Radiance Game Dev Podcast -the Introduction...and goodbye?
When I first heard that Theology Gaming's own, M. Joshua Cauller, was starting a new podcast, I decided to check it out. Why not? I am current on all the podcasts I follow, and even though I don't develop video games (the topic of the new podcast) I rather like video games, and I might just learn something interesting. So, I go to Radiance Game Dev, and start listening.
Now, a little aside, I like grand epics. When I see that a book series is only a trilogy, I am not sure I want to invest my time in it. If it has twenty, then I know that is a world I want to investigate. I tend to find a new podcast and listen from episode 1 to current. Poor podcasters suddenly get comment after comment from some dude they don't know on episodes they recorded years ago. The Scifi Christian must have thought they had an angry stalker for about a month as I caught up. So when I find a podcast and it only has six episodes (five when I started) I really feel like I am getting in on the ground floor.
However, what do I hear right off the bat? "This is a beta test, six episodes and we'll see."(that's my 'the Message' translation of what they say)
Enough about me. (as if there could ever be enough of me)(shut up, Rho)(right)
Radiance Game Dev podcast consists of M. Joshua Cauller, Michael Uzdavines, and Thomas Henshell hosting a discussion about games, and being a Christian developing games. Sounds kind of dull, to be honest, but instead it is a fascinating look into people. You know how there are plot-driven shows and character-driven shows? Well, this is a character-driven podcast. Game development is a device to get insight into these guys, and their guests. I didn't mention guests? Well, in four of the six episodes, they are joined by other Christian game developers who open up about their struggles. (and one episode where they are joined by an author) These can get surprisingly personal.
Episodes are from an hour to about one and a half hour. I'll admit that, at first, it was difficult for me to tell Michael and Thomas apart (I'd hard M Joshua before, so I recognized his voice) but by the end of three of four episodes, the confusion clears up (due in part to Canadian peculiarities of speech)
Anyway, on to what you all showed up for, the "interview". Now, to give you some insights, I send out emails with the questions, and get replies which I smush together to make a semi-coherent post...so this is less of an interview and more of the guys answering a survey.
Now, a little aside, I like grand epics. When I see that a book series is only a trilogy, I am not sure I want to invest my time in it. If it has twenty, then I know that is a world I want to investigate. I tend to find a new podcast and listen from episode 1 to current. Poor podcasters suddenly get comment after comment from some dude they don't know on episodes they recorded years ago. The Scifi Christian must have thought they had an angry stalker for about a month as I caught up. So when I find a podcast and it only has six episodes (five when I started) I really feel like I am getting in on the ground floor.
However, what do I hear right off the bat? "This is a beta test, six episodes and we'll see."(that's my 'the Message' translation of what they say)
Enough about me. (as if there could ever be enough of me)(shut up, Rho)(right)
Radiance Game Dev podcast consists of M. Joshua Cauller, Michael Uzdavines, and Thomas Henshell hosting a discussion about games, and being a Christian developing games. Sounds kind of dull, to be honest, but instead it is a fascinating look into people. You know how there are plot-driven shows and character-driven shows? Well, this is a character-driven podcast. Game development is a device to get insight into these guys, and their guests. I didn't mention guests? Well, in four of the six episodes, they are joined by other Christian game developers who open up about their struggles. (and one episode where they are joined by an author) These can get surprisingly personal.
Episodes are from an hour to about one and a half hour. I'll admit that, at first, it was difficult for me to tell Michael and Thomas apart (I'd hard M Joshua before, so I recognized his voice) but by the end of three of four episodes, the confusion clears up (due in part to Canadian peculiarities of speech)
Anyway, on to what you all showed up for, the "interview". Now, to give you some insights, I send out emails with the questions, and get replies which I smush together to make a semi-coherent post...so this is less of an interview and more of the guys answering a survey.
1: Why “Radiance”?
M.Joshua: Thomas came up with the name. It started with
the idea that Christian game-makers are a little under-represented in the
videogame space. As such, they're like a little light. That light can shine
bright, but it comes with awareness and humility. They're not a giant flame by
any means.
Michael: It fits with the ideology we have that we are to
be the light of Christ in everything we do. For us, that's making video games.
Not necessarily in the subject matter, but in the way we run our companies, the
content we include, and the way we interact with our audience.
Thomas: I
see the world in a twilight, caught between light and darkness. Gaming
(both the product and the teams/environment that make them) even more so,
and moving towards deeper darkness. It amazes me that no matter how much
darkness there is, the smallest light can still travel (and penetrate)
incredible distances. My back yard overlooks a bay with a city about
10-15 miles away. Yet I can see individual street lights, or a car’s head
lights. These are low power (voltage/wattage) lights and yet I can see
them perfectly clear even in the darkest night. Jesus told us to shine
our light and we just don’t know how far he can make it go. So as the
moon radiates the sun’s light at night, so too do I want to radiate the Son’s
light into gaming.
2: I’ve had an online friend stop playing video games because he
needed to ‘put away childish things’. What value do you think games can have
for Christian adults?
M.Joshua: I get that. But then I played Journey
back in 2012. The game showed me that the world was ready to explore deep
spiritual themes like pilgrimage and sacrifice for others. And then I noticed
it wasn't just Journey, but a wealth of games. This got me writing about
games for GameChurch. And long story short? That trajectory got Thomas and
Michael to invite me into their podcast bubble.
Michael: To characterize an activity as childish has no
real meaning to me. Simply because children commonly do something does not mean
adults shouldn't. If you have fun coloring with crayons, why should you not do
it just because it's "childish?" The time to put away video games is
when they become an idol - when they interfere with our obligations or are
prioirtized incorrectly. I've been there. Video games have value where they
present truth. That comes in many shapes and sizes.
Thomas: Your
friend needs to play better games. J ((editor's note- Thomas used a smiley face, but it translated over as "J"... I left them in as such because...well, I don't have a real good reason, I just did. If you see a floating "J", think "smile"))
God built play into us. It is part of the Creator’s essence and human
experience (Episode 6 dives into this a bit). Games are an art
form. In fact, I would posit they are the single hardest form of art to
do well. Symphonies have recognized composers, movies a director, but you
don’t see this kind of recognition with the creators of games (outside of Sid
Meier). Why? Besides the obvious answer they don’t put their name
in the title like Sid J, it is
because it is such a huge effort by so many multi-disciplinary teams to make a
game it is hard to really say THIS person made it more than THAT person.
We often compare games to movies, but I think this is wrong in terms of
scale. In terms of cultural artifact and level of effort, they are more
equivalent to Cathedrals. Like the cathedrals of Europe, hundreds of man
years, from a very diverse team, go into making that one single artifact.
And like the cathedrals of their time, for our time they represent enormous
investments into what we as a culture value. Games, like all art,
offer an emotional experience. Games, unlike any other art form before
it, allow a self-guided experience into another world. If that world is
Mario, I can agree that is probably childish. But what about the worlds
of Rapture (Bioshock) or Thedas (Dragon Age Inquisition)? Those worlds
are wrestling with some profound questions, and offering some answers worthy of
discussion.
3: With three hosts of your show, who ends up being the odd man out?
M.Joshua: Definitely me. We say I'm Elaine in the Seinfeld
metaphor for our show. I'm the only non-game dev. And while I've dabbled in
game dev tools – and have a long career in interactive design, I've never
followed through on actually finishing a game. So a lot of my role on the show
is just feeding that curiosity but also linking to listeners who might not be
game-makers or followers of Jesus.
Michael: I think sometimes our guests. Somehow we managed
six episodes with all-star guests, and every time we wanted to hear more from
them. It's probably because the three of us can't keep our mouths shut.
Thomas: It’s
a struggle to have three hosts, but we knew that going in. I like the
diversity of having two game devs, not just one voice speaking from that
vantage. I like that it isn’t ONLY game dev hosts, so M Josh’s view is
equally important (especially for keeping the tone accessible for the broader
enthusiast audience). In editing I noticed Michael had the least air
time, which I raised with him to see if we needed to change things to give him
more room. His answer was he is happy with his level of involvement and
doesn’t see a problem. There are advantages to being the wise old sage
who only speaks after everyone has talked themselves out. J
4: You are on a desert island with one book: what is it?
M.Joshua: A blank book – with a pen or pencil that never
runs out. The art of journaling, writing, and imagination is where I find
myself most at rest; not to mention, in communion with The Spirit. And I never
seem to have enough time to write.
Michael: I'll call an audible and say one book besides
the Bible - Time's Arrow by Martin Amis
Thomas: Since
this is for a Christian audience, then I have to say “The Bible.” Putting
that aside, the real answer is Writing Fiction for Dummies. That book is
fantastic for inspiration. From it, I would write more books and fill the
island’s library. J
5: What is your favorite genre of video game?
M.Joshua: Single-screen couch multiplayer games with tactical
role-playing and stealth. That's kind of a joke. Such a game doesn't exist. But
it would get the most play in my house if it did exist. There's something
almost sacred about playing games with your closest friends and family on a
couch. And I really love tactical RPGs like XCOM and Banner Saga. But I also
really love challenging stealth games like Deus Ex and Splinter Cell.
Michael: I love many types of games, from RTS to Madden,
PC or console, but the pinnacle for me is FPS Co-op. Anytime we can LAN
up a shooter I'm there.
Thomas: Strategy
Management. It best feeds my empire-building megalomaniac tendencies.
6: Did you know you misspelled “Michael” on your web-site? (Micahel
Uzdavines)
M.Joshua: Yes. That was intentional. We don't really like
Michael and we try to butcher his name as much as possible. (Not really). Totally
just a typo.
Michael: I know, my name always gets butchered.
Thomas: Clearly
I’m waiting for Michael to actually read our website. J (Fixed, thanks)
7: Which World would you rather live in, Star Trek or Star Wars?
M.Joshua: Why isn't Mass Effect or Firefly an option? Can
I mash those two up?
Michael: Star Trek: TNG. However, I would not want
to be on any Federation ship in deep space, because if you are, and you don't
have a unique android, you have no chance of survival.
Thomas:
Star Trek FTW!
8: Which technology or mystical ability would you most like to play
with from that World in #7?
M.Joshua: I dunno, the biotic abilities in Mass Effect are
vaguely similar to spiritual realities in like intense worship and stuff. So I
think I'd be right at home with those.
Michael: Holodecks. I don't know what my colleagues
answered but this is clearly the correct choice.
Thomas:
Replicators. I gotta know why if they can replicate anything from food to
tools Deep Space 9 is still importing cargo like medical supplies and sending
it out! Something seems fishy here.
9: Coffee or tea?
M.Joshua: Energy drinks. I've switched to the MiO Energy
Water Enhancer stuff. And it's been a pretty good way to go
Michael: Tea, Earl Grey, hot. (See above, and it's not a
joke)
Thomas: Hate
hot beverages. Dr. Pepper FTW!
10: Your friends and family know you as a Geek because of what
trait/tendency?
M.Joshua: Usually people don't really know what to do with
me, I'm kind of a weird kid who likes whatever is least likely for my social
sphere. So I don't know that "geek" quite works for me.
Michael: My coffee mug shaped like Worf's head.
Thomas: My
awesome un-tan. I’m as pasty white as you can get without being albino (I
call it “programmer white” as if it’s a thing). I wish they’d put tanning
technology into monitors so I’d look normal. J But seriously, it is because I would rather play with
my mind/imagination than my body. This ability to enjoy the incorporeal
verses the corporeal seems to separate the human race into geeks and
non-geeks.
11: Podcasting is as easy as sitting down and just talking, right?
What is your biggest obstacle to podcasting?
M.Joshua: In the setup and creation, sure. But I find that
the hardest aspect is finding an audience and knowing how to connect with them.
It helps if you're inviting your ideal audience onto the show and interviewing
them.
Michael: Editing, hands down. The work after the podcast
is brutal. I mean, I assume it is because Thomas always complains about
it.
Thomas: Ha!
I wish! And while I have listened to podcasts that are nothing more than
that, that doesn’t meet my standard of excellence. I believe if God calls
you to do something he calls you to do it well (meaning to the
best of your ability). Each podcast averages about 15 hours of work per
episode. From the arranging of the guest, the pre-planning of the
questions, key topics, deep dive game, to the recording, to the editing (some
episodes take up to 8 hours of editing), to the final publishing with show
notes, and then distribution. Probably our two biggest obstacles are
finding quality guests and scheduling 4 busy people to record the show.
12: If you had to pick one, which would it be: winter or summer?
M.Joshua: Probably Summer. But I'm always a paradox:
wanting to be outside in the winter and inside during the summer. Wait, that's
not true. I always want to be inside. I just like saying I want to be
outside.
Michael: Winter. I'm in south Florida, and it's the only
time I can go outside without bursting into flames.
Thomas:
Summer. I love cycling and it is quite hard to do in the snow.
13: How about a complex question…when did you stop kicking puppies?
M.Joshua: For me, it was just after I started punching
walruses. I found that their soft padding made for a more comfortable violent
experience.
Michael: I'm offended by that quesiton. I never kicked
puppies. I kick kittens.
Thomas: The
moment I discovered how delicious they are.
14: Weird Al Yankovic has a song, “Lame Claim to Fame”, do you have a
lame claim to fame?
M.Joshua: In my
senior year of High School, I got voted "Most Likely to Walk Into a
Wall." No joke.
Michael: I was an extra in "Any Given Sunday"
and was about 2 feet from Pacino and Cameron Diaz.
Thomas: I’m
famous for failing as a game dev. My first gamasutra article about it has
the highest number of comments ever.
15: How important is listener feedback to a successful podcast?
M.Joshua: It's the lifeblood. I mean, if nobody listens,
it's kinda self-serving. Right?
Michael: It's everything. We do the podcast because
people seem to want to hear what we have to say, and that is humbling.
Thomas: There
is a lot of guesswork involved in creation. It probably isn’t immediately
evident to the audience how important their interaction is. For instance,
we are trying to make a 60 minute show, but then we ended up making two 120
minute shows because we felt the content was just so good we couldn’t cut it
all down into 60 minutes. So how do we, as creators, know if this is a
misstep? We don’t unless the audience tells us. Maybe we take for
granted the games we mention as examples but we should explain them
better. Maybe the audience would like a weekly dev update on the games
Michael and I are making. Maybe we waste too much time at the beginning
talking about what games we’re playing. We simply don’t know the answers
to these questions unless people take the time to tell us.
16: What is your favorite fast food or fast food joint?
M.Joshua: Subway was my first job. And the place will
always have a warm spot in my heart. Plus, I know the best ways to make some
delicious off-menu subs.
Michael: This is like asking a parent which child is
their favorite. At gunpoint I'd take cheese Krystals.
Thomas: I
live in Canada and this chain moved out and I miss them so much! I can only
visit them when I’m in the US, as my friend in St. Louis will recall.
Church’s Chicken. That fried chicken is the BEST!
17: If you could learn one foreign language, that you don’t already
have a working knowledge of, what would it be?
M.Joshua: Arabic. Started studying it with an Iraqui widow
several years ago and didn't have the means to continue at the time. I think it
would be fun to pick up again. Farsi and Hebrew would be a close second and
third.
Michael: I took a few years of Japanese but lost all of
it. It was an amazing language. I'd love to get proficient in it.
Thomas: Japanese.
I just love everything Japanese, from their culture, their food, their dress,
even the way their language sounds. If I could respawn as another race,
it would be Japanese. I joke with my Asian friends I’m an egg: white on
the outside, yellow on the inside.
18: You have a time machine, but you only get one use out of it: what
is your destination?
M.Joshua: Is it a two-way trip? Rote Christian Answer
Warning: I'd love to see Jesus and hear him teaching in his original language,
Aramaic. I wouldn't understand what he's saying, but I think it would
accentuate what he's doing.
Michael: Wow. This is hard because I don't think I could
go too far back before my skill set becomes useless. I'd probably just go back
to early 2013 and buy copious amounts of Bitcoin.
Thomas: When
Jesus appeared in the upper room to the disciples. That was the moment
when they knew, REALLY KNEW, he was the messiah. I want to see the looks
on their faces of bewilderment, of finally making the connection to all the
things he said. And then to hear the tone, afterwards, of Thomas’
“doubt”. I think Thomas wanted to believe and it was his desire for what
they said to be true that caused him to hesitate, you know, when something is
too good to be true? So he laid down the gauntlet of what he wanted to
see. Just like Gideon. And then Jesus did it. That must have
been awesome and humiliating.
Non
obligatory answer:
Florence
13th century. I’ve been to Florence today and I loved
it. I would love to see it in the actual medieval period. The
1200’s are my favorite historical time period. If I had a holodeck I
would spend all my time in it. I would have holo-addiction and require an
intervention. J
19: Besides Radiance Game Dev podcast, what would you like the reader
of this blog to know about?
M.Joshua: I do this thing I call GameCell at my
house. I get ten to fifteen guys together at my place to talk about life,
God, and games. And then we play games. It's easily the most fruitful
ministry-related thing I've done in my life and I'd love to help get other
people involved or set-up with their own thing like it. I chronicle all of our
get-togethers on my website, LoveSubverts.com.
Michael: I'm making a game called Heroes of
Issachar. It's a mix between FPS and city-builder. We're on Steam,
although we haven't launched Early Access yet, and we're also licensed for PS4
and XB1.
Thomas: I
think what M Joshua is doing on LoveSubverts.com is really awesome. I
love his approach to “game evangelism” through game cell.
And
if it isn’t improper to plug my work, I would like them to know about my game
ArchmageRises.com. See, I was in a bible study a few months back and came
across this Augustine statement that so perfectly sums up what my game is
about: “The righteous will know a good the unrighteous will never know, and the
unrighteous will know a sadness the righteous will never know”. So much
of our world looks the same to both the righteous and the unrighteous that
someone can reasonably say “Is there really any practical difference to
faith?” What I mean is both the righteous and the unrighteous can
experience the loss of a child. Both the righteous and unrighteous
experience the loss of a job. Both the righteous and the unrighteous
experience pleasure in sex. So if faith matters so much, where is this
difference? This is what Augustine is addressing: there is good and joys
in life that the unrighteous just won’t be able to touch. Like a word
from the Lord through a friend at the exact right moment. And there is a
sadness, loss, and despondency the righteous won’t experience, like the fear of
imprisonment or violent death a mobster has to live with each day. I
believe I have come across a game mechanic that can tease out this theory in a
fantasy role playing game. It is a Christian game unlike any other, and a
role playing game unlike any other. I’m exploring themes the game
industry is just playing at around moral choice and consequence. My goal
is to create an open world RPG that allows real player choice, but those
choices fundamentally change the game’s world and your future player
choices. My artistic goal is to create a game where a player feels real
actual regret over some of their previous choices. Not the content
curiosity driven “Oh I wonder what would have happened if I chose the blue
pill”, but real regret, a “If I had to choose again, I would choose
differently”.
20: Is it safe?
M.Joshua: "Who said anything about safe? ‘Course he isn’t safe. But he’s
good. He’s the King, I tell you." ― Mr. Beaver, The Lion, the Witch,
and the Wardrobe
Michael: Yes, it's safe, it's very safe, it's so safe you
wouldn't believe it.
Thomas: I’m not sure if this refers to the podcast, or the
thing I just referenced. But in either case I’ll answer with the answer
to Lucy in the Narnia books about Aslan: “Is he safe? No! But he is
good.” God isn’t safe. You cannot encounter him without walking
away changed (hopefully permanently). But he is good!
Links for the show-
Thanks for the awesome write up. These guys definitely deserve kudos as they have done a great job with it. I saw word from Thomas that the 'beta' went well and 'Season 2' is on its way.
ReplyDeleteThank you. Yeah, I heard things look positive for continuing, as well.
ReplyDeleteCan they top season 1? Will Thomas tell us what it is all aboot? Will M Joshua sing Mmmbop by Hanson? Will Michael Uzdavines kick a kitten ON AIR?
Stay tuned to find out.