Kinda Funny Gamescast: Video Game Podcast - Video Game Players Are Being Robbed of Choice - Kinda Funny Gamescast
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What's up everybody? Welcome to the Kind of Funny Gamescast. Damn, I screwed up the intro.
Wow. When's the last time I did that? Well, we're playing an away game over here. I don't know what's going on.
I thought you're professional. I thought you've been doing this for... Welcome to the Kind of Funny Games cast for Thursday, July 24th, 2025.
Wow. 2050. What is it? Get it together.
Kevin freaks me out by showing me this thing over here. How bad the studio's doing right before we go.
Thank you. I turn it off, Kev. I don't need to see how bad is going. Of course, I'm one of your host, Greg,
alongside Forbes 30 under 30,
aka New York Game Awards nominated,
aka leftover poppy blessing at E.O.E.O.J. Jr.
For a second, I thought you're introing Zaluri Nelson.
I was like, man, because, Zolivier, are you Forbes?
Yeah, I feel like we have a lot of overlap.
Wait, sorry, hold on.
Are you, New York Game Awards nominated?
Wait, hold on. Something's wrong.
Someone else is going. Hold on. Something else is going on.
Kevin saying, because Zalry isn't,
audio isn't coming in.
Yeah, give me two seconds.
This is how you treat a BAFTA nom.
This is how you treat a New York game, or were your New York game war dominated too?
God.
We were playing through those levels in split fiction.
We're like, we're living the exact same life, but just like, so it's slight delays.
You're the version of me that went, like, strictly into game development, and I continued on with games journalism.
Even though I'm not a games journalist.
I'm the game award nominated.
You're right.
Yeah.
Do you want to restart the whole show?
We're having a day.
a funny if you didn't know everybody. Of course, the studio in Meltdown, but Kevin has given us this
lifeboat. Thank you, Kevin, for making sure the shows could happen today. And of course, thank you to
our guest, is Oliver Nelson, Jr., from Strange Scaffold, for hanging on. You are hours behind
when I told you you'd be on the show, but you made it happen. We appreciate that, sir. How are you?
I'm doing well today. Thank you so much for having. I am incredibly honored to have you. Of course,
I know you've talked a blessing before. You've done shows with him. You've been interviewed by him before.
ever had the chance to sit down and talk with you. And I've always admired you from afar. And then,
what, last week or two weeks ago, you gave a presentation to a bunch of games journal types,
which I tossed myself into. And I thought it was so good. I immediately hit up your PR. I was like,
can he just come do that on the show with us? And you were nice enough to say yes. So thank you for that.
Oh, again, the honor is mutual. I tend to see you walking very fast through locations,
talking to cool people. And I'm just like, it's,
It's just the Doppler effect of Greg
just going like, woo, it's like...
Well, you are one of those cool people, and I'm excited to talk to you.
So I'm glad to finally...
I'm glad to finally talk to you. It's a pleasure.
Well, we'll get right into it because this is the Kind of Funny Games cast
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Send Nuggies live in the chat goes, loving co-op kaiju horror cooking, dumb fun with friends.
Congrats on dot, dot, dot, everything, heart.
And that's something Zolivir, we're going to have to talk about
because there's a little bit of everything,
which is the whole presentation.
We'll get to it a second.
Like I said, of course, this is kind of funny.
We're an 11-person small business, all about live talk shows.
Kind of funny games daily was about Sony, of course,
buying a stake in the Eldon Ring publisher Bandai, Namco.
After this, you're getting some killing floor three with the boys.
And, of course, if you're a kind of funny member,
today's Greg Way is all about keeping my wrists strong.
I got strong wrists.
How did it even discover that you have strong wrists?
I didn't think much about it.
And then someone wrote in asking about wrist health.
And here I am.
Yeah.
Do you work out your wrists?
Every night.
Oh, God.
All right.
Cool.
We're here.
We're here.
Thank you to our Patreon.
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But we'll tell you about that later.
For now, let's begin with what is and forever will be.
Topic of the show.
Tots, tots, dots, dots, dots, tons.
And the topic is quite simple, right?
is Oliver Nelson Jr.
is changing the video game industry.
No pressure.
Do you feel like you're changing the video game industry?
I don't think I'm changing the games industry,
but I think I'm being loud and consistent
in a time where being loud, frequent, and consistent
is very uncommon just because of how the dynamics have changed.
When I grew up playing games,
games, you would have games from your favorite developers and from your favorite teams coming
out every year, every two years. If you look at From Software's history, they were launching
like two games a year up until the 2010s. And the shift in what games is capable of, but also
some of the bad habits it's enabled, some of the ways it has allowed the worst sins of how the
industry relates to both its players and its developers to kind of fester as long as the products
come out is something that doesn't get challenged because every few years, every half
decade or decade, you will have something big enough to draw your attention from it. And so one thing
I'm very grateful of for Strange Scaffold, and one thing that motivates us to kind of keep at this pace
is again, I don't think we're changing gaming,
but we are sort of by doing what we do
and doing it so often,
it does raise just that little point of question
of like, wait, do we have to keep working this way?
And if we keep asking those questions,
I do think that that itself will lead to a change,
and that will come from our players.
And that's why so much of what we're doing now
is about changing how we talk to players.
It's just so refreshing.
I got like a dual-pronged question here, right?
Because you mentioned, you know, what it is that you do.
I do want to ask, what is it that Strange Scaffold does that separates y'all from everybody else?
But then also...
And I also want to call it because that's...
I wanted to give the who you are thing, but we're doing...
But then also, I don't...
I don't know how to get to the presentation.
So if you think the presentation covers who you are, if somebody doesn't know who you are,
doesn't know Strange Scaffle, doesn't know El Pasoil as well.
I will say I did do the thing where I looked over...
over Zalovir's social media accounts,
because we were talking before the show
about, you know, video game opinions
that each of this have.
And I do have a tweet here from March 25th, 2020.
That says, it's from...
Far back.
Oh, yeah, this is from Zalibre Nelson on Twitter,
who says, I have worked on over 60 games,
ran a column in PC Gamer magazine for two years,
Bafton nominated,
and some guy just walked up to me and said,
are you the Denny's guy?
And I feel like that might be a good jumping off point
to who is Zolivir Nelson?
For those who don't know me, that count has risen to.
I've worked on, I think, over 100, if not 110 games in the last nine years of my time in game development.
And those titles range from AAA to indie, licensed to original, and in that time, being able to interact with so much of the industry from so many different levels, being a lead on AAA teams all the way down to, you know, writing barks.
for both India and AAA crews,
I've just really gotten to see a comprehensive view
of what it means to make, develop,
market, and publish a game
in the modern day games industry.
And, I mean, even this week,
I got to announce yesterday that I'm the voice
of the main character of the new Hellraiser game,
which is wild.
Yeah, congratulations on that.
As if you weren't busy enough.
It was just a few several-hour sessions.
where I screamed so, so loud, it's fine.
But yeah, like, if there's anything that someone would use to sort of know who I am,
I would say that it's, I've been a little bit of everywhere, and that that is why I speak,
and I'm going to talk in a moment so vigorously about context.
Games, especially from the outside looking in, does so much to bury the context of the
processes and decisions that bring you your favorite games.
And the more you are familiar with them, the more I at least I experience a journey of being
shocked and craving the types of stories I realize that every other medium gives me.
In film, I can know that Vigo Mortensen broke his toe kicking that helmet in the Lord
of the Rings.
That damn helmet!
I can know that Taylor Swift wrote this song about this guy and I can
vicariously experience everyone puzzle crafting
and figure out what she's talking about
in each one of her songs,
but games just presents me with a product in isolation.
And it changes the way we talk and think about games,
and that is where I come from and come in saying,
from my unique and privileged position to have worked on so many things,
but to still be independent,
I want to provide context,
I want to talk about creative journeys,
and I want to really bring some radical transparency
to an industry that desperately needs it.
hell yes
and that's what was so
I thought refreshing
about the presentation
let alone the pedigree
you've made for a strange scaffold
so do we want to jump into the presentation
and get that going
I still don't know what's up
with the Denny's situation
are you the Denny's situation?
Are you the Denny's guy?
I gave the one of the
I think it was one of the
if not the last talk
at GDC in 2020
and
someone at the very beginning
of the presentation
this is a GDC talk
people paid thousands of dollars
to sit in this room, shouted,
it's the Denny's guy!
And the entire room erupted.
So for a period of time,
that tells you just how much I was associated with Denny's.
A Denny's that's now been closed down.
The last Denny's in San Francisco is extinct,
which means I've been freed.
I still don't understand why you're the Denny's guy.
I don't understand this reference.
When you go to Denny's, when you've never gone to Denny's before,
and then you go to Denny's in very quick succession
to the point that people make it a bit to send you,
like their Google coordinates and trick you into going to Denny's again,
you become the Denny's guy.
Oh, okay.
All right.
All right.
Sounds like a touchy subject.
Sounds like it's actually got it paid for.
I'm going to show you my baby the favorite thing I have.
And it is.
Okay.
Everyone's coming off.
Fellow game developer gave me this last year.
And it is the picture from the shining.
But it's me there and it says Denny's.
Oh, my God.
I've always been there, actually.
That's amazing.
I love that.
That's incredible.
When's the last time you went to?
Yeah.
Denny's had a lot of a spot in my heart, and I don't think I will recover from the food I was forced to eat there because for a period of time at GD.
Kevin, you's coming through, right?
Man, that was the only late night spot that was open for a bit.
You just had to go.
Yeah?
Yeah.
Because even the, because was the last one there on Metrion, right?
Yeah.
Across the corner there.
Yeah.
So is Mel's no longer 24 hours?
I forget.
I think COVID-
Mel's is no longer 24 hours.
So it was just night after night,
especially pretty early post-lockdown,
is like, hey, if it's past 8 p.m.,
you're going to Denny's.
I ended up going to Denny's like four or five times
in a three-day period,
which is too many times to go to Denny's
and that short of amount of time.
Yeah, that's a lot of Denny's.
Okay, let's jump into your presentation.
Presentation.
Of course, we're doing this an interesting way.
You know, when you gave the presentation to me and the other journal types,
it was on Discord and you ran it.
We wanted to have the best quality, so Kevin is running it for you,
so you need to tell Kevin when to change the slides.
Kevin's throwing up the thumbs up, yeah, he's good.
Can I interrupt with a question?
Are we a lot to ask questions during the presentation?
Okay, perfect.
See, that wasn't allowed during our presentation.
Something happened there saying there's no audio.
They lost audio.
audio is muted.
All right, Kevin's figuring out.
Also, I wouldn't say this is good quality in this slideshow so far.
I told you.
Yeah.
I've not had access to PowerPoint and maybe a couple of decades.
And so I don't, I've not seen what, like, slide show technology has evolved into and it's a really good, good quality.
We're good now.
Okay.
So let's go back to slide one.
Hold on.
Will they hear your intro?
Okay.
I told you it was a weird show.
So, hello.
I'm Zolivir.
Among all the other things I do, the, the thing.
that I do most often is I am the studio head over at Strange Scaffled. We've put out a lot of games
that you may or may not be familiar with over the years, including Space War Alert Organ Trading
Simulator, El Paso elsewhere, and more. Next slide, please, Kevin. And what we just kicked off
July 16th is the summer of Strange Scaffled. And kind of funny exclusive, I'll be answering
questions throughout the presentation, but basically... There we go. The purpose
of this event is to create context.
So I'm going to begin by providing some.
Our next project is co-op kaiju horror cooking.
It's an absurd online multiplayer game
where a group of monks on a little island
at the edge of the world have to cook for giant monsters
every year to prevent the apocalypse.
When it comes out July 29th, Tuesday of next week,
it will be the 18th game we have released
in the last six years.
It will be the...
You're insane.
Yeah. I work with very talented people and we make very careful decisions. It will be the seventh
game we released in the last two years alone. And on July 16th, the reason people were able to say at the
start of this cast, hey, I've been enjoying co-op country horror cooking is because we, in the final
weeks of game development, when you're making those frantic decisions and setting priorities
to figure out how you make this game come out on time and a stable and
as high quality of a way as you can make it,
we let players into that process.
We literally just said, hey, this is the literal build of the game
that is getting updated every day as the developers make those decisions.
You get to watch those decisions happen in real time.
You get to play the entire game for free as it's happening.
And that is an existentially terrifying and nerve-wracking experience,
but it's a part of something that will continue
in the minimum of two months of post-launch support
that we're gonna provide for the game afterwards.
And what we're doing across the entire
Strain Scaffle portfolio in general,
this summer of Strange Scaffle,
this month of announcements and reveals and discussions,
is about establishing context.
Everything that we do and everything that we have done
and everything that we hope to continue to do
for a long time to come as being part
of a wider creative journey.
And this is what I was kind of touching on.
earlier as being one of the great sins of gaming, something that really only investors,
platforms, and publishers benefit from, which is when you see a huge amount of layoffs occur
or a studio get closed, that gets to just be a number for you.
You don't know, like the Vigo Mortensen story, oh, that's the artist that did that funny
poster that made you chuckle during a bad time in your life when you were just running
through an FPS level that otherwise, you know, you were in a chase sequence.
You happened to look over and see something.
That was the artist who made that moment that made your Dave writer.
This is the writer who wrote your favorite side NPC conversation.
This is the programmer who put in, there's one programmer and engineer and thinking about
in particular.
His signature is every game he works on, he makes all of the missiles kind of do a whole little
corkscrew like an anime as they go towards a target.
And he puts that in on every game.
And most people will never know his name.
They'll never know that signature.
But every single one of his games that he's worked on
and been especially a higher engineering capacity on,
he puts that in there for you.
And if he gets laid off, those signatures disappear.
And you never, you feel the loss, but you'll never see it.
And so as we're about to run into in the rest of this presentation,
we're talking about our games, literal weeks.
after they begin production now.
Truccoon is supporting me from another world,
one of the games you're about to see,
began production two weeks ago.
Space Worlder Baby Trading Simulator
began development a month ago.
You're going to see mood boards
instead of screenshots.
You're going to see
very temp imagery
because games
by obfuscating this information
has created a relationship
with their audience,
that is simply about the products.
You don't get to delight in the decisions respectfully and disrespectfully disagree with the perspectives
of what was engaged.
You just have a blank sphere upon which you're supposed to project your cares, your hopes,
and it gives you no information as to even find the next game that you will love
and where the creators that have made the decisions that you connect with.
are going and have gone next
or how they might have been mistreated
by the medium that we both care for so much.
So as we dig into this, as we go further,
that's what Summer Strange Scaffold is about.
It's about being honest, about mistakes made
and lessons learned,
and really, at least as far as our studio goes,
trying to change that relationship
to not just having the way we talk about games
be a series of press beats and some trailers
and something fun for the kind of funny
crew to talk about at the beginning of the day, it is watching projects actually evolve as the
people make them to bring you hopefully the next game you love. And if you don't love it,
you'll understand why or how or still connect with those people's voices to find future things
that will bring you the joy you deserve. So hold on. Before you go next slide, let me jump in right
here. So then, and if you're going to get to this, feel free to tell me no questions until I ask
after. But when you're talking about
co-op kajju
horror cooking being out right now
and it's changing and people see it and seeing
the signatures, then of course
Chakun, warlord baby
simulator, are
we, if you're participating
in these games and doing the things, are you
seeing the creators talk
about what they created? Like, you know what I mean? Like, you're talking
about the missile turn, but
like if I'm jumping into Kaju right now
and seeing the changes are
the changes coming with notes, they're like, oh, this
is why and this is who did it and da-da-da-da-da?
In sub-cases.
So we're, because there's so little precedent to work upon for doing this, we're still
figuring out how and where we do it.
But like we started as part of this time, this isn't just a marketing event.
We're doing this video series that we're calling developers down the line where it's just
a group of people who worked on these games talking about the experience of how the game
came together, how specific touches went in, and it's not just the leads either. It is,
I think in the very first episode we released, which was Life Eater, one of our background artists
talked about decisions went to the background, because it was decisions and it was expertise,
but when you're watching a polished documentary or seeing an expose of how a game went wrong,
all that information gets lost. So with Koop Kaiju Horror Cooking, we're, again, trying to make
content not just about, buy the game, it's fun and janky and cool.
we're trying to make content around
and here's a decision that we made
and here's why we made it
and here's why we tried this thing
that you would think works
but didn't.
Being open about all of that
is something that Strange Scaffold
has been moving towards
sometimes intentionally,
sometimes unintentionally over the years
and it's now coalesced
into an actual vision of things
something we're intentionally pursuing
and doing with our whole chess.
Question for me.
Being open about the entire process,
do you see this is something
that is more beneficial to the audience?
Is it more beneficial to you guys a strained scaffold?
Is this something that you see is beneficial to the games industry overall?
As far as like the developers who just make games in general, like indie, AAA,
where do you see this as like how it benefits like the demographics of folks involved?
I think it does help developers a lot.
You get to see their humanity.
I think it does help with the process.
objects themselves and the marketing in terms of making these more than objects that we evaluate and say, was this worth five bucks? Was this worth 70 bucks?
But I think the greatest point that if this ends up becoming a more common things in the games industry, my hope and the thing that I've at least personally observed in my life and the lives of other people who have become acquainted with more of the game development process is it will make players lives meaningfully better.
ever since blast processing
where it was like,
what's blast processing?
Don't think about it.
It's just going to make the games run better and cooler
than that Super Nintendo that your neighbor has down the street.
There is this notable lack of the whole second story of games.
And when I watch a movie,
I have very easy, casual information I can run across
that can, for a flawed movie,
make it so much more of a rich experience.
For a great movie, make it even better.
or give me a caveat, an asterisk,
and to understand part of what made it come together,
games doesn't have that.
There's this whole second half of what it means to experience media
that games notably is maybe the one medium
that it doesn't provide that.
So as a player, coming to no more game developers
and no more game development processes,
I played 50 cent blood on the sand.
And I did.
I, when I,
I was on this, I was playing with all the systems, and I was doing executions, and I was listening to Inda Club, and it was great.
And when I was on the stairs and hit a button, I was transported to an alternate dimension.
A domain expansion occurred where 50 cent on flat ground did the execution move on an enemy, and because I'm a game developer, that moment was just not an absurd break into the action.
I was like, oh, that was a problem solved.
And they did it in a specific and stylish way
so that when you're on uneven ground
or your camera would clip and obscure the execution,
the game auto calculated that
and pulled you into an alternate little room
with special graphics
where that execution could still play out.
And if I wasn't a game developer,
that entire second set of information
of why this was cool and why this was important would be lost to me.
And I want everyone to have that for all of their games all the time.
Why do you think our industry is like this?
Why aren't more people talking about games two weeks from Announce when they just have a mood board?
It's difficult. It's messy.
It is much.
I mean, if we keep using other industries,
as an example, you see and hear the stories of like,
rumors, classic album by Fleetwood Mac.
It's songs and who sings them become more rich
when you know this is the song,
this was the album being made while the band was falling apart
and constantly sleeping with each other
in different configurations.
And that is,
but that is also a messier story to tell.
And it is a subjective one.
Games avoids that problem.
but then also loses all of the richness and the storytelling and the understanding that you get from the piece of work otherwise.
Again, we usually get documentaries that are polished and present.
Sometimes, you know, failures, but mainly successes.
Here's how this thing came together.
Here's the brilliance of Todd Howard.
And Todd Howard is a brilliant and terrifying man.
He's the only person I have met who had a charismatic aura around him.
If he had told me to jump off a bridge, he's the one person I would.
Because I don't have some obsession with Todd Howard, but I met him.
And I was like, oh, you're like the guy.
You walk into a room and you're, and you are the shortest king.
And the idea that you have the exposés and the documentaries, but you don't have the in-between.
bits. You don't have the rumors stories that make game development.
Sure.
Messier, but also more brilliant. I think that's part of why. And it, again, is utilized in
more malicious ways as well by big companies to kind of scrub away. Ah, yeah, all these people
got laid off. Five game studios got closed down. But don't worry about it. It doesn't impact
anything. And when you realize human impact in human stories, you suddenly, you suddenly,
as a player have a grounding to get angry and to call for targeted change, which is the last
thing that a publisher wants when they're just trying to reveal their Q3 slate.
Sure, when they're waiting for the next marketing beat to get you excited for their next trailer.
Yeah.
I want to see your next slide, but before then, I'll remind you, of course, that this is the
kind of funny games cast. Each and every weekday, we run you through the biggest topics in
gaming. We need to talk about whether they be reviews, previews, or conversations we need to have
If you like that, pick up your membership, patreon.com.com slash kind of funny, YouTube.com slash
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And we're back.
was Zolavir Nelson Jr. from Strange Skaffled.
We'll let you get back to your presentation now. Sorry, we derails you on slide two.
No, I mean, like, this is the purpose of slide two, and you saw that in the presentation I gave for press.
By the way, people usually never get exposed to these slides.
So you're seeing the literal actual slides I showed in the press-only preview event.
That is the same generic background we use for everything, including our game pitches to try to get the studio funding.
So transparency even there.
But let's move to the next slide, Kevin.
Thank you.
Before I go into what
Trench Caffavel is doing now
and what we'll be doing in the future,
let's talk a little bit about just the last two years
because seven released games.
Now, games we've worked on, not things we've done,
just releases is objectively wild.
Next slide, please.
First off, we have the beginning of 2024 Life Eater,
a horror fantasy kidnapping sim
about Druid living in modern day suburbia
who has to kidnap and sacrifice
his neighbors to
delay the end of the world
on the behalf of a god that he isn't sure exists
I thought
because the
we were pulling from like schedule games
and a little bit from M-Sims and from puzzles
I thought oh yeah
this is a fusion of genres
turns out this is a different genre
when you were added enough things together
it becomes
a different genre and being completely transparent, that made the end of this dev cycle as we kept
having to change things to make a fundamental development cycle work because we weren't making
a type of game that we thought we were. We weren't actually working already explored
genre space or significantly explored genre space. So we had to find new solutions. That was
a huge revelation on that project
and it has continued
to root itself in my creative
process of don't invent a genre
by accident you
ding dong
click holding
was the game we made after that
middle of 2024
it is an unsettling first person clicker
about a mass man sitting in the corner of your hotel
room who wants you to click something
and he wants to watch you click it
it has obviously weird
sensual themes
it was
it has weird
sensual themes
it was a very
risky and weird game to take on
I was told by some people that it could
end my career
especially because it has a name
we're now dealing with an issue this week in games
where stuff that's not safe for work
or that looks like it
is being delisted from a bunch of platforms
and
we still chose to commit to making to this game
This game's development process is so weird.
It was funded by Outersloth that it has a wired oral history on its development on
how the pitch came together.
It was one bleary night at GDC in 2024.
The game was made in a month and a half.
And fun fact, it is also part of the reason I'm married now.
Okay, wait, now you got to tell me more.
What does that mean?
Yo, it's the click-holding guy.
I got to go to a date with this man.
I was dating this person who is the first person who ever made me feel completely safe,
and it was going really well.
And then the contract papers came in to begin development on click-holding,
and we were fielding a lot of internal objections and discussions
and also discussions with external partners about the risks of this project.
So we were walking in a park late at night, and I said,
hey, person I'm dating, really cool.
Right now I have a stable job in incomes,
as stable as you could say for Gables.
But that may change because I'm making a game called Click Holding.
And she said, oh?
I said, let me explain it real quick.
And what ended up happening was me in my neurodivergent panic.
I ended up not just telling her the full story in Game Loop of Click Holding,
but miming it out in real time.
in a dark park at night with no one around
except for her in the streetlights.
And when I was done, panting,
I was like, I'm not going to spoil the ending,
but like with the climactic ending of the title
and the menace of it,
I was like, okay, what do you think?
And she looked at me for a moment
and she blinked and she looked at the side
and she thought and she said,
I think that it's good that you're making this.
I think that it's important that people see uncomfortable things.
And I was like, oh, you're the one.
And we actually got married to me months later.
Nice.
Congratulations.
That's amazing.
Thank you.
I have a soft spot in my heart for this game for a lot of reasons, but that's one of the big ones.
Next slide, please.
After that, we had I'm Your Beast.
because click holding was coming so fast on the heels
and shared some team members with I'm your Beast
and complete transparency,
that was a bandwidth and like studio capacity lock jam
that I oversaw as a leader
and that caused crunch on both teams
and that was very unfortunate.
And I'm Re Beast ended up having to have,
I believe, a month-long delay
at the very end of its development process
because of trying to juggle
those two projects at the same,
time, this is where we learned that a small game requires more focus and attention than a big
game because you have to make all the pieces work in this compressed time space and sharing
that with a bigger project that's especially in a volatile, that's not a volatile, but in a,
also in its own condensed development state will, and that was hitting, you know, critical
moments of production is going to cause issues.
regardless of both of that
both Click Holding and IMEorbees did
manage to launch. The teams did amazing
work.
Ironbees is a fast-paced
revenge thriller FPS. It's overwhelmingly
positive on Steam.
We built this game from beginning to end
with a full story campaign, voiced and
everything, in 10 months,
even including the delay.
So,
what the team pulled off was deeply impressive
there. It performed very well, but regardless
the fact that we were able to, among other things,
experiment with different ways of delivering story.
Because in this game, our cutscenes were done with kinetic text,
like you might see on YouTube videos.
It was something I'd never really seen before,
and it struck me when I saw it on an old Mbim-Bam skit as like,
oh, you could just use this to tell a story of an entire game.
Use voice acting, use audio cues,
but deliver the visuals through text appearing on the screen
in a very cinematic way.
and people ended up really connecting
with it to the point that I've now heard
from other game developers that they've been able to take
this back to their funders and use it
as either an example of a different storytelling
approach they want to do or to try to pull off
similar stuff.
Hell yeah. I love it too.
I was a big fan of Iron Meabees
when it came out and that was one of the things that I clock
that like the cutscenes were
the kinetic text that you're talking about but also
that didn't
like it wasn't, it didn't feel diminished at all.
Like there was quality in the
voice acting and the storytelling, which I
was the voice acting you? Was that you doing that?
Yeah. Gotcha. Yeah, those, I mean,
those quality in it and personality in it that like
had me fully engaged with
the narrative and even with
like the like it being fully
text, like I was all in. And also
it got me quicker into the part of the game that I really
wanted to be in, which was like the fast-paced gameplay
and like the, you know, take everything out
in like a two minutes span or whatever it is, right? Like
I, you know, I think that really worked for
it, which is, I think a lot of justification
for how you're talking about this as far as
being able to get it out the door in 10 months.
Yeah, well, thank you very much.
And that game and those decisions were working holistically.
We had our budgetary and timeline rather than it being like, oh, this game got shortchanged
in terms of the resources.
We picked the box.
We have the box and we made the thing that would be as expressive and stylish within that
box as possible.
And that is also something that I've seen the discourse of games changed around
over time of, oh, it should have had a higher budget, should have had a lower,
should have had more time
and that is not directly
equivalent to a better game and we've seen a lot
of examples of it but because processes
are so disguised
in the world of games those are the only
things we have to pull on to say well
just give it more and the game will get better
hopefully maybe
moving on a little bit faster because I know we don't have
a whole lot of time
River Heights Mall Gene Splicer 3,000
is another game we released during this time. It was an
official collaboration with Meow Wolf
the Interactive Arts Installation Company
It's a combination of a creature creator and a physics-enabled breakout.
And I collaborated on this game with Colin McInerney,
whose name you're going to hear in just a second.
And we don't have a lot of context and space to usually talk about this game,
because it's not something we can put on Steam or anything else.
It's only available at one location in Houston that you have to physically go to.
But it's nonetheless something we made and learned from,
and it was very useful when teaching us
because it was another IP game
we were making at the same time
as our TMNT game,
please move to the next slide.
It was like, oh,
because we're making these games simultaneously,
we're learning lessons we can pull into other projects
and learning them faster than if we had two years
between every project.
Colin McInerney from that collaboration together,
and we also work together on Bass Reeves Can't Die,
which is chronicled in a YouTube documentary
about a game that never came to be in,
unfortunately, because that was one of the big initial breaks we made was also talking about the notable failures and how a curve can look a lot like a typical indie game succeeds and manages to come out against all odd story and how that's not the typical one in games and how it happened to us.
Worked with Colin again. He was my co-lead on Creepy Redneck Dinister Mansion 3. And that is a match three survival horror Metroidvania. That is
that very quickly reveals itself to
there is no creepy redneck dinosaur mansion one or two
we quickly reveal that to not be a joke
but instead to be a way to dive into the world of game development
and into the meta nature of how games get built
in this sprawling wild story about this series that doesn't exist
and finally
that was beginning of this year
oh you were saying something correct?
I was just saying amazing. I love the
metaness of it.
Yeah, that was, and it was inspired by an Outer Wilds concert because it had been canceled
twice.
We finally found a way to resurrect it thanks to longtime development partners and funders
over Frosty Pop.
And I was like, oh, instead of just doing this game and just doing an absurd joke, we can
talk about the development of that game itself and what we've experienced as game
developers and what the wider industry is experiencing.
Because what we're really talking about is a grief process.
How do you show grieving from the perspective of the characters inside of the game?
And that was a really special thing to explore.
And lastly, before we got into co-op, Kaiju Horror Cooking, we released Teams Mutant
Trial's Tactical Takedown.
This is a turn-based beat-em-up in the world of the TMNT, made for less than $300,000
in 18 months, and because we were working at such a small scale,
they let us take really wild swings with it that otherwise wouldn't be possible.
You play as one turtle at a single time.
It's in a world where Splinter and Shredder are already dead,
and we explore all of the mechanical opportunities and narrative things that come from,
making the most of the freedom we get from working at a small scale.
And that brings us all the way to Kuop Kaiju Horror Cooking.
And the next slide, our latest project.
where this game was made in a year.
It's our first ever multiplayer game.
That's been a whole wild big journey.
And you can directly see as this being the seventh game that we will have released in two years,
we couldn't have made this and made this in a year if we hadn't made 17 games beforehand.
If we hadn't made six games beforehand last two years to get over the logistical issues
and complications that arose throughout development as we embarked upon this.
this new journey. And we couldn't have even scoped it to come out at all, again, if we hadn't
all both in our adventures outside of the studio and inside of the studio, gained an experience
and knowledge of even our own voices. Next slide. So as I introduced at the top of the cast,
it is an absurd multiplayer horror game about medieval monks, cooking improvised dishes for
kaiju's to prevent the apocalypse. This is not overcooked. This is not a play.
of honor, you are beating a rat over the head with a rolling pin to take its skull,
pulp it in a mortar and pestle, throw some garlic on it and shove it into a kaiju's mouth
so that it won't end the world. And in between every level, as you go through this kind of
lethal company, phasemophobia, peak-inspired multiplayer journey, you get to see that
Monastery actually evolve in a narrative layer over time.
Every in-game year completed, it's divided into these four chapters,
shows how that monastery and the monks inside of it in this absurd situation grapple with loss
and with what it means to hold onto their values and onto each other
when the people who used to guide them start to pass away.
And that's the game.
I don't think I would have had the maturity.
to deliver a story around, especially with any sincerity, if I had tried making it a few years ago.
And the next slide is a trailer for it, for those who want to get a refresher.
Again, it's in an open play test right now, so you can play the entire thing in real time.
As we come up to our launch next week, it is unfinished.
There are things that are broken.
There's things in the entire systems we're changing, but we're being open about that to show you the start of a journey
and how it's just going to continue when the game comes out for a minimum of two months
as we find where this game can go next.
Question.
When you're figuring out what the next project you want to make is,
what is the balance of trying to make something that's going to stand out,
trying to make something that you guys genuinely want to make,
and then also the financials of it, right?
Like, oftentimes I think when we talk about greenlining new games
from an audience outside looking in perspective,
it's always like, all right, what's this?
VIP. All right, what's the big
thing that's going to bring in the players? All right, where's
the live service elements and all this shit, right? But you're
talking about putting out like tens of
video games and
none of these really looked to me like
you know, this was the money move, right?
Like even the TMNT game has like a thing
to it where I'm like, oh man, that seems kind of like
niche and cool and like a very specific
audience seems like I think we'll really like that
right. But for you, what is the balance
of making those decisions on which, what's the
next project? A lot
of it is defined from
the top level as the
the studio is the number
one thing I'm designing. In the studio head, I wear a lot
of hats on each game, but the
number one thing I'm designing is the studio
to produce
outcomes. If I want to make games
like this or live this type of life,
how do I design
from the ground up those projects to accommodate
that? I know I'm
neurodivergent, for example. So
being trapped in a single room
with a game that I work on for five
years is my idea of hell.
So I built the studio from its start to be something that I could run while also being in Hellraiser,
working on games like Borderlands 3 in South Park, and that it would allow my collaborators to do the same.
And because we are doing these things part-time and running the studio part-time,
that means that also a game like an airport for aliens currently run by dogs,
the first title release under the String Scaffled Banner,
doesn't determine whether or not our mortgages get paid or whether we can make rent.
or feed our families.
So, yeah, rather than choosing and trying to figure out what the big money play is, as you said,
from the ground up, I wanted a studio because I'd worked on so many games.
I had met people who had changed the games industry with their projects,
but they weren't able to look at those projects positively because they hadn't made enough cash
or done what they needed it to do.
I wanted any game that me and the people I worked with worked on to be worth making.
So I'm choosing smaller packages so I can do weirder, more interesting things and do them simultaneously and really make the life for myself that I want to live as a studio head.
And that's one of the things that's been really special to experiences I've gotten to now talk about my experiences and speak to more people across games as I talk to other studio founders or people who want to run studios.
and I'm like, oh, so you're an adult
and they're like, yeah.
And I was like, when do you first meet
with your team?
They're like 9 a.m. every day.
I'm like, why the fuck do you do that?
There's three of you in that room.
None of you like to wake up in the morning.
Can you build this studio around the life you want to live?
And it is sad how often that is revelatory to people
because games culture
doesn't teach people that it's even,
that their own humanity
and the way their brain works
can be incorporated into the games they make.
Great answer.
Thank you.
So with this being what we're making
and this journey being what we're embarking on,
our next games, which we announced last week and this week,
hopefully showcase a lot of the culmination
of how our ideas and ideals are going to work moving forward.
So with let's advance two slides, please, Kevin.
our next slate of things.
Space World or Baby Training Simulator
is me returning to the world of space.
What a name.
That's great.
What a name.
Thank you.
I love the world of space world organ training simulator.
It lets me get really angry about the systems
that, you know, bind all of us economically
and that are fundamentally weird and unfair
and really show them out to be problematic by letting you engage with them directly.
And in this case, we aren't monsters.
Next slide, please.
We're doing it by leaning into day trading,
where the first game was almost like an auction format
and you were satisfying clients.
Now you are purely not trading babies.
That would be monstrous.
You buy and sell baby stocks in the future.
Speculative markets run upon volatility, uncertainty.
If you know something's going to do well,
it's no longer something you can bet upon,
and you will see that's why in our stock market
in the real world, stable products and goods and companies tend to have very stable or low market
valuations where things that are more volatile manage to go way up. And you're like, oh, but that's
not a producing a stale product. Because that's not the point. It's gambling. It's legalized gambling.
So you can short a baby because this is stocks. And in the future, what has been, what has incited
the creation of this market at all is a creation of these terminals that anyone can go to and see
basically the macro trends that will occur based off of current events.
You want to know whether a war is about to break out on your planet.
You go to a future C terminal.
You want to know whether a company is going to fold.
You go to a future C terminal, and it can see that.
It's made a bunch of markets stabilize,
and that made a lot of investors in the universe of space warlord very, very angry.
And so they find the one thing that flies underneath the radar,
future C terminals, individual human will.
And so they're betting on the simulated lifespans and events of babies.
You buy baby stocks, you sell baby stocks, you bet on how long they'll live,
and you get to really lean into the assumptions and world of make number go up,
doesn't matter what the product is in another way that space world organ training simulator
could never really explore.
Alongside that game, we're making.
Next slide, please.
Truccun is supporting me from another world.
Next slide, please.
A arcade driving game runs-based,
where, for those who are not familiar
with the anime concept of Isakai,
people usually get transported to another world
in anime and manga
by getting hit by the same nondescripted
truck. This concept has become a character among the community of otakus known as truck coon.
Truck Coon sent your character to another world. And so you in this game, my wife is a massive weeb.
She told me about this one day when we were just on a walk. In an hour, I had a game loop and a story because I was so taken by it.
She must, does she just see, do you drift away when she starts talking? She's like, oh, you're thinking of a game right now, aren't you?
You're making something.
This is the next eight months of our life, isn't it?
The wonderful thing about our dynamic is that I talked to her in real time.
I was like, oh, that's, I think that's a game.
And I start, like, bouncing it off of her real time.
And she, this isn't a game we're talking about yet,
but a game that we've planned to make two years from now is literally in large part
inspired by her bouncing off of me as a designer in her own right,
even though she didn't come up.
She's just someone who plays games.
She is not herself a,
doesn't have a background as a professional game designer.
So that's been one really cool thing is I was able to talk in real time
through both this idea and bounce it off of her.
Her name is Brianne, and she's the coolest.
Actually, co-wrote Co-op Qajiu Horror Cooking with her.
Oh.
But, yeah, Trucuna is supporting me from another world.
You are driving, you have accidentally sent an ambitious girl boss to another world.
She got Fantasy Isakai, and that means you're going to need to do a lot more.
in this case intentional vehicular manslaughter to support her in the other world.
She's basically this Tamagotchi.
So you are sending her enemies by hitting other people.
You are sending her health potions and resources to survive.
And it is all accompanied by this bright Sega dreamcast era soundtrack and visuals as you bomb down these streets at high speed in this genre.
We've again never experienced before, but because we've made so many things and so many different
spaces before it,
we have some
adjacent experience we can
pull upon to make this game
and to scope it out in a way that it's
actually feasible for us to do in a
healthy way at the time of the budget we've got.
And speaking of really looking at how
the production factors
around a game, we, from the ground
up on the creative level, try
to help that
game have an elevated
position and to become more than some of its parts like I'm Your Beast.
This next slide is one of the things I'm most excited about for the future, and it's what we
announced a couple days ago this week.
Creepry Redneck Dinosaur Mansion 1 re-reaptored.
What's the coolest about this is not just that we get more creepy redneck dinosaur
mansion.
It's that strange scaffold isn't making this game.
So Colin McInerney, who was my co-lead on Creeperetic dinosaur Mansion 3, and the person I
worked with on a couple of games before that, he is starting a studio called pedal board games.
And at the end of the development cycle for creepy red egg dinosaur mansion three, he was like,
man, I really wish I could keep working with these tools and these systems, but, you know,
we're coming to an end on this game and the studio moves on to other projects. So that's how it is.
And I said, do it. Do it, you, Cal. Do you want to keep working with this stuff? Next slide, please.
We're, what's something I've wanted to do from the beginning of the studio's history is what I'm calling Project Share.
The idea of we make these giant code bases and even like sets of assets, forks and cups and buildings that get used for one game and then just rot away on a hard drive somewhere.
So when I started the studio, Trains Scaffled, I wanted to originally start it by working.
of someone else's foundation because we're the only artistic medium outside of really music that can remix an existing thing and make it a totally distinct and valid artistic expression out of it.
So I looked around and I talked to people and there was excitement for the idea, but there was no precedent.
And with Colin, this isn't something strange scaffold intends to do very frequently.
It's not something we intend to do with our own worlds very frequently, but doing it.
at all and doing it in a way that's public and open, I hope encourages more people to think about
sharing resources with each other in radical ways to ensure our survival and to ensure that
games that otherwise would never exist get made now. So Colin and his team over at pedalboard
games are making Creepy Redneck Dinosaur Mansion 1, a survival horror matroidsvania
telling the story of what happens after the events of Creeperetic Dinister Mansion 3 when
the publisher who shuttered the studio behind Creepy Redneck Dinosaur Mansion 3, tried to
tries to remake the first game with the technology of the third.
And you get to see all of the characters deal with remake culture in a game that's going
to come out this year in September because Colin, someone who worked on the original game
and his wonderful team, are building on a game that already exists.
It is wild to me that this isn't something that's explored more often.
And so the fortunate position we're in, making games, multiple games, and doing it in this
open relationship with our players is that we get to try these new things, talk about them,
and make change where previously there was only closed doors.
So Creeperrera dinosaur Mansion 1, you can wish list that one on Steam, and I'm real excited
for it because I don't have to make it.
I love this.
Your favorite kind of game, the game you know what to make.
My question about creepy Redneck Dinosaur Mansion 3 was going to be about, like,
okay so is that naming scheme confusing
for people? This
actually makes it a lot better. I love that you
go, you make the sequel and it's
called creepy redneck dinosaur one
re-raptored.
There's a question from the chat. Because it's a remaster of the first game
in the series that doesn't exist, yeah. That isn't confusing. Oh, there
you go. Okay. Well, that actually answers my question.
Because, yeah, Kabob's in chat was asking, is it a remake
or a remaster? But you're confirming it's a remaster.
Of a game that doesn't exist, yeah.
Correct. All right. Perfect. Perfect.
And I mean, that's
the presentation. We're making a lot of things
we're assisting people in the way that we can to make more things.
You can move to the next slide.
Kevin,
thank you again so much for your awesome slide shifting.
And we're really trying to talk about how we do it
so that people can see the good, the bad, the ugly,
and understand how we as artists grow in the process of making these things
to make the games that they love, hate, and appreciate.
and because we're always making something new, even if you don't dig any of the things we're currently working on,
there's a very good chance that in a year, because both Space World are baby trading and Trucun are coming out within the next year,
will have something that you do love, and it's going to be coming dang fast.
Hell yeah.
Question.
And this feels like a big question, but also you have tons of experience.
And so based on your presentation, I feel like you might have some answers.
how do you transfer this philosophy, this idea of what you're doing with Strain Scaffold,
how do you transfer that up to the AAA level, or can you?
So one thing I was told throughout my career is that the things I was doing,
and I was talking about sustainable game development or sharing project files,
and all these different things that made sense to me logically,
I was nonetheless told were not possible.
And then I started doing them.
They were like, well, you can't like sell copies with, make an impact with it.
And then it did.
And they're like, well, you can't sell copies with that.
And then several of our games did quite well.
And they were like, well, it doesn't scale up.
And then I worked in AAA.
And it turns out every other industry considers it a failure when you don't create solutions that match your time and your budget.
And so if you just take your time and your budget as a creative constraint and work with very talented people to build your solutions around that,
It works because it works every other gosh damn place.
So at this point, would people tell me that something I'm doing doesn't make sense?
I treat that with some skepticism because a lot of the things that aren't changing in games are not changing because we believe they can't be changed, not because they aren't an effective way of bringing someone's next favorite game to life.
So yeah
I've at this point done it
Which is why I find it hilarious
As someone's like
Oh you can't make a AAA game that way
I'm like
What you've just told me if I was an investor
Is that you don't know how to use money
All that said
And now you know
Sitting here and not even blown smoke
But you know
With so many successes behind you
And under your belt
What was it like to
Take those first at bats
you know what I mean? I think now we sit here
and we talk about
co-op, kaiju, horror cooking,
and then Charkoon is supporting me.
Like these titles that I'm sure
any other publisher,
and you know what I mean,
would be like, this is too long, people will be confused,
and you're just like, fuck it, here.
Like, now it makes sense.
But in the beginning to start that way
and go against what so many would think
is the common knowledge of,
oh, you don't make a title like that,
you don't make games this quickly.
How did you get the confidence to be like,
no, fuck you, I do do it this way,
and this is going to work.
At first, it wasn't confidence.
A lot of it was waiting for the other shoe to drop.
And to be honest, that feeling hasn't fully gone away.
I do not have perfect knowledge.
We still, as I was talking about through the entire presentation,
we make mistakes.
We hopefully just learn from them as best we can before we make the next series.
And I think that the first few at-bats were really defined by feeling like I had missed something
and trying to build into my life structures or survival for when I,
I, when everything inevitably fell apart.
And when I realized that the small business I was running and trying to run as a small
business that was, you know, sustainable as someone who didn't grow up with money and didn't
have access to that, those types of resources really, or connections or preexisting
networks, I was like, oh, okay, everything didn't fall apart.
Let me continue to try to make the smartest move I can.
it was scary and I did receive a lot of feedback both positive and negative coming to now,
but I think the attitude is very long-term and also it comes with a lot of grace for the teams that don't work that way,
either because they can't or because the things that Strange Scaffle does,
straight up wouldn't work for a lot of other studios.
just like a lot of the things that other studios make
wouldn't work for us
and that's part of why
what I'm trying to do is not say this is the way you make games
or make them ethically quote unquote
or make them in a way
that really gives players what they need
it is different ways that you make games
produce different types of games
that satisfy players
and bring them things in different ways
what we need to be talking about
especially in a time where the games industry is on fire
is making sure that what you say you want to make
for players matches what you're actually building.
And this is one thing that I think games is criminally bad at because you'll hear about, you know,
a big new live service AAA game.
And it takes them three months to make an update in a time where Fortnite makes the update
weekly.
And it's like, well, hey, you said you want to deliver players new experiences every week.
You literally don't have a thing that matches that intent.
I want to make things that match intent, and I, um, early on tried to do that best as I could,
had successes, had failures.
And I have, feel like I have more knowledge now to do that more intentionally and to tell people
about the specific levers we're pulling to do it and hopefully give them the,
the same sense of empowerment to make those calls, make those decisions or advocate for themselves
and say, the thing you're having me make or the way you're having me make,
it straight up does not match the game that is,
that our players deserve and the processes that we will need to take to make it.
Hell yeah.
Yeah.
Another question I got.
You know, a few months ago, we had on Adam Boys who he just started up a company called Vivrato.
Is that right?
Yeah, Vivrato, right?
And one of the things that they did was print out like a 52 deck of cards.
And on each of the cards, they had like a problem within the games industry.
and like you know the whole you know construction of that company is trying to help companies figure out how to navigate these issues and like you know figure out how to make games and what you mentioned is a volatile video games industry right now right it feels like everything's on fire for you like what are some of the biggest sins you're seeing across game development both on the indie level and the triple a level uh i think some of the biggest ones is that there is as i said mismatched structures
with the outcomes that they're supposed to be producing.
I think one of the biggest ones is
determining that entire types of games
as not being worth making.
So something we did run into
with a few of our projects and even still run into now
is, well, that's too cheap
or that's too fast to be worth making.
And it's like, okay, but if you look at Hollywood,
a $3 million movie operates different than a $300 million movie and both can coexist
and you just change the numbers and the structure to accommodate either one.
The $3 million movie isn't not worth making.
It's just different.
And in fact, it gives you the opportunity to do things business-wise and like creatively
that you otherwise could not do with a $300 million movie
that needs to hit the four quadrant audience
and do at least $100 million in China.
And I would talk to business types and games about this
and their eyes would glaze over.
I'd talk to creative types and games
and they would think that I had sold out
to the dark forces of capitalism.
And what it means is that players are invisibly being
robbed of choice.
The number of really cool games that I know,
especially at the budget that they're, say, pitched at,
could become someone's next favorite game,
could keep the studio alive for one or two or three games to come
if it was just given a chance.
Part of the reason we are where we are now
with so many closures and everything,
even on the indie side, is because developers were literally told
you're giving us a $300,000 pitch.
$300,000 is a $1,000.
a decent amount of money too.
If you had $300,000
and your bank account tomorrow,
you'd feel pretty good about it.
But being told, well, that's not enough.
Make a $3 million game and then being
abandoned midway through that process.
Or they release a $3 million game.
They have an entire team of like, say,
20, 30 people that need
another $3 million game or a $10 million
game to continue operation.
And then
having the rug pulled out underneath them
by the wider investors, platforms, and publishers
of this industry, I think that is something that players usually don't have context to get upset about
and that as a developer who is also a player, I'm constantly playing and experiencing new games
and thinking about video games. It tears me up because I will see people in forums or in
the kind of funny chat being like, man, I love stealth games or I really wish this type of weird
arcade thing existed. It's like, ooh, I saw a pitch deck for that six months ago, and no one
considered it worth making or was willing to have a conversation about what you would change in
its production to make that game still worth making and end up in someone's Steam library.
So I think mismatch structures, greed, the invisibly rising number of things a game developer
has to do on a given project is all valid things.
but I think investors, publishers, and platforms,
invisibly robbing players of choice
and players not having the context in order to advocate for themselves
or the developers that make them their games
is where a lot of those problems come to rest
and why they also fail to get addressed
because with the data that we have as players,
we can get upset about frame rate or about launch stability,
but we can't say, well, you fired the writer
that made my favorite moments in the previous game.
and bring that person back in the same way that maybe you'll have that type of thing happen in music or in Hollywood.
What are some video game developers or publishers that you think are doing it right?
I think some people who are really doing it right are landfall games.
They have structure. They made peak. They made content warning.
There's a lot of discussion about them right now. But I think one of the things,
to take away from their,
they're also fairly open approach
to talking about what the games,
what games they make and how they make them,
is they built their entire structure
around the types of games they want to make
and the way that they want to make them.
They are living individual self-actualized lives.
Frosty Pop, who we've worked with frequently,
who is funding the next two strange scaffold games,
and stepped in to really save the studio
when no one else would fund us.
El Paso also looked like it would be our last game.
I was doing freelance.
For a period of time, my freelance over time was paying everyone who was working at the studio.
So I was grinding myself into the dust to just get the cash to stay open and to finish what would be our last game.
And when canceling projects in the process, which is how Jaime Beasts first got canceled,
how Creeperotic Dinister Manchin 3 got canceled for the second time, et cetera.
I was telling Faisal who I was freelancing with at the time.
about the next game I'd make after El Paso and how it would be so small that no one could stop me
from making a game again and how I was excited by it and that nonetheless because of its subject
material and because it was so small no one would fund it and Faisal said I would and he since
you know backed us in a multi-project deal that we've now gone beyond and continued to work together
because we worked together so well and his studio is
set up, we're the first people that we've ever met who worked like each other in games.
He makes his games on time and on budget and stylishly and defines the entire scope and what
the project can do by that. I have massive respect for him as a man and I'm obviously immensely
grateful for how he stepped up for me and for the people that I work with. I think one last
developer, I would call out in particular, who's doing some really interesting things in this time,
is New Blood, because they work diametrically different from both me and from, let's say, the folks at
Landfall, their entire thing is games that take as long as they need to to make them. And they're
very transparent about if we hadn't had Dusk be a success and Ultrakil be a success, we couldn't
take this time. And now that we do, here's our entire story.
strategy that we have built to be of having had several hit games. How do we keep making hit games?
They also, they're not a traditional publisher. They basically created a collective where they
hire people in and they all work on each other's games as well as assist each other with the
distribution of those games. And their entire thing is perfectionism. Gloomwood has been in
development for a long time. And it will continue to be until they feel they have it right and they
build community for that game as they build it in the way that fits what the community needs
from it and wants from it and what the developers want to make.
And holistic, cohesive, considerate ways to think through making a game, they don't guarantee
your success, but they're the closest thing to giving you a shot.
And I think New Blood, Landfall, Frosty Pop are some of the people who, even when they do get sung,
it usually isn't celebrated for this reason.
They're celebrated from some other reason that can be drawn back to their processes,
which is why I want to celebrate those processes and talk about how they're cool.
And we love you doing that.
Bless any other questions?
I got one last question, one last question.
One of the things I really enjoyed hearing you talk about.
I was listening to Post Games from Chris Plant,
and you know you talked about processes right and like what I think the thing that stuck out to me was
you know it being less so about like can you make a great game and can you more so can you produce
an ecosystem that creates great games do you think that we're going to see I guess like a bounce
back from the fire that we're in right in the video games industry do you think we're going to
see more studios figure out how to get to that place where now we're an ecosystem that produces
great games as opposed to being like, all right, you know, we're over budget, we delayed
hell at times.
We tried.
We tried.
They're going to hell.
And now we put out a game and we're getting layoffs anyway or the studios close down anyway.
Like, do you think we're going to see more and more studios get to that place where they become
these good ecosystems?
I don't know is the simplest way I can answer that because.
because the thing that it requires is setting a mark and setting a personal standard and then sticking to it.
Right. So if you're going to make, say, mid-sized games, what you're really committing to and making a relationship with your players in terms of what you're promising them is that we will make games that are flawed, yes, but that are due something really interesting.
and they do it at a higher budget scale that lets them either pull off some new graphical stuff
or pull in systems that they otherwise couldn't operate under and utilize in their gameplay loop.
And the thing that it would require if you did well enough to survive in that model is to keep doing that.
It's to believe in something and keep doing it.
And this is where I'd say, like, kind of funny is very special and,
Interestingly enough, a bit of a model for what it takes to have the game's ecosystem become better, because upon finding success, Greg did not try to immediately buy, at least to my knowledge, Warner Brothers Discovery from David Zoslav.
You did not escalate to...
They won't return my emails.
They won't return my emails.
I'm pretty sure Greg's don't try to do that.
but like buying an entire TV channel and saying actually we're going to hit
three million kind of funny subscribers by 2026 and bringing in a board and a VC funding
you've set your flag in what you care about kind of funny doing and accomplishing in the
lives that people have while they make it when you do grow it's in very considerate and
intelligent and uh it's very intentional considerate and intelligent I would say ways and if
the thing does really well, that just gives you more time to do that thing and more space to
solve problems when problems arise. And in games proper, or rather games development
proper, the idea of committing to a strategy that way is still such an embryonic conversation.
It is perceived that when you succeed with a $10,000 game, you will make a million
dollar game next.
That is what people tried to push us into at String Scaffled for years.
I thank God now that none of those things panned out because we did pitch it, right?
It seemed like the curve and even like what I would want is to eventually have a studio
that worked that way.
And a bunch of my peers who got those deals now have closed studios or have had to lay off
a bunch of people. And that isn't to say that we did anything that was quote unquote better than
them or even worse than them. It's just we didn't get to a scale where we could be destroyed and have
the rug pulled out from underneath us. I'm very thankful for that in hindsight. And that is
now that we have this pocket of safety, I'm trying to pull a kind of funny and say,
this is where we plant our flag. This is what we do. We're going to.
going to have successes, we're going to have failures.
But if we keep relating to players in this way, one thing I do know from so much experience
is that we'll be able to keep making really, really special things and taking care of people
as we do it.
That's such a great place to end it.
But I have one more question.
And it's just when you're talking about doing that and stay in that space and making this,
how does the TMNT thing happen?
Because that was the cool, you know, because I think about you and I think about like Mike
Bithel and doing Tron and like, hey, here are smaller,
creator smaller devs that are taking on IP that could be the biggest thing in the world in
terms of game size and AAA's bloat, but can also be this vision. Like, did they come to you?
Did you go to them? Were they looking for weird ideas? Like, how does that happen? And was there
pushback from you or the people you collaborate with of like, whoa, is this what we do? Because
we want to go make the weird, we're sacrificing animals to the kaiju, but also there's this deep
story about loss tied up in it. Yeah, that was really interesting. I can't say everyone was really, really
stoked to get TMNT. There was no one going like,
ah, damn it.
I get to
make a, I get
to make Donatello dialogue.
No one said that.
Or I have to make Donatello dialogue.
But for TMNT,
that one was really cool.
And what I can put it as a contrast to
is, I don't think I've really talked about this
publicly. I was supposed to be the creative
director of a Robocop game.
Oh, yeah.
MGM,
who at least at the time owned the rights came to me, or I ran into them, and they were
deeply excited about working with Strange Scaffold.
This was much earlier in our history.
I had a pitch that they loved.
I brought in a funder.
The funder was locked in.
And the thing that was haunting me is I was looking down what could have been, you know,
my blast off point, the way I thought of it,
was that the numbers and the expectations
and the structure didn't add up.
MGM is cool.
The funder was cool.
But the type of game that we were making,
the expectations that would be on it
and the production structures around it,
I was just looking at the numbers and the time
and the business arrangement.
And I said, this doesn't work.
And so I made the really hard decision at the time
looking at like Robocop,
one of my favorite series and said,
I told my funder that we should back out.
And we did,
and Robocop ended up having,
my pitch was called Robocop Blind City.
And Robocop Rogue City ended up coming out like five years later.
And it's such a good game.
Let's sue their asses.
No, no, no, no.
I just thought it was funny that we both use City.
I'm not suggesting any theft.
or anything there.
Nefariousness, yes.
No nefariousness there, but it was
also RobicCity
is one of the few games I've beaten in years.
It's so good. Please buy it and support
those developers. They're amazing.
But pitching Robocop Blind City,
having a path to making it, and then saying no to it,
felt like a big mistake for a while,
like a very scary thing to do.
And then, but when the door opened,
I met this guy who's since been
laid off at Paramount.
He was our advocate over there.
Doug Rosen, he was SVP of games and new media, I believe.
He really wanted to work together on something.
And we couldn't find the right thing.
And ultimately, what I literally ended up doing on a not yet another call
because he was like, let's get on another call.
I really want to work together.
Is I was scrolling through the things that we were working on
or that we had technology bases for
and then literally scrolling in the screen share
also through their list of IP
and they as a multi-lash national
conglomerate have so many things that they own.
I landed on the T-MNT page and we were making a game
called Teen's Demon Slare Society that was a turn-based character action game
and I just kind of matched them together on the screen
and I said, what if we did a beat-em-up version of this for the turtles
and his entire face lit up and he said, yes, let's do it.
And what followed was not,
just saying let's do it, I came back to Paramount with an entire production structure and a business
structure and said the only way this will work and the only way a strange scaffold will be able to
produce this game, knowledge I was able to have built up by that at that time, I think we had shipped
like 12, 14 games was I know enough about myself and my team and what is needed for us to produce
a game that we cannot handle a big IP without these structural.
structures around it and this limitation on scope and this inherent couching of expectations on what the game can and should be given that we're working at a smaller scale.
And to their credit, things that I've been trying to say to even indie publishers for years, CBS Viacom, the multinational conglomerate just got.
Wow.
And so I came in with a business structure and with a production structure alongside the game pitch.
they agreed to it and
we were able to produce
the game that we said because
among other things, despite having an overwhelming
differential in terms of the
power dynamic with us, they respected the lines
that we had said and they understood
and showed with their actions
as they understood, we will not get this game from this team
unless
they're able to do these things,
unless they're able to limit the scope, to work at this scale,
to not be forced to grow beyond it
or build a rogue-like mode or something.
And now that game exists, and people like it.
And we're excited to see it go other places,
and we may or may not have news to share about that later in the summer of Strange Scaffled.
Jordan Midler's ears are burning.
These are all going to be VGC stories tomorrow.
But nothing to confirm, but I can say we're very excited to explore those things.
And, yeah, like, that was TMNT.
TMNT was the second at-bat that was taken with IP,
and it was the one we were able to take because it was built around a structure design to support it.
And so even if we never do IP again, I have a blueprint for understanding that world.
And since I since worked on other IP games, and I even know before I worked in,
TMNT. I'd worked on a different Paramount game, which was South Park Snow Day. All of those
things tied into allowing that game to be possible, which is why the worst, one of the worst
things that has occurred in games is that compared to early FromSoft, two games a year,
we have the most talented people in the world locked in a room, making a Last of Us remaster
for four years. But, and
They gain no experience anywhere else for their next project, for what could be the thing that blows players' minds next.
And while I love Last of Us and its remasters, that is a loss for gaming on an objective level.
Here, here.
Our final word is a super chat from the one, the only Langley M. Neely who writes in and says,
I normally think the phrase is pretentious, but Zolivir is an actual thought leader in gaming.
His philosophy and way of working is needed for this industry.
Another here here.
Thank you.
Zolivir Nelson Jr.
Thank you so much for hanging out with us today.
Where can people keep up with you and what's the best thing they can do to help Strange Scaffled?
Best thing you can do to help Strange Scaffled is we actually relaunched our Patreon around our new goals and process.
One of the tier rewards is we will actually, this was another very scary threshold to consider.
We're going to be sending out our design document.
We will literally send out our scripts and the documents we use to make the game
so that you can see the literal documents and like production comments that were made in bringing it to life.
So you can find us at patreon.com slash strange scaffold.
You can play and leave feedback for and wishless and tell your friends about co-op kajju who are cooking.
It's a multiplayer game, so we will need players.
It comes out July 29th, and right now you can play it in the open play test and tell us what you think
and see that journey in real time.
You can wish list
creepy redneck dinosaur mansion one
re-raptored and really
help boost
pedal board games in that team
as they begin.
This is a,
I think their first commercial release
as a new distinct team.
Several of them have been laid off
or hadn't received opportunities
in games at all.
I'd love to have
kind of funny show up for them
if that seems interesting to y'all.
So those are the three,
those are the three big things I can say
outside of following
outside of following us
at Strange Scaffled Everywhere
and if you want to follow me specifically
as I continue to play through
50-th blood on the sand.
You're doing God's work, yeah.
You can find me at Ritt Nelson,
W-R-I-T Nelson, all the places.
Well, thank you so much for your time
and again rolling with the punches today.
Of course, everyone watching, listening, whatever.
Thank you for your support.
Remember the Kind of Funny Games cast is live
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