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MrBeast

Episode 25272026-07-16EnglishMembers only

Guests: MrBeast

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§01Casting a show with contestants from almost every country

The conversation starts with how easy it is to recruit for a show that gives away millions of dollars. Participants are usually very excited. The main obstacle described is time off work, because a Beast Games shoot "can go for a month." People also get cold feet, sometimes the day before filming, so the production keeps spares: for a challenge with 100 people, "we'll usually have 10 backups."

Enthusiasm depends on the size of the prize. Beast Games, with its $5 million prize, gets far more interest than some YouTube videos where, for example, 100 families compete for $250,000. For those videos, potential contestants weigh whether they want to lose a job for "a 1% chance of winning 250K."

So the newest season we just shot, we grabbed one person from every country on Earth. So it was around 200.

The production found this format interesting because contestants from different regions, such as Asia-Pacific countries and South America, reacted to the games and thought about them very differently because of their different upbringings. The range of country sizes stood out too. One contestant came from an island nation of about 40,000 people, which is less than the speaker's own town of 100,000 (described as "two and a half times" bigger). The speaker joked that a $5 million winner could pay a $200 dividend to everyone in that country.

Vetting about 200 nationalities raised the question of whether background checks would be reliable everywhere. The answer focused on cost and reputation more than criminal records. Casting costs were described as "ridiculous." The team found two or three options for each country and let people from those countries vote on who should compete. The stated reason was to avoid a weak contestant prompting a country to complain that the show had purposely picked an "absolute moron."

§02Beast Games at maximum scale: prize money, cameras and editors

Beast Games is described as a reality show with "everything" ramped "up to the absolute maximum." Filming lasts about 30 days at around 18 hours a day. The speaker says it has the largest cash prize of any show in the world, and that season one had the most contestants and the largest sets of any show. Season one gave away $22 million, about $2 million per episode, compared with $250,000 at some of the world's biggest game shows.

The central creative idea is a reaction against producer-shaped reality TV. In the usual approach, contestants are later put in a room to discuss what happened, and that footage is intercut with the action. A story producer may also approach a contestant with one camera, assign a role ("you're kind of the bad guy"), and suggest lines, which "almost basically put words in your mouth." Beast Games instead gave each contestant a dedicated camera and let them act naturally.

say whatever the hell you want. We're recording you for the next 10 hours.

Production figures cited for season one: - More than 1,200 cameras on one set, described as a world record. The previous high for any production is given as 400. - One A-cam for each of 1,000 contestants, mounted on a pole on their platforms, plus hundreds of cameras in the roof. - A set "bigger than the football field." - 27 miles of camera cables, also described as a record. - More than 150 editors working on the season.

The speaker admits this approach costs millions of dollars in cameras and editing, which explains why others don't use it. The argument is that it "shows through in the final product," with less scripted, more natural behavior that shows who contestants "actually are." The other side of the conversation praises the willingness to spend whatever the product needs. They contrast it with a traditional television network that would cut back "a couple of notches" to "save 80%," and they describe reinvesting everything as risky but far-sighted. They cite the YouTube show being "the most watched show on planet Earth" as evidence that it works.

The elimination set was not a purpose-built building. It was in what is described as basically an airport hangar in Toronto. It had about a thousand trap doors that opened when contestants were eliminated, took months to design, and cost about $15 million. The speaker also points to local economic effects. Even though filming lasted 30 days, the months of work before and after gave crew "consistent work for six months" rather than week-to-week projects.

§03"Technically anything is possible": the pyramids of Egypt

The speaker sums up their philosophy as asking how to make the best content possible rather than the most money possible, and says that "shockingly" this approach ends up making a lot of money. They contrast their team with other media companies, where people at the top tend to shoot down ambitious ideas during brainstorming.

If as humans, we really wanted to, we could technically blow up the moon with enough nukes. Now, we're not going to do it because it's not worth the time and it's not worth spending the money.

The rule that follows is that nobody can say no to an idea before working out how much time and money it would take. The example is a video in which the speaker spent 100 hours living in the pyramids of Egypt. For years people said it would never be allowed. The speaker's reply was to ask whether anyone had actually received a no from Egypt's leadership. After years of discussion, and assurances that it would be an educational video rather than stunts like taking off a shirt on the pyramids, the authorities agreed. According to the speaker, they "loved the video."

Details of the visit include access anywhere in the pyramids for 100 hours, a climb to the top of the middle pyramid, and a trip underneath. That trip went down a ladder "a couple hundred feet underneath the pyramid" into a flooded space, identified in the conversation as Osiris's shaft, where they swam. It was the speaker's first visit. They note that it happened about a year and a half ago and is "all a little fuzzy" because they were exhausted from walking around all night. They also say even veteran team members still respond to big ideas by saying, "I just don't think it's possible."

§04Egypt access and the dispute over the official narrative

The other participant says they have wanted to visit for years but are short on time because of UFC commentary, stand-up comedy, the podcast, and family responsibilities. Both suggest a trip would need roughly five to ten days. One side then wonders whether authorities would give the other participant the same access, citing their past criticism.

I just think that the people that run it have a very narrow-minded perspective of how all that stuff was made. And I don't think they really know. And I think there's a lot of gatekeeping in terms of what the official narrative is.

The criticism, as stated, is that officials are reluctant to accept alternative views because they attribute the construction to a particular timeline, and that "there's a lot of evidence that that timeline doesn't make any sense." The conversation does not present that evidence. Someone suggests calling Dr. Zahi, who has been on the show. The reply is a preference for going with a historian they know, and Graham Hancock is named as "the perfect guy to go with." The age of the monuments is stated with an explicit caveat: "at least 4,500 years old. That's just a guess, though. They really don't know."

§05A finale in the Roman Colosseum

A brief exchange about calling a YouTube video a "show" ends with agreement that "whatever it is, is people are watching it." The discussion then moves to the season three finale of Beast Games. It was filmed in the Roman Colosseum, where the winner received the $5 million prize. The speaker says they "played the first game there in over a thousand years." A live orchestra on the top ring played louder as the game got more dramatic. Having just filmed it, the speaker says it "almost gives me tears" and that moments of it did not "feel real."

The conversation then considers the Colosseum's history. The participants mention that it was flooded for ship battles and that people watched gladiators killed by swords or lions. The ancient games are dated by guess to about "1900 years ago." From research done before filming, the speaker describes the seating hierarchy, with nobles at the bottom and the poor at the top. They say the arena both showed unity across economic classes and reminded people of their place, with "so many political implications." The other participant compares this to courtside seats at basketball games.

There is also some uncertain commentary on danger. One participant believes there were "a couple of incidents" where a lion or tiger leapt up and grabbed spectators. The other had not heard of this, but noticed that the emperor's seat, about "four rows up," was "definitely within spirit throwing distance" of the arena. A looked-up construction timeline gives two slightly different figures. The first is eight years, "From AD72 to AD80." The second has construction starting under Vespasian between AD 70 and 72 and finishing under Titus around AD 79 to 80, so "the main build phase lasted roughly six to eight years."

A DraftKings sponsor read interrupts the conversation here, with sign-up offers, regional terms, and problem-gambling helplines.

§06How long modern structures last

Comparing the Colosseum to SoFi Stadium raises the question of whether today's biggest structures will survive 2,000 years. One participant argues they will not, because the Colosseum is stone and modern materials will decay: "There's no way cement lasts a thousand years." They say glass and everything else "will just get absorbed back into the earth."

In support, they recall a TV show, possibly on the History Channel and possibly called After Humans. It depicted cities being absorbed back into nature within "a few hundred years." They note it was made a while ago with weak CGI. They also describe Detroit houses with trees growing from the basement through the roof, and say skyscrapers would take longer but nature "could still do it."

§07Brainstorming a zombie-apocalypse video live

The image of overgrown cities sparks a video idea: find an abandoned, overgrown village or city and film a "Last Human on Earth simulation," with someone living there for a month, which the participants compare to I Am Legend. A variation would pay a contestant, perhaps a million dollars, to live in the isolated setting. The other participant suggests hiring people to play zombies to haunt the contestants.

The speaker says they have wanted to make zombie content for a while and lays out the obstacles. One is safety. If contestants are not told the zombies are actors, a contestant might kill one, so the premise would have to be disclosed as a simulation with rules. The other obstacle, the one that has kept the idea on hold, is finding a way to "kill a zombie" that isn't lame, "Because imagine someone with a Nerf sword." The appeal is realism: people know zombie apocalypses only from scripted shows. The planned world would be set in 2016, with run-down gas stations and set designers making sure only food like Laffy Taffy is still edible.

Combat options discussed: - Paintball or airsoft. The problem is that protective masks "kind of kills it." - A hard, face-fitted mask with clear goggles and zombie makeup applied on top. The participants look up half-face zombie airsoft masks, which renews enthusiasm. - Airsoft, then rejected because of "the trust system": nobody can tell whether a zombie was hit. Paintball is preferred because its hits are visible and it "needs to look good when it splatters." - Electronic, laser-tag-style suits that light up when shot, which the team has been developing for a real-life Hunger Games concept. - Shotguns with beanbags, raised as a question at the end of the section.

The production plan moves to cost and efficiency. The estimate is "probably a $5, $10 million project" to dress an entire abandoned city. To justify that cost, the idea is to shoot two videos back to back on the same set: first a last-man-on-the-planet video, then one where someone gets a million dollars to survive ten days with friends while fending off zombies. The speaker pictures long-lens shots from a skyscraper of a group around a fire on a pitch-black street, and vines on the buildings.

Locations come with their own constraints. An abandoned skyscraper would be hard to find in the U.S. The speaker recalls a previous video, seven days in a war-torn abandoned city in Europe with hotels and tall buildings, which tourists visit but which was closed off to the crew for a week. They doubt the site, given its history, would allow heavy set dressing and paintball everywhere. The section ends with the speaker asking their team to clip "the last 10 minutes" and send it to the creative team.

§08From non-lethal rounds to a zombie-city pitch

This part of the conversation starts with non-lethal ammunition. A participant mentions the beanbag rounds fired from shotguns to subdue people, and asks whether someone hit from about three feet away would still be fine. The answer is guarded: the pressure could perhaps be adjusted, but not really. The exchange then turns into a pitch for a video. The challenge is framed as needing "an exciting way to kill them where it doesn't actually hurt the stunt people or whoever's wearing the masks, whoever pretends to be a zombie." One idea, lighting the zombies on fire, is raised and dropped in the same breath.

To make the location concrete, someone asks for the "seven days abandoned city video" to be pulled up. The group pauses on shots of the empty buildings and reacts with enthusiasm ("Oh, dude, this is the spot"). They also explain why novelty matters for this kind of content.

And that's what gets me excited is when it's content you can't find anywhere else. That's typically a huge indicator that if it's done well, people like it.

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