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http://dts.podtrac.com/redirect.mp3/etao.files.wordpress.com/2016/11/etao-podcast-28.mp3
That might be an unbridgeable gap of taste. But is taste what we’re talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).
———
• Here again is Richard’s Design Over Time series.
• And Richard was also good enough to share his notes for this conversation, including the ones on Egoraptor.
• When researchers talk about people overestimating their own competence, they usually discuss it in terms of Dunning–Kruger effect.
• Unthinkingly and in the heat of the moment, I used the word gamer. Icky.
• I’m honestly not sure whether the hey-player-here’s-what-a-bomb-is-again thing in Twilight Princess and Skyward Sword is a bug or a feature. Richard remembers hearing that it was a bug in an Iwata Asks, but neither of us can find the quote (or one that says the opposite, for that matter). Interestingly enough, if it is a bug, then I suppose Richard would say it’s a useful bug—accidentally prodiving the player with helpful refreshers, kind of like how the slowdown in the first Zelda accidentally makes hectic rooms a shade more approachable.
• David Hellman wrote the seminal piece on fussy long-windedness in Zelda games.
• Innuendo Studios did a fantastic piece about semiotics in games and game criticism, using The Beginner’s Guide as a jumping off point.
• And here’s Cogwatch.
• Richard did a Design Over Time about Bloodborne, in direct response to a video by one Monsieur HBomberguy. He was still working on his video at the time of our conversation, which is why we didn’t discuss his critique of Bloodborne (and/or of the Souls fandom) in more specific terms.
“All The People Say (Season 2)” by Carpe Demon.
We’re on iTunes. We’re also on Stitcher and Podbay and Google Play.
Left click to play. Right-click to download.
5
66 ratings
http://dts.podtrac.com/redirect.mp3/etao.files.wordpress.com/2016/11/etao-podcast-28.mp3
That might be an unbridgeable gap of taste. But is taste what we’re talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).
———
• Here again is Richard’s Design Over Time series.
• And Richard was also good enough to share his notes for this conversation, including the ones on Egoraptor.
• When researchers talk about people overestimating their own competence, they usually discuss it in terms of Dunning–Kruger effect.
• Unthinkingly and in the heat of the moment, I used the word gamer. Icky.
• I’m honestly not sure whether the hey-player-here’s-what-a-bomb-is-again thing in Twilight Princess and Skyward Sword is a bug or a feature. Richard remembers hearing that it was a bug in an Iwata Asks, but neither of us can find the quote (or one that says the opposite, for that matter). Interestingly enough, if it is a bug, then I suppose Richard would say it’s a useful bug—accidentally prodiving the player with helpful refreshers, kind of like how the slowdown in the first Zelda accidentally makes hectic rooms a shade more approachable.
• David Hellman wrote the seminal piece on fussy long-windedness in Zelda games.
• Innuendo Studios did a fantastic piece about semiotics in games and game criticism, using The Beginner’s Guide as a jumping off point.
• And here’s Cogwatch.
• Richard did a Design Over Time about Bloodborne, in direct response to a video by one Monsieur HBomberguy. He was still working on his video at the time of our conversation, which is why we didn’t discuss his critique of Bloodborne (and/or of the Souls fandom) in more specific terms.
“All The People Say (Season 2)” by Carpe Demon.
We’re on iTunes. We’re also on Stitcher and Podbay and Google Play.
Left click to play. Right-click to download.
41 Listeners