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Noidan tekijähaastattelu: Arvi Teikari, Olli Harjola ja Antti Tiihonen

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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 –
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    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, –
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    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, –
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    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, –
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    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.
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    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 –
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    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.
  • 20:08 - 20:15
    The truth is of course in a process like this
    that when you take an element –
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    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.
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    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.
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    I have no idea how they
    work in the original game, –
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    but I might have for example
    added a ghost and other interesting things.
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    Sort of my own "bastardized" version.
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    Noita and other roguelike games
    with a procedurally a generated world –
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    are perhaps more permissive –
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    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.
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    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.
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    At least towards the end of
    the development, we've had this freedom –
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    to add all sorts of things, –
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    because as long as the added content
    stays somewhat reasonable –
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    and maybe a bit beyond that –
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    it will find its place and
    add color to the game world.
  • 23:14 - 23:20
    The risk, that along with adding color
    it would ruin everything –
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    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.
Title:
Noidan tekijähaastattelu: Arvi Teikari, Olli Harjola ja Antti Tiihonen
Description:

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Video Language:
Finnish
Duration:
01:56:03

English subtitles

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