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Idle Thumbs Megathread | Indepth discussion inbetween horsebags and birdsounds

Shaneus

Member
Anyone want to rehost this week's one for me as well? :)
(Mediafire preferred... and usually easiest, if I can be so picky)
 

Gomu Gomu

Member
Half way through the latest episode. The whole Hot Miami conversation reminded me how Idle Thumbs can put other gaming podcasts to shame when it comes to serious game design and industry discussions. So good.

Also, the Sean's fascination with the flaming skull was hilarious. And for some reason, I found it funny when they were referring to Master Chief as Halo.
 

xenist

Member
The Hotline Miami discussion was gold. And I award to JP LeBreton the High-minded Grouch Order Of F.Nick Breckon Medal Of Honor.

Also Sean, don't worry about the haters. Despite the fact that skull guy made a negative amount of sense he was indeed cool.
 

Rufus

Member
I thought it was quite ironic that the guys mentioned Ubisoft as the one company that seems to be able to wrangle massive team sizes effectively, when what I've heard about Assassin's Creed 3 so far is that a lot of its systems just don't come together properly (and can be safely ignored), aren't well explained, buggy as hell, etc.
 
I thought it was quite ironic that the guys mentioned Ubisoft as the one company that seems to be able to wrangle massive team sizes effectively, when what I've heard about Assassin's Creed 3 so far is that a lot of its systems just don't come together properly (and can be safely ignored), aren't well explained, buggy as hell, etc.

Every Assassin's game sort of feels like most of the systems were created in a vacuum of each other. They don't really interact with one another but instead unlock things in other systems, there's never a mechanical effect on the world, (at the most) there's an aesthetic one. Pandemic's The Saboteur does a better job at creating cohesive systems with rules and reward on the broad spectrum while something like GTA allows for more emergence on the moment to moment.

Also, JP should be a cast regular... Think about it.
 

xenist

Member
Effectively meaning actually managing to put out working games on time and on budget while working with such a giant spread out team. I don't think they made any qualitative judgement on whether these systems gel together well. Though I have to say that when playing the last AssCreed game I've played, Brotherhood, I didn't have any complaints.
 

Jex

Member
Just for the information of the Idle Thumbs crew - the flaming skull event actually occurs in the playable game, not just a render trailer.

Other skull appearances include the multilayer mode of Halo Reach called Headhunter. In that mode you have to kill people, collect their skulls and then take the skulls to a particular location to exchange them for points. When you get killed you drop all the skulls that you're carrying, which leads to bunches of skulls rolling all over the map.

I just thought you should know.
 

Rufus

Member
Effectively meaning actually managing to put out working games on time and on budget while working with such a giant spread out team. I don't think they made any qualitative judgement on whether these systems gel together well.
You could be right, though then I don't really see the distinction to other AAA developers. Is it just about being able to do it yearly, then? I assumed being able to do it well, not just timely, was part of the point.
 
You could be right, though then I don't really see the distinction to other AAA developers. Is it just about being able to do it yearly, then? I assumed being able to do it well, not just timely, was part of the point.

I think we basically meant--a game comes out essentially on time and on budget, the studio doesn't crumble, you don't constantly hear about tons of staff desertions. Basically, the company seems to basically be functional still. So many of those huge studios are just devastated by the process of making a large-scale video game. But it doesn't mean the end result game is necessarily great, regardless. And often, the studios with the most stuff going wrong end up making the best games--this is pretty common with Rockstar studios like Rockstar San Diego making Red Dead Redemption. They ended up with a great game but the hardships that were imposed on its staff are well-reported.
 

Corky

Nine out of ten orphans can't tell the difference.
God damn it... now I really want to travel with Jet Bloom ™
 

Margalis

Banned
I don't know how to say this without sounding like an asshole but I found some of the parts with JP almost unlistenable. At several points I had to turn my iPod off for a while before I could continue.

At some points "I don't know", "you know", "yeah", "um" and "like" were 90% of what he was saying. He would speak for a full minute with only 5 seconds of meaningful expression. There were a number of times where he literally said something like "sometimes it's like - you know - it's just - I don't know...sometimes it's just...you know...yeah, like, yeah." Especially in the first 25 or so minutes of the podcast it was at times unbearable.
 

sixghost

Member
Anyone else try out that "Real Lives" game? I ended up as a male in south east India, born in a poor family. Dropped out of school early to work, got married, first son died upon birth. Ended saved up for 20 something years, got lucky on a few investments, and illegally immigrated to Vancouver where I worked as a garbage man until I died at 68. I ended up with a net worth of $200,000 Canadian.

If I was a teacher, that's the kind of game I would make my students play.
 
Also, the Sean's fascination with the flaming skull was hilarious. And for some reason, I found it funny when they were referring to Master Chief as Halo.
It was a bit forced. Also Chris you should have left the Papa Roshan joke unexplained. If someone doesn't get it the first time they don't deserve your speedy wit and charm.
 

Shaneus

Member
I actually enjoyed JP's contributions to the cast.

Side note: How long has JP been working at DF? I knew he left Irrational and was briefly in one of the DFA "episodes" but didn't realise he was there on a more permanent basis. Great stuff.

Side side note: Didn't realise Chris was actively working on The Cave. (Obviously directed toward Chris) Did you know you'd have a chance to work on something when you signed up as CM for DF? In what capacity are you working on it? (If you don't mind me asking, obviously... not looking for fine detail, just curious)
 
I actually enjoyed JP's contributions to the cast.

Side note: How long has JP been working at DF? I knew he left Irrational and was briefly in one of the DFA "episodes" but didn't realise he was there on a more permanent basis. Great stuff.

JP left Irrational more than four years ago at this point. After that, he was one of the founding members of 2K Marin through the development of BioShock 2. He's been at Double Fine for about 18 months now or so. When you saw him in one of the episodes, it was simply because he works at Double Fine.

Side side note: Didn't realise Chris was actively working on The Cave. (Obviously directed toward Chris) Did you know you'd have a chance to work on something when you signed up as CM for DF? In what capacity are you working on it? (If you don't mind me asking, obviously... not looking for fine detail, just curious)

I'm the other writer on the game along with Ron Gilbert, although it's very much Ron's story and his game. I didn't get hired specifically to do that, although one of the reasons I wanted to work at Double Fine was because of the small-team structure and ability to contribute in multiple ways.
 

Helmholtz

Member
Just caught up with the latest two episodes, and I liked them a lot. This is the only podcast I listen to now, every episode is hilarious and in depth.
The talk about the stupid skull alien was hilarious. Only complaint I have regarding the last two episodes, is that I'm not sure if it was ever explained very well what Hotline Miami actually was aside from it being violent. I had no idea that it was a pixel art top down sort of game until I watched a video of it. Maybe it was explained on the cast and I just missed it, but ya. Definitely want to check that game out now, as a huge Super Meat Boy fan.
Also appreciate the Dota 2 segments, since that's practically the only game I've been playing for a while now.
 

Shaneus

Member
JP left Irrational more than four years ago at this point. After that, he was one of the founding members of 2K Marin through the development of BioShock 2. He's been at Double Fine for about 18 months now or so. When you saw him in one of the episodes, it was simply because he works at Double Fine.
Ah yes. I was more referring to his work with the Bioshock "teams", wasn't aware there was a distinct difference b/w Irrational and 2K Marin. Also had no idea he'd been there for that long. That's pretty awesome.

I'm the other writer on the game along with Ron Gilbert, although it's very much Ron's story and his game. I didn't get hired specifically to do that, although one of the reasons I wanted to work at Double Fine was because of the small-team structure and ability to contribute in multiple ways.
Great to hear! I'm genuinely relieved you're not getting pigeonholed as I (now once) thought occurs to most CMs in their job roles (and what seemed to happen at Irrational, nothing against them personally though, obviously). Seriously, the thought of you being "just" another community manager made my heart sink a little when you first announced it, if only for all those concepts and theories we'd heard through the podcast remaining unfulfilled.
And I'm now just a little more hyped for The Cave, too, regardless of your level of input :)


Also, I review I found of Real Lives via it's Wikipedia page. Haven't read it yet.
http://www.popmatters.com/multimedia/reviews/r/real-lives.shtml
 

gabbo

Member
I rather enjoyed the section of game/staff size and the Thumbs view on it.
especially the realization that Telltale had that many active staff.
 
D

Deleted member 30609

Unconfirmed Member
what was the other game like Frog Fractions that Jake mentioned?
 

FStop7

Banned
The Halo snark was a bit much. It is possible to like a game like Halo 4 as well as FTL, Dishonored, or DayZ.
 

ampere

Member
I listened to the Idle Book club episode for Cloud Atlas yesterday and today. It was great, I initially thought 'meh who cares' when they announced the book podcast, but it's just as good as the gaming one.

I saw the Cloud Atlas movie before listening and they have convinced me to read the book. I enjoyed the movie, but the book sounds good in different ways. Obviously this podcast wouldn't be a good idea for a book I haven't read or seen the film adaptation of because of spoilers, but I'll consider reading along with one of the upcoming selections.

If Chris or Sean are around in the thread I'm wondering if either of them saw the Cloud Atlas movie and what they thought about it if so. Their trailer impressions were quite negative, heh.
 

hey_it's_that_dog

benevolent sexism
The Halo snark was a bit much. It is possible to like a game like Halo 4 as well as FTL, Dishonored, or DayZ.

They all (or at least two of them?) said they have played a lot of Halo in the past and liked it. The flaming humanoid skull inside the ancient evil's face is worthy of snark.
 
D

Deleted member 30609

Unconfirmed Member
One thing I would say, though -- and this has been true of Idle Thumbs for a long, long time -- is that the snap judgments they make based on trailers, while funny, can fall into snark town very, very quickly. It's a razor thin line between hilarity and internet-assholism in those situations, and even if the discussions are usually funny, being within such close range to asshole-city makes me feel uncomfortable when listening.
 

SapientWolf

Trucker Sexologist
One thing I would say, though -- and this has been true of Idle Thumbs for a long, long time -- is that the snap judgments they make based on trailers, while funny, can fall into snark town very, very quickly. It's a razor thin line between hilarity and internet-assholism in those situations, and even if the discussions are usually funny, being within such close range to asshole-city makes me feel uncomfortable when listening.
If they're bashing a game you don't care about it's hilarious. If it's a game you do care about it's being assholish. Personally, I think the Halo bashing is hilarious.
 
D

Deleted member 30609

Unconfirmed Member
If they're bashing a game you don't care about it's hilarious. If it's a game you do care about it's being assholish. Personally, I think the Halo bashing is hilarious.

I don't think this is fair. I had similar problems with the ME2 trailer talk, and I didn't enjoy the first Mass Effect much at all. But this is going back years, at this point.
 

Rufus

Member
I think we basically meant--a game comes out essentially on time and on budget, the studio doesn't crumble, you don't constantly hear about tons of staff desertions. Basically, the company seems to basically be functional still. So many of those huge studios are just devastated by the process of making a large-scale video game. But it doesn't mean the end result game is necessarily great, regardless. And often, the studios with the most stuff going wrong end up making the best games--this is pretty common with Rockstar studios like Rockstar San Diego making Red Dead Redemption. They ended up with a great game but the hardships that were imposed on its staff are well-reported.
So, sustainability, basically. Still a rotten way to operate.
 

demidar

Member
Bit late to the discussion but the one thing I hate about the Assassin's Creed series is how braindead the parkour stuff is. Just hold right trigger and A and move in a direction, you'll eventually reach the other side of the city. If it were more active it could elevate the game into platforming (traversing?) godliness, the world is already there and made. It's such a waste really.
 

sixghost

Member
Bit late to the discussion but the one thing I hate about the Assassin's Creed series is how braindead the parkour stuff is. Just hold right trigger and A and move in a direction, you'll eventually reach the other side of the city. If it were more active it could elevate the game into platforming (traversing?) godliness, the world is already there and made. It's such a waste really.

I thought I remembered reading an interview with someone on that team and they said that originally the freerunning stuff was much more involved, but they eventually decided to automate it for some reason or another. It's a shame, it really is braindead. It's not just the controls either, just about every building is designed in such a way that you can just hold A and forward, and there will be a path.

It pales in comparison to the feeling of similar stuff in Mirror's Edge.
 

demidar

Member
I thought I remembered reading an interview with someone on that team and they said that originally the freerunning stuff was much more involved, but they eventually decided to automate it for some reason or another. It's a shame, it really is braindead. It's not just the controls either, just about every building is designed in such a way that you can just hold A and forward, and there will be a path.

It pales in comparison to the feeling of similar stuff in Mirror's Edge.

Can you imagine an open world Mirror's Edge. Holy shit that would be amazeballs. Prey 2 would've been something like that until it was axed.
 
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