Weekend Confirmed Episode 9

By Garnett Lee, May 21, 2010 4:20pm PDT After a long week of pre-E3 game demos 1UP Yours alum John Davison, now executive vice-president of content for GamePro, joins Garnett, Brian, and Jeff for a terrific show. It starts of with two segments of Whatcha Been Playin? packed with Red Dead Redemption, Super Mario Galaxy 2, Split / Second, Madden 11, and more. Plus there's four new Cannata-ford a New Game titles as well. The Warning kicks off with a discussion of John's recent "too long and too hard" editorial on videogames and moves on to cover writing and maturity in games along with whether the killer app for motion control will be a game. The show keeps rocking right through the Front Page with news of a rumor that Sony will introduce a premium online service at E3, Capcom pulling original games back to development in Japan, and more.

Weekend Confirmed Ep. 09 - 05/21/2010

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Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:

Whatcha' Been Playin: Start: 00:00:00 End: 00:27:23

Whatcha' Been Playin Part 2: Start: 00:28:28 End: 01:08:40

Four Minutes: Start: 01:10:06 End: 01:42:57

Music Break featuring "Legend of Zelda [beats arrangement]" by R.N.S.: Start: 01:42:57 End: 01:45:45

The Front Page: Start: 01:45:45 End: 02:14:45

Music Break features a sample from "Legend of Zelda [beats arrangement]" by R.N.S. beats. R.N.S was born and raised in Palmdale California, started producing at the age of 0, and is now murdering the game one step at a time based in L.A.... For more dope beats see some of his Lava Library at R.N.S. beats on MySpace.

Special thanks to our guest, John Davison. Catch up with him at GamePro Online and you can subscribe to GamePro magazine.

Original music in the show by Del Rio. Get his latest single, Small Town Hero on iTunes and check out more at his Facebook page.

Watch Jeff on The Totally Rad Show. New episodes come out weekly on Tuesday.

Click here to comment...


22 Threads | 43 Comments

  • I've listened to and enjoyed Garnett's podcasts for a couple of years, and in the course of those 2+ years I have listened to endless discussions of WoW, Metal Gear, God of War, and a slew of rpgs. What do these games have in common? I don't give a crap about them. What's weird is that I still enjoy the discussion. So what does this have to do about anything? I love and primarily play sim racers. So when you start talking about an F1 game, I think, "cool, now it's my turn!" So why is it that when you finally discuss the game(s) that I care about, you rush through it, apologizing for the discussion the whole way? I understand that I'm not going to be fully engaged in every game discussion. What annoys me is that, when it's finally "my turn", the games I happen to care about get shorted. Do you realize that there is a segment of the game population that has been waiting for an F1 license game (done by someone that has proven they can make a decent racing game) for years? Please reward my patience and understanding during some of those detailed discussions about games that I don't care about by at least respecting the discussion of games I do care about.
    Kane (gamertag: Dog8mySk8)

  • 4 minute warning

    Could you guys maybe discuss some old games that you would like to see remade?

    Some examples would be the remake of the original Prince of Persia, or even something like Starcraft II. Ever since Ubisoft remade the original Prince of Persia I've been hoping to see similar remakes for something like Flashback or the Oddworld games. Another example, my brother bought one of the old Xcom games on Steam a while back. He recently started playing it again and got totally sucked back in even thought the game is 15+ years old and looked like ass on his 24" wide screen monitor. We started talking about how cool it might be to see the same game with updated graphics and maybe even some updated gameplay tweaks.

    So thats my question; What are some games that you guys would like to see remade and do you think such games could be successful?

  • Question for next weeks 4 minute warning:
    You guys touched on it in the Madden discussion, but why don't more games use headsets for immersion? I remember Rainbow Six 3 for the original Xbox where you could give your team basic verbal commands and they would report in using the headset. Why don't a lot more games like GRAW or CoD:MW or even Halo use headsets for playing in-game communiques from command. You guys said yourselves that it made it 'immersive as fuck'. The only other game I can think of that remotely made use of headsets is Chromehounds, where you could only communicate with teammates if your radio towers were up (I think? Never played the game but saw this mechanic mentioned in a Penny Arcade newspost somewhere).

  • God, having John on the podcast rocks. Love the perspective that he brings.

    I play WoW as my main game and I will not be buying this app.

    Best comment that john made was about the background downloading of firmware updates on PSN. I can download a full game on Steam faster than I can do a firmware update on PS3.

    Nice comment Garnett about getting the PSN working in the first place. Kinda like "lets get games at 1080p 60FPS's then do 3D"

    Overall great show, can't wait to hear Shane on the podcast.

    Keep bringing the good music too.

  • My favorite quote from John Davison:

    Microsoft tells all the studios, "If you want to make your game succeed, you have to release DLC within the first 30 days to keep things stimulated." Well, you've got to submit your game to Microsoft ahead of time so that it can be manufactured and push it out. To get DLC ready within the first 30 days, it's got to be FINISHED and into approval before the game has been released. So how can you service the behavior of the audience when the audience hasn't played it yet? And because you have to submit through approval and you can't push content through the game because they're not server-based yet...

    ...the whole setup right now isn't set up to be able to go "Okay, we'll give you an experience and we'll give you toys, we're gonna watch what you do with it, and then we're gonna expand out based on that.

    Developers always get whiny when gamers start throwing out the accusations of "DLC is just content that could have been put into the released game!", but what John touched on seems to be part of the things in that kind of accusation. Microsoft saying "You have to release DLC within the first 30 days" means that developers are basically blindly pumping out content, not based on the feedback from gamers who have played the game, but from a blind mandate of "We need to pump out DLC within 30 days from release! And then we need to plan our entire DLC development schedule before the game's release!" There's probably feedback from playtesters, but that's only a few to tens of data points on what the gamer thought was missing.

    I haven't played Bioshock 2, but that seems like the most obvious example of the "DLC within 30 days" push. The Sinclair Solutions Test Pack was effectively game assets that were finished prior to going gold, and a small code update (under 256 KB, iIRC) for the DLC push. This was designed to have all players be able to see the DLC items in multiplayer when the DLC-owning users had them equipped, but it was still planned and completed before gold, and it didn't seem to add onto what Bioshock 2 gamers seemed to think could have used some extra content.

    On the PC side, Valve became famous for using gameplay data to address perceived needs, and they've been putting out free content updates for months-old (and sometimes years-old) games.

    As we've seen, different publishers / developers seem to have different ideas of what DLC should be. Some seem to be obsessed with using it as marketing bait, while others use it to actually extend the game into a more enjoyable experience.