Weekend Confirmed 95 - Ken Rolston, Kingdoms of Amalur: Reckoning

By Garnett Lee, Jan 13, 2012 11:00am PST

Two game design heavyweights lend their voices to the show this week. Weekend Confirmed welcomes the legendary Ken Rolston, lead designer on Morrowind and Oblivion, who is currently working on Kingdoms of Amalur: Reckoning. Big Huge Games' lead combat designer Joe Quadara also joins us. Together, they provide new insights from the creator's side in our ongoing discussions around Skyrim and storytelling within large-scale open world role playing games. Of course, the conversation naturally then turns to the approaches they took with Reckoning, and we get into some detail about the upcoming game. There's much more as well with news and your comments from last week's show before we wrap it all up with Finishing Moves.

Weekend Confirmed Ep. 95: 01/13/2012

Subscription Links:

If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 95 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 00:29:13

    Whatcha Been Playing Part 1 00:29:47 to 00:58:46

    Whatcha Been Playing Part 2 00:59:44 to 01:28:13

    Listener Feedback/Front Page News 01:29:17 to 02:00:27

Thanks to our special guests, legendary designer Ken Rolston and lead combat designer Joe Quadara (@bazooie).

For the latest on the game, watch the Kingdoms of Amalur: Reckoning Facebook page.

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.

Click here to comment...


  • I loved skyrim, I logged about 300 hours playing and didn't get anywhere near 100% through it, and it may easily be one of my favorite games of all time, but I have the same complaint about it as Garnet Lee.

    Here's how I would articulate it, though. When most people praise Skyrim, they will say that it's like this whole wide world where things are happening, and you're just one small piece of it making your mark in various ways.

    However, the illusion that things are just happening and you're just a part of it all can quickly be shattered and you realize that the whole game is like a lawnmower simulator with quests instead of tall blades of grass. Every city is a mess and EVERYONE is instantly dying to unload all their problems onto you the instant you first talk to them, and while you're taking care of their problems, a few more untidy blades of grass come up along the way.

    I can give you a specific example. When I went to some city for the first time, I forget which, it may have been Winterhold but I think it happens in a few different towns. There was a little posse of people standing outside, ready to be 'coincidentally' spilling their guts about all their problems right when I walk past. So, I avoided it. I didn't want a new quest at that moment, so I went and played another 50 hours and when I returned, they were still there, standing around waiting for me to show up. It ruined the immersion. Why couldn't they, when THEY are good and ready, come to me and ask for help? Why do the quests have to be peppered everywhere like weeds, waiting for me to come by and pluck them?