Uno Ill Nino
Banned
FartOfWar said:We're definitely not done podcasting. Not even. And you might even hear us together somewhere this month.
No shit? When you do, put the link up here and in your blog so we know it exists.
FartOfWar said:We're definitely not done podcasting. Not even. And you might even hear us together somewhere this month.
Danne-Danger said:Where's the 2K Boston Cast?
GFW Radio never felt like a pc podcastDarkJC said:I zoned out somewhere in the middle of the podcast but I think they're losing it. It just doesn't feel like a PC podcast anymore.
farnham said:GFW Radio never felt like a pc podcast
well yeah.. but GFW was more then just a gaming podcastFartOfWar said:That makes me sort of sad. I lived and breathed PC games from AAA to mods to freeware.
FartOfWar said:That makes me sort of sad. I lived and breathed PC games from AAA to mods to freeware.
FartOfWar said:That makes me sort of sad. I lived and breathed PC games from AAA to mods to freeware.
farnham said:GFW Radio never felt like a pc podcast
bistromathics said:you didnt like dystopia
farnham said:well yeah.. but GFW was more then just a gaming podcast
it was culture
sure i loved to listen to your opinions of forumwarz and stalker clear sky.. but listening to the dream of jeff green or you rapping was also a big part of the GFW enjoyment for me
FartOfWar said:That makes me sort of sad. I lived and breathed PC games from AAA to mods to freeware.
EviLore said:I don't really care for it either. Sounds great on paper but in practice, eh, I don't like the flow of the maps or the feel of the weapons much.
farnham said:well yeah.. but GFW was more then just a gaming podcast
it was culture
sure i loved to listen to your opinions of forumwarz and stalker clear sky.. but listening to the dream of jeff green or you rapping was also a big part of the GFW enjoyment for me
bistromathics said:you didnt like dystopia
bistromathics said:I think Shawn brought it up in reference to the 'depth vs complexity' topic that was just briefly touched on in a couple gfw episodes. I wish they had discussed this issue more, because it seems like a good one. TF2 is something I can't really get into because it seems too simple. Going by the popular opinion, TF2 is an example of a 'deep' game, but not a 'complex' one. I don't know where I am going with this, but if ppl can understand a little bit of what I am trying to say and can relate, they should check out dystopia
GhaleonQ said:...Hm. That's....hm.
RubxQub said:...am I the only one who's a bit miffed that you can apparently get hired by a gaming enthusiast organization by just dating one of their staff?
I know sometimes in business it's the people you know...but damn.
Zeliard said:TF2 is one of those games that's simple to learn and easy to jump into, but takes a long time to master. In that sense it isn't complex, as it's very accessible as far as the mechanics go, but the gameplay has lots of depth beyond the surface. I think those are probably the most difficult types of games to make, or at least, to balance properly. When they're done right, they appeal to both casuals and hardcores equally. Another example of a game like this is Street Fighter 2.
FartOfWar said:The often-cited examples are Chess or the Japenese game Go: simpe rules, staggering combinatorial tactics.
Zeliard said:TF2 is one of those games that's simple to learn and easy to jump into, but takes a long time to master. In that sense it isn't complex, as it's very accessible as far as the mechanics go, but the gameplay has lots of depth beyond the surface. I think those are probably the most difficult types of games to make, or at least, to balance properly. When they're done right, they appeal to both casuals and hardcores equally. Another example of a game like this is Street Fighter 2.
FartOfWar said:The often-cited examples are Chess or the Japenese game Go: simpe rules, staggering combinatorial tactics.
Come on, you barely know the circumstances. Don't jump to conclusions, maybe she's highly qualified.RubxQub said:...am I the only one who's a bit miffed that you can apparently get hired by a gaming enthusiast organization by just dating one of their staff?
I know sometimes in business it's the people you know...but damn.
As for Go, although you start out with a myriad of possibilities, what makes the game so fascinating is the inevitable "playing on rails" towards the end because the constellations get more and more forcing. So at least to me, it's the way the game evolves that fascinates me about this particular example.FartOfWar said:The often-cited examples are Chess or the Japenese game Go: simpe rules, staggering combinatorial tactics.
Welcome to game journalism. Maybe she be, maybe she ain't be. Let's not attack anyone.wmat said:Come on, you barely know the circumstances. Don't jump to conclusions, maybe she's highly qualified.
A torrent of "fuck"s. Hurhur..robut said:Ken Levine and Shawn Elliot podcasts would be so awesome.
Zeliard said:TF2 is one of those games that's simple to learn and easy to jump into, but takes a long time to master. In that sense it isn't complex, as it's very accessible as far as the mechanics go, but the gameplay has lots of depth beyond the surface. I think those are probably the most difficult types of games to make, or at least, to balance properly. When they're done right, they appeal to both casuals and hardcores equally. Another example of a game like this is Street Fighter 2.
You're lucky, the guys I play against always want to get rid of me because I suck so much compared to all the frame counters. SSFIITHD online was fucking depressing for me.Dartastic said:Totally. I just started playing Street Fighter with guys that are way, way better than me, and I've started to learn more about the complexity of that game.
It's exactly the same way with Quake Wars, and at the same time it's the reason why it didn't become the smash hit that I think it deserved to be. There's just so much to take in, even for the somewhat hardcore ET players there was a learning curve in order to wrap your head around all of the new concepts introduced. And in the time where games like CoD4 and TF2 reign supreme, that's just not what players want anymore.bistromathics said:I am not so great at shooters, but I love certain ones that I can get into. For that to happen, there needs to be an extra hook besides solid gunplay. During the HL1 days, I preferred games like The Specialists and Natural Selection over something like Counter Strike. Dystopia has a LOT more to it than just shooting (I happen to think the weapons are pretty rad, but w/e to each his own).
This complexity is where the game turns bad. If you are not willing to devote lots of time to learning the maps and the different objectives, the game just will not be any fun for you. I did happen to put up with the insane learning curve, and the satisfaction I get from doing something right or doing something well is way more gratifying than calling in an airstrike in COD4 or something.
I think Shawn brought it up in reference to the 'depth vs complexity' topic that was just briefly touched on in a couple gfw episodes. I wish they had discussed this issue more, because it seems like a good one. TF2 is something I can't really get into because it seems too simple. Going by the popular opinion, TF2 is an example of a 'deep' game, but not a 'complex' one. I don't know where I am going with this, but if ppl can understand a little bit of what I am trying to say and can relate, they should check out dystopia!
http://www.dystopia-game.com/
Hmm.. The demo didn't sell me at all on ETQW. Maybe I should revisit it.Danne-Danger said:TEXT
What the hell am I babbling about... oh yes, you should checkout QW if you want something different.
FartOfWar said:HK: The way I came up with a solution is to divide the game into two different layers. One is the very simple game, so that a player can clear the goal with just three commands. But for those users who want to play a deeper game, they can use weapons; they can collect equipment and weapons, to try to clear different missions, with different goals.
I wasn't that keen on it for the first 10 hours of playtime either tbh, but once everything started to click I never looked back.wmat said:Hmm.. The demo didn't sell me at all on ETQW. Maybe I should revisit it.
RubxQub said:...am I the only one who's a bit miffed that you can apparently get hired by a gaming enthusiast organization by just dating one of their staff?
lawblob said:If true, its pretty ridiculous, especially considering all of the people on GAF who would probably jump at the chance to work at a place like 1UP, and likely have comparable skills. Who knows, though...
Calcaneus said:But no, they can't have off episodes! The Brodeo never had any off episodes, things would be so much better if Shawn were here!
big_z said:you and jeff need to start new podcast even if it's only bi-weekly or whatever.
LegendOfGood said:As much as I love the Brodeo, I can admit that even they had some off days; whether it was being exhausted from e3 or a deadline or whatever.
bistromathics said:I completely understand the 'easy to learn, hard to master' model and why it is a strong one. But surely people must realize there is something to be gained from complexity as well - not a 'superficial' complexity, but something that really adds to the gameplay and the satisfaction the player feels when they succeed. The depth vs complexity thing was originally brought up by a Relic dev I beleive, in reference to CoH and the RTS genre in general.
What keeps Shawn and others coming back to CoH? It's not the 'simple but deep' gameplay, but the 'complex and deep' gameplay. I have found that the games I get the most enjoyment out of do have a fairly significant element of complexity.
Linkzg said:Jeff is EA, Shawn is 2K
Bad blood, man.
firehawk12 said:This is why we want EA to buy Take 2!
Danne-Danger said:I wasn't that keen on it for the first 10 hours of playtime either tbh, but once everything started to click I never looked back.
It is a similar game to TF2 with how it's a classbased game and all, but it's sort of on the other side of the design philosophy.
I think that it was Paul Wedgewood (head of Splash Damage) that said that you can't compensate the gameplay for newer players, it's layers upon layers of depth that keep players coming back. Which I somewhat agree with, though it was definitely a case of the wrong game at the wrong time for a lot of people.
:OFartOfWar said:We're definitely not done podcasting. Not even. And you might even hear us together somewhere this month.
firehawk12 said:This is why we want EA to buy Take 2!