Episode 389: Live From E3 2015

Part of this long episode was recorded live from the LA Convention Center floor at E3 2015, where Jonah and Paul were fresh off waiting in line for Disney amibos. There were some news items covered there, while a few more news items were recorded here.

Rather than list all of the news items, we’ll just relay the Question of the Week: “If Nintendo isn’t revealing a new console, should they skip E3 altogether in 2016?”

All this and listener feedback, too.

0 thoughts on “Episode 389: Live From E3 2015”

  1. Paul should stay because he loves Amibos and there’s nothing like collecting them. Can’t wait for Disney Infinity 3.0 and please, please, please stay, Paul. We need you!

  2. Great long episode with many topics to respond to!

    @Gamergate at E3: I agree with Paul women have been in gaming since their was video games. I’ve grown up with Rosella of Daventry, Laura Bow (From Dagger of Amon Ra and Colonel’s Bequest), Final Fantasy 6’s Terra and Celese, Crono Trigger’s Luca, Ayla and Nadia/Marle, Jill of the Jungle, Chell from Portal, etc. The list of characters goes on and there are many of those available online, not to mention all the games that allow you to choose your gender. So really there shouldn’t be any of this “worry” or “hesitation” when games with female leads do fine.

    Also in Fallout 3 you can play female, here’s my daughter’s character Stella:

    http://steamcommunity.com/sharedfiles/filedetails/?id=469288564

    I made an error on last episodes comments I meant that Fallout4’s Boston will be 2x the size of Skyrim and was commenting on Jonah’s feeling burned out on huge Open world games.

    While still on the topic of Fallout Paul I’m sorry if you feel snubbed but you made your disdain of the series pretty clear, I didn’t think you would be interested at all.

    I’ve never liked this mentality and have rebelled against the idea that hardware should be replaced after 2 years. I know my Nes and Super Nes lasted MUCH longer than 2 years.

    @QotW: I think Nintendo should represent it’s self, I would still want to know what games they are working on for current hardware.

    Great and entertaining episode guys!

  3. This is the first time I’ve written in, and I just have to ask this of Paul: which are you more into, Disney or My Little Pony?

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Episode 499: A Long DelayEpisode 499: A Long Delay

Yeah, we recorded this on April 2 and are just releasing this on April 12 — because during this time Jonah went to PAX East, then visited his mother in NYC, and things have calmed down about now. This week’s Gaming Flashback is the overly cute LittleBigPlanet… and to think it was a major topic of conversation in the early days of the podcast. How time has passed.

This week’s news items include:

  • You can play de_dust2 in Far Cry Arcade
  • No Man’s Sky coming to Xbox One later this year

You’d think that wouldn’t be enough news for 90 minutes, but that’s ok. We go off on tangents all the time.

Ensemble Studios Had A MissionEnsemble Studios Had A Mission

In 1995 Ensemble Studios formed as an independent studio and kicked out a little game franchise known as Age of Empires. The title has received many accolades from the first in the franchise extended out to all the Age of Empires releases and spin-offs, all-in-all selling millions of copies.

Ensemble Studios had a mission “to create great games and a great place to work,” says Bruce Shelley from Ensemble Studios. Bruce Shelley also helped design Sid Meier’s Civilization and Railroad Tycoon with MicroProse prior to his work at Ensemble Studios. Now, however, he’s a bit upset at the closing of Ensemble Studios because they were profitable, created top-quality titles and had a great working environment.

Ensemble Studios, from his perspective at least, was a place you’d go to work and be happy with what you’re doing. When you’re working along nicely and become blind-sided by the news, it’s not surprising he didn’t take it lightly.

“Everyone at our studio was shocked, and I think remains very disappointed that this is going to happen. I believe we thought we were immune to shut-down talk because our published games have done so well and have been so profitable. Plus we felt we had built a really stable (low-turnover), talented, hard-working, and creative team, which is not easy to do. We thought we were among the best studios in the world, and that may be true, but we don’t fit in the future plans of MGS as an internal studio so we’re out.” (ensemblestudios.com)

What’s the future plans for Ensemble Studios? As we’ve stated before, they plan to live on in spirit, within the bounds of a new name and a new game plan. “I believe the spirit and mission of ES will be carried forward in this new company if enough of the key leaders agree to take part, which I expect to happen. There has been no announcement about what the new studio will be working on when it gets going,” says Shelley.

This is a horrible way to have to launch a hot new intellectual property. Usually creating a new title with a building fanbase would lead to excitement, parties and high hopes for the future of the franchise. Instead, people will be dusting off their resume in hopes to continue a life of game development.

Hopefully the leaders will indeed form a brand new company and build brand new hot products with their entire staff intact. Then, take their titles to a different publisher (besides Microsoft) and make some money and fans.

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!