Merry Christmas From Gaming Podcast

Merry Christmas and Happy Holidays – did you get what you wanted this year?

Let us know what you got from your loved ones.

We have a few fun reward tiers – our most hardcore fans will definitely want an MP3 of one of the crew or any of the crew recording a voice mail or answer machine outgoing message, or the entire podcast bantering for a few moments. There’s also the requisite T-shirt, which will have the awesome Gaming Podcast logo.

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Episode 372: Sony and The InterviewEpisode 372: Sony and The Interview

After a week off, Gaming Podcast recounts the eventful week that saw Song kowtowing to cyberterrorists over a Seth Rogen comedy, while Jonah and Paul have mixed opinions on the controversy.

The news this past week were also big, including:

  • Massive patch for Assassin’s Creed Unity issued
  • Blizzard considering gold-for-game-time trades in World of Warcraft
  • Valve returns Hatred to Greenlight after removal
  • Humble Bundle has raised over $50 million

This week also sees new Listener Feedback, and the Question of the Week: “Have you used Humble Bundle?”

It Pays To Follow Trends: iPhone Dev Makes $37,000 In One DayIt Pays To Follow Trends: iPhone Dev Makes $37,000 In One Day

In the world of game development, everyone wants to make it to the top or at least sell their game and feel a mild bit of success. Developers jump into this industry to express their passion for games and not always to make a million dollars. However, one developer is on the road to a million bucks.

ishootEthan Nicholas, developer of a tank artillery game called iShoot, told Wired.com he quit his job the day his app rose to No. 1 in the App Store, earning him $37,000 in a single day. (wired.com)

Now here is a career choice made for you! He goes on to say that he’d be a millionaire right now if it wasn’t for taxes. We’d also remind him to check out Apple’s cut of the profits too, that might be slowing him down. However, if it wasn’t foir the little iPhone he’d still be working his day job. He’s expecting to hit a million by the end of the year, not too shabby for an iphone shooter game, eh?

He created a ‘lite’ version of the game, much like other developers have, but iShoot Lite shot itself to #1 on the apps charts and his little marketing message “buy the full game for $3.00” was the key he needed. Once people got a taste of the free application they went back for more and now he’s going to be thanking himself for the marketing position he put himself in.

It’s been a few years since a single developer has been able to find gold so quickly, but he did work hard to get to this point. Hustling at night with his one-year old and a dream, he is a self-taught iphone developer who spent hours on the computer desiging the title. Granted, thousands of developers have tried the same move for PC gaming and other such mediums, Ethan Nicholas has proven there is great potential in the iphone along with a few other developers who have found success in the hand-held sector of casual gaming.

Congrats, hope you make it to a million and beyond!

Diablo 3, Finite Health and Loving ItDiablo 3, Finite Health and Loving It

Diablo 3 Lead Designer Jay Wilson sat down with Multiplayer Blog to explain how the health system works in Diablo 3 and how it differs from Diablo 2. In short, you can’t add a new feature without removing an old one, in this case we’re talking about health potions.

The goal is to broaden the Diablo audience to more than just the hardcore fans. Lets be honest with ourselves, the health potion system was way too far out of control (broken?) By mid-game or earlier, half the character inventory was full of potions and you might have just purchased shares in the potion selling company with all the spending you’ve done there. The health potion system created the infinitely powerful character, in essence, by making them immortal.

Activision Blizzard has learned a bit about their success with broad audiences in games like World of Warcraft, which has surpassed game sales over Diablo 2, their most successful game title. What they’ve decided to do in this release of Diablo is to limit the characters ability to heal and make them “mortal” again, requiring the player to use strategy, tactics and skills to defeat enemies. Rather than charging forward pressing “1” then “2” then “3” and the other hot keys for potions, you’ll be forced to back away during strong stomp attacks, mind your enemies special attacks and defend yourself.

“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.” (multiplayer blog)

Gating the users ability to heal is a classic RPG/Adventure game mechanism for changing the playing field in terms of difficulty. You can make a game with weaker enemies in abundance and still cause you harm, take a look back at Gauntlet in the arcade for an example of this method. You can build challenging enemy styles and dungeon traps to cause the player to mind their step, look at the classic Zelda series and some of their crazy enemies. A great example is the Darknuts from The Legend of Zelda, it was a small knight that could only be attacked from behind but had a sharp little dagger if you bumped them from the front. You had to use tactics to wipe out a full room of Darknuts.

Activision Blizzard will now have the option to create some fancy enemies with challenging special abilities that do not involve insta-kill upon contact battle tactics. You control a super hero character, not an immortal; there should be some challenge besides hacking and slashing through mobs of enemies. Wilson went on to say, “We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting.”

One of the criticisms to the Diablo franchise has always been the “click fest” of battle. You sit still and click on enemies until everyone is dead. Perhaps, without having infinite potions you’ll be challenged to use your brain on occasion, like a real RPG and have more creative use of your money rather than investing a half-billion into the potion vendors.

Where does that lead the hardcore Diablo fans? Activision Blizzard hopes they’ll see a title with a lot more depth, a new style of challenge and a long term appeal.