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0:23
Yo. What the heck is going on? Everybody.
0:25
Welcome back to another episode of the kind
0:27
of funny x cast. You're home for
0:29
all things x box here at kind of funny.
0:31
Of course, I'm one of your host Snowbike, Mike. And today,
0:34
I'm joined by just one of my gaming
0:36
dads, the rogue one. Mister Gary
0:38
Whitter. Gary, how are you today? I'm good. Let's
0:40
be here as always. I love the glasses
0:42
on the intro. Very nice little. I mean,
0:44
like, completely forgot. I needed to put
0:46
him on. Otherwise, I can't see a thing. I thought it was dope
0:49
move right there. But Gary, one gaming
0:51
dad down, but we got a very special
0:53
guest, a very dope guest. that
0:55
I can't wait for our audio and visual
0:57
watchers and listeners to tune into and hang
1:00
out with. It is. The game director
1:02
of the recent release,sentiment from
1:05
Obsidian Entertainment. Josh Sawyer,
1:07
joining us today. Josh, what's
1:09
going on? Welcome. How are you?
1:11
Doing well. Thank you for having me. Well, thank
1:13
you for joining us and, of course, sharing some
1:15
time with us. Congratulations on the
1:17
big game release to you and the team. How are
1:19
you feeling today? a
1:21
little tired. You know, it's
1:23
releasing a game is exhausting. Obviously,
1:26
you know, we had Monday with the embargo for
1:28
the reviews. And then that was
1:30
incredible seeing all the feedback that people had
1:32
for that, and then the game itself actually
1:34
coming out and trying to stay on top
1:36
of all the new reviews and
1:38
the user feedback and trying
1:41
to track bugs and and fix
1:43
those was just mentally really exhausting. So
1:46
didn't get a lot of sleep last night, but
1:49
I'm here again today, and we're fixing bugs
1:51
and doing interviews. So That's
1:53
awesome. It's great to see you. It's great to you. And
1:55
you look energized. You know, you say that's been
1:57
a long one, but you're looking good, you're looking energized.
1:59
What is something that for you as a veteran
2:02
in the games industry? something that keeps you motivated
2:04
or energized on the long haul once
2:06
you get to the final finish line. What keeps
2:09
you going? Is there a certain thing you like to do? Maybe
2:11
a bike ride? or read a book, catch up
2:13
with friends. What energizes you again?
2:15
Yeah. I mean, I I it's
2:17
all about pacing really. I mean, I do I
2:19
do endurance stuff with
2:21
with cycling and weightlifting. And,
2:25
you know, it's you kinda both
2:27
in endurance sports and making
2:30
games is kind of an endurance sport. You have
2:32
to pace yourself and you you have to
2:34
know to not push yourself too
2:36
hard, too fast. And then when you do
2:38
get to the end, you you need to
2:40
have the energy, the mental energy and the fortitude
2:42
and and still have the enthusiasm to really
2:44
push through it. And, you
2:47
know, the the gaming industry
2:49
has not been known for having a particularly great
2:51
culture about work life balance.
2:53
But I think our team has done a pretty
2:55
good job of staying
2:57
healthy and saying when it comes to
3:00
our schedules, and we did push toward
3:02
the end, but it was nothing to to nuts.
3:04
So, you know, it was just knowing
3:06
that we are all seeing it come together. You know,
3:08
we all took some time to play
3:11
the game before launch. And
3:13
we saw, you know, like, how far it did come and
3:15
how much progress we were making week to week,
3:17
and that gave us the energy to really push through
3:19
and just put those finishing touches on it
3:21
for for launch. That's really great. Josh. Well,
3:23
we're really excited to have you here today. We're gonna
3:26
talk all things, Pence, men and beyond
3:28
with you. We're really lucky to have you as a guest.
3:30
But, of course, I gotta jump right into the keeping
3:32
so we can talk about this interview right now.
3:34
Don't forget everybody this is. The kind of
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Patreon watchers and listeners. that
4:57
are here with us live during this interview
4:59
today. We see you in the live chat. Remember if
5:01
you have questions that you would like to have
5:03
answered by Josh all about Benjamin,
5:05
please? put him in the chat, and we'll talk about
5:07
that with him later on. Of course,
5:09
this week, the XCast is sponsored by
5:11
rocket money policy genius and
5:13
Shopify we'll tell you all about
5:15
that in just a little bit. Let's get
5:17
into it. Josh, we're back with you,
5:19
and I wanna know what the heck?
5:21
Where did this all start with Pentament? We
5:23
talk about passion projects. And a
5:25
lot of eyes have been on obsidian entertainment
5:28
this year with quote unquote passion
5:30
projects, of course, grounded earlier. And now
5:32
your team with Pentamon where was the
5:34
idea to make sentiment? Where did it all
5:36
come from? And why sentiments? Yeah.
5:38
I mean, it started, you know, I guess,
5:41
thirty years ago, I played a
5:43
historical role playing game in
5:45
nineteen ninety two called Dark Lands. And
5:47
it's a really weird game, very unusual
5:49
game. I never played a role playing game
5:51
that was set in a historical time
5:54
period or, like, other than Fantasy or
5:56
sci fi. I hadn't played anything set in the
5:58
real world. And even though there were fantastic
5:59
elements, it was really very
6:02
heavily rooted in history. And
6:04
between that and theater stuff
6:06
that I was doing, I started becoming interested
6:08
in history.
6:10
And I I eventually went to school
6:12
and got a degree in history focusing
6:14
on the holy Roman Empire in the
6:16
early modern period.
6:17
And when I got into the
6:19
industry, I really had this this
6:21
feeling like I really would like to make
6:23
my own historical game at some point And
6:26
initially, I thought it would be something like
6:28
dark lands, something a little
6:30
more hardcore party based, you know, kind of a
6:32
more traditional isometric game.
6:34
But around the time that we were
6:36
acquired by Microsoft, I had an idea for
6:38
something that was more like night in the woods.
6:41
which is to say a narrative adventure
6:44
game with a really strong, distinct visual style.
6:46
That's really about just a
6:48
dialogue and exploration, and the
6:50
relationships you have with characters and
6:52
only light gameplay elements. And
6:55
because Microsoft has a real
6:57
focus on Game Pass, and
6:59
having a nice stable of
7:02
very interesting projects on it. I thought
7:04
this would be a a perfect focus if we
7:06
did it as a small scale project. with
7:08
a small team, small number of people,
7:11
not really big budget, and
7:13
that's kinda how it took off. Wow.
7:15
Josh, it seems like you nailed all of that
7:17
with the -- Of course. -- setting and
7:19
tone. The art. Right? III
7:21
can't wait to talk about the art with you. Of course, shout out
7:23
to Hannah Kennedy. which, you know,
7:25
when we had closed doors with YouTube, we got to
7:27
learn a little bit more about the art side of things.
7:29
But, yeah, let's talk about that. Of course, you
7:31
bring up GamePass, and I know That's the
7:33
big quote coming around right now. I believe from
7:35
you in an earlier interview this week, but of
7:37
course, the power of Game Pass and
7:39
you in the pitch to Microsoft and
7:41
the Obsidian team what was that like
7:43
pitching such a small project and
7:45
such a different project than what we're or,
7:47
you know, see and looking from from these
7:49
big AAA studios. You
7:52
know, the pitch process was around the time of
7:54
the acquisition. You know, I
7:56
went to my boss and I said, I need to make
7:58
this. You know, I've been working
7:59
on very specific types of games
8:02
for twenty years
8:04
now. And I really wanna
8:06
try to do something different. I really wanna try to
8:08
do something small. And I said,
8:10
I don't want a lot of people and I don't want a lot of
8:12
money for it. I just I wanna do it
8:14
the way that I wanna do it without
8:16
compromising it for any other purpose.
8:18
And I did tell him, like, I want I the
8:21
idea behind this is that it is not gonna be
8:23
something that's expensive to make.
8:25
It's not gonna be price high for the consumer.
8:27
And if if you know, if
8:29
it makes sense for Game Pass, I think I'd love
8:31
for it to be on Game Pass. And so
8:33
for my boss, Fergus ERCARD.
8:36
He was very supportive of it, and he let
8:38
me get going on it. And by the
8:40
time we showed it to Microsoft,
8:42
or Xbox more properly. We
8:44
already had a vertical slice completed, and
8:47
it was a lot easier to
8:49
show what we were doing than talk
8:51
about it. Like, because if I just describe it
8:53
as night in the woods meets name
8:55
of the rose. It's like one, you might not get the
8:57
references and two, you might not see how those things
8:59
go together. but showing the game and
9:01
what the gameplay was and what the art style was and
9:03
then explaining what we were trying to do
9:05
made it a a much easier sell and
9:07
Xbox has been supportive of it ever since
9:09
that first showing that we had. Wow.
9:12
That's really really cool. It's really interesting. You said
9:14
you had the idea for this game around the same
9:16
time that Microsoft acquired
9:18
you guys because that wasn't
9:20
that long ago. Right? What was the the whole, like,
9:22
timeline on this game from beginning to
9:24
where we are today? I
9:27
think it's about three years. I don't know
9:29
exactly when it started. I will say, like, I
9:31
had vague inklings of
9:33
the idea of a
9:35
night in the wood style two d
9:37
game, maybe historical after
9:39
I worked on pillars of attorney to dead fire.
9:41
And that was mid two
9:43
thousand eighteen, and the acquisition
9:45
was not tremendously long
9:48
after that. So,
9:50
you know, kinda just slid very
9:52
conveniently into a a nice time frame, and
9:54
we just got rolling on it. At first, it was
9:56
just I worked on it,
9:58
and Hannah Kennedy worked on and then
9:59
we got a producer and got a few more people. I
10:02
think our vertical slice was maybe five
10:04
people. And then, eventually, we
10:06
expanded to thirteen for the
10:08
last, like, nine months development. even with
10:10
at least at a smaller team and a
10:12
lower budget, was there any I I kind
10:14
of have to believe that there was at least some
10:16
resistance or reticence on the part of what I work
10:18
in Hollywood. Right? And it's like,
10:20
if if they
10:21
don't if they can't figure out how to market it
10:23
and, like, put the post together, it it
10:25
ain't happening. So I can just imagine like you go
10:27
into, like, the people
10:28
you've got a picture to and say, write your scribe in
10:31
sixteenth century Europe. and the marketing
10:33
people just going, oh my god. Like, is that
10:36
was it prickly at any point when when
10:38
you're trying to sell people on the idea of doing
10:40
something very atypical like this?
10:42
No. Honestly, it was it was
10:44
very easy. You know, there were
10:46
more there were more debates about what the title
10:48
should be than anything else. And,
10:51
you know, it's there's everyone always
10:53
wants to argue about titles, to be honest. It doesn't
10:55
matter what game I've worked on. But,
10:57
like, the game itself and the
10:59
style of it and the scope, there
11:02
is never really there is never really
11:04
any argument about it. Like, maybe some
11:06
people might have been skeptical, but if so, they
11:08
didn't really voice it. You know, everyone was
11:10
perfectly content to I
11:12
think, again, I think once we have the
11:14
vertical slice. The vertical slice doesn't look that
11:16
much different from what we shipped.
11:18
So, I mean, it does,
11:20
but, like, only in
11:23
polish, I would say. In the fundamental,
11:25
it really looks like the same game.
11:27
So I think if you see if
11:29
you if you can imagine something like,
11:31
you know, twenty five
11:33
percent worse than what's shipped. And if
11:35
you still are on board with that idea,
11:37
and you're like, oh, I think that looks
11:39
fundamentally kinda cool and the idea
11:41
sounds interesting. you're probably gonna be
11:43
okay with us making it, and that's that's kinda how
11:45
it works. So like I said, if people were really
11:47
opposed to it, they certainly didn't voice it. One
11:49
of the really show it. So, yeah,
11:51
it went pretty well. Just just like a quick
11:53
observation because I'd spent a a short time
11:55
playing it. One of the things I think is really presting
11:57
about it. And you don't see many examples of
12:00
this in gaming. Like, there's triple a
12:02
games, alright, high production values, and
12:04
indie games where, you know, it can be smaller quirk
12:06
here, but aren't necessarily gonna have, like, the AAA production
12:08
values. This is a game that, like, on the surface.
12:10
Everything from, like, the, you know,
12:12
the the the log line on. Right? Here's it's
12:14
sixteenth century Europe, It's it's a mystery. It
12:16
all kinda looks like the Bayou Tapestry.
12:18
Like, it's all it's very, very specific
12:21
and and kinda niche. And I
12:23
can imagine, like, the actual indie version
12:25
of this game, right, where the production values aren't
12:27
quite as high. But in playing it, one of the first
12:29
things that I was struck with is, like, within kind of an
12:31
indie framework, actually also seems to
12:33
have triple a production values. Like, something simple as a way
12:35
to when the text appears on screen. Yeah. You can
12:37
actually see, like, the ink kind of, like, fill out the
12:39
letters and and then you can see it
12:41
dry. Like, there's so there's so many little kinda
12:43
triple a type
12:45
touches in the game. And this is
12:47
really so much of a question is just observation or,
12:49
like, I really appreciate the fact that it had it's
12:52
obviously an indecisensibility from the top
12:54
down, but at the same time, it's kind of shot
12:56
through with those of high end production value.
12:58
It's going to really interesting hybrid of the two
13:00
things.
13:01
Yes. It's – and that was
13:03
the nice thing is that you
13:05
know, I don't
13:07
you know, I know indie developers and indie
13:09
developers work under a lot of really difficult
13:11
constraints. And I
13:14
don't you know, sometimes people refer to
13:16
this as like an indie game. And I
13:18
I think that that's unfair to indie
13:20
developers and kind of insulting to
13:22
them because, like, We're
13:24
supported by Xbox and Microsoft, and
13:26
that's fantastic. And,
13:29
frankly, the fonts and their rendering
13:31
are the most expensive They're
13:33
like the most expensive features
13:35
in our game. And I I think it
13:37
would be very difficult for an indie developer
13:40
unless they had a lot of money to work with to
13:42
spend the time and energy that we did.
13:44
But it was important to me and it was
13:46
important to the feeling of the project to do
13:48
that. And I think that, you know, working
13:50
within a company that's been here for
13:53
g is nineteen years now almost.
13:56
You know, that and being part of this
13:58
larger company, that really made it possible for
13:59
us to to spend the
14:02
time and effort to really focus on those
14:04
things and make them as polished as they needed to
14:05
be.
14:06
Yeah. You can feel the polish. You can see
14:08
the polish. I really loved you talked about
14:10
that quality of the fonts coming
14:12
in, Gary. I loved the And the little
14:14
little mistakes get corrected in real time.
14:17
Yeah. The ambient noise. Right? Of, like, you
14:19
can feel it. You're outside in the church
14:21
corridor and you're just hearing the
14:23
birds chirp, you hear the rain. softly
14:25
drop right there, and then the music hits
14:27
at certain points. I've really loved all of that. And
14:29
so, yeah, that's really cool to hear Josh
14:31
from the opposite side of what it looked
14:33
like from behind the scenes. I wanna talk
14:35
about is that small teen for a second. Right?
14:37
Because you're on the circuit. Everybody
14:39
wants to talk to you, the big game director.
14:41
But of course, there is a small team behind you.
14:43
You said thirteen. Of course, we wanna give
14:45
them their flowers and roses there and give them
14:47
the shout out. What were some of the members you can
14:49
tell us about? What was it like pitching
14:51
them and bringing them onto the team? Were
14:53
people excited, of course, to work next to you
14:55
and fulfill this vision
14:57
of yours? Yeah. It's interesting.
14:59
I mean, some of the people that I've been working
15:01
with, I've been working with for many years,
15:03
like, ten or more years, And
15:05
then some people I worked with for the first
15:07
time, you know, on this project.
15:10
And, you know, it's an
15:12
interesting mix because obviously the people that I've worked with,
15:14
they know who I am, Then there were people
15:16
who came to the project who maybe had some you
15:18
know, they understood who I wasn't the industry, but
15:20
they didn't really know me. I
15:22
know there were people who came onto team they
15:24
really didn't know anything
15:26
about me other than they knew that I was the
15:28
director of this project, but they
15:30
didn't even necessarily understand that
15:32
I'm this studio design director or the
15:34
other games that I directed. So it
15:37
was an interesting mix of
15:39
people. And, you know, we built the team over the
15:41
three year process, but you know, Hannah
15:43
Kennedy was the foundation of
15:45
the art style. She was the first person to work
15:47
on the game with me. She
15:49
she worked with Susan Pack who
15:51
is our other primary two
15:53
d artist and ninety five percent,
15:55
maybe even closer to ninety eight percent of
15:57
the game. was just created by those two
15:59
artists, which is really fantastic and
16:01
incredible. They've done a fantastic job.
16:04
Kathy Nichols is our animation
16:06
director. Kathy's been an animator at
16:08
Obsidian for quite a number of years.
16:10
Most notably, she worked on South Park, the
16:12
Stick of Truth, which some
16:14
of it gave some of our developers a background
16:16
in two d animation. You know,
16:18
we have a blend of kind of two d and three
16:20
d animation styles, but
16:22
she And we
16:25
have a number of animators, Elena,
16:28
Adam, Sundar, Cat
16:31
SNATH, they they did all of our
16:33
characters and our visual effects and things like
16:35
that. Kat Wensky and her
16:37
team at team audio, They
16:39
did all of our audio
16:41
work. Brett Closter and Nichola
16:43
Todorovic were our two programmers. They
16:45
did all the coding in the game. Alex
16:47
Fry's, my producer. Alec has been
16:49
indispensable. He's made, like, an incredible amount
16:51
of stuff happen. It's been it's been really
16:53
awesome having him, like, the stuff would not have
16:55
come together. without him.
16:57
And, yeah, man, I hope I
16:59
didn't miss anyone in there. But that's
17:01
I think it's about it, but, like,
17:03
you know, everyone just has everyone
17:06
has to do a lot of a
17:08
lot of different jobs when you have a small
17:10
team. You can't be hyper specialized.
17:12
Everyone's kinda jumping. Oh, I'm sorry. Matthew
17:14
L'Oreal. I always forget because he's like a one man
17:16
army. Matthew L'Oreal did
17:18
the all the work
17:20
on our areas. He did, like, all of our area
17:23
scripting, our cut scenes, working with our animation
17:25
team. And, yeah, really
17:27
fantastic. And then also, even though
17:29
they're not within the studio, we worked
17:31
with Riley Cran and his team at
17:33
LetterMatic on the fonts, which are incredible.
17:35
You can look up articles about all the work they
17:37
did on that. Alchemy Music,
17:39
which is an early music ensemble.
17:41
I actually contacted them through a college
17:43
friend because I started as a music
17:45
teacher in college. Ben, I a lot of those
17:47
people who went on to become professional musicians.
17:50
And then I worked with Kristen Hater,
17:52
also known as Langwig Nota for our
17:54
n track, which I think
17:56
just is incredible. And yeah.
17:58
So There you go. k. Yeah.
18:00
Yeah. I wanted to make sure we talk about the
18:02
team, and I actually wanna quickly
18:04
park the bus really quick and talk
18:06
about the art. I think that is what
18:08
when people first see this, their eyes are
18:10
immediately captured to that awesome art styles. So all of
18:12
those things will even if you're not terribly familiar with the
18:14
art of that period, like, you kind of recognize it
18:17
right away. It's like, oh, this is like a historical
18:19
piece. Yeah. You're probably like get within, like, a hundred years when
18:21
it's supposed to be set just because, you know,
18:23
we most people, I think, are familiar
18:25
with that kind of art
18:27
as reflective of that time period. Yeah.
18:29
And that's what I wanna ask you, Josh, is,
18:31
of course, for our audio listeners out there.
18:33
Maybe people are watching, they'll see the b roll come
18:35
up. But, like, how do you describe
18:38
this art style to people maybe
18:40
first timers or people who haven't seen this
18:42
yet? You know, the art
18:44
style is a blend of styles
18:46
that Hannah came up with that's heavily
18:48
based on late medieval illuminated
18:51
manuscripts and early modern woodcuts. So
18:54
there is a manuscript tradition in
18:56
Europe that goes back, like, maybe a thousand
18:58
years or more. You know,
19:00
you had menastic scriptoria
19:03
especially like in Ireland. They have like a really rich
19:05
tradition. It's spread all
19:07
over, you know, the aisles and
19:09
then continental Europe. and
19:11
that went on for centuries. And for a
19:13
very long time, menastic
19:15
scriptoria were the places
19:17
where by and large most books
19:19
were made They were all made by hand. They were
19:21
largely in Latin. Some of them would be
19:23
in other languages, but Latin was kind of the
19:25
language of the educated classes for most
19:27
of Europe. And then over
19:29
time, in the later middle ages,
19:31
fourteenth century and on,
19:33
the scriptoria started fading out
19:36
of view and secular
19:39
either artists or guilds of artists
19:41
would emerge and that they took
19:43
over manuscript production And then
19:45
in the middle of the fifteenth century, books really kind of
19:48
took hold. And we are
19:50
trying to capture that transitional
19:53
period between the end of
19:55
the manuscript tradition and the beginning of
19:57
the print tradition. And Kirsaw Adi
19:59
in the game is this kind of
20:02
scriptorial out of time.
20:04
Like, there there arguably were very
20:06
few if if any domestic
20:08
scriptorial is still in in production at
20:10
this point in time when the game takes
20:13
place. But for purposes of our
20:15
story, because CureSoft is kind of supposed
20:17
to be an out of time Place,
20:19
we still have this tiny group of
20:22
monks and Andreas who are making
20:24
manuscripts, but they also realize
20:26
that they're on the way out, like there's a
20:28
printer even in their town making
20:30
books. So we really wanted to capture that
20:32
art style that showed this is the
20:34
height of hand
20:35
painted manuscripts, but also
20:37
the emergence of this new beautiful form
20:39
of woodcut and ink printing
20:42
and color washes, and I think
20:44
Hannah captured that really perfectly. She
20:46
crushed it. It it's honestly awesome.
20:48
Yeah. It's beautiful. And it has the advantage when one was
20:50
looking like traded like fairy tale
20:52
storybook as well because there's some crossover there. I'm
20:54
actually glad that we're getting nerdy because I had a I
20:56
had a nerdy question on the
20:58
riding side. Oh, no. I wanted I wanted to
21:00
go go. I've only I've only been playing for, like, an hour or two, but
21:02
I'm already getting, like, a sense of the the vibe and
21:04
what as a writer, I find it really interesting.
21:06
By the way, someone if you saw penny
21:08
K today, but they made the point that one of the
21:10
many
21:10
reasons why the game's getting such good reviews is
21:13
who reviews video games, riders.
21:15
And
21:15
they love that this is a game writers in writing. Right? And they appreciate
21:17
that. And I think that's really, really cool. And it's
21:19
so rare to see, like, someone like that as the hero
21:21
of a story. But I wanted to ask
21:24
you, so It's really interesting. Right? So they're
21:26
going to sit in in in sixteenth century
21:28
Europe, and they're speaking English for our, you
21:30
know, for our benefit. And
21:32
I I
21:34
thought it
21:35
was interesting because if you go back to able to go back and, like,
21:38
reach Shakespeare, which was, like, written around the same
21:40
time. Language back then was even like you think
21:42
about English, fifteenth century, sixth century
21:44
English is so different from what it says. It's like anyone who's
21:46
ever tried to read or study
21:48
Shakespeare. It's actually kind of hard to do because the
21:50
language is different from what is evolved into five hundred years
21:52
later. And in playing
21:54
just the the small amount of pencils that I played, I
21:56
found it really interesting. I think you do a really good job
21:58
of, like, capturing I don't know if
21:59
I would say, like, authenticity, but, like, very
22:02
similar to you. Like, it feels accurate, it
22:04
feels authentic, which I think is that that's the best
22:06
thing you can shoot for. But at the same time, it
22:08
there's also, like, some temporary. Like, I that they explained
22:10
today, somebody said, how's it going? Which felt very
22:12
contemporary. I just thought it was really interesting. Like,
22:14
how you how you dialed in on a tone
22:16
and a voice in trying to bridge that
22:18
middle ground between having something that
22:21
feels as authentic as the period. In the right
22:23
how do you make the the writing feel as authentic to
22:25
the period as the art style does? while still,
22:27
but but not going so deep into the weeds that
22:29
people can't understand what they're saying. You know what I mean?
22:31
It's kind of a hybrid style that you had to find.
22:34
Yeah.
22:34
I get it. By the way, I did realize the entire
22:36
group of people I completely forgot to
22:38
mention. Oh, yes. other writers.
22:41
So I was the narrative when I used to it.
22:43
I worked I worked very
22:45
closely with Kate Dollar Hyde was my
22:47
primary writing partner, especially at the beginning of
22:49
the game. Love
22:51
Kate. I've I've worked with her for many years, and
22:53
she just did a fantastic job. Also,
22:55
Zoe Fransnik and Merritt and
22:57
Radicep did an incredible job
22:59
coming on later in a project in writing a lot of our
23:01
act two and act three dialogue especially.
23:03
So we together formed a team of four
23:05
people spread out over the three years.
23:08
Sorry. I I was I was so caught up in
23:10
in remembering everyone I forgot about my own
23:12
department on. But anyway, when
23:14
it came to capturing the
23:16
voice, you know, I think that part
23:18
of it was working
23:20
in fantasy. Fantasy has this
23:22
kind of tendency towards like,
23:26
faux historicity. So,
23:28
like, this sounds like kind of
23:30
quasi historical. but
23:32
sometimes that can sound very stiff and artificial and
23:35
not colloquial. And you
23:38
just lose a lot of character of casual
23:41
conversation. On the other end of the spectrum,
23:43
if you get too modern and
23:45
anachronistic, you get jarred
23:47
out of the the moment
23:49
like you're you stopped feeling like you're in a historical
23:51
setting. And I remember watching
23:53
the Derek Jacoby Catfell.
23:56
Catfell. Yeah. That was a great
23:58
show. Yeah. Yeah. I loved it. And and I
24:00
thought it was interesting because they went a little more
24:02
on the formal side than I think we did. But
24:04
something I liked about I I watched it kind
24:06
of behind the scenes thing with Derek Jacoby
24:08
and he was talking about how their approach
24:10
to language was to not really
24:13
make it so stiff and so formal
24:15
that it was alienating to the
24:17
audience because so much of Kadvil's
24:19
appeal is empathizing with
24:21
especially Kadvil as a
24:23
character, but also the characters, especially the lovers
24:25
that are caught up in everything. So
24:27
they struck this balance, and I tried to find that
24:29
as well. And one of the things that's
24:31
interesting you mentioned, how's it
24:33
going? There's a number of I speak German a fluent in
24:35
German. I'm not a native German speaker, but
24:37
there were a number of places where I tried
24:39
to mimic the
24:41
construction of phrases in
24:43
German within English. So
24:45
instead of, or
24:48
or or how goes it, then
24:50
you say, how is it going or how goes it
24:52
sometimes, And, you know, instead
24:54
of a bish beta, bishan, you
24:56
know, until later, until then, that they
24:58
just say that in English, So it sounds a
25:00
little more conversational, a little more informal,
25:03
but it also achieves hopefully that bridge
25:05
where it's not people saying goodbye. There
25:07
are very few people that say goodbye in
25:09
the some other construction that's meant
25:12
to mimic because most of the characters are
25:14
intended to be speaking German most of the time.
25:16
And so we're trying to kind of
25:18
ape that and make it
25:20
feel casual, but
25:23
not not contemporary. We
25:25
don't want it to sound people talking right now,
25:27
and that's a difficult balancing act. And it
25:29
took a lot of revision for us to get to that
25:31
point, but I'm glad
25:33
it I'm
25:33
glad it seems to have worked out. It would be an
25:35
interesting kind of hardcore difficulty mode for the game
25:37
to actually have have it written as as
25:40
close to you know, the the the sixteenth
25:42
century, like, how how they would actually talk as you
25:44
possibly could. Can again, if you're in school when they make
25:46
you read Shakespeare, it's like, what? Like,
25:48
you've got you really got to, like, deconstruct it and and always translate
25:50
it from one because fifteen, you know, sixteenth
25:52
century English is a different language. So there's a language
25:54
we speak today and there's a translation
25:56
that has to occur. So, no, I thought
25:58
that was I thought it was really cool. I like I I
26:00
appreciate all the again, that was some as a
26:02
writer, I found really interesting is it feels
26:05
it feels authentic, but it's
26:07
also accessible. And that is that's a hard, you
26:10
know, kind of middle
26:10
ground to find anything. And that's where I wanna go
26:12
with the Gary's accessible. Right?
26:14
We talk about the glossary in the
26:16
game. Right? Josh is throwing out all these different
26:18
words. Gary's the big writer. He knows all of
26:20
it. But there's these fun moments where
26:23
you're looking at something that it's highlighted on your screen and you go,
26:25
okay, like, what does that mean? Or where does this come
26:27
from? And I love what you and the team did with the
26:30
glossary of hey, let's
26:32
take you off the page really quick, which is
26:34
a very cool, like, zoom off of it and be
26:36
able to read up on some of these. Where did that
26:38
idea come from? How did it work so well?
26:40
What was kind of the tools and trips tips
26:42
to make that happen? So Obsidian
26:45
started using a glossary
26:48
not a glossary tool, but like a tool tip feature
26:51
for lore terms on a game called
26:53
tyranny. Geez. I
26:55
wanna say that was, like, two
26:57
thousand fourteen or so. Maybe it was even earlier. I
26:59
can't remember, but it was around the time of pillars
27:01
between pillars and dead fire. Anyway,
27:03
when we had a lower term, that
27:06
was maybe hard to remember or not clear
27:08
what it was. You could highlight it with
27:10
your mouse. It would
27:12
give you a little pop up and tell you what it
27:14
was. We
27:14
had a controller
27:16
for our game, and
27:16
it was it was focused on console and PC.
27:19
So we needed to find a way to make that work.
27:21
And I said, well, I don't wanna do it as a
27:23
hover. I wanna have a mode that you can go
27:25
in where you can see a number of terms
27:27
or a number of characters highlighted
27:29
and shown in the margins. And I
27:31
have this idea of the book as a
27:33
framing element, which if you if you get
27:35
from the beginning to the end of the game, it
27:37
makes, hopefully, makes a lot more sense
27:39
of how it all, like, kinda ties
27:41
together. but that book as a thing that kind
27:43
of contains the story
27:45
of the game popping out
27:47
and looking at the margins I
27:49
liked the idea of kind of not quite
27:51
fourth wall breaking, but saying,
27:53
yes, this story is being tell told
27:55
within this two d plane
27:57
but it's also being recorded within this
27:59
three d book. And this three d
28:01
book contains its own two d pages, which
28:04
have notes. and illustrations of
28:06
characters to help you kind of go through it.
28:08
And then on top of that, there's another kind of metal
28:10
layer which is Andreas' Journal
28:12
is continually updated with
28:14
those glossary, you
28:17
know, entries and character
28:19
entries. And when you go into to look at
28:21
the journal, you pop out into the
28:23
margins of the book, but then Andreas' Journal
28:25
as another three d book slides on
28:27
top of that. So
28:29
it took a lot of iteration to get it feeling good. I do
28:31
think that one thing that worked in our favor
28:33
is for the glossary entries, we
28:35
were because of the spatial limitations
28:38
of the of the the fact that it was in
28:40
the margins of the book. We had a limited
28:42
amount of text to use, and I think that's one
28:44
of being a good thing because we don't
28:46
want players like flying away to a
28:48
Wikipedia article length,
28:50
you know, entry. If who's
28:52
Martin Luther? Like, they'd okay. If you wanna go
28:54
and look up the Wikipedia entry.
28:57
You can just do that whenever you want. But in
28:59
the context of the game, you just need to
29:01
know, he's a, you know, professor at the
29:03
University of Vittenberg, he
29:05
published this stuff about criticizing the churches,
29:07
sales of indulgences, fifteen
29:10
seventeen. There you go. Ninety five pieces. you
29:12
know, just the bear essential for you to be
29:14
like, got it. That's that guy. I understand
29:16
what's going on. Or like
29:18
someone mentions a saint Who
29:20
Saint John? Oh, yeah. He's the forerunner of Jesus. John
29:22
the Baptist. Okay. Got it. Understood.
29:25
So I think that, you know, iterating
29:27
on that in forcing us to write these bite
29:29
sized entries on things, keeping everything
29:32
brief. All the character entries
29:34
within our journal are also really
29:36
brief. It gives you the essentials,
29:38
but it doesn't bog you down. So you can keep
29:40
playing kind of at the pace you need to. And if you
29:42
already know everything, then you don't need to use
29:44
it all. If you're a historian, you can
29:46
just play right through and you're fine. Yeah. Really well
29:48
done. Shadow to you and the team for thinking
29:50
about that and making it easy for me
29:52
to comprehend of who are these people? What are
29:54
they talking about? And also, yeah, shout out
29:57
to the vibe of the journal.
29:59
Right? I think IGN brought up the
30:01
ASMR. Right? sounds that you have. Oh,
30:03
I mean, I love I
30:05
literally listen to those ASMR calligraphy
30:07
channels on YouTube, which is the sound of
30:09
a pen scratching across a part
30:11
man is gonna give that. Yeah. I mean, I
30:14
yeah. It scratches. That scratches me right where I
30:16
hit. I love that. I love that.
30:18
Yeah. I love all the different fonts, all the
30:20
different texts popping up. And of course, when we talk accessibility
30:22
settings, you also have the font, the easy
30:24
to read font. Right? There is this really
30:26
cool font for each different
30:28
character and their different backgrounds and their different religions
30:31
and where they're at. But then there's
30:33
also, hey, let's make this easier for you
30:35
to read. what was the balance between
30:37
those two and where did that kind of stem
30:39
from? Yeah. I mean, I
30:41
knew that because we weren't gonna have Vo, you know,
30:43
we have a huge cast of characters but
30:45
this is a small budget game with a small
30:47
team. And the idea of voicing,
30:49
you know, like, a hundred and fifty plus characters
30:51
because it's a it's a really big cast.
30:54
No. We're not gonna do that. So
30:56
we have to convey a lot of character through
30:58
other means. And text is the way that the
31:00
story is told. So, you
31:02
know, we invested a lot of time into our fonts.
31:05
They're historically based, but they're not
31:07
strictly historical because those would
31:09
be largely completely unreadable.
31:11
Most of them like, if you look at,
31:13
you know, sixteenth century handwriting
31:15
from, like, Switzerland or Austria
31:18
or Germany, it's really hard to
31:20
read. So we
31:22
we tried to give it as much of the flavor
31:24
of the writing of the period while making it
31:27
actually legible. But the thing is,
31:29
you know, it's still not
31:32
super readable for
31:34
some people. and, you know, black letter
31:36
script in some form or Fraktor
31:38
or Quadrata, that that monastic
31:40
script is just kinda difficult for some
31:42
people, especially in large quantities.
31:44
And so at a certain point, I had to accept,
31:46
like, we need to give people a mode
31:49
to read this in
31:51
something that's just more approachable and
31:53
simple. And we had two typefaces.
31:55
We had the humanist font and
31:57
the print font. And those were based on
31:59
historical
32:00
very legible typefaces
32:03
or or book hands in the case of the human
32:05
s one. And we just default everything
32:07
to that and do a couple
32:09
of other things to make things more readable.
32:11
because ultimately, you know, no
32:14
matter what goals I have for the differentiation
32:16
of text, if a person can't play
32:18
the game, that doesn't matter.
32:20
Like, if if they can't, you know, there
32:22
are certain lines you have to draw and say, like,
32:24
well, this is just not going
32:26
to this is just not gonna work.
32:29
So we had to allow that easy read mode
32:31
just to make sure that people could actually get into the game.
32:33
Which one did you pick? I started
32:35
with the normal fonts. I was having some fun. I
32:37
went to EasyWaves. You did. because I will tell you,
32:39
I've put a lot of time with this, and we're gonna talk
32:41
about that in just a moment. But like But I had did
32:44
you try than normal mode, but, like, maybe using your
32:46
actual glass with my glasses. No. I never wore the
32:48
glass. I got a I'm I got a giant
32:50
television screen in front of me, but what I
32:52
found myself was all of a sudden I laid
32:54
down on the couch and I was having so much
32:56
fun just enjoying the moment and
32:58
getting comfy with it. So I win the easy font and
33:00
it was just a blast. So we'll talk about
33:02
that in a moment because we're having a
33:04
really great interview with Josh Sawyer right
33:06
now, and it's gonna continue right after a
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36:24
dot com. Alright, everybody. Welcome
36:26
back. Josh, that is one thing
36:28
I do wanna talk about with you
36:30
I wanna first apologize and say I'm eating my words and I
36:33
love the game because if we
36:35
rewind back to June, There
36:37
was a moment where, of course, we showed off Pentagon
36:40
to everyone around the world during the Xbox
36:42
game showcase, and it was a very interesting
36:44
vibe where I came out of
36:46
that going, I don't know if this is what I want. I was expecting more out of
36:48
the I was thinking about it as well. When I first
36:50
saw it. With the name Josh
36:52
sawyer attached to it, we were
36:54
gonna get follow New Vegas too.
36:56
We're gonna get something big and media out of
36:58
this team, and you showed
37:00
sentiments. But then I think now
37:02
where I'm at after fifteen plus
37:04
hours of gameplay. I'm loving the game and
37:06
I've really come full circle on it where
37:08
I'm enjoying it so much. I can't
37:10
wait to talk more about it with everybody here in
37:12
the office. and I see the that to
37:14
and the team right there of, like, maybe the
37:16
first initial reaction to this
37:18
project that is so passionate
37:20
from you and kinda
37:22
different from what everybody expects from
37:24
you to now where we are
37:26
today receiving all of
37:28
this praise. Well, I mean,
37:30
it feels good, obviously. I
37:32
wasn't super discouraged when we
37:34
first announced
37:36
it. you know, I was actually at the the Xbox showcase
37:38
in the audience, and it's very
37:41
especially for the games that were
37:43
shown at the showcase. very
37:46
different. Yes. And
37:48
the audience kinda have this, like,
37:50
polite applause like okay.
37:54
Like, But but the thing is,
37:56
you know, it's not like I made this
37:58
thinking yeah,
37:59
man.
37:59
Everybody's gonna love this. This is gonna sell
38:02
ten million units. You know,
38:04
I knew from the beginning it was
38:06
niche. And the thing
38:08
is, you know, there are some people that
38:10
were just purely dismissive and, like, whatever. And it wasn't even with
38:12
criticism. They were just, like, looks dumb.
38:14
Okay. Not
38:16
not your game. It's fine. Like, you don't have to like it.
38:19
That's fine. And then I saw a people that were skeptical, and
38:21
that's reasonable because it's weird. Like, you know,
38:23
what is it? Again, fine.
38:25
Just wait. And but the thing
38:27
is there were enough people who were
38:29
really, really excited just based on the
38:32
just the appearance of it and just the basic
38:35
idea of it. that I
38:38
was like cool. So there's an audience here because,
38:40
again, we're a small team. We know we're not big budget. We
38:42
know this is gonna be on
38:44
Game Pass. So just focus on those people. Like, we know that
38:46
there's an audience here. We have a
38:48
good feeling that we're gonna make
38:50
a game that they're gonna really like
38:52
because they're they're onboard
38:54
with the idea. So the
38:56
focus was really on them. And when it came,
38:58
you know, around the time
39:00
before, you know, Monday when the review
39:02
embargo dropped, I
39:04
was pretty confident that some portion of
39:06
the reviewers were going to be very
39:08
into it, and then another percentage
39:10
was going to be either not
39:12
into it or not like the execution or And I just kinda
39:15
resigned myself to, like, well, we'll
39:17
see. And again, as long as
39:19
it finds its audience, I
39:22
think it'll be okay because I'm very happy with how it turned out. The
39:24
team seems very happy with how it turned
39:26
out. And then it was just a
39:28
really pleasant surprise to find
39:31
you know, I was not expecting
39:33
to get perfect scores, much less as many
39:35
perfect scores as we got. So that's
39:38
incredible. And, yeah, and there are some people
39:40
who either just don't really fundamentally don't like it or don't
39:42
like how I executed on
39:44
things, and that's totally fine and fair. But I am
39:46
very happy
39:48
that surprising number of reviewers really and players
39:50
really seem to be super excited with the
39:52
end result. That's great. I it's
39:54
it's interesting
39:54
because I said I would sketch
39:58
about it. My first choice, and I'm usually the first person to applaud
40:00
when someone is doing something different
40:02
and out of the box. And it certainly is that I just
40:04
didn't quite
40:06
know what to make it because it's so unlike anything else that's out there. Yeah. But
40:08
I ended up winning you over. I think it's it's winning I
40:10
can never just started with it, but I think I'm gonna
40:13
down a similar road. What's interesting is,
40:15
I'm genuinely surprised for me. You ever spoke
40:17
because you are mister high octane, high
40:19
stakes, high intensity -- Yeah. -- you
40:21
know, modern warfare guy. So that's why I wanted
40:23
to wanted to ask you, do you think now that
40:25
the reviews are out, I'm one of the great
40:27
things about game of course is
40:29
it has reduced that barrier to entry for for people to
40:31
try things that they might not otherwise
40:34
try because there's no price cost involved. Right? You've
40:36
already got the game pass subscription. It's a relatively
40:38
small install. You can just, like, jump in. Right?
40:40
And see if it's for you. Oh, these reviews are actually
40:42
pretty good. Maybe I should go check this this
40:44
game out. Do you do you I'm just really fascinated to
40:46
think about, like, where you think this
40:48
game will ultimately find its audience? Do you
40:50
think it's ultimately
40:52
gonna be the majority of
40:54
this, the audience that you would expect, like
40:56
the kind of gamers that inherently already kind of
40:58
lean more into things are
41:00
more cerebral, again, have maybe a little bit more of an again, that kind of
41:02
indeed sensibility? Or
41:04
do you imagine that you might, because, again,
41:06
might, is patient zero here.
41:09
do you think there's a chance that you will actually convert,
41:11
you know, AAA decent
41:13
number of, like, mountain dew
41:16
chugging call of duty
41:18
bros into sixteenth century history enthusiasts. because I think that would be
41:20
awesome. I would consider that a major win if you did
41:22
that. Yeah. I mean,
41:23
I
41:24
I think that's that's
41:26
some of the appeal about about
41:28
services like this where you're subscribing
41:30
for the ability to access different
41:33
things. And I mean, we've seen
41:35
it in things that are not games. We've seen it in films or shows
41:37
where people who say, I like this type of show or I like
41:39
these type of movies. But while
41:42
I'm here, while i'm here
41:44
on whatever. Oh, this movie? Oh, I mean,
41:46
yeah, I heard that was good. That's not normally what I
41:48
watch, but, you know, like, I don't have anything to do.
41:50
Right? And I'll make sure I'll put it on.
41:53
And they're like, oh, wow. Like, I'm so glad I watched that.
41:55
I normally would never have watched it, but I'm
41:57
so glad I did. And I
41:59
don't think that Pentament is
42:02
necessarily like the magic
42:04
game to do this. III know
42:06
people for, you know, as, you know,
42:08
while GameHouse has been here, while they're
42:10
subscribed, they tell me I play games
42:12
that I don't normal I wouldn't buy
42:14
necessarily, but then I started playing them and
42:16
I was really surprised. I didn't know what to
42:18
make this game going
42:20
into it. I'm really glad that I did because I turned out I loved
42:22
it. And so I think there's a lot of games
42:24
on Game Pass that that can have
42:26
that power But it has to be in
42:28
the context where the the
42:30
proposition to the player is. The cost is a
42:32
little bit of your time. You know, like,
42:33
if you can download it and you
42:36
can spare whatever it is, you know, thirty minutes an hour. And if you're
42:38
not into it, you're like, no, not my thing. And
42:40
you move on to something else and you're probably
42:42
not gonna be
42:44
that upset. But if you get super
42:46
into it, then fantastic. So I do hope, you know, the barrier to entry with Pentiment.
42:48
I do think if someone starts
42:50
playing it and they go, like,
42:53
I don't wanna read. When do
42:56
I get to shoot something? I don't like like,
42:58
if they don't like to read, they're just, like, forget
43:00
it. It it doesn't matter. Or if they're, like,
43:02
some people really need VO. Like, even if they like reading, they
43:04
really want VO. Okay. That's fair. And there
43:06
are certain things where if a person comes into it and
43:08
they go, like, I don't I don't like that.
43:11
But like I said, I think I've already seen a number of people
43:13
who've gone in and said, like, I wasn't quite sure what to
43:15
make of it. Thought I'd give it a chance. This is not
43:18
normally a type of game I would
43:20
play, but I got into it and that's great. Yeah.
43:22
You won one over in me. I
43:23
wanted to know that you and the team, you won
43:25
me over. I really really
43:28
liked it. I had a ton of fun. And, yeah, shout to Game Pass making
43:30
kinda these games accessible to somebody
43:32
like me who might be hesitant to
43:34
drop the money on that.
43:36
and jump in. And you and I have talked about this before. Any number games on Game
43:38
Pass, I think I probably wouldn't have gone
43:41
outside of my comfort zone and
43:44
tried them in the absence of, you know, a demo or some way to kinda try
43:46
it for free. Like, I'm not gonna drop even like ten,
43:48
fifteen bucks or something. I'm not that
43:50
I'm gonna I don't know. But, like,
43:52
again, a game pass, give it a try. Like,
43:54
there's so many and just to be in the latest
43:56
one of, like, if you just if you just give
43:58
me, like, give me an hour of your time and I'll sell
43:59
you on And that's all and
44:02
all it takes. Yeah. Exactly. I wanna talk about the light RPG
44:04
elements. Right? We stress that before
44:06
the release here. And of course,
44:09
People look at you and the team and they go,
44:11
okay, Obsidian. Give me some stats. Give me
44:13
some perks. Let me make my narrative. My
44:15
my whole tree going on. what was
44:17
the plan and the course of action to kinda
44:20
step back away from that and make it a little
44:22
bit the light RPG elements? Where did that
44:24
come from from you and
44:25
the team? you know, accessibility was part of the core
44:27
of it. You know, most of the
44:30
games that I've worked on are either kind of
44:32
complex to very complex
44:34
in how the systems
44:36
work. They're kind of
44:38
difficult to get into, difficult to
44:40
manage at times frustrating or
44:42
confusing. And because of the subject
44:44
matter in type of the game. I really wanted people to focus on
44:46
not that stuff. So I wanted them
44:48
to focus on just the storytelling
44:50
and their kind of concept for
44:52
the character But I also didn't
44:54
want to abandon the idea of
44:56
having control over some aspect of
44:58
who your
45:00
character was even if
45:02
it's in details rather than the broad strokes.
45:04
And also, you know, I
45:06
wanted us to have choice and consequence
45:08
in a way that felt very
45:10
familiar to people who like Obsidian Games. Understanding
45:13
again that
45:14
it's a relatively small story, it's a
45:16
contained story with a small team writing
45:20
it so we can't, you know, do super crazy things.
45:22
But we can have a lot of impact for
45:24
little choices and big choices that you make over the
45:26
course of the game. went
45:28
into it thinking, I don't wanna have
45:30
statistics. I don't wanna have
45:32
trees of things. But I
45:34
do want you to
45:34
be able to pick things that unlock things and
45:38
conversations and allow you to do things more
45:40
easily or sometimes mess things up for
45:42
you. And then, you know, I knew I
45:44
wanted to do choice and consequence within the
45:46
context of the story. I wanted you to
45:48
be forced to make, in some
45:49
cases, very difficult decisions and then see how that
45:51
plays out over the course of the
45:53
game. Yeah. There was a couple really fun moments, of
45:55
course, with that background that I really liked, right, of,
45:57
like, you choose kind of your own
45:59
path
45:59
here. And you can feel it when
46:02
it's playing out of like, oh, man, if I chose
46:04
that that kind of background for my guy,
46:06
I would have had this kind of conversation.
46:08
III sat on that, choose your background screen
46:10
for a good ten minutes trying to figure out where
46:12
I where I wanted to go with it. Yeah. It felt
46:14
it was light. It didn't make me scratch my
46:16
head, Joshua. I was sitting there for ten minutes. contemplating
46:18
which way to go. It was so light that I felt, okay, cool. Like, I'm
46:20
gonna choose this and go with it. Got a little
46:22
prickly with one of my characters, which
46:25
I really like. And then, of course, just the fun of seeing that
46:27
in action when it pops up in the dialogue and you go,
46:29
oh, man, there's my background here and
46:32
now I can put it into play. I I
46:34
really really
46:36
enjoyed that. a lot that it was fun to see. because, yeah, we talked about these
46:38
RPGs from you and the team there, and that's what
46:40
kind of players expect. And that's what
46:42
I wanna flow into from a
46:44
user question. Alberto Lopez
46:46
writes, and it says, how does it our
46:48
our doggy, my apologies. Says,
46:50
RPGs have improved a lot over
46:52
the years. but speech systems seemed largely
46:54
stagnant where you put your
46:56
stats either way or not. Why do
46:58
you see Why
47:01
don't we see more games that require more interesting ways
47:03
of interacting with dialogue? So, you know, you and the team
47:05
stepped away from, like, the stats you
47:07
chose a different background. you
47:10
know, you as a big RPG guy, do you see us leaning in
47:12
a different direction of trying new things?
47:14
Yeah. I mean, the
47:16
short answer is it's hard. Like,
47:20
it's you know, sometime III
47:23
hope I can give a talk about
47:25
how we construct dialogue both generally at Obsidian,
47:27
and there's not one way to do it. I don't think we there's
47:29
not a standard way to do it. That's
47:31
a challenge. But writing
47:34
branching dialogue, especially dialogue that branches
47:36
based on conditions like what
47:38
your character's done the time of
47:41
day, your backgrounds, skills, things
47:43
like that. It's expensive and complicated and
47:46
difficult. And it's even more
47:48
difficult to do that and make it
47:50
still entertaining. It's
47:52
not actually that hard to make dialogue complicated,
47:54
but it's very hard to make
47:57
dialogue complicated and reactive
48:00
and actually fun and enjoyable to go
48:02
through. And that's it's
48:03
that's why it's you know,
48:06
I think every RPG that comes out
48:08
kinda tries
48:10
to tweak the formula a little bit, and our approach towards
48:12
it was to say, we don't
48:14
have ranks of skills. We have backgrounds
48:16
that are flat checks. And
48:19
Those unlock things, but many times the things
48:21
that you're unlocking are just for flavor.
48:23
Sometimes the things that you're unlocking
48:25
make people annoyed like you're basically being
48:27
a know at all. that comes up
48:29
in a number of times, especially with characters like Sister Illumina or
48:31
Father Gerenet, where you can kind of lecture
48:33
them on things and they're really aggravated.
48:35
And so you
48:38
hopefully start to learn, like, just because something is unlocked does not mean I
48:40
should pick it and say it.
48:42
And then, you
48:43
know, I borrowed
48:45
one idea from
48:47
disco Cesium, which is that little choices that you make in
48:49
conversations can come back for a
48:51
check. So if you need to convince
48:53
someone of something, and
48:56
you've talked a certain layer, behave a certain way, you'll see
48:58
that reflected in the persuasion interface where
49:00
you're like, oh, god, I shouldn't have
49:03
made that really, like, irreverent comment
49:05
because, like, I'm trying to convince her that
49:07
I'm really pious and that kind of
49:09
works against me. So, you
49:12
know, that was our but it's a it's
49:14
a spin on systems we've seen
49:16
before. I think it's I'm not gonna say
49:18
it's impossible, but I do think it's
49:20
difficult to innovate in the
49:22
space while maintaining that level of
49:24
entertainment and
49:26
characterization. Yeah. So, yeah, it's just it's it's a challenge. We're
49:28
all trying. We're all trying to push it. And
49:30
every once in a while, we do something well
49:34
people go, like, oh, that was incredible, and we keep going with it. They you
49:36
did really well. And I did love that moment of,
49:38
like, here it is. All of the conversations
49:40
I had with this character right on
49:43
display of, like, Oh, man, I thought you and I were really conducting. I
49:45
thought I did good on those choices, but I guess I
49:47
didn't, you know. And so that made me
49:49
smile a couple of times. And I
49:51
wanna talk about you know, the
49:54
choices and ashes and feeling your
49:56
consequences there. It was funny I was
49:58
playing in the
50:00
studio earlier And III got up out of my chair, said, alright, everybody. I'm about point
50:02
the finger at somebody, and it's going
50:04
down for real. And it felt so much
50:06
fun to have that feeling and that kind of
50:10
risk reward Where will this story turn? How has that been for you and the
50:12
team to watch that from? Of
50:14
course, now having the game released, watching
50:16
everybody play that? What is that moments like when
50:18
you smile
50:20
and go? oh, here it comes. They're
50:22
gonna choose somebody. Yeah. It's very interesting. I mean,
50:24
it kinda falls on some predictable paths.
50:28
I'll be interested to see the more people who play it and the more people who go through
50:30
the ends of each act. Excuse me.
50:33
I'll be very interested to see
50:35
what the trends are I
50:37
kind of can predict how some things are gonna
50:40
go. But then again, sometimes the
50:42
accusations don't go the way that
50:44
players expect. especially in the
50:46
first act, you can
50:48
potentially bring up as many as five
50:50
people to the arch
50:52
deacon and you can just say like you
50:54
sort it out and then the result
50:56
can be kind of surprising. And, you know, I think it's interesting because
50:58
people have realized that
51:02
it's not a great feeling that responsibility. Like, once you
51:04
see it play out, it feels not good,
51:06
which it shouldn't. You're you're essentially
51:09
condemning someone to death. And
51:11
that death can be really rough and the
51:13
impact that it has on people in the community
51:15
can be really devastating. And it reflects
51:18
back on you because everyone goes, like, you're
51:20
the guy who did
51:21
this. Like, you told the guy that this is the person who did it.
51:24
So, yeah, I think it's interesting
51:25
because in a I think,
51:28
you know,
51:30
in in a of stories or
51:33
detective games, there's a
51:35
person who unambiguously
51:38
killed the person whether they had quote unquote a good reason or
51:40
not. And when you put them
51:42
away, there's this feeling of
51:46
Well, they're the person who did it. So they they did it, and I'm
51:49
okay with whatever the consequences
51:51
are more or less.
51:54
And I think with sentiment, I'm seeing a lot of sentiment people are saying,
51:56
like, I don't like that I
51:59
have to don't
52:01
like that I have to make this decision because I don't really feel
52:03
good about making anyone pay for this, but I
52:06
also know that if I don't, then this
52:08
in a clearly
52:10
innocent person is gonna die. So it is forcing
52:12
the player into something that is
52:14
inherently supposed to
52:16
feel uncomfortable. and
52:18
just kind of feeling their way through the consequences
52:20
of that. Yeah. You did a great job on
52:22
that one. There's so many funny moments
52:26
doing that and seeing that and you brought up the term generational
52:28
game, which I really like of, like,
52:30
I see my ad reflected
52:34
generations to this town later on, which
52:36
I really really love of how that keeps up
52:38
with me and keeps the story going, which is
52:40
really cool. I wanna talk about the future
52:42
and get into some viewer questions because we only have
52:45
you for a little bit longer here. Of
52:47
course, the interesting one of when we
52:49
talk about these passion projects in these small teams within the larger
52:51
organization above Citi and we'll talk about you
52:53
and your team, what is that like now
52:55
that it's done? Right?
52:58
Like, is the thirteen members of your team look at you, give you the peace
53:00
sign and say, hey, we're heading off to go
53:02
work on the other projects like a vowed
53:05
outer worlds too and so on?
53:07
Or is it you and the team looking at
53:09
each other going, what's next? Let's stick together and
53:11
do something else? What happens now?
53:13
I mean, it it remains to be seen. The
53:15
game literally just came out. So in the in
53:17
the immediate future, we're
53:20
focusing on fixing bugs
53:22
and doing, you know, features
53:24
by request. So if we see a lot of people
53:26
saying like, oh, we really need
53:28
this to for usability or
53:30
there's some issue, like a lot of people
53:32
have reported, it's funny. Some people a
53:34
number of reviews have said, like, I love the sound
53:36
of the pen on the parchment, and
53:38
other people at it really drives them up the
53:40
wall and they really can't stand listening to it.
53:42
So we're looking at features to, like, work
53:44
on that and the dialogue speed and and things
53:47
like that. So there's gonna be features. There's gonna be bug that we're gonna
53:49
look at. We do have to see how the how
53:51
the game does kinda
53:54
short term, long term. But there are – you're right,
53:56
there are other big projects here. Grounded is
53:58
in one point l, but they're still working on that.
54:01
So there's a lot of potential to do different things
54:03
here, and we're just gonna have to see where it
54:05
goes. Okay. And what about for yourself? Does the team
54:08
look at you? I know like you said, just
54:10
cap and would just pass it. But, like, does the
54:12
team look at somebody like yourself and go,
54:14
Josh, you gotta come over here
54:16
or, like, Josh, we need you to do this now. What does that vibe
54:18
with yourself as kind of the the head
54:20
honcho over there? Well, I'm
54:22
the studio to So
54:24
I will be going back to at least
54:26
giving feedback on on different projects.
54:28
And, you know, I do
54:30
occasionally when when desired I
54:33
will come on to a team if I have
54:35
time. And, you know, if it's to work out
54:37
a system or to help lead a a
54:40
sub team, on a particular feature or a system design, you know, I
54:42
will be involved in that. So I'll
54:44
probably be doing some of that at least
54:46
in the not the immediate
54:48
future, but like the short term future
54:50
because that's always kinda just part of
54:52
my job here. Yeah. I wanna go to
54:54
some viewer questions now to start wrapping
54:56
this down. Alberto Lopez
54:58
brings up, hey, how does it feel to finally
55:00
make something that you've always wanted to make? We talked
55:02
about that at the beginning, but that ends it
55:04
with What other projects would you like to do next? Is there another crazy passion
55:06
project that you would like to do that you've
55:08
kept in your back pocket all these years?
55:12
Yeah. I mean, it's obviously, it's
55:14
it's great to finally get this this
55:16
type of game done. Like I said,
55:18
I didn't this is not a
55:21
type of historical game that I
55:23
I imagined, you know, twenty
55:25
years ago. But I'm really, really
55:27
happy with how it turned out. I'm so
55:29
happy that people are responding well to it. And, yeah, there's a bunch of
55:31
other projects. I have no idea if I can do
55:33
them, but, like, you
55:36
know, I've mentioned before, I have this very off the wall. This
55:38
is a very off the wall idea, but basically
55:40
like a a bike shop simulator.
55:43
where you're running like a bicycle repair and sales shop
55:45
in a in a small community.
55:47
And you're restoring and repairing bikes for
55:49
people and dealing with all different
55:52
social strata of people in a in a
55:54
town. I'm really into cycling and
55:56
restoring bikes, and I interface with a
55:58
lot of shop owners and the communities that
55:59
surround them. And I just think it's interesting and there's
56:02
opportunity for a lot of neat little social
56:04
dynamics there. I also
56:08
really always still think that
56:10
it would be cool to make a an
56:12
SRPG, a tactical game in the
56:14
pillars of eternity setting. So something
56:17
that's not really focused like the the
56:19
pillars of fraternity, like one
56:21
and two, but more focused
56:23
on something that's more in the vein of
56:25
final Fantasy tactics fire emblem or games at
56:27
that sort. I think those are are those are more on the
56:30
small to like medium
56:32
sized projects. big
56:34
projects. I don't I don't know. Like, you know, I've
56:36
been in small project mode for so long. It's kinda hard
56:38
for me to think about things at a at
56:41
a really large scale. but I don't know.
56:43
We'll see. I I don't I wouldn't say I would not work on
56:45
a big project again, but that just hasn't been where
56:47
my mindset has been for the last
56:49
three years. So I
56:51
wanna
56:51
praise you and give you a big shout
56:53
out. Yes.
56:54
The bike simulator, please
56:56
do that, Josh, right away. I know.
56:58
I mean, the the the landscape has never
57:01
been moored. Well, so your gas
57:03
station simulator -- Wow. -- Kim. Come on. name
57:05
it. Right? I love the balance of, like, we could
57:07
have the fun with you, Josh. I was like,
57:09
kinda like the lake, bringing in more dynamic
57:11
of, like, learning about the town talking with the dead
57:13
-- Yeah. -- just feeling and feeling the vibe.
57:15
I mean, some fun. I love this coming from Tahoe. I'm
57:17
all about the bike shop. I like this idea. I had
57:19
a really good bike shop guy up in Tahoe
57:22
who always made me smile. His name was Mike
57:24
as well. big old curly
57:26
afro. And I would bring in my snow bike, would
57:28
they just call him bike, my bike?
57:30
He was mountain bike, bike, actually. And I'd
57:32
bring in my snow bike, and he would
57:34
always get so amped up because nobody else had one in town. He
57:36
would love working on it, and we would share
57:38
stories about the different resorts that we'd
57:40
go to.
57:42
getting excited about the snow coming in and, of course, in the spring and summer,
57:44
getting excited to ride bikes together. So
57:46
I like that, Josh. I really, really
57:48
did. Nice. Of course, I
57:50
know, you know we had to go there. We have to talk Fallout New Vegas because,
57:53
of course, it is an Xbox
57:55
beloved title. Everybody
57:58
loves it. And Paragon Girard wrote in says, How was it
58:00
working on Fallout New Vegas, taking
58:02
someone else's property and creating
58:04
something new
58:06
with it? Also following you in the team's wonderful work on Benjamin, could
58:08
you see yourself working on another
58:10
fallout project in
58:12
the future? Yeah. I
58:14
mean, it's weird to to
58:16
think about and it's
58:18
I've gone through this weird
58:20
arc because I played Fallout one in actually
58:23
Fallout one and two in college right toward
58:25
the end of of college.
58:28
And then I went to work for Black Isle Studios. And at the
58:30
time, I I remember when I started in the industry, I
58:32
was like, I wanna work on a D and D
58:36
game. Dunches and Dragons, and I got to do that immediately. That was fantastic.
58:38
And then I was like, well and everyone
58:40
at the studio was, like, we're
58:42
gonna make fallout three we
58:44
just gotta get through the next few years and then we're gonna
58:47
do Fallout three. And we started on
58:49
it. And because, I
58:52
mean, it's started at interplay in what eventually became Black Isle
58:54
Studios. And then Black Isle
58:56
fell apart and the
58:58
fallout property went
59:00
to Bethesda. and then a number of
59:02
years past, and I was like,
59:04
well, I guess I'm not gonna be able to make a
59:06
fallout game. And then
59:08
Bethesda made fallout three, opportunity to use
59:11
new Vegas. And I brought back a lot
59:13
of the ideas that we, as a group
59:15
of people, had talked about App
59:17
Black Isle Studios to make Vault New Vegas, and then a
59:19
bunch of new ideas as well. And,
59:22
yeah, that was that was super fulfilling and
59:24
super fantastic. And, you know, it was
59:26
a crazy development because it was only eighteen months,
59:28
and we had never used that engine
59:30
before. But, yeah, like,
59:32
I mean, I love fallout. I love
59:34
the setting. I could see myself working in it again.
59:36
But, you know, we'll see where the future takes
59:38
me. Alright. I I like that.
59:40
Two quick follow fallout
59:42
ones. One, of course, what's the
59:44
dream setting for you, Josh? Of course, we've seen
59:46
different settings and follow-up. Is there a spot
59:48
where you're like, oh, Mike and Gary? We've gotta go
59:50
to Vancouver. We gotta go to Australia in the Outback. Is there a crazy
59:52
fallout setting that you would love to do?
59:55
You know, I I'm not really
59:57
sure. I haven't thought
1:00:00
about it quite a while because, again, it kind of, like, it
1:00:02
came into my life and then floated
1:00:04
away. You know, like, in the past, I've
1:00:06
said, you know, people have talked about
1:00:08
New Orleans. I do
1:00:10
think California or the Midwest would also
1:00:12
be very interesting.
1:00:14
A big I'm a big believer
1:00:16
in finding things that obviously, I have
1:00:19
to be passionate about it as a director, but also that the
1:00:21
team is really excited about and
1:00:23
also that works within the
1:00:25
larger idea of of the
1:00:27
property because again, you know, working on
1:00:30
something like Pentiment, which is just its own thing
1:00:32
in the middle of nowhere, I can kinda make
1:00:34
decisions more or less however
1:00:36
I want. But when it's part of to
1:00:38
kind of work within a larger
1:00:40
vision of what is fallout. And
1:00:42
I don't get to decide
1:00:44
everything about that. It's not my thing. So, yeah, I think there's
1:00:47
a lot of cool places in the US. A lot
1:00:49
of people have also talked about
1:00:52
what about fallout in other parts of the world? I think those are interesting as well.
1:00:54
I don't know. I think there's lots of cool
1:00:56
opportunities. It really depends on what the moment is
1:00:58
and what the team looks like. And yeah.
1:01:01
That's great. And my final one with Fallout, of course. What are some of the
1:01:04
teachings that you took away from your
1:01:06
experience with Fallout? What are some of the pieces that
1:01:08
we could see
1:01:10
in pentiment that you put to use here? What are some of the learnings and things
1:01:12
that you've always brought with you into your future
1:01:14
games? Yeah.
1:01:15
I think you
1:01:17
know, with fallout, we we went to you
1:01:20
know, I looked at how fallout three did their
1:01:22
percentage based
1:01:24
skill tracks. And I didn't
1:01:26
like the randomization and the saves coming. That that
1:01:28
resulted meaning people reloading a lot to
1:01:30
kinda less make a check
1:01:32
and that felt kinda weird. So I was like, well, let's
1:01:34
make them straight threshold checks. But
1:01:36
then every time you saw that option in
1:01:38
dialogue, it was the no brainer
1:01:40
to pick. Like, well, I unlocked it
1:01:42
and it's always a good thing.
1:01:44
So one of the biggest takeaways from that is
1:01:46
trying to get away from the mentality
1:01:48
that because the dialogue option appears and
1:01:50
it's unlocked, should always pick it
1:01:52
because it's always the best option. And in
1:01:54
Pentiment, I worked really hard with
1:01:56
the narrative designers to make
1:01:58
sure that when our background
1:01:59
options appear, it's cool to
1:02:02
see the option and it's interesting, but sometimes it's not helpful and sometimes
1:02:05
it's actually counterproductive. so
1:02:08
that the player has to put a little more thought
1:02:11
into, like, maybe I don't
1:02:13
just pick this thing automatically because I see it.
1:02:15
It's it's not an automatic win. And,
1:02:18
you know, again, with with
1:02:20
Vault in New Vegas, even though they're very
1:02:22
different in scope, you
1:02:24
know, people like to see the
1:02:26
impact of choice and consequence. And, you know, New Vegas
1:02:28
was actually the first game where there
1:02:30
was a really large scale of that on a
1:02:32
on a small level and a large level.
1:02:36
and impediment I tried to look at it from the perspective
1:02:38
of. We have this central storyline that runs
1:02:40
through, but then there are significant
1:02:42
choices about individual people and
1:02:45
relationships that play out over the course of the
1:02:47
the game. And at the end, I don't wanna spoil
1:02:49
the ending, but you get to see a lot of
1:02:51
those smaller choices reflected in the
1:02:54
actual ending. And, you
1:02:56
know, that's what I I think people
1:02:58
take
1:02:58
a lot away from that because they see the
1:03:00
aggregation of all these little things they did.
1:03:02
over the course of game come to play at the end, and that's really satisfying. That's
1:03:04
great. Gary, as we wrap
1:03:06
up, any final questions for Josh
1:03:10
here? No. I just I just had a thought about locations for
1:03:12
games. I just snapped I personally
1:03:14
think that Cleveland has gotten very
1:03:16
short shrift from game developers over the
1:03:18
years. Very clear through. There
1:03:20
you go. See, there's already there's already a
1:03:22
ground swelled behind you. That has
1:03:24
someone from Cleveland. I'm gonna say Cleveland.
1:03:26
Cleveland. I'm gonna say Cleveland. I'm gonna say
1:03:28
Cleveland. I just feel like Cleveland's time is coming. Yeah. That's all you get,
1:03:30
Gary. Right? That's all we're gonna have me out of the
1:03:32
zone right there. You you spend an afternoon there, you
1:03:34
go to the rock and roll hall of fame, and then you get the
1:03:36
hell out
1:03:38
of there. That's what I say. I know. But let's not forget the rock and roll hall of
1:03:40
fame was put there, like, out of pity. No. Like,
1:03:42
because there's nothing that was going on. already
1:03:44
had a baseball
1:03:46
history museum. We needed something.
1:03:48
Alright? We needed something. Well,
1:03:50
with that, we wanna thank Josh for
1:03:52
his team and, of course, congratulate relations to
1:03:55
you and the team over at Obsidian and everyone who works so
1:03:57
hard on Pentagon. Again, if you get the
1:03:59
opportunity, go check it out a
1:04:01
ton of game It is a ton of fun. Of course,
1:04:04
we didn't do a review here because we got to sit
1:04:06
down with Josh, but I'll tell you it
1:04:08
really won me over. And I am
1:04:10
blown away that I had so much fun with
1:04:12
this and I cannot wait to see it do all the way to the end because I know them right
1:04:14
there and it's only picking up and making
1:04:16
me say wow and bravo
1:04:19
every time I play it. So Josh, congratulations.
1:04:22
Thank you so much for joining us on this
1:04:24
week's X cast. Any final words for the
1:04:26
audience to
1:04:28
say goodbye. Just again, thank you for having me.
1:04:30
And for the people that are checking it out, thank
1:04:32
you for taking a chance on something that I
1:04:34
understand is is very unusual
1:04:36
and weird.
1:04:38
And I hope that if you do, you have a good experience with it. What's one tip you would give
1:04:40
me for someone who's like only like an hour or two in
1:04:42
and is still kinda like figuring out the lay of
1:04:46
the land. I would say use the
1:04:48
map because the map is helpful.
1:04:50
And, you know, it I
1:04:52
acknowledge that it does have a
1:04:54
slow start And
1:04:56
if you get to the
1:04:58
murder and just after the murder and you're still
1:05:00
not into it, maybe it's not
1:05:02
your game. but give it until then. Give it until after the murder and
1:05:04
when things open up. And
1:05:06
if you're not into it, fair that's
1:05:08
fair. head out. It's okay.
1:05:10
I won't I won't cry. But that's
1:05:12
kind of the the point where you really got
1:05:14
a sense of whether you're gonna be into
1:05:16
it or not. That's that I think
1:05:17
that that's always been a rule of thumb for me as well
1:05:20
as a social setting and whatever. Like, let let's at least
1:05:22
wait until there's a murder. Let's give this a jump.
1:05:24
Yeah. My tip for you, Gary,
1:05:26
sometimes it's best
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