WEBVTT

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Welcome to Overeducated and Underemployed. I'm

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Fedden, and this is the last part of our three

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-part series on nostalgia and how it's used in

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different mediums. I started off talking about

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music, reunion tours, and things like that specifically.

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The last episode, you'll remember, we talked

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a lot about the role of nostalgia in marketing

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movies and the shift from focusing on actors

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and actresses to intellectual properties. And

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we ended up talking about Indiana Jones quite

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a bit. And I ended the episode talking about

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the game that just came out and how it was a

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way to be able to make something in the same

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spirit of an old movie without having to compensate

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for the fact that actors have aged and settings

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might be hard to come by. You spend the first

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part of the game in Vatican City, which I've

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been there. pretty accurately recreated from

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what I can remember. That being said, there's

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a lot of places that you go in the Vatican City

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in the game that is not accessible to the public.

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So I'm sure a lot of areas had to take a lot

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of liberties. I don't know what kind of access

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they had, but definitely feels like the Vatican.

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So the mix of realism and fantasy in this game

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is really interesting. There's a lot of... homages

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to scenes from the original trilogy there's a

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lot of things that are explained that didn't

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necessarily get addressed in the original trilogy

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i don't want to say plot holes but plot gaps

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the reason i bring this game up is because it

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i think it represents one of the best video if

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not the best video games based on a movie franchise

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ever made it used to be a joke back when I was

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younger, that all games based on movies were

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terrible. They were cash grabs for intellectual

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property. Sound familiar? The thing is that as

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gaming has gotten more popular, technology has

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gotten better, and movie studios have gotten

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a little bit smarter about using games as a medium

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to tell stories rather than just make money off

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of games based on movies, I think that we're

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actually seeing... intellectual property being

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used in the best way possible when it comes to

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video games. And that's always been the case.

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And I think there's pretty distinct reasons about

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the medium for that. And I'll talk about that

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in a second. But if you think about the history

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of Nintendo, Nintendo has used the same intellectual

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property through all of their mainstay games

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for the last 40 years. And they've been very

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successful at innovating each generation of game.

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In fact, that's what they're known for, right?

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They're known for their innovation in gaming.

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And I think that leads to what I think is unique

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about video games is there are so many variables

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in the medium and there's so much innovation

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still happening that having a kind of a staple

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or an anchor like the intellectual property like

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Mario or Zelda Link is what grounds them. We've

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talked earlier about how constraint can be...

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I'll talk in other episodes, whether it's been

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in this series or with interviews, about how

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constraint can actually be a blessing to creativity

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sometimes. I think when developers use the same

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intellectual property, completely new set of

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rules that they can use to make the game, it

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still grounds them in a way that makes both them...

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able to make something comprehensive and cohesive,

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and gives the player enough familiarity to where

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they aren't completely lost right away. And even

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when you're not talking about intellectual properties,

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you're still talking about game types, and typically

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the mechanics from one game to another within

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one type of game are the same. Another example

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of intellectual property being used successfully

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and reinventing itself is the Civilization series.

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Civilization was one of the earliest, Civ II

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was one of the earliest multiplayer PC games,

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but Civ I was, if I'm not mistaken, one of the

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earliest strategy games that was really popular.

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And if you've never played Civilization, think

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of it as something like Risk, only far more complicated

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because there's all the equations and rule sets

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that can go on in the background. But think of

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it as something, the mechanics of the basic gameplay

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is something like Risk, where you take turns,

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or even just like a complicated chess, where

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the game board is a planet, or a map of a part

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of a planet, however you want to describe it.

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Those are all settings you can choose to, depending

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on how large you want the map to be. But the

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point I'm making is that the intellectual property

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there is human history. And so they've been able

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to do anything and everything with it now the

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mechanics of the game remain essentially the

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same in the sense that it's still a turn -based

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strategy game but i think the big difference

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is that there can be a lot more of variation

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as the technology advances just like films have

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reinvented themselves as CGI and things like

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that. Disney's remaking all these movies of their

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animated classics. They're calling them live

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action versions of their movies, but they're

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not. They're just really detailed computer animation.

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And the concept isn't much different when it

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comes to games. They're just taking the latest

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technology and taking their game and applying

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that technology to it. But I think the difference

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is like the interactivity creates a lot more

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variables just in the foundation of the medium.

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But the other thing is the technology in gaming

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has advanced a lot quicker in our lifetime than

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the technology of film. And even if you look

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at the earliest films and the latest films, I

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think that it's pretty clear the difference between

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the earliest films and the latest films is much

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less than the difference between the earliest

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video games and the latest video games. It took

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40 years for games to even start to look realistic,

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where as... It depended on what you were filming,

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whether you needed special effects at all. Just

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getting humanoid creatures to look realistic

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without falling into the uncanny valley has been

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one of the biggest challenges for gaming. If

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you look at the difference between Pong and Indiana

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Jones or Starfield, the difference is so much

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more drastic than the difference between... the

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1933 King Kong and Peter Jackson's King Kong.

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Like, the difference is just astounding. For

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one, I think films had their foundation in hundreds

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of years of stage plays and sets and things like

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that, whereas computers of all kinds were completely

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new. Yes, they had their foundation in games,

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but once again, the lack of constraint made it

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so there were some really terrible games that

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were made, especially early on in gaming. But

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let's go back to Nintendo for a minute. I think

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Nintendo is a really good case study for what

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I'm talking about here, where an intellectual

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property like Mario, who started as Jumpman in

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Donkey Kong, by the way, and then had his own

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game with Mario Brothers. And then it went from

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there. They've used him in all kinds of different

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games. And so he's the anchor. But the gameplay

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between Mario Kart. and Mario RPG couldn't be

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more different. The gameplay, even between some

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of the Mario games themselves, the platformers,

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like Super Mario Sunshine with the water pack,

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it is a completely unique game in the Mario world.

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But the thing that's the same is that there's

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always unique power -ups in each game that give

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Mario different powers to do different things.

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And that's how new power -ups in a movie is a

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lot less exciting than... new power -ups and

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abilities when you get to perform them as the

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character in the game. And the mechanics and

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the controls. Nintendo has innovated controls

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over the years as well, right? In fact, it's

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like they do probably more than anything. They

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don't really focus on graphics as much. They're

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known for not really being a driving force in

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technology when it comes to that, but they are

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a driving force when it comes to innovation.

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And the Wii is what brought gaming. to grandmas

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because all they had to do was pick it up, swing

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the tennis rack, or throw the bowling ball. That

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type of motion control innovation is what has

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contributed to the motion controls in virtual

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reality being something that wasn't something

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they had to build from the ground up. Gaming

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has moved towards virtual reality. If you think

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back to something like the Virtual Boy, which

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is not... virtual reality and probably ruined

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people's ideas of it for a very long time in

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a similar way that phone vr may have been neat

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for a minute but it ultimately was very gimmicky

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made a lot of people sick and made a lot of people

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just not want to mess with vr whereas now even

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in 10 years or so the technology has gotten so

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much better to where both like things like motion

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controls are possible in vr and things like tracking

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to where When you move your head, the environment,

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it reacts just as if you're moving your head

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in the real world. So that gets rid of a lot

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of the motion sickness. The tracking has gotten

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fast enough to where there's no delay in your

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head movement. That's going to make you nauseous.

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Just the technology catching up has made VR so

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much better. And I think earlier attempts to

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make it, the public would want to do long before

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it was ready for public consumption. And it still

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might not be really ready for public consumption

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in some aspects. Just because the cost to get

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something small enough to be something that people

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are willing to wear on a long enough basis to

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play games or whatever still might not be there

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yet, right? But the point I'm making is there's

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no nostalgia attached to VR gaming inherently.

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Nobody looks back at their younger years and

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is like, oh, I remember playing VR and how much

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fun that was. No, it's actually the opposite.

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If anybody has memories of VR from the past,

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they're probably not very good ones. You're probably

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not nostalgic for those things. So why do I bring

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this up? Because I think nostalgia is one of

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the things that VR excels at for a multitude

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of reasons. One can, again, reimagine classic

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games even without the intellectual property

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attached. You can have games that are very similar

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to classic games. But even porting classic games

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like Resident Evil 4 got put into VR and that

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was a GameCube game. And so that game was like

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very nostalgic for me. And I remember hanging

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out with my friends late at night and having

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to turn the game off because we got too scared

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at one point. And now getting to be in the game

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is very nostalgic and also new. But the other

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thing that VR can do successfully is recreate

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things that don't. I went to Universal Studios

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quite a bit when I was a kid. And if you have

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been there in the last 10 years, 15 years, 20

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years, I don't remember when it changed, but

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you've probably seen the Simpsons ride. But that

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ride used to be a Back to the Future ride. And

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instead of being in the car that you get in in

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the Simpsons ride, you would get in DeLorean

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time machine and you'd go back in time. And if

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we'd be trying to chase you down and you'd end

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up getting eaten by a dinosaur. To be honest

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with you, I don't even think they changed the

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movements and the mechanics of the ride when

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they rebranded it to The Simpsons because the

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moment that Lisa sticks you in her mouth like

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you're a pacifier is almost identical to the

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moment that a T -Rex eats you and then eats you

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back out in the original ride. So I really think

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they just re -skinned the ride entirely with

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new cars, essentially the same movements, new

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videos. I digress. First of all, that ride, the

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Simpsons ride, is probably pretty nostalgic for

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a lot of people that grew up watching the Simpsons.

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But I grew up going on the Back to the Future

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ride. And somebody has got a hold of the videos

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that were used to make the ride and really insert

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them into a... They've recreated the entire Back

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to the Future ride in VR. You can go ride it.

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It's amazing. One of the places I would prefer...

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stepped up comedy in virtual reality quite a

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bit was a recreation of a place called the Brainwash

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Cafe that was a real laundromat and coffee shop

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that had comedy nights. And I believe San Francisco.

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Yeah, it was in San Francisco. It's permanently

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closed now. If you go look at the photos of this

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place that are up online, they look a whole lot

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like the virtual reality version of the place.

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that I've performed several times. So the point

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is that during COVID, that place closed. People

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missed it. Worldbuilders, which are essentially

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like a game designer, but they're building like

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a room that's interactive usually, or a world.

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It's not typically a whole game. It's usually

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just an environment that might have some interactive

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features. But they designed a recreation of the

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Brainwash Cafe in VRChat, and they still hold

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comedy in VRChat. what feels like exactly the

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same place. So nostalgia can be a very powerful

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tool. They've also, and I don't want to get into

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this too much because I will be talking about

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the therapeutic benefits of virtual reality and

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other episodes. Used virtual reality to take

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elderly people with Alzheimer's to their neighborhoods

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that they grew up in and it triggers memories

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for them and helps recover things that they had

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forgotten. and put them in a place of remembering

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again. And it can also make them very happy.

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And you can actually access Google Earth. You

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can go back into the time jump feature and go

00:14:48.000 --> 00:14:50.240
back only a certain number of years. But as time

00:14:50.240 --> 00:14:52.879
goes on, that library will grow and you can essentially

00:14:52.879 --> 00:14:55.320
go back in time to your own neighborhood as it

00:14:55.320 --> 00:14:59.159
is now or a few years ago. But think about the

00:14:59.159 --> 00:15:02.240
ability to do that in the future. The technology

00:15:02.240 --> 00:15:05.820
changes so fast and the interactivity creates

00:15:05.820 --> 00:15:08.470
so many variables. Having something like the

00:15:08.470 --> 00:15:11.029
same intellectual property can be comforting

00:15:11.029 --> 00:15:15.149
and an anchor, or having the same location that

00:15:15.149 --> 00:15:17.990
you once had can be comforting or be an anchor

00:15:17.990 --> 00:15:22.090
or be something that is a self -imposed constraint

00:15:22.090 --> 00:15:25.809
by the developers to make sure that they don't

00:15:25.809 --> 00:15:28.389
go too far off the rails with the location. And

00:15:28.389 --> 00:15:30.509
I think maybe if we continue to look at Nintendo,

00:15:30.669 --> 00:15:33.450
the Wii U might be a good example of this, where

00:15:33.450 --> 00:15:38.460
it felt like... If you look now at where Nintendo

00:15:38.460 --> 00:15:41.559
ended up with the Switch and started with the

00:15:41.559 --> 00:15:45.259
Wii, the Wii U looks like a prototype that was

00:15:45.259 --> 00:15:48.379
like halfway between the two that didn't quite...

00:15:48.379 --> 00:15:50.620
And they really probably should never have launched

00:15:50.620 --> 00:15:52.279
it. I think they would probably agree with that.

00:15:52.379 --> 00:15:55.480
It failed pretty well. So much so that they've

00:15:55.480 --> 00:15:58.759
released several games that were originally on

00:15:58.759 --> 00:16:03.370
Wii U only. On the Switch, just because not enough

00:16:03.370 --> 00:16:05.950
people had a Wii U in order to play them in the

00:16:05.950 --> 00:16:08.490
first place. The gameplay, it's always been more

00:16:08.490 --> 00:16:11.190
about the gameplay, and they lost. The Switch

00:16:11.190 --> 00:16:13.210
2 was recently announced, and if you look at

00:16:13.210 --> 00:16:15.409
it, it feels, if you look at the Wii, and then

00:16:15.409 --> 00:16:18.309
you look at something like the DS, and they clearly

00:16:18.309 --> 00:16:20.509
tried to merge them as much as they could with

00:16:20.509 --> 00:16:23.789
the Switch. I think the difference is, it took

00:16:23.789 --> 00:16:26.269
a step backwards with the motion controls, the

00:16:26.269 --> 00:16:29.879
Switch, from the Wii. And so I think the motion

00:16:29.879 --> 00:16:32.059
controls for the Switch 2 look very promising

00:16:32.059 --> 00:16:34.340
to where I think they might. There's a reason

00:16:34.340 --> 00:16:36.740
we haven't seen a lot of Wii games remastered,

00:16:36.740 --> 00:16:39.639
because the Switch is not precise enough to recreate

00:16:39.639 --> 00:16:41.279
the motion controls, but I believe the Switch

00:16:41.279 --> 00:16:44.620
2 will. So I think we're going to see, once again,

00:16:44.759 --> 00:16:48.840
a whole generation of games get remade, maybe

00:16:48.840 --> 00:16:52.799
essentially being the same game that they always

00:16:52.799 --> 00:16:56.320
were, but truly for a new generation and truly

00:16:56.320 --> 00:16:59.649
for... a new innovation of controls and because

00:16:59.649 --> 00:17:04.849
it have the ability to have these games in 4k

00:17:04.849 --> 00:17:07.849
they have remastered several of these old games

00:17:07.849 --> 00:17:10.089
just because they don't remake the gameplay doesn't

00:17:10.089 --> 00:17:13.190
mean that they i think about the remake of link

00:17:13.190 --> 00:17:15.410
to the past zelda the gameplay was essentially

00:17:15.410 --> 00:17:18.869
the same but they completely redid the graphics

00:17:18.869 --> 00:17:22.509
and it was a much more pleasant experience and

00:17:22.509 --> 00:17:24.170
i might be i'm trying to remember yeah it was

00:17:24.170 --> 00:17:26.190
linked to the past they recreated for switch

00:17:26.190 --> 00:17:28.190
and i'm thinking about the metroid prime i've

00:17:28.190 --> 00:17:30.930
been playing the metroid prime remaster for switch

00:17:30.930 --> 00:17:34.910
recently i really do like it without the motion

00:17:34.910 --> 00:17:36.509
controls because i think they've done a good

00:17:36.509 --> 00:17:38.630
job of making them translate well to the modern

00:17:38.630 --> 00:17:41.430
controller because partially just because like

00:17:41.430 --> 00:17:44.549
controllers have become more and more set up

00:17:44.549 --> 00:17:47.890
for shooters in the way that metroid controls

00:17:47.890 --> 00:17:50.470
like metroid is not a shooter in the traditional

00:17:50.470 --> 00:17:53.140
sense but If you're playing it on a console without

00:17:53.140 --> 00:17:55.940
motion controls and the first person view, your

00:17:55.940 --> 00:17:58.920
movement and everything and shooting is, it's

00:17:58.920 --> 00:18:01.000
a shooter, but it's a Metroid games of their

00:18:01.000 --> 00:18:02.940
own thing. But I think what's really important

00:18:02.940 --> 00:18:05.539
to remember about Metroid is that it has always

00:18:05.539 --> 00:18:08.240
innovated its gameplay from being a side scroller

00:18:08.240 --> 00:18:11.380
to being 3D to having motion controls. Now the

00:18:11.380 --> 00:18:14.380
fourth one is going to have mouse controls. And

00:18:14.380 --> 00:18:17.019
from what I'm hearing, the mouse controls on

00:18:17.019 --> 00:18:19.440
the Switch are really quite good. One common

00:18:19.440 --> 00:18:21.529
theme that's... happened throughout all three

00:18:21.529 --> 00:18:24.289
of these episodes is that typically nostalgia

00:18:24.289 --> 00:18:27.089
cannot carry something on its own. Something

00:18:27.089 --> 00:18:29.829
can be nostalgic, but it still has to be good.

00:18:29.950 --> 00:18:31.589
You know, it's going to fall pretty flat. People

00:18:31.589 --> 00:18:33.950
are going to see through that, poke holes in

00:18:33.950 --> 00:18:36.190
it pretty quick. And you find that a lot in gaming

00:18:36.190 --> 00:18:40.009
with these classic gaming collections. Really,

00:18:40.930 --> 00:18:43.309
some of these games are terrible by standards.

00:18:43.750 --> 00:18:46.509
One thing that I think is true for games, less

00:18:46.509 --> 00:18:49.319
true for movies and television. and almost non

00:18:49.319 --> 00:18:53.079
-existent for music is their ability to age based

00:18:53.079 --> 00:18:56.900
on technology. Don't get me wrong, music is always

00:18:56.900 --> 00:18:59.799
innovating with technology as well, but I don't

00:18:59.799 --> 00:19:04.000
think that techno music makes blues music sound

00:19:04.000 --> 00:19:07.019
less appealing or less interesting. Maybe I'm

00:19:07.019 --> 00:19:09.660
wrong about that to younger folks, but to me,

00:19:09.680 --> 00:19:12.279
as someone who just loves music and all genres

00:19:12.279 --> 00:19:15.720
of music, I don't sit there and listen to Robert

00:19:15.720 --> 00:19:21.230
Johnson and be like, With a full drum kit or

00:19:21.230 --> 00:19:26.170
with some distortion on the guitar or some horns

00:19:26.170 --> 00:19:29.569
playing or like with a sick beat drop at the

00:19:29.569 --> 00:19:32.410
end. Whatever it is that he didn't do because

00:19:32.410 --> 00:19:34.950
of his constraints at the time isn't something

00:19:34.950 --> 00:19:36.970
that's missed. Things that I've talked about

00:19:36.970 --> 00:19:39.009
in some of these interviews is like the organic

00:19:39.009 --> 00:19:42.609
version of a song is usually what people are

00:19:42.609 --> 00:19:44.849
most after. I talk about that with J. Roddy Walston

00:19:44.849 --> 00:19:47.569
and I talk about it with a few other people as

00:19:47.569 --> 00:19:50.579
well. is like just getting to the essence of

00:19:50.579 --> 00:19:54.259
a song sometimes is really great and you're not

00:19:54.259 --> 00:19:57.460
hiding behind anything but sometimes having a

00:19:57.460 --> 00:20:00.880
lot of interesting sounds and noises is really

00:20:00.880 --> 00:20:03.599
cool too and i think there are a lot of classic

00:20:03.599 --> 00:20:07.519
games that are good i think it's harder for movies

00:20:07.519 --> 00:20:10.420
and television to age and i think it's even harder

00:20:10.420 --> 00:20:13.079
for games to age than it is for movies and television

00:20:13.079 --> 00:20:17.339
too and i think for the same reasons that We've

00:20:17.339 --> 00:20:20.039
talked about in terms of relying on innovation

00:20:20.039 --> 00:20:24.359
change to be the driving force in being the reason

00:20:24.359 --> 00:20:27.460
to recreate something. And I think that's true

00:20:27.460 --> 00:20:29.799
with music too, right? But I don't think that

00:20:29.799 --> 00:20:33.000
someone covering the Beatles makes somebody less

00:20:33.000 --> 00:20:36.599
likely to like that Beatles song or even the

00:20:36.599 --> 00:20:38.960
original, even if they like to cover a lot, right?

00:20:39.380 --> 00:20:42.880
Whereas it's really hard to take a step backwards

00:20:42.880 --> 00:20:46.980
in gaming sometimes. some classic games are really

00:20:46.980 --> 00:20:49.759
good and stand the test of time and that's why

00:20:49.759 --> 00:20:52.920
like of the recreation of link to the past didn't

00:20:52.920 --> 00:20:55.720
really need to change the game much but when

00:20:55.720 --> 00:20:58.619
you look these big collections of classic games

00:20:58.619 --> 00:21:01.779
that have just sometimes 50 100 games in them

00:21:01.779 --> 00:21:04.980
and like percent of them are garbage it's like

00:21:04.980 --> 00:21:06.960
why did you even put that on the cartridge why

00:21:06.960 --> 00:21:09.740
not just give me like the 20 games that are here

00:21:09.740 --> 00:21:13.420
that decent right that do stand the test of time

00:21:13.960 --> 00:21:16.740
And Atari's found a way around that. And maybe

00:21:16.740 --> 00:21:18.740
it's the historian in me and the museum curator

00:21:18.740 --> 00:21:22.740
in me, but Atari has done these things. So Atari's

00:21:22.740 --> 00:21:25.279
done these things called the, it's Atari 50,

00:21:25.400 --> 00:21:27.079
and they think they put out the base game and

00:21:27.079 --> 00:21:29.779
then they put out an expansion or two. But essentially

00:21:29.779 --> 00:21:33.359
it is a digital archive and museum of the history

00:21:33.359 --> 00:21:36.039
of the company with videos and interviews, the

00:21:36.039 --> 00:21:38.599
original flyers for all the games in the arcade

00:21:38.599 --> 00:21:42.619
and for the home system. And so... You're not

00:21:42.619 --> 00:21:45.000
just blindly playing all these crappy games,

00:21:45.099 --> 00:21:48.119
and some of them are still good, but even makes

00:21:48.119 --> 00:21:51.059
the crappy ones enjoyable because you're playing

00:21:51.059 --> 00:21:53.519
them with a bunch of context and you're understanding

00:21:53.519 --> 00:21:55.519
how they contributed to the history of gaming.

00:21:55.799 --> 00:21:58.559
You get the marketing materials so you can maybe

00:21:58.559 --> 00:22:02.519
understand what the game was about back before

00:22:02.519 --> 00:22:04.599
they were able to show you in the game everything.

00:22:05.099 --> 00:22:07.339
You had to use a little bit more imagination,

00:22:07.579 --> 00:22:09.660
suspend some disbelief, and I think the marketing

00:22:09.660 --> 00:22:12.839
materials that... don't typically come with those

00:22:12.839 --> 00:22:17.460
collections really help you put yourself in that

00:22:17.460 --> 00:22:20.180
mindset. But also just like listening to the

00:22:20.180 --> 00:22:22.200
developers talk about the games, even if you

00:22:22.200 --> 00:22:24.940
only play the game for 10 or 15 minutes, there's

00:22:24.940 --> 00:22:27.900
still a ton of games in this collection. So even

00:22:27.900 --> 00:22:30.119
if you spend 10 or 15 minutes playing each game,

00:22:30.240 --> 00:22:33.160
you're still going to get dozens of hours because

00:22:33.160 --> 00:22:35.539
there's documentaries and interviews. Whereas

00:22:35.539 --> 00:22:39.160
I think with the context that the Atari 50 collection

00:22:39.160 --> 00:22:42.599
provides, You can really put yourself into the

00:22:42.599 --> 00:22:45.259
context of the game from both the historical

00:22:45.259 --> 00:22:47.920
context and, like I said, the suspension of disbelief

00:22:47.920 --> 00:22:50.900
sometimes to where even if the game sucks, you

00:22:50.900 --> 00:22:53.440
understand what was appealing about it at the

00:22:53.440 --> 00:22:57.380
time, why, and especially when you do the Atari

00:22:57.380 --> 00:22:59.960
50 thing in kind of chronological order. I think

00:22:59.960 --> 00:23:02.559
it really helps, too, because each kind of generation

00:23:02.559 --> 00:23:05.460
of games, you can see the technological advancements

00:23:05.460 --> 00:23:07.960
in them. and then they also took a handful of

00:23:07.960 --> 00:23:10.480
the classic games and remade them for the modern

00:23:10.480 --> 00:23:13.440
era which kind of illustrates exactly what i'm

00:23:13.440 --> 00:23:15.640
talking about now just with modern controls and

00:23:15.640 --> 00:23:18.039
graphics didn't completely reinvent the wheel

00:23:18.039 --> 00:23:22.019
on any of these games nostalgia being a big part

00:23:22.019 --> 00:23:26.599
of gaming and working i think is demonstrated

00:23:26.599 --> 00:23:28.839
really well and you can if you have any interest

00:23:28.839 --> 00:23:31.950
in the history of games or really just the history

00:23:31.950 --> 00:23:34.970
of technology and the Atari culture too. It was

00:23:34.970 --> 00:23:36.750
a pretty interesting company. There's a lot of

00:23:36.750 --> 00:23:38.809
really interesting stories. I highly recommend

00:23:38.809 --> 00:23:41.630
that Atari 50 collection. Like I said, not all

00:23:41.630 --> 00:23:44.490
the games are good, but even the bad games, when

00:23:44.490 --> 00:23:47.710
you have the context there, I think it really

00:23:47.710 --> 00:23:50.650
makes them a lot more forgiving and makes it

00:23:50.650 --> 00:23:53.529
a lot more forgivable. So I highly recommend

00:23:53.529 --> 00:23:56.190
that. I really, I've enjoyed just rambling about.

00:23:56.750 --> 00:24:00.630
how nostalgia is used in both like creating and

00:24:00.630 --> 00:24:03.730
marketing these three different types of mediums.

00:24:03.890 --> 00:24:06.869
I'm sure this will come up again. If you've got

00:24:06.869 --> 00:24:08.930
this far, thank you so much. I really appreciate

00:24:08.930 --> 00:24:11.450
you tuning in to overeducated and underemployed.

00:24:11.529 --> 00:24:14.569
Make sure to check out my website, fedin .net.

00:24:14.730 --> 00:24:17.750
I've got updates about what's coming up on the

00:24:17.750 --> 00:24:21.529
podcast. Got updates about where I'll be live.

00:24:22.269 --> 00:24:24.230
And of course, there's always a place to donate

00:24:24.230 --> 00:24:26.650
if you want to contribute. I do travel to conduct

00:24:26.650 --> 00:24:28.750
some of these interviews. So if you want to help

00:24:28.750 --> 00:24:32.470
me able to do that more, that'd be greatly appreciated.

00:24:32.670 --> 00:24:35.569
I really appreciate you tuning in. I'm Fedden,

00:24:35.630 --> 00:24:38.009
and this has been Overeducated and Underemployed.

00:24:38.049 --> 00:24:41.210
And remember, if you want me to answer a question

00:24:41.210 --> 00:24:44.470
on the podcast, go ahead and send it over to

00:24:44.470 --> 00:24:49.029
FeddenXR at gmail .com. That's F -E -D -D -U

00:24:49.029 --> 00:24:52.910
-N -X -R. at gmail .com.
