WEBVTT - The Full Motion Video Era - Home Gaming

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<v Speaker 1>Get in touch with technology with text stuff from stuff

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<v Speaker 1>dot com either and welcome to tech Stuff. I'm Jonathan

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<v Speaker 1>Strickland and I'm Lauren folc Obama. And now we're going

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<v Speaker 1>to present to you something that we've already talked about. FMV.

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<v Speaker 1>Are fm V that's full motion video video games, yep,

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<v Speaker 1>and you may if you've listened to our last episode,

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<v Speaker 1>you heard us talk about how it turned out to

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<v Speaker 1>be a lot longer than we had anticipated. So, as

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<v Speaker 1>it turns out, we enjoy shotten Fred here on the show,

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<v Speaker 1>we sure do. So we had a lot to say

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<v Speaker 1>about the various games we're going to concentrate in this episode,

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<v Speaker 1>about the home video game market and how fm V

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<v Speaker 1>played a role in that. So we now return you

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<v Speaker 1>to our podcast already in progress. Was also the year

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<v Speaker 1>when we see, at least from what I could tell,

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<v Speaker 1>the first home video game to feature full motion video

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<v Speaker 1>Sherlock Holmes Consulting Detective, and it had live action video

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<v Speaker 1>segments where you would play as a detective you're trying

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<v Speaker 1>to solve a specific mystery, and most of the gameplay

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<v Speaker 1>was done on kind of a cartoonish h view. You

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<v Speaker 1>just had the screen of like a map and you

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<v Speaker 1>could do things like investigate clues. You could get the

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<v Speaker 1>the irregulars, you know, Sherlock Holmes's network of pickpockets to

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<v Speaker 1>all go out and look for clues. You could interview

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<v Speaker 1>suspects that kind of stuff. But all of that was

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<v Speaker 1>just done in text and cartoons, and it was only

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<v Speaker 1>in sort of cut scenes that you really got the

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<v Speaker 1>full FMV live action stuff. Um, it was actually the

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<v Speaker 1>performances were actually pretty good. I was watching some of

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<v Speaker 1>the video and they they were you know, kind of

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<v Speaker 1>the stuff you would expect to see in a Sherlock

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<v Speaker 1>Holmes uh television movie or something. So you know, one

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<v Speaker 1>of the one set during actual Victorian era, not the

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<v Speaker 1>modern not not not not balderdash Cumberbuns version. Um. I

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<v Speaker 1>love Sherlock and I love Ben Thedict cumber Batch. I

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<v Speaker 1>just love, also love how British his name is. It's

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<v Speaker 1>pretty ludicrous, it is. So anyway, this was actually pretty

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<v Speaker 1>good one. I mean again, you had I think you

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<v Speaker 1>had like three different mysteries you could play on that

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<v Speaker 1>first game. Um, and you would get points, which was bad.

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<v Speaker 1>You didn't want to get points. You wanted to be

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<v Speaker 1>able to solve the mystery with as few points as possible,

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<v Speaker 1>and you would actually be compared against Sherlock Holmes at

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<v Speaker 1>the end of the mystery and see how well you did.

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<v Speaker 1>And the example, I saw the end score with something

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<v Speaker 1>like two fifty points and Sherlock Holmes's score was twenty six.

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<v Speaker 1>So it was one of those are like, Okay, I

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<v Speaker 1>guess uh, I guess we we pew, poor puny mortals

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<v Speaker 1>have no chance against the supreme intelligence of Sherlock Holmes,

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<v Speaker 1>which I guess is the point that is, Yeah, then

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<v Speaker 1>we get one of the more infamous FMVs. We're not

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<v Speaker 1>covering every single FMV title because oh no, certainly not.

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<v Speaker 1>There were. There were definitely a lot of them, and

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<v Speaker 1>many of them honestly not worth our time. And some

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<v Speaker 1>of them were you know, kind of never really heard

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<v Speaker 1>or seen from again, like stuff that either got released

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<v Speaker 1>but barely was was adopted at all. So we're just

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<v Speaker 1>really concentrating on the really famous ones, particularly some that

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<v Speaker 1>some of our listeners have asked about, including this one

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<v Speaker 1>from Sewer Shark. Sewer Shark, Yes, uh, this this was

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<v Speaker 1>for the three d O eventually like a CD which

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<v Speaker 1>had come out, I believe in that was what we

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<v Speaker 1>decided and uh, yeah, one of the earliest console games

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<v Speaker 1>to use fm V, maybe the first one. Uh. And

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<v Speaker 1>you're you're flying as a You're playing as a pilot

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<v Speaker 1>who flies a ship that flies through sewers. Uh. It's

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<v Speaker 1>set in a post apocalyptic future where everybody's moved underground,

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<v Speaker 1>but there are rumors that there are some places above

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<v Speaker 1>ground that could still be habitable, but the government is

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<v Speaker 1>very much about, you know, keeping those rumors under under check.

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<v Speaker 1>And you play a pilot who's trying to find um,

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<v Speaker 1>well one, trying to fight this kind of totalitarian government

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<v Speaker 1>and to trying to get to the surface. And so

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<v Speaker 1>that you had all these sequences where you were flying

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<v Speaker 1>through pipes and that was all full motion video stuff,

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<v Speaker 1>and you really uh kind of had sprites on top

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<v Speaker 1>of the video that represented monsters that you had to shoot.

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<v Speaker 1>So and so in a way, it was kind of

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<v Speaker 1>similar to that previous game where you had the vector

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<v Speaker 1>graphics crosshairs on top of the yeah, Cobra command. So

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<v Speaker 1>it's similar to that in that sense, except this time

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<v Speaker 1>they were sprites, not vector graphics and yep. And you

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<v Speaker 1>also had lots of full motion video with your your

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<v Speaker 1>your compatriots as well. As the villain, and they were

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<v Speaker 1>all ridiculous, over the top hammy actors kind of kind

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<v Speaker 1>of awesome. Yeah, we're both actually big fans at that

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<v Speaker 1>school of acting, I think. Yeah, I mean, if it's

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<v Speaker 1>if it's done knowingly, it can be it can be

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<v Speaker 1>a real blast, but even unknowingly it can be kind

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<v Speaker 1>of a sort of a charming train wreck. Yes, yes, oh,

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<v Speaker 1>I mean, and so much so that Sega decided to

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<v Speaker 1>ship it along with their Sega CD system. Yeah. So

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<v Speaker 1>this was one of those games that actually was pretty popular,

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<v Speaker 1>only in the sense that people who bought the Sega

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<v Speaker 1>c D system also got a copy of Sewer Shark.

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<v Speaker 1>A listeners DJ and Daniel, both on Facebook asked us

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<v Speaker 1>to mention this one. Yeah, so thanks very thanks for

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<v Speaker 1>writing in guys. Now here's another game that I played

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<v Speaker 1>a little bit, The Seventh Guest, which was a kind

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<v Speaker 1>of a mystery game. It had a lot of puzzles

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<v Speaker 1>that were sort of missed like in nature. Like, uh,

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<v Speaker 1>I remember one specific puzzle. You're you are presented with

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<v Speaker 1>a cake and the cake has tombstones and skulls on it,

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<v Speaker 1>and some piece is that the cake don't have either

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<v Speaker 1>tombstones or skulls, and you have to remove five pieces

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<v Speaker 1>of cake at a time. They have to be consecutive.

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<v Speaker 1>They had to touch each other, and each time you

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<v Speaker 1>remove them. They have to have two tombstones, two skulls,

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<v Speaker 1>and one piece of plain cake. So you had to

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<v Speaker 1>figure out exactly how did you remove those so that

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<v Speaker 1>you would get all the cake removed, you wouldn't be stuck.

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<v Speaker 1>It's kind of like those puzzles you would see where

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<v Speaker 1>you'd have you know, uh, like in a do you

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<v Speaker 1>know what you're just shaking your head over now, I'm

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<v Speaker 1>just I'm just that sounds like the worst puzzle ever.

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<v Speaker 1>I that that sounds like the kind of puzzle that

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<v Speaker 1>I happened upon sometimes in video games and just go

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<v Speaker 1>maybe I would like to go read a book. I

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<v Speaker 1>I think of the puzzles that you would find in Uh,

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<v Speaker 1>this is gonna be a regional reference for some of

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<v Speaker 1>you guys out there. A cracker barrel, Yeah, that's sort

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<v Speaker 1>of thing. Yeah, the little wooden triangle where you have

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<v Speaker 1>the pegs and you have to try and make the

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<v Speaker 1>pegs jump each other until you're only left with one peg. Yeah,

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<v Speaker 1>it's kind of like that. They had other puzzles to

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<v Speaker 1>not just that one, but they also had all these

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<v Speaker 1>live video segments where they were other it was supposed

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<v Speaker 1>to be people who had attended a party at this

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<v Speaker 1>house years ago, and you are encountering the remnants. They're

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<v Speaker 1>they're kind of psychological imprints. Okay, Yeah, so sort of

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<v Speaker 1>like a murder mystery dinner party, except everyone is already dead. Yeah,

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<v Speaker 1>and you're you're the one solving the mystery. Um and

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<v Speaker 1>and the acting was pretty pretty spectacularly awful. If you

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<v Speaker 1>have ever attended a like cringe worthy murder mystery dinner

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<v Speaker 1>theater type thing, that's what this was in video game form. Uh.

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<v Speaker 1>Still kind of charming, but definitely I'll show you some

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<v Speaker 1>video after this podcast is over so you can appreciate it.

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<v Speaker 1>But we'll try to. We'll try, by the way, to

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<v Speaker 1>put video of as many of these as we can

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<v Speaker 1>up on social media. The ones that are the ones

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<v Speaker 1>that are socially acceptable. They found they sound very charming. Yeah,

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<v Speaker 1>this this next one not so much night trash. Uh

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<v Speaker 1>that This one was also mentioned by a couple of

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<v Speaker 1>our listeners on Facebook. Paul and Daniel, thank you guys

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<v Speaker 1>for writing in about this one. Uh, it was it

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<v Speaker 1>was a multi platform game. It was big enough that

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<v Speaker 1>it was all over the places on Sega, C, D,

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<v Speaker 1>three D, O, MAC and PC. And it was a

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<v Speaker 1>survival horror title, right yep. And it got got some

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<v Speaker 1>attention from a little group called the United States Government.

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<v Speaker 1>So this is right around the time when the US

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<v Speaker 1>government was starting to get concerned about video games and

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<v Speaker 1>the content inside them. Yeah, and what they were doing

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<v Speaker 1>to our children. Um, which I I just dramatically overstated,

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<v Speaker 1>because I think that it's a very dramatic overstatement that yeah, okay,

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<v Speaker 1>I do believe in the rating system. And this is

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<v Speaker 1>actually one of the games that helped create the ratings

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<v Speaker 1>in a roundabout way, because people started saying, hey, uh,

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<v Speaker 1>there's some slightly scandalous content on this. You're just selling

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<v Speaker 1>it to any kid who walks in. That's kind of

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<v Speaker 1>weird us. You know, Mortal Kombat and Doom and stuff

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<v Speaker 1>that we're along those to Doom, Mortal Kombat and Night Trap,

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<v Speaker 1>we're held up as examples of won't someone please think

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<v Speaker 1>of the children? So here's the thing, Uh, they the

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<v Speaker 1>video game industry elected to create the s r B

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<v Speaker 1>rating system because it meant that it kept the government

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<v Speaker 1>out of doing it for them because that was essentially

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<v Speaker 1>what the government said was you need to create a

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<v Speaker 1>waiting or we will and they're like, well, whoa, we

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<v Speaker 1>will totally do that because we don't want to have

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<v Speaker 1>too much regulation in our industry because that hurts innovation,

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<v Speaker 1>it hurts the developers. So here's the question, what exactly

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<v Speaker 1>was going on with this game to make it so scandalous. Well,

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<v Speaker 1>it was kind of creepy, you uh. The basis of

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<v Speaker 1>the game was that there were these monsters called Augers

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<v Speaker 1>that are kind of like vampires, right, and you are

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<v Speaker 1>trying to capture them, and you're you're trying to view

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<v Speaker 1>them remotely and secretly by using hidden cameras that are

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<v Speaker 1>placed throughout a house. Coincidentally, that house is also playing

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<v Speaker 1>host to a slumber party of young ladies, so a

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<v Speaker 1>lot of the video involves you looking in on rooms

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<v Speaker 1>that young ladies are in. There was no nudity in

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<v Speaker 1>this game, by the way, the way it sounds like

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<v Speaker 1>it sounds like it it got really pretty like Porky's

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<v Speaker 1>esque really quickly. It wasn't. It wasn't that. It didn't

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<v Speaker 1>go that far. So there's no nudity in the game,

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<v Speaker 1>but there were moments where you know, clearly it was

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<v Speaker 1>trying to appeal to a more base level in people's nature.

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<v Speaker 1>It was it was sexualized, and some parents realized that

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<v Speaker 1>their kids had it, and then they had not really

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<v Speaker 1>signed off on it. Yeah. I heard one of the

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<v Speaker 1>game developers, UH defend this game by saying, look, you

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<v Speaker 1>you're trying to save people here, that it's the option

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<v Speaker 1>of the game is to capture the bad guys, not

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<v Speaker 1>to peep on people, and that you think, yeah, but

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<v Speaker 1>the game mechanic is pretty much peeing on people. So

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<v Speaker 1>I mean, I don't know how much you can defend it.

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<v Speaker 1>But again, it wasn't like the most It seems tame

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<v Speaker 1>in comparison now, especially when you look at the content

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<v Speaker 1>that's in some games. You also have to keep in

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<v Speaker 1>mind that by we're talking about folks who had been

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<v Speaker 1>growing up with video games since the late seventies early eighties,

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<v Speaker 1>and this is something we've seen in the industry overall.

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<v Speaker 1>As gamers have aged, the content inside games has become

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<v Speaker 1>more and more quote unquote mature. So yeah, and it

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<v Speaker 1>makes sense because these are the people who are remaining

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<v Speaker 1>customers of video games even as they get older. So

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<v Speaker 1>I think that was also what we were seeing by

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<v Speaker 1>by ninety three, we're talking about a lot of people

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<v Speaker 1>who were in their teenage years who had grown up

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<v Speaker 1>playing video games like you know me, although at this

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<v Speaker 1>point I was only going to be a teenager for

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<v Speaker 1>a very short time. But there were some decidedly squeaky

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<v Speaker 1>clean video games that included f m V out around

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<v Speaker 1>that time. Let Us not forget about missed a very

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<v Speaker 1>popular games, incredibly popular game. It was the best selling

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<v Speaker 1>PC game for nine years running. Um. It also came

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<v Speaker 1>out and it wasn't a a heavily FMV based video game,

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<v Speaker 1>but it did have that FMV element. It had some

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<v Speaker 1>live action video that characters would interact with you through

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<v Speaker 1>these these books that you would open and and you know,

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<v Speaker 1>it was like talking through a portal, but the portal

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<v Speaker 1>was a person video. Yeah, um, and yeah it was.

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<v Speaker 1>It was a darling in the market. It was a

0:12:28.679 --> 0:12:33.120
<v Speaker 1>darling of reviewers. It is kind of credited with driving

0:12:33.360 --> 0:12:37.640
<v Speaker 1>personal CD ROM sales and had sequels coming out for

0:12:37.760 --> 0:12:43.160
<v Speaker 1>the next ten years plus. Uh. They started in with

0:12:43.320 --> 0:12:47.520
<v Speaker 1>Riven and continued using FMV elements up through the fourth

0:12:47.520 --> 0:12:50.000
<v Speaker 1>game in the series, Revelation, which was released all the

0:12:50.040 --> 0:12:53.760
<v Speaker 1>way out in two thousand four. After two thousand four,

0:12:53.800 --> 0:12:57.559
<v Speaker 1>I think that's when we started seeing graphics engines improving

0:12:57.600 --> 0:13:00.960
<v Speaker 1>to the point where the luster was really taken off

0:13:00.960 --> 0:13:03.200
<v Speaker 1>of f m V. It was a lot cheaper and

0:13:03.280 --> 0:13:08.120
<v Speaker 1>easier and more beautiful to create animation for stuff like this.

0:13:08.240 --> 0:13:10.200
<v Speaker 1>You would go with like a CG type thing that

0:13:10.280 --> 0:13:13.080
<v Speaker 1>was procedurally generated. This, you know, depending upon the game,

0:13:13.160 --> 0:13:15.440
<v Speaker 1>but you know, you could have games where you would

0:13:15.440 --> 0:13:17.640
<v Speaker 1>have a CG scene and your character can move around

0:13:17.679 --> 0:13:20.920
<v Speaker 1>and actually view it from different angles. Cut scenes are

0:13:20.960 --> 0:13:24.760
<v Speaker 1>still largely fm V to some extent. But um, but yeah,

0:13:25.120 --> 0:13:27.200
<v Speaker 1>I agree that by that time we were starting to

0:13:27.240 --> 0:13:30.880
<v Speaker 1>see the sophistication of the game engines themselves take over,

0:13:30.920 --> 0:13:35.640
<v Speaker 1>where some of the less um appealing aspects of FMV

0:13:35.760 --> 0:13:38.040
<v Speaker 1>were no longer a concern because you could you could

0:13:38.040 --> 0:13:40.520
<v Speaker 1>work around it, you could do something else instead. Um

0:13:40.640 --> 0:13:42.400
<v Speaker 1>you Missed was also one of those games that very

0:13:42.480 --> 0:13:47.439
<v Speaker 1>quickly appealed to female gamers. Um. One of the reasons

0:13:47.480 --> 0:13:50.880
<v Speaker 1>why it was so popular and non gamers in general,

0:13:50.920 --> 0:13:54.120
<v Speaker 1>people who wouldn't pick up normal video games because they

0:13:54.160 --> 0:13:57.480
<v Speaker 1>were perhaps too fast paced or too violent or too

0:13:57.480 --> 0:13:59.800
<v Speaker 1>difficult on a learning curve kind of way to get

0:13:59.800 --> 0:14:02.880
<v Speaker 1>you to the controls. Missed was. It was a very

0:14:02.920 --> 0:14:06.920
<v Speaker 1>basically controlled adventure, point and click sort of thing where

0:14:07.160 --> 0:14:09.080
<v Speaker 1>all you had to do was was moved through an

0:14:09.160 --> 0:14:11.240
<v Speaker 1>environment and solve puzzles, and it was a little bit

0:14:11.280 --> 0:14:15.040
<v Speaker 1>less intimidating I think for your average human person. It

0:14:15.080 --> 0:14:18.880
<v Speaker 1>was also really visually appealing and had great sounds, great soundscape.

0:14:18.960 --> 0:14:21.320
<v Speaker 1>So it was one of those games where it appealed

0:14:21.360 --> 0:14:25.600
<v Speaker 1>to people on a level that that basic, you know,

0:14:25.920 --> 0:14:28.840
<v Speaker 1>standard video games didn't like they weren't. It wasn't twitch based,

0:14:28.880 --> 0:14:31.720
<v Speaker 1>you know, it was it could be intimidating if you

0:14:31.800 --> 0:14:35.520
<v Speaker 1>ran into a puzzle and you had literally had no

0:14:35.560 --> 0:14:37.600
<v Speaker 1>idea how to even start. There were there were a

0:14:37.600 --> 0:14:39.640
<v Speaker 1>couple of puzzles and in Missed, I did play and

0:14:39.680 --> 0:14:41.960
<v Speaker 1>I do still love Missed. It's got a very dear

0:14:42.000 --> 0:14:44.040
<v Speaker 1>place in my heart. Well, the next one has a

0:14:44.080 --> 0:14:49.080
<v Speaker 1>dear place in my heart. Frankenstein through the Eyes of

0:14:49.120 --> 0:14:52.560
<v Speaker 1>the Monster, and you play as Frankenstein's monster, who has

0:14:52.600 --> 0:14:55.920
<v Speaker 1>a woman's hand. By the way, that's a big dramatic

0:14:55.960 --> 0:14:58.480
<v Speaker 1>reveal in the very early part of the game. Goodness,

0:14:58.480 --> 0:15:02.520
<v Speaker 1>this hand belongs to a open I'm not okay, I'm

0:15:02.560 --> 0:15:05.280
<v Speaker 1>not sure how gendered hands are precisely, but you can

0:15:05.280 --> 0:15:10.600
<v Speaker 1>tell or because his other hand very different. Uh. So

0:15:11.320 --> 0:15:14.280
<v Speaker 1>you were playing as the monster, so you're seeing everything

0:15:14.320 --> 0:15:16.920
<v Speaker 1>from the monster's perspective, so you only see any part

0:15:16.920 --> 0:15:18.600
<v Speaker 1>of the monster if the monster puts it out in

0:15:18.640 --> 0:15:22.120
<v Speaker 1>front of his face. Um. And you are trying to

0:15:22.280 --> 0:15:24.760
<v Speaker 1>regain your lost memories. You have no memory of what

0:15:24.840 --> 0:15:29.520
<v Speaker 1>you were before the experiment that brings you to life. Uh.

0:15:29.720 --> 0:15:36.040
<v Speaker 1>Dr Frankenstein is played by Dr franken Further himself, Tim Curry.

0:15:36.080 --> 0:15:39.880
<v Speaker 1>He choose scenery so hard in this in this game,

0:15:39.960 --> 0:15:43.600
<v Speaker 1>he's one of my favorite scenery. Yeah, he's he's bonkers.

0:15:44.280 --> 0:15:47.800
<v Speaker 1>Dr Frankenstein is the first time you see him is

0:15:47.840 --> 0:15:51.040
<v Speaker 1>when your your character's eyes open on the on the

0:15:51.080 --> 0:15:54.520
<v Speaker 1>medical table and he's going on and about how he

0:15:54.560 --> 0:15:57.600
<v Speaker 1>created life and then he celebrates by injecting himself in

0:15:57.640 --> 0:16:00.840
<v Speaker 1>the neck with something you assume more but you don't know.

0:16:01.400 --> 0:16:05.920
<v Speaker 1>Um and uh yeah, it's a it's if you do

0:16:05.960 --> 0:16:08.240
<v Speaker 1>anything wrong, or you do enough wrong things, he shows

0:16:08.280 --> 0:16:10.400
<v Speaker 1>up and kills you and then says something you know,

0:16:10.480 --> 0:16:15.320
<v Speaker 1>like you have very snarky and very British, so Tim

0:16:15.320 --> 0:16:17.840
<v Speaker 1>Curry will appear again on this list because Tim Curry

0:16:18.240 --> 0:16:20.040
<v Speaker 1>not a man to turn down a job. As it

0:16:20.840 --> 0:16:24.240
<v Speaker 1>turns out. Um, I would not say that Frankenstein Through

0:16:24.280 --> 0:16:26.600
<v Speaker 1>the Eyes of the Monster is a particularly good game.

0:16:26.600 --> 0:16:29.120
<v Speaker 1>It was another puzzle game, another point and click puzzle game,

0:16:29.240 --> 0:16:31.560
<v Speaker 1>very much like Missed, but with a very different you know,

0:16:31.640 --> 0:16:33.800
<v Speaker 1>theme and tone to it. By point and click, we

0:16:33.880 --> 0:16:37.720
<v Speaker 1>mean that you could just use a mouse to point.

0:16:37.760 --> 0:16:39.640
<v Speaker 1>It's something that you wanted to either move towards or

0:16:39.680 --> 0:16:42.120
<v Speaker 1>interact with, and then just click to do that thing

0:16:42.320 --> 0:16:44.400
<v Speaker 1>right and so you It's one of those games where

0:16:44.440 --> 0:16:46.400
<v Speaker 1>you had to figure out which thing is needed for

0:16:46.480 --> 0:16:49.880
<v Speaker 1>whatever situation you were in. Uh, And depending upon the

0:16:49.920 --> 0:16:53.120
<v Speaker 1>way the game was designed, you would either end up

0:16:53.160 --> 0:16:56.280
<v Speaker 1>with the right result, no result, or with Frankenstein you know,

0:16:56.320 --> 0:17:00.200
<v Speaker 1>Tim Curry would kill you. Um. There was a game

0:17:00.200 --> 0:17:03.160
<v Speaker 1>called Ripper, which I first thought when I started watching

0:17:03.240 --> 0:17:05.320
<v Speaker 1>the video that I owned the game, but then I

0:17:05.359 --> 0:17:07.280
<v Speaker 1>realized I didn't own the game. I owned a CD

0:17:07.280 --> 0:17:11.040
<v Speaker 1>that had Ripper as a preview, and it might have

0:17:11.080 --> 0:17:13.280
<v Speaker 1>even been Frankenstein Through the Eyes of the Monster now

0:17:13.320 --> 0:17:16.680
<v Speaker 1>that I think of it. So this was another point

0:17:16.680 --> 0:17:20.439
<v Speaker 1>and click game set in twenty forty and you are

0:17:20.480 --> 0:17:23.359
<v Speaker 1>trying to solve a series of murders that mirror the

0:17:23.440 --> 0:17:27.360
<v Speaker 1>Jack the Ripper murders Victorian England. But this one had

0:17:27.359 --> 0:17:30.800
<v Speaker 1>some really all star actors in it. And we've We've

0:17:30.840 --> 0:17:36.200
<v Speaker 1>got Christopher Walkin, John Frees, Davies, Karen Allen and just Meredith.

0:17:37.520 --> 0:17:42.919
<v Speaker 1>You're gonna rip Lightning and corrap thunder. Yeah. Uh, you

0:17:42.920 --> 0:17:44.919
<v Speaker 1>guys should be thankful I did Burgess Meredith and not

0:17:45.040 --> 0:17:47.919
<v Speaker 1>Christopher Walkin because my walking impression is the worst thing

0:17:47.960 --> 0:17:50.320
<v Speaker 1>in the world. But uh, and I love doing it.

0:17:50.359 --> 0:17:52.720
<v Speaker 1>But you played, you know, this game, and you had

0:17:52.720 --> 0:17:54.680
<v Speaker 1>to try and solve these murders. The the preview to

0:17:54.760 --> 0:17:59.120
<v Speaker 1>this is phenomenal. You guys. If you learned nothing from

0:17:59.119 --> 0:18:01.840
<v Speaker 1>this podcast other than this, it'll still be worth it.

0:18:01.960 --> 0:18:06.000
<v Speaker 1>Go to YouTube and look for the Ripper video game

0:18:06.240 --> 0:18:10.280
<v Speaker 1>preview because also it features the music of one of

0:18:10.320 --> 0:18:13.600
<v Speaker 1>the best bands in the world, Blue Oyster Cult, and

0:18:13.760 --> 0:18:16.280
<v Speaker 1>uh and their song Don't Fear the Reaper, which I

0:18:16.320 --> 0:18:18.879
<v Speaker 1>also remember from that preview that I got on the

0:18:18.880 --> 0:18:21.480
<v Speaker 1>c D where the Don't Fear the Reaper came on

0:18:21.560 --> 0:18:24.680
<v Speaker 1>and I was immediately impressed. Then we have a game

0:18:24.680 --> 0:18:29.720
<v Speaker 1>that I believe you played, Lauren. Yes, this was the

0:18:30.040 --> 0:18:33.000
<v Speaker 1>X Files game. Yeah, we were mentioned this. I remember you.

0:18:33.000 --> 0:18:35.639
<v Speaker 1>You brought this one up in the Worst video Games

0:18:35.640 --> 0:18:38.520
<v Speaker 1>I think, And yeah, it's pretty high on my list.

0:18:38.640 --> 0:18:41.040
<v Speaker 1>It was another point and click adventure. It came out

0:18:41.119 --> 0:18:45.240
<v Speaker 1>for the PSX, the PlayStation one as some people might

0:18:45.320 --> 0:18:48.399
<v Speaker 1>call it, and also the PC. And you you played

0:18:48.440 --> 0:18:52.359
<v Speaker 1>as this FBI agent character that was invented Holly for

0:18:52.440 --> 0:18:55.160
<v Speaker 1>the game, who had to find Molder and Scully as

0:18:55.160 --> 0:18:57.480
<v Speaker 1>far as I can tell, because it was really expensive

0:18:57.480 --> 0:18:59.680
<v Speaker 1>and time consuming to get David to Covney and Jillian

0:18:59.720 --> 0:19:03.720
<v Speaker 1>ander Sin to actually come shoot um, and a bunch

0:19:03.760 --> 0:19:07.240
<v Speaker 1>of the other characters from the show. Um, Mitch Pledge

0:19:07.680 --> 0:19:10.600
<v Speaker 1>I never learned how to say is excellent as a

0:19:10.720 --> 0:19:13.520
<v Speaker 1>d skinner. William B. Davis, who played the cigarette smoking Man,

0:19:14.000 --> 0:19:16.640
<v Speaker 1>Stephen Williams who was Mr X and the whole smoking

0:19:16.680 --> 0:19:20.960
<v Speaker 1>gun nerd trio for Hickey, Buyers and Langley all had

0:19:21.000 --> 0:19:23.920
<v Speaker 1>small roles in this thing. This tells me where where

0:19:24.040 --> 0:19:27.159
<v Speaker 1>in the X Files Lord happened. Yes, it was actually

0:19:27.800 --> 0:19:30.000
<v Speaker 1>in the Lord. It was set specifically, I believe in

0:19:30.119 --> 0:19:33.560
<v Speaker 1>season three, sometime in nineteen six. Don't make sense for

0:19:33.720 --> 0:19:38.400
<v Speaker 1>Mr X, right, Yes, so it was actually shortly yeah,

0:19:38.440 --> 0:19:42.320
<v Speaker 1>o MG, spoilers um. And that's this is partially because

0:19:42.359 --> 0:19:46.840
<v Speaker 1>the development took four years and six million dollars um.

0:19:47.160 --> 0:19:49.960
<v Speaker 1>It was all prompted by Fox's specific interest in having

0:19:50.040 --> 0:19:53.720
<v Speaker 1>Italie in game for the X Files when they ordered

0:19:53.760 --> 0:19:56.280
<v Speaker 1>it the shows in season two and was really starting

0:19:56.320 --> 0:19:58.680
<v Speaker 1>to roll. Yeah, they were as one of those shows

0:19:58.760 --> 0:20:01.960
<v Speaker 1>that was getting kind of runaway popularity despite Fox's best

0:20:02.040 --> 0:20:04.960
<v Speaker 1>efforts to keep moving it, moving the X Files to

0:20:05.040 --> 0:20:08.640
<v Speaker 1>different time slots. Yeah, and in f m V terms,

0:20:08.760 --> 0:20:11.000
<v Speaker 1>this game was an absolute blockbuster. I mean, it had

0:20:11.040 --> 0:20:14.400
<v Speaker 1>this Hollywood talent involved, and it's sold about a million copies,

0:20:14.560 --> 0:20:18.440
<v Speaker 1>which they at least made their money back. At that time,

0:20:18.560 --> 0:20:21.440
<v Speaker 1>that was a really impressive. You also have to remember

0:20:21.560 --> 0:20:23.879
<v Speaker 1>that the video game industry at that time wasn't the

0:20:24.960 --> 0:20:28.399
<v Speaker 1>giant beheam with that it is today, right. You know. However,

0:20:28.640 --> 0:20:32.520
<v Speaker 1>the reviews and the player responses to it weren't spectacular.

0:20:32.680 --> 0:20:34.639
<v Speaker 1>Not all of them were as negative as I was,

0:20:35.240 --> 0:20:37.639
<v Speaker 1>but but I have very strong feelings about it. It

0:20:37.840 --> 0:20:40.760
<v Speaker 1>took up like seven PC c d s or four

0:20:41.359 --> 0:20:44.920
<v Speaker 1>PlayStation CDs. There's nothing that really keeps you immersed in

0:20:45.000 --> 0:20:47.480
<v Speaker 1>a game, like having to change out one disc for

0:20:47.560 --> 0:20:50.600
<v Speaker 1>another continually. Yeah, I personally, I just like it so

0:20:50.720 --> 0:20:52.440
<v Speaker 1>much because I got stuck in a in an action

0:20:52.520 --> 0:20:57.000
<v Speaker 1>sequence bug that I never could get around, and I

0:20:57.119 --> 0:20:59.159
<v Speaker 1>was like, well, I guess I'm not playing this game anymore.

0:20:59.240 --> 0:21:02.160
<v Speaker 1>And this game is and it's done, and we still

0:21:02.240 --> 0:21:04.879
<v Speaker 1>are seeing lots of FMV used and cut scenes and

0:21:04.920 --> 0:21:07.440
<v Speaker 1>support roles. The Command and Conquered games are really well

0:21:07.480 --> 0:21:10.720
<v Speaker 1>known for that. Tim Curry reappears. He um, he was

0:21:10.800 --> 0:21:15.600
<v Speaker 1>in Rent Alert three as a a Russian type character,

0:21:16.359 --> 0:21:19.119
<v Speaker 1>and uh, if you can just imagine what Tim Curry

0:21:19.160 --> 0:21:22.239
<v Speaker 1>would sound like doing his best horrible, over the top

0:21:22.320 --> 0:21:26.920
<v Speaker 1>Russian accent, then you're you're n the way there. Civilization

0:21:27.000 --> 0:21:31.000
<v Speaker 1>Too had him as your members of your council. I

0:21:31.119 --> 0:21:34.840
<v Speaker 1>love that because, as I recall, the person who was

0:21:34.880 --> 0:21:38.600
<v Speaker 1>in charge of telling you how happy or unhappy your

0:21:38.600 --> 0:21:42.639
<v Speaker 1>people were was essentially an Elvis impersonator. And yeah, and

0:21:42.760 --> 0:21:45.440
<v Speaker 1>you're the way the game worked, you would go through

0:21:45.480 --> 0:21:47.600
<v Speaker 1>different eras, right, You would go through the ancient era,

0:21:47.760 --> 0:21:49.879
<v Speaker 1>so there's Elvis in a toga. You go to a

0:21:49.920 --> 0:21:53.200
<v Speaker 1>medieval era, so there's Elvis in a doublet uh. In

0:21:53.320 --> 0:21:56.359
<v Speaker 1>the Moderneil era, you'd have you know, Elvis, So it

0:21:56.520 --> 0:21:59.359
<v Speaker 1>was it was, it was a blast. And then you

0:21:59.440 --> 0:22:03.000
<v Speaker 1>had other the super dorky science nerd guy, the gung

0:22:03.119 --> 0:22:08.040
<v Speaker 1>ho h military dude. It was those performances I actually

0:22:08.119 --> 0:22:10.280
<v Speaker 1>really really love. I wouldn't say that they were all

0:22:10.600 --> 0:22:14.080
<v Speaker 1>nuanced or anything like that, but they were entertaining. Other

0:22:14.160 --> 0:22:16.760
<v Speaker 1>games that our listeners have suggested that we talk about

0:22:16.960 --> 0:22:20.120
<v Speaker 1>where the Wing Commander series from origin, A lawnmower Man,

0:22:20.520 --> 0:22:25.200
<v Speaker 1>Corpse Killer, Ground Zero Texas. So many of the game

0:22:25.280 --> 0:22:28.920
<v Speaker 1>companies that made fm V based games, especially the ones

0:22:29.000 --> 0:22:33.199
<v Speaker 1>that were solely FMV, no longer exist. They either went

0:22:33.240 --> 0:22:35.439
<v Speaker 1>out of business or they got acquired by another company

0:22:35.480 --> 0:22:37.960
<v Speaker 1>and folded into them. Uh. It's just one of those

0:22:38.000 --> 0:22:40.520
<v Speaker 1>games that, again the pre production was really expensive and

0:22:40.640 --> 0:22:44.440
<v Speaker 1>time consuming, and ultimately we began to learn that players

0:22:45.520 --> 0:22:51.600
<v Speaker 1>seem to prefer gameplay and interaction over the visual qualities

0:22:51.720 --> 0:22:57.080
<v Speaker 1>of the exactly perhaps questionable visual qualities. So again, using

0:22:57.119 --> 0:22:59.000
<v Speaker 1>it as like a cut scene is one thing, but

0:22:59.119 --> 0:23:01.960
<v Speaker 1>to use as the base this for your gameplay really

0:23:02.119 --> 0:23:04.040
<v Speaker 1>limits you. I've got a quote here that I wanted

0:23:04.080 --> 0:23:06.639
<v Speaker 1>to read out from one Jason Vandenberg, who was one

0:23:06.680 --> 0:23:09.359
<v Speaker 1>of the programmers on the X Files game. This was

0:23:09.440 --> 0:23:13.440
<v Speaker 1>a quote from Edge magazine, I believe, back in the

0:23:13.680 --> 0:23:16.600
<v Speaker 1>late nineties when the game came out, and he said

0:23:17.160 --> 0:23:19.920
<v Speaker 1>working on the x Files proved to me that interactivity

0:23:20.000 --> 0:23:23.879
<v Speaker 1>and drama directly oppose each other. Thus interactive cinema is

0:23:24.000 --> 0:23:26.600
<v Speaker 1>limited at best and doomed at worst. That was a

0:23:26.680 --> 0:23:30.359
<v Speaker 1>devastating realization. Drama is all about being a helpless witness

0:23:30.440 --> 0:23:33.320
<v Speaker 1>to events. The moment you give the viewer agency, the

0:23:33.400 --> 0:23:37.760
<v Speaker 1>emotional spectrum shifts from tension to curiosity. We could never

0:23:37.840 --> 0:23:41.680
<v Speaker 1>get past that fundamental thing. Curiosity kills tension, and you

0:23:41.800 --> 0:23:44.160
<v Speaker 1>end up with a puzzle game with a rich, detailed

0:23:44.200 --> 0:23:47.600
<v Speaker 1>background behind it which sounds like missed, which sounds like

0:23:47.680 --> 0:23:50.000
<v Speaker 1>missed what you know? And I and I wanted to

0:23:50.040 --> 0:23:51.440
<v Speaker 1>read it out because I thought it was a really

0:23:51.880 --> 0:23:56.560
<v Speaker 1>interesting and very strong perspective, especially coming from a programmer

0:23:56.640 --> 0:23:59.239
<v Speaker 1>of one of these games. However, I'm not positive. I mean,

0:24:00.000 --> 0:24:01.800
<v Speaker 1>when you really get down to it, all video games

0:24:01.880 --> 0:24:05.720
<v Speaker 1>are interactive to some extent. Yeah, And then, and I

0:24:05.800 --> 0:24:09.159
<v Speaker 1>don't think that curiosity always kills tension. You can have

0:24:09.520 --> 0:24:14.520
<v Speaker 1>very tense, very excellently crafted moments. However, perhaps with video

0:24:14.720 --> 0:24:17.960
<v Speaker 1>it's so pre planned and predetermined that it is starting

0:24:18.080 --> 0:24:20.159
<v Speaker 1>to kill off a little bit of that spontaneity that

0:24:20.280 --> 0:24:23.440
<v Speaker 1>you get. Well, yeah, when you have no control over

0:24:24.040 --> 0:24:26.560
<v Speaker 1>what someone you're watching does, I can see where the

0:24:26.600 --> 0:24:29.320
<v Speaker 1>tension comes in, because you know what you would want

0:24:29.400 --> 0:24:31.960
<v Speaker 1>that person to do in that situation, traumatic irony. Yeah,

0:24:31.960 --> 0:24:33.399
<v Speaker 1>so you've got you've got that moment where you're like,

0:24:33.480 --> 0:24:36.399
<v Speaker 1>don't go, don't open the door. You know, but if

0:24:36.480 --> 0:24:38.760
<v Speaker 1>you're and if you're the player and you are playing

0:24:38.760 --> 0:24:40.600
<v Speaker 1>a game, you don't have to open the door. So

0:24:40.640 --> 0:24:42.440
<v Speaker 1>I think that's what he's saying, is that or you're

0:24:42.440 --> 0:24:44.119
<v Speaker 1>just curious to find out what happens if you do

0:24:44.200 --> 0:24:46.080
<v Speaker 1>open the door, And so that's where he's going in

0:24:46.200 --> 0:24:47.600
<v Speaker 1>with that tension thing. Well, I mean, I mean I

0:24:47.680 --> 0:24:51.080
<v Speaker 1>definitely played most through most of again, for example, Silent

0:24:51.160 --> 0:24:53.160
<v Speaker 1>Hill my my favorite thing to reference on this show

0:24:53.200 --> 0:24:55.800
<v Speaker 1>apparently you know, like knowing that I had to open

0:24:55.880 --> 0:24:59.159
<v Speaker 1>the door and just looking at it. Yeah, see, I'm

0:24:59.280 --> 0:25:01.760
<v Speaker 1>with you there. I think that you can totally have

0:25:02.280 --> 0:25:06.640
<v Speaker 1>interactivity and tension if you if you structure the game properly.

0:25:07.080 --> 0:25:09.520
<v Speaker 1>I think you can have both curiosity and drama. I

0:25:09.600 --> 0:25:11.960
<v Speaker 1>think both things can coexist. I think of games like

0:25:12.160 --> 0:25:16.600
<v Speaker 1>The Last of Us, which had amazing moments of drama.

0:25:16.760 --> 0:25:19.800
<v Speaker 1>And you know, I don't I can't speak for everybody,

0:25:19.920 --> 0:25:22.800
<v Speaker 1>but I really cared about these characters and I got

0:25:22.840 --> 0:25:25.359
<v Speaker 1>to control them quite a bit, so it wasn't like

0:25:25.800 --> 0:25:28.280
<v Speaker 1>I was just watching a movie. So I'm not sure

0:25:28.320 --> 0:25:30.080
<v Speaker 1>I entirely I see what he's saying, but I'm not

0:25:30.160 --> 0:25:32.320
<v Speaker 1>sure I entirely agree with it. Well, you know, I

0:25:32.400 --> 0:25:34.200
<v Speaker 1>don't know. I think that there's a point in there

0:25:34.359 --> 0:25:38.880
<v Speaker 1>about trying to balance something inherently interactive, like a video game,

0:25:39.080 --> 0:25:44.119
<v Speaker 1>with something inherently uninteractive. Yeah, like a like a film,

0:25:44.200 --> 0:25:46.840
<v Speaker 1>like a regular film or television show, right, because you're

0:25:46.920 --> 0:25:49.920
<v Speaker 1>you're mixing the types of tension that the viewer or

0:25:50.080 --> 0:25:53.800
<v Speaker 1>the player is experiencing, and it gets awkward. Well, and

0:25:53.920 --> 0:25:57.560
<v Speaker 1>you know, when you're making a video or an animated

0:25:57.600 --> 0:26:01.000
<v Speaker 1>film or whatever, you can really craft that to evoke

0:26:01.119 --> 0:26:04.119
<v Speaker 1>a specific emotion and be fairly certain that most of

0:26:04.200 --> 0:26:06.600
<v Speaker 1>your audience is going to feel it if you have

0:26:06.680 --> 0:26:10.639
<v Speaker 1>done your job correctly, right, because you you have forced

0:26:10.680 --> 0:26:13.479
<v Speaker 1>them into that perspective, they can't change. They can't they

0:26:13.520 --> 0:26:16.639
<v Speaker 1>can't make the camera look away, they can't focus on

0:26:16.760 --> 0:26:19.840
<v Speaker 1>something else, you know, without themselves physically doing it within

0:26:19.920 --> 0:26:22.720
<v Speaker 1>the theater. Sure, but when you suddenly take away control

0:26:22.960 --> 0:26:25.560
<v Speaker 1>of someone who is used to having control in the scene,

0:26:26.240 --> 0:26:30.160
<v Speaker 1>I think that's where the frustration of FMV enters. Yeah, yeah,

0:26:30.320 --> 0:26:33.359
<v Speaker 1>I mean there's certainly an interesting balance here that that

0:26:33.800 --> 0:26:37.000
<v Speaker 1>uh and again we see this played out today in

0:26:37.160 --> 0:26:41.639
<v Speaker 1>video games, where you will see innovative gameplay introduced to

0:26:41.800 --> 0:26:46.000
<v Speaker 1>try and differentiate a game from others, and people react

0:26:46.640 --> 0:26:48.840
<v Speaker 1>in a very dramatic way to that. Either they love

0:26:48.880 --> 0:26:50.639
<v Speaker 1>it or they hate it. But it's it's one of

0:26:50.720 --> 0:26:54.560
<v Speaker 1>those things where I think we see that that interactivity

0:26:54.760 --> 0:26:58.159
<v Speaker 1>is what gamers, and I you know, not all gamers,

0:26:58.200 --> 0:27:01.960
<v Speaker 1>but I think the majority of gamers really are eager for.

0:27:02.520 --> 0:27:04.600
<v Speaker 1>Whereas if they want to watch a really cool movie,

0:27:04.600 --> 0:27:07.399
<v Speaker 1>they'll go watch a really cool movie. So anyway, this

0:27:07.560 --> 0:27:09.720
<v Speaker 1>was fun to talk about their Obviously, like we said,

0:27:10.240 --> 0:27:14.600
<v Speaker 1>tons of other fm V games out there, um ranging

0:27:14.800 --> 0:27:18.600
<v Speaker 1>from the amusing to the terrible to the terribly amusing.

0:27:19.280 --> 0:27:23.440
<v Speaker 1>UM way too. There are some websites that are devoted

0:27:23.600 --> 0:27:27.480
<v Speaker 1>just to categorizing F and V games, although one of

0:27:27.520 --> 0:27:30.840
<v Speaker 1>them did not include Frankenstein and I was deeply disappointed. Um,

0:27:31.160 --> 0:27:33.040
<v Speaker 1>but you should go and check out those as well

0:27:33.480 --> 0:27:35.639
<v Speaker 1>and it Meanwhile, if you have any suggestions for future

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0:27:38.000 --> 0:27:40.639
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0:27:55.960 --> 0:28:01.840
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0:28:01.960 --> 0:28:04.720
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