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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  • Great show this week. I really got into the urgency discussion as I listened to the show. I agree with Jeff to put it simply. Good characters and atmosphere can create urgency.

    How about this method that has been used in some games: place the action on something that is moving from point A to point B. The player can see the destination getting closer and closer. Alternately, how about fighting something that is moving (buy itself or in or on a vehicle) and you have to destroy it before it either speeds up beyond the player's speed or perhaps before it reaches a particular target. The key point would be to keep up with it while you fight. That would be cool.

    For combat FPS focused games, how about throwing in that enemy (or army of enemies) that you can't kill. The only option is to run and kill a few enemies along the way to clear your path of escape. So, instead of a bomb and a countdown timer, use a wave of 100 or 200 soldiers coming after you. You have to run for you life to escape the building or village. In a fantasy RPG some sort of massive hulking monster that can kill you with 1 or 2 hits. The first hit just about flatlines your health and gets you into a "run-or-die" mentality and urgency will come naturally.

    The big thing to avoid is implementing any of the above with a rail shooter element. It has to be up to the player to move on his or her own to create the urgency. The fear of making a wrong turn or not moving quickly enough only feels real if the player has control over those elements.

    Now, all of this has been done before in many games and like Jeff Cannata, I wonder why developers don't get more creative and take the clock away. All of the above ideas have set time limits that will not change no matter how many times you go through them but there is no constant clock on the screen and at all times you know at least approximately (and in some cases exactly) how much time you have.

    Jeff agreed that a timer can be necessary, but putting it on the screen takes away from the realism and it personally, I think it is sign of lack of creativity on the part of the developers. Even Hollwood does not put a clock on the screen. There may be flashback to a clock every minute or so but no constant clock.

    Thread Truncated. Click to see all 6 replies.