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Welcome everyone
to the Finnish Game Museum, and to the Noita Day event.
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My name is Niklas Nylund.
I'm a researcher at the game museum.
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Today we have a great program
related to the Noita exhibition and to Noita in general.
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The exhibition is upstairs,
in the game museum's Studio space.
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It is open for a few more weeks.
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December 12th is the last day.
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After that the Museum Centre Vapriikki
will be closed and opens again in February.
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There is a large hall renovation,
so on February 10th we will return with new exhibitions.
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We have a great day ahead: there's live music,
panel discussion, guided tour, we had a craft workshop.
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Let's start by having the exhibition curator,
Annakaisa Kultima, interview the game developers.
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We have Arvi, Antti, and Olli with us today.
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We have two hours reserved.
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We'll definitely get deep into what it's like
to make a game like this and what all goes into it.
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Then we'll continue in this room.
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With a small break in between.
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At 4 PM, Annakaisa will
give a tour of the Noita exhibition –
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and will talk about how the exhibition
was created and the choices that were made along the way.
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I can recommend it.
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And at 5 PM we will have From Grotto
playing live music on the restaurant's side.
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Without further ado, welcome to all the speakers,
and nice to see so much audience here.
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Annakaisa, go ahead.
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Thank you.
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I'll have a seat. Two hours to go.
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But it is nice to have two hours.
Often panel discussions are too short –
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and this game is a never-ending topic.
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No doubt about that.
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My name is Annakaisa Kultima.
I'm a game researcher at Aalto University –
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which may be noticeable in the exhibition.
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But the game itself is also part of
the reason the exhibition covers so much.
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It is nice to have Olli, Arvi and Antti
here in person to tell us more, –
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but they have also been involved
in the making of the exhibition, along with the community.
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To get started, the first question... –
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Well, actually, I will let you introduce yourselves, –
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because you are also mentioned in the exhibition.
Let's start with that.
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Who wants to go first?
Olli, go ahead.
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Is this on?
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My name is Olli Harjola.
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In Noita, my part has mostly been programming,
along with some game design and audio engineering.
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I've been a full time indie developer
since around 2011.
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So around 10 years now.
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What else...
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(Antti makes a comment without a microphone.)
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Antti said that I can name-drop Swapper.
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It's a game I made with Otto, Carlo and Tom.
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Did you have anything else for me to say?
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(Antti:) Uhh... not really.
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Olli ran out of things to say, so I'll continue.
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My name is Antti Tiihonen.
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In Noita I was mostly a content designer.
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I've designed monsters, levels, graphics, spells, –
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all kinds of things the player can stumble upon.
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I joined quite late in the development.
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I worked on content design
for maybe year and a half.
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Besides Noita, I've worked on
the Legend of Grimrock games, –
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as well as Alan Wake for Remedy.
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Before that, in the ancient times of
2002-2005, –
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I also worked on mobile games
for a company that no longer exists.
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Then there has been all sort of
craziness on the side, but I'll leave it at that.
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(Arvi:) "The company that shall not be named."
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I don't mind sharing the name,
but no one would have heard of it anyway.
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Thank you.
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My name is Arvi Teikari.
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In Noita I've done
partially same work as Antti.
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In the very beginning, in the summer of 2012,
we worked on a prototype with Petri Purho.
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The prototype is actually playable in the museum.
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It was the very first version.
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Well, not the very first,
but the first that was demoed.
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That was seen by other people.
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Then in 2013 I joined,
and as I'm not a programmer, my responsibility –
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was more things that
did not require programming.
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Some things did require
scripting though, at least later on.
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This fine nuance of the difference between
programming and scripting is extremely important –
-
and I won't say what the difference is.
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I also worked on graphics.
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Olli has been responsible for the visuals
produced with programming, like shaders and such, –
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while Antti and I were
responsible for the pixel graphics.
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A lot of game design as well,
although that of course has been a joint effort.
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On my own, I have been
making games for quite a long time –
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starting from 2002 or so.
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In 2015 I founded my own company,
and published my first game, Environmental Station Alpha –
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which aimed to teach people
how to spell the word "environmental".
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And in 2019 I published Baba is You.
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Basically all of my personal,
commercial or "professional", game development –
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has been outside of Noita.
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(Annakaisa:) Olli remembered something about himself..?
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I just wanted to say
big thanks to the craft workshop.
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I can recommend it.
It's upstairs through the Postal Museum.
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You can make your own Mato reflector.
Antti and I made these.
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(Arvi:) I'm going to make one too,
after this panel. I didn't know about the workshop.
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(Annakaisa:) Unfortunately, it closes at 2 PM.
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(Olli:) Oh...
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(Annakaisa:) Sorry!
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(Arvi:) It's fine.
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But you could make
your own reflector at home.
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(Arvi:) Maybe.
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We did get some details about Noita already,
but I would like to hear from you in your own words, –
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and I'm sure there will be three different answers,
what is Noita?
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It is a word in Finnish. It is a noun.
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Noita is a video game for Windows –
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which main selling point is that
it has an exceptional, –
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or in some parts exceptional,
physics engine.
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Usually in video games, at least in 2D,
the game world consists of pixels.
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In Noita each of these pixels
is made of some material.
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These materials can flow, rise,
move around and react with each other.
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The game world is highly dynamic.
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That was the starting point
for the 10 years of development.
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Petri Purho was the one who started developing this.
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There have been
other such physics engines, –
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but Noita may be the first one –
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where a complete game has been
built around the physics, and not just a toy.
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During these 10 years,
starting from Petri's original idea, –
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through trial and error,
and different prototypes, –
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we have built an epic adventure,
where you control a mystical, unnamed protagonist, –
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who plunges into the depths of the caverns,
in order to engage in various unethical acts, –
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and also to cast spells.
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A rather long explanation.
Will we get a shorter one or as long?
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Well, this isn't a competition,
so I won't try beating that.
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I could keep rambling,
but no one would benefit from it.
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Noita is an action adventure game, –
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and a sandbox world
built for the player –
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to be inventive with
various magical tools.
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The player's problem solving,
or creating problems for themselves, –
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is at the front and center in the game.
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The player is given many tools,
with which to progress, or not to progress, in the game world.
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It is a game with a lot of creativity,
if I can put it like that.
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(Annakaisa:) Olli, do you have a microphone?
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I do.
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Anything to add?
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What more to say...
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Say it shorter.
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I think Noita is the end result,
of first making a sandbox simulation, –
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and then trying to make a game out of it.
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Noita is the logical outcome of that.
At least it was for us.
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(Annakaisa:) What is a sandgame box?
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(Olli:) Sandgame box?
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(Annakaisa:) Sandbox game.
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(Olli:) Sandbox game. It is a game, with a simulation,
with sand in it, where you can do whatever.
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(Arvi:) Sandgame box is actually good in the sense that,
as I mentioned, there are other similar implementations, –
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that have been called "powder games".
Which is like sand games... in a box?
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(Olli:) And this genre is also called "falling sand game".
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(Annakaisa:) When you talk about sandboxes,
for example in programming or game development, –
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are you referring to that definition,
or to this genre?
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(Olli:) Our game is terribly unsandboxed.
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(Antti:) I did kind of refer to it,
in the sense of giving freedom to the players.
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Noita doesn't have a confined environment
like some games, –
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where the player must do certain things
at certain points to progress.
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Instead it has complex interactions
between various systems, –
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which the player can learn
to take advantage of, –
-
and perhaps this is where the
sandboxiness of the game can be seen.
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"Celebrate" is a good English word for it,
the Finnish word "juhliminen" sounds more like a party.
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We celebrate the fact that the player
can freely break the game.
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Anti-design in a way... or Antti-design.
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(Arvi:) I can very much agree with that.
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The game was built, partly unintentionally,
partly deliberately, –
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to be very dynamic,
and to have all these systems, –
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that give the player opportunities,
to make their own success, or their own hardship, –
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in some ways resembling
a welfare state.
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The game allows the player...
there is sort of this "normal game", –
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with a specific starting point
and an objective for the player to pursue, –
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and for example the numbers in the game,
such as the player's health points, –
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and how much damage the player does, –
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stay within a limited range, –
-
but players, who know the game thoroughly
and want to break out of the sandbox –
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to explore everything the game has to offer, –
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can reach a point where the numbers –
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go from between zero and a thousand
to quintillions or something.
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For those who seek it, the game can offer
very large numbers, and many players like that.
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The game was developed in C++,
which sets a limit for the size of numbers, –
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but I don't know if the game respects the limits.
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I think it's possible to go around
and jump to the smallest possible number.
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(Arvi:) Didn't you make it so that the boss
can have more HP than the maximum size of an integer?
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(Olli:) I'm not sure how it works nowadays.
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At some point it would just break,
but Petri may have fixed it since.
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(Letaali:) It becomes "infinity" when it goes over.
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(Olli:) Okay. You can always fill in the details,
since you're more knowledgeable in many things.
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(Annakaisa:) We got a comment from the audience
from Letaali...
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(Olli:) Oh right, you have to say it to the microphone.
The comment was that it will become "infinity".
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(Annakaisa:) We have Letaali in the audience.
He is a streamer and plays a lot of Noita.
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The game has a passionate community, that knows things
the developers themselves may not always remember.
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After this panel,
Letaali will also be interviewed –
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by my co-curator Riina.
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It is still a bit obscure
what Noita is, –
-
but apparently Noita is a game,
and there are many kinds of things in it.
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What games would
you say Noita compares to?
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Well, for example both Kimble and Noita
are interactive games where the player moves...
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Just joking. During its development
Noita has gone through many phases –
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in which we have tried out different things.
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As Olli said, we have had a premise
from which we wanted to make a video game –
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which hopefully will be fun to play.
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We have tried going
in one direction, –
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which ends up not working out,
not being interesting enough, –
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then we change direction,
and rinse and repeat.
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Until we finally ended up
where we are now.
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Over the years the games which have
influenced us the most have changed.
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In the exhibition there is a timeline
of the development of Noita.
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It lists some of the developers'
personal sources of inspiration.
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For me at least one of them
was the roguelike genre.
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It is an old game genre,
in which the core principles are –
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procedurally generated world and
the inability to save a game.
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So when you lose you can not
start from where you last saved.
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Those are the two core principles
of the roguelike genre.
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One of the genre's age-old classics
is a game called NetHack –
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which has also infuenced the
development of Noita.
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Spelunky is another example.
It also represents the roguelike genre, –
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but is a side-scrolling platformer
like Super Mario and such.
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Noita is a platformer as well.
-
Spelunky and Noita go hand in hand
in the sense that both have –
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a procedurally generated world
and permanent death –
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so no saving the game
whenever you want.
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And they're both platformers.
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Finland has had a lot of active
indie game development in the 90s.
-
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I'm sure many of you who are my age
will fondly remember playing –
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games such as Liero,
or Molez, or Wings, –
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or Mine Bombers,
and the like.
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So there have been many
classic Finnish games –
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that have, at least in my mind,
been an influence to all of us.
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Personally I would like to mention
a German game called Clonk.
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It isn't that similar to Noita.
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It is a game in which you control a group
of humanoid beings who build things.
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Kind of like a village building game –
-
but also you jump
from here to there, –
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you pick up a bomb and try to dig gold with it
but then you blow yourself up.
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Which is a lot of what Noita is as welll.
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(Olli:) Cortex Command.
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(Arvi:) Yes, Cortex Command as well.
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(Annakaisa:) I think not all of these
games you've listed as an inspiration –
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could make it to the timeline.
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You were asked to put them in order
before they were added.
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What do you think, –
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the title of the exhibition is
"The Long Journey of a Game Idea", –
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it lists many of the games that
have inspired you, dozens of them, –
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how does it affect the development,
to have these games around you?
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What does it mean to be inspired
by other games?
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Do you copy features
or do you just think "this is cool"?
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(Arvi:) What can we steal
without anyone noticing.
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I think it varies quite a lot,
but I'll give the floor to someone else now.
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No game or cultural product or work
is created in a vacuum.
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There is always the environment
and other products, that affect –
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the things you make
and what the players want to play.
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Sometimes inspiration is less direct.
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Sometimes it can be very
cold and calculated development work.
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For example this game had a great feature
which would fit our game, so let's replicate it.
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That does happen.
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You could call it stealing
but to us it is not unusual.
-
The truth is of course in a process like this
that when you take an element –
-
from one game, and put it in
a different environment –
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as a part of the process
it will vastly change shape.
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In another context, the element
can behave very differently –
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causing various chain reactions
and such.
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So even direct inspirations
will not produce a copy.
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(Annakaisa:) Anything to add, Olli?
Do you have an inspiration in mind?
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Or is there a game you would compare
to the current version of Noita?
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I'm sure there are many games
that could be compared to Noita.
-
I think Antti said it very wisely.
How it often works in practice.
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I'm not that knowledgeable
with games myself, in a way.
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For example I've played NetHack
for maybe 10 hours when I was 7 –
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but then I've looked up
what I could find about it on the Internet –
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and found things that
could be cool for Noita.
-
I have no idea how they
work in the original game, –
-
but I might have for example
added a ghost and other interesting things.
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Sort of my own "bastardized" version.
-
Noita and other roguelike games
with a procedurally a generated world –
-
are perhaps more permissive –
-
in the sense that you have
more freedom to add things to the game.
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If you think
"this could be a fun thing" –
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well, of course there are
many things you have to take into account –
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if you want to make that thing work.
-
We've had many cases
where we've found a fun thing in another game –
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that we wanted to try for our game,
and it didn't work out and was left out.
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But on the other hand
we've had many cases –
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where we have taken
a single smaller thing –
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that we found fun in another game.
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In those cases we
didn't have to think too much about –
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how it would interact with all
the existing systems –
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and whether it would be
perfectly balanced.
-
At least towards the end of
the development, we've had this freedom –
-
to add all sorts of things, –
-
because as long as the added content
stays somewhat reasonable –
-
and maybe a bit beyond that –
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it will find its place and
add color to the game world.
-
The risk, that along with adding color
it would ruin everything –
-
and make the game bad somehow,
is quite small.
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Our timeline starts from the 80s
when the developers were born.
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Unfortunately we don't have Petri here today,
he is the first one on the timeline.
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Antti and Niilo's dates of birth were left out.
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The timeline starts from the 80s, but the idea
was born somewhere between 2005 and 2007 –
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in the conversations between
Petri Purho and the other developers.
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At what point did each of you
join the development?
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We can start with Arvi,
then Olli and Antti.
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When was it that you all
joined this project?
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We already learned a bit about Arvi,
but let's recap.
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When did you
start working on Noita?
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I'll go into more
detail then maybe.
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Already, sometime before 2012,
I had attended –
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this game developer gathering,
where Petri had presented his idea.
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It had a wizard and a building
made of wood with many floors.
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The wizard can cast spells.
For example a "wood to fire" spell –
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which causes the building
to go up in flames –
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and the various fluid containers within
would spill all over and look cool.
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In 2012 I then moved to Helsinki.
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There were these Indie Beer events
for game developers, organized by Petri.
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There I further connected with Petri
on a friendship basis.
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In the spring of 2012 Petri then
asked me –
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when I was a first-year
psychology student –
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and was living off of student aid
in my shared flat in East Helsinki –
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Petri generously offered me a job –
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making graphics for
his planned project –
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to make a prototype
during the summer –
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which could then be sent
to an event in Asia –
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where Petri wanted to
present this wizard game idea.
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And so we worked on it
through the summer.
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It was a terrifying experience.
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I had never worked professionally
in graphic design –
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and my tools were also quite
unsuitable for this purpose.
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Petri had to bear with,
and I myself had to bear with
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my own inability.
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But we finished the prototype,
as can be seen in the exhibition –
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and we went on our own ways,
satisfied, or with whatever thoughts –
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until the following spring of 2013
when Petri contacted me again –
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and said that we could
maybe do more with this.
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So we got together,
as a Finnish saying goes.
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Although during these 10 years –
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I personally had a period of about six months
during which I was in such a bad shape –
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that I resigned
citing my health.
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In 2020 I also took a break
of about six months –
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after which I returned
as more of a freelancer.
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Antti joined at the beginning of 2020,
or at the very end of the previous year –
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as a sort of Arvi replacement
to the team.
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Towards the end we did
both work at the same time.
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Let's hear from Olli next,
as we go through the timeline.
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Although we did cover Antti
a bit already.
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I got to know Arvi and Petri
at the Indie Beer meetups.
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But I also first met both of them
abroad at game jams.
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(Annakaisa:) Denmark?
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(Arvi:) Sweden.
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I met Petri at Nordic Game Jam
and Arvi at No More Sweden.
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In 2011 we were working on
Swapper together with Otto.
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Petri asked us if we would like
to use his office –
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since at the time we were working
from our shared student flats.
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We had just received Indie Fund funding
when petri asked us –
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and we told Petri
we couldn't take up his offer –
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we didn't want to waste the funds
on a separate workspace –
-
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but Petri told the Indie Fund guy
"would you give them more funding" –
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"and let them use it for the luxury
of a real working environment" –
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and so we had permission
to use the office.