Weekend Confirmed Episode 38
by Garnett Lee, Dec 10, 2010 12:00pm PSTTwo hallmarks of the season come together this episode of Weekend Confirmed. Brian got hit full force with the flu this week and is out recouperating (get well soon buddy). But this time of year always brings people together and in that spirit, joining Garnett and Jeff this week are David Ellis and Billy Berghammer. A massive show ensues. All four have been playing Cataclysm and share their different experiences both with the early and high-level content. But this isn't Warcraft Confirmed and there's more Gran Turismo 5 talk and Assassin's Creed Brotherhood to round out Whatcha' Been Playin? Your insights on the future for Modern Warfare 3 lead the Warning, where the topic of whether our expectations have risen too high for games in general. Big time game announcements in advance of the VGAs anchor the news in the Front Page.
Weekend Confirmed Ep. 38 - 12/10/2010
Subscription Links:
- Subscribe to Weekend Confirmed in iTunes
- Weekend Confirmed is also available in the Zune Marketplace
- Subscribe to Weekend Confirmed via RSS
We've got a handy player to listen to the show right here on the site if you like:
Listen to Weekend Confirmed Episode 38 (player window will pop-up)
And if you're on GameCenter, you can play the show here:
Download Weekend Confirmed Episode 38
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: 00:29:57
Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:30:54 End: 01:06:03
The Warning: Start: 01:07:05 End: 01:41:47
Music Break featuring "Shake the Heartbreak" YUG: 01:41:47 End: 01:45:07
The Front Page: Start: 01:45:07 End: 02:24:42
NFL 'Tailgate': Start: 02:25:42 End: 02:34:02
Music Break this week features 44th and Filth artist YUG with "Shake the Heartbreak". It's a massive track with a serious beat, fantastic vocals, and a great drop. "Shake the Heartbreak" is available now in both the iTunes Store and from Beatport (please support the artists who generously let us feature their music each week if you like what you hear). Connect with more from YUG at his artist page and from all their artists at the 44th and Filth Facebook page.
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.
Castle of Illusion preview: more than a repaint
Steel Diver sequel is Nintendo's first free-to-play game
Why Pikmin hasn't made the jump to handheld
Dark Souls 2 director says aim is to reduce 'tediousness'
Call of Duty: Black Ops 2 'Vengeance' DLC revealed
The Cave descends into iOS this summer
EA Sports' Ignite engine not on PC because average PCs not powerful enough
Thief video shows off 10 minutes of gameplay
Surgeon Simulator 2013 adding support for Oculus Rift and Razer Hydra
Final Fantasy XIV preview: limits break






Comments
I believe the examples given were essentially the fallacy of comparing Alpha Protocol with Mass Effect, and that the expectations were not realistic in that comparison, but pointed out going a different route where games like Minecraft that doesn't compete in the same way as COD:BLOPS and Mass Effect 2 in terms of emergent gameplay, and that they won't compete on that front unless the developer really knows what they're getting in to.
Essentially the point seemed to be to embrace the differences rather than fixate on short comings (and give credit where it is due).
Firstly, I understand the point given, but I felt the examples given with minecraft isn't so apt here since the games used as examples are of differing genres, thus difficult to compare in this regard.
However within the same genre type (like Alpha Protocol and Mass Effect), its not all that bad to 'copy', so long as the developer puts their own flavor and spin on it. For instance, Shadow Complex and Metroid. Shadow Complex basically flaunted its tributes to the genre and essentially was competing within that same genre. No excuses were made, yet that turned out to be an excellent game. Dante's Inferno and God of War is another comparison. While God of War to many is the superior one, Dante's Inferno (despite the 'interesting' art direction) is itself another solid title too.
It is entirely possible to create something that doesn't innovate or evolve from its forebears, but still become good-solid titles that is able to hold it's own. Like the artist Banksy. I don't feel that his art is innovative in the technical sense, but the way he pieces things together to create the art. That's what's special. You can be as equally creative by working within confines.
Speaking of changes however, there is a saying that is apt here: "Change is good, when change is good.". Sometimes its a pitfall to be different for the sake of being different. For instance, everyone in the industry knows of the vast creativity, ideas, and of course humor, coming out of Tim Schafer and crew. However as shown with Brutal Legend, sometimes you can do too much for change. Having read his recent interview with EGM, it seems that he was adamant about the RTS element for the game, yet it can also be argued that that was decidedly the worst element of the game. The game could've done away with that in my opinion, but it seemed that Tim really wanted to add whatever came to mind.
Then you have the good changes from subtle innovations like AI (Halo:Reach, L4D), to quite drastic ones (Gears of War combat/cover system). For those games, the changes were there from the foundation up, and was thought of very carefully before proceeding, versus some others where the idea for appearing different comes out mid-development, and thus ends up either feeling forced, or jarring.
Either way, is the developer's responsibility to get the quality up to top notch, and while its easy to complain about gamers becoming too spoiled for quality, I think its worth noting the extra appreciation the gamers have towards the developers in creating the satisfying game. It usually shows when a sequel sells better than the original title ;-).
But seriously, I generally feel that "the customers are always right", and the good-great developers listen, and thus work hard to come out with something that improves their last. I feel that allowing a pass on creative quality generally provides less incentive for developers to work hard to improve... like Dynasty Warriors.
Thread Truncated. Click to see all 2 replies.
You must be logged in to post.