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Behind the Scenes
Interview 1: Is New (Star) Trek doomed? - Podcast in German Language
Please note: This interview is conducted in German. Andreas talks with Simon & Sebastian, the hosts of “Trek am Dienstag”.
What happens when a defining piece of your youth keeps returning in a form that feels unfamiliar? For Simon and Sebastian—hosts of the long-running “Trek am Dienstag”—the answer lands somewhere between love, fatigue, and cautious optimism.
In the debut episode of “Behind the Scenes,” host Andreas convenes a frank, funny, and sharp conversation about New Trek versus the Berman-era shows that shaped a generation. The hookline: Is New Trek the downfall of the franchise—or are we just old enough to think “it used to be better”?
This isn’t a hit piece. It’s an honest look at how modern Star Trek chases new audiences—bigger music, faster pacing, constant emotional high tide—while losing the quiet character moments that once made the universe feel like home. Simon charts his arc from early excitement (JJ Abrams’s reset, Discovery’s promise, the return of Picard) to disillusionment (perpetual drama, fanservice without vision). Sebastian underscores a broader point: plenty of fans love Strange New Worlds and Lower Decks; his disconnect is personal, not prescriptive. The pressure they do reject: being told they must both watch and like the new canon because they host a Star Trek podcast.
We dive into:
- The Kelvin Timeline: a smart way to unshackle canon, re-centering U.S. TOS nostalgia—clever industry logic that still disoriented parts of the fandom.
- Discovery, Picard, SNW: where they thrill and where they falter, from relentless sentiment to legacy-character dependency.
They also sketch the shows they wish existed:
- A season that hides its Trek DNA until the finale.
- A “monster-of-the-week” told from the monster’s point of view.
- Stories anchored in non-bridge lives—technicians, journalists, ordinary crew—expanding the world without leaning on Spock yet again.
The episode reframes the Berman era not as flawless, but as “character first” television (Michael Piller) guided by strong vision (Ira Steven Behr) and 26-episode seasons that let relationships breathe. Today’s 8–10 episode arcs push plot at the cost of texture. Add franchise mandates, blockbuster budgets, and production pipelines locked seasons ahead of audience feedback, and the creative dialogue with fans collapses.
In the most revealing aside, Sebastian recalls an old Alex Kurtzman commentary track where the producer sounds embarrassed to be a Trek fan—a tell, he argues, for a modern tone that seems apologetic about its roots while trying to be everything to everyone.
The ending is surprisingly hopeful. Simon will keep giving every new show a fair shake; he just wants vision instead of pandering. Sebastian is serene: either something great lands, or he spends the rest of his life joyfully mining the vast back catalog and unseen secondary materials. Andreas closes on the enduring magic of Trek: stand-alone episodes that still spark wonder on a random lunch break.
This episode is a clear-eyed look at how franchises evolve, why not every evolution is for everyone, and how to keep loving a thing without insisting it never change.
You will learn:
- Why the Kelvin reset was both industrially smart and emotionally destabilizing.
- The tradeoffs of tight 10-episode arcs—momentum versus lost intimacy.
- How Discovery, Picard, and SNW balance (or bungle) fanservice, pacing, and tone.
- The Berman-era principles—Piller’s “character first,” Behr’s vision—that built staying power.
- Fresh Trek concepts that don’t rely on legacy characters.
- A healthier fandom stance: critique without gatekeeping, hope without entitlement.
Photo Credit: Guido Raith
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6. Story 4: You dont play with swastikas!
41:52||Season 1, Ep. 6What happens when a mid‑career crisis, the frustration of “another game about orcs and zombies,” and worries about the world collide? For Jörg Friedrich, it meant walking away from business as usual, starting something small and personal—and ultimately helping change Germany’s rules on Nazi symbols in games.In this episode of “behindthescenes,” we sit down with Jörg Friedrich—co‑founder of Paintbucket Games, former AAA designer (Spec Ops: The Line), and creative lead behind “Through the Darkest of Times,” a game about civilian resistance in Nazi Germany.What began as a two‑person side project became an indie success and a political flashpoint. We trace the journey: late‑night development; a lean, mostly text‑driven design that mirrors the grim reality that most resistance cells failed; and a simple but sharp Twitter strategy—daily 1933 events—that drew historians, journalists, and players. A stark, hand‑drawn art style made the project instantly recognizable.Then the fight that made headlines: Could games depict swastikas under the same “social adequacy” rules as film and literature? Jörg explains how the German games association used the project as a case study, how the USK weighed the build, and why the game became one of the first in Germany to get an age rating while still showing Nazi symbols.We also cover the fallout: wall‑to‑wall media attention at Gamescom, long lines to try “the game with the swastikas,” and a backlash that ranged from union press releases to the ministerial sound bite “You don’t play with swastikas.” Jörg shares the personal stakes—teaching gigs put at risk—and how behind‑the‑scenes advocacy ultimately shifted the narrative toward games as serious historical storytelling and civic education.This is a candid look at making “games with impact”: refusing fake symbols, embracing uncomfortable truths, and designing for tension, loss, and survival over power fantasies.In this episode, you will learn:How a meaning crisis led two AAA veterans to found Paintbucket Games and pursue “games with impact.”Why Through the Darkest of Times centers the rise of fascism, everyday persecution, and the slow erosion of freedom.How a daily 1933 Twitter feed and distinctive art style built the audience before launch.How a tiny project secured a publishing deal (THQ Nordic / HandyGames) without a traditional pitch.What changed inside the USK to apply the social‑adequacy clause to games—and why this case mattered.How the media storm and political backlash unfolded, and how allies helped reframe the debate.Why the team refused to invent “fake” symbols—and what that says about historical honesty in games.Why the game is designed so you often “don’t win,” echoing the fate of real resistance groups.If you want to understand how far games can go as a cultural medium—and what it costs to push those boundaries—this episode is for you.
5. Interview 2 SPECIAL: The story of Bisalina Speedruns — how vision overcame resistance and reshaped the scene
01:05:59||Season 1, Ep. 5Please note: This interview is conducted in German.Andreas talks with Lucina Hum, founder of Bisalina Speedruns.What happens when a niche you love refuses to grow—so you decide to grow it yourself?For Lucina Hum, speedrunner of more than a decade and organizer of Bisalina Speedruns, the answer lies somewhere between passion, frustration, and unwavering vision.In this episode of Behind the Scenes, Andreas talks to Lucina about her unconventional path: how you shake up a scene that instinctively distrusts change. The hookline:“Against resistance, for the vision – why Lucina forged her own path despite criticism and reshaped speedrunning along the way.”This isn’t a takedown of the community. It’s an honest look at a subculture that often limits itself, and at a founder who decided she wasn’t willing to stay small. Lucina reflects on her early fascination with JustinTV, Mario 64 runs, and Metroid Prime—and why she eventually stopped wanting to recreate “retro for retro’s sake.”Her answer: events that open speedrunning up—to creators, press, politics, and people who’ve never touched a GameCube controller. Events that fuse entertainment and esports, integrate charity, and offer a format that simply didn’t exist before.We dive into:Community resistance:• Purists who dismiss her approach as “not real speedrunning.”• Gatekeeping that suffocates innovation.• The bigger question: Who does a community actually belong to?Building Bisalina Speedruns:• From a €2,000 shoestring budget in 2023 to a hybrid TV-ready event.• 40+ creators collaborating on a 10-hour live production.• A prize competition with nearly 2,000 submissions and a €5,000 finale.• 150 invited guests from media, esports, politics, and the creator space.Her creative philosophy:• Explain instead of mystify.• Make rules accessible rather than sacred.• Build something newcomers understand without betraying veterans.Lucina’s dream formats:• Interactive segments instead of silent showcases.• Entertainment mixed with education (quizzes, zoom-in challenges).• Speedrunning as a gateway for creators rather than a closed shop.• Events where coaching, networking, and competition coexist.The episode sheds light on how speedrunning evolved, why “it’s always been like this” is never a valid argument for the future, and why innovation often requires ignoring the loudest critics.Not because it’s easy, but because no one else is pursuing her vision.Surprisingly, the ending is hopeful: More reach, more understanding, more formats, more courage—plus a major announcement at the upcoming event.You will learn:• Why speedrunning is 33 years old yet only now breaking into the mainstream• How niche cultures grow when they stop creating only for themselves• The pitfalls of a scene wary of change• Why hybrid events open doors pure community shows never could• How to turn a hobby into a TV-ready event—solo, but with vision
4. Story 3: The Plan Was Perfect. The Players Were Better.
22:23||Season 1, Ep. 4What happens when your perfect plan collides with millions of passionate players? For Stephen Flowers, Senior Writer on the smash-hit Helldivers 2, the answer was to throw the plan out the window and embrace the chaos.In this episode of "Behind the Scenes," recorded live at devcom 2025, we sit down with Stephen Flowers for an unflinchingly honest look at one of the most explosive and successful game launches in recent memory. This isn't just a story about managing success; it’s the story of a meticulously crafted 90-day narrative that was dismantled by players in less than a week, forcing the development team into a frantic, live-wire act of reactive storytelling.We dive deep into the pivotal moments of that journey, from the emergency scramble that turned 8 planned major orders into 27, to the single most genius solution of their crisis—a story that involves turning a game-breaking server issue into an in-universe "firmware glitch" for the enemy faction.This episode is a powerful look at the reality of modern live-service games, the immense pressure of a player-driven world, and the invaluable lessons learned when your community's passion becomes the most powerful and unpredictable force in your game.In this episode, you will learn:Why the initial 3-month content plan for Helldivers 2 was completely overwhelmed by players within the first few days.The incredible story of the "firmware glitch" and how the team learned to weaponize bugs and technical issues as part of the narrative.How the writers and Game Masters collaborate in real-time to react to player behavior and keep the Galactic War engaging.The creative process behind balancing a persistent story with the need for player agency in a world that can never truly be "won."Why, even after monumental success, the development team never feels truly "safe" from the chaos of a live game.9. Nov. 2025 18:47
3. Story 2: His Bet: The Entire Company. His Prize: The Future of Gaming.
27:09||Season 1, Ep. 3What does it take to bet your entire company on a single idea? For Don Daglow, the pioneering designer and founder of Stormfront Studios, the answer was to risk everything on a concept the world had never seen: a graphical online role-playing game.In this episode of "Behind the Scenes," recorded live at devcom 2025, we sit down with Don Daglow for a masterful look back at the birth of a genre. This isn't just the story of Neverwinter Nights; it’s the story of a high-stakes gamble in the wild west of the games industry, where three competing titans—AOL, SSI, and TSR—were united by a single, audacious vision.We dive deep into the pivotal moments that made it all possible, from a legendary "green light" meeting in a Dungeons & Dragons-themed castle in Las Vegas to the single most important moment of Don's career—a story that involves a quiet hotel suite, a direct question, and a handshake that sealed the fate of his entire company.This episode is a powerful look at the reality of game development before it was a corporate machine, the immense personal risk required to innovate, and the invaluable lessons learned from betting it all on a "Holy Grail" project.In this episode, you will learn:Why Neverwinter Nights was considered a "Holy Grail" that other developers had tried and failed to achieve.The incredible story of the handshake deal that represented the ultimate "bet-the-company" moment.How Don Daglow navigated the complex, high-stakes partnerships between AOL, SSI, and the creators of Dungeons & Dragons.The clever technical and design compromises that were necessary to make the world's first graphical MMORPG a reality.Why the groundbreaking and successful game was ultimately shut down due to a business decision, not failure.
1. Story 1: The Seven-Year Failure That Followed Counter-Strike
23:47||Season 1, Ep. 1What happens after you co-create a global phenomenon? For Minh Le, the visionary behind Counter-Strike, the answer was to walk away from the security of Valve and risk it all on an ambitious successor: Tactical Intervention.In the debut episode of "Behind the Scenes," recorded live at devcom 2025, we sit down with Minh Le for an unflinchingly honest conversation about the project that came next. This isn't a story of success, but a seven-year journey through development hell, navigating difficult partnerships, and facing a crushing public reception.We dive deep into the pivotal moments of that journey, from the mid-development decision to switch to a Free-to-Play model to the single most surreal moment of Minh's career—a story that involves a Korean character fair and a bunny costume.This episode is a powerful look at the reality of game development, the immense pressure of following up a masterpiece, and the invaluable lessons learned from spectacular failure.In this episode, you will learn:Why Minh Le chose to leave Valve at the height of Counter-Strike's success.The critical mistakes and external pressures that derailed the development of Tactical Intervention.The surreal story of the "bunny costume" and what it symbolized for the project.How failure can be a more powerful teacher than success, and how Minh Le found his way back to the industry.