252: ‘The Dustin Egress Problem’ With Cabel Sasser, Steven Frank, and Greg Maletic From Panic
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Hi, John. It's been a while. So here we go. Special episode. This is a very special episode
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of the talk show. And it's not just one guest. It's three. It's panic. Co founders, cable
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Sasser and Stephen Frank. No strangers to being guests together on this show. And first
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time guest, Greg Maletic. Hello, everybody. Hey, John. How are you? Thanks. Thanks for
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having us. Hello. We are here to talk about the most exciting piece of hardware and handheld
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gaming in years. Just today Apple released an update to the iPod touch. Are you guys
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excited? Finally. Sure. I think it's a great platform to be honest. iPod touch? Yeah. It
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It is really nice. So I think that it is exciting.
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Uh, I have, of course, I'm kidding. We're here to talk about play date,
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but the iPod touches new. We could briefly touch on it. It's a, it's,
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it is such, isn't it such an oddball device? Like it,
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it obviously must sell in high enough quantities that they don't get rid of it.
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Right? Like they don't sell old spin wheel, click wheel iPods anymore. Right.
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At some point people stop buying them and Apple stop making them. They're not,
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They don't keep making things for nostalgic purposes.
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But on the other hand, they didn't update it in four years,
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which is a long time.
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Do they make any other iPod product right now?
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Do they still make the--
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nothing else, right?
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There's no Nano.
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There's no Shuffle.
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I don't think so.
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Are they all-- so the iPod touch is the last remaining iPod.
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And when the Nano and Shuffle existed,
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that was even weirder because there was that clone OS of iOS.
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Somebody has to work on this every day.
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That always seems super strange to me, but I think that touch is really cool
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I mean that iPad mini is the closest thing to it actually true, huh, but that's too big for some cases
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Yeah, and and it's always
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Surprisingly thinner than whatever the state-of-the-art iPhone is. Mm-hmm
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I remember and I've told this story before but at some point I'm pretty sure it was a WWDC but it was something at
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Moscone West it was an Apple keynote. They let the press in it was like an hour before they were gonna open the doors and
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Let us go into the theater and take our seats and we're mingling about and they have you know coffee and Danish whatever
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So that pegs it in my mind whenever this anecdote take place
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It was sometimes at sometime after Steve Jobs passed and Tim Cook was the CEO
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It was probably early because when Steve was in charge the press got nothing
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We got we got absolutely nothing we just sat and then they they dropped a rope and then we we'd scramble it
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We got no coffee
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We got nothing
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So it's sometime in the in the cook here and we're mingling about and I saw this guy with the most it was
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Clearly he was talking or he was holding it up to his face somehow
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Like I don't know if he was doing like a FaceTime or what?
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But it was clearly like not at any existing iPhone it
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I was like what kind of a madman from Apple is using like this crazy super thin prototype. This is amazing
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Right, I got closer and I realized oh, it's an iPod touch
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I was like, wow, if that was an iPhone people would would crap their pants. Yeah, that'd be pretty sweet actually
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Anyway, I mean, yeah, it's a real market iPhone without the cell connection. That's a thing to me. Yeah for sure
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How do you feel about the announcement John? Are you excited? No, not really
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It's like one of the only iOS devices I've never bought I've never had a purpose for it
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And it's like I wrote on during fireball today like I think I don't know
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I'm just pulling this out of my own observation from friends and family and what I see at airports
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it seems to me like in the early years people bottom for their kids and
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Recent years kids get hand-me-down iPhones and instead, you know, like I don't really see kids with the iPod touch anymore
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What I see is kids with an old iPhone in like an otterbox case
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So I guess the question is who's buying the iPod touch?
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Yeah, I don't know somebody told me and again, it's anic data
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I can't prove it but somebody told me a while ago on DM that a ton of them get sold for like industrial purposes
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You know like Amazon Amazon warehouse, and I don't know if Amazon particular does it but like scanning things in a warehouse?
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hospitals use them for like secure
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You know like nurses can just take one around and then they can get all sorts of stuff on it instead of carrying
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a full iPad, all sorts of industrial purposes like that, which are no fun. So Apple's still
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like, on the product page, still talking about like AR games, music, you know, listening
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to music, but that it's really just like a bunch of like doctors and people who work
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in factories and stuff like that. I think Apple still uses them in the stores, right?
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Yeah, I think that might be true with the with the thing on the back that allows them
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to do the card scanning and everything. Yeah, that's right. All right, so they're making
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it for themselves. I understand that. Well. All right, there we go. Here's iPod touch.
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The only other thing I could think to talk about is Apple last week announced the they've
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got a new third and a half generation MacBook Pro keyboard with these speed bumps. Cable
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Am I misremembering that you actually like the feel of the new these new keyboards? Is
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that no, you're totally right. 100% I love the keyboards. I feel like I can type extremely
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quickly on them with their like super tippy tappy action. That's the technical term for
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it. And I think they're great. And unbelievably, I have never had a problem with them. But
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it is very clear that one cannot say well, it works for me. Therefore, it's fine. Lots
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of people clearly have had incredible problems with this keyboard. How do you feel about
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that? Do you know do you not like the shallow action? I so the most time I spent with it
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It was last summer when in July when the then new MacBook Pros came out and I got a review
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unit from Apple and it was a 15 inch and I used it exclusively for six weeks. I didn't
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use my didn't touch my iMac didn't touch my or I mean barely touched my personal MacBook
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Pro. If there's like some oddball thing that's only on that device, I'd copy it over. But
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for the most part, I did six weeks nonstop work using it and within a week I got used
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to it. I think it's fine. I think all I think all laptop keyboards have certain trade-offs
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and once you get used to that shallow throw it is kind of fun to click and I can see how
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you go faster. Yeah. And again I didn't have any problems. Although I did tweet. I tweeted
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last summer. It was like I don't know two two and a half weeks into this six week period.
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My E key got stuck. I wiggled it. It got unstuck and it never got stuck again. So one time
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the E got like wedged under the aluminum. I wiggled it, it got unstuck. Never a problem
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again. I used it for another three and a half weeks. And someone from Apple PR was on vacation
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at the time because it was like end of July or something. So like two weeks later, I got
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like, Oh my god. Oh my god, I just got back from vacation. Is that keyboard? All right.
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And I was like, Oh, yeah, yeah, it was like, I guess you saw that tweet. But, you know,
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I wiggled it, it got unstuck hasn't been a problem since and they're like, Oh, thank
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Does it seem weird? I've never had any of the stuck key problems or anything.
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Does it seem weird that always seems to be the E key?
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Yeah, yeah, that's right.
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Yeah, I think it's clearly, I think there was a Dustin Egress problem at some point
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and I feel like this membrane…
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Great John Grisham novel.
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Dustin Egress.
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The Dustin Egress problem. Sorry. Keep going.
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Sorry. Keep going.
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What's the name of the author of the series of books in Firewatch?
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Oh, Richard Sturgeon.
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Richard Sturgeon. I love those book titles.
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I should have gone with a Richard Sturgeon reference, but yes.
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No, Dustin Egress wouldn't work as one of those titles.
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Dustin Egress now sounds like a special agent to me.
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Yeah, Dustin Egress.
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Dustin Egress.
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Yes, clearly he has a problem.
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I do think they had a Dustin Eager's problem that could be fixed with spray cans of compressed air
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It was ridiculous really ridiculous for it is a premium product
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Hold it upside down and like that support page is almost comical. They're like hold it at a 65 degree angle
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No, but but lately when I see people complaining about it, it's clearly
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clearly the most used keys. It's E, it's the spacebar. It's clearly some kind of durability
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issue. And so I'm optimistic that this quote unquote "material change" might do the trick.
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I think something wears out or breaks upon smacking it or whatever.
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Well have to say that I can't help but feel a sense of empathy now
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More potentially terrifying than shipping your thing to
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People and then the emails start to trickle in like hey, what's up with my keyboard?
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Like now I could only just be like, oh, please don't be my future. What's what's up with my
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What's up with my d-pad? I can't go up. Yes
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Our office into a repair depot
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Anyways, so I sympathize with you Apple. I hope that you have solved this problem. All right, that's over. There we go
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I get karma. Yes. There we go. Apple news out of the way. Forget about it. Let's talk about our little yellow friend
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Play date. Yes
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This is amazing. When did you guys announce it? This is all a blur to me. It was sometime last week my god
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It's a way to raise wells. So it hasn't even been a weekend. Yeah, dear God. We're recording on Tuesday
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28th the show will probably be out tomorrow Wednesday. So a week later. Yeah, what kind of a week have you had? I mean, it's just
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It's I can barely
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It was beyond I think anything that we could have imagined the struggle with working on this project the entire time
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Has been not knowing if a hundred people are gonna care about this or a thousand people will care about it
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You know, we're not doing focus testing because we can't because it would spoil the surprise and we wouldn't even know how to do that
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even if we wanted to
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You know, we're just flying blind on this project. So
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to have it be announced to have it immediately picked up by all of these outlets and
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Seem I mean, of course, there's some skeptics which I get like it's not you know for everybody
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But to know that we seem to be reaching the people for whom it's for has felt extremely good and the first hint
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I got of maybe this is gonna work out slightly
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Okay was when I first showed the device to Jen who wrote the edge
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Feature about played it which maybe you'll want to mention. Yeah. Well tell me about that how so that was at
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E3 you guys weren't it says there's a bit of you know, sort of you are there style reporting in inner story
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It says that you guys were in San Francisco and you're like trying to find a place where you can
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show her this thing. It was incredibly awkward, but perfect. So it was during GDC. And you have
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to understand that I've been reading E3. I've been reading Edge magazine for literally ever. I have
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the premiere issue of it here in the office with, you know, still in its little plastic baggie,
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because I'm a huge nerd. And when I reached out to them, just kind of on a lark before going to GDC,
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and they naturally assumed that I would be talking about a new game, maybe like a follow-up
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to Untitled Goose Game or whatever we're doing next. And so, yes, this comical farce, you
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know, Jacques Tati movie scene began where we're going from building to building and
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location to location and I'm trying to figure out where at GDC am I gonna produce this thing
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from my pocket and not totally ruin it for everybody. And we ended up, of all places,
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like a back stairwell of the Metreon, which I felt was kind of an amazing and yet appropriate
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place for this weird device that also feels not from the past, but also not from the future.
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And you know, and she just couldn't believe it, which was great, because, you know, one
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of the best things about it is being able to do this shirt pocket reveal where you just,
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you know, pull it out of your shirt pocket.
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And yeah, she lost her mind. And within 15 minutes of talking to her, she's like, boy,
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I think we might even want to put this on the cover. And of course, you know, I'm trying
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to like, hold it in and play Mr. Cool.
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Tell me a little bit about Edge magazine. I'm not a gamer. I've been out of video games
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for the most part for years. So I've heard of it, but it has a rarefied status in gaming.
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Even when there were multiple video game magazines, and today there are not.
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Like there, I mean, in the US newsstands, I think the total may be zero.
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The UK still somehow can still, you know, sustain a magazine industry, which I've always
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been told is because distribution is really simple.
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You just put all the magazines on a train and the train goes down the center of the
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country and that's, you know, that's all there is to it.
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And it's just always been sort of the,
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rarefied is a good way to put it.
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They sort of cover the artistic side of gaming,
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they always do in-depth interviews with creators.
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Like it's not just, here's the new game coming
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from Rockstar and we gave it a nine out of 10 or whatever.
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And so I've always looked up to that magazine.
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And so to have that come full circle for me as a reader,
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I even believe I sent a letter to the editor at one time
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when I was like in college or high school,
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which is really embarrassing to admit.
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They totally printed it.
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And for that to come full circle
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was just completely mind-blowing.
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- It's print only, which blows my mind.
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- Yes. - Right.
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- I didn't even know that was possible.
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- But they're doing it.
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- And we're like, so does this article show up online later?
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- But you can't.
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So the asterisk on that is that they are part
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of Apple News Plus.
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- And so if you want to read it
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and you don't wanna find a print edition,
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which might be hard to do in the US,
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you can sign up for Apple News Plus and get it there
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and read it in the wonderfully convenient Apple News.
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- There's nothing like zoom in a PDF on an iPhone.
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- So here's my little aside on that.
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So you sent me a PDF of the article in advance,
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so I'd read it and I'm reading it again.
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And I remembered that there was something about using,
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you guys ran into a problem with going diagonal
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on an up, down, left, right D-pad.
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And so I wanted to find that.
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And it's a long story.
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It's like 30 pages.
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I mean, a lot of it is photos.
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There's two page spreads of wonderful, wonderful.
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I mean, that's one thing about this magazine.
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It is gorgeous.
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It is gorgeous photography.
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It is an incredibly well-written story by Jen Simpkins.
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It's not just like, oh, hey,
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you guys are getting this unbelievable promotional value
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in arguably the most revered game magazine
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in the world right now.
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It's just a good article.
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It's like, it's a really well-written article.
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- I can't wait to read it.
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I'm really excited to look at it.
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- You still haven't read it?
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- I still haven't read it.
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I'm trying to wait until I can get the paper in my hands.
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- How can you not?
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- It's driving me crazy too.
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I just, I have--
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- How do you not have the print version yet?
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Couldn't somebody just FedEx it to you?
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That would have been nice.
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It's a box of 500, by the way.
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We ordered a few issues for the office.
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Couldn't you just get one in addition to that?
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Yeah, I should.
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Why spend all the money on one more copy
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when we've got 500 coming?
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Anyways, I can't wait to read it.
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I'm glad to hear that it turned out good.
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It's a really well-written article.
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And I wanted to look up this diagonal thing,
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because I think I got it the wrong way.
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I read it the first time as that you guys still didn't have diagonal movement working.
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Turns out I misread it. It's it was just that that was a tricky thing. But anyway, I'm in
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Apple news app and I hit command F to find diagonal and it just is that because it's
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in a caption. No, you can't find it all. Really? Yeah. So you what you can do and I tweeted
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this and of course, it's tweet so I didn't really write it carefully. You can search
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in the sidebar for titles. So if you search for edge, you will find edge magazine and
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a bunch of other magazines that have edge. But that's only like a title search. Like
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if if you want to find the word diagonal in this 30 page story, you've literally got to
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do it the old fashioned way with your eyeballs.
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There was like a two day period where all the PDF magazines and Apple News just mysteriously
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disappeared. And the entire list of magazine you can read just shortened dramatically.
00:17:26
◼
►
for a second I thought, oh, maybe they just like formally gave up and knew that this is
00:17:30
◼
►
not a good experience for reading things, particularly on an iPhone. But then they all
00:17:34
◼
►
came back. So what happened there?
00:17:37
◼
►
John Greenewald All right, I got now I got to carefully not
00:17:40
◼
►
spoil this magazine article.
00:17:42
◼
►
Dr. Justin Marchegiani No, no, you feel it's okay. You can say anything
00:17:47
◼
►
you want about it. I've seen a couple of things. Don't worry. Don't worry about me.
00:17:50
◼
►
John Greenewald All right. But when when was GDC? So when
00:17:53
◼
►
When did you when did this magazine cover story first come into?
00:17:57
◼
►
In the ocean?
00:17:58
◼
►
When did they go to GDC?
00:17:59
◼
►
Was that in March March of it in March?
00:18:03
◼
►
So we had no intention actually, of announcing this product at all until the end of the year
00:18:09
◼
►
when it would go up for sale.
00:18:12
◼
►
But suddenly the opportunity seems so great that we were like, Well, I guess we're doing
00:18:16
◼
►
this now then.
00:18:17
◼
►
And it was time to design and build a web page and like write all of our copy and like,
00:18:22
◼
►
messaging figured out. So in a way, that's been really nice, because we've answered a lot of
00:18:26
◼
►
questions. And we can get a lot of feedback now before we actually go up for sale later. So I
00:18:32
◼
►
think that strategy accidentally turned out to be a really good idea. I've been I was thinking it
00:18:37
◼
►
was March because Apple semi frequently has, you know, product announcements in March. And so I've
00:18:45
◼
►
been in San Francisco during GDC, like for like a rando iPad announcement or something
00:18:52
◼
►
like that. A couple of years, you know, just tends to coincide. It is massive. It is seriously
00:19:03
◼
►
just almost staggeringly big conference. And of course, Apple always tells the press like
00:19:10
◼
►
six days before an event. So like, I'm like searching for
00:19:12
◼
►
hotels. It's like, it's like the the high is like $600 a night.
00:19:17
◼
►
That's correct. Yeah.
00:19:19
◼
►
I mean, just the fact that it absorbs every part of the
00:19:23
◼
►
convention center, not just West, you know, I must have
00:19:26
◼
►
wwc being tucked in that one little building, but it is every
00:19:30
◼
►
single corner. Yeah.
00:19:32
◼
►
And you know, so I sympathize with this part of you trying to
00:19:35
◼
►
find a place to show this because the other thing too is
00:19:37
◼
►
It's like I've gone out like, you know for a drink or something at the end of the day with a friend
00:19:43
◼
►
Who just lives in San Francisco just hey, let's meet up. Let's have a beer and everybody around us is talking about games
00:19:49
◼
►
They're all clearly GDC attendees like you can't take yeah, and I have to say playdate is not an inconspicuous device
00:19:56
◼
►
No, there's no way to hide that and we didn't do Apple and put it in like a funky weird pretend case or whatever. Yeah
00:20:05
◼
►
Although we should have done that kind of amazing
00:20:08
◼
►
So we've got our first little nugget here the first little nugget
00:20:12
◼
►
I was gonna ask is why announce now and the answer seems to be because you had this opportunity to be on the cover of
00:20:18
◼
►
Edge you got it, right? And so
00:20:21
◼
►
Instead of saying here's this thing you can order it. Now. You're saying here's this thing. You can order it later in the year
00:20:27
◼
►
Yeah, please just give us your email
00:20:33
◼
►
an easy decision. We talked about it a lot. Yeah. Because we had always been of the mind that
00:20:38
◼
►
we're not going to tell anybody about this until like, it's done. Yes. We always want to have that
00:20:44
◼
►
confidence to go out to people and say, Yep, we can definitely do this for you. Yep. Now,
00:20:48
◼
►
we do have that confidence, to be fair, but we have a few things to finish off still. So it was
00:20:52
◼
►
it was a big decision. Yeah. Well, and I think everybody in our world is a bit unnerved by the
00:20:59
◼
►
airpower thing. Yeah, sure. Everybody and I've talked to people at Apple and people
00:21:05
◼
►
who work on totally different things. They are like, there is like a serious like, hey,
00:21:09
◼
►
let's not let's cool it with the pre announcements. Like, yeah. And that was so weird because
00:21:13
◼
►
that was so unusual for Apple. And it's so ironic that the one time they really did such
00:21:18
◼
►
an early announcement it bit him in the ass. That's I don't know. That's there's a lesson
00:21:22
◼
►
there somewhere. Well, they did it with the iPhone too. That's and that to me is the comparison
00:21:27
◼
►
to play date, right? So the iPhone was announced in January 2007 at Mac World Expo and didn't
00:21:35
◼
►
ship until the very end of June. So about six months. And by all reports, they made
00:21:41
◼
►
a day they had a lot of software left to write. Because if you remember the people who got
00:21:46
◼
►
hands on, I was not in that rarefied status at that time. So I didn't even I didn't I
00:21:53
◼
►
just got to look at it in the plexiglass like, like a regular schmo. But the people who got
00:21:57
◼
►
the hands-on, half of the apps were just screenshots. You'd open the calculator and it was just
00:22:03
◼
►
a screenshot of what the calculator was going to look like.
00:22:06
◼
►
Sure, sure. Okay, you're right. It's kind of similar in a way.
00:22:10
◼
►
And then there was other stuff too, like in May or at some point like April or May, I
00:22:14
◼
►
don't know if it was a press release or if it was just the opening statement for a quarterly
00:22:19
◼
►
finance thing. But they announced apps like Steve Jobs announced, "Hey, we're on pace.
00:22:26
◼
►
We're still going to ship at the end of June, like we said, but we've replaced the plastic
00:22:29
◼
►
screen with Gorilla Glass.
00:22:32
◼
►
And it's like, this is like going on in May.
00:22:35
◼
►
And it's like, holy shit.
00:22:39
◼
►
That was the moment where it really dawned on me that this Tim Cook fellow must be some
00:22:43
◼
►
sort of genius.
00:22:45
◼
►
Because how is that possible?
00:22:46
◼
►
Right, right, right.
00:22:49
◼
►
So you know, you're in good company there.
00:22:51
◼
►
And I think that there's a similar, you know, you guys wanted to have a surprise announcement.
00:22:58
◼
►
You made a surprise announcement.
00:23:00
◼
►
Maybe if you had waited until it was ready to ship, it might have leaked.
00:23:04
◼
►
That's extremely possible.
00:23:06
◼
►
And I think we're all stunned that it didn't, given the length of time that we're running
00:23:11
◼
►
It's been a long time.
00:23:12
◼
►
And particularly, you know, we've had to involve so many devs in making games for this thing.
00:23:16
◼
►
Many of them didn't even work out.
00:23:18
◼
►
there's nothing keeping those people from leaking it. So maybe
00:23:22
◼
►
it's just because, you know, you're looking for the next
00:23:25
◼
►
Apple leak, right? Like, that's what everybody wants to know.
00:23:28
◼
►
But this is maybe so out there that it wasn't enticing to
00:23:32
◼
►
anyone for any reason. But yes, I think that would have happened.
00:23:36
◼
►
So I think it's really good that it worked out the way that it
00:23:38
◼
►
You guys do have like working prototypes, though, like you
00:23:42
◼
►
like when you showed it to Jen, you took out a thing that turns
00:23:45
◼
►
on has games you can play.
00:23:49
◼
►
- But you have hundreds of them actually.
00:23:50
◼
►
- Yeah, that's true.
00:23:51
◼
►
- We have a lot.
00:23:52
◼
►
We do have a lot.
00:23:53
◼
►
They are everywhere.
00:23:54
◼
►
- Why do you have so many of them?
00:23:58
◼
►
- Just several rounds of manufacturing,
00:24:00
◼
►
just making sure everything is right,
00:24:01
◼
►
the fit and finish and the PCB, the circuit board.
00:24:05
◼
►
It just takes a lot of revs to get this thing right.
00:24:09
◼
►
And there have been tests of various things.
00:24:13
◼
►
We have some in the office
00:24:14
◼
►
we tried different colors and you know we're always experimenting with different stuff.
00:24:20
◼
►
We maybe redid the design of the D-pad and the buttons a couple of times.
00:24:24
◼
►
We changed it because it was hard to get that working properly and so we've changed that
00:24:27
◼
►
a few times.
00:24:28
◼
►
And here's the thing that sucks about hardware.
00:24:32
◼
►
You just don't hit, you know, build and run and then see if your fixes worked.
00:24:37
◼
►
You have to call your factory in Malaysia and fire up the line.
00:24:42
◼
►
Wow, that is definitely been
00:24:44
◼
►
Challenging for us to wrap our heads around it is you know, I want to get into it
00:24:48
◼
►
But you know you guys come everybody knows you guys come from a software background
00:24:51
◼
►
It is very different doing a build of software, you know
00:24:54
◼
►
And when you do a new build of software like oh we fixed a bug or you know
00:24:58
◼
►
There's this icon was was two pixels off here. I'll nudge it back over build and run. You just throw the old building the trash
00:25:04
◼
►
It's just a bunch of ones and zeros that get de-referenced by the file system like with hardware you end up
00:25:12
◼
►
hundreds of these things.
00:25:13
◼
►
This is our life. Every drawer is packed with prototype devices. And I mean, you know, again,
00:25:20
◼
►
to talk about the difference, like Dave, who really did software before he did the hardware
00:25:25
◼
►
for this project, talks a lot about how wild that is, because, you know, then you're also factoring
00:25:29
◼
►
in like weird physics into the equation and how, you know, you want to, we all know how frustrating
00:25:35
◼
►
it is in software when you can't reproduce a bug, but at least there's a chance you could reproduce
00:25:41
◼
►
a bug, but with hardware! I mean, you don't know what happened with that solder and that chip and
00:25:49
◼
►
who knows what's going on in that situation until you like take it all apart and you know,
00:25:54
◼
►
it's just a whole different level. I have such profound respect for what Apple manages to pull
00:25:59
◼
►
off with hardware. Truly it gives you a deep understanding of the intricacies of that world
00:26:04
◼
►
once you try it yourself and I guess I could have seen it coming, but we still decided to try it
00:26:09
◼
►
anyways. All right, let me take a break here and thank our first sponsor. And this week,
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Take me back to the beginning.
00:27:50
◼
►
When I know this, I know a little bit of this, but when, when, what came first?
00:27:57
◼
►
Like firewatch came first and then you guys started thinking of this, like not
00:28:01
◼
►
All of this stuff, to a degree, kind of gestated at really the same timeframe.
00:28:08
◼
►
But I went back into my email and I found a very early email that I had written "Teenage
00:28:16
◼
►
Engineering," which is the company that we partnered with.
00:28:19
◼
►
They designed the look of the device and they did some of the mechanical engineering and
00:28:23
◼
►
they had the crank and we can talk about that in a bit.
00:28:25
◼
►
But I forget what year that was.
00:28:31
◼
►
OK, so the year was 2011.
00:28:33
◼
►
So that's a lot longer than I thought.
00:28:35
◼
►
That's eight years.
00:28:37
◼
►
It was not a game at this point.
00:28:39
◼
►
It was just, let's do a hardware thing.
00:28:41
◼
►
So the very core idea of we should push ourselves and try
00:28:46
◼
►
to do something with hardware goes that far back.
00:28:51
◼
►
It took us a long time.
00:28:54
◼
►
That conversation dropped off for a while.
00:28:56
◼
►
We started doing some other stuff.
00:28:57
◼
►
And then the core idea in that email
00:29:00
◼
►
was we should make a little hardware thing as just
00:29:03
◼
►
like a panic anniversary 15th anniversary gift.
00:29:09
◼
►
We just keep scratching it out on the cases every year
00:29:12
◼
►
And we were thinking maybe like a cool clock or maybe--
00:29:16
◼
►
you know, like just really trying
00:29:18
◼
►
to think of an excuse, really, to try to build something.
00:29:23
◼
►
That conversation just kept going.
00:29:25
◼
►
And eventually I found the screen, which is called a Sharp Memory LCD.
00:29:32
◼
►
And it's very unique as a screen in that it has the look and feel of like a classic LCD
00:29:37
◼
►
screen that you would remember from the 80s or on a Game Boy.
00:29:40
◼
►
But it doesn't have the little grid lines.
00:29:43
◼
►
It doesn't blur.
00:29:45
◼
►
It's like incredibly sharp and crisp and like really viewable and light.
00:29:49
◼
►
It's because we had settled on the idea of doing a game and watch game.
00:29:54
◼
►
that screen sort of conversely, yeah, we were talking about Game & Watch, we found that
00:29:59
◼
►
screen and then we thought, well, what if we made a Game & Watch game, but we used a
00:30:06
◼
►
real bitmap screen? And then that led to well, what if people think it's a segmented LCD,
00:30:14
◼
►
like a Game & Watch? In other words, you know, Game & Watch is like a calculator screen,
00:30:17
◼
►
right? There's just different pieces of art that can turn on and off. We thought what
00:30:22
◼
►
of people think it's that. And then like a month later, it like
00:30:26
◼
►
magically transforms into another LCD game. Thanks to this
00:30:30
◼
►
cool screen. That would be a cool trick. So then you can see
00:30:33
◼
►
the seeds getting planted. Like, Oh, what if it changes from one
00:30:36
◼
►
game to another game? Like it's all this. Greg and expensive
00:30:40
◼
►
I had a Donkey Kong handheld that I would qualify as a game
00:30:47
◼
►
and watch. I didn't actually that that is new to me. But so
00:30:51
◼
►
The way that I recall it, and again, my dad, God bless him, I love him to death, he's a
00:30:56
◼
►
great man, but he's a thrower aware of all sorts of stuff I still wish I had.
00:31:04
◼
►
I had a Don Mattingly rookie card that's worth like $2,000 to me.
00:31:07
◼
►
I threw it right out when I went to go home.
00:31:12
◼
►
But as I recall, it was only the first level of Donkey Kong because it's a Game of Watch,
00:31:20
◼
►
So the actual board was printed on the plastic,
00:31:24
◼
►
the actual levels of the building you have to climb up.
00:31:27
◼
►
And then there was just Mario sprites
00:31:29
◼
►
every eighth of an inch all the way up.
00:31:32
◼
►
So it's like you're saying, it's not like little bitmaps.
00:31:35
◼
►
It was actual, you know,
00:31:37
◼
►
Mario sprites and barrel sprites were just on the screen.
00:31:41
◼
►
And then they would turn on them.
00:31:41
◼
►
- Those things must've been super interesting to design
00:31:44
◼
►
because you try to pack so much information into the screen,
00:31:48
◼
►
But they can't overlap.
00:31:50
◼
►
And it's a really interesting design constraint.
00:31:53
◼
►
How do you convey the motion of a barrel when it's just--
00:31:56
◼
►
Like two positions of a barrel.
00:31:59
◼
►
We thought that'd be fun, actually,
00:32:01
◼
►
to have that constraint.
00:32:03
◼
►
The first concept was the games would
00:32:06
◼
►
have to conform to the Game & Watch format.
00:32:09
◼
►
That's right.
00:32:09
◼
►
So you couldn't break those rules.
00:32:11
◼
►
You couldn't draw on the screen.
00:32:12
◼
►
You'd just turn on these stencils.
00:32:14
◼
►
And we started to design a game that was like a transmit game,
00:32:18
◼
►
where you were like a truck on the highway delivering
00:32:21
◼
►
zip files and ping files left and right to dudes that
00:32:24
◼
►
are waiting, fully following all of these constraints.
00:32:27
◼
►
We still have this art somewhere.
00:32:29
◼
►
And it was an interesting constraint.
00:32:32
◼
►
But then as we kept going and iterating and talking
00:32:36
◼
►
about this, we suddenly realized that actually, those Game
00:32:39
◼
►
One games aren't super fun.
00:32:42
◼
►
They get boring really quick.
00:32:44
◼
►
There are like two good ones and they've already been done.
00:32:47
◼
►
I mean, do you remember that with your Donkey Kong?
00:32:49
◼
►
- Yeah, I remember it was no fun at all.
00:32:50
◼
►
- Right, yes, correct.
00:32:51
◼
►
- Once I beat it, once I got the timing down
00:32:54
◼
►
well enough to beat it once,
00:32:56
◼
►
it was like, well, now it goes in the door.
00:32:58
◼
►
- Yes, and so that then unlocked, I think,
00:33:01
◼
►
a door that we had been avoiding,
00:33:03
◼
►
which was, well, crap, if we've got this actual pixel screen
00:33:07
◼
►
and we're building an engine
00:33:09
◼
►
and we're coding these games and all this stuff,
00:33:11
◼
►
Maybe they're just real games with the constraint being now that they're black and white and that there's a crank
00:33:18
◼
►
Well, take me back a little bit here. You said you found this screen the sharp one
00:33:24
◼
►
sharp memory LCD so
00:33:28
◼
►
The way I'm hearing this is that it's just sort of like
00:33:32
◼
►
I mean you probably did it from Portland, but it you know, maybe or did you go to Japan?
00:33:38
◼
►
I mean, how do you know I'll find a screen like this? This was just a tremendous amount of googling
00:33:44
◼
►
That's really all there was to it. I was I think a very smaller version of the screen
00:33:49
◼
►
Would have been used on pebble watches. Hmm, and I think that I might have seen a pebble watch
00:33:56
◼
►
I thought oh that's kind of interesting that looks a bit like that LCD thing. We're trying to emulate
00:34:00
◼
►
It's just really paying attention and googling and trying to figure all this stuff out
00:34:05
◼
►
And then it turns out that like the rep for the screen or one of the reps for the screen happened to actually be in
00:34:11
◼
►
Portland so she came by with some demo units and all that like all these things sort of connected together
00:34:16
◼
►
But just yeah just us sitting in the office with google.com
00:34:21
◼
►
And it sounds to me like there's the story that John Rubenstein was talking to
00:34:27
◼
►
Toshiba executives, you know like around 2000 or early 2001 and they were like hey
00:34:34
◼
►
I know you guys are using all of these 2.5 inch hard drives in your MacBooks. We love our relationship
00:34:40
◼
►
We've got this new thing this 1.8 inch hard disk
00:34:43
◼
►
And nobody nobody seems to know what to do with it
00:34:47
◼
►
What do you guys think and Rubenstein took it back and they sort of built the iPod around the drive?
00:34:53
◼
►
Cool, I think I got most of that from Steven Levy's great book
00:34:57
◼
►
I forget the title on the iPod but that he had this thing and it was like well
00:35:01
◼
►
we don't need a drive that small in a MacBook, but if we had a drive that small, we could
00:35:06
◼
►
make something a lot smaller. And it sounds to me like that's what this screen is. Like,
00:35:09
◼
►
now you found this screen, here we can build from here.
00:35:13
◼
►
Yeah, that's exactly right. And I hope that, you know, they're always coming up with new
00:35:20
◼
►
versions of the screen. So we're like, you know, listening to that and seeing what they
00:35:24
◼
►
do in the future. But we did learn that this screen is widely used in Japan on the coffee
00:35:31
◼
►
machine in every 711. Okay. Can you get it? When you order something like this, can you
00:35:42
◼
►
get it in the exact dimensions you want? Or is it the resolution set set like it's all
00:35:49
◼
►
177 pixels per inch that said, but you could get it cut into a square or a 16 by nine or
00:35:56
◼
►
no luck. No, if you're way bigger than us, you could probably have a custom screen built
00:36:02
◼
►
to your specifications, but that doesn't work for our scale. And they had other sizes.
00:36:07
◼
►
This is larger size of the screen. But ironically, the larger size of the screen has a lower
00:36:11
◼
►
resolution. So for us, it was balancing those two things and determining the size of the
00:36:16
◼
►
device and the size of the screen. But being as small as we
00:36:19
◼
►
are, we have a website that lists six part numbers, we
00:36:22
◼
►
choose one basically.
00:36:23
◼
►
Well, but then again, it becomes one of those design constraints
00:36:27
◼
►
that can exactly you know that, okay, here it is, it's 400 by
00:36:31
◼
►
240. It's 2.7 inches diagonal. And then now you've got this
00:36:35
◼
►
linchpin at the at the center of the of the design. And you go
00:36:43
◼
►
So how, when did you find this screen?
00:36:45
◼
►
Oh boy, Greg.
00:36:48
◼
►
Steve, do you remember?
00:36:49
◼
►
We, it was a long time ago because we did base our original game machine prototype
00:36:58
◼
►
off of this probably 13 or 14, 20, 2000.
00:37:01
◼
►
Oh God, I thought you meant 13 years ago.
00:37:02
◼
►
It just feels like I was 13 or 14 at the time.
00:37:09
◼
►
It was a really long time ago and we got the screen and we picked
00:37:13
◼
►
a processor that seemed like it might work and ordered their discovery board. And what
00:37:20
◼
►
that is, is to evaluate processors for your projects. They make these discovery boards
00:37:26
◼
►
which give you a lot of the breakout connectors and stuff. So you can really easily get up
00:37:32
◼
►
to speed with a processor without having to do a bunch of boards and stuff on your own.
00:37:38
◼
►
And I think I tweeted that very first version.
00:37:41
◼
►
It was that really janky plastic case.
00:37:43
◼
►
It had no crank, because we hadn't talked about that yet.
00:37:46
◼
►
The buttons are all like crazy angles,
00:37:49
◼
►
because it was 3D printed in the office.
00:37:51
◼
►
The board is sticking out of the bottom,
00:37:53
◼
►
and so it's all held together with a rubber band.
00:37:57
◼
►
But it played the game, right?
00:37:58
◼
►
Like we actually kind of got it to work.
00:38:00
◼
►
Dave got that working so fast after we got the screen.
00:38:02
◼
►
Yeah, but that was a problem.
00:38:03
◼
►
It was deceptive, yeah.
00:38:04
◼
►
It was deceptive.
00:38:05
◼
►
He got it working in like three months.
00:38:07
◼
►
is it? We can get this far in three months? We'll wrap this thing up in six easy!
00:38:14
◼
►
Jim - Somebody get started on the website.
00:38:19
◼
►
Bill - What are we calling this thing? Yeah, anyways, that was a trick. Don't be fooled
00:38:25
◼
►
by that if you're into a hardware project. But yes, the screen was in place at the very
00:38:30
◼
►
beginning and the processor actually. We did end up bumping to a more recent version of
00:38:35
◼
►
the processor that has more speed and was theoretically pin compatible. So we could
00:38:40
◼
►
just drop it in, although it has its own quirks. But the basics of that original prototype
00:38:47
◼
►
are still kind of there in the device, which is pretty well
00:38:49
◼
►
what is it? It's like an ARM processor, right? I mean, you guys don't really talk to tech
00:38:53
◼
►
specs. Yep, yes. What st micro? Okay. I remember the exact Yeah, it's an F seven. F seven sounds
00:39:01
◼
►
right? Yeah. And yeah, it's it's arm based.
00:39:07
◼
►
And again, you know, I probably should have said this before we
00:39:12
◼
►
started recording. Let me let me just preface the remainder of
00:39:16
◼
►
the show with this that if I asked you guys a question that
00:39:19
◼
►
you don't want to answer, you can just laugh and say, you know
00:39:21
◼
►
what, we don't want to talk about that yet. So like, if you
00:39:24
◼
►
know, there's, you know, there's all sorts, you know, I know you
00:39:26
◼
►
got games that you want to keep under wraps. There's the Yes, I'm
00:39:29
◼
►
I'm not going to ask stuff like that.
00:39:30
◼
►
But if something is a state secret, if you want to be like Apple and not tell me how
00:39:34
◼
►
much money...
00:39:35
◼
►
I was just going to say, I got to learn the Schiller brush off.
00:39:38
◼
►
Everything has been fine so far.
00:39:42
◼
►
Yeah, you're doing fine.
00:39:45
◼
►
Yeah, but with the screen though, is there any sort of fear like, okay, it's 2013 or
00:39:51
◼
►
2014, you find this screen, it's from obviously Sharp is a well-known company.
00:39:57
◼
►
looks good. This is something we could build a little handheld thing around. Is there any
00:40:02
◼
►
fear that Sharp is going to stop making the screen? I mean, you're still four or five
00:40:05
◼
►
years out or did you like stockpile them in advance?
00:40:09
◼
►
There is a fear that we try to have failures out to make sure that they're going to make
00:40:13
◼
►
this and it seems like they're going to make it for a while. Well, the companies are also
00:40:15
◼
►
really good about this in that there is a very strict process for end of lifing screens,
00:40:21
◼
►
right? Where they give you like years notice, right? They don't just like, Hey, guess what?
00:40:26
◼
►
week your screen's done. You gotta make a new coffee machine for 7-11." There's definitely
00:40:31
◼
►
some super advanced notice. But of course we're nervous about that at all times. Like,
00:40:38
◼
►
the clock is ticking, we don't want to announce, and then the next week it's end of life. So
00:40:43
◼
►
please cross your fingers for us. Hopefully we have a sliver of clout at this point, we
00:40:50
◼
►
it's a but it's on the cover of a magazine. You can't cancel it.
00:40:55
◼
►
We're singing sharps praises every chance we get.
00:40:58
◼
►
Right, right. We're trying. We're really trying. Yeah, but yes, that is a fear. That's a total
00:41:03
◼
►
fear with any of the components actually. It is. I mean, this happened to Teenage Engineering.
00:41:08
◼
►
They just had to change their screen because they're all that got end of life.
00:41:12
◼
►
Did these a bigger screen? Do you know? It's a little bigger, although I think they might be
00:41:16
◼
►
masking it. I think it's the same visible size. That's so funny. But inside the case,
00:41:20
◼
►
it's larger. Amazing. Yeah. Hopefully that wasn't a secret. Yeah. I'm sure they're fine.
00:41:26
◼
►
Well, tell me a little bit about Teenage Engineering. Okay. So,
00:41:31
◼
►
God, where do I begin? I know them as a musical instruments company. They
00:41:35
◼
►
make an incredible synthesizer called the OP-1. And the best way I can describe my
00:41:42
◼
►
feeling about this company is that they give me the same kind of
00:41:46
◼
►
"these guys care about everything" that Apple always has. And I can think of very few companies that can generate that
00:41:56
◼
►
response in my brain. You know, like the
00:41:59
◼
►
the case itself is just immaculately designed. They have this cool OLED screen, but they're limiting themselves to
00:42:07
◼
►
four colors. It almost looks like an old vector screen.
00:42:11
◼
►
Those are the exact same colors they will use on all of the knobs and packaging and like
00:42:17
◼
►
Every single detail is well considered. You know, there's like a hidden game
00:42:22
◼
►
Helicopter game that you can play under synthesizer
00:42:25
◼
►
Something about this company just like these guys are operating at a level beyond
00:42:31
◼
►
They're not known for being
00:42:33
◼
►
Super affordable their products are thought of as quite expensive
00:42:38
◼
►
I've always felt that it was worth it, but you know, it depends and
00:42:42
◼
►
They also are really good at doing
00:42:45
◼
►
Experiments like they have a partnership with IKEA
00:42:48
◼
►
of all people right now where they're designing some lights and a speaker and
00:42:54
◼
►
really interesting things for them they designed a a
00:42:57
◼
►
Disposable digital camera for IKEA. There's literally a piece of cardboard with a battery and
00:43:05
◼
►
and a viewfinder and like a little flip out USB stick.
00:43:08
◼
►
It was like a $10 digital camera.
00:43:10
◼
►
Just really unique products all across the board.
00:43:14
◼
►
And so when we started this thought process early on,
00:43:19
◼
►
and again, before we had even settled on video game,
00:43:22
◼
►
I was really hoping that in some way they would be involved.
00:43:26
◼
►
And so I just sent them a classic cold email.
00:43:29
◼
►
Hey, how are you?
00:43:30
◼
►
We are thinking about doing this thing.
00:43:32
◼
►
and they were immediately enthusiastic about helping us in whatever. They said that they
00:43:39
◼
►
loved using Transmit, which was great. We got in the door with Transmit. And yeah, it
00:43:46
◼
►
just has become this really great partnership and they're just ridiculously talented.
00:43:53
◼
►
It seems like part of what, and I think part of what some people who, when they first saw
00:44:00
◼
►
playdate were like, "Really? That's it?" Some of this may be skepticism. Some of it
00:44:06
◼
►
may come from somebody who just doesn't have any nostalgic feeling for old handheld games.
00:44:12
◼
►
It's all reasonable. But I think the thing that's confusing to some people is that this
00:44:16
◼
►
is not something designed to make a few billion dollars. And it sounds to me like you guys
00:44:23
◼
►
are copacetic with the teenage engineering crew in the same way, that they're not setting
00:44:28
◼
►
out to make a couple billion dollars and become the next Facebook or Snapchat or something
00:44:35
◼
►
of that size, that they're willing to just be craftspeople who make good money that supports
00:44:41
◼
►
a company in a healthy way but isn't really there to change the world.
00:44:46
◼
►
That's exactly it. We've never had grand delusions about this thing. It's not going
00:44:51
◼
►
change the world. It might improve your day. But it's, I think both of our companies are driven by
00:45:00
◼
►
this feeling of just wanting to make a thing and bring it into the world. And, you know, you hope
00:45:07
◼
►
it's the same with our software, really, you hope that it will resonate with people. But there's
00:45:11
◼
►
always a chance that it might not. But then you just move on to the next thing. And I don't I
00:45:16
◼
►
I always love that attitude.
00:45:18
◼
►
Most of my friends, the people who, you know, the mutual friends, people you know, but the
00:45:24
◼
►
one thing that we all share is an appreciation for good tools.
00:45:28
◼
►
And, you know, if you're going to be sitting there working all day and you've got an FTP
00:45:33
◼
►
client open all the time, why not have it look nice?
00:45:37
◼
►
I know the engineering mindset, like, you know, all those tools are built into the command
00:45:44
◼
►
You could do it all from there.
00:45:46
◼
►
But why not have it look nice?
00:45:48
◼
►
In the same way that if you're gonna have a pen or a pencil,
00:45:51
◼
►
why not get a nice pencil and have it feel good
00:45:53
◼
►
and leave a nice mark on the paper?
00:45:56
◼
►
- And sure, most people don't look at it that way.
00:45:58
◼
►
I mean, that's the world we live in
00:46:00
◼
►
where most people go in to the store
00:46:02
◼
►
and find whichever pencil is the cheapest.
00:46:05
◼
►
And then there's little Sally's 12 pack of pencils
00:46:08
◼
►
for the school year.
00:46:09
◼
►
- And that's totally fine.
00:46:10
◼
►
And there's people that can get by completely fine
00:46:13
◼
►
with free FileZilla or whatever.
00:46:15
◼
►
And there's people that can, you know,
00:46:18
◼
►
go buy a used Nintendo 2DS for the same price as our thing.
00:46:22
◼
►
Like, and that's totally okay.
00:46:26
◼
►
- Well, there's one other thing that I find interesting
00:46:28
◼
►
is that it's part of what makes that,
00:46:31
◼
►
this whole Asian manufacturing world, especially China,
00:46:36
◼
►
let's just emphasize 'cause they're so big,
00:46:38
◼
►
is what's driving the prices of some things,
00:46:40
◼
►
just common things, seriously,
00:46:42
◼
►
pencils or you know notepad are
00:46:44
◼
►
Cheaper than they ever could have been like and it in some ways
00:46:48
◼
►
It doesn't make any sense to me that it's cheaper to make 10 billion pencils in China and then ship them over the Pacific
00:46:54
◼
►
And then somehow moving from the west coast to the east coast to get them into a target here in Philadelphia
00:47:00
◼
►
It doesn't really make sense to me, but I guess at a certain point scale wins and but that same
00:47:08
◼
►
Asian supply chain that's revolutionizing the price of everything, you know of cars, you know, you can get a cheap car for unbelievable price
00:47:16
◼
►
Is also what's enabled you guys to do hardware like I don't think you got I mean correct me if I'm wrong
00:47:24
◼
►
I don't think you could do this all in the United States. I don't think so. We looked into it. We thought about it
00:47:29
◼
►
There's a lot of reasons to do that with local and we could say that but it was not gonna work out financially, right?
00:47:36
◼
►
That's what I meant by can't it's yes. Yes, right it playdate doesn't cost
00:47:42
◼
►
$149 if it's entirely assembled in Portland, Oregon
00:47:45
◼
►
Extremely correct, which is unfortunate. Yeah
00:47:49
◼
►
Right. I say this with no joy, but it's just right the world is but in some ways the same
00:47:58
◼
►
fundamental change that has so much cheap stuff cheap mass market stuff being made in Asia also enables
00:48:06
◼
►
boutique I don't know if that's the right word but
00:48:09
◼
►
the niche products to be moving right there's a
00:48:12
◼
►
great I'm I won't get sidetracked too long but I have a couple of
00:48:18
◼
►
automatic watches and some of my very favorites are from this small company called Halios. Halios
00:48:25
◼
►
is a guy named Jason Lin is a one-man company up in
00:48:33
◼
►
Vancouver. And he assembles the watches himself and designs them himself. But like the actual
00:48:40
◼
►
steel cases he gets made some most of the time. I think he has somebody in Canada he
00:48:44
◼
►
works with sometimes but when he does a run, they're made in China. He has to go over there
00:48:48
◼
►
sometimes. But it enables you know, part of it, you know, it's not just electronic gadgets,
00:48:53
◼
►
like he's a here's a guy making old fashioned automatic wristwatches. But part of it is that
00:48:59
◼
►
part of what makes it possible and that he could sell them for 700 $800, which is to me,
00:49:03
◼
►
extraordinary, is that he can get these steel cases made to his exact specifications in China.
00:49:10
◼
►
And correct me if I'm wrong because I'm not a big watch person, but Shinola watches as well,
00:49:15
◼
►
even though they say that they're, you know, from Detroit and made in the US, also depend heavily on
00:49:20
◼
►
parts from China, I think as well. Yeah, they're assembled in Detroit. But so yeah, I think you're
00:49:27
◼
►
You're right, that there is--
00:49:30
◼
►
that stuff enables things that wouldn't be possible for us
00:49:34
◼
►
while at the same time it being really unfortunate that we
00:49:37
◼
►
can't pull it off here.
00:49:40
◼
►
It would be nice if that changed.
00:49:41
◼
►
But I mean, I think a lot about Apple building the Mac Pro
00:49:45
◼
►
at Foxconn in the US.
00:49:49
◼
►
And what a wild situation that was for a variety of reasons.
00:49:54
◼
►
Gosh, John, did I ever tell you this story?
00:49:56
◼
►
I'm not gonna ramble.
00:49:57
◼
►
Did I ever tell you the story about the watch
00:49:59
◼
►
I backed on Kickstarter that was also gonna be assembled
00:50:01
◼
►
in the US by Flecktronix?
00:50:03
◼
►
- No. - I'll keep it really short
00:50:05
◼
►
'cause I know you're gonna love one part of the story.
00:50:08
◼
►
- Hold on a second, let me do another--
00:50:09
◼
►
- Stephen Craig, forgive me.
00:50:11
◼
►
Forgive me for telling the story again.
00:50:12
◼
►
Okay, go ahead, John.
00:50:13
◼
►
- We know, 'cause that way we know where we'll pick it up.
00:50:15
◼
►
We'll pick it up with your story.
00:50:16
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All right, let's hear a story about the watch you back on Kickstarter.
00:51:53
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This is my manufacturing is hard slash things can be more challenging.
00:51:57
◼
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So I backed this watch on Kickstarter that was pre Apple watch.
00:52:01
◼
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It was going to be this extremely thin watch that curved around your wrist.
00:52:05
◼
►
It was like the CST 01 or something like that.
00:52:08
◼
►
And it is like many Kickstarters.
00:52:10
◼
►
They had bitten off way more than they could chew.
00:52:13
◼
►
It quickly became clear in the updates that things were going not great.
00:52:19
◼
►
They chose, I think, Flextronics to manufacture at any US facility.
00:52:25
◼
►
And there's all this drama started to spring up about how they're holding some of their
00:52:31
◼
►
equipment hostage and batteries and all this other stuff.
00:52:34
◼
►
And then eventually there was just the saddest possible update where they said, "Hey everybody,
00:52:41
◼
►
we've moved into a van in the Flextronics parking lot and we're just living in this
00:52:46
◼
►
van now but we're gonna try to make this work" and it didn't work and when they
00:52:52
◼
►
canceled the project they posted this graph showing timelines of where all
00:52:57
◼
►
their money went and there's this it's just seared into my brain because at the
00:53:02
◼
►
end of this graph there's this line with the label "van living begins" and just and then nothing.
00:53:10
◼
►
And I think about, I thought about that a lot as you can imagine throughout the
00:53:13
◼
►
course of this project, will there be a line on our graph that says "van living begins."
00:53:19
◼
►
The sad part about that is the factory even disputed that they were living in a van! They
00:53:25
◼
►
were like "that's not true, we have no proof of them living in the van." And so then they
00:53:29
◼
►
posted additional photos of their van, the inside of the van, the parking lot at the
00:53:34
◼
►
factory, like it was just the darkest thing. Anyways, manufacturing is hard.
00:53:39
◼
►
and the watch was a huge quite the opposite. I never saw that money again. But let us all
00:53:47
◼
►
pray that we never have van living begins. We had a I mean, I think everybody has spent
00:53:54
◼
►
some money on some kickstarters that did not come to fruition. We had one I forget how
00:53:59
◼
►
much Amy spent. But our son has a dairy allergy, very severe dairy allergy has had his whole
00:54:05
◼
►
He's doing great. Just you know has to stay away from all dairy products. Okay, and you know, we've been really lucky
00:54:11
◼
►
He's a cautious kid anyway, so he just doesn't eat random stuff even when he was little he's 15 now
00:54:15
◼
►
So he's on his own. But anyway a couple years ago, maybe five six years ago
00:54:18
◼
►
Somebody came out with a Kickstarter project and and they seemingly had an academic background
00:54:23
◼
►
They didn't seem like a you know out of like a Yahoo
00:54:26
◼
►
But they claim to be making a device that you could just sort of
00:54:30
◼
►
Hold up about an inch away from food and it would tell you everything that was in it
00:54:37
◼
►
- That sounds awesome though is the thing.
00:54:39
◼
►
Like, yes I want that.
00:54:40
◼
►
- And they had phrase, you know, spectromography
00:54:43
◼
►
or what, I don't know what the hell their terms were.
00:54:45
◼
►
And Amy was like, what do you think of this?
00:54:46
◼
►
And I said, I think this is bullshit.
00:54:49
◼
►
I can't believe that this would work.
00:54:51
◼
►
But if you want to back them, you know,
00:54:54
◼
►
think of it as like playing a couple hundred dollars
00:54:57
◼
►
at Blackjack, you know, you're probably gonna lose.
00:55:00
◼
►
If you want to back it because, you know,
00:55:03
◼
►
need the kick if it was going to work they needed the Kickstarter funding to get there and so we did
00:55:08
◼
►
it and there were a couple of updates I don't think I ever moved into a van but they just sort
00:55:12
◼
►
of they just sort of stopped sending updates that's the other solution yeah I don't think that they
00:55:18
◼
►
were a fraud I think that they genuinely I do think and if they were they were really good at
00:55:24
◼
►
the copywriting I think that they were earnest and that they really thought they were on the cusp of
00:55:29
◼
►
being able to do this and they just needed money to find out. We ended up talking about this stuff
00:55:36
◼
►
all the time and I track these quite obsessively. There was the laser razor that was a razor that
00:55:42
◼
►
was going to use like a laser beam to cut your hair. I don't know if you knew this.
00:55:46
◼
►
I don't remember that one. Oh, everybody in the comments is like, "Hi, I am a master's in physics
00:55:52
◼
►
and what you're making is not possible." They just kept at it and they still think they're going to
00:55:58
◼
►
do it their last update they said that they had moved into Silicon Valley
00:56:04
◼
►
laughing for like five minutes anyways I do believe you in this situation too I
00:56:11
◼
►
don't think there are fraudsters I think they really thought we have an idea on
00:56:16
◼
►
paper that can maybe work and let's just immediately go to Kickstarter how sad
00:56:21
◼
►
would it be if you met them and like their cheeks are all scarred please
00:56:28
◼
►
don't look at me. I'm idiots. The laser razor. They all look like the bad guys in a Bruce
00:56:36
◼
►
Willis movie. They're all scarred up. No refunds. Anyways, well, anyway, these are my name,
00:56:45
◼
►
though, while we're talking about Kickstarter, a lot of products of the scope and scale of
00:56:51
◼
►
Playdate these days go through Kickstarter or or one of the Kickstarter like services Indiegogo
00:56:58
◼
►
There's a dozen of them. I'm sure
00:57:01
◼
►
I'm gonna guess that you guys never really even considered that route. No, did you did you great?
00:57:08
◼
►
We talked about it for you know for a little while and we would we did go back and forth for like a week
00:57:13
◼
►
I think so. What should we do? But ultimately, I mean we decided it was not quite
00:57:18
◼
►
the right platform. We wanted to have a
00:57:20
◼
►
surprise. Right. And we wanted to have the same kind of pop out fully formed with complete confidence. Yes. It was gonna work.
00:57:30
◼
►
Yeah, I didn't want anyone to go on a journey with us, you know, like I just wanted it to be
00:57:34
◼
►
"Here it is. It exists and it's real." Now ironically,
00:57:39
◼
►
announcing early because of the magazine kind of took us back a little bit from that original dream. We're a little bit,
00:57:44
◼
►
But we're still pretty far.
00:57:45
◼
►
The plus of doing a Kickstarter, which some people pointed out
00:57:48
◼
►
to us, is there's a built-in audience.
00:57:50
◼
►
And you get notified when your friends follow--
00:57:52
◼
►
well, at least I do-- your friends follow something
00:57:54
◼
►
on Kickstarter.
00:57:55
◼
►
That would help.
00:57:56
◼
►
But I think we just were mostly confident that we could
00:58:00
◼
►
accomplish that on our own.
00:58:01
◼
►
And also, yeah, I love Kickstarter.
00:58:04
◼
►
And actually, the vast majority of the things I backed
00:58:06
◼
►
have been successful and been delivered.
00:58:09
◼
►
Have you ever gone to your Things I Backed page, John?
00:58:12
◼
►
That's really interesting because they have a check mark for, "Yes, I got this, but you
00:58:15
◼
►
do it yourself."
00:58:16
◼
►
It's kind of a self-selected process.
00:58:19
◼
►
I wish they had a second column for "This thing will never show up," but they didn't
00:58:22
◼
►
seem interested in my idea.
00:58:25
◼
►
But I'm amazed at how many things did ship successfully.
00:58:28
◼
►
So definitely not knocking Kickstarter, but there is definitely a feeling of you now,
00:58:35
◼
►
when you back something on Kickstarter, you just have to be prepared for the fact that
00:58:37
◼
►
it might never show up.
00:58:38
◼
►
And I just don't think we wanted to give anyone that feeling.
00:58:41
◼
►
I'll bet you guys have a copy or two of this the
00:58:44
◼
►
I'd forget his name, but there was a book that came out recently that was I think Kickstarter
00:58:49
◼
►
But if not, it was like in D go go the Secret History of Mac gaming. Oh, yeah, definitely
00:58:53
◼
►
Yeah, and it's it didn't just ship it is a very nice book
00:58:59
◼
►
It is extremely very very nice hardcover book with the design is amazing
00:59:05
◼
►
High quality paper high quality printing and that's the sort of thing that is an author you really?
00:59:11
◼
►
You can't do you if you don't you know, you don't have the money to do that in advance
00:59:16
◼
►
You can't print the book, but I had confidence he'd written previous books
00:59:20
◼
►
So it's like I you know, I think he can do this, but I'm blown away by how nice it is
00:59:24
◼
►
It's actually a nicer book than most of the books I get in a real bookstore. That's definitely true
00:59:29
◼
►
Yeah, so I see that with the surprise and you guys are in a position where you have a successful company and you could write
00:59:37
◼
►
you could write back this with the
00:59:39
◼
►
the you know
00:59:41
◼
►
The back of the profits on the back of the profits of the software you're already writing
00:59:45
◼
►
Ironically it kind of reminds me of the question of do you put your app in the App Store or not?
00:59:50
◼
►
Because you know the argument for the App Store one of the arguments for the App Store is that it's a marketing machine
00:59:56
◼
►
And you don't have to set all these things up and all that other stuff
00:59:59
◼
►
But of course for us having been around for a long time
01:00:02
◼
►
We we already have a way to take credit cards and we already have an audience and a list that we can email and stuff
01:00:07
◼
►
that makes that decision but that's like maybe a different podcast for another time.
01:00:11
◼
►
We could really ruin the rest of this one by going there.
01:00:16
◼
►
Let's not crack that open.
01:00:18
◼
►
But you are, what's back in the App Store now?
01:00:21
◼
►
Transmit. Transmit back in the App Store as a subscription.
01:00:24
◼
►
As a subscription. What's the price?
01:00:26
◼
►
Oh, got it. Twenty-nine.
01:00:29
◼
►
Twenty-four.
01:00:30
◼
►
Twenty-four.
01:00:31
◼
►
Twenty-nine.
01:00:32
◼
►
I'm glad that I'm on the ball.
01:00:34
◼
►
Yeah, it's a yearly subscription.
01:00:37
◼
►
Consummate businessman.
01:00:39
◼
►
Yeah, did you like that?
01:00:40
◼
►
I got that number straight.
01:00:42
◼
►
I have a very small side story about that.
01:00:45
◼
►
I'll keep this short.
01:00:47
◼
►
Earlier in this year, throughout a series of dumb circumstances
01:00:51
◼
►
that I won't get into, we ended up having to redesign
01:00:53
◼
►
the subscription page that pops down in the app
01:00:57
◼
►
to ask you to subscribe.
01:00:59
◼
►
This was not our choice, but we were asked to.
01:01:02
◼
►
And so when we were redesigning it--
01:01:04
◼
►
and I keep meaning to blog about this,
01:01:06
◼
►
so I guess this is an exclusive.
01:01:08
◼
►
That's so dumb, nobody cares.
01:01:10
◼
►
When we were redesigning that,
01:01:12
◼
►
in the corner of that sheet,
01:01:14
◼
►
we added a little link that just says,
01:01:16
◼
►
"Don't like subscriptions? Email us."
01:01:19
◼
►
And I think that was one of the smartest things
01:01:21
◼
►
that we have ever done,
01:01:22
◼
►
because we were getting a bunch of negative reviews,
01:01:25
◼
►
of course, from people who don't like subscriptions.
01:01:28
◼
►
But we also can't say anywhere in the app
01:01:32
◼
►
that we sell a full-price version from our website.
01:01:36
◼
►
However, we can set up an autoresponder on an email link
01:01:40
◼
►
that says, hey, sorry you don't like subscriptions,
01:01:44
◼
►
but you can always buy it here.
01:01:46
◼
►
And people click that link like two or three times a day.
01:01:49
◼
►
Fortunately, we get more subscriptions
01:01:51
◼
►
than we do people complaining about subscriptions.
01:01:53
◼
►
But it provided this great funnel and this great outlet
01:01:57
◼
►
for people to not only say--
01:01:59
◼
►
and it's amazing.
01:02:00
◼
►
Some people just say, I don't like subscriptions.
01:02:02
◼
►
But some people actually go into detail about it.
01:02:04
◼
►
But it's really fascinating to Yes, it's a lot of detail. But
01:02:08
◼
►
anyways, I'm really happy that we did that. I don't know why
01:02:12
◼
►
that's just that has nothing to do with playdate whatsoever. I
01:02:14
◼
►
just thought you might find it interesting. Yeah,
01:02:16
◼
►
it reminds me of Netflix when Netflix for years allowed you to
01:02:20
◼
►
sign up in the app and went through the revenue split with
01:02:24
◼
►
Apple. And I don't think Apple still publishes at least the
01:02:27
◼
►
other day when I look for it. I can't find the top grossing list
01:02:30
◼
►
anymore. If it if they still have it. Does it even exist?
01:02:33
◼
►
That's a great question. I don't know they definitely de-emphasized it, but what is great, but as as of the moment
01:02:38
◼
►
It was still there when when Netflix decided they were going to cease taking signups in that
01:02:44
◼
►
And Netflix was at the time the top the top grossing app in the App Store like Apple makes was making so much money off
01:02:51
◼
►
Their 15% or whatever they negotiate share was Netflix. It was number one
01:02:56
◼
►
but the thing that I find so bizarre about Apple's rules on this is the the
01:03:02
◼
►
the rule that you're not allowed to tell the user what the hell is, what's the situation.
01:03:08
◼
►
Like you can't Netflix can't say, here's what you have to do. You have to go to our website.
01:03:14
◼
►
Not only are they you know, even if they weren't allowed to put a link in that would open the
01:03:18
◼
►
browser, if they could just tell you go to any t f dot com and sign up there, then come
01:03:25
◼
►
back with your new account. But they had a phone number. So I called the phone number.
01:03:31
◼
►
And this is my dedication to my work.
01:03:34
◼
►
You guys can imagine how much I enjoy making a phone call.
01:03:37
◼
►
Not much at all.
01:03:39
◼
►
But I did it.
01:03:41
◼
►
I talked to a friendly gentleman at Netflix Support.
01:03:42
◼
►
It was not too long of a wait online.
01:03:46
◼
►
They actually pinpointed it.
01:03:48
◼
►
They answered the call and it was like, "Your call will be answered in 2 minutes, 41 seconds."
01:03:54
◼
►
I don't know if it was that precise, but they were like, "2 minutes, 40 seconds."
01:03:57
◼
►
And 2 minutes, 40 seconds later, I was on the phone with a guy.
01:03:59
◼
►
I said, Hey, I've got my iPad here. I want to sign up for
01:04:03
◼
►
Netflix. And it's asking me for a login. I don't have a login.
01:04:06
◼
►
What do I do? And he says, Oh, you go to netflix.com. And you
01:04:09
◼
►
sign up there. And then you go back to the app. Like he had it.
01:04:11
◼
►
He was ready, right? But who what other companies? How many
01:04:15
◼
►
companies can have phone support all the time? So that people can
01:04:19
◼
►
who are confused? How do I sign up for a thing? Where's the
01:04:22
◼
►
great account? It's such a bizarre situation. It is
01:04:25
◼
►
extremely bizarre. Anyway, congratulations on making it
01:04:29
◼
►
back to the app store. It's funny because you guys it's not
01:04:31
◼
►
a coincidence because Apple has been courting certain longtime
01:04:35
◼
►
developers not coincidence that BB edit is back right right on
01:04:38
◼
►
the same time. You know, yes, there was a coordinated effort
01:04:41
◼
►
there on the app stores part to sort of make power tools for the
01:04:44
◼
►
Mac a little happier. Which is nice anyway. Okay, next. Yeah.
01:04:51
◼
►
And then I'll have to set up my server to like IP block Apple's
01:04:56
◼
►
I just want Steve to lean into the microphone and start talking at this
01:05:00
◼
►
way but I know he's suspiciously hanging back.
01:05:05
◼
►
Well I'm sure it was fun to get it back in the app store.
01:05:09
◼
►
It was, it definitely was.
01:05:12
◼
►
God, where were we?
01:05:16
◼
►
Where we made a handheld gaming system, that's right.
01:05:21
◼
►
Let's talk about the actual design of the device itself. Like what point did you guys go to teenage engineering?
01:05:29
◼
►
So you guys had like prototypes working where you could make a gameplay on the sharp?
01:05:33
◼
►
Electromagic whatever it's called
01:05:36
◼
►
I'm calling it that it's a much better name. Yes
01:05:40
◼
►
Sometime after our prototype was up and running that we
01:05:45
◼
►
formally met with teenage engineering at
01:05:49
◼
►
Moogfest in Asheville, North Carolina,
01:05:53
◼
►
which is a big electronic music festival.
01:05:55
◼
►
And that was just convenient
01:05:57
◼
►
'cause they were gonna be in the US
01:05:59
◼
►
and we had never been there.
01:06:00
◼
►
And that, as a side note for trivia fans,
01:06:03
◼
►
is why the code name for Playdate was Asheville.
01:06:06
◼
►
In fact, I'm still not used to being able
01:06:08
◼
►
to say the word Playdate,
01:06:10
◼
►
which is how Apple employees always feel, right?
01:06:12
◼
►
Like, "Oh, I see you picked up the new Tango.
01:06:14
◼
►
"Oh, I mean."
01:06:15
◼
►
(both laughing)
01:06:16
◼
►
Now I'm that guy.
01:06:18
◼
►
But-- - Yeah, I've had that too,
01:06:19
◼
►
I'd been in the product briefing like after the keynote talking to like a high-level executive not Phil Schiller, but let's
01:06:26
◼
►
Say his name rhymes with was
01:06:28
◼
►
You know, it was like one of the years where there were two sizes of new iPhones
01:06:37
◼
►
You know the plus and the regular and he called the one like j22 and he's like forget that I never said that
01:06:45
◼
►
Classic. Yeah, so we met with them in Asheville and that was I think
01:06:49
◼
►
after that meeting and talking about possibilities and what we want to do
01:06:53
◼
►
I think a few days after we came back and correct me if I'm getting this timeline wrong because
01:06:57
◼
►
That's when we got the first renders from Jesper
01:07:01
◼
►
That's right of his ideas and the very first render not only was there a crank
01:07:06
◼
►
but there was a slider and there was like there's all sorts of unique input ideas and
01:07:13
◼
►
Just seeing that that idea at all because we never thought beyond a d-pad and a B buttons
01:07:19
◼
►
To be able to say why not put a crank on there would have never have occurred to us
01:07:23
◼
►
So that was like the whole project went to like level four. I don't know I picked four
01:07:28
◼
►
There was just an instant we have to have that. Yeah, like it just it was the exact right level of
01:07:33
◼
►
Different weird and maybe actually useful and so
01:07:40
◼
►
Yeah, and the phrase that it's in the story from teenage engineering is that one of the reasons they wanted to put this
01:07:49
◼
►
Rotating crank was to break people of their psychosis such psych. I will never forget him saying those words to us
01:07:56
◼
►
Because iOS gaming was getting huge to be fair the Nintendo switch did not exist yet
01:08:02
◼
►
so the idea of bringing something with you that was
01:08:07
◼
►
Not a touchscreen of just us repeatedly tapping a piece of glass was driving him crazy
01:08:12
◼
►
And this is somebody that loves knobs and switches and dials and synthesizers
01:08:17
◼
►
And yeah, and I definitely I that was one of my favorite moments of all. I want to break people of their touch psychosis
01:08:31
◼
►
It's fascinating though. I mean it's you know, it's obviously I
01:08:35
◼
►
iOS gaming and iPhone gaming in particular is just huge
01:08:38
◼
►
You know Apple calls it the biggest gaming platform in the world and by some measures
01:08:42
◼
►
I'm sure it is a certain number of titles and there are some games that are perfect for a touchscreen
01:08:48
◼
►
They tend to be games that wouldn't even exist without a touchscreen like you couldn't I can't imagine how you would play candy crush with a
01:08:57
◼
►
It just doesn't make sense because not to touch it
01:09:00
◼
►
But then there's all sorts of other games that are in my opinion no good on a touchscreen
01:09:05
◼
►
Right, and especially the games that put the little virtual D-pad and buttons on the screen,
01:09:11
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which at that point, yeah.
01:09:13
◼
►
I've never enjoyed one of those at all.
01:09:16
◼
►
I really don't.
01:09:17
◼
►
My finger always slides off eventually and I can't figure out why my character stopped
01:09:19
◼
►
moving and like, it's tough.
01:09:21
◼
►
I thought Nintendo did a pretty good job with Mario Run as an endless runner, you know,
01:09:27
◼
►
and there's a couple of other of those endless runner type things where you just tap and
01:09:31
◼
►
like your only real controls are tap and long tap.
01:09:34
◼
►
I thought they did a really good job of that because of course they're Nintendo and they're
01:09:37
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►
really good feel.
01:09:39
◼
►
That's probably one of the best examples.
01:09:42
◼
►
But still, I don't know, I tired of it quickly.
01:09:47
◼
►
So yes, that's why when we saw the crank I think we're like, "Oh man, this is something
01:09:51
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►
totally different."
01:09:52
◼
►
We've all had analog spinning controls.
01:09:56
◼
►
We grew up playing Tempest and having the little rotational knob or whatever.
01:10:02
◼
►
That idea is not groundbreaking by any means, but the idea of having it attached to this
01:10:08
◼
►
little portable thing.
01:10:09
◼
►
And it was funny because, god, right after that, I forgot about this, fairly recently
01:10:15
◼
►
after we came up with the idea for the crank, then Apple introduced the Apple Watch with
01:10:18
◼
►
the digital crown.
01:10:19
◼
►
And I remember going, "God damn it!
01:10:21
◼
►
They have a little spinner thing on the side of their thing!"
01:10:26
◼
►
The irony is, I don't think I've ever used the digital crown
01:10:29
◼
►
on your watch since I've gotten it.
01:10:31
◼
►
And other than-- yeah.
01:10:33
◼
►
I mean, even when I'm activating Siri,
01:10:35
◼
►
I always press the wrong button.
01:10:36
◼
►
I always press the sleep button, and then
01:10:38
◼
►
it asks if I want to do an emergency SOS or power
01:10:41
◼
►
off my phone.
01:10:42
◼
►
No memory for which button to use.
01:10:44
◼
►
But anyways, I remember definitely
01:10:46
◼
►
having two days of sadness that there was a digital crown,
01:10:49
◼
►
but it makes sense.
01:10:51
◼
►
It's kind of a nice feeling input method.
01:10:53
◼
►
And so we're using it for games, but of course, we're
01:10:55
◼
►
using it in the OS, and not every game uses it, and it flips out from the side, and there's even
01:11:02
◼
►
a little sensor in the cavity where it rests where we can tell whether it's in there or not. So I'm
01:11:08
◼
►
hoping that some games, like when you flip the crank out, will make a cool sound effect or
01:11:12
◼
►
something. There's all sorts of possibilities with it, but what it really unlocked for us was
01:11:17
◼
►
exciting these devs, these amazing game creators that I think just wanted something different,
01:11:25
◼
►
a break from the routine of making a 3D game for whatever, where it's just like that to the right
01:11:32
◼
►
person, the existence of that crank just opens up this incredible box of ideas. And that was
01:11:38
◼
►
the true power of the crank. Right. So the one title that you've shown the most of is...
01:11:44
◼
►
Yes is crank its time travel adventure. Right? What a name for a game. I love it
01:11:50
◼
►
but yeah, it reminds me a little bit of
01:11:54
◼
►
Nintendo's strategy with their new platforms where over the years they tend to have an opening title
01:12:04
◼
►
exemplifies what they think is special about the platform the one that pops into my mind in particular is
01:12:10
◼
►
The Mario game that shipped with the n64 because all of a sudden all of a sudden Mario's in 3d
01:12:16
◼
►
2d and it's like
01:12:19
◼
►
This is amazing. This is so I cannot believe that this still feels like a Mario game even though it's in 3d
01:12:28
◼
►
Actually have the word cranking like that
01:12:30
◼
►
Name is cranking
01:12:33
◼
►
You know, it is like here's playdate here it is
01:12:39
◼
►
Here's crankin'!
01:12:41
◼
►
Yes, well, so the reason we like that game obviously is because it's exclusively the crank
01:12:50
◼
►
and it's something that would be really difficult to do with a regular controller. Your thumb would get super tired rotating an analog stick
01:12:56
◼
►
or over and over forever.
01:12:58
◼
►
And it's just kind of funny and it has funny sound effects and the plot is totally ludicrous and
01:13:07
◼
►
It looks really cool
01:13:09
◼
►
one weird piece of trivia about that game is that the bulk of the graphics not all of the graphics are
01:13:16
◼
►
pre-rendered frames so
01:13:19
◼
►
What's funny about that is the artist that did all the graphics actually rendered the graphics in Maya
01:13:25
◼
►
So this incredibly advanced 3d modeling application and then exported to one bit
01:13:31
◼
►
400-240 or whatever, which is my favorite thing in the world
01:13:36
◼
►
And so yeah, anyways, it's it's a good mix of
01:13:40
◼
►
gameplay and uniqueness and funniness and I also have a huge fan of that guy's games and so like it really sort of
01:13:48
◼
►
Ticked all the boxes for us. So the can the the inputs you have there's deep d-pad up down left, right?
01:13:55
◼
►
and a B buttons and
01:14:00
◼
►
Button that I'm hoping is called the panic button, but I still think is
01:14:03
◼
►
There's a name in the top right.
01:14:08
◼
►
There's a button which brings up sort of like a system menu where you can take a screenshot.
01:14:17
◼
►
And the crank and that's it.
01:14:18
◼
►
Yeah, there's a sleep wake button on the very top of the device, which reminds me a lot
01:14:22
◼
►
of an iPhone or whatever.
01:14:24
◼
►
So that sleep wake button also has a small little RGB LED light in it so that we can
01:14:31
◼
►
do cool blinking notifications of new games or whatever. But yes, D-pad, A/B button, menu
01:14:40
◼
►
button, Frank.
01:14:41
◼
►
I've complained about this to you privately and now I'm going to complain.
01:14:44
◼
►
I'm ready. You're going to talk about the buttons, aren't you?
01:14:47
◼
►
Why call them A/B buttons?
01:14:49
◼
►
Greg, do you have an answer? Steve, I'm going to just leave the room for a second.
01:14:55
◼
►
Long, long, long discussion. And it's been almost everything.
01:15:00
◼
►
I mean, they were A, B, and B, A. We're B, A now. Just like Nintendo.
01:15:05
◼
►
They were one dot and two dots.
01:15:08
◼
►
One dot and two dots.
01:15:09
◼
►
That's right.
01:15:10
◼
►
Did we ever do shapes or anything?
01:15:11
◼
►
We tried shapes. Also like a Roman numeral one, Roman numeral two kind of thing with
01:15:16
◼
►
two lines, one line. Yeah, we kept having to switch the API. That was the most embarrassing
01:15:21
◼
►
part of it actually.
01:15:22
◼
►
Like the developers?
01:15:23
◼
►
The developers, we kept on switching the API.
01:15:24
◼
►
Hey, happy Monday. Guess what? The button's on different now.
01:15:28
◼
►
Eventually we added an extraneous left and right API.
01:15:32
◼
►
So you can actually just do it that way.
01:15:34
◼
►
Is that true?
01:15:35
◼
►
I did not know that.
01:15:36
◼
►
Oh, that's so good.
01:15:37
◼
►
So then we can change them forever.
01:15:39
◼
►
That's right.
01:15:40
◼
►
As the button names change in your API, so you can--
01:15:45
◼
►
Yeah, because when it was one and two dot,
01:15:47
◼
►
I remember Sean actually baked graphics
01:15:49
◼
►
into his game where the character would say whatever.
01:15:52
◼
►
Press the and circle with one dot or whatever.
01:15:55
◼
►
That was awkward, we thought, I think.
01:15:57
◼
►
it's hard to talk about that. Just press two dots to continue. That's weird, but A and B
01:16:03
◼
►
communicate. It's A, it's B. Also, there's some Nintendo nostalgia there because of course,
01:16:10
◼
►
that's the classic NES controller, AB, actually BA technically, right? B first, A second, which is
01:16:17
◼
►
also the secondary debate. Is it? Yeah, like you said, is it AB or BA? We chose BA.
01:16:22
◼
►
- Yeah, huge debate. - But yeah, John, it's a nightmare.
01:16:25
◼
►
Well, at least you consider it. That's all I need to know is that you consider it. My
01:16:29
◼
►
fear is that it was like, well, Nintendo has BA so we all have BA.
01:16:33
◼
►
Well, see, the button on the right is just kind of easier to push. And it's the primary
01:16:37
◼
►
button for doing stuff in the UI. It just felt weird to have that be be. I think that
01:16:41
◼
►
on the PlayStation, the OK and cancel buttons are different in the US and in Japan, no,
01:16:49
◼
►
like at a system level. And if you localize your title into Japanese, you also have to
01:16:54
◼
►
swap out these buttons. And the reason is, because the X button in X in Japan is like
01:17:00
◼
►
no means no, but circle in Japan means yes. We do check mark, but in Japan they do circle.
01:17:07
◼
►
And so that circle is on the right. Yeah. And then X is the bottom, but in the U S that's
01:17:12
◼
►
instinctively backwards for what we're used to in controllers. Anyways, we are not the
01:17:16
◼
►
only company to face this challenge. We actually had to localize that in Firewatch. Yeah. In
01:17:21
◼
►
in Firewatch. I think we actually got dinged in cert or
01:17:24
◼
►
whatever because we haven't localized those buttons in
01:17:26
◼
►
Firewatch and then a Japanese person was mad at us.
01:17:29
◼
►
Yes. But so I was looking at my switch before we started
01:17:34
◼
►
recording the show and I I play it but I'm a simplistic player
01:17:40
◼
►
and I tend to play super dumb games. I love that playdate
01:17:45
◼
►
doesn't have all these buttons right so my switch has let me
01:17:48
◼
►
think I'm if I'm recalling this right they've got a B then x y
01:17:51
◼
►
I don't know but why not Z but then there's the shoulder buttons which I
01:17:56
◼
►
guess are the Z and there's four shoulder buttons even on the tiny little
01:18:00
◼
►
controller that is partly colorful ones if you use the little the ones that click
01:18:04
◼
►
into the switch itself yeah there's up down left right and then there's a B XY
01:18:10
◼
►
four shoulder buttons and then other buttons for like home and click the
01:18:16
◼
►
analog sticks also. So my theory totally made up by me is that
01:18:22
◼
►
they really wanted to conform to kind of what the industry
01:18:25
◼
►
standard is right now. Right? So games would be easier to port.
01:18:28
◼
►
That's the one thing Nintendo hasn't had in the past. So I
01:18:33
◼
►
think they probably have actually more buttons they would
01:18:34
◼
►
like. Yeah, that's exactly my theory, too, is that Nintendo
01:18:37
◼
►
isn't really happy about all those buttons, but they they
01:18:40
◼
►
need the buttons as standards on the controller so that, you
01:18:43
◼
►
know, cross platform games don't have to magically make do with
01:18:47
◼
►
fewer buttons than they need.
01:18:48
◼
►
Yeah, the PS Vita was was missing some of those, it was
01:18:52
◼
►
missing two shoulder buttons and the ability to click the
01:18:54
◼
►
round sticks. And it may, you know, when you're used to that
01:18:57
◼
►
sort of quote unquote, standard control scheme that made those
01:18:59
◼
►
games a lot harder to play on that system.
01:19:01
◼
►
I'm, I'm too old. And like my like, the last system I really
01:19:06
◼
►
played a lot on was the N64. And I forget how many buttons that
01:19:09
◼
►
had, but it had like a trigger button, I had like two shoulder
01:19:12
◼
►
buttons and it had the four x, y, a, b, that my brain maxed out
01:19:17
◼
►
at that point. Like, when I watch my son play and he's using
01:19:20
◼
►
all these shoulder buttons, it is like, I cannot believe that
01:19:23
◼
►
you can't play the piano or something useful instead of
01:19:27
◼
►
able to use eight fingers at once on a controller. So here's
01:19:31
◼
►
a question for you. When you're using the crank is it
01:19:34
◼
►
ergonomically Can you still access the A B buttons?
01:19:40
◼
►
Yes, you can with you. I mean, I'm right handed, I crank with
01:19:43
◼
►
the right hand, and then I use left thumb to hit A and B and
01:19:46
◼
►
sometimes D pad. I mean, but it is something that has to be
01:19:49
◼
►
balanced. You can't just have games that were you doing them
01:19:52
◼
►
all simultaneously. That does not work. But our developers
01:19:56
◼
►
have been, you know, learning how to balance those and figure
01:19:59
◼
►
out what what combination of controls makes sense at one
01:20:02
◼
►
I noticed that the your BA buttons aren't they're set
01:20:06
◼
►
horizontal to each other. And my most systems, they're diagonal, including I think the classic
01:20:12
◼
►
Nintendo controller like the NES. So I'm sure I think as was straight, but Game Boy definitely
01:20:18
◼
►
switched today. Oh, yeah, you might be right that any s right. Let me guess you guys spent some time
01:20:23
◼
►
on this. They were diagonal. They were diagonal. Yeah. Yep. For a while. For a long time. Yeah.
01:20:30
◼
►
What what was the reason we changed it again? Like ran out of room or something and engineering
01:20:34
◼
►
switched it. It was their suggestion. And it looked nice.
01:20:38
◼
►
And we were skeptical, I think, because it is very different. I
01:20:42
◼
►
think in practice, it isn't really a problem. You can push
01:20:45
◼
►
both buttons simultaneously. And they're both easy to reach. So
01:20:48
◼
►
it wasn't a big deal. And I admit it did look better that
01:20:52
◼
►
way. Yeah. So we went for it. Yeah.
01:20:54
◼
►
And you guys spent one of the things touched on in the edge
01:20:57
◼
►
articles that you guys spent a lot of time on the feel of the
01:21:00
◼
►
the buttons.
01:21:03
◼
►
Easily one of the hardest parts of this project, right, was making that feel correct and clicky
01:21:07
◼
►
and responsive.
01:21:08
◼
►
Yeah, and the weird thing was, like, you'd hand somebody two buttons and ask, you know,
01:21:12
◼
►
which one feels better to you.
01:21:14
◼
►
And they would press one, and it was always, they'd always say it was button A. Like, just
01:21:18
◼
►
the first one we gave them.
01:21:20
◼
►
But then after they pushed it for about 30 seconds, all of a sudden, that one had too
01:21:24
◼
►
much tension and was getting too hard to press.
01:21:26
◼
►
Was actually this slightly mushier one that was better in the long term. So but it was a lot of experimentation
01:21:33
◼
►
Yeah, so what I mean and at that point
01:21:35
◼
►
Do you even have games that you can play or you just like?
01:21:37
◼
►
Sitting there and pretending like you've got like an inert hardware device and you just we were pretending at that point
01:21:43
◼
►
I think we just had literally a button maybe or something like I don't know
01:21:46
◼
►
Button that we really liked but they ended up
01:21:51
◼
►
Stress testing out of the factory and it wasn't even close to what it was rated for first round of buttons
01:21:55
◼
►
We had for whatever reason died after about
01:21:58
◼
►
2,500 presses
01:22:01
◼
►
Yeah, we're in the hundreds of thousands if not here the millions down but yeah
01:22:09
◼
►
How did they test that? I mean, I guess it's like a robot. Yeah, they have a machine
01:22:15
◼
►
They place the device on there and the thing just sits there and presses it and yeah
01:22:20
◼
►
They have all sorts of machines that will drop them or ascend like this huge electric current through them
01:22:25
◼
►
Just they do everything to them. They totally torture them
01:22:28
◼
►
I used to love you brought up IKEA before you guys ever at your local IKEA. Did you ever have the robot but
01:22:34
◼
►
For the Poang chair
01:22:41
◼
►
They had our I think they got rid of it
01:22:45
◼
►
They moved the Philadelphia IKEA a couple years ago, and I think they got rid of the robot
01:22:48
◼
►
butt, but it was this industrial butt that and the machine you could, of course it was all in metric
01:22:56
◼
►
because it was from you know from IKEA so it was but you'd set a simulated weight of the individual
01:23:03
◼
►
in kilograms and then it would just stand up sit down stand up sit down and then there was a counter
01:23:08
◼
►
and I and my wife it would drive my wife nuts because she's got like an agenda she wants to buy
01:23:15
◼
►
XYB she then she wants to go downstairs and just sort of browse through the the
01:23:20
◼
►
knick-knack level and then get the hell out of IKEA in the meantime I just want
01:23:24
◼
►
to stand there and watch the robot but watch the number increment like if you
01:23:32
◼
►
put it in your back pocket or whatever like how does it fare sitting on a bus
01:23:37
◼
►
so was there a debate on adding more buttons earlier like how quickly did you
01:23:44
◼
►
settle on look, let's keep it simple. Up, down, left, right,
01:23:47
◼
►
There was no debate on the standard controls. There was a
01:23:51
◼
►
debate on sort of how many kind of weird gimmick controls you
01:23:55
◼
►
might have. Yes. Like there was a touch area that te kind of
01:23:59
◼
►
wanted to have underneath the BA button. So yeah, to be a touch
01:24:02
◼
►
sensitive strip. Yeah. But eventually we thought, if we
01:24:05
◼
►
put too many, it really would feel like a huge gimmick. Yeah.
01:24:09
◼
►
And also the story is just cleaner if it's just the rank,
01:24:12
◼
►
Like instead of having the game console with wacky controls, it's the crank.
01:24:18
◼
►
I always imagine myself writing the copy and it's always like, "Oh my god."
01:24:22
◼
►
Like, "Oh, and there's a crank!"
01:24:23
◼
►
"And also a touch strip!"
01:24:25
◼
►
"Oh, and a slider on the side!"
01:24:26
◼
►
And at that point, people just close the tab and move on, I think.
01:24:31
◼
►
At that point, it starts to sound like the old sample project from Next that it was like...
01:24:36
◼
►
You're totally right!
01:24:37
◼
►
I think Stephen Trouton-Smith just posted a screenshot of it, but it was just a sample
01:24:41
◼
►
project for the old project builder and it was just a square window with one of every
01:24:45
◼
►
control. Just to show you, here's how you use a pop-up menu and a slider and a checkbox
01:24:50
◼
►
and a radio button. It starts to sound like that.
01:24:55
◼
►
Because one of the things about it is it is so clearly, instantly, the moment you just
01:25:02
◼
►
look at it, you know exactly what it is. It's a game playing device. You add enough controls
01:25:08
◼
►
to it and all of a sudden maybe it loses that clarity, right?
01:25:12
◼
►
Some sort of thing used in boating or something.
01:25:16
◼
►
Or is it a musical device?
01:25:19
◼
►
Yes, correct.
01:25:21
◼
►
So we kept it, well, relatively simple.
01:25:24
◼
►
And I have seen some people on the internet be like, "This thing doesn't have enough buttons,"
01:25:27
◼
►
which is kind of a hilarious criticism to me.
01:25:31
◼
►
But I get it because modern controllers have a bunch of buttons, but our games are not
01:25:35
◼
►
that complicated.
01:25:36
◼
►
Yeah. One of the other things character defining characteristic of this device is that the display
01:25:42
◼
►
is black and white, not grayscale. It is black and white. And, you know, how early did you settle on
01:25:52
◼
►
that? And was that a concern? You know that in today's world, nobody wants a black and white
01:25:57
◼
►
screen. You guys know, I think we settled. First thing we settled on was the screen. And that was
01:26:02
◼
►
actually, it's the one foundational element that's been
01:26:05
◼
►
there the entire time. Yep. So yeah, there have been moments
01:26:08
◼
►
when we questioned, you know, gosh, is this going to be right,
01:26:11
◼
►
but it was always what we were based on. And developers have
01:26:16
◼
►
actually been kind of excited about it.
01:26:17
◼
►
The other thing that seems contentious, I think for obvious
01:26:20
◼
►
reasons, because we on the outside haven't seen it and used
01:26:23
◼
►
it is the lack of backlighting.
01:26:25
◼
►
Yes, that we've struggled with that nonstop because it doesn't
01:26:31
◼
►
feel... it feels risky. But, so we did an experiment. So the first thing that needs to be understood
01:26:39
◼
►
is that this display, like a traditional LCD, is somewhat transparent underneath and that's
01:26:44
◼
►
how it works. The backlight shines through the LCD to give you the image. This display is basically
01:26:50
◼
►
zero percent transparent on the back. It is opaque and that allows it to be super reflective and work
01:26:57
◼
►
super good in sunlight. Their suggested solution, if you want to try to lighten up the screen,
01:27:04
◼
►
is actually a little front light. And it's like a thin piece of plastic that has, you
01:27:09
◼
►
wouldn't even be able to detect them, but ridges basically? Yeah, what's on like the
01:27:12
◼
►
left side. Right, and the light hits this plastic sheet and the ridges and the plastic
01:27:19
◼
►
direct the light towards you. Or towards the screen, one of the two. And we tried it and
01:27:26
◼
►
And it just did not look good.
01:27:28
◼
►
Not only did it not look good lit,
01:27:31
◼
►
but it actually made the screen look worse unlit.
01:27:34
◼
►
So it's kind of the best worst,
01:27:36
◼
►
I mean the worst of both worlds.
01:27:39
◼
►
And so we just decided kind of to own it.
01:27:43
◼
►
Like that's just gonna be a quirk of this system,
01:27:46
◼
►
is that you'll need a little bit of light
01:27:49
◼
►
to play the screen.
01:27:51
◼
►
And that's definitely gonna bother people.
01:27:54
◼
►
And I just think we just have to kind of accept it.
01:27:58
◼
►
I don't know.
01:27:59
◼
►
- It's like the whole world has consolidated
01:28:02
◼
►
on color displays.
01:28:03
◼
►
And you know, it's for obvious reasons.
01:28:06
◼
►
I mean, I always say like the biggest regret
01:28:07
◼
►
I have in my computer purchasing life is in 1991
01:28:11
◼
►
when I went to college, Drexel required freshmen
01:28:14
◼
►
to have a Macintosh or at least have access, quote unquote.
01:28:17
◼
►
So if you couldn't really afford to buy one,
01:28:18
◼
►
you could, you know, but you had to be,
01:28:20
◼
►
you had to say, I will go to the library
01:28:22
◼
►
or the computer center and use it.
01:28:24
◼
►
But we had classwork, like we had teachers who gave out like hypercard stacks and stuff.
01:28:28
◼
►
It was all, it was like we were living in an Apple commercial, really.
01:28:34
◼
►
But I made a terrible mistake.
01:28:37
◼
►
There were three options.
01:28:38
◼
►
There was the, I forget the third one, but I didn't want the third one because it was
01:28:42
◼
►
the cheapest.
01:28:43
◼
►
So my choice came down to an SE30 or the LC.
01:28:47
◼
►
And I picked the LC because it had a color display.
01:28:51
◼
►
And I wanted to play games, not realizing just how much faster
01:28:55
◼
►
an SE 30 is and how gorgeous it really is.
01:28:59
◼
►
And we had Max in my high school, but I didn't like them.
01:29:03
◼
►
I was like an Apple.
01:29:04
◼
►
I like the Apple two GS.
01:29:05
◼
►
So I spent more of my time on the Apple two GS.
01:29:08
◼
►
Like the Mac was a curiosity to me.
01:29:10
◼
►
Always regretted it.
01:29:12
◼
►
Regretted it ever since it was a terrible decision.
01:29:14
◼
►
But it was all because of the color display.
01:29:17
◼
►
I was like, I got to have that color display.
01:29:20
◼
►
So I see it that's the way the world's gone even goofy Apple watch as a really really good color display
01:29:26
◼
►
Even though there's a lot of trade-offs that we all sort of collectively forget like the fact that your Apple watch
01:29:33
◼
►
Doesn't stay on all the time
01:29:37
◼
►
Was you know, we don't want the games to look like poor versions of iPhone games
01:29:42
◼
►
Like we wanted an experience that is distinctly different from that and the black and white screen is part of that
01:29:47
◼
►
Yeah, there have to be a
01:29:50
◼
►
I'll try to toss one over to Steven
01:29:52
◼
►
There have to be a bunch of like Bill Bill Atkinson level tricks for dithering and
01:30:00
◼
►
all sorts of work that that Atkinson and the original Mac team did in the 80s with their black and white displays to
01:30:07
◼
►
Simulate grays and patterns and stuff like that. Like you guys have got to be using a bunch of cool stuff like that, right?
01:30:14
◼
►
Yeah, I mean
01:30:17
◼
►
It handles dithering really nicely.
01:30:21
◼
►
I have a game that I've been working on with some folks here that uses, I think it's 32 or 33 levels of dithering.
01:30:30
◼
►
The screen is dense enough that it reads pretty well.
01:30:34
◼
►
I mean, you can still tell it's a dither pattern, but it looks like there's more going on on the screen than there really is.
01:30:42
◼
►
There was a...
01:30:44
◼
►
someone did a prototype of like a software rendered 3d object rotating that was shaded and
01:30:49
◼
►
That was pretty convincing that it wasn't just black and white and in fact Dave wrote a little
01:30:55
◼
►
1-bit video codec
01:30:57
◼
►
And he had a little clip of Big Lebowski
01:31:02
◼
►
You gotta use that as your test and it looked it's really it reads really well considering there is no color
01:31:08
◼
►
the trick that Dave did I think is really reduce the
01:31:11
◼
►
redithering on portions of the screen that aren't changing so you don't get that like
01:31:16
◼
►
constant dancing pixel distraction. So yeah, remind me to show that to you sometime. It's
01:31:21
◼
►
pretty cool. Did you guys you guys are way more juiced into video games than I am. So
01:31:25
◼
►
you probably know but there was a video game that came out like, I'm gonna say like a year
01:31:28
◼
►
ago where you were like a pirate. And the whole game is over did. Yeah, over did. Yeah,
01:31:34
◼
►
that's a return to the over then. Yeah, Lucas Pope's game and it definitely. He was very
01:31:41
◼
►
open about his dev process and it was really fun to watch him try different dithering approaches
01:31:46
◼
►
and how to make this thing look right. And that thing just looks incredible to me.
01:31:50
◼
►
Yeah. And I think, but that what made me think of it was your thing about not re dithering
01:31:55
◼
►
because my son was playing it and I just, I was just captivated watching it. But I think
01:31:59
◼
►
that it, like you said, like somehow he figured out a way to do it without the dancing pixels.
01:32:04
◼
►
You know, like even as you're like panning, it seems as though what was dithered stays
01:32:08
◼
►
did the same way, even though you know all of the pixels are moving because you're panning
01:32:12
◼
►
your vision.
01:32:14
◼
►
Very convincing. I think that the potential, I think people might be underestimating the
01:32:18
◼
►
potential for how graphically rich a game on the playdate screen could be.
01:32:22
◼
►
I think so too.
01:32:23
◼
►
Plus, you know, anyone who's an artist or creative, you know, loves a good constraint.
01:32:28
◼
►
And, you know, it's been said about Twitter a lot of times is you've got to really distill
01:32:34
◼
►
your thoughts to fit into, you know, the character limit. And it's kind of the same thing with
01:32:37
◼
►
with getting rid of color and just going to black and white, you know, it's like, how
01:32:41
◼
►
do I make something that reads well in that environment? And it kind of kind of pushes
01:32:46
◼
►
you a little bit like you have to really stop and think about it and maybe put a bit more
01:32:50
◼
►
effort into it than you you would if you could just kind of fall back on color.
01:32:55
◼
►
What's the battery story?
01:32:56
◼
►
What is our battery story? We haven't done our final test yet, right? Yeah, it's always
01:33:00
◼
►
in flux because occasionally we introduce a bug that just drains the battery in, you
01:33:04
◼
►
know, seven minutes.
01:33:05
◼
►
But is a battery built in?
01:33:07
◼
►
Oh, yes. Yeah, it's a rechargeable battery built in and we can't really say exactly how long it's gonna be
01:33:13
◼
►
Yeah, it's gonna be plenty long we think
01:33:15
◼
►
But we'll say more when we know yeah, okay. I just want to make sure it wasn't like double A's or something like that
01:33:22
◼
►
I think it's so thin. I don't even know if it could use double it probably I don't even know
01:33:34
◼
►
It's a it looks very thin. I mean and it's one of those things that thinness often even in a picture
01:33:40
◼
►
It's hard to convey you have to kind of pick it up to really appreciate it
01:33:43
◼
►
But is that how it feels in hand?
01:33:45
◼
►
Yeah, it's very thin. Yeah, actually if you look at the the firewatch
01:33:50
◼
►
Play date the one we embedded in that game
01:33:52
◼
►
It's about two or three times as thick as this one because that's what we thought we were gonna have to do with the time
01:33:59
◼
►
So for the people who don't know this so firewatch is a game that you guys
01:34:03
◼
►
Co-produced is that the maybe the best way of sure attributing your contribution with Campo Santo indie game makers
01:34:11
◼
►
Wonderful wonderful game. It's won awards. It's very successful all deservedly. So it's one of the few games I've played in recent years
01:34:20
◼
►
I loved it my son. I think I told you this cable. My son played it twice played through. That's amazing
01:34:25
◼
►
That's really and you know, and I'm really blown away by by that because he's you know, he's typically playing
01:34:32
◼
►
You know destiny or something like that with with a slightly different vibe and fire watch
01:34:38
◼
►
But you guys put in one of the I forget where it was was it like in another one of the watchtowers or
01:34:46
◼
►
Some stuff and one of his things was what is it called broken or handheld game?
01:34:57
◼
►
Yeah, and if you flip it over there's actually like a PD logo on the back
01:35:02
◼
►
too. So we like went pretty far. But actually that one was from when the buttons were diagonal.
01:35:08
◼
►
Yes. And so that's why the buttons are diagonal on that one.
01:35:11
◼
►
You know what, though, even if I would have really noticed it, if I would have actually,
01:35:15
◼
►
you know, even if we would have said playdate by panic, I still wouldn't have thought I
01:35:21
◼
►
would not have thought it was a teaser that you're actually going to make that device.
01:35:27
◼
►
I would just think that's a fun Easter egg.
01:35:30
◼
►
Like imagine if Panic made a little handheld video game.
01:35:35
◼
►
You're right.
01:35:35
◼
►
We were maybe more worried about it than we needed to be.
01:35:37
◼
►
I could have noticed it.
01:35:39
◼
►
It could have been like a big article on Max Stories
01:35:42
◼
►
or something like that.
01:35:44
◼
►
And I wouldn't have even asked if it was real.
01:35:47
◼
►
I just would have thought, well, that's easy.
01:35:49
◼
►
It's a lot easier to make a playdate in a video game
01:35:52
◼
►
than it is to make one in the real world.
01:35:55
◼
►
Turns out, yeah.
01:35:57
◼
►
Quite a bit easier.
01:35:58
◼
►
You mentioned the thinness.
01:35:59
◼
►
One of the interesting things about that and the D-pad,
01:36:02
◼
►
which we were talking about, it's
01:36:04
◼
►
very hard to make a good D-pad with a device that's
01:36:07
◼
►
that shallow.
01:36:09
◼
►
And that's been one of the challenges also.
01:36:11
◼
►
I think we've cracked it, but that took a few redesigns
01:36:14
◼
►
to get it working.
01:36:15
◼
►
Well, and that brings us right back
01:36:16
◼
►
to the opening of the show in the MacBook keyboards,
01:36:19
◼
►
that you make these MacBooks so much thinner.
01:36:22
◼
►
I mean, I still go in the Apple Store.
01:36:25
◼
►
And when I see the little 12 inch MacBook,
01:36:28
◼
►
the MacBook One port, the poor begotten,
01:36:31
◼
►
you know, forgotten to, I think they forgot to update it.
01:36:35
◼
►
But when I see it, I'm still blown away by how small it is.
01:36:38
◼
►
It's so tiny.
01:36:39
◼
►
And I'm sure it's the same type of thing
01:36:41
◼
►
where really to make like, you know,
01:36:42
◼
►
like on a Sega Genesis or something,
01:36:44
◼
►
the controller has so much room for the D-pad to have depth.
01:36:49
◼
►
- That just isn't possible on something like this.
01:36:52
◼
►
- Were you concerned as that maybe you guys
01:36:54
◼
►
making it too thin? That was a question. Yeah, I think we're good. I think it looks great and
01:37:01
◼
►
feels great. And TE was the one pushing for the thinness. And it made things harder to do it that
01:37:09
◼
►
way, but it worked out great. It feels good and it looks kind of cool. I can only judge by how
01:37:16
◼
►
it looks, obviously, but it certainly the thinness vastly contributes to the uncanny valley where
01:37:24
◼
►
this sort of seems a little retro, but it also seems incredibly modern, right? Because nothing
01:37:30
◼
►
old was that thin. Like literally, like I just said, like you had to put like nine volt batteries in there.
01:37:36
◼
►
What about the sound? Everybody that from what I've, I was going to say heard, no pun intended,
01:37:45
◼
►
What I've heard, it has surprisingly good sound.
01:37:50
◼
►
I mean, the weird thing about it being modern
01:37:53
◼
►
is that it's not like a chip can create four channels of sound
01:37:58
◼
►
or whatever.
01:37:58
◼
►
We can play real sound.
01:38:01
◼
►
We are working on a synthesis engine in addition
01:38:04
◼
►
to being able to just play a WAV file or whatever.
01:38:07
◼
►
And the speaker is small, but way louder than it
01:38:11
◼
►
has any right to be.
01:38:12
◼
►
We actually are not going to run it at full volume
01:38:14
◼
►
because it is too loud.
01:38:16
◼
►
That's great.
01:38:17
◼
►
So, of course there's a headphone jack as well.
01:38:20
◼
►
And we went to great lengths to support the mic in through the headphone jack.
01:38:24
◼
►
So if you have an Apple headset or whatever and a game requires microphone, in addition
01:38:29
◼
►
to the microphone that's on the playdate, that will work as well.
01:38:32
◼
►
But yeah, it's surprisingly good sound.
01:38:35
◼
►
Where is the headphone jack?
01:38:36
◼
►
Bottom or top?
01:38:39
◼
►
Bottom center.
01:38:40
◼
►
Dead center.
01:38:43
◼
►
Or is the USB port dead center?
01:38:44
◼
►
and microphones on the left.
01:38:45
◼
►
- Got it, okay.
01:38:46
◼
►
- USB, you guys have USB-C, not the gross micro USB.
01:38:51
◼
►
- Right, God, I hate that one, yeah.
01:38:53
◼
►
- I hate it too.
01:38:55
◼
►
I still, I can't believe how many devices
01:38:56
◼
►
I still have that use it.
01:38:58
◼
►
- Incredible, it's just the most unfulfilling port to use
01:39:03
◼
►
on anything ever and it always feels
01:39:05
◼
►
like it's gonna break off.
01:39:06
◼
►
- Right, always feels like it's gonna break
01:39:08
◼
►
and my close eyesight is not as good as it used to be.
01:39:12
◼
►
So especially like in the dark,
01:39:14
◼
►
and it is the prototypical buttered piece of toast.
01:39:18
◼
►
Of course, it's always the wrong way when I first try it,
01:39:22
◼
►
or it's the right way and I can't quite get it in.
01:39:25
◼
►
And there, I think it's the wrong way
01:39:27
◼
►
and flip it, it's terrible.
01:39:29
◼
►
So I'm glad you guys are.
01:39:29
◼
►
- It's wrong the first two times.
01:39:31
◼
►
- It's wrong the first two times, that's true.
01:39:34
◼
►
- So USB-C, when did you guys,
01:39:37
◼
►
like I forget how long ago USB-C came out,
01:39:39
◼
►
but you guys must've had this idea in your heads.
01:39:42
◼
►
And when USB-C came out, you must have been like, "Oh, thank God, we can have a nice
01:39:47
◼
►
Yeah, for sure.
01:39:48
◼
►
And I remember it was actually really hard to get, for a little while, USB-C parts, because
01:39:51
◼
►
I think Apple had locked down the market because they were going to add USB-C to something.
01:39:57
◼
►
I wonder what it was.
01:39:58
◼
►
What was their first device with USB-C?
01:40:01
◼
►
Maybe a laptop, probably?
01:40:02
◼
►
Yeah, probably a laptop.
01:40:04
◼
►
I think it was the 12-inch MacBook.
01:40:08
◼
►
And so we decided to use USB-C definitely immediately.
01:40:11
◼
►
And for a long time, we couldn't even get I remember going to Alibaba.com hoping to
01:40:16
◼
►
find some USB C parts.
01:40:19
◼
►
And so yeah, I'm so glad that appeared when it did.
01:40:22
◼
►
And you guys have a it's going to ship with a matching yellow USB C cable.
01:40:28
◼
►
Yes, correct.
01:40:29
◼
►
Well, you got it.
01:40:31
◼
►
What's on the other end of the cable?
01:40:33
◼
►
Is it just a USB A USB A, but you're not shipping a charger?
01:40:39
◼
►
We are not. Now we're not planning on shipping one. We kind of figured everybody had one,
01:40:43
◼
►
but we may or 50. I have a few. Yeah. So yes, it's not going to be included with the system
01:40:52
◼
►
itself. I think that's reasonable. But I think it's you know, it's interesting. It's interesting
01:40:57
◼
►
me how many things do come with a charger. Like there's certain gadgets I buy and I'm
01:41:01
◼
►
I'm like, why did you give me a charger with this?
01:41:05
◼
►
- I have so many of these.
01:41:08
◼
►
All right, what else do I have?
01:41:12
◼
►
I wanted to talk about the software.
01:41:14
◼
►
And I don't know why I'm hung up on this.
01:41:17
◼
►
I don't know why I'm hung up on the fact
01:41:19
◼
►
that you guys wrote your own OS.
01:41:20
◼
►
- Should I bring Dave in here?
01:41:24
◼
►
Should Dave talk about,
01:41:25
◼
►
do you wanna ask him direct questions
01:41:26
◼
►
about this mythical OS?
01:41:29
◼
►
It just blows me away because I and I guess you didn't write the whole thing right like you didn't write your own
01:41:34
◼
►
Bluetooth and Wi-Fi stacks, right?
01:41:36
◼
►
Right, right. So how do you make a custom OS but use an existing open source like Wi-Fi stack? I
01:41:44
◼
►
Mean is there is it like a POSIX operating system? Is there like a can you get like a terminal?
01:41:52
◼
►
Mean even calling it a no less feels like
01:41:57
◼
►
That's true. It has an OS in the way that an Apple II has an OS, you know what I mean?
01:42:02
◼
►
Like it has, there's enough code in the firmware to service the hardware on the device, you know,
01:42:09
◼
►
read the inputs and display stuff on screen. And then beyond that, it's primarily just hosting
01:42:17
◼
►
a Lua runtime, which is, Lua is a scripting language that some people are writing their
01:42:23
◼
►
and some people are going straight to C,
01:42:27
◼
►
but Lua is a friendlier alternative.
01:42:29
◼
►
And so that Lua runtime sort of exposes a set of APIs
01:42:32
◼
►
for drawing stuff, playing sounds, reading the inputs.
01:42:37
◼
►
And so the quote-unquote OS is basically just the glue
01:42:42
◼
►
between the physical hardware and that runtime.
01:42:45
◼
►
Not to understate what Dave has done,
01:42:49
◼
►
it's quite an achievement, especially for a single person.
01:42:52
◼
►
But yeah, it's not like we had to write a whole window manager and consider the types
01:42:59
◼
►
of you know, what kind of word processor is going to need to run on this.
01:43:02
◼
►
And it's so in other words, you're not going to teach like a computer science 201 course
01:43:07
◼
►
on operating system design using this OS.
01:43:10
◼
►
Probably not.
01:43:11
◼
►
It's practical.
01:43:12
◼
►
It's it's all very practical.
01:43:16
◼
►
is all just the what do we need? Running a processor to get it
01:43:22
◼
►
just to make this thing work? Yeah, it has to be less than a
01:43:25
◼
►
megabyte. Actually, that's true. Yeah, the flash on the, on the
01:43:29
◼
►
chip is only has only about that much space. Yeah, but yeah, it
01:43:32
◼
►
does just enough to run a play date. That's impressive. That's
01:43:36
◼
►
floppy disk sized. I mean, right? I mean, megabytes code is
01:43:42
◼
►
small, you take all of the, you know, it resources, resource
01:43:45
◼
►
stuff out and code is very small. I feel like code of the app is 99% icons, right?
01:43:50
◼
►
And I have an app that was I think 75 K the actual binary and because it had
01:43:57
◼
►
like all of the different icon sizes up to retina it came out to be something like
01:44:00
◼
►
three megabytes. Did you guys see the Captain Marvel website that Marvel did
01:44:06
◼
►
before the movie came out and because the movie takes place in like 1995 or
01:44:10
◼
►
something like that. And so they did the website. Yes, they
01:44:14
◼
►
extremely good. They did this really, really good Geo cities
01:44:18
◼
►
style 1995 website. But like, people poked it apart. And it
01:44:23
◼
►
was like hundreds and hundreds of megabytes. It's like, it's
01:44:28
◼
►
like a backend. It's all running on like node node. JS, and
01:44:32
◼
►
rendering all this stuff. And it's like, no part of the
01:44:35
◼
►
challenge was making so that it would work over 14, four modem
01:44:39
◼
►
Connection and I feel like that website was definitely inspired by the Space Jam website, which I don't know if you know
01:44:45
◼
►
It's still running today
01:44:47
◼
►
You can I don't know what whose closet that computer still is that is still running the Space Jam website
01:44:54
◼
►
But it's my favorite thing on the internet
01:44:56
◼
►
All right, I'm gonna put it in the show that
01:44:58
◼
►
Space Jam website. All right, everybody in Space Jam. Yeah, you're gonna enjoy that website
01:45:04
◼
►
I promise you but that's the challenge though
01:45:06
◼
►
like the part of the, you know, it wasn't just making a website that looks so
01:45:09
◼
►
cheesy. It was that we had to do it in this, you know, we had to pinch every single
01:45:15
◼
►
bite out of our images, not just megabytes. So, hearing about this project that has to fit in
01:45:21
◼
►
one megabyte of memory is, again, it just tickles my nostalgia. Like, that's impressive.
01:45:26
◼
►
Awesome. So, what's the story with IDE for games? Is that something you're talking about? Is that
01:45:34
◼
►
that come to ship before playdate?
01:45:37
◼
►
- Do you wanna, I'm not sure about the timing yet,
01:45:39
◼
►
but do you wanna explain in general how it works, Steve?
01:45:42
◼
►
Here, I'll lean this close to you.
01:45:44
◼
►
- The SDK is composed basically of a compiler
01:45:50
◼
►
and a device simulator that's pretty much
01:45:54
◼
►
like the iPhone simulator if you've ever developed for iOS.
01:45:57
◼
►
It's like a mini virtual playdate that runs on screen.
01:46:02
◼
►
and you develop your game, like I said before,
01:46:06
◼
►
in either Lua or C.
01:46:08
◼
►
Lua is a much more approachable scripting language.
01:46:12
◼
►
Anyone who's ever written a program before
01:46:14
◼
►
can probably pick it up in a couple of hours,
01:46:17
◼
►
versus C, which has better performance characteristics,
01:46:20
◼
►
but it's a higher learning curve
01:46:23
◼
►
if you're not already familiar with it.
01:46:25
◼
►
And actually the Lua runtime runs quite well
01:46:27
◼
►
for all but the most demanding of games.
01:46:31
◼
►
And you can kind of intermix the two if you want.
01:46:33
◼
►
If you have a mostly Lua game
01:46:35
◼
►
that is having bad performance in one particular area,
01:46:38
◼
►
you can write a little C library to handle that one part
01:46:42
◼
►
so it runs faster and call into that from your Lua code.
01:46:45
◼
►
So yeah, you basically run this compiler
01:46:50
◼
►
against your Lua code
01:46:52
◼
►
and it kind of bundles it all up for you.
01:46:53
◼
►
It does some stuff with the resources.
01:46:56
◼
►
It compresses the images and wraps it all up
01:46:59
◼
►
into a little single bundle file
01:47:01
◼
►
that then can be run in the simulator.
01:47:05
◼
►
And you can try it out and see how it goes.
01:47:07
◼
►
And from there, you can also transfer it
01:47:10
◼
►
onto a physical device if you have one attached
01:47:13
◼
►
by the USB cable and see how it runs on the device.
01:47:16
◼
►
- And we have a plugin for Coda 2 that makes this easier.
01:47:20
◼
►
Also, it will deploy to the device, et cetera.
01:47:24
◼
►
- This is the upcoming new version of Coda
01:47:26
◼
►
that you guys are working- - For the existing one.
01:47:28
◼
►
- Oh, the existing one.
01:47:28
◼
►
But also the new one.
01:47:29
◼
►
- We can do it with the new one too.
01:47:31
◼
►
- That you're-- - A forthcoming,
01:47:33
◼
►
a forthcoming unnamed editor has a--
01:47:34
◼
►
- Right. - Yes, a very good--
01:47:37
◼
►
- The app you guys are working on in your spare time.
01:47:42
◼
►
- Right. - But that is before we go,
01:47:43
◼
►
I know this is part of your announcement,
01:47:44
◼
►
but this, it is coming, the next version,
01:47:47
◼
►
as yet unnamed to the outside world,
01:47:49
◼
►
the successor to Coda, is still coming sometime in 2019?
01:47:54
◼
►
I think that's as much as you're willing to promise?
01:47:57
◼
►
- Yep, for sure, we're closing in on it.
01:47:59
◼
►
I think it'll be a developer release kind of situation
01:48:02
◼
►
because we know that there's gonna be a lot of feedback
01:48:04
◼
►
and we wanna make sure to shape the product
01:48:06
◼
►
to meet the needs of today's web developers.
01:48:09
◼
►
Yep, that's coming soon.
01:48:11
◼
►
- Have you gotten any negative feedback
01:48:13
◼
►
from people who are not interested in Playdate
01:48:17
◼
►
but are interested in Transmit and Coda?
01:48:20
◼
►
- Oh, for sure.
01:48:21
◼
►
It's a classic running joke that's not really a joke
01:48:25
◼
►
that no matter what we ever announce ever,
01:48:29
◼
►
someone's mad that it's not another thing.
01:48:31
◼
►
And so it doesn't matter.
01:48:33
◼
►
This is the extreme version of that by far.
01:48:36
◼
►
And that's partially why the panic blog post specifically
01:48:39
◼
►
is, but don't worry, we're working on the next.
01:48:41
◼
►
We always have to be one step ahead of that
01:48:44
◼
►
because it just happens every single time.
01:48:46
◼
►
Jake Rodkin at Campo still jokes every time I tweet,
01:48:50
◼
►
but what about candy bar three to this day?
01:48:54
◼
►
Except we actually made Candy Bar 3.
01:48:56
◼
►
Oh, did we make Candy Bar 3?
01:48:58
◼
►
Okay, Candy Bar 4.
01:49:00
◼
►
I mean, yeah, it's easy to have that perception from outside that, you know, they're a small company.
01:49:04
◼
►
They probably pulled all their engineering resources off of all their apps to put them to work on this stupid game idea.
01:49:10
◼
►
Right, right, right.
01:49:11
◼
►
Now everything's languishing, but that's not quite really the case.
01:49:15
◼
►
I would say that the apps have all been under steady development the whole time.
01:49:19
◼
►
I agree with that.
01:49:20
◼
►
This has been going on on the side, so.
01:49:21
◼
►
actually better about that now than we've ever been. Everything is rolling. I definitely
01:49:26
◼
►
remember when it took a little while for Transmit 5 to come out, somebody would be like, "Well,
01:49:29
◼
►
maybe if you weren't making that sign for your building, you would have made Transmit
01:49:33
◼
►
5." And I'm like, "I don't. We don't make signs. That was a different person." But I
01:49:38
◼
►
understand the sentiment, which is just, "I want that thing that I want," which is totally
01:49:42
◼
►
fine. And I'm guilty of it doing, guilty of doing it too. You know, like, a look at Apple
01:49:45
◼
►
and like, "Well, you're putting all your work on this watch or whatever, and you're working
01:49:49
◼
►
No, my is like a how many thousands of people work at the company?
01:49:53
◼
►
They're not all working.
01:49:55
◼
►
My favorite are the people who think that their foray into original TV content is just
01:50:00
◼
►
is detracting from like the Mac OS.
01:50:04
◼
►
If Tim Cook wasn't directing the premiere episode of the new Jim Henson project or whatever.
01:50:09
◼
►
Yeah, like I totally get and again, it'd be a whole episode onto itself.
01:50:13
◼
►
I get the idea that you can make a very strong argument that maybe Apple shouldn't be worried
01:50:17
◼
►
about original content period.
01:50:19
◼
►
should just make the TV platform and let other people fill it with their Netflix and Hulu
01:50:23
◼
►
and HBO. I get that. But the idea that the people who Apple has hired to make these shows
01:50:29
◼
►
were like taking off like the I/O.
01:50:33
◼
►
They're not cocoa engineers yet.
01:50:36
◼
►
But imagine if they were. Imagine that's programming I want to see.
01:50:41
◼
►
He's like the gaffer.
01:50:43
◼
►
Are the drawing APIs higher level like SpriteKit or something like that or is it more like
01:50:49
◼
►
direct drawing to a screen buffer?
01:50:52
◼
►
It's kind of comparable to QuickDraw.
01:50:56
◼
►
So you get-- you're drawing primitives.
01:50:58
◼
►
You can-- circles, lines, rectangles, polygons,
01:51:02
◼
►
and those can be outlines or filled with a pattern.
01:51:06
◼
►
And of course, you can put images onto the screen.
01:51:11
◼
►
And we do have a built-in library
01:51:13
◼
►
for managing sprites that just provides the basics.
01:51:18
◼
►
And if you want something more complex than that, you can, of course, write your own.
01:51:21
◼
►
And we support some things like tile maps built in and, yeah, fonts.
01:51:27
◼
►
Oh, tell me about the fonts.
01:51:29
◼
►
>> They're pretty basic.
01:51:31
◼
►
Yeah, just imagine a very small image containing all of the characters from your font and then
01:51:38
◼
►
like a little sidecar text file that explains here's the spacing of the letters and the image.
01:51:43
◼
►
>> So, are they all bitmap fonts?
01:51:46
◼
►
you're not doing like rendering of true type on the fly
01:51:48
◼
►
or something like that.
01:51:49
◼
►
- No, none of that.
01:51:50
◼
►
- So it's a classic black and white display bitmap font.
01:51:55
◼
►
- We do things like kerning pairs, which is nice.
01:51:59
◼
►
That's a plus, yeah.
01:52:01
◼
►
- All right, let me take one last break.
01:52:03
◼
►
I thank our third and final sponsor and then we'll wrap up.
01:52:05
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support of this podcast. Anything that I, is there anything about it that you guys haven't
01:54:05
◼
►
talked about that, that, that you know, like maybe I wouldn't think to ask.
01:54:10
◼
►
boy that we can talk about yet? Maybe not. What do you think?
01:54:13
◼
►
There's the season of gaming we haven't really touched on. Yeah,
01:54:17
◼
►
there we go. That's concept. When did when did you come up on
01:54:19
◼
►
that? That's a great and it truly a differentiator. I mean,
01:54:23
◼
►
I've never heard of anything like that. So the basic idea for
01:54:26
◼
►
anybody who's not paying attention, you buy your play
01:54:28
◼
►
date for $149 I guess you get some kind of an account or
01:54:31
◼
►
something, you know with and then every Monday for 12 weeks,
01:54:36
◼
►
Get a new game. It just shows up and your your little LED
01:54:40
◼
►
Light blinks to let you know that there's a happy little surprise there on the play date. I
01:54:44
◼
►
Mean that came that came from the Game & Watch days. We were thinking about having the device transform into a new game every week
01:54:52
◼
►
That's true. But how did we then take it to season of games? I feel like we were also subconsciously inspired by your
01:54:58
◼
►
match cut movie club which
01:55:03
◼
►
Neven and Greg have an occasional party movie showing where you go to the movie but you
01:55:10
◼
►
have no idea what's going to be screened.
01:55:12
◼
►
You can tell it better than I can.
01:55:13
◼
►
They give you a couple hints, right?
01:55:15
◼
►
Yeah, but that's the story.
01:55:17
◼
►
It was really...
01:55:18
◼
►
This didn't start as a season, per se.
01:55:20
◼
►
It started as surprises.
01:55:21
◼
►
How do we surprise people with this thing over and over again as they're using it?
01:55:26
◼
►
And eventually we couldn't figure out how to describe it, but eventually we settled
01:55:30
◼
►
on a TV season being the right metaphor.
01:55:33
◼
►
And so that's how we came to that point.
01:55:36
◼
►
And you're, you know, let's not get ahead of ourselves, right?
01:55:39
◼
►
You still have to ship.
01:55:41
◼
►
And that's a lot.
01:55:45
◼
►
But you've hinted, you know, like what is the future?
01:55:47
◼
►
Like let's just say, okay, it ships and it works and people are happy and the games are
01:55:54
◼
►
actually delivered on Monday right on schedule.
01:55:58
◼
►
You get to the end and you've got all 12 games.
01:56:01
◼
►
I mean, number one, I know you guys were tinkering with the idea that every Monday the last game
01:56:05
◼
►
would be replaced by the new game.
01:56:07
◼
►
Absolutely, yeah, the device would completely become the new game and that was it.
01:56:12
◼
►
People are staying up all night on Sundays.
01:56:14
◼
►
Right, yeah, that would be a little intense.
01:56:16
◼
►
But you backed away from that.
01:56:18
◼
►
And if you buy it, if you get yours a month late, you'll already have the first four games
01:56:23
◼
►
or something like that, right?
01:56:25
◼
►
It's an option, I think.
01:56:27
◼
►
We're still debating it, but it may be an option where you get to start your season
01:56:30
◼
►
late or you can start it in progress.
01:56:37
◼
►
What about after that though?
01:56:38
◼
►
I mean obviously there's the potential for this to be an indie platform.
01:56:43
◼
►
You're already talking.
01:56:44
◼
►
I mean you said there's going to be an SDK and support and Coda so other people can start
01:56:49
◼
►
making games.
01:56:50
◼
►
What happens with those games?
01:56:52
◼
►
Like will people just sideload them?
01:56:54
◼
►
Are you going to make an app store?
01:56:57
◼
►
This is definitely something we're figuring out right now.
01:57:00
◼
►
We've talked about all sorts of options.
01:57:01
◼
►
Side loading, we want to always be an option, but it's very possible that in the ultimate
01:57:07
◼
►
of Cosmic Ironies, we might find ourselves making an app store.
01:57:11
◼
►
Apps is so great.
01:57:13
◼
►
There's a lot of questions about that.
01:57:17
◼
►
So I think we're gonna really just take a look at how many people are interested, which
01:57:21
◼
►
so far is an overwhelming number of people, and what's the best way for us to get the
01:57:26
◼
►
the games on there, but that's later.
01:57:28
◼
►
- Yeah, I mean, I think we'd love nothing more than to see
01:57:30
◼
►
like a thriving, you know, homebrew community of developers
01:57:34
◼
►
who are able to put things out there
01:57:36
◼
►
and, you know, get paid as well.
01:57:39
◼
►
- One of the great ironies to me of the modern world
01:57:42
◼
►
is that there's more adherence to, for lack of a better term,
01:57:46
◼
►
a human interface guidelines, unlike the major platforms.
01:57:49
◼
►
Like you were just talking about how on PlayStation
01:57:51
◼
►
that there's buttons for, you know, okay and cancel,
01:57:54
◼
►
They're different in Japan in the US and they won't let you ship if you don't obey
01:57:59
◼
►
But there's all sorts of other conventions that that the console makers make game makers apply so that there's consistency
01:58:06
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Through the game. So you guys have like the equivalent like the play date
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Like a play date human interface guidelines dear God, we're gonna have to write that aren't we?
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Around as an idea of something we need to do, but we haven't quite gotten there yet. You've got time
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I want to talk a little bit about the website. Number one, the domain name, Play.date. When did
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you come up with the name Playdate and when did you figure out that there is a .date top-level
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domain? The name was very early on. It was one of the first things that really stuck with the
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project and playdate.com was of course unavailable. It's some sort of
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intense blog and so gosh I don't know I must have just every now and then I
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would load up Uniregistry which is who we use for a lot of our domain name
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stuff and just type the word playdate in again and see what kind of possibilities
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we had playdate.systems at one point and all sorts of ideas but play.date
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was always there, but was pretty expensive. And then eventually, we just bit the bullet and decided
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that that would be the best possible home for our website. And it is a wonderful website. You guys
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are, I often criticize the modern web. And, and I've said, there's a part of me that wishes that
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browsers had never even supported JavaScript, but that I wish it was still just a document viewer
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for text and images and video and just put your multimedia
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up there and have no interactive element to it
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because it's all being abused, right?
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It's so much of the JavaScript
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that your individual devices are running
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is not for the stuff you wanna see, it's all this ad tech.
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But then I see something like the Playdate website
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and I think this is why browser makers at W3C
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spent so much time making something like this possible.
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Like this, this 3d model is so great.
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I'm playing with it right now.
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It's so a while ago, actually it was for the transit five webpage when we were
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thinking, gosh, what can we do?
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That's interesting.
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And I, it dawned on me that WebGL is just sorely underutilized and we have an icon
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artist that knows how to do 3d and we, and you know, the transit truck icon is a 3d
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So it seemed like something we could take advantage of.
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And so I think I literally googled like good WebGL people or whatever and found
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these two guys in France that run a little consultant shop called Little Workshop and so they did the
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rotating transmit truck which was super exciting for us because it's gonna be sharper and crisper than any
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rendered movie is ever going to be plus we can do clever things like as you scroll the
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the Transmit 5 webpage, we very gently shift the perspective
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of the truck to match how far you scrolled,
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which if we were rendering that, pre-rendering that,
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would be enormous.
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So that tradition just continued with this.
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It just seemed like, man, if we're gonna have this device
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on this page, we might as well make it a 3D model.
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- It's so nice.
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- Thank you.
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- But it really gives you a sense of the device.
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It's both, I'm sure it's a ton of work
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and it makes my old MacBook Pro cry.
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- It's a lot more fun on iPad,
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because it's more fun to use your actual fingers.
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And then the other thing you guys have
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is on the media page, you go to playdate/media.
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If you scroll down on an iPhone or an iPad,
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you've got links to ARKit models.
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- That's correct.
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At the very last second,
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we realized we already have a 3D model,
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so maybe we can do,
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I think they technically call it ARKit Quick Look,
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which is the ability to view a model
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and see the model in AR in your own space
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on an iPhone or iPad by just linking to the model itself.
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It couldn't have been easier to do.
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So that's a pretty cool thing that Apple made.
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- Again, is it useful?
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I don't know.
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But I think it's a fun way to sort of get a sense
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of the size of the thing.
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I tweeted a picture of it next to my iPhone
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And it looks super realistic.
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- Yeah, that was impressive.
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- Totally fooled some people.
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I felt bad about.
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- It's a good prank.
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- But it's really great.
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Do you guys ever have to go?
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Do you go to Malaysia to actually oversee?
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- Yeah, we do.
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For various reasons to help set up all the QA
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that needs to be done is one of the big things.
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We have a lot of test code that we've written
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and you kind of load the Play Date right into this little jig
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and plug into USB cable.
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Actually, they have this cool kind of slide-in adapter
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that goes in automatically.
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And we start running software on it,
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and people start pushing buttons.
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The screen tells them what to do,
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and they push the buttons and make sure it works right.
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And that's taken a lot of time and effort,
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but it's been really, really interesting.
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And the factory where we do it is really cool,
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and people have been great.
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It's just a fun environment.
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How do you find a factory?
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I mean, was that something that teenage engineering could help with?
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We know this company in Malaysia is good.
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We found a manufacturing consultant through teenage engineering.
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He had done some work with them before.
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He was the one that set us up with this particular contract manufacturer.
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I can't imagine what we've done if it was just us trying to cast by searching on Google.
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There's no way.
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This was a big help in getting the whole we couldn't have built this thing without him. His name is Steven Nersessian
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When you guys ship I I think I mean I'm sure I mean this is you know, literally a million-dollar question
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How many of these things do you make so that you have enough to meet demand and how?
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How do you guess demand I mean, I know you know how many people signed up for the email
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But it's a lot easier to sign up for an email. They sure is and to pay 150 bucks
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Well, I'm pretty sure we know that a hundred percent of the people that gave us their email will buy the product, right?
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That's how that works. Yeah, so that's great news for us. No, I it's gonna be really tough and
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that's what we're gonna have to be facing soon is that balancing act of
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Yeah pre-order to man
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Versus you know email demand. It's gonna be tough
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Yeah, there's things like part lead times that we have to factor in also some some parts takes a long take longer than other ones
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So we have to buy ahead and then what do you got? You know, alright, it ships people, you know
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They're going out in lovely boxes, which we've seen hints of the packaging in the magazine
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And people open them and they turn them on and it it makes fun sounds and you play a game
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What do you guys do at that point for like customer service? Like how much?
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I know you already have good customer service for your apps and that people who are using transmit can email and and get you know
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Submit bugs or get questions answered, but this seems like a totally different ballgame
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Yeah, it's gonna be tough and we're gonna definitely have to
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You know, I mean we're gonna have to handle returns and we're gonna have to handle repairs. Although probably we'll just do returns and
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We probably need some more customer service people. It's gonna be I feel like we can do it
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But it's just another one of the long strings of things that we've tackled for this project.
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What is considered a good hardware failure rate?
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Pointy no, Greg.
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It's been told to me before, but I've forgotten. Yeah, it's a really good question. We don't know
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it. That's what we have a consultant for. That's where the consultant comes in.
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Hopefully a small number.
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Yeah, exactly. Tiny. 90 to 95%.
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Yeah, all right. Well, I I wrote and I've taken some guff for it, but I mean it I wrote
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Let me see if I I don't want to misquote myself, but I wrote
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The story is about played date the most amazing and exciting product announcement for me
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since the original iPhone
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That's very nice of you to say the verge class cast crew had made some hay over that on their podcast
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Recently and Eli seemed incredulous that I would compare it to the original iPhone
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But I feel like I wrote that sentence very carefully
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I'm not saying and and it seemed to be misconstrued along the lines of how do you think this?
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$150 black-and-white game playing thing is gonna change the world like the iPhone did and that's not what I that's not it
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It's a couple of things but I really mean it since I've written this is a week ago when I wrote it
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I still can't think of any other product that since the iPhone that gave me the feels like play date
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And the only one I can think of maybe is the iPad.
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The original iPad was a very exciting announcement.
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But part of what made the iPhone seem so...
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I specifically remember, I think, Steven tweeting about it.
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Like that it was the mythical...
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Like the day of the announcement, like the mythical shrunk down version of Mac OS X that
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we'd all been talking about for years.
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What if they shrunk Mac OS X down and you could run it on like a pocket-sized device?
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They did it.
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It seemed like something we always wanted them to do,
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but it wasn't possible.
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And everything about the iPhone seemed impossible.
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The frame rate seemed too,
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it just all seemed too good to be true.
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The iPad, on the other hand,
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seemed sort of inevitable once you saw it.
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It's like, yeah, it's just a big iPhone, right?
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There was nothing in it that wasn't already there.
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I'm not saying it hasn't changed the world.
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I'm not saying it didn't take a lot of work
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to make it scale up like that,
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but there was a certain inevitability to it.
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It didn't seem like it dropped out of nowhere.
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Whereas Playdate seemingly to me, you guys, I mean, we're pals, but you definitely didn't
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let me in on this until like a week before you announced it, which is fine.
02:08:15
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It was very exciting.
02:08:16
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I'm not complaining.
02:08:17
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But when you did tell me, it really seemed like this dropped out of a black hole.
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Like I cannot believe this.
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And I honestly can't think of another device that's given me that feeling since the iPhone
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That's really nice of you to say.
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I hope we can deliver on that excitement.
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But really, the part of that sentence that people seem to be missing is the…
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Why are you laughing, Steve?
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Did that seem too soft?
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I remember reading John's article where he said that about the most amazing product announcement
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for me since serious life.
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Even I was a little bit like, "Gosh, John, calm down.
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It's been fun."
02:09:00
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And part of it too, part of the "for me" aspect of it is that I know you guys.
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know, you're my friends. And so I'm excited for you. And I'm
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excited that I've got your ear. You know, like, I could, I could
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maybe make suggestions and have the actual decision makers
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listen to me. It's very, very exciting. I really just can't
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say enough. How excited I am. And I really think that the
02:09:25
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Daring Fireball audience gets it. I really think so too.
02:09:28
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I think so too. Well, thanks for taking the time to talk to us.
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Thank you guys for your time. I know you have a lot to do.
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These apps back right themselves the games themselves
02:09:40
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Anyway, my thanks to all of our sponsors - we had Squarespace. We had Express VPN and
02:09:47
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Clear the the thing he gets you through security at the airport faster my thanks to cable Sasser Stephen Frank and Greg
02:09:57
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Thanks, John. Thank you so much. Talk to you soon. All right, I'll be standing by the door waiting for my my plate of
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Show up. We'll get back to work