Secrets are scarce in fashionable video video games. And I don’t imply easter eggs that anybody with a working web can discover hours after a recreation releases — I imply precise, honest-to-god secrets and techniques.

So it ought to come as no shock that the Speedrun crew needed to return to 1997 to search out one. In the years when message boards and discussion board threads reigned supreme, one thing as innocuous as a hazy island in the 64-bit distance might drive gamers into a frenzy. Such was the case on the Dam stage in the FPS traditional Goldeneye 007. Through the lens of a sniper rifle, gamers might see a small pack of buildings throughout a massive reservoir. Was it a bonus space? An allusion to the film? The end point of some secret passageway hidden earlier in the level?

With the assist of SportSharks and noclip cheats, gamers finally found what many had feared: it was nothing. Just a leftover manufacturing asset the workforce at Rare by no means received round to ending. But at that level, it virtually didn’t matter. The fantasy of the island had already taken root.

This serves as a gateway into the thought we explored on this week’s episodes of Speedrun: how gamers, simply as a lot as builders, create the tales in the video games we play.

This led us to a newer legend: the Shrouded Ghost in Sea of Thieves . The large, glowing shark is one of the open-world pirate recreation’s most elusive achievements. Our West Coast correspondent Mari Takahashi joined streamer BBXH to research the legend surrounding the Ghost, and the outcomes weren’t disappointing: even with such a devoted participant base, nobody really is aware of what spawns the shark, or the place it’s going to seem at any given time. In some ways, the legends surrounding the Shrouded Ghost are extra thrilling than the precise Ghost. I’m reminded of the scene in The Life Aquatic With Steve Zissou, when Bill Murray and his crew come head to head with the fabled Jaguar Shark they’ve been attempting to find so lengthy. It comes, it lingers, and then it’s gone once more.

Lastly, we explored the weird story of Warframe’s most notorious character, Clem. Although he started as a community creation — an inside joke, actually, in the early days of Warframe’s now large neighborhood — he finally made his method into the recreation. We spoke to Alex Mcguire, the tumblr artist who first created the character in his comedian sequence “The Chronicles of Clem,” and Rebecca Ford, one of the builders answerable for including him into Warframe correct. It’s a reassuring story about the relationship between a studio and its gamers, at a time when “living games” are a dime a dozen.

So, sure — legally talking, studios and publishers personal the video games they make. But in a broader sense, it’s usually the gamers that actually make a recreation. They lend it their very own creativeness, their very own conspiracies and head canons and politics. They search each nook and cranny for one thing undiscovered, solely to find that there’s nothing left to search out. And at that level, they do the solely factor they understand how: they create one thing of their very own.

Next week on Speedrun, we’re bringing on comedians Reggie Watts, Adam Conover, and Mike Drucker to discover the untapped potential of comedy in video video games. We had a blast making these episodes, and as all the time, they’re come of my favourite but. I’ll see you then.