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Arcanum 2: Journey to the Center of Arcanum

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0:02

hi everyone it's me Tim

0:05

today I want to talk about

0:08

the sequel to Arcanum

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called Journey to the Center of Arcanum

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so let me give you some background

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um for those of you new

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Troika games was a game Studio that I

0:20

started with Leonard barski and Jason

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Anderson on April 1st 1998

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and our first game that we shipped was

0:29

Arcanum

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Arcanum shipped in 2001

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using a new isometric engine we made

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however even before it shipped we

0:40

started thinking about ideas for sequels

0:44

and that we wanted to make the jump to

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3D

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and we were talking to valve because the

0:51

VP of valve Scott Lynch had been the VP

0:54

who signed us to Sierra for Arcanum

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and we were talking with them about

0:59

their Source engine

1:01

and we really wanted to use it

1:03

so we put together a design dock

1:08

which I still have I read through and

1:11

I'm like Whoa We were very ambitious uh

1:14

Troika liked to do a lot of things in

1:17

fact Arcana might commonly refer to as

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our kitchen sink game

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because if anybody had an idea including

1:24

me it went in the game I mean did we

1:27

really need fake points did we really

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need the newspaper

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did we really need procedurally

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generated sectors in the world

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no but we put them in anyway

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so in Journey to the Center of our

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kingdom we were going to make the jump

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to 3D

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we were going to have a lot of it take

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place underneath

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the world very much like Journey to the

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Center of the Earth by Jules Verne the

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inspiration

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the storyline of the game

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was

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Franklin Payne who you may have met in

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the first game The Big Game Hunter

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Franklin Payne has gone missing and his

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wife contacts you and hires you to find

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out what happened

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and she explains that he built a giant

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boring machine

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um very Elon Musk

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to dig deep under the ground

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and search all these underground Caverns

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for what he was hoping to be

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remains of a previous civilization

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so you end up going down the

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the shaft left by that boring machine

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and searching for Franklin Payne and

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along the way

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just spoilers for this

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23 year old design

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you encounter

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old civilizations most of them in Ruins

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caveman

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um dinosaurs that was gonna be fun

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um because you know we had magic in Tech

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you might as well throw dinosaurs in

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there

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and one of the

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penultimate discoveries you made before

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you found Franklin Payne was the

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discovery of an ore

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that let you blend magic and Technology

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into the same item without them being in

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conflict

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and those items could be used then

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independent of your magic Tech bar

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so it was very exciting and

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we had all these great ideas it didn't

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happen

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um which you know you know

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what ended up happening is we

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we were getting along really well with

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Sierra with a valve

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which later by the way LED to

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us using the source engine in

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collaboration with them on vampire

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masquerades bloodlines

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but instead what happened is even though

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we talked about journeying Center

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Arcanum as early as 2000

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if a year before Arcanum shipped

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when we finished Arcanum

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in the summer of 2001 even though it

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didn't ship until September

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we started working on

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a project and that was

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Lord of the Rings

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amazingly I still have the design

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documents for that

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and

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I got the demo running again

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so I'll make another video about that

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and talk about that because that was

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really interesting

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um

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we had some great ideas Jason Anderson

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came up with this wonderful idea to

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let you play in The Lord of the Rings

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storyline

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with an explanation for why

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this particular group of people don't

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appear in tolkien's books we even talked

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with a Tolkien

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a state expert

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about our ideas and he liked them

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but instead

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um that demo got made and then Arcadium

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shipped

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Journey to the Arcanum obviously never

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happened Sierra not only took back the

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Lord of the Rings demo but

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they were going through financial

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difficulty so there was no Journey to

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the Center of Arcanum

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that led to us looking for other

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contracts

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we landed Temple and Bloodlines at

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almost the same time which is why our

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team got split into and I worked on

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Temple and and Leonard and Jason worked

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on bloodlines

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I'm trying to remember some of the other

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things that would be interesting about

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Journey to the Center of Arcanum I mean

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the fact that it would have been 3D it

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would have been our first 3D game was

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really cool we were ready to make that

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leap we were seeing that 3D games had

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the detail that we wanted

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we were especially looking to do a lot

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of indoor exploration you know caves and

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big underground areas very different

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than what we had on arcano most of which

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was outdoor

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um or very small caves and dungeons we

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were also looking forward to

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making the leap in the system mechanics

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from an isometric set of system

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mechanics to ones that worked better in

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3D

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interestingly that was in 2000

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eight years later Bethesda took

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Fallout one and two system mechanics

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have made the leap into Fallout 3 which

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was 3D

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so it's interesting to see how all these

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companies were doing roughly the same

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thing at the same time

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um

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I don't regret that journey in the

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center of Arcanum

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wasn't made I'd like to tell people I

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don't regret anything

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however I am

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slightly sorry that we announced it and

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talked so much about it and then nothing

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happened I feel like we got a lot of

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people's hopes up and then

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nothing happened

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but anyway that's kind of the story of

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Journey the set of arcaneum in a

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nutshell uh if you have any questions

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let me know

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otherwise I don't know maybe I'll talk

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about Lord of the Rings next it'd be fun

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to show that video it's nothing special

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in the Arcane Dimension it was done in a

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matter of weeks but still a pretty cool

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thing

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anyway thanks

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