on Feb 16, 2015
Dear young people who ask me how to get into game development: Don’t. Just don’t. I like you too much to see that happen to you.
1:30 Doing a system transfer from a 3DS to a New 3DS is ridiculous.
Two weeks in a row complaining about Nintendo. They aren’t the worst in the business, but their failings are always so interesting.
Here is how you do it:
7:00 Kotaku story about The Pizza Party Where Everyone Got Fired
Yes, it’s terrible to work in the games industry. No, this shouldn’t be a surprise. But like I said in the show, sharing these stories is the only way anything will change. Here is the SBH episode I mentioned: How Design Trends Ruin Great Games.
25:00 A week after announcing that EVERYTHING IS AWESOME FOREVER, Daybreak fired a bunch of people.
As shocking as the sunrise, but still worth talking about.
35:00 Peter Molyneux Interview: “I haven’t got a reputation in this industry any more”.
45:00 Dude, do you even musics?
Dear Diecast, Shamus’s badwrong music lessons inspired me to finally get around to learning some of how to play the piano (I’ve been getting goodright lessons from a friend). Does anybody else in the Spoiler Warning crew have any musical aptitude? (aside from Mumbles, obviously) What instruments do you play?
While I didn’t mention it on the show, I’ve been dabbling in piano lessons myself. How far have I gotten? I’m at the stage where I’m practicing playing scales with both hands. So. Yeah. Long road ahead if I stick with it.
47:00 In-game advertising in games.
Dear Chessex Iscosahedron Diecast,
What is your opinion on product placement and advertising within video games?
52:00 “Immersion” through 5-second cutscenes.
I’ve sent emails in before about visual fidelity in moderns games and it was notably…wordy, so bear with:
After hearing George lament the repeating animations in FC4’s hunting mechanics, I was reminded of Chris’ gripe that Thorthf made Garret feel like a klepto and I think at least in part it was because of a similar issue of now having an animation play out for grabbing loot rather than having it simply disappear into your coffer like prior games. So obviously these animations are used in order to keep these higher fidelity worlds more cohesive at the cost of game flow. My question then is this:
When in gaming’s history do you think the best balance was reached between visual cohesion and interaction?
Here is the video Neil mentioned:
1:00:00 Bygone genres.
Certain video game genres (flight sims, adventure games, turn-based strategy, ect) are not as popular as they used to be. Did something happen to kill off these genres? Were they actually never that popular but they seemed like it because there were just fewer gamers to ‘dilute’ the market back then? Something else that I haven’t thought of? I’m curious to hear your thoughts.