Dean Hall19:49
Yeah, I mean, at the studio, you guys know we talk a lot about the reasons we do things being written in blood. And that's kind of alluding to, I mean, having an aviation military background, aviation safety is written in blood. The reason we have rounded edges on the windows is because of cracks appearing and the framework of people dying as a result. So the reasons that things happen in the aircraft it's very deliberate, and it's kind of the same for us with their development processes. We've tried stuff, and often it's because of the failure we've tried to learn that lesson and simply let's not do it that way. So looking back at what happened with DayZ, it wasn't just about throwing money at the problem. A lot of it was about getting the best people, people who had experience. And I talked about that sort of survival game thousand-yard stare. Adam, one of our designers, was a designer on Miscreated. And he just brings huge value to the team because he's been through the trenches and he's got that. He knows it's not just a problem of imagination, it's not about having good ideas, it's about how those ideas can get delivered and iterated on, most importantly iterated on. And that's where we talk about at the studio and now with Icarus, games are played not made. Every Thursday we do our internal playtest, and it's about playing the game and we look at it and we really just cut through and say, 'Is this mechanic fun? Is this mechanic delivering the experience we want?' And just brutal honesty with it. And I think that's been a critical lesson and part of our process. And I think if you look at DayZ mod, that was what was fun about it. That was what was magical to people about it. And that was when the best stuff happened. And it was when we lost all that and got caught up in our own nonsense, I think we got punished by the community for it. And I think that is kind of where with the survival genre, particularly that other branch of the river, so we've talked about PvP. And I think that if you look at the evolution through PUBG and Fortnite, it makes sense, it's awesome. But I feel like PvE hasn't been looked at the same. So that player versus environment stuff just hasn't had the same treatment. That's what we wanted to do with Icarus was actually go through and really just give real treatment to those core survival mechanics. And that's been perhaps my biggest frustration with the genre, trying to deal with that. And I know why we haven't as an industry, because it's hard. It's a different way of making games. It really is focused on the mechanics. You don't have things that can pull you through. It's not about pulling it through with a great story or a good cutscene. It really comes down to those mechanics, and that's very expensive. As we found, having to get really good people. When we started out with that, it was really clean slate with the studio on, 'Hey, let's look at a real way that we can deliver this.' We went out and got the best producers I've ever worked with for sure, which Brian is one of them. And we got a producer, Bobby, who I worked with 10 years ago on Clone Wars, which I got removed from as a credit. We work with really good people. A number of very senior people came across from Grinding Gear Games who work on Path of Exile, and they've just been incredible to work with. Particularly Ben Carnell, he actually wrote a book on Unreal Engine game development. And I remember you told me when I first briefed about the idea of Icarus, you actually told me I needed to talk to this person. A number of people had said that. I remember sitting down with them here in Auckland, and within five minutes I was like, 'This is the person to make this game with us.' He just really got what we were trying to do, that feeling. He was sort of quoting the pillars that we'd come up with back to me. And that was a cool experience. And I think that looking at what DayZ was, where game dev tools are, and now I would approach it completely differently. But I'm just really enjoying working with such awesome people. And you can probably sit here talking for ages about just that.