GameTrailers host Marcus "AnnoyedGamer" Beer and Fish got into an argument after Beer called Fish a "hipster," a "tosspot," a "wanker" and a "fucking asshole" on yesterday's episode of Invisible Walls , a GameTrailers video podcast, after Fish refused to answer questions about Microsoft's decision to allow indie developers to self-publish on Xbox One. Fish then lashed out at Beer, claiming that the GameTrailers host had assassinated his character, telling Beer to "compare your life to mine and then kill yourself," and asking him to apologize on camera.
The argument culminated with Fish writing "im done. FEZ II is canceled. Phil Fish's struggles to bring the original Fez to market were chronicled in Indie Game: The Movie , a documentary film which debuted last summer. Subscribe to get the best Verge-approved tech deals of the week. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from.
By choosing I Accept , you consent to our use of cookies and other tracking technologies. Cybersecurity Mobile Policy Privacy Scooters. Phones Laptops Headphones Cameras. Tablets Smartwatches Speakers Drones. Accessories Buying Guides How-tos Deals. I'm starting to feel that already. I am going to have to completely redefine myself at that point, because I feel like most of the skills that I've acquired making Fez only apply to Fez. You know, the way the pixel art works in that game only works like that in that game.
I'm not going to be able to take what I learned from that and put it in another game, unless I end up making something very similar to Fez , which is not the case. I remember talking to him at a similar point to the one you are at, actually.
It was just a few days before Braid launched, and he was saying that it's important not to jump from a small indie game to a really big, open world 3D game, but that's exactly where he went with it.
So I guess there is that creative thing of, "Okay, I've done that. Now I need to do something creatively distinct. Well, I've been having game ideas for years, but I couldn't act on them. So I have this big pile of ideas, I just need to decide which one I'm going to use. But I know that whatever I'm doing next is going to be purely game-based, not content driven at all; it's going to be Geometry Wars , it's going to be Asteroids.
Like a screen, something moves, you get points, and there isn't worlds and worlds of different art styles and details and objects that I have to make. PF: I'm burnt out, period. Like literally I've been in burn out for years now. Like I'm always a little bit sick, I'm always a little bit depressed, I've lost interest in everything, and I'm always tired. It's horrible! It really sucks! PF: [ laughs ] You know, I'm in very poor health these days; I'm completely out of shape.
I feel like I'm going to have to basically kind of rebuild my life, because everything has just gone to shit. Other than Fez , I've had to neglect every aspect of my life to get this game done. Like, I haven't paid my bills in months, I haven't done dishes in months. I'm just like messy. I'm a terrible friend. I don't see my friends ever because I'm always busy. And when Fez comes out, regardless of what I end up working on next it's going to be like, "All right, but first, who are you?
What are you going to do about everything that's wrong with you? Is there another way? Does it have to be the way that you've done it? Obviously you've got this amazing product, but everything else, you're quite negative about. Does it have to be that way? PF: I hope not; I think it's just me. I'm just kind of a messy person to begin with. Like, our programmer is balanced, healthy, he's got his shit together.
He does not panic and have meltdowns ever. And I am just like constantly freaking out -- and my anxiety and neuroses and all that. But we're the odd couple; we're completely different. Like, he's managing everything perfectly well, and he's happy with his life, he's living with his girlfriend, and his apartment is not a complete mess.
I know friends that manage well; I think it's just me. I was not ready for this, or just too much bullshit happened. Not just with Fez , but just my life in general. Yeah, at some point it was just like, "Okay, I can't do anything else but work on Fez. So what do you think you're going to take away from this project? If you could like sum it, boil it down to a single lesson, what's positive that you got from the last few years? PF: I don't know. I feel a lot of pride that we actually did it.
It took everything. That was really, really hard. We had every reason to just give up, and so many obstacles to overcome. It took five years, but we did it. I made my game, and the final product is really close to the original vision that I had, and I more or less accomplished what I wanted.
And I realized it, but I feel like I don't really realize it yet. Like today, I was just looking at people play it and I was like, "I made all of this! That's quite an achievement. I'm trying really hard to be positive. Because good things are happening to me and the game right now, and I'm lucky to be doing what I'm doing, and I'm lucky to have all these things happen to me.
But at the same time, I'm so burnt out and tired, and I just want to get it over with and have a life again. Honestly, I'm trying to be positive. If you would've asked me a year ago, "What's your advice for people who want to get into indie games? Just don't do it. It's not worth it. It's going to ruin your life, it's going to fucking kill you, it's going to take away your health and your happiness, and it's going to cost you every meaningful relationship that you have in your life.
Your girlfriend's going to leave you, your friends just become distant, and it's not worth it. Don't do it. Just get a real job and make games on the side as a hobby thing. But now, I still feel like that a little bit, but it's starting to actually pay off now. But I don't know.
Is it actually worth it? It's hard to say now. I'm starting to feel a little bit of gratification for the work I've put into this. I need to ask you again in 12 months. What are you hoping that your players are going to take from Fez? PF: I hope it kind of opens people's eyes to the fact that you can make that kind of game, and make it good.
You don't need combat, conflict, threat, opposition. That you can make a game that is strictly about walking around and exploring and that kind of peaceful vibe.
I mean, it's not like it's the first game ever to do that, but I don't know -- maybe it can set a new standard. Because I felt that in making games we have very few points of reference. I mean, obviously, we had Mario and the Zelda and all that. Before it became peaceful and Zen, there were enemies in there, there was danger, and you had to avoid certain things.
And I wondered: "Can you make a game without any of that, and still make it interesting? In fact, when I was playing today I came to a rabbit and I was about to walk up to him, then I thought, "Do I need to jump on his head? A realization that it's that kind of game PF: A lot of people had that reaction.
I think it's funny, because the critters look so innocent. They're not threatening at all, and most of them will run away from you when you get close to them, or they fly away. I think it's kind of funny that it's so deeply ingrained in people's heads -- anything that moves, you have to kill it.
Equal and opposite - Find an Anti-Cube. Mightier than the sword - Find the Writing Cube artifact. Cryptographer - Break the code. Kill screen - Get to the end. Warp zone - Reactivate all 5 warp gates. Haikus not epics - Find the Tome artifact. Phrenologist - Find the Skull artifact.
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