DTR Podcast Stinger

How do you define insanity? How about: “Having six people on a podcast.” Kole is joined by Ben and a bevy of newcomers (namely Denis, David, and two people named Chris) to discuss the economics of video games, and many other topics.

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Songs Played:

1. “Wilco the Song” - Wilco
2. “Blue Orchid” - The White Stripes
3. “Way Too Much” - Chromeo
4. “Soft Shock” - The Yeah Yeah Yeahs
5. “Drive Me Wild” - Foo Fighters
6. “Janie’s Got a Problem With Her Uterus” - Screaming Weasel
7. “High of 75″ - Reliant K
8. “I Like to Move in the Night” - Eagles of Death Metal
9. “Love and Plaster” - The Hives
10. “Suck My Kiss” - Red Hot Chili Peppers
11. “Plus Ones” - Okkervil River

 

DTR Podcast Stinger

This week, Kole is joined by Ben and newcomer Jason to talk about the Time Warner fiasco, MYST, the rumored PSP-GO, and other fine topics. Not pictured: margarita IVs.

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Songs Played:

1. “Little Sister” - Queens of the Stone Age
2. “Superbowl Sunday” - The Wonder Years
3. “Denial Twist” - The White Stripes
4. “Magazines” - Brand New
5. “Spongebob and Patrick…” - The Flaming Lips
6. “Antidote” - The Hives
7. “Italian Leather Sofa” - Cake
8. “Zelda Overworld” - The Neskimos
9. “He Knows” - The Futureheads
10. “One By One” - Wilco
11. “Never Have to Guess” - The Bears
12. “Absinthe Party at the Fly Honey Warehouse” - Minus The Bear

 

DTR Podcast Stinger

We are back with a full episode, featuring Kole and Ben, podcasters at large. We discuss the Pirate Bay, Twitter, and all sorts of techie topics.

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Songs Played:

1. “Sky Blue Sky” - Wilco
2. “Chandelier Searchlight” - Deerhoof
3. “Us vs. Them” - LCD Soundsystem
4. “Women We Haven’t Met Yet” - Minus the Bear
5. “Railroad Man” - Eels
6. “Tonto” - Battles
7. “Mexicola” - Queens of the Stone Age
8. “Cover” - Tom Vek
9. “Psychotic Girl” - The Black Keys
10. “Get Up (I Feel Like Being A) Sex Machine” - James Brown

 

DTR Podcast Stinger

The show is a mite brief this week, due to a baseball game running long. Kole is joined by the intrepid Ben and the impetuous Jordan, and they all rush to fit two hours of awesome into one hour of panic.

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Songs Played:

1. “Lazy Eye” - Silversun Pickups
2. “Let’s Play Guitar in a Five Guitar Band” - Minus The Bear
3. “Penn Station” - The Felice Brothers
4. “Pop Lies” - Okkervil River
5. “Aerodynamic” - Daft Punk
6. “The Girl and the Robot” - Royksopp
7. “Packing Blankets” - The Eels

 

DTR Podcast Stinger

Come take a seat under the Don’t Tree and stare into the sun until time doesn’t matter anymore.

This week we talk about a number of Konami announcements, including a new Silent Hill. We also discuss the finer points of Game Boys and Donkey Kong.

Songs Played:

1. “C’mon C’mon” - The Von Bondies
2. “Down, Down, Down” - Tom Waits
3. “The Great Curve” - The Talking Heads
4. “Remember When (Side B)” - The Black Keys
5. “Before You Accuse Me” - Creedence Clearwater Revival
6. “Melody Day” - Caribou
7. “Starry Stairs” - Okkervil River
8. “I Can’t Wait” - Shearwater
9. “A Girl Like Me” - The Desert Sessions
10. “I Fought Piranhas” - The White Stripes
11. “Half Life” - Trocadero
12. “You Are My Face” - Wilco
13. “Doin’ the Cockroach” - Modest Mouse
14. “Burn the Witch” - Queens of the Stone Age
15. “Airborne” - Wussy

 

DTR Podcast Stinger

Kole is back from San Francisco, and is ready to talk about the Game Developer's Conference. We invite special guest and friend of the show Bob Mackey (from 1UP and SomethingAwful) to give his opinions on the announcements made at the event.

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Songs played this week:

1. “Stacked Actors” - Foo Fighters
2. “Sunstroke” - Jason Isbel
3. “Gone Gone Gone” - Robert Plant and Allison Krauss
4. “Oh No” - Andrew Bird
5. “Another Radio Song” - Okkervil River
6. “I Won’t Ask Again” - Bonnie Prince Billy
7. “I’m a Loser” - The Eels
8. “The Mountain” - Heartless Bastards
9. “Secret Plans” - Eagles of Death Metal
10. “Fit, But You Know It” - The Streets

 

Title Screen.

Title Screen.

I’m an unashamed fan of point and click adventure games. Although their heydey took place well before I learned to read (at age 11. Thanks public schools), I came upon them early in my game career. They’ve shaped the way I appreciate writing in games. Nobody did humor in games better than LucasArts. Personalities like Ron Gilbert, Steve Purcell, and Dave Grossman helped define games as a writing-driven medium.

The personality from this bygone era who remains the most prolific today is Tim Schafer. During his tenure at LucasArts, he helmed classics like Day of the Tentacle, Full Throttle, and Grim Fandango. He continued being a critical darling with 2005’s Psychonauts. His games have always undersold, relative to their merits, but he’s an example of how you can’t keep a good man down.

double-fine-minigames-host-master-and-the-conquest-of-humore284a2-1

Nice rug.

Shafer will be hosting the Game Developer’s Choice Awards at this year’s Game Developer’s Conference, and to commemorate this event, his studio Double Fine has released a flash game. And not just any flash game, it’s a throwback to the point and click adventure games Schafer cut his teeth on.

It’s got the blocky VGA graphics, the verb panel, and inventory screen of the old SCUMM titles, and it makes full use of them. The goal is to help an underprepared Tim Schafer find jokes to use at the ceremony. Throughout the course of the 20 or so minutes it will take you to beat the game, you’ll discover the hidden depths of Schafer’s dressing room, unusual uses for tablecloths, and just how much the game’s old formula still shines.

double-fine-minigames-host-master-and-the-conquest-of-humore284a2-2

"Thus, in one jokeless evening, the entire games industry was wiped from the planet." GAME OVER

Playing the game made me kind of sad that the genre had to die off. There were a few laugh-out-loud moments, and the rest of it was a loving homage to the excesses and warped logic of the adventure games that preceded it.

If you have an appreciation for old adventure games, I can’t recommend this enough. The only thing you have to lose is a few minutes of your time. If you’re not hip to the adventure game scene, you may find this obtuse and get stuck immediately.

[Double-Fine's "Host Master and the Conquest of Humor!"]

The market for iPhone games isn’t slowing down. The initial deluge of titles was looked at skeptically, and the rush of people purchasing games for their expensive toy was seen as a temporary justification for owning such an extravagant phone. There are 165 games being added to the iTunes App Store daily, a staggering number that dwarfs even the most hectic of holiday release schedules.

Despite this, core gamers (and oh, how I hate the core/casual dichotomy) sneer at the idea of iPhone games. Their attitude is similar to how I think film buffs view the idea of watching films on their phones (for an elegant summary of this sentiment, just watch this video of David Lynch expressing his feelings on mobile video). The experience differs fundamentally from playing a game on a home console. For people whose entire concept of gaming is tied to a television screen, I could see why it would be easy to dismiss iPhone games. They’re probably doing it out of fear. If developing an iPhone game and getting it into the top 100 is so profitable, who in their right mind would dedicate resources to making triple-A titles?

Speaking personally, I myself am a “core” gamer, if that’s even an applicable term anymore. Despite my affinity for deep, complex games on Xbox 360, I’ve come to appreciate iPhone games. I purchased my iPod Touch as a productivity tool. The idea of having Remember the Milk and Mint in the palm of my hand was too tempting to pass up.

When I received my Touch on Christmas day, the first game I bought was Rolando, published by ngMoco. ngMoco’s founder, Neil Young (not the musician) recently evangelized for the iPhone at GDC, hailing it as a revolution for the games industry. Rolando sold me on this idea before he even said the words.

Rolando is ridiculously underpriced for the quality and quantity of content you’re getting. It’s a game I could see going for $30 on the DS, or $50 on the PSP. Why, instead, develop it for iPhone and sell it for a third of its value? First, it’s a game that utilizes the functionality of its platform to such a degree, I can honestly say that it couldn’t be done anywhere else. Second, it could have been a grand experiment for the company. The overriding philosophy of iPhone marketing is “profit by a thousand cuts.” And it worked.

The fact that all iPhone games fall below the $10 mark is pure genius. I’m one of those people who has a price threshold for hesitating about purchases. That threshold usually hovers around 20 to 30 dollars. My rule beyond that point is to allow myself one day for every $10 a product will cost, then make my decision. If a product falls below that price point, I could buy it all day. Just clicking and clicking with no regard for the fact that the sum total is WAY above what I’m comfortable spending.

Case in point would be a game like Bejeweled 2. At $3, it’s the steal of the century. I have no need to justify that purchase, beyond thinking to myself “well, I’ll just not buy that second beer at the bar later.”

The amount of time I’ll spend with these games works similarly to how much I’ll spend on them. For as much as I loved Fallout 3, I recognized that I would need at least two hours to even start getting into the meat of a playing session. As such, there were days I simply couldn’t justify putting it into the system. I had better things to do.

However, with games like Bejewled, Rolando, or Word Fu, the time investment is so far below my threshold that I don’t think twice about whipping out my iPod and playing a 5 minute game… Then another… Then another.

This raises the idea that iPhone games are like the fast food of gaming. Cheap enough to purchase without thinking about it, and insubstantial enough to warrant repeat indulgence. It’s easy to view this as a derisive comparison until you realize that fast food, like iPhone gaming, is a lucrative industry. Also, unlike fast food, playing Bejeweled on the iPhone won’t lead to an early death.

What’s great about iPhone games is that the successful ones are designed in such inventive ways. It took a while for developers to fully grasp the platform, but these growing pains didn’t last nearly as long as they did for developers making games for the DS. If you’ll remember, we had to suffer through nearly two years of ports with dubious and half-assed touch screen support before we got to the truly unique stuff. If Rolando can be seen as the herald for the iPhone coming of age, then its adolescence only lasted about six months.

There’s a beauty in the economy necessary to develop a game suited to the mobile platform. Concessions need to be made, and what results is an experience that’s distilled to its purest form. Few games have gotten away with straight-across adaptation to the platform. Sim City is an example of a game that works very well on the iPhone, despite the fact that it’s so cluttered with information that it should never have been successful.

“Core Gamers” who profess to love the craft of game design should take notice of this economy, and realize how stripping away the bloated trappings of cinematic experiences has caused renaissance in how games are played. There’s no excuse for such a young art like video games to stagnate, and sadly that’s happened. It’s a joy to witness new ideas and mechanics being born, and to see their designers getting compensated for it.

The stakes are low, the teams are small, and there’s no corporate structure interfering with the designer’s ideas. It’s great, and there’s no reason to think that casual mobile gaming can’t coexist with core experiences on the consoles. If anything, triple-A developers can learn from their iPhone counterparts, and deliver a greater volume of compelling content at lower costs.

The rules are being rewritten by ngmoco, PopCap, and the new Nintendo. I dread the day that Peggle comes out for the iPhone. When that game drops, so will my will to do anything else. However, before I drop into (further) obscurity, I’ll manage to write one more sentence: “Give it a try, and don’t be mad when I say ‘I told you so.’”

DTR Podcast Stinger

The season finale. It’s hard to believe season 5 is over, isn’t it?

This week, we talk about the imploding economy, wallets with teeth, the finer points of kangaroo boxing, and my impending trip to the Game Developer’s Conference.

The next show will be on April 7.

Songs Played:

1. “Sixteen Tons” - Eels
2. “Requiem” - Foo Fighters
3. “This Devil’s Workday” - Modest Mouse
4. “Heart On” - Eagles of Death Metal
5. “Last Love Song for Now” - Okkervil River
6. “Stay Loose” - Belle & Sebastian
7. “What About Everything?” - Carbon Leaf
8. “The New Pollution” - Beck
9. “Mistakes” - Shearwater
10. “Bang and Blame” - R.E.M.
11. “Sowing Season (Yeah)” - Brand New
12. “Mountain Laurel” - Shearwater
13. “If Only” - Queens of the Stone Age

 

rebel fm logoI figured I’d take a break from not-posting, and let you know that my letter was recently read on Rebel FM. For those of you who don’t follow video game podcasts as obsessively as I do, Rebel FM is the podcast that formed in the wake of the 1UPocalypse, hosted by Phil Kollar and Anthony Gallegos.

I wrote in to ask about the proper etiquette of attending game conventions, the Game Developer’s Conference in particular. They gave a great, lengthy answer, and I was crazy excited to be mentioned on the show.

To hear the show, just click this text. My letter is the last thing they talk about, but definitely listen to the entire thing.

I may not have mentioned it on this blog, but I am attending this year’s GDC. Expect to see entries about it here on the site, and expect a great deal of time to be dedicated to the trip on the first show of the next season.

The new podcast should be up any minute now, so keep an eye out for it.

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