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What do I do to maximize the probability that this time this project

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succeeds, right? And there were many things. I was like it's time to get serious and stop playing around on all these little projects.

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Hello and welcome to the inaugural episode of the Braid Anniversary Edition podcast.

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Braid Anniversary is an updated version of the classic game Braid that came out way back in 2008 and

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The remaster has improved graphics and sound and new puzzles

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But in addition to that, it's got a bunch of very deep developer commentary

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Over 15 hours of commentary survived the editing process, but this came from over 60 hours of initially recorded audio

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Thus this podcast as these episodes proceed will have different people doing the interviews and our friends

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And our first interviewer is Casey Muratori who many people may know from his computer enhanced sub stack where he teaches programming

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And from his popular YouTube series handmade hero

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If you don't know Casey, you'll get to know him by listening to what he has to say in the interview. So let's get to it

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So I

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Guess I don't really know

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But I know you've said that the you got the idea for Braid in late

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2004

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Yeah, and it was your idea actually.

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And and I've always been a little confused by that

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But I mean, I guess I sort of know what you mean

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But so why don't you walk us through exactly what that means?

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Because obviously there's the email that I wrote that I think you're referring to yeah

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But I think there's a deeper through line there because that part is just one piece of it

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There's the whole thing with like invisible cities

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Oh, yeah, there's all these other lineages that are like involved there

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And and I don't really know in what order these start gelling together. It's obviously not just like oh

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There's this one email and everything happened after the email. There was like a bunch of things. I feel like so yes

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well

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It's a little there are many factors that it's hard to place but

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before the email

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Sort of the background that was percolating

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was

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invisible cities was one of my favorite books and

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there were other works at the time that were

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Obviously influenced by that right and one of these was a book called Einstein streams

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By someone who is a physicist in his day job Alan Lightman, right? And so both of these books

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take the form of a bunch of little vignettes that are three or four pages each that explore some

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different idea that is a little bit absurdist or

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somehow

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Obviously not the case. Okay, like not literal explorations and not logical exploration

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So in invisible cities, you know, there are cities where I

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don't I'm not gonna remember any of them well enough to like do do justice, but

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You know, there's a city where

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Every point above it's like on the water right like Venice and

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Every point of the city above the water has a corresponding point

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below

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Okay, and but it's also conflated with the reflection in the water and like people are spying on each other

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And there are no secrets because from every point of the city

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You can see every other point by looking in the reflection. I'm completely butchering it but okay. It's things like that

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It's things that like don't they don't exactly map to reality a hundred percent, right?

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Right the one that my company is named after which of course, I remember the best

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Okay

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is about

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It's a city built by just looking up at the stars and seeing what the structure and the architecture is and like, okay

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let's let's copy that down here and

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It always seems to be perpetually under

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Construction and never completed. Wow. Okay, which is maybe a little bit of a bad omen

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That's great. Yeah, but appropriate for a game development

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Sadly life cycle. Yeah, sadly and then Einstein's Dreams was like that but different it was you know every

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many people know the story that Albert Einstein was a

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lowly not

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particularly respected patent clerk

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before he did all his good stuff and

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Einstein's Dreams is about him going home every day after the office and

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Doing his physics at home and like just falling asleep thinking about

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What is the answer to how it could be that light behaves? Right, right and

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You know, so on the one hand, this is like maybe there are different topologies

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To the universe if there's a fourth dimension, what is it and how it behaves? Yeah, but it's also used to it's like transposed

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onto

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Let's say the idea dimension of like what people are and how they behave and like how their relationships go and stuff, right?

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And so in a certain kind of universe

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Maybe light goes kind of slow and that makes everything cold and people are cold to each other or something again

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Okay, okay. Okay. Well like that's the basic idea

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And so it's sort of like it's it's like a very ex

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It's like a very like microcosmic thing where all the different parts are exhibiting the same sorts of like

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of change so

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We make one change, but we kind of pretend that change ripples through everything even if it wouldn't necessarily make

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Quite logical physical sense that that was true. Yeah, sometimes it varies a little bit

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what I would say is that there's a constant use of

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laws of physics in an

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Analogical way like to make analogies with like ways that behavior could be and and sometimes that's more literal and sometimes

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It's less literal, right?

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Now that even it's very clear to me now and maybe it even was then

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But that actually owes a lot to another set of calvino stories called the cosmic comics

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Okay, which is very explicitly about that too. It's like

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There's different so so one of the early cosmic comics stories is like there's a guy who's just like

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rotating in space around like he's in a certain part of the galaxy and

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His life is just many rotations of the galaxy

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He's very alone and once in a while he passes

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Maybe a mark that somebody else made and he wonders like

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What is this and who made it and where did it come from and all right?

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That kind of a thing or another one is it's at many different scales. So another one of the stories is

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You could imagine the moon

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Being much closer to the earth and with a more eccentric orbit such that sometimes

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It comes a lot closer and sometimes it's further and gravity's a little bit different

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So that like maybe the ground kind of melts up like cheese a little bit and on

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There's like an expedition where it it comes so close at a certain time that like we're gonna cross and we're gonna go to the

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Moon by like throwing ropes up there and like climbing up there, right?

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It's that kind of story and they're very entertaining and I recommend them to anyone who's interested because

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They're all very readable because the stories are often very interesting

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because they're all very readable because the stories are often very short and and they have an enjoyable idea that they get to very quickly and

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actually, um in the u.s. There's like two different

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You know things get published and cut up in different ways in the u.s

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Originally as I read them there was a collection called cosmic comics and then a sequel collection called t zero, right?

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And then later

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I think I also have a volume called the complete cosmic comics that contains both of those and then a couple more

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Stories, okay, but all of this

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You know, I had read as much calvino as I could get my hands on

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and all of that was

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influential on what Braid was although don't blame him if you don't like the text

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In the game because it's very different from anything. He would have written right? Okay

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Part of what I was consciously doing is like not

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Copying right? Like let's make this its own thing even though it's heavily influenced

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But so so all that was flying around sort of in my mind at some point like I wanted to do a game

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A game version of what I liked about these stories, right? And what's the earliest you remember thinking about that?

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I mean how far back are we talking?

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I don't really know

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possibly

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A year before I actually did Braid but it would have been a very vague idea

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So it wasn't like the first time you read calvino you were just thinking it would be cool to make a game like this sometime

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No, it was it was actually much closer to the actual time of making Braid that you first started thinking like hey

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Yeah, it would be neat to do something like that those books that I read

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Yeah, and and specifically what I was thinking was well, you know in a story

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You can just sort of postulate whatever the laws of physics are like, okay

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The moon comes really close and it pulls the ground up and stuff, right?

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It doesn't exactly work that way in a game

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Especially like the more systemic the game is

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The more you kind of can't just cheat that sort of thing. You you have to more

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Make a system that exhibits those properties and that to me is more magical

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Right, right. I was like there's something cool. And if it's hard it seems very hard, but if you can do it

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It's a little bit more groundbreaking than just doing a story about the thing right? Yeah in the field of games

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It's a thing that very few people had done now. There were other games

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that did

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Analogies of this sort. All right. So one of the earliest ones was uh,

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rod humbles game the marriage

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Which I had shown at egw, right?

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Like there's two people in this relationship and they're just colored squares on the screen

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And you move them around and some stuff happens and right, you know

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Um, and then jason roher actually had done these two games passage and gravitation. I think

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Both of which predate Braid substantially if I remember correctly

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Although maybe hmm

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I might have to look that up. I'm not sure how much they predate it by but let's just say

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They they also engage in this kind of analogy where there's a system of rules

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And those rules are expressive

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expressive

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about

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The situation that the game's about right?

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It's not just the plot and the fiction that the game is about but the rules of the universe that are being set up

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are

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Expressive of what the game is about and so I wanted to do something like that

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And I wanted to do it about physics because you know quantum mechanics for example is pretty weird

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As is relativity

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right, and I thought it would be fun to take that weirdness and instead of

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You know conflating it with human scale things in a fiction kind of way like those stories do

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Let's conflate it with human level things by just making the phenomena happen on a human scale

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right and then just like seeing what happens and seeing how to make a game out of that and

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That'll be fun and interesting like

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You know if there's quantum superposition or something and something's at multiple places until the waveform gets localized

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That's one idea right or one thing that comes up in physics a lot is time being bidirectional, right? So

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which is even true back in Newtonian physics, but also

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in relativity and stuff and so

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What does that mean? How do you make a game where time is bidirectional? It's challenging because it seems like

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Almost you can't make anything happen

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Right, right because it would have to be a completely pre-recorded sequence for you to go forward and backward

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And so what does that mean? And so those questions were just in the air. I see and kicking around in your head

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growing over time

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Somewhere in the 2003 2004 kind of yeah, it may not have even been that they may have been just a few months before

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I don't know. So like 2004ish times then. But you can see like how these are very

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They're both difficult questions to answer. Yes

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And also not very actionable until you have a good answer

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Right. Yeah, you're not really going to be able to do much until you get some thing to hold on to yeah

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But then so there's this mailing list conversation that happens and I don't know if that's on

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Game tech or game rants or it was one of the lists that chris ran. It was it was the game design one

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So it would have been game rants. Is that what that was called? Yeah. Yeah, and so my

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recollection of this was there was some discussion that probably started with

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Prince of persia sands of time had come out or something. Yes

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And so you guys were talking about rewind in games and I to my recollection

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Maybe I contributed to this conversation a little bit, but I was not really

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I was not really one of the people with the strongest opinions in it

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But there was there was a lot of conversation about like did this game do a good job?

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And then what is rewind?

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Ability mean for games going forward right and what I remember you saying was

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Well, this should just be this is obviously a technological feature like rewind was for vcrs

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Yeah, so it should just be in most or all games. Yeah as something that you can just do right?

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And then other people objected to that. I think I remember some of who they were but I won't dox them in case it's wrong

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But it's like other people were like well, you can't do that

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Because you're removing consequence from games, right and consequences important and like the all this and

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The conversation kind of went back and forth on that for a bit, but I was like

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You know, nobody really implemented anything right? Right? And so there then I was on vacation and I was thinking about this physics thing

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Or maybe I think a little bit before the vacation

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I was like, you know what being able to rewind maps onto this bi-directional

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Time thing that I was thinking about it's sort of the same idea from a different perspective, right?

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And so I kind of been wanting to make this calvino lightman inspired game. So I started to have an idea like

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Okay, this is actionable if I actually program rewind, right then it's both

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Contributing to that discussion, right with an implementation, but also

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Answering this question of like what can I do about this physics game? That's actionable now even at that time

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I didn't think the whole game would be rewind

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It was just like here's some manifestation of one of the lines of the game

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And I did because invisible cities as many different cities and whatnot. I was thinking it would be a lot of different worlds

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And one of them would be the rewind world, but like another one was like the quantum superposition world or something. Right? Yes

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And then there's one more thing playing into all of this, which is you know, another another way to phrase

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The thing that you were saying is like look

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This is really fundamental. It should just be there

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It shouldn't be like a weird game design gimmick like for people who don't know

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Prince of Persia sands of time, which i'm sure most people these days don't it was not really even that popular at the time

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It was all right. It was it was a medium level popular game

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it

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It had sand that you would use to rewind time and you had a certain number of charges

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And when you ran out of rewind charges, which you could pick up on the map

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Then you start losing lives when you die, right and also

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For people whose main like touch point for this is playing Braid when we say rewind

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We don't really mean Braid rewind. It was like a really crappy like

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10 seconds of rewind tops or something

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It was it was not a technically good like the sound didn't go backwards and the animations were all screwed up

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And it was very limited

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So you could not like rewind all the way back to a lot to the beginning of the game

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And then you could just go back and rewind and then you could just go back and rewind

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So you could not like rewind all the way back to a to the beginning of a long level or anything like that

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No, it was like they had some ring buffer with character positions in it

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And then they made the rest up or something

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Yeah, it was it was and it was not really the kind of gameplay thing that it is in Braid where it's

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expected to always work and always go all the way back and all that stuff.

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Now there was one other ingredient that your position on that argument reminded me of,

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which was

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I had been in person earlier at Brian Moriarty's lecture at the GDC "the secret of psalm 46,"

224
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which is one of his more famous lectures, and if you're curious about that, it

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exists in its entirety in "The Witness," which you can (although it's hard to get to)

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But if you get to it you get to listen to the whole thing. Yes, you can also read the transcript online

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I don't know if the audio is online

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um anyway

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If you're serious about it, you will beat the entire witness and find the yes, i'm gonna watch it there. Yes, if you just

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If you're a gamer, you can go read it online. Yeah, so

231
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one of the things that he was saying

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in that speech

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is that

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like things that are

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Powerful like things that are fundamental are generous, right?

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Like the i'm gonna paraphrase really badly because it's been a while since I listened to it

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But like the world is just generous in a certain there's like a lot of air for you to breathe and there's like a lot of

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there's a lot of surprise and a lot of situate like and

239
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part of what he was expressing in that talk was

240
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Frustration with sort of the limited thinking of game developers, right?

241
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The way that I make you care about stuff is artificial scarcity, right?

242
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Which is weird though because he's also talking a lot about this masquerade thing, which sort of is artificial scarcity

243
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There's something in that talk that I never fully resolved for myself about exactly what side he was on, right?

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but the point being like like he has some line where where he's like and this isn't the exact phrase, but he says something like

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Profound things are generous. The magic is right there

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Yes, if what people want is invincibility just give it to them

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right

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And he said that a couple years at least before this conversation happened, right? Yes

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I really liked that speech and that had been floating around in my head also like as a

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again, I didn't know how to action that I mean, obviously you could make a platform or where the character is invincible, but like

251
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Okay, how why is that good? Right, right, right, right. And so um

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Those were all the seeds of this thing and they came together at this time

253
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um and I was

254
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I

255
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I think that before the vacation

256
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I had enough of the idea that I might want to do this that I

257
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You know

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I had all this code laying around from previous projects and I think I did the thing where you strip it down to like the

259
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Minimal running executable that still has all my usual game code

260
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So it's got like the vectors and whatever it opens windows

261
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It opens windows and it does some sound but like and it loads bitmaps, but like there's no game there, right?

262
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I think I prepped that before the vacation

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And I was like, maybe i'll work on it. Maybe not. I don't know and then during the vacation

264
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I ended up working on it for like a whole week. And where was this vacation to I uh, it was in thailand, uh,

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Mostly around chengli which is like capital but then uh some other places nearby

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So you go on this vacation

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Thinking maybe i'll work on this but one of the interesting things I didn't hear that was actually a very

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Coherent series of like ideas coming together. So it's like very understandable sort of how that worked out

269
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Yeah, what I did in here is why is it?

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Like a 2d platformer

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From like because you know, there are many things you could have done

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You could have done something more like a top-down sort of thing or you could have decided it should have been in 3d

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Or you could have so there is something that made you pick that was that just hey

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Random first guess and then it's stuck or were you like there's a reason there are two reasons two lines of reasoning that came together

275
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One was hey when I first went into games industry

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Didn't even feel like the industry at the time but doing this bolt action stuff

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Yeah, we did some really hard challenging thing and we only had two programmers like

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Imagine anyone by the way again to bring this up again

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Imagine anyone in the year 2022 saying i've got a two-person programming team

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We're going to build our own game engine

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That doesn't even use the graphics api and it's going to be drop in drop out client server

282
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Narrow bandwidth action game and we're going to make it in like a year or two years. It's like

283
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Nobody these days would even try that and like we somehow did it without even being in games

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right right without I would like to make the point and this is off what we're talking about a little bit, but

285
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It's important. I think um the culture back then was even importantly different than it is today

286
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Okay, um in the way that information was shared right right so we mentioned our korea talk that we went and did and

287
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Uh, even before that like when mike abrash would go give a speech

288
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I think even karmak gave a speech one year at gdc. He didn't do that very often

289
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I do think he did do it one year. Yes

290
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It was extremely rare and that's one of the things mike abrash did while he was at it is actually like

291
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Share the information. Yeah, not because karmak didn't want it shared but because he just never took the time

292
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Yeah, but we said this a little bit about how he published the secrets of the six cycle texture mapper

293
00:22:07,400 --> 00:22:09,880
That was an incredible piece of technology, right? Yeah

294
00:22:11,080 --> 00:22:17,640
But there was a conscientious decision back then I think that we all decided to cooperate and just share

295
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everything we figured out and not really have trade secrets and

296
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That is very different from how some other cultures decided to approach it. So for example in japan, which was also had its own

297
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Relatively separate video game culture very separate at the time. They were much more about trade secrets and competing with each other, right? Really?

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Every

299
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Encounter that I had it seemed that way. I don't know

300
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And I do think there was a time like, you know, if you think about the nintendo days or whatever

301
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Japan was dominating games

302
00:22:50,440 --> 00:22:55,960
Yeah, and then I think as things went 3d and got complicated. I think america won for a while. Yeah

303
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And I think it was mainly because we were sharing information openly with each other and solving these problems at a very fast clip

304
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We don't really do that anymore

305
00:23:06,520 --> 00:23:11,080
And again, I mean well not in the same way like there are definitely people who are trying to do that

306
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Same way like there are definitely people on the internet who are very open. Yeah, but like

307
00:23:15,640 --> 00:23:19,240
In doom back in the day was like the biggest game

308
00:23:19,800 --> 00:23:23,880
Yes, everybody wanted to know how doom works and then they just told you yes

309
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And then later they released the source because why not right?

310
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What are some of the biggest games today? I don't know grand theft auto online, right?

311
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Those guys ain't telling you nothing about how that works, right?

312
00:23:35,640 --> 00:23:39,800
Now that said there's nothing that's that technically challenging about it relative to other games

313
00:23:39,800 --> 00:23:45,240
I don't think but if there were they would not tell you right? Okay, like apex legends, right?

314
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Whatever like most of these games

315
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You don't hear much about them

316
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right

317
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and

318
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Is that really true? I mean, I guess I don't know but like i'm just thinking, you know, they're at least

319
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Maybe it stopped at some point, but at least at some point there was just you know

320
00:24:04,760 --> 00:24:08,600
Hey, here's the frostbite team published 10 pd

321
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There is some of that here's how we do the things but it's just like

322
00:24:12,360 --> 00:24:19,340
There's not much to say because these things are so huge that what the secret of how you ship battlefield

323
00:24:20,360 --> 00:24:23,480
You know one. Yeah is just that somehow

324
00:24:23,960 --> 00:24:30,040
We freaking shipped battlefield one. There's no there wasn't like oh, here's how the texture matters. No one cares

325
00:24:30,120 --> 00:24:34,840
Yeah, well, I think that is a second part of it. Yeah, which is very true, which is like

326
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Like not everybody has the same problem anymore or the problem is not even that definable

327
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But yeah, but it's true as you say, I don't mean to say that nobody does this

328
00:24:43,480 --> 00:24:46,680
But there are some people who do a lot of it and other people

329
00:24:47,320 --> 00:24:49,400
The majority of the industry who really does none of it

330
00:24:49,480 --> 00:24:52,600
And then the third thing that happened is you're very correct about rockstar separately

331
00:24:52,600 --> 00:24:56,840
By the way rockstar in particular is notorious for never talking about anything they do. Yeah

332
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Yeah

333
00:24:58,200 --> 00:25:04,120
and then the third thing that happened is of course the internet's gotten much bigger and more occupied and

334
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and game

335
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Development is more democratized and all these things

336
00:25:09,000 --> 00:25:13,400
And so there sure are a lot of people who want to tell you how to make games on the internet

337
00:25:13,400 --> 00:25:18,040
But most of them have not really made games themselves of any note or at all, right?

338
00:25:18,120 --> 00:25:23,480
and so there's a there's like a noise floor that's been coming up right the whole time and

339
00:25:24,600 --> 00:25:29,320
It just all makes for a very different environment than we had in those days. Yes

340
00:25:30,440 --> 00:25:32,440
anyway, so

341
00:25:32,440 --> 00:25:37,320
Why was I on that topic? I'm not sure because my question was why is the game 2d?

342
00:25:37,560 --> 00:25:43,240
It sounds like that was part of the answer part of the answer why a little bit why it was just

343
00:25:43,960 --> 00:25:45,560
Why it was trying to be simple?

344
00:25:45,560 --> 00:25:52,280
So I get getting 3d out of the mix but now there are many different types of 2d games. There's top down

345
00:25:52,440 --> 00:25:56,360
There's isometric. There's yeah, let me go back to that for a second, right?

346
00:25:56,680 --> 00:25:59,800
So like I said, i'd had a hard time firstly with bolt action

347
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But we made a game we made several iterations of it. It shipped to people

348
00:26:04,520 --> 00:26:08,280
It was grueling, but we did it and we were poor all the time and all that

349
00:26:08,920 --> 00:26:10,920
After that, like I said, I was kind of burned out

350
00:26:11,080 --> 00:26:17,960
I worked on other projects like gallstaff and there was probably other 3d stuff before gallstaff and like everything I did was trying to be

351
00:26:18,040 --> 00:26:19,960
3d in some way

352
00:26:19,960 --> 00:26:25,640
You know the air guitar game was trying to parse 3d space. Right? Yes, like that's even harder

353
00:26:25,640 --> 00:26:32,520
Yeah, I definitely noticed the pattern and and you know, so happy cake for example as we discussed was completed and 3d

354
00:26:32,920 --> 00:26:34,280
3d

355
00:26:34,280 --> 00:26:35,160
It was a lot of work

356
00:26:35,160 --> 00:26:36,040
We got it done

357
00:26:36,040 --> 00:26:40,680
But also the delta between that and a game that I would have liked was like still pretty big

358
00:26:40,920 --> 00:26:43,480
right, and so I had a good taste for

359
00:26:44,680 --> 00:26:45,640
how

360
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Hard 3d was I knew that I could do it

361
00:26:48,280 --> 00:26:53,480
But I also knew that it it was going to take a lot of time and energy to do it both technically firstly

362
00:26:53,480 --> 00:26:57,640
But also in terms of design just getting things to feel good in 3d is harder

363
00:26:59,400 --> 00:27:05,400
Solving issues like oh, there's just visibility problems here or collision doesn't feel good or whatever it is

364
00:27:05,720 --> 00:27:11,080
Those are all easier just from a design standpoint in 2d than 3d. I see right and so

365
00:27:11,720 --> 00:27:17,400
What I was saying to myself was you know, I would have envisioned that I would have done a big

366
00:27:17,400 --> 00:27:23,640
Um, uh groundbreaking meaningful game. I was about to say important, but I don't know what important means

367
00:27:23,640 --> 00:27:29,720
And I don't think I would have said said it that way but like I wanted to really make my contribution to games

368
00:27:30,520 --> 00:27:31,480
and

369
00:27:31,480 --> 00:27:32,760
I hadn't

370
00:27:32,760 --> 00:27:34,760
Made a game that was like that yet

371
00:27:34,840 --> 00:27:39,000
Okay, right even the so happy cake didn't ship to anybody

372
00:27:39,400 --> 00:27:43,880
The bolt action game was played by a three or four digit number of people, right?

373
00:27:43,880 --> 00:27:47,480
You know and then didn't continue after that, right? So

374
00:27:48,440 --> 00:27:51,800
It's like what when am I going to do this thing? And what do I?

375
00:27:52,520 --> 00:27:58,040
What do I do to maximize the probability that this time this project?

376
00:27:59,060 --> 00:28:05,720
Succeeds right and there were many things I was like it's time to get serious and stop playing around on all these little projects

377
00:28:06,120 --> 00:28:08,840
Now we've talked through a lot of the consulting that I did

378
00:28:08,840 --> 00:28:15,080
We talked through a few of the projects that I did but like there were a lot of little projects and when we skimmed over like

379
00:28:15,560 --> 00:28:22,360
Game developer magazine, right? I did that for like three or four years. Yeah. It's like 20 to 30 little projects

380
00:28:22,600 --> 00:28:29,320
Yeah, that whole thing. Yeah, it was nuts. Yeah, so I was like, okay. Let's stop messing around and make

381
00:28:29,800 --> 00:28:32,200
a game that's really good so

382
00:28:33,400 --> 00:28:37,800
Firstly eliminate technical challenge and design challenge by being 2d

383
00:28:37,800 --> 00:28:41,960
2d okay, what kind of 2d there's lots of 2d games. This is this is sort of the

384
00:28:43,160 --> 00:28:46,760
The bullseye of the question, which is I wasn't quite sure how you ended up with

385
00:28:47,800 --> 00:28:51,400
Well, I already knew like okay, we're gonna screw around with time

386
00:28:51,960 --> 00:28:56,760
Okay, right at least and maybe we're gonna do this other quantum stuff. It's unclear but

387
00:28:57,400 --> 00:29:03,560
What what is the form of it? Well, we know from the calvino influence. It's about going between different worlds

388
00:29:04,600 --> 00:29:05,480
and

389
00:29:05,480 --> 00:29:11,980
The rules change in every world right and that's what's cool about it. Like maybe in this world there's superposition

390
00:29:12,680 --> 00:29:16,600
Right, maybe in this world there's time goes backwards. Whatever right?

391
00:29:17,560 --> 00:29:23,480
But it's interesting that you part of the entertainment value or the knowledge you take from the game is seeing

392
00:29:24,840 --> 00:29:26,920
and understanding those

393
00:29:26,920 --> 00:29:28,760
Changes, right?

394
00:29:28,760 --> 00:29:30,760
How do you do that? Well

395
00:29:30,840 --> 00:29:32,200
somehow you're

396
00:29:32,200 --> 00:29:34,200
Comparing them with the baseline

397
00:29:34,200 --> 00:29:38,920
If you don't have the ability to compare them like hey, we've got this cool superposition thing

398
00:29:39,640 --> 00:29:44,520
How do you understand why the superposition is interesting and how it's cool and how it affects things?

399
00:29:44,520 --> 00:29:47,320
Well, you know how the things would have been without the superposition

400
00:29:48,120 --> 00:29:50,120
And then you add the superposition, right?

401
00:29:50,760 --> 00:29:52,760
And so I was thinking hey

402
00:29:53,640 --> 00:29:59,240
The value in this game is supposed to come from the cool reality bendy stuff if

403
00:29:59,240 --> 00:30:05,880
If the rules of the game are really complicated and then you apply some reality bendy stuff

404
00:30:05,880 --> 00:30:07,880
You might not even know

405
00:30:07,880 --> 00:30:09,080
like

406
00:30:09,080 --> 00:30:15,240
How some interaction would have resulted in the vanilla one if it's complicated and and then you're going to be

407
00:30:16,180 --> 00:30:22,600
Uncertain and unclear and then especially if it's a puzzle game, which I was pretty sure it was going to be okay if it's

408
00:30:23,640 --> 00:30:26,440
If it's unclear, what is the local?

409
00:30:26,440 --> 00:30:29,900
Reality weirdness effect and what is the base rule set?

410
00:30:30,540 --> 00:30:36,700
That's a level of uncertainty that you don't want on the ground level when like trying to solve puzzles, right?

411
00:30:36,700 --> 00:30:41,820
That's going to mess up the puzzle solving and so I knew all this without having designed the game at all

412
00:30:41,980 --> 00:30:49,180
Which just I think tells you that i'd been thinking about this kind of thing for years in the egw and elsewhere, right?

413
00:30:49,260 --> 00:30:51,260
Right. Okay. So

414
00:30:51,340 --> 00:30:55,660
What are the simple kinds of games? I just thought through them and

415
00:30:55,660 --> 00:30:58,940
The mario game came to mind very quickly, right?

416
00:30:58,940 --> 00:31:05,580
Whereas some games in that genre have like a lot of creatures and a lot of characters with different abilities and all this stuff

417
00:31:06,860 --> 00:31:08,860
very clearly the

418
00:31:09,160 --> 00:31:11,160
prototypical mario game is

419
00:31:11,820 --> 00:31:16,220
There's one monster that just goes in a straight line and you could jump on his head

420
00:31:16,460 --> 00:31:18,460
like that's the minimum for the

421
00:31:19,020 --> 00:31:24,700
Right that genre right and then you could dial that up like you could add more monsters if you want them if you need more

422
00:31:24,700 --> 00:31:27,100
Complexity and so I could figure out later

423
00:31:28,620 --> 00:31:32,060
What is the weird stuff and then gauge based on?

424
00:31:32,780 --> 00:31:34,780
That how much more?

425
00:31:35,580 --> 00:31:40,140
Can the game sustain and I knew all this before literally typing any code?

426
00:31:40,700 --> 00:31:46,940
Okay. Yeah, so basically the the selection of mario was largely driven by

427
00:31:47,720 --> 00:31:50,300
wanting the simplest possible

428
00:31:50,300 --> 00:31:53,900
Visually understandable mechanic that people would just go

429
00:31:53,900 --> 00:31:57,900
Okay, the the baseline one is obvious to me

430
00:31:58,380 --> 00:32:05,340
So that when it starts getting modified, they're not like what the heck happened. They could clearly see like oh, right. It's this

431
00:32:05,340 --> 00:32:12,220
Yeah, okay. Now you can think about some other games that are simple like asteroids is simple, right?

432
00:32:14,220 --> 00:32:18,460
Robotron is simple and yeah, it's just thinking through those

433
00:32:18,460 --> 00:32:25,660
It's like well like I could so so the mario game has this element of like it's a guy

434
00:32:26,220 --> 00:32:32,220
Right. Yeah, and that brings it to a human scale like the mario games mario is a character

435
00:32:32,780 --> 00:32:38,780
And that's a little bit like the humanity in in the stories that I wanted to like

436
00:32:39,100 --> 00:32:42,780
I wanted to bridge to that if you have like a little arrow-sized spaceship, you're not

437
00:32:42,780 --> 00:32:48,140
Getting that right, right. So was that a concrete thought you had when evaluating these? Yeah

438
00:32:48,140 --> 00:32:51,100
I mean, I'm sure I thought through a bunch of them

439
00:32:51,100 --> 00:32:58,780
And in fact, this was probably the genesis of the idea that there were going to be a bunch of retro games in Braid as well

440
00:32:59,580 --> 00:33:04,940
Of other genres. Right, which we'll have to talk about since that did not actually happen. It did not actually happen. We should talk about those.

441
00:33:04,940 --> 00:33:12,940
Yeah.

442
00:33:12,940 --> 00:33:16,940
That concludes the first episode of the Braid Anniversary Edition podcast.

443
00:33:17,500 --> 00:33:21,820
Thank you for listening and if you want another episode come on back next week.

444
00:33:22,300 --> 00:33:25,360
Braid, Anniversary Edition comes out on may 14th 2024

445
00:33:25,360 --> 00:33:34,480
You can pre-order it now on Steam, and you can buy it on game consoles pretty soon. In this episode, Casey Muratori asked questions.

446
00:33:34,480 --> 00:33:55,520
Jonathan Blow answered questions. Jason Brisson produced, and Will Torbett edited. Thanks again for listening, and we'll see you next time.

