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Upgrade

521: I Can Get Pineapple Into Anything

 

00:00:00   [Music]

00:00:09   From Relay FM, this is Upgrade, episode 521. Today's show is brought to you by Squarespace,

00:00:16   Vitaly and DeleteMe, and welcome back to the Summer of Fun! I have a #snowtalk, no hashtag,

00:00:25   #snowtalk. Question for you, Jason Snow. How do you like your hot dogs? Cooked, grilled is better,

00:00:32   all beef preferred for me, and then what I think this question is actually asking, I am a super

00:00:44   basic ketchup and mustard, yellow mustard. Okay, ketchup and mustard. That's it. Okay, ketchup and

00:00:51   mustard. I'm more ketchup, I don't mind mustard, but I'm mostly a ketchup guy. I like some crunchy

00:00:59   onions, you know, that's good, that's like fried onions, like I'll have some of that. Grilled onions

00:01:05   are fine, but I'm not going to make any effort for any of the other things. Ketchup is my must-have,

00:01:10   and then yellow mustard is a kind of a nice bonus. At the ball games, I always get it with

00:01:14   yellow mustard if it's there, but at home I will, I have, we have yellow mustard in the fridge,

00:01:20   but I will sometimes just do ketchup and that's fine. I very rarely have a hot dog at home, but

00:01:25   we did have a, there was a period in there where we always had hot dogs at home because it was a

00:01:28   thing that, that my son would eat reliably, and so you stock hot dogs, and then there's a lunch,

00:01:34   and there's nothing to make, but there's a hot dog, and you're like, I guess I'll have a hot dog.

00:01:37   Have you ever had a Chicago-style hot dog? Sure. They're weird, I've had one, they're weird. It's

00:01:43   interesting. Yeah, I like some of it and dislike other parts of it. Yes, I liked it for having had

00:01:50   it, you know what I mean? Like, it's like, I'm gonna have this thing, I had it, it was like,

00:01:53   that was fun, but I wouldn't want all of my hot dogs to be like that. Grilled onions,

00:02:00   grilled onions is a good hot dog thing, I've decided. Yeah. I like the idea of a grilled

00:02:06   onion, but some of the stuff that the Chicago hot dogs have, I find bizarre, but that's okay.

00:02:10   The beauty of a hot dog is that you, yeah, I have a hot dog and then you can put whatever you like

00:02:15   on it, and I don't believe there's one true hot dog, I think that it is a blank canvas on which

00:02:20   you can place anything you desire. If you want to put pineapple on it, do it. I don't care. I want

00:02:27   to try that now you've said it, you know? There's a hot dog place in Hawaii that we've been to called

00:02:35   Puka Dogs, and they have the bun that's like, the bun doesn't open, it's just got a hole at the top

00:02:44   that the hot dog goes in, slides in. Oh yeah. And they have one of their specialties is a

00:02:51   like pineapple, I forget what else is in it, but it's like pineapple is one of the flavors,

00:02:57   and it's awesome. That's Puka Dogs, which is sort of near Poipu Beach in on Kauai, so for those

00:03:05   Hawaiian travelers, it's by- It's like a pineapple relishes in their website. That sounds good, man.

00:03:12   It's real good. So yes, I can get pineapple into anything. Yeah, because why not, you know? Why not?

00:03:18   Pineapples, even on your t-shirts. There you go. I can't believe I was going to Puka Dog, but

00:03:24   here we are. Thank you to Matthew for sending in that Snell Talk question. You can send in your

00:03:29   own questions for us to answer on the show right now. We love some summer-themed Snell Talks. Just

00:03:33   go to upgradefeedback.com. Let's do some follow-up, Jason Snell. I'm very excited. Severance is

00:03:42   returning. Not so excited that it's not coming back until January. I was hoping it was gonna be this year. I got so hyped that they were doing a teaser clip, and I'm like, "Oh man," and it gets to the end and it says, "January."

00:03:53   I think, "Oh man." What are you doing to me? So I said to Lauren, "Hey, there's a Severance teaser today,"

00:03:59   and she says, "What? November?" And I said, "Ha ha ha, January." She's like, "Oh, January." I'm just happy it's happening, because

00:04:07   they look like there was a while where it might not happen. It was trouble. It was trouble.

00:04:12   Yeah. I'll look forward to the rewatch before the new season. That's a show I will rewatch,

00:04:19   absolutely. Season one of Severance, for sure. Because I feel like it's a show that you'd

00:04:24   probably want to have had the knowledge of what's happened in your mind for when the new season's

00:04:29   beginning, I feel like. Because it's layered and complex, and I think having some of that

00:04:36   in there is probably for the best. Season one was such a great ride, too. I love the idea of being

00:04:43   able to come into season two fresh. I'm sure they will try to be welcoming to people who don't

00:04:47   remember it all, but that's a show that I enjoyed so much that I relish the opportunity.

00:04:52   Relish, I don't put that on my hot dogs either. The opportunity to rewatch it and then go straight

00:04:58   into season two. Never mind, Phil Schiller will not be filling a seat at the OpenAI board,

00:05:04   after all. This is something we spoke about last week that was being reported by a few outlets,

00:05:08   I think Bloomberg and the Financial Times. Well, now, not only has Apple pulled out or declined

00:05:15   this board seat, Microsoft is dropping their board observer seat as well, due to fear of regulator

00:05:23   scrutiny over the arrangements. However, OpenAI have gone on record to say that they will be

00:05:29   holding regular stakeholder meetings to share progress on their mission and ensure stronger

00:05:33   collaboration across safety and security with their partners, Apple, Microsoft, and others,

00:05:39   I would assume. Maybe Phil, this was Phil's endgame all along. To get Microsoft,

00:05:47   to just make Microsoft's life harder. Well, see, I didn't know this until John Voorhees

00:05:53   alluded me to this and I read a little bit about it, The Virtus and Oracle about it. There are

00:05:57   multiple investigations in the UK, Europe, and elsewhere into Microsoft and OpenAI,

00:06:04   and like the amount of control Microsoft has or does not have on OpenAI.

00:06:09   Right, because it's this weird situation where it's this separate organization and yet Microsoft

00:06:14   seems to hold all the purse strings and all the strings, even though it's a non-profit and

00:06:20   it doesn't really operate like one. I do really wonder if the Phil Schiller thing was sort of

00:06:26   brought up a lot of issues that made somebody inside maybe OpenAI be like, "Let's wave it all

00:06:33   off, all of it. Let's just not do this this way. This is making people angry. Let's just go to a

00:06:39   different approach that is going to be, you know, will maybe survive scrutiny." Ben Thompson made

00:06:45   a good point too, which is it sends the wrong message because one of the problems I think Apple

00:06:53   has faced post WWDC is the implication that OpenAI is powering Apple intelligence. Right, which it

00:07:03   isn't, but you're right. Seeing them tied closer, I always thought, you know, it is bizarre, right,

00:07:09   like, "Oh, well, because Apple is optionally plugging in ChatGPT among others probably

00:07:16   with warning labels, this means he gets to have an observer seat on the board." It felt very much to

00:07:22   me like more of an OpenAI wants to look good thing than an Apple wants to be seen there thing. So

00:07:30   it is absolutely true that people think that Apple intelligence is powered by OpenAI, which is not

00:07:36   the case. So this would just muddy it further. I think that's a very good point. Yeah, I wonder

00:07:42   how this went down and if people just didn't think of it or, you know, it was literally Sam Altman

00:07:48   saying, "Hey, why don't you, Microsoft, you know, Satya sits in on our board meetings. Why don't you

00:07:52   send somebody to sit in on our board meetings too?" And then the adults were like, "No, that's a bad

00:07:59   idea. Let's rethink this." I don't know. Last week we spoke about the potential for a new, well, the

00:08:07   renewed rumors of a HomePod with a screen after MacRumors found some code references to such a

00:08:12   product. Well, 9to5Mac, not to be outdone, have found evidence of a system called Posterboard,

00:08:19   which is hiding inside of tvOS, that will be responsible for some user interface elements

00:08:24   for a design like this. They even have a screenshot of like a wide screen lock screen with a passcode

00:08:31   thing, which is, doesn't, it doesn't exist for anything else. Like this is hidden. It looks like

00:08:37   it's tvOS and it has this kind of like touchable, uh, uh, uh, lock board, uh, lock screen. Um, I said

00:08:45   Posterboard, it's called Plasterboard, sorry, that was a spelling error in the document. Uh,

00:08:49   Posterboard is a different one. We were talking about some on connected last week.

00:08:53   So many. Plasterboard is the, is the internal code name that Apple have given to this interface,

00:08:59   which I pointed out on connected, uh, that I think actually further indicates the home element of

00:09:05   this because Plasterboard is a material used for walls. It's sheetrock. It's also known as Plasterboard.

00:09:12   Yeah. This is cool to see. Like I love the smoke coming together on this one to give me a fire,

00:09:17   which is a home pod with a home pod with a screen tvOS combo thing. Yeah. That's what I want.

00:09:23   Yeah. Dan Morin and I predicted on the six colors podcast. Uh, I'm going to give this to Dan, but I,

00:09:30   I sign off. He was like next fall for, I think, what'd you say? $550, something like that.

00:09:36   Cause you got to follow the Snell rule, right? Which is what are the competitors and then what

00:09:41   do you think Apple would do? And then you increase it and then you round it up further and make it

00:09:45   hurt. And then you want, you ultimately get to, to a piece that is, uh, much, you know,

00:09:52   five 99 home pod with a screen five 99 next fall. That's, that's Dan's guess. And I think he's

00:09:58   probably not far off that, that feels like it might be a, an iPhone 17 event product. Um, that's

00:10:08   using the same chip that's in the iPhone 16. Um, could be a, could be a mid year thing, but sounds

00:10:16   like a fall thing to me for next year. Yeah. I would sign onto that timeline too. And the

00:10:23   price makes sense because they're not going to skimp out on the screen. Not, not the screen and

00:10:28   not the, the processor and probably Ram, right. Cause this will presumably be an Apple intelligence

00:10:35   device. Right. Yep. Yeah. Yep. Because at this point it really is, it feels kind of like

00:10:42   irresponsible from the product teams to release products that can't run Apple intelligence. Right.

00:10:47   Like even if they're not immediately running it to ship new products that can't support this stuff.

00:10:54   Yeah. If it's possible to do so. Yeah, for sure. Uh, in the spirit of the summer of fun.

00:10:59   Yeah. I don't know if they, this, this is why they chose to do it, but we're talking about it

00:11:04   because it's the summer of fun famed film composer, Michael Giacchino is releasing an album, which

00:11:10   he has re-scored some of his favorite and like most famous, uh, film score and film themes in,

00:11:17   I would say surf rock summer vibes. It's really good. Really good. Yes. It's called exotic themes

00:11:24   for the silver screen volume one. Uh, and it will be on all streaming services and you can also like

00:11:30   buy the CD if you want to. And, uh, it is really fun. There are some previews of some of the tracks

00:11:39   and though I was listening to their track, enterprising young men, which is like the theme

00:11:43   from the JJ Abrams star Trek movie. And like, I started and I was like, is this really chill

00:11:49   vibes? And then it gets into, and it's got the kind of like the guitar and the little

00:11:57   kind of like a xylophone timpani kind of thing going on. And like,

00:12:01   and I sent this link to you and you just said he gets it.

00:12:04   And we, I mean, we, this is what we did with the summer fun theme. We said to Chris Breen,

00:12:10   can you do a surf rock chill vibes, uh, version of the upgrade theme? And that's what we use too.

00:12:15   So I love it. He gets it. Love it. Uh, heads up. There's no, there will be no episode of upgrade

00:12:22   next week. Uh, as we're going to be preparing and traveling and all kinds for the relay FM 10th

00:12:27   anniversary live show in London. So Jason's coming over along with a whole host of relay FM hosts,

00:12:34   a whole suite of relay FM host is maybe a better way to put that we're going to be playing a game

00:12:39   of fortunate families in front of an audience over of over a thousand relay FM listeners in the

00:12:46   historic hackney empire in London. Uh, there are some last minute tickets available. If you want

00:12:51   to go to relay.fm/london. Uh, and we really look forward to seeing you all there. Um, I'm so

00:12:57   excited now we're getting so close and so yeah, there'll be no episode next week. We're back on

00:13:01   the 29th. Yes. Thank you for your support. Use, use next week to catch up on other podcasts that

00:13:09   you've gotten behind on it later on in the show. Gonna make some recommendations for shows, but

00:13:16   when we get to ask upgrade, we have some recommendation that someone wrote in and ask for

00:13:21   recommendations. I have some podcasts recommendations. I'm sure you do too. What else could you listen

00:13:24   to while we're not here? You know, and I just want to point out in terms of the value that we provide

00:13:30   Mike, as we record this, it's been 513 weeks since upgrade premiered

00:13:40   and we've released 521 episodes. Look at us go. We're in, we're so clear. So we're going to take

00:13:47   10 weeks off. We are wide open. Well, cause you know, there were those periods where we were doing

00:13:53   emergency draft episodes. So there's some weeks where we did two episodes in a week. You know,

00:13:56   you say that I know, I know that we're episode 521. Like I know that like, but to hear you say

00:14:04   the show has been around for 513 weeks is wild. Like we're, we're staring at 10 years,

00:14:10   like a little later on this year, September, the show has been around for a decade, which is

00:14:14   incredible to consider. Like I know that relay has been around for 10 years,

00:14:20   but then there's something about the individual shows. Right. That I still can't get my head

00:14:25   around that me and you have been working together for 10 years, 10 years. Incredible. I don't feel

00:14:33   like I could have been working with anyone for 10 years. And yet, right. And yeah, 513 weeks,

00:14:39   521 episodes. I would say it's unprecedented, but it's not. I think we have skipped the last

00:14:45   week of the year a few times. Although then we sort of started getting the upgrade and so now

00:14:52   not so much anyway. So next week, just a no upgrade, just stay tuned. Episode 522 will

00:14:58   happen July 29th. That's how that's going to go. Time for the details.

00:15:04   iOS 18 beta 3 is out and there were a couple of things I wanted to note. And I'm assuming you're

00:15:14   using it with some frequency. I've not put iOS 18 on my phone. I have, I have it. I am writing

00:15:22   previews of the Mac and iPad betas for whenever the public betas drop. Uh, Dan's doing iOS. So

00:15:28   I've spent a little less time on the phone, but I do have an, I actually got the watch too. They're

00:15:32   all kind of over my shoulder here. Um, sitting. So I've spent a little time with it, but more time

00:15:37   with iPad than iOS at this point. So in beta three, dark mode is being forced to all icons.

00:15:48   So there are some icons where Apple's doing something to change the colors of the icon,

00:15:54   or they're dimming them if they're kind of like a full color icon, but it's, it's really interesting

00:16:01   to me because it seems like Apple is making some decisions somehow about third party apps.

00:16:09   Like I've seen some screenshots of like the one that stands out to me the most is the Facebook

00:16:15   icon where the Facebook icon is a white F on the blue background and they have a black background

00:16:22   of a blue F and say, Hmm, how do you get to that? So it's very interesting, but it is, you know,

00:16:28   the thing that I was wondering, would Apple do this because brands have their colors and like,

00:16:34   you know, would they force it on people? The answer is yes. So what this will make people do,

00:16:40   which is I think is what Apple wants people to do is to submit like their own dark mode icons and

00:16:47   like, you know, like to submit an icon with the new system where it will, you choose where you

00:16:51   want the tint to be, because if you don't, Apple's going to do it for you. Right. Very aggressive.

00:16:57   I find that intriguing. Yeah. Also, finally, stickers are now, now actually can appear as

00:17:06   emoji. So this is a thing that has long been said, like, you know, these are emoji stickers,

00:17:12   these are sticker packs, just like emoji, you can have me emoji, and it's always been,

00:17:17   there are stickers and there are emoji, but you can't have like tiny stickers inside of text or

00:17:22   whatever, like you would an emoji. With Beta 3, you can, any sticker can show as an emoji.

00:17:28   You can use them in tap backs, but you can also just use a sticker as part of a text message

00:17:33   and it will appear. So you can now finally, if you want to, use me emoji in place of emoji.

00:17:39   I can't believe it's taken this long for them to do this, but clearly they needed to do this for

00:17:44   the tap back system and also for genmoji, so they've done it here too. Yeah. It's good.

00:17:49   It's good. Finally. Again, it's that in writing a bunch of stuff about, like I was writing about

00:17:54   the calculator app yesterday and I didn't know what to say about it on the iPad other than to

00:17:59   say, I mean, I'm going to talk about math notes, but like the actual app, it's like, I mean, yes,

00:18:04   it's good that it's here. Do I give them credit for finally doing it? I don't know. I mean, like,

00:18:10   it should have been there, but I'm glad it's there. And I feel that way about this too.

00:18:13   It's a, it should have been there, but I'm glad it's there now. It's like, they tempted us with

00:18:18   it so many times and like, here it is. I've only seen it and I've only tested it in messages. I

00:18:24   don't know how it appears in other apps across the system. I expect it's a thing where like,

00:18:28   if you use Apple's actual text input system, probably will work, but if you don't,

00:18:35   it's not going to work. Yeah. I think that this is a, yeah, the special thing that Apple's doing

00:18:40   to make these things go in line and treat them as text, even though their images is a thing that's,

00:18:45   yeah. And it's hilarious if you send these messages and then look at an iOS 17 device or,

00:18:52   or a Mac OS, uh, like 17 or whatever it is, what are we, Mac OS something, whatever,

00:18:57   an older version, uh, because they all just send us individual images, which is very funny.

00:19:03   Beta 3 also introduces a new default wallpaper on the phone that dynamically changes colors

00:19:11   throughout the day, which is a nice touch. Yeah. They've introduced this idea of sort of the

00:19:15   generators for wallpaper and screensavers. I mean, screensavers sort of do this already,

00:19:20   but they're sort of going back and making them wallpapers. This, on Mac OS, they've got the sort

00:19:23   of classic Mac thing that they're doing as well. And it's, um, and it's beautiful. It's really

00:19:28   well done. So whatever they've gotten on the wallpaper train a little bit, and it's a good

00:19:33   thing because these are really interesting and different if you want something, um, more dynamic.

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00:22:06   So Jason, we have something a little bit special today. Do you want to talk about what we're going

00:22:10   to play for our listeners now? A little summer of fun special in this episode. We talked a few

00:22:18   weeks ago about the Vision Pro what if interactive special, interactive story, I guess, experience.

00:22:27   So this was a thing with Marvel and ILM Interactive that they did that's like an interactive story.

00:22:35   We really enjoyed it. There's a part at the end that you really loved. And so we had this nice

00:22:41   chat and I talked with some of the technical people and some of the designers for a little

00:22:45   quick six-huller thing that I did. That was all very nice. And then we heard from, I got an email

00:22:52   from one of the writers of the thing saying it's so awesome that you liked it. Maybe we could come

00:22:59   on and talk about it sometime. And that was really a cool thing. So we talked to the PR people at

00:23:06   ILM Interactive and all that. We set it up. And so we get to have this interview in this episode

00:23:13   where we got to talk earlier last week to Phil McCarty and David Dong, who are the writers.

00:23:22   They come from a screenwriting background, as you'll hear, they writers of this what if

00:23:27   interactive experience, which is, it's not a movie, it's not a game, it's something in between.

00:23:32   And I think it's really interesting to go into how they got involved and what goes into writing

00:23:38   something, an experience like this. So it was really a pleasure to talk to them.

00:23:43   Guys, thank you so much for joining us. We are very excited to talk about this. I am a huge fan

00:23:52   of all MCU projects and especially the what if thing was incredible. I think we'd like to start

00:23:57   at the beginning. How did this project come about and how did you guys get involved in it?

00:24:04   Dave Bouchure came to us and we got involved with him. I believe Phil and I wrote a spec for the

00:24:15   Sundance TV, was it TV Lab or something like that. This was a long time ago.

00:24:22   And what's funny about it is our spec was about, it was like a thriller procedural set in VR.

00:24:29   This was back in the day before everyone had a pilot about VR.

00:24:35   CB; We were first.

00:24:37   PW; We were cutting edge at the time and I believe Dave was there.

00:24:44   CB; At our table read?

00:24:45   PW; Yeah, at our big table read. And then years later, I think he had this opportunity

00:24:52   and he came to us and asked if we wanted to push some ideas around.

00:24:57   I just, and again, I know that this is a complicated thing. Do you come in and say,

00:25:03   are you handed a bunch of elements and saying let's make this into a thing?

00:25:07   How much of that is sort of like pre-baked or is it more like, because there's obviously

00:25:11   the software and the platform and the story that they want to tell. How much of that comes from

00:25:20   you and how much are you handed kind of elements and saying these are the elements that we need

00:25:24   in the story that you need to work on? CB; Oh, it was absolutely a blank slate

00:25:29   to start off with. There was nothing, it could have gone any number of directions

00:25:32   from Project Inception. There was nothing dictated, if that's what you're asking essentially.

00:25:39   PW; Yeah, that's what's really cool about Marvel Studios. They kind of just let you play and if the

00:25:45   idea is cool, then we're going to do it. I think you'll see some stuff that some characters like

00:25:52   Carol Danvers, Nova Corps, and some certain characters like that, that probably wouldn't

00:25:59   have immediately come to mind, but we pitched them and Marvel's like, yeah, this is cool,

00:26:06   let's do it. From what I understand on our end creatively, this all started just like every other

00:26:15   every other project that starts at Creative. We have to think about what's a story that we want

00:26:22   to tell and then we look towards what is really right for what if. How can this be a plus-up

00:26:31   for people who are big fans of what if, but also kind of turn that and give them something that

00:26:39   they've never experienced before. So it was really the concept was what if and a VR interactive story,

00:26:46   but beyond that it was, you know, come up with some thoughts and pitch this? Yeah, we came up with

00:26:52   a bunch of pitches, yeah, at first. Yeah, it wasn't even what if from the beginning. We landed on what

00:26:58   if. There were some initial iterations that were sort of in like Black Panther space and then, you

00:27:03   know, just various properties. So we ultimately landed on what if, but it could have gone anywhere.

00:27:08   I have to apologize if I'm so used to, I confess, I'm a huge fan of your podcast and I've listened

00:27:14   to both a lot of this and The Incomparable. So I'm having this a little bit like our experience

00:27:18   where you're watching the thing and you're watching and you get to partake and I'm like,

00:27:21   I'm so used to listening to you guys talk and now I'm like, oh, I'm supposed to talk.

00:27:25   Every podcaster has had this moment where you guest on a show you're used to listening to

00:27:35   and then you realize you haven't said anything. Like the first time that I was on The Incomparable,

00:27:40   I think may or one of the first times it was, I think we were doing Endgame. We did like an

00:27:47   Endgame review episode and I realized I hadn't spoken for like 15 minutes because I was just

00:27:53   listening. It's like, yes, what a great episode. It's me being a bad host too because I'm supposed

00:27:58   to notice when the guests don't talk. See Phil, now you're the hero of the story. Yes.

00:28:05   Oh, this is the most interactive of all podcasts. Snap myself away.

00:28:10   I do think that like the what if idea was maybe the best place for a story like this,

00:28:22   where things can kind of be unexpected and strange and weird things are happening. And also the idea

00:28:30   of with the experience of Vision Pro being in a bunch of small sections, like you're dipping into

00:28:36   a lot of character stories, it feels like it fits the anthology style of a what if really,

00:28:41   really well, I think. Having experienced it, it seemed like a very logical place to land on

00:28:48   in the end. AC; Yeah, I wish we could take credit for it. There's also a lot like the fact that it's

00:28:53   not a photorealistic property essentially, right? That we allow for a stylistic environment. It

00:28:58   seems so smart in retrospect, like, yeah, what a great choice that was. We landed there rather than

00:29:03   aimed there, if that makes sense. But yeah, I think that a lot of things made this the ideal

00:29:09   property for this platform. CB; The thing about the MCU, right, is that you've got,

00:29:14   and Marvel in general, is you've got a toy box there of all of these characters.

00:29:18   You had to pick some because there are only so many, and there are tech limitations too,

00:29:23   right? There are only so many characters that they're going to build and design in order to

00:29:26   build this thing out. So you can't have a cast of thousands. What drove you to the choices you made

00:29:33   in terms of the characters that are in there? I mean, obviously, what if you're going to get

00:29:36   the Watcher? But Wong is in this a lot, which I always thought was actually an incredibly clever

00:29:40   thing because of the way they build out magic as a hand gesture. And the MCU films and Vision Pro

00:29:46   is all about hand gesture control. What goes into choosing the toys from the toy box? Well,

00:29:51   so for Phil and I, this idea, a lot of this idea started very much as a like simplifying it,

00:29:59   but it's very like, what if the villains you knew were heroes? And what if the, you know,

00:30:04   and what if the heroes weren't who you thought they were? And so when you start there, we

00:30:11   gradually put our guests through, you know, like, well, who's the biggest bad of them all? Thanos,

00:30:17   right? So when you first encounter that, it's emotionally very uncomplicated. You know what

00:30:23   you're doing, even if you've been overwhelmed, this is your first, you know, kind of immersive

00:30:28   spatial thing. You know, this is the big MCU bad guy. So there. Then we wanted to do something,

00:30:38   something a bit of a tone switch. And so we, that led us to kind of the, the like,

00:30:45   seventies, eighties, cold war feel. And then that's a couple of iterations in and we came

00:30:51   up with the kind of cool dark man, captain America kind of, kind of story twist on that.

00:30:57   And then finally we wanted your third one to be a character that was very, that you would have

00:31:05   very emotionally complex feelings about when you were dealing with that. You weren't,

00:31:10   suddenly you shouldn't be so sure that, that these are all villains. So we took like one of my

00:31:17   favorite MCU villains, Hela, that character is so hilarious. And then we, we, we spun her story.

00:31:23   We spun her look, you know, we, we, we turned all the dials to sort of play with your,

00:31:29   your expectations and, and like maybe, maybe these aren't multiversal villains and maybe I'm not being

00:31:36   led down the right path of, of all this. Yeah. Wong is great as, as magic and all of that stuff

00:31:42   came more to the forefront from interactive, it made more sense to bring Wong in. And then

00:31:48   at a certain level, you realize that, well, Wong now needs to be part of the story in a,

00:31:53   in a big way. He can't just show up and talk and show you tutorials and then leave. So.

00:31:59   So interactive is ILM, right? So the team I'm correct. And it's the team behind like putting

00:32:05   together the technical aspects of the experience. Yeah. ILM immersive. Yeah.

00:32:09   Yep. Great. And how, what was that like that this kind of like the teamwork, because obviously this

00:32:16   is, you know, every, I'm sure every writing project, it comes with constraints kind of

00:32:22   during and after, and the experience goes through as you're working with directors and actors,

00:32:28   but in an experience like this, as well as that, you also have brand new technology, brand new

00:32:34   ways of interacting. And I'm sure things were appearing throughout the process

00:32:39   that were changing the story. What was that kind of interplay like of understanding

00:32:44   how the tech could be used and how it would adapt to the story and push the story?

00:32:47   Yeah. ILM was, ILM immersive. They were really good about empowering us for lack of a better word.

00:32:54   You know, we would say, Hey, can we do this? And they would just very cleanly say yes or no.

00:32:57   We weren't necessarily privy to their kind of like backend considerations on like what

00:33:02   the Apple vision pro was capable of or not. But I do know that there was a lot of consideration

00:33:08   on their end to determine what was kind of inbound so that they came to the table saying, Hey guys,

00:33:12   yes, this idea is great. Run with it. This might not be feasible, you know, this sort of thing. So

00:33:16   it was mostly us sort of like brainstorming and daydreaming and them kind of giving us a

00:33:22   thumbs up or thumbs down on like what fit within the scope because of the project and the timeline

00:33:27   we were working with. It was a really tight partnership. We were in a lot of meetings.

00:33:32   Just a real, yeah, it was like daily at some points. But just kind of really refining

00:33:41   what both what could be done, what made sense to do, and then dealing with curve balls.

00:33:49   Because I'm sure you guys can imagine even small curve balls can really like force us to take a

00:33:55   story down a different turn. So yeah, it was a lot of that. I mean, it was really such a joint

00:34:03   venture. And even from them to point at creative and be like, well, if this is this, then we have

00:34:12   an opportunity to creatively do this. I know like one of my favorite moments in the thing

00:34:21   came about a really tight partnership. And that was the time stone moment. Yeah, because,

00:34:26   sorry from jumping around, but yeah, this was a big collaboration by Joe, Ian,

00:34:33   Sharif, Dave, all of us to kind of craft that very specific moment where like this character asked

00:34:41   for help, but as a player, you don't know what to do because we haven't given you the tools to do

00:34:45   it. And then suddenly a portal opens and you hear clink, clink, clink, and we put the time stone

00:34:51   right in your vision. And then it's like, oh, oh, and you start piecing it together. What it is,

00:34:56   right? No one ever tells you how to use the time stone and no one ever really hands you the

00:35:02   solution about how to save Fenris until much longer after most people have already done the motion.

00:35:08   And that was just a big teamwork by me and Phil and all of the immersive team.

00:35:15   Right. It's set up at the beginning that there's this mechanic. And so when you have that moment,

00:35:19   then you realize what to do. I mean, this is interesting. So I talked to some of the

00:35:22   designers involved in this a while ago, and they said, the challenge here is that it is

00:35:27   an interactive story. It's not quite a video game, right? It's an interactive story. And in part,

00:35:31   that's because if they made, there's a complicated, if you guys made this, a complicated branching

00:35:35   narrative, you would be building out huge sections of story that people would never see.

00:35:39   And so there's one, there's one clear narrative branch, but otherwise it's more of a gentle kind

00:35:47   of like leading you through and letting you participate in what's going on. It strikes me

00:35:50   as being though, writing wise a little bit like working on a video game where there's this

00:35:54   incredible, um, uh, kind of like collaboration between the people who are writing and the people

00:36:00   who are building the technology. Have you guys worked on video games before? Is your background

00:36:05   just in, in like movies and TV and things like that? Um, cause, cause this would seem, unless

00:36:10   you come from a video game background to be a little bit of a, a different kind of collaborative

00:36:15   effort. Both of us, we were like trained, we are film, TV screenwriters. That's kind of our bag.

00:36:20   You're also like everyone on the project, lifelong gamers, right? Like, so everyone has a little bit

00:36:24   of that vocabulary. When I was younger in college, I worked for electronic arts. It's like a game

00:36:28   tester. So I had a little bit in the back of my mind, but how was it not having to do something

00:36:32   that's not quite a game, but it's kind of close. It was really interesting because as a film writer

00:36:37   and a screenwriter, you have like your core utilities for your protagonist to like do and

00:36:42   say things, right? Like they get to do things and say things. And that's how the audience gets to

00:36:46   like, have a feeling about them or like get to know them. We were in a situation where in this

00:36:51   story, you're telling a story and the protagonist, the player can't say a single thing. Like there's

00:36:56   no way for that person to kind of express any sort of emotional agency. There's nothing they can do.

00:37:03   And so on some level, it felt very much like you were kind of like, you know, handcuffed like,

00:37:07   "Oh, our primary tool wasn't available to us." But you know, kind of necessity being the mother

00:37:12   of invention, it encouraged us to like find other ways to have like the watcher or a wang bounce

00:37:19   back emotional responses to kind of an implied emotion from the player, if that makes sense.

00:37:24   It was very, very interesting. And again, luckily everyone on the team was,

00:37:27   we were, you know, a family of gamers essentially. So that shorthand was already like built in. Like

00:37:32   we all knew that that was a limitation, but it was definitely different from our traditional writing.

00:37:38   CB; Yeah. I don't have any professional experience building a game, but I have played enough games in

00:37:45   my life to certainly be able to put myself in the shoes of my audience, which is always really

00:37:50   important to me when I'm writing something. So I know what this is going to look like from the

00:37:55   audience perspective, whatever we're writing or whatever we're working on. And like Phil said,

00:38:00   your tools change when you're in interactive, right? So you no longer have control of the camera.

00:38:06   I took this great course at UCLA about games writing, I think by like John Kaelin. And it

00:38:13   turned me on to a thought that was really interesting where like in interactive writing,

00:38:18   you're not really in control of time, you're in control of place, right? What you're really doing

00:38:24   is you're shuttling your player in this instance from location to location, and they're discovering

00:38:30   the story there on their own terms, of course, within reason. So that really struck me. And that

00:38:38   you can probably see some of that philosophy in the writing and the staging and the structure of

00:38:45   what if immersive. It never really occurred to me the idea that, yeah, you usually are writing

00:38:51   dialogue and instead you've got a whole bunch of characters who can kind of lean in toward the

00:38:55   player, toward the viewer and say, "Oh yes." But they can't respond unless, because this is not one

00:39:01   of those things where they're going to put up like a grid of responses. You don't have a video game

00:39:05   controller. Like it's a very limited set of interactions. So you have to make those

00:39:08   assumptions about like, obviously the character is troubled in this moment. They've just seen

00:39:14   something difficult or they've just done something and they're reacting to that and you can kind of

00:39:18   react to that, but you can't ever have the character who's running the show say anything.

00:39:25   That is quite a challenge. That's amazing. Yeah, and I did like in some of the moments where

00:39:31   I knew there was something to be done, but I could kind of sit with it a little bit and a little bit

00:39:38   more would happen. Like I thought that that was really cool. Like, you know, like I know I'm

00:39:42   supposed to deal with this thing right now, you know, I'm supposed to stop this fight, but if I

00:39:46   let it play out a little bit, I can watch Carol Danvers flying around and like doing the whole

00:39:50   thing and like, you know, they're talking like it was, it's, you know, I can see how that is like a,

00:39:55   also a complicated part of video game writing, which is, as you say, like you, you're encouraging

00:40:03   someone to go do a thing, but they still have to go and do it. And you've kind of, I guess,

00:40:08   got to account for that a little bit that it's not going to just end. There has to be some element of,

00:40:13   I guess, looping, I would suppose in there that you have to consider.

00:40:17   Yeah. I mean, so it's, it's like you said, it's a very tricky thing to balance, right? Like you have

00:40:23   to give the player enough agency where they feel like they're not just like on rails completely on

00:40:28   a rollercoaster where if I black out, I'll wake up and this thing will be over. Like you want to,

00:40:32   you know, make them feel like they have to do something, but also you can't give them complete,

00:40:36   well, agency where they can do anything so that the narrative does progress. So yeah. So in that

00:40:41   moment there is like a little bit of looping and in other places, and there are a couple of places

00:40:45   where if the player doesn't do anything, we will kind of like nudge you forward so you don't get

00:40:49   stuck or anything. Yeah. That is a, it's certainly a tight rope to walk on.

00:40:53   CB; But I would say that's where the bounds of like immersive story and games are being drawn,

00:41:00   right? Like if this were a game, my expectation would be to give a lot more of this freedom into

00:41:06   account for a lot more of this type of thing, but we're not a game, right? We are trying to tell a

00:41:12   story of which you are the protagonist. I always envision the writer's job as being, I'm gonna,

00:41:21   obviously you're interacting, but you're doing your job and there's a whole team of other people

00:41:25   doing their jobs. Did you interact with like the art and design teams or was it much more like,

00:41:31   you know, we have some ideas, here's what we're doing, and then they came back and you didn't

00:41:37   have to worry about that part or was there a lot of give and take on a project like this with the

00:41:41   people who were designing the art and the environments? And I mean, there's a lot of

00:41:46   pieces that go into it. AC; Yeah, there was an ongoing iterative cycle. And so we would

00:41:52   come up with a pitch for a location and then that location would go off to the artist and the artist

00:41:57   would draw a rendering of it. We'd see and go, "Oh, based on this, we can incorporate that into

00:42:01   our writing process." Or, "Here's our take on a couple characters we'd like to use." And they're

00:42:05   like, "Oh, could Hela look like this?" Like, "Oh, maybe she should be younger." "Oh, could

00:42:09   Steve look like this?" "Oh, people, if they see this costume, they're gonna know exactly who this

00:42:14   is. We need to dial down how much Captain America is in." You know what I mean? So there was

00:42:18   definitely extensive back and forth. JS; One of the designers actually asked me,

00:42:22   I was praising that Cold War bunker location, and they actually said, "So did you know that it was

00:42:29   the Winter Soldier in that pod off to the right?" And I was like, "Well, yeah, but I mean, who else

00:42:34   is it going to be given the context of it?" But they were concerned, right? It was kind of

00:42:39   Easter eggy, but also kind of like, "We do want you to kind of be able to get it. And did you

00:42:44   notice?" And that's a hard... You don't want to be obvious. You don't want to put a spotlight on it

00:42:47   because then it's just super blatant. But at the same time, you want people to notice it. You don't

00:42:52   there's a video game console floating in space that's the last remnant of New York City at one

00:42:58   point that made me laugh. Just little touches, but I can appreciate that it's tricky to get the

00:43:03   balance right there. AC; Yeah. And making it even trickier is we didn't really know who the audience

00:43:09   for this was, right? Because it's people that are gonna buy this headset that doesn't exist yet,

00:43:14   it's coming out shortly. Will they have seen all the movies? Will they have seen none of the

00:43:18   movies? How much can... So you have to write a game that's an experience, excuse me, for a wide

00:43:26   number of people with completely different backgrounds as far as the source material goes,

00:43:30   which is, again, it's all very dicey but fun. This episode of Upgrade is brought to you by

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00:44:45   What was it like when you first tried the experience? Like for the first time,

00:44:54   or the final time, whatever the most kind of impactful moment was for you.

00:44:59   What did it feel like seeing and being in the story that you had made rather than just watching

00:45:05   it on a screen? It was a little like for almost like the first like third of it, I, you know,

00:45:14   I forgot that I wrote it. Yeah, there was like a good period of time for like the team, like,

00:45:23   you know, turning in the final draft so to speak and then them going off and making magic.

00:45:30   But there was like a chunk. So at first, the first time when the watcher steps out and is really

00:45:37   corporeal, and I'll say like, what an amazing job I did. Because these characters really do feel

00:45:45   like they're there. And it's so weird, right? Because they're cartoons. And so the idea that

00:45:53   these cartoons feel like they have presence and weight was just such an amazing magic trick. But

00:45:58   like the first third of it, I was just humming along and not even remembering that I wrote this.

00:46:04   And it wasn't until like certain turns of phrases that are very much like things me and Phil like to

00:46:09   do that I was like, "Oh, yeah, yeah, that's right. That's why we did this. This was our fault."

00:46:15   AC/BS I had a super weird onboarding to this experience because I'm currently in Portugal.

00:46:23   And I was going through hoops to get my vision pro here. So when it came out, I was watching all the

00:46:28   playthroughs on YouTube first. So I got to watch everyone else kind of play through it before I

00:46:32   got to play through it. And I was like, "Oh, okay, that's enjoy. It looks pretty good. That looks

00:46:36   pretty decent. Oh, that looks fun. That's great. That's cool." And so having written it and then

00:46:42   having watched it from afar, I thought I had a pretty good read on what the experience was like,

00:46:48   essentially. I was like, "All right, I'm a pro at this experience." And I got the headset,

00:46:53   installed it. And again, it felt like an entirely... The sea change shift in reading or watching

00:46:59   something 2D and being immersive is so fundamental that even with all that kind of exposure, it still

00:47:05   felt cool. I was like, "How can I think this is cool when I'm so intimately and familiar with it?

00:47:10   How can I still be wowed by it at all?" And that kind of really... Yeah, I was surprised.

00:47:16   - Well, I think you've quite adequately described the idea of it being immersive and that it is a

00:47:24   different medium and it truly requires experience. To see the footage of this game on a flat screen

00:47:35   does not tell the story of what it is like to be in it when the watcher is making eye contact with

00:47:43   you. - Yeah, while standing in your living room or wherever you are. - Yeah, one of the most

00:47:47   impressive things for me is the fact that the characters are looking at you. And that makes it

00:47:54   feel real because that is what people do. And just lots of little touches like that make it an

00:48:00   experience, which is it's hard to grasp unless you have been in it and it becomes part of your

00:48:10   memories. It's a very strange thing, but it's what makes this medium so exciting, I think.

00:48:16   - Absolutely. - I mean, this is obviously a pretty special and a unique experience to build this.

00:48:24   Seems far away from what you'd done before. Any interesting things you learned along the way

00:48:31   about this? Like, where you came out of it and were like, "Oh, I never really thought about

00:48:34   something like that." Because you would think that this would be kind of a changing experience for

00:48:39   both of you where you'd be like, "Wow, how did we get here?" And you have to solve some problems

00:48:44   you never expected. - A lot of our learnings we kind of ironed out in the initial stages.

00:48:49   Because again, our inclination is to have people say things and do things to tell the story.

00:48:54   And our producer, David Vachor, very much tried to drill this point into our heads early on in

00:49:01   the project, which is that when people put on a headset and there's a new world around them,

00:49:06   their attention and their appetite for dialogue and learning and information wittles to almost

00:49:15   nothing. Because you're just like a kid in the candy, you're just here. There's everything going

00:49:18   on around you. - Sensory overload.

00:49:19   - You're sensory overload. And so, we had to kind of internalize a new kind of appreciation for the

00:49:28   ebb and flow of what a player is doing and when they're doing it and when they're receptive to

00:49:32   things and when you can say kind of very heavy plot or story-based information or when you need

00:49:37   to dial it back and say things that it's okay if a person didn't catch. Whereas when you're watching

00:49:43   a movie, you expect that the audience is going to process 95% of the dialogue because you're just

00:49:48   sitting there and you're paying attention, you're watching. In an immersive experience like this,

00:49:53   that number drops incredibly. So we just had to be very cognizant of that. So that was

00:49:57   helpful to learn if that makes sense. - I have two. And one is,

00:50:03   it's just a nice confirmation that story and emotionally connecting through characters and

00:50:12   theme work. I think most people, even people who are watching on a flat version, kind of really

00:50:20   grasp a lot of the philosophy of what we're really trying to get through with this piece.

00:50:28   And the feelings of it. And so it's rewarding to see that storytelling like that works,

00:50:35   even when you do switch mediums. Secondly, I would say the big learning is that what seems really

00:50:46   obvious to me because I'm writing it, isn't obvious to once people make it. And that's good

00:50:53   and bad. I was howling like a little child at some points about, "No, we're giving too many things

00:51:02   away. People are gonna know." And I was just wrong. People didn't know. And I was shown that,

00:51:12   like, "No, it's okay to put a little bit more of that stuff out there and ultimately ends up

00:51:17   more rewarding than to hold the mysteries of your story super close, super close to your chest."

00:51:23   - Speaking of the mysteries of the story, before we finish, before we wrap up, I want to talk about

00:51:27   the end. The snap moment, one of the coolest things I've ever done in a video game. If you

00:51:37   are a huge MCU fan, like I am, being able to enact that moment is, like, it gave me goosebumps.

00:51:46   It's like, "You're now doing this." And the weight of that moment, like, I know what that means.

00:51:52   And what that does in the MCU. There isn't really a question as much as just saying,

00:52:00   "It was awesome. I loved it so much. That was really great."

00:52:03   - And that's the one branching choice in the whole thing, is right there at the end,

00:52:07   is the snap determines which ending you see. - Yeah, what reality is like.

00:52:12   - Yeah. - Yeah, the snaps. I mean, I'm so happy to hear everyone respond to it. I don't know that

00:52:20   I would do if people were like, "Eh." But I mean, for me, when this project came to us and we kind

00:52:32   of understood that hand tracking was going to be our main push for interactivity, I was like,

00:52:38   "Well, we got to do it." And it almost pushed the story to be about Infinity Stones because I was

00:52:45   like, "What other chance in my lifetime am I going to get to reenact the Infinity Snap without any

00:52:56   sort of distance?" It's not on a controller. It's not on a... It is literally, "You're doing it."

00:53:04   And I was like, "I may not get another chance in my lifetime to do this." So I really got to push

00:53:08   on this and make it happen. - Just from a technical perspective,

00:53:13   I didn't even know that the hardware could detect that. So that was also really fun too.

00:53:18   I didn't know. If it was a thing, if Hap was like, "Oh, and one of the ways that you do with

00:53:25   the UI is you snap your fingers," then I would have probably assumed that What If would have

00:53:31   you do that. But getting to that point and kind of, "You're just asked to do it." I was like,

00:53:37   I raised my hand and I'm like, "Oh my God, I get to do it." It was really just an incredible moment.

00:53:43   - It's magic, right? Yeah, because all throughout the process, I remember Ian was like, "We can do

00:53:48   this, right?" Because it has to work and it has to work really well. And Ian was like, "Yeah, yeah,

00:53:52   yeah, we got it, we got it, we got it." And I was like, "Okay," because it's got to be perfect.

00:53:57   And it was. - Yeah, it was really, really cool.

00:53:59   - Any little bits in the game? Sorry, it's not a game. It's not a game. I've played this thing.

00:54:05   It is an interactive story. That's the thing about it. It is an interactive story and not a video

00:54:09   game. - I will say, interactive stories are a kind of more new genre of video game.

00:54:15   - You could call it that, right? - They're called like interactive novels,

00:54:22   that kind of thing. It's becoming more and more of a style of game. But I understand the desire to

00:54:28   call this an interactive story just to expectations. It sets expectations well for people.

00:54:33   - Judge it for what it is. - But from my eyes, this is as much of a game

00:54:37   as many games I have played. But I get the idea of talking about it as a story. Sorry to interrupt.

00:54:44   - Right. No, no, that's fine. I was the one who said the wrong word. Anything that you got to get

00:54:51   in here that you just... I mean, again, I go back to the toy box. Anything in here that you're just

00:54:56   happy that you were able to slide in a little something here or there that was maybe a favorite

00:55:01   idea of yours, a favorite reference, something that you said, "Can we work this in?" I mean,

00:55:06   you mentioned Carol Danvers and the Nova Corps, which is something that I caught and laughed at

00:55:10   because I used to read Nova when I was a kid. And that character has not appeared in the films,

00:55:16   but the planet and the uniforms had. And so to have that remix where that's where Carol ends up.

00:55:23   But I was just wondering if there were any other... And again, the bubbling Winter Soldier pod was

00:55:27   hilarious. I wonder if there were any little bits in there that you're like, "I don't know if

00:55:31   anybody's going to notice this, but I was happy we got it in." - Oh, I don't know if they're all

00:55:36   super subtle like that because I'm not a very subtle person. But I mean... - Whatever makes you

00:55:44   happy, really. - I was really giddy to be able to fit in someone saying, "What if?" And that cold

00:55:51   open into the Marvel logos gives me chills every time I can watch it, I could do it. - Oh, being

00:55:57   inside the Marvel logo. - It just sounds so great. - So good. - So great. - Brad Winterbaum came to

00:56:05   us about the Star Fox inclusion. And originally I was a little scared about it, but ultimately

00:56:11   I was really happy that we got to play with that character. And so it's not an Easter egg,

00:56:19   but those two things I didn't expect going in and I'm so thrilled to be able to do it.

00:56:25   - What about you, Phil? - There was just a moment, I was really happy with it because I thought this

00:56:31   was going to get cut. There's a moment where you finally meet the Scarlet Witch and she has

00:56:36   dismissed everyone. She sent everyone off to various places. She's like, "Sealing you all

00:56:42   on the... " And it's like Oprah. It's like, "You're on the Soul Stone. You're on the Soul Stone. You're

00:56:46   on the Soul Stone." And she gets to you, "You're on the Soul Stone." And it's a super low moment.

00:56:51   Like you've essentially lost and you're trapped forever. And I love that Vision, who has been

00:56:56   just trapped in here, who is trying not to die essentially, his wife is wreaking havoc in the

00:57:02   universe. And he just hits you with this very wry like, "So I see you've met my wife."

00:57:07   (laughing)

00:57:11   And it's just such a very... I just was glad we were able to stick that in there.

00:57:15   - It's good. - It was very real and

00:57:16   unexpected for Vision. I was like, "They're going to take this away from Vision." But no,

00:57:19   it got in. So I was happy with that one. How about you? What was your... This is kind of...

00:57:26   Because you have such a great purview into both movies and games. I saw a tweet recently that

00:57:31   was so interesting and I feel stupid for never having noticed it. Or someone said that a lot of

00:57:36   the great kind of tech shifts have created a lot of the great IPs. And I forget who tweeted it,

00:57:41   but it was something like 4Color Printing Press gave us Marvel Comics and Sync and Sound gave us

00:57:46   Disney and CG gave us Star Wars... No, Blue Screen Compositing gave us Star Wars, etc., etc.

00:57:53   And so I was like, "Oh, the context of this tweet wasn't this, but I wonder if

00:57:59   immersive storytelling opens up the door for a new kind of IP." And you guys both love tech and

00:58:08   story. Do you have thoughts about that? Is there maybe a type of story or a thing that even just

00:58:14   from this small taste of it that sparks your own curiosity, like, "Oh, where else could this go?"

00:58:19   That maybe we couldn't have done in other mediums and other platforms or without this technology,

00:58:24   if that makes sense. PW If we look at what you did here with what if as this is the beginning of

00:58:32   what this kind of storytelling can be, while... And Jason touched on it earlier, the complexity

00:58:40   of branching narrative is always a huge thing. But I can imagine immersive branching narrative

00:58:49   to be much more emotionally effective than in regular video games. Because when you are in

00:59:00   these immersive environments, you feel more active in your participation than when there is a

00:59:07   controller that is the medium for you to participate. And I really wonder what the kind

00:59:15   of morality stories that can be told in these environments, I think could be much more emotionally

00:59:22   effective than the typical types of video games that we have today. And so I can see something

00:59:30   happening there. But of course, it's a big, huge thing to deal with. But I think people are more

00:59:36   likely to be emotionally effective of the decisions that they make if they actually feel like they're

00:59:40   in the world with the people that they're making them with. AC I'm gonna interrupt real quickly,

00:59:44   because we talked about that very specifically and used The Last of Us as a reference point

00:59:49   when we briefly entertained the idea of doing a branching narrative upfront. It's very difficult,

00:59:56   and I'm curious to see how other people balance this themselves. It's difficult to tell a story

01:00:01   with an emotional arc like The Last of Us if you don't know what experiences the player is gonna

01:00:06   have along the way. So if they have free latitude to do whatever and say whatever, they might not

01:00:11   get all of the key pivotal moments that'll make that final decision so emotionally impactful.

01:00:16   So there's an art to giving enough freedom to feel free, but narrowing down freedom enough

01:00:23   so that the story can have all the emotional beats necessary to hit that emotional climax,

01:00:28   if that makes sense. As a child of the text adventure era, the idea of interactive

01:00:35   narratives, I've always been kind of interested in it, so it's kind of fun to see it get to this

01:00:40   scale. Like oh my god, it's not just, well it's like going from a book to a movie or a video game.

01:00:46   It's just it's a similar concept on a completely different level. I wonder, Mike said, the emotional

01:00:53   connections when you're in an immersive environment. It's not even just the characters.

01:00:59   I keep coming back, this is probably a dumb idea, but I keep coming back to the idea of,

01:01:02   do you remember everybody, there was this fad like 15 years ago, the alternative reality game idea?

01:01:08   Like we're doing a movie, but also you scan a barcode and go to a website. You can download

01:01:13   the thing that you can scan and then it takes you here and all of that. And I wonder in this,

01:01:19   whether it's AR or VR, if there is a way to do narrative that is part of your immersive world.

01:01:30   So the idea that if you're working in an augmented reality environment, there may be aspects of it

01:01:36   that aren't really there, but that if you interact with them, they will lead to other things being

01:01:41   generated later on, almost on an extended kind of narrative. And then the Vision Pro environments

01:01:47   are so spectacular that I also think about that. Like what if things happen in those environments

01:01:52   or something like those environments where you could be in it, but you could get your work done,

01:01:57   but somebody might come walk up to you on the beach or something might wash ashore on that beach

01:02:02   that leads to another kind of thing. Whether it's a super heavy narrative or whether it's just a

01:02:07   little bit of delight that unlocks something somewhere else. Because to me, the difference

01:02:12   between playing a video game on a screen and being in something like the Vision Pro

01:02:17   is that immersion, that you're somewhere else. And so anything that can take advantage of that,

01:02:24   whether it's an interactive narrative or even the very limited supply of those immersive videos that

01:02:29   Apple has put out so far, you can see it's not like anything else. So what could you do with

01:02:36   that? And I'm not quite sure what, but that was the first thing that came to my mind was what if

01:02:40   they were a little bit more, even lightly more interactive or a narrative. A friend of mine back

01:02:45   in the 90s did a short story that was done by email. So you basically got, you signed up for it

01:02:51   and then you got a series of emails that were supposedly between two people talking to each

01:02:56   other via email. And it was, you weren't participating it, but time was part of the

01:03:01   experience. The time between the emails was part of the story. And I think about just weird ways of

01:03:08   doing story that you could do in an immersive or an AR environment that you can't do in the real

01:03:15   world, or at least without scanning a barcode that you got on a Mountain Dew can or something.

01:03:20   AC/BS The environments, I don't know if you saw in the latest Vision 2 docs, they kind of released

01:03:27   kind of the guidelines for making your own environments. So there definitely, you can see

01:03:32   that Apple's sort of paving the way for that so that there will be third-party environment kind

01:03:36   of things. I think that the kinds of things that can happen in AR and mixed reality can be like,

01:03:44   if you're playing a video game and someone comes along and taps you on the shoulder,

01:03:46   it doesn't mean anything to you or someone steps up to you and says hi in a game, it means nothing.

01:03:51   Like you're saying, if you're in Bora Bora and a person walked up to you and said hi,

01:03:54   that is a transformative experience for you. It'd be horrifying if you didn't know what's going to

01:03:59   come. But it's very fundamental, basic things get opened up. So yeah, I think that there's almost an

01:04:08   extent to which traditional games have been so hell-bent on sort of becoming photorealistic and

01:04:12   how many frames per second and what's the realest shooting game ever, that now we can sort of maybe

01:04:17   step back to very basic interactions. I think you referred to the Zork and the Sierra online games

01:04:25   earlier. Just walking around a cave and finding a thing can be so much more engaging because of

01:04:32   the platform that you're on, if that makes sense. Yeah, I think that there's a new,

01:04:38   old frontier there, if that makes sense. CB; Shout-outs to Mountain Dewkins.

01:04:43   CB; Yeah, I mean, you got to scan it to get your secret code for that for some movie that's in and

01:04:49   out of theaters for a week and that's got a thing in the credits. That's how you send in a self-addressed

01:04:55   stamped envelope to this address. That's how we had to do it back in the day. It was really slow.

01:04:59   Well, Phil and David, thank you so much for coming on and talking to us about this. I know

01:05:05   like the Mike especially was, I mean, we both really enjoyed it and Mike was like pumped

01:05:12   about this entire, that snap really got him is what I'm saying. So I'm so glad that we got to

01:05:17   talk to you about this very interesting thing that's like outside of your wheelhouse and it's

01:05:22   not like something that we've ever really seen and it was a lot of fun and I hope there's more

01:05:27   down the road from you guys and from ILM Interactive and yeah, it was a lot of fun.

01:05:32   Thank you for talking about it with us. JS; Thank you so much for having us. A real honor,

01:05:37   again, surreal to hear you guys and feel able to talk back. Thank you so much for letting us be

01:05:43   a guest on your podcast. CB; Yeah, thank you. Such a pleasure. I'm so glad that it landed.

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01:07:57   It is time for some Ask Upgrade Questions. So this one was promised and foretold earlier on

01:08:05   in the episode. Zach wrote in and asked "What podcasts should I listen to in your absence?"

01:08:12   So we're not going to be here for a week what should people listen to instead? I think a great

01:08:17   starting point is to go to the website that Zach maintains for us actually which is upgradeys.com

01:08:23   because there is a favorite podcast category so you can go through that list and maybe pick up

01:08:27   something from a previous favorite podcast winner from the upgradeys right that's a good starting

01:08:33   point I think and obviously just the blanket starting points of Relay.fm and the incomparable.com

01:08:40   go pick up a show from those but I wanted to make a couple of I want to make a selection of

01:08:44   recommendations for some shows that I am particularly enjoying right now. One is the

01:08:51   upgradey award-winning The Town by Matt Bellamy from Puck. It's just a great entertainment focused

01:08:59   podcast but I just think it's just a very good entertaining enjoyable show. I think Bellamy is

01:09:05   a fantastic interviewer and he just does a great job. There is a video game podcast that I picked

01:09:10   up recently called Into the Aether. This is a show that essentially it is a podcast about video games

01:09:18   but it's not necessarily following the day-to-day happenings of all the latest games and all of the

01:09:24   news and drama around gaming. The episodes that I've actually been listening to they do these

01:09:28   incredibly long episodes where at the start of each season they'll play basically the vast

01:09:35   majority of a back catalog from a retro system and we'll talk about their favorites. They've done

01:09:40   like Gameboy Advance, Nintendo DS and Sega Dreamcast for example. They also do really really

01:09:46   long episodes about Game of the Year. They actually just put out an episode to celebrate a milestone

01:09:52   a couple of days ago Jason. It is Games of the Decade like the last 10 years. It's 15 hours long.

01:09:59   That's our thing which I'm excited to listen to but like I appreciate the commitment that the

01:10:05   Aether hosts have to making podcasts because that is an incredible achievement. I've recently picked

01:10:12   up The Rest is Politics because of everything going on in this country right now which I'm

01:10:19   happy about. I just want to be a little bit more informed about what's going on so I wanted to get

01:10:25   some like election takes and I'd heard of this show partly because of something you're going to

01:10:30   mention in a bit like but I was aware of this show and they did a couple of emergency pods about the

01:10:36   election so I was like yep let me start with those and I really like it. So it's Alistair Campbell and

01:10:42   Rory Stewart who have both been in government and one is typically Labour one is typically

01:10:50   Conservative which I also appreciate because they like talk things out. Yeah it's an interesting

01:10:57   show. I'll also recommend just in general the Kind of Funny podcasts that I love especially Kind of

01:11:04   Funny Games Daily and Kind of Funny Games Cast and Federico, John and Brendan. Brendan is one of the

01:11:11   hosts from Into the Aether. The show Next Portable Console is the new gaming show too. So lots of

01:11:16   gaming content from me. All right yes people should look at the favorites obviously Flop House

01:11:23   still listening still one of my favorites. I mentioned Origin of the Story a while ago.

01:11:29   That's a very interesting podcast British podcast Ian Dunt and Dorian Linsky talking sort of taken

01:11:36   apart kind of terms and where they come from. In terms like lots of terms used in politics and what

01:11:43   they actually mean. You mentioned the rest is politics that is a goal hanger podcast. They have

01:11:49   a bunch of the rest is podcasts but it all started with the rest is history which I mentioned I

01:11:53   think on a previous show and that's the one that I have gotten to. It's a great window into what

01:11:59   our members go through which is that I got into that show and I loved it so much that I started

01:12:03   to be I became a member and then they're like okay well now you get bonus episodes and you get the

01:12:08   discord community and all that stuff and I get to see it from the other side which is really

01:12:12   actually kind of fascinating but I also really enjoy that show. It is to historians a it's

01:12:18   actually interesting because I think their their political views are a little divergent and their

01:12:22   areas of specialty in history are divergent and yet they are just hilarious together.

01:12:29   A really great history podcast. They've done so many episodes now that just pick just find a topic

01:12:34   you're interested in. I got into it I said this on when I mentioned them the last time I got into it

01:12:38   because somebody sent me a link to British historians doing a series of podcasts about the

01:12:42   American Revolution and that was just mind-blowing but they're actually just a lot of fun. They're

01:12:47   doing a series about the assassination of Archduke Franz Ferdinand and while I've known

01:12:55   the basic detail that somebody named Archduke Franz Ferdinand was assassinated

01:13:00   in Sarajevo and it kicked off World War I. I knew no and the Gavilo Princip I think the assassin's

01:13:09   name I think I knew at one point no other details and so that's a great example. The rest is history

01:13:16   is just like six part episode about that which they actually recorded in Sarajevo which is even

01:13:20   it's they don't usually do that but that was kind of a hilarious extra so anyway love it.

01:13:25   That's fun. And the Incomparable Game Show. I'm just going to mention a specific Incomparable

01:13:29   Podcast because people don't know necessarily and it's every other week and it's just various games

01:13:35   that we play that are fun including feuding families and a thing that I just brought back

01:13:40   called Trivial Retreat where we play Trivial Pursuit backward and yeah there's usually

01:13:46   there's just it's a lot of fun it is the maybe the most ongoing kind of silly fun podcast that

01:13:51   I'm involved with and so people don't know about it they should check it out. What was the name of

01:13:56   the first show that you mentioned? I think like the origin story. Yeah I remember yeah which I

01:14:01   mentioned a couple years ago I think it was one of my upgradey also mentions and it's just Ian

01:14:08   Dunst is a very fun political writer from England that and then he went and did that story. It's not

01:14:15   a goal hanger podcast strangely it's some other British podcast network. I just remember last time

01:14:20   it's the same issue that I've had this time is that it's an incredibly hard show to search for

01:14:24   just the name so having Ian Dunst in there helped because like yes there's a million

01:14:30   shows called origin story. Podmasters is the name of their podcast network apparently pod masters.

01:14:39   Podmasters. Nathan writes in and asks do you think the conversation around Apple Intelligence

01:14:45   would have been different if Apple used the old strategy of simply labeling the features as smart

01:14:51   or machine learning by labeling them all as Apple Intelligence it seems to have grouped the criticism

01:14:57   around software design ethics legal reasons use cases etc all under one umbrella. What do you think?

01:15:04   So for me my like issues are twofold image generation and the way in which they acquired

01:15:11   the data set for their LLM which I think they did in an underhanded way and they're trying to

01:15:14   pretend like it doesn't just brush enough. For me these aren't branding things like branding the

01:15:20   branding of Apple Intelligence is not the problem and actually I quite like the brand of Apple

01:15:24   Intelligence I think it's clever like branding these things and collecting them all together

01:15:30   it's not that's not the issue I don't think I think the issue that some people are having is

01:15:34   like the specific things that they've done and how they've done them similar like some people just

01:15:40   like for them like the thing they can't that they draw a line of anything text related right like

01:15:45   even just rewriting or for other people it is the open ai stuff is the issue like I don't think that

01:15:53   the collecting of this altogether makes a difference and I don't think the way they brand

01:15:59   it makes a difference people have particular issues with particular features that's my take

01:16:03   yeah I think I think that's true also I think it's the point the point of collecting it is

01:16:08   Apple Intelligence is to say yes we're doing this because there are some people who felt like

01:16:12   Apple was behind and that Apple products are going to become inferior because they weren't

01:16:17   doing this sort of thing and they wanted to send the signal that they are and in a different way

01:16:22   etc etc but that they are and I think that they they probably did need to the way the world has

01:16:29   gone look sometimes a term that you prefer is not used and a term you don't prefer is used instead

01:16:37   yeah and at some point you've got to stop fighting like didn't Apple for years insist that everything

01:16:42   was a notebook and and now they've given up they call them laptops yeah I mean at some point you

01:16:49   just got to give up and this is a case where Apple Apple fought against calling this ai because it's

01:16:53   inaccurate and they use machine learning which is accurate yeah and then the world said it's ai and

01:17:00   and at some point Apple was like oh geez we're not only are we behind on some of the ai but we've

01:17:05   hidden all the ways that we're not behind because they're using a different term so let's just call

01:17:10   it ai so I think that they they kind of needed to do that whether we like it or not I think they

01:17:15   kind of needed to do that but I agree with you Mike this is the the criticisms are not you know

01:17:21   would not really have been hidden because they they announced that they've got a model running

01:17:26   in the background that's been trained on the internet and like that that is the thing that

01:17:30   is the issue for a lot of people have you seen I can't remember the exact phrase now but there's

01:17:37   now like another name for ai which is like the step between now and the like uh agi I think it's

01:17:48   called super ai or something like that artificial general intelligence right which is the the like

01:17:53   that's well that's the problem right is they've had to invent a new term to for real ai because

01:17:58   ai has been co-opted by this stuff that we've got now and and originally like real ai was it's a

01:18:05   thing that thinks and you know that and then there are these you know crackpots who are like oh it's

01:18:10   thinking now and it's it's not that's not how it works but um you know that that is part of the

01:18:16   naming but again you don't get to control it like I didn't love I didn't love that Steve Jobs was

01:18:22   all about the apps but you know they're apps there's nothing you can do about it like programs

01:18:27   software applications nope they're apps now and at some point you just got to give in because that's

01:18:32   the word that people use and you got to use it remember when Leo Laporte wanted everything to

01:18:35   be a netcast kind of a podcast because she loves people you trust he gave it up because it's it it's

01:18:42   too bad like you can use a word that nobody else uses but eventually you just seem weird and nobody

01:18:47   understands you and and in the interest of clear communication you just have to use the word that

01:18:51   yeah so everybody knows what you're doing yeah like I remember on this show like I put you know

01:18:56   I made my point which is it's not AI it's just machine learning like I got my I got my point out

01:19:02   but I was not going to hold on to it forever but like I do like to mention it every now and then

01:19:06   we're like it is actually just machine learning it's all it's doing which is incredibly impressive

01:19:11   technology and powerful but it is not artificially intelligent like that's not what is happening but

01:19:17   language is what language is and it changes and adapts and evolves and things meaning

01:19:24   red a thing somebody was commenting on the fact that the magic sparkles emoji has come to just

01:19:28   mean AI yeah and it's like I don't know how that happened but like everybody just puts little

01:19:33   magic sparkles on features now and it means AI like okay I don't know how it happened

01:19:41   but at some point you just have to say okay I guess that's what we're doing now because

01:19:45   you can you can refuse it but it's not how it works right you can't you can fight against it

01:19:50   but the truth is that at some point as a especially as a communicator you just have to accept that this

01:19:55   is how people communicate and and if you want to communicate you use the tools that people use

01:20:00   so David Eumel who works at MKBHD he's on he actually made a 30-minute youtube video about

01:20:08   how the sparkles emoji became the AI emoji I'll put a link in the show notes if people want to

01:20:14   watch that so if you want to know where that came from and like why that started to happen he does

01:20:18   a deep dive into like how that began Kevin writes in and says what are the chances apple could open

01:20:24   up app vision pro and let it be more like a mac with gatekeeper and an app store but able to load

01:20:30   any software that the user wishes I for one could justify buying it if it offered the openness and

01:20:36   community expandability of the mac rather than the lockdown app store of the ipad

01:20:43   um your answer which I can see in our document yeah and my answer are the same which is no chance

01:20:50   no I don't think apple will ever unless legally forced to by entities ever ever do another

01:20:59   platform like the mac right apple's model how many platforms has apple launched since the iphone many

01:21:06   are all of them using the iphone model yes all of them the mac has been retrofitted to use a

01:21:12   modified version of the iphone model but also accepting the fact that the horse has left the

01:21:17   barn and it's always going to be that way so I would say in terms of like vision pro being a mac

01:21:23   and being open I'm going to say absolutely not zero percent however I have one little caveat

01:21:31   here one little quirk one little aside I'm going to make which is I don't think depending on how

01:21:36   the product goes I don't think it's impossible that at some point vision pro I actually think

01:21:44   it's the most likely of any of apple's products could run mac os in a virtual machine I think

01:21:54   that's possible right like again it could be happen on the ipad it could happen on vision pro

01:22:00   but I did like the vision pro is so good with a mac right like they've got that that pass-through

01:22:06   mode and it's going to get you know widescreen this fall at some point like there are really

01:22:12   interesting applications of using a mac and a vision pro together and I can see a scenario

01:22:17   where that goes on to be so powerful that they decide you know what in a future version of the

01:22:22   hardware they've got enough ram they've got enough processor they could just let you run mac os in an

01:22:29   app in a window in a virtual machine but that's the only scenario I can foresee where there would

01:22:36   be anything like what kevin is asking about and even then it wouldn't be vision pro it would be

01:22:41   mac os running inside of vision pro yep it's funny you know saying about vision pro we're recording

01:22:46   this episode on friday the 12th which is the day that vision pro is available in the uk and it has

01:22:52   been really funny to me to see people in the british media having the same rollout plan that

01:22:59   american media had like yeah i'm seeing pictures of people taken by apple with their hands in the

01:23:05   air you know like sure it's just like funny to me of like we're just gonna do that again but like

01:23:11   now and it's and it's two two years after we we saw it more than two years after we saw it right

01:23:17   or no it's a year it's what 13 months 13 months more than a year sorry it seems so long ago now

01:23:22   but yeah like remember because it shipped this year remember it shipped five months ago or

01:23:28   whatever in the us but 15 months ago we all tried it well and now here it is and people are having

01:23:35   probably very similar experiences now so it's just funny they're having the beginning experience

01:23:39   again i did going back to this question at hand like about you know the mac i believe that there

01:23:46   are many people high up inside of apple that wish wish they could make the mac app store the only

01:23:52   place to get apps on the mac like absolutely it is the outlier through age it is not a strategy

01:23:58   they attempted to make the mac app store a thing and like the mac app store is a thing for what it

01:24:04   does and it's i think it's good that it's there because it is an easy way for developers who want

01:24:10   that to get their apps out like i know lots of developers that want the apple model because it

01:24:15   is easy for them and that makes sense but the idea that there would ever be another platform like the

01:24:21   mac no because they don't want that they really don't want that unless as you say they are forced

01:24:26   to do so right so they've got this kind of ring fence thing where you know they set the default

01:24:32   and and and that's how they do it with the mac and it's actually pretty smart like the mac you

01:24:37   can set the default to mac app store only or you can set the mac to which i think is the default to

01:24:42   it's mac app store and notarized and they've changed i got to check the latest beta but they've

01:24:48   changed sort of how it works when you try to launch a non-notarized app in mac os now where you

01:24:55   at least the last time i checked it like through the first time you do it it throws a security

01:24:59   warning and you have to go to settings and say okay and then if you open it again and then it

01:25:03   puts up a warning and you have to say okay and then it asks for your password which i think is

01:25:08   like a bridge too far here because it's not authenticating anything at that point but but

01:25:14   i've also at wwc and i will i will scream bloody murder if they ever try to do this i don't think

01:25:19   they ever will but at wwc in san jose i think the last year they had it in san jose maybe maybe yeah

01:25:26   1918 something like that an apple person stood up on stage at wwc and said the mac will you will

01:25:35   never be prevented from running unsigned software on your mac flat out and i believe them i believe

01:25:45   that apple is committed to erecting as many walls as they can and the reason they're doing it is

01:25:52   because if you look at any story about mac malware the way mac malware happens generally is that they

01:26:00   socially engineer a user to turn off those protections and click through those warning dialogues

01:26:05   they're like here's how you have to install it you got to click okay here and then it's going to warn

01:26:09   you and then you say okay and then your great awesome app is installed and then it's actually

01:26:13   spyware or malware of some sort right so apple's trying to create ways to get between the bad stuff

01:26:21   and the user but you know then i'm trying to launch an app that isn't signed and you know i a

01:26:29   couple of which i use and it's yelling at me and making it hard but like that's so so they're going

01:26:34   to keep doing that but that's because they don't they don't like it they they want the default to be

01:26:40   mac app store or mac app star plus notarization they yeah the idea that they would ever allow

01:26:46   something more broad even notarization without being legally forced to like they are in the eu

01:26:52   it's just it will it will never happen they don't want to do it but they may be forced right

01:26:59   and even then the notarization thing like again as we talked about last week unless they're legally

01:27:04   forced to drop notarization or change their notarization policies they will they will use

01:27:12   it as a way to control it as well if you would like to send in a question for us to answer in

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01:28:08   two weeks until then say goodbye jason snow see you in two weeks everybody goodbye

01:28:19   you

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