The Making of Outer Wilds - Documentary

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Does it contain spoilers?

Really looking forward to seeing this, Noclip does some amazing stuff!

👍︎︎ 286 👤︎︎ u/Tallkotten 📅︎︎ Jan 01 2020 🗫︎ replies

I didn't expect this documentary, but I'm so happy it exists! One of my favorite games this gen, and it's exactly the type of game where a documentary can be really insightful

👍︎︎ 30 👤︎︎ u/Galaxy40k 📅︎︎ Jan 01 2020 🗫︎ replies

What makes this my favorite game of the year is the final message of the game, gathering around with friends in the face of certain doom at the end of everything and welcoming a new universe with hope

It's the beautiful sort of message we only see in the best moments of Futurama.

👍︎︎ 154 👤︎︎ u/mastocklkaksi 📅︎︎ Jan 01 2020 🗫︎ replies

The zero-g cave was zero-g because it's literally in the middle of the planet. Holy hell that's so genius. The physics/technical aspect of this game is seriously impressive.

👍︎︎ 148 👤︎︎ u/Mrphung 📅︎︎ Jan 01 2020 🗫︎ replies

If anyone hasn't played this game and enjoys adventure games/ puzzle games, play this. Dont look at any reviews or spoilers and trust me that it'll be worth your time

👍︎︎ 43 👤︎︎ u/[deleted] 📅︎︎ Jan 01 2020 🗫︎ replies

The timing of this documentary couldn't really be any better, with all the awards it has been snatching.

Unless it spoils so much that people don't feel like playing it, I guess.

👍︎︎ 80 👤︎︎ u/BoxKatt 📅︎︎ Jan 01 2020 🗫︎ replies

It's interesting the bit they mention having to update due to difficulty and lack of play testing making the solution less than obvious. It is the one of the only bits of the game I remember when I had to look up exactly what the game wanted me to do.

👍︎︎ 10 👤︎︎ u/MazzyBuko 📅︎︎ Jan 02 2020 🗫︎ replies

My gosh I absolutely adored this game. I wish I could re-experience it. I spent 17 hours exploring this little title learning everything and figuring everything out.

I only had to look up the solution to two of the games puzzles. One I was a fucking du mbass about. I should be in the hospital given how much it bludgeoned me over the head with the answer to that particular puzzle.

The second one there really was only one single breadcrumb on how to resolve. And thats all it gave you. I spent a few loops trying to figure it out before I went FUCK IT and looked it up. I was more than annoyed by what the answer was.

Those were the only two low points of the game for me. One wasn't even the games fault. I thoroughly enjoyed every other second of it. So much so I really do genuinely wish I could go at thiis with a fresh mind again. It made me seek out similar experiences but only came up with Subnautica (which is fantastic in its own right).

👍︎︎ 24 👤︎︎ u/Niadain 📅︎︎ Jan 01 2020 🗫︎ replies

Great vid, helps put a lot of the game into perspective. It's pretty neat how some of the most memorable stuff in the game came about from them having to change or update original ideas because of the problems they caused. I especially liked when he jokingly apologized for the Ash Twin puzzle as that was probably by least favourite part of the game.

Also that achievement that had to scrap would have been amazing.

👍︎︎ 7 👤︎︎ u/RadiantViper 📅︎︎ Jan 02 2020 🗫︎ replies
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[TYPING NOISES] [MUSIC PLAYING] DANNY: Hello there, traveler. Please come sit down. Rest your weary legs. Grab a marshmallow. I've got a story to tell. [FIRE CRACKLING] Today we take a look at the design of Outer Wilds, an award winning critical hit, which has been slowly building a cult following since its release in May of 2019. This is really a game that's best played without knowing anything about it. So at a certain point, we're going to hit pause and let those of you who have yet to experience Outer Wilds an opportunity to get off. But before we get to that stage, it's probably about time we talked about the unique origins of this game. Outer Wilds was designed by a small studio in Los Angeles called Mobius Digital Games. But years before, it started out as a student project. Alex Beachum was completing his masters thesis at the University of Southern California. His thesis project would be a game that attempted to break new design ground while pulling in several disparate ideas from some old student prototypes. [MUSIC PLAYING] ALEX BEACHUM: We wanted to make a game where you're exploring a world as it changes over time, in like really dramatic ways, just to get away from the idea that game environments are these static things. It works well with space exploration, of course. Wanted to make something where you fly a spaceship around to get to that feeling of, you know, it's dangerous. You really shouldn't be in space. Really wanted to do Newtonian flight mechanics, where you're just drifting with your ship, and the planets are hurtling around the sun. And then the other part of the really core part of the thesis was the idea that make a game where the only reason for players to explore is to sort of satiate their own curiosity. I was inspired by this part in the Wind Waker where there's this photographer, and he has an art gallery, and you can talk to him about the paintings he's put up on the wall They're all taken, they're all actual photos taken from real locations in the game. It's cool because you see a photo and you're like, wow, I wonder what this weird statue is, and he will, like, tell you where he took the photo. And so if you're curious, you can go check it out, but the game isn't telling you to do that. Outer Wilds, in some ways, was a response to Skyward Sword. Because I'm a huge Zelda fan, and Skyward Sword is emblematic of just all the things that I just-- pain me to see the Zelda series doing. And it goes with the space exploration theme, where we wanted to make a space exploration game with a reason you're exploring space, to learn about the world and to gain knowledge, and not, like, to conquer planets. Our ideal version of real-world space exploration, more in the vein of 2001, Apollo 13. I mean, the things we learned at USC was the value of playtesting, the fact that no matter what you do, you're going to put it in front of somebody, and it's going to break immediately. I went there along with Loan Verneau, who was the other designer on Outer Wilds. We were in the same class together. Our favorite classes, I know for us, were the ones that kind of let you do-- Like you do a project like thesis prep. You kind of go off and do something, maybe on a prompt. But then you all get together, and you sort of talk about and critique each other's projects. We had a class at the USC masters, the interactive media masters program. It was called world- building. I don't even remember what the assignment prompt. We just had to, like, build a thing, build a world or whatever. And I was just like, I wonder if I can make a spaceship that flies in Unity with sort of-- And I got it working. It's just like a little like, physics box. You walk inside of it and walk around, go to a cockpit, and, like, lift off and fly around just like a terrain height map. Well, and spherical planets, like Mario Galaxy style, but maybe a bit bigger in first person, like I made a planet that was bombarded by meteors and broke apart, and a bunch of asteroids with mushrooms on them, and a lighthouse in the fog with these big anglerfish. And then in the thesis prep we had this prompt called do something with the uncertainty principle. And that led to this prototype of there's the cabin and all these trees, and they would move when you looked away, and just sort of shift around. And then there was this other project where you flew a bunch of these little model rockets and then had to get into a big rocket and the idea was that once you've played, even though it's all virtual, once you've played with the small version of it, the real version feels dangerous. And so that was just a one-off thing. There was one where you threw a probe and had a video. So just like all these different ideas that sort of just got duct taped together. And then the final one, I think that really mattered was-- This was a-- Because the point of this class was to sort of figure out what we wanted to do, and I just pretty much couldn't let that spaceship from the previous class go, even though it was sort of, like, silly. Just like, we're supposed to be doing stuff that, like, pushes the medium or whatever. And I was like, I just want to play with this spaceship. But one of my colleagues, Simon Whiscombe, was like, you should make an emotional prototype. 'Cause I was struggling with sort of like, what is this going to be? And so instead of doing all this mechanical stuff, I made this quick prototype where you roast a marshmallow over a fire. And then you're on a little planet, and the sun explodes. And you just sort of sit there, and it's like a firework show. It was like very rough, but it was still kind of pretty. And then all the planets went out one by one. And then finally it hits you. [WHOOSH] [SILENCE] At the end of thesis, we had the solar system. We had the planets conceptually as they are now. Some of them changed somewhat, but that's more or less the version that was at IGF in 2015. ANNOUNCER: And the award for excellence in design goes to-- [OPENING ENVELOPE] Outer Wilds. [APPLAUSE] [MUSIC PLAYING] - So when we started Outer Wilds, we just wanted to make something where the only point of exploring was to learn more about the world. And there would be no objectives. There would be no missions. And we just weren't sure people would be into it. So thank you for being curious to explore this janky world we created. And a big thanks to the USC games program, the Laguna College of Art and Design, and Atlantic University College. Clearly could not have done it without any of them. WESLEY MARTIN: I remember sitting at GDC 'cause I was at GDC, at IGF that year. And I, like, saw Outer Wilds winning the excellent in design award, and I was just like, this game doesn't look very good. Like, what's up with this weird student project winning all these awards? I could make better art than that. And so when I heard about the job, I was like, I could make better art than that. [LAUGHING] Eh, I guess I'll play the like, alpha build that's on the internet. And then it was four in the morning, and I was trying to get to the center of Dark Bramble. And I was like, OK, I have to work on this game. And then two weeks later I moved here and worked on it. - All right, the 2015 Seamus McNally grand prize goes to [OPENING ENVELOPE] Outer Wilds. ALEX: Thank you so much. This is insane, and we're just, I'm just tremendously grateful for the team and for all of their hard work, all of our crazy players, and people who traded stories on the internet. Thank you for, yeah, exploring, and just everything. Thank you. - Usually a story like this would end once somebody won an award, but the timeline of Outer Wilds doesn't exactly follow a straight path. Winning the IGF did change everything for Alex. Suddenly he found himself at the helm of a game that a bunch of people wanted to fund and publish. But we're getting ahead of ourselves a little bit. So let's rewind. After he left school, Alex went to work on Project Spark in Seattle, but had returned to LA to work at a new studio founded by his former classmate, Loan, and a surprising benefactor. Actor and producer Masi Oka was interested in starting a video game studio. Before his breakthrough roles in Heroes, he had worked at ILM creating visual effects for movies including the Star Wars prequels. [STRAW SLURPING] He had approached a head of the department at USC about hiring one of their students. Loan was recommended, and the two founded Mobius. LOAN VERNEAU: I think he's always been, you know, a very creative person, and video games were always a big part of his life. I know he was a huge World of Warcraft player. Like he cares very much about the team itself, and our work culture, and the way we collaborate and that sort of stuff. So it's been really great. DANNY: In the early days, Mobius worked on mobile games like Terra Chroma and Beacon 38. And after a few months in Seattle, Alex moved back to join the team. His side project, Outer Wilds, wasn't part of the Mobius Portfolio, but after his success at IGF, it had make sense for the entire team to focus on it. Alex signed a deal with Masi to bring it in-house, they hired Wesley as art director, and attempted to secure more funding by being the first game to launch a Fig campaign. The original idea was to give them an extra year to polish this version of the game and to get it out the door. But this loop didn't exactly go according to plan. During this year, they were approached by Annapurna about publishing the game, but Annapurna didn't want a flipped student project. They wanted the best possible version of Outer Wilds. So after a year of work, most of the art had to be redone. But this extra time also allowed much of the more interesting elements of story and world building to be added to the game. -Early on, there was the idea for the structure of the game was that we were going to have these four major secret locations. They were each going to answer a major question about the world that we were going to try to get players curious about. And then everything else in the world was going to point to those, and each curiosity, I think was going to have about three sort of connecting clues. The idea was the clues would point to each other, and also point to the curiosity and have the clue. So that structure's like sort of still there, but we added a bunch of other, like, clues pointing to you know. It got more complicated. -Friends, we've reached a fork in the road. if you have yet to play Outer Wilds, then this is your opportunity to get off. Hit subscribe, smash that like button, close your browser, and boot up your favorite video game machine. We're going to try to skirt around solutions and some of those bigger reveals, but as a general rule, we're entering the spoiler dimension here, so you've been warned. Ready? All right. Let's meet the planets. [MUSIC PLAYING] I do remember it was early in thesis year. I wish I had a picture of it, but I just remember, like there was a whiteboard, and I just like, started drawing just ideas on the whiteboard and then just circling like five or six of them. And one was the Hourglass Twins. One was just like a bunch of thorns stuck together. And Brittle Hollow was sort of from that world building assignment, like meteors hitting a planet that breaks apart. One was a gas giant, but just like conceptually, not like the way it is in the game. Oh, and then the comet, just because we were like, elliptical orbits are cool, and it'll look cool on the map. Let's throw a comet in. Maybe if it gets near the sun, we can do something with heat. - The joke we always make about Outer Wilds is it's the game you're not supposed to make. 'Cause like the way you do nice lighting in games is by static objects that don't move. Everything in Outer Wilds is always moving. The way you, like, make games is on a grid in Maya. Everything in Outer Wilds is on a sphere. Any, like, thing you expect out of game development, we just had to throw away and figure it out. And so each planet had its own weird problems to solve where it's like, you know, we think we've figured out how to make the terrain on Timber Hearth. then you go to the Hourglass Twins, and it just doesn't work at all. DANNY: when Wesley applied for the job at Mobius, he had a few things going for him. He had worked on a number of large projects including EverQuest, Microsoft Flight, and HoloLens. But before he worked in game development, Wesley spent his youth growing up in the Santa Cruz mountains on a campground surrounded by redwoods. So when it came to creating striking visuals for each of the planets, he knew exactly where to pull inspiration from. - Early on, we decided to reference national parks. Timber Hearth is a combination of Yellowstone and Sequoia National Park, and a little bit of Mount Rainier too, 'cause on the surface, you kind of have like the alpine trees. Brittle Hollow, we looked at Greenland and Iceland, like the basalt rock stuff, which at the time, there was like, no games that did that. and then every game that's come out in the last ten years has had that environment in it. Giants Deep is probably the least based on a national park. It's sort of loosely inspired by the Santa Cruz beach cliffs where I grew up And then, at last, our friend Dark Bramble. You know, it's your friendly neighborhood planet. DANNY: The stage was set. Mobius had established its solar system, six unique worlds locked in a celestial fire circle the player would dance again and again. Each of these worlds was designed to be unique, and so each of them was a unique design challenge. The clock is ticking here, folks. But I still think we have enough time to take a trip around the solar system. [MUSIC PLAYING] WESLEY: The first one we did in after the Fig campaign was Timber Hearth. We worked on the village, which shouldn't have been the first thing that we did. It's one of the most complex series in the game. I think we remade the village about six times throughout development. The village was sort of like we would keep coming back around to it. Every time we would improve the art style, it's like, all right, How can we make the village better again? We need to fix all these things 'cause, you know playtests would show that people weren't finding the right tutorials. -There were a lot of problems with that version of the village. But people also just weren't excited to go into space because everyone they were talking to was like, why would you do that? Why would you go explore the cosmos? Really early on, they were like, kind of antagonistic about the idea of going into space. We were like, OK, we're going to make-- the player's going to be the one who's excited to go into space, and everyone else is like don't do it. Like, oh, this is having the opposite effect. And so Kelsey and I talked, and came up with idea of OK, you're the newest astronaut in the space program. Your village has a space program. People actually want to do this stuff. It's a bit quirky, but we're going to get you excited about space by having everyone else on some level be excited about space. - The last version of the writing for Hornfels was is the person who gives you the launch codes, and he's also the only mandatory conversation in the entire game. Initially we were trying things like giving the player the option to ask what their mission was or where to go next, and then he would go like, eh, it's up to you. And what we end up with instead was we reversed it. You, as a player, What do you want to do next? That ended up really working like surprisingly well, because you know, you have-- It's a selection. We gave them a few ideas too, right? It's like if you didn't know what to do, we still give, like, yeah, there's some things you could be interested in. [MUSIC PLAYING] Giant's Deep was originally just going to be a gas giant. It wasn't going to have an ocean. But we wanted there to be islands, like, floating in the sky. But we were like, How are we going to get islands? Like why? Like how are we going to get that to work physics-wise, also, like just conceptually. Like, well, maybe there are two layers of fluids of different densities, and it's like, well, one of them can just be water. Oh, it's an ocean planet. Then we're going to toss 'em up with tornadoes, 'cause we can do that. My favorite planet is Giant's Deep, just because I love storms. Like I was really into tornado movies when I was a kid and that kind of stuff. So getting to make these giant tornadoes was a lot of fun for me. -We have the fluid system, which is like pretty pretty simple, but it's a student project. You just sort of take the things you have and just use them over and over again, and so we used the fluid system for the geysers, for the sand funnel on Hourglass Twins, for the water on Giant's Deep, for the tornadoes on Giant's deep. It's just us reusing, like, the same idea. We're just going to, like, take a force and fling something to sort of lean into the idea that just it's all these pieces moving around, and you're just caught in the storm. WESLEY: Yeah, Dark Bramble is sort of a weird case. The challenges there were very different. The biggest challenge was just the scale of Dark Bramble. Because when you fly in, like, it's covered in fog. So you can't tell, but those environments, like, they're just huge in comparison to anywhere else in the solar system. ALEX: It was largely motivated that we wanted at least one of the planets to be a zero-g environment. And obviously there was something very large that we had to hide inside Dark Bramble. The planets in the game are, like, not that big. And we just embraced the idea of these sort of dimensional pockets that you fly through. It works really well with the lights. LARA COLSON: Dark Bramble has ice around it, and it's like, all right, easy, just make some ice. Well, it needs to look specifically like Dark Bramble ice so when you see it on a different planet, you be like, hey, that's some stuff from Dark Bramble. I can't just make it look like ice because I used the ice looking ice over here on the comet, or on, like, Brittle Hollow, or stuff like that. So it's like, OK, how can I make this ice still look like ice but look different from this other ice? ALEX: A binary planet seemed cool, and just the idea that something could transfer from one to the other over. 'Cause we're just looking for ways that we can change things over time, ideally in a way that is like, easy for us. And I remember originally, it was like, oh, it could be like water flowing between the two. And then sand just seemed, just couldn't resist the idea of you getting closed into these knowing you're just like, oh my god, I'm trapped. And I'm going to die a horrible death. It was too good to pass up. In the final release, the tech and the art teams did some really cool stuff to make it look more complicated than a sphere getting bigger and a sphere getting smaller. But that's, like, all it is. WESLEY: You know, we think we figured out how to make the terrain on Timber Hearth. Then to go to the Hourglass Twins, and it just doesn't work at all. And so we had to come up with a different strategy there. And so each planet had that. For the Hourglass Twins, it's that it's full of caves. And so as I mentioned before, you have two different curvatures at the different heights of a planet. And for the Ember Twin, you have caves that slope from one of those to the other. So not only do you have two different curvatures, but you have a ramp that has to match one curvature at the top of the ramp, and a different curvature at the bottom of the ramp. And then you got to put all the props in there and make it feel good to move on. So it's just like a compoundingly difficult thing to do. [MUSIC PLAYING] ALEX: We didn't have it in the alpha, but we had the idea for it melting, and then Loan was the one who did the first pass on it. And then at some point I went and did a pass on the surface and came up with the idea. 'Cause the comet wasn't that fun to navigate just moving around on it, 'cause there's not much there, and it's like well, what if-- What if the ice, you can just like, slide on the ice? Is that too goofy? Like is that tonally dissonant with what you learn in the comet? WESLEY: The hardest planet, we often referred to as the final boss for the art team, was Brittle Hollow. Because it's the biggest planet, because it has both an outside and an inside surface, it's one of the biggest planets just in terms of diameter, and then it's one of the most complex in terms of level design and pathing, and all these different things that need to go there, like two giant Nomai cities. It was the hardest for every discipline. The game design, tech, art. Like for everyone it was the final boss. Brittle Hollow was originally, like, had a molten core. There was no black hole. And the pieces, I believe the pieces they were going to get just sent away from the planet. And at some point it's just like, this doesn't actually make any sense. Like why are they going, why are they drifting away from gravity? Like, OK, can we make them fall in? How would we, like-- Where are they going to go? Are they just going to like-- OK, there's black hole and it spits them out over here. I remember prototyping a version of that and then changing my mind, being like nah, this is too much. Just like too crazy and weird, and like it's not as colorful because the black hole's all dark. Let's just go back to the molten core. And we'll add geysers that, like, from the core, shoot water, and the geysers shoot these pieces of the crust off into space. And then at some point was just like, nope. Nope, the black hole this was cool. Let's go back to that. And then weirdly the geysers ended up on Timber Hearth, And the idea of pieces getting thrown into space ended up on Giant's Deep. [WIND HOWLING] WESLEY: It was like, hard to tune the pieces falling at the right time 'cause it's a simulation. They have hit points, and they get hit by meteors, and they fall. And it's not scripted in the sense of, like, it happens in a specific pattern. It took a long time for design to, like, lock it. And then art had to go in and, you know, just fill it out. And there's just so so many rocks on that planet. Just thousands and thousands of rocks. And we put all those there by hand. It's not, like, procedural, so we make sure that you can see in the right places, and that it feels good to walk on and all of that. And then with that planet, you also have to make sure that like, in between the crevices, you know, you can't fall through in some but you can fall through in others where you're supposed to. Pretty much any challenge that you can have we did have there, and there's all the normal normal Outer Wilds problems of you have curved surfaces with different curvature based on where you are on the planet, which is not something that a lot of games have to deal with. LOAN: It was supposed to be a bit overwhelming at first. Right? Because you arrive in a setting, and it adds to the whole feeling of wonder when you arrive and it's like, [GASP]. Oh, my god. There's so much. It just treats this like one piece of one main piece of content. The first thing you would find when entering the district. Like another one of the districts you arrive, and there's a big waterfall That sort of like frames three white-- We call them Nomai whiteboards, but there's only one of them is, has text on it. And you're like, oh, OK. I probably need to find the other two somewhere, right? So the first thing players see or the first thing players experience should give them a question. And then, like, the natural impulse is like, if the player has a question in their mind, hopefully by then, they'd go, OK, let me answer that question. [WHOOSH] [SILENCE] [MUSIC PLAYING] - [SIGH]. Mobius had made an entire solar system for the player to explore, but this solar system didn't have any explicit objectives, mission markers, or fast travel. So how did they let the player know where to go, and more importantly, how did they let players know when they had accidentally found something important? - We didn't want players to go and look behind every tree and every rock and every nook and cranny. So what he made sure of was that detail would always only be where content was. So like if you look at Timber Hearth, you have like, fast expansive grass on the surface and such. Just grass. Nothing there. And then each of the actual craters with content have incredible visual density of detail. -It was like a challenge of trying to stick as close to the gray box as possible. Because every time it's like, ah, I'll put like a nice little tree over here, or like a pot, or like some little thing. And then the designers would look at it and be like, oh, like, actually, there's like a very specific viewpoint you need to be able to see this clue that's across this chasm, so if you put too much stuff there, you'll block the view. And it's like, ugh, god. LOAN: Lighting as well sometimes, just like if you keep everything relatively dark or like, same tones and then put bright blue or something light there. And it's like immediately you notice that. Audio as well, like there's the traveling music when you're traveling around, and then there's music when you're in places with content. So like if you enter a Nomai ruin, suddenly piano starts coming in, and you hear the music coming in. So it's all these little self clues. If you don't have that instinct, there's something here, there's not something here. Because of the way we structured the game, it is very easy to hide things. We wanted certain paths to be the path you use. Just from a narrative perspective, it was a nicer way to find that place. But then we wanted quick shortcuts to get back to these places. And we were all worried about how would we hide these, and had all these, and it's like, no. Because we trained the players to not look behind any nook and cranny. We learned a lot of things in relationship to a player, the way people foresee things, and the way, you know, players naturally go about it. Some of it was frustrating, like the natural impulse to to see text as lore was definitely something we had to fight against. The natural impulse that most players have to meet a goal. Hopefully more and more games do away with that, and so I'm hoping that slowly it'll be easier, actually to do the sort of things we did in Outer Wilds as people get more, like, willing to set their own goals and get a bit more proactive in trying to read things as the way to progress. DANNY: Outer Wilds is such a complex design challenge that it's easy to forget the technical complexity of the project. While Alex and Loan led the design team, the game's engineering was led by another duo. Technical artist Logan Ver Hoef had graduated CS games at US Santa Cruz, and was a year behind Alex and Loan at USC. While software engineer Jeffrey Yu had graduated USC as an aerospace engineer with a minor in computer science. - So technical art is writing shaders that run on a GPU as well as parti-- Setting up particle systems and setting up lighting and that sort of thing. So I did a bunch of math that makes the singularities look like they do. I did a bunch of math that made our lighting work the way it does. A lot of tools work, half the gameplay code. - Other than designers, it's just the two of us. - Yeah. - Doing all the code, so. - Yeah. This is Timber Hearth. This is what it actually looks like in our scene. Here's, like, the moon over here. DANNY: So how do you like, work on this, considering it's like a sphere? Like how do you get in and that sort of stuff? LOGAN: I mean, you just learn how to sort work like that. So you just-- We're actually looking straight up right now. But you just-- Because flying around still works the same. DANNY: Right. LOGAN: You just learn to sort of work in this weird way. Sometimes people, like, work like this or something, or that. And anytime we're working on the underside of a planet, I have to do this sort of a flip, kickflip here. And now right and left is reversed. DANNY: Oh no. LOGAN: But I remember that I'm in this mode. So I'm just automatically like, OK. Each planet is a rigidbody, like a physically simulated like, object moving through space, affected by forces. And so is everything else, like, everything in the game is. You know if we were a different game, we could get away with saying, like, you know what? We'll just, like, you know, fake it when you're on this planet, and it'll look right. But because Outer Wilds is a game about simulation and about truth in systems, that was top of my list for things I didn't want to do was fake anything. That is one of those things where we try to just like, tighten it. We reduce the number of colliders on the planet. We reduce the complexity of them while still having it be a surface you can walk around on. So like if this coffee cup were a physics object, you know, the the rendering mesh has all this detail and curvature and all this in it. Physics could probably just be like a eight sided cylinder, and you know, that's enough. You can fly around, hit the wall, bounce off, roll around. - Maybe even make it just, you know, a four sided one. - Yeah. If you don't need it to roll, four sided. If the player's just walking into it. So going in and finding places to cut back here and trim a little bit there is good. A lot of people wonder like, hey, are they faking all the caves inside planets? DANNY: So the zero-g cave, it's literally zero-g because it's in the middle of the planet. LOGAN: Yes, yeah. Because you're no longer being attracted to, like, the sum of all the mass. Now you're there, and all the mass is around you. And so it's all pulling on you equally in each direction. So this is actually physically correct. If you leave a planet, we do a bunch of stuff to optimize it while you're not there. We switch to, like, a super low res version of the planet, you know, handmade by like Lara or someone else. - Colliders-- LOGAN: Yeah, turn off a bunch of the collision so we aren't updating all this collision math while there's nothing there to collide with. We suspend a bunch of scripts and a bunch of objects. The issue is that if you leave your ship on a planet, then you go somewhere else. It still needs to collide with stuff. JEFFREY: We need colliders there. So leave colliders. LOGAN: And furthermore for this philosophy of the truth in the system, if there's a geyser going off and should be hitting that ship, it needs to keep hitting that ship. If the sand level's rising, and it's like, trapped underneath something, it needs to respond to that. That mean we have to keep all the collision and scripts running when the ship is left on a planet. When you leave a probe on a planet, you need to be able to take snapshots of it from across the solar system, which means all the rendering, all the visuals need to be turned on. - If you have it right next to a geyser, the geyser has to go off. [WIND BLOWING] ALEX: The worst thing you can possibly do in that game is have the scout, yourself, and the ship all on different planets. And if you really want to go hard I'd put the Nomai shuttle on a fourth. But, like, don't do that. Don't. It's 'cause you-- We have to have-- We have to render at least some of what's going on. Like if you leave your ship on Brittle Hollow and a piece breaks, your ship needs to go through the black hole and get spit out the white hole. And if you leave it on Ash Twin, we need your ship to to get sucked up by the sand funnel, even if you're halfway across, you got teleported to to Giant's Deep or something. And that was really important to us. We tried really, really hard. And the tech team kind of worked really hard to make sure we didn't lose the sense that this is a world that doesn't revolve around you. 'Cause that was one of the main design pillars. It's like, not a player-- It's not supposed to feel like a player centric game. The world doesn't stop simulating just because you're elsewhere, right. - At one point we thought about making this an achievement but then thought better of it. - Oh, no, we didn't think better of it. Annapurna got, uh, miffed at us because one of our suggested achievements was called "Critical Performance Hit." And it was leave your ship on one planet, and your probe on another, and go to a third. And they were like, you cannot have an achievement be the player crashing their Playstation or Xbox. Like, no absolute. Are you insane? And we're like, yes. JEFFREY: We're purposely making people get frame drops. LOGAN: But good point though. Yeah, it's like, don't encourage people to do this. And we're like, OK. You're right, but not as fun. DANNY: Like everything in this world is moving, right? I guess the sun is maybe the only object that's not technically moving? - Technically it is too. Because the way we-- with video games you got to keep the camera near the center of the world's coordinate space. DANNY: OK. ALEX: Or you start running into floating point error and everything starts kind of jittering. And so we have to keep the player near the mathematical origin of the world. And the way we do that in this game-- A lot of games sort of, like you reach a threshold, and they like reload the next zone, right? But because ours, everything's moving relative to each other, what I ended up doing back when it was a student project is just every time we apply a force to the player, we just apply an opposite force to every physics object in the world. DANNY: Wow. ALEX: That's currently simulating. And it doesn't actually really do anything to performance because we're already doing that. We're already applying forces to every object, because everything's moving. It's just another number on top of numbers. So when you jump in Outer Wilds, technically every planet's jumping out from under you, and you're more or less not moving. So it works, and we haven't changed it. DANNY: There's some cosmic horror about that or something, Some like science-- - Yeah. DANNY: It makes me recoil a little bit now hearing that. - I love that, because we're always like, ah yeah, the player's not the center of the world, but technically you are. Like literally the center of the world at all times. [MUSIC PLAYING] DANNY: Like the best sci-fi, Outer Wilds marries the technical with the emotional. And a large part of this heavy lifting is done by the narrative and musical score. For the story, Alex turned to his lifelong collaborator, his sister Kelsey. As children they made silly plays together, and stop motion mockups of the Star Wars films starring beanie babies. Kelsey had been writing her entire life and had often used a tangential form of note taking, which inspired the Nomai whiteboards. I was eager to talk to her about the wonderful personalization of the Nomai using these interplanetary telephone logs. But unfortunately, she doesn't live in the same state as the studio, so we did the next best thing and aimed our scout across the country at North Carolina. [BOOM] [CAMERA SHUTTER CLICKS] -Some of them are, like, literally just meeting notes like, here's what we decided, and someone else was like, oh, yeah, by the way, so and so wants to do this other thing. So having kind of a rationale behind why these things are getting written down and explained, to me, just kind of added a sense of logic to what was going on. Yeah, a little less difficult to explain things because they're talking to each other. They need, you know, everyone to understand what's going on. For how much Outer Wilds is a very narrative driven game, I actually really love very character driven writing. And a lot of my writing is like that. It's very intensely about characters and about their evolutions, and I think that's kind of what the difference. I felt like that was what was going to be the difference between having an interesting story with interesting characters versus the more tropey ancient alien civilization that was here before us and is smarter than us. What essentially the player is doing is they're tracing the same journey that the Nomai took. And then eventually, spoiler alert, toward the end of the game, you're, you know, finishing that journey. And to really feel like you were connecting with the Nomai. I don't think people really connect with, like, a civilization as a whole. So I think it necessarily had to be very character driven, which was terrifying because, yeah, we don't see these characters. And also I had very small chunk of text to work with. And most of it had to be dedicated toward quickly advancing a complex story and then also getting across your clues. And then, of course, the clues work as you know, here's what's happened. Here's kind of the next piece. Here's where you should go to continue chronologically in the story. Then there's a little piece that directs usually backward of like, here's where I'd go to check out where this piece came from, if you want to trace the opposite direction chronologically. And then it usually connects into other things depending on who the characters are in that particular, because I use-- Certain characters are attached to certain plotlines so that when that character is present, typically that's kind of the signifier that plotline is coming into play and intersecting with this other one. ALEX: How do we communicate this idea to players in a way that is, like, interesting narratively? Makes sense why the Nomai would even be talking about this. It is also like, you know, telling you. You read it, and you're like, OK, I get what this text is actually communicating. And we just did just so many revisions of all of this, and so many playtests. LOAN: This is how you used to read text in the game. DANNY: Oh, wow. LOAN: Except it's not working. DANNY: Is it busted? - Probably. - They were busted at one point, yeah. - You have to pull out your-- - Oh, no, you have pull out your translator. - Oh, my gosh. I coded this. DANNY: Oh, wow. - It does that faster now. - That's, yeah. - From a design perspective, a certain amount of minimalism was actually advantageous. Like knowledge is the only reward. So you learning, you know, things is the only thing you get. You know, it's really hard to do because players see text as lore that's not necessarily actionable. We really had to set the example of never having lore in the text which also applies to other things. To have lore on like, pieces of level design or a part of the environment. So through design, we actually had to be pretty minimalist, because we had to make sure everything was actionable and everything was pointing to the thing it helped you to do. ALEX: So originally, the ship log we knew we were going to need. 'Cause we didn't want people to have to take paper notes. We originally only had the solar system view, where it's sort of the planets in a row. We added the rumor mode with the lines, the detective board, like a year, a year before launch. Because we had some playtest people just weren't understanding the structure of the game, like how to go about investigating. Let's just show them how we think about it in-- Like let's just put our design docs into the game pretty much is what we did. We needed way to get people curious about things, and pointing your telescope at a distant planet and hearing a sound just seemed like a no-- like, of course people are going to want to check that out. You can go to NASA's website and there are these recordings of, like, sounds from Saturn, where they sort of interpret data they've recorded. And there's just, we knew we wanted to have these travelers around the solar system on each planet, sort of as the trail guide or the travel guides for each planet. And it's like, OK, they each play an instrument, and wouldn't it be cool to pick up the music in sort of whimsical fashion? - Back in the very beginning stages, we were talking about having the different travelers on different planets. And then I kind of crafted the concept with Alex of having them, like, actually all playing the same tune, not having them play different songs. Like I was like, we should have them play together so it's kind of grasped this approach where no matter where you're at, the world can be like a smaller place through music, and like, you can be connected that way. Hopefully captivated that message by having 'em all apart, but really they're all in sync like, in a certain way through this, like tune that's really, like a premonition to the end of the game. Really it was based on like, thinking about sitting around a campfire. Something that's simple and easy to play but memorable, so like it kind of gets caught in your head. So, I mean really the main theme is only a couple bars long. It's about the joy of life, and like, the journey, and all that existential stuff that gets involved towards the end of the game. And it's sort of this theme that starts off like when you hear it first, it sounds kind of happy but over time it like, becomes this melancholy and like reflective piece. So that's kind of what I was aiming for. This bittersweet, nostalgic campfire tune. Really I wanted it to be like when music is playing, something important is happening. It's not just kind of-- Like it's important for it to stand out when it needs to, and when there doesn't need to be music, there shouldn't be, especially like when you get into the desolation of space, and I think it helps make it a little bit more fearful in areas where there's no music, 'cause you really do feel like you're a little bit more alone. 'Cause all you're hearing is like your breathing and stuff. That way, people notice the music, and it actually is meaningful rather than just always just being around. [MUSIC PLAYING] The second thing I ever wrote was the main title. So what I did was I went back, and I recorded myself playing banjo with my seven years ago self at the very end just 'cause I thought it would be cool to literally wrap the game up. Like when you first play it, it's like me playing at at the beginning when we started and then at the very end. It's like multitrack banjo, and one of 'em is me from seven years ago. And one of them is me from right before the game came out, so like May. Yeah. That's why I was like, I have to do it, I have to do it. DANNY: We talked to the team at Mobius about design for over two days, but as you know, time is precious, so we can't fit it all in the doc. So if you're interested in watching some bonus scenes, you can do so on our Patreon for the price of a few bags of marshmallows. Speaking of paywalls, Outer Wilds had what you might consider to be an untraditional launch. For PC, it would be an Epic Game Store exclusive, while on consoles, it would launch as part of Xbox Gamepass. We asked the development about the reasons for both of these partnerships, and they said those decisions were made by Masi and their publisher Annapurna. The game launched in May of 2019 and has been slowly building positive word of mouth as the studio continues to tinker on it. The Ash Twin project has gone through several redesigns, as the final puzzle has stumped a number of players. While the game was brought to Playstation 4 in October of 2019. - Yes, I would like to publicly apologize for the Ash Twin project puzzle. I mean, sort of-- We are, we are still working on that actually. Yeah, we're-- We keep-- There was one where you just didn't have enough long form playtests. We did do long form playtests, and we knew that was an issue. It's not as easy as going in and like, just telling people the answer, because we don't want to invalidate all of the other clues. So we're trying some new stuff our new patch, actually, that's coming out pretty soon. We'll see. We're watching people play, streamers online you know, still taking playtest notes. LOAN: We've been really happy, you know, with Game Pass. It really has brought so many people that may not have played the game, and now then they have. They're just enthusiastic evangelists for us. So that has been a really, really great experience. Because it's a game that's so easy to spoil, you try to say as little as possible, which makes it hard to sell. So like a game that is in itself a mystery will definitely benefit from the subscription service because it's like, people are like-- They won't buy a mystery, but they may try out a mystery and then be like, oh, my god. You have to try this. WESLEY: I remember one of my favorite moments when we first first showed the game off at PAX East, someone was playing on Brittle Hollow, and they like parked their ship. And they went down and explored for a while. Then they were looking over, and they saw a piece falling. And then their ship just sort of, like, tumbled off the top of the fragment and like, bounced off as it was falling into the black hole. And they were like, "my ship!" And they were like, chasing after it as it's like falling into this black hole, and I was like, all right, we made a cool game. I spent a lot of time on it, like several people on the team spent basically a year of our lives working on that ship. And we had all these, like, grand ideas of, like how we want it to break apart, and we want all the little gadgets to be actually useful. And like in the middle of development when you're just trying to ship the game, it's like oh, there's no way. It's just going to be a box that moves around. I guess we'll make it work. And then when we actually managed to get, like, the damage in there. We managed to get the destructibility in there. And just the more little details we could add, it just really feels right. And seeing people fall in love with the ship, and have adventures where the gravity crystal breaks and they're floating around, hurtling towards the sun, and they're trying to repair things. It's just so exciting for me every time I see something like that. - I mean, when you're a musician and a composer, you want to be listened to, and you want to be heard, and like, have your voice like, speak a story through your musical voice. And finally that has happened on a large scale where people are noticing my work. So it's like finally stuff is paying off after all this time. The community behind Outer Wilds is really passionate about the music, too, as well as the game, so that's been like incredible to have people reach out and, like, tell me how much the music means to them or that they've been listening to it nonstop. And, I don't know, it's really-- Like, it feels really good. [MUSIC PLAYING] [WHOOSH] - All right, it's time we address the elephant in the room. There's probably a bunch of you who clicked on this expecting us to be talking about something else. A different game set in space that came out in 2019 and was developed by a studio based in Los Angeles. - I think we were just in a class, and a few of us were brainstorming. We were just tossing ideas, words that felt good. I think will-- I remember at one point, we were like, Cosmic Wilderness. Then we were like, all right, well, wilds is shorter than that, and then, you know Outer Wilds somehow, you know, you just kind of slot the words together. Eventually it's like, Outer Wilds. Yeah, all right. And it stuck. DANNY: Do you remember when you first saw that there was another game coming out that had a somewhat similar name? - I do. 'Cause it was almost exactly a year ago at The Game Awards. DANNY: Oh, right. - Yeah. Actually, no. We had seen it. They'd filed a patent or like a copyright. We had seen The Outer Worlds, and I remember looking at that being like, wow, I really hope they like, hear about our game and don't do that. But The Game Awards, we saw that trailer, and it's just like, all right. All right, cool. The Outer Worlds and Outer Wilds together in 2019. They obviously are a bigger studio than we are and have a bigger kind of reach, and I think ultimately it's probably good for us. 'Cause people talk about it like, wait Wait, these aren't the same game? What is happening? DANNY: Have you ever met any of the folks from Obsidian? They're pretty close. They're in Irvine. - Are they really? DANNY: Yeah. - No, man. You know, we talked about that we should do some sort of cross-promotional thing with them. Just like a-- Just anything. Or like April Fools we just actually switch our names. I think Logan mentioned that the other day. We were just like, it'd be so good though. DANNY: The Outer Bundle. - Yeah, it's been a good-- It's been a strong year for outer games. [MUSIC PLAYING] DANNY: We've explored the origin of this game, the design of its planets, how the team guided players, the technical challenges, and the emotional core of the game. But Outer Wilds is more than the sum of its parts. It's the type of game that leaves you with a feeling that can't be explained. It has to be experienced. And for the team at Mobius Digital, the years long cycle from award winning thesis project to full retail release has been an experience all on its own. - I think the nicest thing is even though working on the project has been like, super crazy, we haven't haven't had to like, crunch. And we all work reasonable hours. I think it's the fact that it's just a nice chill atmosphere. - Yeah, we try to keep the work environment good and safe and make sure people don't overwork, but to some extent we did not as good of work on that side for the leads. For me, Alex, and Wesley, we both had to deal with a lot of stress, and so yeah, it was difficult. But to finally see the results and to hear from people, this dad who played the game with their I think nine or ten-year-old kid who told us that at the end, the kid wanted to become an astronaut. I was just melting in my chair reading this, you know? That's our soul. It's just like, oh, my god, OK. This was all worth it in the end, yeah. [MUSIC PLAYING] ALEX: When we released it and we started to get feedback back in, just seeing the people who understood what we were trying to do. It's like, people like the game for the reasons why we made it, and like, they got the story we were trying to tell. And I'm really proud that we told a story that could only-- In a way that could only be told through video games. 'Cause we really, we tried really hard. We wanted to make something that couldn't have been made any other way. Yeah, that there's sort of this just connection with everyone who plays the game, and, like, we added something meaningful to the lives of the people who played it is just really humbling, but, like, an incredible feeling. [MUSIC PLAYING] - Thanks for watching our video. Shout out to all these paying patrons who paid for all these marshmallows which I've been gorging on for most of this shoot. They're really delicious. They'd be a lot nicer if we actually had a fire here, but setting fires indoors probably not a good idea. And California kind of frowns, you know, frowns on people setting fires outdoors for documentaries about video games. So we just did it in post, I guess. Thank you so much for supporting our work. If you'd like to become a patron and get access to bonus scenes from this documentary, and a bunch of other things, then please go to patreon.com/noclip and help us fund even more documentaries in 2020. This whole video is of just me chewing on marshmallows for patrons. They pay for the good stuff. [LAUGHING] Oh my god. ALEX: We have on that's like, where we like, lock really. It's like there's an IGF build but with a lot of the planets locked off. So they won't be able to spoil themselves for the whole game. So if you go too close to certain planets, it blows up the sun. DANNY: Oh, that's funny. ALEX: There's like a spoiler warning around the planet. DANNY: Right. ALEX: And then there's like, the original one that we'd like, took it down, but you can find it. It's kind of fun. LOGAN: You should definitely get some footage of-- - This is supposed to be the tower that you-- DANNY: Right. ALEX: This is the tower of quantum knowledge. You have to wait for it to fall through. except there's like, oh yeah. That's the original one, right? That's not yours. LOGAN: Yeah, it has a weird spinny distortion. DANNY: Oh, there goes a piece. LOGAN: Oh god. DANNY: Whee! LOGAN: Oh, it caught on one object, but it-- ALEX: Oh right, 'cause the physics actually-- DANNY: Are you going to hit this thing? LOGAN: Apparently. ALEX: Getting to the southern observatory used to be a lot easier. [LAUGHING] [TYPING NOISES]
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Channel: Noclip - Video Game Documentaries
Views: 591,510
Rating: 4.9718151 out of 5
Keywords: outer wilds, documentary, mobius, mobius digital games, nomai, danny o'dwyer, noclip, video games, game design, interview
Id: LbY0mBXKKT0
Channel Id: undefined
Length: 50min 57sec (3057 seconds)
Published: Wed Jan 01 2020
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