expansion pack.

00:34:21.355 --> 00:34:24.337 align:middle line:90%
[APPLAUSE]

00:34:24.337 --> 00:34:27.567 align:middle line:84%
GUEST SPEAKER: Questions
for Sarah and her

00:34:27.567 --> 00:34:31.295 align:middle line:90%
experience on it?

00:34:31.295 --> 00:34:33.655 align:middle line:84%
AUDIENCE: Pretty much all of
your data points just came

00:34:33.655 --> 00:34:34.790 align:middle line:90%
from forums where you--

00:34:34.790 --> 00:34:36.690 align:middle line:84%
SARAH: Oh yeah, oh yeah, that
was just one of the places

00:34:36.690 --> 00:34:37.124 align:middle line:90%
where we looked.

00:34:37.124 --> 00:34:39.949 align:middle line:84%
We also looked at sales
and continuing sales

00:34:39.949 --> 00:34:40.719 align:middle line:90%
and things like that.

00:34:40.719 --> 00:34:42.770 align:middle line:84%
Like I said, that was actually
more of a marketing sales to

00:34:42.770 --> 00:34:46.730 align:middle line:84%
sort of do, here's why we think
players will like it.

00:34:46.730 --> 00:34:48.420 align:middle line:84%
Here's some experiences
we got.

00:34:48.420 --> 00:34:50.877 align:middle line:84%
Here's the hard data on our
sales, how our sales are

00:34:50.877 --> 00:34:55.830 align:middle line:84%
continuing, and the fact that
while it did not come out and

00:34:55.830 --> 00:35:00.000 align:middle line:84%
sell 100,000 copies the first
month, it's continuing to sell

00:35:00.000 --> 00:35:02.527 align:middle line:84%
20,000 or 30,000 copies a month,
which means that word

00:35:02.527 --> 00:35:05.733 align:middle line:84%
of mouth is pretty strong, and
people are continuing to go

00:35:05.733 --> 00:35:07.195 align:middle line:84%
out and buy it and go
out and play it.

00:35:07.195 --> 00:35:10.140 align:middle line:84%
And here's the forum where a
whole bunch of people are

00:35:10.140 --> 00:35:11.760 align:middle line:90%
using the editor released.

00:35:11.760 --> 00:35:15.570 align:middle line:84%
And the activity in that forum
is going up over time not down

00:35:15.570 --> 00:35:18.260 align:middle line:84%
over time which indicates you've
got more people coming

00:35:18.260 --> 00:35:20.950 align:middle line:84%
into it, people are coming in,
they're staying at and using

00:35:20.950 --> 00:35:23.826 align:middle line:84%
it, and you've got more people
continuing to come in, the

00:35:23.826 --> 00:35:25.300 align:middle line:84%
community's growing, which means
that there's interest

00:35:25.300 --> 00:35:27.270 align:middle line:84%
there and there's people who
are paying attention to

00:35:27.270 --> 00:35:29.393 align:middle line:84%
project and are going to
continue to pay attention to

00:35:29.393 --> 00:35:29.720 align:middle line:90%
your product.

00:35:29.720 --> 00:35:31.843 align:middle line:84%
AUDIENCE: But also it
gave for finding

00:35:31.843 --> 00:35:33.150 align:middle line:90%
dead ends, for finding--

00:35:33.150 --> 00:35:36.580 align:middle line:84%
You said you fixed some of the
dead games [UNINTELLIGIBLE].

00:35:36.580 --> 00:35:38.445 align:middle line:90%
SARAH: Yeah, oh yeah, yeah.

00:35:38.445 --> 00:35:40.580 align:middle line:84%
Well, the difference
between a--

00:35:40.580 --> 00:35:41.990 align:middle line:90%
let me think--

00:35:41.990 --> 00:35:46.060 align:middle line:84%
At our height, we had a 12
person QA department.

00:35:46.060 --> 00:35:51.454 align:middle line:84%
And 50,000 users
is pretty big.

00:35:51.454 --> 00:35:53.510 align:middle line:84%
And we did our best
on testing it.

00:35:53.510 --> 00:35:58.340 align:middle line:84%
And we had another 10 or 15
helpers through our publisher.

00:35:58.340 --> 00:36:03.330 align:middle line:84%
But we had comparatively
speaking a ridiculously small

00:36:03.330 --> 00:36:05.270 align:middle line:90%
QA department for the game.

00:36:05.270 --> 00:36:06.425 align:middle line:84%
GUEST SPEAKER: But then you
have the situation where

00:36:06.425 --> 00:36:08.756 align:middle line:84%
someone notes something on the
forum and then you can verify

00:36:08.756 --> 00:36:09.752 align:middle line:90%
it with your QA team.

00:36:09.752 --> 00:36:10.750 align:middle line:90%
SARAH: Yeah, yeah, yeah.

00:36:10.750 --> 00:36:12.070 align:middle line:84%
GUEST SPEAKER: And you can
actually figure out whether

00:36:12.070 --> 00:36:15.017 align:middle line:84%
what they were seeing was
exactly the problem they were

00:36:15.017 --> 00:36:15.180 align:middle line:90%
describing.

00:36:15.180 --> 00:36:17.060 align:middle line:84%
SARAH: And it being a solely
single player game--

00:36:17.060 --> 00:36:22.040 align:middle line:84%
I know a lot of games do large
beta tests where they ask 500,

00:36:22.040 --> 00:36:24.800 align:middle line:84%
or 200, or 1,000 people
to play the game.

00:36:24.800 --> 00:36:28.418 align:middle line:84%
We did not do any external
testing like that at all.

00:36:28.418 --> 00:36:28.870 align:middle line:90%
Yeah.

00:36:28.870 --> 00:36:30.080 align:middle line:84%
GUEST SPEAKER: And this was
also back in the '90s that

00:36:30.080 --> 00:36:30.450 align:middle line:90%
wasn't being done.

00:36:30.450 --> 00:36:31.776 align:middle line:84%
SARAH: Oh, yeah, it was not
the sort of thing that was

00:36:31.776 --> 00:36:35.110 align:middle line:84%
really done in the
'90s as well.

00:36:35.110 --> 00:36:39.780 align:middle line:84%
It's very much a developmental
shift.

00:36:39.780 --> 00:36:42.180 align:middle line:84%
AUDIENCE: Did you ever
explicitly ask on the forums

00:36:42.180 --> 00:36:45.378 align:middle line:84%
if there were another sequel,
would you buy it?

00:36:45.378 --> 00:36:46.860 align:middle line:90%
SARAH: I don't know.

00:36:46.860 --> 00:36:48.840 align:middle line:90%
I did not do that.

00:36:48.840 --> 00:36:49.890 align:middle line:90%
I was not on the forums.

00:36:49.890 --> 00:36:51.924 align:middle line:84%
I helped with some of the forum
data in [? reforms ?]

00:36:51.924 --> 00:36:54.960 align:middle line:84%
but I didn't really post
on the forums a lot.

00:36:54.960 --> 00:36:56.323 align:middle line:84%
AUDIENCE: Do you think that
would be viable tactic, or

00:36:56.323 --> 00:36:58.480 align:middle line:84%
would you just say, people would
probably just say yes.

00:36:58.480 --> 00:37:00.590 align:middle line:84%
SARAH: I think that your data
wouldn't be very good.

00:37:00.590 --> 00:37:00.900 align:middle line:90%
AUDIENCE: OK.

00:37:00.900 --> 00:37:02.370 align:middle line:84%
SARAH: The most you're probably
going to get is the

00:37:02.370 --> 00:37:05.620 align:middle line:84%
1,000 people who read
the forum say, yes.

00:37:05.620 --> 00:37:07.830 align:middle line:90%
And that's 1,000 people.

00:37:07.830 --> 00:37:11.750 align:middle line:84%
And that's not enough sales
to justify doing anything.

00:37:11.750 --> 00:37:12.530 align:middle line:90%
AUDIENCE: Gotcha.

00:37:12.530 --> 00:37:14.490 align:middle line:84%
SARAH: It's more interesting,
I think it's more useful to

00:37:14.490 --> 00:37:16.370 align:middle line:84%
look at trends, if you've
got a survey out

00:37:16.370 --> 00:37:18.630 align:middle line:90%
maybe, I don't know.

00:37:18.630 --> 00:37:20.890 align:middle line:84%
GUEST SPEAKER: I've seen
companies bring in focus

00:37:20.890 --> 00:37:24.910 align:middle line:84%
groups, people who played the
first game to come in and

00:37:24.910 --> 00:37:29.480 align:middle line:84%
bouncing off either prototypes
or features that they're

00:37:29.480 --> 00:37:31.700 align:middle line:84%
planning for the second version
to see how they will

00:37:31.700 --> 00:37:32.575 align:middle line:90%
respond to them.

00:37:32.575 --> 00:37:35.250 align:middle line:84%
I would say that the information
you back from that

00:37:35.250 --> 00:37:36.900 align:middle line:90%
is also not very good.

00:37:36.900 --> 00:37:41.810 align:middle line:84%
But it might be something that
is done to gain traction in

00:37:41.810 --> 00:37:45.750 align:middle line:84%
internal studio politics, and it
was like, well, we did this

00:37:45.750 --> 00:37:47.840 align:middle line:84%
exercise where we brought these
people in and they said

00:37:47.840 --> 00:37:50.263 align:middle line:84%
these features are OK, so
we can take the risk of

00:37:50.263 --> 00:37:50.756 align:middle line:90%
[UNINTELLIGIBLE PHRASE].

00:37:50.756 --> 00:37:55.530 align:middle line:84%
As opposed to driving the entire
process [INAUDIBLE].

00:37:55.530 --> 00:37:58.130 align:middle line:90%


00:37:58.130 --> 00:38:00.740 align:middle line:84%
SARAH: Games don't respond
really well to focus test

00:38:00.740 --> 00:38:02.820 align:middle line:90%
based development.

00:38:02.820 --> 00:38:03.937 align:middle line:84%
GUEST SPEAKER: Or
focus group--

00:38:03.937 --> 00:38:06.820 align:middle line:84%
SARAH: Or focus group
based development.

00:38:06.820 --> 00:38:09.640 align:middle line:84%
Getting feedback on your
games is great.

00:38:09.640 --> 00:38:11.820 align:middle line:84%
Finding out how many people are
likely to like your game

00:38:11.820 --> 00:38:13.098 align:middle line:90%
is a lot harder.

00:38:13.098 --> 00:38:15.090 align:middle line:84%
GUEST SPEAKER: Especially if
they can't actually see it

00:38:15.090 --> 00:38:18.576 align:middle line:84%
when you're asking them the
question then they have no

00:38:18.576 --> 00:38:20.960 align:middle line:84%
idea what they're
commenting on.

00:38:20.960 --> 00:38:24.610 align:middle line:84%
They'll make something up that
they think you want to hear,

00:38:24.610 --> 00:38:26.641 align:middle line:84%
is, yes, of course, we'll
buy a copy of the game.

00:38:26.641 --> 00:38:27.410 align:middle line:90%
We loved the first one.

00:38:27.410 --> 00:38:28.344 align:middle line:90%
Sure.

00:38:28.344 --> 00:38:30.117 align:middle line:84%
But if they haven't actually
seen the second version of the

00:38:30.117 --> 00:38:31.923 align:middle line:84%
game [UNINTELLIGIBLE PHRASE], so
you don't actually know if

00:38:31.923 --> 00:38:33.490 align:middle line:90%
that is the case.

00:38:33.490 --> 00:38:35.520 align:middle line:84%
For those of you who do missed
[UNINTELLIGIBLE]

00:38:35.520 --> 00:38:41.180 align:middle line:84%
talk last week, he was talking
about how Inamplitude which

00:38:41.180 --> 00:38:42.080 align:middle line:90%
was a sequel--

00:38:42.080 --> 00:38:42.870 align:middle line:90%
Was Amplitude--

00:38:42.870 --> 00:38:44.120 align:middle line:90%
[INTERPOSING VOICES]

00:38:44.120 --> 00:38:45.920 align:middle line:90%


00:38:45.920 --> 00:38:46.350 align:middle line:90%
AUDIENCE: Oh yeah.

00:38:46.350 --> 00:38:48.130 align:middle line:84%
GUEST SPEAKER: I think it was
in the very first one.

00:38:48.130 --> 00:38:49.710 align:middle line:90%
So that was Frequency.

00:38:49.710 --> 00:38:54.360 align:middle line:84%
He was talking about how the
folks from Sony were helping

00:38:54.360 --> 00:38:56.230 align:middle line:90%
them run their focus groups.

00:38:56.230 --> 00:39:00.963 align:middle line:84%
And they did two tests and one
of the tests was, after they

00:39:00.963 --> 00:39:04.476 align:middle line:84%
played the game, they did a
survey of how many people were

00:39:04.476 --> 00:39:06.695 align:middle line:84%
planning on buying this
when it came out.

00:39:06.695 --> 00:39:08.913 align:middle line:84%
And they had a particularly
high score, like 80% or

00:39:08.913 --> 00:39:11.630 align:middle line:84%
something like that, like the
highest survey I've ever seen.

00:39:11.630 --> 00:39:14.295 align:middle line:84%
But they also did a survey of
how many people were planning

00:39:14.295 --> 00:39:17.410 align:middle line:84%
on buying the game just by
looking at the box before they

00:39:17.410 --> 00:39:18.072 align:middle line:90%
had played the game.

00:39:18.072 --> 00:39:20.280 align:middle line:84%
And that was a particularly
low number.

00:39:20.280 --> 00:39:22.584 align:middle line:84%
And the Sony people called
it, said this is

00:39:22.584 --> 00:39:23.240 align:middle line:90%
not going to sell.

00:39:23.240 --> 00:39:26.230 align:middle line:84%
Because, sure, the people who
played their game are going to

00:39:26.230 --> 00:39:26.800 align:middle line:90%
enjoy the game.

00:39:26.800 --> 00:39:28.624 align:middle line:84%
But no one's going to play the
game in the first place

00:39:28.624 --> 00:39:31.306 align:middle line:84%
because people can't figure out
what your game's about.

00:39:31.306 --> 00:39:32.270 align:middle line:90%
And they tried to address those

00:39:32.270 --> 00:39:33.560 align:middle line:90%
problems with the sequel.

00:39:33.560 --> 00:39:36.830 align:middle line:84%
That's one thing which
[? Brenda ?] talks about, your

00:39:36.830 --> 00:39:39.480 align:middle line:84%
chance to do a do over, a chance
for you to go back and

00:39:39.480 --> 00:39:41.470 align:middle line:84%
fix the problems that you
found in the first one,

00:39:41.470 --> 00:39:44.110 align:middle line:84%
especially when you find
those problems really

00:39:44.110 --> 00:39:45.060 align:middle line:90%
close to ship date.

00:39:45.060 --> 00:39:48.070 align:middle line:84%
There's nothing you can do about
the first time around.

00:39:48.070 --> 00:39:51.990 align:middle line:84%
But if you're lucky, you get
a second chance to do it.

00:39:51.990 --> 00:39:55.420 align:middle line:84%
SARAH: I also noticed that
Frequency was not called in,

00:39:55.420 --> 00:39:59.850 align:middle line:84%
or rather, it wasn't
Frequency II.

00:39:59.850 --> 00:40:01.250 align:middle line:84%
GUEST SPEAKER: There
was a Frequency II.

00:40:01.250 --> 00:40:01.930 align:middle line:90%
They called it Amplitude.

00:40:01.930 --> 00:40:04.650 align:middle line:84%
So it was actually kind of a
reboot as well because they

00:40:04.650 --> 00:40:07.194 align:middle line:84%
kind of just wanted people, OK,
let's pretend Frequency

00:40:07.194 --> 00:40:08.628 align:middle line:84%
didn't happen and
[UNINTELLIGIBLE].

00:40:08.628 --> 00:40:10.858 align:middle line:84%
And we'll make sure that our
Frequency people who loved the

00:40:10.858 --> 00:40:11.496 align:middle line:90%
game know what it is.

00:40:11.496 --> 00:40:12.460 align:middle line:90%
SARAH: Ahead of time.

00:40:12.460 --> 00:40:16.750 align:middle line:84%
It's much easier to tell the
small base who liked you, oh

00:40:16.750 --> 00:40:20.127 align:middle line:84%
yeah, and buy this game, than it
is to tell a large group of

00:40:20.127 --> 00:40:22.265 align:middle line:84%
people who weren't interested
the first time, no, no, you

00:40:22.265 --> 00:40:24.170 align:middle line:84%
didn't like it the first time,
but trust us, you'll

00:40:24.170 --> 00:40:26.810 align:middle line:90%
like it this time.

00:40:26.810 --> 00:40:31.460 align:middle line:84%
GUEST SPEAKER: I've seen a
couple of companies do

00:40:31.460 --> 00:40:36.166 align:middle line:84%
effectively Gold versions every
time they move to a new

00:40:36.166 --> 00:40:38.500 align:middle line:84%
platform, like the latest
platform which they release it

00:40:38.500 --> 00:40:41.440 align:middle line:84%
on tends to become the
definitive version that, if

00:40:41.440 --> 00:40:43.820 align:middle line:84%
you're a big fan of the
franchise and you're willing

00:40:43.820 --> 00:40:45.930 align:middle line:84%
to buy this game multiple times,
you want to get that

00:40:45.930 --> 00:40:47.810 align:middle line:84%
because of the few extra
features that they've put in.

00:40:47.810 --> 00:40:48.840 align:middle line:90%
Maybe it's different endings.

00:40:48.840 --> 00:40:51.114 align:middle line:90%
Maybe it's upgraded cutscenes.

00:40:51.114 --> 00:40:54.560 align:middle line:84%
If it's a role playing game
I see that a lot.

00:40:54.560 --> 00:40:57.250 align:middle line:84%
Maybe they redid the cutscenes
from scratch or redid the

00:40:57.250 --> 00:40:58.340 align:middle line:90%
audio from scratch.

00:40:58.340 --> 00:41:03.810 align:middle line:84%
So it's the same assets but
they're higher resolution.

00:41:03.810 --> 00:41:06.370 align:middle line:84%
And, of course, you have games
that started out there like

00:41:06.370 --> 00:41:08.740 align:middle line:84%
this online flash games and
stuff like that and then

00:41:08.740 --> 00:41:09.850 align:middle line:84%
you've got to move
them to other

00:41:09.850 --> 00:41:12.106 align:middle line:90%
platforms like DS or PSP.

00:41:12.106 --> 00:41:15.800 align:middle line:84%
And those games tend to have not
only completely reworked

00:41:15.800 --> 00:41:19.470 align:middle line:84%
controls because the controls
are different but also a lot

00:41:19.470 --> 00:41:22.280 align:middle line:84%
more features because you have
to now justify to people who

00:41:22.280 --> 00:41:25.480 align:middle line:84%
may have loved the game but
didn't pay any money for the

00:41:25.480 --> 00:41:28.420 align:middle line:84%
first version to actually put
down money for it now.

00:41:28.420 --> 00:41:30.480 align:middle line:84%
So [? N ?] is a good
example of that.

00:41:30.480 --> 00:41:33.870 align:middle line:84%
There's a game that came
out by [UNINTELLIGIBLE]

00:41:33.870 --> 00:41:36.863 align:middle line:84%
and the DS and PSP what
started life as

00:41:36.863 --> 00:41:37.880 align:middle line:90%
a free flash game.

00:41:37.880 --> 00:41:39.570 align:middle line:90%
And lots of people loved it.

00:41:39.570 --> 00:41:41.530 align:middle line:84%
But lots of people didn't have
to pay any money for their

00:41:41.530 --> 00:41:41.910 align:middle line:90%
first version.

00:41:41.910 --> 00:41:45.822 align:middle line:84%
So how much do you love it is
kind of a weird factor.

00:41:45.822 --> 00:41:52.370 align:middle line:90%


00:41:52.370 --> 00:41:54.020 align:middle line:84%
I guess we should start
with the games.

00:41:54.020 --> 00:41:56.140 align:middle line:90%