WEBVTT - Tim Schafer: From Monkey Island to Brutal Legend

0:00:04.160 --> 0:00:07.160
<v Speaker 1>Get in touch with technology with tech Stuff from how

0:00:07.240 --> 0:00:13.840
<v Speaker 1>stuff works dot com. He there, and welcome to tech Stuff.

0:00:13.840 --> 0:00:16.599
<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer at

0:00:16.600 --> 0:00:19.800
<v Speaker 1>how Stuff Works and I love all things tech and

0:00:19.880 --> 0:00:22.840
<v Speaker 1>tech stuff. Listener one asked that I do an episode

0:00:22.920 --> 0:00:26.960
<v Speaker 1>covering an important developer and businessman in the video game world.

0:00:27.280 --> 0:00:30.639
<v Speaker 1>He cut his teeth working on games for George Lucas's

0:00:30.720 --> 0:00:33.040
<v Speaker 1>video game company, and he went on to create some

0:00:33.080 --> 0:00:36.199
<v Speaker 1>of the most innovative, quirky, and beloved games you can

0:00:36.280 --> 0:00:40.680
<v Speaker 1>find on store shelves. His name is Tim Schaefer. My

0:00:40.720 --> 0:00:43.840
<v Speaker 1>first experience playing a game that Tim Schaefer worked on

0:00:43.880 --> 0:00:46.960
<v Speaker 1>was The Curse of Monkey Island, which was the third

0:00:47.000 --> 0:00:49.960
<v Speaker 1>game in the Monkey Island series. I had heard of

0:00:49.960 --> 0:00:52.520
<v Speaker 1>the previous two games and even played them a little bit,

0:00:52.880 --> 0:00:55.080
<v Speaker 1>and those were ones that Tim Schaefer had worked on

0:00:55.120 --> 0:00:58.440
<v Speaker 1>more extensively, but I didn't own those games at the time.

0:00:58.720 --> 0:01:01.680
<v Speaker 1>But the world of Monkey Isle, with its goofy protagonist

0:01:01.720 --> 0:01:06.319
<v Speaker 1>Guy Brush Threepwood, the numerous comedic, pirate radical stereotypes in

0:01:06.360 --> 0:01:09.800
<v Speaker 1>the bizarre puzzles caught my attention and delighted me. But

0:01:09.880 --> 0:01:12.600
<v Speaker 1>for many years I didn't know much about Schaefer, who

0:01:12.640 --> 0:01:16.240
<v Speaker 1>gets a credit for a quote additional design end quote

0:01:16.360 --> 0:01:19.399
<v Speaker 1>on the game. So this episode is all about Schaefer

0:01:19.480 --> 0:01:22.759
<v Speaker 1>the game developer and Schaefer the businessman, and we start

0:01:23.040 --> 0:01:27.600
<v Speaker 1>in California in nineteen sixty seven. Timothy John Schaefer grew

0:01:27.680 --> 0:01:31.160
<v Speaker 1>up in Sonoma, California. He has four siblings, all of

0:01:31.160 --> 0:01:34.040
<v Speaker 1>whom are older, with a four year gap between him

0:01:34.120 --> 0:01:37.479
<v Speaker 1>and the next youngest. The age gap meant Tim didn't

0:01:37.520 --> 0:01:39.840
<v Speaker 1>get the opportunity to play a lot of board games

0:01:39.840 --> 0:01:43.240
<v Speaker 1>his siblings had played. His brother was nine years older

0:01:43.360 --> 0:01:45.679
<v Speaker 1>still is in fact nine years older than he is,

0:01:45.920 --> 0:01:47.680
<v Speaker 1>and a fifteen year old boy doesn't really want to

0:01:47.680 --> 0:01:49.800
<v Speaker 1>sit down and play games with a six year old.

0:01:50.000 --> 0:01:52.320
<v Speaker 1>But luckily for Tim, something came along that made it

0:01:52.360 --> 0:01:56.160
<v Speaker 1>easier to play games on your own video games. Tim

0:01:56.200 --> 0:01:59.920
<v Speaker 1>told us Gamer in an interview in that he remembered

0:02:00.160 --> 0:02:03.120
<v Speaker 1>visiting arcades with his dad back in the early seventies.

0:02:03.440 --> 0:02:06.560
<v Speaker 1>His earliest memory involving video games was of an arcade

0:02:06.560 --> 0:02:09.920
<v Speaker 1>game called Space Race, which he discovered at a summer

0:02:09.960 --> 0:02:14.000
<v Speaker 1>camp called Blair Camp Blue. Space Race was a simple

0:02:14.080 --> 0:02:16.919
<v Speaker 1>two player game in which each player controls a rocket ship.

0:02:17.280 --> 0:02:20.680
<v Speaker 1>The screen is divided into two vertical panels side by side,

0:02:20.960 --> 0:02:23.320
<v Speaker 1>and your job is to pilot your spaceship on your

0:02:23.360 --> 0:02:26.880
<v Speaker 1>side from the bottom of the screen to the top. Meanwhile,

0:02:27.000 --> 0:02:30.519
<v Speaker 1>obstacles like asteroids would fly across the screen left or right.

0:02:31.000 --> 0:02:33.440
<v Speaker 1>You could only make your rocket move up or down

0:02:33.480 --> 0:02:35.400
<v Speaker 1>the screen, and if you got a hit, your rocket

0:02:35.440 --> 0:02:38.240
<v Speaker 1>would reappear at the bottom after a short delay. Getting

0:02:38.280 --> 0:02:41.079
<v Speaker 1>to the top would score a point. Rounds would last

0:02:41.120 --> 0:02:44.200
<v Speaker 1>a certain amount of time variable. According to the arcade

0:02:44.200 --> 0:02:48.000
<v Speaker 1>game owner and little Tim Shafer found the game fascinating.

0:02:48.440 --> 0:02:51.640
<v Speaker 1>He soon learned to love other arcade games. His dad

0:02:51.680 --> 0:02:55.000
<v Speaker 1>shared a fascination with the technology and would take Tim

0:02:55.000 --> 0:02:58.000
<v Speaker 1>with him to visit various arcades and other places that

0:02:58.040 --> 0:03:01.800
<v Speaker 1>had arcade cabinets. In that same US gamer piece, Shaefer

0:03:01.840 --> 0:03:06.200
<v Speaker 1>said that earlier arcade machines that he loved included Night Drive, Atari,

0:03:06.320 --> 0:03:11.360
<v Speaker 1>Stunt Cycle, which had a handlebar type controller, and Space Panic.

0:03:12.120 --> 0:03:15.520
<v Speaker 1>Things really changed for Shafer when his family purchased a

0:03:15.560 --> 0:03:20.560
<v Speaker 1>Magnavox Odyssey game console. This was the first home video

0:03:20.600 --> 0:03:24.400
<v Speaker 1>game console to become commercially available. It officially hit the

0:03:24.440 --> 0:03:29.040
<v Speaker 1>market in nineteen seventy two. The Odyssey was pretty limited,

0:03:29.480 --> 0:03:32.480
<v Speaker 1>all right, Well that's an understatement. It could not create sound.

0:03:32.639 --> 0:03:37.360
<v Speaker 1>It was monochromatic. It could display four whole elements on

0:03:37.440 --> 0:03:40.280
<v Speaker 1>screen at once. Two of those would be dots or

0:03:40.360 --> 0:03:44.240
<v Speaker 1>bars that the players could control using the Odyssey controllers,

0:03:44.600 --> 0:03:47.840
<v Speaker 1>which were little boxes that had dials for user input.

0:03:48.400 --> 0:03:51.280
<v Speaker 1>The third element was a dot that the Odyssey itself

0:03:51.280 --> 0:03:53.840
<v Speaker 1>would control, such as the ball in a game of pong.

0:03:54.440 --> 0:03:56.600
<v Speaker 1>So the two dots that the players could control would

0:03:56.600 --> 0:03:59.000
<v Speaker 1>be the paddles, the dot that the computer is controlling

0:03:59.080 --> 0:04:03.040
<v Speaker 1>is the ball. And the fourth element it could display

0:04:03.120 --> 0:04:05.920
<v Speaker 1>was a vertical line, and that would serve as different

0:04:05.920 --> 0:04:08.240
<v Speaker 1>things for different games. It could act as the center

0:04:08.320 --> 0:04:10.440
<v Speaker 1>line of a game of pong, so it's sort of

0:04:10.480 --> 0:04:13.680
<v Speaker 1>like the net in tennis, or it could serve as

0:04:13.720 --> 0:04:16.200
<v Speaker 1>the edge of a handball court. You had a little

0:04:16.240 --> 0:04:18.360
<v Speaker 1>dial that you would use to adjust where the vertical

0:04:18.400 --> 0:04:21.080
<v Speaker 1>line was supposed to appear on the screen, and all

0:04:21.160 --> 0:04:24.839
<v Speaker 1>games were really just some sort of variation on pong. Ultimately,

0:04:25.440 --> 0:04:29.200
<v Speaker 1>Shaver found the technology really interesting, and he also liked

0:04:29.200 --> 0:04:32.000
<v Speaker 1>the overlays that came with the Odyssey. You would get

0:04:32.000 --> 0:04:35.200
<v Speaker 1>these clear plastic overlays with designs on them, and you

0:04:35.200 --> 0:04:37.760
<v Speaker 1>would put those on your TV screen and they would

0:04:37.760 --> 0:04:40.760
<v Speaker 1>stick to it due to static cling, and the overlays

0:04:40.800 --> 0:04:43.719
<v Speaker 1>would create visuals that the odyssey couldn't produce on its own.

0:04:43.800 --> 0:04:46.039
<v Speaker 1>So you might have one that looks like a castle,

0:04:46.160 --> 0:04:49.120
<v Speaker 1>for example, and then you're, I don't know, playing Pong

0:04:49.240 --> 0:04:52.920
<v Speaker 1>inside a castle. The magic of video games. A little

0:04:52.960 --> 0:04:56.479
<v Speaker 1>bit later, the family purchased an Atari twenty hundred. Shaver

0:04:56.600 --> 0:04:58.720
<v Speaker 1>talked about how he would love to play a game

0:04:58.880 --> 0:05:02.280
<v Speaker 1>without even looking at instructions, and that the period of

0:05:02.360 --> 0:05:05.120
<v Speaker 1>confusion he would experience while trying to suss out the

0:05:05.200 --> 0:05:08.599
<v Speaker 1>game was one of his favorite experiences. It would become

0:05:08.720 --> 0:05:12.120
<v Speaker 1>one of the elements of his own game design philosophy,

0:05:12.160 --> 0:05:15.200
<v Speaker 1>to build in elements into games that would require the

0:05:15.200 --> 0:05:19.680
<v Speaker 1>player to try different things, to adopt and abandon various

0:05:19.720 --> 0:05:22.919
<v Speaker 1>approaches in order to progress through the game, and to

0:05:23.040 --> 0:05:26.680
<v Speaker 1>include consequences for those actions that would be almost as

0:05:26.760 --> 0:05:29.800
<v Speaker 1>entertaining as finding the right solution. So he did something wrong,

0:05:30.160 --> 0:05:32.880
<v Speaker 1>you at least knew that you had done something, as

0:05:32.880 --> 0:05:36.960
<v Speaker 1>opposed to just randomly pushing buttons. Schaefer, like many of

0:05:36.960 --> 0:05:40.400
<v Speaker 1>his video game designer appears gradually began to not just

0:05:40.600 --> 0:05:44.360
<v Speaker 1>play games, but also learn how to build code and programs.

0:05:44.720 --> 0:05:48.279
<v Speaker 1>Schaefer's first work was on an Atari eight hundred, the

0:05:48.480 --> 0:05:51.880
<v Speaker 1>home computer that Attari had put out, and that used

0:05:51.920 --> 0:05:56.320
<v Speaker 1>the six five oh two assembly language. Not exactly an

0:05:56.360 --> 0:06:01.039
<v Speaker 1>intuitive programming language. Assembly language falls to a category called

0:06:01.560 --> 0:06:05.360
<v Speaker 1>low level programming language. That means it's not that far

0:06:05.520 --> 0:06:09.200
<v Speaker 1>off from basic machine code. That's the language that a

0:06:09.240 --> 0:06:13.719
<v Speaker 1>computer actually quote unquote understands the problem with machine code

0:06:14.040 --> 0:06:16.480
<v Speaker 1>is that it's not easy for humans to work with,

0:06:16.960 --> 0:06:20.440
<v Speaker 1>so we humans have designed various programming languages to help

0:06:20.480 --> 0:06:24.479
<v Speaker 1>create an abstract way to manipulate information in order to

0:06:24.520 --> 0:06:28.200
<v Speaker 1>make processors do what the programmer wants the processor to do.

0:06:28.600 --> 0:06:31.840
<v Speaker 1>Assembly languages do this, but at a pretty low level,

0:06:31.960 --> 0:06:35.800
<v Speaker 1>something close to the original machine language. Each assembly language

0:06:35.839 --> 0:06:40.080
<v Speaker 1>is specific to a particular style of computer architecture, so

0:06:40.200 --> 0:06:42.840
<v Speaker 1>you can't poured it over from one type of computer

0:06:42.960 --> 0:06:47.719
<v Speaker 1>architecture to another. The literal architecture of the computer will

0:06:47.760 --> 0:06:51.800
<v Speaker 1>not understand that assembly language. Schaefer's interest in computers and

0:06:51.839 --> 0:06:56.200
<v Speaker 1>programming stuck with him throughout his childhood, and he graduated

0:06:56.320 --> 0:06:59.080
<v Speaker 1>high school and then was accepted into the university of

0:06:59.120 --> 0:07:02.760
<v Speaker 1>California at Lee and chose computer science as his major.

0:07:03.120 --> 0:07:05.800
<v Speaker 1>He would later say that he most enjoyed several of

0:07:05.839 --> 0:07:09.080
<v Speaker 1>the classes that were outside the realm of computer science,

0:07:09.360 --> 0:07:13.840
<v Speaker 1>such as creative writing, English literature, and anthropology, and while

0:07:13.880 --> 0:07:16.680
<v Speaker 1>he was attending class at the university, he happened to

0:07:16.720 --> 0:07:20.160
<v Speaker 1>see a job opportunity posted at the school's career center.

0:07:20.520 --> 0:07:24.240
<v Speaker 1>The opportunity was to apply to be a playtester for

0:07:24.320 --> 0:07:28.640
<v Speaker 1>Lucasfilm Games, which would later become Lucas Arts and Yes

0:07:28.920 --> 0:07:32.600
<v Speaker 1>it's George Lucas. Longtime fans of Tech Stuff will know

0:07:32.680 --> 0:07:35.720
<v Speaker 1>that we once did a full episode about being a

0:07:35.760 --> 0:07:40.200
<v Speaker 1>playtester many many years ago. Playtesters have a job that,

0:07:40.360 --> 0:07:42.800
<v Speaker 1>on first glance, sounds like it would be a lot

0:07:42.840 --> 0:07:45.560
<v Speaker 1>of fun. You play video games for a living, and

0:07:45.600 --> 0:07:48.560
<v Speaker 1>better yet, you play games that are so new they

0:07:48.560 --> 0:07:51.600
<v Speaker 1>aren't even available for purchase. You get to play them

0:07:51.640 --> 0:07:55.840
<v Speaker 1>before anyone else does, while it's still being built, and

0:07:55.880 --> 0:07:58.920
<v Speaker 1>you get paid for it. That sounds like a dream job, right.

0:07:59.640 --> 0:08:02.600
<v Speaker 1>It's only can be fun at times, but play testing

0:08:02.640 --> 0:08:06.560
<v Speaker 1>can also be frustrating and repetitive, particularly if the game

0:08:06.600 --> 0:08:10.000
<v Speaker 1>has design flaws. Play Testers are supposed to look for

0:08:10.080 --> 0:08:14.360
<v Speaker 1>bugs and glitches as they play. Are there any game

0:08:14.400 --> 0:08:18.760
<v Speaker 1>breaking problems? Are there issues with the game engine? Is

0:08:18.800 --> 0:08:21.559
<v Speaker 1>it possible to get stuck somewhere just because of level

0:08:21.600 --> 0:08:25.040
<v Speaker 1>design or some other issue. Is the game's path a

0:08:25.160 --> 0:08:28.840
<v Speaker 1>clear one? Is it playable? Is it fun? It might

0:08:28.880 --> 0:08:32.080
<v Speaker 1>mean playing the same section of the same level dozens

0:08:32.120 --> 0:08:35.840
<v Speaker 1>of times for several hours as you poke and prod

0:08:36.280 --> 0:08:38.559
<v Speaker 1>testing a game to make sure it will hold up

0:08:38.600 --> 0:08:41.719
<v Speaker 1>once it's released, and even the best play tester may

0:08:41.800 --> 0:08:44.960
<v Speaker 1>overlook something. The goals define as many problems as you

0:08:45.040 --> 0:08:48.040
<v Speaker 1>can before you ship, so you can fix them. Because

0:08:48.080 --> 0:08:51.439
<v Speaker 1>once it's out in the wild, you have hopefully thousands

0:08:51.520 --> 0:08:54.559
<v Speaker 1>or millions of people playing your game, and at that scale,

0:08:54.640 --> 0:08:58.000
<v Speaker 1>people are bound to find bugs and glitches, so your

0:08:58.000 --> 0:09:00.600
<v Speaker 1>best hope is to weed out the most preval ones

0:09:00.679 --> 0:09:04.240
<v Speaker 1>in an effort to deliver the best game possible. Schaefer

0:09:04.320 --> 0:09:07.120
<v Speaker 1>decided to apply for the position and landed a phone

0:09:07.120 --> 0:09:10.360
<v Speaker 1>interview with David Fox, one of the founding members of

0:09:10.360 --> 0:09:12.680
<v Speaker 1>the game company, and it was a bit of a

0:09:12.800 --> 0:09:16.800
<v Speaker 1>rocky interview. How well, I'll tell you, But first let's

0:09:16.840 --> 0:09:26.760
<v Speaker 1>take a quick break to thank our sponsor. So there's

0:09:26.760 --> 0:09:29.560
<v Speaker 1>Tim Shaefer and he's on the phone with David Fox.

0:09:29.840 --> 0:09:33.280
<v Speaker 1>Fox had worked on games like Labyrinth, Zach McCracken and

0:09:33.280 --> 0:09:38.840
<v Speaker 1>The Alien Mind Benders, and Rescue on fractal Us, among others. Schaefer,

0:09:39.160 --> 0:09:43.559
<v Speaker 1>in an effort to present himself as an enthusiastic potential employee,

0:09:44.080 --> 0:09:47.480
<v Speaker 1>stated that he had really enjoyed playing the Lucas Arts

0:09:47.520 --> 0:09:53.040
<v Speaker 1>game ball Blasters, and there was problem number one. Ball

0:09:53.080 --> 0:09:56.839
<v Speaker 1>Blasters was a pirated version of a game released by

0:09:56.920 --> 0:10:02.040
<v Speaker 1>Lucas Arts. The official game SAME's name was ball Blazer,

0:10:02.480 --> 0:10:06.160
<v Speaker 1>but in nine three, Lucasfilm Games had handed over an

0:10:06.160 --> 0:10:11.040
<v Speaker 1>early build of ball Blazer to Atari. After that someone

0:10:11.080 --> 0:10:14.880
<v Speaker 1>had mysteriously pulled the code off the game and uploaded

0:10:14.920 --> 0:10:19.160
<v Speaker 1>it to a bulletin board system or BBS. Soon copies

0:10:19.200 --> 0:10:21.920
<v Speaker 1>of the game began popping up on other bb s

0:10:22.040 --> 0:10:24.480
<v Speaker 1>s and people were downloading it for free, and it

0:10:24.520 --> 0:10:28.560
<v Speaker 1>was this version that Shaefer had played. The pirated version.

0:10:30.600 --> 0:10:34.280
<v Speaker 1>It's awkward moment Number two happened when Schaefer admitted he

0:10:34.360 --> 0:10:38.559
<v Speaker 1>had not played Zack McCracken. That was awkward because David

0:10:38.600 --> 0:10:42.800
<v Speaker 1>Fox had actually been the lead on Zach McCracken. Again,

0:10:43.480 --> 0:10:46.200
<v Speaker 1>Schaefer walked out of the interview, or rather hung up

0:10:46.200 --> 0:10:50.600
<v Speaker 1>the phone convinced that he had totally blown it. He

0:10:50.679 --> 0:10:54.240
<v Speaker 1>had not been prepared, he had admitted to piracy, and

0:10:54.320 --> 0:10:57.880
<v Speaker 1>he may as well have said Star Wars stinks. But

0:10:57.960 --> 0:11:00.320
<v Speaker 1>Shaffer decided to at least have a little on with

0:11:00.440 --> 0:11:03.959
<v Speaker 1>his experience. He was invited to send in his resume

0:11:04.640 --> 0:11:09.600
<v Speaker 1>and cover letter, and instead he drew up a cartoons

0:11:09.600 --> 0:11:14.920
<v Speaker 1>strip slash text adventure style document on paper, so he

0:11:15.000 --> 0:11:17.240
<v Speaker 1>illustrated it, but it was done in the style of

0:11:17.240 --> 0:11:21.520
<v Speaker 1>an old text adventure game where he as a character

0:11:21.679 --> 0:11:26.000
<v Speaker 1>was trying to land a job at Lucas Film Games,

0:11:26.120 --> 0:11:29.679
<v Speaker 1>and through the process he makes all the right decisions

0:11:29.920 --> 0:11:32.560
<v Speaker 1>and he ends up getting the job, and he sent

0:11:32.679 --> 0:11:37.120
<v Speaker 1>that to Lucasfilm. Whether Fox was secretly amused by this

0:11:37.200 --> 0:11:40.640
<v Speaker 1>interview or the comic strip gave him insight into Shaffer's character,

0:11:41.120 --> 0:11:44.079
<v Speaker 1>he decided to hire Schaffer for the position to play tester,

0:11:44.640 --> 0:11:48.440
<v Speaker 1>and Shaffer's first gig was beta testing Indiana Jones and

0:11:48.480 --> 0:11:52.320
<v Speaker 1>The Last Crusade, the action game, but soon he was

0:11:52.360 --> 0:11:56.120
<v Speaker 1>tapped by a designer named Ron Gilbert to learn the

0:11:56.160 --> 0:12:00.240
<v Speaker 1>game engine that Lucas Film Games had been using at

0:12:00.320 --> 0:12:04.319
<v Speaker 1>that time. The game engine had the name Script Creation

0:12:04.480 --> 0:12:11.520
<v Speaker 1>Utility for Maniac Mansion or SCUM, so Schaefer became a scumblet.

0:12:12.720 --> 0:12:16.720
<v Speaker 1>The team was working on a port of Maniac Mansion

0:12:16.960 --> 0:12:20.280
<v Speaker 1>for the Nintendo Entertainment System or in ne S. The

0:12:20.360 --> 0:12:24.400
<v Speaker 1>game originally came out for home computers in nine and

0:12:24.440 --> 0:12:28.080
<v Speaker 1>featured a point and click interface to navigate through the world,

0:12:28.520 --> 0:12:33.720
<v Speaker 1>explore environments, and solve puzzles. The game included many innovative features.

0:12:33.760 --> 0:12:36.720
<v Speaker 1>For example, in the game, you can choose two companions

0:12:36.840 --> 0:12:39.920
<v Speaker 1>from a pool of six potentials to help you in

0:12:39.960 --> 0:12:43.319
<v Speaker 1>your missions. Who you choose affects the way you must

0:12:43.400 --> 0:12:46.840
<v Speaker 1>complete the game, and so player choice actually had an

0:12:46.920 --> 0:12:50.400
<v Speaker 1>impact on how the game plays out. After working on

0:12:50.440 --> 0:12:53.840
<v Speaker 1>the port, Schaefer got an invitation from Gilbert to work

0:12:53.880 --> 0:12:57.640
<v Speaker 1>on the next project, which was a pirate themed adventure game.

0:12:58.160 --> 0:13:01.000
<v Speaker 1>He would join another up and coming star at Lucas

0:13:01.080 --> 0:13:05.200
<v Speaker 1>Art's named David Grossman, and originally the game was meant

0:13:05.200 --> 0:13:08.839
<v Speaker 1>to be a pretty serious homage to Treasure Island. It

0:13:08.880 --> 0:13:12.440
<v Speaker 1>was more or less a straight laced pirate tail, kind

0:13:12.440 --> 0:13:16.160
<v Speaker 1>of grim and gritty. Schaefer was brought on as a

0:13:16.160 --> 0:13:20.120
<v Speaker 1>programmer and a writer for the project. While building the game,

0:13:20.400 --> 0:13:24.760
<v Speaker 1>Schaffer and Grossman started to insert temporary placeholder dialogue just

0:13:24.800 --> 0:13:28.200
<v Speaker 1>so that something was there. It wasn't meant to represent

0:13:28.280 --> 0:13:32.040
<v Speaker 1>the final game, and their impish sense of humor meant

0:13:32.360 --> 0:13:35.000
<v Speaker 1>they threw in a lot of jokes. Pirates who were

0:13:35.040 --> 0:13:38.400
<v Speaker 1>meant to be scurvy dogs who inspired fear, and all

0:13:38.480 --> 0:13:42.240
<v Speaker 1>who met them transformed into odd ball characters with silly

0:13:42.360 --> 0:13:46.320
<v Speaker 1>names and dialogue options. Schaefer's temporary dialogue with such a

0:13:46.400 --> 0:13:49.400
<v Speaker 1>huge hit, so much so that Gilbert actually decided to

0:13:49.480 --> 0:13:52.200
<v Speaker 1>change directions with the game and make it a comedic

0:13:52.320 --> 0:13:56.280
<v Speaker 1>action adventure set in the pirate world, and thus The

0:13:56.440 --> 0:14:00.240
<v Speaker 1>Secret of Monkey Island was born. In the game, you

0:14:00.320 --> 0:14:02.720
<v Speaker 1>play as guy Brush three Wood, a bit of a

0:14:02.760 --> 0:14:06.559
<v Speaker 1>dweeb who wants to become a pirate. Three woods nemesis

0:14:06.679 --> 0:14:09.880
<v Speaker 1>is the evil pirate Lachuk. There was a series of

0:14:09.960 --> 0:14:13.720
<v Speaker 1>weird adventures, odd puzzles, and lots of jokes. The player

0:14:13.760 --> 0:14:18.480
<v Speaker 1>eventually faces down Lachuk and through the power of carbonated beverages,

0:14:18.840 --> 0:14:23.080
<v Speaker 1>stands triumphant. The game received good reviews and a positive

0:14:23.080 --> 0:14:26.480
<v Speaker 1>response from players, and so the same creative team got

0:14:26.480 --> 0:14:29.640
<v Speaker 1>together to work on a sequel, The Secret of Monkey

0:14:29.680 --> 0:14:33.760
<v Speaker 1>Island to La Chuck's Revenge. Grossman and Schaefer worked well

0:14:33.840 --> 0:14:36.760
<v Speaker 1>together and impressed the executives at Lucas Arts, so the

0:14:36.800 --> 0:14:39.560
<v Speaker 1>two were given the opportunity to act as project co

0:14:39.840 --> 0:14:43.680
<v Speaker 1>leeds on a new game, a sequel to Maniac Mansion

0:14:43.800 --> 0:14:47.440
<v Speaker 1>called Day of the Tentacle. This was a comedic time

0:14:47.480 --> 0:14:52.320
<v Speaker 1>travel adventure and it too received positive response. Schaefer's work

0:14:52.400 --> 0:14:55.080
<v Speaker 1>on the Monkey Island games and Day of the Tentacle

0:14:55.440 --> 0:14:58.400
<v Speaker 1>convinced Lucas Arts that he should be allowed to work

0:14:58.440 --> 0:15:01.400
<v Speaker 1>on a project of his very own. Schaefer decided to

0:15:01.440 --> 0:15:03.800
<v Speaker 1>create a game that would incorporate one of his favorite

0:15:03.840 --> 0:15:08.360
<v Speaker 1>genres of music, heavy metal. That game was called Full Throttle,

0:15:08.520 --> 0:15:13.560
<v Speaker 1>which was released in nineteen and it featured an outlaw

0:15:13.680 --> 0:15:17.280
<v Speaker 1>biker accused of a crime he didn't commit, but still

0:15:17.320 --> 0:15:21.240
<v Speaker 1>contained a lot of humor as well. One of Schaefer's trademarks,

0:15:21.240 --> 0:15:24.280
<v Speaker 1>you might say and Schaefer acted as lead developer on

0:15:24.320 --> 0:15:27.560
<v Speaker 1>Full Throttle, writing and programming much of the game himself.

0:15:28.000 --> 0:15:30.400
<v Speaker 1>It was one of the earliest games to feature a

0:15:30.480 --> 0:15:34.840
<v Speaker 1>fully voiced game script, meaning every line was spoken by

0:15:34.880 --> 0:15:38.360
<v Speaker 1>a character in the game, delivered by a voice actor

0:15:38.600 --> 0:15:41.960
<v Speaker 1>up to that point, most games relied heavily on text,

0:15:42.080 --> 0:15:47.000
<v Speaker 1>which wasn't nearly as resource intensive and obviously did not

0:15:47.080 --> 0:15:50.640
<v Speaker 1>require voice actors. You might spice up a cut scene

0:15:50.840 --> 0:15:52.920
<v Speaker 1>or something like that with a little voice acting, but

0:15:52.960 --> 0:15:55.520
<v Speaker 1>it was extremely rare to find a game that included

0:15:55.640 --> 0:15:58.280
<v Speaker 1>voice acting all the way through, and the voice actors

0:15:58.280 --> 0:16:01.680
<v Speaker 1>included some folks you'd recognize at least by voice, if

0:16:01.720 --> 0:16:05.760
<v Speaker 1>not by name. Maurice LaMarsh and Tress McNeil both provided

0:16:05.840 --> 0:16:09.120
<v Speaker 1>voices for the game, as did the Jedi Master himself,

0:16:09.320 --> 0:16:13.600
<v Speaker 1>Mark Hamill. Full Throttle also made use of licensed music,

0:16:13.880 --> 0:16:16.800
<v Speaker 1>something that was new for Lucas Arts. The music came

0:16:16.840 --> 0:16:20.640
<v Speaker 1>from a San Francisco rock band called the Gone Jackals.

0:16:21.200 --> 0:16:23.880
<v Speaker 1>Gameplay was in a two D playing field and featured

0:16:23.920 --> 0:16:27.840
<v Speaker 1>the point and click interface adventure gamers were used to it.

0:16:27.880 --> 0:16:30.640
<v Speaker 1>Will also had a pie menu, which is a circular

0:16:30.680 --> 0:16:33.680
<v Speaker 1>pop up that lets you pick different interaction options when

0:16:33.760 --> 0:16:37.400
<v Speaker 1>you interact with some sort of object or character. For example,

0:16:37.640 --> 0:16:40.240
<v Speaker 1>he might be able to pick up, push taste, or

0:16:40.360 --> 0:16:43.680
<v Speaker 1>talk to something by selecting different options on this pop

0:16:43.720 --> 0:16:46.760
<v Speaker 1>up menu, and you're highlighting a specific object or character.

0:16:47.360 --> 0:16:50.000
<v Speaker 1>In addition to the adventure portions of the game. There

0:16:50.000 --> 0:16:52.880
<v Speaker 1>were action sequences in which you'd try to fight off

0:16:53.080 --> 0:16:56.240
<v Speaker 1>rival bikers while writing on your motorcycle. That created a

0:16:56.240 --> 0:17:00.480
<v Speaker 1>certain arcade element in Full Throttle. The game received generally

0:17:00.520 --> 0:17:03.640
<v Speaker 1>positive reviews, though by any measure it was a pretty

0:17:03.680 --> 0:17:07.199
<v Speaker 1>short game, requiring only about four hours to complete, and

0:17:07.240 --> 0:17:10.960
<v Speaker 1>that's if you're not even rushing. After Full Throttle, Schaefer

0:17:11.000 --> 0:17:14.400
<v Speaker 1>created a game that I think is a real masterpiece,

0:17:14.840 --> 0:17:17.840
<v Speaker 1>not just for Schaefer but for video games in general.

0:17:18.000 --> 0:17:22.119
<v Speaker 1>I really think it's something special. It's called Grim Fandango.

0:17:22.520 --> 0:17:25.240
<v Speaker 1>It's another point and click adventure game, and it came

0:17:25.240 --> 0:17:31.120
<v Speaker 1>out in Grim Fandango. Unlike the other adventure games in LucasArts,

0:17:31.240 --> 0:17:35.159
<v Speaker 1>did not use the Scum engine. Instead, Shaffer's team developed

0:17:35.160 --> 0:17:37.760
<v Speaker 1>a new game engine called grim E and a scripting

0:17:37.800 --> 0:17:41.199
<v Speaker 1>language called Lua. Actually they didn't develop Lua, but they

0:17:41.320 --> 0:17:44.840
<v Speaker 1>used it. Rather than pointing and clicking to move your

0:17:44.920 --> 0:17:48.240
<v Speaker 1>character around, you could use keyboard controls to move about

0:17:48.280 --> 0:17:51.800
<v Speaker 1>the environment in a tank like control scheme, meaning you

0:17:51.800 --> 0:17:53.800
<v Speaker 1>could use certain keys that would allow you to pivot

0:17:53.920 --> 0:17:56.639
<v Speaker 1>left or pivot right, and other keys would make you

0:17:56.680 --> 0:18:00.680
<v Speaker 1>walk forward or backward. The game's setting was the Land

0:18:00.720 --> 0:18:04.080
<v Speaker 1>of the Dead, inspired by the folklore of Mexico with

0:18:04.160 --> 0:18:08.080
<v Speaker 1>a strong film noir motif. The player takes control of

0:18:08.080 --> 0:18:12.119
<v Speaker 1>a Department of Death employee named Manny Calavera, who must

0:18:12.160 --> 0:18:15.560
<v Speaker 1>investigate a mystery that suggests there's some high level corruption

0:18:15.640 --> 0:18:18.440
<v Speaker 1>going on in the world of death. The game is quirky,

0:18:18.840 --> 0:18:22.680
<v Speaker 1>it is challenging, and it's filled with tons of nods

0:18:22.760 --> 0:18:28.040
<v Speaker 1>to classic film noir cinema like Casablanca or The Maltese Falcon.

0:18:28.440 --> 0:18:31.720
<v Speaker 1>It received critical acclaim and in TWI it was the

0:18:31.760 --> 0:18:36.640
<v Speaker 1>subject of a remastered edition, which has updated controls, graphics,

0:18:36.680 --> 0:18:40.479
<v Speaker 1>and a commentary track featuring Tim Shaefer and other members

0:18:40.480 --> 0:18:43.160
<v Speaker 1>of the development team. And if you haven't tried it out,

0:18:43.680 --> 0:18:45.720
<v Speaker 1>I recommend giving it a go. It can be a

0:18:45.720 --> 0:18:49.480
<v Speaker 1>little frustrating at times, but that's Schaefer's style to present

0:18:49.520 --> 0:18:52.480
<v Speaker 1>the player with a tricky situation that requires a lot

0:18:52.520 --> 0:18:55.040
<v Speaker 1>of adaptation to figure out how to get out of it.

0:18:55.400 --> 0:18:59.040
<v Speaker 1>In fact, Shaefer has talked at length about the tragedy

0:18:59.480 --> 0:19:03.240
<v Speaker 1>of creating computer tutorials for every single game. He said

0:19:03.280 --> 0:19:05.560
<v Speaker 1>a lot of fun he had as a player was

0:19:05.680 --> 0:19:07.919
<v Speaker 1>learning how the game worked and how you interacted with it.

0:19:08.000 --> 0:19:11.399
<v Speaker 1>And trying to figure out ways to solve puzzles, but

0:19:11.520 --> 0:19:13.640
<v Speaker 1>that a lot of games these days kind of spell

0:19:13.720 --> 0:19:16.400
<v Speaker 1>everything out, giving you step by step instructions on what

0:19:16.480 --> 0:19:19.560
<v Speaker 1>you need to do in order to get through a section.

0:19:20.000 --> 0:19:22.040
<v Speaker 1>He says, well, where's the fun in that? If I

0:19:22.080 --> 0:19:25.040
<v Speaker 1>walk up to a puzzle and then the computer says, hey,

0:19:25.119 --> 0:19:27.200
<v Speaker 1>why don't you try picking up this thing and using

0:19:27.200 --> 0:19:29.600
<v Speaker 1>it with that thing? It takes the joy of that

0:19:29.680 --> 0:19:33.800
<v Speaker 1>discovery away from me. So Shaefer goes with an approach

0:19:33.800 --> 0:19:37.040
<v Speaker 1>where he specifically tries to design games that are a

0:19:37.080 --> 0:19:42.199
<v Speaker 1>little confusing, but intriguingly confusing, not frustratingly. So that's his

0:19:42.240 --> 0:19:46.960
<v Speaker 1>goal at any rate. However, after Grim Vandango went gold

0:19:47.040 --> 0:19:50.359
<v Speaker 1>and got tons of critical acclaim, he found himself in

0:19:50.400 --> 0:19:53.720
<v Speaker 1>a bit of a tricky situation. And I'll explain more

0:19:53.760 --> 0:19:56.600
<v Speaker 1>in just a second, but first let's take another quick

0:19:56.640 --> 0:20:08.119
<v Speaker 1>break to thank our sponsor. Schaefer's next project that Lucas Arts,

0:20:08.160 --> 0:20:11.120
<v Speaker 1>never saw the light of day. It was a project

0:20:11.160 --> 0:20:14.560
<v Speaker 1>meant for the PlayStation two, but never really emerged from

0:20:14.560 --> 0:20:17.160
<v Speaker 1>early development. I don't even have a name for this

0:20:17.280 --> 0:20:19.679
<v Speaker 1>game or what it was supposed to be about. It

0:20:19.760 --> 0:20:22.320
<v Speaker 1>really didn't get very far at all. But around that

0:20:22.440 --> 0:20:25.920
<v Speaker 1>same time, there was a shift in LucasArts away from

0:20:25.960 --> 0:20:29.159
<v Speaker 1>the adventure style games that Schaefer had really cut his

0:20:29.240 --> 0:20:33.080
<v Speaker 1>teeth on, and Schaefer himself wanted to try something new

0:20:33.240 --> 0:20:36.320
<v Speaker 1>and develop his own company with his own identity and culture.

0:20:36.359 --> 0:20:39.000
<v Speaker 1>He had worked for Lucas Arts for a decade and

0:20:39.040 --> 0:20:41.600
<v Speaker 1>so he thought, maybe it's time to strike out on

0:20:41.640 --> 0:20:44.520
<v Speaker 1>my own, and so Schaefer, along with a few other

0:20:44.640 --> 0:20:48.840
<v Speaker 1>LucasArts employees, left to found a new game studio called

0:20:49.040 --> 0:20:53.520
<v Speaker 1>Double Fine Productions in June two thousand. The first game

0:20:53.560 --> 0:20:56.280
<v Speaker 1>to come out of Double Fine was Psycho Knots a

0:20:56.280 --> 0:20:59.040
<v Speaker 1>few years later, and that's a platforming game in which

0:20:59.080 --> 0:21:03.240
<v Speaker 1>you play as as a psychically gifted young boy who

0:21:03.280 --> 0:21:07.879
<v Speaker 1>infiltrates a special summer camp for kids with superpowers, and

0:21:07.920 --> 0:21:10.560
<v Speaker 1>the real purpose of the camp is to train kids

0:21:10.600 --> 0:21:14.080
<v Speaker 1>to become special agents called Psycho Knots, which is a

0:21:14.160 --> 0:21:17.040
<v Speaker 1>job that Raz would really like to have. He discovers

0:21:17.080 --> 0:21:19.960
<v Speaker 1>there's something hinky going on at the camp and the

0:21:20.000 --> 0:21:23.960
<v Speaker 1>story unfolds from there and again it received really great reviews,

0:21:24.000 --> 0:21:28.399
<v Speaker 1>but sadly sales were a little lackluster. The next title,

0:21:28.520 --> 0:21:33.000
<v Speaker 1>from Double Fine and Schaefer was Brutal Legend, and Brutal

0:21:33.240 --> 0:21:36.480
<v Speaker 1>has a really good name for the process of what

0:21:36.560 --> 0:21:38.920
<v Speaker 1>the company went through in trying to bring this game

0:21:38.960 --> 0:21:42.520
<v Speaker 1>to life. A Brutal Legend is a real time strategy

0:21:42.680 --> 0:21:46.280
<v Speaker 1>action adventure game that had a heavy metal soundtrack, an

0:21:46.280 --> 0:21:50.959
<v Speaker 1>extensive one. Schaefer wanted to combine elements of fantasy and

0:21:51.000 --> 0:21:54.680
<v Speaker 1>heavy metal, largely because a lot of heavy metal albums

0:21:54.960 --> 0:21:59.600
<v Speaker 1>feature artwork that's inspired by fantasy genre. Just look at

0:21:59.600 --> 0:22:02.040
<v Speaker 1>any Ally Hatchett album cover and you'll know what I'm

0:22:02.080 --> 0:22:05.480
<v Speaker 1>talking about. And there were even tons of songs in

0:22:05.560 --> 0:22:08.880
<v Speaker 1>heavy metal that dealt with fantasy concepts. As Schaefer said,

0:22:09.280 --> 0:22:12.000
<v Speaker 1>there's heavy metal songs about fighting orcs. Why can't we

0:22:12.040 --> 0:22:14.560
<v Speaker 1>bring these two things together in a video game? So

0:22:14.600 --> 0:22:17.320
<v Speaker 1>he thought they were a really great match. And if

0:22:17.320 --> 0:22:20.520
<v Speaker 1>you want to talk soundtracks, Brutal Legend has got to

0:22:20.640 --> 0:22:23.000
<v Speaker 1>be up there. I mean, the game has more than

0:22:23.040 --> 0:22:28.240
<v Speaker 1>a hundred licensed heavy metal tracks from bands like Motorhead,

0:22:28.640 --> 0:22:33.600
<v Speaker 1>Judas Priest, Black Sabbath, and Kiss, among others. The protagonist

0:22:33.720 --> 0:22:36.639
<v Speaker 1>of the game is voiced by Jack Black of Tenacious D,

0:22:37.200 --> 0:22:39.720
<v Speaker 1>and there's even a Tenacious D song on the soundtrack

0:22:39.760 --> 0:22:42.400
<v Speaker 1>as well, and there's even a track from the cartoon

0:22:42.480 --> 0:22:47.120
<v Speaker 1>death metal band Death Clock in there. His company developed

0:22:47.119 --> 0:22:49.840
<v Speaker 1>the game, but they found it difficult to get a

0:22:49.880 --> 0:22:53.800
<v Speaker 1>publisher too many companies had misgivings about the real time

0:22:53.880 --> 0:22:58.800
<v Speaker 1>strategy elements. Originally, Sierra Entertainment, which was part of Vivendi

0:22:58.920 --> 0:23:02.200
<v Speaker 1>Games at that time, was going to publish Brutal Legend,

0:23:02.680 --> 0:23:07.399
<v Speaker 1>but then Activision acquired Vivendi and Activision backed out of

0:23:07.400 --> 0:23:12.320
<v Speaker 1>the agreement. According to Activision CEO Robert Kotick, dropping the

0:23:12.359 --> 0:23:16.400
<v Speaker 1>game was not done just on a whim, but rather

0:23:16.520 --> 0:23:20.840
<v Speaker 1>because the team was falling behind on deadlines. They were

0:23:20.880 --> 0:23:24.000
<v Speaker 1>missing those deadlines and he felt that the game didn't

0:23:24.000 --> 0:23:26.199
<v Speaker 1>look like it was going to be any good. So

0:23:26.240 --> 0:23:28.600
<v Speaker 1>I guess there was nothing personal. It was just business.

0:23:29.080 --> 0:23:31.680
<v Speaker 1>But the story goes that Double Find didn't find out

0:23:31.920 --> 0:23:35.320
<v Speaker 1>about their game being dropped by Activision until they saw

0:23:35.359 --> 0:23:39.400
<v Speaker 1>a press release for upcoming titles from Activision that failed

0:23:39.480 --> 0:23:42.840
<v Speaker 1>to have Brutal Legend on it, and that's how they

0:23:42.840 --> 0:23:45.280
<v Speaker 1>found out their game was not going to be published.

0:23:45.920 --> 0:23:48.680
<v Speaker 1>Schaefer was not allowed to talk about the status of

0:23:48.720 --> 0:23:51.719
<v Speaker 1>the game while his team looked for another publisher. They

0:23:51.760 --> 0:23:55.320
<v Speaker 1>eventually found one, an Electronic Arts or e A, but

0:23:55.400 --> 0:23:59.120
<v Speaker 1>then Activision sued Double Fine, saying that the company had

0:23:59.160 --> 0:24:02.600
<v Speaker 1>invested millions of dollars in this game and that some

0:24:02.640 --> 0:24:05.320
<v Speaker 1>other publishers shouldn't be able to just sweep in and

0:24:05.400 --> 0:24:10.199
<v Speaker 1>become the benefactor for the company and thus realize all

0:24:10.200 --> 0:24:13.440
<v Speaker 1>the profits out of the investment from Activision, And anyway,

0:24:13.720 --> 0:24:17.280
<v Speaker 1>Activision and Double Fine were still in negotiations to publish

0:24:17.440 --> 0:24:22.919
<v Speaker 1>this game in the first place. Double Fine counter suit Activision, saying, no,

0:24:23.320 --> 0:24:27.920
<v Speaker 1>you dropped this game. It severed all obligations because you

0:24:28.359 --> 0:24:32.359
<v Speaker 1>pulled your support, and things got really heated. Schaefer was

0:24:32.480 --> 0:24:35.800
<v Speaker 1>clearly affected by the situation in a really negative way,

0:24:36.240 --> 0:24:39.240
<v Speaker 1>and before the matter could receive an official court decision,

0:24:39.640 --> 0:24:43.080
<v Speaker 1>the parties settled out of court under a private agreement.

0:24:43.520 --> 0:24:47.200
<v Speaker 1>Brutal Legend published under e A again. The game got

0:24:47.280 --> 0:24:51.800
<v Speaker 1>great reviews, but sales just didn't follow suit. Part of

0:24:51.800 --> 0:24:54.880
<v Speaker 1>the problem may have been in the marketing. Schaefer's team

0:24:54.920 --> 0:24:57.280
<v Speaker 1>had set up from the beginning to create a real

0:24:57.359 --> 0:25:01.719
<v Speaker 1>time strategy action adventure game, but aren'ts games were a

0:25:01.720 --> 0:25:04.040
<v Speaker 1>bit in a bit of a lull and e A

0:25:04.160 --> 0:25:07.119
<v Speaker 1>seemed less inclined to market a game that was in

0:25:07.160 --> 0:25:12.200
<v Speaker 1>that genre, so instead, marketing focused on Jack Black's involvement

0:25:12.359 --> 0:25:15.320
<v Speaker 1>and the heavy metal angle, but not so much on

0:25:15.400 --> 0:25:19.159
<v Speaker 1>the actual gameplay inside the game, and gamers may not

0:25:19.240 --> 0:25:21.760
<v Speaker 1>have known what the game actually was like, and therefore

0:25:21.800 --> 0:25:24.960
<v Speaker 1>they just never bothered to pick it up. The first

0:25:25.000 --> 0:25:27.680
<v Speaker 1>two titles from Double Fine were praised for their design,

0:25:27.960 --> 0:25:31.639
<v Speaker 1>their story, their execution. The problem was people just weren't

0:25:31.680 --> 0:25:34.480
<v Speaker 1>buying the games. Morale was at a low point for

0:25:34.520 --> 0:25:37.679
<v Speaker 1>a Double Fine, and Schaefer was feeling it too. Actually,

0:25:37.760 --> 0:25:40.520
<v Speaker 1>during the production of Brutal Legend and before its publication,

0:25:41.000 --> 0:25:45.120
<v Speaker 1>Schaefer made a decision. The game's development had taken much

0:25:45.240 --> 0:25:49.760
<v Speaker 1>longer than anticipated. The delays were really wearing the team down.

0:25:49.840 --> 0:25:53.439
<v Speaker 1>The publishing woes were incredibly stressful, and what had started

0:25:53.440 --> 0:25:56.600
<v Speaker 1>out as a passion project about heavy metal and fantasy

0:25:56.920 --> 0:26:00.720
<v Speaker 1>had become a source of stress and anxiety, and Schaefer

0:26:01.080 --> 0:26:07.119
<v Speaker 1>instituted what he called the Amnesia Fortnight's. The Amnesia Fortnits

0:26:07.160 --> 0:26:11.160
<v Speaker 1>was a type of work retreat. Everyone at the company

0:26:11.400 --> 0:26:14.600
<v Speaker 1>was to stop work for two weeks. They were all

0:26:14.640 --> 0:26:18.359
<v Speaker 1>to divide up into four different teams and each team

0:26:18.440 --> 0:26:20.760
<v Speaker 1>was to come up with an idea for a game.

0:26:21.280 --> 0:26:23.440
<v Speaker 1>This exercise was meant to be a fun distraction for

0:26:23.520 --> 0:26:27.080
<v Speaker 1>Double Find employees. It would turn out to be a

0:26:27.119 --> 0:26:30.359
<v Speaker 1>solution to save the company. But I'll talk more about

0:26:30.400 --> 0:26:34.800
<v Speaker 1>that in our next episode about Tim Schaefer. For now,

0:26:34.840 --> 0:26:39.040
<v Speaker 1>it's time to say goodbye to all our company. But

0:26:39.080 --> 0:26:41.720
<v Speaker 1>if you have suggestions for future episodes of tech Stuff,

0:26:41.840 --> 0:26:45.200
<v Speaker 1>whether it's a technology, a person in tech, maybe there's

0:26:45.240 --> 0:26:47.159
<v Speaker 1>someone you want me to interview on the show. I

0:26:47.200 --> 0:26:49.160
<v Speaker 1>would love to get Tim Schaefer on here to talk

0:26:49.200 --> 0:26:53.639
<v Speaker 1>about his philosophy and game design and the challenges that

0:26:53.680 --> 0:26:56.320
<v Speaker 1>he's faced. That would be fantastic. But if you have

0:26:56.359 --> 0:26:59.240
<v Speaker 1>suggestions for people I should talk to or subjects I

0:26:59.240 --> 0:27:02.000
<v Speaker 1>should cover, please let me know. Send me an email.

0:27:02.080 --> 0:27:06.080
<v Speaker 1>The address is tech Stuff at how stuff works dot com,

0:27:06.200 --> 0:27:08.879
<v Speaker 1>or drop me a line on Facebook or Twitter. The

0:27:08.960 --> 0:27:11.560
<v Speaker 1>handle it both of those is tech Stuff H. S W.

0:27:12.119 --> 0:27:15.040
<v Speaker 1>And don't forget to follow us on Instagram and I

0:27:15.119 --> 0:27:23.520
<v Speaker 1>will talk to you again really soon for more on

0:27:23.600 --> 0:27:26.080
<v Speaker 1>this and thousands of other topics. Is it how stuff

0:27:26.080 --> 0:27:36.639
<v Speaker 1>Works dot com