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Mudcon 2k22 Q&A transcript
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Transcript of mudcon 2022 Q&A VOD | |
Link: https://twitch.tv/videos/1450855587 | |
thnx to alice, fayti & samual for proofreading and fixing [?]s | |
<00:00:48> | |
alice [via whiteboard]: i'm with stupid *arrow pointing at matr1x* | |
matr1x: oi. very rude. they can't read it cuz it's backwards (ED NOTE: not true) | |
<00:01:30> | |
matr1x: i guess, the first question i have for you before we get ones in from | |
them is, what was your process when you were first brought into hackmud? | |
chris: right, so, the story there, is that sean and i have known each other for | |
quite a while now, but we met during a game industry dota 2 tournament, in like | |
2014. he actually (i think) was developing hackmud at the time, and showed it to | |
me on his laptop, and i did not understand it at all. | |
matr1x: still don't now | |
chris: yeah, and i still don't- no. and then a few years later, i was leaving | |
my job at the time, and he went for a hike with a mutual friend, tom francis, | |
who's also a game developer, and he was looking for a writer, and tom [?] to | |
me, we talked, we realized that we had sort of a lot of the same ideas about a | |
variety of things. this was like the spring after the game had come out the | |
previous september, and i just started working and stuff. initially the process | |
was coming into something that had launched with like the outline of some | |
narrative ideas and a mixture of things that were kind of top-level concept and | |
a few big questions, but also sort of a wide ranging tone | |
matr1x: yeah there's some comedic stuff there's some serious stuff | |
chris: there's a huge question at the bottom of the game | |
[... chris calls matr1x a human tripod ...] | |
chris: so i started off writing a few things just to kinda get a sense of the | |
vibe. the first thing i wrote for the game was the idp1p1- | |
chris: so i wrote kinda little new-player loops and stuff, and then built out | |
from there into doing a lot of work initially just to kind of flesh out the | |
background, make sure it's gonna work, add stuff behind the scenes, and a | |
direction forward for a lot of characters, and since then the first big event | |
i've worked on was petra arbella | |
chris: so after that, the second robovac revolution, which obviously kicked off | |
a lot of the characters and stuff | |
matr1x: yeah, established a lot of the themes and things like that | |
[UTTER WIND SOUNDS] | |
chris: basically it's the point I was making about, y'know, the game has a tonal | |
range, and that's kind of [?-- wind --?] lighter than some of the stuff you'd | |
find elsewhere. That's good. | |
marto: it's only starting to get involved | |
chris: it's only starting to get involved, yeah | |
<00:06:21> | |
alice [via whiteboard]: | |
alice.encore | |
WL-@alice-XP7e16JM3684JvzA | |
(hope i copied that right...) | |
tell me if not! | |
chris: i like that now, i feel like i have not chosen the most obscure way to | |
give out a script, so congratulations alice, you've taken the crown there. | |
<00:06:50> | |
matr1x: how long would you say it normally takes to make most event content? | |
chris: it varies, and one thing i will say, over the years, after that first | |
one, we've added more every time, they got more complicated, and obviously | |
there's a way that sean and i work together, where it's very back and forth in | |
some ways, because i'm not a programmer, so sometimes i need help with | |
implementing stuff, and sometimes he's working on the narrative side of it. | |
there's a lot of planning, and then quick production. so, there's like tons and | |
tons of planning, and then actually, some of the stuff just happens in a week or | |
so of just really intense work. i guess an example would be like, at occasion | |
you have an idea and you run with it, but in order for the idea to happen, you | |
need to make it happen quickly. so for example, the first bigbot adventure, the | |
moon castle, that was an easter egg originally, that was hidden as part of a | |
different event, and i wrote that in basically like one weekend that i no longer | |
remember. i had a fugue state, and when i woke up, this thing existed, and the | |
rest is a series of weird decisions. | |
matr1x: and now you have to work with this thing that you don't understand | |
chris: exactly. and it varies but it tends to be a couple months of planning and | |
then like a week or three of intense execution. i think the last thing we did | |
before the pandemic and before things got more difficult, both risk.trace and | |
the sort-of finale to the previous revolution. that was about a month of quite | |
intense work, because it was just a lot of writing and planning and different | |
interrelated things to make. | |
matr1x: by then were you already writing a script that bigbot was gonna win? | |
chris: no. i don't want to get too meta about things, but i had a sense that | |
bigbot would win, but [...] some of the preproduction is "what do i do if we | |
have like a 11th hour swerve and it's catesby, or it's muldrake, or...", it was | |
never gonna be muldrake, let's be real. | |
matr1x: muldrake said he had several votes when he had 2. | |
chris: look, that is more than one. that is technically several. and those two | |
people, you're winners in my eyes. | |
matr1x: i think it's probably one person. | |
chris: that one person is a winner in my eyes. | |
matr1x: i think it was just to test whether muldrake was actually votable as | |
well. | |
chris: yeah, he was. muldrake is the most maligned character that i like. he | |
deserves better, frankly. | |
<00:10:07> | |
matr1x: what would you say is your favourite and least favourite bits of the | |
story? | |
chris: least favourite's a weird one, because, you know, like... i actually do | |
have to think about that. i think, things that mean the most to me, as the | |
person thinking about this stuff, is the fun of watching the community figure | |
something out, or when a point gets landed on, you know what i mean, when you | |
get to an ending. and i do like watching chat when moments kinda get discovered, | |
so one of my favourite moments i think, was, i'll say this, the finale of the | |
trace event, and sort of- i was about to say spoilers, but for this crowd, i | |
don't think it is -the che/chela thing and then the sort of reaching back, and i | |
think it was the moment somebody went poking around in teach, and figured out | |
some stuff i've hidden there a long time ago | |
matr1x: the fact that teach and che have the same things | |
chris: yeah, it actually goes a little deeper than that in ways that i think | |
people didn't pick up on, or maybe still haven't | |
matr1x: there's the anagram | |
chris: yeah, the anagram was the thing, right, like, their descriptors are | |
anagrams of each other. that was one of those things that, like, seeding that a | |
long time ago, not knowing when we'd get to the right time, that was really | |
satisfying right. a big mystery like this, a part of it is hoping people know- | |
well there's a reactive element to making it, but there's also a planning | |
element. and one of the reasons to tie stuff, is to give that reassurance to the | |
future, like, there is a plan. there are things that have been hidden for a | |
while. so that was a really good moment. | |
chris: least favourite is really hard in a way. i think i have like a silly | |
least favourite answer and a more serious one. when people get really | |
frustrated, is not the desire, right. and it's really tough as puzzle design, | |
it's more on the design side, right. like, you don't wanna see people be | |
frustrated or fall out over not being able to solve something, or feel | |
disheartened. and particularly when there's an error, or something that we | |
missed. | |
matr1x: something can't be solved because of a bug. | |
chris: i think it was mentioned earlier when we were having lunch, the kapiskaya | |
translation issue. thing 1 would be whenever there's like an "oof, i missed | |
that". it's such a detail-oriented community, that you have to be super on-it, | |
because if there's a problem, you'll catch it. and you never want it to feel too | |
meta, to be like, "is this a puzzle detail or did chris fuck up", and sometimes | |
it's the latter. | |
matr1x: like the fact that how we kept reading into the all the misspellings | |
that were in v4 | |
(chris: incredibly distracting couple doing the bungee jump in the | |
background) | |
matr1x: yeah, there was a lot of misspellings in v4. there was like isocahedron | |
chris: that one time i misspelled orthagonal. that's a low point. | |
sudo: to be fair i think there were clues to other things with misspellings | |
chris: also occasionally typos are a deliberate part. and that's actually the | |
point of the question that's been asked as well. in terms of actual least | |
favourite moments though, when i was like "ah, no". i will point to the moment | |
where literally nobody seemed to appreciate the magnitude of what muldrake had | |
done during the bigbot finale. and people were like "he's just an idiot hat now | |
who beeps", and it was partly true. and maybe this is meta, but it's very | |
significant that he's the one who says no and denies the binmat. and a lot of | |
the robovacs get an opportunity to stand up to the six in that moment and do | |
something. | |
matr1x: yeah, cuz catesby turns the words into the... [antonyms] | |
chris: yeah, percy does whatever the fuck it is percy does. | |
matr1x: percy kills chela | |
chris: with a tiny bit of help, let's say. and obviously p1p1 helps with angie | |
in that moment. and the thing that i was like "aww man", is simply the fact that | |
it's significant that it's muldrake that does something that bigbot can't do in | |
that moment, and stands up to petra, which is not easy to do, as most people | |
confessed[?], as she's kind of a dick. so, i always thought they didn't get | |
enough credit. apparently the theme of this Q&A is like Muldrake Awareness Week. | |
<00:15:00> | |
fayti [via twitch]: Do you do anything special to help writing 'in character' or | |
do you just sorta wing it? | |
chris: i do have lots of notes and stuff, so i do have a sense of how different | |
characters write. and obviously writing in character is a really interesting | |
concept in this game particularly, because how people type is part of their | |
personality. | |
alice [via whiteboard]: I like muldrake :) | |
chris: thanks alice. i really genuinely appreciate it. | |
matr1x: draw the smiley face upside down! | |
chris: also the fact that that's in red pen with a smiley face is giving me | |
the creeps. | |
matr1x: yeah, two stars and a crescent moon | |
chris: so part of it is like trying to mindful of how people type, and how they | |
express themselves, and what that said about them. | |
samual: aw, they said they couldn't read it, you have to put it closer. | |
alice [via whiteboard]: NO | |
chris: a big part of it is just typing style. i do have to admit, when it's like | |
a lot of characters, like the big all-of-the-vacs-are-shouting-at-each-other | |
sequences, there's a lot of going back over what's previously been done, and | |
reminding myself the difference between, not like the main cast, but the | |
supporting cast | |
matr1x: they all have sort-of like distinct, like... | |
chris: try and make sure they're consistent with the previous pattern. but it | |
obviously takes often going back over stuff, and making sure it's relatively | |
consistent. and then characters kind of evolve and change, and there are moments | |
where you write characters far more carefully, because it's gonna be significant | |
later. the thing i would point at for that is the intro sequence thing for the | |
interface event, where each of the six take turns to explain what's about to | |
happen, obviously with subsequent revelations in place, like, it's really | |
significant how mallory and chela both speak in that moment. | |
<00:17:00> | |
matr1x: how did the pandemic affect the design process? | |
chris: well, as you may have noticed, it slowed it down somewhat. it's something | |
that's been kind of painful honestly, in a lot of ways. to be real about it, (i | |
don't wanna speak for sean too much) i think we both found, up until the | |
pandemic, the game had become sort of this shared kind-of passion project, but | |
nonetheless something that fit in around our other lives, like our dayjobs and | |
the other things we were doing, and then the pandemic, which wasn't something | |
that was necessarily apparent at first, but i think would be clear to most | |
people, it was kinda like losing a certain amount of your daily capacity of | |
doing anything, right, like just the process of being through a lockdown, and | |
trying to just keep your life going, as things shut down, and you have less | |
access to people and less access to stuff, and i think both of us initially | |
found ourselves struggling a bit to kinda keep things going. so what we did | |
instead was that we made this basic commitment that we would talk every single | |
week. and initially about the game, and then making sure we're okay, checking in | |
with each other. and then through that time, like, what i would say is, even | |
though i appreciate that it's been light on particularly narrative stuff, | |
outside of the two revelries, but we have spent a lot of time thinking about | |
where we want the game to go, and the future of it, i spent time going back over | |
what had been done, and sort of like returning to those notes that i described | |
making in the beginning, to kinda make sure that i had a good sense of what- cuz | |
i think it's good to revisit- even though you want there to be some consistent | |
ideas so that the community can be chasing after a fixed point, it's nice to be | |
able to go back to them and go "is this as good as it can be?", and build out. | |
so i have a sense of what comes next and what might happen, and honestly i would | |
also say that i very much appreciate the amount of patience the community has | |
had frankly through a kinda rough time for the two of us, sort of just figuring | |
it out, but i honestly personally have the chance that things are coming more | |
into focus now. | |
matr1x: aww, that's good to hear. | |
chris: yeah. | |
twitch chat: <3 <3 <3 | |
<00:19:55> | |
matr1x: do you make the puzzles? | |
chris: we share them. all the ones you loved, that was me. all the ones that | |
were broken were sean- no, that's actually not the case. the way the process has | |
traditionally worked... we have most of them to some extent of one of us going | |
like "how about this?" and us handing the idea back and forth until it actually | |
becomes good or doable, and there's a lot of anticipating the community's routes | |
through the puzzle, and trying to anticipate that, and i think we've got better | |
at that over the years. in one sense it's this collaborative metaprogression of | |
towards like the most recent major event having things like catch-up mechanics | |
baked into the puzzle itself. | |
matr1x: yeah like the hints from the... | |
chris: the hint systems and being more of a... because there was a period in | |
time where the hint system was very much something that we had to do live, which | |
is a huge amount of work. | |
matr1x: just bolt new things onto like a robovacs... | |
chris: yeah, plotter or something like that. that wasn't quite the question | |
though... there's definitely a sense that, as i said, like, i'm not programming. | |
some of the more sophisticated puzzles in that regard are more or all sean, in | |
some cases it might come from a theme i've got in mind, like from i think the | |
4th roborevolution, which is effectively like, fawkes's whole thing is "i'm | |
gonna be trust, and i'm gonna be trust but better." and how well that goes, but | |
then sean re[?] that idea in a particular direction. otherwise, a lot of it is | |
like i have a sense of what we want both the experience of solving it and the | |
story told to be, and then i'll have a theme, and then we talk collectively | |
about ways to make sure it's as cool as it can be, as difficult as it can be, as | |
accessible to the different parts of the community as it can be. so, for | |
example, risk.trace started life as "i want to do a murder mistery". and that's | |
what it was, it was just a really weird one, with like several different [?] | |
matr1x: very abstract | |
chris: very abstract murder mystery, but it's functionally what it was. it's a | |
whodunnit, and whendunnit, and howdunnit, and whydunnit. | |
matr1x: and then all 10 of those at the same time. | |
chris: and then all 10 of em the same time, and then a [?] into a string, and | |
then bruteforce that string. the bit at the end of the episode of columbo, | |
where columbo, rather than just turning around once, spins around an infinite | |
number of times, until the right answer reveals itself. | |
[?] | |
chris: exactly, recursive columbo. | |
<00:23:00> | |
matr1x: are you happy with how DATA_CHECK turned out? | |
chris: i think there's a dimension of this which is more of a sean thing than a | |
personal thing. i think it remains a useful storytelling mechanic, because i did | |
want the community to have a way to know some things. obviously there's a lovely | |
tension with not knowing what you can know for sure, but at a certain point you | |
want a way to verify information. | |
matr1x: well people have their own conspiracies that the things that eve | |
verifies aren't necessarily correct. | |
chris: sure, and i'll never tell people not to think like that, but it was nice | |
to give people a way to kinda come together around something and debate what it | |
means, and debate what it coincides with, and so on. i imagine the last time i | |
spoke about any of this at length was when we launched [DATA_CHECK] at the | |
other talk. i think the state of the game at the time[?], to kind of create | |
valuable pieces of data to be hoarded or guarded, it hasn't come off. that's | |
the part of it that has been there. | |
matr1x: well, there's still like formal questions... | |
chris: sure, but that's a question of how things [stated?], and the nature of | |
the information being sought for, and the size of the group looking for them, | |
and how that information works as a part of that group. so i think in that | |
sense, i think there's certainly always refinement that we could definitely | |
think of there. but i will say, it's a fun thing to be able to do to provide a | |
long-awaited answer or something like that, and allow the shake-up that | |
initiates... | |
matr1x: DAMC being the... | |
chris: right, or more recently, effectively having something as a reward where | |
you wouldn't expect it. it's a cool mechanism for that. | |
<00:25:12> | |
ghamb [via twitch]: Out of the characters that you've made or have written for, | |
which is your favorite? I'm fond of the bathroom vac. | |
chris: idp1p1 is definitely like... i think because they were the first | |
character i invented, it was a lot of self-serving to give them a more key role | |
than several other members of the twelve. | |
matr1x: well, most of the twelve are dead. | |
chris: well, i mean, how many of them actually are there? what's the number? | |
who knows? | |
matr1x: they're just silent. | |
chris: i feel like i'd be remissed to not... apparently because this is the | |
Muldrake Awareness Hour, just say, i had a lot of fun writing muldrake... i | |
don't wanna give you too meta... they're all dumb, right. and to write one that | |
sounds smart but is actually dumb is really fun. but is he that dumb? yes. and | |
then the other really obvious answer is mallory, because i do like a villain. | |
and i think there's a few moments where i think she's a fun presence. | |
samual: she's not quite a villian, she's more like an anti-hero. | |
chris: that's a debate that i'd love to watch you have, but i'm not gonna | |
participate in. however you choose to interpret what she does, is your [?], but | |
she's fun to write as well. and bigbot, what the fuck am i talking about, | |
bigbot. the meme that came to life and took over. | |
matr1x: took over the entire, like, continuity | |
chris: i would call that out actually as an example to being reactive to the | |
community, like, there was definitely no part of my original notes for the | |
game, which was like... | |
matr1x: bigbot becomes... | |
chris: there's some thing that it touches on, but putting the moon castle stuff | |
in as an easter egg for people who liked the character from this very very brief | |
periods of this event, and then that just sort of eventually taking off in the | |
way that it did. | |
matr1x: i mean, for an easter egg, it's quite a huge part of the... | |
chris: yeah, which is why it was insane of me to spend a weekend doing it | |
frankly. cuz it's commitment to the bit, right, at some point you keep writing, | |
and then you suddenly you've written a really bad version of Zork. | |
[EXTREMELY WINDY] | |
matr1x: Zork where you fall out of a harbor[?] and get thrown back in | |
chris: yeah and we have a lot of uh... | |
matr1x: just variations on that... X rotations of [?] | |
[MORE WIND NOISES] | |
chris: i do like bigbot. he's a good boy. he's a big good boy. | |
chris: it's fun to talk about video games, and thank you very much for reading | |
any of this nonsense. | |
<00:30:00> | |
snacks [via twitch]: who came up with the plants? | |
chris: sean. | |
ghamb [via twitch]: grr | |
matr1x: i don't think you understand how upset ghamb is about plants | |
<00:32:35> | |
We The Curious museum: *is on fire* | |
snacks [via twitch]: is this part of the mudcon event or | |
chris: i've had a lot of weird puzzle ideas, but arson isn't one of them | |
matr1x: burn a building down and the flames will start spelling out a risk hash! | |
chris: it's hard for people to come in a bit late to the event | |
matr1x: it's a bit dangerous as well. | |
<00:48:30> | |
ghamb [via twitch]: Sean has long stated that he doesnt want to give an OFFICIAL | |
answer for what GC stands for. What is your take on what GC stands for? A | |
prevailing answer is Grandma Cookies | |
chris: hmm... i have to think of a funny answer to this on the spot. whatever i | |
say will be scrutinized. it stands for Good Chuestion. | |
<00:50:38> | |
snacks [via twitch]: which fish here would you eat (if you had to) | |
alice: *points at Atlantic Cod* | |
chris: this one. | |
matr1x: yeah, i agree, that one. | |
chris: yeah, this one volunteered itself. | |
snacks [via twitch]: exquisite choice, sir | |
<00:53:25> | |
alice: *hits frog-shaped trash can with whiteboard* |
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