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Saddle up, amigos. It’s time to ride into one of the year’s most high-profile games: Red Dead Redemption. Published by Rockstar, Red Dead Redemption attempts to convey the feel of the Mythic West by dropping the player into an expansive, beautiful, and dangerous world. It is a highly ambitious game whose plot and game systems both deserve in-depth analysis. Because of this, we have split up our conversation. This week, we mainly discuss the game’s structure and mechanics while avoiding specific plot details. We cover topics like morality, emergent gameplay, and the viability of the Rockstar formula. As always, we’re interested to hear what you all thought, so feel free to share your experiences in the comments.
Some discussion starters:
- How much time did you spend on the side quests? Were they just a distraction from the main plot or did they offer you something
- Do you have any good emergent stories from your travels in New Austin? With all the angry wildlife, surly townsfolk, and wide-open spaces, strange things are bound to happen...
- Do you think the Rockstar, open world formula is a viable platform to explore other genres?
To listen to the podcast:
- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.
Show notes:
- Run time: 39 min 36 sec
- Music provided by Brad Sucks
The perils of internet anonymity have long stirred up conflict within gaming communities. Blizzards attempt to fight back against forum trolls resulted in a loud outcry from those eager to protect their privacy. While Blizzard's Real ID plans were eventually canceled, they opened up an interesting discussion about anonymity and the role of developers in maintaining a healthy community. Join us this week as Scott and I discuss Blizzard's plans, facebook privacy, horse photos, public shaming, Dennis Rodman, and militant honesty. We encourage you to leave your thoughts in the comments section below.Some discussion starters:- How well can online communities police themselves?- What responsibility does Blizzard have in monitoring and shaping player behavior?- Is our relation to anonymity changing?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 30 min 39 sec- “Pro Real ID" by Krystian Majewski, via Game Design Scrapbook- Music provided by Brad Sucks
Aperture Science was a meme factory. Years after Portal’s release, we are still quoting the jokes and phrases that helped give the game its unique personality. With the forthcoming release of Portal 2, writer Erik Wolpaw is grappling with the memes spawned by the original. Making cake references might be an easy way to wink at fans, but there is a danger of the game collapsing under the weight of its own baggage. This week, we discuss the unique challenges facing Portal 2 and consider the ways in which memes function in video games and the video game community. We’d be interested to hear your thoughts in the comments, be they on the subject of cake, cubes, or Keyboard Cats.
Some discussion starters:
- Will it be hard for Portal 2 to distance itself from the baggage of the first game? Would you be disappointed if there were not cake references?
- What are some of your favorite game memes and why? Is there a specific purpose they serve either in or out of the game?
- Is it possible to have gameplay memes?
To listen to the podcast:
- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.
Show notes:
- Run time: 25 min 03 sec
- “Portal 2's Wolpaw: 'I Do Not Want To Resurrect A Three-Year-Old Meme',” by Chris Remo, via GameSetWatch
- Music provided by Brad Sucks
Every year E3 is all about surprises. Some take the art of the surprise very seriously. At this year's event, Designer David Jaffe shocked fans when he announced the new Twisted Metal. Why were some so taken aback? Because Jaffe explicitly denied the existence of such a title. Without a shred of doubt, he completely lied to journalists and readers. Branching off a post from Kyle Orland on the subject, and two pieces by Nels Anderson, Scott and I discuss the value of surprises, games journalism, film industry norms, and the cultural of secrets. You can find the original articles in the show notes and we encourage you to share your thoughts in the comments section below.Some discussion starters:- Is secrecy in the games industry valuable in anyway?- Should we be alright with this much secrecy? How about Jaffe's behavior?- Is the industry incapable of becoming more transparent or is the a cultural trait that can be changed?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 24 min 27 sec- "David Jaffe is a liar. Do we care?" by Kyle Orland, via The Game Beat- "It's All Cloack & Dagger" by Nels Anderson, via Above49- "Sometimes, The Spy Games are Too Much" by Nels Anderson, via Above49- Music provided by Brad Sucks
“Alright Browncoats: we break atmo in five minutes and we’ve got a whole mess of ruttin’ hostiles lining up to meet us. Get your fancy pants and grab your guns, we don’t want to disappoint our hosts. Stick together, make your shots count and everything will be shiny...”Oh, sorry everybody. I think I’m getting my sci-fi universes mixed up. But if you’ve played Halo 3: ODST, you probably understand. This week, Jorge and I discuss this unique entry in the Halo franchise. Part expansion pack, part sequel, and part spin-off, ODST is an interesting beast. We discuss everything from the mission structure, the gameplay, and the storytelling approach. As always, feel free to drop into the comments with your thoughts.Some discussion starters:- For those of you who played it, what did you think? How does ODST compare with the Master Chief trilogy?- Did the story and its characters draw you into the plot? What are your thoughts on the silent protagonist and the rest of the crew?- ODST is a rare example of a “spin-off” game: it uses an established mythology and gameplay system as a base from which to branch off into something new. What other franchises would yield enjoyable spin-offs?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 34 min 06 sec- Music provided by Brad Sucks
This year's Electronic Entertainment Expo has come and gone, leaving in its wake rumors, exciting announcements, technical innovations, and underpaid "booth babes." I was fortunate enough to attend the three day event, getting to see some unreleased creations a few months early and bask in corporate self-aggrandizement. This week on the podcast, Scott and I discuss the ins-and-outs of E3, from motion controls and 3D technology, to Zelda and SOCOM 4. Let us know your thoughts on all the E3 announcements in the comments section below. Show notes:- Run time: 38 mins 59 secs- Music provided by Brad Sucks Read more! Ed. note: I know, Twilight Princess is a Zelda game on the Wii. Also, 3DS ships March 2011, not this fall. Sorry to get your hopes up.
While they may not always do so in the most graceful fashion, even even the most mainstream games address complex issues like sex and violence. Religion, however, remains a relatively understudied topic. This week, we draw inspiration from Richard Clark and Jason Killingsworth, two authors who examine the ways religion is manifested in games and how theology impacts our relationship with them. Over the course of the discussion we touch upon faith as a game mechanic, how religion impacts cultural expression, the deity’s of Dungeons and Dragons, as well as the inspiration for this episode’s silly title. As always, feel free to share your thoughts in the comments. Some discussion starters:
- In which games has religion played a major role?
- Can issues like faith and spirituality be conveyed with game systems or should religion be explored through thematic details?
- How does your religious background affect your response to religion in games? How do you want to see the subject addressed, if at all?
To listen to the podcast:
- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.
Show notes:
- Run time: 31 min 53 sec
- “Not Beyond Belief - How Religion And Gaming Interact,” by Richard Clark, via Gamasutra
- “In Your Game We Play,” by Jason Killingsworth
- Music provided by Brad Sucks
In an effort to explore the depths of choice and human ethics, morality systems have become commonly used tool in game design. Morality can be a deeply complicated and heated topic of discussion, so how do games successfully tackle this subject with players? Recently J. Matthew Zoss asked this question of some influential game designers in his piece on Gamasutra. Fittingly, GameSetWatch's (and Gamasutra's) Andrew Vanden Bossche joins us this week as a guest host to delve into the "rights and wrongs" of morality in games. As usual, you can find the inspirational article in the show notes, as well as links to more of Andrews work. Show notes:- Run time: 40 min 48 sec- "Ethics 101: Designing Morality in Games," by J. Matthew Zoss via Gamasutra- Design Diversions, biweekly column by Andrew Vanden Bossche via GameSetWatch- Mammon Machine- Music provided by Brad Sucks
It was a long holiday weekend here in the U.S., but don't think that Jorge and I were taking a break. On the contrary, we engaged in some some field research by trekking to the local movie theater to see the latest video game-to-film adaptation: Prince of Persia: The Sands of Time. As long time admirers of the franchise, we proceeded hopefully, yet cautiously. Would the Sands of Time live up to the quality of its source material? Would we be left wishing we could rewind time to before our money left our wallets? Would Nolan North dub over Jake Gyllenhaal's voice? Check out the show to find out.
Some discussion starters:
- For those of you who saw the movie, what did you think? For those of you who haven't, what makes you hesitant?
- Do you have any favorite video game films? What games do you think would work well on the silver screen?
- Given that the player's ability to actively interact with a game largely defines the narrative, can a film do justice to a game's themes?
To listen to the podcast:
- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.
Show notes:
- Run time: 36 min 33 sec
- Music provided by Brad Sucks
Sometimes games are just too hard or too large. Is this a common problem and is it hurting the industry? John Davison of GamePro thinks so. Maybe this explains why so many people never finish their own games. Guest host David Carlton of Malvasia Bianca joins us this week to offer his insights on lengthy games, the joys and pains of difficulty, adult gaming habits, and cyclical gaming trends. You can find the original article in the show notes, as well as links to more of David Carlton's work. - What long or hard games have you stuck with and why? Show notes:- Run time: 37 min 34 sec - "Too Big and Too Hard, " by John Davison via GamePro - Malvasia Bianca, home of David Carlton - The Vintage Game Club - The Video Games and Human Values Initiative - Playdom- Music provided by Brad Sucks
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