Bob vs Nintendo: The Story of Bob's Game

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Ooooh excited to see this one!

👍︎︎ 9 👤︎︎ u/ihahp 📅︎︎ Jun 09 2021 🗫︎ replies

Really pumped to watch another video of yours :)

👍︎︎ 6 👤︎︎ u/ttoasterzz 📅︎︎ Jun 09 2021 🗫︎ replies

She's baaaaaaack!

👍︎︎ 2 👤︎︎ u/bil-sabab 📅︎︎ Jun 10 2021 🗫︎ replies

It was a great watch!!

👍︎︎ 1 👤︎︎ u/redeyedace 📅︎︎ Jun 15 2021 🗫︎ replies

I just found this guy existed (Bob). He reminds me of the guy that made temple OS.

👍︎︎ 1 👤︎︎ u/squirrelslikenuts 📅︎︎ Jun 22 2021 🗫︎ replies

Loved it

👍︎︎ 1 👤︎︎ u/Admiral_Zuel 📅︎︎ Jul 27 2021 🗫︎ replies
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"Hi, I'm Bob, the developer of 'bob's game.'"  It's December of 2008 and 25 year old independent   video game developer Robert Pelloni has locked  himself inside a dimly lit viridian colored room,   where he intends to stay for 100 days. On his  website he's calling it a Japanese-style protest   tailored to a specific Japanese company. A live  stream documents Pelloni as he sits in front of an   old desktop PC, working thanklessly on the game  which has claimed the last five years of his life,   and will claim many more--an autobiographical  RPG he's eponymously titled "bob's game." An LED strip above him switches from  marking the duration of his protest   to calling out to the one person Pelloni  believes can prevent his work from being   in vain. "My name is Reggie, I'm about  kicking ass, I'm about taking names,   and we're about making games." Public humiliation,  ridicule, self-sabotage--Pelloni is willing to   endure it all if it will only get his game  noticed by the company he's idolized since   childhood. Appeals to come to his senses  are ignored, and his supporters can only   watch in astonishment as even the game itself  becomes a vehicle for Pelloni's frustrations.   This is "bob's game," the Nintendo title that  wasn't. "I am Bob, creator of 'bob's game.'" Bob's game seemed to appear from nowhere  in the summer of 2008, when a video showing   footage from an unreleased game was uploaded  to Youtube. A dark-haired sprite emerges from   his home, walks down the sidewalk, crosses an  intersection while a car waits for him to pass,   and explores a densely populated town.  Buildings open up to detailed interiors,   queues of NPCs line up at cash registers,  each appearing to go about their own business.   Beyond the city square the sprite follows  a tree-lined path toward a school,   all to the tune of an overworld theme reminiscent  of the midi-based soundtracks of the 90s.   The trailer ends with Robert Pelloni, the  game's soul creator, silently introducing   himself in the reflection of a Nintendo DS. The  consensus was that the game seemed charming and   lovingly crafted. And, only a little more than  a week after uploading, the trailer had been   viewed over a hundred thousand times - enough to  rank in the Youtube gaming charts. For Pelloni,   this was confirmation that people actually  wanted to play his game. The 15 000 hours   of solitary work he'd spent to create the assets,  environments, and 65 tracks of music that made up   the soundtrack had been justified. "When I started  I didn't have any programming experience with game   development or anything like that at all. No pixel  art experience, no music tracking experience. The   only thing that I did have was I took a class  in high school, which was introductory to C++,   like texting white output kind of stuff. I kind of  always had this idea for in my mind, you know, the   perfect game, which was kind of something set in  modern times. Suburban life, not dragons, fantasy,   magic, any of that kind of thing." Pelloni could  be found on various message boards answering   questions and participating in discussions  surrounding his game. People were eager to   see more. While his trailer was evocative, core  gameplay mechanics were difficult to determine and   requests for more comprehensive footage were among  the most common reactions. So, Pelloni released   another, longer trailer, which featured dozens of  environments and over 200 unique characters that   populated what Pelloni described as "the largest  video game ever created by a single person."   The lone craftsmanship was a point Pelloni  repeatedly emphasized. "A 20-hour long,   retail-sized, retail quality adventure title made  by a single human being," his description read.   News outlets and video game journalists took  notice, and Bob's Game became one of the more   talked about titles in the indie game scene.  In an interview with the Orlando sentinel   Pelloni was adamant that the game was "90 percent  finished" but he was apprehensive about letting   anyone see or play it in its entirety for fear of  intellectual property theft. He felt it would only   be safe in the hands of a corporate publisher.  Posters on the select button forms urged Pelloni   to be more practical. He'd made a potentially  good game, but he was in danger of getting in   his own way. Comparisons were drawn to other  independent titles created by a single person   such as Yume Nikki and Cave Story -- both  eventual critical and commercial successes.  But whereas those games were initially  self-published, only to be later released by   larger publishers after gaining a cult following  a -- precedent that many suggested Pelloni follow   -- from early in its development, Pelloni made it  clear that his game was intended to be played on a   Nintendo console. He'd even loaded the game onto  a homebrew Nintendo DS cartridge for his videos.   "Check it out. World premiere, right here." I want  to get it published on the DS mainly because of   the satisfaction of having it manufactured,"  Pelloni wrote. "I know it's not the most   profitable medium. I'll make one or two dollars a  copy instead of the 5 or ten I could make online.   There's just something about seeing something I  worked on for so long in a shrink-wrapped box,   even if it's buried in a bargain bin at  Wal-Mart." But there was an obstacle,   one which Pelloni would go to mystifying lengths  in an attempt to overcome. He needed Nintendo's   official software development kit. "I have to get  the Nintendo development kit, which is called the   Nitro SDK. And that's something that you can't  buy unless you're a licensed developer from   Nintendo or if you're working with a publisher.  So right now I'm still working with the free,   you know, open source development tools. And  before it can go retail, before it actually,   you know, works on a retail cartridge and they can  manufacture it and kind of do, you know, do bug   testing on it with the development hardware -- it  has to be converted over to use all the official   software. That's pretty much all I have left  to do. He'd submitted an application for the   development kit, but Nintendo never responded.  "I am supposed to receive a decision in six to   eight weeks," he wrote. "It has been 16 weeks!"  And in an attempt to get Nintendo's attention,   Pelloni began a campaign that would ultimately  overshadow the game itself, alienate him from   his supporters, and potentially sabotage his  efforts at becoming a licensed developer. In December of 2008, Robert Pelloni began what  he called a "100-day Tensai sit-down protest."   He lit his room with green lighting and taped  a webcam to a ceiling to record himself as he   worked, which was live streamed to his website.  "I cannot leave this viridian room," he wrote.   "The door is locked and barricaded from the  outside. I am sleeping behind the camera and,   yes, I've got a shower. Food is delivered once a  week by a friend. When Nintendo decides to approve   my developer license application, I will leave  the room. This is my 100-day protest to Nintendo."   Robert supplied his viewers with a mailing  address to Nintendo's senior director of project   development, as well as a link to Nintendo's  support form, urging them to get the software   development kit into his hands so Bob's Game could  finally become the DS title it was meant to be.   But, predictably, all attempts were met with  silence. Some video game journalists attempted   to use their connections to reach out to Nintendo  on Pelloni's behalf but even they couldn't evoke   a response. Pelloni didn't know the reason for  Nintendo's inaction, but he suspected conspiracy,   maybe someone deleting his emails before  they could reach the appropriate executive,   or even jealousy that he'd made Bob's Game and  they hadn't. "Can I fly there and negotiate?"   Pelloni wrote. "I asked that already. They don't  know. The only real tools I have on my side are   dedication and determination, so I'm using those.  This is a sort of personal challenge to myself   and I'm quite serious about it." His live stream  was largely uneventful and typically only showed   Robert at his desk, working on Bob's Game, often  in costume. But where things got truly strange   were his blog posts. A couple times a week,  he'd write an update, counting down to day 100,   which would also be tracked in the LED strip  above his workstation. His posts were angry   and full of bravado about his game. Some were  oddly threatening, as Pelloni seemed to think   the more publicity his protest received, the  more it would damage Nintendo's reputation.   To many watching, the red flags of a hoax or  bizarre viral marketing campaign were going up,   but Pelloni explicitly stated that this wasn't  the case, even complaining that people weren't   taking him seriously. As the protest continued,  Robert's grasp on reality seemed to weaken.   He'd write a post calling himself a genius and the  greatest developer to ever live, claiming his game   must have humiliated Nintendo's team of engineers.  "I have swam across the ocean only cruise ships   could cross. I have walked through the desert of  no return. I have made history and history cannot   be undone." He would later apologize to Nintendo  and his fans for his outbursts, only to then   write an even more outlandish post, demanding the  development kid or else he would take his revenge.   Posts like "I will crush you into dust and  flush away the ashes like any other filth"   began to resemble a professional wrestling promo.  He would write something unexpectedly sincere and   vulnerable, such as this post about how much  Nintendo as a brand has meant to him his entire   life, how Bob's Game was made only for them, and  he couldn't bear to release it any other way...   only to negate it by writing that he was going  to destroy them simply for his own enjoyment.   "He keeps writing all this stuff saying, like,  'This will work, Reggie will hear me,' and it's,   you know, it sounds, you know, the writing  sounds like it is coming from a crazy person.  Like, there's nothing rational about anything  that's being typed and it sounds like the sort   of guy that is eventually going to hurt himself  or kill someone else to get Reggie's attention,   you know, like that kind of crazed stalker John  Lennon scenario." People weren't sure how to   interpret what was happening to Robert Pelloni,  but whatever it was, it was hard to imagine it   would result in being granted Nintendo developer  status. So what exactly was Pelloni thinking? As desperate as Pelloni's 100-day protest may  have seemed, the conditions weren't drastically   different from how he'd been developing Bob's Game  since its 2003 inception. In order to remove any   distractions, Robert would often break his cell  phone and seal himself inside his apartment,   plastering the walls around his workspace with  notes and words of affirmation. "To keep myself   inside and focused," Pelloni wrote, "I screwed  some boards across the door to make it annoying   to open, covered it in black plastic, and piled  up everything I wasn't using against it. I stayed   inside for sometimes over a month or two." The  main themes in Bob's Game took a while to evolve,   with its earliest iteration being tentatively  titled "Zeldrug" which was meant to be, quote,   "Like Zelda but with guns and drugs like  Grand Theft Auto." Slowly, the idea morphed   into something more recognizable to its current  form, with the graphics being built in a tile   editor his childhood friend had programmed for  him. Under its second title, "Button Mash," it   would be similar to a role playing game with  a large open world to explore, but with their   traditional battle sequences replaced with  mini games--homages to classics like Tetris,   Super Mario Brothers, and Pong. "I kind of wanted  to make something more based around exploring,   more based around talking to people. You kind of  have to have some action element to it, and some   kind of skill building element to it. Instead of  the battles, I tried to do mini game challenges,   along with quests and along with the talking to  people and problem solving." By the time the idea   was fully realized, it had become Bob's Game. His  history with Nintendo began in early 2008. Pelloni   showed a company representative Bob's Game running  on a DS and they'd agreed to me at the upcoming   Game Developers Conference, an event which would  become an annual pilgrimage for Robert. But the   meeting didn't go as he'd hoped. His game was  buggy and the representative appeared unimpressed.   "He asked me if I would be willing to work with  my own team within Nintendo," Pelloni wrote.   "Without even considering it, I immediately said  no." Despite still inviting Robert to apply for   developer status, the Nintendo representative told  him, "Sadly, I don't think your game will ever be   released." Months later, as Pelloni was weeks deep  into his protest, press outlets and fans assumed   that Robert had either gone crazy with frustration  or was attempting to drum up publicity for his   game. But the game no longer seemed to be the  focus. Pelloni himself, and his grievances with   Nintendo, had replaced it. Attempts to link the  protest to the game, such as Pelloni referring   to Reggie Fils-Aime, the president of Nintendo  of America, as "Yuu," the name of the game's   protagonist, only invited further confusion. And  Nintendo's continued silence was confirmation that   whatever Pelloni was attempting simply wasn't  working. After only a month, the Bob's Game   live stream ended with his workspace completely  trashed. "It was foolish of me to think Nintendo   would hear my pleas," the accompanying text read.  "They're just another heartless corporation only   interested in the biggest profits." Though  the resolution was poor, you could just make   out Pelloni motionless in the debris. Posters  from the Select Button forums were concerned,   one even called the police, who soon showed up to  Pelloni's house. After rousing Pelloni from the   floor, the police insisted he put a disclaimer  on his website stating the suicide was a hoax,   to which he complied, even releasing a video of  himself staging it all. And the following day's   headlines would read: Bob's Game Creator Raided by  the Police While Faking His Own Death on Webcam. "Hi I'm Bob, the developer of Bob's Game. We're  in New York City, where we're going to the one and   only Nintendo world store." "Coming soon for the  Nintendo DS. This is the developer of Bob's Game.   Sole developer." Although Pelloni had abandoned  his quote "tensei style protest," he continued   tracking the days since it began, foreshadowing  something on day 100. For day 50 Pelloni,   his friends, and a few hired models that he'd  found on craigslist, showed up at the Nintendo   world store with handfuls of posters advertising  his game, which they taped along the store's   exterior and interior, cards which they seemed  to dump on the floor or attach to other games,   and homemade boxed copies of his title  that they lined along the shelves. "Yeah, yeah. Do it, do it." "Bob's Game." Naturally he was kicked out.   "All right guys... you gotta  go now. You gotta leave now." "Yeah, we're customers." "Okay, you gotta leave  now." "We're buying a DS." It's clear Pelloni   intended this performance to be seen as part  of a self-described protest, but it came off   as more of a tantrum. "He's exchanged his game  development ambitions for fleeting e-celebrity   status," wrote video game journalist Griffin  McElroy. His website, meanwhile, showed no signs   of slowing down: abducted by aliens, kidnapped by  the Yakuza--Bob seemed determined to escalate the   absurdity until he either tuckered himself out  or Nintendo answered his call. And sure enough   after 25 weeks since he'd first submitted Bob's  Game to their director of project development,   Pelloni finally managed to elicit a response  from Nintendo. Although they had been,   in Pelloni's opinion, mysteriously stalling his  application. Perhaps because they were quote,   "insanely jealous that they didn't think of  it first," on February 5th Pelloni received   Nintendo's official decision. "We have completed  our evaluation of your application and are unable   to offer your company authorized developer status  at the present time," the rejection letter read.   Insult was added to injury when the letter was  compared to the letters of other developers   who'd been rejected by Nintendo, revealing  it to be an identical template rejection.   Pelloni didn't take the news well. "Nintendo.  Why? There's no way this was the real Nintendo!   It couldn't be! At that moment it hit me.  I finally understood the real truth...   Suddenly it was clear. That wasn't the real  Nintendo. They were imposters!" Uploads to   his Youtube channel showcased new footage of Bob's  Game, which began developing a fictional universe   that portrayed Nintendo as an evil corporation,  hellbent on stifling lone indie developers.   With the game's protagonists as the heroic  martyr who was here to expose them. "I had   no choice. This was fate. For I held the only  weapon with the power to defeat this evil -- the   greatest game ever made! Even armed with this  legendary super game I knew it wouldn't be easy.   I was facing an army of millions of brainwashed  children held captive under the spell of tyranny   cast by the diabolical sorcerer Miyamoto." Because  no one besides Pelloni has ever played Bob's Game,   it was impossible to know if these scenes were  a recent addition inspired by his rejection or   something separate altogether. And it seemed  Pelloni didn't wish for people to discuss it. Although it wasn't hard to empathize  with Pelloni's disappointment,   his behavior made it much easier to understand   Nintendo's decision. "If he is as much of  a nut job as this thing makes him sound,   yeah, I would go dark on that guy too." And while  it was obvious that much of what Pelloni posted   during this time was little more than histrionics,  the vitriol he had for Reggie and Nintendo seemed genuine. And it was determined that what Pelloni would  be calling stage 100, or the 100th day of his   protest, would fall on the opening day  of the 2009 Game Developers Conference,   where many high-level Nintendo executives would  be present. "The system exists to play games   games created by Nintendo and games created by  you." "I assure Yuu I am very serious," Pelloni   wrote on his website. "I'll see Yuu there on day  100 Reggie." A poster on the select button forums   contacted the security at the Game Developers  Conference, warning them that Robert Pelloni   might, quote, "Go all Columbine or something,  or at the very least try and make a big scene."   And when Pelloni arrived at the convention he  was apprehended by security and taken into a   conference room for questioning. He explained  that what he was doing was a, quote, "real-time   internet soap opera protest." they searched  Pelloni's bags for weapons and found nothing,   but would only allow him to attend the Nintendo  keynote presentation with a security escort.   "And all of you here in this room have also  kindly supported Nintendo, as software developers   and as game players. Thank you, from the bottom  of my heart. We appreciate all you have done."   Pelloni kept emailing Nintendo, alternating  between angry and apologetic letters, all to no   response, until he found that they'd eventually  blocked his email address. At this point Robert   seemed to realize that whatever he was attempting  had failed. "At a point I am going to expect   this to just turn out to be, like, a gorilla  viral ad campaign for Doritos or something.   Because that would be the best possible outcome.  I think really because it's seeming like more   and more sort of weirdly staged and absurd and  the things that the guy is saying have become   kind of nonsense." He began dropping the pretense  although he'd previously denied it, Pelloni   admitted that his website was in fact a viral  campaign. But it wasn't targeted toward potential   players. The 100-day protest was, in Pelloni's  words, a second pitch to Nintendo. Bob was hoping   to make up for the unsuccessful presentation he'd  given at the developers conference a year prior   by doing something more memorable, more exciting.  In an email to his Nintendo contact he told them   to be on the lookout for, quote, "Something big,  something important and original." Pelloni had   been attempting to lure Nintendo's executives into  a real world extension of the Bob's Game fictional   universe -- one which combined product and process  into a single experience -- with himself not only   is the creator but a character inside the game.  "But to you Bob had become completely insane.   A villainous madman that delusionally believed he  was on a crusade for justice. Bringing down the   evil Nintendo. Is he serious?" It was a ploy so  convoluted it was doomed to fail from the start.   But the crux was that the core identity of Bob's  Game was that it was made by Bob, and Bob alone.   And he couldn't pitch the game to Nintendo  without also pitching himself as the creative   mind behind it. But nothing was coming across as  he'd intended, and hadn't since the beginning.   Despite this, Robert seemed upset that no one  wanted to give him credit for what he'd done.   In an email to video game press outlets Pelloni  wrote: "It saddens me that angry developer litters   is considered more newsworthy than angry developer  was actually a really cool elaborate viral   campaign that fooled everyone." "BobsCame.com is  a viral advertisement! It always was!" Amidst it   all, questions persisted: What about the game?  Was Pelloni still intending to release it?   Was there even a game to begin with? This very  question was posed by friend and fellow game   developer Tim Rogers, who asked Pelloni where the  trolling stopped and reality began. "It stops in   that there is actually a game," Pelloni said, "and  it's actually pretty good!" And true to his word,   in March of 2009, a playable demo for Bob's  Game was released on Pelloni's website. The demo was only playable on a Nintendo  DS emulator and featured about an hour and   a half of gameplay. It opens with the game's  protagonist having just moved into a new house   with his parents and two siblings, navigating  through mazes of moving boxes to collect items   and trigger events before branching out into the  world. The mini game challenges were difficult,   perhaps too difficult. "You suck  [ __ ] dick, I'm not doing that again. One more try. [ __ ] [Bob, man. Okay?  Okay?" Many who streamed themselves playing   the demo had to run the emulator at half speed in  order to progress. "...And especially, you know,   we're playing like half speed here. Again, this  would probably be a million times more difficult   if it wasn't. I remember-I remember this just  being quite tough." But the bones of the game   were good. It was heavily autobiographical,  and the metafictional elements, such as the   cut scenes of Pelloni in his room developing the  game worked much better as a part of the game's   storyline than as a viral advertisement. With  something tangible to offer, Pelloni began to   earn back some of the goodwill he'd lost with his  protest. The demo proved that his game was real,   even potentially good, and that Pelloni was  perhaps just a misguided individual who didn't   understand how to present himself. "I'm really not  the best salesman. I am not a marketer, you know.   I'm not... I don't do a pitch." A reporter for  MTV news even confronted Reggie of Nintendo about   their decision to deny Pelloni developer status.  "He did submit to be a licensed developer,"   Reggie said. "We evaluated the opportunity. We  decided at this point in time he did not meet the   requirements to be a licensed developer." When the  interviewer pushed for specifics, Reggie replied:   "We, unfortunately, cannot get into the details  of Bob." Pelloni finally decided to submit Bob's   Game to other publishers, such as Sony and Steam,  but he was rejected there as well, which Pelloni   attributed to his notoriety. At this point,  Pelloni could have released the game himself,   like many had been suggesting for years. He had  done the hard work of creating the game, and the   near impossible task of marketing it himself,  albeit at the expense of his own reputation.   People were waiting for his game and he needed  only to give it to them. But Pelloni's grievances   with Nintendo were clearly unresolved. He'd long  been calling Bob's Game a "killer app," a term   used to describe software so good that it compels  consumers to buy the hardware it's exclusive to.   And if released on something other than the DS,  Pelloni was sure Nintendo sales would suffer as   a result. "If Bob's Game is released worldwide  as a killer app homebrew title," Pelloni wrote,   "this could potentially lead to the DSi becoming  completely useless as a countermeasure."   So he decided to release Bob's Game via his own  handheld video game console. "This is the ND.   It's about the size of a micro, with a larger  screen, more buttons, and a faster CPU."   According to Pelloni, the ND would be made  cheaply by a Chinese company called Dingoo,   and would be sold cheaply as well: twenty dollars,  which included a copy of Bob's Game, with an open   invitation for all indie developers to port  their games and keep 90 percent of the revenue. For Pelloni, this would both be a way of getting  back in Nintendo for rejecting him, and satisfy   his desire to release Bob's Game on a physical  medium. But, as usual, things didn't go the way   Pelloni envisioned. "As soon as I opened the site,  the wiki got vandalized by trolls," he wrote,   "replacing the download page for the SDK with  insults." Pelloni couldn't secure the funding   needed to scale the console, and despite even  beginning to build a library of games submitted   by other independent developers, the ND  ultimately had a predictable conclusion:   it fizzled out before ever seeing the  light of day. And Pelloni's last ditch   attempt to either join Nintendo or beat  them at their own game came to an end. In the following years, indie gaming saw something  of a boom, with several games developed by a   single person or very small teams releasing to  critical and commercial success. "Well, games   are a lot more accessible now, creating games is  a lot easier now. It's easier to make them and to   sell them and to survive off them, so it's good  to see indie games, which is kind of that that   corner of the market where you've got small teams  making weird games, uh, that can still survive   next to the AAA games. I think it's a good thing."  Independent creators who Pelloni had befriended at   past developer conferences began releasing their  games. Tim Rogers went on to see success with   Ziggurat. Phil Fish, who Pelloni had reportedly  offended by stating his game looked like Cave   Story, eventually released Fez, also to widespread  acclaim. But over the next couple years, news of   Bob's Game was sparse to non-existent. Pelloni  would occasionally upload to his YouTube channel,   but with the videos only a few seconds long  and devoid of any content, they seemed to only   serve as a reminder to the few who are still  paying attention that he was still around.   Those still checking in on his website were met  with Pelloni's, quote, "ascension into the true   prophet and savior of mankind," but whether he was  still making progress on Bob's Game was unclear.   When Pelloni began making Bob's Game in 2003, he'd  intended it for the Game Boy Advance, but with the   release of the 3DS in 2011, a third Nintendo  handheld console generation had passed him by,   and Bob's Game was further than ever from being  released on it. It seemed Bob's Game had been   indefinitely postponed. But in April of 2014, a  Kickstarter surfaced. The game had either returned   or Pelloni was setting up another viral campaign.  Supporters approached with cautious optimism. The   product description featured Pelloni's trademark  hyperbole: "Bob's Game is the most important   thing to happen to mankind in hundreds, if not  thousands, of years. Bob's Game is the vehicle   for a prophecy written by a self-taught genius  prophet. It carries within it a message that   will revolutionize society and change the world.  It is the beginning of a new era for mankind."   Despite the theater, the game itself was looking  good, and now boasted such features as character   customization, cleaner looking graphics, and  improved mini games with alleged multiplayer   capabilities. And best of all, there was no  mention of attempting to goad Nintendo into   releasing it. Pelloni's struggles had been  incorporated into the game itself, with the   plot centering around a young, aspiring developer  attempting to break past Nintendo's gatekeeping in   order to release his game, but it seemed Robert no  longer felt the need to sabotage his own ambitions   in order to make his life imitate his work. He  announced the game would be released on other   platforms in December of that year. Pelloni wrote  he was inspired to make the Kickstarter by his   friend, Alex Peake, who'd raised over 170 thousand  dollars for his game "Code Hero." But Robert's   target was much smaller. At $10,000, he was asking  his backers for the means to buy what he called   a "hack van" which would be a cargo van fitted  with solar panels from which to live and work.   Anything less, and he promised to give up on  Bob's Game forever. In order to fully explain   some of the weird choices behind his campaign,  Pelloni released an autobiography on his website.   It's nearly book-length and oddly confessional,  with stories ranging from accidentally killing   his pet kitten when he was younger, to angrily  quoting "Head Like a Hole" lyrics at his parents.   He wrote that he'd been inspired by the Year  Zero alternate reality game from Nine Inch Nails,   a multimedia dystopian experience aimed at the  Bush administration. Pelloni's live stream and   100-day protest were an attempt to create a  similar campaign targeting Nintendo. "I was going   to become the Nine Inch Nails of video games,"  Pelloni wrote. "It was going to be the coolest   thing anyone had ever done in video game history."  His connection to Nintendo seemed to run deep. For   every major event in his life, from dropping  out of high school to his first girlfriend,   Pelloni recalls what video game he was playing at  the time, almost always a Nintendo title. He wrote   of spending summers repeatedly playing through  Super Mario 64. "It always felt strange and lonely   when I finally got to the castle roof," he wrote,  "so I would start over again." Perhaps that's why,   in the end, Pelloni wasn't able to bring  himself to release Bob's Game without them.   He reached his ten thousand dollar Kickstarter  goal, but the December release date came and went,   with Bob's Game nowhere to be found. Backers grew  worried, and eventually upset. And in the rare   moments Pelloni provided an update, he did little  to inspire confidence. As the months went by,   news of Kickstarter refunds began to surface.  Bob's website featured a disclaimer stating that   he intended to reimburse those who'd helped  finance his game and that he was currently   looking for other work. Uploads to his website  and YouTube channel stopped for more than a year,   until the summer of 2016, when Bob's  Game appeared to be available for free   on Steam and Itchio. But those who downloaded  it didn't find the RPG they were expecting.   "What is it just Tetris? You make Tetris out  of this? I though you had a whole DS game,   dude. What the [ __ ] is this?" Instead, they  found the game-within-a-game that Yuu, the game's   protagonist, was said to have been developing  throughout the Bob's Game storyline. "What? You   turned it into Dr. Mario now? I'm confused, Bob,  you're scaring me. What is the game anymore?" Many   who'd expected the game they'd been following for  the past eight years felt they'd been misled once   again. And when Pelloni began to move on to other  projects, such as this, quote, "billion-dollar   edu-game that would replace k-12 education,"  it seemed Bob's Game had truly come to an end. The saga of Bob's Game, while unique in  its own way, is not without its parallels.   Stories of independent developers responding to  the sudden rush of attention they've received with   self-sabotaging behavior appear more frequently  than one might expect. Phil Fish became enraged   after the success of Fez, claiming youtubers  who played his game on their channel owed him   advertising revenue, before quitting the industry  out of spite because he believed his fans didn't   deserve anything else from him. Once Alex  Mahan became popular after well-known youtubers   streamed the demo for his anime-inspired,  stealth action title, Yandere Simulator... "Oh! She woke up! Oh no!" His game fell into developmental purgatory,  while Mahan's personal reputation was marred   by outburst, and accusing fans of slowing  progress by sending him too many emails.   "When you send me a stupid email you are  actively sabotaging the game's development."   Other independent video game developers, however,  seem to handle the pressure and expectations well.   And they're often used for comparison against  the ones who don't. It's impossible to know   how one will respond when something they've  put into the world is positively received,   and they find themselves, usually for the first  time in their lives, in front of an audience.   Pelloni has remained largely silent in recent  years. He's been banned from updating his own   Wikipedia page for failing to follow editing  guidelines. He'll occasionally appear in forum   discussions whenever the subject of his game  comes up, always quick to assure his fans that   he's still working on Bob's Game, but vague to  the specifics. Reggie Filmes-Aime stepped down   as the president of Nintendo of America in 2019.  His replacement is fittingly named Doug Bowser.   Perhaps Pelloni would find him more receptive to  a renewed campaign to bring Bob's Game to Nintendo   once and for all. But if something like that is  in the works, no one knows but Bob himself. "Bob's   game at the Nintendo World Store. We're going to  purchase the DS and we're going to play it here."   "You're going to love it. I know  you. You're going to really love it." "Oh yes. We've got a question from our  listeners. And he asks: why on earth do you   call it Bob's Game?" "Um. It didn't originally  have a name. I kind of just worked on it for,   you know, several years and certain people knew of  it. I didn't really show it to very many people,   but, you know, a lot of my friends knew that I  was working on a game. So it almost just evolved   into having that name. It was, it was Bob's Game.  That's, that's kind of how people had to refer to   it, uh, and that kind of, you know, originally I  didn't didn't have the idea to put me in as the   end boss, you know. I was kind of trying to come  up with who's, who's the end boss. You know,   who's going to be the original. "Yeah right.  Who's going to be the end boss?" "You know,   so eventually it occurred to me, you know,  everyone's calling it Bob's Game. I was wondering,   you know, I should put myself in the game  somewhere, you know, that would be clever..."
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Channel: Atrocity Guide
Views: 473,456
Rating: undefined out of 5
Keywords: Atrocity Guide, atrocityguide, Bob's Game, Robert Pelloni, Indie Gaming, video game documentary, documentary, youtube documentary, gaming, weird, lolcow, video games
Id: A47maEySTdI
Channel Id: undefined
Length: 37min 6sec (2226 seconds)
Published: Wed Jun 09 2021
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