Episode 411: We Are Experiencing Technical Difficulties

This podcast is delayed due to unforeseen circumstances, but there’s plenty of banter between Jonah and Scott, and 30 minutes of the podcast were removed to be aired as an outtakes at some point. Oh, and there’s plenty of cursing and NSFW content in this particular podcast, so be warned.

The news includes:

  • Starbreeze announces it’ll build a VR arcade venue in Los Angeles
  • Mighty No. 9 unexpectedly delayed by Comcept
  • Nintendo NX set to be new face of Nintendo with busy 2016 planned
  • Five Nights at Freddy’s World pulled from Steam

Let us know what you think.

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Episode 270: Same Bat Time…Episode 270: Same Bat Time…

This week is the battiest episode Gaming Podcast has ever done, and it’s not just because the crew argue over the first news item more emotionally than usual, but because it’s full of Batman. Lots of Batman. Plenty of Batman. In addition, the winners of the Spec Ops: The Line contest were also picked.

The news items this week include:

  • Square Enix exec says long console lifespans “biggest mistake”
  • No fee to be charged for connecting to Wii U network
  • Next Rocksteady Batman game will feature Silver Age Bats
  • Michael Fassbender pegged to star in Assassin’s Creed flick

All that and the question of the week, “Which Batman would you most like to see a game made from?”

Nintendo’s Wii Storage IssuesNintendo’s Wii Storage Issues

Nintendo’s WiiWare channel is reported to be doing well (says Nintendo) and their Virtual Console games continue to invoke nostalgic downloads. Now, as Networked based gaming slowly starts to crawl on the console Nintendo has begun to realize they’re going to hit some storage issues.

The 512MB of internal flash memory is a bit lacking, especially considering you can purchase a 2GB flash drive for under USD $50.00 in todays market. While Sony and Microsoft work to increment their disk capacities in 20GB intervals Nintendo’s still trying to figure out how to solve their internal storage issues.

Although we initially heard that geeks would be the ones to hit the storage limitations Nintendo’s North American President and COO is readily admitting the pending issue, “we have a consumer base who loves virtual console. We have a userbase who really is enjoying WiiWare content. So for us really our challenge really is how do we satisfy all these consumers who are loving all of the product we make available on a download basis?”

The challenge in being a Japanese based company is understanding how American users consume your product. We’re much more likely to download content and spend money on products we’ve purchased 20 years ago. This is why we’ve got an American based Nintendo HQ to understand the ways of American thinking and trending.

While Nintendo Europe’s Europe’s Laurent Fischer sees only “geeks and otaku” utilizing the minimal disk capcity we here in the States can consume this space overnight. Imagine if we had downloadable content for Rock Band or Guitar Hero to pull down and play!?

As this becomes, as Reggie put it, a “mainstream problem” Nintendo is going to find their harder core demographic moving to other consoles that do it right and allow for expandability. There is a reason, after all, the other consoles cost a bit more to buy.

(Thanks, IGN)

Evolution of RPG’s – Gamers Don’t Want an End?Evolution of RPG’s – Gamers Don’t Want an End?

I remember a day when old RPG games had either a level cap or a definite ending. From Pool of Radiance to Secrets of the Silver Blades to Final Fantasy the game had a final boss or stage and often had some type of level cap. Today, gamers don’t want it to end, they’d rather have the option to wonder around aimlessly or completing minor quests in order to soak up every ounce of money they spent on the title.

linkNow even Bethesda is saying “we’ve learned our lesson” from the whiplash of ending their game title and capping levels. Gamers want to go back and re-try content they missed, they want to run side quests and talk to everyone in the world they want to grind themselves to über powerful levels and become a god in their fantasy world. Can you blame them?

You can’t really blame them for wanting to maximize the content, although it’s slightly more evolved than RPG’s of old. Perhaps it was World of Warcraft and other MMORPG’s that brought us to the stage in life where we all want to squeeze every last RPG dime out of the title. As a kid I wondered the world of Hyrule and covered every tile of graphical color, burned every bush, bombed every stone looking for all the content. However, even Zelda had an end with scrolling credits – you didn’t just land on a platform with your master sword and a dream.

Other titles have used level caps to limit you and draw you into the next release of the game. This was popular in the D&D world because the game is designed to target specific levels of difficulty. They may only allow you to gain level 10 because the enemies are no tougher than level 13, allowing the challenge to be good but not overwhelming. If they allow you to get to level 50 they’d have to design the game so all the enemies grow powerful along with you — that’s not always a desired result.

Final Fantasy is a popular franchise that typically allows you to grow infinitely powerful depending on how much time you want to spend repeat killing the same enemies. Gamers aren’t always into the grind, they just want to grind “enough” to make the challenges a little more do-able.

Today, however, with larger storage capacity, larger development teams and the desire to build more value into your gameplay experience titles have dozens of side quests and sub-plots that are totally optional. The result of so many sub-quests results in a player who is much more powerful at the end of those quests compared to a player who sticks to the narrow path of the main plot. So, games much grow dynamically challenging to keep the fun per dollar high.

Do you like your RPG’s to have a definite end and a high but capped level?