Steven Ranck - Creator of HydroThunder | TechJesse Interview #1
All
right. So, welcome to a brand new
section of the channel where I interview
computer revolution pioneers, the unsung
heroes who were there developing the
systems and the games that we love. So,
today I welcome my first guest, a man
who I've known for several years and who
I only recently realized that he made
one of my favorite arcade games in the
90s, Hydro Thunder. Very pleased to
welcome Steve Rank. Welcome, Steve.
>> Thank you, Jesse. I appreciate you
having me. So, I'll go ahead and start
out with your bio, and you can correct
me if anything's wrong on here, but uh
Stephen Rank spent 31 years as a video
game developer, including at Midway,
where he served as project leader for
the arcade game Hydro Thunder, and
worked on other titles, including
Off-Road Challenge and Cruising USA,
among others. He founded and sold two
video game development studios including
Swing and Ape Studios which he sold to
Blizzard and Specular Interactive which
developed H2 Overdrive and Dirty Driving
and was acquired by 2K. He retired
earlier this year. So, thanks for
joining.
>> All facts. Yeah, thanks. It's been over
>> started. So, what uh what made you
pursue a career in video games? Well,
actually, I I started working on games
and just entertaining people through
through games uh back when I was a kid.
And uh I remember this being in my
bedroom and uh this is before I we had a
VCR. There was this commercial that uh
of Gene Rodenberry Star Trek, you know,
guy who created Star Trek. And he was
promoting his Star Trek phaser battle
game. this is a physical game uh that
you know you'd have a little joystick
and you would like you know align your
your target with the Klingons and take
them out stuff like that and I was just
so excited about that and um at the time
I I sort of promoted myself from playing
with blocks as a very young age to
Tinker Toys to Legos and then at that
time I was actually building things with
a um this this construction set called
Fisher Technique which was made in
Germany and only available in the US at
certain certain like very specific
stores. So I had these Fisher techniques
laying around and with these things you
could build mechanical things at
electronic things and I thought, you
know, I thought it'd be really cool if I
could build my own version of the Star
Trek phaser battle. So I would watch TV
and every time that commercial came on,
I'd run to the TV with my notepad and I
just sketched down as much as I could
remember and I just kept on doing that.
And I still have those drawings today of
of of this thing. And I actually made my
own Star Trek phaser battle at the
official technique. And about, you know,
big cardboard box was the housing. This
semi semi-transucent screen with a
starscape that I drew on with stars in
the background. And um and my friends
would come over and I I just did it for
myself, but they would come over and
play it. And I learned that, you know, I
really enjoyed watching people play my
game. And after that, I made a bunch of
other mechanical games, Star Wars games,
and uh you know, uh things like that.
and it, you know, branched out. But
yeah, as a very young kid, I I built
that Star Trek phaser battle game back
when I was 12 years old and just kind of
went from there.
>> What uh what early computers did you
have?
>> My first computer was an Apple 2
computer. And my friend and I used to
ride our bicycles after high school uh
to this little computer place in Brea,
California called uh um Computer Plus.
And the owner there, Mr. Lopez, I
remember his name. He had one employee,
Javier, and Javier was the programmer,
and he would be programming the
computer. And we were fascinated by this
computer. And we were like, you know, my
my friend and I thought, you know, would
Mr. Lopez allow us to actually use one
of his Apple computers? And he did. And
we were surprised. Now, at the time, we
were surprised, but now I realized
because he wanted people to see just how
easy it was for even kids to use an
Apple 2 computer. So we started riding
our bikes down there every single day
and writing games on the Apple 2
computer, learning all about, you know,
the basic uh programming language that
Steve Waznjak had implemented in the
computer. And that was my very first
computer. And I asked my dad if
eventually if he would buy me a computer
for buy me an Apple 2 computer for
Christmas. This is like the beginning of
summer. And I'll never forget this. He
told me, my dad was a very smart man. Uh
he said, "If you save up $200 over the
summer to buy the monitor, then I will
get the computer for you." I worked I
wor mowing lawns, whatever it took. And
I I saved up that $200. And I'll never
forget walking in. I said, "Dad, I have
the $200." I expected him to say, "I
just wanted you to teach you a lesson.
Uh, you know, son, keep the $200." But
no, he took that $200 and uh and applied
it towards the monitor. And then I had
to wait another three months for
Christmas to get the Apple 2 computer,
which I thought was another great lesson
of just patience. And when I got it, I
stayed up all night long that first
night and I learned about assembly
language and I started, you know, hey,
assembly language is is more difficult,
but you can build games that run a lot
faster, you know, and so I I built, you
know, I don't know, hundreds of games
for my Apple 2 computer over over the
years and even eventually went on to
design some addin boards that would plug
into the peripheral slots in the back. I
built a music synthesizer card because
the Apple 2 computer, it could only make
clicks, little clicks, and if you put
the clicks close enough together, it
would make a tone, but it was pretty
lousy. So, uh, I actually designed a
addin board that could play up to three
simultaneous notes, each with its own
envelope. And I eventually modified it
to put a vot
uh, speech synthesizer chip, which
sounds, if you've seen the movie, the
original movie War Games, it sounds
exactly like that. So I can make my
games talk and also make explosion
sounds and things like that.
>> That's awesome. You don't by chance
still have any of those old software and
programs around that you made, do you?
>> I do. I do. Oh, you do? That's awesome.
>> My original Apple 2. Yep. And all the
floppy discs. I don't know if the
floppies are still good. I haven't, you
know, tried it in in decades, of course.
>> That's so cool. I wish I still had my
old systems. I I was able to find my I
had a compact Prisario was my first PC,
my first IBM compatible PC. I had a a
Mac color classic was my first that I
had and I I I but the PC was really
where I started tinkering around and I I
was able to find one and restore it. It
was pretty cool. But uh yeah, it's Yeah,
I don't have don't have the original
though, unfortunately. That's awesome.
You were able to keep it and so uh yeah,
what were some of the games that that uh
do do you do you uh that you still have
that
>> on my Apple too? I probably have them
all at
>> Oh, that's awesome. That's so
>> I if I think back I remember making an
Incredible Hulk game, but you did not
play as the Hulk and you played as uh as
robbers and so it was a top down view of
a city and you'd have to uh you know uh
jump in a car and drive through the city
and they would rob something and then
then the Hulk would jump out and like
leap from building to building you to
escape from things like that. It it was
very low resolution graphics and 40 by
40 was the real resolution.
>> But those are so much fun. That's the
thing is it doesn't take good graphics
to make a fun game. And I think that's
finally what people are realizing. This
trend of retro style like you see
Minecraft is the all-time best most
highest selling game. And it's uh it
looks like the same stuff that 16bit
things are 32 that we were playing not
too long ago. So
>> for sure.
>> Yeah, I guess it I guess it was a while
ago, huh? But uh so uh now well you you
worked for 31 years, but you were you
were in software before that. uh over
over the course of your career, what uh
what changes did you did you witness? I
mean, there were quite a few changes
from the early days to uh when when did
you retire? You just earlier this year.
>> Earlier this year. Yeah.
>> All right. Yeah. So, it changed quite a
bit. What did what did you see over that
time?
>> It did. I I mean, you know, uh I was off
doing in the middle of a career
developing u uh disc drive controllers
uh that could plug into PCs. So, that
was my career at the time. And, you
know, I I worked my way up. I was a a
director of engineering reporting
directly to the CEO of this company in
Irvine, California. And I had a staff of
engineers working for me. And um you
know uh it was a really great job, but a
friend of mine who did recruiting said,
"Hey, uh you know, I know you really
enjoyed making games when you know when
you're a kid. There's a company in San
Diego, Midway Games, that is looking for
somebody." And I thought, are people
actually making money making games?
because at that time you know very few
companies were were actually making this
like this is like early in the mid '90s.
Um so I you know decided just to try it.
So I went down for an interview and fell
in love with the place fell in love with
the people and uh accepted a job there
and you know it it I took a 40% pay
decrease to take this job. I incured a
you know an hour and a half drive each
way because I had owned a house in
Orange County. This is down in San
Diego. But I loved every single moment.
In fact, I got I was having such a great
time. I bought myself a cot to sleep in
in the office because I just like the
drive and being away from developing the
games just got in the way for me. I was
a young kid at the time. It just it was
>> not married, no kids,
>> no kids, no Yeah, exactly. Uh it's just
all I wanted to do. I wanted to learn as
much as possible and, you know, work.
So, I worked on Cruising USA, as you
mentioned earlier, for the Nintendo 64.
That was my first game in the industry.
And then um I I was at on a family
vacation at Lake Powell and I remember
being on top of the houseboat and I if
you're not familiar with Lake Pal, it's
like these narrow canyons, these massive
canyons. It's not like a wide open lake
some areas. And we were in one of these
canyons. And I remember hearing the echo
of this superboat that was approaching,
you know, it just reverberated uh, you
know, throughout the canyons. And I
thought, it's too bad he has to go so
slow because it would be a lot of fun if
he could just open it up on these these
winding turns. And I thought that would
be a really great game. So I put
together a pitch. I I even hired a
concept artist out of my own pocket to
pitch to the company this game. uh at
that time was called Hydro Extreme and
it was exactly that you would just race
these high-speed superboats through you
know various environments and the uh the
company told me if I helped off-road
thunder the off-road thunder team uh on
their multiplayer that they would give
me a small team to put together a
prototype for Hydro Extreme and so I did
that and they g they gave me uh a couple
artists I was the only engineer and uh
we put together this amazing demo demo.
Uh, I mean, truly it was amazing demo.
It wasn't playable. It was just a It was
It was It was animated all in real time,
but you couldn't actually drive the boat
because we only had a couple weeks put
this together. And, um, the CEO came
down for one of his visits. He was
located in Chicago, so he flew into San
Diego for one of his, you know, periodic
visits where he reviewed the the teams,
the various projects. And he they they
swung by our our room. Basically, it's
the small room with no windows. We had
the whole demo set up and we sat him
down and we pitched the whole game to
him and we had no idea what we'd say and
I just remember he he paused, slapped
the table, stood up and said, "Let's do
it." and walked out and we were just
like, "Wait, so is that it?" We like it
on the spot. But of course, the
realization at that point came like,
"Okay, we we're celebrating like this is
awesome. We get to do the game we want
to do, but we had no idea how we were
going to pull this thing off." I know
real time water on the hardware at that
point was uh like nobody had done it
before right so we had to figure all
this stuff out um but it was it was uh
it was fantastic that's how I got my my
start in the video game industry of
course you have many changes over the
years uh to where we are today uh that's
>> you know
>> sorry go ahead
>> was it a proprietary engine did you have
to or did you use another engine for
hydrounder
>> yeah great great question so I I had
developing my own engine just in my free
time while I was employed at at uh at
Midway. And so, uh, once we got green
lit, I just pulled that engine over and,
you know, continue working on it. But
the really cool thing about Hydro
Thunder was that the I I always felt
that that interactive development is is
that you're going to get the best
results with interactive development,
meaning that you'll be able to tweak
things while playing the game. So we
invested a lot of time in developing
tools that allowed um everyone in the
team uh to to modify the game while
playing the game.
>> So basically you would launch the game
and you would see it on the arcade
monitor. So we have two monitors on our
desk. I know it's nothing from for now
but back then that was that was amazing,
right? So we had one monitor which was
the coin out monitor. We had the other
one monitor which was our development
monitor and we wrote tools window based
Windowsbased tools that ran on the
development monitor and connect in real
time over the network to the game
running on a separate PC driving the
driving the coin monitor and we will be
able to be driving the boats and while
we're driving it have somebody next to
us tweaking the parameters here's the
mass here's the motive of inertia here's
acceleration here's the buoyancy
whatever else right and so we were able
to tweak each and every boat uh like
that over the course of the development
of the project which allowed us to come
up with, you know, all those boats that
have very different uh, you know,
characteristics when you're driving it.
Well, we went further than that. We
actually had a world building tool that
again we crafted ourselves that allowed
artists to place lights in real time.
So, we were able to light the canyons of
late pallet knight, you know, with fire
light and things like that, the animated
uh we were able to modify the water
characteristics. So, this is choppy
water, this is smooth water, this is
reflective water, whatever. It's all in
real time right there while playing the
game. And this allowed us to have a very
small team that was able to create at
that time one of the most I think
visually uh uh uh it just visually the
game stood out because people had not
seen this before in arcade. Um and uh
you know I owe it all to and I remember
management coming down to us every parox
hey we're not seeing any progress in the
game because we were working on the
tools at the time. We spent a good six
months on the tools. Mhm.
>> I just kept on telling them, you know,
you know, trust me, trust me, we're, you
know, once we have the tools and we
you'll see a lot of rapid progress on
the game. And that's exactly what what
happened.
>> It'd be cool to make those open source
now and and have it where somehow people
could be making their own. It's it's
it's interesting that that actually be
like talking about Minecraft. Minecraft
was essentially that where you're
modifying the game or building the game
as you're playing it and that became the
game was make the game.
>> That's a good point.
>> Yeah. And it's it's funny that that a
lot of a lot of folks didn't really uh
uh grasp that concept uh early on, but
yeah, Mojang made quite the hit with it.
>> But uh yeah, I wanted to see too what
what now that talking about the tools
now there's so many out there. Are you
still making games? Are there are you
using GDAU or Unity or any of the any of
the stuff that's that's available uh
open source or their subscription based
programs? Are are you currently
tinkering around with anything?
>> I I am not. You know, I've been retired
since February and I'm just finding my
interest doing other things now,
learning different things I've never had
time to learn before. And I'm actually
enjoying playing games now. Whereas back
when I was developing them, I didn't
have a whole lot of time, especially
running the companies, to play a lot of
games. Um, I've played, you know, a few
of the the most popular ones, but now
I'm just I'm just having fun like going
through all these older games that I
never had a chance to play and enjoy
myself doing that.
>> That's awesome. Yeah. The uh the now you
built and sold two companies. What was
it like? What was the inspiration to
start your own company? How did that
process work?
>> That's another great great question.
Yeah. So, I just finished up Hydro
Thunder and we were starting to work on
Hydro Thunder 2 and a game called Stock
Carnage, which was a, you know, stock
car game kind of in the spirit of of
Hydro Thunder. And um, but I I'd always
wanted to have my own company and I
decided to to leave on very good terms
uh, Midway and just try it out. So
myself and two other of the Hydro
Thunder team uh from from Midway uh
joined me and we started uh Swinging a
Studios. Uh we started Swinging Nip
Studios
in um in 2000
and we started working as just doing
contracting work with developing an
engine for another development team was
working on a project with the Vindy and
uh uh that project fell through with
them. So they had to stop funding us
which was you know this is like we're
maybe a year into the company. So we had
to really tighten our belts at that
point. We stopped take the three of us
started to stop taking salary and uh you
know we were very uh open to all of our
employees and uh we had toyed around
with this idea about a
um a robot fighting game like a shooter
where you play the robot you went to
different planets and fought various
enemies and we decided to you know come
up with a demo a playable demo for that
and shop that around and we did come up
a playable demo which was really fun and
we shopped it around and ultimately
Sierra uh was interested in that game
and so they ultimately signed for us to
do that game for them and they were
owned by Vivventi. So Vivi was the
publisher for that. So and that game
turned out to be metal arts glitch the
system which is it's still I just you
know go to YouTube every once in a while
people are still playing the game and
playthroughs. It's it's pretty it's
pretty fun to see that. Uh,
>> it's awesome seeing the resurgence,
seeing things that it's it's really
there's guys our age that are suddenly
now we've got kids too and anyone over
40 is looking back at this stuff. We've
got kids and especially as we start to
retire, uh, we've got time and so yeah,
we we're reminiscing and finding old
games. I I love discovering old games
that I never played in the 90s. I I just
played through I'm about halfway
through, I should say, Beneath a Steel
Sky, which was one of the
point-and-click adventures that I I
mean, I I would have loved this game
when I was a teenager, but I uh I I
didn't even hear about it, but I'm
looking at, okay, what are some other
obscure titles and and things from that
era, and it's it's it's kind of neat
because, yeah, you feel like a kid again
playing these things and discovering new
things and yeah, it's really fun. But to
to answer your question, yeah, so uh
>> we we had always anticipated in Metal
Arms being a trilogy, but the game al
although it was critically wellreceived
um the financially it just did not do
very well and so we could not proceed
with the sequels to that game. But uh we
caught like the game was was a it was a
lot of fun and we were able to develop
this game from scratch, develop
everything our ourselves and that caught
the interest of Blizzard and they
contacted us and asked if we wanted to
to uh take over Starcraft Ghost which we
did. That ultimately didn't work out. Uh
there's lots of information online as to
why that didn't work out but uh Blizzard
ultimately decided to purchase us which
we we agreed to and we we became part of
Blizzard. I stuck around for about a
year and then left and took a year off
to develop my own technology again and I
um uh ultimately started a new studio uh
which is Spectular Interactive uh doing
arcade games.
>> What was the difference? It's it had to
be quite a cultural shock uh going from
the smaller independent studio to uh the
corporate culture. What was that like?
What were the differences?
It it was really interesting because
obviously Blizzard is tremendously
successful. So we wanted to adopt a lot
of their methodology. At the same time,
you know, we wanted to keep our culture
and I think those two things were were
they were at opposing um angles to to
each other. So um you know, we
eventually we found a middle ground and
uh yeah, but ultimately I decided to
leave after after a year. It just didn't
um it didn't have the same vibe.
>> Yeah. Yeah. I imagine it's quite the
bureaucracy, too. When when companies
get that big, it uh Yeah. It's tough for
them to keep keep that that uh that
culture of because it's essentially art.
I mean, it really is. This is this is an
art form and and when you uh when you
mix up all the corporate rules into it,
it's like, okay, how do you how do you
let artists thrive? So it's yeah it's
it's it it's quite a uh I I had a little
corporate experience. I I was my first
game uh that I made. I never had any
successful hits and actually never never
pursued or never never realized my dream
of being a video game designer other
than independent games. It was
interesting. I I had all always dreamed
of working in tech and I graduated right
a few months after graduated from high
school right a few months after the.com
bust. And so it's like okay and then I
went for computer science and by the
time I I was graduated it was bottom of
the recession just very very much not uh
not conducive to to that career but yeah
in hindsight I mean I would be I'm 42
now and the the industry has really it's
changed so much. I actually took uh took
somebody to lunch
um recently, Scott Miller, who used to
run 3D Realms and Apogee and made Duke
Nukem and I mean all these great games
that that his company made. And I asked
if he has I said, "Hey, where's where's
your studio?" And he said, "No,
everybody's working remotely. If I if I
had a studio, it would it would be tough
to pay folks now. There's so much uh so
to have any overhead." head and I'm just
thinking, man, these it's just so
saturated. If if if Scott Miller
can't can't have a studio that that
would be profitable, a physical studio.
It's it's really tough. Uh it would be
tough for for anyone starting out. It's
just very saturated. And uh yeah, the
tools are right there.
>> Change.
>> Yeah, I couldn't believe it. I
>> started back when we started Swing
Native Studios. That was a sweet spot.
you know, we uh you know, it it was back
when, you know, developers worked with
larger studios to publish their games
and you had really good relationship
with your publishers and you would
deliver milestones. They would pay you
and, you know, you would use that
payment to pay your employees and pay
for, you know, your office and
everything else open with the office,
>> you know. Um, but yeah, it'd be really
tough today. I I don't I don't think I
would have the courage, nevertheless,
the energy to start a video game
development company now. Uh just because
I'm I'm so old school that I I think of
it in the old days in the Swinging
Studios and the specular days. Uh but
today it's it's completely different and
it's it's foreign to me and I don't um
particularly find it uh as appealing
personally.
>> Right. Yeah. It's it's more it's it's
fun. I mean, it's it's really there's
there's got to be some niches that are
still profitable, but overall it's just
I I'm just having fun with it. I
downloaded the GDAU program, uh that
engine, and it was within I I put maybe
10 hours of work into it following
YouTube tutorials and I had a working
game that was fun, a little
sidescroller, and it's just crazy. I
mean, that would take months and months
back back in the day. Yeah, the tools
are all there and anyone can make a
game. It's It's really changed a lot.
>> But, uh, yeah, I mean, where where do
you uh I don't know, where do you see
the industry heading? I'm curious since
you've you recently got out, we we
discussed a little bit about where it's
at, how saturated it is, where where do
you think it's going?
>> That's a great question. I think
everybody's asking them theelves that
question, right? Uh, you know, I I am
concerned for the smaller studios. There
are so many games being released a year
through Steam. Uh it's hard to gain any
traction. Uh it's, you know, even even
really great games that are available on
Steam are are struggling. I you of
course you hear about the successes, but
they're so few and far between. Very low
percentage of them. Uh for as for the
larger studios, they certainly have the
resources to continue to develop games.
But I think they're shying away from,
you know, uh, from new IP and they're
instead leaning into their existing IP
and investing, you know, 90% of the
resources into into those IPs. So, um,
yeah, it's, uh,
where do I see it going? I mean, I I
think that you'll have a few smaller
developers that are that are successful,
and I think the larger developers and
publishers, I think they'll continue to
be okay. Yeah, it's I just read in the
Wall Street Journal the uh uh company
Electronic Arts is
>> I saw that
>> looking at going private right now and
uh there's some investors and it it
looks like the valuation's around $50
billion. So the big guys are still very
strong. It's tough to compete with that.
That's the thing is I I made a few
independent titles even 20 years ago and
it was it was without the marketing
budget. It it it's it how do you compete
uh with with with those folks? And yeah,
but uh there's also a few technology
changes such as AI, where where do you
see AI playing into into the industry?
>> Yeah. So when I was when I was uh still
with 2K earlier this year before I
retired, you know, that was a big
question over the past or the previous
year as we start looking at AI as tools.
Uh I think we're still a ways from AI
replacing jobs, but certainly AI you
know we were able to lean on AI for the
generation of of uh you know textures
and to some extent models and even
animations. In fact, one of the tools
that we evaluated was this tool where
you could take your iPhone and uh record
somebody doing whatever a dance or doing
whatever move you want and it would
actually take that and turn it into 3D
data that you could then use to drive a
3D model. It wasn't I'd say maybe it was
40% there, but I could see that, you
know, becoming 100% uh o over the next
few years. um which just I think it
makes all all the components needed to
make a video game more accessible to
those without the resources of a large a
large publisher.
>> Right?
>> So I think that's a good that's good in
a way because it means that you know
hobbyists who really have maybe have a
vision of a video game in their mind
they can use these tools you know maybe
collaborate with or maybe couple Unreal
Engine along with some of these AI tools
to make their their vision come come to
life. Um
but uh
but the the downside is that you'll have
a lot of people a lot more people
competing.
>> Right. Right. Yeah. Definitely. And it
makes it easier for like you said
independent uh guys to have the
resources because I I played around a
little bit the other day uh with one of
the AI programs and generating pixel art
and it it came up with just beautiful
stuff and it's like okay and now animate
this pixel art to do this and it just
does it and it's like this would be uh
quite pricey but then it comes into
there's some there's legalities. It's
like okay is it who owns it? who's the
uh it also pulls its data from
the web. So there it might pull
something that is already uh that might
infringe on somebody else's work. And
>> yeah, it's it's it's got got a lot it's
it's definitely
>> I think it it's it's an unstoppable
force, but uh but it's it's it's got
it's got a a ways to go to direct it in
the right way. But yeah, we'll
definitely see some impacts there. I've
always thought it would be cool to have
a a game that changes every time you
play it because it's run by AI and it's
like it's generating new worlds and new
story and I mean it would that would
just be
>> I'm sure.
>> Yeah, I'm sure it it's going to happen.
Uh, one thing I wanted to address too is
the social aspect of games. So the more
connected that we become
technologically, the the less connected
we are as people. And and that's
something that I think we're seeing a
tremendous impact on mental health in uh
in not just America but in in the
Western world. Uh particularly in kids.
I mean when we were kids, I remember
games were very social. you would go to
the arcade and you would hang out with
your friends and you would uh if you had
a Nintendo you would invite your friends
over and you'd be playing uh playing
together and it was it was very social
and then then it changed. I mean even
even in the 90s was probably the last
where we'd have land parties and that
was I mean I still I started hosting
them again uh every spring and fall. Our
next one is actually this weekend, but
but I've got a group of nerds that we
get together and lug old CRTs that we've
found in e-waste and we network uh our
computers and play the games. It's very
fun, but and I think it feels recharging
for the soul just to be together and and
playing games uh with real people in
person. Uh but the highspeed internet
essentially uh ended that and and now
you see people very disconnected and I I
I wanted to just just hear your thoughts
on that. how I mean where where things
are going on uh as far as making games
more social and making making uh
addressing the mental health issue. What
are your thoughts on on that?
>> Yeah, I I 100% agree with what you said
there. I remember the days the arcade
days where we would go to the arcade
with our friends and you know you meet
new people there, you could interact
with people, you would play multiplayer
games with the same screen. It was
really a social event and like you said
that graduated to play Nintendo uh couch
play, you know, or even just one-on-one.
It was it was just a uh it was it was
different time, right? Um you we still
have some of that. I played through it
Takes Two, which has couch play. Have
you played It Takes Two? Is it screen?
>> Oh, it's a fantast fantastic game. But
it's couch play, right? So you you play
alongside somebody else. I played
through that twice. uh once with my son
and once with somebody else and uh you
know that you know there is no replacing
that like if they supported remote play
it it would not have been the same
experience but having somebody next to
you where you can interact and you feel
their energy somehow right and you
interacted with each other on that
energy level it's it's irreplaceable um
that same company who made it takes 2
came out with split fiction which is
also a tremendous game I I think it's
probably my favorite game of all time,
but it also has couch play, which I
played through it the entire one with
the entire games, maybe 25 hours of
gameplay sitting next to somebody. But
that game does have remote play as well.
So, uh was a little disappointed in
that. Um I don't have an answer for
this, but I uh I mean, the more we can
bring people together in the same room,
again, the the better. Over here, I
built an arcade behind this door here.
arcade. I have uh two H2 overdrives,
three dirty drive-ins, two pinball
machines, and uh you know, a a PS5 where
we play split fiction and it takes two.
>> That's awesome. Uh I've noticed that
yeah the uh the neighborhood kids have
been starting to come by you know a lot
more playing together and uh it's a
really good thing you know but yeah too
you know too much I see them on their
phones and uh you know just playing in
isolation u physically and I don't think
that's a good direction person. I know
it's a controversial thing to say, but I
I do feel this it is an issue and I
don't see that ever changing
unfortunately.
>> Yeah. I think I mean it's it's it's it's
got to reach a reach a breaking point. I
mean there's it's up to the individual.
You can uh I really try to uh limit the
time of my kids and try to try to limit
my own especially on social media. It's
very uh I guess I don't know. It's soul
crushing when you're when you're
scrolling through and seeing fight
videos and random junk that's being
pushed to to the feed.
>> The comments the comments are all
terrible
>> and the comments are tell people
fighting and hiding behind uh the fake
screen names. I mean the worst of
humanity comes out just trying to
destroy each other and it's very
draining whereas when you're playing a
game in person it's very recharging.
It's very I mean we are social
>> that's a great way of putting it.
>> Yeah. And it's and I think uh I think
people are starting to realize that but
it takes it takes discipline. I I I I
would love to see more social games come
out and more people focused on it. It's
good good seeing a resurgence in uh
arcades and stuff like that. There are
some coming back. I've got a friend that
started one in Northern California that
uh that that actually has he's got four
Hydro Thunders.
>> No kidding. Right.
>> Yeah. And it's always packed. It's
really it's really cool to see. There's
another one that's that they're
remodeling uh that somebody else is
opening up nearby and and it's it's it's
kind of coming back. I just don't know
past my generation. It's coming back
because because we're we're all still
around, but another 30, 40 years, will
that continue? I I I really doubt this
younger generation will have a have too
much of an interest in in in hanging out
at the arcade and they just don't have
the nostalgia for it. So, but it it is
important for people to get together, be
in person and and take a break once in a
while from from the tech or or take a
break from just one one from individual
games and play with a friend. So, yeah,
wanted wanted to ask you last question.
What what are your plans for the future?
>> Uh, you know, I don't see video game
development in my future. I've done that
for 31 years uh professionally and
before that just on my own. Uh right now
I'm just uh I'm just trying to learn new
things. For example, I got into 3D
printing. I never knew anything about 3D
printing. Never had the time to do it.
And I've uh I've connected with a local
maker space here and learned all about
3D printing and taught myself Fusion
360. There's a ton of YouTube videos.
Fusion 360 is a modeling software and uh
was able to to make some really I think
u gratifying designs that were were 3D
printed through through you know a lot
of improvement trial and error and uh
improvements that way. Uh and recently I
got into extending Fusion 360 through
Python. You can create these add-ins and
I need a specific addin and uh it didn't
exist the way I wanted to or needed to
exist. So I I learned that whole world.
So yeah just you know branching off
doing different things. I don't I don't
uh you know don't plan on starting any
more companies uh or you know adding
more stress to my life.
>> Enjoying life. Enjoying the the less
stress. Yeah, you've earned it. So,
well, thank you very much for joining
me. It
>> was a pleasure, Jesse.
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