WEBVTT

NOTE
Podcast: Bretterwisser
Episode: Matt Leacock
Publishing Date: 2015-09-17T19:34:11+01:00
Podcast URL: https://bretterwisser.de
Episode URL: https://bretterwisser.de/bws016-matt-leacock/

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Guten Morgen! Hier sind wir wieder mit einem Bretterwässer-Spezial.

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Ich habe jetzt zwar noch kurz in Deutsch geredet, aber wir werden jetzt gleich mal umspringen auf Englisch,

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weil wir haben nämlich einen speziellen Gast dabei.

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Und der Arne wird jetzt gleich mal unseren Gast auffordern, sich vorzustellen.

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Yeah, we have a special guest here with one of the hottest designers in board gaming.

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We have here Matt Leacock. Please introduce yourself.

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Well, hi, I'm Matt Leacock. I'm a game designer.

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I work out of California and specialize in family games, I guess you could say.

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And I'm known for Pandemic.

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What was your inspiration for Pandemic to create such a game?

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Well, you know, I played Reiner Knitia's Lord of the Rings. I think this is back in 2000 or so,

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and enjoyed it quite a bit. I didn't think a cooperative game could actually be fun,

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and our family really enjoyed that one. It was very tense. I was surprised how

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tense a game could be. A cooperative game at that was just paper. You know, we're really drawn into

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it. And I wanted to try designing something like that myself. So I just started experimenting. And

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I think pandemics were very much in the news and still are, of course. And so I think that

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that was bouncing around in my brain as a really great enemy that everybody could get behind,

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that nobody really identifies with the disease so much. They make a good enemy.

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So I just started combining those ideas and the pandemic came out.

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Sounds so easy.

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I actually took a walk with my daughter and had a lot of ideas for mechanisms.

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Some of them were based on, say, Web of Power.

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I wanted to do a card game, have a card element where cards could be used for multiple things.

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And I wanted there to be chain reactions.

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And I sat down and just started experimenting with the deck of cards

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and found the mechanism where you reshuffled the discard pile

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and put it back on top of the draw pile actually very quickly.

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And that kind of hooked me in.

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And so I just kept going with it until three years later I had a final product.

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Three years?

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Have you ever thought that it would be such a hit?

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Oh, no, no, no.

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Absolutely not.

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This is my first game that I got published.

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So my expectations were very modest.

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I was just happy to get a game published at the time

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because I've been working on trying to get a game

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out into the market for many years.

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And I just spent a lot of time iterating on Pandemic

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and making it better and better.

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But I thought maybe we would sell 5,000 copies

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and maybe if I was lucky, we'd get a second printing.

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You're right above that, I would say.

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Yeah, it's been fun to watch the success of the game, but it was completely unexpected.

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You also designed Forbidden Island.

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Is it called Forbidden Island in English?

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They changed the names in German a bit.

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That's right.

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Yeah, it is Forbidden Island in English.

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Yeah.

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Was it after?

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Did you design Forbidden Island after pandemic or was it?

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I mean, everybody says it's a simpler version of pandemic, but I don't see this.

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did you design this for families more in mind because yeah a lot of people say say it's easier

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for kids to get into this game than into pandemic yeah that was very very deliberate so i was

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contacted by a company called game right um in the states and they wanted to do a cooperative

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kids game uh they do a lot of uh cooperative or not cooperative they do a lot of card games

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for kids and wanted to see if I could come up with a cooperative game that would appeal to

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who they sell to. So originally the game was a card game and I tried to bottle up some of the

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fun of Pandemic in a simple card game. And so the board was made out of cards, but it's difficult

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to flip cards over. You have to use your fingernails and you hack up the cards. And so eventually the

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cards turned into tiles. But that was the challenge, was to come up with something that

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would play faster, would be easier, the theme would be more appealing to younger kids. And

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that's where Forbidden Island came from.

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With an evil island as a faceless enemy.

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I played the game with my daughter. I think she was six or seven at the time. And I think

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at one point when she was testing

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the tile underneath her pawn

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disappeared and I told her she drowned

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and she just burst into tears.

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She was so horrified by the

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concept that I knew she was, at least

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if nothing else, she was engaged in the game

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and drawn into it.

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But you're also designing

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not only cooperative games,

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you're also designing a lot of dice games.

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Yeah, I like

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dice games. I did

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roll through the ages, the Bronze Age,

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the year after pandemic.

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and that game came together fairly quickly.

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It was a, I did a little challenge with my friends

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to try to come up with a game in a month.

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And so the seeds are the beginnings of that game

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were put together in that month.

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And the game, I think, you know,

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rather than taking three years, only took six months.

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So I enjoyed that quite a bit.

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But, you know, those are just the games

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that I've done so far.

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I've done a bunch of cooperative games.

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I like dice games and I'm working on

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some other types of games as well.

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So we can expect something that is not cooperative.

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Yes, that's true.

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You should keep your eyes open over the next year.

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Cool.

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Okay, now to the actual game.

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You joined the team with Rob.

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How did you meet Rob?

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Let's see.

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So I met Rob.

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I was introduced to Rob via Z-Man Games.

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They had done some work with him in the past.

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and we had talked about different things in different directions we could take pandemic and

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uh we you know you shoot a lot of ideas around um we talked about doing uh pandemic the dice game

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which we ultimately did which is the the cure uh you know maybe doing a card game or maybe we could

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do a legacy game that sort of thing we bounced a lot of ideas around and one day the legacy idea

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really took hold of my brain and I started writing down many, many notes.

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And then I started to get really excited about it.

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And I contacted Zman and said, you know, I'd like to work with Rob on this.

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And so they put me in touch with him.

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And he wrote back a very, very short email.

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And I asked him if he wanted to work on something like this.

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And I think it just said yes, a very, very large type.

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Was it your first working on a game with two people?

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No, no.

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I've done the pandemic expansions with Tom Lehman, both on the brink and in the lab.

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And I've developed games with a lot of different people.

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So it's hard to do in isolation.

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I like to work along with the developer.

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I've done games by myself, but you end up testing them with a tremendous number of people.

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So they never feel like solitaire affairs.

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Wow.

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I mean, so you had this idea in your head and then you said, Rob, let's do it.

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How was his reaction to that?

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Yeah, he was really excited about the idea.

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He has been working on Seafall.

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I think one thing that's nice about working on a legacy game for an existing game is you don't have to come up with both the base game and the way the legacy system works at the same time.

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But I think we both thought that Pandemic would be a good fit for a legacy treatment because it lends itself to story.

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And we both thought that adding a story to Pandemic would really make it even more exciting.

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And so I think we spent about a year to a year and a half developing the game together.

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He's on the East Coast and I'm on the West Coast.

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So we did a lot of meetings over using the internet.

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And he came out to California a couple of times and we had some working sessions.

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But it was really fun.

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Rob's very good at story.

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And I pride myself on making things accessible and easy to learn.

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And so we combined our skills in that regard.

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And I think we came up with a pretty fun product.

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One of the things that we did differently on this project in particular was we did a lot of user testing.

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There's many, many games in the box, and they're all played one after another.

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And in order to make sure that the game held up, we needed to do lots of play testing.

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And we really wanted to see people's reactions and understand how they would play the game and how it would, you know, basically really wanted to watch a lot of people.

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But it's difficult when the play sessions are so long.

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So there are a few people who already know the progression arc of the game?

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Yeah, there are some people that have played the game other than Rob and I.

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And we actually asked them to videotape themselves using their camera phones.

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So Rob and I, I think we watched between 100 and 200 hours of video

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and transcribed notes and observations and ideas from that video.

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So that's a method I really like to do,

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and we really did a tremendous amount of it for this game.

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Did they sign an NDA?

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They did, yes.

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Okay.

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Yeah, nice job.

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Interesting.

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How would you compare working on such a game with working on other, let's call them regular titles?

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What was the biggest challenge besides the extreme amount of time you need to put into it?

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Well, it's like working on a very intricate watch.

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I mean, there's a lot of different moving pieces and all the pieces affect each other.

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And so you need to figure out, you can't have the game crashing halfway through the season, as it were.

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So there's a lot of testing and it's kind of like, so there's the scale of it.

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It's a longer and bigger project, but it also lends itself to story much more.

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You can unfold things over time.

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So it's a little bit like designing a, I think, I've never done this myself, but I think it would be a lot like designing a computer game with an unfolding narrative where the players gradually learn more and more and they gradually get more and more skills as they go on.

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You don't have to introduce everything at the beginning of the game, which is nice.

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Often when you open up a box, the worst thing about it is you've got all these rules you have to learn.

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Well, with a legacy game, you can learn a little bit and then play and then learn a little bit more and then play some more.

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And so you gradually achieve mastery in a nice pace.

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So that's a lot of fun.

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Plus, the other thing, I can see one more thing in there about the thing that makes it different is it's fun to watch players because every time they're opening up a package within the game, it's kind of like, it's just like Christmas morning.

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You know, they've got some new goody to take a look at.

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Yeah, I watched the little promo video of Asmodel last night,

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and they showed the box for, I think, the first time in a video.

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And I thought of my feelings when I played Risk Legacy,

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and when I ripped open the boxes and the little envelopes,

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and I'm excited for this feeling again later this year.

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Yeah, I loved Advent Caledars as a kid,

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and I think the game kind of captures some of that fun.

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that sounds great

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so you have this box

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there is only one legacy game

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on the market now

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but Pandemic is the second one

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and it says on the box

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in big letters season one

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I think everybody now expects

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that there will be a season two

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maybe already next year

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is that something you're really planning to do

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or is it just a marketing gig?

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Well, I don't...

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Well, I think it's reasonable to assume

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that there'll be other seasons.

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I don't think anything has been announced yet,

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so I don't want to set expectations for timing

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or anything like that.

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But I can say that we're hard at work on the game.

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And so, yeah, I think it's reasonable to assume

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that there will be additional seasons.

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How does that sound?

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That sounds awesome.

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okay

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yeah i have a question about about the difficulty because i have the the um everybody says says

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that i like the the easier games how would you compare the the difficulty of the

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beginning of risk legacy uh sorry pandemic legacy oh no worries i do the same thing um i uh well i

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guess you could say that when you're designing a game like this you need to make sure that the

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difficulty scales to the audience so we built in some i guess you'd call them negative feedback

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loops to make sure that the game doesn't get too difficult or too easy so it'll adapt in a certain

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sense to its um to the players who are playing it and then it probably ramps up if you make bad

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choices.

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Well, I won't describe these specific

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mechanisms. I'll let you discover those

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for yourself.

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Have you thought about

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additional components?

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I mean,

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you're talking about some of these nice

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promo stuff.

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I remember when Lyrist Legacy

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came out there was a promo

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pack which was not

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regularly available in the box but

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as something you got at a show

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is that something that's also

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planned for

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pandemic legacy?

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Can we make this

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all the time?

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I'm not sure what the next year will

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hold. I don't have any current plans

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for anything that's going to add on to it.

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There's so much already in the box

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and we're

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as I mentioned we're

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you know, continuing to think about the line. But yeah, I'm not sure.

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Z-Man may have some ideas and Rob and I may have some ideas.

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So I wouldn't rule anything out, but I can't say anything's planned right now.

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Did everything fit in the box that you had on ideas?

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This game was a logistical nightmare to put together.

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It's one of the most complicated board games that our printers ever put together,

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if not the most complicated. So it's, yeah, it does fit in the box.

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so when you buy it

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everything will be in there

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we had more than

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we had a lot of ideas

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that didn't get in the box

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you generate tons of ideas

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you pick the ones that are best

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suited to the game you're making

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so some ideas

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same thing was true with Pandemic

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and the Pandemic expansions

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there were ideas that I had for the base game of Pandemic

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that finally got into the game

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in the third expansion

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when it made sense to include them.

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The idea of quarantines were originally in the base game.

00:16:39.540 --> 00:16:43.240
So it's fun to see how ideas never really go away.

00:16:43.300 --> 00:16:44.940
You can breathe new life in them.

00:16:46.220 --> 00:16:51.480
So yeah, we had plenty of ideas that made it in

00:16:51.640 --> 00:16:54.040
and others that got deferred.

00:16:59.320 --> 00:17:02.680
So we can still expect more stuff for regular Pandemic?

00:17:05.300 --> 00:17:08.020
I think you should...

00:17:08.020 --> 00:17:11.579
Well, it's a game line that I think we very much want to keep alive.

00:17:12.100 --> 00:17:16.680
So I'm not sure exactly if we'll have additional expansions for the base game

00:17:16.709 --> 00:17:21.439
or if we're going to continue to look at other standalone games.

00:17:21.490 --> 00:17:23.780
I mean, like Pandemic the Cure is a standalone game,

00:17:23.780 --> 00:17:25.319
but it's very much in the Pandemic universe.

00:17:27.780 --> 00:17:31.920
So, yeah, I think time will tell exactly what we roll out.

00:17:32.620 --> 00:17:38.960
But, yeah, I'm very interested in trying out all sorts of new things in the line.

00:17:39.840 --> 00:17:42.760
So, yeah, stay tuned.

00:17:44.740 --> 00:17:45.340
We are.

00:17:50.480 --> 00:17:50.800
René?

00:17:53.059 --> 00:17:54.900
René has some problems.

00:17:55.940 --> 00:18:01.680
Oh, in Risk Legacy, there was a secret envelope that you never had to open.

00:18:02.960 --> 00:18:04.980
Can we find something similar?

00:18:06.920 --> 00:18:08.080
Well, I guess I've got two answers to that.

00:18:08.200 --> 00:18:10.120
One would be, you know, we'd never do the same thing twice.

00:18:10.500 --> 00:18:10.940
Ah, okay.

00:18:11.540 --> 00:18:12.060
Poor magic.

00:18:12.620 --> 00:18:13.960
And the other is I would never tell you.

00:18:15.580 --> 00:18:17.020
You're going to have to find out for yourself.

00:18:17.040 --> 00:18:18.780
So I have to rip everything apart.

00:18:20.940 --> 00:18:22.480
And then I have to buy the other box.

00:18:23.000 --> 00:18:23.100
Yeah.

00:18:23.600 --> 00:18:26.300
You have to get the red box, rip that apart, and then get the blue box.

00:18:26.600 --> 00:18:28.020
That's why there are two boxes, right?

00:18:28.400 --> 00:18:29.560
I should let people know that.

00:18:29.590 --> 00:18:33.040
Yeah, the only thing that's different between the red box and the blue box is the cover.

00:18:33.840 --> 00:18:39.560
So you can be fully confident that if you buy one or the other, you've got the same game.

00:18:40.160 --> 00:18:45.420
Some people will express the desire to play with a couple of different groups,

00:18:45.470 --> 00:18:47.720
and that helps you keep them separate.

00:18:48.760 --> 00:18:57.620
Yeah, I was told from marketing that the idea is you play the box through and then you have a second clean new box you can still have on your shelf.

00:18:58.160 --> 00:19:01.500
But if I play with two different groups, I already need a third box to have a clean one.

00:19:01.800 --> 00:19:04.700
So is there a plan for a green and a yellow box as well?

00:19:06.080 --> 00:19:09.920
Well, yeah, do me a favor and write to Z-Man and say that you're really interested in that.

00:19:10.020 --> 00:19:10.400
That'd be great.

00:19:13.520 --> 00:19:15.140
And what about the colorblind people, right?

00:19:15.900 --> 00:19:17.160
Right, right. You can't do red and green.

00:19:20.320 --> 00:19:20.480
um

00:19:22.180 --> 00:19:22.900
um

00:19:24.660 --> 00:19:25.160
Matthias

00:19:25.800 --> 00:19:27.900
um one of the questions we already

00:19:28.180 --> 00:19:29.560
also have here is um

00:19:30.900 --> 00:19:31.580
there are

00:19:31.820 --> 00:19:33.640
a lot of games currently with some

00:19:33.980 --> 00:19:35.620
added digital components

00:19:36.500 --> 00:19:37.760
is there something like an

00:19:38.040 --> 00:19:39.720
app support plan for

00:19:40.020 --> 00:19:41.800
pandemic either legacy

00:19:42.200 --> 00:19:43.360
or any of the other games

00:19:44.100 --> 00:19:45.779
well you can get pandemic

00:19:45.800 --> 00:19:52.120
for iOS. That's out for iPad and iPhone. And they recently announced that they'll be supporting

00:19:52.440 --> 00:19:59.520
Android. I think that's being released in September. Yeah. And I think that they have

00:19:59.680 --> 00:20:05.660
more components of On the Brink queued up as well. So it's not just the base game, but you can already

00:20:05.820 --> 00:20:12.020
get the roles from On the Brink. And I think they've got additional, perhaps the challenges.

00:20:12.620 --> 00:20:17.980
I haven't seen that yet, but I believe that's queued up and announced.

00:20:18.820 --> 00:20:22.420
Have you thought about integrating an app into the game?

00:20:23.440 --> 00:20:25.600
Like, for example, XCOM, the board game?

00:20:27.180 --> 00:20:28.680
Yeah, you know, I haven't yet.

00:20:29.240 --> 00:20:30.320
I mean, I've given it some thought.

00:20:30.570 --> 00:20:38.740
I think if I want to do something like that, it's got to be so important to the game that it's core to the game.

00:20:38.980 --> 00:20:44.600
I'm not really all that interested in doing add-ons just for the sake of an add-on.

00:20:47.880 --> 00:20:54.260
Because I like being able to pull games off the shelf and just get going without having to break out any technology.

00:20:55.240 --> 00:21:00.860
Part of the reason I like to play board games is I can get away from the computer and tech.

00:21:01.060 --> 00:21:04.160
I live in Silicon Valley, and it's nice to break away.

00:21:04.600 --> 00:21:10.520
And the point for me is to socialize with people and see their faces and not once again be...

00:21:10.680 --> 00:21:12.940
I look at my phone all day. I don't need to look at it anymore.

00:21:15.620 --> 00:21:15.760
Okay.

00:21:17.580 --> 00:21:24.760
Okay. Can you tell us anything about Legacy besides some of the images we've seen yesterday on BoardGameGeek?

00:21:25.240 --> 00:21:34.200
And besides some of the infos we read in some marketing materials that gets us even more hooked than we already are?

00:21:34.280 --> 00:21:36.220
I'm trying to think what I can tell you

00:21:36.580 --> 00:21:38.440
I don't know if I have a scoop for you

00:21:38.800 --> 00:21:40.600
without getting in tremendous amount of trouble

00:21:42.179 --> 00:21:43.480
I think you've probably

00:21:43.920 --> 00:21:47.180
you probably know that it plays out over the course of a terrible year on earth

00:21:47.460 --> 00:21:49.560
and that each game is like a month

00:21:50.000 --> 00:21:52.300
and you play through a month

00:21:52.400 --> 00:21:54.000
and if you win you move on to the next month

00:21:54.080 --> 00:21:57.720
and if you lose you get another chance to play the month before time moves on

00:22:00.860 --> 00:22:02.739
I'm trying to think what else can I tell you

00:22:06.580 --> 00:22:13.300
guess we have to wait yeah yeah i i hate waiting off of uh speaking points here i don't want to

00:22:13.300 --> 00:22:18.660
get in trouble yeah yeah it's gonna be uh it's gonna be exciting for me too because um i've seen

00:22:18.880 --> 00:22:24.900
uh the set on video you know um over the internet but i've never i have not yet felt one of my

00:22:25.320 --> 00:22:29.359
one of the production samples in my hands yet so i'm gonna be seeing it the same day

00:22:29.560 --> 00:22:32.160
everyone else's in its final form.

00:22:32.460 --> 00:22:36.020
I had more in my hands than you did.

00:22:38.419 --> 00:22:40.640
Did you have a sample?

00:22:41.080 --> 00:22:43.640
I've seen a production sample in Nürnberg.

00:22:45.080 --> 00:22:45.880
Oh, very nice.

00:22:46.030 --> 00:22:47.200
Yeah, I have not seen that.

00:22:47.380 --> 00:22:50.000
I've got a printout of the box cover,

00:22:50.010 --> 00:22:51.720
and I've got a nice poster that they sent me,

00:22:51.750 --> 00:22:52.160
which is great.

00:22:52.500 --> 00:22:54.380
But yeah, I haven't seen the sample.

00:22:54.580 --> 00:22:58.499
Rob Daviau has driven up to Z-Man

00:22:58.520 --> 00:23:01.540
has thumbed through it all and done a lot of checking and proofing,

00:23:01.680 --> 00:23:03.860
but I haven't had the privilege yet.

00:23:03.980 --> 00:23:05.900
So I'm excited for Spiel.

00:23:07.580 --> 00:23:08.740
So you're in Essen then?

00:23:09.900 --> 00:23:11.340
Yeah, I go every year now.

00:23:11.600 --> 00:23:14.620
So I'll be there Thursday through Sunday.

00:23:17.540 --> 00:23:22.560
So are you afraid when the crowd gets the game?

00:23:22.820 --> 00:23:26.340
I mean, when you playtested the game with, I don't know,

00:23:26.880 --> 00:23:29.320
a couple people, a few people, some people.

00:23:30.280 --> 00:23:34.300
And now thousands of people are going to play the game.

00:23:36.420 --> 00:23:37.720
Are you afraid of that?

00:23:40.300 --> 00:23:42.400
Afraid is maybe not the right word.

00:23:42.680 --> 00:23:45.380
I'm excited and maybe a little anxious.

00:23:46.800 --> 00:23:48.600
I'm really interested more than anything.

00:23:49.140 --> 00:23:50.600
I'd like to do more games like this,

00:23:50.660 --> 00:23:52.780
and I really want to see what the reception is.

00:23:54.220 --> 00:23:58.640
And I'm excited to see and interested to see how, you know,

00:23:58.640 --> 00:24:01.580
I didn't follow the message boards for Risk Legacy,

00:24:01.770 --> 00:24:06.220
so I'm not sure how people actually even talk about these kinds of games online.

00:24:06.570 --> 00:24:09.820
So we'll have to see how the community, yeah, I'm sure they do.

00:24:10.020 --> 00:24:14.200
I'm just curious how they protect each other from spoiling certain parts.

00:24:15.340 --> 00:24:17.240
So we'll see how that unfolds.

00:24:18.260 --> 00:24:20.620
But so, yeah, mostly just excited.

00:24:22.300 --> 00:24:28.380
But you're not afraid of quote unquote bugs that could appear?

00:24:30.000 --> 00:24:30.340
Oh, bugs?

00:24:31.000 --> 00:24:31.100
Yeah.

00:24:31.360 --> 00:24:33.100
Well, you know, yeah.

00:24:33.880 --> 00:24:36.980
I imagine that we'll probably find something.

00:24:37.420 --> 00:24:38.020
There's always something.

00:24:38.240 --> 00:24:46.400
We found an extremely trivial thing, which I just had to laugh about it because I'm like, wow, that's all you found.

00:24:48.400 --> 00:24:52.180
And the die cut of one of the stickers was a little funky,

00:24:52.400 --> 00:24:54.540
which had absolutely no impact on gameplay.

00:24:55.320 --> 00:24:57.720
But yeah, we'll see how it goes.

00:24:57.760 --> 00:24:59.120
So fingers crossed, knock on wood.

00:25:00.620 --> 00:25:04.860
We did extensive quality assurance on it,

00:25:05.980 --> 00:25:08.720
went through the whole package multiple times

00:25:08.820 --> 00:25:10.960
and did have multiple playtest groups go through it.

00:25:11.140 --> 00:25:14.620
But yeah, we'll see.

00:25:19.280 --> 00:25:20.220
do you plan to

00:25:21.200 --> 00:25:22.500
find some publisher for

00:25:23.160 --> 00:25:23.880
next games

00:25:25.560 --> 00:25:26.520
in Essen

00:25:26.740 --> 00:25:28.340
or are you just happy with Z-Man

00:25:29.700 --> 00:25:30.580
and look forward

00:25:30.760 --> 00:25:32.540
to release more games

00:25:32.600 --> 00:25:32.980
with them

00:25:34.000 --> 00:25:36.620
the Spiel is a big event for me

00:25:36.620 --> 00:25:38.560
I mean there's so many things I like to do there

00:25:39.260 --> 00:25:40.260
I'll be there

00:25:40.920 --> 00:25:42.480
obviously for the

00:25:42.800 --> 00:25:44.620
launch of Pandemic Legacy which is a

00:25:44.640 --> 00:25:50.580
big deal. I'll be there for the world championship of the pandemic survival tournament. So the winner

00:25:50.660 --> 00:25:57.900
of that tournament will get to go anywhere in the world with their teammate, anywhere on the

00:25:58.120 --> 00:26:01.640
pandemic board for a week. And Z-Man is going to cover the bill. So that'll be kind of fun.

00:26:02.170 --> 00:26:08.440
I think there's like 22 countries represented. So that's the first ever pandemic survival

00:26:08.680 --> 00:26:14.040
tournament happening. I'll be there for the release of Thunderbirds, which is another game

00:26:14.060 --> 00:26:15.660
that I put out with Medifius.

00:26:18.200 --> 00:26:19.980
And that's coming out at the show.

00:26:20.550 --> 00:26:23.080
And then I've always got meetings set up

00:26:23.200 --> 00:26:24.080
with various publishers.

00:26:24.340 --> 00:26:25.920
So I've worked with about a half a dozen

00:26:26.010 --> 00:26:26.520
different publishers.

00:26:26.940 --> 00:26:27.860
I do want to say, though,

00:26:28.040 --> 00:26:30.780
that Zman has been just fantastic to work with.

00:26:32.240 --> 00:26:34.760
And they've got really great people there,

00:26:34.820 --> 00:26:36.260
and they've been wonderful partners.

00:26:38.400 --> 00:26:39.000
Great to hear.

00:26:41.880 --> 00:26:42.060
Okay.

00:26:43.480 --> 00:26:44.820
Any more questions from you guys?

00:26:45.540 --> 00:26:45.620
No.

00:26:47.760 --> 00:26:48.740
So we look forward.

00:26:49.300 --> 00:26:51.660
Do you think you have enough copies of the game in Essen?

00:26:52.760 --> 00:26:53.720
I don't know.

00:26:53.820 --> 00:26:54.440
I hope so.

00:26:55.700 --> 00:26:56.700
You might want to get one early.

00:26:56.960 --> 00:26:58.580
I don't know how many they're bringing to the show.

00:27:00.400 --> 00:27:02.800
I think it's one of the hottest games there,

00:27:03.240 --> 00:27:04.440
or most anticipated.

00:27:06.120 --> 00:27:06.460
Oh, yeah.

00:27:07.440 --> 00:27:08.620
Well, that's exciting to hear.

00:27:08.820 --> 00:27:09.780
I can't wait.

00:27:11.580 --> 00:27:18.040
I mean, the last number I heard was back in May when they announced they already had 50,000 pre-orders.

00:27:19.880 --> 00:27:25.180
I think they got 72,000 pre-orders was the last announcement I saw.

00:27:27.240 --> 00:27:30.980
So do you have an idea how many Pandemic games were sold?

00:27:31.820 --> 00:27:34.800
That hasn't been announced yet. That figure has not.

00:27:34.860 --> 00:27:39.040
I have an idea, but it has not been shared with the public yet.

00:27:39.200 --> 00:27:39.500
Okay.

00:27:42.720 --> 00:27:46.900
And I believe Pandemic Legacy will be coming out in 10 different languages as well,

00:27:47.030 --> 00:27:53.140
which is a pretty big deal to come out localized in that many languages at the same time.

00:27:53.160 --> 00:27:54.020
10 languages.

00:27:54.900 --> 00:27:55.040
Yeah.

00:27:55.200 --> 00:27:56.120
Can you name them all?

00:27:56.920 --> 00:27:57.160
No.

00:27:58.060 --> 00:27:59.860
I can't off the top of my head.

00:28:02.680 --> 00:28:06.300
German, Bavarian, Austrian.

00:28:06.450 --> 00:28:09.920
I would hesitate to name them because I would probably add one that wasn't in

00:28:09.940 --> 00:28:11.200
then forget one that there was.

00:28:14.120 --> 00:28:17.280
But I'm sure they'll be sharing that information at the booth.

00:28:19.720 --> 00:28:23.260
Okay, so we're really looking forward for that release.

00:28:24.280 --> 00:28:24.920
Great, thank you.

00:28:28.120 --> 00:28:31.060
And I think we are already through with our questions.

00:28:31.860 --> 00:28:32.580
Okay, very good.

00:28:33.300 --> 00:28:34.540
Well, it's been a pleasure talking with you guys.

00:28:35.060 --> 00:28:38.660
Yeah, it was definitely a pleasure for us as well that you came to us on the show.

00:28:39.940 --> 00:28:40.420
this late

00:28:41.560 --> 00:28:41.640
yeah

00:28:42.700 --> 00:28:42.980
that's okay

00:28:45.160 --> 00:28:46.180
we are happy

00:28:46.490 --> 00:28:48.300
I mean that's only our second

00:28:49.340 --> 00:28:50.260
episode in English

00:28:50.860 --> 00:28:52.660
because we're usually only talking in German

00:28:52.730 --> 00:28:54.140
to our listeners

00:28:55.380 --> 00:28:56.700
we still hope that

00:28:56.860 --> 00:28:58.580
that was interesting enough for everyone

00:28:59.170 --> 00:29:00.800
that our listeners

00:29:01.080 --> 00:29:01.600
liked that show

00:29:02.310 --> 00:29:03.860
and if they want to complain about anything

00:29:04.010 --> 00:29:05.160
they can write us an email

00:29:05.670 --> 00:29:07.039
and Arne knows the email address

00:29:07.100 --> 00:29:09.640
info at bretterwisser.de

00:29:12.299 --> 00:29:12.820
bretterwisser

00:29:14.720 --> 00:29:15.420
yeah that's something

00:29:15.490 --> 00:29:17.300
like a running gag that only Arne knows

00:29:17.500 --> 00:29:18.000
our email address

00:29:19.480 --> 00:29:19.600
yes

00:29:21.920 --> 00:29:23.140
yeah thanks for your time

00:29:23.720 --> 00:29:25.440
and let's hope

00:29:25.520 --> 00:29:26.360
that we meet maybe

00:29:27.420 --> 00:29:29.280
in Essen you might

00:29:29.420 --> 00:29:31.200
be crowded by a big group

00:29:31.310 --> 00:29:33.080
of fans for the game

00:29:36.500 --> 00:29:37.020
groupies

00:29:37.040 --> 00:29:40.560
Yeah, it'll be great. Let me know when the show goes up online.

00:29:41.460 --> 00:29:42.080
We will.

00:29:43.380 --> 00:29:43.500
Okay.

00:29:45.160 --> 00:29:45.560
Okay.

00:29:46.940 --> 00:29:48.760
We wish you a good night.

00:29:51.399 --> 00:29:53.140
And yeah, thanks again for your time.

00:29:53.860 --> 00:29:54.780
Okay, take care. Bye-bye.

00:29:55.280 --> 00:29:55.460
See you.

00:29:55.500 --> 00:29:55.520
Bye.
