Spoiler Warning: Questions

By Shamus Posted Monday Apr 2, 2012

Filed under: Spoiler Warning 208 comments

I sat down with the rest of the cast Sunday night and we made it official: Barring any unforeseen difficulties, our next game will be Alan Wake. The game has a lot of interesting hooks for discussion: In-game advertising, the changing nature of survival horror as a genre, Stephen King, a troubled development history, and so on. It’s also short by the standards of the show, which will let us move on to Mass Effect 3 before we lose our passion for it.

We’re moving to five cast members: Chris, Mumbles, Rutskarn, Josh and myself. I have no idea how we’ll keep it on the rails. We’ll see how it goes.

Reader Atma asks via email:

[…]Well, i for one would like to know how the new format has impacted your audience, if the pipeline has improved, if the custom endings hit their goal (keeping people watching up to the end). I’d also like know out of curiosity how you are financing yourself on this show (if you are at all); i mean it’s a lot of work and although i imagine it’s nice having fun among a group of smart and talented people, it’s still a lot of work.

The pipeline is the same as it ever was, except that Josh keeps raising his standards as he gets better at Adobe Premiere, which kind of negates the time he saves.

We’re not making any money from the show. Individual episodes only score a few thousand views. Less than half the people who read the site actually watch the show. It’s probably not worth turning on advertising for that. Ultimately, it would probably boil down to a dollar an episode. Split between the cast members this would be joke money, not worth the time and expense of distributing it. Even if we gave it all to Josh, it’s still pretty much a tiny payout in the face of how much time he dumps into it. I get the impression that advertising really isn’t worth it until you’re into the tens of thousands.

The coming weekend is PAX, and the next weekend is recovering-from-PAX, so the next season won’t begin until the week of April 22.

 


 

Interview With MeNET

By Shamus Posted Sunday Apr 1, 2012

Filed under: Links 57 comments

On Friday I sat down with some of the guys at Middle Earth Network and talked a bit about the Witch Watch, Project Frontier, DM of the Rings, and other assorted topics.

You can hear an archived version of the interview here.

It was fun. Thanks again to the MeNet guys for having me on.

 


 

Spoiler Warning: Elevator Source

By Josh Posted Saturday Mar 31, 2012

Filed under: Spoiler Warning 156 comments


Link (YouTube)

In case you didn’t already have enough vertical lifting devices in your life.

I meant to have this up earlier this week, but a combination of technical problems (i.e., Adobe Premiere memory leaks) and mild illness thwarted that plan. That’s also why there wasn’t a Shogun 2 post this week either. Fortunately, I’m feeling much better now, which is good, considering PAX is next week.

On that topic, next week is probably going to be pretty weird. I’m not sure what sort of content Shamus has planned for PAX, or if he has anything planned at all, for that matter. But you can probably expect at least a Shogun 2 post sometime early next week, to make up for the missing one this week.

Now what are you doing still reading this? Go watch us fight the elevator gods!

 


 

Experienced Points: The Story Doesn’t Matter

By Shamus Posted Friday Mar 30, 2012

Filed under: Column 128 comments

In talking about the recent Mass Effect 3 ending controversy, Daithi Farley asked:

The weirdest thing about this debacle is the almost complete disparity between game journalists and fans. I mean you'd think it vary from site to site but it all seems so oddly consistent. Does any one know why this is?

My article this week is my answer.

 


 

Supplying Demands for More Demand

By Shamus Posted Thursday Mar 29, 2012

Filed under: Rants 228 comments

splash_money.jpg

A recent headline caught my eye: Silicon Knights Boss Says Used Games Drive Up Prices

I would title this article “Silicon Knights Boss fails to Grasp Supply & Demand”. The thrust of the article is that they’re only making “burst” sales at the launch of a game, so they’re trying to make all their money in those first few weeks. This is in contrast to Ye Olden Days, when games would have “long tail” sales, having sales figures that slowly tapered off over time.

This is a horrible and suicidal way to do business. You’re going to spend $50 million to make a game and then hope you can make more than $50 million in a few weeks, which you can only do if it has great reviews and it flies off the shelves? What if a really big surprise hit releases next to your game? What if your game gets dinged in reviews down to (oh no!) 75%? Or what if it’s just too dang similar to a game that came out few months earlier and even if your game is better consumers just aren’t ready for ANOTHER one?

Continue reading ⟩⟩ “Supplying Demands for More Demand”

 


 

Errant Signal – Violence In Games

By Shamus Posted Tuesday Mar 27, 2012

Filed under: Movies 146 comments

If you’re missing Spoiler Warning this week, then allow me to hook you up with some auxiliary Chris. His take on violence in videogames is really interesting and he even touches on the Football: Total War concept I enjoy so much. (A post I wrote when this site was less than three months old.)


Link (YouTube)

 


 

Science Fiction… in SPACE!

By Shamus Posted Sunday Mar 25, 2012

Filed under: Projects 426 comments

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Now that I’ve tossed a few stones through the windows of Mass Effect and BioWare, I need to get back inside my glass house and get back to work on my sci-fi story. I have no doubt that all of my shoot-from-the-hip literary criticisms will probably come back to bite me in the ass someday. My only comfort is that the ass-biting day isn’t today.

Any author who hopes to write a story about interstellar space travel must eventually deal with the fact that interstellar space travel is impossible. Or if not impossible, then so shockingly impractical that it’s probably not worth the trouble. We can’t go to the stars in real life, but we hunger to see them and discover what secrets are hidden behind all of those shimmering white dots. So we write stories about outer space. However, in our stories we can’t travel through space for all the same reasons we can’t travel through space in the real world. The only saving grace of fiction is that we can cheat.

I suppose you can write a story about a guy who decides to find out how a remote planet colony is doing, and so he spends most of his adult life travelling there. Then his daughter spends her life bringing back the reply, “We’re mostly okay here, but we’re fresh out of that orange cheese dust they put on chips and cheese doodles, and we don’t know how to synthesize it ourselves.” Then the man’s grandson takes them a shipment of cheese dust and his great-granddaughter brings back their reply of, “Thanks!” I’m not saying it can’t be done, but there are certain limits on what kind of story you can tell if it takes decades to go somewhere and your characters keep dropping dead of old age. It’s going to be murder on pacing.

Continue reading ⟩⟩ “Science Fiction… in SPACE!”