4.6 • 849 Ratings
🗓️ 25 March 2018
⏱️ 33 minutes
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0:00.0 | We are here at GDC with Ian Millam, who is the creative director of SOS at Outpost Games here in San Francisco, |
0:11.3 | previously of Vicerol and LucasArts and Crystal Dynamics, a longtime veteran in the video game industry. |
0:18.9 | People probably know you best from your time on the Dead Space franchise, where you were |
0:23.0 | heavily involved in all of those games. |
0:24.6 | Hello, Ian. |
0:25.4 | Hello, everybody. |
0:26.4 | Hi, Jason, Hey, Kirk. |
0:27.4 | Good to be here. |
0:28.1 | Thank you for coming on the show. |
0:30.5 | I know you guys are busy getting SOS together. |
0:33.6 | Yeah, man, running a live game is a 24-7 gig. |
0:37.1 | Yeah. Yeah, man, running a live game is a 24-7 gig. You're always, you know, people want the newness all the time. |
0:40.5 | It's thirsty. |
0:41.5 | I'm excited to sort of take a break off for a day and come to GDC. |
0:45.3 | Yes, it is quite an experience. |
0:46.9 | So, SOS, it came out in early access in January. |
0:51.0 | For people who might not know what it is, can you give us a brief description of what the game actually is? Sure. Our idea with SOS is sort of twofold. Well, so okay, let's talk about |
1:00.4 | just sort of base mechanics. People understand what's going on. You could call it Battle Royale, |
1:05.5 | but it's not really about that. It is 16 people spawn on to an island. Three of them can get off. You have to get one of |
1:14.2 | the relics to get off. And it's a game really based around the idea of audience and the biggest |
1:24.6 | deal, I think, is sort of temporary alliances. It's not a game where everybody just sort of kills each other immediately |
1:29.9 | because resources are difficult to find and important |
... |
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