Weekend Confirmed 90 - Miyamoto, Live update, Rayman Origins

By Garnett Lee, Dec 09, 2011 11:00am PST

The Weekend Confirmed crew starts getting into the holiday spirit as Jeff, "Indie" Jeff, and Christian sit down with Garnett for this show. The buzz around misinterpretations of Miyamoto's plans for the future and the new Xbox Live dashboard and its mobile apps kicks things off. We know Jeff loves loving things, and it's obvious he's found a new object of his affection in Rayman Origins. No less fun, but definitely fun of a different sort, Saints Row the Third has Christian enjoying the freedom to fool around without feeling like he's missing out on anything. And of course there's your comments and stories, more news, and Finishing Moves to complete the package.

Weekend Confirmed Ep. 90: 12/09/2011

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 90 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:

    Show Breakdown:

    Round 1 00:00:00 to 00:25:00

    Whatcha Been Playing Part 1 00:25:33 to 00:49:09

    Whatcha Been Playing Part 2 00:50:15 to 01:12:40

    Listener Feedback/Front Page News 01:13:42 to 01:53:24

    NFL Tailgate 01:54:07 to 02:04:42

Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter delriomusic.

Jeff Cannata 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!

Follow the Weekend Confirmed hosts on Twitter, too! Garnett Lee @GarnettLee, Jeff Cannata @jeffcannata, and Xav de Matos @xav.

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.

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Comments

  • I wish the "why" of min/maxing topic had been delved into a little bit more, but as it was a tangent from the interesting discussion of FAQing all is forgiven. I wanted to add a perspective about why people min/max that I doubt any of the members of the podcast will share.

    For me, min/maxing was born out of a personal need to gain confidence and be genuinely good at something. As the stereotypical awkward kid it seemed like I lost the ovarian lottery growing up. Tall, skinny, bad skin since puberty, bad at sports, and a dad the military burned out. Until games, I had no one to teach me about self-confidence or even anything to be confident about.

    Games gave me something that I was good at.

    I could save the universe from the Kilrathi while topping the Concordia's ace leader board. Luke didn't destroy the Death Star, I did. I always wanted to be as powerful as possible in games and that pursuit led very naturally into min/maxing. This didn't mean reading guides like some (couldn't afford those), but instead pouring over game manuals until I had their contents nearly memorized. No trip to the bathroom was made without a manual in tow.

    Multi-player games only further enforced the min/max habit as I worked to be the best on the server. It became part of my edge. Analyzing the systems the designers put in place at least had a positive placebo effect on my confidence even if it did not make me a better player.

    Jane McGonigal asserts that player empowerment in games translates to confidence in real life. For me through middle/high school (and even college), min/maxing was part of that empowerment. Now it is a habit I will likely continue for the rest of my gaming life.

    I'm curious to hear other people's why and why not's of the min/max.

    Thread Truncated. Click to see all 3 replies.

    • For me its all about the origin of the phrase. D&D. Min/Max is an expression that sums up someones intention to master the mechanics and forget about the game. You aren't playing any more you are competing. In D&D people got so concerned with having the most powerful characters and never failing a role that they forgot about the role playing part of the game. They forgot that sometimes you aren't supposed to succeed at a roll of the die, because its a random event, simulating the uncertainty of real life. If you are always going to succeed then where was the challenge of the game? The answer is of course that those players "won" the second they finished creating their characters, and so the actual game sessions came with a foregone conclusion that drove many a poor GM to madness and message boards.

      In the current design paradigms for video games the problem isn't as inherently flawed as the D&D environment. Mostly that's because the game designers intend for you to be competing with other players during the course of the game and so they are also intending you to approach the game from a min/max perspective. Games like WoW more or less depend on you going outside of the game environment for information in order to create the best character, and indeed only the best characters are worth creating in a game like WoW, because either to go against the grain would result in a character that can't compete, or the public derision of your fellow players will either drive you from the game or out into the internet to find out what you did wrong.

      i agree with Jeff that I would prefer a game that gives true weight to my character decisions instead of assuming that I'm going to pick the best thing I can for my character. its one of the reason I like the dragon age series, because it doesn't really matter what skills I pick because they are all effective, its just allowing me to flavor my character within his class to be a specific type of rogue/warrior/mage. Skyrim has another novel attempt by saying, "whatever you are doing to be successful at this game, you will now be more and more successful at that", essentially doing your min/maxing for you depending on your play style. Not sure if I like that solution, but its better then hitting up a wiki.