1 00:00:04,160 --> 00:00:07,160 Speaker 1: Get in touch with technology with tech Stuff from how 2 00:00:07,240 --> 00:00:13,840 Speaker 1: stuff works dot com. He there, and welcome to tech Stuff. 3 00:00:13,840 --> 00:00:16,599 Speaker 1: I'm your host, Jonathan Strickland. I'm an executive producer at 4 00:00:16,600 --> 00:00:19,800 Speaker 1: how Stuff Works and I love all things tech and 5 00:00:19,880 --> 00:00:22,840 Speaker 1: tech stuff. Listener one asked that I do an episode 6 00:00:22,920 --> 00:00:26,960 Speaker 1: covering an important developer and businessman in the video game world. 7 00:00:27,280 --> 00:00:30,639 Speaker 1: He cut his teeth working on games for George Lucas's 8 00:00:30,720 --> 00:00:33,040 Speaker 1: video game company, and he went on to create some 9 00:00:33,080 --> 00:00:36,199 Speaker 1: of the most innovative, quirky, and beloved games you can 10 00:00:36,280 --> 00:00:40,680 Speaker 1: find on store shelves. His name is Tim Schaefer. My 11 00:00:40,720 --> 00:00:43,840 Speaker 1: first experience playing a game that Tim Schaefer worked on 12 00:00:43,880 --> 00:00:46,960 Speaker 1: was The Curse of Monkey Island, which was the third 13 00:00:47,000 --> 00:00:49,960 Speaker 1: game in the Monkey Island series. I had heard of 14 00:00:49,960 --> 00:00:52,520 Speaker 1: the previous two games and even played them a little bit, 15 00:00:52,880 --> 00:00:55,080 Speaker 1: and those were ones that Tim Schaefer had worked on 16 00:00:55,120 --> 00:00:58,440 Speaker 1: more extensively, but I didn't own those games at the time. 17 00:00:58,720 --> 00:01:01,680 Speaker 1: But the world of Monkey Isle, with its goofy protagonist 18 00:01:01,720 --> 00:01:06,319 Speaker 1: Guy Brush Threepwood, the numerous comedic, pirate radical stereotypes in 19 00:01:06,360 --> 00:01:09,800 Speaker 1: the bizarre puzzles caught my attention and delighted me. But 20 00:01:09,880 --> 00:01:12,600 Speaker 1: for many years I didn't know much about Schaefer, who 21 00:01:12,640 --> 00:01:16,240 Speaker 1: gets a credit for a quote additional design end quote 22 00:01:16,360 --> 00:01:19,399 Speaker 1: on the game. So this episode is all about Schaefer 23 00:01:19,480 --> 00:01:22,759 Speaker 1: the game developer and Schaefer the businessman, and we start 24 00:01:23,040 --> 00:01:27,600 Speaker 1: in California in nineteen sixty seven. Timothy John Schaefer grew 25 00:01:27,680 --> 00:01:31,160 Speaker 1: up in Sonoma, California. He has four siblings, all of 26 00:01:31,160 --> 00:01:34,040 Speaker 1: whom are older, with a four year gap between him 27 00:01:34,120 --> 00:01:37,479 Speaker 1: and the next youngest. The age gap meant Tim didn't 28 00:01:37,520 --> 00:01:39,840 Speaker 1: get the opportunity to play a lot of board games 29 00:01:39,840 --> 00:01:43,240 Speaker 1: his siblings had played. His brother was nine years older 30 00:01:43,360 --> 00:01:45,679 Speaker 1: still is in fact nine years older than he is, 31 00:01:45,920 --> 00:01:47,680 Speaker 1: and a fifteen year old boy doesn't really want to 32 00:01:47,680 --> 00:01:49,800 Speaker 1: sit down and play games with a six year old. 33 00:01:50,000 --> 00:01:52,320 Speaker 1: But luckily for Tim, something came along that made it 34 00:01:52,360 --> 00:01:56,160 Speaker 1: easier to play games on your own video games. Tim 35 00:01:56,200 --> 00:01:59,920 Speaker 1: told us Gamer in an interview in that he remembered 36 00:02:00,160 --> 00:02:03,120 Speaker 1: visiting arcades with his dad back in the early seventies. 37 00:02:03,440 --> 00:02:06,560 Speaker 1: His earliest memory involving video games was of an arcade 38 00:02:06,560 --> 00:02:09,920 Speaker 1: game called Space Race, which he discovered at a summer 39 00:02:09,960 --> 00:02:14,000 Speaker 1: camp called Blair Camp Blue. Space Race was a simple 40 00:02:14,080 --> 00:02:16,919 Speaker 1: two player game in which each player controls a rocket ship. 41 00:02:17,280 --> 00:02:20,680 Speaker 1: The screen is divided into two vertical panels side by side, 42 00:02:20,960 --> 00:02:23,320 Speaker 1: and your job is to pilot your spaceship on your 43 00:02:23,360 --> 00:02:26,880 Speaker 1: side from the bottom of the screen to the top. Meanwhile, 44 00:02:27,000 --> 00:02:30,519 Speaker 1: obstacles like asteroids would fly across the screen left or right. 45 00:02:31,000 --> 00:02:33,440 Speaker 1: You could only make your rocket move up or down 46 00:02:33,480 --> 00:02:35,400 Speaker 1: the screen, and if you got a hit, your rocket 47 00:02:35,440 --> 00:02:38,240 Speaker 1: would reappear at the bottom after a short delay. Getting 48 00:02:38,280 --> 00:02:41,079 Speaker 1: to the top would score a point. Rounds would last 49 00:02:41,120 --> 00:02:44,200 Speaker 1: a certain amount of time variable. According to the arcade 50 00:02:44,200 --> 00:02:48,000 Speaker 1: game owner and little Tim Shafer found the game fascinating. 51 00:02:48,440 --> 00:02:51,640 Speaker 1: He soon learned to love other arcade games. His dad 52 00:02:51,680 --> 00:02:55,000 Speaker 1: shared a fascination with the technology and would take Tim 53 00:02:55,000 --> 00:02:58,000 Speaker 1: with him to visit various arcades and other places that 54 00:02:58,040 --> 00:03:01,800 Speaker 1: had arcade cabinets. In that same US gamer piece, Shaefer 55 00:03:01,840 --> 00:03:06,200 Speaker 1: said that earlier arcade machines that he loved included Night Drive, Atari, 56 00:03:06,320 --> 00:03:11,360 Speaker 1: Stunt Cycle, which had a handlebar type controller, and Space Panic. 57 00:03:12,120 --> 00:03:15,520 Speaker 1: Things really changed for Shafer when his family purchased a 58 00:03:15,560 --> 00:03:20,560 Speaker 1: Magnavox Odyssey game console. This was the first home video 59 00:03:20,600 --> 00:03:24,400 Speaker 1: game console to become commercially available. It officially hit the 60 00:03:24,440 --> 00:03:29,040 Speaker 1: market in nineteen seventy two. The Odyssey was pretty limited, 61 00:03:29,480 --> 00:03:32,480 Speaker 1: all right, Well that's an understatement. It could not create sound. 62 00:03:32,639 --> 00:03:37,360 Speaker 1: It was monochromatic. It could display four whole elements on 63 00:03:37,440 --> 00:03:40,280 Speaker 1: screen at once. Two of those would be dots or 64 00:03:40,360 --> 00:03:44,240 Speaker 1: bars that the players could control using the Odyssey controllers, 65 00:03:44,600 --> 00:03:47,840 Speaker 1: which were little boxes that had dials for user input. 66 00:03:48,400 --> 00:03:51,280 Speaker 1: The third element was a dot that the Odyssey itself 67 00:03:51,280 --> 00:03:53,840 Speaker 1: would control, such as the ball in a game of pong. 68 00:03:54,440 --> 00:03:56,600 Speaker 1: So the two dots that the players could control would 69 00:03:56,600 --> 00:03:59,000 Speaker 1: be the paddles, the dot that the computer is controlling 70 00:03:59,080 --> 00:04:03,040 Speaker 1: is the ball. And the fourth element it could display 71 00:04:03,120 --> 00:04:05,920 Speaker 1: was a vertical line, and that would serve as different 72 00:04:05,920 --> 00:04:08,240 Speaker 1: things for different games. It could act as the center 73 00:04:08,320 --> 00:04:10,440 Speaker 1: line of a game of pong, so it's sort of 74 00:04:10,480 --> 00:04:13,680 Speaker 1: like the net in tennis, or it could serve as 75 00:04:13,720 --> 00:04:16,200 Speaker 1: the edge of a handball court. You had a little 76 00:04:16,240 --> 00:04:18,360 Speaker 1: dial that you would use to adjust where the vertical 77 00:04:18,400 --> 00:04:21,080 Speaker 1: line was supposed to appear on the screen, and all 78 00:04:21,160 --> 00:04:24,839 Speaker 1: games were really just some sort of variation on pong. Ultimately, 79 00:04:25,440 --> 00:04:29,200 Speaker 1: Shaver found the technology really interesting, and he also liked 80 00:04:29,200 --> 00:04:32,000 Speaker 1: the overlays that came with the Odyssey. You would get 81 00:04:32,000 --> 00:04:35,200 Speaker 1: these clear plastic overlays with designs on them, and you 82 00:04:35,200 --> 00:04:37,760 Speaker 1: would put those on your TV screen and they would 83 00:04:37,760 --> 00:04:40,760 Speaker 1: stick to it due to static cling, and the overlays 84 00:04:40,800 --> 00:04:43,719 Speaker 1: would create visuals that the odyssey couldn't produce on its own. 85 00:04:43,800 --> 00:04:46,039 Speaker 1: So you might have one that looks like a castle, 86 00:04:46,160 --> 00:04:49,120 Speaker 1: for example, and then you're, I don't know, playing Pong 87 00:04:49,240 --> 00:04:52,920 Speaker 1: inside a castle. The magic of video games. A little 88 00:04:52,960 --> 00:04:56,479 Speaker 1: bit later, the family purchased an Atari twenty hundred. Shaver 89 00:04:56,600 --> 00:04:58,720 Speaker 1: talked about how he would love to play a game 90 00:04:58,880 --> 00:05:02,280 Speaker 1: without even looking at instructions, and that the period of 91 00:05:02,360 --> 00:05:05,120 Speaker 1: confusion he would experience while trying to suss out the 92 00:05:05,200 --> 00:05:08,599 Speaker 1: game was one of his favorite experiences. It would become 93 00:05:08,720 --> 00:05:12,120 Speaker 1: one of the elements of his own game design philosophy, 94 00:05:12,160 --> 00:05:15,200 Speaker 1: to build in elements into games that would require the 95 00:05:15,200 --> 00:05:19,680 Speaker 1: player to try different things, to adopt and abandon various 96 00:05:19,720 --> 00:05:22,919 Speaker 1: approaches in order to progress through the game, and to 97 00:05:23,040 --> 00:05:26,680 Speaker 1: include consequences for those actions that would be almost as 98 00:05:26,760 --> 00:05:29,800 Speaker 1: entertaining as finding the right solution. So he did something wrong, 99 00:05:30,160 --> 00:05:32,880 Speaker 1: you at least knew that you had done something, as 100 00:05:32,880 --> 00:05:36,960 Speaker 1: opposed to just randomly pushing buttons. Schaefer, like many of 101 00:05:36,960 --> 00:05:40,400 Speaker 1: his video game designer appears gradually began to not just 102 00:05:40,600 --> 00:05:44,360 Speaker 1: play games, but also learn how to build code and programs. 103 00:05:44,720 --> 00:05:48,279 Speaker 1: Schaefer's first work was on an Atari eight hundred, the 104 00:05:48,480 --> 00:05:51,880 Speaker 1: home computer that Attari had put out, and that used 105 00:05:51,920 --> 00:05:56,320 Speaker 1: the six five oh two assembly language. Not exactly an 106 00:05:56,360 --> 00:06:01,039 Speaker 1: intuitive programming language. Assembly language falls to a category called 107 00:06:01,560 --> 00:06:05,360 Speaker 1: low level programming language. That means it's not that far 108 00:06:05,520 --> 00:06:09,200 Speaker 1: off from basic machine code. That's the language that a 109 00:06:09,240 --> 00:06:13,719 Speaker 1: computer actually quote unquote understands the problem with machine code 110 00:06:14,040 --> 00:06:16,480 Speaker 1: is that it's not easy for humans to work with, 111 00:06:16,960 --> 00:06:20,440 Speaker 1: so we humans have designed various programming languages to help 112 00:06:20,480 --> 00:06:24,479 Speaker 1: create an abstract way to manipulate information in order to 113 00:06:24,520 --> 00:06:28,200 Speaker 1: make processors do what the programmer wants the processor to do. 114 00:06:28,600 --> 00:06:31,840 Speaker 1: Assembly languages do this, but at a pretty low level, 115 00:06:31,960 --> 00:06:35,800 Speaker 1: something close to the original machine language. Each assembly language 116 00:06:35,839 --> 00:06:40,080 Speaker 1: is specific to a particular style of computer architecture, so 117 00:06:40,200 --> 00:06:42,840 Speaker 1: you can't poured it over from one type of computer 118 00:06:42,960 --> 00:06:47,719 Speaker 1: architecture to another. The literal architecture of the computer will 119 00:06:47,760 --> 00:06:51,800 Speaker 1: not understand that assembly language. Schaefer's interest in computers and 120 00:06:51,839 --> 00:06:56,200 Speaker 1: programming stuck with him throughout his childhood, and he graduated 121 00:06:56,320 --> 00:06:59,080 Speaker 1: high school and then was accepted into the university of 122 00:06:59,120 --> 00:07:02,760 Speaker 1: California at Lee and chose computer science as his major. 123 00:07:03,120 --> 00:07:05,800 Speaker 1: He would later say that he most enjoyed several of 124 00:07:05,839 --> 00:07:09,080 Speaker 1: the classes that were outside the realm of computer science, 125 00:07:09,360 --> 00:07:13,840 Speaker 1: such as creative writing, English literature, and anthropology, and while 126 00:07:13,880 --> 00:07:16,680 Speaker 1: he was attending class at the university, he happened to 127 00:07:16,720 --> 00:07:20,160 Speaker 1: see a job opportunity posted at the school's career center. 128 00:07:20,520 --> 00:07:24,240 Speaker 1: The opportunity was to apply to be a playtester for 129 00:07:24,320 --> 00:07:28,640 Speaker 1: Lucasfilm Games, which would later become Lucas Arts and Yes 130 00:07:28,920 --> 00:07:32,600 Speaker 1: it's George Lucas. Longtime fans of Tech Stuff will know 131 00:07:32,680 --> 00:07:35,720 Speaker 1: that we once did a full episode about being a 132 00:07:35,760 --> 00:07:40,200 Speaker 1: playtester many many years ago. Playtesters have a job that, 133 00:07:40,360 --> 00:07:42,800 Speaker 1: on first glance, sounds like it would be a lot 134 00:07:42,840 --> 00:07:45,560 Speaker 1: of fun. You play video games for a living, and 135 00:07:45,600 --> 00:07:48,560 Speaker 1: better yet, you play games that are so new they 136 00:07:48,560 --> 00:07:51,600 Speaker 1: aren't even available for purchase. You get to play them 137 00:07:51,640 --> 00:07:55,840 Speaker 1: before anyone else does, while it's still being built, and 138 00:07:55,880 --> 00:07:58,920 Speaker 1: you get paid for it. That sounds like a dream job, right. 139 00:07:59,640 --> 00:08:02,600 Speaker 1: It's only can be fun at times, but play testing 140 00:08:02,640 --> 00:08:06,560 Speaker 1: can also be frustrating and repetitive, particularly if the game 141 00:08:06,600 --> 00:08:10,000 Speaker 1: has design flaws. Play Testers are supposed to look for 142 00:08:10,080 --> 00:08:14,360 Speaker 1: bugs and glitches as they play. Are there any game 143 00:08:14,400 --> 00:08:18,760 Speaker 1: breaking problems? Are there issues with the game engine? Is 144 00:08:18,800 --> 00:08:21,559 Speaker 1: it possible to get stuck somewhere just because of level 145 00:08:21,600 --> 00:08:25,040 Speaker 1: design or some other issue. Is the game's path a 146 00:08:25,160 --> 00:08:28,840 Speaker 1: clear one? Is it playable? Is it fun? It might 147 00:08:28,880 --> 00:08:32,080 Speaker 1: mean playing the same section of the same level dozens 148 00:08:32,120 --> 00:08:35,840 Speaker 1: of times for several hours as you poke and prod 149 00:08:36,280 --> 00:08:38,559 Speaker 1: testing a game to make sure it will hold up 150 00:08:38,600 --> 00:08:41,719 Speaker 1: once it's released, and even the best play tester may 151 00:08:41,800 --> 00:08:44,960 Speaker 1: overlook something. The goals define as many problems as you 152 00:08:45,040 --> 00:08:48,040 Speaker 1: can before you ship, so you can fix them. Because 153 00:08:48,080 --> 00:08:51,439 Speaker 1: once it's out in the wild, you have hopefully thousands 154 00:08:51,520 --> 00:08:54,559 Speaker 1: or millions of people playing your game, and at that scale, 155 00:08:54,640 --> 00:08:58,000 Speaker 1: people are bound to find bugs and glitches, so your 156 00:08:58,000 --> 00:09:00,600 Speaker 1: best hope is to weed out the most preval ones 157 00:09:00,679 --> 00:09:04,240 Speaker 1: in an effort to deliver the best game possible. Schaefer 158 00:09:04,320 --> 00:09:07,120 Speaker 1: decided to apply for the position and landed a phone 159 00:09:07,120 --> 00:09:10,360 Speaker 1: interview with David Fox, one of the founding members of 160 00:09:10,360 --> 00:09:12,680 Speaker 1: the game company, and it was a bit of a 161 00:09:12,800 --> 00:09:16,800 Speaker 1: rocky interview. How well, I'll tell you, But first let's 162 00:09:16,840 --> 00:09:26,760 Speaker 1: take a quick break to thank our sponsor. So there's 163 00:09:26,760 --> 00:09:29,560 Speaker 1: Tim Shaefer and he's on the phone with David Fox. 164 00:09:29,840 --> 00:09:33,280 Speaker 1: Fox had worked on games like Labyrinth, Zach McCracken and 165 00:09:33,280 --> 00:09:38,840 Speaker 1: The Alien Mind Benders, and Rescue on fractal Us, among others. Schaefer, 166 00:09:39,160 --> 00:09:43,559 Speaker 1: in an effort to present himself as an enthusiastic potential employee, 167 00:09:44,080 --> 00:09:47,480 Speaker 1: stated that he had really enjoyed playing the Lucas Arts 168 00:09:47,520 --> 00:09:53,040 Speaker 1: game ball Blasters, and there was problem number one. Ball 169 00:09:53,080 --> 00:09:56,839 Speaker 1: Blasters was a pirated version of a game released by 170 00:09:56,920 --> 00:10:02,040 Speaker 1: Lucas Arts. The official game SAME's name was ball Blazer, 171 00:10:02,480 --> 00:10:06,160 Speaker 1: but in nine three, Lucasfilm Games had handed over an 172 00:10:06,160 --> 00:10:11,040 Speaker 1: early build of ball Blazer to Atari. After that someone 173 00:10:11,080 --> 00:10:14,880 Speaker 1: had mysteriously pulled the code off the game and uploaded 174 00:10:14,920 --> 00:10:19,160 Speaker 1: it to a bulletin board system or BBS. Soon copies 175 00:10:19,200 --> 00:10:21,920 Speaker 1: of the game began popping up on other bb s 176 00:10:22,040 --> 00:10:24,480 Speaker 1: s and people were downloading it for free, and it 177 00:10:24,520 --> 00:10:28,560 Speaker 1: was this version that Shaefer had played. The pirated version. 178 00:10:30,600 --> 00:10:34,280 Speaker 1: It's awkward moment Number two happened when Schaefer admitted he 179 00:10:34,360 --> 00:10:38,559 Speaker 1: had not played Zack McCracken. That was awkward because David 180 00:10:38,600 --> 00:10:42,800 Speaker 1: Fox had actually been the lead on Zach McCracken. Again, 181 00:10:43,480 --> 00:10:46,200 Speaker 1: Schaefer walked out of the interview, or rather hung up 182 00:10:46,200 --> 00:10:50,600 Speaker 1: the phone convinced that he had totally blown it. He 183 00:10:50,679 --> 00:10:54,240 Speaker 1: had not been prepared, he had admitted to piracy, and 184 00:10:54,320 --> 00:10:57,880 Speaker 1: he may as well have said Star Wars stinks. But 185 00:10:57,960 --> 00:11:00,320 Speaker 1: Shaffer decided to at least have a little on with 186 00:11:00,440 --> 00:11:03,959 Speaker 1: his experience. He was invited to send in his resume 187 00:11:04,640 --> 00:11:09,600 Speaker 1: and cover letter, and instead he drew up a cartoons 188 00:11:09,600 --> 00:11:14,920 Speaker 1: strip slash text adventure style document on paper, so he 189 00:11:15,000 --> 00:11:17,240 Speaker 1: illustrated it, but it was done in the style of 190 00:11:17,240 --> 00:11:21,520 Speaker 1: an old text adventure game where he as a character 191 00:11:21,679 --> 00:11:26,000 Speaker 1: was trying to land a job at Lucas Film Games, 192 00:11:26,120 --> 00:11:29,679 Speaker 1: and through the process he makes all the right decisions 193 00:11:29,920 --> 00:11:32,560 Speaker 1: and he ends up getting the job, and he sent 194 00:11:32,679 --> 00:11:37,120 Speaker 1: that to Lucasfilm. Whether Fox was secretly amused by this 195 00:11:37,200 --> 00:11:40,640 Speaker 1: interview or the comic strip gave him insight into Shaffer's character, 196 00:11:41,120 --> 00:11:44,079 Speaker 1: he decided to hire Schaffer for the position to play tester, 197 00:11:44,640 --> 00:11:48,440 Speaker 1: and Shaffer's first gig was beta testing Indiana Jones and 198 00:11:48,480 --> 00:11:52,320 Speaker 1: The Last Crusade, the action game, but soon he was 199 00:11:52,360 --> 00:11:56,120 Speaker 1: tapped by a designer named Ron Gilbert to learn the 200 00:11:56,160 --> 00:12:00,240 Speaker 1: game engine that Lucas Film Games had been using at 201 00:12:00,320 --> 00:12:04,319 Speaker 1: that time. The game engine had the name Script Creation 202 00:12:04,480 --> 00:12:11,520 Speaker 1: Utility for Maniac Mansion or SCUM, so Schaefer became a scumblet. 203 00:12:12,720 --> 00:12:16,720 Speaker 1: The team was working on a port of Maniac Mansion 204 00:12:16,960 --> 00:12:20,280 Speaker 1: for the Nintendo Entertainment System or in ne S. The 205 00:12:20,360 --> 00:12:24,400 Speaker 1: game originally came out for home computers in nine and 206 00:12:24,440 --> 00:12:28,080 Speaker 1: featured a point and click interface to navigate through the world, 207 00:12:28,520 --> 00:12:33,720 Speaker 1: explore environments, and solve puzzles. The game included many innovative features. 208 00:12:33,760 --> 00:12:36,720 Speaker 1: For example, in the game, you can choose two companions 209 00:12:36,840 --> 00:12:39,920 Speaker 1: from a pool of six potentials to help you in 210 00:12:39,960 --> 00:12:43,319 Speaker 1: your missions. Who you choose affects the way you must 211 00:12:43,400 --> 00:12:46,840 Speaker 1: complete the game, and so player choice actually had an 212 00:12:46,920 --> 00:12:50,400 Speaker 1: impact on how the game plays out. After working on 213 00:12:50,440 --> 00:12:53,840 Speaker 1: the port, Schaefer got an invitation from Gilbert to work 214 00:12:53,880 --> 00:12:57,640 Speaker 1: on the next project, which was a pirate themed adventure game. 215 00:12:58,160 --> 00:13:01,000 Speaker 1: He would join another up and coming star at Lucas 216 00:13:01,080 --> 00:13:05,200 Speaker 1: Art's named David Grossman, and originally the game was meant 217 00:13:05,200 --> 00:13:08,839 Speaker 1: to be a pretty serious homage to Treasure Island. It 218 00:13:08,880 --> 00:13:12,440 Speaker 1: was more or less a straight laced pirate tail, kind 219 00:13:12,440 --> 00:13:16,160 Speaker 1: of grim and gritty. Schaefer was brought on as a 220 00:13:16,160 --> 00:13:20,120 Speaker 1: programmer and a writer for the project. While building the game, 221 00:13:20,400 --> 00:13:24,760 Speaker 1: Schaffer and Grossman started to insert temporary placeholder dialogue just 222 00:13:24,800 --> 00:13:28,200 Speaker 1: so that something was there. It wasn't meant to represent 223 00:13:28,280 --> 00:13:32,040 Speaker 1: the final game, and their impish sense of humor meant 224 00:13:32,360 --> 00:13:35,000 Speaker 1: they threw in a lot of jokes. Pirates who were 225 00:13:35,040 --> 00:13:38,400 Speaker 1: meant to be scurvy dogs who inspired fear, and all 226 00:13:38,480 --> 00:13:42,240 Speaker 1: who met them transformed into odd ball characters with silly 227 00:13:42,360 --> 00:13:46,320 Speaker 1: names and dialogue options. Schaefer's temporary dialogue with such a 228 00:13:46,400 --> 00:13:49,400 Speaker 1: huge hit, so much so that Gilbert actually decided to 229 00:13:49,480 --> 00:13:52,200 Speaker 1: change directions with the game and make it a comedic 230 00:13:52,320 --> 00:13:56,280 Speaker 1: action adventure set in the pirate world, and thus The 231 00:13:56,440 --> 00:14:00,240 Speaker 1: Secret of Monkey Island was born. In the game, you 232 00:14:00,320 --> 00:14:02,720 Speaker 1: play as guy Brush three Wood, a bit of a 233 00:14:02,760 --> 00:14:06,559 Speaker 1: dweeb who wants to become a pirate. Three woods nemesis 234 00:14:06,679 --> 00:14:09,880 Speaker 1: is the evil pirate Lachuk. There was a series of 235 00:14:09,960 --> 00:14:13,720 Speaker 1: weird adventures, odd puzzles, and lots of jokes. The player 236 00:14:13,760 --> 00:14:18,480 Speaker 1: eventually faces down Lachuk and through the power of carbonated beverages, 237 00:14:18,840 --> 00:14:23,080 Speaker 1: stands triumphant. The game received good reviews and a positive 238 00:14:23,080 --> 00:14:26,480 Speaker 1: response from players, and so the same creative team got 239 00:14:26,480 --> 00:14:29,640 Speaker 1: together to work on a sequel, The Secret of Monkey 240 00:14:29,680 --> 00:14:33,760 Speaker 1: Island to La Chuck's Revenge. Grossman and Schaefer worked well 241 00:14:33,840 --> 00:14:36,760 Speaker 1: together and impressed the executives at Lucas Arts, so the 242 00:14:36,800 --> 00:14:39,560 Speaker 1: two were given the opportunity to act as project co 243 00:14:39,840 --> 00:14:43,680 Speaker 1: leeds on a new game, a sequel to Maniac Mansion 244 00:14:43,800 --> 00:14:47,440 Speaker 1: called Day of the Tentacle. This was a comedic time 245 00:14:47,480 --> 00:14:52,320 Speaker 1: travel adventure and it too received positive response. Schaefer's work 246 00:14:52,400 --> 00:14:55,080 Speaker 1: on the Monkey Island games and Day of the Tentacle 247 00:14:55,440 --> 00:14:58,400 Speaker 1: convinced Lucas Arts that he should be allowed to work 248 00:14:58,440 --> 00:15:01,400 Speaker 1: on a project of his very own. Schaefer decided to 249 00:15:01,440 --> 00:15:03,800 Speaker 1: create a game that would incorporate one of his favorite 250 00:15:03,840 --> 00:15:08,360 Speaker 1: genres of music, heavy metal. That game was called Full Throttle, 251 00:15:08,520 --> 00:15:13,560 Speaker 1: which was released in nineteen and it featured an outlaw 252 00:15:13,680 --> 00:15:17,280 Speaker 1: biker accused of a crime he didn't commit, but still 253 00:15:17,320 --> 00:15:21,240 Speaker 1: contained a lot of humor as well. One of Schaefer's trademarks, 254 00:15:21,240 --> 00:15:24,280 Speaker 1: you might say and Schaefer acted as lead developer on 255 00:15:24,320 --> 00:15:27,560 Speaker 1: Full Throttle, writing and programming much of the game himself. 256 00:15:28,000 --> 00:15:30,400 Speaker 1: It was one of the earliest games to feature a 257 00:15:30,480 --> 00:15:34,840 Speaker 1: fully voiced game script, meaning every line was spoken by 258 00:15:34,880 --> 00:15:38,360 Speaker 1: a character in the game, delivered by a voice actor 259 00:15:38,600 --> 00:15:41,960 Speaker 1: up to that point, most games relied heavily on text, 260 00:15:42,080 --> 00:15:47,000 Speaker 1: which wasn't nearly as resource intensive and obviously did not 261 00:15:47,080 --> 00:15:50,640 Speaker 1: require voice actors. You might spice up a cut scene 262 00:15:50,840 --> 00:15:52,920 Speaker 1: or something like that with a little voice acting, but 263 00:15:52,960 --> 00:15:55,520 Speaker 1: it was extremely rare to find a game that included 264 00:15:55,640 --> 00:15:58,280 Speaker 1: voice acting all the way through, and the voice actors 265 00:15:58,280 --> 00:16:01,680 Speaker 1: included some folks you'd recognize at least by voice, if 266 00:16:01,720 --> 00:16:05,760 Speaker 1: not by name. Maurice LaMarsh and Tress McNeil both provided 267 00:16:05,840 --> 00:16:09,120 Speaker 1: voices for the game, as did the Jedi Master himself, 268 00:16:09,320 --> 00:16:13,600 Speaker 1: Mark Hamill. Full Throttle also made use of licensed music, 269 00:16:13,880 --> 00:16:16,800 Speaker 1: something that was new for Lucas Arts. The music came 270 00:16:16,840 --> 00:16:20,640 Speaker 1: from a San Francisco rock band called the Gone Jackals. 271 00:16:21,200 --> 00:16:23,880 Speaker 1: Gameplay was in a two D playing field and featured 272 00:16:23,920 --> 00:16:27,840 Speaker 1: the point and click interface adventure gamers were used to it. 273 00:16:27,880 --> 00:16:30,640 Speaker 1: Will also had a pie menu, which is a circular 274 00:16:30,680 --> 00:16:33,680 Speaker 1: pop up that lets you pick different interaction options when 275 00:16:33,760 --> 00:16:37,400 Speaker 1: you interact with some sort of object or character. For example, 276 00:16:37,640 --> 00:16:40,240 Speaker 1: he might be able to pick up, push taste, or 277 00:16:40,360 --> 00:16:43,680 Speaker 1: talk to something by selecting different options on this pop 278 00:16:43,720 --> 00:16:46,760 Speaker 1: up menu, and you're highlighting a specific object or character. 279 00:16:47,360 --> 00:16:50,000 Speaker 1: In addition to the adventure portions of the game. There 280 00:16:50,000 --> 00:16:52,880 Speaker 1: were action sequences in which you'd try to fight off 281 00:16:53,080 --> 00:16:56,240 Speaker 1: rival bikers while writing on your motorcycle. That created a 282 00:16:56,240 --> 00:17:00,480 Speaker 1: certain arcade element in Full Throttle. The game received generally 283 00:17:00,520 --> 00:17:03,640 Speaker 1: positive reviews, though by any measure it was a pretty 284 00:17:03,680 --> 00:17:07,199 Speaker 1: short game, requiring only about four hours to complete, and 285 00:17:07,240 --> 00:17:10,960 Speaker 1: that's if you're not even rushing. After Full Throttle, Schaefer 286 00:17:11,000 --> 00:17:14,400 Speaker 1: created a game that I think is a real masterpiece, 287 00:17:14,840 --> 00:17:17,840 Speaker 1: not just for Schaefer but for video games in general. 288 00:17:18,000 --> 00:17:22,119 Speaker 1: I really think it's something special. It's called Grim Fandango. 289 00:17:22,520 --> 00:17:25,240 Speaker 1: It's another point and click adventure game, and it came 290 00:17:25,240 --> 00:17:31,120 Speaker 1: out in Grim Fandango. Unlike the other adventure games in LucasArts, 291 00:17:31,240 --> 00:17:35,159 Speaker 1: did not use the Scum engine. Instead, Shaffer's team developed 292 00:17:35,160 --> 00:17:37,760 Speaker 1: a new game engine called grim E and a scripting 293 00:17:37,800 --> 00:17:41,199 Speaker 1: language called Lua. Actually they didn't develop Lua, but they 294 00:17:41,320 --> 00:17:44,840 Speaker 1: used it. Rather than pointing and clicking to move your 295 00:17:44,920 --> 00:17:48,240 Speaker 1: character around, you could use keyboard controls to move about 296 00:17:48,280 --> 00:17:51,800 Speaker 1: the environment in a tank like control scheme, meaning you 297 00:17:51,800 --> 00:17:53,800 Speaker 1: could use certain keys that would allow you to pivot 298 00:17:53,920 --> 00:17:56,639 Speaker 1: left or pivot right, and other keys would make you 299 00:17:56,680 --> 00:18:00,680 Speaker 1: walk forward or backward. The game's setting was the Land 300 00:18:00,720 --> 00:18:04,080 Speaker 1: of the Dead, inspired by the folklore of Mexico with 301 00:18:04,160 --> 00:18:08,080 Speaker 1: a strong film noir motif. The player takes control of 302 00:18:08,080 --> 00:18:12,119 Speaker 1: a Department of Death employee named Manny Calavera, who must 303 00:18:12,160 --> 00:18:15,560 Speaker 1: investigate a mystery that suggests there's some high level corruption 304 00:18:15,640 --> 00:18:18,440 Speaker 1: going on in the world of death. The game is quirky, 305 00:18:18,840 --> 00:18:22,680 Speaker 1: it is challenging, and it's filled with tons of nods 306 00:18:22,760 --> 00:18:28,040 Speaker 1: to classic film noir cinema like Casablanca or The Maltese Falcon. 307 00:18:28,440 --> 00:18:31,720 Speaker 1: It received critical acclaim and in TWI it was the 308 00:18:31,760 --> 00:18:36,640 Speaker 1: subject of a remastered edition, which has updated controls, graphics, 309 00:18:36,680 --> 00:18:40,479 Speaker 1: and a commentary track featuring Tim Shaefer and other members 310 00:18:40,480 --> 00:18:43,160 Speaker 1: of the development team. And if you haven't tried it out, 311 00:18:43,680 --> 00:18:45,720 Speaker 1: I recommend giving it a go. It can be a 312 00:18:45,720 --> 00:18:49,480 Speaker 1: little frustrating at times, but that's Schaefer's style to present 313 00:18:49,520 --> 00:18:52,480 Speaker 1: the player with a tricky situation that requires a lot 314 00:18:52,520 --> 00:18:55,040 Speaker 1: of adaptation to figure out how to get out of it. 315 00:18:55,400 --> 00:18:59,040 Speaker 1: In fact, Shaefer has talked at length about the tragedy 316 00:18:59,480 --> 00:19:03,240 Speaker 1: of creating computer tutorials for every single game. He said 317 00:19:03,280 --> 00:19:05,560 Speaker 1: a lot of fun he had as a player was 318 00:19:05,680 --> 00:19:07,919 Speaker 1: learning how the game worked and how you interacted with it. 319 00:19:08,000 --> 00:19:11,399 Speaker 1: And trying to figure out ways to solve puzzles, but 320 00:19:11,520 --> 00:19:13,640 Speaker 1: that a lot of games these days kind of spell 321 00:19:13,720 --> 00:19:16,400 Speaker 1: everything out, giving you step by step instructions on what 322 00:19:16,480 --> 00:19:19,560 Speaker 1: you need to do in order to get through a section. 323 00:19:20,000 --> 00:19:22,040 Speaker 1: He says, well, where's the fun in that? If I 324 00:19:22,080 --> 00:19:25,040 Speaker 1: walk up to a puzzle and then the computer says, hey, 325 00:19:25,119 --> 00:19:27,200 Speaker 1: why don't you try picking up this thing and using 326 00:19:27,200 --> 00:19:29,600 Speaker 1: it with that thing? It takes the joy of that 327 00:19:29,680 --> 00:19:33,800 Speaker 1: discovery away from me. So Shaefer goes with an approach 328 00:19:33,800 --> 00:19:37,040 Speaker 1: where he specifically tries to design games that are a 329 00:19:37,080 --> 00:19:42,199 Speaker 1: little confusing, but intriguingly confusing, not frustratingly. So that's his 330 00:19:42,240 --> 00:19:46,960 Speaker 1: goal at any rate. However, after Grim Vandango went gold 331 00:19:47,040 --> 00:19:50,359 Speaker 1: and got tons of critical acclaim, he found himself in 332 00:19:50,400 --> 00:19:53,720 Speaker 1: a bit of a tricky situation. And I'll explain more 333 00:19:53,760 --> 00:19:56,600 Speaker 1: in just a second, but first let's take another quick 334 00:19:56,640 --> 00:20:08,119 Speaker 1: break to thank our sponsor. Schaefer's next project that Lucas Arts, 335 00:20:08,160 --> 00:20:11,120 Speaker 1: never saw the light of day. It was a project 336 00:20:11,160 --> 00:20:14,560 Speaker 1: meant for the PlayStation two, but never really emerged from 337 00:20:14,560 --> 00:20:17,160 Speaker 1: early development. I don't even have a name for this 338 00:20:17,280 --> 00:20:19,679 Speaker 1: game or what it was supposed to be about. It 339 00:20:19,760 --> 00:20:22,320 Speaker 1: really didn't get very far at all. But around that 340 00:20:22,440 --> 00:20:25,920 Speaker 1: same time, there was a shift in LucasArts away from 341 00:20:25,960 --> 00:20:29,159 Speaker 1: the adventure style games that Schaefer had really cut his 342 00:20:29,240 --> 00:20:33,080 Speaker 1: teeth on, and Schaefer himself wanted to try something new 343 00:20:33,240 --> 00:20:36,320 Speaker 1: and develop his own company with his own identity and culture. 344 00:20:36,359 --> 00:20:39,000 Speaker 1: He had worked for Lucas Arts for a decade and 345 00:20:39,040 --> 00:20:41,600 Speaker 1: so he thought, maybe it's time to strike out on 346 00:20:41,640 --> 00:20:44,520 Speaker 1: my own, and so Schaefer, along with a few other 347 00:20:44,640 --> 00:20:48,840 Speaker 1: LucasArts employees, left to found a new game studio called 348 00:20:49,040 --> 00:20:53,520 Speaker 1: Double Fine Productions in June two thousand. The first game 349 00:20:53,560 --> 00:20:56,280 Speaker 1: to come out of Double Fine was Psycho Knots a 350 00:20:56,280 --> 00:20:59,040 Speaker 1: few years later, and that's a platforming game in which 351 00:20:59,080 --> 00:21:03,240 Speaker 1: you play as as a psychically gifted young boy who 352 00:21:03,280 --> 00:21:07,879 Speaker 1: infiltrates a special summer camp for kids with superpowers, and 353 00:21:07,920 --> 00:21:10,560 Speaker 1: the real purpose of the camp is to train kids 354 00:21:10,600 --> 00:21:14,080 Speaker 1: to become special agents called Psycho Knots, which is a 355 00:21:14,160 --> 00:21:17,040 Speaker 1: job that Raz would really like to have. He discovers 356 00:21:17,080 --> 00:21:19,960 Speaker 1: there's something hinky going on at the camp and the 357 00:21:20,000 --> 00:21:23,960 Speaker 1: story unfolds from there and again it received really great reviews, 358 00:21:24,000 --> 00:21:28,399 Speaker 1: but sadly sales were a little lackluster. The next title, 359 00:21:28,520 --> 00:21:33,000 Speaker 1: from Double Fine and Schaefer was Brutal Legend, and Brutal 360 00:21:33,240 --> 00:21:36,480 Speaker 1: has a really good name for the process of what 361 00:21:36,560 --> 00:21:38,920 Speaker 1: the company went through in trying to bring this game 362 00:21:38,960 --> 00:21:42,520 Speaker 1: to life. A Brutal Legend is a real time strategy 363 00:21:42,680 --> 00:21:46,280 Speaker 1: action adventure game that had a heavy metal soundtrack, an 364 00:21:46,280 --> 00:21:50,959 Speaker 1: extensive one. Schaefer wanted to combine elements of fantasy and 365 00:21:51,000 --> 00:21:54,680 Speaker 1: heavy metal, largely because a lot of heavy metal albums 366 00:21:54,960 --> 00:21:59,600 Speaker 1: feature artwork that's inspired by fantasy genre. Just look at 367 00:21:59,600 --> 00:22:02,040 Speaker 1: any Ally Hatchett album cover and you'll know what I'm 368 00:22:02,080 --> 00:22:05,480 Speaker 1: talking about. And there were even tons of songs in 369 00:22:05,560 --> 00:22:08,880 Speaker 1: heavy metal that dealt with fantasy concepts. As Schaefer said, 370 00:22:09,280 --> 00:22:12,000 Speaker 1: there's heavy metal songs about fighting orcs. Why can't we 371 00:22:12,040 --> 00:22:14,560 Speaker 1: bring these two things together in a video game? So 372 00:22:14,600 --> 00:22:17,320 Speaker 1: he thought they were a really great match. And if 373 00:22:17,320 --> 00:22:20,520 Speaker 1: you want to talk soundtracks, Brutal Legend has got to 374 00:22:20,640 --> 00:22:23,000 Speaker 1: be up there. I mean, the game has more than 375 00:22:23,040 --> 00:22:28,240 Speaker 1: a hundred licensed heavy metal tracks from bands like Motorhead, 376 00:22:28,640 --> 00:22:33,600 Speaker 1: Judas Priest, Black Sabbath, and Kiss, among others. The protagonist 377 00:22:33,720 --> 00:22:36,639 Speaker 1: of the game is voiced by Jack Black of Tenacious D, 378 00:22:37,200 --> 00:22:39,720 Speaker 1: and there's even a Tenacious D song on the soundtrack 379 00:22:39,760 --> 00:22:42,400 Speaker 1: as well, and there's even a track from the cartoon 380 00:22:42,480 --> 00:22:47,120 Speaker 1: death metal band Death Clock in there. His company developed 381 00:22:47,119 --> 00:22:49,840 Speaker 1: the game, but they found it difficult to get a 382 00:22:49,880 --> 00:22:53,800 Speaker 1: publisher too many companies had misgivings about the real time 383 00:22:53,880 --> 00:22:58,800 Speaker 1: strategy elements. Originally, Sierra Entertainment, which was part of Vivendi 384 00:22:58,920 --> 00:23:02,200 Speaker 1: Games at that time, was going to publish Brutal Legend, 385 00:23:02,680 --> 00:23:07,399 Speaker 1: but then Activision acquired Vivendi and Activision backed out of 386 00:23:07,400 --> 00:23:12,320 Speaker 1: the agreement. According to Activision CEO Robert Kotick, dropping the 387 00:23:12,359 --> 00:23:16,400 Speaker 1: game was not done just on a whim, but rather 388 00:23:16,520 --> 00:23:20,840 Speaker 1: because the team was falling behind on deadlines. They were 389 00:23:20,880 --> 00:23:24,000 Speaker 1: missing those deadlines and he felt that the game didn't 390 00:23:24,000 --> 00:23:26,199 Speaker 1: look like it was going to be any good. So 391 00:23:26,240 --> 00:23:28,600 Speaker 1: I guess there was nothing personal. It was just business. 392 00:23:29,080 --> 00:23:31,680 Speaker 1: But the story goes that Double Find didn't find out 393 00:23:31,920 --> 00:23:35,320 Speaker 1: about their game being dropped by Activision until they saw 394 00:23:35,359 --> 00:23:39,400 Speaker 1: a press release for upcoming titles from Activision that failed 395 00:23:39,480 --> 00:23:42,840 Speaker 1: to have Brutal Legend on it, and that's how they 396 00:23:42,840 --> 00:23:45,280 Speaker 1: found out their game was not going to be published. 397 00:23:45,920 --> 00:23:48,680 Speaker 1: Schaefer was not allowed to talk about the status of 398 00:23:48,720 --> 00:23:51,719 Speaker 1: the game while his team looked for another publisher. They 399 00:23:51,760 --> 00:23:55,320 Speaker 1: eventually found one, an Electronic Arts or e A, but 400 00:23:55,400 --> 00:23:59,120 Speaker 1: then Activision sued Double Fine, saying that the company had 401 00:23:59,160 --> 00:24:02,600 Speaker 1: invested millions of dollars in this game and that some 402 00:24:02,640 --> 00:24:05,320 Speaker 1: other publishers shouldn't be able to just sweep in and 403 00:24:05,400 --> 00:24:10,199 Speaker 1: become the benefactor for the company and thus realize all 404 00:24:10,200 --> 00:24:13,440 Speaker 1: the profits out of the investment from Activision, And anyway, 405 00:24:13,720 --> 00:24:17,280 Speaker 1: Activision and Double Fine were still in negotiations to publish 406 00:24:17,440 --> 00:24:22,919 Speaker 1: this game in the first place. Double Fine counter suit Activision, saying, no, 407 00:24:23,320 --> 00:24:27,920 Speaker 1: you dropped this game. It severed all obligations because you 408 00:24:28,359 --> 00:24:32,359 Speaker 1: pulled your support, and things got really heated. Schaefer was 409 00:24:32,480 --> 00:24:35,800 Speaker 1: clearly affected by the situation in a really negative way, 410 00:24:36,240 --> 00:24:39,240 Speaker 1: and before the matter could receive an official court decision, 411 00:24:39,640 --> 00:24:43,080 Speaker 1: the parties settled out of court under a private agreement. 412 00:24:43,520 --> 00:24:47,200 Speaker 1: Brutal Legend published under e A again. The game got 413 00:24:47,280 --> 00:24:51,800 Speaker 1: great reviews, but sales just didn't follow suit. Part of 414 00:24:51,800 --> 00:24:54,880 Speaker 1: the problem may have been in the marketing. Schaefer's team 415 00:24:54,920 --> 00:24:57,280 Speaker 1: had set up from the beginning to create a real 416 00:24:57,359 --> 00:25:01,719 Speaker 1: time strategy action adventure game, but aren'ts games were a 417 00:25:01,720 --> 00:25:04,040 Speaker 1: bit in a bit of a lull and e A 418 00:25:04,160 --> 00:25:07,119 Speaker 1: seemed less inclined to market a game that was in 419 00:25:07,160 --> 00:25:12,200 Speaker 1: that genre, so instead, marketing focused on Jack Black's involvement 420 00:25:12,359 --> 00:25:15,320 Speaker 1: and the heavy metal angle, but not so much on 421 00:25:15,400 --> 00:25:19,159 Speaker 1: the actual gameplay inside the game, and gamers may not 422 00:25:19,240 --> 00:25:21,760 Speaker 1: have known what the game actually was like, and therefore 423 00:25:21,800 --> 00:25:24,960 Speaker 1: they just never bothered to pick it up. The first 424 00:25:25,000 --> 00:25:27,680 Speaker 1: two titles from Double Fine were praised for their design, 425 00:25:27,960 --> 00:25:31,639 Speaker 1: their story, their execution. The problem was people just weren't 426 00:25:31,680 --> 00:25:34,480 Speaker 1: buying the games. Morale was at a low point for 427 00:25:34,520 --> 00:25:37,679 Speaker 1: a Double Fine, and Schaefer was feeling it too. Actually, 428 00:25:37,760 --> 00:25:40,520 Speaker 1: during the production of Brutal Legend and before its publication, 429 00:25:41,000 --> 00:25:45,120 Speaker 1: Schaefer made a decision. The game's development had taken much 430 00:25:45,240 --> 00:25:49,760 Speaker 1: longer than anticipated. The delays were really wearing the team down. 431 00:25:49,840 --> 00:25:53,439 Speaker 1: The publishing woes were incredibly stressful, and what had started 432 00:25:53,440 --> 00:25:56,600 Speaker 1: out as a passion project about heavy metal and fantasy 433 00:25:56,920 --> 00:26:00,720 Speaker 1: had become a source of stress and anxiety, and Schaefer 434 00:26:01,080 --> 00:26:07,119 Speaker 1: instituted what he called the Amnesia Fortnight's. The Amnesia Fortnits 435 00:26:07,160 --> 00:26:11,160 Speaker 1: was a type of work retreat. Everyone at the company 436 00:26:11,400 --> 00:26:14,600 Speaker 1: was to stop work for two weeks. They were all 437 00:26:14,640 --> 00:26:18,359 Speaker 1: to divide up into four different teams and each team 438 00:26:18,440 --> 00:26:20,760 Speaker 1: was to come up with an idea for a game. 439 00:26:21,280 --> 00:26:23,440 Speaker 1: This exercise was meant to be a fun distraction for 440 00:26:23,520 --> 00:26:27,080 Speaker 1: Double Find employees. It would turn out to be a 441 00:26:27,119 --> 00:26:30,359 Speaker 1: solution to save the company. But I'll talk more about 442 00:26:30,400 --> 00:26:34,800 Speaker 1: that in our next episode about Tim Schaefer. For now, 443 00:26:34,840 --> 00:26:39,040 Speaker 1: it's time to say goodbye to all our company. But 444 00:26:39,080 --> 00:26:41,720 Speaker 1: if you have suggestions for future episodes of tech Stuff, 445 00:26:41,840 --> 00:26:45,200 Speaker 1: whether it's a technology, a person in tech, maybe there's 446 00:26:45,240 --> 00:26:47,159 Speaker 1: someone you want me to interview on the show. I 447 00:26:47,200 --> 00:26:49,160 Speaker 1: would love to get Tim Schaefer on here to talk 448 00:26:49,200 --> 00:26:53,639 Speaker 1: about his philosophy and game design and the challenges that 449 00:26:53,680 --> 00:26:56,320 Speaker 1: he's faced. That would be fantastic. But if you have 450 00:26:56,359 --> 00:26:59,240 Speaker 1: suggestions for people I should talk to or subjects I 451 00:26:59,240 --> 00:27:02,000 Speaker 1: should cover, please let me know. Send me an email. 452 00:27:02,080 --> 00:27:06,080 Speaker 1: The address is tech Stuff at how stuff works dot com, 453 00:27:06,200 --> 00:27:08,879 Speaker 1: or drop me a line on Facebook or Twitter. The 454 00:27:08,960 --> 00:27:11,560 Speaker 1: handle it both of those is tech Stuff H. S W. 455 00:27:12,119 --> 00:27:15,040 Speaker 1: And don't forget to follow us on Instagram and I 456 00:27:15,119 --> 00:27:23,520 Speaker 1: will talk to you again really soon for more on 457 00:27:23,600 --> 00:27:26,080 Speaker 1: this and thousands of other topics. Is it how stuff 458 00:27:26,080 --> 00:27:36,639 Speaker 1: Works dot com