Episode 459: This Week and Last

So, thanks to an untimely computer breakdown, last week’s episode could not be run in a timely manner. So, this double-length episode features an off-the-cuff discussion of videogames with no notes, with last week’s episode tacked on. There’s not much editing in the episode, due to the fact Jonah has to rush off to Boston to attend PAX East over the weekend.

Last week’s “news” includes:

  • Middle Earth: Shadow of War leaked then announced
  • Microsoft announces Netflix-style gaming for the Xbox One
  • Videogame industry lobbying to maintain “repair monopoly”
  • Microsoft plans to bring mixed reality to the Xbox in 2018

All this and some Listener Feedback

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Gaming Podcast 174: A Helmet of Killer BeesGaming Podcast 174: A Helmet of Killer Bees

This week we’re rolling dualies, Jennifer and Derrick are busting through the top news of the week and reading some gaming podcast community comments while flashing back to 720º. We also managed to do our Gaming History segment this week!

This week’s question of the week, what would you expect to get out of a USD $70 subscription to a console network like the PSN?

Episode 588: Microsoft Buys ZeniMaxEpisode 588: Microsoft Buys ZeniMax

So, a day before the Xbox Series X preorder launch (which after the podcast was a complete shitshow), Microsoft drops the mic by announcing they just essentially purchased The Elder Scrolls, Fallout, Prey, DOOM, and other major properties. Not much else to talk about, really.

The game news includes:

  • Microsoft purchases ZeniMax for $7.5B
  • Bethesda’s overhauling its engine for Starfield and The Elder Scrolls 6
  • Former Skullgirls developers have launched a new studio called Future Club
  • Hades has sold 1m copies
  • Blizzard confirms BlizzCon 2021 dates

Let us know what you think.

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?