Weekend Confirmed Episode 35

By Garnett Lee, Nov 19, 2010 12:20pm PST

Thanksgiving might be a week away but the new release feast is in full swing. After a couple of quick follow ups to last week's Black Ops coverage, Garnett, Brian, and Jeff serve up Need for Speed: Hot Pursuit, 007: Blood Stone, and Donkey Kong Country Returns as the main dishes in Whatcha' Been Playin? The reactionary commentary of ESPN's 1st and Ten cast in response to Kobe's appearance in the Black Ops ads starts off the Warning. Your thoughts on shooter fatigue, urgency without a ticking clock, and more take the conversation right up to the Front Page. October's NPD sales numbers and Bizarre Creation's uncertain future headline a full slate of news.

Weekend Confirmed Ep. 35 - 11/19/2010

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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: 00:31:07

Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:32:10 End: 01:03:58

The Warning: Start: 01:05:08 End: 01:37:16

Music Break featuring "Never Get 2 See U Again": 01:37:16 End: 01:40:30

The Front Page: Start: 01:40:30 End: 02:11:14

NFL 'Tailgate': Start: 02:12:15 End: 02:20:42

Music Break this week features "Never Get 2 See U Again" by Beta. Chris Contreras aka Beta is an emcee and aspiring filmmaker hailing from Southern California. The Hip Hop culture and movies have made a huge impact in his life, and to his work. Beta is also an avid gamer. "Never Get 2 See U Again" is a collaboration between Beta and his brother Brandon Menace (who is currently in the military stationed in Japan). He has known and worked with Tak/Ribkat from the acclaimed groups Fort Minor and Styles of Beyond, for many years. For more from Beta, keep up with him on Soundcloud, Twitter, Facebook, and YouTube.

Original music in the show by Del Rio. Get his latest single, Small Town Hero on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or 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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  • Really enjoyed the discussion on urgency and time limits and just wanted to share one of my best experience of urgency without the use of an obvious time limit. That experience was with Metal Gear Solid 4 in the 'microwave' segment towards the end.

    It's a typical 'hammer button to survive' moment but the sense of urgency was created by Snakes on screen behavior and my connection to him as a character. I've grown up with the MGS series and Snake is a character that I love, so having him visibly show how much pain he was in just triggered something in me and I hammered that button until I couldn't lift up arm any longer.

    Ofcourse the genius part of that scene was that he wouldn't actually move any faster, but I bet I wasn't the only person that spamed the controller believing Snake's life depended on it.

    I guess what I'm getting at is if developers can create characters like Snake, or Gordon Freeman and Alex in a way that players get attached to them, you can create urgency in much more subtle ways.

    Thread Truncated. Click to see all 2 replies.

    • I second that. I played the Enslaved demo and it has a great solution.

      You're on an airship that is crashing to earth. Things are blowing up, the ship is coming apart. You're chasing a girl from room to room.

      When you get outside the ship, the tension increases - you can see the ground approaching. You feel your time is limited, but you don't know by how much. When you get close to the final escape pod, the ship computer tells you you have 20 seconds. I suspect the player gets more, because when you get really close to the pod it starts a countdown from 5 seconds or so.

      You become immersed in the character, and you don't need to be told that you need to hurry - you feel the urgency, and you want to hurry because that's what the story is.

      In many games I've played in the past, you'd just see a timer counting down in the HUD, and when it ran out you'd see a cutscene that the ship had crashed.

      Would I want a "story" approach used in the case of an actual "ticking time bomb", instead of a timer in the HUD? HELL YES. "Playing a story" is more fun than "playing a game".

      Creating tension with the story is more work for the developer, but