Episode 569: Red Dead Memories

The guys talk about Resident Evil 3 (and by extension Evolve), but most of the episode delves into the Gaming Flashback, Red Dead Redemption and its sequel Red Dead Redemption 2, focusing on where the original succeeded and where the sequel failed.

The news items this week include:

  • Valorant closed beta rushes to 1.6M viewers on Twitch
  • Rumor: Resident Evil 8 is first-person, takes “serious departures”, and will be out next year
  • E3 2020 won’t hold an “online experience” after all

Let us know what you think!

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Episode 283: A Little LateEpisode 283: A Little Late

This week’s podcast was delayed when the original recording didn’t take and had to go with Dan Quick’s backup. Otherwise, the Gaming Flashback this week is the supremely weird Master Chu and the Drunkard Hu.

The other news items include:

The Question of the Week is, “What was the game with the worst title you’ve ever played?”

Episode 429: Colored ControllersEpisode 429: Colored Controllers

We’re still running the contest for the E3 loot, which includes a T-shirt, a Loot Crate, some Civilization 6 swag and a Kobe Bryant gold coin with a DLC code on it.

The podcast also follows up on some of the hardware that was seen at E3, including PDP controllers and the HTC Vive VR headset. Then there’s Brexit…

The news also includes:

  • TIGA calls for government to reassure UK games industry
  • Mario Maker fans have built a better community website than Nintendo
  • Nintendo’s upcoming NX console may use cartridges instead of discs
  • Gears of War 4 on Xbox One will push performance using DirectX 12, PC to have 4K and unlocked FPS

Just let us know what excited you at E3 2016 to win the loot swag.

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?