Weekend Confirmed 194 - Gran Turismo 6, Tearaway

By Ozzie Mejia, Dec 06, 2013 11:00am PST

Jeff Cannata is in the Big Apple this weekend, which leaves host Garnett Lee to lead this week's episode of Weekend Confirmed solo. He welcomes in Shacknews' Ozzie Mejia, Christian Spicer, and Nikole Zivalich and they lead off the show by discussing the increasing problems plaguing Battlefield 4 and where the game goes from here. The show then goes handheld, as Christian discusses everything that makes Media Molecule's Tearaway a sublime experience before Ozzie and Nikole dive into The Legend of Zelda: A Link Between Worlds. As you might expect, this leads to a comparison of the two handhelds. Afterwards, Garnett takes the floor and discusses the good and the bad of Gran Turismo 6, taking a critical look at its microtransactions before discussing everything that makes it a more-than-worth entry to the long-running series. The show wraps up with new Finishing Moves and the post-show Tailgate.

Weekend Confirmed Ep. 194: 12/06/2013

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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:

    Show Breakdown:

    Round 1 - 00:00:42 - 00:14:11

    Round 2 - 00:15:06 - 00:51:58

    Round 3 - 00:53:44 - 01:21:10

    Round 4/Finishing Moves - 01:21:54 - 02:02:54

    Tailgate - 02:04:01 - 02:16:14

Weekend Confirmed is sponsored by Doghouse Systems, producers of elite desktop computers for the most discriminating PC player. With three customizable levels of gaming desktops available, Doghouse is the brand used by hosts Garnett Lee and Jeff Cannata.

Weekend Confirmed is also sponsored by Audible.com, the world's leading provider for audiobooks, with a selection of over 150,000 available titles.

The Press Row Podcast is the official podcast of Operation Sports, your home for sports video games. The best sports game writers in the business from Kotaku, Polygon, GamesRadar, Joystiq, PastaPadre and Operation Sports join host Rich Grisham to analyze the victories, struggles, challenges, and solutions that creators and consumers face in modern sports game design.

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Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

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Ozzie Mejia @Ozz_Mejia

Christian Spicer @Spicer

Nikole Zivalich @NikoleZ

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Original music in the show by Del Rio. Check out his latest music video, I Brought It Here, featuring cameos from Jeff Cannata and Christian Spicer on YouTube. Get his latest Album, Club Tipsy 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.

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  • In-game Purchases

    Based solely on Garnett’s description of the in-game purchases available in Gran Turismo 6, I appreciate his frustration but I think he might be angry at the right thing for the wrong reasons.

    First, I’d like to preface the following with my feelings about this kind of monetization model. Without going too heavily into my argument, which unfortunately I just don’t have the room for here, it’s my feeling that the kind of micro/macro transactions most commonly associated with the free-to-play model are, on the whole, immoral. Briefly, whether one paid $60 or $0 for a game, the so called freemium pay structure is designed, in general, to create the illusion of progression for the paying as well as the non paying player while simultaneously preventing, or slowing, any meaningful game advancement. The goal is to keep a minority of players paying into the game on a consistent basis rather than to create an engaging and fun experience for as many gamers as possible. This represents a fundamental shift in game design philosophy. The monetization structure itself requires the designers to create something superficially compulsive that a statistical majority of gamers will actually dislike. Therefore the games, and by extension the designers of those games, cultivate an antagonistic relationship with the player. It’s an unpleasant experience and one that breeds discontent and resentment. It’s this feeling that many Forza fans are experiencing with the new Xbox One launch title.

    Garnett’s displeasure with the in-game payment model employed in Gran Turismo 6 is understandable, but his argument for why is less so. In this latest episode of Weekend Confirmed his anger at the idea of paying for in-game currency stems from his belief that it is a rip-off because one can easily earn the required credits by simply playing the game as one normally would. If, as Garnett indicates, the game experience is fundamentally unaffected by the presence of in-game purchases, then the added monetization scheme is largely superfluous.

    If freemium style in-game purchases are to be included in more and more games, as it seems is the unfortunate trend, than I would argue that Gran Turismo’s method of inclusion is by far the preferable choice.

    However, having not played Gran Turismo 6, I can not yet form a definitive critique. Does anyone know if there’s information I’m missing?