WEBVTT

00:00:00.060 --> 00:00:03.480
<v SPEAKER_1>Hi, this is Frank Klepacki, and you're listening to the Scene World Podcast.

00:00:20.257 --> 00:00:22.417
<v SPEAKER_2>So, it's the Scene World Podcast.

00:00:22.417 --> 00:00:25.437
<v SPEAKER_2>I'm AJ, that's Jörg over there.

00:00:25.437 --> 00:00:26.297
<v SPEAKER_3>Hi.

00:00:26.297 --> 00:00:31.397
<v SPEAKER_2>And this is our Close to Christmas episode.

00:00:31.397 --> 00:00:31.997
<v SPEAKER_3>Really?

00:00:31.997 --> 00:00:32.837
<v SPEAKER_3>Yeah, true.

00:00:32.837 --> 00:00:33.957
<v SPEAKER_2>Yeah, true.

00:00:33.957 --> 00:00:34.917
<v SPEAKER_2>Yeah.

00:00:34.917 --> 00:00:35.357
<v SPEAKER_2>Yeah.

00:00:35.357 --> 00:00:37.937
<v SPEAKER_2>So, in a minute, we'll be talking to...

00:00:39.757 --> 00:00:41.477
<v SPEAKER_3>Brandon Casteel.

00:00:41.737 --> 00:00:42.717
<v SPEAKER_2>Let me say that again.

00:00:42.717 --> 00:00:47.757
<v SPEAKER_2>In a minute, we'll be talking to Brandon Casteel from 3D Realms.

00:00:47.757 --> 00:00:48.917
<v SPEAKER_3>Exactly, exactly.

00:00:48.917 --> 00:00:49.057
<v SPEAKER_2>Yes.

00:00:49.157 --> 00:00:51.117
<v SPEAKER_2>We'll be talking about the...

00:00:51.117 --> 00:00:53.117
<v SPEAKER_2>Oh my god.

00:00:53.117 --> 00:00:53.597
<v SPEAKER_3>Yeah.

00:00:53.597 --> 00:00:59.897
<v SPEAKER_3>He is the lead game designer of Tempest Rising.

00:00:59.897 --> 00:01:00.737
<v SPEAKER_2>Yes, Tempest Rising.

00:01:00.737 --> 00:01:05.517
<v SPEAKER_3>That is their new real-time strategy game.

00:01:05.517 --> 00:01:06.357
<v SPEAKER_2>Yes, indeed.

00:01:06.357 --> 00:01:08.337
<v SPEAKER_2>So, that'll be in a minute.

00:01:08.337 --> 00:01:15.677
<v SPEAKER_2>Before then, while my brain is still somewhat in my head, let's do some news.

00:01:15.677 --> 00:01:16.177
<v SPEAKER_3>Yes.

00:01:16.177 --> 00:01:17.477
<v SPEAKER_3>Well, you start.

00:01:19.357 --> 00:01:21.437
<v SPEAKER_2>The only thing I had, I don't have anymore.

00:01:25.317 --> 00:01:30.337
<v SPEAKER_2>So, by all means, you go ahead while I desperately search for something else.

00:01:30.397 --> 00:01:31.417
<v SPEAKER_3>Okay.

00:01:33.317 --> 00:01:43.697
<v SPEAKER_3>Well, the Play, Watch, Listen Podcasts archives of old episodes has been unlisted.

00:01:43.697 --> 00:01:51.657
<v SPEAKER_3>And now it has been added to the main channel on YouTube.

00:01:51.657 --> 00:01:59.117
<v SPEAKER_3>That means it's still unlisted, but now you can officially see the old episodes again.

00:01:59.697 --> 00:02:03.757
<v SPEAKER_3>It's actually interesting because that is something I thought of myself.

00:02:03.757 --> 00:02:30.297
<v SPEAKER_3>What do we do if we ever hit the 2,000 maximum, if ever, of number of episodes for our podcast, or if we ever hit the 1 megabyte size limit of the RSS feed?

00:02:30.297 --> 00:02:31.697
<v SPEAKER_2>Well, let's figure this out for a minute.

00:02:31.697 --> 00:02:33.197
<v SPEAKER_2>We did two a month, right?

00:02:33.197 --> 00:02:36.037
<v SPEAKER_2>So that's 24 a year.

00:02:36.037 --> 00:02:39.397
<v SPEAKER_2>So 2,000 divided by 4.

00:02:40.097 --> 00:02:40.937
<v SPEAKER_3>Yeah.

00:02:40.937 --> 00:02:44.817
<v SPEAKER_3>I think the first episode was in June 2014.

00:02:44.817 --> 00:02:51.897
<v SPEAKER_2>Well, if we keep on the rate that we're going, it'll take us about 82 years to get to 2,000.

00:02:51.897 --> 00:02:55.377
<v SPEAKER_2>So I don't think we have an issue with that.

00:02:55.377 --> 00:02:56.597
<v SPEAKER_3>82 years.

00:02:56.597 --> 00:02:57.417
<v SPEAKER_2>Yes.

00:02:57.417 --> 00:03:03.077
<v SPEAKER_2>So I'll be, what, like 140 something?

00:03:04.217 --> 00:03:05.057
<v SPEAKER_2>No.

00:03:05.057 --> 00:03:06.957
<v SPEAKER_2>No, 120 something.

00:03:06.977 --> 00:03:08.497
<v SPEAKER_3>Oh, okay.

00:03:11.357 --> 00:03:12.457
<v SPEAKER_2>I'm not saying it won't happen.

00:03:12.457 --> 00:03:27.877
<v SPEAKER_2>I mean, maybe we'll be 120 year old sitting podcasting from our hospital beds, talking about the newest C64 news in the year 2078.

00:03:32.597 --> 00:03:34.257
<v SPEAKER_3>All right.

00:03:34.397 --> 00:03:37.617
<v SPEAKER_3>You see, it's very unlikely.

00:03:37.617 --> 00:03:40.017
<v SPEAKER_3>Still, a lot of podcasts make seasons.

00:03:40.017 --> 00:03:41.217
<v SPEAKER_3>We don't do that.

00:03:41.217 --> 00:03:44.497
<v SPEAKER_2>No.

00:03:44.497 --> 00:03:46.257
<v SPEAKER_2>It's easier just to do one at a time.

00:03:46.257 --> 00:03:48.237
<v SPEAKER_2>Well, we're making it up as we go along.

00:03:48.317 --> 00:03:49.337
<v SPEAKER_2>We've gotten better at it.

00:03:49.337 --> 00:03:58.577
<v SPEAKER_2>We've gotten a little bit more organized, sticking to a schedule now instead of whenever we happen to have a guest.

00:04:00.377 --> 00:04:02.297
<v SPEAKER_1>But yeah.

00:04:02.297 --> 00:04:02.557
<v SPEAKER_3>Yeah.

00:04:02.557 --> 00:04:13.777
<v SPEAKER_3>Well, that also means it's more difficult now because you always have to make sure to get two per month.

00:04:13.777 --> 00:04:15.917
<v SPEAKER_2>Well, yeah.

00:04:16.397 --> 00:04:17.837
<v SPEAKER_2>We haven't had an issue.

00:04:17.837 --> 00:04:19.757
<v SPEAKER_2>We're doing good.

00:04:19.757 --> 00:04:20.697
<v SPEAKER_3>Yeah.

00:04:20.697 --> 00:04:22.217
<v SPEAKER_3>Sometimes in the last moment.

00:04:23.797 --> 00:04:36.537
<v SPEAKER_3>It's not like in the beginning anymore when we had like so much of a backlog that we had recorded episodes for weeks and months to come.

00:04:36.537 --> 00:04:38.777
<v SPEAKER_3>That's actually not happening anymore.

00:04:40.057 --> 00:04:41.137
<v SPEAKER_2>Yeah.

00:04:41.177 --> 00:04:44.097
<v SPEAKER_3>But, well, yeah.

00:04:44.097 --> 00:04:49.197
<v SPEAKER_3>Well, I mean, anyway.

00:04:49.197 --> 00:04:50.857
<v SPEAKER_3>Yeah.

00:04:52.497 --> 00:04:53.677
<v SPEAKER_3>We are going on there.

00:04:53.677 --> 00:05:03.977
<v SPEAKER_3>Well, anyway, next piece of news is a new C64 game has been released and can be downloaded for free on HIO.

00:05:04.657 --> 00:05:11.937
<v SPEAKER_3>It's called Sailor Tron and is a barbarian-like C64 product.

00:05:11.937 --> 00:05:13.337
<v SPEAKER_2>Okay.

00:05:13.337 --> 00:05:16.297
<v SPEAKER_2>Yeah, I saw that, actually.

00:05:16.297 --> 00:05:17.277
<v SPEAKER_2>Yeah.

00:05:17.557 --> 00:05:18.917
<v SPEAKER_2>What is it called?

00:05:23.457 --> 00:05:24.137
<v SPEAKER_2>Soiled Iron.

00:05:24.137 --> 00:05:25.517
<v SPEAKER_2>Yeah, Soiled Iron.

00:05:25.577 --> 00:05:26.617
<v SPEAKER_3>Soiled Iron, right?

00:05:26.617 --> 00:05:27.857
<v SPEAKER_2>I'm a little confused about that, but yeah.

00:05:27.857 --> 00:05:32.637
<v SPEAKER_2>Yes.

00:05:32.637 --> 00:05:34.077
<v SPEAKER_2>Yeah, it looks pretty good.

00:05:34.077 --> 00:05:49.797
<v SPEAKER_2>There was also a game released, and on topic for when this is being released, Santa's Workout 4 was released by Vector 5 Games.

00:05:50.217 --> 00:05:50.757
<v SPEAKER_2>It's an arcade.

00:05:50.757 --> 00:05:52.477
<v SPEAKER_3>Santa's Workout 4?

00:05:52.477 --> 00:05:54.777
<v SPEAKER_2>Santa's Workout 4, yeah.

00:05:54.777 --> 00:05:58.537
<v SPEAKER_2>The C64 game, it's an arcade puzzle game.

00:05:58.537 --> 00:06:03.137
<v SPEAKER_3>So you have to send a link to that because I don't have it here.

00:06:03.157 --> 00:06:04.377
<v SPEAKER_2>I will send that to you.

00:06:04.377 --> 00:06:05.997
<v SPEAKER_3>All right.

00:06:05.997 --> 00:06:06.177
<v SPEAKER_3>Yes.

00:06:06.177 --> 00:06:08.337
<v SPEAKER_2>It was also really quick.

00:06:08.337 --> 00:06:12.937
<v SPEAKER_2>There was a, god, it must have been, it was a while ago.

00:06:12.937 --> 00:06:17.997
<v SPEAKER_2>We talked about a game that was being worked out, which was called Parallaxian.

00:06:18.077 --> 00:06:24.837
<v SPEAKER_2>It was a, I think it had a Kickstart or something and-

00:06:24.837 --> 00:06:25.257
<v SPEAKER_3>Oh, yeah.

00:06:25.257 --> 00:06:26.237
<v SPEAKER_3>A long, long time ago.

00:06:26.237 --> 00:06:26.477
<v SPEAKER_2>Yeah.

00:06:26.477 --> 00:06:28.817
<v SPEAKER_2>Really nice interlaced graphics.

00:06:29.317 --> 00:06:32.237
<v SPEAKER_2>Yeah.

00:06:32.237 --> 00:06:38.357
<v SPEAKER_2>Apparently, they've released an early build of the game, which was back in March, evidently.

00:06:41.377 --> 00:06:56.497
<v SPEAKER_2>But while they released that early build, the developer apparently discontinued it and is no longer doing anything on the C64, which is a shame because it had promise.

00:06:56.497 --> 00:06:58.757
<v SPEAKER_2>It was a really cool looking game.

00:07:01.417 --> 00:07:04.917
<v SPEAKER_3>So what is the platform which you've never developed now?

00:07:05.257 --> 00:07:07.137
<v SPEAKER_2>Not at all.

00:07:07.137 --> 00:07:11.637
<v SPEAKER_2>Well, I don't know what he's doing now, but I mean, the game is no longer being developed by him.

00:07:11.637 --> 00:07:13.517
<v SPEAKER_3>And you said it was a Kickstarter?

00:07:15.557 --> 00:07:19.197
<v SPEAKER_2>There was a fundraising thing attached to it.

00:07:19.197 --> 00:07:20.317
<v SPEAKER_2>Yeah.

00:07:20.317 --> 00:07:23.797
<v SPEAKER_2>I remember because I don't think he made it.

00:07:25.517 --> 00:07:26.257
<v SPEAKER_2>But it was released.

00:07:26.257 --> 00:07:26.817
<v SPEAKER_2>Oh, okay.

00:07:26.817 --> 00:07:27.777
<v SPEAKER_2>No, I'm sorry.

00:07:27.777 --> 00:07:29.017
<v SPEAKER_2>A pre-release wasn't released.

00:07:29.017 --> 00:07:29.717
<v SPEAKER_2>It was cracked.

00:07:38.297 --> 00:07:42.737
<v SPEAKER_2>I'm looking at the CSDB right now, and the build is from March of 2023.

00:07:44.557 --> 00:07:45.757
<v SPEAKER_3>So from last year?

00:07:45.757 --> 00:07:45.957
<v SPEAKER_3>Yeah.

00:07:46.177 --> 00:07:46.937
<v SPEAKER_2>It's a little old.

00:07:46.937 --> 00:07:51.617
<v SPEAKER_2>Yeah, but they've just released it now in December 2024.

00:07:55.737 --> 00:08:01.377
<v SPEAKER_2>So you think if they're going to go through the process of cracking it, maybe they could change the thing, you know?

00:08:05.537 --> 00:08:07.337
<v SPEAKER_3>Too bad.

00:08:07.337 --> 00:08:10.877
<v SPEAKER_3>What was that crowdfunding thing?

00:08:10.877 --> 00:08:13.337
<v SPEAKER_2>I don't know what the crowdfunding thing was.

00:08:14.697 --> 00:08:18.397
<v SPEAKER_3>Because I don't remember that, to be honest.

00:08:18.397 --> 00:08:25.177
<v SPEAKER_2>I have some data collection of it, but I don't recall all of it.

00:08:25.177 --> 00:08:26.077
<v SPEAKER_2>I remember mentioning it.

00:08:26.177 --> 00:08:31.957
<v SPEAKER_2>I don't recall what the whole of Shabab was.

00:08:31.957 --> 00:08:39.517
<v SPEAKER_2>I know that there was a little bit of disappointment from the guy.

00:08:42.277 --> 00:08:42.877
<v SPEAKER_2>I'm looking right now.

00:08:54.125 --> 00:08:58.585
<v SPEAKER_3>Okay, we mentioned it in the new section of Episode 66.

00:08:58.585 --> 00:08:58.785
<v SPEAKER_2>Yeah.

00:09:05.333 --> 00:09:06.573
<v SPEAKER_2>But all the news that I'm reading about.

00:09:06.573 --> 00:09:09.013
<v SPEAKER_3>Oh yeah, indeed, it was a Kickstarter.

00:09:09.013 --> 00:09:11.253
<v SPEAKER_2>It was a Kickstarter, okay.

00:09:11.253 --> 00:09:11.913
<v SPEAKER_3>Right.

00:09:11.913 --> 00:09:13.313
<v SPEAKER_3>But it was unsuccessful.

00:09:13.573 --> 00:09:16.813
<v SPEAKER_2>Yes, it did not meet its goal.

00:09:16.813 --> 00:09:21.193
<v SPEAKER_3>An unsuccessful Kickstarter.

00:09:21.193 --> 00:09:21.873
<v SPEAKER_2>Right.

00:09:21.873 --> 00:09:24.073
<v SPEAKER_3>And I think he announced-

00:09:25.653 --> 00:09:26.913
<v SPEAKER_2>Back in 2019.

00:09:29.273 --> 00:09:34.533
<v SPEAKER_3>He announced that he will be working on it anyway.

00:09:34.533 --> 00:09:35.433
<v SPEAKER_2>Right.

00:09:35.433 --> 00:09:39.673
<v SPEAKER_2>But I guess he gave that up last year or whatever.

00:09:41.113 --> 00:09:45.473
<v SPEAKER_3>Yeah, Kodiak64 is the homepage.

00:09:45.473 --> 00:09:48.233
<v SPEAKER_2>And John Woods is the guy's name.

00:09:48.233 --> 00:09:50.053
<v SPEAKER_3>Exactly.

00:09:50.053 --> 00:09:51.673
<v SPEAKER_3>Jonathan Woods, exactly.

00:09:52.253 --> 00:10:01.933
<v SPEAKER_3>And the last work in progress is also the last update on Kickstarter, which is from November 2022.

00:10:01.933 --> 00:10:05.473
<v SPEAKER_2>Yeah, he was trying to raise about $15,000, $16,000.

00:10:05.473 --> 00:10:10.013
<v SPEAKER_2>He made $8,500, $157,000 backers.

00:10:10.053 --> 00:10:11.453
<v SPEAKER_2>I mean, that's a...

00:10:14.613 --> 00:10:15.033
<v SPEAKER_3>Yes.

00:10:17.533 --> 00:10:21.753
<v SPEAKER_3>If you visit the site, it says the site is no more.

00:10:21.753 --> 00:10:25.093
<v SPEAKER_3>It's actually not there anymore.

00:10:25.093 --> 00:10:25.813
<v SPEAKER_2>Right.

00:10:25.813 --> 00:10:27.233
<v SPEAKER_3>Wow.

00:10:27.233 --> 00:10:29.113
<v SPEAKER_3>That's a pity.

00:10:29.113 --> 00:10:34.413
<v SPEAKER_2>The last update on the Kickstarter was in November of 22.

00:10:34.413 --> 00:10:36.033
<v SPEAKER_3>That's what I'm actually looking at.

00:10:36.033 --> 00:10:36.413
<v SPEAKER_2>Oh, is it?

00:10:36.413 --> 00:10:37.273
<v SPEAKER_2>Okay.

00:10:37.313 --> 00:10:42.193
<v SPEAKER_3>Yeah.

00:10:42.193 --> 00:10:43.953
<v SPEAKER_3>Well, and...

00:10:45.793 --> 00:10:47.493
<v SPEAKER_2>It's a shame because it was a cool-looking game.

00:10:47.733 --> 00:10:55.633
<v SPEAKER_2>It was a decent-looking game and it had some promise.

00:10:55.633 --> 00:10:57.233
<v SPEAKER_2>It was neat-looking, but...

00:11:00.373 --> 00:11:04.173
<v SPEAKER_2>That's the problem with the 64 is that, like, you know...

00:11:06.693 --> 00:11:14.113
<v SPEAKER_2>Trying to make a game and make money off of a game on the C64 these days is just not a...

00:11:15.533 --> 00:11:24.553
<v SPEAKER_2>It's just not really a workable business plan, you know?

00:11:27.933 --> 00:11:36.813
<v SPEAKER_2>Like, there are some developers that can sell their stuff, but even Sam's Journey, I don't think that made a whole lot of money.

00:11:36.813 --> 00:11:40.493
<v SPEAKER_2>The guy is not rolling in cash because of it.

00:11:40.493 --> 00:11:41.873
<v SPEAKER_3>No, no.

00:11:41.873 --> 00:11:44.213
<v SPEAKER_3>By then, he also did an NES version.

00:11:44.213 --> 00:11:44.413
<v SPEAKER_2>Right.

00:11:44.413 --> 00:11:46.653
<v SPEAKER_2>But nevertheless, I mean, it's not...

00:11:47.353 --> 00:11:50.573
<v SPEAKER_2>It's really kind of a labor of love more than anything else.

00:11:50.573 --> 00:11:53.573
<v SPEAKER_2>Like, you're not going to make a living doing this anymore.

00:11:54.253 --> 00:11:55.013
<v SPEAKER_3>Right.

00:11:55.013 --> 00:11:57.193
<v SPEAKER_2>You know, those days have long gone.

00:11:59.113 --> 00:12:00.713
<v SPEAKER_3>Well, it's surprising.

00:12:00.713 --> 00:12:07.493
<v SPEAKER_3>He already got 8,157 backers after all.

00:12:07.493 --> 00:12:08.753
<v SPEAKER_2>Right.

00:12:08.753 --> 00:12:12.013
<v SPEAKER_2>I mean, eight grand is more than I ever made for programming.

00:12:13.673 --> 00:12:17.873
<v SPEAKER_2>I think the most I made for programming was like $200, $300.

00:12:17.873 --> 00:12:21.733
<v SPEAKER_2>I mean, that's back in the day when things were still being sold.

00:12:24.273 --> 00:12:28.853
<v SPEAKER_3>Such things are better for flexible funding at Indiegogo.

00:12:31.073 --> 00:12:31.653
<v SPEAKER_2>Yeah.

00:12:31.653 --> 00:12:40.833
<v SPEAKER_2>But even, again, like even back in the day, if you were an independent programmer, if you got picked up and published, you're looking at a couple of hundred dollars.

00:12:40.833 --> 00:12:47.393
<v SPEAKER_2>If you work for a developer, if you work for something like electronic arts, then you're getting your daily salary.

00:12:47.393 --> 00:12:50.673
<v SPEAKER_2>But you're not going to get that, here's a big publishing thing.

00:12:52.593 --> 00:12:54.753
<v SPEAKER_2>You're not going to be rich off of it.

00:12:54.753 --> 00:12:56.713
<v SPEAKER_2>Right.

00:13:01.553 --> 00:13:08.513
<v SPEAKER_2>It was never really like a great living off of it job.

00:13:08.513 --> 00:13:14.573
<v SPEAKER_3>Not since the last game, which officially was Lemmings has been released.

00:13:15.813 --> 00:13:18.413
<v SPEAKER_3>We actually tackled this in the last news.

00:13:19.193 --> 00:13:25.273
<v SPEAKER_2>But I mean, even Lemmings, even Lemmings though, like how much did they get for working on Lemmings?

00:13:25.273 --> 00:13:30.313
<v SPEAKER_2>You know, again, I'm sure that the people that worked for the company, they're getting their daily thing.

00:13:30.313 --> 00:13:34.913
<v SPEAKER_2>Someone like your own Tel who does the music, you know, is he getting like a flat rate or something?

00:13:34.913 --> 00:13:38.793
<v SPEAKER_2>He might be getting paid for the use of his music, a couple of hundred bucks, maybe a thousand.

00:13:38.793 --> 00:13:40.693
<v SPEAKER_2>You're not going to live off that.

00:13:43.033 --> 00:13:47.893
<v SPEAKER_3>Well, I mean, that is why he worked on a couple of platforms at once.

00:13:48.133 --> 00:13:49.193
<v SPEAKER_2>Exactly, exactly.

00:13:49.193 --> 00:13:50.633
<v SPEAKER_2>Right, right.

00:13:50.633 --> 00:14:02.293
<v SPEAKER_2>So, you know, hoping to make a buck off of a C64 game, you know, even back then wasn't really feasible, you know.

00:14:02.293 --> 00:14:06.853
<v SPEAKER_3>There are a lot of original games that made quite some.

00:14:06.853 --> 00:14:08.653
<v SPEAKER_3>I mean, there were companies that lived off it.

00:14:08.993 --> 00:14:15.453
<v SPEAKER_3>I mean, think, just think like, you know, Accolade, Microprose and so on.

00:14:15.453 --> 00:14:16.833
<v SPEAKER_2>I'm not talking about companies.

00:14:16.833 --> 00:14:18.613
<v SPEAKER_2>I'm not talking about the companies, right?

00:14:18.613 --> 00:14:18.993
<v SPEAKER_2>Yeah.

00:14:18.993 --> 00:14:19.373
<v SPEAKER_2>Okay.

00:14:19.373 --> 00:14:25.773
<v SPEAKER_2>So if you're Accolade or Microprose or whatever, you can make a good amount of money off of something.

00:14:25.773 --> 00:14:27.433
<v SPEAKER_3>Microprose is still around, by the way.

00:14:27.433 --> 00:14:28.273
<v SPEAKER_2>Right, right.

00:14:28.273 --> 00:14:39.833
<v SPEAKER_2>But if you're the guy that wrote the game, okay, you're getting paid, if you work for Accolade, if you're an employee, you're getting paid your hourly rate or whatever they pay you, your salary, that's what you're getting paid.

00:14:39.833 --> 00:14:51.153
<v SPEAKER_2>If you're an outside contractor, that comes in to do a conversion or you submit your own game to them, you get paid for the publishing rights of that game.

00:14:51.153 --> 00:14:53.713
<v SPEAKER_2>So you get however much they want to pay you for it.

00:14:53.713 --> 00:14:56.913
<v SPEAKER_2>They're going to make more than you do.

00:14:57.073 --> 00:15:16.493
<v SPEAKER_2>That's what I'm saying is that as a programmer or an artist or a musician or whatever, unless you work for the company full time, writing something and getting it published is not going to, because most of these contracts were for intellectual property and everything.

00:15:16.493 --> 00:15:19.693
<v SPEAKER_2>So as soon as you sign that thing, that game doesn't belong to you anymore.

00:15:19.693 --> 00:15:23.233
<v SPEAKER_2>Your name might be on it, but they have the rights to do whatever and you're not getting anything from it anymore.

00:15:23.233 --> 00:15:25.433
<v SPEAKER_2>You're not going to get a residual from that.

00:15:26.653 --> 00:15:39.233
<v SPEAKER_3>Perhaps, I don't know how much Prus Artvik made for Microsoft for working on the flight simulator.

00:15:39.233 --> 00:15:40.013
<v SPEAKER_2>I'm sure.

00:15:40.013 --> 00:15:40.413
<v SPEAKER_2>Yeah.

00:15:40.413 --> 00:15:46.933
<v SPEAKER_2>I mean, but again, that was for that one.

00:15:46.933 --> 00:15:49.513
<v SPEAKER_2>He's not getting paid for the new ones.

00:15:50.413 --> 00:15:51.153
<v SPEAKER_3>Probably not.

00:15:51.153 --> 00:15:53.873
<v SPEAKER_2>Because they're totally from games.

00:15:53.873 --> 00:15:59.753
<v SPEAKER_2>But again, I also don't think that he wouldn't be getting residuals from the sales of those.

00:16:01.313 --> 00:16:02.973
<v SPEAKER_2>They probably bought the rights from him.

00:16:02.973 --> 00:16:05.853
<v SPEAKER_2>It became Microsoft Flight Simulator instead of Sublogic.

00:16:07.913 --> 00:16:17.733
<v SPEAKER_2>And then once he wasn't on that team anymore, he's not making, again, if you're on the team, if you're working for the company, you're getting paid, it's a job.

00:16:18.173 --> 00:16:18.793
<v SPEAKER_2>That's different.

00:16:18.793 --> 00:16:23.413
<v SPEAKER_2>I'm talking about being an independent programmer, writing a program and submitting it.

00:16:23.433 --> 00:16:24.293
<v SPEAKER_3>Right.

00:16:24.293 --> 00:16:26.133
<v SPEAKER_2>Doing it on your own.

00:16:26.133 --> 00:16:34.893
<v SPEAKER_2>I don't, you know, maybe back in the early 80s, when this was still all big and stuff and you might, they might pay you a lot because there is no spreadsheet.

00:16:34.893 --> 00:16:37.773
<v SPEAKER_2>So they need that, you know, that might be one thing.

00:16:38.233 --> 00:16:47.393
<v SPEAKER_2>But, you know, later on, when you're writing a game of which there are, you know, 75 other games just like it, you know, it's not going to get you that much money.

00:16:48.373 --> 00:16:55.013
<v SPEAKER_3>I mean, and then, and then, and then, even then, back then, you worked on multiple platforms.

00:16:55.013 --> 00:16:56.373
<v SPEAKER_2>Right, exactly, yeah.

00:16:56.373 --> 00:16:56.853
<v SPEAKER_2>Right.

00:16:56.853 --> 00:16:58.173
<v SPEAKER_3>To convert your game, I mean.

00:16:58.173 --> 00:16:59.333
<v SPEAKER_2>Right, right.

00:16:59.333 --> 00:17:10.973
<v SPEAKER_3>I mean, just think of Turrican where Manfred Trenz did the NES version himself, which is actually why the music sounds so horrible.

00:17:10.973 --> 00:17:11.333
<v SPEAKER_2>Right.

00:17:11.333 --> 00:17:14.193
<v SPEAKER_3>Because he's not a music guy whatsoever.

00:17:14.193 --> 00:17:25.413
<v SPEAKER_2>Yeah, and the people that have programmed games or have designed programs, done music for or drawn for games, you don't see them doing, okay, I made Wing Commander, now I can sit back forever because I'm set for life.

00:17:25.413 --> 00:17:26.613
<v SPEAKER_2>No.

00:17:26.613 --> 00:17:30.193
<v SPEAKER_2>You go and do other stuff because you have to do other stuff.

00:17:30.193 --> 00:17:30.873
<v SPEAKER_3>Right.

00:17:30.873 --> 00:17:31.293
<v SPEAKER_3>Right.

00:17:31.293 --> 00:17:33.313
<v SPEAKER_3>But Chris Roberts is a special case.

00:17:33.313 --> 00:17:38.433
<v SPEAKER_3>I mean, he's working on a game that's supposed to be never finished.

00:17:38.433 --> 00:17:39.573
<v SPEAKER_3>He's taking forever.

00:17:39.893 --> 00:17:43.793
<v SPEAKER_2>But I'm just saying, I'm just picking a name out of a hat here.

00:17:43.793 --> 00:17:44.933
<v SPEAKER_3>Right.

00:17:44.933 --> 00:17:46.393
<v SPEAKER_3>Right.

00:17:46.393 --> 00:17:50.333
<v SPEAKER_3>Because Star Citizen, will it ever come out?

00:17:50.333 --> 00:17:57.833
<v SPEAKER_3>We don't know, but that's Chris Roberts, actually.

00:17:57.833 --> 00:17:58.553
<v SPEAKER_3>Yeah.

00:17:58.553 --> 00:18:18.973
<v SPEAKER_3>Anyway, speaking of games, Milestone, which actually is the studio in Italy that also has the MotoGP license and also does the HotWheel games.

00:18:20.673 --> 00:18:26.933
<v SPEAKER_3>They announced a successor to the 90s racing game Screamer.

00:18:28.433 --> 00:18:29.273
<v SPEAKER_2>Oh, okay.

00:18:29.273 --> 00:18:30.053
<v SPEAKER_3>Yeah.

00:18:30.053 --> 00:18:33.013
<v SPEAKER_3>So that's coming back in 2026.

00:18:35.033 --> 00:18:35.373
<v SPEAKER_2>All right.

00:18:35.373 --> 00:18:35.693
<v SPEAKER_2>All right.

00:18:36.933 --> 00:18:38.093
<v SPEAKER_3>Yeah.

00:18:38.093 --> 00:18:44.293
<v SPEAKER_3>And they released a trailer for the release.

00:18:45.313 --> 00:18:45.853
<v SPEAKER_2>Okay.

00:18:45.853 --> 00:18:46.133
<v SPEAKER_3>Cool.

00:18:46.133 --> 00:18:46.793
<v SPEAKER_3>Yeah.

00:18:46.793 --> 00:18:51.273
<v SPEAKER_2>Let's go put a link to that somewhere, or maybe we'll just stick it right here, whatever.

00:18:51.273 --> 00:18:59.653
<v SPEAKER_3>And last but not least, the last news I've got, the demo scene portal Bitfellas is back.

00:18:59.833 --> 00:19:00.133
<v SPEAKER_2>Okay.

00:19:00.133 --> 00:19:11.153
<v SPEAKER_3>Bitfellas is also the news supplying portal for Puet, and they have been down for a few months.

00:19:11.153 --> 00:19:12.693
<v SPEAKER_2>Okay.

00:19:12.693 --> 00:19:18.393
<v SPEAKER_3>I know that because I always supply our podcast episodes to them.

00:19:18.393 --> 00:19:19.613
<v SPEAKER_1>Right.

00:19:19.613 --> 00:19:23.153
<v SPEAKER_3>And I couldn't because the site was down, so it's back up.

00:19:23.153 --> 00:19:24.853
<v SPEAKER_3>It's good to know.

00:19:24.913 --> 00:19:25.433
<v SPEAKER_2>Yes.

00:19:25.433 --> 00:19:27.433
<v SPEAKER_2>Yes, indeed.

00:19:27.433 --> 00:19:29.233
<v SPEAKER_3>And that's all the news I've got.

00:19:29.233 --> 00:19:29.573
<v SPEAKER_2>Okay.

00:19:29.573 --> 00:19:31.753
<v SPEAKER_2>Well, that's all I got too.

00:19:31.753 --> 00:19:33.853
<v SPEAKER_3>Awesome.

00:19:33.853 --> 00:19:37.253
<v SPEAKER_2>We'll jingle on down the road to Brandon Casteel.

00:19:37.253 --> 00:19:41.953
<v SPEAKER_3>Happy, happy 2025 and Merry Christmas.

00:19:41.953 --> 00:19:43.033
<v SPEAKER_2>Yes, indeed.

00:19:43.033 --> 00:19:47.073
<v SPEAKER_3>And let's see what's happening in the New Year.

00:19:47.133 --> 00:19:49.133
<v SPEAKER_2>Bye.

00:19:49.133 --> 00:20:03.653
<v SPEAKER_3>Today, we have another interview with another guest, and we actually have Brandon Casteel from 3D Realms, and you are the lead designer of Tempest Rising.

00:20:05.313 --> 00:20:10.533
<v SPEAKER_1>Yeah, I keep telling people, if I'm dreaming, don't pinch me because I'm enjoying it.

00:20:10.533 --> 00:20:11.313
<v SPEAKER_3>Wonderful.

00:20:11.313 --> 00:20:13.593
<v SPEAKER_3>So welcome to the show.

00:20:13.593 --> 00:20:14.533
<v SPEAKER_1>Yeah, I'm glad to be here.

00:20:15.933 --> 00:20:17.653
<v SPEAKER_1>I'm glad to be a part of this.

00:20:17.653 --> 00:20:19.053
<v SPEAKER_3>Awesome.

00:20:19.053 --> 00:20:30.373
<v SPEAKER_3>Yeah, I mean, the very special thing about Tempest Rising is, and that was actually transported early on, it's a homage on the Command and Conquer franchise.

00:20:33.613 --> 00:20:35.413
<v SPEAKER_1>I didn't want to interrupt.

00:20:35.413 --> 00:20:44.613
<v SPEAKER_1>So certainly Command and Conquer is one of our inspirations, but we are trying hard to stand up as our own thing, as our own game.

00:20:46.533 --> 00:20:56.033
<v SPEAKER_1>Fred, the head of 3D Realms and myself, we bonded over a mutual love of the original Command and Conquer and of Hyperion Sign and Red Alert 2, the classics.

00:20:56.033 --> 00:21:03.773
<v SPEAKER_1>But we're trying to be more than just an homage to Command and Conquer.

00:21:03.933 --> 00:21:04.933
<v SPEAKER_3>Obviously.

00:21:04.933 --> 00:21:06.853
<v SPEAKER_3>But I mean, there has to be a starting point.

00:21:06.853 --> 00:21:08.433
<v SPEAKER_3>I guess that was it.

00:21:09.453 --> 00:21:28.833
<v SPEAKER_3>I mean, shortly after we interviewed Frank Lepecke, you actually announced, I think, a week later that Frank Lepecke is also doing the soundtrack for the game, who also did the soundtrack for Command and Conquer, actually.

00:21:29.873 --> 00:21:32.813
<v SPEAKER_1>Yeah, we were really glad to get Frank on board.

00:21:32.833 --> 00:21:35.093
<v SPEAKER_1>He's a great and phenomenal guy to work with.

00:21:35.733 --> 00:21:38.533
<v SPEAKER_1>He's not doing the whole soundtrack for the game.

00:21:38.873 --> 00:21:40.893
<v SPEAKER_1>He's one of four or five composers.

00:21:40.893 --> 00:21:44.733
<v SPEAKER_1>I'd have to double check exactly how many we ended up with.

00:21:44.733 --> 00:21:50.933
<v SPEAKER_1>But yeah, he was phenomenal to work with and a great addition to our audio landscape.

00:21:50.933 --> 00:21:51.733
<v SPEAKER_3>Awesome.

00:21:51.733 --> 00:21:56.433
<v SPEAKER_3>Yeah, perhaps I should mention a bit of my relation for a second.

00:21:56.433 --> 00:22:07.833
<v SPEAKER_3>It was actually the first game I bought when I was 15 in a Toys R Us, in a 96 from my own pocket money.

00:22:07.833 --> 00:22:10.913
<v SPEAKER_3>So this was my relation.

00:22:10.913 --> 00:22:17.293
<v SPEAKER_3>So it was very dear to my heart, and that's why I'm very happy that we finally do this interview.

00:22:17.293 --> 00:22:22.353
<v SPEAKER_3>But perhaps let's start with the beginning of you a bit, if we may.

00:22:22.353 --> 00:22:31.833
<v SPEAKER_3>What was your starting point in getting involved into computers, computer games, and finally being working on Tempest Rising?

00:22:32.033 --> 00:22:37.853
<v SPEAKER_3>If you can make perhaps a short roundup of your history to this point.

00:22:37.853 --> 00:22:38.993
<v SPEAKER_1>Yeah, absolutely.

00:22:40.133 --> 00:22:43.773
<v SPEAKER_1>So I come to computers from my dad.

00:22:43.773 --> 00:22:48.233
<v SPEAKER_1>My dad started out as a nurse in a hospital and ended up moving to their IT department.

00:22:48.233 --> 00:22:50.553
<v SPEAKER_1>He's always loved technology.

00:22:50.553 --> 00:22:58.953
<v SPEAKER_1>When I was a kid, he would take my brothers and I to computer shows at a local college and they would have all kinds of gadgets and video games.

00:22:59.813 --> 00:23:07.953
<v SPEAKER_1>I remember getting a copy of the original StarCraft there, but it wasn't a US copy, it was an international copy, so it had like three languages in the manual.

00:23:10.493 --> 00:23:19.053
<v SPEAKER_1>Because of that, my dad really being into gaming and technology when I was younger, that started me on the path.

00:23:20.133 --> 00:23:25.273
<v SPEAKER_1>Red Alert 2 was a huge awakening for me when I was a young teen.

00:23:27.773 --> 00:23:35.273
<v SPEAKER_1>I remember having Halo parties with my friends, and I'm sneaking off into the corner to play Red Alert 2 on the computers instead of Halo.

00:23:38.353 --> 00:23:46.593
<v SPEAKER_1>Anyway, about 10 years ago, I was working in IT and I realized that I wasn't super happy in my job.

00:23:46.593 --> 00:23:54.293
<v SPEAKER_1>I was talking with this programmer friend of mine, and she was like, oh no, I accidentally stayed up until 2 AM writing some script.

00:23:54.353 --> 00:23:58.653
<v SPEAKER_1>And I was like, wow, when was the last time I was that passionate about something?

00:23:58.653 --> 00:24:01.893
<v SPEAKER_1>And I realized for me, it was real-time strategy games.

00:24:01.893 --> 00:24:06.573
<v SPEAKER_1>So in 2014, I started a blog called Wayward Strategy.

00:24:06.953 --> 00:24:08.873
<v SPEAKER_1>That's still out there.

00:24:08.873 --> 00:24:10.693
<v SPEAKER_1>I'm really proud of it.

00:24:10.693 --> 00:24:14.273
<v SPEAKER_1>But from there, it kind of parlayed into some game design work.

00:24:14.413 --> 00:24:20.093
<v SPEAKER_1>I've worked on a number of indie games, and the market's really volatile.

00:24:20.093 --> 00:24:22.053
<v SPEAKER_1>So a lot of them, unfortunately, haven't come to light.

00:24:23.373 --> 00:24:34.213
<v SPEAKER_1>But that kind of turned into membership in a think tank that 3D realms were running for what ended up becoming Tempest Rising.

00:24:34.213 --> 00:24:39.053
<v SPEAKER_1>I guess they like what I said because after that, they offered me the role.

00:24:39.053 --> 00:24:42.513
<v SPEAKER_1>Like I said earlier, it's really a dream come true.

00:24:42.513 --> 00:24:49.773
<v SPEAKER_1>I am very, very passionate about real-time strategy games, and I'm very, very passionate about game design.

00:24:51.033 --> 00:24:54.753
<v SPEAKER_1>I feel so fortunate to be able to be a part of this.

00:24:54.753 --> 00:25:02.273
<v SPEAKER_1>But yeah, that's the width and breadth of my experience and what brought me over time to this point.

00:25:03.393 --> 00:25:05.493
<v SPEAKER_3>Okay.

00:25:05.493 --> 00:25:11.333
<v SPEAKER_3>You said sometimes you would like to be pinched, so you never thought it would end up.

00:25:11.333 --> 00:25:12.073
<v SPEAKER_1>No, don't pinch me.

00:25:12.833 --> 00:25:15.433
<v SPEAKER_1>Let me continue on with this dream.

00:25:18.093 --> 00:25:19.973
<v SPEAKER_3>Yeah, it's quite interesting.

00:25:19.973 --> 00:25:36.133
<v SPEAKER_3>So perhaps we should talk about the differences mainly, because as you mentioned, Tempest Rising tries to be much more than the Command and Conquer franchises at the beginning.

00:25:36.653 --> 00:25:45.873
<v SPEAKER_3>And one of the major differences I saw is you have FMVs, but they are not by actors, but animated.

00:25:45.873 --> 00:26:02.553
<v SPEAKER_3>And, I mean, I was reading a piece of article recently saying that FMVs with real actors is kind of dead, because you need a studio, you need actors that are expensive.

00:26:02.833 --> 00:26:18.633
<v SPEAKER_3>But, on the other side, there is a genre reviving since the last five years, where you actually have FMV thriller games, mainly from China and Japan, interestingly.

00:26:18.633 --> 00:26:22.333
<v SPEAKER_3>And even I saw some games coming out from Ireland.

00:26:23.433 --> 00:26:37.113
<v SPEAKER_3>So, what was your decision making in not, well, you know, continuing the tradition of having real-time actors?

00:26:37.113 --> 00:26:40.513
<v SPEAKER_3>I mean, Command and Conquer was not the only game that did that.

00:26:40.513 --> 00:26:44.973
<v SPEAKER_3>There was also the series Act of War, who also had actors.

00:26:47.373 --> 00:26:53.873
<v SPEAKER_1>So, with Tempest Rising, with any video game, studio has to lean into their strengths.

00:26:53.873 --> 00:27:06.513
<v SPEAKER_1>And with Tempest Rising, with our studio, our strengths don't really lend ourselves well to something like studio space and props and costuming.

00:27:07.873 --> 00:27:15.253
<v SPEAKER_1>But we do have a lot of really talented 3D artists, and we do have a lot of really talented animators.

00:27:15.253 --> 00:27:24.013
<v SPEAKER_1>So when we were presented the opportunity to use Unreal Engine 5 and its MetaHuman technology, that's where our strengths as a studio play.

00:27:26.753 --> 00:27:29.273
<v SPEAKER_1>So I love seeing games that do this.

00:27:29.273 --> 00:27:32.553
<v SPEAKER_1>There's a couple of indie games coming out that are also doing this.

00:27:32.553 --> 00:27:38.133
<v SPEAKER_1>And in some cases, it's one or two guys that are doing this themselves.

00:27:38.133 --> 00:27:40.673
<v SPEAKER_1>And I love that.

00:27:40.673 --> 00:27:47.553
<v SPEAKER_1>I think Dying Breed is a kind of an isometric, another homage to classic RTS that's coming out.

00:27:47.553 --> 00:27:52.013
<v SPEAKER_1>And the lead developer is playing one of the characters himself, and he's doing all the costuming himself.

00:27:52.513 --> 00:27:54.473
<v SPEAKER_1>And I love seeing that.

00:27:54.473 --> 00:28:01.033
<v SPEAKER_1>But as a studio, we had to make the decision to focus on what we did well.

00:28:01.033 --> 00:28:04.813
<v SPEAKER_1>And for us, we felt like that was a better bet.

00:28:06.893 --> 00:28:08.633
<v SPEAKER_1>So that's pretty much what it comes down to.

00:28:09.033 --> 00:28:13.613
<v SPEAKER_1>It was trying to stay with what our studio does well.

00:28:13.693 --> 00:28:19.433
<v SPEAKER_3>It's actually interesting that you mentioned it, because 3D Realms is not really known for RTS games.

00:28:19.433 --> 00:28:24.053
<v SPEAKER_3>More for first-person shooters or jump and runs.

00:28:24.053 --> 00:28:25.593
<v SPEAKER_3>Not really for RTSs.

00:28:25.593 --> 00:28:31.733
<v SPEAKER_3>So it's kind of a tapping into a new genre for this studio as a whole.

00:28:31.733 --> 00:28:43.293
<v SPEAKER_1>So the way I put it, because I've had interviews kind of like this before, and what I feel like 3D Realms is about, is about bringing classic gaming experiences back.

00:28:44.633 --> 00:28:50.473
<v SPEAKER_1>And we have done that with the shooters, and we're branching out for sure.

00:28:50.473 --> 00:28:52.933
<v SPEAKER_1>This is a big step for us.

00:28:52.933 --> 00:28:59.793
<v SPEAKER_1>But I think it's the same philosophy that drives Tempest Rising, that drives our other projects.

00:28:59.793 --> 00:29:08.133
<v SPEAKER_1>And it's about finding what's so enduring about these experiences from the 90s and early 2000s and bringing them back.

00:29:09.053 --> 00:29:11.813
<v SPEAKER_1>And I really feel like that's what we're trying to do with Tempest Rising.

00:29:12.933 --> 00:29:13.473
<v SPEAKER_3>Awesome.

00:29:13.473 --> 00:29:14.853
<v SPEAKER_3>Awesome.

00:29:14.853 --> 00:29:15.253
<v SPEAKER_3>Yeah.

00:29:15.253 --> 00:29:28.193
<v SPEAKER_3>I mean, you as a lead designer, what is your point where you say you want to stay similar, and where you want to differ a lot?

00:29:28.193 --> 00:29:36.833
<v SPEAKER_3>I think the last demo of the game had something called the fair, the spares, the rolling balls.

00:29:37.253 --> 00:29:38.833
<v SPEAKER_1>The tempest sphere.

00:29:38.833 --> 00:29:39.633
<v SPEAKER_3>Tempest sphere.

00:29:39.633 --> 00:29:40.213
<v SPEAKER_3>Exactly.

00:29:40.213 --> 00:29:41.093
<v SPEAKER_3>Exactly.

00:29:41.413 --> 00:29:49.293
<v SPEAKER_3>And I saw some gamers on Steve, at least, thought it was totally awesome.

00:29:49.293 --> 00:29:53.053
<v SPEAKER_3>And the others thought it was totally boring.

00:29:53.053 --> 00:29:54.953
<v SPEAKER_3>And why did you even put it there?

00:29:54.953 --> 00:30:01.733
<v SPEAKER_3>So there is a lot of both sides of reactions based on the game.

00:30:04.173 --> 00:30:11.133
<v SPEAKER_3>And so what is the balance to try to reach there as a lead designer?

00:30:11.133 --> 00:30:13.253
<v SPEAKER_3>I mean, people have high expectations.

00:30:15.773 --> 00:30:16.033
<v SPEAKER_1>Yeah.

00:30:16.033 --> 00:30:17.693
<v SPEAKER_1>Absolutely.

00:30:18.033 --> 00:30:21.793
<v SPEAKER_1>We just finished up a closed beta test last month.

00:30:21.793 --> 00:30:24.733
<v SPEAKER_1>And you get to experience that.

00:30:24.733 --> 00:30:25.553
<v SPEAKER_1>Excellent.

00:30:25.553 --> 00:30:27.533
<v SPEAKER_1>Glad to hear it.

00:30:27.853 --> 00:30:29.453
<v SPEAKER_1>You get to experience a lot of that though.

00:30:31.073 --> 00:30:39.113
<v SPEAKER_1>When you have demos and tests, and you realize where people's expectations are coming from, and they're able to articulate those very clearly.

00:30:39.113 --> 00:30:42.973
<v SPEAKER_1>The Tempestphere is, I will take full responsibility for that.

00:30:45.973 --> 00:30:54.073
<v SPEAKER_1>Look, so for this game, I feel like there's a lot of RTS that have come out lately in the past decade, and they have very safe designs.

00:30:55.313 --> 00:31:03.133
<v SPEAKER_1>They want to focus on, in case we become an e-sport, we have to make this thing easy to balance.

00:31:03.133 --> 00:31:08.433
<v SPEAKER_1>In case we get a big competitive scene, we want to make sure that the game is predictable.

00:31:08.433 --> 00:31:12.993
<v SPEAKER_1>I don't think that's what people loved so much about 90s RTS games.

00:31:12.993 --> 00:31:15.353
<v SPEAKER_1>We wanted to swing for the rafters.

00:31:16.113 --> 00:31:20.193
<v SPEAKER_1>We have three factions with three different economic systems.

00:31:21.313 --> 00:31:25.453
<v SPEAKER_1>That's a tremendous amount of work on me and on the team to try to make that work.

00:31:25.453 --> 00:31:32.853
<v SPEAKER_1>We experienced that actually during the closed beta where we were fiddling with things to make sure that everything felt fair.

00:31:33.033 --> 00:31:35.613
<v SPEAKER_1>That's going to be work.

00:31:35.613 --> 00:31:43.913
<v SPEAKER_1>Something like the Tempest Sphere, that's the unit that is either very, very powerful or very, very hard to use depending on some pretty narrow parameters.

00:31:43.913 --> 00:31:45.433
<v SPEAKER_1>But it's memorable.

00:31:45.433 --> 00:31:49.073
<v SPEAKER_1>I think just by getting a big reaction, it's already done its job.

00:31:49.773 --> 00:31:54.253
<v SPEAKER_1>It's gotten people talking and that alone I think is valuable.

00:31:54.253 --> 00:31:55.933
<v SPEAKER_1>I think it's a fun unit.

00:31:56.193 --> 00:32:00.093
<v SPEAKER_1>I like RTS that let me do fun and crazy things.

00:32:00.093 --> 00:32:04.433
<v SPEAKER_1>A giant sphere that crushes other tanks, I think is cool.

00:32:04.433 --> 00:32:06.353
<v SPEAKER_1>There's definitely people out there that have big feelings about it.

00:32:06.353 --> 00:32:10.253
<v SPEAKER_1>But we have like 25, 26 units per faction.

00:32:10.253 --> 00:32:15.033
<v SPEAKER_1>That's a lot for faction design nowadays.

00:32:15.073 --> 00:32:22.313
<v SPEAKER_1>Where this competitive focused design tries to cap out your unit counts at around 15 to 18 units.

00:32:22.313 --> 00:32:26.033
<v SPEAKER_1>The fact that we were able to bring that many and give people that many options.

00:32:26.033 --> 00:32:29.853
<v SPEAKER_1>If people don't like one or two of them, we have a lot out there.

00:32:31.793 --> 00:32:39.673
<v SPEAKER_1>I think people will be able to find the fun even if they don't want to use that unit, even if they think that there's a better possible unit to have gone in that spot.

00:32:39.673 --> 00:32:43.113
<v SPEAKER_1>It got people talking, it does something that you don't see every day.

00:32:45.213 --> 00:32:46.013
<v SPEAKER_1>That's what we're trying to do.

00:32:46.013 --> 00:32:52.253
<v SPEAKER_1>We're trying to go really for a fun first gameplay focus.

00:32:52.253 --> 00:32:57.213
<v SPEAKER_1>I hope it would be very happy to be able to foster a competitive community.

00:32:57.213 --> 00:32:59.633
<v SPEAKER_1>But I don't think we're going to do that by playing it safe.

00:32:59.633 --> 00:33:06.793
<v SPEAKER_1>I don't think we're going to get people's attention and excite people by doing things that they've seen everywhere all the time.

00:33:07.453 --> 00:33:11.553
<v SPEAKER_1>I feel like that was a calculated risk, and I feel like it's a fun unit.

00:33:13.133 --> 00:33:17.813
<v SPEAKER_1>And I'm glad we were able to include it in the game.

00:33:17.813 --> 00:33:21.213
<v SPEAKER_2>You're talking about different factions and economies in the game.

00:33:21.213 --> 00:33:31.173
<v SPEAKER_2>So what is the basic storyline that you'd be walking into as a gamer, for people that might not understand what Tempest Rising is?

00:33:31.473 --> 00:33:33.113
<v SPEAKER_1>That's a great question.

00:33:33.113 --> 00:33:38.813
<v SPEAKER_1>So in Tempest Rising, our story diverges from human history, very human missile crisis.

00:33:39.513 --> 00:33:51.833
<v SPEAKER_1>What happened is in the world of Tempest Rising, the Cuban Missile Crisis went nuclear and started a very brief, very devastating World War III that wiped out a lot of governments, a lot of major cities.

00:33:52.213 --> 00:33:56.673
<v SPEAKER_1>It caused a tremendous amount of devastation, including long-term nuclear fallout.

00:33:56.673 --> 00:34:14.353
<v SPEAKER_1>But what happened in the wake of that, and this is where we get to the fun sci-fi stuff, is this vine, this electrical plant starts growing all over the world, focused first and foremost in the actual craters where these nukes hit.

00:34:14.353 --> 00:34:16.853
<v SPEAKER_1>It starts growing and it actually starts cleaning up the air.

00:34:16.953 --> 00:34:24.133
<v SPEAKER_1>It's consuming the actual radiation out of the air, and it produces electricity.

00:34:24.133 --> 00:34:28.013
<v SPEAKER_1>It's this source of basically limitless free power.

00:34:30.313 --> 00:34:43.433
<v SPEAKER_1>In the wake of this, this organization called the Global Defense Force comes up, and they're focused in the less devastated areas, mostly in the Americas and Eastern Europe.

00:34:43.433 --> 00:34:53.333
<v SPEAKER_1>They say, look, as humans, we made a mistake and our goal as the Global Defense Force is to make sure this mistake doesn't happen again.

00:34:53.393 --> 00:35:01.893
<v SPEAKER_1>They start benignly policing more and more of the world, saying, look, we're going to take care of things, we're going to make sure this doesn't happen again.

00:35:03.773 --> 00:35:08.293
<v SPEAKER_1>Also, we're going to take charge of all this Tempest nonsense, don't worry about it, we'll take care of it.

00:35:10.013 --> 00:35:20.213
<v SPEAKER_1>A bunch of European and Asian nations say, well, no, wait, you did this to us, you're not going to nuke us and then come tell us you're in charge.

00:35:21.573 --> 00:35:31.753
<v SPEAKER_1>They form another coalition under a war hero from World War III, called Domovoy Molkolin, or Molchalin.

00:35:32.633 --> 00:35:46.593
<v SPEAKER_1>He says, no, we're going to take care of our own selves, we're going to make sure that we maintain our own sovereignty, we maintain our own culture, we're not going to let you destroy us and then come tell us that you're in charge.

00:35:46.913 --> 00:35:55.833
<v SPEAKER_1>They formed a coalition called the Tempest Dynasty, and they view this resource, this abundant limitless source of energy as their birthright.

00:35:56.333 --> 00:36:05.153
<v SPEAKER_1>They say, you drop these bombs on us, and then this free power source starts growing, this is ours, it's a meaningful thing to them.

00:36:05.153 --> 00:36:11.473
<v SPEAKER_1>Not just as a resource, but it becomes culturally important to the Tempest Dynasty.

00:36:11.473 --> 00:36:29.613
<v SPEAKER_1>That frames the beginning of our narrative, where you have this post-war devastation, and these two global superpowers rising up from the ashes, each trying to maintain control of this resource, and trying to maintain control of their own sovereignty.

00:36:29.613 --> 00:36:32.333
<v SPEAKER_1>And that's kind of where things kick off.

00:36:33.473 --> 00:36:34.333
<v SPEAKER_2>Awesome.

00:36:34.553 --> 00:36:37.293
<v SPEAKER_2>So basically regular earth in about five years.

00:36:39.033 --> 00:36:46.093
<v SPEAKER_3>Yeah, it depends on which region in the world you are living in.

00:36:46.093 --> 00:36:53.373
<v SPEAKER_3>I mean, some people have alternative facts about global warning, other have other opinions.

00:36:53.373 --> 00:36:54.233
<v SPEAKER_3>Really depends.

00:36:54.233 --> 00:36:56.913
<v SPEAKER_3>But let's not go into climate.

00:36:58.273 --> 00:37:00.333
<v SPEAKER_3>Let's not go into climate politics.

00:37:00.333 --> 00:37:03.313
<v SPEAKER_3>You know, perhaps not.

00:37:04.533 --> 00:37:21.773
<v SPEAKER_3>Yeah, it's interesting because when I played to the demo, it more felt like being very what I remember from Command and Conquer 4 and 3.

00:37:22.133 --> 00:37:32.693
<v SPEAKER_3>But you said at the beginning of the interview, you were inspired by Red Alert, which is actually the second game in the installment in the series.

00:37:33.013 --> 00:37:44.053
<v SPEAKER_3>So I wonder, will there also be like winter fights and indoor missions?

00:37:44.053 --> 00:37:57.073
<v SPEAKER_3>I mean, I actually hated them because they were timer-based, and I was like, holy moly, do I really want to go through that?

00:37:58.053 --> 00:38:04.573
<v SPEAKER_3>So I don't know if you can talk about that, or if that is a secret.

00:38:05.853 --> 00:38:11.793
<v SPEAKER_1>So I don't think we have any indoor missions, any indoor tilesets.

00:38:11.793 --> 00:38:21.453
<v SPEAKER_1>We do have a couple of missions that are what you would call like a commando mission or a no-build mission, where you have fixed amount of forces and you've got to complete the mission with that.

00:38:21.453 --> 00:38:23.773
<v SPEAKER_1>I don't think any of them are on timers.

00:38:23.773 --> 00:38:26.233
<v SPEAKER_1>We do have a couple of segments that are on timers.

00:38:27.473 --> 00:38:34.673
<v SPEAKER_1>But the main one I can think of is, is you have to defend your base for a certain amount of time.

00:38:36.533 --> 00:38:41.273
<v SPEAKER_1>So I don't think we have any mando missions that are on a timer.

00:38:44.053 --> 00:38:49.733
<v SPEAKER_1>But I don't think I can go into too many details about the campaign, but I think that's all safe to say.

00:38:49.813 --> 00:38:51.053
<v SPEAKER_3>Right.

00:38:51.053 --> 00:39:00.793
<v SPEAKER_3>Can you say if you have, I mean, Rambo missions, I remember the first Command and Conquer had like a commando bot, and you had to make sure he doesn't die.

00:39:00.793 --> 00:39:10.733
<v SPEAKER_3>And obviously, the Soviet Union tailored installments had Tanya, you know?

00:39:11.113 --> 00:39:17.253
<v SPEAKER_1>So in Tempest Rising, we have these units called specialists, and there's five of them.

00:39:17.253 --> 00:39:19.793
<v SPEAKER_1>Now, in Command and Conquer, I loved the commando.

00:39:19.793 --> 00:39:26.333
<v SPEAKER_1>I thought he was a man, and Tanya, and in Red Alert 2, you've got Yuri Prime and Boris.

00:39:27.693 --> 00:39:33.273
<v SPEAKER_1>What frustrated me about them as a player is you hardly ever get to use them.

00:39:33.273 --> 00:39:39.253
<v SPEAKER_1>They're way at the end of the tech tree, and they're really powerful, but they're really hard to get access to.

00:39:41.273 --> 00:39:43.973
<v SPEAKER_1>In Tempest Rising, like I said, you have five.

00:39:43.973 --> 00:39:46.973
<v SPEAKER_1>Each faction has five unique specialists.

00:39:46.973 --> 00:39:48.993
<v SPEAKER_1>They're kind of like commando units.

00:39:48.993 --> 00:39:52.933
<v SPEAKER_1>They're a little bit like hero units from other RTS.

00:39:52.933 --> 00:40:00.813
<v SPEAKER_1>But what we were trying to do is, first off, you get them a lot lower, most of them a lot lower down in the tech tree.

00:40:00.813 --> 00:40:11.373
<v SPEAKER_1>You've got these fun units that you can do special things with, some of them do army support stuff, some of them are like snipers.

00:40:12.613 --> 00:40:15.073
<v SPEAKER_1>But you get a lot of different options.

00:40:15.073 --> 00:40:18.313
<v SPEAKER_1>In the campaign, you get to play around with all five of them.

00:40:18.313 --> 00:40:26.253
<v SPEAKER_1>We have units as varied as the GDF of a hijacker that can temporarily take over enemy vehicles.

00:40:26.253 --> 00:40:31.713
<v SPEAKER_1>Not infantry, so she's vulnerable to being countered by infantry, but she can take over enemy tanks.

00:40:32.473 --> 00:40:42.753
<v SPEAKER_1>And then the Tempest Dynasty have a unit called the Commando, and she's invisible unless she's attacking, and she also has an airstrike that she can call in.

00:40:42.753 --> 00:40:53.993
<v SPEAKER_1>We call her like a mobile support power, because she could drop this airplane and it blows up a bunch of defenses and then you can assault with her.

00:40:53.993 --> 00:40:57.533
<v SPEAKER_1>So we have a lot of these different units that you can do different things with.

00:40:57.533 --> 00:41:00.573
<v SPEAKER_1>And in the campaign, they're named characters.

00:41:01.553 --> 00:41:05.053
<v SPEAKER_1>And in some cases, I think you would lose the mission if they died.

00:41:05.053 --> 00:41:07.073
<v SPEAKER_1>But they're more powerful.

00:41:07.073 --> 00:41:08.133
<v SPEAKER_1>They're more like a commando unit.

00:41:08.133 --> 00:41:10.873
<v SPEAKER_1>They're more powerful than your average infantry.

00:41:10.873 --> 00:41:15.913
<v SPEAKER_1>And then in multiplayer, we have a different experience for them.

00:41:16.913 --> 00:41:20.833
<v SPEAKER_1>So you have the comms officer in the campaign.

00:41:20.833 --> 00:41:23.753
<v SPEAKER_1>There's just one guy and he's the comms officer.

00:41:23.753 --> 00:41:25.953
<v SPEAKER_1>But in multiplayer, you could build three of them.

00:41:25.953 --> 00:41:34.893
<v SPEAKER_1>If you want three comms officers, you can load them up and use them, or you can have two snipers and a riot medic or one of each.

00:41:34.893 --> 00:41:43.113
<v SPEAKER_1>So with multiplayer, we take that core system that we introduced in the campaign, and kind of open it up a little bit to give you more freedom to play around with them.

00:41:43.113 --> 00:41:45.593
<v SPEAKER_1>And I think I've lost the thread of your question a little bit.

00:41:45.593 --> 00:41:47.033
<v SPEAKER_3>So that's very detailed.

00:41:47.033 --> 00:41:48.413
<v SPEAKER_1>Yeah.

00:41:48.413 --> 00:41:49.333
<v SPEAKER_3>That's very detailed.

00:41:49.333 --> 00:41:49.953
<v SPEAKER_3>Yeah.

00:41:49.953 --> 00:41:50.213
<v SPEAKER_3>Yeah.

00:41:50.213 --> 00:41:57.433
<v SPEAKER_3>Well, so it's good to know that you say there's a lot more variety than what you have in other games.

00:41:58.833 --> 00:42:05.033
<v SPEAKER_3>Well, perhaps, let's speak a bit about mission design and consequences.

00:42:05.033 --> 00:42:12.593
<v SPEAKER_3>I mean, especially Command and Conquer in its lifetime of the series unfortunately had some censorship.

00:42:12.593 --> 00:42:23.633
<v SPEAKER_3>I remember when 2003 Generals was released, the Iraqi war started.

00:42:23.633 --> 00:42:28.853
<v SPEAKER_3>So in Germany, Generals was only available for four weeks.

00:42:28.853 --> 00:42:43.573
<v SPEAKER_3>And then they had to remove it from the market because there was a mission based in Iraq, where you had to mob, and you had to lead the mob through the city and destroy everything.

00:42:45.133 --> 00:42:47.473
<v SPEAKER_2>They censored it for that?

00:42:47.473 --> 00:42:48.553
<v SPEAKER_3>Yeah, exactly.

00:42:48.553 --> 00:42:54.493
<v SPEAKER_2>So I can understand like you wrote down the Red Alert 2, which had the Twin Towers on it.

00:42:54.493 --> 00:42:58.573
<v SPEAKER_2>I can understand maybe taking that down for a bit.

00:42:58.613 --> 00:43:14.093
<v SPEAKER_3>Yeah, the reasoning by the USK, which is our age-rating system in Germany, was that now the Iraqi war started, it's too much of a mission close to reality.

00:43:14.093 --> 00:43:15.713
<v SPEAKER_3>So it was just bad timing.

00:43:15.713 --> 00:43:23.893
<v SPEAKER_3>I mean, the game started designing way back, but then the war started, and so they had to remove it.

00:43:23.893 --> 00:43:34.433
<v SPEAKER_3>Remove all the missions, or better to say, exchange them with other, and then renaming the game to Generale, which is a German word of generals.

00:43:34.433 --> 00:43:48.513
<v SPEAKER_3>So I'm one of the few people here in Germany that still has the uncensored German version, because I told my dad to go to the electronics store and buy it on the day of release.

00:43:50.553 --> 00:44:06.193
<v SPEAKER_3>Obviously, I was in job education during the day, so I couldn't do it myself, but I forced my father to take a day off, so he can go out and buy the game.

00:44:06.193 --> 00:44:13.973
<v SPEAKER_3>It was actually good that he did that, because as I said, four weeks later, they had to remove all the copies from the shelves.

00:44:13.973 --> 00:44:14.893
<v SPEAKER_3>That was amazing.

00:44:16.813 --> 00:44:17.873
<v SPEAKER_1>Wow.

00:44:17.993 --> 00:44:24.373
<v SPEAKER_1>I think your question was, are we cognizant of that issue, or are we having a say in something like that?

00:44:24.373 --> 00:44:38.053
<v SPEAKER_3>Now that it happened a couple of times, as Ajay mentioned, Red Alert 2 had this similar problem that on the cover, it had the World Trade Center being attacked.

00:44:38.053 --> 00:44:39.193
<v SPEAKER_3>Well, they also had to remove that.

00:44:39.273 --> 00:44:40.593
<v SPEAKER_1>Remove that?

00:44:40.593 --> 00:44:46.513
<v SPEAKER_1>Yeah.

00:44:46.513 --> 00:44:48.653
<v SPEAKER_1>I don't know exactly how to answer this.

00:44:48.653 --> 00:44:49.393
<v SPEAKER_1>Beyond saying that-

00:44:49.393 --> 00:44:51.273
<v SPEAKER_3>It's an unquestionably problem.

00:44:51.273 --> 00:45:01.093
<v SPEAKER_1>Well, we aren't aware of any issues that our game would have in this that are relevant to this.

00:45:01.093 --> 00:45:08.313
<v SPEAKER_1>There are some things that we prepared for, like using the Red Cross logo for healing.

00:45:08.893 --> 00:45:16.213
<v SPEAKER_1>You're technically not allowed to do that, so we created our separate icons for it.

00:45:16.213 --> 00:45:26.613
<v SPEAKER_1>But beyond that, I can't think of anything that we've run into that would need that kind of fix or problem to address.

00:45:29.033 --> 00:45:31.773
<v SPEAKER_1>It's a lot of setup for not much answer, and I'm sorry about that.

00:45:32.973 --> 00:45:35.873
<v SPEAKER_1>As far as I know, we haven't run into anything like that.

00:45:35.873 --> 00:45:43.793
<v SPEAKER_3>The problem is, of course, you can't control the world, and you can't control what's happening around you.

00:45:43.793 --> 00:45:58.013
<v SPEAKER_3>I guess it was just bad luck for those designers that shortly after the game released, stuff happened in the world, and suddenly it was not okay anymore.

00:46:00.513 --> 00:46:02.353
<v SPEAKER_3>I mean, nowadays, it's a lot easier.

00:46:02.353 --> 00:46:07.013
<v SPEAKER_3>You can just apply a patch for a certain region and get rid of the problem.

00:46:07.013 --> 00:46:15.993
<v SPEAKER_3>You don't have to make a call back from the store shelves because basically, you are not physical anymore.

00:46:15.993 --> 00:46:27.693
<v SPEAKER_2>Also, I'm looking at the entry for it, and it says that there's the online PVP, and as well as multiplayer matchmaking.

00:46:28.853 --> 00:46:33.953
<v SPEAKER_2>How does the multiplayer work?

00:46:34.713 --> 00:46:36.953
<v SPEAKER_2>How could you play it with somebody else?

00:46:38.313 --> 00:46:46.893
<v SPEAKER_1>So we're using a matchmaking technology developed by Saber that they use for their games.

00:46:46.893 --> 00:46:49.993
<v SPEAKER_1>I think it's fine to say what it's called, Hydra.

00:46:49.993 --> 00:46:58.653
<v SPEAKER_1>And that's one of the things we were testing with our recent closed beta, and it's been really powerful so far.

00:46:58.653 --> 00:47:04.993
<v SPEAKER_1>We have QA people in Russia that I play with in the States with reasonable pings.

00:47:05.233 --> 00:47:12.373
<v SPEAKER_1>Now, with RTS, it's more doable than for something like FPS, where it matters a lot more for aiming and stuff.

00:47:12.373 --> 00:47:15.713
<v SPEAKER_1>But we've been really happy with how it performs.

00:47:15.713 --> 00:47:28.633
<v SPEAKER_1>What else I will say, because I think this is important to you guys and your audience, is when we've been doing trade shows, like we did DreamHack in Atlanta, and we did DreamHack in Stockholm, I think, like last month.

00:47:28.633 --> 00:47:30.913
<v SPEAKER_1>We actually use our LAN connection for that.

00:47:30.913 --> 00:47:37.813
<v SPEAKER_1>We have built-in LAN capability for the game, and that's actually what we're using at shows when we do that.

00:47:37.813 --> 00:47:45.633
<v SPEAKER_1>So that's something that I know a lot of RTS being more old school, traditional gamers, RTS players appreciate.

00:47:46.153 --> 00:47:48.633
<v SPEAKER_2>Yeah, like a LAN party with these.

00:47:51.133 --> 00:47:51.813
<v SPEAKER_3>Just want to say.

00:47:51.813 --> 00:47:58.713
<v SPEAKER_1>That's exactly what we're doing in the shows because you get better response times if the computer is all sitting there right next to each other.

00:47:58.773 --> 00:48:00.033
<v SPEAKER_2>Right, right.

00:48:00.973 --> 00:48:04.653
<v SPEAKER_3>Should I pull up my Null Modem cable?

00:48:11.133 --> 00:48:14.193
<v SPEAKER_3>Yeah.

00:48:14.193 --> 00:48:17.873
<v SPEAKER_3>It's actually perhaps an interesting question.

00:48:17.913 --> 00:48:20.253
<v SPEAKER_3>Supported platforms.

00:48:21.193 --> 00:48:40.753
<v SPEAKER_3>I remember in that for Command and Conquer, for example, input, so gamepads and stuff for console releases were a big issue because RTSs are mostly best controlled with mouse and keyboard.

00:48:45.713 --> 00:48:48.813
<v SPEAKER_3>I don't know, do you plan a console release?

00:48:48.813 --> 00:48:52.653
<v SPEAKER_3>Switch, PS5, Xbox?

00:48:54.553 --> 00:49:02.693
<v SPEAKER_1>As far as I think I'm able to say right now, we're just looking at a Steam release on PC.

00:49:02.693 --> 00:49:03.033
<v SPEAKER_3>Okay.

00:49:03.033 --> 00:49:09.773
<v SPEAKER_1>So if something like that comes down the line, it'll come down the line, and right now, we're just kind of gearing up toward our big Steam release.

00:49:10.113 --> 00:49:10.793
<v SPEAKER_3>That's good to know.

00:49:10.793 --> 00:49:16.813
<v SPEAKER_3>So you're not prepared for the pain of alternative input schemes.

00:49:17.973 --> 00:49:21.453
<v SPEAKER_1>Yeah, I think that would be a whole separate thing with a separate UI.

00:49:21.453 --> 00:49:28.293
<v SPEAKER_1>Like with Command and Conquer 3, they have a whole separate UI with the circle menu that they did for that release.

00:49:28.293 --> 00:49:36.253
<v SPEAKER_1>And yeah, we're really just focused on doing this thing right for the core audience, the PC crown.

00:49:36.253 --> 00:49:37.093
<v SPEAKER_3>Awesome.

00:49:37.093 --> 00:49:39.673
<v SPEAKER_3>Awesome.

00:49:39.713 --> 00:49:39.913
<v SPEAKER_2>Yeah.

00:49:39.913 --> 00:49:43.553
<v SPEAKER_2>If I could play one of these games on a console, that would be painful.

00:49:44.593 --> 00:49:54.953
<v SPEAKER_1>I actually really enjoyed Halo Wars and Halo Wars 2, and I still have Command and Conquer 3, Kane's Wrath on my Xbox Series X downstairs.

00:49:57.273 --> 00:50:00.133
<v SPEAKER_1>You could do it right, but it's really, really hard to get it right.

00:50:03.053 --> 00:50:07.693
<v SPEAKER_2>I've always been a computer gamer, even if it's like an old C64 or something.

00:50:07.693 --> 00:50:14.673
<v SPEAKER_2>I like that full-size keyboard full of things to hit.

00:50:14.673 --> 00:50:15.453
<v SPEAKER_2>Right.

00:50:15.453 --> 00:50:21.593
<v SPEAKER_2>When you got to figure out the console thing, it's like, push buttons, and I'm not good at remembering any of that.

00:50:22.013 --> 00:50:26.293
<v SPEAKER_2>I've got a PS2, that's the newest I've got because I'm old.

00:50:27.253 --> 00:50:36.773
<v SPEAKER_1>People always think I'm on Minecraft all the time because my kids sign in to my Xbox account, and my friends are like, why are you always on Minecraft?

00:50:36.773 --> 00:50:38.673
<v SPEAKER_1>It's not me, it's my kids.

00:50:44.253 --> 00:50:47.373
<v SPEAKER_3>Now, I had a question that I totally forgot.

00:50:47.373 --> 00:50:48.773
<v SPEAKER_2>Throw them all.

00:50:49.053 --> 00:50:49.573
<v SPEAKER_3>Never mind.

00:50:49.573 --> 00:50:51.033
<v SPEAKER_3>Never mind.

00:50:51.033 --> 00:50:52.233
<v SPEAKER_3>Never mind.

00:50:54.993 --> 00:50:56.073
<v SPEAKER_3>Wow.

00:50:56.833 --> 00:50:59.373
<v SPEAKER_3>I will come back to it.

00:51:02.633 --> 00:51:04.593
<v SPEAKER_3>So, whoa.

00:51:04.593 --> 00:51:05.453
<v SPEAKER_2>We broke his brain.

00:51:05.453 --> 00:51:06.813
<v SPEAKER_2>We broke Jörg's brain.

00:51:06.813 --> 00:51:07.413
<v SPEAKER_3>Yeah, yeah.

00:51:07.813 --> 00:51:15.653
<v SPEAKER_3>I totally lost track now because I had this question that I want to ask when AJ is finished making a statement and now-

00:51:16.093 --> 00:51:18.253
<v SPEAKER_3>No, I totally lost it.

00:51:18.253 --> 00:51:19.813
<v SPEAKER_3>Anyway, back to my question.

00:51:19.813 --> 00:51:26.093
<v SPEAKER_3>My question was that in the last five years, as you mentioned, a lot of RTSs have been released.

00:51:26.093 --> 00:51:39.673
<v SPEAKER_3>A lot of them are actually pretty similar and are just IP-based, like Starship Troopers Terrain Command or the latest Terminator RTS.

00:51:40.573 --> 00:51:50.413
<v SPEAKER_3>So it's a lot of the same sauce, kind of the same gulag of RTS games.

00:51:50.413 --> 00:51:57.733
<v SPEAKER_3>And I mean, there are also a few attempts, like Crossfire Legion, for example.

00:51:57.733 --> 00:52:11.173
<v SPEAKER_3>And I saw that a lot of people that look forward on the Steam forums for Tempest Rising worry that it will be too much of the same.

00:52:11.173 --> 00:52:28.533
<v SPEAKER_3>So perhaps you could tell us a bit what you are proud of and what you see is the major difference of your approach compared to what has been out there for the last five years.

00:52:28.533 --> 00:52:36.673
<v SPEAKER_3>As I said at the very beginning, you don't want to be a homage to Command and Conquer, but doing your own thing.

00:52:37.073 --> 00:52:43.633
<v SPEAKER_3>So I guess you had a look at those games I mentioned and saw what I was talking about.

00:52:43.633 --> 00:52:51.093
<v SPEAKER_1>We started developing Tempest Rising before, I think, either of the games that you mentioned were announced.

00:52:54.053 --> 00:53:06.313
<v SPEAKER_1>Yeah, so we started working on Tempest Rising, or I was brought in, I think, in 2019 or 2020, and I wasn't brought in for the very beginning.

00:53:06.753 --> 00:53:11.953
<v SPEAKER_1>I was brought in to develop as part of the pitch for the game.

00:53:15.293 --> 00:53:28.573
<v SPEAKER_1>But yeah, so we actually started, and I think I had someone ask me this in a different interview, if we were inspired by the Command and Conquer Remaster, and we were actually already working on the game when Command and Conquer Remaster was announced.

00:53:30.633 --> 00:53:36.233
<v SPEAKER_1>So yeah, this game has deeper roots than some of that.

00:53:41.233 --> 00:53:48.153
<v SPEAKER_1>But Tempest Rising is a game that comes directly from the love of the genre.

00:53:48.293 --> 00:53:56.773
<v SPEAKER_1>This wasn't a business case or something to use an excuse to use an IP.

00:54:01.533 --> 00:54:08.133
<v SPEAKER_1>This is something that we sat down, and I think Fred has wanted to do this forever.

00:54:08.593 --> 00:54:13.233
<v SPEAKER_1>This is one of his dream projects that he's always wanted to do.

00:54:13.233 --> 00:54:17.033
<v SPEAKER_1>But I was actually saying this to someone else earlier today.

00:54:17.033 --> 00:54:23.533
<v SPEAKER_1>My number one played game on Steam right now is Tempest Rising, and it's not just because I work on it.

00:54:23.533 --> 00:54:35.233
<v SPEAKER_1>I go into the game not just to test new things or to see if I can find bugs or something, but just because I enjoy playing it.

00:54:35.233 --> 00:54:42.653
<v SPEAKER_1>I'm in this game every day because I think it's fun, and because I'm passionate about this game.

00:54:44.833 --> 00:54:56.973
<v SPEAKER_1>This is a game that's specifically set up because the people making it love RTS and love this kind of game.

00:54:57.433 --> 00:55:00.393
<v SPEAKER_1>I'm not saying that other RTS don't do that.

00:55:00.473 --> 00:55:01.593
<v SPEAKER_1>I don't know whether or not they do.

00:55:01.733 --> 00:55:05.893
<v SPEAKER_1>I'm sure the people that make these other games also love their games.

00:55:05.893 --> 00:55:10.693
<v SPEAKER_1>But this project was born right out of that.

00:55:12.113 --> 00:55:16.613
<v SPEAKER_1>This is a deeply meaningful game to me personally.

00:55:17.953 --> 00:55:25.933
<v SPEAKER_1>I'm not here trying to formulate an RTS formula that I think is going to be addictive.

00:55:25.933 --> 00:55:27.793
<v SPEAKER_1>I'm making the game that I want to play.

00:55:29.593 --> 00:55:38.853
<v SPEAKER_1>I'm in there every day trying to figure out for myself how to make this game better.

00:55:40.293 --> 00:55:42.313
<v SPEAKER_1>Like I said, I don't think I'm unique in that.

00:55:42.313 --> 00:55:51.473
<v SPEAKER_1>I think a lot of people make games and are in game design and development just for that very reason.

00:55:52.053 --> 00:55:54.273
<v SPEAKER_1>I don't know that that makes me specifically unique.

00:55:56.933 --> 00:56:01.373
<v SPEAKER_1>But this is to me personally, this is a product second.

00:56:01.773 --> 00:56:05.673
<v SPEAKER_1>This is the game I want to see out in the world first.

00:56:09.233 --> 00:56:12.153
<v SPEAKER_1>So I think I lost track of my train of thought a little bit.

00:56:12.393 --> 00:56:13.833
<v SPEAKER_1>No problem.

00:56:15.113 --> 00:56:16.773
<v SPEAKER_3>I didn't want to sound negative.

00:56:16.773 --> 00:56:21.153
<v SPEAKER_3>I mean, not all IP-based games are horrible.

00:56:21.253 --> 00:56:27.953
<v SPEAKER_3>I mean, just think about Robocop Roach City that was released a year ago.

00:56:27.953 --> 00:56:31.373
<v SPEAKER_3>It's one of the best Robocop games that they ever did.

00:56:31.373 --> 00:56:36.053
<v SPEAKER_3>So not all IP-based games are horrible.

00:56:36.053 --> 00:56:42.613
<v SPEAKER_3>And I didn't mean so, but I just meant they are pretty much a lot of the same.

00:56:42.653 --> 00:56:49.773
<v SPEAKER_3>You know, it's just like change the IP and, you know, it's, and in many cases, they are even done by the same studio.

00:56:49.773 --> 00:56:53.513
<v SPEAKER_3>So it's like, you know, where you're coming from, you know?

00:56:53.513 --> 00:57:07.613
<v SPEAKER_3>So it's good to see that a company like 3D Realms, who is not known for RTSs, is doing a vanilla approach with their own ideas coming in, you know?

00:57:07.613 --> 00:57:12.893
<v SPEAKER_1>We really want to get back to the roots of why people love these games in the first place.

00:57:13.013 --> 00:57:22.553
<v SPEAKER_1>There's a lot of flowery talk out there about the next big thing and trying to find ways to improve and iterate on the genre.

00:57:22.553 --> 00:57:32.093
<v SPEAKER_1>And we're boldly out here just saying, we know people that grew up in the 90s and 2000s love these games.

00:57:32.413 --> 00:57:40.833
<v SPEAKER_1>And we want to preserve what people love about the games that they experienced in the 90s and early 2000s.

00:57:40.833 --> 00:57:43.373
<v SPEAKER_1>There are things we're trying to do.

00:57:43.373 --> 00:58:03.933
<v SPEAKER_1>One of our graphic designer, our lead graphic designer, he came up with a system that I think was in the latest demo, where when units get a status effect on them, it puts a little icon over their head and it's got a green if it's a buff, and it's red if it's a debuff, and it goes away after a second.

00:58:05.213 --> 00:58:07.053
<v SPEAKER_1>People responded so well to that.

00:58:07.053 --> 00:58:08.233
<v SPEAKER_1>It's such a little thing.

00:58:08.233 --> 00:58:12.633
<v SPEAKER_1>It's just saying, you got a status effect, you know what the status effect is because you see the icon.

00:58:15.613 --> 00:58:20.313
<v SPEAKER_1>It's not a big system that's designed to revolutionize the whole genre.

00:58:21.973 --> 00:58:26.813
<v SPEAKER_1>It's a little thing that helps people who are playing understand what they're doing better.

00:58:26.813 --> 00:58:46.433
<v SPEAKER_1>So we're trying to do stuff like that, not for self-aggrandizing reasons of trying to make the next big thing, but just because we're playing this game, and we say, oh, well, what if we did this to make it easier for us to understand what's going on in the game?

00:58:46.513 --> 00:58:47.573
<v SPEAKER_1>And that's the thing we're trying to do.

00:58:47.673 --> 00:58:52.613
<v SPEAKER_1>We're trying to, first and foremost, craft a good ground-level experience.

00:58:54.693 --> 00:58:56.013
<v SPEAKER_1>We're trying to tell a good story.

00:58:56.013 --> 00:58:57.893
<v SPEAKER_1>We're trying to make it look good.

00:58:57.893 --> 00:59:03.873
<v SPEAKER_1>Basic things that we think, getting the foundations right is really important.

00:59:03.873 --> 00:59:06.153
<v SPEAKER_1>That's what we're trying to do.

00:59:06.153 --> 00:59:07.833
<v SPEAKER_2>It is graphically really impressive.

00:59:07.953 --> 00:59:21.713
<v SPEAKER_2>I'm looking at screenshots and some video from it, and it's aside from everything else, it is a very pretty game as far as landscapes and the character graphics and everything that's moving around.

00:59:21.713 --> 00:59:26.613
<v SPEAKER_2>Can you talk a little bit about what went into creating that?

00:59:26.613 --> 00:59:27.033
<v SPEAKER_1>Yes.

00:59:27.373 --> 00:59:42.333
<v SPEAKER_1>We've had a phenomenal art team with a tremendous amount of experience, both with Unreal Engine generally and with like hard surface design specifically.

00:59:42.333 --> 00:59:56.053
<v SPEAKER_1>One of the other things that impresses me, and I'm not highly technical as a programmer or like a technical artist, so it's hard for me to talk to specifics, but I have as a player been very impressed by how performant the game is.

00:59:57.133 --> 01:00:08.793
<v SPEAKER_1>You know, it's not necessarily, and again, I can't talk too much about like tech specs or anything like that, but for the hardware, I'm running a mid-range gaming laptop.

01:00:08.793 --> 01:00:21.553
<v SPEAKER_1>When I get consistently above 60 frames per second on 1440p, this is the one below.

01:00:22.513 --> 01:00:23.973
<v SPEAKER_1>2K, yeah, yeah.

01:00:23.973 --> 01:00:26.533
<v SPEAKER_1>It's like 2550 by 1440.

01:00:26.533 --> 01:00:30.973
<v SPEAKER_3>Yeah, it's the same resolution I have, and I have a 2K monitor.

01:00:31.013 --> 01:00:36.813
<v SPEAKER_1>Yeah, so, and again, I'm not highly technical.

01:00:36.873 --> 01:00:53.913
<v SPEAKER_1>It's hard for me to talk about any of that, but our art team is trying to take advantage of what Unreal Engine 5 offers in terms of handling the graphical load we're putting on it gracefully, and I think that shows.

01:00:55.893 --> 01:01:04.533
<v SPEAKER_1>Another thing that constantly blows me away is the models that you see in the cut scenes are the models in the game.

01:01:04.533 --> 01:01:06.573
<v SPEAKER_1>It's the same model.

01:01:06.573 --> 01:01:07.893
<v SPEAKER_2>Oh, really?

01:01:07.893 --> 01:01:08.093
<v SPEAKER_1>Yeah.

01:01:08.093 --> 01:01:08.673
<v SPEAKER_1>OK.

01:01:08.673 --> 01:01:08.813
<v SPEAKER_2>Yeah.

01:01:15.568 --> 01:01:25.688
<v SPEAKER_1>So, yeah, we, again, I actually knew more specific, so I could talk more in depth about how it's all put together.

01:01:26.728 --> 01:01:32.868
<v SPEAKER_1>But we worked together with a great team of concept artists and artists.

01:01:32.868 --> 01:01:48.648
<v SPEAKER_1>It's actually something I think, and I think this is fair to say we've had to iterate on, because a lot of our team came from an FPS background, and designing things to be looked at when you're looking at them directly is different than designing something to be looked down at.

01:01:49.448 --> 01:02:07.668
<v SPEAKER_1>For some of our older demos, we had people saying, it's hard to tell some of our infantry apart specifically, and we iterated on it since then, including I think in the most recent demo, where we've been resizing things and trying to change the color palettes of some of our units to make them stand out from each other a little bit more.

01:02:12.248 --> 01:02:22.928
<v SPEAKER_1>Interesting.

01:02:22.928 --> 01:02:28.288
<v SPEAKER_1>Was there anything else about the arts or anything to talk about?

01:02:28.288 --> 01:02:56.388
<v SPEAKER_3>Well, I would like to know, because you mentioned that you want to bring back what was great about the early 90s, RTSs, and what came to mind, of course, were two things, the stupidity of the AI and the tank crash strategy, where you would just produce a lot of tanks and then overthrow the enemy space.

01:02:57.168 --> 01:02:59.568
<v SPEAKER_3>I remember I loved that as a teenager.

01:03:03.728 --> 01:03:11.388
<v SPEAKER_1>I think our skirmish team that's handling our computer players, our computer opponents, is doing a phenomenal job.

01:03:13.408 --> 01:03:15.648
<v SPEAKER_1>We don't have a cheating AI at this point.

01:03:15.648 --> 01:03:18.048
<v SPEAKER_1>It just uses its resources very efficiently.

01:03:20.328 --> 01:03:30.948
<v SPEAKER_1>I literally wrote 80 pages to pass off to the skirmish team about what should happen if your units are going to be crushed.

01:03:30.948 --> 01:03:32.108
<v SPEAKER_1>So it'll run them away.

01:03:32.108 --> 01:03:33.048
<v SPEAKER_1>It'll actually try to run them.

01:03:33.308 --> 01:03:39.168
<v SPEAKER_1>If it sees you coming at them with a tank to crush them, they'll all run in different directions.

01:03:39.168 --> 01:03:46.308
<v SPEAKER_1>And it's the player, the computer player is selecting the units and moving them to do that.

01:03:46.308 --> 01:03:48.068
<v SPEAKER_1>If it knows that it's going to lose a fight.

01:03:48.748 --> 01:03:54.008
<v SPEAKER_3>So you stopped at explaining how much better the AI is compared to other games?

01:03:55.068 --> 01:04:11.188
<v SPEAKER_3>I don't want to say so much better than other games, but I mean, I mean, I mean, let's be honest, Command and Conquer was known for his stupid, stupid harvesting, harvesting, harvesting, pathfinding failures.

01:04:12.348 --> 01:04:20.508
<v SPEAKER_3>Like, like, where it wouldn't, where it wouldn't move away when it was attacked, like, yeah, destroy me, here I am, you know.

01:04:21.768 --> 01:04:23.828
<v SPEAKER_1>So some of that's inbuilt unit behaviors.

01:04:23.888 --> 01:04:26.208
<v SPEAKER_1>And some of that's handled by the computer player.

01:04:28.468 --> 01:04:32.948
<v SPEAKER_1>I wouldn't say that our harvester AI is phenomenal.

01:04:32.948 --> 01:04:41.868
<v SPEAKER_1>It's not, I think we do a good job with it, but I think there's still some, some rough edges that we're ironing out.

01:04:41.868 --> 01:04:49.988
<v SPEAKER_1>What I will say is that I think right now, our overall harvesting system, we're very proud of how smooth it is.

01:04:50.388 --> 01:05:01.568
<v SPEAKER_1>The key ingredient of that actually is we allow harvesters to clip through other units when they're working, and that has saved a tremendous amount of headache.

01:05:01.568 --> 01:05:08.268
<v SPEAKER_1>There's a little loss in realism for it, but man, it goes so much smoother, and they line up outside of the refinery nice and neat.

01:05:08.268 --> 01:05:11.068
<v SPEAKER_1>There's no log jamming, they wait in line for each other.

01:05:13.448 --> 01:05:17.068
<v SPEAKER_1>We've put some work into making that feel smooth.

01:05:17.068 --> 01:05:21.148
<v SPEAKER_1>Of course, with our three factions, we actually have three different harvesting systems.

01:05:22.608 --> 01:05:41.288
<v SPEAKER_1>The GDF have a refinery and it has harvesters, and you can crane harvesters out of your vehicle bay, and they go right to work, and they go to the closest refinery, and the player can choose what their divide they want between refineries and harvesters.

01:05:41.288 --> 01:05:48.108
<v SPEAKER_1>With the Tempest Dynasty, they have a unit called the Tempest Rig that they produce out of their machine shop.

01:05:49.748 --> 01:05:59.948
<v SPEAKER_1>And that unit goes and it unpacks next to a Tempest field, and its wheels kind of roll out, and they become little harvesters for it.

01:05:59.948 --> 01:06:09.028
<v SPEAKER_1>So you can roll it out wherever you want, and there's a lot of flexibility to that system, but you don't have that granularity.

01:06:09.028 --> 01:06:24.908
<v SPEAKER_1>So with the Tempest Dynasty, you have to make the conscious choice to either have multiple vehicle machine shops, or you have to kind of prioritize what you're putting out of your machine shop in order to not kind of fall behind in the arms race.

01:06:24.908 --> 01:06:25.688
<v SPEAKER_1>And that's intentional.

01:06:25.848 --> 01:06:28.988
<v SPEAKER_1>It's supposed to be something that they think about more.

01:06:28.988 --> 01:06:33.368
<v SPEAKER_1>They also have little levers they can pull to tweak their economy.

01:06:33.368 --> 01:06:45.168
<v SPEAKER_1>They have this system that's run out of their construction yard called plans, and one of their plans is the logistics plan, and that increases harvesting by 20 percent, makes buildings produce 20 percent faster.

01:06:45.168 --> 01:07:02.648
<v SPEAKER_1>But they also have a marshal plan that causes units to attack faster and have a little bit of extra damage resistance, and their third plan is the security plan, and that gives their radar dishes larger site range, which makes it easier to see when attacks are coming in, and it gives a discount on units.

01:07:02.648 --> 01:07:05.308
<v SPEAKER_1>You get a 5 percent discount on every unit you train.

01:07:07.568 --> 01:07:12.528
<v SPEAKER_1>So the idea is the players constantly going in their fiddle, am I falling behind on harvesting?

01:07:12.528 --> 01:07:14.208
<v SPEAKER_1>Well, I'll switch on the logistics plan.

01:07:14.208 --> 01:07:15.988
<v SPEAKER_1>Well, am I falling behind on unit production?

01:07:15.988 --> 01:07:22.028
<v SPEAKER_1>I'll turn that off and I'll turn on the security plan, and then I can catch up a little bit with units to make them cheaper.

01:07:22.028 --> 01:07:23.528
<v SPEAKER_1>Am I going to be in a big fight?

01:07:23.528 --> 01:07:25.668
<v SPEAKER_1>I turn on my martial plan.

01:07:25.668 --> 01:07:33.208
<v SPEAKER_1>The martial plan also enables an ability on some units called Tempest dynamos, where they take damage over time, but they attack 50 percent faster.

01:07:36.788 --> 01:07:52.288
<v SPEAKER_3>Perhaps a good question, because I remember when in between the series of Command and Conquer, they changed the way upgrades work and the different levels and different requirements you had.

01:07:52.288 --> 01:08:01.608
<v SPEAKER_3>What do you bring to the table for the youngsters, the TikTok generation that has no patience to learn?

01:08:01.908 --> 01:08:05.628
<v SPEAKER_2>Every time you say the word youngsters, I die a little bit more inside.

01:08:07.868 --> 01:08:09.048
<v SPEAKER_3>The use.

01:08:09.048 --> 01:08:11.388
<v SPEAKER_1>Yeah.

01:08:11.388 --> 01:08:22.188
<v SPEAKER_1>So one thing, I think it's absolutely fair to say, that we copy from Command and Conquer, is we respect the player's time.

01:08:22.488 --> 01:08:27.388
<v SPEAKER_1>We don't force you to fiddle with building houses or supply depots.

01:08:27.388 --> 01:08:36.268
<v SPEAKER_1>We want to get right to the point, which is harvesting resources, building full tanks and blowing crap up with full tanks.

01:08:36.268 --> 01:08:39.968
<v SPEAKER_1>We try to keep the core gameplay loop really simple.

01:08:39.968 --> 01:08:55.348
<v SPEAKER_1>So it feels like a lot is happening a little bit of time, but we're trying to strike a balance, because there's this feeling that a lot of RTS players have, is they don't want to feel rushed, they don't want to feel harried or hurried.

01:08:55.448 --> 01:09:01.228
<v SPEAKER_1>They want to be able to do things at their own pace.

01:09:01.228 --> 01:09:07.868
<v SPEAKER_1>So we're trying to pay a lot of attention to how strong defenses are, for instance.

01:09:07.868 --> 01:09:18.608
<v SPEAKER_1>Our defenses are a little beefier than average for RTS, which gives a player in the early game, one or two well-placed turrets can completely stop an early put.

01:09:19.068 --> 01:09:23.308
<v SPEAKER_1>We're being careful with that, because if it's too much, it stagnates the gameplay.

01:09:24.168 --> 01:09:28.068
<v SPEAKER_1>But these little things can make a huge difference.

01:09:28.068 --> 01:09:36.308
<v SPEAKER_1>Things like how hardy turrets are, or how long a tank takes to train.

01:09:36.308 --> 01:09:39.928
<v SPEAKER_1>These things have a really big impact on the overall flow and pacing of the game.

01:09:39.928 --> 01:09:44.448
<v SPEAKER_1>And it's easy to make little changes to kind of fine-tune this over time.

01:09:44.448 --> 01:09:50.688
<v SPEAKER_1>And that's what we're trying to do, is we're trying to take, again, a fundamentalist approach to game design.

01:09:50.688 --> 01:10:01.908
<v SPEAKER_1>We're trying to say, you know, this is how long a tank takes to train, this is how long the game has been going on, this is, it's just kind of basic level stuff.

01:10:01.908 --> 01:10:05.868
<v SPEAKER_1>And doing that right really improves the feel.

01:10:05.868 --> 01:10:15.248
<v SPEAKER_1>So we're trying to, again, look at the fundamentals, looking at the baseline and try to do that right.

01:10:16.488 --> 01:10:20.028
<v SPEAKER_1>And I think that makes a really big impact on how the game feels.

01:10:22.328 --> 01:10:38.028
<v SPEAKER_3>Interesting, so the summary is you don't try to overwhelm the players with too much logistics behind completing a level by doing tech upgrades over and over.

01:10:38.028 --> 01:10:43.188
<v SPEAKER_1>Right, right, I'm sorry, so your question was specifically upgrades and tech path.

01:10:43.188 --> 01:10:45.608
<v SPEAKER_1>So we have a system called Doctrines.

01:10:45.948 --> 01:10:48.728
<v SPEAKER_1>It's a menu, it's not located inside of building.

01:10:50.268 --> 01:11:01.908
<v SPEAKER_1>So you go into this menu and you pick a doctrine and it researches in the background, and then when it's done, it improves your experience in some way.

01:11:01.908 --> 01:11:14.668
<v SPEAKER_1>And we've got them broken down into three trees or three paths, and you can pick and choose as you go down from the paths to specialize your gameplay in a certain specific direction.

01:11:15.548 --> 01:11:25.848
<v SPEAKER_1>So for instance, the GDF, the Global Defense Force, they have the comms branch, the logistics branch and the Intel branch.

01:11:25.848 --> 01:11:33.308
<v SPEAKER_1>So comms is like special forces, stealth, it's drone tech, it's buffs.

01:11:33.308 --> 01:11:43.208
<v SPEAKER_1>Their logistics is about economy, support powers, mobility, and then Intel is their hard hitters.

01:11:43.968 --> 01:11:53.828
<v SPEAKER_1>The GDF also has a specific resource unique to them called Intel, and this branch improves your interactions with that system.

01:11:53.828 --> 01:11:59.928
<v SPEAKER_1>So the GDF have some really powerful abilities and units they can call on.

01:12:00.968 --> 01:12:03.588
<v SPEAKER_1>They have an N-tier unit called the Scrambler.

01:12:03.588 --> 01:12:17.108
<v SPEAKER_1>It's fast, it can stealth, it can attack air and ground, and it has an ability that will shut down enemy buildings in an area, and can also instantly kill groups of infantry.

01:12:17.108 --> 01:12:21.268
<v SPEAKER_1>That unit costs Intel for training and its ability costs Intel to use.

01:12:21.268 --> 01:12:29.868
<v SPEAKER_1>So if you're training that, then that's taking away your ability to do other cool stuff that you may want to do elsewhere.

01:12:29.868 --> 01:12:38.508
<v SPEAKER_1>So a lot of GDF play at the high level in the late game is juggling what they want to do and mediating it through this resource of Intel.

01:12:38.508 --> 01:12:42.548
<v SPEAKER_1>Because we have systems like that, where you're making these mutually exclusive choices.

01:12:42.548 --> 01:12:53.328
<v SPEAKER_1>We don't want to overload you with seven resources and trying to figure out how to age up to the next level to unlock.

01:12:53.328 --> 01:13:00.748
<v SPEAKER_1>We want to try to keep it simple, try to keep it focused on giving you an enjoyable gameplay experience with important meaningful decisions to make.

01:13:04.828 --> 01:13:06.468
<v SPEAKER_3>Awesome.

01:13:06.468 --> 01:13:10.168
<v SPEAKER_3>There was one thing that I always found a pity.

01:13:10.168 --> 01:13:28.288
<v SPEAKER_3>A lot of earlier Command and Conquer games, for example, had branching options where you could, within the mission branch, you could decide whether you want to make one mission instead of the other.

01:13:28.808 --> 01:13:42.068
<v SPEAKER_3>But if you failed completing a mission, you had no chance to return and go to the other branch instead, other than loading an old save game.

01:13:42.068 --> 01:13:44.928
<v SPEAKER_3>And that was before autosave.

01:13:44.928 --> 01:13:50.048
<v SPEAKER_3>So if you forgot to save, you were a bit out of luck.

01:13:50.048 --> 01:13:57.668
<v SPEAKER_3>I wonder, because that's actually a feature a lot of recent RTSs don't have anymore.

01:13:58.028 --> 01:14:14.128
<v SPEAKER_3>You have this hard-wired succession of missions, you no longer have a branching option to attack either one country or the other.

01:14:14.128 --> 01:14:19.028
<v SPEAKER_3>And I wonder, did you have any thoughts about that?

01:14:19.428 --> 01:14:30.508
<v SPEAKER_3>I don't even know why it became out of fashion to make different branches of different ways of beating a game.

01:14:32.348 --> 01:14:38.648
<v SPEAKER_1>So this kind of goes back to what we were talking about earlier, where it's something we would have loved to do.

01:14:38.648 --> 01:14:48.888
<v SPEAKER_1>But for this game, going too fancy with the campaign started getting confusing, for the developers started getting expensive.

01:14:48.888 --> 01:14:51.128
<v SPEAKER_1>So we wanted to try to focus and streamline it.

01:14:51.128 --> 01:14:53.148
<v SPEAKER_1>So our campaign, we have two campaigns.

01:14:54.668 --> 01:14:56.848
<v SPEAKER_1>And they each tell a parallel story.

01:14:56.848 --> 01:15:04.528
<v SPEAKER_1>It's the same sequence of events, but you might, like, in one campaign, you hear about something that happens in the other campaign.

01:15:04.528 --> 01:15:15.748
<v SPEAKER_1>So where there are RTS that have multiple campaigns, and either they take place, like in StarCraft, you do the Terran campaign, and then the Zerg campaign, and those events happen after the Terran campaign.

01:15:15.748 --> 01:15:24.448
<v SPEAKER_1>Or in some of the older Command and Conquer games, if you play through the Allied campaign, what happens invalidates what happens in the Soviet campaign, and vice versa.

01:15:24.448 --> 01:15:28.648
<v SPEAKER_1>Our campaign is the same story that you're looking at from two different perspectives.

01:15:28.648 --> 01:15:34.868
<v SPEAKER_1>So the same overall story happens, but you're playing through different parts of it depending on which campaign you go through.

01:15:36.048 --> 01:15:45.608
<v SPEAKER_1>I like replayability, and what we try to do in Tempest Rising is as you play missions, you gain a resource called requisition.

01:15:45.608 --> 01:15:53.668
<v SPEAKER_1>You can spend that on equipment that you can equip to yourself as a player, take in to the next mission.

01:15:53.668 --> 01:15:58.348
<v SPEAKER_1>The idea is that you're able to tailor your experience.

01:15:58.348 --> 01:16:05.448
<v SPEAKER_1>There might be one piece of equipment that allows your infantry to heal over time without being healed by something else.

01:16:05.448 --> 01:16:12.568
<v SPEAKER_1>Or there's another one that gives all of your fire weapons, napalm, to damage over time.

01:16:12.568 --> 01:16:19.808
<v SPEAKER_1>So you can choose to bring some of these into battle with you to kind of tailor how you want to play the next mission.

01:16:19.808 --> 01:16:22.588
<v SPEAKER_1>You can swap these out mission by mission.

01:16:22.588 --> 01:16:24.888
<v SPEAKER_1>So we're trying to increase replayability with that.

01:16:24.888 --> 01:16:28.908
<v SPEAKER_1>And also in multiplayer, doctrines is a menu.

01:16:28.908 --> 01:16:35.968
<v SPEAKER_1>You click a button and it researches and then you can click the next one and it researches in the campaign, you get one point after you complete each mission.

01:16:38.148 --> 01:16:40.508
<v SPEAKER_1>And that point allows you to unlock one doctrine.

01:16:40.508 --> 01:16:44.308
<v SPEAKER_1>So every level you get access to one more doctrine.

01:16:46.088 --> 01:17:01.088
<v SPEAKER_1>So while our campaign is telling the same story, we're hoping to foster replayability through these two complementary systems of your requisition and equipment and your doctrines that you can switch up how you're playing and how you choose to approach each mission.

01:17:03.688 --> 01:17:12.708
<v SPEAKER_3>Now you say, for this release, you don't consider it to make branching within the same campaign.

01:17:12.708 --> 01:17:20.608
<v SPEAKER_3>That means for the future, perhaps, perhaps the DLC, you could consider making branches.

01:17:20.608 --> 01:17:30.968
<v SPEAKER_3>Because I have to admit, I quite enjoyed that of games, to have the option, because sometimes you are stuck in the mission.

01:17:30.968 --> 01:17:34.728
<v SPEAKER_3>And for the life of it, I can't beat it.

01:17:34.728 --> 01:17:44.688
<v SPEAKER_3>And I was always happy when it's like, okay, if you can't beat this mission, you have a branch, go to the left, do the easier mission instead.

01:17:44.688 --> 01:17:46.108
<v SPEAKER_3>You know?

01:17:46.108 --> 01:17:48.728
<v SPEAKER_3>And you can still progress in the game.

01:17:49.868 --> 01:17:51.008
<v SPEAKER_2>You know?

01:17:52.048 --> 01:17:55.968
<v SPEAKER_1>I absolutely love seeing that and doing that in games.

01:17:55.968 --> 01:18:14.368
<v SPEAKER_1>So the only article I ever wrote for PC Gamer to date anyway, I wrote an article a couple years ago for PC Gamer about my favorite world map modes in RTS, like Dawn of War, Dark Crusade, or Emperor Battle for Dune.

01:18:14.368 --> 01:18:17.088
<v SPEAKER_1>I think it's a phenomenal game mode.

01:18:17.088 --> 01:18:28.448
<v SPEAKER_1>But for this game, for this game, we had a story to tell and we wanted to give the players the experience of that story in the events of the game.

01:18:29.588 --> 01:18:42.728
<v SPEAKER_1>So I can't talk about what we're going to do after launch, but we're trying to keep the focus on getting the game out the door and making sure that it's as good as possible when it launches.

01:18:44.808 --> 01:18:51.168
<v SPEAKER_1>So it's a topic I love to talk about and it's something I greatly enjoy myself.

01:18:51.168 --> 01:19:04.388
<v SPEAKER_1>Just for the focus of keeping the experience something that is within our kind of wheelhouse, we wanted to tell this story, the story of the Tempest.

01:19:04.388 --> 01:19:06.948
<v SPEAKER_3>Right.

01:19:06.948 --> 01:19:10.708
<v SPEAKER_3>Now the question is, it is kind of related to game design.

01:19:10.708 --> 01:19:14.688
<v SPEAKER_3>Will you have a dynamic music system?

01:19:14.688 --> 01:19:30.728
<v SPEAKER_3>What I mean by that is, for example, I think Origin was first with that, with Wing Commander, they changed the music on style and tempo compared to what's happening in the game on the screen.

01:19:32.328 --> 01:19:35.188
<v SPEAKER_1>Yeah, so I'm familiar with that sort of system.

01:19:35.188 --> 01:19:42.108
<v SPEAKER_1>We're using a traditional jukebox, so we have a track list for each mission, and it cycles through those tracks for that mission.

01:19:42.108 --> 01:19:48.808
<v SPEAKER_1>And then in Skirmish, it just goes through the whole, so we don't have a dynamic music system.

01:19:48.808 --> 01:19:53.208
<v SPEAKER_1>We just have a traditional kind of jukebox style music system for the game.

01:19:53.208 --> 01:19:56.388
<v SPEAKER_3>So you're not getting too fancy there.

01:19:56.388 --> 01:20:00.708
<v SPEAKER_3>Hey, I mean, you could hire me as a game designer, perhaps for the successors, you know?

01:20:00.708 --> 01:20:02.488
<v SPEAKER_3>I have some ideas.

01:20:02.488 --> 01:20:04.088
<v SPEAKER_2>Oh yeah, he's got ideas.

01:20:04.088 --> 01:20:06.968
<v SPEAKER_3>Yeah, yeah, definitely, definitely.

01:20:06.968 --> 01:20:22.228
<v SPEAKER_3>Yeah, I mean, it's good that you say you want to focus on the core of the experience without going into too much gameplay and technical fanciness and going too wild.

01:20:22.228 --> 01:20:28.888
<v SPEAKER_3>So, you know, there have been other games that ran into this problem.

01:20:28.888 --> 01:20:33.108
<v SPEAKER_3>For example, Duke Nukem Forever.

01:20:33.108 --> 01:20:38.068
<v SPEAKER_3>It literally took forever because they were constantly redesigning the game.

01:20:38.068 --> 01:20:44.088
<v SPEAKER_3>So it's good to know that you try to focus on that.

01:20:44.088 --> 01:20:46.768
<v SPEAKER_3>However, people wonder about...

01:20:46.768 --> 01:20:53.788
<v SPEAKER_3>I mentioned the Steam forums a lot, but that is probably because a lot of people are on Steam and asking open questions.

01:20:53.788 --> 01:20:56.908
<v SPEAKER_3>And you mentioned two fractions in the game.

01:20:56.908 --> 01:21:00.968
<v SPEAKER_3>Actually three you mentioned, but two campaign storylines.

01:21:00.968 --> 01:21:09.808
<v SPEAKER_3>So is the third fraction not a dependable playable for the player?

01:21:09.808 --> 01:21:14.488
<v SPEAKER_3>Is that kind of NPC fraction?

01:21:14.488 --> 01:21:14.768
<v SPEAKER_1>Right.

01:21:15.088 --> 01:21:19.988
<v SPEAKER_1>So for the launch of the game, they're something that you encounter as an enemy.

01:21:21.228 --> 01:21:26.068
<v SPEAKER_1>And that's where we're going to leave it for now.

01:21:26.068 --> 01:21:32.108
<v SPEAKER_1>The desire is that we are going to add them as a playable faction to Skirmish and multiplayer after launch.

01:21:32.728 --> 01:21:46.388
<v SPEAKER_1>But we wanted to focus on the content that we're launching with, having that in a good state, and delaying the launch of our third faction, give us time and resources to spend on the core game experience.

01:21:46.388 --> 01:21:48.628
<v SPEAKER_3>Awesome.

01:21:48.628 --> 01:21:55.748
<v SPEAKER_3>Good that you mentioned it, actually, the word release because just last week you announced, there's a release date now.

01:21:55.748 --> 01:21:56.328
<v SPEAKER_1>I know.

01:21:56.328 --> 01:21:59.688
<v SPEAKER_1>I'm really excited that we got to finally let that date out.

01:22:00.888 --> 01:22:01.548
<v SPEAKER_3>Awesome.

01:22:01.888 --> 01:22:03.128
<v SPEAKER_3>So when is it?

01:22:03.128 --> 01:22:04.348
<v SPEAKER_2>When is the date?

01:22:04.348 --> 01:22:10.268
<v SPEAKER_1>It's April 24th, 2025, so like five and a half months.

01:22:11.648 --> 01:22:14.488
<v SPEAKER_3>Is that certain or?

01:22:17.028 --> 01:22:22.828
<v SPEAKER_1>We wanted to wait until we knew we could give a date that we could stick to.

01:22:22.828 --> 01:22:31.108
<v SPEAKER_1>That's why last year when we delayed it, we did not provide a date or a window, and we didn't want to push back again.

01:22:31.108 --> 01:22:40.348
<v SPEAKER_1>So we had our initial date, our initial time frame, and we said, you know what, we're going to take extra time to do this right, and then we left it at that.

01:22:40.348 --> 01:22:54.768
<v SPEAKER_1>Now that we have a release date, that is the date that we're going to, who knows what could happen, but we are putting that date out because that is the date that we are confident we're going to meet.

01:22:54.808 --> 01:23:03.188
<v SPEAKER_3>You don't want to have another cyberpunk event or something.

01:23:03.868 --> 01:23:04.828
<v SPEAKER_3>Obviously.

01:23:06.188 --> 01:23:08.488
<v SPEAKER_2>So where can people go to find out about Tempest Rising?

01:23:08.488 --> 01:23:09.968
<v SPEAKER_3>Exactly, yes.

01:23:11.288 --> 01:23:21.188
<v SPEAKER_1>So our website, tempestrising.com has a ton of info on it, every units, every structure, our tech trees, but also it has news.

01:23:21.848 --> 01:23:25.948
<v SPEAKER_1>So you can go there and that pulls right out of Steam, all the news right out of Steam.

01:23:25.948 --> 01:23:32.468
<v SPEAKER_1>You can also wishlist us on Steam, and whenever we post an update, it'll come through there.

01:23:32.468 --> 01:23:35.388
<v SPEAKER_1>But those are pretty much the primary places.

01:23:35.388 --> 01:23:42.548
<v SPEAKER_1>I'm active on our Discord, the Tempest Rising Discord, which you can find on tempestrising.com.

01:23:42.548 --> 01:23:49.508
<v SPEAKER_1>There's a lot of team members, the QA and our producers and stuff that are also active there, as well as our community management team.

01:23:50.228 --> 01:23:53.588
<v SPEAKER_1>I'm trying to think.

01:23:53.588 --> 01:24:01.408
<v SPEAKER_1>So tempestrising.com, Discord, Steam, and Twitter X.

01:24:01.608 --> 01:24:03.068
<v SPEAKER_3>Blue Sky, I saw.

01:24:03.068 --> 01:24:04.048
<v SPEAKER_1>Blue Sky, yes.

01:24:04.048 --> 01:24:05.428
<v SPEAKER_1>I was about to mention Blue Sky as well.

01:24:05.428 --> 01:24:09.508
<v SPEAKER_1>Yeah, we have a Blue Sky account as well, if you're on that.

01:24:09.508 --> 01:24:12.148
<v SPEAKER_1>Yeah.

01:24:12.148 --> 01:24:14.368
<v SPEAKER_1>But yeah, so lots of places, I think.

01:24:15.048 --> 01:24:18.068
<v SPEAKER_2>We'll put links to all of that in the podcast description down there somewhere.

01:24:18.068 --> 01:24:18.748
<v SPEAKER_1>I appreciate it.

01:24:19.488 --> 01:24:21.188
<v SPEAKER_3>Awesome, awesome, awesome.

01:24:21.188 --> 01:24:22.888
<v SPEAKER_3>Yeah, well, thanks for taking the time.

01:24:22.968 --> 01:24:23.908
<v SPEAKER_3>We learned a lot today.

01:24:23.908 --> 01:24:25.188
<v SPEAKER_3>Thank you so much.

01:24:25.188 --> 01:24:29.888
<v SPEAKER_3>Have a nice evening or a nice day for you over there.

01:24:29.888 --> 01:24:31.248
<v SPEAKER_3>Bye bye.

01:24:31.248 --> 01:24:32.888
<v SPEAKER_1>Have a great evening, guys.

01:24:32.888 --> 01:24:33.208
<v SPEAKER_3>You too.