WEBVTT - The Bungie Story Part One

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<v Speaker 1>Get in touch with technology with Text Stuff from how

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<v Speaker 1>Stuff Works dot com. Either everyone, and welcome to Text Stuff.

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<v Speaker 1>I'm Jonathan Strickland and I'm Lauren volk Plump, and today

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<v Speaker 1>we're taking uh an interesting subject, one that is near

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<v Speaker 1>and dear to both our hearts. Yes, we are going

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<v Speaker 1>to tackle in a two parter the company Bunging, makers,

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<v Speaker 1>famously of Halo, among many other things. Also, I have

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<v Speaker 1>an announcement to make. This is unfortunately my final episode

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<v Speaker 1>of or or episodes of Text Stuff. After this, I'm

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<v Speaker 1>going to move on. I'm staying with How Stuff Works

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<v Speaker 1>in order to pursue a bunch of other opportunities within

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<v Speaker 1>the company. You'll still be able to hear me on

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<v Speaker 1>our other show, Forward Thinking, So don't worry. Jonathan and

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<v Speaker 1>I are not in any kind of ancient grudge match

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<v Speaker 1>which only one of us will survive. Probably Joe is

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<v Speaker 1>a great mediator, and Joe is the other co host

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<v Speaker 1>on Forward Thinking, and he is the one who is

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<v Speaker 1>able to keep us in line. No, this is something

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<v Speaker 1>that is very exciting for you, Lauren, because here here's

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<v Speaker 1>the thing, folks behind You're gonna get a peek behind

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<v Speaker 1>the curtain. We did this for episode six, We're gonna

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<v Speaker 1>give you another peak right now, which is that working

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<v Speaker 1>at how Stuff Works is amazing, but it's a lot

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<v Speaker 1>of work, right Oh yeah, And I mean there's a

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<v Speaker 1>lot of stuff going on within the company and so

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<v Speaker 1>so yes, but but we we really wanted to do

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<v Speaker 1>this episode on Bungee as my kind of send off

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<v Speaker 1>because we are both so fond of the series and

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<v Speaker 1>it's interesting bookends because I think the very first episode

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<v Speaker 1>you and I recorded together was about survival horror video

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<v Speaker 1>games Silent Hill, Right, yeah, we specifically did. So that's right.

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<v Speaker 1>We're we're coming and going on or I'm coming and

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<v Speaker 1>going on a on a video game kick. And uh

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<v Speaker 1>and for those of you who are wondering about the

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<v Speaker 1>fate of tech stuff that will continue and I'll talk

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<v Speaker 1>more about at the end of the next episode. Let's

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<v Speaker 1>let's move on to talking about Bungee, this company that

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<v Speaker 1>created a game that both of us have grown to love,

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<v Speaker 1>and I became the world's best sniper bullet magnet in

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<v Speaker 1>that game. So so let's where those bullets went spawned death.

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<v Speaker 1>But the story of Bungee actually begins way back in

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<v Speaker 1>nineteen one. That's when a fellow named Alex Serropian, who

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<v Speaker 1>was attending the University of Chicago as major in computer

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<v Speaker 1>science and mathematics, was interested in creating a company of

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<v Speaker 1>his very own. He was kind of always sort of

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<v Speaker 1>a business minded in that respect. Now, back in nineteen nine,

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<v Speaker 1>so the year before this this story really begins, he

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<v Speaker 1>had created a clone of a popular early computer game, Pong,

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<v Speaker 1>and he created it for for the Apple Macintosh platform. Yeah,

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<v Speaker 1>which I know for those of us who are more

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<v Speaker 1>recent uh computer owners, probably don't realize the Mac platform

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<v Speaker 1>for a very long time was catering to a much

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<v Speaker 1>smaller audience. Oh yes, and almost no games were available, Yeah,

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<v Speaker 1>very few and far between. So he created a Pong clone,

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<v Speaker 1>which he creatively titled Good Knop Pong Backwards. Um. He

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<v Speaker 1>distributed the game for free, so this was not some

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<v Speaker 1>money making scheme. He was really kind of doing this

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<v Speaker 1>as an exercise in his interest in in gaming in

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<v Speaker 1>general and in Apple in particular, because he had always

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<v Speaker 1>personally been I think an Apple and Mac user and

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<v Speaker 1>was sort of lamenting the fact that more stuff wasn't

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<v Speaker 1>available for for computer users like him. Yep, So he

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<v Speaker 1>ended up deciding, you know what I think this is

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<v Speaker 1>what I want to do. I think I want to

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<v Speaker 1>go into developing and publishing games, And so he got

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<v Speaker 1>back to work to think the first official Bungee title,

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<v Speaker 1>you could say, Ganap is sort of a Bungee title

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<v Speaker 1>they often lump it in, but in a way that

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<v Speaker 1>was sort of the predecessor that led to right, it

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<v Speaker 1>was a precursor. Um. The first game that they would

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<v Speaker 1>actually publish was Operation Desert Storm, which was a tank

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<v Speaker 1>shoot or like a like a top down tank shot.

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<v Speaker 1>It makes me think of the old hundred, which had

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<v Speaker 1>a combat with an exclamation point that involved top down

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<v Speaker 1>tank battles where it was a two player game and

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<v Speaker 1>you would maneuver through a maze sort of similar to that,

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<v Speaker 1>a little bit more more sophisticated. The graphics were certainly

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<v Speaker 1>more sophisticated than the old at twenty s um and it.

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<v Speaker 1>I remember specifically that it had copyright protection in the

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<v Speaker 1>form of a manual where you would you start the

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<v Speaker 1>game and the game would ask you questions that you

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<v Speaker 1>had to answer by flipping through the manual and finding

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<v Speaker 1>the right answer on the right page, like like what

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<v Speaker 1>what word is on or whatever? Yeah, those were the

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<v Speaker 1>day as man when your copyright protection was involved a

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<v Speaker 1>hard copy of the documentation that came with the game,

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<v Speaker 1>because back then most of us didn't have access to

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<v Speaker 1>things like scanners, so it was a viable means of

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<v Speaker 1>copy protection and not so much these days. Uh. You

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<v Speaker 1>would control this this tank, and you maneuver through these

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<v Speaker 1>maze like areas, fight other tanks mortars, complete specific tasks

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<v Speaker 1>whatever that happened to be for that level, and you

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<v Speaker 1>could pick up a little power ups. Um. You had

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<v Speaker 1>you know, health as well as fuel that you had

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<v Speaker 1>to keep an eye on or else you would lose

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<v Speaker 1>that that game, you lose a life. Um. And it

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<v Speaker 1>was pretty primitive. But then Sarropean was a soul designer

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<v Speaker 1>working on a game. This was back in the day

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<v Speaker 1>when people still occasionally did that. We were getting into

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<v Speaker 1>by the nineties, into the era of games where you

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<v Speaker 1>would have larger teams working on a title, increasingly large teams. Yes,

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<v Speaker 1>but but but it wasn't unheard of at the time

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<v Speaker 1>for for especially a relatively simple game like this with

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<v Speaker 1>a relatively small release, to have a single dev Yeah. Yeah,

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<v Speaker 1>so this was I think he pretty much got in

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<v Speaker 1>at at the very tail end of that era. Like

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<v Speaker 1>if it had been much later, it would have not

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<v Speaker 1>been a very viable business. Oh shure. I mean also

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<v Speaker 1>within the next few years, UM blockbusters like Doom would

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<v Speaker 1>come out for for PC and kind of blow the

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<v Speaker 1>entire market wide open. But but that that is that

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<v Speaker 1>is up and coming. So in two he would get

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<v Speaker 1>together with a former classmate, Jason Jones, who had been

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<v Speaker 1>working already I think I think unto himself on a

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<v Speaker 1>game that he called Minotaur. Yeah, the full title is

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<v Speaker 1>Minotaur the Labyrinth of Crete. Yes. By the time it published, right,

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<v Speaker 1>they got together to to finish up the game and

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<v Speaker 1>published it under Bunchie. Yeah. So this at this point,

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<v Speaker 1>Sarropean and Jones had met in an artificial intelligence class

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<v Speaker 1>and so they both had this interest in games. And

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<v Speaker 1>when Jones found out about Serapians plans and Seropian found

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<v Speaker 1>out about Jones's work on this game, they thought, well,

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<v Speaker 1>this partnership would make sense. We'd have a lot more

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<v Speaker 1>chance of success working together. And the game itself was

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<v Speaker 1>a multiplayer game, which was pretty innovative at the time.

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<v Speaker 1>It was again for the Mac, and it would uh

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<v Speaker 1>allow up to seven people to play on a local

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<v Speaker 1>area network or land and UH although I did read

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<v Speaker 1>one thing where it said a player and up to

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<v Speaker 1>seven others, So whether it was seven or eight, I

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<v Speaker 1>don't know. I I wasn't playing Mac games at this time,

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<v Speaker 1>so I have no personal expertise with this particular title.

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<v Speaker 1>I always assume things going even numbers and multiples of specifically,

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<v Speaker 1>so eight is probably more likely. Uh, but that's based

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<v Speaker 1>on consoles, not Yeah, that's true. That's true. Uh, the

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<v Speaker 1>same here though, because seven just seems like a weird number,

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<v Speaker 1>but it was appropriate for Bengie, I guess. So, I

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<v Speaker 1>guess so that it does feature pretty heavily any Sorry,

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<v Speaker 1>they have the entire seventh column thing at any rate. So,

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<v Speaker 1>so the game is a dungeon crawler style, right, So

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<v Speaker 1>you have a little character and you're moving through a

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<v Speaker 1>dungeon maze. The whole purpose of the game, at least

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<v Speaker 1>the multiplayer version, is to kill all the other players. Um.

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<v Speaker 1>In fact, they came up with the the slogan kill

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<v Speaker 1>your enemies, kill your friends, enemies, kill your friends, and

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<v Speaker 1>that that slogan would show up in other future Bungee titles,

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<v Speaker 1>usually on game types like like a death match or something,

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<v Speaker 1>and that would be the little descriptor uh. So this

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<v Speaker 1>was a pretty simple game, although the networking made it

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<v Speaker 1>again pretty innovative, interesting title. It only sold around a

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<v Speaker 1>thousand copies, so not a huge success by any stretch

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<v Speaker 1>of the imagination, but it convinced both Jones and Seropian

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<v Speaker 1>that this was a good idea to have this company, Bungee,

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<v Speaker 1>and to work together to create games. So Jones is

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<v Speaker 1>often credited as co found or of Bungee. So even

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<v Speaker 1>though European was really determined to create this company before

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<v Speaker 1>Jones got involved, it wasn't until Jones had had started

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<v Speaker 1>collaborating that it really became a thing. So uh. Their

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<v Speaker 1>original headquarters was an apartment on the South side of Chicago.

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<v Speaker 1>Just an apartment, just apparently there was, according to a

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<v Speaker 1>documentary on Bungee's twentieth anniversary, a crack house behind set apartment. Um.

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<v Speaker 1>They actually had a lot to say about that. If

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<v Speaker 1>you haven't seen the twentieth anniversary documentary, it's a fun video.

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<v Speaker 1>It's an hour long. It's up on YouTube so you

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<v Speaker 1>can watch it. And those guys have a really great

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<v Speaker 1>sense of humor, and so it's really fun to kind

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<v Speaker 1>of get some of the behind the scenes. Um, there

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<v Speaker 1>are a lot of a lot of bleeps and bloops

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<v Speaker 1>that are they're they're they're colorful group. But yeah, they

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<v Speaker 1>had like a room and a half according to one

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<v Speaker 1>of the developers, that's about how much space they had.

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<v Speaker 1>And uh and before too long, Jones and Seropian would

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<v Speaker 1>end up high tiring on more people to kind of

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<v Speaker 1>join the group and start working together to make more

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<v Speaker 1>complex games Likerees Entry Pathways into Darkness. Yeah, yeah, this

0:10:11.240 --> 0:10:13.800
<v Speaker 1>one was interesting. It's a first person shooter game, but

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<v Speaker 1>it also incorporates action adventure type gameplay and role playing

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<v Speaker 1>game type gameplay altogether, so it wasn't as cut and

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<v Speaker 1>dry as a first person shooter like Wolfenstein three D

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<v Speaker 1>or Doom Right. It had other elements. There were some

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<v Speaker 1>puzzle solving elements, You had some stats that could increase

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<v Speaker 1>over time as you played, and it was pretty cool

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<v Speaker 1>that Jones himself had gotten the idea of really developing

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<v Speaker 1>a more complex version of the first person shooter when

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<v Speaker 1>he looked at Wolfenstein three D, which was not in

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<v Speaker 1>three out for the Macintosh platform. Eventually, of course, it

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<v Speaker 1>would be released for like everything, um, but it wouldn't

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<v Speaker 1>hit mac until the next year. So so when he

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<v Speaker 1>when he saw that, he was like, there's an opportunity

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<v Speaker 1>for this kind of game wise in't it on a map?

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<v Speaker 1>Let's make it? And what was fantastic? I mean I

0:11:03.880 --> 0:11:08.520
<v Speaker 1>played Wolfenstein back in probably so I could totally see

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<v Speaker 1>where he got the like, like looking at the gameplay

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<v Speaker 1>of Pathways, I see where the inspiration came in. But

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<v Speaker 1>also this would be when you'd start to see Bungee

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<v Speaker 1>coming up with some really incredible storylines that get really

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<v Speaker 1>complex and some some tropes that you can still see

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<v Speaker 1>in their games today, which is so fascinating. Yeah, I

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<v Speaker 1>mean it's it's a shooter, and most of us when

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<v Speaker 1>we play a shooter, we're used to a pretty bare

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<v Speaker 1>bones storyline. Oh sure, well, I mean especially I think

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<v Speaker 1>in these days with stuff like like Doom and Wolfenstein

0:11:41.559 --> 0:11:44.600
<v Speaker 1>three d Um that was very run and gun, and

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<v Speaker 1>I mean, and the objective was killed bad guys, where

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<v Speaker 1>the bad guys everyone you meet right and then get

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<v Speaker 1>to the exit at the end of the level. It's

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<v Speaker 1>usually really a linear kind of level. I mean, you

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<v Speaker 1>might have twist and turns, but really there's only one

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<v Speaker 1>way to get from point A to point B and

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<v Speaker 1>kill everything that happens to be in between point A

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<v Speaker 1>and point B. That's about it. But this was a

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<v Speaker 1>game where they wanted to add in a really rich mythology.

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<v Speaker 1>They created this science fiction alien world type thing. There

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<v Speaker 1>was an alien race called the jar oh which that's

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<v Speaker 1>important because they'll come back um and uh. The whole

0:12:19.760 --> 0:12:25.479
<v Speaker 1>thing takes place in a pyramid in the Yucatan Peninsula,

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<v Speaker 1>and you actually have to go into the pyramid and

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<v Speaker 1>go underneath. There's in the mythology a big evil alien

0:12:32.120 --> 0:12:37.280
<v Speaker 1>monster that that rests Cathulhu like underneath the pyramid, and

0:12:37.360 --> 0:12:40.000
<v Speaker 1>you come up with this brilliant plan based upon these

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<v Speaker 1>these kindly aliens called the jar oh Um to destroy

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<v Speaker 1>said monstrous entity, or at least slow it down. Yeah,

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<v Speaker 1>by by detonating a nuclear weapon the pyramid. You know,

0:12:54.000 --> 0:12:56.839
<v Speaker 1>it's a measured response. Yeah, well sure, I mean also,

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<v Speaker 1>I guess you know, especially in the early nine days,

0:13:00.240 --> 0:13:02.000
<v Speaker 1>if you're the president and you get a phone call

0:13:02.040 --> 0:13:05.680
<v Speaker 1>from aliens and then a completely reasonable response is to go, yes,

0:13:05.760 --> 0:13:10.040
<v Speaker 1>I will blow up this ancient artifact. Yes this is

0:13:10.080 --> 0:13:12.560
<v Speaker 1>This would clearly be the administration before the one that

0:13:12.600 --> 0:13:14.439
<v Speaker 1>we saw an Independence Day, where they try to take

0:13:14.440 --> 0:13:17.200
<v Speaker 1>a much more measured approach um, you know, this was

0:13:17.800 --> 0:13:19.600
<v Speaker 1>this was one of those things that as I read

0:13:19.600 --> 0:13:21.520
<v Speaker 1>about it, it it really tickled me. I mean, I could

0:13:21.559 --> 0:13:25.559
<v Speaker 1>definitely see where the seeds were planted for future Bungee titles,

0:13:25.600 --> 0:13:30.160
<v Speaker 1>but it just made me think of, uh uh, the

0:13:30.240 --> 0:13:33.360
<v Speaker 1>I could just imagine the exchange where the aliens say, yeah,

0:13:33.400 --> 0:13:35.760
<v Speaker 1>do you have any huge weapons that you can use, Like, yeah,

0:13:35.800 --> 0:13:38.079
<v Speaker 1>we've got these these nuclear bombs, Like all right, you

0:13:38.080 --> 0:13:42.400
<v Speaker 1>should totally go into the pyramid and use one of those.

0:13:42.440 --> 0:13:43.760
<v Speaker 1>And the President says, oh, and that will kill it

0:13:43.760 --> 0:13:46.679
<v Speaker 1>and oh no, that won't kill it. It'll just slow

0:13:46.679 --> 0:13:48.440
<v Speaker 1>it down long enough for us to get there and

0:13:48.520 --> 0:13:51.559
<v Speaker 1>handle it from there. At any rate. You play as

0:13:51.600 --> 0:13:55.200
<v Speaker 1>a special Forces agent who is part of a team,

0:13:55.240 --> 0:13:57.320
<v Speaker 1>and at the very beginning of the game, you're separated

0:13:57.320 --> 0:13:59.760
<v Speaker 1>from your team and you lose all your equipment. So

0:13:59.800 --> 0:14:02.480
<v Speaker 1>it's basic kind of first person shooter where you start

0:14:02.520 --> 0:14:05.120
<v Speaker 1>off with some of the lower power pieces of equipment,

0:14:05.160 --> 0:14:07.400
<v Speaker 1>basically nothing, and you have to kind of run through

0:14:07.440 --> 0:14:11.680
<v Speaker 1>the pyramid picking up equipment and solving puzzles and killing

0:14:11.720 --> 0:14:14.680
<v Speaker 1>stuff or you know, at least avoiding being killed as

0:14:14.520 --> 0:14:17.520
<v Speaker 1>right as possible, and you have a time limit, so

0:14:17.559 --> 0:14:19.760
<v Speaker 1>that's interesting too. You had to be able to set

0:14:19.800 --> 0:14:24.280
<v Speaker 1>off the bomb and escape, either by getting out of

0:14:24.280 --> 0:14:27.160
<v Speaker 1>the pyramid and calling for pick up or if you

0:14:27.280 --> 0:14:29.120
<v Speaker 1>did not have a radio beacon, because that was one

0:14:29.160 --> 0:14:31.880
<v Speaker 1>of the things you had to find running far enough

0:14:31.920 --> 0:14:36.360
<v Speaker 1>to get outside the blast radius of a nuclear bomb. Um.

0:14:36.360 --> 0:14:39.400
<v Speaker 1>And if you did those things, you got the successful

0:14:39.560 --> 0:14:42.120
<v Speaker 1>ending of the game. So the game could end in

0:14:42.200 --> 0:14:46.120
<v Speaker 1>various ways depending upon your choices, which was pretty cool. Yeah. Yeah,

0:14:46.240 --> 0:14:48.320
<v Speaker 1>And I also found it really interesting. One of the

0:14:48.680 --> 0:14:52.080
<v Speaker 1>game elements was that you could find this this yellow

0:14:52.120 --> 0:14:57.680
<v Speaker 1>crystal that would let you converse with dead people. Um,

0:14:57.680 --> 0:14:59.800
<v Speaker 1>and that that's that's where all the story elements came,

0:15:00.240 --> 0:15:02.760
<v Speaker 1>right right, Yeah, I mean, which I'm sorry to saying

0:15:02.760 --> 0:15:05.000
<v Speaker 1>that sentence out loud always makes me giggle just a

0:15:05.080 --> 0:15:07.040
<v Speaker 1>little bit. Um. But of course you have to have

0:15:07.080 --> 0:15:09.040
<v Speaker 1>the yellow crystal to talk to dead people. This isn't

0:15:09.040 --> 0:15:12.160
<v Speaker 1>a crazy game, um, but but yeah, yeah, it was

0:15:12.200 --> 0:15:14.480
<v Speaker 1>a lot of backstory about what was going on and

0:15:14.520 --> 0:15:16.440
<v Speaker 1>would give you a lot of clues for what you

0:15:17.120 --> 0:15:18.920
<v Speaker 1>where you should go, and what you should do next.

0:15:19.400 --> 0:15:22.240
<v Speaker 1>And and that is a story element is so rampant

0:15:22.360 --> 0:15:25.480
<v Speaker 1>throughout not only most of Bungee's video games, but a

0:15:25.520 --> 0:15:27.760
<v Speaker 1>lot of other video games in the industry after this.

0:15:27.920 --> 0:15:30.240
<v Speaker 1>So I just think that it's kind of terrific to

0:15:30.280 --> 0:15:34.000
<v Speaker 1>have seen this in exactly. Yeah, this idea of of

0:15:34.280 --> 0:15:37.640
<v Speaker 1>incorporating your story elements into the game itself where the

0:15:37.640 --> 0:15:41.560
<v Speaker 1>player has to come into contact with it an Yeah,

0:15:41.920 --> 0:15:44.280
<v Speaker 1>whether now in this case it is this yellow crystal

0:15:44.320 --> 0:15:46.600
<v Speaker 1>that lets you talk to dead people, but in other

0:15:46.640 --> 0:15:49.120
<v Speaker 1>games it will be like terminals, right, so going to

0:15:49.200 --> 0:15:53.240
<v Speaker 1>get over that, um yeah, yeah, right, right, terminals or

0:15:53.360 --> 0:15:57.080
<v Speaker 1>cassette tapes or whatever it is, right, so, uh, and

0:15:57.120 --> 0:16:00.280
<v Speaker 1>you would run into all these other like adventure were

0:16:00.320 --> 0:16:03.640
<v Speaker 1>types who had died in pursuit of this pyramid. Yeah,

0:16:03.640 --> 0:16:05.960
<v Speaker 1>and a few right because there had been like a

0:16:06.040 --> 0:16:09.480
<v Speaker 1>Nazi expedition there in some Cuban treasure hunters, I think.

0:16:09.880 --> 0:16:12.480
<v Speaker 1>So it's all these like like different eras of people

0:16:12.520 --> 0:16:15.040
<v Speaker 1>who had one at one time or another, had attempted

0:16:15.080 --> 0:16:19.360
<v Speaker 1>to infiltrate the pyramid and had not been terribly successful,

0:16:19.720 --> 0:16:21.200
<v Speaker 1>but you get to hear about it because you have

0:16:21.240 --> 0:16:24.880
<v Speaker 1>the yellow crystal. They failed successfully, That's true. So the

0:16:24.960 --> 0:16:28.840
<v Speaker 1>game ended up being a big success for Bungee. Keep

0:16:28.840 --> 0:16:31.360
<v Speaker 1>in mind, a big success on the Mac platform was

0:16:31.800 --> 0:16:34.440
<v Speaker 1>smaller than what you would find for the PC platform.

0:16:34.480 --> 0:16:36.480
<v Speaker 1>Oh yeah, and we'll talk a little bit about that

0:16:36.680 --> 0:16:39.520
<v Speaker 1>in another couple of years down our timeline. Yeah, but

0:16:39.600 --> 0:16:43.040
<v Speaker 1>it meant that the company was able to actually start

0:16:43.280 --> 0:16:47.640
<v Speaker 1>really ramping up and going into their next project, which

0:16:48.840 --> 0:16:52.160
<v Speaker 1>was one of the If it hadn't been for the

0:16:52.200 --> 0:16:55.360
<v Speaker 1>Halo series, I think this would be the big one

0:16:55.400 --> 0:16:58.000
<v Speaker 1>that people would remember. And a lot of Mac gamers

0:16:58.480 --> 0:17:01.440
<v Speaker 1>are very fond of this articular series. Oh sure. I

0:17:01.480 --> 0:17:04.040
<v Speaker 1>think the only reason that it's not more wildly widely

0:17:04.080 --> 0:17:08.080
<v Speaker 1>remembered is just the sheer disparity of Mac two PC

0:17:08.200 --> 0:17:11.280
<v Speaker 1>PC users, especially in in the mid nineties here. But yes,

0:17:11.359 --> 0:17:13.560
<v Speaker 1>Marathon is the name of this game, and it was

0:17:13.560 --> 0:17:15.919
<v Speaker 1>set in the same universe as Pathways. Actually yeah, it

0:17:16.000 --> 0:17:19.919
<v Speaker 1>was not a sequel to Pathways. Uh. Pathways took place

0:17:20.080 --> 0:17:25.480
<v Speaker 1>in what was then modern day uh Earth, which today

0:17:25.480 --> 0:17:29.160
<v Speaker 1>would be like well those mid nineties Earth temporary Earth.

0:17:29.240 --> 0:17:32.359
<v Speaker 1>It's a period piece now, but at the time it

0:17:32.440 --> 0:17:34.600
<v Speaker 1>was supposed to be taking places during the modern day.

0:17:34.640 --> 0:17:38.480
<v Speaker 1>Marathon was set in the future and uh It was

0:17:38.520 --> 0:17:42.240
<v Speaker 1>originally called Marathon zero as a working title, and it

0:17:42.320 --> 0:17:45.760
<v Speaker 1>was shown at the San Francisco Macworld Expo, just a demo,

0:17:45.960 --> 0:17:48.120
<v Speaker 1>like a you know, kind of a sizzle real type

0:17:48.160 --> 0:17:52.720
<v Speaker 1>thing in January. Yeah, and it featured a sort of

0:17:52.760 --> 0:17:56.119
<v Speaker 1>a faster gameplay than Pathways. Also had some new features

0:17:56.160 --> 0:17:59.439
<v Speaker 1>that have become standard in first person shooting games, like

0:17:59.560 --> 0:18:02.040
<v Speaker 1>dual yielding weapons. That was one of the things they

0:18:02.040 --> 0:18:05.280
<v Speaker 1>showed off, which not very many first person shooters had

0:18:05.320 --> 0:18:08.560
<v Speaker 1>really done up to that point. Um, and also alternate

0:18:08.600 --> 0:18:10.119
<v Speaker 1>modes of fire for your guns, so if you had

0:18:10.160 --> 0:18:12.480
<v Speaker 1>a gun that had burst mode versus single fire or

0:18:12.680 --> 0:18:15.440
<v Speaker 1>you know, grenade launcher or whatever and had that kind

0:18:15.480 --> 0:18:19.760
<v Speaker 1>of gameplay as well. Now, according to Jones, it was

0:18:19.840 --> 0:18:23.760
<v Speaker 1>kind of met with a tepid response. So the development

0:18:23.800 --> 0:18:27.359
<v Speaker 1>team said, who oh, we have a problem here, a

0:18:27.400 --> 0:18:30.000
<v Speaker 1>potential problem. I mean, if the if people think that

0:18:30.080 --> 0:18:33.320
<v Speaker 1>this is just yet another first person shooter clone, like, oh, well,

0:18:33.320 --> 0:18:34.840
<v Speaker 1>you guys are trying to do the same thing that

0:18:34.920 --> 0:18:39.320
<v Speaker 1>Wolfenstein and Doom are doing, then we've got a problem. So, uh,

0:18:39.359 --> 0:18:41.800
<v Speaker 1>they decided to go back to the drawing board and

0:18:41.840 --> 0:18:46.960
<v Speaker 1>really revisit Marathon and and pour some new energy into it. Yeah,

0:18:47.040 --> 0:18:50.280
<v Speaker 1>they hired one Ryan Martel to to create a new

0:18:50.320 --> 0:18:54.040
<v Speaker 1>rendering engine for them. Yeah, and he also created a

0:18:54.080 --> 0:18:57.280
<v Speaker 1>map editor tool, which again becomes kind of a hallmark

0:18:57.400 --> 0:19:01.960
<v Speaker 1>of Bungee products, where they create rules that allow players

0:19:02.240 --> 0:19:04.880
<v Speaker 1>to do their own sort of editing and make their

0:19:04.880 --> 0:19:08.000
<v Speaker 1>own kind of maps. Um. You'll you'll find that again

0:19:08.000 --> 0:19:10.640
<v Speaker 1>and again in various Bungee titles, not all of them,

0:19:10.640 --> 0:19:12.640
<v Speaker 1>but enough of them where you see that they really

0:19:12.720 --> 0:19:17.360
<v Speaker 1>understood that player communities could be really creative and become

0:19:18.240 --> 0:19:22.640
<v Speaker 1>evangelists for your product. So if you support that, they

0:19:22.680 --> 0:19:25.240
<v Speaker 1>tell everybody else, Hey, this game is awesome and I

0:19:25.320 --> 0:19:26.959
<v Speaker 1>made this awesome map. But for you to be able

0:19:27.000 --> 0:19:28.359
<v Speaker 1>to play my awesome map, you need to go out

0:19:28.400 --> 0:19:31.919
<v Speaker 1>and the game right. Um. Although this feature would not

0:19:32.040 --> 0:19:35.400
<v Speaker 1>be released to the players as of Marathon, I think

0:19:35.440 --> 0:19:38.480
<v Speaker 1>it wouldn't be until Marathon three that that would happen.

0:19:38.520 --> 0:19:41.920
<v Speaker 1>But we are getting ahead of ourselves. Um. They would

0:19:41.920 --> 0:19:46.800
<v Speaker 1>also hire um Greg Kirkpatrick to help them develop the

0:19:46.840 --> 0:19:51.240
<v Speaker 1>pathology of this game world Yeah, which again very complex.

0:19:51.320 --> 0:19:54.960
<v Speaker 1>Like Pathways, was a much more complicated world than what

0:19:55.040 --> 0:19:57.600
<v Speaker 1>you would typically see in a first person shooter. They

0:19:57.600 --> 0:20:02.120
<v Speaker 1>were further enriching this mythology that had been created during

0:20:02.119 --> 0:20:07.359
<v Speaker 1>the Pathways experience. Later in Bungee also brought on a

0:20:07.400 --> 0:20:11.119
<v Speaker 1>programming named Alan Roy or a Lane Roy, who began

0:20:11.200 --> 0:20:14.440
<v Speaker 1>to build in multiplayer functions to the game, which originally

0:20:14.520 --> 0:20:16.720
<v Speaker 1>was not going to be one of the game features,

0:20:16.920 --> 0:20:19.320
<v Speaker 1>but then they thought, oh, we could support some you know,

0:20:19.440 --> 0:20:23.360
<v Speaker 1>local area network play and uh. And again that ended

0:20:23.440 --> 0:20:28.240
<v Speaker 1>up being a huge deal to Marathon success. Uh and

0:20:28.400 --> 0:20:32.439
<v Speaker 1>again something that Bungee would be very interested in continuing

0:20:32.440 --> 0:20:35.840
<v Speaker 1>in further titles. Yeah. So, just a few months later

0:20:35.880 --> 0:20:41.880
<v Speaker 1>in July, they debuted this another demo of the game,

0:20:42.080 --> 0:20:44.760
<v Speaker 1>which they had officially decided to call Marathon, at the

0:20:44.920 --> 0:20:49.680
<v Speaker 1>Boston Macworld Expo, and and it received a pretty huge response. Yeah.

0:20:49.760 --> 0:20:52.760
<v Speaker 1>Bungee ended up even decided to take pre orders on

0:20:52.840 --> 0:20:55.879
<v Speaker 1>the game. Originally promising, oh, this this thing is ready

0:20:55.880 --> 0:20:58.560
<v Speaker 1>to go into boxes in two weeks. We'll have this

0:20:59.080 --> 0:21:02.280
<v Speaker 1>shipping out in two weeks. It actually would not ship

0:21:02.440 --> 0:21:05.679
<v Speaker 1>until December, so from July to December they realized there

0:21:05.760 --> 0:21:07.600
<v Speaker 1>was still a lot more work to be done on

0:21:07.600 --> 0:21:11.400
<v Speaker 1>the game. Jones says that the reason that this game

0:21:11.440 --> 0:21:13.880
<v Speaker 1>was so late was partially because the team had become

0:21:13.880 --> 0:21:17.240
<v Speaker 1>obsessed with playing it in multiplayer, and so instead of

0:21:17.240 --> 0:21:20.320
<v Speaker 1>actually working on the game, and they tended to just

0:21:20.800 --> 0:21:24.359
<v Speaker 1>fragging each other. Yeah, I could see that happening. I've

0:21:24.400 --> 0:21:28.280
<v Speaker 1>been I've I have joined groups where we were having

0:21:28.359 --> 0:21:30.240
<v Speaker 1>lots of plans for the day and it all ended

0:21:30.320 --> 0:21:33.360
<v Speaker 1>up being, you know, just a massive land party. Um.

0:21:33.520 --> 0:21:36.240
<v Speaker 1>Then it was right around this time in the early nineties,

0:21:36.640 --> 0:21:39.920
<v Speaker 1>so yeah, it was someone on the team who said,

0:21:39.960 --> 0:21:43.840
<v Speaker 1>you know, the single player campaign probably doesn't have the

0:21:43.880 --> 0:21:46.359
<v Speaker 1>full attention that it needs for it to be a

0:21:46.440 --> 0:21:49.520
<v Speaker 1>satisfying experience for a player, so perhaps some of us

0:21:49.520 --> 0:21:52.760
<v Speaker 1>should stop, you know, killing each other and develop it

0:21:52.840 --> 0:21:56.439
<v Speaker 1>some more. And so they they did that. They started

0:21:56.480 --> 0:21:59.000
<v Speaker 1>going into full on crunch time working on the game.

0:21:59.080 --> 0:22:00.920
<v Speaker 1>Oh yeah, because I mean but by the time they

0:22:00.960 --> 0:22:03.240
<v Speaker 1>realized all of this, they really would have had to

0:22:03.280 --> 0:22:05.679
<v Speaker 1>have shipped it like two weeks previous to get it

0:22:05.680 --> 0:22:10.440
<v Speaker 1>out by Christmas, which is always the game developers called, right, yeah,

0:22:10.480 --> 0:22:13.280
<v Speaker 1>you don't want to miss that holiday season because that's

0:22:13.280 --> 0:22:16.520
<v Speaker 1>going to be your most lucrative time. So they finally

0:22:16.680 --> 0:22:21.199
<v Speaker 1>concluded the development on December fourteenth and started shipping it

0:22:21.280 --> 0:22:23.959
<v Speaker 1>to customers. Now, they had more than twenty five thousand

0:22:24.040 --> 0:22:27.920
<v Speaker 1>pre orders by that time, so they're shipping partners. Because

0:22:27.920 --> 0:22:29.919
<v Speaker 1>Bungee was such a small company at the time, they

0:22:29.920 --> 0:22:33.280
<v Speaker 1>were working with other small companies they're shipping partners who

0:22:33.280 --> 0:22:35.760
<v Speaker 1>were actually the ones putting the products together and and

0:22:35.880 --> 0:22:39.720
<v Speaker 1>producing the disks and shipping them out. They couldn't meet

0:22:39.760 --> 0:22:43.840
<v Speaker 1>that capacity in a really short time. So even yeah,

0:22:43.840 --> 0:22:47.879
<v Speaker 1>they're developers were out there like stuffing boxes and shrink wrapping,

0:22:48.040 --> 0:22:50.760
<v Speaker 1>it would not be the last time. Rather that Bungee

0:22:50.760 --> 0:22:53.720
<v Speaker 1>employees would have to start getting their hands dirty actually

0:22:54.240 --> 0:22:58.000
<v Speaker 1>boxing orders and getting out the door. So when they

0:22:58.040 --> 0:23:02.879
<v Speaker 1>showed up to the San Francisco Macworld Expo in after

0:23:02.920 --> 0:23:05.920
<v Speaker 1>the game had already gone gold and started shipping, they

0:23:06.000 --> 0:23:09.080
<v Speaker 1>brought copies of the game with them and they sold

0:23:09.080 --> 0:23:13.200
<v Speaker 1>out of all of them. So it had gone from

0:23:13.240 --> 0:23:18.960
<v Speaker 1>a lackluster response a year previous to a sellout game. Uh,

0:23:19.080 --> 0:23:21.800
<v Speaker 1>and it was, you know, kind of a pretty cool game.

0:23:21.880 --> 0:23:25.280
<v Speaker 1>Had six chapters and twenty seven levels within the game.

0:23:25.400 --> 0:23:27.960
<v Speaker 1>Also something that you would see in later Bungee games,

0:23:28.280 --> 0:23:31.840
<v Speaker 1>this kind of multi chapter, multi level approach um and

0:23:32.080 --> 0:23:34.879
<v Speaker 1>hew a lot of basic missions like you'd have to

0:23:35.160 --> 0:23:37.760
<v Speaker 1>first person shooter, so shooting enemies would be a big one.

0:23:38.240 --> 0:23:40.639
<v Speaker 1>Rescuing people who are about to be shot by enemies

0:23:40.640 --> 0:23:44.159
<v Speaker 1>will be another one. Uh, dis army explosives. Yeah, so

0:23:44.200 --> 0:23:46.600
<v Speaker 1>that the enemies couldn't blow up the people who they

0:23:46.600 --> 0:23:50.280
<v Speaker 1>had previously been shooting at. You get a theme here. Uh.

0:23:50.520 --> 0:23:52.960
<v Speaker 1>Definitely had a science fiction theme again because it was

0:23:53.000 --> 0:23:56.080
<v Speaker 1>in that Pathways universe. You play as a security officer

0:23:56.400 --> 0:23:59.639
<v Speaker 1>who is assigned to a space station that is called

0:23:59.680 --> 0:24:02.720
<v Speaker 1>marath On. It also introduced some some themes that would

0:24:02.720 --> 0:24:06.360
<v Speaker 1>be showing up in later Bungee games, like artificial intelligence. Uh.

0:24:06.640 --> 0:24:10.320
<v Speaker 1>The station had an AI called durn Doll that had

0:24:10.359 --> 0:24:13.480
<v Speaker 1>gone sort of, um well, not necessarily bonkers, but it

0:24:13.480 --> 0:24:17.720
<v Speaker 1>becomes self aware and self determining, and it's definitely preventing

0:24:17.760 --> 0:24:22.280
<v Speaker 1>you from preaching your goals. It's an antagonist. Sometimes you

0:24:22.359 --> 0:24:24.840
<v Speaker 1>work against each other, sometimes you work with each other.

0:24:24.960 --> 0:24:26.639
<v Speaker 1>This is also something you see in a lot of

0:24:26.680 --> 0:24:29.280
<v Speaker 1>Bungee games where you have to make these weird allegiances

0:24:29.359 --> 0:24:32.639
<v Speaker 1>that later on you turn on each other for some reason.

0:24:33.119 --> 0:24:36.600
<v Speaker 1>But the idea of an AI that gains self awareness

0:24:36.720 --> 0:24:40.719
<v Speaker 1>or becomes a problem will pop up in later Bungee titles,

0:24:40.720 --> 0:24:44.720
<v Speaker 1>even after Bungee was done working on those titles. UM,

0:24:44.760 --> 0:24:48.080
<v Speaker 1>so that was kind of cool, and you would end

0:24:48.160 --> 0:24:51.960
<v Speaker 1>up playing the same character, this nameless security officer for

0:24:52.040 --> 0:24:56.560
<v Speaker 1>two more game titles in the Marathon series. Um, you

0:24:56.640 --> 0:24:59.280
<v Speaker 1>never were given a name. Very mysterious kind of character.

0:24:59.400 --> 0:25:03.320
<v Speaker 1>Another thing that's similar to the Halo series, which we'll

0:25:03.320 --> 0:25:06.440
<v Speaker 1>talk about in our second episode. But at any rate,

0:25:06.840 --> 0:25:11.440
<v Speaker 1>the storyline very complex, uh, and involved not just the

0:25:11.560 --> 0:25:15.840
<v Speaker 1>rampant Ai during Doll that was kind of taking totalitarian

0:25:15.840 --> 0:25:19.679
<v Speaker 1>control of the space station, but also an alien invasion force.

0:25:20.320 --> 0:25:22.880
<v Speaker 1>And so you're you're dealing with lots of stuff all

0:25:22.920 --> 0:25:24.639
<v Speaker 1>at once. And at the end of the game, during

0:25:24.680 --> 0:25:29.119
<v Speaker 1>Doll is able to transfer its intelligence from the space

0:25:29.160 --> 0:25:32.680
<v Speaker 1>station to the alien spacecraft that had been the one

0:25:32.720 --> 0:25:37.040
<v Speaker 1>that was invading, and then you know goes and says

0:25:37.040 --> 0:25:39.439
<v Speaker 1>I'm gonna go see what what the universe has to

0:25:39.440 --> 0:25:42.520
<v Speaker 1>hold CIA and zooms off and that was the end

0:25:42.560 --> 0:25:46.320
<v Speaker 1>of the game. Now, the big success here wasn't just

0:25:46.600 --> 0:25:49.440
<v Speaker 1>the first play person game, which a lot of people love,

0:25:49.520 --> 0:25:53.680
<v Speaker 1>but also the multiplayer. People really love the multiplayer Eli. Yeah,

0:25:53.720 --> 0:25:57.120
<v Speaker 1>you could you could land up to eight people at least,

0:25:57.200 --> 0:25:59.240
<v Speaker 1>so yeah, I think yeah, And so it was one

0:25:59.240 --> 0:26:03.520
<v Speaker 1>of those things where, uh, people really latched onto that,

0:26:03.640 --> 0:26:06.520
<v Speaker 1>and it became a huge success for Bungee, which prompted

0:26:06.560 --> 0:26:09.400
<v Speaker 1>them to make some sequels. Now, this was something that

0:26:09.400 --> 0:26:13.920
<v Speaker 1>that Jason Jones originally was not really into. He wasn't

0:26:13.960 --> 0:26:16.960
<v Speaker 1>big on let's make sequels for our gains. He liked

0:26:16.960 --> 0:26:20.400
<v Speaker 1>the idea of developing new, uh new I P each time.

0:26:21.000 --> 0:26:24.280
<v Speaker 1>But when the demand was there and the opportunity was

0:26:24.320 --> 0:26:28.280
<v Speaker 1>there to expand upon the story and mythology they created, uh,

0:26:28.359 --> 0:26:29.960
<v Speaker 1>you know, it's kind of hard to say, well, let's

0:26:29.960 --> 0:26:32.480
<v Speaker 1>not do that. This is what people want, and sure, sure,

0:26:32.560 --> 0:26:34.240
<v Speaker 1>And also I mean I think that I think that

0:26:34.280 --> 0:26:38.040
<v Speaker 1>it wound up. I think what is so special about Bungee, actually,

0:26:38.080 --> 0:26:40.160
<v Speaker 1>I feel allow me to pontificate just a wee bit,

0:26:40.280 --> 0:26:44.400
<v Speaker 1>is that they they don't do exactly the same thing twice.

0:26:44.520 --> 0:26:47.720
<v Speaker 1>They're never working with it exactly the same story, um,

0:26:47.960 --> 0:26:49.879
<v Speaker 1>you know, or it's a different segment of the story,

0:26:49.960 --> 0:26:52.439
<v Speaker 1>or they're approaching it from a different angle. And and

0:26:52.480 --> 0:26:55.359
<v Speaker 1>the game elements that they introduced are interesting enough that

0:26:55.520 --> 0:26:59.640
<v Speaker 1>you feel comfortable, but you have a huge drive to

0:26:59.640 --> 0:27:01.520
<v Speaker 1>to keep playing around in this universe. And I feel

0:27:01.560 --> 0:27:04.400
<v Speaker 1>like they enjoy playing around in their own universes still

0:27:04.600 --> 0:27:08.480
<v Speaker 1>so um so so yeah, so two sequels. Marathon Too

0:27:09.080 --> 0:27:13.840
<v Speaker 1>was called Durndall and and it came out so just

0:27:13.880 --> 0:27:15.520
<v Speaker 1>a year later. Yeah. It was one of those things

0:27:15.520 --> 0:27:18.520
<v Speaker 1>where they just immediately started developing as soon as as

0:27:18.560 --> 0:27:20.280
<v Speaker 1>soon as it was clear that Marathon was going to

0:27:20.320 --> 0:27:23.280
<v Speaker 1>be a big hit. Uh. And this one ends up

0:27:23.280 --> 0:27:26.639
<v Speaker 1>taking place in the game world seventeen years after the

0:27:26.720 --> 0:27:28.840
<v Speaker 1>ending of the first game, and you wake up and

0:27:28.880 --> 0:27:31.640
<v Speaker 1>you're on that alienship. You're still that security officer. You're

0:27:31.640 --> 0:27:34.160
<v Speaker 1>on the alienship. Turns out During Doll really had need

0:27:34.160 --> 0:27:38.400
<v Speaker 1>of you, so he took you, apparently against your will.

0:27:38.560 --> 0:27:40.240
<v Speaker 1>I have not played the Marathon games, so if I

0:27:40.320 --> 0:27:43.520
<v Speaker 1>get any of this incredibly wrong, feel free to write

0:27:43.520 --> 0:27:46.600
<v Speaker 1>in and explain to me how I have misrepresented the plot.

0:27:47.000 --> 0:27:50.879
<v Speaker 1>But basically, during Doll has this plan to use you

0:27:51.160 --> 0:27:53.440
<v Speaker 1>and some of the other people who were aboard the

0:27:53.840 --> 0:27:58.080
<v Speaker 1>Marathon space station as frontline soldiers in a war against

0:27:58.119 --> 0:28:00.080
<v Speaker 1>the Aliens that had been such a big problem in

0:28:00.119 --> 0:28:04.480
<v Speaker 1>the first game. And so uh, it's again another first

0:28:04.480 --> 0:28:08.480
<v Speaker 1>person shooter where you're you're continually learning more through various

0:28:08.480 --> 0:28:11.160
<v Speaker 1>computer terminals, just like in the first game, and you're

0:28:11.160 --> 0:28:15.080
<v Speaker 1>trying to complete various missions, very similar gameplay to the

0:28:15.080 --> 0:28:18.080
<v Speaker 1>first one. They did add in some special stuff for

0:28:18.119 --> 0:28:20.160
<v Speaker 1>this sequel that had not been in the first game,

0:28:20.640 --> 0:28:24.600
<v Speaker 1>including liquid effects. So yeah, these are things where where

0:28:24.640 --> 0:28:27.000
<v Speaker 1>you as the player could jump into various pools of

0:28:27.040 --> 0:28:30.280
<v Speaker 1>stuff and it would have a different effect. Would it

0:28:30.320 --> 0:28:33.919
<v Speaker 1>would slow down your movement or or or give you

0:28:33.960 --> 0:28:37.240
<v Speaker 1>weapons effects? Right, yeah, like for example, some weapons like

0:28:37.240 --> 0:28:40.320
<v Speaker 1>a fire based weapon wouldn't fire and water also if

0:28:40.320 --> 0:28:42.120
<v Speaker 1>the if the pool were deep enough, you would actually

0:28:42.200 --> 0:28:44.160
<v Speaker 1>sink into it, so that you know, you'd start to

0:28:44.240 --> 0:28:48.600
<v Speaker 1>drown if you didn't, if you didn't uh surface fast enough, uh,

0:28:48.680 --> 0:28:51.520
<v Speaker 1>which in the first Marathon game all the surfaces were

0:28:51.560 --> 0:28:55.000
<v Speaker 1>solid surfaces. And really you know, this this kind of

0:28:55.120 --> 0:28:59.280
<v Speaker 1>liquid sort of thing that was fairly new for the

0:28:59.320 --> 0:29:02.360
<v Speaker 1>time of maryor Thon and Marathon too. Um. You know,

0:29:02.440 --> 0:29:04.959
<v Speaker 1>liquid effects are not easy to pull off, especially not

0:29:05.000 --> 0:29:08.440
<v Speaker 1>easy to pull off convincingly, especially not in this era

0:29:08.560 --> 0:29:12.040
<v Speaker 1>of rendering exactly. So you know, running into a lava

0:29:12.080 --> 0:29:15.240
<v Speaker 1>pit usually you would just have a game where if

0:29:15.280 --> 0:29:18.640
<v Speaker 1>you touched something, you died, as opposed to you get

0:29:18.680 --> 0:29:21.000
<v Speaker 1>engulfed in something and you start taking damage and you

0:29:21.040 --> 0:29:24.120
<v Speaker 1>have an opportunity to get out before you die. Um.

0:29:24.440 --> 0:29:26.760
<v Speaker 1>But yeah, that was one of those interesting little elements

0:29:26.760 --> 0:29:30.280
<v Speaker 1>they added in multiplayer got some new features, including some

0:29:30.400 --> 0:29:33.960
<v Speaker 1>game types that became really popular in later games across

0:29:34.080 --> 0:29:37.000
<v Speaker 1>the genre of first person shooters. Yeah, like a like

0:29:37.040 --> 0:29:39.520
<v Speaker 1>a kill the dude who's holding the ball kind of game?

0:29:39.600 --> 0:29:43.720
<v Speaker 1>Yeah in uh in Halo that would be a skull. Uh.

0:29:43.760 --> 0:29:46.680
<v Speaker 1>There are other games where you know, there's some object

0:29:46.720 --> 0:29:49.520
<v Speaker 1>that represents I am the player that everybody needs to

0:29:49.600 --> 0:29:52.320
<v Speaker 1>kill now as essentially that. They also had like a

0:29:52.400 --> 0:29:54.800
<v Speaker 1>King of the Hill style game, which is essentially the

0:29:54.880 --> 0:29:57.560
<v Speaker 1>same style game you'll find in first person shooters Across

0:29:57.600 --> 0:30:00.480
<v Speaker 1>the board now, which is a zone on a map

0:30:00.840 --> 0:30:03.200
<v Speaker 1>is designated as the hill, and you have to take

0:30:03.200 --> 0:30:05.040
<v Speaker 1>it and hold it for as long as you possibly can,

0:30:05.080 --> 0:30:08.200
<v Speaker 1>and whoever holds it for a given number of seconds

0:30:08.280 --> 0:30:11.760
<v Speaker 1>within around wins. It's a really great excuse to shoot

0:30:11.760 --> 0:30:14.880
<v Speaker 1>a lot. I actually really like that game type because

0:30:14.960 --> 0:30:17.720
<v Speaker 1>it's very forgiving for people who are not good at

0:30:17.720 --> 0:30:22.000
<v Speaker 1>first procedutors like me. It involves very little strategies. Yeah,

0:30:22.040 --> 0:30:23.680
<v Speaker 1>it's most like this is where you need to be

0:30:23.840 --> 0:30:26.520
<v Speaker 1>right now, and that's all. That's all that's important. And

0:30:26.600 --> 0:30:28.240
<v Speaker 1>most of the time, if you just lag behind a

0:30:28.240 --> 0:30:30.880
<v Speaker 1>little bit, the grenades clear out everybody else and then

0:30:30.920 --> 0:30:33.280
<v Speaker 1>you come in. And I've noticed generally that you know,

0:30:33.360 --> 0:30:36.280
<v Speaker 1>if if you're if you're struggling, you know, really winning

0:30:36.320 --> 0:30:38.640
<v Speaker 1>the game, you can at the very least frustrate the

0:30:38.640 --> 0:30:40.240
<v Speaker 1>heck out of your friend. That's right. You can play

0:30:40.280 --> 0:30:42.320
<v Speaker 1>the part of spoiler if you can't, if you can't

0:30:42.320 --> 0:30:45.320
<v Speaker 1>actually be a good winner. Uh yeah, I love this

0:30:45.360 --> 0:30:49.640
<v Speaker 1>game type uh. This sequel was then followed up Bungee.

0:30:49.680 --> 0:30:53.440
<v Speaker 1>You know, Bungee was such a small team comparatively speaking,

0:30:54.000 --> 0:30:58.880
<v Speaker 1>that they couldn't work on multiple projects simultaneously at this point,

0:30:59.320 --> 0:31:02.040
<v Speaker 1>so they really would focus on one title and get

0:31:02.040 --> 0:31:04.040
<v Speaker 1>it out the door, and then they would start the

0:31:04.120 --> 0:31:07.200
<v Speaker 1>next title. So they had just done Marathon, and then

0:31:07.240 --> 0:31:10.920
<v Speaker 1>they did Marathon too. So the next project they decided

0:31:10.960 --> 0:31:14.240
<v Speaker 1>to do was Marathon three Infinity, and that would come

0:31:14.240 --> 0:31:19.680
<v Speaker 1>out just another single year in after Marathon to Darn

0:31:19.760 --> 0:31:22.400
<v Speaker 1>Doll and so that this would be the final game

0:31:22.440 --> 0:31:24.920
<v Speaker 1>in the Marathon series. It's although it's not quite the

0:31:25.000 --> 0:31:28.160
<v Speaker 1>last that we'd hear some of these elements, that's true.

0:31:28.320 --> 0:31:31.840
<v Speaker 1>It's also the trippiest game that they that they created

0:31:31.880 --> 0:31:35.200
<v Speaker 1>the Marathon series because it wasn't straightforward at all full

0:31:35.240 --> 0:31:39.600
<v Speaker 1>according to according to Kirkpatrick, it was purposefully not straightforward, right, Yeah.

0:31:39.600 --> 0:31:42.360
<v Speaker 1>It was meant to challenge the player to bring his

0:31:42.520 --> 0:31:45.480
<v Speaker 1>or her own interpretation to the game to decide what

0:31:45.640 --> 0:31:49.200
<v Speaker 1>actually is going on. So, within the context of the game,

0:31:49.280 --> 0:31:51.840
<v Speaker 1>it appears that you are able to travel to different

0:31:51.920 --> 0:31:56.760
<v Speaker 1>alternate timelines with the goal of stopping a catastrophe from happening.

0:31:56.960 --> 0:31:59.320
<v Speaker 1>The catastrophe happens at the beginning of the game, and

0:31:59.360 --> 0:32:03.960
<v Speaker 1>then you have the this ability to potentially uh bypass

0:32:04.080 --> 0:32:06.960
<v Speaker 1>that to stop it from happening going through either alternate

0:32:06.960 --> 0:32:11.920
<v Speaker 1>timelines or perhaps you're just exploring your own consciousness, yeah,

0:32:12.760 --> 0:32:17.360
<v Speaker 1>or just alternate realities in general, not just timelines. It's

0:32:17.600 --> 0:32:22.280
<v Speaker 1>never really fully explained. You would again get bits and

0:32:22.320 --> 0:32:24.960
<v Speaker 1>pieces of information from computer terminals. So you could play

0:32:25.000 --> 0:32:28.440
<v Speaker 1>this game straight through as a standard first person shooter,

0:32:28.600 --> 0:32:31.440
<v Speaker 1>not interested in all in the story, and still have

0:32:31.640 --> 0:32:34.760
<v Speaker 1>a satisfactory experience just based on the gameplay. Sure, but

0:32:34.800 --> 0:32:37.280
<v Speaker 1>if you jump around to these different timelines and realities

0:32:37.360 --> 0:32:38.840
<v Speaker 1>or whatever it is you can, you can find all

0:32:38.880 --> 0:32:40.720
<v Speaker 1>kinds of different enemies and get all kinds of different

0:32:40.720 --> 0:32:44.880
<v Speaker 1>story elements, and it's a more, you know, a richer experience,

0:32:45.120 --> 0:32:48.720
<v Speaker 1>I would say. So, just like in UH, for those

0:32:48.720 --> 0:32:50.440
<v Speaker 1>of you who have played the Halo games, you know

0:32:50.560 --> 0:32:53.040
<v Speaker 1>you can you can zoom through those games and not

0:32:53.080 --> 0:32:55.360
<v Speaker 1>pay attention to the cut scenes or anything. But if

0:32:55.400 --> 0:32:57.840
<v Speaker 1>you do really pay attention to the details, you start

0:32:57.880 --> 0:33:00.000
<v Speaker 1>to try to pick up all of the backstory elements.

0:33:00.680 --> 0:33:05.360
<v Speaker 1>Crazy complicated. So yeah, at any rate, um, you would

0:33:05.360 --> 0:33:08.920
<v Speaker 1>face different enemies and different timelines. Sometimes you would face

0:33:09.520 --> 0:33:12.240
<v Speaker 1>uh and sometimes an enemy in one timeline would be

0:33:12.280 --> 0:33:15.440
<v Speaker 1>an ally in another timeline. So it would be one

0:33:15.440 --> 0:33:17.360
<v Speaker 1>of those things where you might be used to blowing

0:33:17.840 --> 0:33:21.440
<v Speaker 1>these alien guys away repeatedly, and then you go to

0:33:21.440 --> 0:33:23.720
<v Speaker 1>an alternate timeline suddenly you're working with the aliens and

0:33:23.720 --> 0:33:26.680
<v Speaker 1>you're shooting humans, and um, you would have to just

0:33:26.720 --> 0:33:31.120
<v Speaker 1>adjust to whatever the timeline demanded of you. And it

0:33:31.200 --> 0:33:33.720
<v Speaker 1>shipped also with these map making tools we had talked

0:33:33.760 --> 0:33:38.200
<v Speaker 1>about and asset editors. They were called Forge and anival, right,

0:33:38.280 --> 0:33:41.240
<v Speaker 1>and anyone who is familiar with the with the Ladder

0:33:41.240 --> 0:33:45.160
<v Speaker 1>Halo series will very much recognize those elements. So this

0:33:45.160 --> 0:33:48.040
<v Speaker 1>this gave you the chance to make your own multiplayer

0:33:48.080 --> 0:33:51.320
<v Speaker 1>maps and and tweak weapons and and all kinds of

0:33:51.320 --> 0:33:53.560
<v Speaker 1>other stuff like that. Yeah, so if you wanted to

0:33:53.680 --> 0:33:58.160
<v Speaker 1>have a game where everyone had super overpowered weapons that

0:33:58.240 --> 0:34:02.040
<v Speaker 1>are one shot kills. Uh and and are you know,

0:34:02.240 --> 0:34:06.320
<v Speaker 1>invisible and running around a really complex map, you could,

0:34:06.320 --> 0:34:08.160
<v Speaker 1>in theory do that. Yeah. Yeah, you can set your

0:34:08.160 --> 0:34:12.640
<v Speaker 1>own physics and and physical structures within within these maps.

0:34:12.640 --> 0:34:17.759
<v Speaker 1>And I it kills me that this was. Yeah, they

0:34:17.800 --> 0:34:21.719
<v Speaker 1>did release a couple of very tiny titles. They're not

0:34:21.760 --> 0:34:26.319
<v Speaker 1>even really included in Bungee's full history if you look

0:34:26.360 --> 0:34:30.120
<v Speaker 1>on their website. But one of them was called Abuse. Uh.

0:34:30.320 --> 0:34:33.160
<v Speaker 1>This was These were games that they kind of worked

0:34:33.160 --> 0:34:36.480
<v Speaker 1>with other people to help publish them. Abuse was a

0:34:36.520 --> 0:34:38.439
<v Speaker 1>game where you played as a prisoner trying to escape

0:34:38.440 --> 0:34:42.000
<v Speaker 1>a penitentiary while fellow prisoners are all being turned into monsters,

0:34:42.400 --> 0:34:46.040
<v Speaker 1>thus making prison even worse than it normally would be.

0:34:46.400 --> 0:34:48.719
<v Speaker 1>And then the other one was called Weekend Warrior. And

0:34:48.800 --> 0:34:51.600
<v Speaker 1>I've never seen this game. It was developed by Pangea

0:34:51.760 --> 0:34:56.440
<v Speaker 1>Software and then completed and published by Bungee. And the

0:34:56.480 --> 0:34:58.680
<v Speaker 1>description I read said it was a game show world

0:34:58.680 --> 0:35:01.520
<v Speaker 1>where you win prizes by sl puzzles, disarming traps, and

0:35:01.560 --> 0:35:04.440
<v Speaker 1>beating the crap out of competing contestants. So it made

0:35:04.440 --> 0:35:07.680
<v Speaker 1>me think of a slightly more sophisticated version of Smash TV.

0:35:07.880 --> 0:35:09.120
<v Speaker 1>I think that was the name of it. It was

0:35:09.160 --> 0:35:13.800
<v Speaker 1>an arcade game that. Yeah, absolutely, big money, big prices.

0:35:14.040 --> 0:35:17.960
<v Speaker 1>I love it. It just makes me think of that. Um.

0:35:18.080 --> 0:35:22.080
<v Speaker 1>So the company was growing quite large at this point. Yeah,

0:35:22.120 --> 0:35:24.680
<v Speaker 1>although I I did want to put in all these games,

0:35:24.719 --> 0:35:28.760
<v Speaker 1>I believe we're We're for were for Macintosh, right, Yes, yeah,

0:35:28.800 --> 0:35:30.680
<v Speaker 1>they were just developing for the Max. Some of the

0:35:30.680 --> 0:35:34.000
<v Speaker 1>games like Marathon To eventually got ported overtop. Right, they

0:35:34.000 --> 0:35:36.799
<v Speaker 1>would get popular enough that they would make ports. Yeah,

0:35:36.840 --> 0:35:39.600
<v Speaker 1>but they weren't. They weren't being developed for any other

0:35:39.680 --> 0:35:43.360
<v Speaker 1>platform other than the Macintosh. Uh. You know, if it

0:35:43.520 --> 0:35:46.040
<v Speaker 1>had enough of an interest, they would attempt to port

0:35:46.080 --> 0:35:50.440
<v Speaker 1>it to Windows based PCs, but it was that was

0:35:50.480 --> 0:35:55.719
<v Speaker 1>not their intended audience. So in in nine seven they

0:35:55.760 --> 0:36:00.000
<v Speaker 1>officially grow right. Yeah, They would found a satellite studio

0:36:00.280 --> 0:36:04.440
<v Speaker 1>out in California called Bungee West, which would begin to

0:36:04.480 --> 0:36:06.880
<v Speaker 1>work on a game called Tony, which was a a

0:36:07.000 --> 0:36:10.440
<v Speaker 1>third person shooter adventure kind of game that that was

0:36:10.520 --> 0:36:13.200
<v Speaker 1>highly inspired by a lot of of of anime, like

0:36:13.239 --> 0:36:15.520
<v Speaker 1>a like Ast in the Shell. Yeah, if you ever

0:36:15.640 --> 0:36:18.560
<v Speaker 1>look at this game, you can tell where they pulled

0:36:18.600 --> 0:36:24.600
<v Speaker 1>their inspiration from. Uh. That was a troubled developmental process

0:36:24.680 --> 0:36:28.000
<v Speaker 1>for that game. Well well yeah, yeah right, we'll cover

0:36:28.040 --> 0:36:30.439
<v Speaker 1>it later, but suffice it to say that I think

0:36:30.480 --> 0:36:36.319
<v Speaker 1>that Bungee and Bungee West didn't generally agree all the time. Yeah. Yeah,

0:36:36.360 --> 0:36:39.680
<v Speaker 1>there were some issues, um between the two teams, and

0:36:40.040 --> 0:36:43.600
<v Speaker 1>even within just the Bungee West team itself, also within

0:36:43.680 --> 0:36:46.960
<v Speaker 1>Bungee itself. These are these were a lot of creative

0:36:47.040 --> 0:36:52.959
<v Speaker 1>young UH individuals who more often than not really worked

0:36:53.000 --> 0:36:55.439
<v Speaker 1>well together as a team. But sometimes you know, if

0:36:55.440 --> 0:36:58.120
<v Speaker 1>the if the elements weren't just right, things could take

0:36:58.200 --> 0:37:00.720
<v Speaker 1>longer than they needed to, And especially as the company

0:37:00.760 --> 0:37:02.759
<v Speaker 1>was going through these growth spurts, it's easy to get

0:37:02.760 --> 0:37:06.560
<v Speaker 1>a little bit off track. Um. Also, they would release

0:37:06.840 --> 0:37:10.319
<v Speaker 1>myth The Fallen Lords, one of their one of the

0:37:10.440 --> 0:37:16.600
<v Speaker 1>games that that that strategy players on the Mac absolutely loved. UH.

0:37:16.640 --> 0:37:21.440
<v Speaker 1>It was a fantasy real time tactics game. Some people

0:37:21.440 --> 0:37:23.400
<v Speaker 1>call it like a real time strategy game, but it

0:37:23.480 --> 0:37:26.160
<v Speaker 1>didn't have the micromanaging that you would have in a

0:37:26.239 --> 0:37:29.520
<v Speaker 1>typical RTS game, like you didn't have to build a

0:37:30.480 --> 0:37:34.160
<v Speaker 1>um barracks that would produce units. In fact, it was

0:37:34.560 --> 0:37:36.839
<v Speaker 1>it was a really unforgiving game in the sense that

0:37:36.960 --> 0:37:39.560
<v Speaker 1>when the level started, you would have a certain number

0:37:39.560 --> 0:37:42.400
<v Speaker 1>of units at your disposal and that's it. They could

0:37:42.400 --> 0:37:45.720
<v Speaker 1>not replenish themselves. If you lost them, they were gone.

0:37:46.239 --> 0:37:49.880
<v Speaker 1>Casualties were a huge deal. And not only that, but

0:37:50.320 --> 0:37:53.440
<v Speaker 1>if you weren't careful with the way you played your characters,

0:37:54.000 --> 0:37:57.600
<v Speaker 1>your own guys could end up destroying half your units

0:37:57.600 --> 0:38:00.160
<v Speaker 1>in friendly fire, Like don't put your archers behind mine

0:38:00.239 --> 0:38:03.160
<v Speaker 1>your knights, is what I'm saying. So it was a

0:38:03.239 --> 0:38:06.200
<v Speaker 1>dark fantasy world. Also had a lot of gore to it,

0:38:06.280 --> 0:38:09.480
<v Speaker 1>although when I say gore, you're talking about these tiny

0:38:09.560 --> 0:38:13.520
<v Speaker 1>little cartoonish figures and blood pixels and it would just

0:38:13.520 --> 0:38:16.040
<v Speaker 1>be that blood would splatter the whole board. But it

0:38:16.160 --> 0:38:19.040
<v Speaker 1>but it wasn't. It wasn't realistic in the sense like

0:38:19.080 --> 0:38:21.520
<v Speaker 1>they were all very cartoon sure, sure, although at the time,

0:38:21.560 --> 0:38:23.200
<v Speaker 1>certainly I think a lot of people were very up

0:38:23.200 --> 0:38:27.480
<v Speaker 1>in arms about even cartoonish video game up in arms

0:38:27.560 --> 0:38:33.239
<v Speaker 1>being a slightly unfortunate UM but in development, in fact

0:38:33.280 --> 0:38:36.879
<v Speaker 1>that the game had been called the Giant Bloody War Game. Yeah,

0:38:36.920 --> 0:38:41.040
<v Speaker 1>I think, yeah, that was that was pretty telling. Originally,

0:38:41.120 --> 0:38:43.759
<v Speaker 1>this was going to be a little, you know, kind

0:38:43.760 --> 0:38:45.759
<v Speaker 1>of side title that they were going to publish while

0:38:45.800 --> 0:38:48.759
<v Speaker 1>they also tried to create a new first person shooting game.

0:38:49.280 --> 0:38:53.440
<v Speaker 1>But then Quake came out, and when Jason Jones saw Quake,

0:38:53.520 --> 0:38:55.759
<v Speaker 1>he felt that any game Bungee would make at the

0:38:55.760 --> 0:38:59.000
<v Speaker 1>time would be compared unfavorably to Quake. So instead they

0:38:59.040 --> 0:39:03.239
<v Speaker 1>decided to elevate Myth to being their primary focus rather

0:39:03.280 --> 0:39:06.759
<v Speaker 1>than the secondary title, and they really went in on that,

0:39:07.280 --> 0:39:09.960
<v Speaker 1>uh and it turned out to be a good a

0:39:10.080 --> 0:39:13.440
<v Speaker 1>good project because once it came out, people really responded

0:39:13.480 --> 0:39:17.480
<v Speaker 1>positively to it. Some critics said that there were some

0:39:17.600 --> 0:39:19.440
<v Speaker 1>elements to the game that made it a little more

0:39:19.480 --> 0:39:23.879
<v Speaker 1>difficult than it necessarily had to be. Like, your your

0:39:23.960 --> 0:39:26.319
<v Speaker 1>field of view was very limited. You couldn't zoom out

0:39:26.440 --> 0:39:29.479
<v Speaker 1>very far, so you had a little radar that would

0:39:29.560 --> 0:39:32.120
<v Speaker 1>kind of show you where enemy units were in comparison

0:39:32.120 --> 0:39:35.600
<v Speaker 1>to your units, but you couldn't really see them, and

0:39:35.640 --> 0:39:38.720
<v Speaker 1>it made it hard to plan out your strategy because

0:39:38.800 --> 0:39:40.719
<v Speaker 1>you know, you might have someone flanking you and you

0:39:40.719 --> 0:39:44.600
<v Speaker 1>can't you just can't physically see that far off the map. UM,

0:39:44.719 --> 0:39:47.800
<v Speaker 1>And so there was that there were some other issues

0:39:47.800 --> 0:39:50.400
<v Speaker 1>with the user interface. So Bungee ended up releasing a

0:39:50.480 --> 0:39:53.399
<v Speaker 1>patch and upgraded the game to Myth one point one,

0:39:54.040 --> 0:39:57.680
<v Speaker 1>and that patch ended up adding in more more streamlined

0:39:57.760 --> 0:40:01.560
<v Speaker 1>user interface, zoomable field of view, that kind of thing,

0:40:01.960 --> 0:40:04.719
<v Speaker 1>and that made it um address a lot of the

0:40:04.760 --> 0:40:08.000
<v Speaker 1>criticisms that they got early on. It was popular enough

0:40:08.040 --> 0:40:12.800
<v Speaker 1>that by they would release a sequel called Myth two

0:40:13.080 --> 0:40:17.240
<v Speaker 1>Soul Blighter. Yeah. Uh, this game is famous for something.

0:40:17.400 --> 0:40:20.600
<v Speaker 1>Oh yeah, it almost shipped with like the worst bug

0:40:20.680 --> 0:40:24.920
<v Speaker 1>in the history of all video games ever. Yeah, in

0:40:24.960 --> 0:40:27.719
<v Speaker 1>which by by trying to uninstall the game, you could

0:40:27.800 --> 0:40:33.000
<v Speaker 1>delete your entire hard drive. Yeah. You could literally destroy

0:40:33.120 --> 0:40:35.279
<v Speaker 1>your hard drive like, well, not literally, I guess you

0:40:35.280 --> 0:40:38.719
<v Speaker 1>could data your heart. Yeah, I mean you would. You

0:40:38.719 --> 0:40:41.840
<v Speaker 1>would wipe it absolutely clean. And this was discovered un

0:40:41.960 --> 0:40:46.440
<v Speaker 1>format it and an unfortunate marketer. Yeah, I heard that.

0:40:46.480 --> 0:40:50.000
<v Speaker 1>I heard that it was a lady um Overseas actually,

0:40:50.120 --> 0:40:52.919
<v Speaker 1>who who had been doing a test on it and

0:40:52.920 --> 0:40:56.239
<v Speaker 1>and uninstalled as many people do, by by just going

0:40:56.320 --> 0:41:00.440
<v Speaker 1>to the going to the root files and by by yeah,

0:41:00.440 --> 0:41:02.880
<v Speaker 1>and then oops, her her computer was no more. Yeah,

0:41:03.000 --> 0:41:06.880
<v Speaker 1>there were some great commentary about this particular uh, this

0:41:07.000 --> 0:41:11.319
<v Speaker 1>particular bug by folks like the Penny Arcade guys who

0:41:11.360 --> 0:41:14.239
<v Speaker 1>were like, you don't like our game, screw you, We're

0:41:14.280 --> 0:41:18.480
<v Speaker 1>taking all of your data. But it was non intentional

0:41:19.120 --> 0:41:22.120
<v Speaker 1>no um, And they did catch it before it shipped.

0:41:22.400 --> 0:41:25.920
<v Speaker 1>It had unfortunately already been printed and boxed. So this

0:41:26.040 --> 0:41:30.080
<v Speaker 1>was another time at which Bungee employees like the developers

0:41:30.120 --> 0:41:33.720
<v Speaker 1>had to go out into warehouses and unshrink crap games

0:41:33.760 --> 0:41:36.600
<v Speaker 1>and switch out the disks. Yeah, they physically had to

0:41:36.680 --> 0:41:40.640
<v Speaker 1>remove bad disks and put in good disks and then

0:41:41.040 --> 0:41:44.879
<v Speaker 1>package it all back up again. Uh. The estimates I've

0:41:44.920 --> 0:41:48.240
<v Speaker 1>heard for this mistake were like, what was the cost arrange?

0:41:48.480 --> 0:41:51.400
<v Speaker 1>Right around a million dollars a k A about what

0:41:51.480 --> 0:41:57.040
<v Speaker 1>the game made, which was a really severe blow to Bungee.

0:41:57.040 --> 0:41:59.560
<v Speaker 1>Bungee was was kind of operating like right in the

0:41:59.600 --> 0:42:02.920
<v Speaker 1>margin this whole time, like they were they were seeing success,

0:42:02.920 --> 0:42:04.960
<v Speaker 1>but they were also trying to ramp up and yeah, yeah,

0:42:05.000 --> 0:42:08.160
<v Speaker 1>and so making basically nothing on a game because of

0:42:08.280 --> 0:42:11.560
<v Speaker 1>this mistake was it was huge, huge, and so that

0:42:11.560 --> 0:42:15.439
<v Speaker 1>would end up affecting their decisions in the very near future. Um,

0:42:15.520 --> 0:42:17.799
<v Speaker 1>you may have also heard about myth three, but that

0:42:18.400 --> 0:42:22.480
<v Speaker 1>game did not come out from Bungee because of something

0:42:22.719 --> 0:42:26.560
<v Speaker 1>that happened in the year two thousand. But here's the problem.

0:42:26.560 --> 0:42:31.359
<v Speaker 1>My notes stopped for part one, so I can't even

0:42:31.400 --> 0:42:33.640
<v Speaker 1>talk about two thousand yet. We're gonna have to wait

0:42:33.640 --> 0:42:35.800
<v Speaker 1>for a whole new episode and find out what happened.

0:42:35.800 --> 0:42:39.439
<v Speaker 1>Contractually speaking, we're not allowed to say anything else, right,

0:42:39.520 --> 0:42:42.080
<v Speaker 1>So for those of you who have no awareness of

0:42:42.120 --> 0:42:45.200
<v Speaker 1>what happened in the past, tune in next time so

0:42:45.239 --> 0:42:48.279
<v Speaker 1>that you can find out that the exciting conclusion to

0:42:48.320 --> 0:42:51.560
<v Speaker 1>the Bungee story. In the meantime, if you guys have

0:42:51.640 --> 0:42:56.160
<v Speaker 1>any suggestion for future episode ideas for tech Stuff, please

0:42:56.320 --> 0:42:59.160
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0:42:59.239 --> 0:43:02.080
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0:43:02.520 --> 0:43:06.319
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0:43:06.320 --> 0:43:09.279
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0:43:12.880 --> 0:43:15.320
<v Speaker 1>for more on this and thousands of other topics. Because

0:43:15.360 --> 0:43:26.280
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