Let's stop by the house for a second because I need to drop off a couple things.
It's these three daggers and 723 goat cheese wheels.
Welcome to TripleClick, where we bring the games to you.
This week we talk about the FESDA games, and the Elder Scrolls arena to Starfield.
What makes it the FESDA game a Bethesda game?
Besides the wheels of cheese.
I'm Maddie Myers.
I'm Jason Shire.
And I'm Kirk Hamilton.
And hello.
Hello.
Hi, my fellow co-hosts.
Hi, yeah, guys.
We did it again.
We all got together again.
By the time you hear this, Maddie Myers will be married.
It's true.
We're currently in a new thing.
This is a usual thing where we have to say we're recording this in advance.
If anything crazy happens.
If Todd Howard comes out, and Starfield has a whole section that says,
Maddie will never get married.
Congratulations to the version of you that exists when this episode is airing.
To future Maddie from past crack.
Congratulations.
The future married Maddie.
That's a tongue twister.
Say that tongue twister.
It's very mad.
It's hard to say.
It's actually it's really hard to say.
No, you can't do it.
Very maddie Myers.
It's true.
But we're experts at talking.
And that's how we became a part of the maximum fun network of podcasts.
Very good.
Well, you probably have because it's a cool network of podcasts.
And we're a part of it.
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And if you do that, you get a sweet little gift from us once a month.
And a huge backlog of every previous gift we've ever given out once a month.
And that is a bonus episode.
It's true.
So this coming month, the bonus episode is going to be a little late because I'm getting married.
And also because Zelda, Tears of the Kingdom is a long game.
But we are going to do a bonus episode about Tears of the Kingdom where we spoil the heck out of it.
We spill the beans.
We do a beans cast.
Kirk remind me what day that's going to come out.
First week of September at some point.
Yeah, the first week, a few couple days into September.
So just a little later than we usually do, we usually release them at the end of the month.
This is August's bonus episode.
It'll just be out a couple days into September.
So keep an eye on your bonus feed and you'll see when it pops up.
And it'll be a lovely surprise for you.
And regardless, there'll still be 12 bonus epses in the year.
So just ignore the specific days that they came out and don't worry about it.
There's 12 bonus epses a year, which is kind of like having one a month.
Anyway, next up on dot org slash join is the URL to go to.
Please, please become a member and earn our undying love.
And not mind no.
I wouldn't say it's undying it.
I would say it's undying until you stop becoming a very conditional lover.
Yeah.
I think we still love you.
That's true.
But it is a little less.
A little less.
It burns a little brighter if you become a member of that work.
It's just a little bit more power.
This is the stuff great pair of social relationships.
Yeah.
Yeah.
Is this a healthy way of working?
I don't know.
So Kirk, what are we talking about today?
We're talking about Bethesda Games, specifically what's the deal with Bethesda role-playing
games.
We have got a brand new Bethesda universe on the horizon in Starfield, one of the most
hyped games of 2023.
It's coming out in just a few weeks.
None of us have played it.
And I don't know if any of us will play it in advance.
But, you know, we haven't played it, but we have played a lot of Bethesda games over
the years.
And we've watched as the influence of these role-playing games has spread and gone
far beyond any one game studio.
So we have done episodes about the Fallout series, what's the deal with Fallout.
And we did an episode about Skyrim, one of the most successful Bethesda role-playing games.
So those two episodes already exist.
And none of us remember anything we said on either of them.
So we're just going to repeat all the same things.
They were huge open-world episodes.
There was just so much to keep track of.
It's like replaying an open-world game where you do the same things, but you don't remember
that you did them so it's just as fun as the first time.
Like playing a Bethesda game where the character repeats dialogue over and over.
Well, we could play this like the evil way.
Like we could just like make totally crazy choices.
Right.
We kind of totally contradict all the points that we made last time around.
Like, wow, we hate drag games.
They're so not the coolest part of Skyrim.
I really hate when a game is open-ended and wants to make your own adventure.
So anyways, we have talked about these games quite a bit on the show.
And we've also talked about games that were influenced by them.
But it seemed like a good time to just take stock of the Bethesda game studios style role-playing game
because Starfield is coming out.
And Starfield feels like it's going to land in a slightly different world than the last BGS.
It's going to land in a lot of worlds, actually.
Yeah, Star was in plans.
Thousands of worlds.
But I guess the last BGS game was Fallout 76 in 2018.
But the last proper sort of single-player game was Fallout 4.
And that was in 2015, so coming up on 10 years ago.
So it's been a long time since we've gotten one of these games.
A lot has changed.
Notably Breath of the Wild came out, but there are a lot of different changes too that we'll get into.
So I guess let's just start by talking a little bit refreshing listeners on our overall relationship with these types of games.
Which ones we like, which ones we've liked, less what we think of them now,
versus what we thought of them when we first played them.
Jason, why don't you kick us off?
Yeah, my first one was Oblivion, which is kind of a bad first one because it left kind of a...
And that's a great impression.
But then I got really into Fallout 3 and then really into Skyrim.
Skyrim.
I lived in Breathes for a long time.
I have fun memories of when I played that game.
I actually reviewed it for Wired.
Oh, yeah, that's right.
I went to a preview event and everything.
That was a very long time ago.
It was one of those.
It was actually one of the best preview events I've ever been to because they didn't say anything.
They didn't do anything.
They just dropped you in front of a computer and said, play this for three hours and you can do whatever you want.
It was legit.
Like the best kind of preview for a game like this, that I should say.
And yeah, and then I was lukewarm on Fallout 4.
I didn't even play more than 10 hours of that game, which was disappointing because Fallout 3 and Skyrim
are both explored like most of the worlds of those games got really into them both.
And so yeah, I'm very curious to see where Starfield goes.
I'm like not really a space exploration type person unless it's a very special type of game like Outer Wilds.
So I don't even know if I'm going to play that much Starfield or care that much about Starfield.
It does feel like in a Post-Belder's Gate 3 world that that's the formula is going to be interesting to address.
But yeah, to answer your original question, really into Skyrim, really into Fallout 3.
The feeling of just kind of like wandering in Skyrim in any different direction and just finding something interesting.
That was so, I don't know if it was the first game to do something like that.
It certainly, actually, it wasn't.
It definitely can say it wasn't the first game to do something like that, but it really kind of mastered that formula of exploration
and just environmental storytelling and narrative design through finding this weird little outpost somewhere
and learning that it's actually full of cannibals.
I guess I was Fallout 3.
But learning that they're vampires.
There are some cannibals in Skyrim.
Yeah, they're vampires in Skyrim.
Vampires in the basement or something.
And just kind of like telling these little stories through exploration.
I was always really impressed and really enjoyed that sort of thing.
Vampires are kind of fantasy cannibals.
I know.
I never drew that comparison between Jason and Jason just now.
If you think about it, a cannibal is like a vampire that just like solid food.
And it's sexy.
Sexier than most cannibals.
Yeah, they were vampires.
They were cannibals.
I remember there's a house of cannibals in Fallout 3.
And then Fallout New Vegas had like a cult of cannibals that white glove, like family fame.
Oh, yeah, right.
Right?
Or were they vampires?
But I do never enjoy that.
I think they were eating each...
I think they were cannibals.
There weren't...
There were no vampires in Fallout lore.
So I think they were...
No, there are ghouls and there are cannibals.
But I don't think they were...
Well, the ghouls are totally different.
Yeah, they were...
They were cannibals.
Well, the ghouls live a really long time like vampires.
That's true.
Should we do a video game monster et homology on the show at some point?
Oh, that'd be fun.
That'd be fun for an episode.
I mean, I do feel like I've been in a lot of goblin camps this past year.
We don't even get any of it, but there have been a lot of goblin camps.
I'm writing down types of video game monsters in our documents for a few years.
It's our field going to have cannibals or vampires.
I mean, there's going to be camps of enemies that we need to destroy because that is a core part of an open world game point.
Also, would a cannibal vampire...
Is that a vampire that eats other vampires?
Oh, yeah.
Cannibal vampire.
Cannibal vampire would be the most hardcore heavy metal band you've ever seen.
That's true.
You heard a cannibal corpse.
Get ready for cannibal vampire.
Exactly.
What is that?
Maddie, what is your relationship with Bethesda Games Studio's role-playing games?
Well, I'm sure I said this on the follow-up episode, but forget all that.
I'm going to say it again, folks.
That's what we're doing today.
Back in the 2000s, I had a roommate who played Elder Scrolls Oblivion.
And that was my first interaction with Elder Scrolls.
I was like, this doesn't look fun to me at all because the roommate was grinding and just killing rats over and over.
I had the same exact experience all the way down to the roommate.
Where he just fights the same enemies over and over and...
You've heard a lot of rats, especially over and over and over.
Especially over and over.
Very slowly, this seems like the least fun thing I've ever seen.
And it's like everything I hate about fantasy role-playing games.
But then said roommate started playing the follow-up games.
And I had a much better time watching those along.
I guess Fallout 3 would have been the next one,
according to this timeline that Kirk made.
And I remember weighing in on choices
and character creation and all of that
and being like, all right, this is pretty cool.
And then I was working for the Phoenix by this point
and I reviewed Skyrim for the Phoenix.
Thought it was great, was very overwhelmed
by open-world games at that time though.
I don't think open-world games really clicked
for me emotionally until Breath of the Wild.
I mean, I played them, but I was always like,
there's so much to do, I don't know,
these aren't my favorite kind of games.
I'm not sure if this is for me.
And Skyrim was something that I thought was really impressive
and beautiful, but maybe just not for me.
And then circling back to it again on this show
in my post Breath of the Wild brain,
I actually enjoyed it way more,
which I'm sure I said on our Skyrim episode
in some form or other.
And now heading into Starfield,
I'm like, not sure how to feel
because I like Jason.
I'm not necessarily looking at Starfield
and being intrigued by the story per se.
It's not to say don't like space games, I do.
I'm a Metroid fan after all.
That's not what's pushing me away.
It's more just that I've played
so many different RPGs this year.
And so I'm wondering how Starfield's gonna stand out,
but I also feel like overall,
I've had kind of a slow falling in love
with Bethesda games and understanding them
and seeing what makes them so special
between Skyrim and the fallout games.
So I'm cautiously optimistic, but not sure what to expect
since it's the first in a new IP.
So.
They're very, as they have very excitedly told us many times.
Yeah.
Yeah, so my history with these games
actually goes all the way back
to the very first Elder Scrolls game.
I play the Elder Scrolls Arena,
not in 1994 when it came out
because I don't think I had a PC
that could play games then,
but maybe 96 or 97.
I found it in, I think it was a software, et cetera,
which is the name of the game store in my mall.
And I remember, I think I bought it just purely based
on the advertisement on the back of the box.
This had, this famously had a scantily clad lady
along with, she's like a barbarian fighter
along with these other characters on the cover,
but I remember looking at the back
and seeing the 3D graphics and something about,
you know, hundreds of miles to explore
and sort of an endless adventure that you can go on
and thinking, well, that sounds really cool.
It could be I'd read a review in a magazine
or something that pointed me that way,
but my memory is that I just found it on the shelf
and bought it.
So that was the very first game that they made.
The story behind that game is funny.
It was supposed to be like a gladiator arena battle game.
That's why it's called the Elder Scrolls Arena.
And I remember as a kid or as a, I guess a teenager,
having that same question.
Being like, why is this called arena?
It's just an open world that you walk around.
There aren't any arenas that I can find.
There's just dungeons full of rats that you hit with your sword.
So I like that one a lot at the time,
just because I think I saw the potential
for what it could be, it felt like an infinite game
in a way that nothing else that I'd ever played
had felt at least at that time.
So then, fast forward a few years,
I skipped the Elder Scrolls II dagger fall,
which I think was even bigger.
Like they were procedurally generating huge maps.
They were just the same thing over and over and over.
And you can just walk for hours and hours in any direction
and never really see anything unique or interesting.
It just goes on forever.
It looks kind of just copy-pasted.
So dagger fall I think was particularly that way,
and I never played it.
So then in, I think in college, I guess,
I played the Elder Scrolls III, Morrowind,
which is one that, it's a game that holds a special place
in the heart, I think of a lot of people
who like these games because it was so unusual
and kind of specific.
It takes place in Morrowind, which is one of the districts
in the Elder Scrolls.
There's like this continent called Tamriel.
I think I'm gonna remember this all right.
And then each sort of, there are these different districts
and each district is sort of where one group of people lives.
The High Elves live here, the Wood Elves live here,
the Nords of Skyrim live in Skyrim.
The Red Guards live over in like Hammerfell,
I think it's called.
And then Morrowind is where basically the drought
that Dark Elves live on this continent.
And it's a really unusual place.
It's like very swampy.
There's really weird plants everywhere.
Everything looks really cool.
And I remember playing it and thinking,
this just feels like this alien environment.
It's almost like being on another planet.
And that was the thing that made the game so exciting.
Turns out you were playing Starfield all along.
Yeah, what if you were on a Bowsend other planet?
What if you were on the planet?
Starfield is just Morrowind.
I'm sure, I'm sure.
That would be amazing.
Are the Dunmer actually?
I think I guess they're, maybe they're called the Dunmer
in this universe.
The Elder Scrolls is funny because I think they kind of made it up
as they went.
I don't even think they really knew
what the Elder Scrolls were when they first created it.
And it's very much just Tolkien.
It's like Tolkien fantasy.
There's Wood Elves and High Elves
and there's Dark Elves and there's trolls
and there's got Orcs and whatever.
Like it's all the same stuff from Tolkien.
It's just like in this different universe
where there's occasionally interesting ideas.
Like there's cat people.
Well, this is also, there was this giant like propagation
of like, Martin Magic and Ultima was really the series
that started all of this stuff.
There were a lot of these kind of first-person style,
either dungeon and collars or RPGs
and it was, they all kind of look the same.
Like they have the big character cards
at the bottom of the screen with the faces on them
and then on the right side of the screen,
you have all the actions you could do like a sword
and like a walking, a guy walking for moving
and like all that sort of thing
was a very big trope in the 90s with computer RPGs.
Yeah, and you know, not so I could keep telling my story,
but actually to stay on this,
I think something that struck me as notable
about The Other Scrolls Arena even from the beginning
was that it was a real-time game with real-time combat.
So you would kind of dodge in and out of fights
and you'd be pressing that I think the control button
at the time to swing your sword
and it wasn't like a turn-based battle
the way that some of those dungeon collars worked.
It had more of an arcadey feel to it,
which was notable even at the time
and has remained kind of one of the most identifiable
things about these games over the years
is that they are real-time first-person games
that follow games obviously you're shooting guns.
They're not very good first-person shooters,
but they are first-person shooters.
And in The Other Scrolls games,
you're mostly swinging a sword or a club
or you're shooting magic spells or arrows,
but it's all kind of in real-time,
which is definitely still feels unusual
when you go play Skyrim.
It's like, oh wow, okay, like I have to run up to people
and hit them with my sword and then hold up my shield
before they swing and kind of master this weird first-person
melee combat.
Oh, yeah, the weakest parts of these games,
I would say, is the combat, especially in Skyrim
where you're just fighting endless jogger,
which are the skeleton dudes, yeah.
Doesn't feel as good as picking up herbs and plants.
That's the best part.
That's true, yeah, or looking for vampires, right?
No, it's one place where the VR version of Skyrim,
which I've played a little bit of,
is actually pretty cool
because it really is VR first-person melee combat
and melee combat works pretty well in VR
because you're holding the two little controllers,
that's your shield and your sword,
and then you're swinging the sword around
and it actually moves one to one with your hand.
So as long as the game is fairly well designed
in terms of collision detection,
you actually sort of feel like you're holding your shield up
to block the attacks and then you're hitting the guy.
Like that actually tends to feel a little better to me
than you pressing the triggers on my controller.
It's just kind of exhausting
because you do it for half an hour
and you're like, oh my god, I can't just keep swinging a sword.
I'm not in good enough shape for me.
Imagine if you were actually carrying a real sword in she-
I know.
Yeah, I know.
I'm sure there are people right who attach a sword,
like a shield in the sword to their VR controllers
and then get really, really buff playing these games.
So anyways, I really liked more a wind
and then took those five or six years off from gaming
and when I came back to it, I got an Xbox 360.
The two games that I bought were Grand Theft Auto,
San Andreas and the Elder Scrolls Oblivion.
Wow.
So you had a lot of time on your hands?
I was going for bang for my buck.
I wanted the longest biggest games possible
and also I never played a GTA game
and I really wanted to.
And I remembered loving Morrowind.
So I was like, all right, I'm gonna get Oblivion
and I remember having a similar feeling about Oblivion,
I played a lot of it, I might have finished it
but it wasn't time well spent.
I remember thinking it was so repetitive
and just there were these portals in Oblivion
that open and you run through them
and you have to like fight a boss
or like steal a gem or something
and then go back through them
because the premise of Oblivion is you're in Seridil
which is the most boring district in the whole of Tamriel
because it's the capital district.
So it's kind of just like boring medieval England
looking like Green Hills.
It's not like Morrowind was cool and weird.
Skyrim is cool because it's like the Arctic North
and there's mountains and dragons and stuff.
Seridil is just kind of some feel.
It's like it's really not very interesting looking.
And then the plot is like,
there's a bunch of portals to Oblivion
which is the kind of hell dimension
or just opening up a map.
Hell Mouths.
Hell Mouths are opening up.
They're basically Hell Mouths, yeah.
And you have to run into them
and then it's always the same thing
like they're very copy-pasted
and there's a billion of them.
You can just play it forever.
And I remember just kind of mindlessly playing it
and being like, okay, this is really getting old
after a while.
So I didn't love that game
but I did play quite a bit of it.
And then I enjoyed Fallout 3.
Didn't think too much about it at the time.
Like I've since come to have a better appreciation
for all the narrative problems that that came had,
especially at launch.
It really is a pretty slobbly, told story
but it had its moments when you go into the
black and white, pleasantville simulation.
Yeah, that would mean you have to.
What are the narrative problems?
I think that's the story.
Liam Neeson kicked out.
Well, you're really just following.
It's that you're really just following
your dad the whole time
and you're not really able to impact the narrative
in any way.
Like you're just kind of wandering around
following a guy who's on his own adventure.
That's just the main story.
The main story's in these games.
I mean, I guess this leads to actually
an interesting Bethesda trope,
which is that the main stories are never
particularly interesting.
Even Skyrim, which I think a lot of people would consider
the peak Bethesda game.
A lot of the people think it's their best game yet.
The main story of that is like the driest
boring thing.
Like you're a superhero and you kill a big dragon.
It's the side stories and the exploration
and the adventures you have along the way that matter.
So that's why I enjoyed Fallout 3
because like not a lot of games give you an object
like put you in front of a town with a nuclear bomb
in the middle and give you the option to detonate it
and if you so choose.
I feel like that's still one of the most memorable quests
ever.
Like it's still like often people's go to example jokingly
or not of like a choice that matters in a video game.
Like did you blow up the town
or not?
Yeah, to the point where I've, I mean,
some of my criticisms of Fallout 3 and Fallout 4
are based on H Bomber Guys videos.
He's made these incredible videos
critiquing both of those games that are more thorough
and well thought out than anything I could come up with
right now.
But I will link them in the show notes.
If you want to watch like some very smart good criticisms
of those two games and actually he also did a video
about Fallout New Vegas and how great that came as.
Notably the one of these types of games
it was not made by Bethesda Games Studios.
And those are all really fun to watch.
He points out like, well, he talks some about that choice
that, what's the town called?
Megaton.
Yes, Megaton of course.
The Megaton choice and how that is like yes,
that is a really impactful decision
but it's almost comical in how totally overwrought
the decision is, it's the first thing that you do
and you can either blow up all these innocent people
or you can choose not to.
And of course like most people are going to choose not to.
The blowing up just exists to prove
that the choice is possible.
Sure.
And then there are things like in the end of that game
you have to go into an irradiated room
to like save the water supply
and it was a binary choice.
Like either you could sacrifice yourself nobly
or you could make the brotherhood of steel lady to it
and then that was seen as a bad thing
no matter your reasoning.
Even though one of your companions is a super mutant
theoretically you could say to him,
you're resistant to radiation.
Couldn't you just go into the room and press the button for me
but he won't, like he won't do it, you have to do it.
And then eventually they like change the ending
and made it so you didn't have to die.
But there are a lot of things like that
where the promise, like the open-ended promise
of the world and of the way that the game seems to work
are completely thrown out the window,
especially narratively.
And I think that for a long time now
that's been the biggest problem
that Bethesda Games Studio's games tend to run into
is there's this amazing promise to the open world
but then the story and specifically the mainline story
totally fails to live up to those open-ended promises
that the way that you feel when you first look
at the open world.
I guess I don't, I'm trying to remember
if I felt that disappointed about Fallout 3,
I don't know that I ever did
but I agree looking back on it,
especially in a Baldur's Gate 3 universe
that we're all living in now where we're like,
oh my God, there's so many choices
you can completely ruin your game
that was a big topic of conversation for us
on that most recent Baldur's Gate episode
and I've been thinking about it a lot since then
as I keep playing and googling what I shouldn't do.
I don't think I ever had that experience
in a Bethesda game but I don't know if that's a bad thing.
Like I don't, I don't know if I agree
that that promise had to be lived up to if that makes sense.
Like I agree with you that the stories aren't strong
but I'm okay with it if there's just one thing to do.
Does that make sense?
Like it's okay if there isn't a whole lot of variety there.
It does, I guess a Baldur's Gate does put it into relief
because Baldur's Gate is so good at telling you, yes.
Obviously it doesn't make anything possible
but it is very good at rewarding you for thinking creatively.
For example, in that game,
if you had a character that was resistant to radiation,
if it was a thing in Baldur's Gate,
you absolutely could send them into the room
and they would be resistant and they'd be able to do the thing
and they would have accounted for that in written and outcome.
There'd probably even be some lines of dialogue about it.
So I think I understand feeling disappointed
every time a Bethesda game railroads you into something
which they do kind of a lot,
especially those older ones in the mainline narrative
because they just need you to get to a certain outcome
at certain folk and points in the story.
So what I found more disappointing about Fallout 4 specifically
is that on the macro level,
you couldn't make different story choices
because actually in Fallout 4 you could choose you decide
with, although I don't remember if that actually amounted to anything,
I do remember there was some big war thing
and you do have to have those interactions with the faction.
Yeah, but like parts of the story I would say
is kind of how that turns out.
What was more disappointing for me was on a micro level
and Baldur's Gate 3 really puts that in perspective
because in Baldur's Gate 3 there's so many fights
where you can talk your way out of them
or you can find some way to sneak around
or you've got some object that will end a fight for you
whereas in Fallout 4 everything just leads to a fight
and there's no way out of it
and the dialogue options have been so simplified
because they added a voice to your main character
and so they were limited in the number of dialogue options
they could choose and also you don't actually get
to choose your dialogue options
just kind of like the tone behind them in Mass Effect style
and a lot of them just lead to the same outcome.
You're just kind of making superficial choices
and you can't hack your way into a situation
or talk your way out of combat
or do a lot of the things that I think fall out in New Vegas
a few years earlier was five years earlier I believe
was very good at giving you a lot of those options.
So to me it's less about like I don't care as much
if there's only one ending or something
or it funnels you through major story moments
in the same way.
It's more the moment to a moment stuff
which again speaks to what I was talking about earlier
where I care much more about the individual finding
a cool complex and exploring it
and spending an hour is just doing things in it.
That I'll be way more disappointed
if that funnels me in a single direction
than if like the main story funnels me in a single direction.
Yeah, I think that there is, I think that's very true
and that some of it is just down to the quality
of the writing in these games
which honestly just like isn't very high.
When I think about New Vegas
there are some scenes in New Vegas.
These are scenes that I'm not even sure I ever saw a plane
but saw them in H Bomber Guys videos
like where he's talking about them
showing some of the different outcomes.
There are these amazing sequences in that game
where you'll engage in a philosophical political conversation
with the leader of one of the factions
and you really have to kind of talk him into seeing
that the way he's been doing things is wrong
which this is a classic Fallout thing.
This is something that happened all the time
and Fallout's one and two.
And then he actually will agree with you
if you can be persuasive enough
not just by passing skill checks
but by choosing the right arguments
and like role-playing it yourself which is so cool
and it comes down to the way the game is designed
but it's also just good writing.
Like the dialogue is good.
It was written by people who are thinking deeply
about the characters that they're writing
and there is a sense in some of these games
that most of the characters are pretty shallow.
That's definitely something that's true in Skyrim
where most of the yarls that you meet
they have like one thing that they care about
and they just don't really seem like fleshed out people.
And I think over time as more and more games
have started to borrow ideas from these types of games
and improve on them in some ways.
It's become more and more glaring
the narrative and writing shortcomings
that these games have.
Yeah, that's the thing I wonder about Salfield.
I wonder how that game is going to handle.
Writing in general, I wonder how that game
is going to handle storytelling and choice.
Yeah, it's probably my biggest source of trepidation
about the game not just because of Baldur's Gate
but also because there are just so many
well-written games that I've played
and also games that just feel like Bethesda games
but give me a little bit more of a coherent narrative
or like a coherent sense of the world.
Breath of the Wild is an obvious example.
That game was heavily influenced by Skyrim
but now that I'm playing Tears of the Kingdom,
I mean, it goes so far beyond the kinds of things
that you can do in Skyrim.
I would be hard pressed to go back and play Skyrim
and enjoy myself as much as I can.
I mean, to be fair, cheers to the Kingdom
because it's far beyond the things
you can do in any game.
Yeah.
But it's a lot of those that freedom that open ended,
like go see what's over the next hill.
So yeah, and also speaking of writing,
I mean, the writing, I guess it depends
if when you say the writing is generally weakened
with Bethesda games, it depends if you're talking about it
and I don't know, like grand storytelling level
versus minutiae, like individual lines making you laugh.
That's kind of, I'm more talking about individual lines.
Oh, you are talking about the individual lines.
Tears of the Kingdom, the writing is phenomenal
on a micro level, every single person
has something funny and interesting and super,
like surprisingly moving to say,
there's just a lot of good writing
and a lot of silly puns too,
but including from our favorite reporter,
Penn, there's some great lines like that.
But yeah, but that's a game that like,
I think if even Zelda, I guess Zelda games,
especially recently, have had pretty good writing.
So we shouldn't be dismissive of that,
but like if games that aren't trying
to be narrative focused can still master the writing,
then I think the bar is pretty high in general
for the level of writing you want to see
from some of these games.
Yeah, so I wanted to circle back to something you said,
Kirk, which was it feels like a Bethesda game.
And I just wanted to challenge you to explain what you mean
when you say something feels like a Bethesda game.
That's a great question.
For starters, it has bad writing.
Oh god, no, I think that the world of a Bethesda game
is a pretty distinct video game environment
and it does feel a certain way.
So when I say that, I mean there is,
you're presented with a pretty open space to move through.
The space itself gives you at least one or two things
in your field of vision that you can go to and explore.
That's a, that's been true of these games for a long time.
You see that mountain, you can climb it, et cetera.
Or really like, if you think of a Fallout game,
if you're playing Fallout 3,
if you look around, you can always just kind of see
some weird look and building over there.
And you just are like, that's something for sure.
And you kind of are trained by these games to know,
if I head in that direction, I'm gonna find a side quest,
I'm gonna find something.
Occasionally you're gonna stumble into a story mission
that you weren't supposed to go to yet,
but usually it's some kind of side thing.
So that's part of it.
A big thing for me is that Bethesda games don't have a mini map.
And I know that Zelda typically does
that you can turn it off.
I'm kind of back and forth between having it often on,
by the way, in tears of the kingdom.
We'll probably talk about that in the beans.
It's pretty minimal in tears of the kingdom.
It is pretty minimal.
It's definitely not as intrusive as in some other games,
but when I play, say the Witcher 3,
I like to mod that game so that I have a compass,
which is what they typically have in a Bethesda game.
At the top of your screen, there's a compass
like in Horizon Zero Dawn also has this modern Ubisoft games
like the most recent Ubisoft games do as well.
I'm a big fan of that compared to a mini map.
This is, I'm sure a lot of listeners know
that I don't like mini maps.
They used to write about it at Kotaku,
but I think that they just distract your eye
to the corner of the screen.
Bethesda games, for a long time, do their credit.
Instead, just have this compass
that can be kind of confusing, but I like that
because it doesn't give you too much information.
So your eyes are not as distracted.
So you're really, that's the feel of a Bethesda game,
is you're kind of looking around at the Horizon,
you're looking for things to do,
and then you're just going that way.
And then as you walk that way,
you find some other stuff that you might do.
So that's one part of it.
And another part that I'll just mention
is there's an element of simulation.
Like in Bethesda games, there are objects
have material properties.
Would can maybe catch fire or it'll float.
Like water moves a certain way.
You can blow something up or carry
a certain amount of weight or there's
like a simulated quality to the world
and also to the social simulation of the towns
and all the people so you can make guards mad
or you can pick pocket people
and take things out of their pockets that they needed
and then sell them back to them or whatever.
There's kind of this simulated sandbox quality
to the world that lets you manipulate it.
So that's I think another big part.
And there are always, I mean, extrapolating on that.
There are always extrapolating from that.
There are always superfluous objects.
Objects that you can just pick up and throw around
and just have no value, have no purpose
other than just being there.
And I think that's something Bal just gave three.
There's a lot of that too.
I think that's something that goes all the way back
to Ultima Underworld, which many people consider
one of the first immersive sims.
I don't remember.
It might have been in previous Ultima games too,
but that one really strikes me.
That really comes to mind as a game that just like
is full of objects you can interact with
that only exist to make the game feel the world
feel more lived in and real.
And that I always found to be really an interesting property
of these games.
As opposed to there's some open world games
where like deliberately everything,
I mean, Horizon is a good example
where everything you find in it has a purpose
and you're not going to find just random garbage
that you can't do anything with that just exists to be there.
Yeah.
Yeah, that's a huge drawback of the Horizon games.
You should be able to collect Sandwiches.
Yeah, more Ashtray, more broken, broken teddy bears.
Well also, you should be able to mod 10,000 wheels of cheese
into the house so that you open the door
and the cheese all explodes out of the doors.
I think modding is another really important part
of Bethesda Game Studios games
that still really makes their game stand apart.
I mean, a huge part of Skyrim's longevity
was the fact that there was this really vibrant modding scene.
And I mean, I was at Kotaku during the heyday of Skyrim.
I was there when it launched in 2011
or I guess, no, right when it went.
Yeah, and it was like right when I started.
And then 11 11 all the way through it's rain
as the kind of most popular and successful role-playing game ever.
And a lot of that was because mods,
people would make these amazing mods.
They would make mods that made it look beautiful.
So whatever, these sort of shader mods or mods
that would change the lighting, realistic water,
they would make mods that would kind of change
the way the simulation worked so that you would get hungry
and have to take care of your survival needs
and turn it more into a survival game.
People made whole new missions
where they would add new voice acting and characters,
new companions that would follow you around.
There are people who are trying to build versions
of Morrowind in the Skyrim engine.
That one's called Skywind.
There I'm sure there will be people
who try to build Morrowind in whatever the Starfield engine.
Like people are always trying to build Morrowind
and every single game that has their releases.
So that's a big part of the longevity of these games.
And I think they've been pretty smart over the years
about always allowing modders to have a lot of room to work.
And I guess Fallout 76 being an always online multiplayer game
is the exception to that.
And kind of the exception in a lot of ways
is in a lot of unfortunate ways.
And is the game that most people would cite
as something that doesn't feel like a Bethesda game?
And yet is also the most recent significant Bethesda game
before Starfield and is why I think Starfield
is coming out in such a weird spot for Bethesda games.
I mean, I guess maybe that's why we're having this conversation
is because it kind of felt for a bit like Bethesda
lost their way, did a little bit of wacky stuff,
made an MMO that just didn't properly
emulate the things about it Bethesda world that feel good
because other people role-playing can't quite mimic
the weird NPC interactions and sense of discovery
and exploration that can happen in a more designed world.
But that's part of why I'm like,
I don't know what Starfield's gonna be.
I don't know, but I feel like a Bethesda game at all.
It's an interesting question.
What Starfield is gonna be like?
This is kind of a fun time to talk about it
since none of us have seen it.
That's about to change, like it's gonna come out
soon in the world where I played it.
Yeah, I think just the embargo might lift
like right around when this episode comes out.
So we'll read reviews right around this episode.
Yeah, so we'll be reading reviews
and I'll be very curious because yeah, I don't know
what it even means for a game to be a Bethesda
game studios game now.
So Todd Howard, who was game director on Morrowind,
I think his first gig as project lead for them was
for Redguard, which is a kind of ill-fated spin-off
of dagger fall in the 90s, but he was the lead on Morrowind
and he has been like the prime creative force
at Bethesda game studios for this whole time for like 20 years
and he is still out there talking about Starfield,
but at the same time, a lot of people have left
Bethesda game studios.
It's a very different place than it was
whatever 12 years ago or even longer than that
when they were ago when they were making Skyrims.
So it's a really different place now
and the bloom is off the rose in a lot of ways.
I mean, people have been very critical of Fallout 4,
which again was so long ago,
then there was this feeling that they were kind of coasting
or they're re-releasing Skyrim over and over and over
on every platform possible.
They're making VR versions of these games.
Fallout 76 was pretty disappointing to a lot of people.
I do gather they've fixed it or they've made it better.
There are some people who like the game,
but it was never going to be what people wanted
and now comes Starfield.
So yeah, I'm kind of curious what that game is going to be.
Yeah, the thing that's most striking to me is that
Beth, as the game studios now is hundreds of people,
I think close to 500 or 500 people.
Well, I actually didn't know they'd gotten that big.
Across four different studios, they have studios,
they're their original one, which is in Rockville, Maryland
and then they also have a studio in Montreal,
a studio in Dallas, and a studio in Austin, Texas.
So they are way bigger and you might hear them and think,
oh, cool, that means they can make lots, lots more stuff
and their games are going to be bigger and better.
And that, I mean, to some extent, that's true.
I mean, Larry and went from 140 people to 450.
Like I mentioned, the other day about for abouters gate three,
but also it creates some problems.
Skyrim was made with 100 people and one of the reasons,
there are two reasons that was possible.
One is extreme brutal crunch and the other is a group of people
who have this chemistry and can all be in a room together
and like just jam and stuff and like people being empowered
to go and do their own things and create their own things.
And when you add hundreds of people to the equation,
you also have to put in layers of mental management
and it kind of, it can change the way you get in office politics.
It really changes the way a game studio works
in both positive and negative ways.
So I think Starfield will be really the first kind of example
of this new age Bethesda, this way bigger Bethesda game studios,
this way different Bethesda game studios.
One thing I have heard and I've been hearing this since,
this is not from like reviewers or anything.
It's something I heard from game devs is that
this will be the least buggy game Bethesda has made
and we didn't mention bugs at all,
but that's some of their characteristic of Bethesda games.
It's true, it's true.
But that is something that I've heard pretty definitively
from people who worked on this thing
that they are really proud of it being
the least buggy game that Bethesda has made.
Something else that I consider a Bethesda quality
is having a really specific aesthetic.
Like I always feel like Marowand, Oblivion, Skyrim,
they all feel like they're part of the same series.
You can just look at it and know it's not just any fantasy game
either. Like yeah, okay, it looks like D&D.
There's certainly some Tolkien in there.
Like it's not like the most original thing
that's ever been invented.
That's not what I'm trying to say.
I just mean like the colors, design,
and visual aesthetic overall look like a specific thing.
And the same goes for Fallout,
even for games that aren't necessarily developed
by Bethesda, you can tell what a Fallout game looks
and feels like the music is a certain way,
the props are a certain way.
It just looks like a Fallout game.
And I think that's a really good thing,
not just from a branding and licensing perspective,
but just from a narrative perspective,
even though we've been kind of hard on the writing.
Like part of being into a specific series of books
or movies or anything else is being like,
I like spending time in this world.
I like this specific designed world
and not to just constantly arc on Starfield,
but once again, I don't totally get what that aesthetic is.
Yeah, another game worth mentioning
related to Starfield is No Man's Sky.
Because I think that No Man's Sky
has a pretty similar aesthetic
and is a similar kind of game.
And I've played a lot of No Man's Sky.
It's been fascinating watching No Man's Sky
become what it is.
Again, it's still being expanded upon all these years later,
but No Man's Sky exists.
And a lot of people have played it.
And there is now that question of,
well, what is Starfield going to do
that No Man's Sky doesn't,
where I wasn't asking that question about Skyrim.
There was no other game that was doing what Skyrim is doing.
I wasn't asking that question about Fallout 3.
Right, either.
Yeah.
But Starfield doesn't even look that different.
I don't know.
I hope I'm proving that.
Well, yeah, I'm curious to see with it.
It's like, I don't know how much I'm going to play,
but we'll definitely talk about it.
We'll all play it and talk about it.
I'm sure.
I'll take a little Baldur's Gatebreak.
Yeah, a little Baldur's Gatebreak to the place of the Starfield.
Yes, we will.
I'm sure we'll be back to talk about Starfield once it's out
and we've had a chance to play it.
In the meantime, how about we take a break
and then come back for one more thing?
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That's greatestjentour.com for dates and ticketing info
for the Share Your Embarrassment Tour.
Share Your Embarrassment and grow stronger from the sharing.
Hi, I'm Travis McElroy.
And I'm Theresa McElroy.
And we're the host of Schwanners.
We don't believe that etiquette should be used
to judge other people.
No, on Schwanners, we see etiquette as a way
to navigate social situations with confidence.
So if that sounds like something you're into,
join us every Friday on maximum fun wherever you get your podcasts.
And we're back for one more thing.
Maddie, how about you kick us off?
What's your one more thing?
My one more thing is a book I'm reading.
I'm not done yet because it's pretty long.
It's called Embecile's.
And it's by Adam Cohen.
Here's the full title.
It's a real long title, you guys ready for it?
No, nice.
I love a long title book.
You can tell this is an academic book.
You guys are going to be impressed.
All right, Embecile's, the Supreme Court,
American Eugenics, and the Sterilization of Carey Book.
So this is like a truly harrowing title.
I did not know really anything about this topic,
but I was reading at Jamel Buie column in New York Times
because I'm becoming my mother, I guess.
I read the same column, so I'm actually coming here.
Yeah, and he linked to this book on Google Reads.
And I was really taken by the title,
especially the last part.
I don't know who Carey Buck is.
She's just this unknowable woman from hundreds,
a hundred years ago, who was part of a Supreme Court case
about sterilizing supposed feeble-minded people in America.
And she was deemed feeble-minded.
So just something about the sterilization
of a hyper-specific person's name kind of creeped me out
as like a book title, and also just the idea of Embecile's
being like a genetic category that we assigned to people
in a period of American history was really horrifying to me,
but in a way where I was curious and I wanted to know more.
So I bothered to click on the Google Books link,
and I started reading the book,
and I was immediately hooked by the first chapter.
It's very well laid out by the author, Adam Cohen.
A lot of the rest of the book is less punchy
than that first chapter in a lot more academic,
and just a real straight up history book
about every single person in this time period
who contributed to American eugenics.
Like actual pre-World War II eugenics arguments
that the Nazis cited and Hitler cited in his own writings
in terms of arguing in favor of eugenics in Nazi Germany.
And I think that's a part of American history
that we basically never talk about.
And Adam Cohen lays that out really well
in that opening chapter.
I would say if folks just want to read the opening
on Google Reads, I recommend that.
I'm really enjoying the whole book.
I like history books, but it's definitely dense.
And the other thing that the book gets into that I think
is fascinating is intelligence tests,
which I think all the three of us
know are based in racism and bigotry, like at their core,
like the IQ tests, like eugenics
were heavily involved in the development of those tests.
And many of them don't measure jack shit.
I mean, I don't know how to put this,
Adam Cohen puts it, better than I just did.
But that's pretty straightforward.
Basically, he lays out that intelligence tests are bunk
and they measure almost nothing other than how well
you can remember the answers to a test.
And they're often used to discredit either disabled people,
people of color, or really anybody who you need to discredit,
you can make a test to discredit them.
To prevent them from voting, for example,
that's a big part of the book is the way that,
for a while, literacy tests were used
to disallow certain people from voting.
Anyway, lots of very fascinating historical information here
and about a period of time, before World War II
and American history that I think nowadays,
no one thinks about at all.
Because no one in America these days even imagines
that eugenics would have been a part of laws in our land.
I, at least I never hear about it.
So, yeah, it's a fascinating book.
It's called Embecile's, and it's by Adam Cohen,
and I recommend it.
Yeah, I've heard of this book.
It sounds very interesting.
I always find to realize that America has even more sins
than we even know about and think about.
Oh, yeah, so many more.
It's wild how much stuff we just act like it never happened
at all.
We're just like, that's fine.
I have gotten the sense that this area
is getting a little bit more attention,
but it might just be because I read the same Jamal Buick column,
and he's always talking about interesting historical stuff
like that.
Yeah, I mean, Jamal Buick is out here talking about things
that nobody else talks about.
I mean, the other horrifying thing is that this particular
Supreme Court decision hasn't been overturned,
and Adam Cohen really has, like, this is his hill
that he's fighting on, where he's like,
it's crazy that this is the case.
And you read the book, and you're like, yeah, it is crazy.
What the heck?
Well, that's, I mean, it's good if you're
going to choose a hill that I own.
Yeah, why not?
Nobody else is fighting it on, right?
That's cool.
That sounds like an interesting book.
Jason, what is your one more thing?
My one more thing is a new video game that just came out this week.
I've been playing an early copy provided by the publisher
called Sea of Stars.
And this is a game by sabotage studios, best known,
well, only known for their previous release.
The Messenger, which you guys might remember,
came out a few years ago.
Is that kind of ninja, guidance style platformer
that then turned into a Metroidvania super cool game?
This game is totally different.
It's a JRPG inspired very heavily by Chrono Trigger
and also Mario RPG slash Paper Mario.
And so the way it works is it's this turn-based RPG.
And you are this group of adventures,
and you go explore this kind of really wild,
interesting universe and one that universe.
I guess plan it with like a bunch of islands and stuff.
And it's really interesting and got cool music
and other great JRPG stuff.
It's got turn-based combat that has kind of rhythm,
timing moves straight out of Paper Mario
where you have to, you can do extra damage
by pressing the button at the right time, which keeps you engaged
in the combat, but other than that,
it feels very Chrono Trigger like the battles unfold
in the same way as Chrono Trigger where the enemies
are on screen and when you run into them,
they jump into position and then all your guys
are fighting on the same battlefield.
And it's really cool.
There's a lot to like about it.
The animations are really cool.
The story is kind of interesting.
The combat is fun.
Characters are interesting.
But there are two fatal flaws.
Really one fatal flaw and then one kind of caveat.
I'll start with the caveat.
The caveat is that with the first game, the messenger,
people discovered that there was like a Jordan Peterson
quote hidden in it and people were like,
oh man, are the developers here inspired by Jordan Peterson?
And actually I got a message,
kind of unsolicited message from this guy Terry,
who's the designer and director and writer of the game.
And he sent me a message in 2021.
I had actually met him at an event like previewing
the messenger, so I knew him.
And he sent me an email, a note saying,
hey, I just wanted to reach out regarding
these Peterson comments that are inevitable.
I hadn't said anything about it.
It was just kind of like a preemptive thing.
And he was like, the gist of it is that
the specific bit I wrote about this problematic man
was sarcasm written in a second language,
which has missed the mark with part of the audience.
I lived and learned, but happy to address further
if you want.
So he is kind of whatever he might have intended
at the time, he has walked it back.
So make her that what you will,
if you are considering buying a game,
but I thought it was worth,
and I've even I've seen people talking about this
in our discord and the triples like discord,
so I thought it was worth sharing those comments
I got a couple of years ago from the developer.
But that leads to the actual fatal flaw of this game,
which is that is very clearly written by someone
who English is his second language.
And I don't think there's like,
obviously there's nothing wrong with making a game
in English, if English is your second language,
but as an English reader,
it can be a little tough to get through
when the English is not really there,
and the writing is not really there.
And as you read it, it feels very clunky.
The dialogue is very, there are a lot of comma splices,
pretty much every sentence is a comma splice,
which always has been a bug bear for me.
And it's tough to get through.
It's tough to get through.
It is, because there used a lot in games writing too.
I always hated them with headlines, especially.
And it's tough to get through in a JRPG.
And this was very noticeable in the messenger
that like English was clearly not the first language
of the writers, but it was fine,
because it wasn't a dialogue heavy game.
It was a platformer in a JRPG
where there's dialogue everywhere.
It's a little bit of a tougher hang.
And it's very noticeable if you are a native English speaker.
Speechar, yeah, there we go, there's my native English.
Speechar, especially if you're a writer.
So that's just, that's been a real, a real tough,
it's made it tougher to be like, wow,
this is a really cool new JRPG
and that if you're into current trigger,
you should check this out,
because that's such a big hiccup for me.
And it's really stopped me from enjoying quite as much
this game that I would otherwise really be enjoying
is the English in it.
So that's unfortunate.
And I wish that they had gotten a couple
of maybe gotten a grammar pass on it
from some editors or something like that.
I guess maybe one day they can patch it or something.
But yeah, that's a tough part.
But otherwise, yes, see if stars, it's a cool game.
I'm enjoying it, I'll play some more.
I'll be playing through it until I get something else, I guess.
But yeah, see if stars, that's my one more thing.
Cool.
Well, my one more thing is a show that I've been watching
called How To With John Wilson.
Have either of the two of you watched this show?
I know of it, I've seen parts of it.
It seems like an acquired taste.
I feel like I don't understand it, but tell me more.
OK, so you haven't really watched it.
So neither of you have really watched it.
This show is incredible.
Yeah, people are.
So I'm going to give it a wholehearted recommendation.
This show is totally great and the two of you would love it.
I feel pretty safe saying that.
Cool.
And I'm going to tell listeners about it
because I only just started watching it.
The show is currently in its third season, which I think
is going to be its last.
I just have watched the first four episodes of the first season.
The show is on Max, formerly HBO.
Oh, we have to call it Max.
Somehow called Max now.
But this was made for HBO.
Twitter is X, so.
No, no, we're just, no.
A lot of people are killing a lot of very well-known brand
names for some reason, right?
It's really just, yeah.
Bizarre.
Anyways, so this is made by a documentary named John Wilson.
It is executive produced by Nathan Fielder, which
maybe puts some of it into context.
It is an unusual show about reality
that tends to go down strange rabbit holes
and wind up in profound and beautiful places.
So this guy, John Wilson, approaches each episode with a question.
Or how do I do this?
So how do you make small talk with people?
The very first episode.
How to make small talk?
The second episode is how to build scaffolding.
How do you build scaffolding around a building?
The third one is how to improve your memory.
So it starts with a question like that.
And it's this very extemporaneous sounding narration
over a lot of footage of mostly New York City.
So John Wilson lives in New York.
He always has his camera with him everywhere he goes.
He films basically everything he's ever seen
as far as I can tell based on the footage
that he uses in the show.
And then he mostly just narrates.
He's almost never on camera except in reflection.
So it's just him kind of talking.
He's a very funny way of talking.
There's a lot of ums and uhs.
He speaks very slowly and gently.
Yeah, he has a very, I think, a very appealing voice,
but it's just a strange way of talking.
And it almost sounds like he's making up the script
in the booth as he's going.
But it's also kind of an affect,
but it never is distracting.
Or at least I find it very funny usually.
I'm also not sure it is an affect for what it's worth.
I will never know, I guess.
Yeah, it's having listened to it.
You can just see how they could have recorded as the first take
and be like, OK, now can you do it again?
And not pause forever and then trail off.
Like it, but they go with it.
Like they want that energy.
I suppose an affect isn't the way to describe it,
but like it is on purpose.
I know what you mean.
Part of the show's energy is that this guy is kind of faking it,
kind of talking off the top of his head.
Even while the show itself is this immaculately put together
presentation.
So he starts with something like, uh,
for example, in that first episode, how to make small talk.
And he starts talking about how it works.
Different techniques you might try for making small talk.
But pretty soon he's just talking to people on the street.
Then he's like, gonda can coon for spring break,
because he thinks if you're on a trip, you can talk to people.
And then he winds up just having this really kind of meaningful,
surprisingly meaningful conversation with this dude who's down there
because MTV spring break is being filmed at the same time
right next to them.
So the topic, like the subject matter,
tends to lead to a lot of really interesting digressions.
And that's part of the joy of the show.
The second episode is actually probably my favorite
that I've seen, how to build scaffolding.
Because it starts being a really interesting look
at just the scaffolding industry and the fact
that there's scaffolding under like every single building
in New York City, which is something that you see
but then stop seeing really quickly.
And when someone points it out, you realize like,
holy crap, this whole city is just covered in this stuff.
And why is that?
So he explains why it is.
He gets a little into how they build it.
But then it becomes a very different kind of discussion.
Episode winds up being about how the impermanent things
in our life become permanent.
And you know how you maybe, like he starts being like,
well, you know, braces are scaffolding for your teeth
and a cast is scaffolding for your body.
And then maybe you're scaffolding other parts
of your life in other ways.
And it starts to become really beautiful.
So that's the way that the subject of a given episode works.
What makes the show true genius, I think,
is the way that he juxtaposes what he's saying
with the b-roll that he's showing you.
He has so much footage of New York
and there are so many times where he'll just say a sentence.
Like, I guess in the end,
some things just aren't really supposed
to be preserved for a long time.
But while he's saying that, he's showing
like a taxidermied animal that he saw in a store somewhere
and the camera is just lingering on it.
So then you just have to draw the connection
between some things not supposed to last forever
and just this random taxidermied animal
that you're looking at.
And the whole show is like that.
So the visual humor of it,
the way that he uses these incredible shots,
like the stuff that he shoots all the time,
just everyday occurrences, people on the street.
It's so interesting, like it's just the stuff of everyday life.
And then he finds clever ways to weave his script
into and out of it.
It's really remarkable.
I mean, I at least, I'm so blown away
by the intricacy of every episode
and just how funny and delightful
and often profound and beautiful it can be.
I really can't recommend it enough.
I can't believe I hadn't watched it until now.
And I think it's just like,
it's a remarkable feat of like documentary filmmaking
and of writing.
So it's really good.
And this is produced by Nathan Fielder, right?
It is.
Apparently Fielder saw an earlier documentary
that John Wilson made.
He was kind of making his way up as a documentary
and Fielder saw it and was like,
you're good.
I want to work with you.
And so he's been producing it.
It feels like anytime there's some sort of like
kind of weird documentary hybrid thing
that Nathan Fielder has to be involved.
Yeah, and it doesn't have the sort of surreal
or it's not mean, but the manipulative streak
that Fielder tends to have that kind of Andy Kaufman thing.
It's not really doing that.
It's a much more introspective,
introverted kind of work.
So if that puts people off about some fielder work,
it makes them too uncomfortable.
So far, this doesn't make me uncomfortable.
I just find it delightful and informative and cool.
So it's pretty different,
but it does have a little bit of that Fielder DNA for sure.
So anyways, yeah, it's amazing.
I hope the two of you watch it.
I think you'd both really like it
and would love to know what you think if you did.
Yeah, you've convinced it.
Yeah, I would like to watch it.
That's how to with John Wilson.
It's on Max and it's a very cool show.
Great.
And that's it.
That's another episode of TripleClick.
Full again.
Yeah, we did it again.
Just three married people.
Yeah.
Yay.
Three married people.
That should be our new name.
We're going to change our brand.
Our successful brand TripleClick.
We're re-named.
We at least put rings onto the hands in our logo.
Just let everybody know that we're taken.
Yeah.
We managed to get women to marry us.
We did some of them.
We're all three of us.
It's true.
It's true.
All lowercase G-gamers can find hope in that.
All right, well, this has been fun.
I will see the two of you next week.
See you next week.
Bye.
TripleClick is produced by Jason Shryer,
Maddie Myers, and me, Kirk Hamilton.
I edit and mix the show and also wrote our theme music.
Our show art is by Tom D.J.
Some of the games and products we talked about on this episode
may have been sent to us for free for review consideration.
You can find a link to our ethics policy in the show notes.
TripleClick is a proud member of the Maximum Fund Podcast
Network.
And if you like our show, we hope you'll consider supporting us
by becoming a member at MaximumFund.org slash join.
Find us on Twitter at TripleClick Pods and email the TripleClick
at MaximumFund.org and find a link to our discord
in the show notes.
Thanks for listening.
See you next time.
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