Weekend Confirmed Episode 29

By Garnett Lee, Oct 08, 2010 12:00pm PDT It's been a while since we had a guest so we figured it would be fun to have EGMi's Patrick Klepek join Garnett, Brian, and Jeff for this week's show. There's certainly plenty for them to talk about with games like Enslaved, Rock Band 3, Def Jam Rap Star, Gears of War 3, and more in Whatcha Been Playin? Your comments on everything from Halo: Reach's story to how you invest in a game's character open the Warning and then the conversation turns to whether games need the threat of failure to be fun. There's also a preview of Indiecade happening this weekend in Los Angeles before moving on to news in the Front Page. This week's top stories include Panasonic's new "Jungle" handheld, resurrected rumors of a Halo movie, and word of new Marvel superhero games.

Weekend Confirmed Ep. 29 - 10/08/2010

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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: 00:34:52

Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:35:56 End: 01:11:27

The Warning: Start: 01:12:40 End: 01:51:04

Music Break featuring "Infinite" by Bambu featuring Chase produced by Anon: 01:51:04 End: 01:53:23

The Front Page: Start: 01:53:23 End: 02:28:58

NFL Pick Three: Start: 02:30:00 End: 02:38:36

Music Break this week features the producer Anon and the track he produced for Bambu, "Infinite" featuring Chase. Domonic Dunlap, better known as Anon (short for Anonymous), is an L.A based music producer mostly known for his contributions to L.A. Based hip hop artist Bambu's last two solo albums (I Scream Bars for the Children, Papercuts). Known for his versatility in production, he tends to blend, soul sampling with electronic 80's inspired synths, classical, and world music.In addition to his unique production style, he separates himself from other producers by sporting a variety of masks keeping his identity secretive, hence the name "Anon". Through his production company, SpellBound Productions and his indie label 5ifth Phase Entertainment he plans on Evolving the game, and representing that breath of fresh air the industry has been missing. Catch Anon on Myspace, Reverbnation, Twitter, Facebook, and YouTube.

Our guest Patrick Klepek is senior editor of EGMi. Their current cover story features an in-depth look at pro mode in Rock Band 3

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.

Jeff can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!

Our Official Facebook Weekend Confirmed Page is coming along now so add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

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  • Regarding the black-and-white morality of games vs. shades of gray:

    Something I've been somewhat annoyed with in games is that they always railroad the player into their version of morality. What constitutes morality can differ based on what culture you are in.

    As an alternative, consider this. Imagine instead of a good/evil dynamic, pick several different dimensions of morality and life, and a scale depicting your attitudes for each. These dimensions could include things like money, personal property, regard for the well being of others, and regard for laws.

    While regard for others may have a more straight forward good/evil relation, what about personal property? Someone high on a personal property scale may have a very materialistic outlook, but that does not make them good or evil. Likewise, someone low on the scale may be a robin hood type character, or simply a thief. Again, it doesn't necessitate good nor evil.

    For an added twist, a game maker could not divulge this scale, or even that it is being tracked, and then force plot decision on the player based on what the player's attitude has been to that point.

    Just a thought.

    Thread Truncated. Click to see all 5 replies.

        • The stuff with the side quests was done in Fallout and Fallout 2 where depending on how you managed them, when you finish the game, the narrator tells you the final fate of the particular character or town you were doing the quest for. On the flipside, Fallout Tactics did this for the main ending where the way you handle the final mission affects how the game ends (they didn't have side quests at all). For each of those moments of choice, it wasn't all 'good versus evil' choices. For instance in Fallout 2, there's a town of New Reno where none of the quests there are 'good', as the majority of the quests involve the 4 different gangs there, and neither of them are 'good guys' or 'bad guys'. By default I normally play the 'good guy' but there were some quests where you have to do the 'evil' choice in the moment in order to do something 'good' in the long run. Again I point to 'The Pitt' DLC in Fallout 3, though there was a small quest in Fallout 2 where you get the option of helping the ghoul town of Gecko by optimizing their power plant to efficiently give power to them and the elite town of 'Vault City'. However when you do do that, you actually end up with a bad ending for Gecko.

          Heavy Rain is a game I feel has done the choice uniquely by forcing you to go the 'good' route, but having to make lots of instinctive micro-choices within them.

          I think Bioshock came close also with the way you treat the little sisters, but as BLeahy rightly pointed out, the choice is affected when you realize that you gain more of an overall reward when you do 'the right' thing.

          I do like your example with Chrono Trigger. Very subtle things like that add to an experience to me. Something like Deus Ex where to me, it was the first time that when the AI civilians observe an action you performed (like coming out of the female bathroom), they would comment on it. Subtle things like that is pretty cool for me.