Weekend Confirmed Episode 51

By Garnett Lee, Mar 11, 2011 12:00pm PST

Though they're missing PAX East, the Weekend Confirmed crew can't complain about the amazing SoCal weather, and Shacknews's Xav de Matos is up in Boston to cover the show. EGM's Sterling McGarvey joins Jeff and Garnett in the studio for this week's show. There's still plenty of leftovers from last week's GDC along with new releases to fill Whatcha Been Playin? The highlights include Fight Night Champions, Dragon Age 2, Lord of the Rings: War in the North, and Alice: Madness Returns. GDC panels and your comments on apologizing for Bulletstorm get the Warning going strong. And news in the Front Page includes several game announcements, sales records for Kinect and Pokemon, and cloud save game backups for the PS3.

Weekend Confirmed Ep. 51: 03/11/2011

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If you're viewing this in the GameCenter application, you can play Weekend Confirmed Episode 51 directly.

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 Part 1: Start: 00:00:00 End: 00:30:43

  • Whatcha' Been Playin Part 2: Start: 00:31:28 End: 00:58:20

  • The Warning: Start: 00:59:27 End: 01:33:28

  • Featured Music "Spirit" by Tabernacle MCz: 01:33:28 End: 01:36:46

  • Front Page news: Start: 01:36:46 End: 02:13:57

This week's featured music is the track "Spirit" by Tabernacle MCz. The Genesis for this new Aquarian Gospel comes in the name of Tabernacle MCz Featuring Panama Redd a.k.a Deacon Dwindle Ducketz, Shaheid known as Father "BreakYoSelf" Tithes, and the Apostle Born Allah alias Sweet Daddy Grace. These ministers of the Aquarian Gospel are backed by “The Get Dat Money Boyz Choir”, also called the Choir Boyz. You can keep up with them at Facebook, ReverbNation, BandCamp, and Twitter

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!

Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

Click here to comment...


  • I really wanted to post something regarding Sterling McGarvey's avoidance of talking about the political connotations of the the phrase 'middle class' with reference to games, because I actually think he was onto something there.

    It seems to me that gaming has become increasingly aimed at a smaller subsection of society with a higher disposable income more and more. The industry now is propped up on a 'marquee release' type structure, where everyone into games flocks to the hot new thing - and this could even explain why multiplayer, shorter campaigns, and immediate, accessible gameplay has become a higher priority for developers than replayability, depth, and complexity.

    I'm currently living in a relatively poor Eastern European country, and there are loads of gamers here, however most of them are PC gamers, and piracy is the most common form of getting games. It was the same when I lived in Brazil, and I assume other poorer countries across the globe. The pricing of games (not to mention the amount of periphery stuff such as DLC, subscriptions, etc) is extremely alienating to people in these parts of the world, but coming from the UK I know that there are game enthusiasts who will prop up a arbitrary pricing and media-hyped artificial obsolescence.

    In the long run I think this will mean less diversity, fewer new developers, and increasing piracy, whilst the idea of games being a niche, hobbyist form of media will never go away.

    Thread Truncated. Click to see all 3 replies.

    • I think its a case of "which came first, the chicken or the egg". In this case, the expense in gaming, or the piracy to match the desire? Unfortunately in either case whatever started it, continues on through a vicious cycle. But once it has started, it becomes near impossible to stop; only make it less worse.

      I mean look at it this way. The amount of work that the developers put into the particular game, should deserve to be rewarded, much like everyone else's hard work. As an artist, you want as many people to experience the work, thus if you produce a high quality product, it would be easier to have the games sold cheaper. However business-wise this is like having a leap of faith in the particular product, and often the power lies in the developers. Thus it is a safer option (business-wise) to price the games higher.

      However for those that pirate games, often there is no regard for those that worked on the games, and so while from an artistic point of view it is great that others have experienced this, those developers don't see any money and recognition for the work: pirates just see the product.

      It will take a lot of guts though for the publisher to really trust a game enough that they feel it is good enough to distribute it at cheaper prices. However trust is hard to come by, and gone are the days where there was little variety and so a smaller market. Now with the market expanded, it becomes a riskier venture. Also the mere fact that the $60 game has essentially become the set standard. Thus it seems that there is a level of conditioning where a cheaper game will be seen as lower quality (see the numerous threads about AAA titles). It will take some time and some other titles to help lower the cost in gaming. For instance, it would really help if a really established IP like Gears of War (3) and Halo would begin by selling the game at $50. Because of the IP strength, there is no way that people will immediately think of it as a subpar game, and thus creating a higher volume of sales.

      Just a thought.

      Its a vicious cycle. More piracy and the makers don't see the profit for their work, and thus an eventual shutdown. But higher pricing of games lead to the temptation to pirate (especially those that only see a product they want without regard for the makers) and then back to the shutdown of the makers.

      I think the measures to prevent piracy through DRM only slows the problem, but ultimately there will be others that keep trying to circumvent that and pirate more. Like a bacteria adapting to an anti-bacterial cure if you will.

      I think what needs to be done, is to provide the gamer and gamer to be a closer connection to those developers, and understand how much effort is put through to put out the game. Pirates care only for the game, and have little regard to the product, treating like those games just "appear".

      Much like pirated movies and TV shows. The usual justification is "well those stars/studios get enough money anyway". But what they don't consider is all the other staff that helped the show; the set staff, best boys, any sort of supervising role, etc. Those are the guys that get screwed.

      In the gaming sense, there are no equivalent "stars". All the developers are equivalent to the set staff, and the piracy will kill them.