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ECGC 2014 Keynote w/ Ken Rolston - How to Pitch a Game

2014-04-24
my name's Andy bass I managed the Evangelist member of that wordsmithing gangs which is a new effort that goes hand-in-hand with our subscription program plan we're just really excited to be here and you know just participate in this event I was asked to do an introduction for Ken Ralston and that was really exciting to me because I've always worked closely over the years I played the heck out of our mind and pelvis goals a little bit of it working on the back one day but going even farther back and I'm training my age a lot of the tabletop you know strategy kind of strategy for injuries that grew up with on the other hand in front of that community and the lesson for me there I think is you know there are fundamentals of game design forget if it's you know running on a computer or an xbox bar on a tabletop but there's certain fundamentals of storytelling and design that make the experience fun and this man was just just helped define that entire process that discipline that I cracked if you will so without further ado I'd like to introduce I've got cheap gave my price - that's the difference okay eight pitches you now basically understand what the title is this is me internationally celebrated game designer that's what I teach everybody getting parent like little animals when I introduce myself memorable meaning old and dangerous from the age of paper pencil game a game which you could not win in which the great joy was to lose all time and die and then be reborn into clone and then also tales of the Arabian Nights eight or telling story hella game then I didn't were winded oblivion a number of other like single role-playing classics and a noir reckoning for big huge games that's my major claim to fame and now I am the most important thing there visionary evangelist and mentor and that would be part of the context of what I'll be talking about for game bitches I was hired as a visionary evangelist and mentor you want that job I assure you it's going to be very hard to get something a long time but essentially it means I didn't do a lot of teaching and selling and also the visionary part really hard to express that basically it's the guys who get people to go into the wilderness without enough food water and not mention to them that they like died it's like Crusades and coke original things like that very glorious and just don't forget a lot of the time people come back I'm from one of the seven they do this I think I'm a righteous old dude at this point I surrounded the game industry for about 30 years I entered paper-and-pencil gaming in my 30s I entered computer gaming in my 40s so it's never too late to make a mistake on this skip ad scale one thing I want to do is a caveat I am two kinds of internationally celebrated game designer mostly I'm a narrative designer I don't there's a number some stuff like that I can't do math I can't tell you how long I've been married to be complicated to me and role-playing game designer that means I design the games that are narrative in their core and every way and also far too big for anybody here to even think about working in is there anybody here working in a role-playing game development right right now okay pardon me the tiny number because it's just impossible cost way too much money but nonetheless my knowledge will kind of communicate to you in some way that your violence may Meredith okay the roadmap of what you understand that I am NOT responsible with your storytellers on when I give you over the year story to tell the person I act as that was a two-act nightmare it's about any pitches and how as a mentor evangelist and visionary I was using game pitches as a way to incubate in projects and also new people a new design flavors that turbine and Warner brother and then the second half will be about what I discovered about what I did when I started teaching that's always very exciting than they'd up I was hired to do something that nobody had done beforehand I made it up and then I'll give me an idea what it was like before I learned anything at the beginning of 18 months and then I'll give you an idea of what happens when you actually find out what you're doing then I'll talk about a few models that give you some illustrate illustrating examples of the vast abstract shoes that I'll be talking about then I'm going to talk about something at the end cause we're closet dramas because one of the problems is is that I've told you that I'm a linear designer and reliable but why most of them have landmarks scattered you're here mask to remind you that I'm totally irresponsible I will not tell whether your story just like anymore or whether it is Libyan you have a main quest but I promise you that's not important what's important is what you see off way in the distance and that also that expresses the complexity the end of the package but the simplicity never does the simplicity makes you feel confident that you know what you're going to get you're gonna get to the end of your path probably not dead that's not a visionary building which type thing but the landmarks again that one is supposed to be on the end of this line is a reminder that it ends in tragedy sometimes so part of my job is you're supposed to hear what I'm telling you but you're also supposed to look at what I'm doing more than what I'm telling you because I'm trying to give you exterior eyes some of my thought process and how I go about making my visionary efforts and my tragic mistakes and how they kind of get integrated into growth and development okay so what is a gaming pitch this is American tweeted and I gave pictures of basically an idea and unique game ideas are the big games but they have a very specific meaning in mind in three days fountains of money occur when you make a successful game pitch and that's what most people think of game pitches are and that's why it's hired there to come up with game vision because they wanted fountains of money there's more to it than that it's a game that a game design level what a great pitch does is it tells you what you want to do it expresses what relationship you want to have with your users in the very beginning and if you're doing your homework your game pick will be just as useful as it was when you're selling it the first two executives as it will be when it reaches your user that continuity of vision is something we're going to be looking for so let me tell you what I originally came up with I've been doing a game plan for a very long time so I thought this would be a perfectly perfect process for the incubation process it a turbine we would call four pitches and we can call not just from game designers but from everyone marketing sales QA they would submit a premise which we'll talk about later and we would go through trance and revision collectively and they would make a PowerPoint if they didn't stop at the premise and then they would do a presentation and I'll tell you that that presentation was aimed only at executives and that we would make a review we'd say which things are good or bad and then we would decide what we're going to begin to go into pre-production so that would be the whole process in theory make up some pitches make sure they don't suck in one document make sure they don't suck a larger document present that using those two documents and then start playing games that turned out not to be the way it was but let's put in a few minutes okay let's talk about we're on the second step court attorney the premise is fine by the way these are pictures frightened mentees being mentored by the buzz within fear so purpose is like a film treatment it's like a two page executive summary film treatment meaning if you're gonna make a film and you don't want to give a total screenplay with a executive cuz he won't read it anyway you give him at least that treatment so he has a record of what he heard and there were a couple examples that I have created in 1995 the very first computer game company I want to I said okay where's the think of like a screenplay that I do in order to start the games and they looked at the gap drawed with indifference and confusion because there was no and still is no accepted format to start a gaming so I just invented one on this bottom 20 years ago before I knew what I was doing these are the things that I used just these last two three years because since nobody has a or shared for that I decided never try that I have two examples here these were written in 1995 they have various structural units which I'll go over in a little more detail the titles and the imaginative entry are two elements of the way I get started and what I really want to have happen is to have some the title has to catch and something some fragment of imagine of entry and this was what they would look like didn't spare enough for the title and they would have a whole snatch my thing like a whole quote in a magazine something that you find it that lying out of the margins and then I give you a high concept something you usually hear you like see what's give me a name of a MOBA League of Legends meets Harry Met Sally or whatever something like that so whatever it is it's a high concept America inconceivable it is that's well that's the simple way you would started and then there's a section which says who you are and what you're doing which by the way if you're game designers when you this up you don't remember this you have to do this this is really the notion is going to be that a pitching process creation this is a great way to teach you how to be a non-sucking game designer not that you don't know how to do all these things but you generally forget a checklist to make sure you did them all and you may often be in a fervent state of creation where you've forgotten the other three or four or five things you need on your checklist also you're either face roughly what does it look like when you're playing that could also substitute some case f genre your gameplay this would explain briefly and apparent record so what we're actually doing what you like and you need to have gameplay premiere the game mood to me because I'm an internationally celebrated narrative designer it's always important to me to have those elements of narrative that I think are more emotional so I wanted to know that's what the the interface between you and your user is through the mood above the thing that you do and you want to want to touch something in it you didn't know you want to know what emotion it is you're touching and then I would talk just because I would be talking to people who had money I want that the shower money on them have roughly about how big an audience I was that and how I thought we would have some way to fund it and back in 1995 there were some very simple ways to make money there are different ways to make money now but you would have to fill that in on your own and then something that I didn't know about this came in about the 12th month of our design process we added another section called emulation target which I have to say is the most important tool if you're going to talk to executives because they don't want to know and in the detail see because they're not developers in those cases I've been lucky enough back for mess up and be huge they were developers the people artwork before so when I was talking about something exciting in a design sense they understood what I was talking about they've got the references what executives are not going to be able to do is to make those connections so if you can say oh it's just like clash of clans it's the good thing about that that meant your designer actually had an idea of what the game would play and felt like is the bad side of that if it's a game no one's ever seen before you can't make that emulation target so it does place constraints on what you can come up with and we can discuss that there's a broader sense later this is a landmark this is where we swept off the road into the high grass occasionally and it's because I think of game development as a clown car moving through tall blond grass so so far are trying to impress in some way how deliberate intelligent it is what it really is is very very creative people very hotly energized to go somewhere in a big hurry and there's just no way to know where they're going they're going to go very very fast and there's accidents are very lightly so cheerfulness is really the most important okay know what planking I can't think that the plank is then anyway power points are what the industry uses the way you're going to find out something about power points is by looking at them guess what you can't do you can't put the power points because once the company does one that's an intellectual property they're going to guard so we're going to talk a little bit about how we find ways to get around that problem you're going to study the existing ones when you can find them me I provide a starter template it is so incredibly non detailed but I'll give you an example of vesting it started as just as you want to start off with some form and then you can start making progress with you checked off things on your checklist you want to then share your models if you have 12 people who submitted pitches they're going to learn more from each other than they'll ever learn from me partly number one because I'm a limited resource and I only know so much about game development and game design whereas if you look at that you steal from one another's materials in order to make your stuff better you're always trying to compete in to win because winning is everything isn't that right I didn't hear that but curdling cheer that I expected and then you're gonna steal one another styles of tricks and if wishing want part director alone but I will warn you if you're a designer and you don't have entry-level art skills that doesn't be making art and stealing art and using it using it in the graphic design you need to be able to make maps please understand that anything I have to say to game designers that's learn how to do things that aren't purely about words otherwise you're a dead man use Excel use a freehand or what good lord corral draw other primitive things with nobody all of you dies and the odd thing is I found often in marketing because they're nice to have our point they wanted to start with a PowerPoint and not with a premise I wouldn't let them start but I wouldn't force them to make the text a thing because what it is is the checklist they had to do the logical deconstruction of what they wanted to do they only had to us they didn't have understanding and the only way I could prove to them they didn't have understanding as would say you can't fill out a premise that's just a warning to anybody tries to do it this is basic one THQ is dead after all as you know but I burned their HQ and the actual gate premise format that they gave us there's only seven slides and one of the slides we have maybe three different slides built into it so it's a total of ten slides that would be your basic one that the simple thing is just what the hell is it then comes the hard part why should I care actually if you've got that part right then I'm ready to start working on getting the polished details with you and then this is for that your audience partly talking about who are your users and partly about whether this amount of money come from your feature set or points both points those you love words don't love paragraphs should stop glowing parents is one other things that people don't like with their executives are in fact of their engineers or anybody it's used to technical documents they want to know what's important and if they're confused about what that thing is what it means they'll ask you so you want to build that document to elicit questions not to answer them because if they answer the questions they'll have lost the will to read or to live and then depending on whether you're in a narrative game or in a non narrative and have some sense of progression so you if you don't have a three-act structure you'll have an Earl introduction mid game and then an elder game instructor trying to get to my idea how the player progresses and then you want to have pictures and for me by the way they've got the artists to do something sometimes that crying that's fine that I steal my concept better I steal us from trailers for movies I steal it for magazines I steal it from companies we're writing so that's essentially all simple slide template that they were given and then we made an offer pitches in the process begin this is another landmark this was supposed to be a narrative of jazz talk and I chicken down but what I was going to do is I was going to put a red ukulele here and never reference it until somewhere in the middle of the thing and that was to be a physical representation of how something can be presented in the background it becomes part of your narrative what happens for that it can be symbolic in some way it'll be theatrical because everybody sees Jesus is read and say something it's going to be important and it's all by itself it's very distracting to them this is going to be an illustration of one aspect my product creates a pitch concept is I always design for hundred percent of the content and then I throw away at archive three hundred and fifty percent this is one of the pieces this gets rr5 for development for a few things so number one that foreshadowed my future development you'll have something if I come back you'll want to know what worse is ukulele where's the review clearly but also that surviving fifty percent you want to turn it into a new percent awesome by that point you know the fifty percent that doesn't stop and you want to make everything look like that fifty moving back to our structure we've gone there four point four what we discovered when we were looking for wisdom and truth and they were unanticipated lessons of benefits because ignorance has that virtue when you start doing something in ignorance you will eventually learn something and it's always exciting sometimes what producing but when you're in the wilderness is starving to death you learn very quickly you focus on water you focus on the food and not roasting well the great things we did by accident never imagined doing it we were going to present to our executives but then we said hey we've got powerpoints awesome why don't we gather everybody in the company in a room like this and have a son that's the best of all other pitches it was great in a million ways because it wasn't just designers it was people from all different crafts also I'm in a multi development team studio so from different projects came together and then if you get them excited they start talking at the end of it so your first job first thing that makes it awesome is you're talking to your friends and you don't want to suck therefore you make your PowerPoint really awesome and also when your friends look at you and say wow does it suck I couldn't play that game or you say oh that's stupid you couldn't possibly do that partly let me translate that that's too visionary that's too innovative that's but it was great that was the way we engage designers and programmers and marketing weasels be everybody wanting to get involved so that public display of the studio mission at a top level of your managing companies or something like that that is a really powerful more housing I hated and despised our studio executive Aziz kept talking about how good this would be for morale and then later as a oh yeah you were so totally right this is not just an artistic thing this is about understanding what your people do and it's giving people a chance to do something creative how many people get the getting game maker few but a lot of people got to give their idea and have it presented the people that was totally awesome we originally this is this is the technical level what an idiot am i is how I learned I originally thought we were just talking about two documents because I love documents in the narrative designer I'm really a writer who number that our writer so I want document but it was what it really is is I forgot to somehow that I used to believe when I was a kid and what my students is when I was teaching high school all the way that literature equal to text that the book that you read Rebecca of Sunnybrook farm that had to be exactly the way it was the Game of Thrones books that had to be that way never occurred them that the author was making choices so the important thing to realize which I learned back in college from weed Rosenblatt is that literature is the sum of the text and the reader it's the response of the reader that makes literature and if you forget about that you were a hot day man so it's that when I was trying to put together idea of game issues so my new is involved and my concept is that it's about the premise and the PowerPoint but the important thing about the premise of the PowerPoint is that they generated frequently asked questions you would step in you do a five-minute presentation to an executive and then the thing that we didn't know was important happened the executives wouldn't ask questions and then we would look at planned on Thursday totally that's what everything was about because the executive was telling you what he wanted to hear not what you wanted to tell and then that's the most important thing that you could possibly do so all are we process a dry runs where we did presentations for Hospital audiences that is training hospital audiences your Frank's we're trained to be rudely and adorably mean to you and that generated how holy I don't have the answer that question for this game sucks oh yeah I need to know that you make this list and then what that does is it allows the presenter to go in and deliver for five minutes and then wait patiently like this like you're challenging the executive to ask a question they he asks a question and a few ask answer in such a way that you stop it then he has never will roll resistant they says well what about this other thing it's always a little more tentative because if it is a score the first question he's going to go a little slightly if you get through three questions and every one of your answers fuels that you know what the hell you're doing he no longer has that he has the moral and emotional will to resist but at that point you at least gotten across the sill now one thing I want to suggest about how this works is we discovered that there's a certain container capacity that PowerPoint should only contain 1% of what your project is about and the executive capacity is only about 1% of was your total project is and the new user capacity this the thing we didn't understand yeah I can't explain it to a user simply it's not a very good idea has to be in that one small QuickTime 1% and the trick is the visionary genius has to be prepared for when questions are asked or to ask that the actors he knows 450 percent of everything and by the way that means you have to set yourself a very high standard of having done your homework you do not peacock that in front of your audience when you present it you don't try to show that you're extremely smart you let them be smart we show something that's intriguing and let them demonstrate their intelligence and then you stuff their intelligence right now the threat to the power the mission you've done in your home by the way hand waving right now how hard that is to do everything everything I do here is and waiting how hard it is but I'm just trying to give you a really simple idea that you didn't imagine so what you really need to understand is that the presentation is just a way to get executive questions ideal is also a way to get user questions when you present it to a whole studio the questions you've got any different questions than you get from an executive very often they'll be user and developer directed and useful at that level and then you want to reveal your depth of genius and project your project mastery and then three great spontaneous answers that that's the goal you want to win you want to have three three sprites and move to the next level so in a more enlightened sense what you should also realize it should recapitulate the entire evolution of your project you should begin worrying with your pitch that you craft together with your friends and then you have to get past your execs which will also have to get the buy-in of your studio colleagues and then when your project team is coming together you need to take that and it has to be been a 1% tiny understandable I'm excited to perform and then finally that form has to move directly into the use you want that continuity a vision that's what vision stuff is about and again and waiting the whole problem how difficult that is I have a dream of one vision moving from pitch to user I've never actually been able to do it but more when I think I came as close I had a 10 item thing that I plan to use burly with the publicity and journalists and of the ten things 9 and the more sensible the third thing was something like text management or journals of anybody that who played more will discover we made the worst journal in modern history and somehow from government to care enough that so I you know even if my best effort you should fail at anything like this but it's a great high conception also GDC 2014 fabulous presentation can't remember the guys then Greg something or other defining project vision he tracks the Saints Row one through four totally good reading for you I may not be able to understand it without that hopefully we'll have the video someday right now you have a power here's some other things just quickly it's great to have a learning community of intellectual dissipation it's nice to argue about any design ideas together that brings you together we found awesome people who were way outside of their game design comfort zones who were awfully created oddly enough very opening marketing and in community there were people who know users it turns out you often don't know the users you know your text you don't even name you like but you don't really know what the people like to be using this was a volunteer program I can't tell you how important that was these were people who would take time out and they would be over the weekend they would put together pitches and they would come in and peacock to those pitches they felt so good and by the way they have the moral high ground they're not working for money therefore you can kind of trust them in a meaningful way there was a lot of innovation and I want to tell you that that's not what I hear when you have executives involved and maybe not a good idea when you have users involved because people like what they're used to and I'm the I'm not using executives in a solitary way I'm using all of us we want to see what we're familiar with so what I replace that with as a political gesture having taken its study in the Republican Party Lawrence had a handle management you you can argue about innovation but nobody can argue that whether they want freshness or not they want it can be fresh so you can use that word pretty regularly and that the more like by the way the so expected our people when we gave that idea that they started making things that were innovative under the name of freshness so we had to give them emulation targets to curb their creativity and waiting that's one of the details that I'm not going to talk about is how broader range of creativity and competence there were in these pitches we mostly try not to evaluate whether they were really great ideas or even makeable if they excited a user fantasy because my job when I came there was to represent the user I'm supposed to say I care about what people really want not what's possible not what we can afford but what people really want them to find our way to get there oh yeah learning how to make pitches it's really great they just recently we had a guy he brought me his first pitch two weeks ago went to the dry run process and by the time he ended he went from a place where he would just like not at all good and then when he stood in front of the executives he just says you know I'm really scared and he was so at ease with that and he was so ready that he charmed everybody in the room he just went from zero to 60 in two seconds of fabulous mentoring vector for me this is great this is a great way for me to push my design agenda on the group as a whole and through its opinion creatives the people who have the energy to go out and find things on their own in any population you'll find out of 170 may have a 5% or 10% who are actually going to make change we're gonna make things done you get excited about going in the wilderness with that nefeli water going on pilgrimages the doctor worked out so we were able to put together we did a lot of research I kept sharing your research with them they share research would be they talk meets up and we shared those references in powerpoints and emails now what I'm not going to tell you about what I'm hand waving is how much a nightmare and a disappointment to a lot of humans number one some people are perfectly in the abstract willing to imagine that they're winners and losers but it hurts not to be a better and it hurts to become you to be Eminem the Sundance Film Festival and not have the best day if you don't feel comfortable that you were and you're in an entertainment industry in a performative it's industry here at the wrong industry you have to love the suffering that comes from not being great until you get to be totally great it's a very difficult thing to deal with it I happen to feel that that's one of the positive things learning to mediate that experience but it's also it's just painful for people involved and you have to be an enlightened manager like me to help people do that and that's that loss of person 100 when you make a picture it's owned by Warner Brothers you got to get over that and I'm often told people before they give in the pitch and I say if you think this was something really awesome you don't want to give it over to Warner Brothers keeping working on it near declining years when you get fired or drift or go to prison okay so this is how we revised the process we spent never poured dry runs and back development in there and then the back the ground bag presentations came into the executive presentations so that's essentially what it wasn't is up a fragrant cloud computing design and the lightness that is the everybody to feel warm and fuzzy and educated and also that's a reference with the Cloud of Unknowing a work of anonymous work of Christian neo plays and like tonic mysticism and that's just cuz I want to show up because I was a college ok and now we're going to move on to some ideas that I would like to share with you four ways to use the big primal process number one game pitches for narrative jams why should we have game jams that are just about making great games let's have game games that are about great game ideas something that you can probably work on if you don't have the technical skills you'll still be to teach in many cases to bring this sort of thing I think it'd be totally awesome I will say that making a great presentation is not easy but they can create game is not easy those two things might be worth what I want to tell anybody it's got a game development program university or a trade school or something like that use this idea properly it has a small technical footprint and will allow people to get involved and to learn things before they have entry-level skills in the technical stuff and it also teaches this presentations important and also making an emotionally effective an audience directly in a presentation that's something you want to figure out how to do how to put the hook into an audience and then share references in the design community I want to make a case for that being something that we ought to share and use as ways to stimulate new bad ideas okay here's another one of those landmark things I stole this from a Gordon wall from GBC talk long time ago one highlight is the most important thing here through the pitch process the most important thing was being cheerful when things were going to hell in a handbasket when you're working really hard and I want to say that that's probably that plus boundless resources of energy is what's really important for a game design because what you have to do is you have to fail fail fail fail and succeed you have to be trying to do things that are too hard for you to do there actually is one place on perfectly willing to share my - the meat ax and llama documents and references beer over IP is actually on that website great speaking did a humorous pitch a way that you could deliver beer across the internet for the ball but it's an example that our best barrier pitch but where you really want to go see game pitches calm which has some number of really interesting game problems you're going to notice on that site though the most important thing is the difference between the pitch that was made was made for example by track pitch document which is available there looks nothing like the Bioshock game you play it's an interesting it show us vision but and but you're going to say what were these for this this one is old doesn't play state had a plan state is like a 40 page document that captures the term perfectly tone is mood it's probably my favorite example for one paper figuring out a very very difficult game design and getting it a 442 they work perfect before you start to go into consumption this isn't a game that almost certainly will never be made because of God my king premise was based on the idea that safe decided you know he wanted to do something about the apocalypse and there was a poor staff work among the demons they thought that the seals were not seals to or anything like that but they thought they were harbor seals so they invented seven giant seals and float on lament columns of white that caused an destruction I just want that illustration to me ya know rag on it an example this is from my private things before Kingdoms of Amalur was made a game as best ended was imagine that I'll give you the first four or five slides of something that I used very early on to say this is roughly what the game would be like the art is stolen from a first video trailer of Witcher that you'll see another piece marked like that from them with your thing in a few seconds that's the only piece to that that's really pieces of concept part in there so you can tell that kind of Nazi said you know they're bad so this is kind of a next expression of what the conflict is and now that's the packaging you return you pick up what your father left off and he is remembered as a cake a hero and a traitor and the whole thing there says your dad was known by many names how will you be remembered so that is a way to set the emotional look up what if you realize it was going to be about family and it's also about people who are good at making choices which seem good and which turn out really badly like that your whole nation of exterminated linden and then you come back and you've got a problem not your dad's totally you're gonna have to do something completely different your reputation at the beginning of the game will be bad and we'll have to ameliorate in some ways it persists so that would be the end of us there's the first five slides which are used to give a sense of what it was and involved into a thing which I called the home page we didn't because we probably would have done more and and the home pages were institutionalized this way to communicate and we were making a narrative progress but I added a bunch of slides good and used it for the first term for the whole company could give an idea of what kind of a vision we'd wanted for the game so we used pieces concept art to give you a sense of what the places we're going to be and this was going to have a new concept you when started in the west where the river river is and rocks on to your way across the cities and you would end up over at the choke point at the end and the idea was that as you progress across the map you could tell you we're coming to a climax because the walls of the balance of a valley river closing in so it was an attempt to exteriorize the dramatic structure in the landscape area just pictures of bad things thank you these are people you can talk to and the cheap trick is you come back from across the sea out of Exile and we've assigned you two of the guards of your father's guard or totally useless and that kind of makes your situation even more pathetic and adorable they can at least tell you what they're your information kind of this early in the narrative exposition and idea what places are going to look like and then I made this in a 3d thing that's my first 3d thing and yet I thought that was awesome and then my tradition is having great features and always having less than that or more than that never exactly happy because it was that sense it was going to evolve if I have blitz and great things and they for that's what we want okay and then we close off of this and that would be the direction to go off and dig around in places where they would find the game this is trying to figure out a better way to do this is modern kinda just messing with this I would start off with this slide and then I would put its context in a single slide that could compress that whole idea the first three or four slides so as Brecker you should always be thinking about ways that you could do use compression because time is money okay is it their normal internal thing turned it into a home pitch is a printer later on it was used to sell us to THQ so there's math amounts of money but not those slides the process of making pitches we kept evolving the pitches the pitches developed over time so expect to have that discipline in your development team if you want to not suck okay another landmark this is just the truth I mean saying lucky you saying what's really important is for you to be crazy if you are not crazy you cannot get started as an artist I don't know how you get crazy everybody's going to have their own way sometimes it's the solitude in the urn room sometimes it's talking in other people's love it's like holding for large crowds showing pictures of them but you need to have a picture like that somewhere in your folder structure that you can go back to you remind not crazy enough the new working okay now we're going to talk a little bit about that closet dramas the child within your to express itself me even I got to do so many things I have no reason to complain you know I've been so happy with the games that I've made every way nonetheless I'm not content I want something more safe ken wants to trick some massive multi-billion dollar triple-a RPG development studio and do indulging my artistic impulses perfectly safe and almost certainly disasters and self-destructive dr. Tate this is not going to happen may occur to you that no company's going to find that attractive bitch but that's what this trial inside is crying for Frank Zappa and the present-day artist refuses to die I feel that way and what this is all about little bit there but these are going to be some palette chests or whatever the thing I'm looking for people ask me what is my dream name and I'm ashamed that I came into the question it never would occur to me in heaven during and it's stupid in this industry where you know having a dream game you need to have an infinite amount of money and everybody who is smart and I think all those people are smart even harder than the money if you need to know them all and you need the trick them into doing what you want coming into the wilderness also I described something called a closet drama it's a drama then it's written but never intended to be performed and it might be we perform because it wouldn't be too expensive to make the stats but it also could be just because it's too dreary and salt craving for anybody to deliberately want to pay money to see I think I was looking for is a concept of an architectural folly and the thing in the Wikipedia thinking appealed it has no purpose other than as an ornament eccentric in design and bakery there's a high level of irony to my left here and also Mel's pretty the Latin phrase for drug commercial potential I deliberately want a strain against the bonds of the Carll commercialism but I love this little quote from the album what freaks now like when you turn to lucid or recordings give you at one o'clock in the morning on $500 worth of great and percussion instruments that sounds awesome so this is going to be it's gonna be my presentation to you this is no speech this is just I don't want them to have be able to win because they're dumb and stupid that's what people are supposed to be but I want them somehow at the end each to have their redeeming recognition that they're bad and my ideal villain is a novella like villain who's got a great style and knows the beasts screwed up so that's my dream you know as you can see this is not very promising for a potential thing but what I would like to do is to propose to you that we could do stuff like that this is a barrage from a paper and pencil game Club when you look on the character sheet most Dungeons & Dragons games is where are my axes and illusions this has descriptions of your personality you have numbers for your characters and a for example like what great staff word sedative basically what it comes down to is what's wrong with these people making aren't there things that they've got a lot of ambition and poor impulse control that's a perfect dramatic situation and in both Game of Thrones and the King Arthur you have lots and lots of people on the same stage with terrible desire to do the right thing and sometimes are one thing but they want to do things I also have terrible terrible judgment and they all research through each other possibly when I say terrible judgments maybe it's the human condition maybe you can buy the same home but in that case I think that's very dramatic passions are about what we knew that we do not control but which controls us and this is just the thing all the different kinds of outcomes to get if you had a terrific thing and you really had a critical success with B you test your lustful trade are you really must and you see whatever you say or and anytime you say I'm gonna do anything for a woman you know that's going to generate drama on the other hand if you really hope you're a female and you fumble and you say you're really suspicious of what I hear that might give you a power that nobody else do you are actors that I can't get mad there's some other examples of ways you can go about Richard if you feedback before you make your choice give you some kind of idea tells you when you made it important to us give me some feedback on it also which are - I think they they do a lot of draft dramatic branching Eddy death which is awesome the guys need them dead and therefore doesn't have any downstream handling or he's alive and he appears in a single episode and all he does is he has a convenience like he holds a ladder for you when you go up to the place or he takes an arrow in the knee walk again does another would this this fall branch inspect brought to the highest level of artistic elegance and I'm not gonna let you read that I forget at the end of the day I want to start off I think the other thing like this work guys they're gonna be your bad guys I would love to tell that story where you start if you've got somebody you're sympathetic don't kill them off in the first scene find a way to keep them a lot totally not possible practically speaking but it is my job to get you and myself to keep struggling as best I can by the way this has been going on for a long time some of you may have noticed but the great game design challenge seared series and PDC I think it was maybe was will right who had the Emily Dickinson license and did a game design basically on that and also worth looking at here in the Eagle game design challenge for casual connect is a an attempt to figure out how to make minecraft free-to-play you should take a look at these if you're studying examples of gaming pages this is my closing exhortation to you eff is not for failure f is for fun move forward and and this is the one thing the a rule in development I can attest to other than one other to which I have met it was everything is always better when it's bonfire I don't think you can have opinions about truth obviously true okay that's all I have to say
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