WEBVTT

00:00:00.000 --> 00:00:03.540
So, uh, imagine for a second that you are stranded.

00:00:03.899 --> 00:00:07.379
Like... deep in a punishing completely unforgiving

00:00:07.379 --> 00:00:10.060
jungle right a total nightmare scenario exactly

00:00:10.060 --> 00:00:12.359
and you are starving and i don't mean you know

00:00:12.359 --> 00:00:13.800
not just the kind of starving where you wanted

00:00:13.800 --> 00:00:16.199
to skip a meeting to grab lunch i mean genuinely

00:00:16.199 --> 00:00:18.839
physically depleting to the point where your

00:00:18.839 --> 00:00:21.579
body is literally consuming its own muscle mass

00:00:21.579 --> 00:00:24.219
just absolute desperation yeah you're so desperate

00:00:24.219 --> 00:00:27.280
for sustenance that you resort to foraging for

00:00:27.280 --> 00:00:31.039
ferns chewing on bark and eventually uh you actually

00:00:31.039 --> 00:00:33.659
find yourself choking down completely rotten

00:00:33.659 --> 00:00:36.520
fish just to keep your heart beating. It sounds

00:00:36.520 --> 00:00:39.170
horrifying, right? But what if I told you that

00:00:39.170 --> 00:00:41.929
this exact brutal crucible of human suffering

00:00:41.929 --> 00:00:45.229
is directly responsible for the creation of one

00:00:45.229 --> 00:00:48.390
of the most defining genre -shifting video games

00:00:48.390 --> 00:00:50.369
of an entire generation? It's a crazy connection.

00:00:50.670 --> 00:00:52.929
It really is. Welcome to the Deep Dive. We are

00:00:52.929 --> 00:00:55.149
thrilled to have you joining us today as we explore

00:00:55.149 --> 00:00:57.810
the life of Dean Hall, who the gaming community

00:00:57.810 --> 00:01:00.670
mostly knows as Rocket. The creator of DayZ.

00:01:01.009 --> 00:01:03.869
That's the one. He's the New Zealand game designer

00:01:03.869 --> 00:01:07.599
who basically birthed an entire genre. And our

00:01:07.599 --> 00:01:10.040
mission today isn't just to read off his resume.

00:01:10.200 --> 00:01:13.120
We are going to look at how intense real -world

00:01:13.120 --> 00:01:17.159
physical extremes and a pretty massive rebellious

00:01:17.159 --> 00:01:20.569
streak fundamentally disrupted a billion -dollar

00:01:20.569 --> 00:01:23.189
entertainment industry. It is such a fascinating

00:01:23.189 --> 00:01:25.709
trajectory. When you look at his life, I mean,

00:01:25.730 --> 00:01:29.049
the analytical takeaway here is how deeply personal

00:01:29.049 --> 00:01:33.189
and profoundly painful experiences can completely

00:01:33.189 --> 00:01:36.090
rewire the way we interact with digital media.

00:01:36.250 --> 00:01:39.390
You have this constant duality with Hall, the

00:01:39.390 --> 00:01:41.849
mud -soaked survivalist on one hand and the high

00:01:41.849 --> 00:01:44.769
-tech meticulous coder on the other. It is exactly

00:01:44.769 --> 00:01:47.189
what makes his impact so unique because he brought

00:01:47.189 --> 00:01:49.950
the raw... trauma of the physical world directly

00:01:49.950 --> 00:01:52.049
into the safety of our living rooms. OK, let's

00:01:52.049 --> 00:01:53.590
unpack this because we have to start at the beginning.

00:01:53.769 --> 00:01:56.329
Let's look at his early days growing up in Oamaru,

00:01:56.450 --> 00:01:58.670
New Zealand. Right. Small town life. Yeah. Attending

00:01:58.670 --> 00:02:01.250
Waitaki Boys High School. Now, you might picture

00:02:01.250 --> 00:02:04.030
this quiet, remote upbringing, but there was

00:02:04.030 --> 00:02:06.989
a massive concentration of future gaming talent

00:02:06.989 --> 00:02:09.469
brewing right there at a single table. That's

00:02:09.469 --> 00:02:11.789
almost unbelievable. Hall spent his time playing

00:02:11.789 --> 00:02:14.090
tabletop role playing games with another kid

00:02:14.090 --> 00:02:16.800
named Chris Butcher. And if you play video games,

00:02:16.939 --> 00:02:19.900
that name is huge. Oh, absolutely. Butcher later

00:02:19.900 --> 00:02:23.039
became the technical director at Bungie. He worked

00:02:23.039 --> 00:02:26.259
on absolute juggernauts like Halo and Destiny.

00:02:26.500 --> 00:02:29.039
It is a remarkable coincidence. He was essentially

00:02:29.039 --> 00:02:32.539
rolling dice and playing RPGs with the guy who

00:02:32.539 --> 00:02:34.719
would go on to build the technical architecture

00:02:34.719 --> 00:02:38.120
for Halo. Talk about a crazy butterfly effect

00:02:38.120 --> 00:02:41.460
in a small New Zealand town. But it also speaks

00:02:41.460 --> 00:02:43.759
to the environment of creative problem solving

00:02:43.759 --> 00:02:46.939
they were immersed in. For Hall, his technical

00:02:46.939 --> 00:02:49.340
journey didn't just stay on the tabletop. His

00:02:49.340 --> 00:02:51.560
foundational coding skills actually started on

00:02:51.560 --> 00:02:54.030
an Amiga personal computer. His parents bought

00:02:54.030 --> 00:02:55.729
that for him, right? Yeah, when he was just a

00:02:55.729 --> 00:02:58.789
kid. And the Amiga in the late 80s and early

00:02:58.789 --> 00:03:01.030
90s, it was essentially a dream machine for a

00:03:01.030 --> 00:03:03.990
kid wanting to tinker with digital worlds. I

00:03:03.990 --> 00:03:05.750
always hear developers of a certain generation

00:03:05.750 --> 00:03:08.849
rave about the Amiga. Because unlike standard

00:03:08.849 --> 00:03:11.930
PCs of the era, it had incredible graphics and

00:03:11.930 --> 00:03:14.430
sound capabilities right out of the box. It was

00:03:14.430 --> 00:03:17.289
a creative sandbox. It allowed someone like Hall,

00:03:17.490 --> 00:03:20.090
at a very young age, to get hands -on with programming.

00:03:20.539 --> 00:03:22.919
to understand the architecture of digital spaces.

00:03:23.159 --> 00:03:26.020
He could actually see his ideas come to life

00:03:26.020 --> 00:03:28.900
on a screen without needing a massive studio

00:03:28.900 --> 00:03:31.939
backing him. It planted that seed early on. Exactly.

00:03:31.979 --> 00:03:33.960
He realized he could build his own worlds. But

00:03:33.960 --> 00:03:36.419
he didn't just graduate and jump straight into

00:03:36.419 --> 00:03:39.000
indie game development. This is where his career

00:03:39.000 --> 00:03:41.520
trajectory takes a massive, really surprising

00:03:41.520 --> 00:03:44.020
pivot. He goes the complete opposite direction.

00:03:44.120 --> 00:03:46.379
He does. Instead of heading off to a tech hub

00:03:46.379 --> 00:03:49.500
or a major studio, Hall joins the Royal New Zealand

00:03:49.500 --> 00:03:51.620
Air Force. Right. He serves as a commissioned

00:03:51.620 --> 00:03:54.560
officer for five years. And during that time,

00:03:54.580 --> 00:03:56.240
he even completes his degree at the University

00:03:56.240 --> 00:03:59.300
of Otago under a defense scholarship. So you

00:03:59.300 --> 00:04:02.539
have this creative world building kid who suddenly

00:04:02.539 --> 00:04:05.520
transitions into a highly disciplined, rigid

00:04:05.520 --> 00:04:08.479
military structure. And that tension, that push

00:04:08.479 --> 00:04:11.680
and pull between rigid structure and creative

00:04:11.680 --> 00:04:14.419
freedom that becomes the defining theme of his

00:04:14.419 --> 00:04:17.420
entire life. You see a deeply restless career

00:04:17.420 --> 00:04:20.199
pattern emerge from here on out. Because he doesn't

00:04:20.199 --> 00:04:22.600
stay in the Air Force. No. After his five years,

00:04:22.720 --> 00:04:25.019
he leaves the military and finally enters the

00:04:25.019 --> 00:04:27.600
gaming industry. He gets a job as a producer

00:04:27.600 --> 00:04:29.740
at Sight Interactive in Wellington. This is around

00:04:29.740 --> 00:04:33.660
2008. And he's working on a licensed title, Speed

00:04:33.660 --> 00:04:37.300
Racer, the video game. Which is such massive

00:04:37.300 --> 00:04:39.500
whiplash. Oh, totally. You go from being a commission

00:04:39.500 --> 00:04:42.420
officer in the Air Force to producing a colorful

00:04:42.420 --> 00:04:45.639
high -speed arcade racing game tied to a family

00:04:45.639 --> 00:04:47.980
movie. It's jarring. But it seems the gaming

00:04:47.980 --> 00:04:49.899
industry at that moment just wasn't enough to

00:04:49.899 --> 00:04:52.259
hold him. Or maybe he missed the physical demands

00:04:52.259 --> 00:04:54.579
and the high stakes of the military. Because

00:04:54.579 --> 00:04:56.899
very briefly, after the Speed Racer project in

00:04:56.899 --> 00:04:59.939
2009, he feels the pullback to the armed forces.

00:05:00.019 --> 00:05:03.279
He re -enlists. He re -enlists, this time in

00:05:03.279 --> 00:05:05.769
the New Zealand Army. as a commissioned officer

00:05:05.769 --> 00:05:08.750
in the Royal New Zealand Corps of Signals. And

00:05:08.750 --> 00:05:11.649
if we connect this to the bigger picture, this

00:05:11.649 --> 00:05:14.189
constant ping -ponging between the strict life

00:05:14.189 --> 00:05:16.250
-and -death stakes of military service and the

00:05:16.250 --> 00:05:19.029
imaginative world of game development perfectly

00:05:19.029 --> 00:05:21.689
set the stage for his masterpiece. Because he

00:05:21.689 --> 00:05:24.170
was gathering a very specific set of skills.

00:05:24.470 --> 00:05:26.949
Exactly. Skills needed to build something no

00:05:26.949 --> 00:05:29.100
one else had even thought of yet. And that brings

00:05:29.100 --> 00:05:31.680
us back to that terrifying jungle scenario I

00:05:31.680 --> 00:05:33.480
asked you to imagine at the start of our deep

00:05:33.480 --> 00:05:35.519
dive. Here's where it gets really interesting.

00:05:35.980 --> 00:05:39.779
In 2009, while serving in the Army, Hall is posted

00:05:39.779 --> 00:05:42.259
on an exchange program with the Singapore Armed

00:05:42.259 --> 00:05:44.660
Forces. Right. And as part of this exchange,

00:05:44.800 --> 00:05:47.220
he is sent to complete a survival training course

00:05:47.220 --> 00:05:49.949
in Brunei. And this was not just a weekend camping

00:05:49.949 --> 00:05:52.970
trip with a safety net. Not even close. We really

00:05:52.970 --> 00:05:55.610
need to emphasize the grueling nature of this

00:05:55.610 --> 00:05:58.029
deployment. This wasn't a simulated exercise

00:05:58.029 --> 00:06:00.610
where a helicopter comes to grab you the second

00:06:00.610 --> 00:06:02.589
you feel a little uncomfortable. No, the stakes

00:06:02.589 --> 00:06:05.050
were very real. Paul was not used to the local

00:06:05.050 --> 00:06:07.129
diet during his deployment. And as the training

00:06:07.129 --> 00:06:09.189
progressed, that became a massive liability.

00:06:09.949 --> 00:06:12.009
During the survival component of the training,

00:06:12.209 --> 00:06:15.279
he completely ran out of food. He was pushed

00:06:15.279 --> 00:06:17.540
to the absolute brink of human endurance. To

00:06:17.540 --> 00:06:19.879
the point where he's eating raw ferns. Trying

00:06:19.879 --> 00:06:22.740
to, anyway. And eventually resorting to rotten

00:06:22.740 --> 00:06:26.680
fish. The physical toll was devastating. By the

00:06:26.680 --> 00:06:30.000
time the training concluded, Hall had lost 25

00:06:30.000 --> 00:06:33.160
kilograms. That is roughly 55 pounds of body

00:06:33.160 --> 00:06:36.370
mass. Just gone. In a matter of weeks. Furthermore,

00:06:36.589 --> 00:06:38.769
he suffered injuries during this time that were

00:06:38.769 --> 00:06:41.050
so severe they literally required surgery to

00:06:41.050 --> 00:06:43.709
repair once he was finally out. That is horrifying.

00:06:44.209 --> 00:06:46.589
I can't even fathom losing that much weight that

00:06:46.589 --> 00:06:48.730
quickly while trying to survive in a jungle.

00:06:48.889 --> 00:06:51.509
Your body just starts eating itself. It's a level

00:06:51.509 --> 00:06:53.430
of physical depletion most of us will thankfully

00:06:53.430 --> 00:06:56.569
never experience. But the core takeaway here

00:06:56.569 --> 00:06:59.329
isn't just the bodily harm. It's the psychological

00:06:59.329 --> 00:07:01.730
insight that was born from it. His perspective

00:07:01.730 --> 00:07:04.610
completely changed. This was Hall's profound

00:07:04.610 --> 00:07:07.990
aha moment. While starving in the jungle, he

00:07:07.990 --> 00:07:09.970
realized that the true challenge of survival

00:07:09.970 --> 00:07:12.889
wasn't merely a physical test of enduring hunger

00:07:12.889 --> 00:07:15.689
or pain. It was primarily an emotional test.

00:07:15.930 --> 00:07:18.129
Because the mind breaks before the body does.

00:07:18.290 --> 00:07:21.009
Exactly. It was about desperation. paranoia,

00:07:21.009 --> 00:07:23.810
decision making under severe duress, and the

00:07:23.810 --> 00:07:26.589
raw emotional reactions a human being experiences

00:07:26.589 --> 00:07:29.269
when they are pushed to the absolute edge. Right.

00:07:29.449 --> 00:07:31.569
Because when you are starving, your brain doesn't

00:07:31.569 --> 00:07:33.750
work the same way. The person next to you isn't

00:07:33.750 --> 00:07:35.589
just a fellow soldier anymore. There might be

00:07:35.589 --> 00:07:37.930
competition for the last piece of food. You lose

00:07:37.930 --> 00:07:41.069
all societal norms. He realized that existing

00:07:41.069 --> 00:07:43.470
military training didn't actually capture that

00:07:43.470 --> 00:07:46.649
specific unhinged panic. So he wanted to use

00:07:46.649 --> 00:07:49.430
video games as a method to train soldiers for

00:07:49.480 --> 00:07:51.839
these exact unpredictable emotional reactions

00:07:51.839 --> 00:07:55.139
to severe stress. It's brilliant, really. You

00:07:55.139 --> 00:07:57.680
use the immersive power of a video game to simulate

00:07:57.680 --> 00:07:59.660
the emotional weight of a life or death survival

00:07:59.660 --> 00:08:03.240
situation. A virtual pressure cooker? Yeah. So

00:08:03.240 --> 00:08:05.680
Hall takes this concept, which was literally

00:08:05.680 --> 00:08:09.060
born in the mud of Brunei, and he pitches this

00:08:09.060 --> 00:08:11.699
emotional survival simulator directly to the

00:08:11.699 --> 00:08:14.100
leadership within the New Zealand Army as a training

00:08:14.100 --> 00:08:17.860
tool. And what happens? Irony of ironies. The

00:08:17.860 --> 00:08:21.339
army completely rejected the pitch. They showed

00:08:21.339 --> 00:08:24.120
zero interest. None. And you have to wonder why

00:08:24.120 --> 00:08:26.319
they rejected it. From an analytical standpoint,

00:08:26.600 --> 00:08:29.259
traditional military doctrine is built on structure,

00:08:29.399 --> 00:08:32.750
following orders, maintaining discipline. Hall

00:08:32.750 --> 00:08:35.269
was pitching a simulator about what happens when

00:08:35.269 --> 00:08:37.450
discipline completely breaks down. He was pitching

00:08:37.450 --> 00:08:40.429
chaos. Yes, a simulation of desperation and chaos.

00:08:40.809 --> 00:08:43.669
It was probably just too unstructured and emotionally

00:08:43.669 --> 00:08:45.929
chaotic for a rigid military training program

00:08:45.929 --> 00:08:49.110
to adopt at that time. So the Army says no, but

00:08:49.110 --> 00:08:50.669
he doesn't just give up and go back to his day

00:08:50.669 --> 00:08:52.929
job. What's fascinating here is his reaction

00:08:52.929 --> 00:08:55.230
to that rejection. A lot of people would have

00:08:55.230 --> 00:08:57.049
just shelved the idea, maybe considered it a

00:08:57.049 --> 00:08:59.289
failed experiment. But Hall had just survived

00:08:59.289 --> 00:09:02.110
starvation in Brunei. A bureaucratic no wasn't

00:09:02.110 --> 00:09:03.990
going to stop him. Not a chance. Instead of giving

00:09:03.990 --> 00:09:06.649
up on the simulation, he decided to take this

00:09:06.649 --> 00:09:09.730
hyper -realistic, emotionally taxing survival

00:09:09.730 --> 00:09:13.129
model, add zombies to it, and release it directly

00:09:13.129 --> 00:09:15.250
to the public. And that decision birthed the

00:09:15.250 --> 00:09:17.679
mod that changed everything. Hall eventually

00:09:17.679 --> 00:09:20.120
took a contract job at Bohemia Interactive to

00:09:20.120 --> 00:09:22.279
work as a playable content designer on their

00:09:22.279 --> 00:09:25.720
military simulator game, Arma 3. Right. But while

00:09:25.720 --> 00:09:28.120
he was there, he started working on a side project

00:09:28.120 --> 00:09:32.220
using the previous game's engine, Arma 2. This

00:09:32.220 --> 00:09:36.320
side project was Daisy. Now, for anyone who might

00:09:36.320 --> 00:09:39.480
not be deep into PC gaming terminology, What

00:09:39.480 --> 00:09:42.340
exactly do we mean when we say he built a mod?

00:09:42.519 --> 00:09:45.379
So a mod, which is short for modification, is

00:09:45.379 --> 00:09:47.940
when a developer or a fan essentially hacks into

00:09:47.940 --> 00:09:50.080
the existing code of an already released game

00:09:50.080 --> 00:09:52.740
to change the rules, the graphics, or the mechanics.

00:09:52.940 --> 00:09:55.600
You're remixing the game. Exactly. Hall took

00:09:55.600 --> 00:09:58.200
the very dry, realistic military shooting mechanics

00:09:58.200 --> 00:10:00.580
of Arma 2, stripped out all the standard military

00:10:00.580 --> 00:10:03.139
objectives, dropped players into a massive 2

00:10:03.139 --> 00:10:05.820
.25 square kilometer map, and added zombies.

00:10:06.120 --> 00:10:07.840
But the zombies weren't even the scariest part.

00:10:07.919 --> 00:10:10.659
Not at all. The scariest part was the other players.

00:10:10.860 --> 00:10:13.139
I want you to imagine the gaming landscape at

00:10:13.139 --> 00:10:16.399
that time. Most games were highly polished power

00:10:16.399 --> 00:10:18.960
fantasies. They held your hand, they gave you

00:10:18.960 --> 00:10:21.919
clear objectives, and if you died, you just respawned

00:10:21.919 --> 00:10:23.919
at a checkpoint five seconds earlier with all

00:10:23.919 --> 00:10:26.539
your gear. There was no real consequence. None.

00:10:27.179 --> 00:10:30.820
Then along comes Hall's Day Z mod. It was raw.

00:10:31.000 --> 00:10:33.679
It was punishing. He introduced something called

00:10:33.679 --> 00:10:36.929
permadeath. If your character died, you lost

00:10:36.929 --> 00:10:39.389
absolutely everything you had gathered over hours

00:10:39.389 --> 00:10:41.929
or days of playing. Every single item. Gone.

00:10:42.169 --> 00:10:44.250
You had to worry about starvation, blood loss,

00:10:44.289 --> 00:10:47.509
and disease. It was the exact emotional simulation

00:10:47.509 --> 00:10:49.990
he had pitched to the army repackaged for gamers.

00:10:50.289 --> 00:10:53.210
It completely rewired player psychology. Gaming

00:10:53.210 --> 00:10:55.549
moved from a power fantasy to a vulnerability

00:10:55.549 --> 00:10:57.929
simulator. You could be walking through the woods

00:10:57.929 --> 00:11:00.279
for three hours. finally find a can of beans,

00:11:00.480 --> 00:11:02.559
accidentally break your leg falling off a small

00:11:02.559 --> 00:11:04.860
ledge, and have to beg a passing player for a

00:11:04.860 --> 00:11:07.000
bandage. And that passing player might help you,

00:11:07.039 --> 00:11:08.580
or they might just shoot you to take your beans.

00:11:08.799 --> 00:11:12.080
The paranoia was intensely real. Hall had successfully

00:11:12.080 --> 00:11:14.940
digitized the desperation he felt in Brunei.

00:11:15.179 --> 00:11:17.960
And the cultural impact was immediate and massive.

00:11:18.379 --> 00:11:22.860
Released in February 2012 as a mod, it just skyrocketed

00:11:22.860 --> 00:11:25.840
to mainstream success. People were buying Arma

00:11:25.840 --> 00:11:28.899
2 solely to play Hall's DayZ mod. It was driving

00:11:28.899 --> 00:11:32.019
the sales of the base game. It was. It was even

00:11:32.019 --> 00:11:34.419
nominated for the Online Innovation Award at

00:11:34.419 --> 00:11:38.200
the 2012 GDC Online Awards. This overwhelming

00:11:38.200 --> 00:11:42.159
grassroots success effectively forced Bohemia

00:11:42.159 --> 00:11:56.629
Interactive's hand. He went from a rejected military

00:11:56.629 --> 00:11:59.009
pitch to leading the development of a game that

00:11:59.009 --> 00:12:01.190
had millions of players obsessed with the sheer

00:12:01.190 --> 00:12:04.190
brutality of his design. It's an incredible vindication

00:12:04.190 --> 00:12:06.230
of his idea. But Hall wasn't just disrupting

00:12:06.230 --> 00:12:08.330
game mechanics. He was actively challenging the

00:12:08.330 --> 00:12:10.549
business status quo of the gaming industry at

00:12:10.549 --> 00:12:13.649
the time. Around 2012, he was very outspoken.

00:12:13.710 --> 00:12:15.870
He publicly stated that the seventh generation

00:12:15.870 --> 00:12:18.309
of consoles were at the end of their lives. He

00:12:18.309 --> 00:12:20.929
was calling out the hardware stagnation. Yes.

00:12:21.149 --> 00:12:24.210
He argued that this hardware stagnation had resulted

00:12:24.210 --> 00:12:27.169
in the PC platform providing the actual innovative

00:12:27.169 --> 00:12:30.730
games for the market. Because PC developers could

00:12:30.730 --> 00:12:33.490
push updates instantly and experiment with crazy

00:12:33.490 --> 00:12:37.129
ideas like DayZ without going through slow console

00:12:37.129 --> 00:12:40.090
approval processes. And his critiques didn't

00:12:40.090 --> 00:12:42.730
stop at hardware. He was equally critical of

00:12:42.730 --> 00:12:45.509
the traditional publishing model. He turned down

00:12:45.509 --> 00:12:48.029
multiple offers from major publishers who wanted

00:12:48.029 --> 00:12:51.490
to take control of DayZ. many offers. He bluntly

00:12:51.490 --> 00:12:53.970
questioned what actual value publishers provide

00:12:53.970 --> 00:12:56.350
in a modern context. Now, I have to play devil's

00:12:56.350 --> 00:12:58.129
advocate here for a second. Isn't that incredibly

00:12:58.129 --> 00:13:00.809
risky? Publishers provide quality assurance,

00:13:01.129 --> 00:13:04.049
massive marketing budgets, funding. Was he just

00:13:04.049 --> 00:13:06.950
being arrogant or did he actually have a viable

00:13:06.950 --> 00:13:08.990
alternative strategy? Why would he turn down

00:13:08.990 --> 00:13:11.110
guaranteed money? It's a very fair question.

00:13:11.250 --> 00:13:13.250
And it looks like arrogance if you don't understand

00:13:13.250 --> 00:13:15.470
his underlying philosophy. Halls wasn't being

00:13:15.470 --> 00:13:18.309
reckless. He was being fiercely protective. Protective

00:13:18.309 --> 00:13:21.360
of the vision. Exactly. He saw a direct -to -consumer

00:13:21.360 --> 00:13:24.600
value where the community and the creator interact

00:13:24.600 --> 00:13:28.480
without a corporate middleman. If a major publisher

00:13:28.480 --> 00:13:31.320
had taken over DayZ, their first instinct would

00:13:31.320 --> 00:13:33.559
likely have been to make it easier. Oh, for sure.

00:13:33.639 --> 00:13:35.440
Make it more accessible. They would have wanted

00:13:35.440 --> 00:13:38.440
to remove permadeath to appeal to a broader audience.

00:13:38.860 --> 00:13:41.179
They would have watered down the harshness of

00:13:41.179 --> 00:13:43.600
his vision to guarantee a safe return on their

00:13:43.600 --> 00:13:46.620
investment. By rejecting them, he ensured the

00:13:46.620 --> 00:13:49.379
game remained authentic and uncompromised. He

00:13:49.379 --> 00:13:51.519
wanted things authentic and challenging, and

00:13:51.519 --> 00:13:54.019
that desire for extreme challenges wasn't confined

00:13:54.019 --> 00:13:56.960
to digital worlds or industry debates. Hall's

00:13:56.960 --> 00:13:59.100
pursuit of extremes spilled right back out into

00:13:59.100 --> 00:14:01.139
the real world. He's not just a guy behind a

00:14:01.139 --> 00:14:03.559
keyboard. No, we're talking about actual, literal

00:14:03.559 --> 00:14:06.320
mountains. Hall is an accomplished mountaineer.

00:14:06.440 --> 00:14:08.539
He had already climbed Mount Cook in New Zealand,

00:14:08.700 --> 00:14:12.549
but he didn't stop there. in may 2013 right as

00:14:12.549 --> 00:14:14.850
daisy was cementing its legacy and completely

00:14:14.850 --> 00:14:17.909
consuming his professional life he took a sabbatical

00:14:17.909 --> 00:14:20.710
and successfully summited mount everest becoming

00:14:20.710 --> 00:14:23.710
the 42nd new zealander to ever achieve that feat

00:14:23.710 --> 00:14:25.870
which is mind -blowing it's a perfect synthesis

00:14:25.870 --> 00:14:29.230
of his passions really hall explicitly states

00:14:29.230 --> 00:14:31.669
that his mountaineering experiences form a huge

00:14:31.669 --> 00:14:34.250
part of the inspiration for his game design work

00:14:34.250 --> 00:14:36.730
when you really break it down the psychology

00:14:36.730 --> 00:14:39.350
of climbing everest and the psychology of playing

00:14:39.350 --> 00:14:42.429
a game like DayZ are incredibly similar. High

00:14:42.429 --> 00:14:45.809
stakes, low margin for error. Both require intense

00:14:45.809 --> 00:14:49.230
preparation. Both demand a grueling commitment

00:14:49.230 --> 00:14:52.419
to a singular task. And most importantly, Both

00:14:52.419 --> 00:14:55.340
require the psychological fortitude to face harsh,

00:14:55.539 --> 00:14:58.000
unforgiving environments where a single mistake,

00:14:58.159 --> 00:15:00.759
a misstep on a ridge, or trusting the wrong person

00:15:00.759 --> 00:15:03.059
in a game can cost you absolutely everything.

00:15:03.379 --> 00:15:05.340
The mechanics of survival on Everest are the

00:15:05.340 --> 00:15:07.620
exact same mechanics of survival in his digital

00:15:07.620 --> 00:15:09.860
worlds. The mountain does not care about you,

00:15:09.919 --> 00:15:11.799
and neither does the code. So what does this

00:15:11.799 --> 00:15:14.000
all mean? You have a guy who has survived starvation

00:15:14.000 --> 00:15:16.480
in the jungle, disrupted the multi -billion dollar

00:15:16.480 --> 00:15:19.220
game industry, challenged the necessity of publishers,

00:15:19.500 --> 00:15:22.330
and climbed the highest mountain on Earth. What

00:15:22.330 --> 00:15:24.389
do you do for an encore? You start your own company.

00:15:24.690 --> 00:15:27.649
Naturally. In November 2014, Hall decided to

00:15:27.649 --> 00:15:30.090
leave Bohemia Interactive. He struck out on his

00:15:30.090 --> 00:15:31.970
own, returning to his roots in New Zealand to

00:15:31.970 --> 00:15:34.750
found his very own game studio, Rocketworks.

00:15:35.090 --> 00:15:37.590
Moving from a project lead under another company

00:15:37.590 --> 00:15:40.409
to the head of his own studio allowed him to

00:15:40.409 --> 00:15:43.190
finally build a portfolio of profound ambition

00:15:43.190 --> 00:15:45.769
without anyone looking over his shoulder. Total

00:15:45.769 --> 00:15:48.960
creative control. And Rocketworks has an eclectic,

00:15:48.960 --> 00:15:52.039
fascinating history. They didn't just stick to

00:15:52.039 --> 00:15:54.700
zombies. They announced a debut title called

00:15:54.700 --> 00:15:58.500
Ion at E3 in 2015, which was eventually canceled.

00:15:58.860 --> 00:16:01.269
But that didn't slow them down at all. In December

00:16:01.269 --> 00:16:04.570
2017, they released Stationeers. And Stationeers

00:16:04.570 --> 00:16:07.529
is a wild game. It draws heavy inspiration from

00:16:07.529 --> 00:16:10.029
the cult classic Space Station 13. It's not just

00:16:10.029 --> 00:16:12.169
a game where you shoot aliens in space. You have

00:16:12.169 --> 00:16:13.970
to literally manage the atmospheric pressure,

00:16:14.110 --> 00:16:16.070
the gas mixes, and the electrical grids of a

00:16:16.070 --> 00:16:18.289
space station. Incredibly deep. If you wire a

00:16:18.289 --> 00:16:20.690
battery wrong, your station burns down. It is

00:16:20.690 --> 00:16:24.809
insanely complex. Exactly. It requires the player

00:16:24.809 --> 00:16:27.389
to learn actual systems, not just press buttons.

00:16:27.629 --> 00:16:30.379
They also explored the virtual realities. space

00:16:30.379 --> 00:16:34.100
with titles like Out of Ammo. And then in December

00:16:34.100 --> 00:16:37.159
2021, they released a major survival title called

00:16:37.159 --> 00:16:40.600
Icarus. Icarus is a perfect evolution of his

00:16:40.600 --> 00:16:43.279
philosophy. It's a session -based survival game.

00:16:43.480 --> 00:16:46.519
You drop down to a hostile alien planet to mine

00:16:46.519 --> 00:16:49.379
exotic matter, but you have a strict timer. And

00:16:49.379 --> 00:16:51.960
the timer is unforgiving. If you don't get back

00:16:51.960 --> 00:16:54.179
to your dropship before that timer hits zero,

00:16:54.399 --> 00:16:56.700
the ship leaves without you, and your character,

00:16:56.740 --> 00:16:58.889
along with all their progression, is... Gone

00:16:58.889 --> 00:17:00.990
forever. There's that Everest mentality again.

00:17:01.129 --> 00:17:03.269
Exactly. The dropship doesn't wait for you, just

00:17:03.269 --> 00:17:04.789
like the mountain doesn't care if you're tired.

00:17:04.990 --> 00:17:07.150
It's that constant threat of severe consequences.

00:17:07.589 --> 00:17:10.170
But what's truly exciting is a very recent development

00:17:10.170 --> 00:17:13.569
from October 2024. This shows Hall is still operating

00:17:13.569 --> 00:17:16.470
exactly the way he always has. He sees a massive

00:17:16.470 --> 00:17:19.970
void and decides to fill it himself. Right. Following

00:17:19.970 --> 00:17:22.609
the reported closure of Intercept Games and the

00:17:22.609 --> 00:17:24.609
development freeze of the highly anticipated

00:17:24.609 --> 00:17:27.930
Kerbal Space Program 2, Hall stepped up to the

00:17:27.930 --> 00:17:30.440
plate. He announced that Rocketworks had started

00:17:30.440 --> 00:17:32.859
work on a brand new game titled Kitten Space

00:17:32.859 --> 00:17:36.039
Agency. And this move is monumental for fans

00:17:36.039 --> 00:17:39.279
of the genre. For context, Kerbal Space Program

00:17:39.279 --> 00:17:41.559
is a beloved game about building rockets and

00:17:41.559 --> 00:17:44.660
flying them into space. But it uses actual punishing

00:17:44.660 --> 00:17:47.960
orbital mechanics and real physics. It is notoriously

00:17:47.960 --> 00:17:51.079
difficult. Yes. And with its sequel Frozen, that

00:17:51.079 --> 00:17:53.339
entire dedicated community was left stranded.

00:17:53.769 --> 00:17:55.809
Hall specifically stated the Kitten Space Agency

00:17:55.809 --> 00:17:58.190
is designed as a spiritual successor to Kerbal

00:17:58.190 --> 00:18:00.789
Space Program. His stated goal is to replicate

00:18:00.789 --> 00:18:03.430
the exact same feeling, commitment, and challenge

00:18:03.430 --> 00:18:05.589
of the original. It's such a massive undertaking.

00:18:05.950 --> 00:18:08.329
Making a spiritual successor to a game based

00:18:08.329 --> 00:18:10.589
on literal rocket science is not for the faint

00:18:10.589 --> 00:18:13.369
of heart. No, it's not. But when Hall sees a

00:18:13.369 --> 00:18:16.430
gap in the market, specifically a gap where an

00:18:16.430 --> 00:18:18.930
intense, complex challenge is desperately needed,

00:18:19.089 --> 00:18:21.450
he doesn't wait for a major publisher to fix

00:18:21.450 --> 00:18:24.569
it. He builds it himself. He saw the void left

00:18:24.569 --> 00:18:27.950
by KSP2 and immediately pivoted his studio to

00:18:27.950 --> 00:18:31.089
ensure that specific, unforgiving brand of physics

00:18:31.089 --> 00:18:34.279
-based challenge wouldn't die out. It's an incredible

00:18:34.279 --> 00:18:36.119
timeline when you step back and look at it from

00:18:36.119 --> 00:18:38.859
start to finish. We've traced the journey of

00:18:38.859 --> 00:18:42.339
a kid rolling dice in Oamaru to a starving soldier

00:18:42.339 --> 00:18:45.779
in the jungles of Brunei losing 55 pounds to

00:18:45.779 --> 00:18:48.500
a visionary modder who took that trauma and accidentally

00:18:48.500 --> 00:18:51.079
created the modern survival gaming genre. The

00:18:51.079 --> 00:18:53.099
whole path is extraordinary. And now he's an

00:18:53.099 --> 00:18:55.220
Everest climbing studio head building spiritual

00:18:55.220 --> 00:18:59.000
successors to beloved space simulators. One person's

00:18:59.000 --> 00:19:01.900
absolute commitment to authentic, brutal survival

00:19:01.900 --> 00:19:04.460
mechanics. completely changed the landscape of

00:19:04.460 --> 00:19:06.559
modern gaming. Without a doubt. Without that

00:19:06.559 --> 00:19:09.480
horrific experience in Brunei, the entire survival

00:19:09.480 --> 00:19:11.640
genre as we know it today, games where you genuinely

00:19:11.640 --> 00:19:14.119
fear for your digital life, might look completely

00:19:14.119 --> 00:19:16.099
different or might not exist at all. It is a

00:19:16.099 --> 00:19:18.640
profound legacy of turning pain into innovation.

00:19:19.279 --> 00:19:21.680
And it leaves us with a fascinating, somewhat

00:19:21.680 --> 00:19:24.960
provocative thought to ponder. Hall's greatest

00:19:24.960 --> 00:19:27.240
digital achievements were directly forged in

00:19:27.240 --> 00:19:30.279
the fires of extreme, real -world physical suffering.

00:19:30.500 --> 00:19:33.220
Starvation in Brunei and freezing on Everest.

00:19:33.519 --> 00:19:36.339
Exactly. So in an era where creators are living

00:19:36.339 --> 00:19:38.700
increasingly comfortable, purely digital lives,

00:19:38.920 --> 00:19:42.819
it raises an important question. Are we at risk

00:19:42.819 --> 00:19:45.500
of losing the raw, uncomfortable human experiences

00:19:45.500 --> 00:19:48.460
required to create truly groundbreaking virtual

00:19:48.460 --> 00:19:50.869
worlds? That is a brilliant question for you

00:19:50.869 --> 00:19:52.930
to mull over as we wrap up today's deep dive.

00:19:53.069 --> 00:19:55.049
We want to warmly thank you for joining us on

00:19:55.049 --> 00:19:56.990
this exploration into the incredible life and

00:19:56.990 --> 00:19:59.869
mind of Dean Hall. Keep asking questions, stay

00:19:59.869 --> 00:20:02.009
curious, and keep exploring the hidden stories

00:20:02.009 --> 00:20:04.289
behind the things you love. Until next time.
