on Aug 4, 2014
At the start of the show there’s some debate about how long it’s been since Rutskarn was on the show. For the record it was: Diecast #64: E3 Dustup, Watch_Dogs, Steam Summer Sale, back in June.
EDIT: No it wasn’t. It was a couple of weeks ago but I forgot to list him in the show notes.
2:00 Gamespot hit with layoffs.
The thing that makes this interesting is that the layoffs were mostly for people who produced text. Their video-production teams were largely untouched. This is pretty telling with regards to what pays the bills.
Here is one we didn’t cover on the show:
When ya gun put a splash page over yer domain url?
But it’s answered anyway. IT IS DONE.
Now that the Patreon campaign for SW is several months old, would care to indulge us in what effects it had on the recording and ediing process, software licenced, et cetera?
The guy who sent this email.
I think the reason Josh questioned the authenticity of the above question is that we had just been talking about this before the show, and it seemed kind of convenient to have an email pop up on the same topic.
With regard to how we record audio: I know we discuss this every six months or so, but the topic keeps coming up and I don’t know what else to do. It really seems like it should be super-easy to solve, so we get lots of helpful suggestions like, “I don’t see why you guys can’t just [impractical thing].” Explaining why the obvious solutions don’t work ends up being this fifteen minute enumeration of drawbacks and trade-offs. Sorry if this gets tedious.
Another thing that I’m realizing now is that we actually have different audio needs. The audio of Spoiler Warning is fine if it’s a little crappy. There’s game noise and music and shouting and it’s not expected to be high quality. Lots of internet shows have wretched audio and do just fine. But in podcasts, audio IS the content and some people have very very good audio setups. Some shows have high-end mics and compressors and all the hosts gather in the same room so latency isn’t a problem. They can get pro-quality audio. Our hosts have thousands of miles between us, and some of us are on sub-optimal machines, in noisy houses, with spotty internet.
I actually fuss with the audio of the Diecast quite a bit. If three people talk at once, sometimes I can mute or time-shift people to clear up the collisions, and I do what I can to even out the volume levels and make the show slightly less aurally unpleasant. (Chris has an electric hum sometimes. Rutskarn sometimes has ambient room noise like dogs barking or people talking. I have a ton of fans around me, flooding my recordings with white noise. Mumbles has really intense volume variations, from quiet whispers to explosive shouts. Josh’s hands-free setup results in occasional bits of background noise or sniffling that need to be silenced. And EVERYONE has different volume levels every week.)
So yeah. It’s harder than it seems.
I’m curious since you have actual professional experience with 3D internet what your thoughts are on VR internet. For Diecast or Blog or even just reply to me.
It started to sound like a stupid question to me as I was typing because we’re probably going to have MMO VR right? But then lag would probably be a big issue and MMOs are proprietary single owner platforms.
I guess there’s a question in there. I don’t need an answer, I’d just like to hear or see you pontificate on this.
Ever your fan.
Wide And Nerdy
47:00 Josh follows up on his Star Citizen comments from last week.