Sept. 30, 2025

Has the internet ruined Video Games? – Steve Wright

Has the internet ruined Video Games? – Steve Wright
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Has the internet ruined Video Games? – Steve Wright

Through predatory monetisation, rushed development, and profits over player enjoyment, has the joy and escapism of video games been lost?

To give us a walkthrough, we’re joined by Steve Wright, owner and Editor-in-Chief of Stevivor.com, Australia’s leading independent video games outlet.

https://stevivor.com
https://bsky.app/profile/stevivor.com
http://instagram.com/stevivor
http://facebook.com/stevivor
http://www.youtube.com/c/stevivor
https://discord.gg/7YXk6DcS
https://www.twitch.tv/stevivor

In this episode, Steve joins us to explore the profound impact of the internet on the video game industry, discussing both the positive and negative aspects, including the evolution of gaming experiences, the rise of indie games, the dynamics of gaming communities, and the future of gaming in terms of subscription models and AI.

Additionally, the discussion highlights the challenges and opportunities presented by the internet, emphasising the importance of connectivity and community in shaping the gaming landscape.

00:00 Introduction and Journey to Video Game Journalism

02:22 The Impact of the Internet on Gaming

04:31 Games as a Service: Trends and Consumer Behaviour

07:19 Community and Co-op Gaming Experiences

09:12 The Shift from Local to Remote Gaming

11:49 The Evolution of Game Design and Storytelling

15:38 Quality Control and Post-Launch Issues

17:59 Community Feedback and Developer Response

21:27 Indie Games and the Democratisation of Development

23:49 Nostalgia and Preservation of Classic Games

24:45 The Rise of Indie Games and Community Innovation

27:02 Navigating Healthy vs. Toxic Gaming Communities

29:03 The Phenomenon of eSports and Competitive Gaming

31:57 The Impact of Competitive Mindsets on Casual Gaming

34:18 Finding Your Place in the Modern Gaming Landscape

36:46 The Financialisation of Gaming: Microtransactions and Subscriptions

37:57 The Role of Early Access in Game Development

41:00 The Future of Gaming: Subscription Models vs. Ownership

44:16 The Potential of Customised Gaming Experiences

46:10 The Positive Impact of Connectivity on Gaming Culture

If you like what you hear, please follow the show, leave a review, or let us know what else to look into at ⁠⁠https://www.ruinedbytheinternet.com/⁠⁠

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Welcome to Ruined by the
Internet.

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I'm Gareth King.
Today we're asking, has the

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Internet ruined video games?
Through predatory monetization,

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rush development and profits
over player enjoyment, has the

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joy and escapism of video games
been lost?

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To give us a walkthrough, we're
joined by Steve Wright, owner

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and editor in
chiefofsurvivor.com, Australia's

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leading independent video games
outlet.

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Steve, thank you so much for
joining us and welcome to the

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show.
Thanks for having me, pleasure

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to be here.
Before we get into it, can you

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tell us a bit about what you do
and the journey that led you to

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this point?
Yeah, and it's a journey that

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led me to this country, I guess
too.

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I grew up in Saskatoon, SK
Canada, which is in the middle

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of nowhere.
It's a lovely place.

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Definitely go visit.
You'll see everything that you

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need to see in a day and then go
to better places in Canada like

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Toronto or Vancouver or
whatever.

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Anyway, I, I moved here, well, I
didn't realise I was moving

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here, but I, I arrived here in
2001 and had the intention of,

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of staying for a three month
working holiday that blew out to

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a year, which was the maximum
allowed at the time.

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Apparently it's more now I'm,
I'm old and decided to stay.

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I went, I went back home for a
year, I think 2003 or so to, to

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finish off my degree, but became
a permanent resident and a

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citizen.
And, and my little travel blogs

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to vivor.com, which was meant
to, you know, my mom could click

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on the Big Blue E on her
computer desktop and realise I

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was still alive.
Like it.

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It didn't have to be that
anymore.

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And it evolved into basically
just something that I would

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throw up whatever I wanted
originally and then kind of

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evolved into and outlet for me
to do video games journalism.

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And it's kind of gone like that
ever since.

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We, we really kind of put the
focus on video games in about

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2009, I believe.
And since then we've got writers

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coming in.
I can Commission writers and pay

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writers to do video games
journalism.

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And it's, it's a really fun
thing for me to do.

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It's, it's, it's like a hobby
with the video games, obviously.

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And it's it's my creative outlet
in terms of journalism.

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And I never thought I would be
doing it.

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And I probably would have picked
a different name for the website

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if I knew I'd end up where I
was.

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Yeah, well, so look, you know,
you said you you made the switch

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to focus on video games in 2009.
Having been covering games for

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so long now, did you ever expect
the Internet to kind of involve

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itself and change the industry
as drastically as it has?

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And what surprised you the most?
Well, like, I guess a lot of

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things that I do, I kind of owe
to the Internet.

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I met my husband on the Internet
via via an app that you probably

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know of if if you know, you
know, and because I was doing

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video games journalism via the
Internet, I'm old school, but

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I'm not old school enough to
have written for like Hyper

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magazine or anything like that.
So in terms of my specific

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journey, the internet's always
been there.

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So I think it's a good thing in
most cases.

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But of course there's, there's
things in recent years maybe,

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or, you know, maybe the last 10
years or so that, that maybe

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aren't as ideal as they used to
be.

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But you know, like everything,
I, I made friend groups through

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the Internet this So it's, I'm
speaking very generally, of

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course, not not about video
games per SE, but there's a lot

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of good the Internet does.
And in terms of video games and

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video game journalism, like
it's, it's really simple things

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like when we first started and
you couldn't get parcels, you

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know, left on your doorstop,
Like if you missed your, your

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delivery, you missed your
delivery.

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And when I was first going out
to EAI, think they, they were

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one of the first publishers that
gave me early access game or not

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early access games, pre release
games, I should say.

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They'd send them by the post and
it probably be registered post.

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And you had to make sure you
were at the door to collect the

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disc, which had all the, you
know, promotional use only, not

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for resale, all that kind of
stuff because you didn't want

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games to leak.
That was a bit of a pain.

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And then with the Internet, it's
like, oh, OK, well, here's the

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code, plug it in, download and
away you go.

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So it's, yeah, there's it's,
there's good and bad.

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And I guess we're going to get
into that, aren't we?

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Yeah, absolutely.
And in terms of, you know, I

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think we can all agree that the
Internet's got kind of good and

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bad no matter what we're looking
at it in the context of.

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But just on that that point,
obviously it's been super

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beneficial for you in a personal
sense and in your journalism

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sense.
How do you think it's gone in

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terms of the effect on games
themselves?

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Well, probably the elephant in
the room is people talking about

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the Internet and video games.
It's all, you know, like

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everything's a game as a service
now.

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And if you're not familiar with
that term, let's just shortcut

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it to Fortnite.
Everyone's heard of Fortnite,

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love it or hate it, free to
play.

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So theoretically you can
download it and jump in, but

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there's season passes and
microtransactions and all these

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kind of devious ways to, to try
to get you to to spend your hard

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earned.
And he, we could probably spend

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two weeks on this.
But you know, for everyone who

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doesn't spend any money, jumps
in plays as the default skin

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really likes, you know,
Fortnite's battle Royale

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experience, There's someone who
feels the need to buy every

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single skin.
They've got the Darth Vader,

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they've got the Master Chief,
they've got all the Star Wars

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characters, etcetera.
And spend more than they are

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generally willing to spend in
worst cases.

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Or you know, that the smart ones
budget a set amount and, and

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spend that money.
There are a lot of current games

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or upcoming games.
There's a there's a trend of

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that style of kind of design and
philosophy, but I guess on the

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positive, Sony's a really good
example of really trying to

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leverage this game as a service
methodology.

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They acquired a a company called
Bungie and Destiny is is the

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really big title of the moment.
It's it used to be how much

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history do you want in its
current model?

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It's free to play and has that
kind of spend more money, play

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forever, never leave us, keep
keep giving us money.

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And it it interested Sony so
much that they acquired Bungie

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and they were kind of infusing
that methodology and, and

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greenlit several games as a
service.

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And most of those have either
come out and have flopped or

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have been cancelled.
So I guess that's the silver

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lining.
Yeah, it it looks kind of bleak,

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but I think consumers can fight
back or, or choose not to engage

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in in some of these things, so.
Yeah, look, that's, that's a

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good point around the the
consumer themselves, because one

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of the things that I've seen
looking into this topic is a lot

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of discourse and chatter to me,
even as an outsider around the

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games as a service Model 1
Extreme is fully into it, as you

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said.
But then at the other end of the

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spectrum, it is somewhat kind of
gambling and and addictive in a

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way.
And I guess we've all seen those

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news stories and beyond video
games, you know, like some kid

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has picked up their parents
phone or whatever and and spent

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all this money in like the App
Store or whatever.

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So it's all sorts of financial
implications, good and bad

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around the games as a service
model.

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But beyond that financial
aspect, what impact has games as

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a service had on the types of
games or experiences that

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players seek out and enjoy these
days?

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Well, and so without the
financial stuff and, and not

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worrying about some of the
really, it is horrific some of

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the stuff that you do here.
Destiny's a good example of a

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game that people enjoy and find
friendship with.

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I, we've, we've since broken up
our, our Guild, but we, we were

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a group of like 6 or 7 people
that would just change in and

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out and play together.
And it was more about getting on

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a microphone and having a catch
up then it was, you know, like,

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oh, take, take that corridor to
the right and like eyes up like

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we weren't being, we weren't
being very efficient.

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So you can with games and it
doesn't have to be like games as

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a service, but like there are
people who who build

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communities, who find
friendships, who just find the

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engagement that they want
through a game.

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And you know, like not a game as
a service, but Gears of War

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Reloaded came out recently.
My best friend used to live in

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Melbourne.
He since moved back to Adelaide.

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But Gears allowed for or allows
for split screen Co op.

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So theoretically we could have,
you know, if he was still in

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Melbourne, sat on the couch and
played through Gears of War and

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and basically just chit chatted
the whole time and just had a

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really good time playing
together so.

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That's that's a good point
around the Co op thing.

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You know, I think back to my
best memories playing video

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games I used to love like Mario
Kart and you know, like those,

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those kind of games, getting all
your mates around.

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You're sitting on on the couch
and everyone's just having a

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bash and just passing the
controller and everyone's

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looking at the one little screen
that you're you're playing on.

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What's happened to games that
encourage could all be sitting

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in the same place and playing
together?

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Are they still made or is that
being, I guess, made way for

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games where as you said, people
can can dial in remotely, throw

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in a headset and then kind of
socialise through video games

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that way?
So like, I'm speaking generally,

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probably at most times, but
generally speaking, I guess

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games don't allow for Co op
split screen as much as they

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used to.
Because I, I think it's fair to

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say that a developer is trying
to get so much out of the

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hardware, like the Xbox or the
PlayStation or whatever that you

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have that you're playing on,
that they want to dedicate all

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of the processing to your
experience.

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And if they have to basically,
you know, create 2 versions of

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the same experience on the one
screen, that's, I think that's

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why there's a lean away from
that kind of experience.

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I guess that's not really
internets fault, that's just

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kind of maybe hardware
inefficiencies, but there are a

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lot of games that like are meant
for coop experiences.

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And it's like, let's not talk
about Covad too long.

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But I, I got my families like my
family in Canada and my family

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in law here in Australia hooked
on Jack Box games.

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I remember as a kid playing You
Don't Know Jack and that's it's

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maybe a Canadian, a North
American experience more than an

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Australian one.
So sorry if I've lost all of our

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locals.
But a Jackbox game is, is meant

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for multiple players.
And in the old days with You

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don't Know Jack, you were, you
know, a family of, of four

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trying to cram around your
keyboard.

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And my buzzer was A and my dad's
buzzer was L.

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And anyway, and it was a quiz
show and all you need is is

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something to play it on, like to
display it on like APC, console,

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whatever.
But everyone uses their phone as

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their controllers.
So it worked really well on

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Zoom, like broadcasting for my
computer because people could

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just use their phones in their
home.

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00:10:42,000 --> 00:10:44,040
And I guess the Internet is
inherently built into that

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because you need the servers to
be able to dial into to get the

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controllers working on your
phone.

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One of the things you mentioned
a couple of minutes ago was

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around the, the developers focus
on the, the individual

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experience rather than trying to
build something for multiple

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people in, you know, one place.
They can kind of build 1 huge

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thing for multiple places.
One of my pet peeves around like

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downloadable stuff with games is
like, you know, I'm not like a

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00:11:10,680 --> 00:11:12,520
massive game.
I've got a Xbox, I've got a

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bunch of games that I love
playing on it, but I don't play

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it very often.
And every time I switch it on,

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it's got you know, 30 gigabytes
of stuff that I just need to

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download.
And so by the time that that

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downloads, I'm, I kind of over
it.

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I don't want, I don't want to
like even sit and play it

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anymore.
So I've lost that kind of itch.

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But with file sizes like that,
with the games, clearly that

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this, the Internet connectivity
allows for massive exploratory

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worlds where you can just find
joy in looking around and, and

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discovering rather than just
that completion or winning.

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Has this changed the way that
games are created, rather than

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needing just a linear narrative?
Does it, does it bring more

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consideration into, I guess, the
storytelling and the world's

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themselves rather than the
objective?

231
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That's a good question.
And there's there's so many

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different games like I don't
think there is really an answer.

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It's it's are you, are you a
walking simulator?

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Are you a cosy game?
Is, is the the terminology for

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like a like a Stardew Valley
where or a harvest moon where

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you're just kind of going and
tending to a farm.

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00:12:21,240 --> 00:12:23,400
I know Animal Crossing was very
big in a pandemic.

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My husband loved it.
I just I never saw the appeal of

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going through everyday mundane
chores, but.

240
00:12:30,000 --> 00:12:33,640
Yeah, it was, it was crazy.
I never seen people, you know,

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00:12:33,720 --> 00:12:35,440
like you're saying, I'm I'm
playing Animal Crossing.

242
00:12:35,440 --> 00:12:37,280
I've just caught this fish.
Look at this.

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00:12:37,280 --> 00:12:40,280
And I didn't get it, but it
seemed very cute.

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00:12:40,320 --> 00:12:43,560
You know, I'm sure there was
some kind of like nice feeling

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00:12:43,560 --> 00:12:47,560
and and positive rewards come
out of that, which was in a very

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00:12:47,960 --> 00:12:50,640
shit time.
Yeah, well, like, I'm a huge

247
00:12:50,640 --> 00:12:53,960
Resident Evil fan and one of
like my first likes.

248
00:12:53,960 --> 00:12:57,200
I had a NES growing up.
I'm 43, I'm old.

249
00:12:57,800 --> 00:12:59,960
I'm. 44 so.
There you go.

250
00:13:00,640 --> 00:13:02,120
Did you have an NES as well?
Maybe?

251
00:13:02,520 --> 00:13:03,880
Absolutely did.
There you go.

252
00:13:04,440 --> 00:13:08,200
And we moved to a Sega Genesis
for the for the next Gen, which

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I can't ever remember if it's
Mega Drive or Master System.

254
00:13:11,600 --> 00:13:15,920
And I remember one year I got a
new Sonic game for my parents

255
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and I like cracked the sads.
I was just like, oh, beside

256
00:13:19,280 --> 00:13:22,000
myself because the PlayStation
was out and I kicked and

257
00:13:22,000 --> 00:13:24,480
screamed and threw a tantrum to
get a PlayStation.

258
00:13:24,800 --> 00:13:27,240
My parents took all the stuff
that they had for the Sega

259
00:13:27,240 --> 00:13:30,160
Genesis and all the games and
traded it in and let me buy a

260
00:13:30,160 --> 00:13:32,360
PlayStation.
But they like, this is their

261
00:13:32,440 --> 00:13:34,400
like the best parenting move
they ever did.

262
00:13:34,680 --> 00:13:36,120
They went, here's the
PlayStation.

263
00:13:36,560 --> 00:13:39,120
You don't get a game if you, if
you have money, you can buy one.

264
00:13:39,160 --> 00:13:41,360
I did not have money.
So I played the demo disc for

265
00:13:41,360 --> 00:13:43,600
that PlayStation for like a
solid 3 months.

266
00:13:43,800 --> 00:13:48,560
But thankfully my friend down
the road, his parents got him

267
00:13:48,560 --> 00:13:50,600
like every game system that
never came out, any game you

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00:13:50,600 --> 00:13:52,720
wanted.
So like most days after school,

269
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we would go to his house and
like that's where I played the

270
00:13:54,920 --> 00:13:57,080
first Resident Evil.
That's where I started to play

271
00:13:57,080 --> 00:13:59,320
the second Resident Evil and
then eventually had enough money

272
00:13:59,320 --> 00:14:02,400
to buy my own copy.
And I've loved that game and

273
00:14:02,400 --> 00:14:06,080
that franchise for the, it's
what, nearing 30 years that it's

274
00:14:06,080 --> 00:14:07,600
been out.
Resident Evil is a really good

275
00:14:07,600 --> 00:14:09,800
example of, you know, like
trying to tap into something

276
00:14:09,800 --> 00:14:13,720
that Resident Evil is not.
So every couple of years they

277
00:14:13,720 --> 00:14:18,640
try to do a multiplayer focused
game that's usually like packed

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00:14:18,640 --> 00:14:22,560
into one of the the sequels and
people play it for like 20

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00:14:22,560 --> 00:14:24,880
minutes and go, this is not what
I'm after.

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00:14:24,880 --> 00:14:27,200
It's just the old it's oh,
they're trying to capture that

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00:14:27,200 --> 00:14:30,080
games as a service thing where
like I could buy a skin or this

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00:14:30,080 --> 00:14:31,840
on the other.
And so like, I think they're

283
00:14:31,840 --> 00:14:34,840
kind of failing in that regard.
But like it's, it's always a

284
00:14:34,840 --> 00:14:38,040
side project with the main game.
And going back to what you were

285
00:14:38,040 --> 00:14:40,720
saying about file sizes and all
that, it's I don't know if it's

286
00:14:40,720 --> 00:14:44,360
an Internet thing.
It's more of like a late stage

287
00:14:44,360 --> 00:14:48,560
capitalism where, yeah, it's
like how fast can we get this

288
00:14:48,560 --> 00:14:49,760
out?
We said the release date was

289
00:14:49,760 --> 00:14:51,880
this.
We, we need the game to come out

290
00:14:52,080 --> 00:14:55,320
for this quarter or it's going
to ruin our sales, which is

291
00:14:55,320 --> 00:14:58,760
going to ruin our stock up.
So all of that factors in and

292
00:14:58,760 --> 00:15:02,080
things are probably released in
a rushed sense or an inefficient

293
00:15:02,080 --> 00:15:05,360
sense where files could be
compressed or condensed or more

294
00:15:05,360 --> 00:15:07,000
efficient.
So you'd have less of a

295
00:15:07,000 --> 00:15:09,240
download.
And I guess the the the factor

296
00:15:09,240 --> 00:15:11,640
of the Internet there is.
Yeah, we'll just, we'll do a

297
00:15:11,640 --> 00:15:12,360
patch.
We'll do it.

298
00:15:12,360 --> 00:15:14,000
We'll do a patch here.
We'll fix this thing there,

299
00:15:14,480 --> 00:15:17,000
which I don't think is a good
thing, but I guess conversely I

300
00:15:17,000 --> 00:15:19,600
there were games that I used to
play back in the day that you

301
00:15:19,600 --> 00:15:22,800
know, didn't ever have the
chance to be patched and if

302
00:15:22,800 --> 00:15:25,720
something was broken, one of
those it was broken forever, so.

303
00:15:26,000 --> 00:15:29,000
That's kind of leads me onto my
next question there.

304
00:15:29,000 --> 00:15:32,840
Now we're talking about breaking
and patches and fixing things up

305
00:15:32,920 --> 00:15:34,880
post launch.
Another thing that, you know,

306
00:15:34,880 --> 00:15:39,000
I've seen a lot of complaints
around was that people are so

307
00:15:39,000 --> 00:15:42,120
stoked to get a thing as soon as
it launches and then there's

308
00:15:42,120 --> 00:15:45,240
something gone wrong with it.
So beyond I guess having to to

309
00:15:45,240 --> 00:15:49,360
issue a patch to a game just so
people can play it, what other

310
00:15:49,360 --> 00:15:54,760
issues has the ability for
developers to rush something out

311
00:15:54,760 --> 00:15:58,160
without it being ultimately
quality controlled and just

312
00:15:58,160 --> 00:16:01,920
ready to to play smoothly?
Video games are huge, like

313
00:16:01,960 --> 00:16:06,520
bigger than movies huge and
people maybe don't remember that

314
00:16:06,520 --> 00:16:09,000
or aren't exposed to it, so they
don't think of that.

315
00:16:10,280 --> 00:16:13,080
Sometimes it like it's it's not
an issue of someone trying to

316
00:16:13,080 --> 00:16:16,440
rush something.
It it becomes a matter of they

317
00:16:16,440 --> 00:16:19,200
have a team of, I don't know,
we'll say four or five for the

318
00:16:19,200 --> 00:16:21,120
sake of it.
Who are, you know, playing the

319
00:16:21,120 --> 00:16:23,480
game everyday, testing it,
trying to find all these bugs

320
00:16:23,480 --> 00:16:25,520
and problems.
But you know, as soon as you

321
00:16:25,520 --> 00:16:29,480
release your game to potentially
millions of people, you suddenly

322
00:16:29,480 --> 00:16:32,240
have millions of testers and
they're going to hit every

323
00:16:32,240 --> 00:16:34,720
scenario, every possible
combination of how things can be

324
00:16:34,720 --> 00:16:39,000
done and find things that
developers simply can't.

325
00:16:39,120 --> 00:16:42,880
So I guess on on the, the plus
side there, as we're

326
00:16:42,880 --> 00:16:45,280
collectively doing this work for
them, we are finding issues, but

327
00:16:45,280 --> 00:16:48,120
then there is the ability for
those issues to be fixed.

328
00:16:48,120 --> 00:16:50,960
So that's a good thing.
I, I don't know if you can

329
00:16:50,960 --> 00:16:54,400
really fully fix that issue.
Like it's just, it's really just

330
00:16:54,400 --> 00:16:56,880
a term, a matter of scale.
There's so many people that are

331
00:16:56,880 --> 00:16:59,440
hitting up your game.
They're absolutely going to

332
00:16:59,440 --> 00:17:02,160
encounter things that you
haven't anticipated or you know,

333
00:17:02,160 --> 00:17:05,240
you you maybe didn't thought you
fixed it, but you know you did A

334
00:17:05,240 --> 00:17:08,280
and they did B and it's causing
those issues.

335
00:17:08,280 --> 00:17:11,640
Yeah, yeah, Our younger brother,
he's like, he's like quite into

336
00:17:11,640 --> 00:17:13,920
games.
Every time I see him, he's

337
00:17:13,920 --> 00:17:16,200
bought.
He's basically, he's gone back

338
00:17:16,200 --> 00:17:19,240
and he's recollecting all the
old consoles and all the games

339
00:17:19,319 --> 00:17:21,960
and you know, they're like $2.00
to to buy these games now.

340
00:17:21,960 --> 00:17:24,880
And he's like, look, I've got
this PS1 game for $1.00 and you

341
00:17:24,880 --> 00:17:27,440
know, all of this stuff.
But it's quite interesting that

342
00:17:27,440 --> 00:17:30,320
those are all done and dusted
when they're out.

343
00:17:30,320 --> 00:17:33,560
And I guess the complexity of
them is nothing like it is now.

344
00:17:33,600 --> 00:17:37,800
But doesn't the, I guess this
connection now between let's

345
00:17:37,800 --> 00:17:41,680
call them the players and the
producers, doesn't that provide

346
00:17:41,680 --> 00:17:45,280
a kind of a real channel for
dialogue that may positively

347
00:17:45,360 --> 00:17:47,600
influence games as it goes over
time?

348
00:17:47,600 --> 00:17:51,920
Like, can developers collect
that feedback and based on, I

349
00:17:51,920 --> 00:17:56,360
guess the market sentiment,
change entire games to to keep

350
00:17:56,360 --> 00:17:58,800
it in I guess the good books of
of the market?

351
00:17:59,760 --> 00:18:05,160
For good and bad, I guess it it
depends on how how you perceive

352
00:18:05,160 --> 00:18:09,360
good and how a group forms and
what a group's intentions are.

353
00:18:09,880 --> 00:18:12,240
So like, a good example isn't
really related that I can think

354
00:18:12,240 --> 00:18:14,960
of immediately isn't really
related to games, but it's game

355
00:18:14,960 --> 00:18:18,240
related.
Sonic the Hedgehog, the feature

356
00:18:18,240 --> 00:18:21,240
film, the first one that came
out, the designs for Sonic were

357
00:18:21,680 --> 00:18:22,840
nightmare inducing.
Oh.

358
00:18:23,080 --> 00:18:25,960
That's I remember that now.
And the, and the, the, the

359
00:18:25,960 --> 00:18:29,000
general public kind of came
together and said, please,

360
00:18:29,160 --> 00:18:32,160
please, no, please change this.
And you know, that happened.

361
00:18:32,440 --> 00:18:36,680
Another example that people may
or may not see as good or bad is

362
00:18:36,680 --> 00:18:40,120
the ending to Mass Effect 3,
which I won't spoil, but the the

363
00:18:40,120 --> 00:18:43,680
gist of it is it was perceived
pretty much as a lacklustre

364
00:18:43,800 --> 00:18:46,480
ending.
So this Mass Effect franchise

365
00:18:46,480 --> 00:18:50,640
was this huge franchise, an RPG
where you got to define your

366
00:18:50,640 --> 00:18:54,480
character, make thousands and
thousands of choices and come to

367
00:18:54,480 --> 00:18:58,720
very branching storylines.
And really, I don't envy BioWare

368
00:18:59,240 --> 00:19:02,240
having to try to take all of
those branching storylines over

369
00:19:02,240 --> 00:19:04,600
three games and then somehow
figure out how they could

370
00:19:04,600 --> 00:19:06,640
resolve them.
Because your, your experience

371
00:19:06,640 --> 00:19:09,400
wasn't the same as mine, wasn't
the same as Bob's down the road,

372
00:19:09,560 --> 00:19:13,040
but they tried and and that was
their, their concluded piece of

373
00:19:13,040 --> 00:19:15,320
work, their arts, if you want to
consider it art.

374
00:19:15,640 --> 00:19:19,360
And the community kind of went,
Nah, do better to fix it

375
00:19:19,360 --> 00:19:21,000
somehow.
And they kind of tried to fix

376
00:19:21,000 --> 00:19:23,920
it, but I don't know, I think it
was maybe worse off for, for

377
00:19:23,920 --> 00:19:24,600
trying.
Oh, wow.

378
00:19:25,920 --> 00:19:29,320
And I guess right now, you know,
if I have heard the term woke

379
00:19:29,320 --> 00:19:35,160
again, it's it's one too many.
I have heard it applied.

380
00:19:35,280 --> 00:19:38,880
You know, like I say, I'm kind
of an outsider looking into the

381
00:19:38,880 --> 00:19:44,240
world of, of video games, but I,
I do see quite a lot of furious

382
00:19:44,240 --> 00:19:47,760
debate around characters you can
choose or their outfit and

383
00:19:47,760 --> 00:19:49,840
things like that.
And without kind of going too

384
00:19:49,840 --> 00:19:54,520
far down that path, it seems
like same as everything, there's

385
00:19:54,520 --> 00:19:58,000
a lot of outrage culture, you
know, it builds an entire

386
00:19:58,440 --> 00:20:01,560
ecosystem of, of negativity that
I, I would assume that the

387
00:20:01,560 --> 00:20:05,040
developers have not done it on
purpose to generate that

388
00:20:05,040 --> 00:20:06,920
reaction.
Yeah, well, like, and I forget

389
00:20:06,920 --> 00:20:09,080
the name of the Consulting
Group, which annoys me because I

390
00:20:09,080 --> 00:20:11,080
would love to talk about them
because they they're they're

391
00:20:11,080 --> 00:20:16,000
basically a consulting firm that
developers will engage to think

392
00:20:16,000 --> 00:20:19,440
about diversity in their games.
And and this is where like the

393
00:20:19,440 --> 00:20:23,320
woke, you know, anti woke people
will come in and say, hey, no,

394
00:20:23,320 --> 00:20:27,080
like that woman isn't as
attractive as she needs to be

395
00:20:27,080 --> 00:20:30,000
and why are her breasts so small
and like this garbage?

396
00:20:30,480 --> 00:20:32,840
And then on, like, on the flip
side, there's a Australian group

397
00:20:32,840 --> 00:20:38,400
called Collective Shout, which
is now trying to target what

398
00:20:38,400 --> 00:20:41,520
they perceive as inappropriate
games.

399
00:20:41,520 --> 00:20:45,560
And the game that they latched
onto kind of successfully was a

400
00:20:45,560 --> 00:20:50,120
game about like, simulated rape.
And that is, yeah, that is not a

401
00:20:50,120 --> 00:20:52,480
game that anyone needs to play.
So they're not wrong in that

402
00:20:52,480 --> 00:20:54,760
specific instance.
But now they're trying to, you

403
00:20:54,760 --> 00:20:57,560
know, also say that, you know,
games involving transgender

404
00:20:57,560 --> 00:21:04,000
people or games with, you know,
consensual mature sex in them.

405
00:21:04,000 --> 00:21:06,680
Like they, they have to be
removed from Steam and from all

406
00:21:06,680 --> 00:21:09,400
these platforms and you know,
they're not my cup of tea in

407
00:21:09,400 --> 00:21:12,760
most cases, but that's, it's not
for me to say what people can

408
00:21:12,760 --> 00:21:14,880
and can't play and it shouldn't
be for Collective Shout either.

409
00:21:15,720 --> 00:21:18,360
Yeah, Look, just just even on
that point, I guess we can we

410
00:21:18,360 --> 00:21:20,680
can take another a new direction
here.

411
00:21:20,680 --> 00:21:23,720
I'm assuming that you would you
would generally have to be like

412
00:21:23,720 --> 00:21:26,760
an indie developer to be to be
making that sort of stuff.

413
00:21:27,360 --> 00:21:32,680
But doesn't the ability for for
indie developers to make the

414
00:21:33,120 --> 00:21:37,120
smaller games that they want,
you know, they could say, look,

415
00:21:37,120 --> 00:21:40,240
we're making a game for 25
people, We don't care, we're

416
00:21:40,240 --> 00:21:42,560
doing it and it's going to be
distributed through the

417
00:21:42,560 --> 00:21:45,600
Internet.
Doesn't I guess the the Internet

418
00:21:45,600 --> 00:21:49,080
as a now kind of a distribution
model breaks down what I assume

419
00:21:49,080 --> 00:21:54,040
would have been some pretty
standard gatekeeping in the past

420
00:21:54,040 --> 00:21:56,840
from from bigger publishers.
Yep well, and, and that

421
00:21:56,840 --> 00:21:58,720
gatekeeping is is really still
there.

422
00:21:58,720 --> 00:22:01,920
The likes of Nintendo and, and
Microsoft and Sony all have

423
00:22:02,360 --> 00:22:04,680
Nintendo's probably I don't want
to say the worst, but they're

424
00:22:04,680 --> 00:22:08,280
probably the most strict on what
well and then for better or for

425
00:22:08,280 --> 00:22:09,320
worse, we'll get into that in a
second.

426
00:22:09,480 --> 00:22:12,400
But like they'll have guidelines
on what has to be done for a

427
00:22:12,400 --> 00:22:14,120
game to be put on their
platform.

428
00:22:14,760 --> 00:22:17,560
And a common thing you'll hear
with with games getting updates

429
00:22:17,560 --> 00:22:21,160
or like expansions is that it's
slow through the Microsoft

430
00:22:21,160 --> 00:22:23,920
certification process.
So that all sort of applies.

431
00:22:23,920 --> 00:22:26,840
But on the flip side, Nintendo
also has this and all the

432
00:22:26,840 --> 00:22:30,360
platforms have this issue where
gross clones of a game that

433
00:22:30,360 --> 00:22:34,960
actually is succeeding gets shot
out and put up on a Nintendo E

434
00:22:34,960 --> 00:22:39,440
shop for 5 bucks and unknowing
people buy that instead of the

435
00:22:39,440 --> 00:22:43,000
game they wanted.
But a lot of Indies will develop

436
00:22:43,000 --> 00:22:48,040
and put their game out on Steam
or H dot IO and we'll be able to

437
00:22:48,040 --> 00:22:51,560
tap into local funding schemes
and and that kind of thing.

438
00:22:51,560 --> 00:22:53,960
Like PAX Australia is a really
good example.

439
00:22:54,240 --> 00:22:58,800
Just for clarity, can you
explain quickly what Steam is

440
00:22:58,800 --> 00:23:01,640
and also PAX?
PAX is the, the, the big event,

441
00:23:01,640 --> 00:23:02,720
right?
So let's start with that.

442
00:23:02,920 --> 00:23:03,960
Let me just throw out some
acronyms.

443
00:23:04,560 --> 00:23:06,600
PAX, I don't think Pak stands
for anything.

444
00:23:06,600 --> 00:23:08,240
Penny Arcade Expo.
Actually it does.

445
00:23:08,240 --> 00:23:10,920
There we go.
It first started in Seattle and

446
00:23:10,920 --> 00:23:14,880
it's it's a convention.
It used to be kind of like the

447
00:23:14,880 --> 00:23:18,480
heavy hitters and some Indies
and it's really more like the

448
00:23:18,480 --> 00:23:19,960
Indies now.
So it's a really good

449
00:23:19,960 --> 00:23:23,880
opportunity to go and meet, you
know, the person or the team of

450
00:23:23,880 --> 00:23:26,720
three or four who have developed
this game, play it, talk to them

451
00:23:26,720 --> 00:23:30,240
about them, and then really get
to explore the indie scene.

452
00:23:30,240 --> 00:23:33,200
And it's also a chance for
Indies to to be able to have

453
00:23:33,200 --> 00:23:35,440
their game seen by a lot of
people.

454
00:23:36,160 --> 00:23:41,400
Steam tied in is the the big
heavy hitter PC distribution

455
00:23:41,400 --> 00:23:44,880
platform where you can purchase
and store your digital

456
00:23:44,880 --> 00:23:48,000
collection of games.
There's other storefronts on PC

457
00:23:48,000 --> 00:23:51,760
like the Epic game store.
Ubisoft has one, EA has one.

458
00:23:52,640 --> 00:23:55,320
GOG, which stands for Good old
games is another.

459
00:23:55,320 --> 00:23:58,840
I really like that all the kind
of old ones, all the old Star

460
00:23:58,840 --> 00:24:01,880
Trek games that I love.
They're now, you know, preserved

461
00:24:01,880 --> 00:24:05,760
on good old games, so I can play
them on my current PC without,

462
00:24:05,960 --> 00:24:09,320
you know, digging out old
consoles, figuring out if they

463
00:24:09,480 --> 00:24:12,440
need an adapter, you know,
because they don't have HDMI

464
00:24:12,440 --> 00:24:13,840
ports or whatever.
Yeah, so.

465
00:24:13,960 --> 00:24:17,920
That sounds, that sounds cool.
You know, and we've been talking

466
00:24:17,920 --> 00:24:20,720
about the removal of that
gatekeeping, which almost just

467
00:24:20,800 --> 00:24:23,760
lets anybody make the game that
they want.

468
00:24:23,800 --> 00:24:26,640
You mentioned a couple of
minutes ago those games have

469
00:24:26,640 --> 00:24:30,600
simulated whatever, which is the
the real dark side of of this

470
00:24:30,600 --> 00:24:33,880
ability.
But on the positive side, how

471
00:24:33,880 --> 00:24:38,360
has this ability for for anybody
to really make a game and get it

472
00:24:38,360 --> 00:24:42,120
out there kind of affected
building and creating new genres

473
00:24:42,120 --> 00:24:45,000
or innovations or and even
communities within the world of

474
00:24:45,000 --> 00:24:47,760
video games?
There, if you have an idea for a

475
00:24:47,760 --> 00:24:49,480
video game, it's probably
already happened.

476
00:24:49,480 --> 00:24:51,840
If you have an idea for a genre,
it's probably already happened,

477
00:24:53,040 --> 00:24:57,080
but there's not to say you can't
iterate on it or find a group

478
00:24:57,160 --> 00:25:01,000
that that does like something
that you want to engage with and

479
00:25:01,000 --> 00:25:03,480
do it.
And there's, you know, that's

480
00:25:03,520 --> 00:25:06,480
I'm, I'm constantly proven wrong
in that generalisation.

481
00:25:06,480 --> 00:25:08,240
There are people that have just
crazy ideas.

482
00:25:08,320 --> 00:25:11,640
There's a game, it's not unique.
It's it's been done before, but

483
00:25:11,760 --> 00:25:14,400
I'm excited for it.
It's called Baby steps and it's,

484
00:25:14,400 --> 00:25:17,240
it's like a walking simulator.
When people say walking

485
00:25:17,240 --> 00:25:20,440
simulator, they generally mean
you're controlling a character

486
00:25:20,440 --> 00:25:23,600
and walking forward and looking
around and maybe solving a

487
00:25:23,600 --> 00:25:25,520
mystery.
This is literally like you need

488
00:25:25,520 --> 00:25:29,320
to use your controller to move
the person's legs and arms and

489
00:25:29,320 --> 00:25:32,560
try to get them actually moving
through an environment.

490
00:25:33,680 --> 00:25:36,040
Well, actually like a years ago
now I can't remember what it's

491
00:25:36,040 --> 00:25:37,560
called.
I just call it QUOP or

492
00:25:37,600 --> 00:25:40,360
something.
Exactly, exactly exactly like

493
00:25:40,360 --> 00:25:41,040
that.
Nightmare.

494
00:25:42,720 --> 00:25:44,840
So, well, yeah.
And I, it's not my cup of tea,

495
00:25:44,840 --> 00:25:47,720
but some people are sadists, I
guess, and like, like doing

496
00:25:47,720 --> 00:25:48,760
that.
So good on them.

497
00:25:49,160 --> 00:25:51,840
But yeah, like that's that's
interesting because I guess

498
00:25:51,840 --> 00:25:56,160
beyond technical know how
nothing's stopping anyone coming

499
00:25:56,160 --> 00:25:58,240
up with the idea and putting it
out into the world.

500
00:25:58,400 --> 00:26:01,000
I remember a long, long time ago
speaking to someone that wanted

501
00:26:01,000 --> 00:26:03,960
to get into video game
development and I knew somebody

502
00:26:03,960 --> 00:26:06,680
else that was in it.
And when those two kind of spoke

503
00:26:06,680 --> 00:26:09,520
about it, it just felt
incredibly daunting, like just

504
00:26:09,520 --> 00:26:15,800
this massively long journey that
felt over before it even started

505
00:26:15,800 --> 00:26:18,520
for a person 2.
But now that you've got so many

506
00:26:18,520 --> 00:26:22,400
people, they can kind of dip
their toes in and and see what

507
00:26:22,400 --> 00:26:24,240
happens.
As you said, going to one of

508
00:26:24,240 --> 00:26:27,360
those events where you can speak
to the other developers, the

509
00:26:27,360 --> 00:26:30,480
little teams, and of course, who
knows what networking comes out

510
00:26:30,480 --> 00:26:33,240
of that and who you meet, what
ideas might spawn off there.

511
00:26:33,240 --> 00:26:35,720
And that's in real life.
But again, as you touched on a

512
00:26:35,720 --> 00:26:38,840
couple of minutes ago, the that
kind of community and connection

513
00:26:38,840 --> 00:26:42,280
through the Internet seems to be
enormous now in the world of

514
00:26:42,280 --> 00:26:45,120
gaming.
What would you say, I guess the

515
00:26:45,120 --> 00:26:49,880
difference between a healthy
gaming community and we've all

516
00:26:49,880 --> 00:26:52,880
heard of toxic ones.
Like even if you're not a gamer,

517
00:26:52,880 --> 00:26:55,880
you hear about this like, how
does the Internet build both the

518
00:26:55,880 --> 00:26:58,320
positive ones?
And then of course you know the

519
00:26:58,320 --> 00:27:00,880
toxic ones.
But does it also blur the line

520
00:27:01,000 --> 00:27:02,880
and and allow the shift between
the two?

521
00:27:02,960 --> 00:27:05,840
It does like IIA game that I've
been playing lately called

522
00:27:05,840 --> 00:27:08,400
Rematch is a decent example of
that.

523
00:27:08,400 --> 00:27:11,600
It's it's a developer maybe
having a limitation to what they

524
00:27:11,600 --> 00:27:16,120
can and can't do within their
game like voice chat etcetera.

525
00:27:17,120 --> 00:27:19,960
Or it's just a decision to to
limit some of that.

526
00:27:19,960 --> 00:27:26,920
So rematch is A33V3 or 4V4 or
5V5 soccer game, football game

527
00:27:26,920 --> 00:27:31,000
where you control 1 character,
you're in a team with others.

528
00:27:31,480 --> 00:27:33,440
There's it's not AI bots or
anything like that.

529
00:27:33,440 --> 00:27:35,680
You're playing with real people
and rather than give you the

530
00:27:35,680 --> 00:27:39,480
ability to just scream
obscenities at your teammates if

531
00:27:39,480 --> 00:27:44,200
you think they're not playing
very well, there's commands tied

532
00:27:44,200 --> 00:27:48,680
to the D pad that will launch
like a voice clip like good job

533
00:27:48,920 --> 00:27:51,720
or thanks.
And it's weird.

534
00:27:51,720 --> 00:27:54,400
Like when you make a mistake,
good job is meant to be

535
00:27:54,400 --> 00:27:56,960
uplifting, even though the sound
file doesn't change.

536
00:27:56,960 --> 00:27:58,840
And it's exactly the same as if
you did something good.

537
00:27:58,840 --> 00:28:01,600
Like if you make a mistake and
someone says good job, you know,

538
00:28:01,800 --> 00:28:04,720
inherently the sarcasm is
dripping off that statement.

539
00:28:05,560 --> 00:28:06,680
So it can be used for good or
bad.

540
00:28:06,680 --> 00:28:08,920
But there's, there's kind of
ways to control some of that

541
00:28:08,920 --> 00:28:10,480
stuff.
And then a lot of the control

542
00:28:10,480 --> 00:28:13,640
really just sits with you as a
as a player.

543
00:28:14,920 --> 00:28:19,680
Like my sister has kids who are
16 and 14 now, and the 16 year

544
00:28:19,680 --> 00:28:23,360
old, her son Bob was playing
games and it's kind of like,

545
00:28:23,360 --> 00:28:25,640
yeah, just pop your head in once
in a while.

546
00:28:25,640 --> 00:28:28,360
If he's playing like Rainbow 6
and there's voice chat, just

547
00:28:28,360 --> 00:28:31,560
make sure he's not getting
abused or abusing other people.

548
00:28:31,560 --> 00:28:34,120
And you know, like, just remove
yourself from the situation if

549
00:28:34,120 --> 00:28:36,000
you need to.
It's, yeah, it's.

550
00:28:36,000 --> 00:28:38,120
And that's kind of like the
Internet in general, Like, oh,

551
00:28:38,120 --> 00:28:40,480
have you stumbled into a
welcoming place or is it

552
00:28:40,520 --> 00:28:42,800
somewhere that you shouldn't be?
Absolutely.

553
00:28:42,800 --> 00:28:45,200
And and that's so funny around
that, that good job.

554
00:28:45,200 --> 00:28:48,520
The sarcasm behind that, which
is obviously that competition

555
00:28:48,520 --> 00:28:50,000
aspect.
Like everyone associates the

556
00:28:50,000 --> 00:28:53,000
word win with games, no matter
whether it's a board game, a

557
00:28:53,000 --> 00:28:56,440
video game or like a sport game.
But in terms of that

558
00:28:56,440 --> 00:29:00,880
competition, one of the huge
things which which still blows

559
00:29:00,880 --> 00:29:05,520
my mind that that come out of
competitive gaming is just this

560
00:29:05,520 --> 00:29:08,600
phenomenon of E sports.
The first time somebody showed

561
00:29:08,600 --> 00:29:12,240
it to me, I couldn't believe
what I was seeing like in these

562
00:29:12,240 --> 00:29:16,400
gigantic arenas, people playing
games on a on a screen down

563
00:29:16,400 --> 00:29:20,160
there.
And that to me felt crazy.

564
00:29:20,440 --> 00:29:22,360
You know, I'm going to be
showing my age here too.

565
00:29:22,360 --> 00:29:26,040
But I remember being a kid and
we used to have this toy shop in

566
00:29:26,040 --> 00:29:27,480
Australia.
It's called World for Kids,

567
00:29:27,480 --> 00:29:30,040
believe it or not.
And they would have like the

568
00:29:30,040 --> 00:29:33,800
Super Nintendo sit up in there
and there'll be just lines of

569
00:29:33,800 --> 00:29:37,320
kids waiting to play, whether
it's like Street Fighter or

570
00:29:37,320 --> 00:29:40,200
something, you know?
And then that was, I guess it's

571
00:29:40,320 --> 00:29:44,600
the very, very small parallel
version of what esports is now

572
00:29:44,960 --> 00:29:50,240
through how spectacularly huge
and successful esports is now.

573
00:29:51,120 --> 00:29:55,000
Surely that a brings an
incredible amount more eyeballs

574
00:29:55,000 --> 00:29:58,920
and and budget to the world of,
of gaming in general, but also

575
00:29:58,920 --> 00:30:03,080
allows so many more people to
actually make a living in

576
00:30:03,080 --> 00:30:06,360
various means from, you know, I
know you've got to be super good

577
00:30:06,360 --> 00:30:08,480
to, to get to those those ranks
and things.

578
00:30:08,480 --> 00:30:13,360
But it does feel like quite a,
an aspirational thing, which

579
00:30:13,360 --> 00:30:16,640
doesn't rely on like
professional sports relies on

580
00:30:16,640 --> 00:30:20,160
genetic gifts.
Whereas theoretically to someone

581
00:30:20,160 --> 00:30:24,120
like me E sports, yes, it would
rely on some mental and and

582
00:30:24,120 --> 00:30:27,160
reaction gifts and things.
But it does feel like something

583
00:30:27,160 --> 00:30:29,720
that everybody could aspire to
get to.

584
00:30:29,920 --> 00:30:32,960
If you're short, you go, oh,
well, I can't play basketball.

585
00:30:32,960 --> 00:30:35,400
But this is like everyone, all
they need is to play a game.

586
00:30:36,000 --> 00:30:39,560
I think sadly, I think because
we've told people our ages, I

587
00:30:39,560 --> 00:30:42,600
think our our time is is done.
I think our Twitch reactions are

588
00:30:42,600 --> 00:30:46,120
probably too, too slow,
especially if we well, for most

589
00:30:46,120 --> 00:30:49,880
things, most E sports are, are
Twitch reaction driven.

590
00:30:49,880 --> 00:30:54,160
So like shooting or sports
tactical awareness kind of

591
00:30:54,160 --> 00:30:56,800
thing.
So we're we're probably put out

592
00:30:56,800 --> 00:30:58,640
to pasture at this point, but
yeah, like.

593
00:30:58,920 --> 00:31:01,320
No doubt and.
And every game has if it's not E

594
00:31:01,320 --> 00:31:04,280
sports directly and you know,
like big spectacles at stadiums

595
00:31:04,280 --> 00:31:07,760
with people watching you like
battlefields or whatever you

596
00:31:07,760 --> 00:31:10,480
want to play has like a ranking
system rematch the game I was

597
00:31:10,480 --> 00:31:11,880
talking about before the soccer
game.

598
00:31:12,200 --> 00:31:14,720
You know, like I I think I'm in
gold league.

599
00:31:14,800 --> 00:31:17,320
I, I don't think I'll ever
aspire to hit Diamond League,

600
00:31:17,320 --> 00:31:20,880
but you know, like I, I can kind
of compete with people at my

601
00:31:20,880 --> 00:31:23,960
level or where the game thinks
I'm at in terms of my level and

602
00:31:23,960 --> 00:31:28,200
aspire to do better or realise
I've, I've hit the the ceiling

603
00:31:28,200 --> 00:31:31,320
and, and need to find another
game or something.

604
00:31:31,320 --> 00:31:34,440
To play the, the Masters League,
I was, I was speaking to someone

605
00:31:34,440 --> 00:31:37,920
recently that they, they said
they were like doing masters

606
00:31:38,120 --> 00:31:41,200
sports and they were 36.
And I was like, whoa.

607
00:31:41,200 --> 00:31:43,800
I thought that was for people
that are like 70, you know.

608
00:31:45,320 --> 00:31:46,520
Yeah.
So that's, I don't think that's

609
00:31:46,520 --> 00:31:50,160
something that I'll be, I will
be doing becoming an an E sports

610
00:31:50,160 --> 00:31:52,920
pro.
But how has that, you know,

611
00:31:52,920 --> 00:31:56,800
hyper competitive environment
and even mindset?

612
00:31:57,080 --> 00:32:00,200
Does that affect the way that,
say, casual players might look

613
00:32:00,200 --> 00:32:01,920
at games?
Does it affect the way that

614
00:32:01,920 --> 00:32:06,280
potentially publishers build
games thinking that it will end

615
00:32:06,280 --> 00:32:08,600
up in one of these arenas being
played?

616
00:32:08,720 --> 00:32:10,160
How?
How much of a consideration is

617
00:32:10,160 --> 00:32:12,360
that?
It depends, I guess, on on the

618
00:32:12,360 --> 00:32:15,800
developer's intent.
A good example of of something

619
00:32:16,200 --> 00:32:19,520
absolutely impacting the other
is a game called Overwatch.

620
00:32:19,560 --> 00:32:23,880
So it was developed by Blizzard
and Overwatch had this grand

621
00:32:23,960 --> 00:32:27,400
goal of of being like the next E
sports thing to the point where

622
00:32:27,400 --> 00:32:29,920
they created the Overwatch
League.

623
00:32:30,280 --> 00:32:34,800
Activision was selling licences
like franchises to different

624
00:32:34,800 --> 00:32:38,440
entities, conglomerates,
whatever to, you know, to buy,

625
00:32:38,440 --> 00:32:41,960
you know, the Los Angeles team
or to buy the whatever team.

626
00:32:42,600 --> 00:32:45,880
And a lot of the work would kind
of go back and forth.

627
00:32:45,880 --> 00:32:48,200
So the oh, the league needs this
to happen.

628
00:32:48,200 --> 00:32:50,200
So maybe we'll make a couple
tweaks here that impact the

629
00:32:50,200 --> 00:32:51,920
general game.
Sometimes they had them like

630
00:32:51,920 --> 00:32:54,040
running separately.
Ultimately, I think that the

631
00:32:54,040 --> 00:32:57,280
league kind of failed because
they were trying to make it more

632
00:32:57,280 --> 00:33:01,200
of a big deal than people right
accepted it to be.

633
00:33:01,280 --> 00:33:04,360
But that's a good example of of
someone doing that specifically

634
00:33:04,360 --> 00:33:07,000
with that in mind.
Fighting games are are better

635
00:33:07,000 --> 00:33:10,960
examples maybe of people just
kind of deciding they're going

636
00:33:10,960 --> 00:33:14,000
to make a league around it.
So there's tournaments like Evo

637
00:33:14,520 --> 00:33:16,560
with Mortal Kombat and Street
Fighter, like you were saying,

638
00:33:16,560 --> 00:33:20,560
even Super Smash Brothers, the
Nintendo mascot fighter, where

639
00:33:20,560 --> 00:33:23,520
they'll just have tournaments
and you know, maybe, maybe rules

640
00:33:23,520 --> 00:33:27,600
this this one fighter is is too
overpowered or has these moves

641
00:33:27,600 --> 00:33:29,520
that are too hard to to deal
with.

642
00:33:29,520 --> 00:33:32,560
So like, you can't play as that
person for this tournament, that

643
00:33:32,560 --> 00:33:35,520
kind.
Of thing it's it does sound

644
00:33:35,520 --> 00:33:38,320
actually quite fun and you know,
they introducing kind of

645
00:33:38,320 --> 00:33:40,600
handicaps that they brought in
when someone gets a little bit

646
00:33:40,600 --> 00:33:44,960
too good and out of hand.
But it's just, it seems, as

647
00:33:44,960 --> 00:33:48,760
we've been saying, the modern
gaming landscape is just so big.

648
00:33:48,760 --> 00:33:51,080
Now we've, we've spoken about
NES, right?

649
00:33:51,080 --> 00:33:53,960
You pull the cartridge out of
the box, you put it in the thing

650
00:33:53,960 --> 00:33:57,080
if it doesn't work, like you
blow on all the electric bits

651
00:33:57,080 --> 00:33:59,320
until you break the game and
it's like, that's it, you know?

652
00:33:59,640 --> 00:34:03,440
But now there's just an
infinitely large world of people

653
00:34:03,440 --> 00:34:06,000
and, and things going on.
For someone just getting into

654
00:34:06,000 --> 00:34:09,880
games now, if they're feeling
overwhelmed by the modern gaming

655
00:34:09,880 --> 00:34:13,360
landscape, how would you direct
them or what advice would you

656
00:34:13,360 --> 00:34:17,000
give them to find a good
community and a good experience

657
00:34:17,000 --> 00:34:18,840
for a beginner?
Wow.

658
00:34:18,840 --> 00:34:23,120
Well, and that's, that's a hard
question because so many of us

659
00:34:23,199 --> 00:34:27,600
are quote unquote gamers and
maybe don't realise that or

660
00:34:27,600 --> 00:34:30,960
accept it or acknowledge it or
choose to identify as that.

661
00:34:30,960 --> 00:34:38,320
You know, my mother in They,
they have like 7 of them now and

662
00:34:38,320 --> 00:34:40,960
they do the crossword, the New
York Times crossword and the age

663
00:34:40,960 --> 00:34:45,040
crossword on their iPad.
That's technically you're

664
00:34:45,199 --> 00:34:47,600
playing video games.
But like, that's not to say you

665
00:34:47,600 --> 00:34:50,120
have to be a gamer.
It's pick and choose.

666
00:34:50,120 --> 00:34:53,280
Like there are, there are people
that I know who love Star Trek,

667
00:34:53,360 --> 00:34:55,760
barely play a video game.
They have a switch for their

668
00:34:55,760 --> 00:34:58,280
kids and like, oh great.
There's, there's this narrative

669
00:34:58,280 --> 00:35:02,440
game in a Telltale game style
called Star Trek Resurgence that

670
00:35:02,440 --> 00:35:05,360
just came out on Switch.
And it's like perfect for that

671
00:35:05,360 --> 00:35:09,440
person because the original
version on Xbox and PlayStation

672
00:35:09,440 --> 00:35:12,800
and PC, I tried to get my dad to
play it and he was just a little

673
00:35:12,800 --> 00:35:15,880
bit overwhelmed because he loves
Star Trek and it's a good story

674
00:35:15,880 --> 00:35:17,960
that I wanted him to experience.
But he's like, I don't, I gotta

675
00:35:17,960 --> 00:35:20,880
walk this guy around and which
button do I hit?

676
00:35:21,320 --> 00:35:23,120
The Switch 1 is more like a, a
touch screen.

677
00:35:23,120 --> 00:35:25,880
It's almost like it's, it's been
made for someone on an iPad

678
00:35:25,920 --> 00:35:28,120
because there's so many
different ways to play in so

679
00:35:28,120 --> 00:35:30,280
many genres and so many
different experiences.

680
00:35:30,440 --> 00:35:32,360
Like you might just be a
smartphone person.

681
00:35:32,360 --> 00:35:35,360
You might sadly be one of those
people that plays one of those

682
00:35:35,360 --> 00:35:37,920
games that definitely is out to
get all of your money.

683
00:35:37,920 --> 00:35:39,360
I, I wish you wouldn't play
that.

684
00:35:39,360 --> 00:35:42,160
I hope you find a similar
experience on a console.

685
00:35:42,240 --> 00:35:45,600
But then again, the consoles now
cost upwards, you know, like

686
00:35:45,600 --> 00:35:49,000
$1000.
So maybe you know, if you spend

687
00:35:49,960 --> 00:35:53,880
100 bucks a month on your pay to
win game thing, like maybe

688
00:35:53,880 --> 00:35:56,200
you're doing it right compared
to to me, I can't really tell

689
00:35:56,200 --> 00:35:59,000
you.
Well, just just on that point

690
00:35:59,000 --> 00:36:01,640
around, you know, like the the
smartphone game,

691
00:36:01,640 --> 00:36:04,920
microtransactions in everything.
You know, I remember I was, I

692
00:36:04,920 --> 00:36:08,480
was getting on a flight and I
downloaded a casino game.

693
00:36:08,480 --> 00:36:10,760
I was like, this is awesome.
You know, I'm just going to play

694
00:36:10,760 --> 00:36:12,640
this.
It's like no brainer, spin the

695
00:36:12,640 --> 00:36:15,440
roulette, play some poker, you
know, like just stupid stuff,

696
00:36:16,400 --> 00:36:19,320
open it up.
It's like you've got like $50.00

697
00:36:19,440 --> 00:36:22,280
in the casino and then if you
want more, you've got to pay

698
00:36:22,280 --> 00:36:23,760
more and more and more and more
things.

699
00:36:23,800 --> 00:36:28,120
Would you say though, that the
way that so many things are now,

700
00:36:28,120 --> 00:36:31,080
subscription models rather than
owning anything are

701
00:36:31,080 --> 00:36:34,400
microtransactions and I guess
the financialisation like

702
00:36:34,400 --> 00:36:36,600
through small bites within
games, whether they're

703
00:36:36,600 --> 00:36:39,880
smartphone or, you know, through
servers and things, is that just

704
00:36:40,160 --> 00:36:43,720
games and publishers aligning
with the way people are moving

705
00:36:43,720 --> 00:36:46,160
to pay for things these days?
So it's a bit more natural.

706
00:36:46,440 --> 00:36:50,600
Late stage capitalism.
I've played like 300 hours of

707
00:36:50,600 --> 00:36:55,280
Star Trek Online, a massively
multiplayer online game, Same

708
00:36:55,280 --> 00:36:56,920
idea.
It's free to play.

709
00:36:57,160 --> 00:37:00,360
I I spend 100 bucks every once
in a while because there's like

710
00:37:00,360 --> 00:37:03,560
a Starship that was on the TV
that I really, really want and

711
00:37:03,560 --> 00:37:06,080
I'm fine with that.
And then there are people who

712
00:37:06,080 --> 00:37:08,800
probably spend far more money
than I do, which is sad.

713
00:37:09,040 --> 00:37:13,040
But I guess on the flip side,
all of that money that's being

714
00:37:13,040 --> 00:37:17,320
made by the studio, they will
pay developers to make new

715
00:37:17,320 --> 00:37:21,280
chapters of the storyline and
hire the actress who played

716
00:37:21,280 --> 00:37:23,920
Seven of Nine from Star Trek
Voyager to come in and, like,

717
00:37:23,920 --> 00:37:25,960
record lines.
And there's new content that I

718
00:37:25,960 --> 00:37:27,600
get to play for free.
So I didn't answer that.

719
00:37:27,600 --> 00:37:29,200
I'd sidestep that question
altogether.

720
00:37:29,200 --> 00:37:31,760
I mean, that's a good point.
Let's take that one on as well.

721
00:37:31,760 --> 00:37:33,880
You said that, you know the
developers might bring in new

722
00:37:33,880 --> 00:37:37,400
people to create new content and
and chapters for the game.

723
00:37:37,560 --> 00:37:41,640
Does that bring more new,
surprising perspectives that the

724
00:37:41,640 --> 00:37:44,000
developers could never have
imagined the the games

725
00:37:44,000 --> 00:37:47,080
potentially heading down that
path when they originally had

726
00:37:47,080 --> 00:37:49,000
the idea?
Like, how, how does that work?

727
00:37:49,000 --> 00:37:51,880
Like what?
What's a game that has started

728
00:37:51,880 --> 00:37:54,400
out in one thing and then
through getting unexpected

729
00:37:54,400 --> 00:37:56,960
people involved, has gone off in
another direction?

730
00:37:57,160 --> 00:37:59,240
Early Access games is my answer
to that.

731
00:37:59,240 --> 00:38:02,640
So there there's a quite a lot
of games, mostly on on PC on

732
00:38:02,680 --> 00:38:06,880
Steam, where you can start
playing kind of like an in

733
00:38:06,880 --> 00:38:10,600
development version of a game or
an idea and provide your

734
00:38:10,600 --> 00:38:13,960
feedback to developers.
And that will eventually turn

735
00:38:13,960 --> 00:38:17,560
the game into its one point O
release or its full release.

736
00:38:17,760 --> 00:38:21,040
And it could be anything from a
shooter to a a real time

737
00:38:21,040 --> 00:38:25,600
strategy, a deck building game
with cards going back really

738
00:38:25,600 --> 00:38:28,160
quickly to your casino game that
you bought.

739
00:38:28,160 --> 00:38:31,840
If you haven't played a game
called Bilatro, you absolutely

740
00:38:31,840 --> 00:38:34,600
need to.
It's on smartphone, it's on

741
00:38:35,400 --> 00:38:37,080
every console that you can
imagine.

742
00:38:37,080 --> 00:38:40,120
It's like a poker game, but
that's like doing it a

743
00:38:40,120 --> 00:38:42,720
disservice.
Doesn't have microtransactions.

744
00:38:42,920 --> 00:38:45,240
So like that there and there are
developers doing that.

745
00:38:45,240 --> 00:38:47,080
Like I, I just want to put out a
game.

746
00:38:47,120 --> 00:38:49,720
That guy's made money hand over
fist for doing that because he's

747
00:38:49,720 --> 00:38:52,600
not trying to like, you know,
nickel and dime you inside the

748
00:38:52,600 --> 00:38:54,360
game.
You, you pay your, your amount

749
00:38:54,360 --> 00:38:57,480
upfront and you're good to go.
Subscriptions like, I'm just

750
00:38:57,480 --> 00:38:59,200
sorry, I'm hitting all these
things that you've talked about

751
00:38:59,680 --> 00:39:02,240
recently.
Subscriptions, late stage

752
00:39:02,240 --> 00:39:04,400
capitalism.
Once again, probably the biggest

753
00:39:04,400 --> 00:39:08,000
one that comes to mind is Xbox
Game Pass, which is Microsoft's

754
00:39:08,000 --> 00:39:10,520
big subscription thing.
And the downside, like you were

755
00:39:10,520 --> 00:39:13,800
saying, you don't own any of
these games and there's larger

756
00:39:13,800 --> 00:39:16,360
implications talking about
buying digital games anyway.

757
00:39:16,360 --> 00:39:19,000
But this, this is a really clear
cut example of you're

758
00:39:19,000 --> 00:39:22,040
subscribing to a service.
It has so many games in this

759
00:39:22,040 --> 00:39:24,920
library, like a Netflix style
kind of access, but you know,

760
00:39:24,920 --> 00:39:27,400
one month, the next the game
that you were playing might not

761
00:39:27,400 --> 00:39:30,760
be in the library next month.
So no, there you go.

762
00:39:30,760 --> 00:39:32,080
If you want it, you got to go
pay for it.

763
00:39:32,080 --> 00:39:34,280
But some people really like
that, like they'll churn through

764
00:39:34,280 --> 00:39:37,240
games, say they want new stuff.
They don't want to have to spend

765
00:39:37,240 --> 00:39:40,040
$100 on a game each time they
want to play a new game.

766
00:39:40,040 --> 00:39:42,400
They just want to get this
library, play what's there,

767
00:39:42,680 --> 00:39:44,080
churn through it, get to the
next one.

768
00:39:44,320 --> 00:39:46,520
And like, again, there's no
right or wrong way to do it.

769
00:39:46,520 --> 00:39:49,360
Microsoft, though, is incredibly
problematic at the moment.

770
00:39:49,400 --> 00:39:51,480
They've acquired a lot of
companies.

771
00:39:52,000 --> 00:39:55,440
They've also laid off a whole
bunch of developers within all

772
00:39:55,440 --> 00:39:57,960
of those companies.
King and Candy Crush is a really

773
00:39:57,960 --> 00:39:59,640
good example.
Like everyone's heard of Candy

774
00:39:59,640 --> 00:40:01,760
Crush.
I have never played it, but I.

775
00:40:02,520 --> 00:40:04,520
Everyone else I know.
About a little, a little phase

776
00:40:04,520 --> 00:40:07,360
of playing it.
I, I remember because it worked,

777
00:40:07,520 --> 00:40:11,080
it was, it was the only thing
that didn't need a cellular

778
00:40:11,080 --> 00:40:13,680
signal or, or like Wi-Fi to
work.

779
00:40:13,760 --> 00:40:17,320
And I remember I, you know,
through various reasons, I, I

780
00:40:17,320 --> 00:40:20,280
would find myself in this place
where, you know, like the

781
00:40:20,280 --> 00:40:22,640
comfort thing for anyone to do
is just say, Oh yeah, I'll just

782
00:40:22,640 --> 00:40:24,520
pull out the phone.
And obviously nothing works

783
00:40:24,520 --> 00:40:27,000
except Candy Crush.
So I smashed through a bunch of

784
00:40:27,000 --> 00:40:29,440
levels on there.
And, you know, I enjoyed it for

785
00:40:29,440 --> 00:40:32,040
what it was, but as soon as I
was out of that zone, I wouldn't

786
00:40:32,040 --> 00:40:33,920
look at it again.
But just on your point there

787
00:40:33,920 --> 00:40:36,920
around the Game Pass
subscription model, does that

788
00:40:37,120 --> 00:40:39,720
also bring similar kind of
benefits that Netflix does?

789
00:40:39,720 --> 00:40:42,160
Right?
Like you pay a flat fee, you

790
00:40:42,160 --> 00:40:44,880
might start watching something
you don't like it, you're not

791
00:40:44,880 --> 00:40:46,440
really financially invested in
it.

792
00:40:46,440 --> 00:40:48,200
You're just like, eh, I'll just
move on to something else.

793
00:40:48,240 --> 00:40:50,720
So if PE if people can do that
through all these games through

794
00:40:50,720 --> 00:40:55,040
a subscription model, how much
of them would then go and like

795
00:40:55,040 --> 00:40:57,520
buy the actual game?
Or is it they just keep playing

796
00:40:57,520 --> 00:41:01,920
it through the I guess stream?
I don't have stats at hand, but

797
00:41:01,920 --> 00:41:04,560
like a lot, a lot of what
Microsoft's been saying about

798
00:41:04,560 --> 00:41:06,960
Game Pass is that it is working
in that way.

799
00:41:07,040 --> 00:41:09,560
And it could be because you
start playing a game, you really

800
00:41:09,560 --> 00:41:13,200
like it and you realise it's
leaving the calendar next month

801
00:41:13,200 --> 00:41:14,520
and you're not going to have
time to finish it.

802
00:41:14,520 --> 00:41:16,440
So you buy it so you can keep
playing.

803
00:41:16,480 --> 00:41:19,400
Or it's you really, really like
it and want to support the

804
00:41:19,400 --> 00:41:21,680
people making it.
So you decide to purchase it to

805
00:41:21,840 --> 00:41:24,640
make sure you get a new one or,
or you know, something new from

806
00:41:24,640 --> 00:41:26,840
that developer.
So it, it could work in, in both

807
00:41:26,840 --> 00:41:28,600
ways.
A lot of developers say it's

808
00:41:28,600 --> 00:41:32,000
it's a good way to get their
game out there in front of

809
00:41:32,000 --> 00:41:33,680
people's faces.
And then of course there's

810
00:41:33,680 --> 00:41:36,320
people who say that it's a RIP
off and, you know, it's

811
00:41:36,480 --> 00:41:40,360
Microsoft killing creativity and
and development And so yeah,

812
00:41:40,360 --> 00:41:42,360
like.
It's look, I could I could, I

813
00:41:42,360 --> 00:41:44,560
could understand both sides of
of that coin.

814
00:41:44,560 --> 00:41:48,320
And you know, like the the one
price trial, a million different

815
00:41:48,320 --> 00:41:51,240
things sounds amazing for
someone like me.

816
00:41:51,240 --> 00:41:53,360
So it's just, oh, I'll just test
it out for a little while.

817
00:41:53,560 --> 00:41:55,680
I don't know what sort of games
are like they're like games

818
00:41:55,680 --> 00:41:58,000
where I drive a car, you know, I
don't need to do the races.

819
00:41:58,000 --> 00:42:01,760
I just go looking around at
stuff that's that's good for me.

820
00:42:01,760 --> 00:42:06,560
But just on that kind of
subscription model, where do you

821
00:42:06,560 --> 00:42:10,240
think the, I guess the business
side of of gaming evolves over

822
00:42:10,240 --> 00:42:13,840
say the next decade?
Will it remain or even get more

823
00:42:13,840 --> 00:42:18,160
subscription based or do we kind
of get to a point where players

824
00:42:18,160 --> 00:42:22,160
demand a bit more of a return to
a one time purchase model?

825
00:42:22,640 --> 00:42:24,880
I, I hope the latter is the
case.

826
00:42:24,880 --> 00:42:26,880
I think it's probably going to
be more subscriptions.

827
00:42:27,080 --> 00:42:29,760
Kind of like, you know, there,
there was Netflix, now there's

828
00:42:29,760 --> 00:42:34,280
Netflix and Hulu and Disney and
Stan and Binge and all of the,

829
00:42:34,360 --> 00:42:38,480
the major publishers have
dabbled or are, are doing or are

830
00:42:38,480 --> 00:42:42,200
considering similar things.
Like PlayStation has their own

831
00:42:42,200 --> 00:42:43,520
version.
Nintendo has their own version

832
00:42:43,520 --> 00:42:45,320
now, but everyone has their own
version.

833
00:42:45,400 --> 00:42:47,960
It's, it's good and bad.
Like we're also seeing kind of

834
00:42:47,960 --> 00:42:51,080
more the late stage capital,
some stuff like just the big

835
00:42:51,080 --> 00:42:56,000
dogs buying all of the studios,
getting rid of half the staff at

836
00:42:56,000 --> 00:42:57,640
that studio.
Because, you know, we already

837
00:42:57,640 --> 00:43:00,160
have the comms team or we
already have people who can do

838
00:43:00,160 --> 00:43:05,120
this with King and Candy Crush.
They've got developers using AI

839
00:43:05,120 --> 00:43:07,040
to like automate some of what
they do.

840
00:43:07,040 --> 00:43:09,440
So they can then get rid of
those people and let the

841
00:43:09,440 --> 00:43:12,520
automation take over some of the
work, which like that's, that's

842
00:43:12,520 --> 00:43:15,360
to me is a horrible thing
because you're missing out on

843
00:43:15,360 --> 00:43:18,160
the the creative side that those
people will bring.

844
00:43:18,880 --> 00:43:21,760
I can like, you know, generate
new Candy Crush levels, but it's

845
00:43:21,760 --> 00:43:24,960
only going to generate new Candy
Crush levels based on what has

846
00:43:24,960 --> 00:43:27,360
been, not an idea that someone
has.

847
00:43:27,360 --> 00:43:30,200
It can be implemented.
I get horribly dystopian and I

848
00:43:30,200 --> 00:43:31,440
hope it's not going to be the
Case, No.

849
00:43:31,480 --> 00:43:33,720
Go for it, go for it.
Well, no, I just, yeah, in

850
00:43:33,720 --> 00:43:36,480
general, it's, it's looking kind
of bleak and I hope we get

851
00:43:36,480 --> 00:43:39,800
through this in in more aspects
than just video games.

852
00:43:40,520 --> 00:43:43,200
Oh yeah, look at me, Me too.
And it is, you know, everybody's

853
00:43:43,200 --> 00:43:46,240
talking about AI at the moment
and positives and negatives and

854
00:43:46,240 --> 00:43:48,960
there's so much bleakness and
you follow that too far.

855
00:43:48,960 --> 00:43:50,720
And it's just like, well, we're
going to turn that off.

856
00:43:50,720 --> 00:43:53,320
But, and think about, you know,
like, say some more of the

857
00:43:53,320 --> 00:43:57,040
positives.
But as that tech gets better,

858
00:43:57,320 --> 00:44:01,880
let's say it does get the
ability to, to create new ideas.

859
00:44:02,680 --> 00:44:05,960
Do you think that the evolution,
the further evolution I should

860
00:44:05,960 --> 00:44:09,400
say, of, of technology and and
connectivity through the

861
00:44:09,400 --> 00:44:13,440
Internet, we'll eventually be
able to deliver a uniquely

862
00:44:13,440 --> 00:44:16,200
customised game experience for
every player?

863
00:44:16,280 --> 00:44:18,640
Let's say you're in a fully of
mercy of helmet playing this

864
00:44:18,640 --> 00:44:21,160
thing and you're almost not not
playing a game.

865
00:44:21,160 --> 00:44:25,080
Now you're in another world, but
it's completely unique to you

866
00:44:25,240 --> 00:44:26,920
and no one else will get the
same thing.

867
00:44:27,880 --> 00:44:30,200
Maybe this is already happening
and I just don't know, but do

868
00:44:30,200 --> 00:44:32,520
you think that things will
eventually get to that point?

869
00:44:32,680 --> 00:44:35,720
To take this from bleak to
extremely like, hopeful and

870
00:44:35,720 --> 00:44:38,000
optimistic.
If I could have a Star Trek

871
00:44:38,000 --> 00:44:41,640
holodeck, if I could walk into a
room and just say computer, make

872
00:44:41,640 --> 00:44:47,360
me detective in a 1960s pulp,
you know, not like, yes, like,

873
00:44:47,360 --> 00:44:49,240
let's do that.
I would be happy to do that.

874
00:44:49,440 --> 00:44:51,760
I wouldn't care what was what
was done in the background to

875
00:44:51,760 --> 00:44:53,680
make it happen.
Let's do it.

876
00:44:53,720 --> 00:44:56,520
Holodecks for everyone.
That's, that's funny.

877
00:44:56,520 --> 00:44:59,520
It's like, you know, that show
Westworld and, and there was

878
00:44:59,520 --> 00:45:02,480
that episode, what was that
episode of Black Mirror as well,

879
00:45:02,480 --> 00:45:05,400
where they're living in, you
know, their, their idealised

880
00:45:05,400 --> 00:45:08,560
life while they're on the
outside, just the body there,

881
00:45:08,560 --> 00:45:12,160
which is, I mean, look, if if we
can kind of just plug into the

882
00:45:12,160 --> 00:45:14,760
perfect world for a little bit,
maybe that will offset the

883
00:45:14,760 --> 00:45:17,680
bleakness that we could
potentially encounter everywhere

884
00:45:17,680 --> 00:45:19,400
else.
And the other bit about the Star

885
00:45:19,400 --> 00:45:23,080
Trek holodeck specifically is
that Star Trek is this utopian

886
00:45:23,080 --> 00:45:26,680
society where we've gotten rid
of hunger and Favin and disease

887
00:45:27,040 --> 00:45:30,520
and people are smart enough and
well adjusted enough to go and

888
00:45:30,520 --> 00:45:33,880
maybe have a holodeck experience
for an hour or two and then

889
00:45:33,880 --> 00:45:35,480
leave and go back to their
regular life.

890
00:45:35,480 --> 00:45:38,240
So I think that balance is also
something that that we need to

891
00:45:38,240 --> 00:45:42,040
strive for and that if I got
bleak again, might be creeping

892
00:45:42,040 --> 00:45:46,160
its way into some of our lives,
which is needing, we need to fix

893
00:45:46,160 --> 00:45:47,560
that kind of stuff.
Yeah, yeah.

894
00:45:47,560 --> 00:45:49,800
Look, is there's so much to
think about there.

895
00:45:49,800 --> 00:45:52,280
We could probably spend hours
just talking about that.

896
00:45:52,280 --> 00:45:55,360
But but on that note, just to
finish up, we've been talking

897
00:45:55,360 --> 00:45:59,240
about how the Internet and
connectivity and and technology

898
00:45:59,240 --> 00:46:02,840
has impacted and influenced
games, the culture and and the

899
00:46:02,840 --> 00:46:04,720
community.
What would you say in your

900
00:46:04,720 --> 00:46:08,760
opinion has been the best part
of that happening and how would

901
00:46:08,760 --> 00:46:10,680
you like it to continue as we
move forward?

902
00:46:11,760 --> 00:46:12,960
Well, I'm just going to turn it
back to me.

903
00:46:12,960 --> 00:46:16,040
Like I I wouldn't be able to
talk about video games with you

904
00:46:16,680 --> 00:46:20,000
without having the Internet,
without deciding randomly to

905
00:46:20,000 --> 00:46:24,560
take my travel blog and write
about Resident Evil 5 and have

906
00:46:24,560 --> 00:46:28,280
people somehow, I guess through
the power of the Google

907
00:46:28,520 --> 00:46:31,840
algorithm, read it, decide they
wanted to interact with me,

908
00:46:31,960 --> 00:46:35,040
start writing for me, or start
reading what I write and, and

909
00:46:35,040 --> 00:46:37,920
letting me build something
amazing and fabulous.

910
00:46:37,920 --> 00:46:40,640
And that's my experience as a
games journal.

911
00:46:40,640 --> 00:46:44,120
I get to meet developers and
other Gerdos and people from not

912
00:46:44,120 --> 00:46:47,360
only Australia but around the
world and developers do that.

913
00:46:47,360 --> 00:46:51,200
They can get jobs now remotely
and work for Activision or

914
00:46:51,200 --> 00:46:54,880
whoever they want.
It makes dreams and I hope that

915
00:46:54,880 --> 00:46:58,720
kind of thing continues on and
people get to to connect and

916
00:46:58,720 --> 00:47:02,040
have adventures that they might
not have had without this

917
00:47:02,120 --> 00:47:05,560
fantastic little invention.
What a brilliantly positive note

918
00:47:05,640 --> 00:47:08,680
to to finish up on.
Thanks Steve.

919
00:47:08,680 --> 00:47:11,320
What's on the horizon for you
and where can people follow what

920
00:47:11,320 --> 00:47:14,320
you're up to?
Always busy, always video games.

921
00:47:14,320 --> 00:47:16,720
It's it's getting close to the
holiday season so all the big

922
00:47:16,720 --> 00:47:19,640
hitters are coming out.
I'm playing NHL, which I know

923
00:47:19,640 --> 00:47:22,480
Australians don't care about,
but it's like the Canadian guys

924
00:47:22,480 --> 00:47:26,040
dream all of our stuff in terms
of of the video games website is

925
00:47:26,040 --> 00:47:30,000
on survivor.com.
I'm S Wright AU, mostly on Blue

926
00:47:30,000 --> 00:47:32,720
Sky.
Find me on the Internet and I've

927
00:47:32,720 --> 00:47:35,280
just started picking up a gig
writing some stuff for Trek

928
00:47:35,280 --> 00:47:37,160
movie.
Mostly video game related, but

929
00:47:37,160 --> 00:47:39,880
sometimes not so you can find me
there.

930
00:47:39,880 --> 00:47:42,320
Awesome, Steve.
Thank you so much.

931
00:47:42,760 --> 00:47:43,800
My pleasure.
Thanks so much.

932
00:47:45,080 --> 00:47:47,320
For more info on what we've
discussed today, check out the

933
00:47:47,320 --> 00:47:49,280
show notes.
If you enjoyed this one, you can

934
00:47:49,280 --> 00:47:51,400
subscribe to Ruined by the
Internet on your favourite

935
00:47:51,400 --> 00:47:54,560
podcast app and help spread the
word by sharing this episode or

936
00:47:54,560 --> 00:47:57,200
leaving a review.
I'm Gareth King, see you next

937
00:47:57,200 --> 00:47:57,440
time.
Steve Wright Profile Photo

Steve Wright

Editor-in-Chief, Stevivor.com

Steve's the owner and Editor-in-Chief of Stevivor.com, the country’s leading independent video games outlet. Steve arrived in Australia back in 2001 on what was meant to be a three-month working holiday before deciding to emigrate and, eventually, becoming a citizen.

Stevivor is a combination of ‘Steve’ and ‘Survivor’, which made more sense back in 2001 when Jeff Probst was up in Queensland and Tina Wesson went on to a win. The site started as Steve’s travel blog before transitioning over into video games. The site’s first (surviving) games post dates back to February 2009.

Today, Stevivor sits on aggregation panels Metacritic and OpenCritic, and is a member of The Game Awards jury.

Aside from video games, Steve has interests in hockey and Star Trek, playing the former and helping to cover video games about the latter on TrekMovie.com. By day, Steve works as the communications manager of the peak body representing Victorians as they age.

Steve owes a lot to the internet, which helped him find new friend groups in a new country, has given him venues to write about his passions, and even connected him with his husband of over ten years (thanks Grindr!).
He's a Canadian-Australian gay gaming geek, ice hockey player and fan. Husband to Matt and cat dad to Wally and Quinn.