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The podcast behind Contact: Wait Out, an ops room command game.
In episode 1 we go inside the game. Tom explains what an operations officer actually does, with a story from his own time running aviation operations, when the call was whether to hold a helicopter on the ground for thirty seconds. Then we walk through the first scenario from the chair: one section out on patrol, a sand table that is always out of date, a drone feed, helmet cameras, two radio nets and a chat log. Ryan talks about building a room he has only ever seen in photographs, and why the fidelity goes into the ops room rather than the battlefield. We get into the room as a character, pattern of life, combat effectiveness and keeping it fun, and finish with what worries us and where we'd take it with a magic wand.
Chapters
00:00 Cold open
00:38 Picture this
01:43 Welcome back
02:50 Who we are, and why this game
04:49 A small team, a game with real depth
06:10 What an ops officer actually does
08:01 Your seat in the game
08:54 Tom's job: aviation operations
10:37 Hours of nothing, then everything
11:17 Hold the aircraft
14:02 Making pressure fun
14:35 The first scenario, from the chair
17:14 Devlogs and building in the open
18:07 The art: building a room from photographs
20:26 One step removed: where the fidelity goes
21:27 Replayability and what comes next
24:27 Co-op, and soldiers who carry on
26:41 The room is a character
28:26 Pattern of life and consequences
30:03 Combat effectiveness and duty of care
31:54 Never the same twice, and the after action review
33:29 The challenges
36:45 The magic wand
39:57 Get involved
Get involved
Watch the playtests and read the devlog: contactwaitout.com/devlog
Sign up for news: contactwaitout.com
Join the Discord: discord.gg/gVXbshznpb
Did one of these jobs and willing to talk to us? [email protected]
New episodes every fortnight.
Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented. Features discussed are in development and may change.
Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.
The podcast behind Contact: Wait Out, an ops room command game.
In our first episode, Tom and Ryan introduce themselves and the game they're building together. You're the ops officer in a small patrol base. Your platoon is out on the ground and you're not. Everything you know arrives through a radio, a drone feed, a helmet camera and a map you keep up to date by hand, and you make your calls on that. We talk about why nobody has built this game before, what the room has to feel and sound like, what the first grey-box playtest felt like, and the kind of community we want to build around it.
Coming up: a deep dive into the vision for the game, then our first guest.
Chapters
00:00 Cold open
00:24 Contact. Wait out.
00:59 Welcome to Making Contact
01:33 Who we are: Ryan
02:22 Who we are: Tom
02:52 Why this game
03:32 The game in a nutshell
04:29 Why not another milsim
05:19 What the player sees
07:42 Building the room: immersion and sound
10:21 The first playtest
11:24 Why this game, and who it's for
14:00 The community we want
16:08 Why a podcast, and building in the open
17:46 How to get involved
18:47 Next time, and a future gem
19:32 Outtakes
Get involved
Sign up for news: contactwaitout.com
Join the Discord: discord.gg/gVXbshznpb
Did one of these jobs and willing to talk to us? [email protected]
New episodes every fortnight.
Contact: Wait Out is a work of fiction. The theatre, places, units, people and operations in the game are invented.
Contact: Wait Out is an ops room command game. It is not made to glorify war. It is made to represent, with respect, the real challenges that everyday soldiers and officers faced.
From the publisher's feed