WEBVTT
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I know I don't want to make fun of him, but CutMan was useless.
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You threw out a pair of scissors, man, I had dodged those.
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Is that all he did?
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He's just cutting.
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So it's like, oh, there we go, I figured it out.
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Game attack.
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Welcome to today's episode of Gamertagged.
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Today's guest is someone who's more than just a voice in the crowd.
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He is the Voice, a champion for independent creators and a lifelong gamer with roots in game development.
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Indie Voice has spent the last nine years building a platform to spotlight the overlooked, be underfunded and the downright brilliant.
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From quick hit reviews to deep dives on game preservation, he's out here giving indie games the respect they deserve and making sure their developers feel seen.
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He's published over 700 videos helping to support independent developers.
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He's published over 700 videos helping to support independent developers worldwide.
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Today's story is one about passion that comes from understanding and seeing folks in positions where they were overlooked and not given the support they need, and trying to make a platform to do that.
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Today's story is the metamorphosis from once ShadowMegaManZX, where his roots start, to today as IndieVoice.
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Let's roll.
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So, first thing, right, shadowmegamanzx, that is your gamer tag, your original gamer tag.
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What's the story behind that gamer tag?
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So ShadowMegaManZX, it was something that in the beginning I didn't.
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I got my first console like Xbox 360 or something, and at the time I was like I don't have any idea what's right here.
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A friend of mine, kevin, was like man, you played Mega man Battle Network a lot, so why don't you call it Mega man something?
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And I'm like, okay, yeah, that makes sense.
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And then at the same time, there was I think it was Mega man Zero which happened, and that was the Game Boy Advance and yeah, I was super into that because they did a really good job on it.
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And then, along the way, advent Children, then there was Mega man ZX, and then it was something like I was like you know what, and the Shadow the Hedgehog wasn't one of my favorite sonic characters because he was just I'm this dude that comes out of nowhere, I'm a bad guy, let me just come out of here save you, and then I'm gonna walk away.
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Yeah, that's awesome.
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So that I just fused them together and then I was like, yeah, that you know what that works.
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I'm just something that gives a bit of retro and more of hey, shadow the Hedgehog, that dude's awesome.
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Oh yeah, yeah.
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So that name really represents like different parts of your personality, right, because you were just talking about how Sonic was like the game when you were younger.
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And then you have a love for the Mega man series too, right, and you just fuse it all together and that's Shadow Mega man ZX.
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I played my Mega man one, two, three.
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I played all through them and then at a point in time it was like ballot network showed up and then that's pretty much what spammed it yeah and yeah I stuck to that name for years because it was just like it's a part of a history that started a good chunk of what I do.
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I'm that one kid that was in class that probably had two handhelds and all the Nintendo power game informers and all that stuff in the backpack.
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And they were like where's your school books?
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You're the reason why they made a Wii.
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Probably.
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We can get out there and they're like Joe that's it.
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That's awesome.
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That's all to say.
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That's the name.
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Have you ever thought about, I guess, if you're like going to be a Mega man character, right, Since you were talking about like how deep that was in your lore which Mega man character would you be?
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Like of all the supervillains or heroes, I think about it like which power would you want?
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Leap man, yeah, so out of the villains.
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Right, because you acquire those powers over over the journey of megaman.
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Right, you get those powers and you can then use them as megaman.
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Which one was?
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Which one of those powers?
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yep, that's the one I think I want to be probably most likely electric man or ice man, but other than, but only those two, because they're probably the most useful when it comes to daily life situations.
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The only one I found just as just super useless was cut man.
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I know I don't want to make fun of him, but cut man was useless.
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You threw out a pair of scissors, man.
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I could dodge those.
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Yeah, man, he's just cutting, so it'll freeze you to death.
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There we go, I figured it out.
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I can move faster Because I can throw down the ice.
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Electric.
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Man Was really hard to fight and it was like oh man, that was such a brutal fight.
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Brian, did you have a question that you wanted to answer?
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yeah, yeah, no, I just.
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We talked about the gamer tag being shadow mega man the act, but your youtube and other stuff is indie void and that feels more like a mission than a nickname.
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When I first heard it I'm a musician so I thought music stuff.
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But really when did you realize that is who you wanted to be and the community you wanted to uplift?
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So when I came to the name of Indie Voice, it took me a while to get through to the name because before I had this channel I was called Sky Terror Reviews.
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It was the old name.
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I just.
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I went through Latin dictionary and I said, okay, this means what?
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After a while the channel didn't feel.
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Just I went through Latin dictionary and I said, okay, this means what?
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After a while the channel didn't feel like what I wanted.
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It felt useless.
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So I deleted it and I decided to restart again.
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Then Indie Voice I saw all these indie games, all these amazing accomplishments, people breaking barriers of genres of games more than triple a title companies could ever do.
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I need to make something like that.
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So my first logo was a microphone and it had indie voice on the side of it, because I'm being the voice of all these indie games that are people never heard of or they're going.
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This game sucks.
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I'm like let's look deeper into this and why.
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It may be bad.
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It could be bad, but it has something that you may have never experienced before.
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So with indie voice, it was more of.
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I am being the voice of those that you can't hear or those that you never seen before, or games out there that are just so buried amongst all these other AAA titles you can't even see where it is, so, like you, you wanted to represent like marginalized developers who just don't have the money to advertise, or go marketing to social media marketer or anything like that.
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So, I'm being the person that's out there reviewing all these games, like the one game I reviewed was jump team, team, and even though that game was the most stressful thing in my life, it was a useful mechanic of you have to be accurate with your jumps to reach from platform to platform.
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Sure, you're gonna fall down always at the bottom it's screen internally but it was a game that gave you a challenge to say, hey, I need to be as accurate as possible to get to this area, to this area, to get to the top, where it's going to be more challenging.
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And people, when they saw this game, the developer saw the review for it.
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Sure, he was laughing because I was in complete disarray because that game was like a bane in my existence.
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So, but what's funny?
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Like it was something that made me challenged from the usual games.
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I played that, oh man, I can jump to this platform and then I misjump it and I land it on my face and I'm just like I really want to destroy my controller today.
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Do you feel like there's been times in that cycle you're talking about where maybe it's the first time for some of the devs to see someone like QA that game and walk through it and then ask the question of is that really what I wanted to create?
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Has that ever been like an experience you've had in the work you've been doing there?
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I would think from my experiences of the many games I reviewed, there have been people that showed me these games and some of them look like they may be saying you may or may not be interested in this, or they'll boost my first game, be interested in this, or they'll boost my first game.
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And then it's like they're throwing out the little confidence they have about their game because they're not sure if it's going to be like a major hit or something.
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And I'm giving them the positive reinforcements of comments so it gives them more of hey, this game may have this issue, but you are improving it with this issue.
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You just need to fine tune things.
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So constructive, positive, constructive criticism yeah, feedback, not the harsh reality as many others.
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If we want to say who we know who is giving up the harsh reality of what their game is and barely giving them much constructive criticism.
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But you released a game and that is what you wanted to do.
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But now expand on that, improve on what you missed up and then do something better, because there's always going to be a golden egg from your game.
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There may be.
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It may not be done automatically, but over time you will reach that area where it's like finely tuned and you're going to love it and you're going to be like man.
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I'm proud of myself.
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That's super cool.
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I did notice on your like your logo with the microphone that it says games and beyond.
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I'm curious what is the beyond?
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Where has that taken you?
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That is, outside of the gaming space?
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Oh.
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So I have been trying to co collect some ideas or things that I want to expand from not just video games, but maybe expand to tabletops, to maybe some other things out there, because I want to try to expand that.
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It's just, life has not been easy or I have not figured out a way to implement that yet.
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I'd probably need like a group of like maybe 10 people or maybe five to do, like, tabletop games.
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I want to expand to tabletop games but at the same time, it's the only one man right now, so you can only do video games, but you want to expand to maybe tabletop, to, yeah, some vr stuff or maybe some other things that people have made in the in the industry that have helped the world in a better way or done something that many of these other corporations could do, but they don't want to do so as a person like I think you're listening, or you're listening to what the developers are saying, not just like verbally, but you're listening to the content that they're creating and you see it as I want to elevate this idea, even though that idea could be something that, like, isn't necessarily polished or whatever, but it's a, you see, the idea that someone's created.
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It's a good idea that's sitting there.
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Sure, it may not be polished, sure, and that'd be like the best thing since sliced bread, but it is something that can easily grow into something 10 times better over time I.
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I think people can be drawn to the simple games.
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Games have gotten to the point where sometimes you're pushing, you've got to push eight different buttons in different orders and stuff and it's thinking.
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I'm thinking back to the days when we had the smaller controllers with left buttons and left.
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I didn't realize things have gotten, as the world has gotten, more intricate and complicated, games have followed suit, and so I think there is this draw to a game like Geek that's two buttons, you have one goal.
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It's not a thousand side quests or anything like that, like it's just two buttons.
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A or B club down left and then just go about what you want to do here.
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Yeah, like two-homics zone, that was pretty much what that was Like in that same vein.
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Like you had a review that dropped for N-Cycle and you said that felt like Battle Network all over again.
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So what is it?
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And I think, like you both are talking about it, but we don't have to talk game.
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Games, we can talk about philosophy, but like, what is it about that era of like battle network that you think we've lost and what indie games are trying to reclaim it?
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the indie scene is trying to get the era of the golden age of gaming, where people actually enjoy the games they have, while triple-a title companies are barely doing that anymore.
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They're not even touching the fun aspects of a video game.
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Now they mostly want more profit, which is not what gamers want today.
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If I'm spending $70 to $80 on a game, I want it to be fun, at least worth of the time that you're giving the price tag.
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And sadly I'm estimating this entirely.
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70, maybe 8, maybe 75 percent are just like.
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The games aren't fun anymore.
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They're not like what people want.
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So indie games are reclaiming the golden age where every game was like oh man, this is good, I can't wait to go back home and play it.
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Or friends are talking about I man, I caught this thing in power world where, and then a whole bunch of other stuff, so it's yeah for me.
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I can totally identify with that because I sort of like when I think about, like what games like make me up as a person, like that is something that resonates with me is like braid with jonathan blow or fez by Phil Fish, right, like games that were trying to say something or do something with a very common interaction method.
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They're both one's a 3D platformer, the other is a 2D platformer but it's a vessel or a way to express a different mechanic or a story or like even try weird things.
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A different mechanic or a story or like even try weird things.
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And what I always love doing is trying to understand the designer and the developer and their intention behind the art that they've created, cause I don't ever look at them as it's a game that I paid money for.
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I look at it as a person sat down over multiple months or years and laid out this experience they wanted someone to have.
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And one of the cool things I think about games is they are a quiet communication of both interaction, expectations and progression to a player that they've never met, and so your game has to do that and like those things became very formative to me of trying to understand what the developer is saying, not like verbally, but like with their actual design and intent.
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Is that something that like, resonates with you?
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yeah, because there was a.
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What was the game called?
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I can't think about them all, but there was there.
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Every time I get an indie game or I purchase one, I immediately look at this and go, okay, so I know I bought this, but I want to see how this game plays and how it's something that could easily be like, different than all the rest of the games Vampire Survivors, now that has a mass niche of like video games that follow that same genre of that, but they all do different things, even though they all use the same mechanics.
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This person looked at the original and said how can I improve this?
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How can I make this more fun?
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How can I expand more of the tree of the entire characters that I'm creating?
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So it's like they're all not piggybacking, but they're more like I'm giving inspiration for something that maybe you want to expand on.
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Something I didn't see, though, yeah, I do feel that like it's something that the indie developers are helping each other, not verbally, but more of inspiring more indie developers to do what they want to do and make that game they've been dreaming yeah, man, I love your passion, like I.
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I think your head face is in a similar one as mine and for me my background comes like from an education, from game dev, right, like I grew up, I wanted to make games, I got into game dev and then I was like, oh, this industry is brutal.
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But I've always been fascinated with trying to understand the like, the outskirts of the industry, like the people who make stuff or the people who engage with stuff, or just even, like in this exact show, the social spaces and the communities that are born out of the industry itself, where you don't have the word gamertag without having a reason to build those environments or communities where you're a unique thing engaging with something and people know you by that name and I think that all that's so cool and I guess it's.
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I've always been really fascinated with the fringes of the industry, just coming from that background yeah, and as these are some people that were used to being in the industry back then and then they separated from the triple a industry to make their own company like Team 17.
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I think that's what it was the same people who used to work for Rare and now they're their own little thing.
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They're trying to bring back the age of where you can feel comfortable playing whatever game you want without having to have any sort of worries about the world as it is.
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And that's what I like about video games, because video games take me out of.
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If I had a long stressful day, I want to play Spider-Man 2.
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I just swing about, beat up some bad guys, do some cool air tricks, switch between Miles and Peter and just have fun.
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Yeah, your content doesn't like just review games.
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Right, Like you build a space.
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You have a lot of folks who who followed you for a long time and they engage with you and they really trust the content you make.
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But there's something like deeply personal about how you like champion these smaller voices in the industry.
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What drives that emotional connection for you to the devs that you feature?
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So, when it comes to me reviewing most of these games for, like, smaller devs, big devs or the rare chance it's a AAA title game that I actually enjoy or want to review what drives that connection for me to do these things?
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Because I used to be a developer myself.
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I know the ins and outs of like how Unreal Engine works, how Unity works, how CryEngine works works, how unity works, how cry engine works, and I know it's tough because you want to make something that you want to bring to life that you've been dreaming about, but you have no idea how to put it out there successfully.
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And when I see these people and I see their like backgrounds, how they like made the videos or how they made the games and everything, and you know how they take the time doing it I feel like inspiration that these people took hours of doing this throughout their day working at day jobs or great jobs, drawing up plans, making ideas, taking the time to make a game that they want to put out there the world, to see how much they can get by impressing all these gamers out there that play video games daily to say what do you you think of what I'm dreaming of?
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Yeah, yeah, for sure I want to build that space, that look, I may not get to everybody's games I'm only one man but I would try to make sure to make your game be visible out there, because you worked hard on this.
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You don't want like any old game journalist, just oh, thumbs down, sucks.
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So you, as a game dev right, You're looking at this through the eyes of someone went into this, this classic type of media right A genre.
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All right A genre.
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And then they wanted to do something unique and different and they may.
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They took what they thought was funny or fun or interesting rap mechanics around it Made it actually an interesting experience for you.
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And then you're like, ok, cool, you maybe missed the point.
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Like the larger reviews, the reviewer missed the point of that whole thing, and so you're like this has to change.
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Yeah, and I understand you trying to make sure to review all these AAA title games, but there are a lot of indie games here that do better than them, sadly enough.
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What are some games you worked on during indie dev?
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Like when you were doing development, we probably had a lot of projects you worked on, but what are some things that stuck out to you as moments where you were trying to like, take something and make it feel new?
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So I had several game ideas in the past.
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It was some really ideas.
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I wanted to try to expand also, but if you remember the game, it was a parasite.
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No, it was a parasite.
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It was something with a character named Alex Mercer and I try to remember what that is.
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It was some game with a dude with a jacket and a hoodie but he was going around getting power ups to expand his like.
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Yeah, that's it, Thank you.
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Thank you, I remember Alex Mercer, but I couldn't remember the name for the life of me.
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That game had a really unique concept of you're jumping around superhuman strength, everything like that but then over time you gain abilities which changes the form of how your body works and expands on that.
00:20:48.192 --> 00:21:03.070
I had an idea to use like metals or things like that to kind of figure the character's body into different types of shapes of what they wanted to do, and that was an idea I had and I worked on one game.
00:21:03.070 --> 00:21:10.334
It's not really fully out there, it's just a private game we haven't really touched in years, but it was called dia deos dinosaur.
00:21:10.334 --> 00:21:12.417
It was like a school project type of thing.
00:21:12.417 --> 00:21:14.851
It was supposed to be like Day of the Dead with dinosaurs.
00:21:14.851 --> 00:21:18.420
That sounds rad, yeah it was really fun.
00:21:19.046 --> 00:21:28.550
It was a really cool game and then it was an end of school project, but we still had, like our game dev recordings and things like that Worked on it with Unity and really good people.
00:21:28.550 --> 00:21:30.645
They edited, they did art.
00:21:30.645 --> 00:21:32.307
They did a lot of amazing stuff for it.
00:21:32.307 --> 00:21:42.855
Sure, it wasn't like the most polished thing, but we had a really good idea for making like a platformer and then unique type of things about Day of the Dead and a lot of other things that I remember about it.
00:21:43.416 --> 00:21:46.538
Do you think back to those moments of doing that work with your team?
00:21:46.538 --> 00:21:52.663
Because it's never, it's rarely, one person who's building it and, like you, start to have this emotional bond with the team who's building it.
00:21:52.663 --> 00:21:59.673
The group and everything Right and so the game becomes a manifestation of the vibe of that group Right, is that kind of?
00:21:59.673 --> 00:22:01.384
Is that something else that, like, maybe stands out to you?
00:22:02.048 --> 00:22:09.471
If we had the time, or more things like more time to do all this for years of time or just leaving our own team or anything.
00:22:09.471 --> 00:22:16.394
Sure, I would love to be a game designer again to try to redo what I could do or try to fix a lot of stuff in Unity and things.
00:22:16.394 --> 00:22:26.594
But then at the same time you realize we could do this, but we're going to need a lot of help just to make sure we keep this going.
00:22:26.594 --> 00:22:30.865
And then you have a lot of competition, the niche, everything, and then it's.
00:22:30.865 --> 00:22:32.228
I would love to keep going.
00:22:32.228 --> 00:22:38.057
Even if it wasn't the most successful game or anything like that, I would still say I released a game and we did it together.
00:22:38.057 --> 00:22:39.798
I don't see the downsides here.
00:22:43.005 --> 00:22:46.798
Bro, I think you just described indie game development, which is exactly why you're in this business and trying to help people.
00:22:47.986 --> 00:22:55.599
Because it's not easy out there when you have, like Final Fantasy VII, new Horizons, so part four, I'm like, yeah thanks, I need that one now.
00:22:55.923 --> 00:22:58.513
Yeah, you were talking about uplifting those indie devs.
00:22:58.513 --> 00:23:00.432
There was a moment from Packed Wet.
00:23:00.432 --> 00:23:04.856
There's a clip where a dev thanked you directly for featuring their work.
00:23:04.856 --> 00:23:10.298
Just what did that feel like to be recognized and be seen by a voice that matters.
00:23:14.484 --> 00:23:30.473
Honestly, when I shook that person's hand and then talking to all of them there over time and introducing myself and things like that, sure it was very busy and people were like talking very loudly and going it felt like I'm doing the right thing, like it felt like I'm making somewhat of a difference in the world.
00:23:30.534 --> 00:23:32.919
I really want to try to make my mark on the world.
00:23:32.919 --> 00:23:36.775
I want to try to leave something behind and say, hey, I did this.
00:23:36.775 --> 00:23:40.615
I made indie games important.
00:23:40.615 --> 00:23:46.307
I made indie games into something that, hey, doesn't matter how small your game is, if you did it.
00:23:46.307 --> 00:23:51.077
You put your blood, sweat and probably many keyboards that are probably broken right now.
00:23:51.077 --> 00:23:53.153
You did this.
00:23:53.153 --> 00:23:53.959
You took the time to now.
00:23:53.959 --> 00:23:54.281
You did this.
00:23:54.281 --> 00:23:55.346
You took the time to make the game.
00:23:55.346 --> 00:23:58.900
You took the time to work on it with your team or just by yourself.
00:23:58.900 --> 00:24:01.007
You made something inspirational.
00:24:01.828 --> 00:24:10.027
When that dude took my hand, I said thank you for reviewing my game and thank you for talking to me about it and thanks for taking the time to even look at it or even review the demo or something.
00:24:10.027 --> 00:24:11.951
And I'm like, hey, man, look it.
00:24:11.951 --> 00:24:12.292
Look.
00:24:12.292 --> 00:24:13.957
I'm always happy to help them.
00:24:13.957 --> 00:24:21.050
I'm always happy to make sure that they know that their game, that they put all their time in, has some sort of visibility Somehow, some way.
00:24:21.050 --> 00:24:27.778
And it felt great that I did something inspirational to someone to keep going and keep making their games.
00:24:27.778 --> 00:24:30.574
It's something that someone is out there watching all of them.
00:24:31.164 --> 00:24:31.689
Watching what?
00:24:31.709 --> 00:24:36.173
they do Not like some sort of soccer or something, someone that you want people to feel seen.
00:24:36.424 --> 00:24:39.315
So you're watching, you're trying to be a supportive voice for them.
00:24:39.315 --> 00:24:40.590
Yeah, I totally get that.
00:24:40.590 --> 00:24:42.391
The world is still connected, though.
00:24:42.451 --> 00:24:49.551
Really, we're going to sound super cliche, but one person can really have that impact because of how connected we are as a society.
00:24:49.551 --> 00:24:50.453
Totally.
00:24:50.914 --> 00:24:52.557
Totally, yeah, yeah, of how connected we are as a society.