WEBVTT

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Music.

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Okay, so this feels like a Bucket List moment for me right now,

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because it's my great honor now to introduce the man, the legend, Mr.

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Tim Schaefer, to the show. Thank you so much for being here. Yes.

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Thank you. Thank you. Thank you. We're going to talk about your new game, Keeper.

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But before we do that, I have to start with a little confession.

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Because you're one of my idols. Oh, no. I've played all your games,

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and there's one that's especially dear to my heart is Monkey Island 2.

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But back in the days, I didn't exactly, like, buy it, but I kind of borrowed it from a friend.

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Problem is that you needed to have the code wheel to start the game,

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so I had to call him to get these little voodoo recipes to play.

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Sorry, I can't hear what you're saying.

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Liebe Regie, können wir das mal kurz schauen, weil Tim kann mich nicht hören.

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It looked like we're sitting close, but I can hear. It sounded like you were

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talking about software piracy.

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Yeah, maybe. Oh, no. So I was definitely talking about piracy.

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So I had to call this friend up all the time to get the voodoo recipes.

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And this is like acceptable for two to three times. but I really played your

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game a long time, for a year.

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So I had to call this guy for a year and get the voodoo recipes back.

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And now we're friends, but back in the day we were just classmates.

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So I feel there needs to be appropriate punishment for me for software piracy.

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So I brought something along where you can punish me. And this is...

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Can I have your bodyguard? My what?

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Transmitter, maybe it's...

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Ihr habt nichts gesehen.

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Hallo, hallo? Can you hear me? Oh, that's better. Thank you.

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Technical difficulties, but... It was the earthquake. It was the earthquake, really.

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So, I was saying, I pirated your game, and you need to punish me,

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and I brought some punishment that's appropriate, because I had a voodoo doll of me made.

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Just when the legs were sticking out, it was very disturbing.

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Ich bin mir gefühlt, aber das sieht ganz einfach wie du.

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Oh mein Gott. Ja. Du die voice, du die voice.

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Please, punish me. Ich bin ein Super Pirate. Ich muss mich verletzen.

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So, das ist für dich? Das ist jetzt schon wieder.

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Das ist was ich schon erwartet. Können wir das ganze Interview mit dem, das zu dir sagen?

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Und ich will lip-sync, was du sagen. Of course, Tim. Das ist eine gute Idee.

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Aber bitte, ich muss mich nicht zu hart. Ich muss mich leben.

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I'm sorry, but you pirated software, which is killing the games industry.

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I'm so sorry I didn't know what I was doing back then, but now I need to be

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punished. So here's some needles if you ever want to use them.

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He's got some... I'm just expecting your teeth. He's got no teeth.

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No, I don't think I would ever... Look, this is an adorable little puppet.

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Maybe inspiration for your next game about me as a puppet. Well,

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you know, I almost messed up all my job interviews. I don't know if you've heard that story.

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But when I was applying at LucasArts for a job, they said, have you played any

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of our games? And I loved their games.

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And I said, yeah, I really liked Ball Blaster.

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And he said, Ball Blaster, huh? That's what it was called when it was pirated.

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And I did have... I'm doing your laugh.

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I did have this disc of games my friend had made for me They had all pirated versions of their game.

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And then when I applied for the job, I hadn't played a lot of their later games.

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I'd only played the old 8-bit games, so I hadn't played Zach McCracken yet.

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And I had a job interview, so I went and I got a copy of Zach McCracken,

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but I couldn't really afford it. So I bought it and played it, and I returned it.

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So, no harm done. Okay.

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This is a load of my chest now, so I think we can start with a regularly scheduled

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program about Keeper, your new game dass du auf Gamescom aufschreiben kannst.

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Kannst du uns was es all about? Oh, Keeper. Ich bin glücklich, danke.

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Ich werde ihn jetzt hier sein. Ja.

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He's tired. It's been a hard day for him already. He's ashamed of his life of thievery.

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So yeah, we're here to talk about our newest Game Keeper. The last time I was

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at Gamescom was 16 years ago.

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For the first Gamescom, we were here to show Brutal Legend.

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Yeah, old days. I also like this one, yeah.

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And the art director on Brutal Legend was... Lee Perry. Lee Petty.

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Petty, sorry. Lee Petty.

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Lee Perry, I think, is a... Somebody else. Ska artist.

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And Lidus has an amazing visual style, which you saw in Brutal Legend and other

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games. He was an art director for Broken Age.

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And he's also very technically minded, so he understands things about shaders

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and things about how things are rendered.

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And so you put them together, and it's like you're able to envision and also

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create these amazing-looking worlds.

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And after being an art director, he started to do his own projects.

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And other than me, Er ist derjenige, der die meisten Spiele gemacht hat.

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Er hat Stacking gemacht, das ist ein Spiel mit jedem Charakter,

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der kleine Russische Nestein-Doll, eine Matryoshka-Doll. Ja.

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Und dann hat er Headlander, das ist eine Metroidvania, über eine Fliege in eine Spacesuit-Helmet. Ja.

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Und dann hat er Rad, das ist ein roguelike-Action-Games in der 80s-Post-Apocalyptic-Wasteland.

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Und wir haben über das nächste Spiel gesprochen. Und dann ist das Zeitpunkt,

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das wir in Xbox haben. Wir haben eine Indie-Studio für 20 Jahre.

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Und wir sind so into Xbox und wir sind, das ist eine andere Situation.

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Wir sind nicht aus dem Geld, wir haben Support und Finanzen und wir haben nicht zu geben.

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Und wir haben nicht zu geben, die Publisher zu haben. Und Lee ist so,

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ich will take advantage of that. Ich will machen etwas wirklich weird.

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Ich will machen etwas, dass wir nicht mehr haben. Das ist der normalen Prozess.

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Wir haben dieses wirklich commerciales Ding. Es ist über eine Walking Lighthouse.

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So er hat die Idee für Keeper.

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Also er ist inspiriert bei, wir waren alle LockedInside während der globalen Pandemie.

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Wir können nicht tun, except for er würde oft take breaks bei taking long hikes

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in nature in den Häusern,

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und er hat sich in die Häusern über diese Zeit für Humanität und wie nature

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weitergeht und die Interaktion zwischen all den differenten Formen und wie sie

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über Zeit metamorphisieren.

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Und über die Seasons und so, das kind of Inspiration was er wirklich relaxing in nature.

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Aber auch, Lee ist ein weirder Typ. Er ließ viele strange images und movies

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und surrealist painters wie Dolly und Max Ernst.

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Und auch films er gab, wie The Dark Crystal, die wirklich fantasy-like und mysteriös

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und childlike, aber auch creepy und dark.

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So, putting die zwei ideas zusammen, die chillen der Natur und die weirdenste

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von den Artistischen Inspirations, zu machen, das ist ein Erfahrung,

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das ist both weird und chill.

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Das ist was Keeper ist. Wir haben gesehen ein Trailer vor, und ich war gefragt,

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wie es das eigentlich spielt?

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Wie ist es, wie es die Lighthouse spielt? Oder ist das Little Bird auch?

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Ja, Sie sind die Lighthouse. In der opening, die Lighthouse ist ein normaler, Ständig Lighthouse.

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Und eine große Seabird ist, und es landet auf die Lighthouse,

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und es scheint, zu erwarten.

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Und es kommt sofort auf die Welt, und es stummelt und fällt auf den Boden,

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und dann sprouts diese Legs, die es dann zu stehen und starte zu gehen.

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Ja. So als Spieler, Sie kontrollieren die Lighthouse, um es herumzummen,

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und Sie also aimieren die Lichtbeam von der Lighthouse, um die Environment zu sehen.

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Und in einem broaden Weg kann es sich, die Dinge zu kommen, oder Sie kann es

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sich nicht mehr auswählen, und dann haben Sie auch eine sehr Fokus-Beam,

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dass Sie sich auf bestimmte Objekte ansehen, um ein mehr puzzlerer Interaktion

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zu machen, ein mehr Powerful Interaktion zu machen. Ja.

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Und dann, Sie sehen die Seabird, der die die haben die die Twig,

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out.

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To land there and maybe turn

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a crank or do something that causes an interaction so with those the light and

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the focus light and the Twig interactions you can solve puzzles and just kind

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of explore the world and enjoy the ambiance of this magical strange world that

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you made you You said the game is going to be weird but chill.

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And what I took away from the trailer is that it's completely without words.

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There's no dialogue in it.

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Why did you choose this path and what were the challenges trying to tell a narrative without words?

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I think it's just an interesting creative challenge that Lee wanted to take on.

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And I'm the real wordy one at the office.

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My natural instinct is to solve problems by writing a cutscene for them.

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Und Lee ist ein Artist und erinnert sich sehr, sehr visuell.

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Und ich glaube, die animatoren auf dem Team sind die kinder animatoren,

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die machen, dass sie auch wenn die Völfe ist.

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So, sie haben eine Art Art Art, die Emotionen und Meaning, durch die physicalen

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Aktions der Charaktere. Und auch die Sound Design, die Musik, alles.

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Es ist eine Geschichte, die eigentlich sehr emotional ist und hat Charakter-Arcs

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über die Charaktere, aber nicht nur ein einziges Dialog gesprochen.

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Der Spiel war das Psychonauts 2. Es war eine große Odyssey für die Studio.

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Du hast eine Dokumentary über ihn. Es war ein großes Spiel im Endeffekt.

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Wie funktioniert das Keeper? Ist Psychonauts 2 ein viel größer Spiel?

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Ist Keeper die gleiche Größe?

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Es ist ein kleiner Team und ein kleiner Länge der Gameplay. Lee estimates es um 6-8 Stunden.

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Aber es ist großartig in der Präsentation. Sie wirklich wollen die visuals pushen.

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Das ist alles in Unreal 5.5, ich denke.

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Und sie wirklich wollten ein paar spezielle Renderen Techniken das unsere Team

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kamen mit, die sind custom zu dem Spiel.

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So in some ways ist es eher ambitious, in der es versucht, viel zu tun,

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viel zu sehen, viel zu sehen, viel zu sehen, viel zu sehen, viel zu sehen,

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viel zu sehen, viel zu sehen, viel zu sehen, und viel zu sehen.

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So it's very big in its visual ambitions.

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So before you mentioned that Lee came up with this idea, right around the time

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you were acquired by Xbox,

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that you now have the funding to do any game, do you still have to convince

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someone at Xbox to actually get games made, or is it like a carte blanche,

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do your crazy thing and we'll just pay the bill in the end?

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We share with them what we want to do, but they've never said anything.

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Ich denke, dass wir uns keine Kreative-Stipulationen haben.

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Sie wollten mit uns arbeiten, weil wir uns waren, weil wir jetzt sind.

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Und wir haben uns zu machen, dass wir ein gutes Spiel geben geben,

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die viel Wert und Wert auf Game Pass und andere Plätze haben.

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Weil sie ein paar andere Bases haben. Und ich fühle mich, dass es ein type von

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Spiel, dass nur Double Fine kann machen.

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Und wir können das wie niemand anderes machen. Und ich denke,

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das ist das wir uns zu offer. Ja.

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Ist da noch ein Artist oder ein Actor oder ein Musiker oder jemanden,

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du willst noch mit arbeiten?

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Das ist noch meine Chance, zu rekrutieren?

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Ja. Let's make it happen. Oh, I'm already an Musiker.

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Sie sind unsere Inspirations in the Moment. Wir waren in Brutal Legend und wir designt den Charakter.

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Und wir haben gesprochen, Scott Campbell, der designt den Charakter.

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Und wir waren, er ist ein bisschen Glenn Danzig und ein bisschen Jack Black.

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Nicht, wenn sie ein Kind hatte, aber wenn sie einfach nur ein Kind hat,

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für ein bisschen Zeit gemacht.

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Und dann, wenn wir über die Voice sprechen, wir denken oft, du willst jemanden

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wie Jack Black, die die Voice zu machen. Und dann sind wir, was wir können? Ja.

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Und wir haben das gemacht. Das hat uns die Courage zu approachen Ozzy Osbourne,

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Rest in Peace, und all die andere Heavy Metal-ikons wir haben für das Spiel.

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Weil viele Leute denken, dass sie unabhängig sind, weil sie so famous sind.

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A lot of those people are just really creative individuals that like putting

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on a show and they want to be involved in creative projects.

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And if you can connect with them as a creator, they are just really fun to work

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with and they add a lot of creativity to the project.

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So you're saying that this has to come out of an organic process of brainstorming

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and it's not like you have any specific names in mind.

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You have one on your bucket list you still want to work with.

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Yeah, I'm trying to... Well, of course, the Lighthouse Film mit Robert Pattinson.

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Ich bin kidding. Christopher Walker.

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They know a lot about Lighthouses. It would be great to have them booked for

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the game and come into the studio

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and then be absolutely silent because there's no dialogue in the game.

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But we still, the spirit is there. Um...

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So I wouldn't be doing my job if I wasn't asking you this, because in the beginning

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you said that when you were acquired by Microsoft, this gave you the freedom

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to do the games you want to do and have them do the financing side.

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Now there were all these headlines in the last month, there were lots of layoffs

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at Microsoft and studio closures.

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Has your, I would say, situation or your outlook changed?

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Is your mind still at ease with this, or has this somehow impacted your whole

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outlook? Well, I mean, no one likes... I mean, Layoffs are horrible.

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They're really upsetting. And we've had multiple games cancelled in our history,

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but we've been around for 25 years, and the industry has never been...

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It's never been a place where you can just be like, we're good forever.

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I mean, we've had very close brushes with death at the studio.

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We've had Psychonauts and Grit of Legend were both cancelled,

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and we thought we were going to, you know...

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And we had a lot of luck, and a lot of studios hadn't made it.

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Und es ist nicht easy, aber wir haben immer versucht, dass wir wirklich nimble

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als ein Projekt, als ein Unternehmen.

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Und wir haben versucht, zu getren. So es ist nicht, ich weiß nicht,

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es war ein wirklich bad, ein tough Jahr, ich denke, für viele Leute.

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Und so, ich fühle mich ein bisschen für die Leute, die wir affected by it.

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Aber luckily, wir waren nicht affected und wir sind nicht mehr approachend,

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wie wir close zu being affected. und so we mostly just focus on, you know.

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You just make really great games. Because any studio or anyone in the game industry,

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you never know what's going to happen.

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And you really just have to focus on your game and putting really great art out there.

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And so far, that's kept us out of trouble.

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So if you were young again and

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had to choose a profession, would you still become a game developer today?

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Or would you advise against it with a current landscape? Okay.

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Well, it's a rough industry for a lot of people.

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On the other hand, it's so much easier to make a game by yourself.

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These days you can pull down a choice of game engines, Unreal, or a lot of them.

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And you can learn how to program on YouTube.

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There's so many ways to just create a game all by yourself and even market it now with social media.

00:15:51.641 --> 00:15:56.761
So the barriers for entering are so low that people can just start making games.

00:15:56.981 --> 00:16:01.101
Und sie haben nicht mehr, ich bin, ich habe viel Geld von einem Publisher gemacht.

00:16:01.241 --> 00:16:03.741
Sie arbeiten bei LucasArts für 10 Jahre, hat mir viele Dinge gemacht.

00:16:04.041 --> 00:16:06.321
Aber ich war immer jealous, dass viele Leute einfach nur aus dem Spiel zu machen,

00:16:07.201 --> 00:16:10.941
und sie haben auch zu, du hast, die Geld verdient, und Dinge wie das.

00:16:13.301 --> 00:16:18.421
Ich denke, es ist ein Kindes Job, das man wirklich braucht, zu arbeiten in der Games-Industrie.

00:16:18.501 --> 00:16:21.341
Die meisten Menschen, die in der Games-Industrie machen, weil sie einfach nur haben.

00:16:21.541 --> 00:16:24.061
Sie sind einfach so, ich werde ein Spiel machen, und ich hoffe,

00:16:24.121 --> 00:16:25.321
ich kann das als ein Leben machen.

00:16:26.341 --> 00:16:30.921
So Keeper is coming to PC and Xbox on October 17, if I'm not mistaken.

00:16:31.621 --> 00:16:35.801
And with all the other Xbox games that are currently making their way over to

00:16:35.801 --> 00:16:38.781
PlayStation, we already have PlayStation plans for Keeper.

00:16:39.821 --> 00:16:45.481
Right now, we're just announcing that we're on Xbox and PC. Day one, Game Pass.

00:16:45.941 --> 00:16:49.741
And that's the platform we're doing. All right. Thank you so much.

00:16:50.121 --> 00:16:54.121
It was a great pleasure. Awesome. Thank you for letting me touch your voodoo

00:16:54.121 --> 00:16:57.621
doll. Ich fühle mich schlecht. Ich fühle mich jetzt. Ich muss es jetzt krater es jetzt.

00:16:58.821 --> 00:17:03.301
Geh zu sleep. Geh zu sleep, little Michael. Oh, es ist sad. Er ist still crying.

00:17:04.841 --> 00:17:09.441
Does das fühle ich? Nicht für mich. Das ist der größte Moment in meinem Jahr

00:17:09.441 --> 00:17:11.981
so far. Vielen Dank für mich hier, Tim Schafer.

00:17:12.240 --> 00:17:27.330
Music.

