The Making of Disco Elysium - Part Five: Collapse
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0:01 (Ambient music) [DANNY] Hello!
0:09 and welcome to the fifth episode in our series on Disco Elysium.
0:12 As you likely know, the goal of our work here
0:14 at NoClip is to shine a light on how games are created,
0:17 so that players can get a better
0:19 understanding of how their favorite game was made,
0:21 and so that other developers might learn
0:23 from what went right and what went wrong.
0:25 We just spent four episodes largely talking about what went right,
0:29 but undercurrents of dissatisfaction and stress
0:31 were only building as production moved forward.
0:34 Friction within the writing team would only increase when the decision
0:38 was made to split them up between Estonia and the United Kingdom,
0:42 but before that happened,
0:43 the programming team– mostly folks who had never released
0:46 a commercial game before– were having struggles of their own...
0:51 (Looming orchestral chords) [JAAGUP IRVE] I think the whole development
0:58 room was being passively observant of the deadlines or feature creep.
1:05 It took a toll on us, of course, but on the other hand, it was also like,
1:11 you could feel that the art team was making their greatest art
1:17 that they could while we could do
1:22 really mediocre programming because of that [laughs].
1:26 [ROBERT KURVITZ] The thought cabinet was done by Markus Rondo.
1:29 I hear he didn't really like menus [laughs]
1:32 at the end of that, and then he was a really,
1:35 really cool programmer to work with.
1:37 A lot of the very basic movement stuff
1:39 in the beginning of the game was done by Veljo Hagu,
1:41 and then a lot of the cinematic programming was done by Mikk Luige.
1:46 Yuan Zhang, the VO producer who later pulled out the VO,
1:49 came in to help with the sound and Andrus Laansalu,
1:53 the sound engineer and designer, was still on the project.
1:57 [JAAGUP] We had more professional people arrive as well, like Ott,
2:03 and also Liisi– my longtime friend from university– who is,
2:09 I think, one of these remarkable programmers who can refactor huge things.
2:13 [ROBERT] Right near the ending stretch,
2:16 we got what Irv called a hardcore progajada.
2:21 "Progajada" is the programmer, but programmeress, in Estonian.
2:27 Liisi Laasik, who kind of became one of these lead programmer roles.
2:32 And that was about the time when
2:35 the game was becoming really big and feature complete,
2:39 so she kind of took over the leadership of the team.
2:43 [ALEKSANDER ROSTOV] I got to go to the show floors,
2:46 to the great PAX East, and to the German Gamescom,
2:51 and to the showfloor grind and hustle,
2:55 and really try to sell your game to all these nerds.
3:00 And it was wonderful.
3:01 It's the gift.
3:02 It's got some of the happiest memories.
3:04 First of all, oh my God, it's a trip.
3:06 You get to go on a trip with the guys.
3:08 That's already wonderful.
3:09 In some ratty-ass Airbnb in a Boston suburb.
3:13 Oh my God, America, are they going to shoot us dead in the street?
3:16 What's going to happen?
3:17 It's the scariest place on the planet, America.
3:20 But yeah, going to these shows and showing
3:23 the game to our future fans was very nice.
3:26 We learned an interesting fact there,
3:28 that it seemed to be that the core audience of this game,
3:31 who would appreciate it the most,
3:33 were of course middle-aged men and teenage girls.
3:38 [DANNY] Right?
3:39 [ALEKSANDER] Yes.
3:40 The middle-aged men, I guess,
3:41 found something to identify with, and teenage girls found
3:45 a work of art that wasn't condescending towards them.
3:49 [Laughs] My favorite thing that I overheard when
3:52 quite a young girl got off from playing it,
3:54 and then the mother who had been like watching over her shoulder,
3:59 and it was like, the girl said...
4:02 Oh my God, what was it?
4:03 "Mom, no more League of Legends." [Chuckles] [DANNY] Wow!
4:08 You did it.
4:09 You converted one!
4:10 [Laughs] One down, a million more to go!
4:20 [ROBERT] It is very hard to title games generally.
4:24 It turns out there's some kind of rules to titling them.
4:27 So the way I did it was it was called No Truce with the Furies,
4:30 which clearly is not going to work for a successful entertainment product,
4:34 and we were told, by British journalists.
4:36 And then I basically bounced words together for two years.
4:42 And then I had a playlist that I'd made
4:45 a long time ago called "Arno Van Neck's Disco Elysium",
4:49 and I took it from there, Disco Elysium, and everybody hated it.
4:53 Everybody said it was a bad title, and we've got to change it again.
4:56 A friend from an ad agency called me and said that it's embarrassing.
5:01 Our, at that time, American publishing-related friends told us,
5:07 "I don't know if you Eastern Europeans know,
5:09 but here in America Disco is dead." So they thought that we're like...
5:14 Borat.
5:15 [DANNY] Wearing bell bottoms or something?
5:17 [ROBERT] Borat is trying to say: "You guys like Disco!
5:19 We named it Disco." Literally, we had to go against almost everyone's advice,
5:24 which is one of the hardest things to do.
5:25 But it was going to work because it's kind of like an anime title.
5:28 Like, it's the same kind of logic that they have.
5:31 It Googles really well.
5:32 It's really pretty.
5:33 It's a good combination.
5:34 And it has the word Elysium in it,
5:36 so it kind of takes ownership of this very desired word.
5:40 You know, like everyone wants their stuff to be called Elysium-something.
5:43 And it takes ownership for this kind of comical indie...
5:46 the disco angle of it.
5:49 It was, yeah, some people still don't think it's a good title for it,
5:53 but it was the hardest creative job on the whole thing,
5:56 coming up with that name.
6:00 [DANNY] With hopeful release dates constantly on the horizon,
6:03 pressure was nonstop.
6:04 The writing team was still crafting characters and editing,
6:07 but progress was often slow,
6:09 and Robert still hadn't come up with an ending for the game.
6:11 Leadership was under pressure from investors
6:14 to get the game out without further investment,
6:16 and the programming team,– even with the help
6:18 of some experienced new hires– were struggling to finish.
6:21 It should be mentioned, even if I'm not prepared to get into specifics,
6:25 that the shadow of substance abuse lingered over
6:27 many of the people working on this game.
6:30 There was no shortage of personal ghosts
6:32 being fought during the development of Disco Elysium.
6:35 I believe that we should respect people's privacy when
6:38 it comes to issues of alcoholism or drug abuse.
6:40 They are, after all, victims too.
6:43 But to not mention this element would be to ignore
6:46 something that did have a meaningful effect on production.
6:50 Many of the people I talked to specifically brought
6:52 up drugs as a destructive factor within the team,
6:55 either used recreationally or, more worryingly,
6:58 as a means to get through the production.
7:01 Many of the people who worked on Disco Elysium during
7:04 this period suffered greatly due to drug abuse in particular,
7:07 and some of them have sadly never fully recovered.
7:10 The project was not running well,
7:12 and with Robert at the creative centre– burnt-out, overburdened,
7:16 and still clawing onto creative control– some
7:18 of the team felt that change was required.
7:21 But for at least one member of the team,
7:23 the broth had already been spoiled, and it was time for them to leave.
7:31 [MARTEN RATTASEPP] It was a weird time.
7:34 Like I said, in the second year especially,
7:38 the whole development process had started to get more frustrating,
7:43 and there were strange things happening in the back end somewhere that I
7:49 wasn't fully privy to, but some sort of weird internal strife, and...
7:56 Something was happening, and things were more stressful and unpleasant,
8:00 and delays were happening,
8:02 and people were not getting along as well in some aspects.
8:07 So like, I don't know, at some point– really,
8:09 over the summer– I was just feeling like, this is...
8:12 It's not enjoyable anymore, and I have done,
8:17 basically, my stuff that I was tasked with.
8:20 I know that getting a game finished is very difficult,
8:24 but this wasn't fully that.
8:26 It wasn't like you're just kind of struggling,
8:29 or even crunching to get something done.
8:31 No, this is more like, there is some weird power plays,
8:35 or whatever, happening, and people are doing weird stuff to each other.
8:40 So I don't know, I just didn't really feel it at the point anymore.
8:45 I don't want to deal with this weird stuff.
8:48 I have a very vague sensation of like, something is going in a poor direction,
8:55 and I don't want to be a part of this anymore, because I don't see this going...
8:59 And the delays, and the weird stuff, it started feeling like a dejection.
9:07 Of like, "This project is never going to come
9:09 out." I'm just like wasting my time here, spinning wheels and just getting paid,
9:14 while this thing is getting delayed, and redone and delayed and re...
9:19 There is a point where you're not polishing the stuff anymore.
9:22 You're just redoing things that is already finished.
9:26 And months go by and it feels like this is never going to come out.
9:29 and it feels like, "This is never going to come out.
9:33 "And, maybe I can do other stuff with my life.
9:36 I don't like need to be here." [DANNY] While all this was going on, Kaur Kender,
9:45 an original ZA/UM Cultural Association member,
9:48 and the executive producer who was
9:50 responsible for getting funding for the project,
9:52 was embroiled in a controversial court case,
9:54 regarding the contents of a novel, he may or may not have written.
9:58 In 2017, Kaur was acquitted of charges and decided to move to London,
10:03 to start up a satellite studio.
10:05 Okay, it's probably time we explore who exactly was running ZA/UM at this stage.
10:10 We already mentioned the investor, Margus Linnamäe, who bankrolled the project,
10:14 and owned 83% of the original company, Fortress Occident.
10:18 But Margus is a busy man and, as one of Estonia's most successful businessmen,
10:22 he had little to no involvement in the day-to-day running of the company.
10:25 It was Kaur Kender who owned the remaining 17% stake,
10:29 but he himself sold it to another investor,
10:31 Ilmar Kompus, when the studio was renamed to ZA/UM.
10:34 At the time, Kompus's investment group,
10:36 was co-owned by a man called Tonis Haavel,
10:39 who himself was embroiled in an investment fraud case in Estonia,
10:43 that would eventually lead to his bankruptcy, at least on paper.
10:46 Much of the details of these financial machinations were covered
10:50 in detail by our friends over at People Make Games,
10:53 so we're not going to spend too much time on them here.
10:55 But while Ilmar Kompus was essentially absent
10:57 for the duration of development, at some point,
11:00 his investment partner Tonis Haavel began coming
11:03 to the Tallinn studio to help out.
11:05 He attempted to get to grips
11:07 with the tools the team were using– mostly fruitlessly.
11:09 Clearly the investors were worried that the game wasn't getting finished,
11:13 and frustrations over Robert's leadership were part of this, because
11:16 changes from the writing team would often mean changes downstream,
11:20 to art, animation, and more.
11:22 The opening of the London studio was no doubt downstream from these affairs,
11:26 and it was the beginning of a slow but steady exodus from the Tallinn studio.
11:30 The logic was, that if the studio was housed in the UK,
11:33 it would have access to more talent,
11:34 more favorable business conditions, and the established network of marketing,
11:38 PR, and games' press that London enjoys.
11:41 Crucially though, Robert, Argo,
11:43 and Helen would also move to the UK though they would reside in the diverse,
11:48 artistic seaside city of Brighton, away from the rest of the team,
11:52 so they could finish their writing and unclog
11:54 this critical block in the game's production.
11:57 In hindsight it's tempting to analyze this decision,
11:59 especially given some of the broader financial plans happening with management.
12:03 Was this decision made to give Robert
12:05 and his inner circle more space, or direction?
12:08 Was it done to simply get Robert out of the Tallinn office?
12:11 Were there financial or legal reasons that would be beneficial to management?
12:15 In any case, not all of the Estonian writing team would make the journey.
12:19 Olga, who was point person between many of the game's teams,
12:22 would be left in Estonia.
12:30 [ARGO] Well, honestly, I never planned to make the move.
12:34 I was very much loving my life in Estonia at that point, and the idea was...
12:43 How it came to be: First of all, Kaur had the court case,
12:47 where the Estonian government was trying
12:50 to convict him for crimes on fictional characters.
12:54 After going through this meat grinder, he, as far as I understand,
13:00 firmly decided to never ever write in Estonian again.
13:03 So he moved to London immediately, days after this court case concluded.
13:09 When he first visited us, two months after the move,
13:14 he came back with this piece of knowledge that I found to be very on-point.
13:19 In Estonia, everything is easy but nothing is possible.
13:23 And in London, everything is very hard, but everything is possible.
13:27 With this perspective, I think he first realized that we are not
13:34 going to be able to finish it in Estonia.
13:37 And we are not going to be able to finish it on the writers' side.
13:41 Because there was so much distraction, constantly,
13:44 little things, and you know that, at this point,
13:47 you need to be there not eight hours a day,
13:51 you need to be there 10 hours a day and six days a week.
13:55 [JAAGUP] It was presented as a huge win,
13:57 because they could be focusing on the things that matter.
14:02 I think that is a movie production thing, when you have a hyped-up producer,
14:09 you need to isolate it from the team so the team can work,
14:12 and ideas can be filtered so that the reasonable ones go the other way.
14:16 Production-wise, I think this was what happened
14:19 and it took a great human toll on everyone.
14:22 I think this crunch wasn't easy on the London team.
14:28 [ARGO] When Kaur moved, and with this realization, I think, probably,
14:32 there was discussion between him and Robert Robert and Helen moved first,
14:35 and then I moved into the same apartment as they did.
14:38 in Brighton.
14:39 Why Brighton?
14:40 Because the British Sea Power, the band who made the soundtrack,
14:45 and won a BAFTA for the soundtrack, they are from Brighton.
14:49 [HELEN HINDPERE] I think, for me, it became difficult when we moved to the UK.
14:53 We moved to the UK, and this was, I think, a year and a half before the release.
14:58 So it was me, Argo, and Robert living in one apartment (chuckles).
15:02 We did not rent a separate office space.
15:04 There was an office space in London,
15:05 but we moved to Brighton, so maybe that was the reason.
15:08 So we started working from the living room,
15:11 and everything just became way too much.
15:13 Right?
15:14 The final year, everything just...
15:18 You can feel the pressure.
15:22 But also the fact that, you're in a new country,
15:26 you haven't really made any friends,
15:28 you're just moving from your bedroom to the living room, to work in there.
15:33 It got...
15:34 I was quite tired, but still,
15:37 there was the end goal for it, so it felt manageable.
15:40 It felt like, okay, after that we get to rest.
15:43 [ARGO] It's a weird one, because yes,
15:45 of course it's hard to be away from the rest of the team.
15:49 because you don't...
15:50 you no longer get this...
15:53 How do I say?
15:55 This creative resonance, this daily...
15:57 Rostov doesn't walk into the writers' room, you don't see...
16:01 You don't get this...
16:03 But at the same time, because at that point the work is so intense,
16:08 you don't really have time to think about it either.
16:10 [DANNY] Back in Tallinn, the remaining team was hard at work,
16:13 still under immense pressure from deadlines that seemed
16:16 almost designed to get them to crunch.
16:18 Liisi was a powerhouse for the engineering team, and given more responsibility.
16:22 Her fellow engineers loved her and crucially,
16:25 Robert did too– which wasn't something
16:27 everyone working on the project could say.
16:29 Producers Kosmos and Lembit Jürgenson would have to work even closer with Olga,
16:34 who was now the only writer left in the Tallinn studio.
16:38 [OLGA MOSKVINA] I think one of the primary strengths of Disco Elysium
16:41 is the fact that we were so much in each other's lives,
16:46 in the same space, at least talking together.
16:51 It was hard for me, because I was the only writer in Estonia then,
16:57 and so I was in the position of being the traction point between other writers,
17:04 and a lot of the rest of the team.
17:08 There were bad things going on with the upper management there,
17:12 that made it even harder.
17:15 It was not the best situation, to split the team like that.
17:21 [ARGO] And yes, initially when I moved, it was July 2018.
17:27 The idea was that, I'm just gonna be there,
17:29 we'll do the editing, and then I'll come back.
17:32 First of all, the editing that was supposed to take three weeks,
17:37 went on for four months, five months?
17:40 [JAAGUP] I was really angry at Robert,
17:44 because endgame was missing for the longest...
17:49 I think they went to London, there was no endgame.
17:51 I had a paper that had "endgame" written
17:54 in large letters onto the carpet in the programmer's room.
17:58 There were trust issues in all of the directions during the stress times,
18:04 And this this is something that...
18:08 I'm not sure if there was a better way.
18:15 [ARGO] I don't want to exaggerate,
18:17 so let's say that, the last four months five months of that nine-month cycle,
18:22 because we were supposed to release in February 2019,
18:26 when it was clear we're not going to hit that, Kaur...
18:33 I think it was Kaur who went to the investors again and said:
18:36 "Hey guys, still not ready.
18:37 Can we get more money?" Once this money came, it was very clear that this is it.
18:42 There will not be more.
18:43 So now we enter this last nine-month...
18:46 "The death march phase," [ROBERT] Josh
18:49 Sawyer has this expression, "death march".
18:52 Which feels like, if you want another level that's worse than crunch,
18:56 then there's "death march".
18:57 So that...
18:58 We basically death marched it.
19:00 Well, that was the last deadline that we were ever going to get.
19:03 That was clear.
19:04 That we're not going to get any more money.
19:06 It's gonna come out at the end of this.
19:07 And it was really gonna.
19:09 I was out of any kind of excuse to clearly win more time for it,
19:14 which is all you really want to do, as a developer.
19:17 You just don't want to release anything with bugs.
19:19 That ruins people's mood, you know?
19:21 To work on something for five years, to delight people,
19:23 and then to have it bug out on them, it's just tragic.
19:28 But because it was now finally achievable, it had to be achieved,
19:32 because there weren't very good arguments against it.
19:35 [ARGO] Never, during the making of Disco, even the crunch times,
19:39 do I remember there being pressure to crunch from anywhere else,
19:45 than from the inside.
19:46 Robert never said that you have to do overtime,
19:49 you have to be working on weekends.
19:52 I never got that vibe even from the management, but internally,
19:56 you look at it, and you know, and not only do you know,
19:59 you want to do it, because, to this day, writing Disco,
20:02 writing this stuff it's literally the funnest thing I've ever done.
20:06 I've had more fun doing this than playing any game.
20:17 [DANNY] With most of the writing team– and crucially,
20:20 Robert– isolated in Brighton attempting to finish their work,
20:23 management in Tallinn was able to take the reins on production more directly.
20:27 Many of the programming team were on contracts that were set to end,
20:30 before the latest release date extension, and so,
20:32 in an effort to save both money,
20:34 and perhaps to make sure the game was polished ahead of release,
20:37 management in Estonia made the brutal decision to let most
20:41 of the programming team go at the end of their contracts.
20:44 With five months left on the project, a white label company in Poland,
20:48 by the name of "Knights of Unity", were hired to finish Disco Elysium,
20:52 with single engineer, Markus Rondo, staying behind.
20:56 [ARGO] Oh, Markus Rondo, I don't want to ever forget Markus Rondo.
20:58 He was such a sunshine.
21:01 Even in the very last days before the launch,
21:05 when I think Knights of Unity were doing most of the developing, he was...
21:11 I think he was the last developer to stay behind.
21:13 [JAAGUP] My suspicion is this: That they wanted
21:17 the funding to continue and they needed a fall guy.
21:20 And the development team was a great fall
21:23 guy because we weren't perfect [chuckles] in any sense,
21:28 and our interface was really nasty to the leadership.
21:33 You have these conflicting interests,
21:35 and outsource provides a really nice interface,
21:38 like some guy is very interested: "Yes!
21:41 We will do this in two months," or whatever.
21:44 I went there to manage the systems administration.
21:49 They wanted an extra computer that would be able to upload
21:53 to Steam just in case anything happened, and I built that...
21:57 It was so sad there, there was a few people left.
22:01 [SIIM RAIDMA] So the moving process wasn't a single move.
22:05 It was people just trickling out.
22:07 There was a weird spot where we, I think, signed different contracts.
22:13 I didn't really know what was going on, because I was...
22:17 In hindsight, I was safe.
22:19 I was going on with a lot of them,
22:21 but I do understand there were some people being let go,
22:25 in not the most correct way, I guess.
22:29 And I don't really know what was going on there.
22:31 At launch date, half of the dev team was already in the UK studio,
22:38 and we had a little party in the Tallinn studio before giving it up.
22:46 [DANNY] While Robert says he was shocked by the way
22:48 in which the engineering team was let go,
22:50 I should mention that others have disputed
22:52 that he would've had no knowledge of this happening.
22:55 It's also crucial to mention that several others told me that the management
22:59 above him were already making decisions designed
23:01 to erode his influence at this stage;
23:04 giving directions that directly opposed creative decisions that Robert had made,
23:09 something that frequently put these developers in impossible situations,
23:13 and led to incredible amounts of stress and distrust.
23:17 The toxic manner in how this team was managed cannot be understated,
23:20 and it's part of the reason that it's taken so many of these people
23:24 several years to truly come to terms with what exactly was going on.
23:29 For me, the story of Disco Elysium 's internal combustion
23:32 is not one of a singular smoking gun but the pervasive
23:36 erosion of the faith and belief that had bonded
23:39 so many of these people together in the first place.
23:43 A few days after the programmers were sacked,
23:46 producers Kosmos and Lemps were also let go.
23:49 Olga remained in Tallinn– but by now, a large number of the people who are
23:53 responsible for creating this game had been cast aside.
23:56 This is perhaps the most underreported aspect of the story of Disco Elysium,
24:01 because most of this happened long
24:03 before the game gained its international notoriety.
24:05 But it's these fractures and tensions that would
24:08 lead to problems further down the road.
24:10 The power dynamics between Robert and management,
24:13 the fragility of employment, the direction of the company;
24:16 who was in the good graces of those with power, and who weren't.
24:19 And all of this before the game was even released.
24:22 A game nobody could have predicted would go
24:24 on to be such a commercial and critical success.
24:27 Disco Elysium 's death march did, eventually, come to an end in October of 2019.
24:32 The game was released,
24:33 and over the coming weeks and months word would slowly grow
24:37 about this incredible new cRPG that had emerged from the Baltics.
24:41 But for the people who had made the game,
24:43 those who were fired and those still remaining– who had toiled for years,
24:46 and experienced brutal crunch to get it out the door– there was no parade.
24:51 The shellshock of their labor had left them shadows of their former selves.
24:59 [HELEN] I remember that the release date was incredibly scary for me.
25:04 I was so anxious.
25:05 But I just remember not being able to go online, to do anything.
25:10 It felt like a grieving process, as well.
25:13 Because you're suddenly...
25:14 you have finished work on it.
25:16 So it was a really difficult time.
25:18 Our marketing was so small, because we had no budget for it.
25:22 So I think it also took a while before the reviews started coming in.
25:26 And before there was some kind of a consensus.
25:29 [ARGO] When now, suddenly this tension dropped,
25:32 cortisol levels suddenly go all the way down.
25:36 Then, first of all, I think we all got sick of course,
25:39 obviously, because the body has been postponing this sickness for so long.
25:43 But the second thing was, that this incredible numbness came over.
25:48 As you see these positive reviews and awards roll in, The crazy thing is,
25:55 that you don't really feel it.
25:57 You feel it as if it's happening to a fictional character somewhere, or like...
26:03 Really, honestly, it took years.
26:04 It took watching YouTube essays like
26:08 Noah Caldwell-Gervais's essay on Disco Elysium,
26:11 for example, to actually start feeling this triumph of it.
26:17 [ROBERT] It was two days after release, where I was like:
26:19 "I'm gonna have to go on metacritic.com now." It felt,
26:23 to me, like God was giving me a number.
26:26 And I was finally gonna find it out.
26:28 And if it is going to be less than 90, then God made a mistake in making me.
26:33 Like, it was that important to me.
26:35 I had promised to the investors I'm going to make a 90+ Metacritic game.
26:39 [DANNY] You're kidding.
26:40 [ROBERT] I promised.
26:41 [DANNY] Wow.
26:41 Many times over.
26:42 You should not make that promise, but I promised it.
26:45 And then, when I saw it was 90+,
26:48 I didn't feel a single sliver of happiness, or even relief.
26:52 I only remembered the, kind of...
26:56 adrenaline...
26:57 paralyzing me.
26:58 [HELEN] And I think it didn't hit me until the Game Awards show,
27:03 that we'd really become big, because it just seemed that...
27:06 Okay.
27:07 We've released this super indie game.
27:09 We definitely did not have super many players, in the first few weeks.
27:15 It was something that gained momentum, and built up later.
27:19 So when we went to LA, I remember sitting there, going for the Game Awards,
27:25 and then the producers there would come up and ask me, "Oh, you're Helen?
27:31 Make sure you're sitting here,
27:33 make sure that you aren't leaving anywhere, you know?
27:36 Things that I now realize are very clear signs you're about to win something.
27:41 But I didn't understand anything.
27:42 We hadn't even prepared a speech for it,
27:45 because why would you prepare a speech if
27:47 you're so sure that you're just there for networking,
27:51 and just being there and having the experience?
27:53 But you're not going to win anything.
27:56 I think this was the evening where I realized that, oh okay,
27:59 Disco Elysium is actually something big.
28:01 Much bigger than we ever dreamed of.
28:06 [DANNY] For many, this is the moment the story of ZA/UM came into view:
28:10 An exciting new European studio creating groundbreaking new work,
28:14 helmed by a cabal of talented artisans.
28:17 But this was obviously not the full picture.
28:19 The studio would get to work on a new version,
28:22 of Disco Elysium, entitled Final Cut, creating new scenes,
28:25 porting it to consoles, and crucially,
28:27 adding full voice acting for a game with two bibles' worth of text.
28:31 This is the version of Disco Elysium that the majority
28:34 of people will come to know and love.
28:37 The work to create Final Cut would be arduous, and the firings weren't done yet.
28:41 Tensions, both within the team and coming down from management,
28:44 would grow to a point of no return.
28:46 While the world rejoiced over this game,
28:48 many of the people involved in its creation would continue to suffer.
28:51 A handful of them would be eventually ostracized from the studio,
28:55 and the future of the franchise would be cast into doubt.
28:58 In our final episode, we'll provide new insights into these tumultuous times.
29:02 What it was like for Robert, Helen, and Rostov,
29:04 when they were cast from the world of Elysium.
29:07 And what it was like for the rest of the original team
29:09 to look back on one of their greatest achievements with so much pride,
29:13 and so much heartbreak.
29:14 As ever, an early cut of this episode is available now for our patrons,
29:18 and we look forward to sharing it with the rest of you quite soon.
29:27 [SIIM] So, to be brutally honest, during the whole of development,
29:32 I was hoping that Disco Elysium would be like an underdog cult hit.
29:40 That didn't do so well on release.
29:44 Kind of like Lynch's Dune or something.
29:47 It wasn't critically very well received,
29:50 but it's a cultural pivot point, I guess.
29:55 And I was hoping for Disco Elysium to be culturally significant,
29:59 and not necessarily, I guess, financially a success.
30:06 But it was.
30:07 It was so well received...
30:11 and I'm gonna have to play it again one of these days,
30:15 to see what what the fuss is about.
30:18 [ALEKSANDER] Yeah, it was quite surreal.
30:20 We were shipped off to Las Vegas,
30:25 to receive the accolades and all of these veteran
30:30 industrists are shaking your hand and giving you,
30:34 maybe slightly weird, sly winks.
30:37 and, "Welcome to the industry!" as if it's a bit of a challenge or something?
30:42 I don't know...
30:44 But, yeah...
30:46 showered with praise.
30:48 As they say, it is not good for the ego of the artist to get all that niceness.
30:54 But it is, of course, sugar-sweet.
30:59 [Laughter] (Ident clicks) (Click)