1:00 Josh has finally played Wolfenstein: The New Order.
26:00 Shamus has been playing Planet Explorers.
To clarify, when I say it “felt like an MMO”, I mean: Hotbar-based inventory. Stiff, mechanical movement. Camera that’s either too far away or aimed into your head. Layers of complexity and abstraction behind simple tasks like “combine items to make thing”. Quests from shallow NPCs with forced,awkward dialog. Semi-transparent dialogs covering the visuals. Mouse controls that default to “hold down right mouse button to look”. The game doesn’t pause when you bring up the menu. Combat is less about pressing an attack button to initiate an attack and more like you hold a button down so your character will attack at the predefined intervals. There’s no reason to move around. Just stand face-to-face with the monster and keep attacking until one of you dies.
There are two game modes: “Adventure” and “Story”. I’m really regretting going with story. If I go back to the game (probably won’t) I’ll give adventure a try and see if that’s better.
To be fair: The game is in early access on Steam, and it’s not fair to judge an incomplete indie game by AAA standards. But not matter how much they polish this game, that MMO-ness seems to be a deliberate design choice. Sadface.
On the other hand, I do like the otherworldly visuals. And that draw distance is pretty admirable.
31:00 Shamus talks about Activeworlds.
This is probably the most I’ve said about my old job at one time. I’ve always kind of kept quiet out of respect to my former employers. Think of how bad it would look if a game developer went around criticizing the game they just finished and wishing they could have done more. And that’s sort of my thing. So it’s hard to talk about Activeworlds without doing a fifteen-year postmortem on it. But I doubt anyone will mind this bit of retrospection.
40:00 Chris is playing Evolve.
50:00 Chris and Josh are playing Destiny.