Episode 539: Two Plus Hours

The previous week’s episode had too many technical issues to post, so this week’s episode overcompensates by being over two hours long. The Gaming Flashback this week is none other than 2009’s Minecraft, which is still going strong well into 2019.

This week’s news includes:

  • Microsoft explains Xbox Game Pass for PC, selling games on Steam (from GameWatcher)
  • The Avengers game is being revealed at E3 2019
  • Super Mario Maker 2‘s lack of costumes and online matchmaking with friends upsets fans
  • Wolfenstein: Youngblood to feature ray-tracing technology

All this and Listener Feedback.

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New Australian R18+ Proposal DraftedNew Australian R18+ Proposal Drafted

A new draft of the R18+ classification has been released by home minister Brendan O’Connor through the Australian Federal Government. The new guidelines closely match those in place for Australia’s film industry. The new R18+ rating removes restrictions on bad language, drug use and nudity; in contrast, the current guidelines forbade the classification of any adult-themed games.

O’Connor’s draft claims that the R18+ rating will allow “virtually no restrictions on the treatment of themes”, and violence in games “except where it offends against the standards of morality, decency and propriety generally accepted by reasonable adults to the extent that it should not be classified.” As far as sex, the draft says, “Sexual activity may be realistically simulated. The general rule is ‘simulation, yes – the real thing, no'”.

Of course, “standards of morality, decency and propriety” is still troublesomely subjective, while “simulation, yes, the real thing, no” is comicly inept for videogames, where everything is simulation. You may be able to tell when live actors are actually performing sexual acts, but when can you tell a videogame character is actually having sex?

O’Connor stated:

“The Gillard government wants to provide better guidance for parents and remove unsuitable material from children and teenagers. The introduction of an R18+ classification will help achieve that and will also bring Australia into line with comparable nations. This issue has been on the table for many years, without the necessary progress to make a change. We’ve recently seen several states publicly express their support for an adult only rating for games and I’m keen to reach a unanimous decision at the July meeting.”

Rather than banning games, why not punish stores for selling mature games to underage children? Or put the onus of raising children on the parents?

TD Gaming Podcast 102: Happy HolidaysTD Gaming Podcast 102: Happy Holidays

This week we’re cooking up some final holiday treats in the form of gaming history, news, retro flashbacks and general commentary. We’re looking back at the Need for Speed franchise, a little gaming history on Black Box Studios and covering some news stories:

This weeks soap box covers a little holiday cheer, what games did you love as a child, which game got you the most excited, what’s your best memory and most prized achievements in gaming. What game was a total turn off?

Wish wish everyone a happy holiday no matter what you celebrate, when you celebrate and how you celebrate. Party hard. Drive Safe. Enjoy.

Podcast Crew.

Gaming Flashback: SimCityGaming Flashback: SimCity

SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.

Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.”  Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis.  Maxis agreed to publish Simcity as one of its first two games.

When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game.  Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal.  Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64.  On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!

The objective of the game is simple, build and design a city.  Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required.  In a sense, open ended, the player was free to design the city as they chose.

Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more.  Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.

In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.

In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!