Thứ Tư, 29 tháng 8, 2018

Youtube daily Aug 29 2018

-Hi, I'm Ruby Rose, and this is some Pop Takes.

Dressing -- [ Chuckles ] Dressing dogs in clothes.

Okay, well, guilty as charged.

I love dressing my dogs in clothes.

I love seeing other people's dogs dressed in clothes.

And every time I do a film,

I tend to dress my dogs like whatever film I'm doing.

So, currently, they're all in shark costumes for "The Meg."

And now that I'm being Batwoman, you can definitely guarantee

that all three of those dogs are gonna be dressed

like little Batwomen and Batmen.

Smoked watermelon? That's a -- That's a thing?

What do they --

I feel like that wouldn't be vegan.

I also feel like that takes away from

the whole fruit aspect and...

Yeah, I don't think that's for me.

Fa-- [ Chuckles ] Fancy water spray.

Okay, I probably have like 80 different fancy water sprays,

because I'm sure that they all have the same ingredients

and don't really do much for you,

but they feel so good.

Like, the rose water spray

and then the lemon one when you want to sleep

and then the one that has pH balance.

I'm all about skincare and all about things

that you can just spray and feel nice.

Ew. Mayo-flavored ice cream

is absolutely something that I will never try

in a million years.

Like, all my American friends hate Vegemite.

I feel like I will feel the way

that Americans feel about Vegemite

towards mayo-flavored ice cream.

I can't even...

That's just frozen mayonnaise.

That can't even be good for you.

Making memes of myself.

Uh...

Gosh, I wish I could say, "Oh, who would do that?"

I have -- I have made one -- one meme of myself.

Because I do this face when I don't know

I'm being photographed,

and when you're getting papped and these photos come out,

I'm always doing this, like...face,

and there's this dog, this, like, Internet dog,

that does the same face, and it's become a thing where,

I think, somebody else made one, and then I found

like 50 other photos and just put it all together,

and it was just like --

It even happened like two weeks ago.

I need a new face.

I need a new dog or a new face.

Escape rooms? No.

No, ma'am.

It's scaring me even that the door is locked right now,

because I don't like not knowing where my exits are

or how to get out.

I don't know why you would pay to go into a room

and be terrified and not know how to get out

and then be with your friends.

So the fastest way to end a friendship

is to see what all of your friends want to react like

when you're in a panic situation.

Like, I can have a panic attack on my own.

I don't need to pay for one.

Super chunky sneaker trend.

Okay, I do have, like, the Balenciaga of dad shoes

in four, five different colors,

and I am obsessed with dad shoes and chunky sneakers.

Plus, it's like you're working out at the same time.

And I feel like I might as well enjoy this trend

just like I enjoyed the pajama trend,

because I love comfort.

And we all know that it goes straight back

to high heels and Scala jeans in, like, a month,

so while I can dress like a dag, I will do it.

"Dag" is probably not an American word,

but you can just Google it.

For more infomation >> Ruby Rose Is Going to Dress Her Dogs Like Batwoman and Batman - Duration: 3:04.

-------------------------------------------

Noclip Podcast #02 - The Return of Theme Hospital - Duration: 41:49.

(calm music)

- [Host] Hello and welcome to Noclip,

the podcast about video games and the people who make them.

On today's episode, we pay a much needed visit

to the video game doctor, as we celebrate

the return of a PC cult classic.

Bullfrog are synonymous with a wonderful period in time

for games development in the United Kingdom.

Producing many cult classics including Populus,

Dungeon Keeper, Syndicate, and Theme Park.

But to me, the jewel in Bullfrog's crown

has always been their lesser-known follow up

to the theme park management game.

While becoming an instant classic in the UK,

Theme Hospital is much lesser known

here in the United States.

So it was quite the surprise to me when,

on a date with an American, the girl

across the table from me mentioned it

as one of her favorite games ever.

I think that was the moment I decided

I wanted to marry you, was when you mentioned

you liked Theme Hospital.

- [Lindsay] Oh yeah, that's, like,

an important aspect of our relationship.

- [Host] Yeah, what do you remember about that game?

- [Lindsay] I remember all the little

goofy components of it, like how the people look,

and how you can pop heads, and how you can deal

with a million Elvis' and the helicopter comes in

and has a thousand people on it,

and the fancy man comes around with his top hat.

- [Host] Oh yeah, I forgot about the VIP.

- [Lindsay] The fancy man. - [Host] Yeah.

And you had to make sure that he didn't, like--

- [Lindsay] See all your rats and shit, like--

(laughs)

So you be, like, "This way, Sir."

- [Host] Or somebody would get sick right in front of him.

He kind of looked like the Monopoly man.

- [Lindsay] Yeah, he was so fancy.

And he, remember when he stopped by all the wards

and looked in all the windows, he peaked in.

He'd be like, "Oops, not that one,

"no one works in there."

- [Host] I wonder how much it mattered.

Because when he was walking around,

I always thought, oh, I better make sure that

wherever he walks we have fire extinguishers.

- [Lindsay] Totally.

- [Host] But I bet it was just, like--

- [Lindsay] It was predetermined before he even landed

on his helicopter or however he got there.

- [Host] I think this might be the first time

I've ever worked on a Noclip project which is a game

that you care about? Is that true?

I guess Rocket League you liked.

- [Lindsay] Rocket League I liked for a few minutes.

None of the other video games you've ever done a podcast on,

I mean done a documentary on, I've ever even heard of.

- [Host] Yeah. You're not a final fan of C14 fan?

- [Lindsay] I've heard of Final Fantasy.

I didn't know there were 14 of them, but--

- [Host] (laughs) There's way more than 14 of them.

- [Lindsay] I've heard of it.

Oh, really? - [Host] Yeah.

And since it is the first time I've kind of worked on

something that you actually have a deep knowledge of--

- [Lindsay] Oh, I'm excited.

- [Host] If you had any questions, let me be those sort of

the translator between you and the developers.

What would you ask if you had any questions?

- [Lindsay] Well my big question is

when they are going to make a sequel.

Because as fun as it is to play

that pixelly thing, they better make a sequel.

My real questions are about the silly things,

like how the handyman could smell cabbage

or just little silly components that they put in there.

- [Host] It's the doctors, isn't it,

it smells faintly of cabbage.

- [Lindsay] It smells faintly of cabbage, yeah.

- [Host] When you were hiring them.

Oh yeah, I guess the handyman, too.

- [Lindsay] Anybody could smell like cabbage in real life.

Anyone could smell like cabbage.

So I had that question, and also about shooting rats.

Like, what that's about and sometimes you could

unlock that secret level where it was just rat shooting.

And that was really cool.

- [Host] It was kind of random, though.

- [Lindsay] Yeah yeah, it was just like--

- [Host] Like, why does this happen?

- [Lindsay] Right, I have some experience in hospitals

and I've never once shot a rat,

but they thought it was important

that we have that component.

- [Host] I can answer the first question.

- [Lindsay] Oh, when the sequel's coming out?

- [Host] Yeah, so I decided I wanted

to do this a while back, and it took a while

for me to hunt down the two main dudes

who worked on Theme Hospital.

It turns out both of them ended up having

really prolific careers and getting

to the top of Lionhead Studios,

who made a bunch of games.

- [Lindsay] The Movies.

- [Host] They made The movies,

I remember you love, which is so funny,

you love The Movies because it's probably

Lionhead's most obscure game.

- [Lindsay] The Movies was really hard.

I've never made any progress at all in that game.

I think I'm doing something wrong, actually.

- [Host] And the guys who, I think both of them actually

worked on The Movies as well.

- [Lindsay] Well then I have further questions for them

of how you achieve anything in that game.

- [Host] We'll have to leave that for another podcast.

- [Host] But I ended up finding them

because they're working on a spiritual successor.

So after, I think it's been eight, 19 years?

Around two decades, and finally you can play a new

hospital management game, it's coming out really soon,

so-- - [Lindsay] Yes.

- [Host] Let me ask the questions and

I'll get back to you. - [Lindsay] Report back.

- [Host] Like report back to you--

- [Lindsay] Thank you. - [Host] On the condition

of our patient. - [Lindsay] Of our fair game.

- [Host] Yeah. (laughs)

(soft playful music)

- [Mark] Yeah, I'm Mark Webley,

I'm one of the founders and I guess

I'm game director at Two Point Studios.

- [Gary] I'm Gary Carr, I'm also a founder

and I'm creative director at Two Point Studios.

- [Mark] I kind of heard about Bullfrog,

I didn't really know that much about them until

I saw this EA poster, a friend of mine worked at EA,

and it was a poster with all their games on,

it kind of looked like interesting games.

You saw this one in the middle, which is,

looks incredible, I said, "What the hell was that?"

And it was Populus, and I thought,

wow that just looks insane, I mean,

you kind of looked back at it and you might not see it,

but at the time it was, in my view,

whoa that looks so different and cool.

- [Gary] I think I started a couple years before Mark,

I think I started in 89.

- [Mark] Yeah, you were definitely before me.

- [Gary] So I done my first game at Bullfrog

was Powermonger, I was there at the back in the Populus

and I did a little bit on the data disks

but not very much if I'm honest.

I did a little bit actually on Syndicate,

but it was called Cyber Assault when I worked on it.

- [Mark] I thought it was called Quaz at one point.

- [Gary] It was called Bub as well.

- [Mark] Bub? Yeah. Just something easy to type.

- [Gary] That's the game that we could never

actually decide what it was going to be.

It was in production forever.

(soft twirly music)

- [Host] Back in the early 90's,

the team at Bullfrog was only around eight people

led by the excitable hand of a man called Peter Molyneux.

The studio operated out of a makeshift office

crammed into an attic above a stereo shop

and a flat occupied by a chain-smoking old lady.

Peter had used his charm to persuade Commodore

to lend them a suite of Amiga's

and it was on these computers that the team

worked on games, games like Powermonger,

Syndicate, Magic Carpet, Flood, and Dungeon Keeper.

Gary, an artist, left for a time after

they had completed the iconic Theme Park.

He went to work at famed UK developers

the Bitmap Brothers for a number of years

before being tempted back to Bullfrog

by a devilish dungeon keeper.

- [Gary] Yeah, Peter has got a great way of,

kind of, sort of making people believe that these things

are going to be what they want them to be

and he's brilliant at that and I loved the guy for it.

But I wanted to come back and do something

that wasn't Theme, so I kept saying,

"Could the game idea possibly be a dungeon-y game?"

And he sort of said, "Could be."

What he meant was it could be, but it's not.

(laughs) So I came back,

but actually it was the best decision of my life,

it really was because it was great to work with Mark.

We're very different people, and we both have

sort of different things we bring together

and we had-- - [Mark] We argue a lot.

- [Gary] We argue a lot and we had total freedom.

I mean, back then there was only about three or four people

that had the luxury to sort of take an idea

and own it, and we were one of those few.

So it was a great time in our careers,

we were at the right time, I think, to sort of

build a team together and make that game.

(soft twirly music)

When Mark and I were probably at similar age

and different types of experience,

I'd had a bit more games experience at the time,

Mark had had a lot more management experience at the time.

- [Mark] But I was a lot smarter.

- [Gary] Yeah, I think so. But at this point in time,

I think it was when Bullfrog was splitting up into

creating teams within Bullfrog because

we'd gotten a little bit bigger.

So Mark kicked off what was called Pluto, believe it or not,

which was the design and series team that was gonna do

all the theme games and I was brought in

to sort of partner with Mark on this game,

we had no idea what was going to be coming

and it ended up being Theme Hospital.

(audience chatter)

- [Mark] Well at that time, it was just

me and you to start with, it was just, I mean, the team

at its maximum size was probably about five or six.

So it was pretty small teams, there's no producer,

there's no designer, so I was programming,

Gary as doing the art and--

- [Gary] And we were kind of making it up as we went along

so that process kind of carried on for a while

and I think that kind of originally

it was a game about a hospital, a game about a theme park

was kind of great, you got rides and exciting things

and lots of fun just without even having

to go outside the box. - [Gary] Try too hard.

- [Mark] And then afterwards it was different.

We kind of thought about the flow of the game

the patient, the diagnosis, and the treatment

of patients, but the sticking point was after.

In fact, we were on the research back in Gilford,

it's right next to the hospital, so we'd often

spend out lunchtime walk around Dart U

we'd probably get choked out now.

- [Gary] Trying to get inspiration, weren't we?

- [Mark] Yeah, just walking around the corridors,

and just kind of seeing what's in the hospital.

We're going to have lunch in the cafeteria

and it was, it came to a point where I think you just,

you said, "This is it, isn't it.

"There's nothing more, it's just

"boring corridors and plain walls."

- [Gary] They're all very similar, it doesn't matter

if it's the US or the UK, I think hospitals share,

they always have the same floor tiles.

(laughs) They have these slightly

curved floors where obviously they're easy

to wash in up corners so the floors slightly curve,

they have this kind of shiny, painted up to

about waist-high where I think

that can be washed down as well.

- [Mark] Hosed down.

- [Gary] Hosed down. And they have a few machines

with little screens on them and they all sort of

makeshift beds that seems to be

some sort of crash unit near it.

And that's it, and we just suddenly thought,

Oh my God, how does this compete with things like

roller coasters, and water fluids,

and all that kind of color?

And we got really scared and we also spent about,

and this has been said many times,

but we spent about a month in different

hospitals trying to do some research,

trying to find a game out of all that.

- [Mark] Integrate on the street.

- [Gary] On the street, we went to Brimley and Rolsory,

and we just spent time in all these hospitals

and we just kind of got so weary.

- [Mark] Gary even got circumcised.

- [Gary] No, I didn't. (laughs)

We viewed operations, we were invited

to go and look around the morgue

and we went into business meetings

about how one hospital could strategically

beat another hospital to people that have been in injuries.

And it just sounds like, oh god this is so grim.

- [Mark] We were setting up the ambulance.

- [Gary] That's right. Do you remember that?

- [Mark] Yeah yeah.

- [Gary] And then we sort of went

for lunch and again in the canteen

that looked very much like a real canteen,

they have lots of really unhealthy food.

And, uh, we just suddenly I think just landed on this idea

at the same time to sort of just let's just make it up.

Because we actually knew nothing about hospitals,

we didn't know how they really worked.

(audience chatter)

- [Host] Mark and Gary did their game design due diligence

and visited hospitals all around the Greater London Area.

They were kicked out of an operation

for distracting a surgeon once,

and almost visited a morgue before losing their nerve.

It was these experiences that brought the boys

to the conclusion that they were better off

distancing themselves from the grim reality

of hospitals as much as they could.

They knew that the subject matter

wasn't really the focus of the gameplay experience.

It wasn't like people who played Theme Park

all wanted to run Theme Parks,

and the same could be true here.

Through their experience they understood that

the drive of this game came from the problems

players would encounter and the ways

in which they would solve them.

So they didn't have to make a game about

running a real hospital, they just

had to make a game that was fun and challenging.

It was around this time that Bullfrog

was acquired by Electronic Arts.

And when their new bosses turned up to see

what the team was working on, they were, a bit confused.

(soft upbeat music)

- [Gary] And when they'd come to the studio

and have a look at all the games,

it's kind of like, a hospital game?

No, I don't get it.

It's like, oh, think about ER and things,

we were trying to jazz it up.

It's actually a really popular, exciting show.

They'd say, "But this isn't like ER, is it."

- [Mark] I guess that's the problem.

I think everybody probably would assume

science fiction or fantasy--

- [Gary] Or killing or blowing up.

- [Mark] Making some sim game around that would be

the best possible subject matter,

but I think coming up with, if we stay in

kind of reality, and relatable subject,

but then you twist that into something else is,

makes it way more interesting.

- [Host] EA was right. It wasn't really ER.

For one, Theme Hospital didn't have any real illnesses.

The people in this world suffered from conditions

like Slack Tongue, Bloaty Head,

Kidney Beans and Third Degree Sideburns.

One condition originally called Elvitus

had to be changed when Elvis' estate got wind of it.

The character art, which did look a lot like Elvis,

was slightly changed, and the condition

was renamed King Complex.

Another legal faux-pas came with the original box-art

of Theme Hospital, which carried a red cross.

The Red Cross wasn't too happy about that,

so they changed it to a green star.

The guys were starting to warm up

so I figured it was probably about the time

to ask Lindsay's questions.

First of all, what was with all the doctors

that smelled faintly of cabbage?

Who wrote this stuff?

And why did Theme Hospital have a rat shooting mini game?

- [Gary] One thing I think Lionhead and Bullfrog

haven't probably promoted enough

is the great writers who have actually made

us look even, well, made us look way better

than we actually are.

Because it's actually, it's interesting,

there wasn't that many visual illnesses

in Theme Hospital, but a lot of people remember

the wonderful names and they paint their own pictures.

- [Mark] Yeah, and the descriptions

of how they're contracted, so.

- [Gary] So I think, but the writing

was really important to us.

- [Mark] There was a guy called James Leech.

- [Gary] But James Leech did the original,

but James also worked with a guy called Mark Hill

throughout, on and off through the Lionhead days,

and that was something we wanted to bring,

keep that consistency of writing.

So, it was probably Mark, probably is, he's really strong.

- [Mark] Yeah, if you've got enough,

if you've shot enough rats in a level,

you could unlock a secret in between levels, you rat shoot.

And it was basically just a lot of rats.

You had a certain amount of time

to kill as many as you can,

and if you kind of chain them together,

if you've got enough, if you've got a streak as it were,

you could level up your weapons.

- [Gary] That's right. - [Mark] And they were really

difficult, I think the rat was two by one pixels,

you know it was some of my best work,

and you had to get a headshot.

So you literally had to be almost pixel perfect,

certainly in the harder levels.

- [Gary] It was hard, yeah.

- [Mark] And it's weird, things like that used to happen

because we didn't have design documents.

We didn't have, you know, we weren't scheduled to do,

this week we're on this, next week we're on that.

So, you know, this is just when developers

just start dicking about really.

- [Voiceover] Could people please

try not to be sick in the corridors.

(soft mysterious music)

- [Host] Theme Hospital was a critical

and commercial success, but once they were done

post-acquisition Bullfrog saw an exodus of developers

as Peter Molyneux left to form a new studio, Lionhead.

Mark followed his old boss to Lionhead

while Gary was part of another group

that founded the studio Mucky Foot.

There, he worked on the art

for Urban Chaos, Startopia, and Blade 2,

and left once the studio closed in 2003

whereupon he joined Lionhead to work on The Movies.

By this stage the two friends found themselves

in lead positions at the company.

They shepherded many games through the studio

during this time including Black and White,

Fable, Kinect Sports, and unreleased projects

such as Project Milo and "BC".

They worked together at Lionhead for a decade,

but as time passed the job became less

like the good old days.

Microsoft had acquired Lionhead in 2006

and the now 200 person studio

had run into financial difficulty.

So as the years wore on, the influence

of their parent company was having

an erosive effect on the team's creativity.

Gary found it especially difficult to get his ideas

to gain traction, and so he decided to leave.

- [Gary] I guess the thing I enjoyed most

of the Bullfrog era was definitely Theme Hospital.

It just was, because it was a point when I was ready

to do more than just the artwork on a game.

So I felt I was much more stepping into being

a kind of a co-creating role rather than

just making things look as pretty as I could.

Then, I enjoyed my period with Mucky Foot,

which was a company I sort of helped formulate,

and we had some great years there.

Lionhead, I guess the challenges were always

working with Peter on such ambitious ideas

because Peter would, I was in a team that wasn't Fable,

so my part of that was Peter would throw some

incredibly outlandish ideas around

and it was kind of my job to get

a little group of people together

to try and realize that ambition.

And it was really exciting, I mean,

we literally went from making things on Kinect

or things like Milo and Cabige,

which was a bit nice for a while,

it was just weird and wonderful opportunities

to try and make a difference and do

something strange and interesting,

so I enjoyed that, too.

- [Host] By the time Mark's tenure was coming to a close,

Peter Molyneux had long left the company

and Mark was creative director of Lionhead.

His final act at the studio was to help get

Fable: Anniversary out the door,

and it was then that he stepped away from a job

where he'd spent most of his adult life.

- [Mark] Yeah, I mean, I was there from the beginning,

and my tenure was 15 to 16 years.

- [Gary] It was 16 nearly, I think.

- [Mark] Yeah, I left in the beginning of 2013.

But it was a long and anxious period

that I was kind of working through.

I mean things had changed, obviously Peter had gone,

and the kind of vision for Lionhead was,

well, a vision for the Europe Microsoft was

free to play console stuff and it wasn't really,

I wasn't really enjoying it anymore.

I think that's the best thing to say.

You know, I kind of, if I was going to do it again,

I wanted to fall back in love with making games and--

- [Gary] You're quite an emotional person,

if you don't like something, you let people know about it.

- [Mark] And I sulk about it. (laughs)

- [Host] Mark and Gary were free agents

and worked odd jobs here and there for old friends.

They enjoyed the easier workload after years of grind

at the top of one of the UK's largest developers.

Perhaps it was then, given the benefit of hindsight,

that the two remembered just how much fun they had

had working on those old games together.

So it was then, one evening, when Mark was picking up pizza,

Gary pitched him an idea about starting

a small, independent studio, and working on games

sort of like they used to, in a cramped old flat

stuck above a stereo shop and a chain-smoking old lady.

- [Gary] Yeah, I kind of didn't think.

I thought, well who'd be interested in,

you know, revisiting-- - [Mark] Two old farts

you know, making old games, who's interested in it?

And I think that was kind of--

- [Gary] We had to go on a journey of discovery.

And actually it was when we started sort of talking

to some people when we were still trying

to find a partner to make this,

we certainly realized there was a lot of interest.

- [Mark] We did a tour, didn't we?

- [Gary] We did a tour, we sort of went on the roads,

and met up with a bunch of either,

we were looking to either sell publish,

initially, maybe do a kickstarter,

or partner with a small publisher.

We didn't know, you know, who would go for this.

So we just sort of started looking into it.

And we just literally got in the car,

booked into a sort of cheap hotel, motel-type places,

and just knocked on doors and that's how we started.

Which was great fun because this was

a couple of 50 year old guys,

basically in a band back together again.

- [Mark] And going on tour, so we just,

our wives probably thought, look at them,

they're pathetic. (laughs)

What do they think right now?

- [Host] Mark and Gary thought there might

still be a thirst for their old sim games.

The classic Bullfrog titles were still

selling well over on GOG and new games

like Prison Architect and City Skylines

were creating a whole new generation of fans.

They had considered crowdfunding the project at one point,

but they were warned away by some of the developers

they talked to during their road-trip.

So, they wrote a pitch for a new hospital game

that would evolve the ideas of a game

they had made almost two decades earlier.

They knew they needed financial help.

The guys were experienced and understood

the type of game they wanted to create

would require more money and time than they personally had.

They shot the pitch around to publishers,

and while some were receptive, there was one in particular

that seemed very keen: SEGA.

They negotiated terms with SEGA from the end of 2015

right up to the summer of 2016.

And as it happens, right as the deal was signed,

news broke that Microsoft would be closing Lionhead Studios.

So, somewhat ahead of schedule, Gary and Mark

rushed to hire their new team.

(soft music)

- [Gary] We kind of imagined we'd take them

over a period of time, but Lionhead closed,

and it was suddenly these brilliant people

were out of work.

- [Mark] Tons of brilliant people.

- [Gary] And they weren't around for long.

- [Mark] No, we were going to lose them.

- [Gary] Companies were coming to Gilford

doing presentations just going,

"You should come work for us."

And we, you know, we had to kind of promise--

- [Mark] That was a risky thing to do.

Because obviously we had to sort of lay out

a huge amount of our expenditure earlier

than we would ordinarily do it,

but the point thing is we made a huge advancement

in the development in the game and also this team,

I wouldn't swap them for the world.

They're amazing bunch of people.

- [Gary] Some of them have worked with us

for over twenty years.

But Alan, who's sat behind Mark right now,

I think he was your best mate at school, wasn't he?

- [Mark] Pretty much. I mean Pram,

Pram reminds me of Chris.

Pram literally knocked on the door,

and one of the guys we've worked with for over twenty years,

I hired him out of college.

And now he's absolutely integral to this team.

So that's the kind of things we like to do.

It's to build those relationships.

- [Host] Mark and Gary founded Two Point Studios,

and over the coming years built a team

of 16 people to help make this game.

Some were old friends and colleagues,

others new kids on the block.

Their game was going to be called Two Point Hospital.

The spiritual successor to a Bullfrog classic.

But it wouldn't be enough to simply re-make an old game.

For one, Theme Hospital was a 2D game.

When Edge Magazine came to visit the studio

in the mid 90's, they barely took notice of it,

as gamers were far more interested in

3D screenshots of games like Dungeon Keeper.

But time would prove to be kinder to Theme Hospital.

While those early 3D games aged quickly

as 3D technology improved, 2D games have a sort

of timeless, inviting quality to them.

Plus, to create these sophisticated sandbox

they were aiming for, Two Point Hospital

would have to be in 3D.

- [Gary] We knew how Theme Hospital had done better

over 20 years and some of it's contemporary.

- [Mark] So we needed to come up with a style

which incorporated something that felt like it was fresh

and up-to-date, but we felt if the game does have legs,

if people do love this game and we can keep it

around for long enough, won't look out of sorts in

two, three, four years time.

So, we went for something quite organic feeling,

it doesn't feel like it's rendered,

it feels more like it's made of clay or plasticine,

and it feels drawn rather than engineered,

- [Gary] And I think also that that art style

back then was, with was certainly Theme Park

and Theme Hospital had, we had quite a big proportion

of female players, which back then was certainly

unheard of for our types of games.

Obviously something like the sims, which came later,

it just blew their market wide open.

But I think we didn't have an art style that was--

- [Mark] Exact not footing.

- [Gary] Yeah, it kind of, it was accessible,

I'm not going to be patronizing and suggest that,

you know, we made something that was appealing to girls,

Because I wouldn't even have a clue how that would,

you know-- - [Mark] I think

it felt accessible, it felt like it wasn't

aimed at any particular type of gamer.

- [Gary] Because you're looking at the game

not from a fixed angle, you could be above

or sort of, like, low down, you could kind of

twist the camera.

So a lot of these kind of considerations were kind of

worked through and then,

- [Mark] And then the US, is it Where's Wilbur in the US?

Where's Wally?

- [Host] Oh yeah, Waldo they say over here.

- [Gary] Waldo, that's it.

And we, you know, to make something readable

when you've got so much on screen,

and I don't know if you need a screenshot

with some of the later levels where you've got

absolutely vast marks with hundreds of people on screen.

To get a clean read and not get it to look noisy

and kind of, I don't know, slightly put you on edge

because everything's moving and they've been shimmering

because everything's trying to fight for your attention

was a real consideration for us.

In fact, I've seen some footage that's just

gone out last night, and the guy's captured

all his footage top down. - [Host] Right.

- [Gary] Imagine being a designer or an artist

trying to design a game that looks good

from anything possible conceivable angle.

It's really difficult.

(soft eerie music)

- [Host] Theme Hospital was accessible,

not just with both men and women,

but with gamers and non-gamers, and young and old too.

It was one of those games that was effortless to pick up.

But after the first few missions,

Theme Hospital's rough edges began to show.

First of all the game got rather hard really quickly.

And secondly, there just wasn't any interesting progression.

Each level in Theme Hospital was almost

identical to the previous one.

So to combat this, the team created a world

where each hospital takes places in a unique region

with its own biome and its own unique needs.

- [Gary] Because the regions are very different,

the people in that area are very different,

some are rich, some are poor regions,

and some of the challenges are different.

In some cases, you may be running a hospital

that's actually funded rather than you get paid

for curing people from the individuals, they don't pay,

you just get a budget at the beginning of the level.

And that just makes the plagues spin completely different,

so we wanted to kind of make it

stay fresh as much as possible.

And also give people the opportunity to circle back

and go back and do things that they probably

struggled earlier on and keep that fresh by

putting new challenges in there.

- [Mark] And you have the ability to progress

through the county reasonably easy.

But if you really want to max out the game,

you can kind of return to earlier hospitals,

you can unlock things in later levels,

you can do research, maybe unlock certain qualifications,

come back to one of the earlier hospitals

and train the staff in those things, upgrade those machines.

- [Gary] So the game doesn't have that pinch point,

which the original game had where

it just got too hard for me,

I think I got to about level seven

and would find it a real struggle.

And we didn't want to do that again.

- [Host] When I ask the guys about the features

that excite them most, there's one

that immediately stands out.

Two Point Hospital features characters

with a variety of personality traits

that are not only affected by the world around them,

but also by the people around them.

They want you to care a lot more

about your employees in this game,

but more than that, this system has the ability

to create wonderful emergent moments

as doctors and patients clash with both each other,

and the rules of the world.

M This is what's real new cutting edge stuff

is we've got this, the brains the little people now,

is they've got these traits and of course

they also have the conditions they're under

combined to make quite unique animation blends,

which means they do things, they react almost uniquely.

It doesn't feel like it's pre-canned.

You see somebody walk up to somebody

and they'll respond completely different to the next person

based on how those two people feel about each other.

- [Host] Could you give an example?

Like is it, if two doctors don't like each other,

or if they have a tough patient,

or how does that sort of manifest?

- [Gary] It's just patient is a good example,

I mean, they as well as the personality traits,

the things that are going on,

if doctors has just treated a patient

and they die, that has an effect on their happiness,

they go on a break to the staff room,

and that could end up in an argument with another doctor,

and then just that argument could just--

- [Mark] And it's not all emotional,

sometimes it's just that the habitual things,

like you have a fantastic doctor

who may just never wash his hands

when he goes to the toilet. (laughs)

- [Gary] Right, now that has an impact on the game.

It's not just funny, it actually has an impact

and in fact, there was somebody who was showing the game to

in San Francisco the other week,

and this person has an amazing hospital, doing really well,

but when you put the filter on to look at hygiene,

the hospital is really clean, but all the staff

are really filthy, and I mean you couldn't work it out,

and she'd built this massive facility with a toilet

which only had two cubicles and she put no sinks in it

and no hand dryers and put no sanitizer units

anywhere in the hospital.

So all these doctors were working

on all these patients, filthy.

And we put this kind of filter over it

and showed her all the instants of filth trails in the game,

and Mark just went, I can see your problem.

He said, "Do you ever wash your hands

"when you go to the toilet?"

And this girl was just so embarrassed

and immediately went and put this bathroom,

a sink into the bathroom, to the toilet.

And all the staff just ran to cure,

to wash their hands, it's that stuff.

- [Mark] Everything in the game affects something else

so the people, the machines, the way and the sick,

and everything in your world is important.

- [Gary] If you have a brilliant surgeon

but he's an angry man or woman, right,

your job is to try and work out how to

diffuse that situation to get them to do even better.

And that's kind of the fun depth that the game has.

Maybe this person just needs more caffeine in their life.

Maybe this person needs more weird

executive toys in the office.

Those kind of things, it's just you getting

that extra ten percent out of their performance

which is the real depth I think this game supports.

(soft music)

- [Host] As Gary just said in Two Point Hospital

you can have an angry surgeon, man or woman.

Another evolution from games past that shows

not only just how far games have come

in terms of representation, but also in terms of technology.

If there's one thing I keep hearing

when I interview designers today,

it's that technology provides, it provides answers.

Many design problems that used to exist in the past

have been rendered moot by the advancement of technology.

And Two Point's character variety is

a perfect example of this.

The original Theme Hospital had four main character types:

A nurse who was a women, a doctor who was a man,

a receptionist who was a woman, and a janitor

who was a dusty-looking old man.

So I asked Mike and Gary, why?

- [Mark] It covered respective times

people have said that we made a sexist game,

but we had to make the game run in four megabytes.

I mean, it was a time and memory,

and it wasn't a question of, like, well

doctors are just men and nurses are just women,

it was just a question of like,

we had to make a call with it,

and I think you had new, you had different heads,

but it was pretty much the same body,

different jackets and stuff, and we couldn't have made--

- [Gary] I was really keen on skin tone was important.

I did not want to have a particular skin tone,

but we just did not have the time

or the memory, mainly the memory.

- [Mark] The character variation was

important to us back then, and it was only

21 years ago but you very rarely got very

different clothing variations and we did manage

to get an element of that in.

But the basic model of the man and the woman,

that was the huge memory part of this.

You know, so rightly or wrongly,

I could have made a male nurse and a female doctor,

I could have made a young janitor,

I could have made a male reception administration staff.

All of those things are absolutely true.

You know, 20 odd years down the line

it just seems critically incorrect

but it wasn't our intention,

I'd like to think we're quite right on.

But the decision was made that the doctors were male

and the nurses were female, rightly or wrongly,

it was a call I made but I certainly

didn't mean the offend anybody.

- [Host] But it sounds like that's something

that's been changed for Two Point?

- [Mark] Totally. - [Gary] Absolutely.

I mean, you know, that would have, that's absolutely

goes without saying, he's not trying to correct anything,

it's just that we had no choice back then

to make a decision, rightly or wrongly,

but it was just never going to be a situation.

I mean, we've got so many more other types now

of staff anyway, and what they do is very different.

I mean, and thank God our initiative stuff in this game

do all sorts of things, they're not just manning,

I mean the little bit of footage you've probably seen,

it may look like, oh look, there's somebody

on the reception desk again.

They do all sorts of different roles.

- [Mark] Yeah so we've got a marketing department

which you open up later in the game,

so the assistants can work, if they have the qualification,

they can work in marketing,

- [Gary] They're kind of civil-servant-y

type people, aren't they.

They do a cross of different things,

but the other things is we've taken a variation

to a ridiculous level now.

You can have hundreds of people,

in fact, somebody took a fantastic screenshot

within the studio, it's on our Twitter feed,

and it's just about three hundred people

just jammed into section and no two,

they're all completely different characters.

We've got this amazing modular system

which puts on things such as steam goggles if it wants to,

you know, boots, every component can be different

and it just randomly generates them.

So you really are lucky if you see

two characters that look vaguely similar.

Certainly more similar people in Yorkshire

than there are in our game. (laughs)

- [Host] What excites me most about Two Point Hospital

isn't replaying a style of game that I enjoyed in my youth,

it's that this game seems to be free

of the technological restrictions of its predecessor.

It's full of neat little features

like teaching janitors to vacuum up ghosts.

So even that old dog has a new trick.

The guys are busy finalizing the game

so I didn't want to take too much more of their time.

But before they left, I had to ask them

the most important question:

What new illnesses could we look forward to

treating in Two Point Hospital?

- [Mark] Turtle Head is an affliction where

the head shrinks down to a very small

and it has to be a, I'm only saying that

because I know it's on our website.

- [Gary] There's another one where the guy's foot

is like a camel's foot (laughs)

and it's called Camel Toe and that has to be,

that's not in there, it's just hardly been--

- [Mark] That was one of my favorites ones.

I thought you liked it.

- [Gary] Mark, he's trying to get that in the game.

I have to say as well--

- [Mark] I say we've talked about it

now in the press, so we have to put it in.

- [Host] Lads, you sound like you're having a great laugh.

This sounds like a very professionally exciting

period in your lives. Is that fair to say?

- [Mark] I mean, 21 years ago, releasing Theme Hospital,

that was an amazing time.

We had such good time, and just kind of starting a studio

and going "Wouldn't it be cool to be able to

"recapture some of that kind of--"

- [Gary] Actually we started our families.

I mean, we both got married, you might have been before me.

Side having your family at the beginning, I think--

- [Mark] Yeah, I hear you, Sam was born just as we started.

- [Gary] There's a story: Sam actually worked with us here.

Sam's Mark's firstborn, was born right at the beginning.

- [Mark] Pretty much as we started.

- [Gary] As we started, and he's one of the

engineers and creatives on this, it's very odd,

it's very strange, but that's what makes it fun,

right, because we got to a stage in our careers

where we just want to actually enjoy coming into work,

not have to be some, the problem with games is

you get promoted, that's the problem with games.

And when you get promoted, you stop making games.

You start becoming that person nobody likes.

You have to get a game done,

and it has to be done like this,

and nobody likes people telling people what to do.

So we've basically set up this company

so nobody, we don't have to tell people what to do

and no one tells us what to do

and yeah, it's great fun coming into work everyday.

I don't think we've had one day where I haven't felt

this is the best thing I've done in my life.

(soft music)

- [Host] Two Point Hospital should be available to purchase

on PC, Mac, and Linux around the time you hear this podcast.

You can learn more about the game at twopointhospital.com.

If you're interested in playing the original Theme Hospital

and you should be, it's really good,

it's available on GOG.com.

If fact, if you're a fan of GOG,

you should check out our documentary on the company

and their game preservation efforts

over on our YouTube channel: YouTube.com/Noclipvideo.

I'd also like to recommend a patch for that game: Corsix TH.

It's a tremendous community-created wrapper

that updates the GOG version of Theme Hospital

to work with modern resolutions

with sharper graphics and updated menus.

A wonderful testament to the fan passion

that has surrounded this game for 19 years.

As ever thanks to our Patrons for supporting our work.

You can support our documentaries, this podcast,

and more by joining up at Patreon.com/Noclip.

You'll also get access to this podcast early

via a special RSS feed.

Thanks so much to Gary and Mark for their time,

Lauran Carter over at SEGA for setting the whole thing up,

and my wonderful wife for chatting to me

about one of our favorite games.

Sorry for the delay in getting this episode number two out.

It was supposed to be up about six weeks ago,

But then my baby girl decided to

come a couple of weeks early.

So we've been rather busy here in the O'Dwyer household.

We have a bunch of fun podcasts planned

for between now and the end of the year,

so of course, keep this feed running.

Until then, play some games. We'll talk again soon.

(soft music fading out)

For more infomation >> Noclip Podcast #02 - The Return of Theme Hospital - Duration: 41:49.

-------------------------------------------

Live PD: Fighting High (Season 2) | A&E - Duration: 2:19.

For more infomation >> Live PD: Fighting High (Season 2) | A&E - Duration: 2:19.

-------------------------------------------

Ancient Aliens: Forgotten Kingdoms (Season 12, Episode 6) | History - Duration: 3:53.

For more infomation >> Ancient Aliens: Forgotten Kingdoms (Season 12, Episode 6) | History - Duration: 3:53.

-------------------------------------------

Cô gái có vết chàm hiếm gặp sau khi hấp thụ chính chị em song sinh của mình I Khoa Học Huyền Bí - Duration: 5:26.

For more infomation >> Cô gái có vết chàm hiếm gặp sau khi hấp thụ chính chị em song sinh của mình I Khoa Học Huyền Bí - Duration: 5:26.

-------------------------------------------

Salvini sieht EU am Wendepunkt: Zeit der „Soros-finanzierten EU-Eliten und Macrons" ist vorbei - Duration: 2:51.

For more infomation >> Salvini sieht EU am Wendepunkt: Zeit der „Soros-finanzierten EU-Eliten und Macrons" ist vorbei - Duration: 2:51.

-------------------------------------------

Toy Weapons Toy Blasters for Children Nerf Guns - Duration: 6:47.

Toy Weapons Toy Blasters for Children Nerf Guns

For more infomation >> Toy Weapons Toy Blasters for Children Nerf Guns - Duration: 6:47.

-------------------------------------------

Leakage Details Kawasaki ER-6N New Model 2019 | Mich Motorcycle - Duration: 2:06.

For more infomation >> Leakage Details Kawasaki ER-6N New Model 2019 | Mich Motorcycle - Duration: 2:06.

-------------------------------------------

South Korea earns gold in paragliding and judo - Duration: 2:55.

It's another golden day for team South Korea.

We finished on top in various events including Judo, cycling, paragliding and the first gold

medal in Javelin this decade.

In men's football, it's bittersweet as the Taeguk Warriors easily outmatch Vietnam, coached

by a legendary figure from Korea's 2002 world cup run.

We turn to our Seo Bo-bin for the Asian Games highlights.

South Korea picked up gold medals in several events on Wednesday.

South Korean track cyclist Park Sang-hoon defeated his Japanese opponent and picked

up a gold in the men's 4,000-meter individual pursuit.

Earlier in the day, in the preliminaries, Park had set an Asian Games record of 4-minutes

and 19-point-6-7-2 seconds.

In paragliding, South Korea also won a gold in the women's team cross-country event.

In a total of five rounds, the women scored 4,924 points.

This is the first Asian Games with paragliding as an official event, and it's now wrapped

up.

The South Korean paragliders, in total, are taking home 1 gold, 2 silver, and 3 bronze.

In women's judo, Jeong Bo-kyeong defeated her Japanese opponent in the under-48-kilogram

class tp win her first Asian Games gold.

The tournament went into extended matches, and Jeong scored first to win in 1-minute-22-seconds.

South Korea also picked up some medals in athletics.

In the women's pole vault finals, Lim Eun-ji earned a bronze medal, achieving her season

best of 4-meters-20-cm.

It's the second time she has won bronze at the Asian Games, following her third-place

finish at Incheon 2014.

As the only South Korean to ever win a pole vault medal at the Asian Games, she said she

hopes her medal helps raise interest in the sport.

In the women's javelin throw event, Gim Gyeong-ae won South Korea's first medal in javelin since

the 2002 Busan Asian Games.

She took home bronze in the event, after missing out on the medals in 2010 and 2014.

Over in soft tennis, Kim Jin-woong won the men's singles final, defeating his Indonesian

opponent 4-sets-to-2 to earn a gold medal.

Its the third Asian Games in a row that the gold medal in the men's singles event has

gone to a South Korean.

The highlights later on Wednesday include the women's hockey semifinals at 7:30 pm Korea

time, the men's 200-meter final at 9:05PM, and the men's synchronized 10-meter platform

diving at 10:15PM.

Seo Bo-bin, Arirang News.

For more infomation >> South Korea earns gold in paragliding and judo - Duration: 2:55.

-------------------------------------------

[TIKTok VN]Clip Girl xinh triệu View HOT nhất #2 - Duration: 4:18.

For more infomation >> [TIKTok VN]Clip Girl xinh triệu View HOT nhất #2 - Duration: 4:18.

-------------------------------------------

Pres. Moon calls on public organizations to serve the people, not power - Duration: 2:09.

President Moon Jae-in met with officials from public institutions to re-emphasize the government's

role in serving the people.

The South Korean leader also urged those organizations to do their part in propelling the administration

innovative growth.

Shin Se-min shares with us his remarks.

Meeting Wednesday with heads and officials from some 240 public-sector organizations,

President Moon Jae-in impressed on them the importance of their service being focused

on the people, not those with power.

He said... public organizations are the closest to the people's daily lives,... and that they

should communicate with them and give them support in times of hardship -- as he pinpointed

some of the recent irregularities involving public institutions.

He then highlighted the important role of such organizations in bringing together the

public and private sectors.

He said they should be the leaders of innovative growth,... one of the three signature economic

policies being pushed by the administration.

"Support for and investment in the new energy sector, smart farms and smart cities should

be invigorated.

The government will also renew its stance.

It will guarantee maximum independence so each entity may freely challenge and innovate."

The President also addressed his flagship policy of income-led growth, saying it's a

matter of vital importance.

"Change is not a matter of choice, but of survival.

The government will mobilize all available policy measures to change the structure and

makeup of the economy, and work to expand the country's growth potential."

He added that the current economic structure is only fueling polarization,... which can

never ensure the country's sustainable growth saying that the sustainability of growth depends

on how the country addresses inequalities between the haves and the have-nots.

Shin Se-min, Arirang News.

For more infomation >> Pres. Moon calls on public organizations to serve the people, not power - Duration: 2:09.

-------------------------------------------

2 workers die after fall at construction site, Orange fire rescue says - Duration: 1:40.

For more infomation >> 2 workers die after fall at construction site, Orange fire rescue says - Duration: 1:40.

-------------------------------------------

Wheels On the Bus | Nursery Rhymes Songs for Children | Kindergarten Cartoons by Little Treehouse - Duration: 2:31.

The wheels on the bus go round and round.

Round and round, Round and round.

The wheels on the bus go round and round,

All through the town.

The wipers on the bus go Swish,swish,swish.

Swish, swish, swish Swish, swish, swish

The wipers on the bus go Swish, swish,swish..

All through the town.

The horn on the bus goes Beep, beep beep..

Beep, beep, beep, Beep, beep, beep

The horn on the bus goes Beep, beep, beep,

All through the town.

The windows on the bus go up and down..

Up and down,up and down

The windows of the bus go up and down..

All through the town.

The seat on the bus goes squeak, squeak, squeak

Squeak, squeak, squeak Squeak, squeak, squeak

The seat on the bus goes squeak, squeak, squeak

All through the town.

The monkey on the bus goes giggle, giggle, giggle

Giggle, giggle, giggle, Giggle, giggle, giggle

The monkey on the bus goes giggle, giggle, giggle

All through the town.

The wheels on the bus go round and round

Round and round, Round and round.

The wheels on the bus go round and round

All through the town.

For more infomation >> Wheels On the Bus | Nursery Rhymes Songs for Children | Kindergarten Cartoons by Little Treehouse - Duration: 2:31.

-------------------------------------------

Latest different model earrings designs/jewellery collection/girls earring collection/Daily Fashion - Duration: 2:32.

For more infomation >> Latest different model earrings designs/jewellery collection/girls earring collection/Daily Fashion - Duration: 2:32.

-------------------------------------------

Gaia Project: Solo Playthrough Part 1 - Duration: 43:26.

For more infomation >> Gaia Project: Solo Playthrough Part 1 - Duration: 43:26.

-------------------------------------------

How to change Skin into Golden skin l Photoshop Tutorial - Duration: 3:04.

Duplicate the image.Shortcut key {ctrl+j}

On filter section

choose camera raw filter

For more infomation >> How to change Skin into Golden skin l Photoshop Tutorial - Duration: 3:04.

-------------------------------------------

How to Write Fast With Good Handwriting | Exams Tips For Students | LetsTute - Duration: 5:27.

Hello guys, welcome to this session.

Wondering what I am doing?

What is today�s topic all about?

The topic that we are going to address today is the most demanded topic.

How to write fast?

Many students complain that their handwriting is good, they have proper subject knowledge

but they fail to finish their exams on time.

Does this have something to do with our writing speed or style?

Yes, so what are the ways to increase our speed�what should be done to write fast?

The first important thing is the tool used-Pen/ Pencil

Try using a lightweight pen which will help you to write effortlessly.

Use the same pen for practice and even during your exam.

Try not to put the cap at the end we dont want additional weight of anything.

Friends, we have to train our fingers and hand muscles to write fast.

How can we do that?

Ok tell me, how does any athlete achieve their running speed?

Yes, it is by practice that they train their body and build their stamina to run fast.

The same logic applies here as well.

Practice is the answer.

Try to copy a written part from any of your reference material and write them but time

yourself.

Suppose that you take 5 minutes to fill that page at your normal speed.

Next time write the same thing again and increase your speed.

Check whether you are able to finish that in a lesser time.

Each time try reducing the time until you get a constant timing.

That will give you your speed.

With that speed, you have to practice for long hours.

You may take small breaks in between but make it a habit to continuously write for 2-3 hours

because thats normally our exam duration.

But friends, during exams we cant simply copy and write.

You have to be thorough with your content knowledge so that you dont waste time thinking.

So first plan the flow of the answer in your mind and start writing it.

For free writing, practice or solve some previous year question paper or any answer or topic

which you have studied.

You may even ask someone to dictate certain parts and try to match up to their speed.

While writing, take care of the grip and pressure.

If you are holding it too tight and applying excess pressure you are wasting your energy

there.

Use a soft grip and normal pressure as it will help us write longer reduce fatigue and

muscle cramp.

Friends, I would suggest to initially focus on achieving the speed and then improve the

presentation and handwriting part.

But dont spoil your handwriting for the speed try to create a legible handwriting.

Also, check the size of your letters; dont make it too big because it will take additional

time to finish those letters.

Normal sizing would be preferable.

Apart from these tips, you may even try out these warm-up exercises:

1) We get those smiley faced balls made of foam in the market, squeeze it and relax,

try it 4-5 times.

2) Place 4-5 coins on a table, pick it and place it, pick it place it and repeat.

Use tripod fingers.

3) Tear small bits of paper and make paper balls.

Here again, using your tripod fingers.

4) Hold a pencil like you are about to write and using those fingers try to walk it towards

the end.

Walk it back and repeat.

5) Place a rubber band around the fingers and thumb, stretch it and relax.

Repeat the same.

By doing these exercises we are training our hand and finger muscles and this will help

us write longer without any fatigue.

So, I hope you found this session useful.

Meet you in our next session with another interesting topic.

Till then stay tuned and subscribe to our channel.

Letstute make it easy.

For more infomation >> How to Write Fast With Good Handwriting | Exams Tips For Students | LetsTute - Duration: 5:27.

-------------------------------------------

Convenience stores offering branchless bank users 'hand recognition' ATM service, amid.. - Duration: 2:20.

Should non-financial companies be allowed to increase their stake in branchless banks

to help expand their businesses.

While the debate rages on in parliament, Korea's first online only bank launched a system that

allows its users to access ATM services in hundreds of convenience stores -- without

a bank card.

Oh Soo-young updates us on how they are breaking new ground.

If you've lost or forgotten your wallet,... you need to look no further than your own

hand to take out money at a convenience store.

Korea's first web-only bank, K-Bank, has launched a palm print recognition service for its cash

machines at some 17-hundred convenience stores across the nation.

"There's no need to root through your bag for your bankcard or phone.

All you have to do is press your hand down on the scanner and you have access to all

the usual ATM services in a matter of seconds.

The service is available all around the clock."

The biometric security measure is one of the ways branchless banks are attempting to appeal

to the mainstream market,... especially as brick-and-mortar banks have already adopted

the technology.

"This cutting-edge technology benefits branchless banks as it offers customers greater accessibility

to banking services offline, making up for their lack of physical outlets."

This comes amid a debate in political and financial circles on lifting regulations on

Korea's two branchless banks, K-Bank and Kakao Bank.

Under the current banking law,... non-financial businesses cannot hold more than ten percent

of stocks in banks,... and a four-percent stake in the boardroom.

As both branchless banks are operated by IT firms,... they have complained that the current

law restricts their inflow of capital,... hindering expansion.

While the regulations may be lifted, some experts say web-only banks will need more

convincing business models to attract investment.

"There is still some reluctance when it comes to investing in branchless banks.

They should focus on the fundamental reason for their establishment -- what brick-and-mortar

banks don't offer.

And that's reaching out those without easy access to traditional banking services and

offering mid-tier interest loans.

Peer-to-peer lending for instance."

In order to stay competitive, the expert says web-only banks must overcome the drawbacks

of being branchless,... by coming up with innovative customer services and technologies.

Oh Soo-young, Arirang News.

For more infomation >> Convenience stores offering branchless bank users 'hand recognition' ATM service, amid.. - Duration: 2:20.

-------------------------------------------

சடங்கம்பாடி தரங்கம்பாடியான கதை | | Cauvery736 | Cauvery History | Episode - 06 - Duration: 3:01.

Tharangambadi, before the arrival of Europeans,

Many small villages in Tamil Nadu, were earlier big cities

Most of the cities now have been evolved over the past 300 years

Tharangambadi is one among the villages

On the way from Mayiladuthurai to Nagapattinam

And towards left, there is a gigantic gateway built by Danes

2 KM away, there is an inscription

Which was written during Tharangambadi Kulasekara Pandian's 37th reign

And is now seen in Maneeswarar Temple

This inscription which was kept in AD 1305, mentions Tharangambadi as Sadangambadi

The inscription in the temple reads 'To Sadangambadi, Kulasekar Pattinathu Udayaar Maneeswar Mudaiyar'

Since, the song of Temple has been sung by Appar

It must have been before Kulasekaran's times

Even the inscription of the year 1614 refers to the town as Sadangambadi

Tharangambadi has been the center of betel nuts business

In the name of 'Paakku Suvanthiram',

The trade group ' Pathinen Vishayam' gave it out for free outside the palace

To measure the betel nuts, they used the terms 'Avanam' or ' Amanam'

Twenty thousand betel nuts is one 'Amanam'

China, Japan, Denmark, England, Dutch, Portugal , Russia

And other international coins are now available on the fields of Tharangambadi

The sanskrit name 'Tharangam' means 'Waves'

Since the waves swing and sing at the foot of Masilamani Nathar Temple,

They named it 'Tharangambadi'

The waves tore the temple, so they have rebuilt it

But, it seems there are no rituals carried out

Except Masilamani Nathar,

Tharangambadi, a small fishermen village, saw no signs of people

It was only in the 17th century,

the Portugese, followed by Danes, gave a new life to it

Không có nhận xét nào:

Đăng nhận xét