WEBVTT

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Imagine for just a moment that you are stranded,

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and I mean really stranded, deep in a punishing,

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unforgiving jungle in Brunei. Right, like the

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kind of place where the canopy above you is so

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thick it just blocks out the sun entirely. Yeah,

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exactly. And the humidity is absolutely suffocating.

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But worse than that, imagine that you are starving.

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And not just, you know, skipping lunch starving.

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No, no. Desperate biological panic starving.

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You have completely run out of your food rations.

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It's just an awful situation. It is. In a bid

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just to keep your body functioning, you resort

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to foraging for wild ferns. You're so desperate

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for sustenance that you are literally choking

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down rotten fish you managed to find. Wow. Yeah.

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By the time this whole ordeal is over, you have

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lost a staggering 25 kilograms. Which is what?

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Roughly 55 pounds? Right around there, yeah.

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And your body is so battered that you actually

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require surgery just to repair the physical damage.

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That sounds like the inciting incident of a thriller

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movie or something. It really does. But now I

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want you to think about taking that harrowing

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near -death experience, pulling yourself... out

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of that jungle and translating that exact feeling

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of desperation into one of the most wildly influential

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video games of the entire 2010s. It's actually

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the genesis of an entirely new genre of digital

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entertainment. Welcome to this deep dive. Our

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mission today is to map the intersection of extreme

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real world survival and digital game design.

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And we're doing that by looking at the incredible

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life of Dean Rocket Hall. We are. We're unpacking

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how a highly disciplined military background

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unexpectedly birthed the zombie survival sensation

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DayZ and really how one creator's intense personal

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drive completely disrupted the traditional gaming

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industry. This isn't just a standard biography

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of a game designer. We're looking at a fascinating

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case study on human resilience today. It is about

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how profound physical and emotional trauma can

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be synthesized, processed and ultimately transformed

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into digital experiences that resonate with millions

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of people. OK, let's unpack this, because to

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understand the jungle, we have to we have to

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understand where this all started. Right. The

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timeline kicks off in a place called Omaru, New

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Zealand. Yep. Born in May of 1981, he attended

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Waitaki Boys High School, and he developed this

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really deep fascination with computers early

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on. Which was a big deal back then. It was. His

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parents bought him an Amiga personal computer,

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which became his very first introduction to the

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actual mechanics of video game development. You

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know, the Amiga was a foundational machine for

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an entire generation of programmers. Oh, absolutely.

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It was accessible enough for a teenager to tinker.

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with its architecture, but robust enough to actually

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compile and build functional logic -based software.

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It heavily rewarded curiosity. And what's incredible

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is that during this time, he wasn't just like

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sitting in a dark room coding in isolation. Right,

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he was highly social with it. Yeah, he was playing

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tabletop role -playing games with a fellow New

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Zealander named Chris Butcher. Now that is a

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name drop. I know, right? If that name rings

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a bell for any gaming fans out there, Butcher

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later became the technical director at Bungie.

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Where he worked on absolute juggernauts of the

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industry. Yeah, Halo and Destiny. That is just

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an immense concentration of future industry influence

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sitting around a single tabletop. It really makes

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you think. I actually want you listening right

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now to consider the childhood hobbies that shaped

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your current career. You never really know who

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is sitting across the table from you rolling

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dice, or how those early imaginative problem

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-solving sessions are wiring your brain for the

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future. If we connect this to the bigger picture,

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what is crucial to understand about Hall is that

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he did not take a linear path. No, not at all.

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He didn't go from that Amiga computer straight

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into a major tech hub or a massive game studio.

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Right, he took a hard pivot. He really did. He

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moved into an environment defined by extreme

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rigidity. He served as a commissioned officer

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in the Royal New Zealand Air Force for five years.

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That is quite the leap, going from the boundless

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creative freedom of early computer programming

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to the incredibly strict hierarchy of the Air

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Force. That's a massive culture shock. And he

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didn't stop there. During that time, he completed

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a degree at the University of Otago. Which was

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funded by a defense scholarship, right? Exactly.

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And later, in 2009, he actually re -enlisted

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in the New Zealand Army. He served as a commissioned

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officer in the Royal New Zealand Corps of Signals.

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Now, the Signals Corps is entirely focused on

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communications, information systems, and logistics

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under extreme pressure. Which seem like polar

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opposites to game design on the surface. They

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do, yeah. You have the highly structured, disciplined,

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zero margin for error world of the military running

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parallel to the deeply chaotic creative world

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of software development. But they actually complement

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each other. Perfectly. The military teaches you

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how to manage complex, overlapping systems. It

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teaches you how to handle supply chains, resource

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management, and how to operate when things inevitably

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break down. Which happens constantly in game

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dev. Constantly. Those are the exact skills required

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to wrangle complex code and manage the production

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of a massive video game. His military background

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wasn't a detour from his game design career.

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It was the ultimate training ground for it. Here's

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where it gets really interesting, though, because

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all that theoretical structure and logistical

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training is about to be violently tested in the

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real world. This is the Brunei trip. Yes. So

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in 2009, during his time with the army, Hall

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was posted on an exchange program with the Singapore

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Armed Forces. And as part of that exchange, he

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was sent to Brunei to complete a grueling survival

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training course. And we should clarify, this

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was not a simulated classroom -style training

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exercise. Oh, no. Not at all. This was a brutal

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physical test of human endurance in one of the

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most unforgiving environments on the planet.

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To make matters worse, Hall was not used to the

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local diet to begin with. That immediately put

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him at a physical disadvantage before the hardest

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parts even began. He was already running on a

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deficit. Right. So as the training progressed

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into the actual survival component, things went

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from difficult. too genuinely life -threatening,

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he completely ran out of food. That is when the

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desperation truly sets in. Yeah, he resorted

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to foraging for those wild ferns I mentioned

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earlier. He tried to eat rotten fish just to

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get some kind of caloric intake to keep moving.

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We really have to consider the psychological

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toll of that kind of severe caloric deficit.

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It changes you. It rewires you entirely. When

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your body starts consuming its own muscle and

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fat for energy, your mind begins to fracture.

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The primal instinct to survive just overrides

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higher -level logic. Everything else fades away.

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Every decision becomes exclusively about the

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next calorie, the next drop of water, the next

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hour of survival. And the physical toll was just

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devastating. By the end of this training in Brunei,

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Hall weighed 25 kilograms less. He sustained

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injuries that were so severe he required surgery

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to repair his body once he was finally extracted.

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He went to the absolute brink of what a human

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body can endure. He did. But when he finally

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recovered, his brain did something extraordinary.

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He didn't just want to move on and forget the

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trauma. No, he wanted to capture it. Exactly.

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He experienced a profound realization about how

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we train people. Hall realized that traditional

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military training was highly focused on tactics.

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You know, where to point a weapon, how to read

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a map, how to flank an enemy. The mechanical

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stuff? Right. but it fundamentally failed to

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train soldiers for the raw, visceral, emotional

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reactions of a true survival situation. The panic,

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the despair, the way your decision -making completely

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degrades when you are starving and exhausted.

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Precisely. He wanted to use video games as a

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method to simulate that emotional crucible so

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soldiers could experience those feelings of desperation

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and learn to manage them in a safe, simulated

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environment before they ever hit a real battlefield.

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So he takes this brilliant, deeply personal concept

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and he pitches it to the leadership within the

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army. He essentially says, I have a technology

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-driven way to make our soldiers emotionally

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resilient using game simulation. And the military

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shows absolutely no interest in the pitch. Which

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is wild to me. But wait, I have to ask, why would

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they reject that? If the goal of the military

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is to create the most prepared soldiers possible,

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why reject a tool designed to make them emotionally

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bulletproof? It really comes down to institutional

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inertia. Large traditional organizations often

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struggle to see the value in unorthodox technology

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-driven solutions. Especially back in 2009. Exactly.

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Especially when those solutions try to quantify

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something as messy and subjective as human emotion.

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The military excels at measuring physical fitness

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and marksmanship. Measuring a soldier's ability

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to handle simulated despair on a computer screen

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was likely just too abstract for the brass at

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the time. That rejection is the catalyst for

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the pivot of a lifetime, though. Hall decides,

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okay, if the military doesn't want this survival

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simulator, I will release it to the public. But

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he couldn't just release a starvation simulator.

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Right, to make a grueling emotional simulator

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appealing to everyday gamers, he needed a hook.

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He needed a recognizable antagonist to force

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the player into that state of scrambling for

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survival. So he added zombies. He added zombies.

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By adding a fictional supernatural element, the

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zombies. He was able to deliver the stark, hyper

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-realistic psychological simulation he originally

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intended without it feeling like a dry military

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training module. He releases this as a mod, which,

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for those who might not know, is a player -made

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modification that alters the existing code of

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a game for the tactical military shooter Arma

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2. And that mod becomes DayZ. The legendary DayZ.

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The genius of DayZ is how the mechanics enforce

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the psychology. The zombies are dangerous. but

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anyone who has played it will tell you that the

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true danger is always the other players. Because

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resources are so incredibly scarce. Exactly.

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The game forces you into constant moral dilemmas.

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If you find a can of beans and you run into another

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player, do you trust them enough to share it?

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Or do you assume they will kill you for it, so

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you decide to kill them first? It strips away

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societal norms and drops you right into the emotional

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tension he felt in Brunei, the degradation of

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trust under pressure. The military rejected a

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serious emotional conditioning tool, so Hall

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essentially disguised it as a horror game, and

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millions of teenagers and adults downloaded it

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to test their own morality. That's brilliant.

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And the rise of this game was meteoric. Before

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Daisy exploded, Hall was already working his

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way through the industry. After leaving the Air

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Force initially, he worked as a producer at Side

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Interactive in Wellington, New Zealand. They

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worked on Speed Racer, the video game in 2008,

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right? Yes, exactly. Then he briefly went back

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to Army, which is when the Brunei incident happened,

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and then returned to the industry on a contract

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at Bohemia Interactive to work on Arma 3. And

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it was during this time he created the DayZ mod

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for Arma 2. It became such a massive phenomenon

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that it was nominated for the Online Innovation

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Award at the GDC Online Awards in 2012. GDC being

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the Game Developers Conference, one of the biggest

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industry events in the world. The success of

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the mod was so undeniable that Bohemia Interactive

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quickly brought him on as the project lead to

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develop a standalone, fully -fledged retail version

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of Daisy. He went from eating ferns in the jungle...

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to leading one of the most anticipated game developments

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on the planet. But what I find so compelling

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about Hall is that the self -reliance he learned

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in the jungle didn't just apply to his game design.

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He brought that exact same defiant energy to

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the business side of the gaming industry. What's

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fascinating here is how openly he challenged

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the established business models. He really did

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not care for the status quo. Not at all. By 2012,

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the video game industry was heavily reliant on

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the traditional publishing model. Major publishers

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held all the funding, the marketing power, and

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the physical distribution channels. But Hall

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looked at the landscape and saw a massive paradigm

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shift. He publicly stated that the seventh generation

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of consoles, the major platforms of the time,

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like the Xbox 360 and PlayStation 3, were at

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the end of their lives. And that the PC platform

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was the space actually driving true innovation.

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He turned down many, many publishers who wanted

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to swoop in and acquire the rights to DayZ. He

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just rejected them outright. And he bluntly asked

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them in very public forums what value they actually

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provided in a modern context. He looked at the

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gatekeepers of a multi -billion dollar... It

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was a very bold move. Have you ever looked at

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a gatekeeper in your own industry, someone standing

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between you and your audience, and had the courage

00:12:44.600 --> 00:12:47.659
to ask, what value do you actually bring to this

00:12:47.659 --> 00:12:50.600
transaction? It takes immense confidence to ask

00:12:50.600 --> 00:12:53.279
that question, because for decades, the publisher's

00:12:53.279 --> 00:12:56.200
answer was simply, we hold the keys to the storefront.

00:12:56.639 --> 00:12:59.259
But Hall realized the Internet had removed the

00:12:59.259 --> 00:13:02.299
locks entirely. His mod had already proven that

00:13:02.299 --> 00:13:04.340
a direct to consumer model worked flawlessly.

00:13:04.500 --> 00:13:06.919
He exposed the fact that the traditional publishing

00:13:06.919 --> 00:13:10.320
model was in many ways an antiquated system trying

00:13:10.320 --> 00:13:13.000
to tax a modern digital workflow. And he put

00:13:13.000 --> 00:13:15.720
his money where his mouth was. In November 2014.

00:13:16.480 --> 00:13:19.299
Hall left his highly successful, highly visible

00:13:19.299 --> 00:13:22.539
position at Bohemia Interactive. He packed up

00:13:22.539 --> 00:13:24.360
and went back to his roots in New Zealand to

00:13:24.360 --> 00:13:27.519
found his very own independent game studio, Rocketworks.

00:13:28.009 --> 00:13:30.389
Building an indie studio is an enormous financial

00:13:30.389 --> 00:13:33.429
and professional risk, but it afforded him total

00:13:33.429 --> 00:13:35.789
creative autonomy. No more gatekeepers. None.

00:13:35.889 --> 00:13:38.029
He no longer had to compromise his vision for

00:13:38.029 --> 00:13:41.250
complex, simulation -heavy ideas to appease a

00:13:41.250 --> 00:13:43.690
corporate board. The trajectory of Rocketworks

00:13:43.690 --> 00:13:46.730
really showcases a studio willing to experiment

00:13:46.730 --> 00:13:49.289
and fail. They announced a debut title called

00:13:49.289 --> 00:13:53.169
ION at E3 in 2015, which was an ambitious project

00:13:53.169 --> 00:13:55.309
that ultimately got canceled. But that didn't

00:13:55.309 --> 00:13:57.720
stop them at all. No, they ventured into virtual

00:13:57.720 --> 00:14:00.559
reality with a game called Out of Ammo in 2016.

00:14:01.039 --> 00:14:05.240
In 2017, Hall announced Stationeers, a game drawing

00:14:05.240 --> 00:14:07.399
heavy inspiration from the cult classic Space

00:14:07.399 --> 00:14:10.919
Station 13. That one focused heavily on incredibly

00:14:10.919 --> 00:14:15.029
detailed, granular system management. Stationeer

00:14:15.029 --> 00:14:17.210
is a perfect example of his design philosophy.

00:14:17.409 --> 00:14:19.649
You aren't just building a base. Right. You are

00:14:19.649 --> 00:14:21.610
managing the atmospheric pressure, the mixture

00:14:21.610 --> 00:14:24.210
of gases, the electrical grids. It requires an

00:14:24.210 --> 00:14:26.389
almost obsessive attention to detail. And then

00:14:26.389 --> 00:14:30.490
in December 2021, Rocketworks released Icarus,

00:14:30.610 --> 00:14:34.049
which is a massive session -based PvE survival

00:14:34.049 --> 00:14:36.690
game. PvE meaning player versus environment.

00:14:36.909 --> 00:14:38.549
Right, where instead of fighting other players

00:14:38.549 --> 00:14:41.309
like in DayZ, you are battling the harsh, unforgiving

00:14:41.309 --> 00:14:43.850
weather and wildlife of an alien planet. He just

00:14:43.850 --> 00:14:45.830
kept building these intricate, challenging worlds.

00:14:46.029 --> 00:14:48.909
This relentless drive to conquer difficult, complex

00:14:48.909 --> 00:14:51.149
systems isn't just limited to his digital life

00:14:51.149 --> 00:14:53.690
though. It bleeds directly back into his physical

00:14:53.690 --> 00:14:55.929
reality. What stands out to me here isn't just

00:14:55.929 --> 00:14:58.570
his professional ambition, but how this drive

00:14:58.570 --> 00:15:02.450
manifests outside the studio. Dean Hall isn't

00:15:02.450 --> 00:15:05.350
just surviving jungles. He is actively seeking

00:15:05.350 --> 00:15:07.570
out the most punishing environments on Earth.

00:15:07.769 --> 00:15:10.009
He is an accomplished mountaineer. He climbed

00:15:10.009 --> 00:15:13.169
Mount Cook in New Zealand, and then in May of

00:15:13.169 --> 00:15:16.230
2013, right in the absolute middle of the daisy

00:15:16.230 --> 00:15:19.070
cultural phenomenon, he summited Mount Everest.

00:15:19.389 --> 00:15:22.210
He became the 42nd New Zealander to ever reach

00:15:22.210 --> 00:15:24.269
the top of the world. Hall has stated that his

00:15:24.269 --> 00:15:26.690
experiences in mountaineering actively form part

00:15:26.690 --> 00:15:28.610
of the inspiration for his game design work.

00:15:29.000 --> 00:15:31.840
When you analyze it, the parallels between climbing

00:15:31.840 --> 00:15:34.179
Everest and his game mechanics are striking.

00:15:34.320 --> 00:15:37.100
How so? Think about mountaineering, especially

00:15:37.100 --> 00:15:40.419
at the level of Everest's death zone. It is an

00:15:40.419 --> 00:15:42.580
environment that is completely indifferent to

00:15:42.580 --> 00:15:45.600
your existence. It is brutally unforgiving. A

00:15:45.600 --> 00:15:47.799
single mistake can be the end? A single mistake

00:15:47.799 --> 00:15:50.919
regarding your oxygen supply, your footing, or

00:15:50.919 --> 00:15:52.980
misjudging a weather window can be instantly

00:15:52.980 --> 00:15:55.860
fatal. It requires constant, meticulous resource

00:15:55.860 --> 00:15:58.139
management. Which is exactly what you are doing

00:15:58.139 --> 00:16:01.399
in his games. Exactly. That is the core loop.

00:16:01.740 --> 00:16:04.299
the central repeating actions a player takes

00:16:04.299 --> 00:16:07.720
of almost every game hall designs whether you

00:16:07.720 --> 00:16:09.600
are managing the atmospheric pressure in station

00:16:09.600 --> 00:16:12.440
years monitoring your oxygen tanks in icarus

00:16:12.440 --> 00:16:15.600
or rationing a single dirty bandage in daisy

00:16:15.600 --> 00:16:18.539
he's digitizing the mountain he takes the grueling

00:16:18.539 --> 00:16:20.840
punishing reality of climbing a mountain in the

00:16:20.840 --> 00:16:24.039
death zone and distills it into digital mechanics

00:16:24.039 --> 00:16:27.090
he builds systems where patients preparation

00:16:27.090 --> 00:16:29.730
and a deep respect for the environment are the

00:16:29.730 --> 00:16:32.909
only ways to avoid failure. He is simulating

00:16:32.909 --> 00:16:35.230
the Everest experience for people sitting comfortably

00:16:35.230 --> 00:16:37.649
at their computer desks. And his ambition to

00:16:37.649 --> 00:16:40.970
build these extreme simulation sandboxes is still

00:16:40.970 --> 00:16:43.370
driving his current work. Even today. Let's bring

00:16:43.370 --> 00:16:46.029
this right up to the present day. In 2024, the

00:16:46.029 --> 00:16:48.509
gaming industry saw the reported closure of Intercept

00:16:48.509 --> 00:16:50.529
Games and a development freeze on the highly

00:16:50.529 --> 00:16:53.799
anticipated Kerbal Space Program 2. For context,

00:16:53.980 --> 00:16:56.740
the original Kerbal Space Program, or KSP, was

00:16:56.740 --> 00:16:59.639
an incredibly beloved, highly technical spaceflight

00:16:59.639 --> 00:17:01.879
simulation game where players literally had to

00:17:01.879 --> 00:17:04.500
learn orbital mechanics and astrophysics to successfully

00:17:04.500 --> 00:17:07.380
launch rockets. It's notoriously complex. When

00:17:07.380 --> 00:17:10.839
the sequel's development froze, Hall saw a massive

00:17:10.839 --> 00:17:15.079
void in the community. In October 2024, he announced

00:17:15.079 --> 00:17:17.059
that RocketWorks has started work on a brand

00:17:17.059 --> 00:17:20.259
new game titled Kitten Space Agency. His stated

00:17:20.259 --> 00:17:22.920
goal for this project is to replicate the same

00:17:22.920 --> 00:17:25.640
feeling, commitment, and challenge of existing

00:17:25.640 --> 00:17:28.180
KSP. Notice the emphasis on the word challenge.

00:17:28.559 --> 00:17:30.980
He continually seeks to replicate extreme difficulty.

00:17:31.259 --> 00:17:34.220
He survived the jungle, so he simulated starvation

00:17:34.220 --> 00:17:37.140
and paranoia. He climbed Everest, so he simulated

00:17:37.140 --> 00:17:39.579
unforgiving alien environments. And now this.

00:17:39.900 --> 00:17:42.200
He sees a community mourning the loss of a complex

00:17:42.200 --> 00:17:44.859
aerospace simulator, so he steps in to build

00:17:44.859 --> 00:17:47.950
an orbital physics engine himself. He is a person

00:17:47.950 --> 00:17:49.930
who looks at the most difficult, complex systems

00:17:49.930 --> 00:17:52.009
imaginable, both in the natural world and in

00:17:52.009 --> 00:17:54.329
advanced physics, and says, I want to build a

00:17:54.329 --> 00:17:56.230
sandbox where people can test their intellect

00:17:56.230 --> 00:17:59.410
against this. So what does this all mean? When

00:17:59.410 --> 00:18:01.089
we take a step back and look at the whole picture,

00:18:01.230 --> 00:18:05.250
from tinkering with an Amiga in Uomaru, to mastering

00:18:05.250 --> 00:18:07.930
logistics in the Royal New Zealand Corps of Signals,

00:18:07.930 --> 00:18:10.210
to the starving days in Brunei, to the summit

00:18:10.210 --> 00:18:12.650
of Everest, to the boardroom battles where he

00:18:12.650 --> 00:18:15.970
completely bypassed traditional publishers. Dean

00:18:15.970 --> 00:18:19.130
Hall's story is about a man who repeatedly, almost

00:18:19.130 --> 00:18:22.109
compulsively, pushes himself to the absolute

00:18:22.109 --> 00:18:25.130
physical and mental brink. It really is an incredible

00:18:25.130 --> 00:18:27.750
arc. And instead of keeping those intense experiences

00:18:27.750 --> 00:18:30.630
to himself, he translates that raw intensity

00:18:30.630 --> 00:18:34.329
into code. He creates these intricate, unforgiving

00:18:34.329 --> 00:18:37.089
digital spaces so that the rest of us can safely

00:18:37.089 --> 00:18:39.569
experience a fraction of that challenge and maybe

00:18:39.569 --> 00:18:41.769
learn something profound about our own resilience

00:18:41.769 --> 00:18:44.750
and decision making in the process. It is a remarkable

00:18:44.750 --> 00:18:47.529
translation of real -world adversity into interactive

00:18:47.529 --> 00:18:50.390
art, but it does leave us with a rather profound

00:18:50.390 --> 00:18:52.549
implication to consider as we wrap up today.

00:18:52.690 --> 00:18:55.150
If Hall originally designed his survival simulation

00:18:55.150 --> 00:18:58.569
to train soldiers in emotional resilience, to

00:18:58.569 --> 00:19:01.170
literally condition the human mind to handle

00:19:01.170 --> 00:19:04.049
panic, starvation, and the betrayal of trust,

00:19:04.289 --> 00:19:06.990
and then, after the military rejected it, he

00:19:06.990 --> 00:19:08.849
released it to the public, as an entertainment

00:19:08.849 --> 00:19:10.390
product. Okay, I see where you're going with

00:19:10.390 --> 00:19:13.089
this. Are millions of everyday gamers accidentally

00:19:13.089 --> 00:19:15.630
receiving the exact psychological conditioning

00:19:15.630 --> 00:19:18.630
the military rejected? This raises an important

00:19:18.630 --> 00:19:21.009
question. Next time you find yourself playing

00:19:21.009 --> 00:19:24.490
a grueling, hyper -realistic survival game, sweating

00:19:24.490 --> 00:19:27.369
over a digital can of food, you have to ask yourself.

00:19:28.039 --> 00:19:30.740
Are you just having fun, or is the game actually

00:19:30.740 --> 00:19:33.059
training you for the worst -case scenario? That

00:19:33.059 --> 00:19:34.900
is definitely something to chew on the next time

00:19:34.900 --> 00:19:37.319
you boot up a survival simulator. Are we playing

00:19:37.319 --> 00:19:40.019
the game, or is the game training us? Thank you

00:19:40.019 --> 00:19:42.039
so much for joining us on this deep dive. We

00:19:42.039 --> 00:19:44.240
hope you enjoyed exploring the incredible intersections

00:19:44.240 --> 00:19:46.920
of survival, military discipline, and game design

00:19:46.920 --> 00:19:50.400
as much as we did. Until next time, keep questioning

00:19:50.400 --> 00:19:52.119
the systems around you and stay curious.
