Thứ Ba, 1 tháng 1, 2019

Youtube daily Jan 1 2019

nothing fancy today just a one box hunt of nickels

Hey everybody its Rob with Rob finds treasure and I'll be hunting a nickel box today

pretty excited about this one because it's from a bank I don't get nickels from too often and

when I do they're the kind of boxes that have the nickel standing upright like

this and so it's where to get a Wells Fargo Bank box with a chase style if you

will bank box so I've checked them there's uh circulated nickels in the box

which is a good thing and you guys know what I'm looking for I'm looking for war

nickels which are the nickels from 42 to 45 that have the mint mark on the back

above the Monticello and I'll be looking for old Jefferson's obviously be loving

to find some of the key dates and looking for heirs and varieties as well

if we can find them and you know it we'd love to find some buffalos or some V

Nichols it's been a while since I found a vehicle and I'm itching to find one

that being said let's kick off with this wall right here

and see if we can find ourselves some oldies roll number three and we found

our first 40s nickel in the box the 1949 philadelphia had it been the denver we'd

be checking for the d / s mint mark Reap unshed but it's not it so let's continue

with the hunt roll number 14 it was an engine but it was facing the reverse

side so I didn't know but we got a 46 Jefferson nickel here and it's out of

Philadelphia well we just grabbed roll 21 out of the box guys and I always

checked the Enders head look at this a Buffalo ender and I'm betting there's

not gonna be a date on that bad boy it looks pretty slick no date but we've got

a buffalo ender buffalo ender I think about you all the time I let's see what

it is well that's a bummer it also looks like it may have been

and nikka dated once before not maybe not I could just be seeing things it

looked a little funny oh it just got some damage okay

that's tough man this thing is warm pretty slick and I don't think it has a

mint mark either but if you're seeing what I'm seeing you can see it's

definitely a type one that's the raised mound so we know it's in 1913 and I

thought that last number was a three at a certain light so we know it's in 1913

raised mound let me mess with it a little bit without nic-a-dating it first

and see if I can catch a mint mark matter of fact won't me just stick it

under the microscope first

so we know that's the FIVE looks like something is right here where the mint

mark would be and it could be an S but we can't see the sense because this is

the e right here and then the mint mark should be right in this area which there

is something here as well and then the C would start here and you

can kind of make out the e right there so this should be the area of concern

and I can't see if that's a D or if that's the top of an s well that's just

damaged I'd hate that the nikah date in 1913 buffalo nickel which we know it is

because of the raised mound in the back just to see if there's a mint mark let

me think about this for a second I'll be right back all right guys it's a 1913

Buffalo type-1 Philadelphia mint and it destroys my ugly one that I have in its

place so it'll upgrade that again it's beat up

but as you can see it's better than the spot holder I have in the book so we'll

be adding it to the book but it's always good to get a buffalo in the box 1913

type-1 philadelphia mint nice rollover 31:39 nickels and a dime

I'm not mad at it we take dimes be nice it would have been silver but instead

it's 2018 D roll number 34 and look what we got here

it's another 1939 but you know it's gonna be a Philadelphia no MIT mark

that's what I find and bingo was his name-o

let's have a little bit of damage just to make it a little more fun for me but

no me mark will still take it 1939 P is the second oldest of the box because we

got a buffalo roll number 35 and I'm 99% sure we've got a silver here and

on my live stream last night one of my viewers said Robin can you please

explain to me how you can tell it's silver from the edge and I want to just

go ahead and show that first of all most silver will have kind of a greenish tint

you can clearly see it right here it's got kind of a greenish tint now don't

let that fool you a lot of nickels like that one down there could just be dirty

so I always look for the green tint but I also look at the edges and if you look

at the edges they're a little rounded they're just a little more rounded then

they typically are for most nickels because they're older so I'm pretty

certain that that one's going to be a war nickel but we'll pull it out just to

make sure and sure enough right there you can also tell it's a war nickel

because it has the mint mark above the Monticello and if I use my coin mat as

an example there you go the letter P now they usually worn slick or pretty slick

like this one is but let's see what it is and it's a 1943 P which is one of the

heirs of varieties we want to look for it's called the over date it's when they

made the 1943 punched over like a 1942 so I'm going to take a look at it under

the microscope just in case alright so there's the

three you got some craziness going on there but I don't see the markers of the

43 over 42 let me go ahead and take a closer look after wiping it down just

with the lint free cloth see if I could free up any of that debris all right

I've wiped it away I want to point out that what you're looking for on the 43

over 42 over date is you would clearly see a little light line in here because

the two would go like this and come across so you would see part of the two

coming through here as well as a base down here and I know now that I'm

touching the screen it kind of looks like you could see something here

it would be a lot more pronounced than anything here as you can see when I back

up that kind of goes away but yeah it would definitely be a to like this and I

don't see we have a little bit of curiosities down here and a little bit

more curiosity down here but I don't see anything that's saying yeah that's it

anyway that's what you're looking for I'm gonna spend a few more seconds on

this maybe wiping it downward time just a

double and triple-check but doesn't look like a 43 or 42 to me so the good news

is we got a silver war nickels in the box and now we got a buffalo a 30s

nickel and a war nickel can you find a V nickel and a proof and get all of them

let's get back to that and find out well that Wells Fargo box and nickels a ton

of guys and you know what it was actually a pretty good box we got a

couple from 59 58 57 55 it was a 55 d but it's not the deal breasts 350 4s was

an S but it's not the s over d we did get a 53 in there and honestly I'm

pretty happy with the 52 Denver that's a good - my key date and a 51 Denver

another semi key date we got a 49 D but it's not the D over s 48 a 43 P worn

nickel always feels good a 39 no mint mark still a good find a 1913 type one

Buffalo possible mint mark but I don't think so I think it's just a

Philadelphia it'll upgrade in my book we didn't find

a pretty nice look in 1964 which I whole launder whether it is nice since they're

heavily circulated normally and look like junk

we found a diamond a couple of oh nine s it's pretty good box

we got a buffalo we got a silver we got a 30s and we got some other finds as

well some semi key dates the 51 and 52 D definitely hopefully you enjoyed this

new home with me if it did I'd appreciate a thumbs up and as always

everyone happy hunting and thanks for watching

For more infomation >> Buffalo Ender! Hunting a Box of Nickels! - Duration: 9:44.

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Tre Perle (Together Alone) - Steven Universe [SUB ITA] - Duration: 2:02.

Balloons everywhere! Confetti cannons, too.

Dibs on being the confetti cannon

Cannons are forbidden inside palace walls. These "balloons" you're referring to

are unprecedented and therefore out of the question.

So what is precedented and

therefore in the question?

You are to sit on your elevated throne, while the

members of your court indicate to you that they are present.

Yikes, that sounds pretty dry.

Liquids are forbidden in the ballroom.

Alright.

From here, you can accept or

reject the members of your court at your leisure.

My Diamond will do the same, as

will Blue Diamond, and if we are so lucky, all of us will enjoy the impeccable

judgment of White Diamond.

So, when she gets here I'll just hop up there and talk to her?

Oh stars, NO! I forgot how silly you can be.

Everyone stays where they belong.

Oh, so I'll just wait till I get a chance

to talk to her on the dance floor.

Pink Diamond, your subjects will do the

dancing for you! Why would a Diamond want to dance?

Cuz dancing's fun!

What is... fun?

You know, it's when you do something you want to do, just because it feels good.

I don't think we do that here.

Well, is there something you really like to do?

Oh, of course not my feelings are irrelevant.

I like to draw.

Uh, what!?

Can I see some of your stuff?

Uhm, here.

My Diamond allows me

to draw during court proceedings. They're nothing much.

Let me see that... you can't

share these, they're highly confidential! Uhm, not bad...

Try a different angle.

[Steven laughs]

That's it, you like being a model and you like being an artist.

[they laugh]

Pink, why aren't you getting ready?

For more infomation >> Tre Perle (Together Alone) - Steven Universe [SUB ITA] - Duration: 2:02.

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Noticias Telemundo Mediodía, 1 de enero de 2019 | Noticias Telemundo - Duration: 20:37.

For more infomation >> Noticias Telemundo Mediodía, 1 de enero de 2019 | Noticias Telemundo - Duration: 20:37.

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School Resource Officer Caught Filming Students In His Home - Duration: 5:03.

A school resource officer won't be charged with a crime after it was revealed that he

was filming students without their consent, including instances where the students were

naked.

You know, I saw this story and this reminded me of how bad things can go wrong if prosecutors

don't really do their job, it can go wrong for the victim and it can go wrong for the

person that's being accused.

So my take on this case is when I saw it, it's an important case, not just because of

this particular instance, but it's important because we run into these kinds of cases a

lot in the US where you have prosecutors offices that believe that they somehow transcend constitutional

rights.

Now, this situation they've got, you've got a resource officer.

He was also a coach, said he had, inside his house, he had cameras that were security cameras

as well as outside of his house.

Somebody breaks in that if you have people in the house working, you can, you can film

what they're doing.

This situation he had a camera that also shot into one of the restrooms.

He gave an explanation for what it was for four years.

This has been kicking around.

They didn't take, they never took it to a, to a grand jury, destroyed this guy's reputation,

completely, utterly destroyed his reputation.

And now he's.

Now they're here saying, well, basically they're going to have to drop charges.

Well, yeah, because as you mentioned, they failed to take it to a grand jury.

They just kind of sat and sat and sat.

I mean, this is prosecutor prosecutorial misconduct at the very height of it, but, but there's

also the other side of it too, is a lot of questions that are now just going to remain

unanswered because they let the statute of limitations expire.

You know, obviously you're innocent until proven guilty.

But why was this resource officer / track coach?

Why were these teenage boys in his home?

Why were they staying with him?

They were not his children.

So that's a question that I think would, would need to be answered.

And you know, you're not allowed to film a restroom.

At least a public one.

I'm sure there's obviously different statutes.

It's your own home, but that does also kind of raise a couple issues about privacy.

Did the kids know?

But again, he was an officer.

He said, I have these guns, you know, throughout my home and that's why I have it there to

make sure nobody gets into that.

Seems like a plausible explanation.

Well, we don't know because here again, the prosecutors, you know, everybody wanted to

jump on the bandwagon.

Let's charge him police officers, let's charge him.

Maybe he should have been charged, but when a prosecutor doesn't do their job, the worst

scenario is the guy did nothing wrong.

His career is completely ruined.

If they would have done something wrong and they certainly would have taken it to a grand

jury, a grand jury have looked at it and they could have said, let me just point this out,

having been a prosecutor.

If you want a grand jury to prosecute your target, you're going to get it every time.

I mean, that's just part of how it works.

The prosecutor goes into the grand jury room, there's really no, you know, there's no question

they can accomplish what they want to accomplish.

So here you've got this situation, the man's life, as you can imagine is in shambles.

He's been accused of filming people inside his house taking showers.

If you look at the story, it's not even clear what they actually took from the house.

Was there other filming going on as well?

I don't know.

This is just, time and time again I see bad prosecutors doing bad things that result in

bad things for people.

And sometimes they're right.

But if you're, if you feel like you're right as a prosecutor, you need to go ahead and

you need to buck up.

You need to man up, take it to a grand jury.

If you really think you had the case other than just doing what these boneheads did.

I mean this is, this is really a travesty.

Well based on this story, on what we know about it, there doesn't appear to be anything

malicious about what this resource officer did, but at the same time that they're sitting

around kicking this guy in limbo.

We have police officers out there putting African American, unarmed suspects in choke

holds, given them those rough rides.

I mean killing them, basically just killing them, getting off, because as you point out,

you go to a grand jury, you're a good prosecutor.

If you don't want to prosecution, you can get that as easily as you can.

it's both.

It's both ways.

We've seen it with the we've seen that with the, with these insanity cases where you have

officers that just way way exceed what they should do.

And if the prosecutor doesn't want that person prosecuted, they just say the right things.

They ask the right questions in a grand jury comes back.

The Michael Brown case.

Michael Brown is a great example.

Yeah.

For more infomation >> School Resource Officer Caught Filming Students In His Home - Duration: 5:03.

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Finale (Together Alone) - Steven Universe [SUB ENG/SUB ITA] - Duration: 2:09.

To those in attendance of the Era Three ball,

[drumroll]

White Diamond... has more important things to attend to.

What!?

Therefore, I will be

here to observe in her place. Welcome to Era 3.

[Steven grunts]

[music starts]

[Steven sighs]

I made everyone do this and it's so... miserable.

Steven...

Don't you mean "Pink Diamond"?

Of course I don't! Come on, do you want to dance?

Yeah.

But I'm not supposed to.

It's your party!

But White expects me-

She's not here.

Everybody's staring.

Since when does that bother you?

I'm sorry everyone, uh...

Steven, we're gonna be okay. I'm here. Look at me, we'll get through this together.

[They laugh]

Yeah, that's it!

[Stevonnie laughs]

Pink, what are you doing?

I was just dancing.

[Stevonnie gasps]

Pink this is completely

unacceptable! Unfuse or I'll make you!

You'll have to go through me!

Ah! And me!

Yeah!

And me!

I knew it, I knew I couldn't be the only one.

[the new fusion screams]

Opal!

Garnet!

Pink, you've gone too far, even for you!

Stay in here and think about what you've done.

Wait!

For more infomation >> Finale (Together Alone) - Steven Universe [SUB ENG/SUB ITA] - Duration: 2:09.

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Have You Seen Such Online Game Before? - Duration: 0:56.

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For more infomation >> Have You Seen Such Online Game Before? - Duration: 0:56.

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Johnny English Strikes Again Funny Dance Clip | Comedy Sence of 2019 | Fun_Entertainment - Duration: 2:01.

For more infomation >> Johnny English Strikes Again Funny Dance Clip | Comedy Sence of 2019 | Fun_Entertainment - Duration: 2:01.

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Arrivano Ametista e Garnet (Together Alone) - Steven Universe [SUB ITA] - Duration: 1:00.

Amethyst! Is it okay if I say hi?

We're starting soon, but if you're quick about it-

Thanks, Pearl!

Steven!

- Uh? - Your manners! - Oh, right.

Amethyst, it is good to see you.

Good to see you, my Diamond.

Sorry you have to wear those limb enhancers.

I'm not sure how Peridot put up with these things, but I'm getting used to it.

Yo, check out this cool party trick I taught myself.

[laughs] Amethyst, come on.

I know, this is a serious party.

Anyway, I'm gonna go mingle with some Quartzes.

Hi, how's it going?

I really hope this works out, Connie.

[gasp] Ruby and Sapphire are here!

When I told Garnet I still wanted her to come,

I hope she didn't think I meant I wanted her to split.

I'm sure she just wants to support you in any way she can.

For more infomation >> Arrivano Ametista e Garnet (Together Alone) - Steven Universe [SUB ITA] - Duration: 1:00.

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Preparazioni per il ballo (Together Alone) - Steven Universe [SUB ITA] - Duration: 1:27.

For more infomation >> Preparazioni per il ballo (Together Alone) - Steven Universe [SUB ITA] - Duration: 1:27.

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⚡Electron Structure - Chemistry - Science - Succeed Lightning Video⚡ - Duration: 0:56.

SucceedSchool.com, learn to succeed. Electron Structure. Electrons form orbits,

or shells, around a nucleus. These orbits have very specific maximum capacities.

The first orbit closest to the nucleus can fit up to two electrons. The second

can fit eight and the third can also fit eight. Two, eight, eight.

You fill orbits from the centre closest to the nucleus, moving out.

We normally draw the electrons in pairs in orbits two and three just to make

them easier to count. We know how many electrons we need to add because the

number of electrons is always the same as the number of protons, which we can

get from the periodic table entry. If you have 19 or 20 electrons to draw then

they won't all fit into these first three orbits, so just start filling up

the fourth orbit. You won't be asked to draw more electrons than this at this

level. For a more detailed explanation of the periodic table please check this

video, and to learn more about electron structure check this video, and click

here to subscribe

For more infomation >> ⚡Electron Structure - Chemistry - Science - Succeed Lightning Video⚡ - Duration: 0:56.

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The Steam Spy - Duration: 45:32.

- Hello, YouTube, how you doing?

Danny here, from noclip.

With a special announcement, just for you.

You see, here at noclip,

we just started a Podcast

which is kind of like one of these videos you're watching,

except without the visuals

and if you put a pair of these on,

you can listen to it on the toilet.

So we've done that,

it's available on iTunes and Google Play

and all the various places that Podcasts are sold.

We have an RSS feed up on the website.

All that good stuff.

But we thought, "Oh, what if we put it up here as well?"

So this is kind of a test I guess.

The Podcasts, they're not just a bunch of

people sitting around a table talking

about what games they played that week.

They're kind of like what we do

with our docs here on noclip.

Highly curated, highly edited,

you know, produced stories.

Which we're putting a lot of time and effort

into every single one of these episodes.

So I hope you enjoy it.

Let us know what you think of the Podcast

and also just let us know what you think

about the Podcasts going up on the YouTube channel.

We don't want to flood the channel with stuff

we've been pretty deliberate in that

and making sure that anything that goes up

is something that we're proud of.

I know we wanna make sure we keep that up.

The Podcast will come out probably

once every like, two, three weeks.

It's kind of like whenever we wanna do them, kinda thing.

So it's not like we'll be flooding the channel

with them, either.

But, yeah, what you're about to listen to

or watch is essentially

a video version of what the audio that you listen to

if you just had it on your Podcast feed.

So, enjoy it!

Enjoy the show!

It's all about Sergey Galyonki and Steam Spy.

It's an amazing story,

if you've never heard about any of this stuff.

And we hope you enjoy it

and if you use Steam Spy, it'll certainly be interesting.

But yeah, let us know what you think in the comments below.

And we hope you enjoy the show.

(slow jazz electronic music)

- Hello and welcome to noclip,

the show where we bring you the stories

about the people who play and make video games.

I'm your host, Danny O'Dwyer.

(slow jazz electronic music)

Okay, I'm going to talk about European law

for like 30 seconds.

And I want you to trust me that it'll be

worth your while.

All right, 20 seconds, I swear.

Okay?

All right.

Earlier this month, GDPR or

the General Data Protection Regulation

was introduced to law by the European Union.

Its purpose is to protect people

like you and me from the increasingly intrusive ways

that our personal data is being used against us.

The ramifications are already being felt with websites

and online services around the globe

scrambling to change their privacy policies.

You've probably noticed all the emails

about this in your spam box.

So while all this has been going on, Steam,

the biggest online marketplace for video games,

has introduced a new privacy policy of their own.

Valve, the company who runs Steam,

had previously set it so that every person

who had a Steam account had a list of all the games

that they owned on their public profile.

Sort of like a bookcase showing

all the digital games you've collected.

The new setting made it so that all of this,

the bookcase, the collection,

was automatically set to private.

No big deal, right?

It seems like a pretty sensible change to make.

But sadly this has had a knock-on effect

that has made an incredibly popular and useful data tool

all but useless.

Steam Spy is a website that used this public data

to calculate game sales.

You could type in a game's name and in an instant

see everything from how many copies its sold

to the countries its most popular

and how often those players who own it, play it.

Over the years this service has proved itself invaluable to

people like indie developers trying to market their games,

reddit users trying to learn about the industry,

and games journalists mining for data.

Steam Spy did something that was pretty important,

it opened up a tiny window into an industry

that had always been notoriously secretive about sales.

Perhaps even suspiciously so.

So, why did Valve do it?

Did it have anything to do with GDPR?

And what knock-on effects will it have on the industry?

Welcome to noclip, Episode One,

The Steam Spy.

(jazzy electronic music)

Sergey Galyonki was born in Lugansk in the USSR,

a city located on the border between Ukraine

and Western Russia.

His family moved to Poltovwa,

closer to the center of Ukraine.

And it was here that he played his first video game.

- My godmother, she used to work for

a huge computer center,

you know like a secret type of building,

you know, so you can't get in unless you get a

y'know pass or something.

But because I was a kid,

they would let me in with her.

I was, I don't remember like, seven or eight.

And she let me, she would take me to

you know to her job and she would let me play

with computers.

And they didn't have many games,

it was you know they were mostly to do with statistics

and stuff like that,

but they had Tetris

and they had Kingdom Euphoria.

And back then I totally hated Tetris.

I didn't play it much,

but I mostly played Kingdom Euphoria,

which was a text based strategy game.

- Text based strategies appealed to Sergey.

From a young age he enjoyed solving problems.

He'd spend hours making small games

on a programmable calculator.

You see, the Soviet Union in the 70s and 80s

had restricted access to most type of electronics.

So the computers available to consumers

was limited to Soviet manufactured machines,

or expensive black market imports from the West.

- I didn't play many video games until

like maybe age of nine or ten.

Because we didn't have any.

We had only like you know those old Soviet arcades.

But then the Z Spectrum came to our country

and it was a revelation.

It actually was the first mass computer in Soviet Union.

Not just in Ukraine, in whole Soviet Union.

And I bought the first one,

not I bought it, my father bought it for me.

And I actually assembled the second one myself.

Because you could buy you know the scheme,

you could buy everything, you know separately.

And just solder it.

And it was fairly easy back then

and I saved a bunch of money, do it.

- Using his ZX Spectrum, Sergey would

create games for himself.

He didn't enjoy programming in BASIC,

he found the code too restrictive.

So instead he opted to program using Assembly Language.

His love of programming continued through his teens

and when it was time to go to university,

he chose to study Computer Integrated Systems,

with a focus on Neural Networks.

Ukraine has always been ahead of the curve

when it came to developing algorithms.

For instance, the first Neural Networks

used to detect fake dollar bills

were prototyped in Ukraine.

Sergey continued his education and worked a bunch of jobs.

He did page layouts at a local newspaper,

he spent some time at a game studio,

focusing on edutainment.

Eventually he'd find himself moving to Kiev

and taking up a job at a games distributor

responsible for selling games for

some of the biggest publishers in the world.

What were some of the popular games

in the Ukraine around that time?

Any stand out in particular?

- Well, I mean, it's the usual,

except for S.T.A.L.K.E.R.

We were not distributing S.T.A.L.K.E.R.

S.T.A.L.K.E.R. was a different company.

But you thought about S.T.A.L.K.E.R., right?

That was the most popular game in Ukraine

and I guess it's the only,

see a lot of people, I guess playin' it.

From our products I would say

World of Warcraft was the most popular game ever.

I mean, it was selling like hot cakes.

That was just literally crazy.

You know?

We couldn't get enough of it, y'know?

Into stores.

That was unbelievable.

- Was there any games that were very popular in the West,

that just were not popular at all in the Ukraine?

- A lot of like, intellectual properties

that are not familiar to Ukrainians were not selling well.

Like 50 Cents video games that, y'know nobody,

knew about 50 Cent back then in Ukraine.

So didn't really sell well.

Also was an awful game, to be honest.

(laughing)

- Not many copies of Blood on the Sand sold in Kiev?

- Yeah, yeah. (laughing)

- Sergey's greatest love was programming.

He'd continued to code during his spare time.

But there was something about

the distribution business that excited him.

Again, he was problem solving.

Learning how customers made decisions

and using data science to find answers.

Well, that and simply watching people.

- I enjoyed it immensely.

Because you learn a lot about how people

behave and how people consume games,

by just doing a little distribution.

And I sometimes, I would just spend like

half a day in a store, one of our partner stores,

just talking to people

and trying to understand how they behave,

you know how they're looking

and products on the shelves,

how are they buying,

how they're making decisions to buy,

and that helped a lot because,

I mean, I like looking at stats and the numbers,

but unless you talk to people it's sometimes really hard

to understand how they actually think, y'know?

- Sergey would eventually take what he learned

in distribution and bring it back to

the world of development.

He spent two years at Nival Interactive,

creators of the Blitzkrieg series

and the developers of Heroes of Might and Magic V.

He enjoyed the job and life was good.

Sergey was married now, he had children.

But something bubbling under the surface in

Ukrainian society was about to come to the boil.

A few days after Valentines Day in 2014,

the Ukrainian revolution would see rioters

clash with police throughout the capital city.

The tragic shooting of unarmed protestors would lead to

the ousting of Viktor Yanukovych,

the Russian invasion of Crimea,

and the eventual war in Donbass which continues today.

A frozen conflict taking place on an area

half the size of the country.

A proxy war where Russian funded proto-states fight

Ukrainian government forces,

thousands dead on either side.

- I was in Kiev at the time.

My family was still in Lugansk,

so we had to move them out of the war zone.

And, yeah.

But me and my kids and my wife were in Kiev.

- Was it a difficult decision to leave during the war?

- Well, not really.

I mean, when people are shooting outside of your

apartment, it's kinda like a natural decision.

So, yeah, no.

The moment they started shooting, y'know, in my area,

I just packed my family and we left.

A lot of people don't realize how,

how the stuff affects game developers as well.

I mean a friend of mine he was still living in Lugansk

when the war started.

And he would drive to his office

and he would like he would hear bullets

just flying past his car when he would drive to his office.

And it continued for like maybe a week

until he's like I'm crazy.

There's a war going on and I'm going to a job

making video games.

So he left after that.

But I mean, because it happened all of a sudden

and you know you see it in the movies

and you expect it to be like in the movies

but it's not.

It just, y'know, it's a new type of war.

You don't see a lot of tanks just rolling in.

You don't see like, you don't see the front lines.

It just, it's just, people start shooting.

So he left and a lot of people did around the same time.

(ominous music)

- The conflict led to an exodus

of Ukrainian Game Development.

4A Games, developers of the Metro series,

relocated their studio to Malta.

Sergey and his family left for

the Mediterranean island of Cyprus.

The reason was simple,

it was the closest country him and his family

could move to without requiring visas.

As it happens it was also one of the 20 or so

global locations that developers Wargaming had offices.

The Belarusian developer responsible for

the wildly popular World of Tanks.

- Yeah, Wargaming is an amazing company.

It's huge and Wargaming is really different from

any other companies I've ever worked for.

And I've worked for Eastern European companies,

not just for the Western companies.

Its culture is really something.

It's a conflict-driven company.

Yes, you're expected to shout at other people

in discussions.

You're expected to disagree.

You know like every time I go to a meeting

with my friends at Epic,

it's usually I agree with you,

I respect your opinion,

but in Wargaming you would start with the but part, y'know?

You would not do any formalities.

You would say well, this idea is incorrect

because this and this and this

and I don't like this because this.

And it really saved a lot of time in discussions,

because people know that everyone respects everyone,

otherwise you would not be working, y'know?

At the company.

If you don't respect other people.

And that let people express opinions

kinda in a more aggressive way.

We're getting also, it's really interesting because,

the core gaming audience,

people that don't usually play video games.

So you look at people that play World of Tanks

or World of Warships,

they are over 40,

most of them have families and kids

and sometimes they have grandchildren, y'know?

And they don't know much about other video games.

And they don't consider World of Tanks or World of Warships

to be video games.

They just consider it to be y'know their hobby.

Like they would consider fishing to be a hobby.

And that is both amazing and really demanding.

Because you know it's a different audience,

gamers are used to certain rules in video games

and gamers are used to change.

And gamers are used to a lot of stuff being taken away.

Like people do not complain when Call of Duty

releases a new game every single year.

You essentially have to re-buy it

and they take away all of your progress,

when you buy the new Call of Duty, right?

- Yeah.

- Well imagine doing that to a bunch of

60s years old people, you know? Every year. (chuckling)

They would probably not like it, right?

On the other hand, you hear a lot about (mumbles)

in online gaming.

And while World of Tanks players are not,

not the most pleasant bunch,

they are way more polite

than your average kids in Call of Duty.

So that, like (mumbles) was never a huge problem

in World of Tanks,

every time people come and talk about

we are free to play game,

you're supposed to have a toxic audience.

Well, not really, I mean if you're 60 years old

you probably know how to behave yourself, right?

(laughing)

- Sergey worked as a Senior Industry Analyst at Wargaming.

Helping the team find in-roads into different markets.

Aside from their core Wargames,

Wargaming published games from other studios

and even worked on experimental games,

under different brands.

Think mobile games about managing a coffee shop.

It was varied work that Sergey found interesting.

In the spring of 2015, like so many others in

the international development community,

Sergey took the annual pilgrimage to

the Gamers Developers Conference in San Francisco.

Here he attended panels, networked with other analysts,

and met old friends.

One panel he attended was presented by Kyle Orland,

a journalist for the technology website Ars Technica.

Kyle had created a program that could pull

user data from Steam and using it

he was able to calculate video game sales.

He called it Steam Gauge.

- I'm Kyle Orland, I'm Senior Gaming Editor at Ars Technica,

and this is Analyzing the Steam Marketplace,

using publicly derived sales estimates.

Now I've been covering the game business

for a little over a decade

and anyone covering this industry, or following it,

one major annoyance is the lack of reliable

specific data about sales of games.

Now it's not like this in most other entertainment media.

It's just not a problem.

Nielsen, for instance, provides ratings

literally overnight for TV shows

and makes the headline numbers very public

in publications like Variety.

Theaters and studios provide box office estimates

every weekend for movies.

There's billboard charts for music,

there's The New York Times Bestseller list

every week for books,

et cetera, et cetera.

So what do we have for games?

For games we have this.

This is what NPD, a US tracking firm

sends to the media every month.

It's a top 10 list based on

their sampling of US retail outlets

and now electronic sales.

If you pay a lot of money

you can get more details than this.

You can get every game that they track

and actual sales numbers,

but people who get those numbers

are contractually prevented from sharing them publicly.

And NPD is pretty strict about enforcing it.

You get occasional leaks.

- Back in Cyprus a few weeks later,

Sergey was doing market analysis

for Master of Orion: Conquer the Stars.

Wargaming was publishing the game

and Sergey was trying to determine market data

around 4X Strategy Games.

However, his VPN was down

and he didn't have access to any of his data.

It was then that he remembered Kyle's talk.

- Well it was end of March, 2015

I was still working for Wargaming

and the funny story behind Steam Spy

that my VPN was down and the office was closed

for an extended holiday.

And I needed to look up some numbers

and I didn't have access to my data

and I like, well I need this data,

because I have nothing else to do.

And I was just came from GDC

and I remember the presentation by Kyle Orland

from Ars Technica, about Steam Gauge.

And I said well, how hard would it be to recreate that?

And he didn't give any y'know instructions or anything

how to do that, but I mean you have internet

it's fairly easy.

So I spent couple of evenings writing it

and by Monday I had all my data,

I wrote my documents,

required for the office,

so by the end of Sunday and I was like,

I was stuck with essentially Steam Spy.

Without any interface.

And I was like, well maybe I should just add interface

and open that up to everyone.

- Sergey added that interface, gave it a web presence,

and shared it with the folks who listened

to his video games Podcast.

Right away he saw indie developers flooding to it.

This tool, something he was calling Steam Spy,

was democratizing data in a way the PC market

had never seen before.

What Steam Spy was doing was incredibly clever.

The Steam marketplace was the biggest online retailer

for PC game sales and by default user profiles were public.

Sergey's algorithm would poll data

from between 60-70,000 profiles a day

and using that extrapolate total game sales.

It didn't poll every single person on Steam,

but with enough data points his algorithm

could get to within a few percentage points of accuracy.

When NPD produced its top 10 charts,

all that that was highlighting was

which games were the most popular.

But Steam Spy, with its repository of data,

was far more powerful.

For instance, you could look at trends

and see how must more games sold when they went on sale.

Or you could use the data to see

how popular baseball games were in Portugal.

Unlike NPD which just told you a specific thing,

if you had an unanswered question about PC games sales,

Steam Spy could help you get to the answer.

Sergey had developed a tool for market researchers

in the video games industry,

but it seemed everyone wanted to play with it.

It wasn't long before the games press

started posting articles using data

they had gathered from Steam Spy.

Reddit was full of threads about games

that were secretly incredibly popular.

But it wasn't just hobbyists using it.

Indie devs now had access to

a powerful market research tool.

And even large publishers were using Steam Spy.

Were you at all worried that,

I mean you were just using the Steam API, right?

To pull this stuff?

- Yeah, yeah, I was, I checked the rules.

I mean I'm not a lawyer or anything,

but I read the Uler, I actually read it.

And I didn't find y'know that I'm breaking anything.

They changed the Uler after that. (chuckling)

But back when it, I launched it,

I was not breaking any laws.

And I guessed well, I mean,

anyone can estimate anyone's sales, right?

That's why we have a lot of research companies.

And you have super data, you have Usuy, you have NPD.

They all do an estimate and they all the publicize them

y'know, online and it is completely legal.

Anyone is allowed to do that.

As long as you're not stealing someone's,

y'know financial information,

you are allowed to do estimates.

- And you weren't surfacing any individual's

information, were you?

- No, of course not.

No, European laws about user privacy are way more

stricter than American laws about user privacy.

So all information from the beginning was

already itemized.

I was never storing anything that is,

can be used to identify a user.

Well, but coincidentally, it was mostly

y'know gaming journalists,

small indie developers,

gamists, y'know, game enthusiasts,

trying to understand how the market works.

I was, after started adding more and more professional

tools, into Steam Spy,

like Cross Audience research,

playtime distribution,

and stuff that I felt is useful to me.

And I've seen that the audience has shifted

towards more professionals.

And it's been, it's been interesting talking to

people that actually use Steam Spy,

at different conferences.

Intel uses Steam Spy.

Tencent uses Steam Spy.

Electronic Arts uses Steam Spy.

Ubisoft, Activision, you name it,

I don't know a single gaming company that

does not use Steam Spy right now.

It became a tool that a lot of people

in the gaming industry use,

because it's not great, but it's good enough.

And if you look into any other tools available,

you know like SuperData Arcade is an amazing tool.

App Annie is an amazing tool.

But the precision is actually way worse

than Steam Spy's precision.

And accuracy is way worse than Steam Spy's accuracy.

And people still use it,

because having information that might be 50% off

is still better than having no information.

- One of the things that Steam Spy did great

was validating the market.

For instance you could use the tool to see

if fans of a certain genre

bought lots of games in that genre.

So, for instance Sergey found that MoBA players

rarely played more than one MoBA.

So during the height of DoTA2's popularity,

when every developer under the sun was trying to make

the next big MoBA,

they were trying to sell to an audience

that largely didn't want one.

- On the other hand, you look at Survival Games,

like DayZ and you see that people that enjoy survival games

actually buy a lot of survival games.

And that you know that makes it safe to launch

a new survival game, like Conan Exiles for example.

Y'know you look at the market,

you realize well people will buy your game

and you make leap of faith.

People looking into trends obviously

and it's harder to do with Steam Spy unfortunately,

I'm using different tools myself, when looking for trends,

but Steam Spy is decent at this.

So you could look into what's growing y'know

how games are changing what people are playing now

verus what people were playing last year.

If you look into audience for playing on battle grounds,

you'll see that while some of them are coming from

(mumbles) so that's good,

a lot of them are, haven't never played anything before.

So they are newcomers to the genre

and it means that a lot of them will not leave the game

because that's the only game they ever played

or played in recent years.

And that makes it really hard to compete with

(mumbles) and Fortnite on the market,

unless you're willing to do something radically different.

And that's why I believe it's, a lot of innovation

is gonna come from, y'know.

People doing Battle Royale but in an unexpected way.

- I'm European.

I grew up in Ireland, I lived in London for a few years,

eventually found myself in California

and now live in the woods on the East Coast.

And one of the things I've enjoyed throughout my life,

moving from country to country,

is understanding the preferences of different people

in different parts of the world.

As it turns out,

Steam Spy is really good at highlighting the types of games

that certain countries like.

I asked Sergey, what were some of the most interesting

geographical trends that he came across.

- Well my favorite part is the German admiration of

anything that has similation in it.

Like the farming simulator,

anything that has to do with simulation, really.

They will play it.

Farming simulator is a phenomenon.

And it was developed in Switzerland,

but is mostly played in Germany.

And you talk to anyone in America

and the fact that they have a trolleybus simulator

they have a trash garbage trash simulator.

And people buy it and people play it

and that's just crazy,

but that's, that's how people in Germany particularly

like to spend their time, y'know.

Japan, back then was obsessed with zombies.

Anything with zombies would sell really well in Japan.

- Was there any stuff that was very popular

in America that just was not popular in Europe

or vice versa that you kind of saw?

- Well America is such a huge market

and when Steam Spy started,

was still the biggest gaming market in the world.

So everything that is popular in America

was pretty much. - Right.

- Popular everywhere else.

So they have a,

well back then they used to like

royalgames and open world games.

Not as much, like French people do not enjoy

open world games as much as Americans.

But French video gaming companies like PBSoft

it's selling games they make recently, right?

They only make y'know open world games.

- Steam Spy was cracking open the sales data

of thousands of games.

As somebody who worked in the games press,

I couldn't imagine this was something

that publishers were particularly happy about.

The gaming audience is savvy.

It cares about consumer rights

and it's quick to react when publishers do things

that take advantage of them.

Steam publishes some data themselves,

like concurrent live players.

But the amount of data that Steam Spy was surfacing

was on a whole other level.

I had to imagine that publishers

must have been lobbying Valve

to do something to lock out Steam Spy.

I asked Sergey if he had ever talked to Valve

during any of this.

I just wanted to know,

what did they think of it all?

- I used to, when I worked at Nivall,

I used to work with them,

because we published games on Steam

and when worked at Wargaming, - Right.

- We also published some games on Steam.

And they used to reply fairly quickly.

But every time I would mention,

well I would not write from my corporate email,

of course I would write from a personal email,

every time I would write about Steam Spy,

they would just shut down.

They would, I mean it would just literally,

shut up and not reply to any of my emails

or any of my communications.

And I have couple of friends working there,

not on Steam, on the Dotter team

and it's the same situation.

Every time we discuss something,

you know like, gaming related or something like that

launch plans or something like that,

they talk, anytime I mention Steam Spy,

they just shut up.

I guess it might be an uncomfortable topic for them.

- Why do you think that is?

- Well, I feel like Valve is a company that

has no leadership.

It has no management structure.

So there's no one to make a decision.

And they only make a decision when everyone agrees

to that decision,

or everyone on a team agrees to that decision.

And there is no consensus about Steam Spy, I guess.

And no one is senior enough,

like in any other company you would have a

head of whatever, head of Steam,

come up and say, well that's my decision,

we'll shut it down or we will let it go

and everybody will, okay!

I might disagree with that, but I will, y'know.

I can live with that.

Any time they make any decision,

you will sit and wonder why did they make this decision?

Every time they make something new,

it feels like a compromise.

Y'know what I mean?

It doesn't feel like they are making any bold,

unusual decisions and it's, to me it has been a

probably the biggest disadvantage in the last several years,

because they stopped experimenting,

they stopped doing something really unusual or bold.

Like I mean the trading card game in 2018, really?

(laughing)

- It's difficult to measure the effect that Steam Spy

was having on the games industry.

He heard anecdotally about games that were funded

through market research derived from Steam Spy.

He saw publishers like SEGA bring many of their

classic games to PC once they saw

there was market for them on Steam.

But one of the big trends that Sergey noticed

was how his tool allowed indie developers to more accurately

price their games.

- I feel especially if you're a young developer

it's really hard to put a price tag on your game.

You always feel like you haven't made everything

you wanted to.

You haven't achieved everything you wanted to

with this title.

So if you're releasing your first game

and you feel like well, maybe I should just

price it 9.99 because that's a no brainer.

But actually your game is worth maybe,

y'know 29.99, because if you look at the last games

at that price points when they were released

they were priced higher, so maybe you should

price your games higher.

Maybe your game is unique and it has no competition

and it has no comparison points.

And if it has no comparison points,

maybe you should price it higher,

because it's something unique that people are willing

to pay more money for.

People are trained to expect triple A quality

from $60 titles

and for $50 titles even,

but you go below 50, you go to 40 to 30,

and people expect it to be an indie game,

maybe rougher on the edges, y'know,

maybe y'know, better graphics than y'know,

$5 game, but they expect it to be an indie title.

They are willing to forgive a lot of quirks

if the title is actually fun.

This is the biggest fear of any game developer I believe.

You're making something, you're sitting in a

pretty much in a dark room,

talking to no one but other fellow developers,

from the same company

and you always think well,

maybe I'm not relevant anymore.

Maybe people don't want to play city simulators

and I've just spent four years of my life

developing one.

Maybe people want something to play something different.

And maybe I should just under price it

and put it for 9.99

and hope that well, maybe if I don't make a lot of money

at least people will play it, y'know?

- Steam Spy ran for three years,

helping indie devs price their games,

helping large publishers do market research,

helping journalists find sales figures,

helping redditors prove their point.

That was until a few weeks ago,

when Valve flipped a switch.

(switch clicking sound)

(ominous music)

On April 10, 2018 Valve pushed an Update to every user's

Profile Privacy Settings Page.

Up until now if you created an account,

your game ownership data was public by default.

People could set this to private, but most didn't bother.

Steam's update flipped this entirely.

Not only would new accounts be automatically set to private,

but it switched every account on the system to private, too.

Without this data Steam Spy could not work.

And Sergey quickly announced that the service was dead.

(ominous music)

At the time the update went live,

the EU had just pushed through

a new regulation on data security.

GDPR or The General Data Protection Regulation

was created to add new protections to user's personal data.

As soon as it came through,

online services around the world

were changing their End User License Agreements

to be in line with the law.

Some services were having to push updates to get in line.

One game, Monday Night Combat,

would eventually have to shut down,

as making the required changes to their backend

would cost more than the game was bringing in.

Everyone assumed that this was just Steam doing the same,

falling in line.

But after a few days,

Sergey realized it had nothing to do with it.

- Well it's not really related to GDPR,

the latest change was not related to GDPR,

because GDPR requires companies to do a bunch of changes

to appoint a person responsible for

User Privacy to change default settings,

to change privacy settings,

for underage people, under 18,

and Valve did nothing.

Like that.

Valve still displays your friend list,

your achievements,

your groups,

your screenshots,

are publicly on your page.

The only thing they hid were games.

And GDPR actually does not require that.

GDPR requires to hide everything else,

that is still displayed.

I don't believe it was linked to GDPR at all.

I thought that it was like that when

they made the change.

But after looking into it,

I don't think it was related to GDPR.

- So if that's the case,

then it must have been related to

what you were doing, right,

because is there anything else that's happening,

that people are pulling from game data?

- Well, I don't know, I mean,

it's on one hand it's nice to think that

Steam Spy was so disruptive they decided to shut it down.

But it's really easy for them to shut it down.

They just have to drop an email to me

and I will stop it.

I guess, bunch of companies are doing similar stuff

to what Steam Spy does.

Only keeping it to themselves.

Or I've heard of other companies that charges

like a thousand bucks per month for accessing the service

that does this, similar to Steam Spy.

Has a little bit more options,

but mostly similar.

And maybe they were unhappy about those guys

and the only way they saw to shut it down

was just shut it down completely,

so no one could use it.

I guess that's, that's one way to do it.

But yesterday they shut, well they didn't shut down,

but they made some changes,

rendering the Store API useless as well.

And the Store API is the API that provides information

about the game price, game developer, like the basic stuff.

Like genre and so on and a lot of sites were using that

and it's now unavailable to them and I mean,

what they did, they improved the store's privacy, or what?

It just feels really odd to me.

- Without access to games lists

and with the Store API changes,

Steam Spy was unable to poll the data it required.

This was a seemingly insurmountable problem,

but Sergey, Sergey likes to solve problems.

And in this case he used machines

to solve the problem for him.

(robotic beeping)

- I no longer rely on information provided by

an APT at all, I use a bunch of other parameters.

As it happens I have an unfinished PhD in machine learning

and topic my thesis was using unrelated,

using loosely related information

to predict economical outcomes.

And that's what I'm pretty much using

for the new algorithm of Steam Spy.

My algorithm that I developed

when I was still thinking about taking a science pass.

And it works more or less.

- And this is probably like maybe it's a stupid question

to ask because it's incredibly complex,

but what is the machine learning doing

to try and figure this out,

if it's not pulling from statistics

or from data and creating statistics out of it,

how are you coming to these numbers?

- Well, the thing is that,

it is kind of hard to explain.

It takes a really huge sample of data

like I would say, maybe 15 million data points,

and it goes through processing

trying to filter out the data

that is proven to be irrelevant

and trying to amplify the data that is

more or less relevant.

Then it feeds it into a Neural network.

And that Neural network does its magic.

And the problem with Neural networks is,

Neural networks tend to over feed.

Neural networks are great for recognizing images,

but are really bad for predicting outcomes

that are outside of what they are recognizing.

So, if you feed an image of a man to a Neural network

and say, it's a man and you also feed an image

of a dog to a Neural and say, it's a dog,

Neural network will be able to

distinguish between this man and this dog,

but it's going to be really hard

for the Neural network to,

if it sees a woman.

It will not understand if it's a,

y'know if it's a man or a dog,

because it does not fit into any of those categories.

And in case of our Steam Spy,

we're trying to predict well the game is,

the Game A has 10,000 owners,

the Game B has 20,000 owners,

Game C doesn't have 10, doesn't have 20,

it might have 30, it might have 40,

please do an, predict that

and Neural networks are really, really bad at it.

But that was my PhD, testing this.

Is preparing the data in a way that lets

Neural networks actually work with this type of tasks.

And it works more or less.

It's not perfect, I'm not, I'm still not happy with it,

but it is, it works.

Yeah, based off of what I've heard from developers

and I have a sample of maybe 100 games,

y'know that provided me with actual data,

it seems that for most of them,

for maybe 95% of them,

that used Steam Spy, it was within 10%.

Give or take.

So actually pretty good.

For some of them, it is violently inaccurate.

The last 5% I mean I've heard about a game

that was the difference was 15 times.

That was just staggering to me.

But for everything else it seems to work.

- Steam Spy started while Sergey was working for Wargaming

in Cyprus,

but during the intervening years

he moved around quite a bit.

In early 2016, him and his family swapped Nicosia

for Berlin as he became the Head of Publishing

for Eastern Europe for an American company

in the online shooter space.

This company was responsible for some of

the biggest shooters in the early 2000s,

but they were struggling to find audiences

for their suite of online games.

One of those games was a third person MoBA called Paragon

that would eventually shut down.

Another was a remake of their classic arena shooter,

perhaps you've heard of it, Unreal Tournament.

And the third was a survivalcraft game

that had been in development for the best part of a decade.

It had sold well on launch,

but the game was designed to be very malleable.

With Sergey and Steam Spy's help,

the team looked at the market research data

and decided to take a swing at putting in a

Battle Royale-style game mode.

Seeing as Sergey was working

with the headquarters in America so much,

he would eventually move him and his family

to North Carolina,

to become Director of Publishing Strategy.

The American company was of course, Epic.

And the game was Fortnite.

- Yeah, I was part of the team.

I was part of making the decision

and obviously we were looking at Steam Spy data

to see how the genre is evolving.

And with talking about Fortnite,

original of the Wolf Fortnite,

that's the reason I joined Epic.

I visited Epic several years ago,

they showed me Fortnite and I was blown away.

I mean, that was a game that you could make

into anything.

It is so flexible,

it is, I mean, well it didn't have Battle Royale mode,

but it had several PBB modes back then.

Experimental PBB modes

and people you saw 50-versus-50, right?

It is actually, well the idea for them all.

You know, two teams building castles and fighting

each other, was actually back then,

in the original Fortnite.

Obviously not 50-50, versus, smaller teams.

But still.

And Fortnite to me felt like a,

y'know like a mold,

you could make it into anything.

- And I mean even when you talk about Fortnite,

it's like we don't know 'cause it's on the Epic,

Epic launch, right?

So we don't know how many people are playing Fortnite,

we don't know how many people are playing World of Tanks,

actually now that you mention it, either.

So your games have been surprisingly hidden behind this.

- Well, I'd have to,

I mean have access to all the data,

but somebody else could.

Both of them have APIs that you can access.

For World of Tanks,

there's bunch of services,

statistics services for World of Tanks.

And there are several services

for Fornite statistics, as well.

So you can see the numbers.

Actually, it's just Epic is a company that

doesn't like to brag about numbers

and when we publish numbers we,

we've felt some pushback from,

y'know from the gaming audience,

because they felt like, well,

we just were viewing them, gamers, as numbers not as people.

And we are really sensitive about that.

I mean we're trying, we're always trying

to do the right by the gaming audience.

So we decided to do it less.

It not completely stop it, but just do it less often.

After I was, I decided, I actually decided

to shut Steam Spy down after all those changes,

because I didn't feel like continuing.

We also had a huge outage at Fortnite at work

and I felt like, well I don't have enough time to,

y'know do my day job.

I also like to sleep sometimes.

This didn't leave a lot of time for Steam Spy,

but I thought I've received maybe,

200 emails from people using Steam Spy,

asking for me to continue

and I felt like, well I mean,

yes it makes sense to do so, y'know,

people really like it.

And that's when I heard all those amazing stories about

y'know peoples, companies starting a publishing business

because they now were able to see the statistics for

game that offered for publishing company

getting small indie company from barely getting financing

from the German government,

because they were able to prove that well,

the game (mumbles) that they were trying to make

is gonna sell.

And it did.

It was really good.

So I felt well, it provides a lot of fire to the market

and I like that.

And I'm not doing it for money or anything,

I mean, at my current day job,

I am well provided for.

It's not that.

It's, it's, the fact that I believe that

informational asymmetry, asymmetry of information

is unethical, in any business transaction.

And Steam Spy is designed to remove informational

asymmetry from business transactions

or from any discussions.

The gaming publisher, the big gaming publisher,

have access to more information

than a small gaming publisher

or a small developer.

Then if you're trying to sign a contract

with a small developer,

you can abuse your power.

You have access to more information to get a better deal.

That is not gonna be beneficial to the developer.

And we've heard these stories about that so many times,

y'know even before Steam Spy,

like publishers abusing power or big developers

abusing small developers.

And having this removed actually helps the market whole.

- And do you feel like you're doing a service

to the world of video games?

- I feel like I'm doing more good than harm.

In this case, yeah.

(upbeat music)

- My sincere thanks to Sergey

for talking to us this week.

You can learn more about Steam Spy

and look up all your favorite games

by visiting SteamSpy.com.

You can also throw Sergey a few bucks a month

for his efforts, by heading over to Patreon.com/SteamSpy.

Thanks for listening to this first episode of noclip.

We hope you enjoyed our first story.

If you have any feedback or tips you can hit me up

on Twitter @dannyodwyer.

Or send us an email, podcast@noclip.video.

Oh, and hey, if you liked the show, maybe subscribe,

tell a friend, or leave us a review on iTunes.

If you enjoyed this Podcast

but you feel like your eyes are missing out,

a friendly reminder, if you want to watch some

high-quality video game documentaries for free,

head over to YouTube.com/Noclipvideo.

We recently traveled to Amsterdam to tell the story

of Horizon Zero Dawn.

And to Canada,

where we filmed a documentary series on Warframe.

All of our work is crowdfunded,

so if you like what we're making,

please consider becoming a patron of noclip.

We have bunches of fun rewards,

including early access to this Podcast,

behind-the-scenes videos and much, much more.

Head over to Patreon.com/Noclip to learn more.

We'll be back with Episode Two in just a few weeks

and we'll be focusing on a game.

One of my favorite games, in fact.

A game from my childhood.

And the creative team who left Lionhead

to make its spiritual successor.

Whatever happened to Theme Hospital?

Find out in our next show.

Thanks again, see you then.

For more infomation >> The Steam Spy - Duration: 45:32.

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

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 >> The Return of Theme Hospital - Duration: 41:49.

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