1 00:00:04,200 --> 00:00:07,520 Speaker 1: Get in touch with technology with text stuff from stuff 2 00:00:07,800 --> 00:00:14,440 Speaker 1: dot com either and welcome to tech Stuff. I'm Jonathan 3 00:00:14,480 --> 00:00:16,960 Speaker 1: Strickland and I'm Lauren folc Obama. And now we're going 4 00:00:17,000 --> 00:00:20,640 Speaker 1: to present to you something that we've already talked about. FMV. 5 00:00:21,760 --> 00:00:25,400 Speaker 1: Are fm V that's full motion video video games, yep, 6 00:00:25,520 --> 00:00:27,840 Speaker 1: and you may if you've listened to our last episode, 7 00:00:27,880 --> 00:00:29,840 Speaker 1: you heard us talk about how it turned out to 8 00:00:29,840 --> 00:00:32,559 Speaker 1: be a lot longer than we had anticipated. So, as 9 00:00:32,600 --> 00:00:34,800 Speaker 1: it turns out, we enjoy shotten Fred here on the show, 10 00:00:34,880 --> 00:00:37,000 Speaker 1: we sure do. So we had a lot to say 11 00:00:37,000 --> 00:00:40,200 Speaker 1: about the various games we're going to concentrate in this episode, 12 00:00:40,280 --> 00:00:43,239 Speaker 1: about the home video game market and how fm V 13 00:00:43,400 --> 00:00:46,239 Speaker 1: played a role in that. So we now return you 14 00:00:46,400 --> 00:00:54,800 Speaker 1: to our podcast already in progress. Was also the year 15 00:00:54,840 --> 00:00:56,680 Speaker 1: when we see, at least from what I could tell, 16 00:00:56,960 --> 00:01:01,000 Speaker 1: the first home video game to feature full motion video 17 00:01:01,640 --> 00:01:06,360 Speaker 1: Sherlock Holmes Consulting Detective, and it had live action video 18 00:01:07,080 --> 00:01:10,839 Speaker 1: segments where you would play as a detective you're trying 19 00:01:10,880 --> 00:01:15,520 Speaker 1: to solve a specific mystery, and most of the gameplay 20 00:01:15,720 --> 00:01:19,399 Speaker 1: was done on kind of a cartoonish h view. You 21 00:01:19,520 --> 00:01:21,680 Speaker 1: just had the screen of like a map and you 22 00:01:21,720 --> 00:01:25,919 Speaker 1: could do things like investigate clues. You could get the 23 00:01:25,920 --> 00:01:30,679 Speaker 1: the irregulars, you know, Sherlock Holmes's network of pickpockets to 24 00:01:30,760 --> 00:01:33,600 Speaker 1: all go out and look for clues. You could interview 25 00:01:33,640 --> 00:01:36,120 Speaker 1: suspects that kind of stuff. But all of that was 26 00:01:36,240 --> 00:01:39,440 Speaker 1: just done in text and cartoons, and it was only 27 00:01:39,560 --> 00:01:41,840 Speaker 1: in sort of cut scenes that you really got the 28 00:01:41,880 --> 00:01:47,240 Speaker 1: full FMV live action stuff. Um, it was actually the 29 00:01:47,280 --> 00:01:49,840 Speaker 1: performances were actually pretty good. I was watching some of 30 00:01:49,840 --> 00:01:52,920 Speaker 1: the video and they they were you know, kind of 31 00:01:53,120 --> 00:01:55,160 Speaker 1: the stuff you would expect to see in a Sherlock 32 00:01:55,240 --> 00:01:59,160 Speaker 1: Holmes uh television movie or something. So you know, one 33 00:01:59,200 --> 00:02:02,520 Speaker 1: of the one set during actual Victorian era, not the 34 00:02:02,560 --> 00:02:10,320 Speaker 1: modern not not not not balderdash Cumberbuns version. Um. I 35 00:02:10,360 --> 00:02:12,760 Speaker 1: love Sherlock and I love Ben Thedict cumber Batch. I 36 00:02:12,800 --> 00:02:15,160 Speaker 1: just love, also love how British his name is. It's 37 00:02:15,160 --> 00:02:18,840 Speaker 1: pretty ludicrous, it is. So anyway, this was actually pretty 38 00:02:18,840 --> 00:02:20,880 Speaker 1: good one. I mean again, you had I think you 39 00:02:20,919 --> 00:02:23,640 Speaker 1: had like three different mysteries you could play on that 40 00:02:23,680 --> 00:02:27,800 Speaker 1: first game. Um, and you would get points, which was bad. 41 00:02:27,960 --> 00:02:30,080 Speaker 1: You didn't want to get points. You wanted to be 42 00:02:30,160 --> 00:02:33,280 Speaker 1: able to solve the mystery with as few points as possible, 43 00:02:33,880 --> 00:02:37,080 Speaker 1: and you would actually be compared against Sherlock Holmes at 44 00:02:37,080 --> 00:02:39,359 Speaker 1: the end of the mystery and see how well you did. 45 00:02:39,400 --> 00:02:42,280 Speaker 1: And the example, I saw the end score with something 46 00:02:42,320 --> 00:02:45,520 Speaker 1: like two fifty points and Sherlock Holmes's score was twenty six. 47 00:02:46,919 --> 00:02:49,000 Speaker 1: So it was one of those are like, Okay, I 48 00:02:49,000 --> 00:02:52,480 Speaker 1: guess uh, I guess we we pew, poor puny mortals 49 00:02:52,520 --> 00:02:56,080 Speaker 1: have no chance against the supreme intelligence of Sherlock Holmes, 50 00:02:56,160 --> 00:02:59,400 Speaker 1: which I guess is the point that is, Yeah, then 51 00:02:59,440 --> 00:03:02,400 Speaker 1: we get one of the more infamous FMVs. We're not 52 00:03:02,440 --> 00:03:05,360 Speaker 1: covering every single FMV title because oh no, certainly not. 53 00:03:05,440 --> 00:03:07,440 Speaker 1: There were. There were definitely a lot of them, and 54 00:03:07,560 --> 00:03:10,040 Speaker 1: many of them honestly not worth our time. And some 55 00:03:10,120 --> 00:03:14,240 Speaker 1: of them were you know, kind of never really heard 56 00:03:14,360 --> 00:03:17,840 Speaker 1: or seen from again, like stuff that either got released 57 00:03:17,880 --> 00:03:22,240 Speaker 1: but barely was was adopted at all. So we're just 58 00:03:22,280 --> 00:03:24,960 Speaker 1: really concentrating on the really famous ones, particularly some that 59 00:03:25,320 --> 00:03:27,720 Speaker 1: some of our listeners have asked about, including this one 60 00:03:27,760 --> 00:03:32,560 Speaker 1: from Sewer Shark. Sewer Shark, Yes, uh, this this was 61 00:03:32,600 --> 00:03:36,800 Speaker 1: for the three d O eventually like a CD which 62 00:03:37,000 --> 00:03:39,840 Speaker 1: had come out, I believe in that was what we 63 00:03:39,880 --> 00:03:45,440 Speaker 1: decided and uh, yeah, one of the earliest console games 64 00:03:45,480 --> 00:03:49,200 Speaker 1: to use fm V, maybe the first one. Uh. And 65 00:03:49,320 --> 00:03:51,960 Speaker 1: you're you're flying as a You're playing as a pilot 66 00:03:52,200 --> 00:03:55,960 Speaker 1: who flies a ship that flies through sewers. Uh. It's 67 00:03:56,000 --> 00:03:59,440 Speaker 1: set in a post apocalyptic future where everybody's moved underground, 68 00:03:59,680 --> 00:04:02,080 Speaker 1: but there are rumors that there are some places above 69 00:04:02,160 --> 00:04:05,440 Speaker 1: ground that could still be habitable, but the government is 70 00:04:05,560 --> 00:04:09,480 Speaker 1: very much about, you know, keeping those rumors under under check. 71 00:04:10,200 --> 00:04:13,600 Speaker 1: And you play a pilot who's trying to find um, 72 00:04:13,720 --> 00:04:16,400 Speaker 1: well one, trying to fight this kind of totalitarian government 73 00:04:16,400 --> 00:04:19,160 Speaker 1: and to trying to get to the surface. And so 74 00:04:19,680 --> 00:04:21,800 Speaker 1: that you had all these sequences where you were flying 75 00:04:21,839 --> 00:04:25,440 Speaker 1: through pipes and that was all full motion video stuff, 76 00:04:25,920 --> 00:04:30,040 Speaker 1: and you really uh kind of had sprites on top 77 00:04:30,200 --> 00:04:33,120 Speaker 1: of the video that represented monsters that you had to shoot. 78 00:04:33,360 --> 00:04:34,839 Speaker 1: So and so in a way, it was kind of 79 00:04:34,839 --> 00:04:37,719 Speaker 1: similar to that previous game where you had the vector 80 00:04:37,760 --> 00:04:42,680 Speaker 1: graphics crosshairs on top of the yeah, Cobra command. So 81 00:04:42,720 --> 00:04:45,160 Speaker 1: it's similar to that in that sense, except this time 82 00:04:45,160 --> 00:04:49,960 Speaker 1: they were sprites, not vector graphics and yep. And you 83 00:04:50,000 --> 00:04:53,120 Speaker 1: also had lots of full motion video with your your 84 00:04:53,279 --> 00:04:56,400 Speaker 1: your compatriots as well. As the villain, and they were 85 00:04:56,400 --> 00:05:02,040 Speaker 1: all ridiculous, over the top hammy actors kind of kind 86 00:05:02,040 --> 00:05:05,200 Speaker 1: of awesome. Yeah, we're both actually big fans at that 87 00:05:05,279 --> 00:05:07,440 Speaker 1: school of acting, I think. Yeah, I mean, if it's 88 00:05:07,480 --> 00:05:10,680 Speaker 1: if it's done knowingly, it can be it can be 89 00:05:10,720 --> 00:05:13,240 Speaker 1: a real blast, but even unknowingly it can be kind 90 00:05:13,240 --> 00:05:18,920 Speaker 1: of a sort of a charming train wreck. Yes, yes, oh, 91 00:05:19,000 --> 00:05:22,080 Speaker 1: I mean, and so much so that Sega decided to 92 00:05:22,120 --> 00:05:25,400 Speaker 1: ship it along with their Sega CD system. Yeah. So 93 00:05:25,440 --> 00:05:28,880 Speaker 1: this was one of those games that actually was pretty popular, 94 00:05:28,960 --> 00:05:30,600 Speaker 1: only in the sense that people who bought the Sega 95 00:05:30,680 --> 00:05:33,360 Speaker 1: c D system also got a copy of Sewer Shark. 96 00:05:33,760 --> 00:05:37,240 Speaker 1: A listeners DJ and Daniel, both on Facebook asked us 97 00:05:37,279 --> 00:05:39,360 Speaker 1: to mention this one. Yeah, so thanks very thanks for 98 00:05:39,400 --> 00:05:42,800 Speaker 1: writing in guys. Now here's another game that I played 99 00:05:42,800 --> 00:05:46,520 Speaker 1: a little bit, The Seventh Guest, which was a kind 100 00:05:46,520 --> 00:05:48,960 Speaker 1: of a mystery game. It had a lot of puzzles 101 00:05:48,960 --> 00:05:52,160 Speaker 1: that were sort of missed like in nature. Like, uh, 102 00:05:52,279 --> 00:05:55,839 Speaker 1: I remember one specific puzzle. You're you are presented with 103 00:05:55,880 --> 00:05:59,360 Speaker 1: a cake and the cake has tombstones and skulls on it, 104 00:05:59,400 --> 00:06:01,599 Speaker 1: and some piece is that the cake don't have either 105 00:06:01,680 --> 00:06:05,440 Speaker 1: tombstones or skulls, and you have to remove five pieces 106 00:06:05,440 --> 00:06:07,480 Speaker 1: of cake at a time. They have to be consecutive. 107 00:06:07,480 --> 00:06:09,800 Speaker 1: They had to touch each other, and each time you 108 00:06:09,800 --> 00:06:13,080 Speaker 1: remove them. They have to have two tombstones, two skulls, 109 00:06:13,279 --> 00:06:16,400 Speaker 1: and one piece of plain cake. So you had to 110 00:06:16,400 --> 00:06:18,880 Speaker 1: figure out exactly how did you remove those so that 111 00:06:18,920 --> 00:06:21,440 Speaker 1: you would get all the cake removed, you wouldn't be stuck. 112 00:06:21,720 --> 00:06:23,800 Speaker 1: It's kind of like those puzzles you would see where 113 00:06:23,839 --> 00:06:26,640 Speaker 1: you'd have you know, uh, like in a do you 114 00:06:26,680 --> 00:06:29,000 Speaker 1: know what you're just shaking your head over now, I'm 115 00:06:29,000 --> 00:06:31,120 Speaker 1: just I'm just that sounds like the worst puzzle ever. 116 00:06:31,279 --> 00:06:33,000 Speaker 1: I that that sounds like the kind of puzzle that 117 00:06:33,040 --> 00:06:35,479 Speaker 1: I happened upon sometimes in video games and just go 118 00:06:35,800 --> 00:06:37,960 Speaker 1: maybe I would like to go read a book. I 119 00:06:38,200 --> 00:06:40,880 Speaker 1: I think of the puzzles that you would find in Uh, 120 00:06:41,040 --> 00:06:43,000 Speaker 1: this is gonna be a regional reference for some of 121 00:06:43,040 --> 00:06:46,040 Speaker 1: you guys out there. A cracker barrel, Yeah, that's sort 122 00:06:46,040 --> 00:06:48,640 Speaker 1: of thing. Yeah, the little wooden triangle where you have 123 00:06:48,680 --> 00:06:50,359 Speaker 1: the pegs and you have to try and make the 124 00:06:50,360 --> 00:06:53,440 Speaker 1: pegs jump each other until you're only left with one peg. Yeah, 125 00:06:53,480 --> 00:06:55,760 Speaker 1: it's kind of like that. They had other puzzles to 126 00:06:55,880 --> 00:06:58,159 Speaker 1: not just that one, but they also had all these 127 00:06:58,320 --> 00:07:02,240 Speaker 1: live video segments where they were other it was supposed 128 00:07:02,240 --> 00:07:05,960 Speaker 1: to be people who had attended a party at this 129 00:07:06,040 --> 00:07:10,480 Speaker 1: house years ago, and you are encountering the remnants. They're 130 00:07:10,640 --> 00:07:14,160 Speaker 1: they're kind of psychological imprints. Okay, Yeah, so sort of 131 00:07:14,200 --> 00:07:17,440 Speaker 1: like a murder mystery dinner party, except everyone is already dead. Yeah, 132 00:07:17,440 --> 00:07:21,360 Speaker 1: and you're you're the one solving the mystery. Um and 133 00:07:21,360 --> 00:07:27,480 Speaker 1: and the acting was pretty pretty spectacularly awful. If you 134 00:07:27,600 --> 00:07:32,440 Speaker 1: have ever attended a like cringe worthy murder mystery dinner 135 00:07:32,480 --> 00:07:36,760 Speaker 1: theater type thing, that's what this was in video game form. Uh. 136 00:07:36,880 --> 00:07:41,600 Speaker 1: Still kind of charming, but definitely I'll show you some 137 00:07:41,680 --> 00:07:44,040 Speaker 1: video after this podcast is over so you can appreciate it. 138 00:07:44,080 --> 00:07:46,160 Speaker 1: But we'll try to. We'll try, by the way, to 139 00:07:46,160 --> 00:07:48,680 Speaker 1: put video of as many of these as we can 140 00:07:48,800 --> 00:07:50,720 Speaker 1: up on social media. The ones that are the ones 141 00:07:50,760 --> 00:07:53,920 Speaker 1: that are socially acceptable. They found they sound very charming. Yeah, 142 00:07:53,960 --> 00:08:00,480 Speaker 1: this this next one not so much night trash. Uh 143 00:08:00,560 --> 00:08:02,640 Speaker 1: that This one was also mentioned by a couple of 144 00:08:02,680 --> 00:08:05,480 Speaker 1: our listeners on Facebook. Paul and Daniel, thank you guys 145 00:08:05,520 --> 00:08:08,240 Speaker 1: for writing in about this one. Uh, it was it 146 00:08:08,320 --> 00:08:10,720 Speaker 1: was a multi platform game. It was big enough that 147 00:08:10,760 --> 00:08:12,520 Speaker 1: it was all over the places on Sega, C, D, 148 00:08:12,720 --> 00:08:16,040 Speaker 1: three D, O, MAC and PC. And it was a 149 00:08:16,080 --> 00:08:19,520 Speaker 1: survival horror title, right yep. And it got got some 150 00:08:19,760 --> 00:08:23,280 Speaker 1: attention from a little group called the United States Government. 151 00:08:23,840 --> 00:08:26,640 Speaker 1: So this is right around the time when the US 152 00:08:26,680 --> 00:08:29,600 Speaker 1: government was starting to get concerned about video games and 153 00:08:29,640 --> 00:08:32,440 Speaker 1: the content inside them. Yeah, and what they were doing 154 00:08:32,480 --> 00:08:36,280 Speaker 1: to our children. Um, which I I just dramatically overstated, 155 00:08:36,320 --> 00:08:41,240 Speaker 1: because I think that it's a very dramatic overstatement that yeah, okay, 156 00:08:41,240 --> 00:08:43,120 Speaker 1: I do believe in the rating system. And this is 157 00:08:43,160 --> 00:08:45,280 Speaker 1: actually one of the games that helped create the ratings 158 00:08:45,679 --> 00:08:49,040 Speaker 1: in a roundabout way, because people started saying, hey, uh, 159 00:08:49,080 --> 00:08:52,080 Speaker 1: there's some slightly scandalous content on this. You're just selling 160 00:08:52,080 --> 00:08:53,960 Speaker 1: it to any kid who walks in. That's kind of 161 00:08:54,000 --> 00:08:57,480 Speaker 1: weird us. You know, Mortal Kombat and Doom and stuff 162 00:08:57,480 --> 00:09:02,920 Speaker 1: that we're along those to Doom, Mortal Kombat and Night Trap, 163 00:09:03,640 --> 00:09:08,400 Speaker 1: we're held up as examples of won't someone please think 164 00:09:08,440 --> 00:09:12,640 Speaker 1: of the children? So here's the thing, Uh, they the 165 00:09:13,040 --> 00:09:16,280 Speaker 1: video game industry elected to create the s r B 166 00:09:16,480 --> 00:09:19,439 Speaker 1: rating system because it meant that it kept the government 167 00:09:19,520 --> 00:09:22,000 Speaker 1: out of doing it for them because that was essentially 168 00:09:22,040 --> 00:09:24,000 Speaker 1: what the government said was you need to create a 169 00:09:24,080 --> 00:09:27,080 Speaker 1: waiting or we will and they're like, well, whoa, we 170 00:09:27,120 --> 00:09:29,840 Speaker 1: will totally do that because we don't want to have 171 00:09:29,920 --> 00:09:34,199 Speaker 1: too much regulation in our industry because that hurts innovation, 172 00:09:34,280 --> 00:09:38,480 Speaker 1: it hurts the developers. So here's the question, what exactly 173 00:09:38,559 --> 00:09:41,560 Speaker 1: was going on with this game to make it so scandalous. Well, 174 00:09:42,040 --> 00:09:45,280 Speaker 1: it was kind of creepy, you uh. The basis of 175 00:09:45,320 --> 00:09:48,480 Speaker 1: the game was that there were these monsters called Augers 176 00:09:48,520 --> 00:09:52,839 Speaker 1: that are kind of like vampires, right, and you are 177 00:09:52,920 --> 00:09:57,240 Speaker 1: trying to capture them, and you're you're trying to view 178 00:09:57,320 --> 00:10:01,640 Speaker 1: them remotely and secretly by using hidden cameras that are 179 00:10:02,200 --> 00:10:06,360 Speaker 1: placed throughout a house. Coincidentally, that house is also playing 180 00:10:06,360 --> 00:10:11,400 Speaker 1: host to a slumber party of young ladies, so a 181 00:10:11,440 --> 00:10:14,760 Speaker 1: lot of the video involves you looking in on rooms 182 00:10:14,800 --> 00:10:17,600 Speaker 1: that young ladies are in. There was no nudity in 183 00:10:17,600 --> 00:10:20,080 Speaker 1: this game, by the way, the way it sounds like 184 00:10:20,080 --> 00:10:22,880 Speaker 1: it sounds like it it got really pretty like Porky's 185 00:10:23,120 --> 00:10:26,319 Speaker 1: esque really quickly. It wasn't. It wasn't that. It didn't 186 00:10:26,320 --> 00:10:28,440 Speaker 1: go that far. So there's no nudity in the game, 187 00:10:28,480 --> 00:10:30,520 Speaker 1: but there were moments where you know, clearly it was 188 00:10:30,720 --> 00:10:34,480 Speaker 1: trying to appeal to a more base level in people's nature. 189 00:10:34,559 --> 00:10:37,679 Speaker 1: It was it was sexualized, and some parents realized that 190 00:10:37,720 --> 00:10:39,600 Speaker 1: their kids had it, and then they had not really 191 00:10:39,640 --> 00:10:43,720 Speaker 1: signed off on it. Yeah. I heard one of the 192 00:10:43,720 --> 00:10:47,520 Speaker 1: game developers, UH defend this game by saying, look, you 193 00:10:47,520 --> 00:10:52,320 Speaker 1: you're trying to save people here, that it's the option 194 00:10:52,360 --> 00:10:54,559 Speaker 1: of the game is to capture the bad guys, not 195 00:10:54,640 --> 00:10:56,640 Speaker 1: to peep on people, and that you think, yeah, but 196 00:10:56,679 --> 00:10:59,720 Speaker 1: the game mechanic is pretty much peeing on people. So 197 00:11:00,880 --> 00:11:02,960 Speaker 1: I mean, I don't know how much you can defend it. 198 00:11:03,000 --> 00:11:06,600 Speaker 1: But again, it wasn't like the most It seems tame 199 00:11:06,600 --> 00:11:09,640 Speaker 1: in comparison now, especially when you look at the content 200 00:11:09,720 --> 00:11:11,560 Speaker 1: that's in some games. You also have to keep in 201 00:11:11,600 --> 00:11:15,480 Speaker 1: mind that by we're talking about folks who had been 202 00:11:15,480 --> 00:11:19,240 Speaker 1: growing up with video games since the late seventies early eighties, 203 00:11:19,480 --> 00:11:21,800 Speaker 1: and this is something we've seen in the industry overall. 204 00:11:21,880 --> 00:11:26,040 Speaker 1: As gamers have aged, the content inside games has become 205 00:11:26,080 --> 00:11:29,600 Speaker 1: more and more quote unquote mature. So yeah, and it 206 00:11:29,640 --> 00:11:32,079 Speaker 1: makes sense because these are the people who are remaining 207 00:11:32,120 --> 00:11:35,360 Speaker 1: customers of video games even as they get older. So 208 00:11:35,480 --> 00:11:37,880 Speaker 1: I think that was also what we were seeing by 209 00:11:37,960 --> 00:11:39,960 Speaker 1: by ninety three, we're talking about a lot of people 210 00:11:39,960 --> 00:11:42,320 Speaker 1: who were in their teenage years who had grown up 211 00:11:42,400 --> 00:11:46,240 Speaker 1: playing video games like you know me, although at this 212 00:11:46,280 --> 00:11:48,160 Speaker 1: point I was only going to be a teenager for 213 00:11:48,160 --> 00:11:52,960 Speaker 1: a very short time. But there were some decidedly squeaky 214 00:11:53,000 --> 00:11:56,360 Speaker 1: clean video games that included f m V out around 215 00:11:56,360 --> 00:12:00,000 Speaker 1: that time. Let Us not forget about missed a very 216 00:12:00,000 --> 00:12:03,640 Speaker 1: popular games, incredibly popular game. It was the best selling 217 00:12:03,840 --> 00:12:07,040 Speaker 1: PC game for nine years running. Um. It also came 218 00:12:07,080 --> 00:12:11,959 Speaker 1: out and it wasn't a a heavily FMV based video game, 219 00:12:12,000 --> 00:12:14,200 Speaker 1: but it did have that FMV element. It had some 220 00:12:14,360 --> 00:12:17,240 Speaker 1: live action video that characters would interact with you through 221 00:12:17,320 --> 00:12:20,680 Speaker 1: these these books that you would open and and you know, 222 00:12:20,720 --> 00:12:22,640 Speaker 1: it was like talking through a portal, but the portal 223 00:12:22,720 --> 00:12:27,000 Speaker 1: was a person video. Yeah, um, and yeah it was. 224 00:12:27,040 --> 00:12:28,640 Speaker 1: It was a darling in the market. It was a 225 00:12:28,679 --> 00:12:33,120 Speaker 1: darling of reviewers. It is kind of credited with driving 226 00:12:33,360 --> 00:12:37,640 Speaker 1: personal CD ROM sales and had sequels coming out for 227 00:12:37,760 --> 00:12:43,160 Speaker 1: the next ten years plus. Uh. They started in with 228 00:12:43,320 --> 00:12:47,520 Speaker 1: Riven and continued using FMV elements up through the fourth 229 00:12:47,520 --> 00:12:50,000 Speaker 1: game in the series, Revelation, which was released all the 230 00:12:50,040 --> 00:12:53,760 Speaker 1: way out in two thousand four. After two thousand four, 231 00:12:53,800 --> 00:12:57,559 Speaker 1: I think that's when we started seeing graphics engines improving 232 00:12:57,600 --> 00:13:00,960 Speaker 1: to the point where the luster was really taken off 233 00:13:00,960 --> 00:13:03,200 Speaker 1: of f m V. It was a lot cheaper and 234 00:13:03,280 --> 00:13:08,120 Speaker 1: easier and more beautiful to create animation for stuff like this. 235 00:13:08,240 --> 00:13:10,200 Speaker 1: You would go with like a CG type thing that 236 00:13:10,280 --> 00:13:13,080 Speaker 1: was procedurally generated. This, you know, depending upon the game, 237 00:13:13,160 --> 00:13:15,440 Speaker 1: but you know, you could have games where you would 238 00:13:15,440 --> 00:13:17,640 Speaker 1: have a CG scene and your character can move around 239 00:13:17,679 --> 00:13:20,920 Speaker 1: and actually view it from different angles. Cut scenes are 240 00:13:20,960 --> 00:13:24,760 Speaker 1: still largely fm V to some extent. But um, but yeah, 241 00:13:25,120 --> 00:13:27,200 Speaker 1: I agree that by that time we were starting to 242 00:13:27,240 --> 00:13:30,880 Speaker 1: see the sophistication of the game engines themselves take over, 243 00:13:30,920 --> 00:13:35,640 Speaker 1: where some of the less um appealing aspects of FMV 244 00:13:35,760 --> 00:13:38,040 Speaker 1: were no longer a concern because you could you could 245 00:13:38,040 --> 00:13:40,520 Speaker 1: work around it, you could do something else instead. Um 246 00:13:40,640 --> 00:13:42,400 Speaker 1: you Missed was also one of those games that very 247 00:13:42,480 --> 00:13:47,439 Speaker 1: quickly appealed to female gamers. Um. One of the reasons 248 00:13:47,480 --> 00:13:50,880 Speaker 1: why it was so popular and non gamers in general, 249 00:13:50,920 --> 00:13:54,120 Speaker 1: people who wouldn't pick up normal video games because they 250 00:13:54,160 --> 00:13:57,480 Speaker 1: were perhaps too fast paced or too violent or too 251 00:13:57,480 --> 00:13:59,800 Speaker 1: difficult on a learning curve kind of way to get 252 00:13:59,800 --> 00:14:02,880 Speaker 1: you to the controls. Missed was. It was a very 253 00:14:02,920 --> 00:14:06,920 Speaker 1: basically controlled adventure, point and click sort of thing where 254 00:14:07,160 --> 00:14:09,080 Speaker 1: all you had to do was was moved through an 255 00:14:09,160 --> 00:14:11,240 Speaker 1: environment and solve puzzles, and it was a little bit 256 00:14:11,280 --> 00:14:15,040 Speaker 1: less intimidating I think for your average human person. It 257 00:14:15,080 --> 00:14:18,880 Speaker 1: was also really visually appealing and had great sounds, great soundscape. 258 00:14:18,960 --> 00:14:21,320 Speaker 1: So it was one of those games where it appealed 259 00:14:21,360 --> 00:14:25,600 Speaker 1: to people on a level that that basic, you know, 260 00:14:25,920 --> 00:14:28,840 Speaker 1: standard video games didn't like they weren't. It wasn't twitch based, 261 00:14:28,880 --> 00:14:31,720 Speaker 1: you know, it was it could be intimidating if you 262 00:14:31,800 --> 00:14:35,520 Speaker 1: ran into a puzzle and you had literally had no 263 00:14:35,560 --> 00:14:37,600 Speaker 1: idea how to even start. There were there were a 264 00:14:37,600 --> 00:14:39,640 Speaker 1: couple of puzzles and in Missed, I did play and 265 00:14:39,680 --> 00:14:41,960 Speaker 1: I do still love Missed. It's got a very dear 266 00:14:42,000 --> 00:14:44,040 Speaker 1: place in my heart. Well, the next one has a 267 00:14:44,080 --> 00:14:49,080 Speaker 1: dear place in my heart. Frankenstein through the Eyes of 268 00:14:49,120 --> 00:14:52,560 Speaker 1: the Monster, and you play as Frankenstein's monster, who has 269 00:14:52,600 --> 00:14:55,920 Speaker 1: a woman's hand. By the way, that's a big dramatic 270 00:14:55,960 --> 00:14:58,480 Speaker 1: reveal in the very early part of the game. Goodness, 271 00:14:58,480 --> 00:15:02,520 Speaker 1: this hand belongs to a open I'm not okay, I'm 272 00:15:02,560 --> 00:15:05,280 Speaker 1: not sure how gendered hands are precisely, but you can 273 00:15:05,280 --> 00:15:10,600 Speaker 1: tell or because his other hand very different. Uh. So 274 00:15:11,320 --> 00:15:14,280 Speaker 1: you were playing as the monster, so you're seeing everything 275 00:15:14,320 --> 00:15:16,920 Speaker 1: from the monster's perspective, so you only see any part 276 00:15:16,920 --> 00:15:18,600 Speaker 1: of the monster if the monster puts it out in 277 00:15:18,640 --> 00:15:22,120 Speaker 1: front of his face. Um. And you are trying to 278 00:15:22,280 --> 00:15:24,760 Speaker 1: regain your lost memories. You have no memory of what 279 00:15:24,840 --> 00:15:29,520 Speaker 1: you were before the experiment that brings you to life. Uh. 280 00:15:29,720 --> 00:15:36,040 Speaker 1: Dr Frankenstein is played by Dr franken Further himself, Tim Curry. 281 00:15:36,080 --> 00:15:39,880 Speaker 1: He choose scenery so hard in this in this game, 282 00:15:39,960 --> 00:15:43,600 Speaker 1: he's one of my favorite scenery. Yeah, he's he's bonkers. 283 00:15:44,280 --> 00:15:47,800 Speaker 1: Dr Frankenstein is the first time you see him is 284 00:15:47,840 --> 00:15:51,040 Speaker 1: when your your character's eyes open on the on the 285 00:15:51,080 --> 00:15:54,520 Speaker 1: medical table and he's going on and about how he 286 00:15:54,560 --> 00:15:57,600 Speaker 1: created life and then he celebrates by injecting himself in 287 00:15:57,640 --> 00:16:00,840 Speaker 1: the neck with something you assume more but you don't know. 288 00:16:01,400 --> 00:16:05,920 Speaker 1: Um and uh yeah, it's a it's if you do 289 00:16:05,960 --> 00:16:08,240 Speaker 1: anything wrong, or you do enough wrong things, he shows 290 00:16:08,280 --> 00:16:10,400 Speaker 1: up and kills you and then says something you know, 291 00:16:10,480 --> 00:16:15,320 Speaker 1: like you have very snarky and very British, so Tim 292 00:16:15,320 --> 00:16:17,840 Speaker 1: Curry will appear again on this list because Tim Curry 293 00:16:18,240 --> 00:16:20,040 Speaker 1: not a man to turn down a job. As it 294 00:16:20,840 --> 00:16:24,240 Speaker 1: turns out. Um, I would not say that Frankenstein Through 295 00:16:24,280 --> 00:16:26,600 Speaker 1: the Eyes of the Monster is a particularly good game. 296 00:16:26,600 --> 00:16:29,120 Speaker 1: It was another puzzle game, another point and click puzzle game, 297 00:16:29,240 --> 00:16:31,560 Speaker 1: very much like Missed, but with a very different you know, 298 00:16:31,640 --> 00:16:33,800 Speaker 1: theme and tone to it. By point and click, we 299 00:16:33,880 --> 00:16:37,720 Speaker 1: mean that you could just use a mouse to point. 300 00:16:37,760 --> 00:16:39,640 Speaker 1: It's something that you wanted to either move towards or 301 00:16:39,680 --> 00:16:42,120 Speaker 1: interact with, and then just click to do that thing 302 00:16:42,320 --> 00:16:44,400 Speaker 1: right and so you It's one of those games where 303 00:16:44,440 --> 00:16:46,400 Speaker 1: you had to figure out which thing is needed for 304 00:16:46,480 --> 00:16:49,880 Speaker 1: whatever situation you were in. Uh, And depending upon the 305 00:16:49,920 --> 00:16:53,120 Speaker 1: way the game was designed, you would either end up 306 00:16:53,160 --> 00:16:56,280 Speaker 1: with the right result, no result, or with Frankenstein you know, 307 00:16:56,320 --> 00:17:00,200 Speaker 1: Tim Curry would kill you. Um. There was a game 308 00:17:00,200 --> 00:17:03,160 Speaker 1: called Ripper, which I first thought when I started watching 309 00:17:03,240 --> 00:17:05,320 Speaker 1: the video that I owned the game, but then I 310 00:17:05,359 --> 00:17:07,280 Speaker 1: realized I didn't own the game. I owned a CD 311 00:17:07,280 --> 00:17:11,040 Speaker 1: that had Ripper as a preview, and it might have 312 00:17:11,080 --> 00:17:13,280 Speaker 1: even been Frankenstein Through the Eyes of the Monster now 313 00:17:13,320 --> 00:17:16,680 Speaker 1: that I think of it. So this was another point 314 00:17:16,680 --> 00:17:20,439 Speaker 1: and click game set in twenty forty and you are 315 00:17:20,480 --> 00:17:23,359 Speaker 1: trying to solve a series of murders that mirror the 316 00:17:23,440 --> 00:17:27,360 Speaker 1: Jack the Ripper murders Victorian England. But this one had 317 00:17:27,359 --> 00:17:30,800 Speaker 1: some really all star actors in it. And we've We've 318 00:17:30,840 --> 00:17:36,200 Speaker 1: got Christopher Walkin, John Frees, Davies, Karen Allen and just Meredith. 319 00:17:37,520 --> 00:17:42,919 Speaker 1: You're gonna rip Lightning and corrap thunder. Yeah. Uh, you 320 00:17:42,920 --> 00:17:44,919 Speaker 1: guys should be thankful I did Burgess Meredith and not 321 00:17:45,040 --> 00:17:47,919 Speaker 1: Christopher Walkin because my walking impression is the worst thing 322 00:17:47,960 --> 00:17:50,320 Speaker 1: in the world. But uh, and I love doing it. 323 00:17:50,359 --> 00:17:52,720 Speaker 1: But you played, you know, this game, and you had 324 00:17:52,720 --> 00:17:54,680 Speaker 1: to try and solve these murders. The the preview to 325 00:17:54,760 --> 00:17:59,120 Speaker 1: this is phenomenal. You guys. If you learned nothing from 326 00:17:59,119 --> 00:18:01,840 Speaker 1: this podcast other than this, it'll still be worth it. 327 00:18:01,960 --> 00:18:06,000 Speaker 1: Go to YouTube and look for the Ripper video game 328 00:18:06,240 --> 00:18:10,280 Speaker 1: preview because also it features the music of one of 329 00:18:10,320 --> 00:18:13,600 Speaker 1: the best bands in the world, Blue Oyster Cult, and 330 00:18:13,760 --> 00:18:16,280 Speaker 1: uh and their song Don't Fear the Reaper, which I 331 00:18:16,320 --> 00:18:18,879 Speaker 1: also remember from that preview that I got on the 332 00:18:18,880 --> 00:18:21,480 Speaker 1: c D where the Don't Fear the Reaper came on 333 00:18:21,560 --> 00:18:24,680 Speaker 1: and I was immediately impressed. Then we have a game 334 00:18:24,680 --> 00:18:29,720 Speaker 1: that I believe you played, Lauren. Yes, this was the 335 00:18:30,040 --> 00:18:33,000 Speaker 1: X Files game. Yeah, we were mentioned this. I remember you. 336 00:18:33,000 --> 00:18:35,639 Speaker 1: You brought this one up in the Worst video Games 337 00:18:35,640 --> 00:18:38,520 Speaker 1: I think, And yeah, it's pretty high on my list. 338 00:18:38,640 --> 00:18:41,040 Speaker 1: It was another point and click adventure. It came out 339 00:18:41,119 --> 00:18:45,240 Speaker 1: for the PSX, the PlayStation one as some people might 340 00:18:45,320 --> 00:18:48,399 Speaker 1: call it, and also the PC. And you you played 341 00:18:48,440 --> 00:18:52,359 Speaker 1: as this FBI agent character that was invented Holly for 342 00:18:52,440 --> 00:18:55,160 Speaker 1: the game, who had to find Molder and Scully as 343 00:18:55,160 --> 00:18:57,480 Speaker 1: far as I can tell, because it was really expensive 344 00:18:57,480 --> 00:18:59,680 Speaker 1: and time consuming to get David to Covney and Jillian 345 00:18:59,720 --> 00:19:03,720 Speaker 1: ander Sin to actually come shoot um, and a bunch 346 00:19:03,760 --> 00:19:07,240 Speaker 1: of the other characters from the show. Um, Mitch Pledge 347 00:19:07,680 --> 00:19:10,600 Speaker 1: I never learned how to say is excellent as a 348 00:19:10,720 --> 00:19:13,520 Speaker 1: d skinner. William B. Davis, who played the cigarette smoking Man, 349 00:19:14,000 --> 00:19:16,640 Speaker 1: Stephen Williams who was Mr X and the whole smoking 350 00:19:16,680 --> 00:19:20,960 Speaker 1: gun nerd trio for Hickey, Buyers and Langley all had 351 00:19:21,000 --> 00:19:23,920 Speaker 1: small roles in this thing. This tells me where where 352 00:19:24,040 --> 00:19:27,159 Speaker 1: in the X Files Lord happened. Yes, it was actually 353 00:19:27,800 --> 00:19:30,000 Speaker 1: in the Lord. It was set specifically, I believe in 354 00:19:30,119 --> 00:19:33,560 Speaker 1: season three, sometime in nineteen six. Don't make sense for 355 00:19:33,720 --> 00:19:38,400 Speaker 1: Mr X, right, Yes, so it was actually shortly yeah, 356 00:19:38,440 --> 00:19:42,320 Speaker 1: o MG, spoilers um. And that's this is partially because 357 00:19:42,359 --> 00:19:46,840 Speaker 1: the development took four years and six million dollars um. 358 00:19:47,160 --> 00:19:49,960 Speaker 1: It was all prompted by Fox's specific interest in having 359 00:19:50,040 --> 00:19:53,720 Speaker 1: Italie in game for the X Files when they ordered 360 00:19:53,760 --> 00:19:56,280 Speaker 1: it the shows in season two and was really starting 361 00:19:56,320 --> 00:19:58,680 Speaker 1: to roll. Yeah, they were as one of those shows 362 00:19:58,760 --> 00:20:01,960 Speaker 1: that was getting kind of runaway popularity despite Fox's best 363 00:20:02,040 --> 00:20:04,960 Speaker 1: efforts to keep moving it, moving the X Files to 364 00:20:05,040 --> 00:20:08,640 Speaker 1: different time slots. Yeah, and in f m V terms, 365 00:20:08,760 --> 00:20:11,000 Speaker 1: this game was an absolute blockbuster. I mean, it had 366 00:20:11,040 --> 00:20:14,400 Speaker 1: this Hollywood talent involved, and it's sold about a million copies, 367 00:20:14,560 --> 00:20:18,440 Speaker 1: which they at least made their money back. At that time, 368 00:20:18,560 --> 00:20:21,440 Speaker 1: that was a really impressive. You also have to remember 369 00:20:21,560 --> 00:20:23,879 Speaker 1: that the video game industry at that time wasn't the 370 00:20:24,960 --> 00:20:28,399 Speaker 1: giant beheam with that it is today, right. You know. However, 371 00:20:28,640 --> 00:20:32,520 Speaker 1: the reviews and the player responses to it weren't spectacular. 372 00:20:32,680 --> 00:20:34,639 Speaker 1: Not all of them were as negative as I was, 373 00:20:35,240 --> 00:20:37,639 Speaker 1: but but I have very strong feelings about it. It 374 00:20:37,840 --> 00:20:40,760 Speaker 1: took up like seven PC c d s or four 375 00:20:41,359 --> 00:20:44,920 Speaker 1: PlayStation CDs. There's nothing that really keeps you immersed in 376 00:20:45,000 --> 00:20:47,480 Speaker 1: a game, like having to change out one disc for 377 00:20:47,560 --> 00:20:50,600 Speaker 1: another continually. Yeah, I personally, I just like it so 378 00:20:50,720 --> 00:20:52,440 Speaker 1: much because I got stuck in a in an action 379 00:20:52,520 --> 00:20:57,000 Speaker 1: sequence bug that I never could get around, and I 380 00:20:57,119 --> 00:20:59,159 Speaker 1: was like, well, I guess I'm not playing this game anymore. 381 00:20:59,240 --> 00:21:02,160 Speaker 1: And this game is and it's done, and we still 382 00:21:02,240 --> 00:21:04,879 Speaker 1: are seeing lots of FMV used and cut scenes and 383 00:21:04,920 --> 00:21:07,440 Speaker 1: support roles. The Command and Conquered games are really well 384 00:21:07,480 --> 00:21:10,720 Speaker 1: known for that. Tim Curry reappears. He um, he was 385 00:21:10,800 --> 00:21:15,600 Speaker 1: in Rent Alert three as a a Russian type character, 386 00:21:16,359 --> 00:21:19,119 Speaker 1: and uh, if you can just imagine what Tim Curry 387 00:21:19,160 --> 00:21:22,239 Speaker 1: would sound like doing his best horrible, over the top 388 00:21:22,320 --> 00:21:26,920 Speaker 1: Russian accent, then you're you're n the way there. Civilization 389 00:21:27,000 --> 00:21:31,000 Speaker 1: Too had him as your members of your council. I 390 00:21:31,119 --> 00:21:34,840 Speaker 1: love that because, as I recall, the person who was 391 00:21:34,880 --> 00:21:38,600 Speaker 1: in charge of telling you how happy or unhappy your 392 00:21:38,600 --> 00:21:42,639 Speaker 1: people were was essentially an Elvis impersonator. And yeah, and 393 00:21:42,760 --> 00:21:45,440 Speaker 1: you're the way the game worked, you would go through 394 00:21:45,480 --> 00:21:47,600 Speaker 1: different eras, right, You would go through the ancient era, 395 00:21:47,760 --> 00:21:49,879 Speaker 1: so there's Elvis in a toga. You go to a 396 00:21:49,920 --> 00:21:53,200 Speaker 1: medieval era, so there's Elvis in a doublet uh. In 397 00:21:53,320 --> 00:21:56,359 Speaker 1: the Moderneil era, you'd have you know, Elvis, So it 398 00:21:56,520 --> 00:21:59,359 Speaker 1: was it was, it was a blast. And then you 399 00:21:59,440 --> 00:22:03,000 Speaker 1: had other the super dorky science nerd guy, the gung 400 00:22:03,119 --> 00:22:08,040 Speaker 1: ho h military dude. It was those performances I actually 401 00:22:08,119 --> 00:22:10,280 Speaker 1: really really love. I wouldn't say that they were all 402 00:22:10,600 --> 00:22:14,080 Speaker 1: nuanced or anything like that, but they were entertaining. Other 403 00:22:14,160 --> 00:22:16,760 Speaker 1: games that our listeners have suggested that we talk about 404 00:22:16,960 --> 00:22:20,120 Speaker 1: where the Wing Commander series from origin, A lawnmower Man, 405 00:22:20,520 --> 00:22:25,200 Speaker 1: Corpse Killer, Ground Zero Texas. So many of the game 406 00:22:25,280 --> 00:22:28,920 Speaker 1: companies that made fm V based games, especially the ones 407 00:22:29,000 --> 00:22:33,199 Speaker 1: that were solely FMV, no longer exist. They either went 408 00:22:33,240 --> 00:22:35,439 Speaker 1: out of business or they got acquired by another company 409 00:22:35,480 --> 00:22:37,960 Speaker 1: and folded into them. Uh. It's just one of those 410 00:22:38,000 --> 00:22:40,520 Speaker 1: games that, again the pre production was really expensive and 411 00:22:40,640 --> 00:22:44,440 Speaker 1: time consuming, and ultimately we began to learn that players 412 00:22:45,520 --> 00:22:51,600 Speaker 1: seem to prefer gameplay and interaction over the visual qualities 413 00:22:51,720 --> 00:22:57,080 Speaker 1: of the exactly perhaps questionable visual qualities. So again, using 414 00:22:57,119 --> 00:22:59,000 Speaker 1: it as like a cut scene is one thing, but 415 00:22:59,119 --> 00:23:01,960 Speaker 1: to use as the base this for your gameplay really 416 00:23:02,119 --> 00:23:04,040 Speaker 1: limits you. I've got a quote here that I wanted 417 00:23:04,080 --> 00:23:06,639 Speaker 1: to read out from one Jason Vandenberg, who was one 418 00:23:06,680 --> 00:23:09,359 Speaker 1: of the programmers on the X Files game. This was 419 00:23:09,440 --> 00:23:13,440 Speaker 1: a quote from Edge magazine, I believe, back in the 420 00:23:13,680 --> 00:23:16,600 Speaker 1: late nineties when the game came out, and he said 421 00:23:17,160 --> 00:23:19,920 Speaker 1: working on the x Files proved to me that interactivity 422 00:23:20,000 --> 00:23:23,879 Speaker 1: and drama directly oppose each other. Thus interactive cinema is 423 00:23:24,000 --> 00:23:26,600 Speaker 1: limited at best and doomed at worst. That was a 424 00:23:26,680 --> 00:23:30,359 Speaker 1: devastating realization. Drama is all about being a helpless witness 425 00:23:30,440 --> 00:23:33,320 Speaker 1: to events. The moment you give the viewer agency, the 426 00:23:33,400 --> 00:23:37,760 Speaker 1: emotional spectrum shifts from tension to curiosity. We could never 427 00:23:37,840 --> 00:23:41,680 Speaker 1: get past that fundamental thing. Curiosity kills tension, and you 428 00:23:41,800 --> 00:23:44,160 Speaker 1: end up with a puzzle game with a rich, detailed 429 00:23:44,200 --> 00:23:47,600 Speaker 1: background behind it which sounds like missed, which sounds like 430 00:23:47,680 --> 00:23:50,000 Speaker 1: missed what you know? And I and I wanted to 431 00:23:50,040 --> 00:23:51,440 Speaker 1: read it out because I thought it was a really 432 00:23:51,880 --> 00:23:56,560 Speaker 1: interesting and very strong perspective, especially coming from a programmer 433 00:23:56,640 --> 00:23:59,239 Speaker 1: of one of these games. However, I'm not positive. I mean, 434 00:24:00,000 --> 00:24:01,800 Speaker 1: when you really get down to it, all video games 435 00:24:01,880 --> 00:24:05,720 Speaker 1: are interactive to some extent. Yeah, And then, and I 436 00:24:05,800 --> 00:24:09,159 Speaker 1: don't think that curiosity always kills tension. You can have 437 00:24:09,520 --> 00:24:14,520 Speaker 1: very tense, very excellently crafted moments. However, perhaps with video 438 00:24:14,720 --> 00:24:17,960 Speaker 1: it's so pre planned and predetermined that it is starting 439 00:24:18,080 --> 00:24:20,159 Speaker 1: to kill off a little bit of that spontaneity that 440 00:24:20,280 --> 00:24:23,440 Speaker 1: you get. Well, yeah, when you have no control over 441 00:24:24,040 --> 00:24:26,560 Speaker 1: what someone you're watching does, I can see where the 442 00:24:26,600 --> 00:24:29,320 Speaker 1: tension comes in, because you know what you would want 443 00:24:29,400 --> 00:24:31,960 Speaker 1: that person to do in that situation, traumatic irony. Yeah, 444 00:24:31,960 --> 00:24:33,399 Speaker 1: so you've got you've got that moment where you're like, 445 00:24:33,480 --> 00:24:36,399 Speaker 1: don't go, don't open the door. You know, but if 446 00:24:36,480 --> 00:24:38,760 Speaker 1: you're and if you're the player and you are playing 447 00:24:38,760 --> 00:24:40,600 Speaker 1: a game, you don't have to open the door. So 448 00:24:40,640 --> 00:24:42,440 Speaker 1: I think that's what he's saying, is that or you're 449 00:24:42,440 --> 00:24:44,119 Speaker 1: just curious to find out what happens if you do 450 00:24:44,200 --> 00:24:46,080 Speaker 1: open the door, And so that's where he's going in 451 00:24:46,200 --> 00:24:47,600 Speaker 1: with that tension thing. Well, I mean, I mean I 452 00:24:47,680 --> 00:24:51,080 Speaker 1: definitely played most through most of again, for example, Silent 453 00:24:51,160 --> 00:24:53,160 Speaker 1: Hill my my favorite thing to reference on this show 454 00:24:53,200 --> 00:24:55,800 Speaker 1: apparently you know, like knowing that I had to open 455 00:24:55,880 --> 00:24:59,159 Speaker 1: the door and just looking at it. Yeah, see, I'm 456 00:24:59,280 --> 00:25:01,760 Speaker 1: with you there. I think that you can totally have 457 00:25:02,280 --> 00:25:06,640 Speaker 1: interactivity and tension if you if you structure the game properly. 458 00:25:07,080 --> 00:25:09,520 Speaker 1: I think you can have both curiosity and drama. I 459 00:25:09,600 --> 00:25:11,960 Speaker 1: think both things can coexist. I think of games like 460 00:25:12,160 --> 00:25:16,600 Speaker 1: The Last of Us, which had amazing moments of drama. 461 00:25:16,760 --> 00:25:19,800 Speaker 1: And you know, I don't I can't speak for everybody, 462 00:25:19,920 --> 00:25:22,800 Speaker 1: but I really cared about these characters and I got 463 00:25:22,840 --> 00:25:25,359 Speaker 1: to control them quite a bit, so it wasn't like 464 00:25:25,800 --> 00:25:28,280 Speaker 1: I was just watching a movie. So I'm not sure 465 00:25:28,320 --> 00:25:30,080 Speaker 1: I entirely I see what he's saying, but I'm not 466 00:25:30,160 --> 00:25:32,320 Speaker 1: sure I entirely agree with it. Well, you know, I 467 00:25:32,400 --> 00:25:34,200 Speaker 1: don't know. I think that there's a point in there 468 00:25:34,359 --> 00:25:38,880 Speaker 1: about trying to balance something inherently interactive, like a video game, 469 00:25:39,080 --> 00:25:44,119 Speaker 1: with something inherently uninteractive. Yeah, like a like a film, 470 00:25:44,200 --> 00:25:46,840 Speaker 1: like a regular film or television show, right, because you're 471 00:25:46,920 --> 00:25:49,920 Speaker 1: you're mixing the types of tension that the viewer or 472 00:25:50,080 --> 00:25:53,800 Speaker 1: the player is experiencing, and it gets awkward. Well, and 473 00:25:53,920 --> 00:25:57,560 Speaker 1: you know, when you're making a video or an animated 474 00:25:57,600 --> 00:26:01,000 Speaker 1: film or whatever, you can really craft that to evoke 475 00:26:01,119 --> 00:26:04,119 Speaker 1: a specific emotion and be fairly certain that most of 476 00:26:04,200 --> 00:26:06,600 Speaker 1: your audience is going to feel it if you have 477 00:26:06,680 --> 00:26:10,639 Speaker 1: done your job correctly, right, because you you have forced 478 00:26:10,680 --> 00:26:13,479 Speaker 1: them into that perspective, they can't change. They can't they 479 00:26:13,520 --> 00:26:16,639 Speaker 1: can't make the camera look away, they can't focus on 480 00:26:16,760 --> 00:26:19,840 Speaker 1: something else, you know, without themselves physically doing it within 481 00:26:19,920 --> 00:26:22,720 Speaker 1: the theater. Sure, but when you suddenly take away control 482 00:26:22,960 --> 00:26:25,560 Speaker 1: of someone who is used to having control in the scene, 483 00:26:26,240 --> 00:26:30,160 Speaker 1: I think that's where the frustration of FMV enters. Yeah, yeah, 484 00:26:30,320 --> 00:26:33,359 Speaker 1: I mean there's certainly an interesting balance here that that 485 00:26:33,800 --> 00:26:37,000 Speaker 1: uh and again we see this played out today in 486 00:26:37,160 --> 00:26:41,639 Speaker 1: video games, where you will see innovative gameplay introduced to 487 00:26:41,800 --> 00:26:46,000 Speaker 1: try and differentiate a game from others, and people react 488 00:26:46,640 --> 00:26:48,840 Speaker 1: in a very dramatic way to that. Either they love 489 00:26:48,880 --> 00:26:50,639 Speaker 1: it or they hate it. But it's it's one of 490 00:26:50,720 --> 00:26:54,560 Speaker 1: those things where I think we see that that interactivity 491 00:26:54,760 --> 00:26:58,159 Speaker 1: is what gamers, and I you know, not all gamers, 492 00:26:58,200 --> 00:27:01,960 Speaker 1: but I think the majority of gamers really are eager for. 493 00:27:02,520 --> 00:27:04,600 Speaker 1: Whereas if they want to watch a really cool movie, 494 00:27:04,600 --> 00:27:07,399 Speaker 1: they'll go watch a really cool movie. So anyway, this 495 00:27:07,560 --> 00:27:09,720 Speaker 1: was fun to talk about their Obviously, like we said, 496 00:27:10,240 --> 00:27:14,600 Speaker 1: tons of other fm V games out there, um ranging 497 00:27:14,800 --> 00:27:18,600 Speaker 1: from the amusing to the terrible to the terribly amusing. 498 00:27:19,280 --> 00:27:23,440 Speaker 1: UM way too. There are some websites that are devoted 499 00:27:23,600 --> 00:27:27,480 Speaker 1: just to categorizing F and V games, although one of 500 00:27:27,520 --> 00:27:30,840 Speaker 1: them did not include Frankenstein and I was deeply disappointed. Um, 501 00:27:31,160 --> 00:27:33,040 Speaker 1: but you should go and check out those as well 502 00:27:33,480 --> 00:27:35,639 Speaker 1: and it Meanwhile, if you have any suggestions for future 503 00:27:35,680 --> 00:27:37,960 Speaker 1: episodes of tech Stuff, maybe there's a topic you've always 504 00:27:38,000 --> 00:27:40,639 Speaker 1: wanted to learn more about and you would like us 505 00:27:40,720 --> 00:27:43,359 Speaker 1: to to take a shot, let us know. Send us 506 00:27:43,359 --> 00:27:46,719 Speaker 1: a message. Our email address is text stuff at how 507 00:27:46,880 --> 00:27:50,200 Speaker 1: stuff works dot com. 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