WEBVTT - How Richard Garriott Works

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<v Speaker 1>Brought to you by the reinvented two thousand twelve camera.

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<v Speaker 1>It's ready. Are you get in touch with technology? With

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<v Speaker 1>tech stuff from how stuff works dot com. Hello everyone,

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<v Speaker 1>welcome to the podcast. My name is Chris Polette. I'm

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<v Speaker 1>an editor here at how Stuff Works, and as usual

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<v Speaker 1>I have sitting with me senior writer Jonathan Strickland Hale

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<v Speaker 1>and well Met Pillette. Oh you see where this is

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<v Speaker 1>gonna go pretty quickly? Huh. Yeah, welcome to the third

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<v Speaker 1>in our series on focusing on folks who are important

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<v Speaker 1>in the tech and computer industry. And we need to

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<v Speaker 1>come up with a better title than that, I think Yeah,

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<v Speaker 1>I think so. Yeah. Anyway, we're gonna talk about the

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<v Speaker 1>another leader in tech and uh specifically within the video

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<v Speaker 1>game field, Richard Lord British or General British Gariot. Yes, uh,

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<v Speaker 1>you may not be familiar with his name, but if

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<v Speaker 1>you've ever played the Ultimate series of Games, you have

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<v Speaker 1>something you owe him your thanks. Yes, yes, he's the

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<v Speaker 1>one who made those yeah. Um yeah, Richard Garriott. He's

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<v Speaker 1>a He's a remarkable person. I've I've actually had the

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<v Speaker 1>great pleasure of meeting and chatting with Richard Garriott on

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<v Speaker 1>many occasions. But it was back when I was a teenager,

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<v Speaker 1>a young pup. Yes, yes, before I had become a

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<v Speaker 1>professional journalist. Um so. But the the he's a genuinely

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<v Speaker 1>very nice person. But it's it's interesting to kind of

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<v Speaker 1>look at his journey, uh, where he's gone from, uh,

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<v Speaker 1>from being a when he was a teenager to being

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<v Speaker 1>a multi millionaire who now is possibly pursuing space related interests.

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<v Speaker 1>I think possibly pursuing it. Well that further pursuing, I

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<v Speaker 1>should say, um, well, first of all, it's not any

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<v Speaker 1>super prize that he would be following his father's footsteps, right,

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<v Speaker 1>that's true. We should talk about him for a second.

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<v Speaker 1>Richard is the son of Owen K. Garriott, who, among

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<v Speaker 1>other things, was an astronaut. Yep, he actually was on

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<v Speaker 1>the sky lad mission in nineteen seventy three and in

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<v Speaker 1>eighty three he was on Space Lab one. Wow, that's

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<v Speaker 1>pretty cool. It's very cool. So I have a dad

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<v Speaker 1>who's an astronaut. Right, So here here's Richard Garriot and

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<v Speaker 1>his dad's an astronaut. He Uh, he's interested in things

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<v Speaker 1>like role playing games, becomes a big fan of the

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<v Speaker 1>game Dungeons and Dragons. Um. He sent to a computer

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<v Speaker 1>camp when he's a teenager and becomes extremely interested in

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<v Speaker 1>computers as well and begins to see ways to marry

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<v Speaker 1>these two interests together, his love of role playing games

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<v Speaker 1>and the love of computers. I actually want to throw

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<v Speaker 1>something in as I was reading the Wired article about

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<v Speaker 1>Richard Garriott. Actually it was sort of about Richard. It's

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<v Speaker 1>sort of about Star City, which is a um Russian

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<v Speaker 1>space camp that that he went to. But apparently, according

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<v Speaker 1>this article, uh, he convinced his teachers that learning basic

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<v Speaker 1>the computer language Basic satisfied his foreign language requirement in

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<v Speaker 1>high school. That doesn't surprise me at all. Richard. Richard's

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<v Speaker 1>a very very charismatic and uh and convincing fellow. When

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<v Speaker 1>you meet him in person, he's um uh, he's fascinating

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<v Speaker 1>to talk to he Uh. I know that he created

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<v Speaker 1>a computer game back when he was at the computer

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<v Speaker 1>camp that printed on tape just before monitors. So the

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<v Speaker 1>way it would work is that you would, uh, you

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<v Speaker 1>would inter say a room and like a role playing game,

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<v Speaker 1>and it would print out a room and as key

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<v Speaker 1>art showing you you know where your look where you

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<v Speaker 1>were in relation to the rest of the room, and

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<v Speaker 1>you would move your character. Let's say, like I move

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<v Speaker 1>one space north, it would have to print out the

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<v Speaker 1>whole thing all over again, showing you where you were

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<v Speaker 1>now in relation to everything else, plus making other stuff

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<v Speaker 1>appear as it came into view of your character. Not

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<v Speaker 1>the most efficient kind of game, but it did show

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<v Speaker 1>that he was very interested in this from the very beginning,

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<v Speaker 1>and it was a very clever solution to the problem

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<v Speaker 1>of not having a visual means by which you could

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<v Speaker 1>communicate that information. But now, oh, go ahead, I was

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<v Speaker 1>going to say. You know, you may be saying, okay,

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<v Speaker 1>so if he wants to be an astronaut, why didn't

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<v Speaker 1>you just do that? I mean, why is he doing

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<v Speaker 1>the whole computer camp thing. Well, there was one problem,

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<v Speaker 1>actually two problems. That would be his eyes. Yea, his

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<v Speaker 1>eyes were not good enough for for NASA. So he's

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<v Speaker 1>been he sort of from what I read, he sort

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<v Speaker 1>of fell back on computers and gaming because he liked

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<v Speaker 1>those two things, and he because he couldn't go forward

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<v Speaker 1>in in the space program. So you kind of got it,

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<v Speaker 1>you know, a fork in the road. And he said, well,

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<v Speaker 1>you know, I love these things too. This is what

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<v Speaker 1>I'm gonna do, right, And he embraced it, and I

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<v Speaker 1>teen eight he wrote a game called a Calabeth, which

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<v Speaker 1>is sort of the precursor to be precursor to the

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<v Speaker 1>Ultimate series. UM. And this was back in the days

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<v Speaker 1>when you would find computer games at your local little

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<v Speaker 1>computer store and they would be pinned up on a

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<v Speaker 1>bulletin board and they'd all be in zip. Luck bags

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<v Speaker 1>would be a floppy disk, maybe a sheet of printed

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<v Speaker 1>instructions and uh, if you were really lucky, some art

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<v Speaker 1>that actually said what the title of the game was.

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<v Speaker 1>Otherwise it was just on the sticker on the disc itself.

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<v Speaker 1>He's old five and a quarter inch floppy disks. Yeah,

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<v Speaker 1>I do too. I still have some. UM can't run

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<v Speaker 1>them on anything, but I have them. So yeah. It

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<v Speaker 1>actually got very popular. And the way Richard used to

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<v Speaker 1>tell the story was that he said, I was doing

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<v Speaker 1>what I loved and I sent the sent this company

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<v Speaker 1>my my game, and then they started sending me money.

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<v Speaker 1>It was great, fantastic. I was like, well, this is

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<v Speaker 1>what I want to do. So from there he went

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<v Speaker 1>on to program Tima one and uh, this was back

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<v Speaker 1>in the day when a single person could produce a

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<v Speaker 1>game from start to finish on his or her own,

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<v Speaker 1>something that does not happen very much these days. Um,

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<v Speaker 1>it's just because games have gotten so complicated at this

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<v Speaker 1>point that you you almost need an entire department of

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<v Speaker 1>a major company to to put one together. But this

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<v Speaker 1>was back in the day when someone with enough enough

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<v Speaker 1>time and enough effort could produce a game by themselves.

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<v Speaker 1>So but he did started a company, d Yeah, he

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<v Speaker 1>formed it with his brother and a few other people,

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<v Speaker 1>Origin Systems. And Origin Systems produced the Ultimate series as

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<v Speaker 1>well some other games, like with the Wing Commander series

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<v Speaker 1>and a few other series as well, but the Ultimate ones,

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<v Speaker 1>I think we're kind of the flagship for that company. Again.

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<v Speaker 1>According to the Wired article, more than a hundred million copies. Yeah,

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<v Speaker 1>I own a few of those. Yeah, yeah, because I

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<v Speaker 1>was a huge Ultimate fan. In fact, before I ever

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<v Speaker 1>met Richard Garriott, I was. I was already playing Ultimate too,

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<v Speaker 1>which was a very simple role playing game in in

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<v Speaker 1>the early ultimates one through three. It was pretty much

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<v Speaker 1>following the standard kind of role playing system in which

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<v Speaker 1>you're you're playing a powerful character and you go around

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<v Speaker 1>killing stuff and selling stuff and trying to beat the

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<v Speaker 1>bad guy to win the game. And here's the interesting part.

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<v Speaker 1>The first thing that I think is really interesting about

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<v Speaker 1>Richards progress as a game developer. He started to become

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<v Speaker 1>dissatisfied with the way these games were kind of laid out.

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<v Speaker 1>The storyline of these games. He thought that they were

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<v Speaker 1>too simple. The whole good versus evil thing was a

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<v Speaker 1>little too um primitive. So he decided he wanted to

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<v Speaker 1>create a game in which your choices as a player

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<v Speaker 1>would determine whether or not you could win the game.

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<v Speaker 1>It wasn't just you know, if you killed enough or X,

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<v Speaker 1>you were suddenly powerful enough to take on a troll,

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<v Speaker 1>and you kill enough trolls you can finally take on

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<v Speaker 1>the big bad guy. It was that you had to

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<v Speaker 1>make moral choice is throughout the game, and based on

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<v Speaker 1>those choices that determined whether or not you could win

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<v Speaker 1>the game. As when he created Ultimate four and really

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<v Speaker 1>introduced the concept of the avatar character and UH, to

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<v Speaker 1>become an avatar, you had to adhere to some very

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<v Speaker 1>strict rules and if you broke those rules, then you

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<v Speaker 1>it was impossible to win the game. And UH, it

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<v Speaker 1>got a lot of attention among gamers, and most of

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<v Speaker 1>it was positive. I mean a lot of the gamers

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<v Speaker 1>who wanted to just breathe through a game were kind

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<v Speaker 1>of frustrated because they couldn't just you know, hack and

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<v Speaker 1>slash their way through. But it was so different from

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<v Speaker 1>why had to come before it that it really kind

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<v Speaker 1>of revolutionized video computer role playing games at the time.

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<v Speaker 1>And um, that's pretty much how you went from that

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<v Speaker 1>point on. It was very important that your character was able,

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<v Speaker 1>you know, that that the choices you made as a

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<v Speaker 1>character actually affected the way the game progressed. And uh

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<v Speaker 1>so it wasn't just random encounters or anything like that.

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<v Speaker 1>If you told off someone in this one town, then

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<v Speaker 1>your reputation could spread in that town and people would

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<v Speaker 1>treat your character differently based on that. Um. And I mean,

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<v Speaker 1>you know, it sounds like I'm going on and on

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<v Speaker 1>about this, but really that was very revolutionary at the time.

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<v Speaker 1>Well you think about it, um, and it's more than

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<v Speaker 1>just a two dimensional game at that point. You know,

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<v Speaker 1>before you had you know, left right up down essentially

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<v Speaker 1>you know, black and white choices, and now you enter

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<v Speaker 1>into shades of gray and things that you do. The

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<v Speaker 1>game is smart enough to know what's going on and

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<v Speaker 1>to to react to the decisions that you make and

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<v Speaker 1>have other non player characters you know, react to you

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<v Speaker 1>differently based on the things that you do. That's pretty sophisticated.

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<v Speaker 1>That's a lot more immersive, that's a lot more like

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<v Speaker 1>real life. So uh you know, maybe for the non

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<v Speaker 1>gamers who are listening to us, and they're probably very

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<v Speaker 1>few of them, I'm guessing, um, you know, you would say, Okay,

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<v Speaker 1>well that's more intriguing. That's the kind of thing that's

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<v Speaker 1>gonna get uh more if you will non geeks interested

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<v Speaker 1>in games, because you know, say, well, this is this

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<v Speaker 1>is a lot more like you know, what I'm used

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<v Speaker 1>to in my own life. So and you can you

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<v Speaker 1>can see the effects of this kind of game design today.

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<v Speaker 1>I mean, like the game Fable, for example, I think

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<v Speaker 1>owes a lot to this ultimate model. UM. In Fable,

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<v Speaker 1>those choices you make as a character determine your character's outcome,

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<v Speaker 1>It determines what your character looks like, it determines how

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<v Speaker 1>everyone reacts to you. And I think that that's all

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<v Speaker 1>based on this same kind of philosophy that Richard Garriott

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<v Speaker 1>really sort of championed early on. UM. Now, the later

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<v Speaker 1>games in the Ultimate series there were nine of them total.

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<v Speaker 1>In the nine official full on Ultimate games, there were

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<v Speaker 1>also a few expansions and a couple of little side

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<v Speaker 1>games as well, but the last two, in particular, Ultimate

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<v Speaker 1>eight and Ultimate nine kind of got a little of

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<v Speaker 1>a well, there's a little backlash from the fans. Ultimate

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<v Speaker 1>eight had a different system of controls than the previous

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<v Speaker 1>ultimates did, and not all fans found it very entertaining.

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<v Speaker 1>UM and Ultimate nine, a lot of people felt even

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<v Speaker 1>though it was delayed quite a few times, I felt

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<v Speaker 1>that it was still rushed when it came out, So

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<v Speaker 1>there was a bit of a, like I said, a

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<v Speaker 1>little bit of a backlash by this point. And and again,

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<v Speaker 1>this is a point where the games were so complex

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<v Speaker 1>that groups of people had to work on them. It

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<v Speaker 1>was no longer possible for Richard to to design a

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<v Speaker 1>game from start to finish and build it all himself.

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<v Speaker 1>And speaking of other parties, it was in and Electronic

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<v Speaker 1>Arts bought Origin System UM, so you know they had

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<v Speaker 1>a transaction for thirty five million dollars in stock um.

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<v Speaker 1>And by that point, you know, he was a multimillionaire already,

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<v Speaker 1>you know, founded a mansion. Yeah, I'll have to go

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<v Speaker 1>a little bit later. The mansion is is Yeah, that's

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<v Speaker 1>a that's another matter entirely. Yeah, the Electronic Arts situation

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<v Speaker 1>was kind of the beginning of the end. UM they love.

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<v Speaker 1>The company continued to produce UM some some pretty good

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<v Speaker 1>games during that time, but Electronic Arts began to cancel

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<v Speaker 1>a lot of the projects that the origin team had

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<v Speaker 1>been working on, and eventually that I think UM made

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<v Speaker 1>Richard decide to leave the company entirely. He resigned from

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<v Speaker 1>Electronic Arts and founded a different company UM called Destination Games.

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<v Speaker 1>But uh, and I've never talked to him about that.

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<v Speaker 1>It seemed like one of those kind of taboo subjects. UM.

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<v Speaker 1>So I don't really know what the whole story is

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<v Speaker 1>behind it, but I can imagine it has to be

0:12:40.880 --> 0:12:43.880
<v Speaker 1>a little frustrating to see the something that you've created

0:12:44.640 --> 0:12:47.040
<v Speaker 1>kind of get the back burner by a larger corporation,

0:12:47.160 --> 0:12:49.520
<v Speaker 1>especially if you were told to head on like early

0:12:49.559 --> 0:12:52.480
<v Speaker 1>in the deal that you were going to have a

0:12:52.520 --> 0:12:55.400
<v Speaker 1>lot more control. Um. I don't know the details behind that.

0:12:55.480 --> 0:12:58.400
<v Speaker 1>I don't know that necessarily that happened, but he did

0:12:58.480 --> 0:13:01.240
<v Speaker 1>leave the company and found it an new company, So

0:13:01.280 --> 0:13:04.280
<v Speaker 1>that tells you something, right well. Of course, Electronic Arts,

0:13:04.280 --> 0:13:07.840
<v Speaker 1>for its part, is very very large, as in eight

0:13:07.920 --> 0:13:13.360
<v Speaker 1>hundred pound guerrilla gaming in a multi multibillion dollar industry

0:13:13.360 --> 0:13:15.719
<v Speaker 1>at this point, and they have responsibilities to their shareholders,

0:13:15.720 --> 0:13:18.800
<v Speaker 1>and I'm sure that it was probably something along those lines.

0:13:18.880 --> 0:13:20.640
<v Speaker 1>You know, when you get to a to that point,

0:13:20.679 --> 0:13:24.000
<v Speaker 1>when you're that size, you uh, some of your decisions

0:13:24.000 --> 0:13:28.120
<v Speaker 1>are dictated more by the bottom line than others. Um. Well.

0:13:28.520 --> 0:13:30.199
<v Speaker 1>And and one of the thing I wanted to point

0:13:30.240 --> 0:13:32.560
<v Speaker 1>out about the games that he made back when he

0:13:32.600 --> 0:13:36.480
<v Speaker 1>was with Origin and e A UM, he was also

0:13:37.720 --> 0:13:41.080
<v Speaker 1>responsible for the creation of Ultima Online, which is one

0:13:41.120 --> 0:13:44.840
<v Speaker 1>of the very first graphic based massive multiplayer online role

0:13:44.840 --> 0:13:48.199
<v Speaker 1>playing games m m O RPGs. Was that ever did

0:13:48.200 --> 0:13:52.240
<v Speaker 1>that ever take off? Ultima Online did very well. Um,

0:13:52.240 --> 0:13:56.679
<v Speaker 1>it was although it was always battling ever Quest right

0:13:56.720 --> 0:14:00.000
<v Speaker 1>the time, and I think it eventually was pretty much

0:14:00.080 --> 0:14:04.400
<v Speaker 1>they they also ran, but they had its own hardcore

0:14:05.160 --> 0:14:08.760
<v Speaker 1>base of fans, um and so it was never it

0:14:08.840 --> 0:14:13.520
<v Speaker 1>was never a failure. It just I think EverQuest eventually

0:14:14.640 --> 0:14:17.200
<v Speaker 1>outpaced it and and just kept the lead from that

0:14:17.240 --> 0:14:22.560
<v Speaker 1>point on until of course World of Warcraft, which now

0:14:22.640 --> 0:14:27.760
<v Speaker 1>dominates everything. Um. But yeah, that's that's another thing you

0:14:27.800 --> 0:14:30.080
<v Speaker 1>have to kind of credit Richard for. I mean, granted

0:14:30.080 --> 0:14:31.800
<v Speaker 1>it was a team of people who put that together.

0:14:31.840 --> 0:14:33.640
<v Speaker 1>It wasn't you know, it wasn't a one man show

0:14:33.760 --> 0:14:36.000
<v Speaker 1>or anything, but any but he was definitely a champion

0:14:36.000 --> 0:14:39.000
<v Speaker 1>of that. I got to see UM Ultimate Online in

0:14:39.000 --> 0:14:42.560
<v Speaker 1>a beta build UM about a year before it actually

0:14:42.600 --> 0:14:46.080
<v Speaker 1>went live, and I was I was really intrigued by it.

0:14:46.080 --> 0:14:50.320
<v Speaker 1>It looked a lot like Ultimate six in terms of graphics,

0:14:50.320 --> 0:14:53.080
<v Speaker 1>so it actually went backward because at that point, I

0:14:53.120 --> 0:14:55.560
<v Speaker 1>think Ultimate eight had been out for a while, so

0:14:55.600 --> 0:14:58.280
<v Speaker 1>it actually went backward as far as graphics are concerned.

0:14:58.360 --> 0:15:02.200
<v Speaker 1>But Ultimate six was also a really popular entry into

0:15:02.240 --> 0:15:03.960
<v Speaker 1>the series, so I didn't think it was a bad

0:15:04.000 --> 0:15:06.400
<v Speaker 1>thing at all. And it was also one of the

0:15:06.400 --> 0:15:10.960
<v Speaker 1>first to have sort of the in game economy. Yeah. Yeah,

0:15:11.080 --> 0:15:14.600
<v Speaker 1>it was really really kind of nifty. Of course, everything

0:15:14.600 --> 0:15:17.080
<v Speaker 1>that Richard does he tries to, you know, make sure

0:15:17.200 --> 0:15:21.960
<v Speaker 1>there's some innovation involved. UM. But so when Richard left

0:15:22.040 --> 0:15:26.560
<v Speaker 1>and founded Destination Games, he merged with another company called

0:15:26.640 --> 0:15:30.240
<v Speaker 1>nc soft. Actually Destination Games merged with nc soft. Richard

0:15:30.280 --> 0:15:32.400
<v Speaker 1>didn't that would have been weird. It would have been

0:15:32.400 --> 0:15:35.560
<v Speaker 1>like the Borg. So they put him in charge of

0:15:35.560 --> 0:15:38.120
<v Speaker 1>the Austin office of n c soft and that's when

0:15:38.240 --> 0:15:41.920
<v Speaker 1>Richard began work on a new massively multiplayer online role

0:15:41.920 --> 0:15:45.160
<v Speaker 1>playing game called Tabula Razza, which had a science fiction

0:15:45.520 --> 0:15:51.400
<v Speaker 1>uh background as opposed to fantasy. Now he's really into fantasy.

0:15:51.960 --> 0:15:53.560
<v Speaker 1>I mean well, I mean, like we said, he was

0:15:53.600 --> 0:15:55.600
<v Speaker 1>really into the dungchess and dragons, and he was really

0:15:55.640 --> 0:15:58.720
<v Speaker 1>into uh, you know, he went by Lord British for

0:15:58.760 --> 0:16:03.040
<v Speaker 1>the longest time, and he dresses in Elizabethan often not

0:16:03.080 --> 0:16:05.680
<v Speaker 1>as much as he used to, but yes, I mean

0:16:06.000 --> 0:16:10.440
<v Speaker 1>you would see him dressed in dressed Gettish, yes, and

0:16:10.480 --> 0:16:13.280
<v Speaker 1>well to the point where he really enjoys that kind

0:16:13.320 --> 0:16:18.040
<v Speaker 1>of the whole pageantry and theatricality of it. He also

0:16:18.120 --> 0:16:20.640
<v Speaker 1>was part of the Society of Creative Anachronism or s

0:16:20.640 --> 0:16:23.320
<v Speaker 1>c A, which is all about recreating kind of this medieval,

0:16:23.360 --> 0:16:28.280
<v Speaker 1>this idealistic medieval Renaissance sort of recreation um, the Middle

0:16:28.320 --> 0:16:30.400
<v Speaker 1>Ages is we would have it to be, I believe

0:16:30.560 --> 0:16:34.000
<v Speaker 1>was one of the mottos of that organization, which I

0:16:34.040 --> 0:16:37.880
<v Speaker 1>may or may not have belonged to at one point. Um.

0:16:37.920 --> 0:16:40.320
<v Speaker 1>But he also you were mentioning the mansion he would

0:16:40.360 --> 0:16:43.600
<v Speaker 1>also he has has he owned a mansion that had

0:16:43.880 --> 0:16:48.080
<v Speaker 1>secret passageways you can only get through from one room

0:16:48.120 --> 0:16:51.280
<v Speaker 1>to another by solving a puzzle. Or you would be

0:16:51.320 --> 0:16:53.280
<v Speaker 1>in an upper gallery and there'll be no way to

0:16:53.320 --> 0:16:55.440
<v Speaker 1>get to the lower gallery unless you moved a certain

0:16:55.440 --> 0:16:57.960
<v Speaker 1>object a certain number of times and then a magical

0:16:58.000 --> 0:17:02.040
<v Speaker 1>staircase would appear. Um. He would occasionally turn this mansion

0:17:02.320 --> 0:17:05.920
<v Speaker 1>into a full fledged haunted house. Uh. He would do

0:17:05.920 --> 0:17:10.080
<v Speaker 1>it like every other year, and he would hire Hollywood

0:17:10.359 --> 0:17:13.600
<v Speaker 1>special effects companies to come to his mansion and converted

0:17:13.680 --> 0:17:16.920
<v Speaker 1>into this haunted house. So we're talking, you know, motion

0:17:16.960 --> 0:17:20.520
<v Speaker 1>picture quality special effects going on at this thing. And

0:17:20.520 --> 0:17:22.920
<v Speaker 1>he would let people come. He would give out tickets.

0:17:23.320 --> 0:17:25.199
<v Speaker 1>Uh you do the ticket thing to in order to

0:17:25.280 --> 0:17:29.760
<v Speaker 1>keep a good control on traffic. But I'm pretty sure

0:17:29.760 --> 0:17:32.399
<v Speaker 1>he did it was all for free. Yeah, you know.

0:17:32.440 --> 0:17:34.800
<v Speaker 1>I think he might have auctioned some off for charity

0:17:34.920 --> 0:17:37.399
<v Speaker 1>or something. But he didn't charge people to come in

0:17:37.480 --> 0:17:40.880
<v Speaker 1>and see his stuff. He just he loved this kind

0:17:40.880 --> 0:17:43.359
<v Speaker 1>of theatricality and he loved to share it with other people.

0:17:43.720 --> 0:17:46.159
<v Speaker 1>Still does I'm sure. I don't think he does the

0:17:46.200 --> 0:17:48.399
<v Speaker 1>Halloween stuff anymore. I think he stopped doing that. It

0:17:48.480 --> 0:17:53.520
<v Speaker 1>just became um too complicated. Uh. I believe sometime around

0:17:53.560 --> 0:17:56.280
<v Speaker 1>the late nineties, maybe the early in two thousand, two

0:17:56.280 --> 0:18:00.439
<v Speaker 1>thousand one, he stopped doing it. But well, that's uh,

0:18:00.480 --> 0:18:03.800
<v Speaker 1>you know, sort of the story of a successful game designer.

0:18:03.840 --> 0:18:06.639
<v Speaker 1>I mean, if you're if you're making that kind of

0:18:06.640 --> 0:18:08.520
<v Speaker 1>money and living this kind of lifestyle, you'd want to,

0:18:09.000 --> 0:18:11.479
<v Speaker 1>you know, probably keep going if you were really into games. Right,

0:18:11.760 --> 0:18:14.840
<v Speaker 1>just yeah, you're doing games for except for the fact that, yeah,

0:18:15.040 --> 0:18:18.400
<v Speaker 1>you would think that, uh, and you'd be wrong. Yeah,

0:18:18.520 --> 0:18:20.960
<v Speaker 1>Richard Garriot is no longer producing games, at least as

0:18:21.000 --> 0:18:23.800
<v Speaker 1>far as we can tell. Right now, um, we we

0:18:23.840 --> 0:18:27.240
<v Speaker 1>need to talk about his most recent famous exploit, which

0:18:27.280 --> 0:18:32.719
<v Speaker 1>is that Richard Garriott became a space tourist. Well, you know,

0:18:33.000 --> 0:18:35.639
<v Speaker 1>I think he would disagree with you. He become a

0:18:35.960 --> 0:18:38.720
<v Speaker 1>space ambassador. No, no, no, now, see this is part

0:18:38.720 --> 0:18:42.320
<v Speaker 1>of the deal because um, this article and Wired, which

0:18:42.359 --> 0:18:45.840
<v Speaker 1>is pretty interesting. It really gets into like I said,

0:18:45.840 --> 0:18:47.800
<v Speaker 1>really it's more about Star City, which is where the

0:18:47.840 --> 0:18:52.000
<v Speaker 1>cosmonauts train. Now, when you enter training, according to this article,

0:18:52.000 --> 0:18:54.680
<v Speaker 1>when you enter training at star City, you are a cosmonaut.

0:18:55.440 --> 0:18:58.920
<v Speaker 1>So he is a cosmonaut. I'm sorry, but NASA will

0:18:58.960 --> 0:19:02.840
<v Speaker 1>not call him an as you not. And he apparently

0:19:02.960 --> 0:19:07.320
<v Speaker 1>takes exception of that. Um. The article suggests that maybe

0:19:07.400 --> 0:19:10.919
<v Speaker 1>it's because he's into player classes. Could he wants the

0:19:11.040 --> 0:19:14.600
<v Speaker 1>title to level up as an astronaut as opposed to

0:19:14.640 --> 0:19:19.520
<v Speaker 1>cosmat multi class. Yeah, the Americans call him a space tourist, um,

0:19:19.600 --> 0:19:24.000
<v Speaker 1>but but not the Russians. And he uh in October

0:19:24.480 --> 0:19:28.560
<v Speaker 1>lasted off for space Yasaya's rocket YEP at t M

0:19:28.560 --> 0:19:32.280
<v Speaker 1>A thirteen YEP, went to the International Space Station spent

0:19:32.320 --> 0:19:34.400
<v Speaker 1>more than a week up there. As I recall YEP

0:19:34.600 --> 0:19:38.560
<v Speaker 1>YEP and and and his fascination with space. This isn't

0:19:38.560 --> 0:19:41.080
<v Speaker 1>a new thing just because the Russians offered this. Oh

0:19:41.200 --> 0:19:45.439
<v Speaker 1>did I say the Russians just offered this? Well, he

0:19:45.520 --> 0:19:48.879
<v Speaker 1>became a donor to the X Prize Foundation, and he

0:19:48.960 --> 0:19:54.000
<v Speaker 1>actually uh started this organization called Space Adventures, which sells

0:19:54.280 --> 0:19:59.600
<v Speaker 1>seats on Russian spacecraft for trips into space. And that's

0:20:00.200 --> 0:20:02.480
<v Speaker 1>kind of how he ended up there. He um, but

0:20:03.760 --> 0:20:05.840
<v Speaker 1>seat for thirty million dollars. About to say, I think

0:20:05.840 --> 0:20:09.800
<v Speaker 1>it's up to thirty million dollars And apparently from what

0:20:09.880 --> 0:20:13.320
<v Speaker 1>he said, that's quite a bit of his money. Um.

0:20:13.680 --> 0:20:16.760
<v Speaker 1>He came, you know, this is not pocket change for him.

0:20:16.760 --> 0:20:20.080
<v Speaker 1>This is a serious investment. Um, Andrew wants to go

0:20:20.119 --> 0:20:24.200
<v Speaker 1>again and it may be uh up to forty five

0:20:24.280 --> 0:20:26.240
<v Speaker 1>million by the time he does that, So he may

0:20:26.520 --> 0:20:29.560
<v Speaker 1>he may be starting another game company. Well yeah, because

0:20:29.600 --> 0:20:32.800
<v Speaker 1>on November eleven, he wrote an open letter to the

0:20:32.800 --> 0:20:37.320
<v Speaker 1>Tabula Raza website which essentially announced his he was resigning

0:20:37.400 --> 0:20:42.280
<v Speaker 1>from the nc soft company and was leaving to pursue

0:20:42.359 --> 0:20:45.640
<v Speaker 1>other interests. But that's about as much as we can

0:20:45.680 --> 0:20:47.320
<v Speaker 1>tell from that letter. I mean, there was, it was

0:20:47.359 --> 0:20:51.639
<v Speaker 1>fairly cryptic. We know that the inspiration for this was

0:20:51.720 --> 0:20:54.879
<v Speaker 1>his trip to the International Space Station, so presumably it

0:20:54.960 --> 0:20:59.240
<v Speaker 1>has something to do with space exploration, possibly private space exploration,

0:21:00.320 --> 0:21:02.800
<v Speaker 1>but we don't really have any details other than that.

0:21:02.880 --> 0:21:06.520
<v Speaker 1>At this point, he hasn't really elaborated on his reasons

0:21:06.560 --> 0:21:11.200
<v Speaker 1>for for resigning and or what his other pursuits will be. Yeah,

0:21:11.560 --> 0:21:15.320
<v Speaker 1>and again he's into it. This is not just the

0:21:15.400 --> 0:21:17.520
<v Speaker 1>Russians taking him into space and he gets to hang

0:21:17.560 --> 0:21:19.920
<v Speaker 1>around in the space station. He actually has to take

0:21:19.960 --> 0:21:23.800
<v Speaker 1>a part in working on science experiments. Um he has

0:21:23.880 --> 0:21:27.159
<v Speaker 1>to flush the space party if he needs flushing, and

0:21:27.160 --> 0:21:29.680
<v Speaker 1>he had to be trained on every piece of equipment

0:21:29.680 --> 0:21:31.879
<v Speaker 1>in case something went wrong. Right, It wasn't a passing

0:21:31.920 --> 0:21:33.800
<v Speaker 1>fancy kind of thing. Now. As a matter of fact,

0:21:33.840 --> 0:21:35.840
<v Speaker 1>apparently he had to study Russian for four hours a

0:21:35.920 --> 0:21:38.160
<v Speaker 1>day so that he could actually read the instrument panels.

0:21:38.960 --> 0:21:41.520
<v Speaker 1>So I mean, he this is you know, this is

0:21:41.520 --> 0:21:43.560
<v Speaker 1>not something that he has to take lightly. This is

0:21:43.680 --> 0:21:47.119
<v Speaker 1>something he has to be ready for in all capacities.

0:21:47.640 --> 0:21:50.720
<v Speaker 1>It's not just flying around and going hey, yeah there's Mars.

0:21:50.840 --> 0:21:52.800
<v Speaker 1>So yeah, he was. He was a cool guy back

0:21:52.800 --> 0:21:55.359
<v Speaker 1>when I met him. Uh, and now he's super cool.

0:21:56.880 --> 0:21:59.400
<v Speaker 1>Um And I'm really interested to see what he does

0:21:59.440 --> 0:22:03.639
<v Speaker 1>next because he he he gets behind his projects with

0:22:03.680 --> 0:22:09.400
<v Speaker 1>such energy and passion and uh and a real curiosity

0:22:09.840 --> 0:22:13.040
<v Speaker 1>that you can't help but admire the work he's done.

0:22:13.080 --> 0:22:14.960
<v Speaker 1>Even if you're not a big fan of computer games,

0:22:15.000 --> 0:22:16.879
<v Speaker 1>you know, there's there's no question that a lot of

0:22:16.880 --> 0:22:20.880
<v Speaker 1>work went into what he has accomplished so far. So

0:22:21.000 --> 0:22:23.760
<v Speaker 1>it's very exciting to think that he's gonna tackle something

0:22:23.800 --> 0:22:25.640
<v Speaker 1>new and I kind of kind of curious to see

0:22:25.680 --> 0:22:30.359
<v Speaker 1>where it goes. Now, Um, I have am I gonna

0:22:30.400 --> 0:22:37.879
<v Speaker 1>miss his games? Yeah? I loved the Ultimate series. Um

0:22:37.960 --> 0:22:40.119
<v Speaker 1>and uh, you know, it's kind of a bummer to

0:22:40.160 --> 0:22:43.160
<v Speaker 1>think that he's not going to be doing that anymore, probably,

0:22:43.640 --> 0:22:46.840
<v Speaker 1>But I am glad to see that his work has

0:22:46.880 --> 0:22:50.119
<v Speaker 1>inspired other people so at least to get you know,

0:22:50.280 --> 0:22:53.159
<v Speaker 1>kind of following his footsteps. That's true. And you know

0:22:53.200 --> 0:22:57.480
<v Speaker 1>he's only Yeah, he's still a young guy, so there's

0:22:57.480 --> 0:23:00.960
<v Speaker 1>plenty of time. Well, I think that's a really good

0:23:01.040 --> 0:23:06.000
<v Speaker 1>uh overview of Richard Lord British or General British gariot. Uh.

0:23:06.040 --> 0:23:08.159
<v Speaker 1>If you want to learn more about these kind of topics,

0:23:08.320 --> 0:23:10.680
<v Speaker 1>we can read things like how M M O RPGs work.

0:23:11.000 --> 0:23:14.280
<v Speaker 1>Those articles are live right now on how stuff works

0:23:14.320 --> 0:23:16.760
<v Speaker 1>dot com. And I guess we'll say Hale and well

0:23:16.840 --> 0:23:21.359
<v Speaker 1>met Tia again really soon for more on this and

0:23:21.440 --> 0:23:24.960
<v Speaker 1>thousands of other topics. Because it how stuff works dot com.

0:23:25.280 --> 0:23:27.359
<v Speaker 1>Let us know what you think. Send an email to

0:23:27.520 --> 0:23:34.080
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0:23:34.119 --> 0:23:37.480
<v Speaker 1>by the reinvented two thousand twelve camera. It's ready, are

0:23:37.520 --> 0:23:37.720
<v Speaker 1>you