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Podcast Summary: Games That Push Back with Bennett Foddy
Episode Overview In this episode of Software Engineering Daily, host Joe Nash interviews Bennett Foddy, a legendary game designer known for creating unique games like *QWOP*, *Getting Over It with Bennett Foddy*, and the recently released *Baby Steps*. Bennett shares insights into his distinctive approach to game design, focusing on systems-driven mechanics, the role of frustration in gaming, and the impact of streaming and speedrunning on the gaming experience.
Key Themes and Discussions
Bennett Foddy's Game Development Journey
- Indie Game Movement: Bennett's career began around 2005, coinciding with the rise of indie games and accessible game development platforms like Adobe Flash.
- First Successful Titles:
- *QWOP* (2008) gained significant attention, especially after becoming viral.
- Transitioned to full-time game development after receiving media interest and conference invitations.
Approach to Game Design
- Systems-Driven Mechanics:
- Bennett emphasizes creating gameplay mechanics through interaction with physics engines, highlighting the "discovery" aspect of game design.
- Unlike traditional game design, his method involves experimenting with constraints and letting players explore gameplay organically.
- The Role of Difficulty:
- Bennett challenges the conventional understanding of "difficulty," suggesting that many frustrations in gaming stem from players' expectations rather than the inherent challenge of the game.
- He believes that failure can lead to unexpected joy and engagement, evidenced by the absurd and humorous elements in his games.
Games as Reflective Experiences
- Frustration vs. Difficulty:
- The discussion revolves around the emotional impacts of frustration in games and how different types of frustration can lead to various emotional responses.
- Bennett argues for a more nuanced vocabulary to discuss player experience, differentiating between types of frustration and difficulty.
Impact of Streaming and Speedrunning
- Cultural Shifts:
- Bennett observes how streaming has changed the way games are played and experienced, especially with titles like *Getting Over It* becoming popularized through streamers and speedrunners.
- He acknowledges that while some players prefer to watch experiences unfold, others find joy in the challenge of playing.
Specific Games Discussed
- *QWOP*: A game where players control a runner's limbs, highlighting absurdity and humor in failure.
- *Getting Over It with Bennett Foddy*: Focus on the player-designer relationship through narration and design that manipulates player expectations.
- *Baby Steps*: A more complex open-world narrative game that evolved from prototypes focusing on walking mechanics.
- Collaboration and Education: Bennett discusses his time teaching at NYU and how it influenced his game design, as well as his collaborations with former students like Gabe Kazillo on *Baby Steps*.
Game Aesthetics and Constraints
- Visual Style:
- Bennett discusses using a blend of low-quality assets and free 3D models to create a unique aesthetic that reflects the absurdity in his games.
- This approach encourages experimentation in game design without the pressure of high production values.
Conclusion The conversation wraps up with Bennett discussing his experiences in game development, the importance of community in creative endeavors, and the evolving landscape of gaming culture. The episode highlights the intersection of artistic expression and technical constraints in game design, alongside the emotional resonance games can have with players.
Key Takeaways
- Game mechanics can be discovered through experimentation rather than strictly designed.
- Frustration can enhance player engagement if framed correctly.
- Streaming culture has significantly influenced player engagement with games.
- Collaboration between educators and designers can lead to innovative game development.
- Aesthetics in games can be shaped by the constraints of the tools and resources available.
--- This summary captures the essence of the episode, highlighting key discussions and reflections on game design, player experience, and cultural influences in the gaming world.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOBennett's Journey into Game Design
0:45 to 2:14
Bennett discusses his journey into game development and the rise of indie games.
“and game development remains his favorite way to experience and explore new technologies and concepts.”
Creating QWOP and Its Impact
2:14 to 4:27
Bennett explains how he created QWOP and its unexpected popularity.
“So I started in a period of my life where I was trying a lot of different things.”
Exploring Game Mechanics with Physics
4:27 to 6:28
Discussion on how physics engines influence game design and player experience.
“And so, that sort of brings us up to the present.”
Human Representation in Games
6:28 to 8:06
Bennett shares his thoughts on the choice of human-like characters in games.
“Some of them, or maybe the majority of them, the designer, maybe not starting from zero, maybe starting from a bunch of genre assumptions, has an idea.”
The Evolution of Manual Walking in Games
8:06 to 13:29
Conversation about the thematic similarities between QWOP and Baby Steps.
“A physics rig is a relatively small number of entities in a physical simulation and a set of constraints.”
Prototyping Game Mechanics
14:03 to 16:54
Learn about the development journey and design decisions that led to a unique game concept.
“We had a lot of different things going on and none of them were really working.”
Iterating on Gameplay and Mechanics
16:54 to 19:36
Discover how iterative design processes improved player experience and gameplay mechanics.
“Now this, and Baby Steps is this like open world narrative journey.”
Friction vs. Difficulty in Games
19:36 to 22:29
Explore the complex relationship between player frustration, difficulty, and emotional impact in games.
“So, we're just constantly looking for these little things.”
Understanding Frustration in Gaming
22:31 to 28:00
Delve into the nuances of game difficulty, frustration, and player expectations.
“You are one of two guests we've now had that has a genre named after them, which is the folly and rage game in your case.”
The Accessibility Debate in Gaming
28:00 to 29:00
Explore how accessibility in games often overlooks tutorial lengths and core content engagement.
“enable you to see the ending, to see all the content regardless of like how good your reflexes are or how good your vision is or whatever, you know, like whatever other sorts of abilities your body has.”
Show all 28 chapters
The Rise of Hardcore Game Modes
29:00 to 30:20
Discuss the growing popularity of games that reset progress and their implications for player experience.
“discussions that we're trying to have with them.”
Evolving Concepts of Difficulty in Games
30:20 to 32:00
Understand how game difficulty has shifted towards creating stakes and stress for players.
“And the whole community was involved in a kind of collaborative effort to see who could be the first to beat this checkpointless tower.”
The Dual Role of Game Designers and Academics
32:00 to 34:10
Learn how Bennett Foddy's background influences his game design and insights into gamer culture.
“and checkpointed and quick-saved and so on, you lose a sense of stakes, obviously.”
The Impact of Streaming on Game Design
34:10 to 36:30
Examine how streaming phenomena affect game design choices and player engagement strategies.
“If I'm honest, I didn't really understand.”
Speedrunning and Game Mechanics
36:30 to 39:10
Discover how speedrunning influences game development and the importance of accommodating unexpected player behavior.
“I was kind of against it because I knew it was sort of like stopping people from actually playing the games themselves.”
Designing for Open Worlds and Player Freedom
39:10 to 42:01
Discuss the principles of creating open-world games that support player exploration and creativity.
“And I think that comes from a kind of an orientation to understanding that kind of stream spectators will always be there.”
Designing Open Worlds Without Invisible Walls
42:01 to 43:23
Learn how game design can allow for player exploration and speedrunning by removing invisible barriers.
“So yeah, I mean, when we made Baby Steps, for example, Baby Steps has no invisible walls, give or take.”
Intimacy Between Player and Designer
43:24 to 44:56
Discover the impact of narration in games, and how it creates a bond between players and designers.
“it's a nice way to kind of re-see your work, to see people again, like reconfiguring it or reconceptualizing it in a different way.”
Reflections on Game Play Styles
44:57 to 46:30
Explore how games can provoke reflection on player behavior and attitudes towards challenges.
“audio is muted it's not going to work in that way the idea what I want is to create an experience that feels like the player is in communion with the designer in some sort of way.”
Aesthetic Choices in Game Development
46:31 to 48:32
Understand the practical and creative reasons behind choosing specific visual aesthetics in games.
“I think at first it was a practical consideration.”
The Balance of Teaching and Game Design
48:33 to 51:18
Learn how being a game designer and a teacher can inspire creativity and collaboration.
“I just, to me, it's something that is so, like, there are so many games that are made out of assets now.”
Creating Multibowl: A Unique Gaming Experience
51:19 to 52:55
Discover the creative process behind Multibowl and the challenges of making a game for exhibition.
“I mean, I made a couple of games with AP Thompson.”
Technical Challenges of Game Development
52:56 to 56:01
Explore the technical intricacies involved in creating a game with diverse mechanics and historical elements.
“And I think about Eric Zimmerman at NYU and Frank Lance also made Universal paperclips while he was at NYU.”
Creating a Meta Multiplayer Game Experience
56:01 to 58:08
Learn about the process and challenges of creating a meta multiplayer game that blends historical game elements.
“It's going to drop us into an exciting moment in a game and we're going to play like 10 seconds until somebody scores a point and then it's going to drop us into another game.”
The Joy of Discovery in Gaming
58:09 to 59:06
Explore the thrill of figuring out game mechanics and how it enhances player experience.
“And It's one of my favorite things that I've ever worked on, honestly.”
The Development Journey of Zipper
59:07 to 1:01:29
Discover the challenges and inspirations behind developing the game Zipper for the Playdate.
“We've had quite a few emulator developers or people who have ported to emulators on here.”
The Advantages of Minimal Game Development Environments
1:01:30 to 1:04:58
Understand the benefits of using simpler game development tools like Lua and Pico-8.
“Well, there's something that's kind of aesthetically gross when you are making a game that just needs a very, very kind of like minor, let's say I'm making a Pico8 game and I decide I need a particle system.”
The Aesthetics of Character Design in Animation
1:04:59 to 1:07:48
Delve into the nuances of character design and the surprising focus on glute animations in games.
“stuff, then generally computers are fast, you know, and don't do anything too silly, then you can really work in a very free flowing way in those systems.”
Transcript
Automatic transcript. May contain errors.0:00Bennett Foddy is a legendary game designer known for creating wholly distinctive games such as QWOP, Getting Over It With Bennett Foddy, and the recently released Baby Steps. He's also a former professor at the NYU Game Center, where he taught game design alongside developing his own experimental work. In this episode, Bennett joins Joe Nash to discuss his systems-driven approach to game design, why frustration and difficulty are often misunderstood, how streaming and speedrunning have reshaped how games are played and experienced, and what makes his games stand out. Joe Nash is a developer, educator, and award-winning community builder who has worked at companies including GitHub, Twilio, Unity, and PayPal.
0:43Joe got his start in software development by creating mods and running servers for Garry's Mod, and game development remains his favorite way to experience and explore new technologies and concepts.
1:06Welcome to Software Engineering Daily. I'm your host for today's episode, Joe Nash, and today I'm joined by Bennett Foddy. Bennett is a game designer infamous for titles like QWOP, GURP, and recently Baby Steps, as well as an educator at the NYU Game Center. Bennett, welcome to the show. Thanks for having me. So let's get started with what your game dev journey was. How did you get into making, what we'll cover is a very frustrating selection of games. It started in around 2005. I was starting to become aware that something was happening in the world of video games. Really kind of lifelong, passionate gamer.
1:39But one of the things that started to come through were that there were free games. There were games that were made by very small teams that were starting to kind of gain attention. And I think we started to call them indie games around that period of time. But some of them were coming out of the doujin scene from Japan that was a little older. Some of them were coming out of a kind of independent practice that flowed from, you know, shareware in the 90s and so on. But there was definitely something feeling like it was happening around then. And I guess Adobe Flash started to become a platform that you could make games on at that time.
2:14So I started in a period of my life where I was trying a lot of different things. You know, I'd been in a band. I was making TV commercials for mobile phone ringtones. And really, I was supposed to be writing a dissertation for my PhD in philosophy and procrastinating like crazy. But I started to get into writing Flash games and sharing them online. and it was a period of time where you could knock something together on your laptop, pop it on a free shared web host and it would get featured on major gaming blogs and people would be playing in sort of tens of thousands. So, that's how I got into it but it took me quite some years to be able to get into it full time.
2:55So, I think probably the first game I released was 2006 or 2007. I made Co-op in 2008 when I was in America. I was doing a postdoctoral fellowship in philosophy at Princeton University. But that started to kind of gain attention, not right away. I think I released QWOP in 2008 and, you know, made a reasonably medium to large splash on like enthusiast gaming blogs. But in Christmas of 2010, I moved to England for a second postdoc in philosophy. Suddenly my web server was melting and my traffic had gone up by a hundredfold and QWOP had kind of exploded in interest and popularity. From that point, that was kind of what planted the idea in my head that maybe I should be doing this stuff full time.
3:43So, it's like suddenly Wired Magazine wants an interview and, you know, I'm being invited to conferences to give talks and stuff. So, it started to feel like something that was just worth pursuing with my full energy. So, I suppose the very short version is that in 2013, I moved back to New York to NYU. I took a job at the new NYU Game Center. At the time, it's like the games department in the art school at NYU. And I taught there and made games alongside for eight years. And then we started working on a game that was big enough that it really needed my full attention. And so, I quit my job and went indie, as we put it in indie game circles.
4:21We worked on that for, you know, basically five years. And it came out in October. It's called baby steps. And so, that sort of brings us up to the present. Amazing. So, I know that, obviously, you mentioned QWOP as, you know, it kind of went viral pre the concept of reality. I definitely was aware of it. And I know many of our listeners will be. But folks who haven't encountered, I guess you're over, how would you describe your games to people? I think a lot of them are kind of absurdist. A lot of them are grounded in simulated physics, physics engines. I don't know. I mean, I think simulated physics, that's kind of a mouthful.
4:55But I guess in the early 2000s, there started to be real-time physics engines that had fully simulated dynamics. And then they started to become available as open source engines. Box2D was the one that I made QWOP in, you know, for example. So a lot of my work has been around kind of playing with what you can do with those engines. A lot of them, people think that they're difficult. People think that they're maybe indifferent to the player's experience. I don't know. There's a certain aesthetic of that. I resist the idea that they're difficult. I think maybe difficulty is kind of a complicated and overloaded idea, but people think my games are difficult anyway.
5:36And a lot of them concern movement, I suppose, like the kind of movement of the player and making that kind of problematizing that in certain ways. And I have some things that are kind of outside of that through line, but that's definitely the most kind of recognizable through line of the three most recognizable games in my oeuvre which would be quop getting over it with bennett foddy and the new one baby steps yeah which i made with two other people i made with gabe kazillo and maxi bock perfect yeah we'll definitely come back to some of those games at the box like zipper i want to talk about so we'll definitely come back to three of those as well as your collaborators because i believe at least one of them is a former student as well right yeah that's right yeah awesome cool perfect yeah i guess let's stick with a couple of things i want to talk about from what you just mentioned obviously difficulty we'll come back to difficulty comes out of difficulty but physics so you described i think it was to polygon you said that like a lot of your games are essentially the interaction between like a physics rig and level design and i thought that was really interesting i guess kind of like basic place to start from designing a game can you tell us more about that here's the thing so it was at the center for the moving image in in melbourne a couple weeks ago and i was trying to kind of express it in this particular way which is that when you're designing games there's basically two ways that we get mechanics or genres or types of play.
6:53Some of them, or maybe the majority of them, the designer, maybe not starting from zero, maybe starting from a bunch of genre assumptions, has an idea. And the idea is like a full game idea and they implement it as they imagined it. Maybe they change course a little bit along the way as they learn more about it. But it's created from whole cloth. But the kind of games that I've been making, especially with physics engines, it's not so much like that. It's more like I'll create a way of interacting with the game world and kind of play with it. And the gameplay loop is sort of found rather than invented, right?
7:30So, for QWOP, for example, I had a hope that it would be kind of a fully controllable, easy running system that would have some kind of interesting implications or interesting things that kind of fell out of that system. What it actually is, is something that's much more absurd and silly and funny and difficult, right? And it was sort of like, in a way, it wasn't at all what I was looking for, but I liked what I found. So, it feels as though it was a little more discovered. And I think finding things, discovering gameplay in a system is easier when you start with the very rich and deep system.
8:11So, what's a physics rig? A physics rig is a relatively small number of entities in a physical simulation and a set of constraints. And the constraints might be the level, the world that it's in, or it might be the joints, it might be the muscles, it might be some other kind of constraint, right? But it's very, very hard, I think, as a designer to get more than a sort of an intuition about what sorts of constraints will be interesting or what will happen with the constraints because physics is complicated and it's unpredictable. And so, the way that I approach doing it or that I have approached doing it through my career is to kind of set up some constraints and see what falls out of that.
8:50You know, like maybe I have like an idea about sort of roughly what it will be like. Very frequently, there are things in there that aren't exactly what I predicted. And then trying to kind of follow what's actually there in the playing with the prototype. I think relative to a lot of other game designers, I probably make more prototypes and throw more away, partly because of this approach. If you're sitting down to make a grand strategy game or a puzzle game, you probably don't throw as much away. You probably sort of sit there and you iterate until you get it working exactly the way you want.
9:23But when you're working in the kind of games that I've been making, I think a lot of the time, what seems like maybe a good idea, you realize actually for some sort of deep reason relating to geometry or relating to momentum or something like that there's not actually a gameplay there so that's why i think it's playing with rigs sometimes it's playing with level design idea it can be playing with any kind of constraint really but like it just has to be a rich enough set of constraints right interesting so i guess you know a lot of your physics rigs tend to be human form or close enough obviously you've had unicorns but still four-limbed, et cetera.
9:58Is that an artistic inclination, you know, commenting on human body, et cetera, and its usage? Or is that because eight-legged alien monstrosities don't make satisfying physics rigs in your gameplay design? I think it's two things. I think, first of all, there is a relatability thing. I think human bodies make us feel a certain way. Games that are about movement are really about embodiment. They're about feeling like you are the avatar that's represented on the screen. That's a kind of easier move for your brain to make if it's humanoid or at least it's that kind of animal. It's not impossible with a robot, obviously, just like it's more of a heavy lift.
10:32And so, I sort of feel like that kind of emotional response and that kind of psychological response is easier for a human. So, I mean, I think that's the first thing. The second thing is that with video games, I really feel like how much I enjoy playing a video game and how people enjoy the kinds of video games that I enjoy playing is kind of opposite reading explanation or doing a tutorial or something like that. There are certain types of games where that's totally unavoidable. Like you can't learn to play Catan without being told the rules. There's no way to intuit it. And Catan is a wonderful game, right?
11:04Like really, I'm not trying to run those sorts of games down. But what I love in playing games, especially real-time games, video games myself, is a sense of being able to kind of explore and discover what the rules are and to be able to jump right in and for kind of learning how to do it being a lot of the fun. And that being the case, the players need help to understand, first of all, what are the goals? What are the limitations? What's going on? What can happen? What should their expectations be? There's all this stuff that has to be conveyed by the game designer. We try to kind of pick settings for games where there's just less to do on that front, right?
11:46So, if I give you a human body, right away, you know, it can't fly. It's fragile. It takes steps of about this size. Maybe it gets fatigued, maybe not, but weighs about this much. Like there's all of these intuitions that we have. There's all this stuff that we know, all this common sense that we bring to bear when there is a human body pictured, right? The same thing goes for like, you know, in QWOP, the situation is he's in an athletic outfit, right? And he's facing left to right. And right away, you have a whole thick bundle of expectations and knowledge that comes from the fact that you've watched the Olympics, you know, like you know what his basic task is.
12:28In fact, the humor of that game comes from subverting what you're expecting. You see like a very athletic athlete dressed up for a race inside of a stadium and you expect competent running. And then it's at the players, it's because of the players' incompetence that he is falling over. That's the joke of the game. But you're just getting a lot for it being the human body. And I think as a game designer, I'm just always looking for these sorts of shorthands because Because that is really what allows us to remove explaining and to remove tutorialization and difficulty curves and all of that stuff that is, you know, has its place.
13:08but it's not really the, like, if I'm doing anything as a designer, it's to kind of, like, try to skip that stuff, to try to eliminate that flavor of it in order to be able to give the games a different kind of personality that's maybe a little more adversarial, a little more resistant to the player than a regular video game. So, it's more important to my work than it is to other designers as well. I just really need everything to kind of be self-explanatory. Yeah, that's really interesting. Yeah, I want to stick a pin in progression. But I guess before we come back down to that and difficulty curves, obviously, you know, there's a lot of similarities thematically between between Coop and Baby Steps.
13:47I guess I want to start by asking, like, you know, how did you return to the idea of manual walking, I guess, for lack of a shorthand in your like first, you know, as you said, going indie? Like, why come back to that idea? We had spent 2019 making prototypes. We made about 10 different prototypes and none of them were about that, really. We tried a lot of different things. We had a twin stick shooter. We had a competitive SimCity. We had a lot of different things going on and none of them were really working. And it was actually at Gabe's suggestion. He felt like we could, in essence, do what I'd been trying to do with QWOP in 2008, which is to make a version of that where you actually can walk.
14:29But I think the kind of core of his idea was more like he's very interested in systems that are driven by control and the way the physics is following that. So, he'd made this game called Ape Out, which I'd contributed artwork to. And that's an arcade game. It actually does use a physics engine, but when you are moving your analog stick on your controller to the right, it's immediately like it's not waiting for applying forces to a physics object. it's setting the position as we used to do back in the you know 1970s and 80s we're just setting the position of the controlled object you could think of that as being like one-to-one control or something like that we could call it arcade controls and i think the kind of core idea that he had was that we could drive a 3d physics rig of a body to make a kind of a co-op inspired game where the feet were the kind of like the arcade object right like the feet wouldn't be like dynamics objects they would be canonically controlled by your controller and i tried to discourage him from that because i thought that was a bad idea i thought it was too hard but he made a prototype very very quickly like a small one that seemed a little promising and then we hooked it up to a physics engine and like some you know there was some middleware that that made a rag doll follow an object and we hooked up a like an actual 3d character to it and I made a level for it and it was like, yeah, we're doing this.
15:56We just like knew, I think right out the gate after having sort of 10 failed prototypes. This is quite early on. I said, I have like a record of a message to him where I said, I think this is the one, you know, like this is actually like, this has got legs is the way we often talk about it. But yeah, that's what you're looking for if you're going to spend like a significant chunk of time on something is something that will be worth exploring, that has enough depth to be able to make it worth your while, to do polish, to do kind of like a detailed world and all of that stuff. I think we thought we were going to spend about one year, not sort of five or six years.
16:33But yeah, like he just knew. So, yeah, it was his inspiration. But yeah, I think he wanted to do something that was kind of like a fusion of the procedural animation that he'd done for Ape Out and then the kind of like the leg placement from Co-op worked really well, I think. That's great. And obviously, you know, a huge departure between those two games as you've, you know, once kind of a self-condemned experience. Now this, and Baby Steps is this like open world narrative journey. And going back to what you said about it needing to feel intuitive and like trying to skip tutorials, I'm like fascinated, but how do you deal with progression and like skill building in a game like Baby Steps?
17:07But like, you've got this fundamental mechanic that's so, you know, this like, hey, we're taking something easy and making it hard. And now you need it to continue getting harder throughout. Yeah, I mean, I think our orientation to that changed along the way. And in the same sort of way that QWOP becomes about failing and falling over because that was all I was able to achieve, I think the early prototypes of BabySteps were much more falling down centric and we had much lower expectations for how good people would get. And I mean, the truth is, there's just years of design iteration on the walking model, on the control scheme, just little things like, you know, what happens when you let go of the stick and how is it conveyed that he's at the edge of his kind of polygon of balance or whatever it is, you know, there's just like little changes.
17:53And, you know, Gabe was in charge of that stuff. He would sometimes like, you know, have a shower thought that maybe we'd been doing it all wrong and come in and make some kind of change. And then little by little over time, it started to be that people, when they got to the end of this little cave that we set them up in at the beginning, most of the players were kind of trucking around almost automatically right so it went from being a game that was going to be more failure oriented like quop to being something which is like no you're walking around actually competently for the most part and you're falling over when you're trying to go up a very steep slope or on a very slippery substance or do some kind of incredibly technical climbing maneuver and it enabled us to make the world around the rig more and more kind of complicated and more and more challenging to the point where I just don't think at the beginning we dreamed that it was going to have some of the sort of like jumping between objects or riding on moving objects, all of that sort of stuff.
18:51It would have seemed impossible in the first instance. But yeah, it's just iteration, iteration, iteration. It's the longest I've ever worked on a video game. So, I never really had done that kind of degree of iterating before. So yeah, it sort of brings out a different flavor, but these systems are very, very complicated. And the sorts of things that make it hard or easy aren't what you would expect all the time. I mean, we really had a strong aesthetic against having too much in the way of like imaginary forces propping the character up. We wanted it to be as kind of plausible as it could reasonably be while still being stable.
19:29but the sorts of things that make it go from difficult to easy are concerning things like suppose you're pressing the button to raise the trailing foot a little bit too early what should happen then right or suppose you do it a little too late how should that be handled how should we handle letting you know when the foot is up or down where should the camera be pointed like a really big breakthrough we had is to realize the camera should always be focused on his feet especially when the camera starts to kind of bump into things in kind of difficult terrain it always zooms in on his feet, right?
20:00You know, if it has to move at all. That made it massively easier to play. So, we're just constantly looking for these little things. And in what you end up in a game of this sort of scope, you end up with a titanic pile of minor affordances, right? And that all kind of blends together into a system that seems simple, but you have in fact added this colossal complexity and nuance, really, more so than complexity. But it's now, instead of 10 % of players finding it easy to walk around, it's now 90%, right? Like really kind of inverted that way. Yeah, absolutely. I guess that reminds me of the, is it Super Meat Boy or Celeste?
20:38One of them has the famous like 2000 line file of if statements for like, what happens if you land on a platform and like have to deal with it? Like it's one of those. Yeah, absolutely. You know Fidelity is a financial services leader, but did you know that inside Fidelity is a community of technologists working together to shape the future of finance and tech? Fidelity is always investing in tomorrow, from emerging tech to cutting-edge tools that will transform what comes next. Their technologists are encouraged to keep learning so they can expand their skill sets, explore new ground, and stay ahead of this rapidly evolving industry.
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22:01They handle the hard infrastructure work, capturing clean recordings, transcripts, and metadata across Zoom, Google Meet, Microsoft Teams, in-person meetings, and more. so developers don't have to build it themselves. If you're building a meeting note taker or anything involving conversation data, recall.ai is the API for meeting recording. Get started today with$100 in free credits at recall.ai slash software. So I guess to get to the topic of difficulty, which I think broadly your fan base is in agreement with you that difficulty is not the right word. You are one of two guests we've now had that has a genre named after them, which is the folly and rage game in your case.
22:39You've got this really great blog post out the 11 kinds of frustration or I think it was 11 kinds of difficulty but I think captures I don't know if still captures your current feelings and difficulty but like the different I think you explore different ones of those different games obviously getting over it is very much I think one that would put your name on the map quite intentionally it has your name on it but yeah I guess like talk to us about your feelings of difficulty and your approach to it in games or not difficulty as you say and the idea of the blog post is that we have very limited language I think for this stuff let's just put a pin in difficulty for a second and talk about frustration because it's like a thing that at least getting over it in co-op or associated with being frustrated and it's definitely a flavor in my game.
23:17But I feel like that's such a blunt, over-encompassing word because actually there's all kinds of different feelings that we call being frustrated or being annoyed and we don't really distinguish between them very much in English anyway. I don't know if it's different in other languages. But I was, yeah, just, I mean, as a player, I feel like different senses of being frustrated have very, very different emotional consequences. to me. And one of the interesting things about playing video games, not just ones that set out to be hard, but all video games really, is they all have a little bit of a mix of different ways of kind of provoking you and feeling like the game is pushing back in some way or offering friction.
23:55There are some frictionless games. They're in the minority, I think. Some visual novels, for example, even walking simulators, as we call them. It's a genre I'm very fond of, where you just walk around and look at things. Even those have friction, right? So, It's definitely something that's universal in games, but a big part of design is about controlling what exact feelings that you're provoking. And I just got interested in introspecting on that. When I play games, whether they're single-player games or when I'm playing competitively with friends, one of the main sources of joy for me is to savor the feelings that I'm having.
24:32Actually, this goes for watching movies and listening to records as well. When somebody is trying wine, you know, when they're tasting wine of their oenophile, they smell it and then they put a little bit into their mouth and they kind of taste it on the different parts of their palate and then they try to kind of put into words what exactly it is that they're tasting. I'm not a wine person, but like that's what they're doing, right? And I think it's a little strange that people don't really do this by and large with other art forms, particularly video games, which are really kind of good at exposing, I think, to you what your feelings are while you're having them.
25:07So, when I'm playing a game and I'm starting to get on tilt, that's a thing that we can sometimes say, like I'm starting to choke, I'm starting to become overly self-conscious of my actions. Maybe I'm becoming a little heated. I start to feel heat rising in my face. I might feel a little kind of pit of disappointment in my stomach. I might start to become a little bit unsteady or trembly. If I become like a little, I get a little bit of a fight or flight reflex or something like that. Those are all things that I think, you know, I'm thinking about that in the same sort of way of sort of like rolling that around in my mouth and tasting it on different parts of my palate.
25:45And games are so, have such a rich ability to do different things. That's one of the things that I really am fascinated about with games, what I really am pursuing. So, in my work, what I'm trying to do is figure out what the colours are on the palate and then to try to paint a picture with those colors in whatever kind of way. Difficulty, I don't know. I mean, I think they were sort of stepping out one kind of layer of abstraction, right? What is difficulty? Well, difficulty is that you expected the game to give you a reward or to say that you're the winner when you did a set of actions and you did those actions and it didn't reward you with what you expected to be success.
26:24But it's really built around what your expectations are. I think you see that very easily in a simple game like QWOP. Your expectation is you can run to the end of the track because you're an athlete. And the fact that you can only go three meters makes it difficult. But is it difficult? I mean, I don't know. I mean, if your expectation is that you can go three meters and that something funny will happen, then it's very easy. Everybody can access the full range of experience in QWOP. And it's not like you've missed anything if you didn't get to the end of the track. You had the full experience if you spent 20 minutes trying to walk and kind of going upside down.
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26:58So, it's really, yeah, it's about what people want out of the game and it's about what they expect to get and it's about how much effort they expect to have to put in. And then, you know, I think there are situations where games expect a huge amount of work where they don't get called difficult, right? Like if you sit down to play Europa Universalis. It's just this mind-boggling complexity you can't possibly hope to overcome without watching YouTube videos or having a friend to guide you through or something like that. But that game's not known as difficult, right? For some reason, we would only talk about the difficulty of that game in terms of how the AI plays against you and what the resource constraints are and all of that stuff.
27:40It's a difficult grand strategy if the AI is really fierce and is constantly kind of attacking you. But there's just as much friction in that game or way, way more than there is in a lot of my games, right? I think the same thing goes for accessibility, right? So, there's a lot of talk about accessibility. Usually, accessibility features for a game are ones that enable you to see the ending, to see all the content regardless of like how good your reflexes are or how good your vision is or whatever, you know, like whatever other sorts of abilities your body has. But we don't often talk about accessibility in terms of like how easily and quickly does the game get you to the kind of core of the experience, right?
28:24Like it's never deemed that a game is inaccessible because you have to do eight hours of tutorial before you're playing the real game. If you're playing like Final Fantasy XII, you're not really playing the real game until you're in about hour 20, 25, 30. And nobody calls that inaccessible because people's expectations and orientations are toward the storyline and the visual content, and we get that really easily. So, yeah, I mean, I don't really have like a kind of unified theory about this, but I would just say that just like with frustration, the kind of concept of difficulty seems a little bit overly broad and blunt and not really kind of fit for the sorts of debates and discussions that we're trying to have with them.
29:08Maybe just a little more language or a little more theoretical constructs are needed to really be able to kind of crack these open yeah it's interesting maybe it's maybe it came across this way just because you know we're talking about your games but like when you the things you listed you know on one side and then the things just in the other you know with the europa universalist example like you know it really does to a certain extent like the way we talk about difficulty does talk a lot about losing progress of some form right which is obviously like something you play with a lot i know you've been heads down on baby steps last five years but i was wondering if you're aware of like the growing trend in games that are resetting progress, like hardcore World of Warcraft, hardcore Minecraft, and like the fact that those are becoming super popular.
29:45And if that hadn't given you any thoughts, because obviously that's like you've been playing with for years now. Yeah. And those modes have been around for a while, but I have noticed they've started to get more popular. The one that I love is RPG maps and Trekmania, especially, I mean, there was one called Bennett 48, my checkpoints, which is, you have to climb up a building. It was like very, very difficult things and you fall back down. There's no checkpoints, right? Amazing. And that one went on to be the, as I understand it, went on to inspire Deep Dip, which is a collaboration between a number of RPG map makers from Trackmania, which is this giant colossal tower that takes hours and hours.
30:22And the whole community was involved in a kind of collaborative effort to see who could be the first to beat this checkpointless tower. and then Deep Dip 2 which was even bigger again. Deep Dip 2 they had like a community pot it was like$30 ,000 for whoever could finish that first on stream so I love that it's I mean I can't really take credit for this except it you know maybe in just a small piece of it because I feel like like this kind of sense of hardcoreness the sense of like really being prepared to send people back a lot is something that started to really pop off around the time that Dark Souls came out Demon's Souls really sort of started that, these FromSoft games, which were like, we're going to, in the clothes of a genre, an action RPG, that had become very kind of progress-oriented, very number-go-up oriented, which is really what we mean when we say RPG systems.
31:15We mean you can't lose progress, that you're always ratcheting up progress, right? They were like, no, that's no fun. Let's go back to feeling some fear because you can lose a lot of your effort. And it was received, I think, a little coldly by journalists and by a lot of players when Demon's Souls came out. But it started to kind of like catch fire. Some people found it had a very kind of passionately positive response to it. And so, I think you can kind of see we're almost at like kind of peak sending you back now. And then we'll get another backlash. We'll have another 20 years of checkpointing and quick saving and all of that stuff.
31:53These things come in waves, they're fashions. and the reason for that is that there are trade-offs, right? Like, I mean, I think what you lose when everything is sort of like safe and checkpointed and quick-saved and so on, you lose a sense of stakes, obviously. If you can't lose progress, then you're never really afraid and you're never really stressed. You can't really go on tilt. You're just kind of like oriented and it orients you more and more to the kind of micro successes and failures you have. Like if I'm playing, for example, Quake 1 with my fingers on F5 and F7 to quick save and quick load, I'm just like trying to optimize every little kind of like one second stretch of the game.
32:33And then I'll save if it was good enough and I won't save if it wasn't good enough. And that's a way to play. And it's like there's a whole aesthetic of that. But what you don't get is any kind of like feeling of like being out on a high wire. Yeah. And by the same token, when you have a game that sends you back a long way, you have a lot of stakes, you have a lot of stressful feelings or whatever it is, excitement and feeling of it mattering how you play, but you never get to kind of really focus down on the micro. So, I think it makes sense that it's something that comes in waves and in fashions.
33:09but yeah i think we're right now probably cresting the peak of of sending you back culture yeah it's really interesting i don't know i always find it interesting because i have very much my game playing friends very much fall hard on either line like there's a group of us who only play games that hurt us and are incapable of playing games that don't and there's a group that just like do not want any of it whatsoever yeah never did it shall cross in any way we can't even come close to the axis and it's just so yeah it's so fascinating changing tact a little bit i think that explanation was a great example of i guess something i've you know not strictly game related but i want to talk about your dual nature as an academic as a game designer because aside from giving us wonderful views and insights into game design and you also have amazing fun with it i think your ign reaction to the getting over at speedrun is art i just think it's it's perfect it's a perfect artifact but i think you've used that to examine some things that are really interesting so you know one that you kind of touched on there when you were talking about track mania you've been incredibly aware of some really interesting gaming subcultures and like really spoken about them interestingly but i think one that i want to chat to you about is well two i want to chat about speed running and streaming because i know obviously i'm a big ludwig fan so the getting over it generation was like a big thing for me how did you know seeing streamers and i know that your journey very much started with like moist critical playing quap and everything as well how has seeing streamers basically have their careers been made by your games like how does that influence your practice at all?
34:31If I'm honest, I didn't really understand. Even having had that experience with Most Critical and QWOP, and I have watched the occasional Let's Play, I mean, I have to just be honest and say, when I'm looking for a YouTube of gameplay, I'm always typing no commentary into the search. I didn't want that experience of seeing somebody reacting for me. I felt like it would kind of spoil things for me. And I definitely once started to see streaming take off. Streaming has lots of different forms. You know, I have a lot of friends who watch League of Legends streams, which are really not reaction videos.
35:06It's more about watching people who are at the top of something that's very competitive play it in a way that they can't and like to kind of learn from it and admire it the way that we admire athletes, you know. The peak of a frustrating experience watching someone grind League of Legends. That is keeping my games to hurt you. It's like no one's done better than that. So, I don't think they're all the same, but the kinds of streaming content that I've been most interfaced with is the stuff that my games have been supporting, right? So, stuff where a so-called rage game, somebody's playing a game because it provides emotion-provoking, relatable situations that they can have an outsized reaction to on stream and that their fans can kind of like enjoy the entertainment value of seeing their favorite streamer react in a certain way.
35:54and when I was making Getting Over It, I think it's clear in the script that I was sort of like oriented against that, right? My orientation was it annoys me that people aren't going to play this game, that they're just going to watch it on stream. And here is this thing where the kind of meaning of it comes from the fact that you're going through an ordeal and you're sort of like in contact with the designer. And I think that game is that for some proportion of the audience, especially people playing it the first time. You know, so I didn't have a deep understanding of what it is that people are doing when they're watching streams or anything like that.
36:32I was kind of against it because I knew it was sort of like stopping people from actually playing the games themselves. As it turned out, Getting Over It came out and I think probably the great majority of people have experienced it in the format of watching people play it. And that certainly hasn't been bad for my sales and it would be churlish to complain about that situation. So, I've tried to have more sympathy for that experience, right? And to kind of understand that it's playing a different role. There's something that I do believe quite deeply, which is that it's something that's natural and that we should hope for as game designers is that the games are used in ways that were not originally intended.
37:09And I think a lot of like the Trackmania RPG maps that I was mentioning before were never envisaged by the designers of Trackmania, you know? that's not a usage that they would have supported or I mean maybe they they love it but it wasn't their intention that's quite clear and I think that oftentimes the kind of most beautiful aspects of games come from the sort of unexpected usages of folk usages of the games and the folk the house rules and the different the mods and the modes and all of the all of this different ways that the kind of player base kind of runs with it in the case of getting over it some proportion of people had this sort of experience as I intended it, and that's great.
37:47But there was this kind of phenomenon that was much bigger of people using it as a platform for rage performance. Now, I don't like watching rage performance. It's not a thing that works for me. It always seems inauthentic to my eye. But I certainly have enjoyed watching reaction content of one type or another in my life. You know, like I think it owes a lot to Japanese variety shows of the 80s and 90s. in terms of format, having the kind of celebrity face in the corner while something interesting happens and you see them react. There's something that's very human about it. There's something that's kind of very basic and deep.
38:26And I'm not against the fact that Getting Over It was a kind of a good platform for that or at least a timely platform for that. And I guess to really answer your question, do I think about it now while we're making games? Yeah. Yeah. Now it kind of feeds in. we try to design everything both from a point of view of how this will work for a spectator and how it will work for the player simultaneously. And one of the nice things about that is it actually means that if you do that, if you focus on both as we tried to do in Baby Steps, it means that games are really nice for kind of hot seat play in the living room with families.
39:01And I've heard from a lot of people who have said that playing Baby Steps, they had a wonderful experience with like five people playing, handing off the controller. It's certainly something we observed when we were playtesting it as well. And I think that comes from a kind of an orientation to understanding that kind of stream spectators will always be there. I mean, it seems good. I'm happy to have a kind of a broader conception of who the audience is. Yeah, I've never gotten a sense of how many of the players it is. So, I had a thing with Obra Dinn. Well, I played Obra Dinn and I was like, that was amazing.
39:33That was incredible. I wish I could have raised my brain and play it again fresh. And I had a similar experience of getting over it. But my reaction to that experience in both cases was like, I now want to see someone else go through this for the first time. And I think that those people in streaming get often, unfortunately, labelled as like the backseaters and like banned and told to go away. But I do, I think that is like getting over it. I think a lot of the joy is like seeing someone encounter the narration for the first time, seeing someone get bodied by it for the first time. And actually quite a few people have played it and that's, they play it and then go seek a stream out to see someone get that bit that's interesting yeah no i didn't think about that but yeah we do that with movies too don't we yeah like if we really love a movie we want to be able to discuss it with people and we want to be able to share the experience so yeah there is a kind of amount of experience sharing like that as well but yeah i guess on the subject of people doing unexpected things again the book is perfect speed running i guess a very similar question you know we've had game developers who like spoken about not intentionally putting in sequence breaks but like as they're designing a level thinking about okay how is speedrun is going to engage with this?
40:31Is that something, you know, that's factoring in at all? I remember what was the current record for getting over it. I think it's disgusting, but how is Baby Steps looking? Baby Steps, I think the glitchless record is something like 45 minutes now, which is crazy. It's really for a game that you just have to actually take steps in if you're playing glitchlessly. Yeah. The glitchy one is something like eight minutes. I think it's gotten down to about that little. The joy of physics-based games. Getting over it glitchless is like, yeah, 45 seconds. Glitchy is faster. I'm not so interested in the glitchy runs.
41:03My preference would be to patch out the glitches. I don't think that you should. I think whatever you've shipped, if it becomes the tech that the speedrunners are using to kind of compete for better times, you kind of have to leave those bugs in because that becomes the little platform of play that they're doing. Unless it's kind of ruining anybody's experience. But you really have to search for the glitch that the eight-minute speedrunners are doing. Yeah. I mean, I think about this stuff a lot. I was aware of it and thinking about it when I was making Getting Over It. I think speedrun culture had already entered the mainstream in 2016, 2017.
41:37Every time I would playtest it at NYU, somebody would say, oh, you know, speedrunners are going to love this. I'd be like, okay, well, you know, I've got to think about that a little bit and try to sort of support that. I don't know exactly what the requirements are. I guess to make a speedrun or be interested, it needs to not be too random of an experience. If they have to kind of reroll all the time. They don't like that too much. It's good if you leave the possibility of skips open. So yeah, I mean, when we made Baby Steps, for example, Baby Steps has no invisible walls, give or take. There's like one or two situations in the dark area where we have to do that to stop you from getting soft locked.
42:11But in the open world, there's no invisible walls. Very, very rare for an open world game. And we just assume, like a network security admin, assuming that every password is automatically compromised. We assume that every cliff is compromised, every difficult area, rock wall, whatever it might be, you have to assume that they're all compromised and you make the game work allowing for that. I think that's how you support speed runners as best you can is to make sure that the game doesn't crash and doesn't fall over if they do something that's not expected or not desired. I think I love that approach as a designer know, just in really in general, I think about one of the things that I found most inspiring was learning about some of the exploits people use in Spelunky.
42:56Spelunky is a game that has certain kind of things that look like they should be invincible. There's an invincible ghost that gets you if you take too long. There are invincible walls, et cetera. But it turns out everything in that game just has health and the invincible things just have a ton of health. That's such a good way to approach design is to never use absolutes, right? Like to just to always kind of leave the door ajar just a tiny bit for people to exploit things. So yeah, speed running, it's a nice way to kind of re-see your work, to see people again, like reconfiguring it or reconceptualizing it in a different way.
43:34Speed running makes a game into a different type of game in a way, for the most part. They're taking different pleasure from it, immediately becomes its own type of thing. It is one of the great beauties of games that they support so many different types of play. Like Ti Nguyen, the philosopher who's been, who has a book out on games, has this idea that what's special about them is that they're unfinished, that they need to be completed by the players. I actually think this is true to some extent of all artwork. It's always the audience that completes things, certainly true of architecture, for example.
44:06But it is particularly true of games, right? And I think it's important to say that it's true because we do and one of the weird things about being a game designer is you're so in control of the world and the rules and all the nouns and verbs that you can get led into a power fantasy of being able to control people's experience and be able like as long as I polish this enough and I control it enough I can make sure everybody's having the intended experience and you can't I think and it's better to proceed with the with that assumption from the jump staying on getting over for a second then I've got another question about paper steps but I'm getting over obviously the full title is getting over at Bennett Foddy and you narrate it and you bait the player a lot and you've done a fantastic GC talk about that decision but I guess in terms of putting your name on a game and directly engaging with the player in that way was the reaction what you expected did it work as intended I think it did I think it did it doesn't for everybody especially the people who are experiencing the game through streams where the audio is muted it's not going to work in that way the idea what I want is to create an experience that feels like the player is in communion with the designer in some sort of way.
45:11Not in a way where I'm controlling their experience, but in a way where they sense me as a human being present in the work. And putting my name as part of that, but then also just have this narration that starts formal and becomes more intimate through the course of play and try to forge that intimacy by finding points of aesthetic or emotional commonality between me and the player. And I do that by gating, right? Like basically, like if you got this far, it means that you must have been enjoying it, right? Like, and if you're enjoying it, let's talk about what that means. And I think that we have the same taste.
45:45I do think that worked. And I get a lot of email from people who felt something with that. And I'm very happy about that. So, we can sometimes get people to feel a certain type of experience. We hear from people who played baby steps, who had some of the kind of intended feelings about that stuff as well. We wanted people to interrogate why and how they play games and why they persevere and what that's really about and to kind of question their own orientation to getting instructions and getting help and all these sort of different things that we could call masculine types of play, both for men and women.
46:22And I've heard from a lot of people playing Baby Steps that it made them reflect on on stuff in that in those sorts of ways so we do at least get some people to have the experience that we want we don't have to give up on intention or completely but we just have to have a kind of a loose grip yeah absolutely yeah so about baby steps i think the post flash styled games like you have an aesthetic that like i've really discussed me of gary's mod maybe i just described too many things as podcasters like gary's mod but like you know it feels like default assets and half naked man in a pot and the baby steps guy really gives me attack on titan guy vibes.
46:57What drives that aesthetic? Where does that come from? I think at first it was a practical consideration. I was getting over it and I was like, well, I have to control the scope of this somehow. I really love pottering around with 3D art and especially effects art. I could just spend forever rat-holing on one visual effect like Lucas Pope does, except that he's much faster and more skilled than me. So, it's maybe not such a problem for him. But even in his case, you can see like the real pleasure for him is in making like a special effect or a shader look just a particular way. But if I do that, then getting over it takes me 25 years to finish.
47:37So, I was like, well, how am I going to do this? And then from that point, I was trying a couple of different things. I had an early prototype that was like, it was all going to be cutouts from historic furniture magazines and jewelry magazines, like trying to get like photographs from like high budget magazine ads, cut them out and then make the world out of that. Didn't really like how it looked, wasn't quite working. But I think from there, I realized that if it's going to be kind of like detritus in this way, that assets would actually like work fine, like 3D, especially free 3D assets, which tend to be a very mixed quality.
48:15And a lot of the ideas in the game, the narration actually flow from how that looked rather than in the other direction, right? Like, so you might think that I picked an art style to kind of match the mountain of trash idea, but actually came the, it was in the other direction. So it started as a scope constraint and it kind of inspired a set of ideas in the kind of theoretical realm. Yeah, it's interesting to me. I just, to me, it's something that is so, like, there are so many games that are made out of assets now. In fact, like if you're playing the Final Fantasy remakes, you see many of the same Megascans plants that are also in the Resident Evil remake that are also in Baby Steps, you know, like there's not that many different repositories of assets out there.
49:01and they are in fact being used not just by cheap or free games on steam or an itch what we call an asset flip but by things with massive budgets now it's just kind of like universal and it has its own set of like cultural significance right like a meaning there's a ways of meaning when you use off-the-shelf parts that it's just kind of visually suggestive of a certain set of things right for getting over it, particularly the fact that all of the assets are from different free repositories and they don't all sit together, right? They don't look like they're from the same reality. It gives a kind of a collage or a kind of bricolage sense of unreality or of surrealism that is flowing out and that I started to like.
49:49And I guess I started to think while I was doing it, well, this could be beautiful actually to buy my own lights. You know, of course, every visual artist thinks their own work is good looking. I don't feel like other people have to feel like that about getting over it. But when I was making it, I was like, I can make this look nice, even though each of the individual assets is kind of horrible looking. And that became very interesting to me. Then we kind of kept doing it in baby steps just because if nothing else, it allows you like one of the nice things about working in 3D is you can just like from thought to reality very, very quickly.
50:23You want to have somebody be like, well, we want a school bus in this game. She didn't actually make the cut, but you can have a school bus, pop it in the game, round trip, you know, two, three minutes. You can see if that's a good idea. Oh, it turns out it's not a good idea. So, we'll cut it, right? It gives you fluidity. So, it does commit you to a certain type of set of aesthetics. You can't do this in a kind of a cartoon aesthetic or a painterly aesthetic or a 2D aesthetic or anything like that. It commits you to kind of like low mid-budget contract studio looking stuff but still possible to make that look nice I think yeah absolutely it's a beautiful game so obviously I mentioned as well your collaboration with Gabe and being a former student I guess I just want to ask straight up like you know how did being a game designer alongside your game you know your practice teaching game designs like how did those two things work out it seems like you've you know you've kicked game designs around with students and obviously students have gone on to be professional collaborators and it's gone very well.
51:19Yeah. I mean, I made a couple of games with AP Thompson. I made one for the iPhone called Stare, Slide the Blocks to Ascent, which I tried to put the tutorial in the title. And we made one called Multibowl. And then, yeah, I helped, I should say, I helped a guy to finish Ape Out. And that went really well. I was really kind of happy with how that was going. So, we went on to make baby steps together. The thing that I miss about universities is that there is a kind of a intellectual and creative community that you kind of get for free. You get very interesting people coming to ask to do an independent study with you because they have some interesting project and they show it to you and you can like just immediately sort of jump into like a fascinating and interesting mutually beneficial situation.
52:04The class that I liked the most was a class where students would make a different game every week for the whole semester and you just get this kind of fire hose of interesting ideas. And it's not like I was stealing the students' ideas. Although I do think there is a statute of limitations on that. And if they haven't used an idea after like five or six years, I feel like I should be able to steal them. But no, I mean, I think that the sense of being part of a kind of live creative community where ideas are bubbling around and there's kind of like an economy of ideas floating around. I really miss that.
52:39So yeah, I think it's tough. I mean, there's not too many, I can say this without sounding too shady, there's not too many games, academics who are actually publishing games at the same time. And of course, there are some very prolific ones, Paolo Pettuccini down from Pittsburgh and CMU. And I think about Eric Zimmerman at NYU and Frank Lance also made Universal paperclips while he was at NYU. There are some exceptions to this rule, but the great majority of people teaching video game design are not publishing a lot of games. And I understand that because obviously teaching takes a lot of effort and games takes a lot of effort.
53:15And it's difficult from a point of view of like breaking your attention. One of the things people generally need to make video games is uninterrupted focus. And it's tough to do that when students are running into your office all the time, or you have to kind of keep on putting things down to go and teach a class. But for me, even given that it was still, I think the kind of balance of how it was working was that it was generative. It was kind of more inspiring and energizing than it was a distracting and draining of time. But having said that, there's only certain types of things you can do. And I can do a game like getting over it in that context, you know, which is small scope.
53:52It took me about a year alongside full-time teaching load. I couldn't do a thing like baby steps like that, right? There's just too, too much work. And I think one of the things people don't understand if they're not game developers is that the difference in the amount of work between those two types of projects is titanic. You know, it's not like a 4x difference. It's like a 20x difference just in the amount of iteration that you have to do, how long it takes to kind of prop up each individual system. All of that stuff is just really kind of titanically different. When people talk about there being Fodian games, I don't even think that the kind of unifying thing is that they're rage games.
54:29I think it's that they are really, really small scoped in a very particular way, right? It's like one level. It's like one system in one level. That's a way that you can keep it very small. So yeah, there's some things you can't do in the academy and that's why I'm not in there anymore. But I do miss that sense of community and I think we will be kind of eternally looking for ways to get it back without being in the academy. Yeah, it's beautiful. Well, Well, not that you can't have it, but the sentiment. But you did mention Multibowl, which funnily enough, Multibowl was the genesis of this episode because I only very recently heard of it and was immediately upset I couldn't play it.
55:04But obviously, you know, I found out the reasons for that, etc. But then also, you know, you seem to have been fairly aware of that in creating it. Like, how was the experience, I guess, of creating this thing that would only ever be like exhibited and performed rather than released? For people who haven't played Multibowl, which is most people, it's a kind of a pastiche of emulated games. I played something like 1500 different two-player arcade computer console games using MAME. MAME is an emulator that now emulates basically every system from history. So, I was really able to kind of go through just a ton of them.
55:39And I winnowed that down to about 300, 310 games where I would capture a moment in that game as a save state. Like somebody's about to score a goal, somebody's about to shoot somebody, somebody's about to win a point. And then with the help of AP Thompson, we wove them together into a kind of like a randomized gauntlet. So, I'm now playing against you. It's going to drop us into an exciting moment in a game and we're going to play like 10 seconds until somebody scores a point and then it's going to drop us into another game. So, it's like the WarioWare of multiplayer games in a way, but it's also like a trip through history in a way that WarioWare isn't.
56:16And I had that idea bouncing around for years. And it wasn't until I had a conversation with AP about it where he seemed to think it wouldn't be that hard to do the technical side, at least for him. He's a very, very gifted engineer. And MAME is actually set up to do this kind of thing because it has like built-in debugging tools and has like automated debugging stuff built in. So, what I need to do then was I needed to play all these games, find these save states, that's the easy part, and then go into the debugger and try to figure out which variables change when you score a goal, like which variables change when you touch the ground, when you shoot somebody, whatever it is.
56:56And I had never done anything like this before. But as I got more and more into it, I went into a sort of like a weird obsessive state that I don't think I've ever been in before when I've been making games. I got like just fixated every day. I'd be like, I'm going to do like five more of these and I would like be like just trying like desperately to kind of sometimes if it's like a Commodore 64 game there's like variables that are hidden in the audio CPU instead like some little pocket of RAM that's not supposed to be used or sometimes with the really old like the Intellivision games it's like the score is not actually stored anywhere it's kind of like encoded in the graphics memory that's used to display the score and there's all these little tricks that you discover and so because it's kind of fascinating detective game itself just kind of like figuring out how to detect when somebody has scored a point in an emulator.
57:47So yeah, we made this experience that you can kind of play as a kind of like a meta multiplayer game. But you can't really release it, of course, because it depends. Even the save states have a lot of like copyrighted code in them and so on. And the ROMs that it depends on, the ROM files are also obviously you can't distribute. So we settled for being able to show it at parties and in other kind of like reasonable fair use situations. And It's one of my favorite things that I've ever worked on, honestly. It's a very unusual experience. And the reason that I love it is that it gets to the heart of what I like as a player, which is the moment when you're trying to figure out, oh, what does this joystick do?
58:25What does this button do? What am I doing right here? How do I play this game? It's that little moment of not being sure how to do it. That's what I love. And in multiball, it's just keeping you in that, going like again and again and again, like, hey, here's a new experience. here's a new experience like you figure out who you are for starters like figure out who you're controlling figure out how the controller works figure out what the rules are yeah and all that i love that scenario head to head as well right like yeah yeah yeah because the other person is trying to do it at the same time and you're trying to just do it a little bit faster than them i love that feeling of being at sea and i think multi-ball kind of produces that feeling better than anything else that i've made yeah it sounds fantastic yeah great great idea as well and also Yeah, absolutely.
59:07We've had quite a few emulator developers or people who have ported to emulators on here. And it's like, you know, what you were just hitting on about the detective games. Like some of the things we've heard is just like as a programmer, you're just like, I don't know how anyone invented that. That's absurd. So I can imagine that being very addicting. Yeah. While we're talking about, I guess, kind of, I don't say low level, but like, you know, different kinds of systems. We did mention Zipper earlier. So Zipper is a game for the Playdate, which is a show favorite here. We've had them on as well.
59:30And Zipper was one of the season one games that I must admit I didn't get very far in because it did completely body me. Yeah, tell us about Zipper before I ask you, I guess, the main question. That's definitely outside of my wheelhouse. So, it started as a Flash game back in 2008 or so. I had made a little prototype in Flash, which is the same art style, same kind of visual aesthetic. But making turn-based games is a totally different skill set than making physics games, and I just didn't have the skills. And so, I kind of shelved that until about 2015. Dean Cable from Panic pitched me making a game for this thing, which he said would be out in a year, which was not the case.
1:00:10But yeah, it seemed like a kind of a fun thing to do as a lark. And it seemed like the perfect time and place to resurrect the little turn-based samurai game that I had come up with. But yeah, I mean, to me, that was interesting mainly as like coming as a novice into what is effectively board game design and grid-based tactics game design. And to try to bring my own sensibility to that, which I did by creating kind of an input scheme that's unobvious and a kind of traversal scheme that's unobvious. In Zipper, you kill enemies by dashing past them or up to them very, very like in the blink of an eye.
1:00:44In a way, I have to confess is inspired by the anime Bleach, which is not a, you know, I can't stand behind Bleach. but I do love the aesthetics of the combat in that. It's like a hyper exaggeration of a Kurosawa movie. And I just was trying to kind of like, in a turn-based format, get this sense of like speed of like blink of an eye movement. And I think it came out okay. I still don't consider myself to be a good designer of tactics games though. Yeah. I mean, I loved it. I thought it was very hard, but yeah, I thought it was really good. And it actually took me many years to realized that you had made it as well which is a problem i have a lot with a lot of playdate games so i think you you know you succeeded in stepping into a different genre as it was but i guess what i wanted to ask you is you know you did flash which obviously likes the script and i believe baby steps and getting over a unity yep how was the experience of developing for the playdate i actually loved it i mean i so the playdate is kind of a minimal api and lure which makes it a lot like making picot8 games which i also love what i love about it is i love not having anything provided.
1:01:54What do I mean by that? Well, there's something that's kind of aesthetically gross when you are making a game that just needs a very, very kind of like minor, let's say I'm making a Pico8 game and I decide I need a particle system. And my particle system, it can really just be a table of XY coordinates. And I can just draw a pixel at those XY coordinates and update. Maybe the table has velocities on them. Maybe the table has lifetimes on them. It's just an array. And the code I need to traverse that array and move the particles around is like three lines long. So if I compare that to working in Unity, where the particle system is like probably a million lines of code, and it does like a zillion things, which I might want to use, but most of the time I don't.
1:02:36There's a sense of just like inelegance to that, or it's kind of gross like bloat that I can't escape because it wanted to be all things to all people. Now, I'm not a good enough programmer to make a Unity-style particle system myself, but if it's 2D games, if it's something like the Playdate or Pico8 or whatever, even Game Maker, of course, it's not very complicated to do something like that. And so, I love the sense of only having what I need. And real programmers hate Lua because it's slow. And to be honest, getting Zipper working at a reasonable speed on the Playdate wasn't easy because there's pathfinding and that, you know, it just doesn't have any CPU.
1:03:15And Lua has a lot of weird gotchas in it, like depending if you traverse an array this way, but not this way, suddenly it's slow. Or now, you know, you use too many globals or not enough globals, or you've got to try to move these globals inside this table and your meta table, blah, blah, blah, blah, blah. Like that's as boring and nerdy and stupid as writing in C. And Maybe I should have just written the whole thing and see. But I love Lua because it's so easy to iterate. And so much of what I consider to be good game design is about having a tight loop on having an idea and having it running.
1:03:52and when I was making my cricket game for the iPhone in 2008 it's a very very early iPhone API and didn't really have anything it's just OpenGL and Objective-C but in Objective-C in particular if I want to add anything I now have to make a separate class and an interface to the class and I have to do all of this like and so like just the smallest idea I'm taking an hour to be able to get it to happen. Whereas in Lua, oh, my particle class doesn't have a field that I want. I'm just going to access it as though it exists, you know, and now it exists. And this is such a messy, bad tech debt generating stuff.
1:04:35But for small games, tech debt is not really a problem. In fact, it's so quick to work on the play date, so quick to work in PicoAid that if you start to feel you've got tech debt, you just start again and re-implement from scratch and the tech debt has all gone away. So yeah, I love Lua. I love JavaScript. I love these high level things. I don't love having to optimize them when it turns out that they're too slow, like that sucks. But if you're working in the kind of turn-based land or in kind of very simple stuff, then generally computers are fast, you know, and don't do anything too silly, then you can really work in a very free flowing way in those systems.
1:05:11And so the play date, yeah, knowing exactly this is the hardware target this is how fast it's going to be this is how much memory you have all of that stuff there's something kind of very freeing about it right like just really takes a lot of the kind of shit work out of game development and i i did enjoy working on that device a lot yeah for sure i really like that yeah pico 8 is another great call up for that really yeah just constraints again constraints are good we like constraints yeah all right i've kept you far too long so my last question and you are free to turn down this question but you have said fairly recently in response to the character design in Baby Steps that working on character design and animation brings you over into liking Big Butts and that you, and I quote, had a lot of evidence for this.
1:05:51Please present your case before the jury. Well, it's hard to do that without visual evidence, but I would invite people to look at, for example, old Bugs Bunny cartoons. Bugs Bunny does a lot of flashing his bottom to the camera. There's a lot of like looking over his shoulder when he doesn't need to be looking over his shoulder. There's a lot of turning around and then as he turns around, his bottom is like pointing at the camera for much longer than it ought to be. And once you notice it in Bugs Bunny, you'll start to notice it in Mickey Mouse. You'll start to notice it in anime. You'll notice it basically everything that you look at, 2D animation, 3D animation.
1:06:33You start to notice that the gaze of the animator is much more on the glutes of the characters than you think it might need to be or that it might be if you were using a camera and kind of live action. I don't know why this is true, but it is kind of true. And I think it's particularly bad for game animators and character designers because we spend so long, we have the character in T pose or an A pose and we sort of rotating around them and adjusting them. And then, you know, like I just think naturally, there's a kind of a natural focus towards their butt. I guess part of it is that it's an affordance of the technology is that their computers, 3D graphics cards are very good at representing bottoms in a way that they're not necessarily for other targets of the sexual gaze.
1:07:28And so, I would just invite anybody who's sceptical about that claim, start looking at other video games, start looking where the camera points in the 3D over the shoulder games that you're playing. Start looking at what is more lovingly animated and where the triangles have been put, all of that sort of stuff. It's definitely not just me, although I didn't restrain myself particularly much. I'm thoroughly convinced. all right thank you so much it's been delightful and yeah thank you for joining us thanks for having me
From the publisher
Bennett Foddy is a legendary game designer known for creating wholly distinctive games such as QWOP, Getting Over It with Bennett Foddy, and the recently released Baby Steps. He’s also a former professor at the NYU Game Center, where he taught game design alongside developing his own experimental work. In this episode, Bennett joins Joe
The post Games That Push Back with Bennett Foddy appeared first on Software Engineering Daily.
