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2y 10m 19d

An Interview with Andrew Allanson of Ackk Studios

Posted by IamRobin - September 7th, 2021


Hello everyone, thanks for coming to my page. A few weeks ago I sat down with my friend Andrew Allanson of independent game studio Ackk Studios, a co-creator of the game YIIK: A Postmodern RPG. I first played the game in 2019, shortly after it released and I really liked the game. I still like the game now, though for much different reasons than I did initially. I joined a Discord server made by other fans of this game and found out that both Andrew and Brian Allanson had joined it at some point. It's been really cool getting to know Andrew over the past two years and hear from him his experiences in game development and the receptions his finished products have received. So, for the first time ever, I decided to interview him about what working on YIIK was like and ask him about some of the controversy that sprang up from the game's release. I think I've delayed enough, so here's the interview I had with Andrew!



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A picture of Andrew Allanson.

(Image source: https://andrewallanson.bandcamp.com/)



Robin: “Thanks for agreeing to this interview! Here's the first question of the day: Where did you get the idea for YIIK?”


Andrew: “The idea started as a desire to see a new RPG in a modern day setting. From there my brother and I talked about the types of people who might be in a modern day RPG. etc. etc.”


Robin: “And those types of people ultimately became the game's main party, correct?”


Andrew: “That's correct. At the time we started hipster fashion was really in. Especially in the Indie Game Scene. Many of them looked like time travelers. Wearing their Dad's clothing from the 70s. Longing for a bygone era. This eventually led to Alex and the crux of the plot. The general idea came together pretty quickly and early on.”


Robin: “Speaking of Alex, that actually brings me to my second question: Alex’s monologue narration is often a common critique of the game. You guys seem to have listened to this criticism and in the 1.25 update of the game, you added in a mode for reduced monologues. Do you think that people are missing out in any way by playing this mode or do you think it’s a completely fair way to experience the game’s story?”


Andrew: “YIIK desperately needed an edit. Unfortunately we locked the script in very early to accommodate how long the audio engineer needed to cut up the dialogue and record all of it. I prefer the v1.25 edit to the original version. I always wanted to chop it down but it didn't unfold that way. So I'd say it's my preferred version and what I'd recommend. I don't think anything so vital is lost that you can't infer easily based on Alex's general attitude.”


Robin: ”Alex's general attitude is certainly a big part of this game. What inspired his character the most aside from the hipster fashion?”


Andrew: “Alex is someone who is stuck in the past. I wanted him to be like someone you might know. I've met a lot of people like Alex. Stuck in the past. Living life through a series of conversations about media from their childhood. Expecting life to unfold like a story. I was also very interested in what seemed to be misplaced meaning in the lives of many people like Alex I had encountered. They elevated things and held them sacred to the point of breaking them. I noticed people like Alex had a tendency to try and make others around them behave and think as they do. They couldn't handle people thinking or having a different upbringing than they did. So I thought those were unusual character traits, and thought that it might be interesting to make a story about someone who lives life as the protagonist in a video game. Not understanding that Cloud is only cool in Final Fantasy 7. He feels his story needs to be told. He wants to be noticed.”


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(Image source: https://youtu.be/SKJHJnqPX9I)


Robin: “Since we've given this much attention to Alex, it's only fair we hear about the rest of Chondra and the gang. What inspired the other party members, in both design and personality?”


Andrew: “We wanted characters who weren't typical. Brian designed them, and then Brian and I talked about them and gave them stories based on that. So Brian designed them, then we named them, then gave them stories. You'd have to ask Brian about the designs as they're all his doing.

We wanted to avoid obvious tropes. Not saying YIIK is without tropes, of course. Just that the cast were all trying to feel like pretty normal people. With normal problems, with a sort of supernatural filter between them.For Michael, the photographer and the creator of ONISM, his story was pretty obvious when I saw him. He would be the guy who knows more than he lets on.

We thought it'd be fun to have someone use a wooden sword. Who would fight with this weapon? Claudio is an Otaku because of his weapon. Which led to Anime being the thing he shares with his lost brother. Chondra was supposed to be the sort of big sister who you go to sometimes for advice, but ultimately you kind of get a thrashing because she's so disappointed in your choices. We thought of a pop musician girl who uses a keytar to fight.

So once again, the weapon inspired the character. Rory's lack of fighting was based on him being the opposite of Alex. Alex views himself as a sort of hero. An important guy. Rory isn't a fighter. He's a lover. Essentia was inspired by the idea of an anime statue come to life. Willed into existence by something unholy.”


Robin: “I see. I'm a little surprised that in at least two instances, the weapon came before the character. I guess that's just how developing a project goes. Speaking of developing a project, oftentimes you have to face setbacks you didn't expect. The game was set to release in 2016 but was delayed to a 2019 release. What setbacks did you face in development that led to that delay?”


Andrew: “My Mother was very ill battling cancer. Ian cut his hand and wasn't able to work for a few months. We definitely bit off more than we could chew with the scope of the game. It was a combo of amateur mistakes and my Mom dying right around the time we had sent the first beta to beta testers. We took some time off, and when we returned to look at the beta feedback, large portions of the game's design frustrated the player. So Brian and I had to work hard to try and make a version that didn't have THOSE issues as they were pretty unanimous in what they disliked about it. Mainly the scale of locations and the lack of visual quality. At that time we were out of money. So it was just Brian working on it to finish it up so we could release it in a state that addressed what we knew people disliked. In a lot of ways it improved the game greatly. In a few ways it made it worse as it was still built on ideas weaker than what we were capable of making by that point. But you just have to roll with the punches.”


Robin: “But even after the game was released, you didn't stop working on it. In fact, you released a big patch at the beginning of this year. The 1.25 patch in January reworked a scene people found lackluster as well as completely overhauled the game’s combat system. What do you think you improved the most about the game through this update? Did the game's mixed reception inspire you to work on the game more?”


Andrew: “I think we got closer to having some sort of combat balance. We also improved the pacing of the battle mode. Additionally, we gave the emotional weight back to a scene that was underdeveloped for the importance of it. I don't think I'd say it was the mixed reception but more the inspiration we got from the YIIKcord and the fans who emailed us and were really jazzed by the game. So we thought that means the game has some merits, and we should update it so they can be more obvious. So we spent a lot of time thinking of a creative approach to improve the game, and we thought of a few fun places to do new things. From there we were really inspired and decided it had to be a really major update that improved the crux of the flaws. I don't think we can change anything about the game that will make you love it if you hate Alex yiik so much and think that there is no merit to exploring a character like that. But we are doing our best to present the material in a way that is elevated from what the game currently is. So I hope everyone looks forward to YIIK I.V... the next update we have planned.”


Robin: “Speaking of I.V, that's actually my next question! What’s in store for the next update, I.V?”


Andrew: “We'd like the specifics to remain a surprise but I can confirm there will be additional scenarios that develop Claudio, Chondra, Michael, Vella, and Rory. There are also a few new faces in the game. We've improved the final boss greatly, and the ending sequence. Additionally we've added a new dungeon and 2 new bosses. We've also created more engaging and animated cutscene sequences for the most pivotal moments of the game. All of the new story sequences also use this new cutscene style.”


Robin: “And most of the new content is exclusive to a New Game + file, right?”


Andrew: “There are a great deal of new sequences in the base game. That has also been greatly improved. We recommend a fresh save file and trying out some of the other new options. What those options are have to remain a secret for now. But you'll find a fresh coat of paint has been applied to much of the base game. If you play NG+, you won't necessarily see those sequences.”


Robin: “I see, I see. How exciting! 2021 has certainly been a good year for YIIK, with it gaining popularity due to a let's play series by the YouTube channel OneyPlays. How do you feel about the sudden surge in the game's popularity?”


Andrew: “Positively. It's so fun getting to engage with a new group of people who are seeing the game for the first time. The reactions are always varied when you get to talk to them one on one.”


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(Image made by Hitori from YIIKcord.)


Robin: “Do you find the memes with Alex's screaming pose funny?”


Andrew: “yeah it's awesome hahaha” (That’s exactly what he wrote.)


Robin: “Good to hear!”


Andrew: “Some of them I definitely don't understand but I always get a kick out of a YIIK meme. So many games are immediately forgotten, so it's cool YIIK has only gained in infamy or popularity.”


Robin: “I think it's good when creators can take a joke about their work. I find it funny how my friend can just send me a picture of a vinyl record on sale for 30% off and a picture of Alex screaming and I just immediately get the joke. And actually, earlier this year a vinyl record featuring songs from the YIIK original soundtrack was released through Yetee Records. What was it like getting to produce a record with your songs pressed on it?”


Andrew: “A dream come true! I'm really happy it finally happened. It was something I wanted since we made Alex fight with a record. It just had to be done. I'm grateful to The Yetee for producing it and making it such a high-quality product.”


Robin: “Are there any more plans for merchandise you’d like to share?”


Andrew: “We're going to put out Alex's Two Brothers shirt soon. Then we have a cool Vella figure in the works that'll be released as a small run. That will be after I.V... and if I.V does well, maybe we'll do more. We'll see!”


Robin: “Is the Limited Run Games physical release still happening?”


Andrew: “Yes. Once I.V is completed we will do the physical release with Limited Run Games. We just want the final version on there. So we have to wait.”


Robin: “That's understandable. What platforms will it be coming for?”


Andrew: “PS4 and Nintendo Switch!”


iu_411914_7194003.png

(Image from: https://youtu.be/39SfWR1t8dM)


Robin: “Excellent! You previously worked on a game called “Two Brothers,” which you mentioned earlier is referenced in YIIK through Alex's shirt some other minor references. At the end of YIIK, the main character of Two Brothers, Roy Guarder, shows up and talks to Alex. A lot of people have interpreted his speech to be you dismissing the criticism that Two Brothers received upon its release. Do you think this is an accurate take away or do you think that’s a misinterpretation?”


Andrew: “That's a misinterpretation. Alex meets Roy from Two Brothers to give him a pep talk because we are using the game as a stand-in for some other video game hero. I would have loved to have made it Cloud or Link... but that's complicated. But it's a stand in. Alex so desperately wants to be the main character. The player character... So that's what this scene is about. I don't mind criticism of our games. I have no need to dismiss it. It's people's opinions, and much of it is excellent advice on how we can improve as developers. Brian and I both went to school in the arts and every day was a to-your-face critique from your classmates. It's just part of being a creator.”


Robin: “On the topic of criticism, there’s a rather infamous quote from your appearance on the comedy podcast, The Dick Show hosted by comedian Dick Masterson where you say that you’ve prepared a statement and then say that your “mistake was thinking games are art.” Would you like to explain what you meant in that clip? A lot of people seem to think you were saying you don’t see games as art, but a clip of that segment in question ends with you saying “I’m not saying that I don’t think games are art.””


Andrew: “Sure. I was trying to be an entertaining guest on the podcast and I didn't think about how the comment might be misunderstood. I was responding to a specific tweet that I had thought was silly. It said that video games have to be fun, so making an unlikable protagonist is objectively bad because it's anti-fun. So I felt that this type of thinking was a severely limited way of thinking about games. If games can't challenge the player or make them uncomfortable as a rule, because they must always serve "fun", that seems to me like you're saying games are toys and not a work of art. That they are just things you play with. But Video Games are a boundless medium and we've only scratched the surface. So in short, my comment was to express frustration in an over-the-top way about a tweet that said something silly about video games. The point I was trying to make is that video games are art.”


Robin: “While we’re on the subject of controversy around the game, people have noticed connections between the character Semi Pak and the case around the death of a woman named “Elisa Lam.” A reddit comment was found stating that her death was an influence on the game and a trailer for the game shows Alex walking towards the water tower in Wind Town as her face flashes on the screen. A scene later in the game seems to make reference to the case as Alex and Rory talk about someone who died in a similar manner to Lam at the same water tower featured in the trailer. Is Semi Pak based on Elisa Lam?”


Andrew: “Semi Pak is an amalgamation of some famous missing women. Specifically, the rumors surrounding the myth of their deaths. Myths created by communities that obsess over these missing people. She represents Alex's twisted fixation on something he can't ever have. When I first started to write YIIK, the Hae Min lee case made famous by the NPR Podcast Serial was pretty popular. There were a lot of people who became very invested in this case. There was a subreddit. I also noticed a lot of my friends listening to true crime podcasts. Shows that just tell you horrible sad true stories. I was curious and I checked out the various forums around these shows, and I noticed a sad and disturbing trend that people were creating these idealized and twisted versions of real missing people. This was all over the podcast/missing person website communities. It was really sad to see people build these stories around very little information and extrapolate something that never went missing in the first place. Some weird version of a person they've never met who had a horrible and tragic life. That they fetishize. In a way it gives them meaning. But it's all based on this weird myth that talking about them can somehow solve a case, or bring someone back. The community looking into Elisa Lam was one of the sadder places. I think it was likely posts around her that inspired the behavior of Alex. She isn't meant to be Elisa Lam, but Elisa Lam has been a target of this behavior and the game is aware of that. Perhaps I drew too much on a real case for some people's taste. I could understand that. Times seem to be changing. However, I think YIIK is about why creating avatars of real missing people is bad. I don't believe Sammy/Semi is substantively anything like who Elisa Lam the person was. And that's kind of the whole point. You fill in the blanks. You think of posts you've seen about similar stories. Draw on the real world to let people make the connection. But Sammy isn't Elisa Lam, because Sammy isn't even Sammy. She's an idealized version of a person no one who uses ONISM has EVER met.”


Robin: “What do you think was the biggest mistake you made during the game’s development?”


Andrew: “Not understanding how big the scope of what we were attempting was. How much the undertaking would actually be.”


Robin: “Do you have anything you’d like to say about other claims made against the game, such as it promoting transphobia and other forms of hate?”


Andrew: “It was sad to see. Very difficult to deal with. The lie that YIIK was intentionally transphobic did a lot of damage. Caused us a great deal of harm personally and professionally. Thankfully it seems to be cleared up now where it mattered.”


Robin: “In an interview with Indie Boost released on February 28th, 2019, you were asked the question “What’s it like making a big RPG?” to which you responded “It’s a huge mistake. If you were thinking about doing it, don’t do it. It requires so much content and the expectation of the level they’re going to be at in terms of quality.” Do you still stand by this statement or has your mind changed drastically on that question since then?”


Andrew: “Yes, if we're talking about a 3D RPG that tries to be traditional in scope. If it's something radical it could be done easier.”


Robin: “Do you regret making YIIK? Or Two Brothers, for that matter?”


Andrew: “No.”


Robin: “Is there anything you would like to say that hasn’t been said?”


Andrew: “I want to thank all of the people who have supported YIIK. It was a small community at first, but it's really grown into something cool. I'm excited for you to see I.V. I think it'll be something that you'll really get a kick out of even if you think the game is only kinda interesting as is. ”


Robin: “What are your plans for the future?”


Andrew: “Vacation again once I.V is done...”


That's the end of my interview with Andrew. I'd like to once again give a big thanks to him for agreeing to this interview. This is the first interview I've ever really done, so any feedback is greatly appreciated. I'm looking forward to the I.V update myself and I can't wait to see how Andrew and Brian's work pays off. Maybe I'll interview Brian or Andrew again sometime in the future after I.V comes out. If you guys have any suggestions on how to make the next interview I do better, feel free to let me know. With that said, thanks for reading!


I'll see you all later.


-Robin.


Update 3/29/2024: Removed a credit at the individual's request.


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Comments

Very great interview.

Thank you!

every now and then, i come back to this interview to read what Andrew thinks of the recent peak that YIIK has hit, and what he thinks of fan content. It's honestly why i threw together a collab based on YIIK!

That's awesome, I'm glad you like my interview! Do you have a link to that collab? I'd love to see it!

@IamRobin sure thing! its still a work in progress as the deadline is December 20th, but if you feel so inclined as to learn more, I can link you this post i made that directs to the collab discord server: https://onedude20.newgrounds.com/news/post/1224301

Best video game ever made