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The No-Frauds Club
United States
Приєднався 23 жов 2021
A cadre of designers with high standards, exploring what video games can become.
See our website for more details: www.fraudsclub.com/
See our website for more details: www.fraudsclub.com/
Long Live Antikythera! Crow's Nest 013
In this Crow's Nest - WITH CAMERAS - Pr0nogo and Veeq7 discuss the success of Fraud Launcher 2 in proliferating Cosmonarchy across the cosmos, and muse on AI and pathfinding improvements that will undoubtedly come to shape the custom engine of Antikythera.
Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html
Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest
Our channels:
www.youtube.com/@Pr0nogo
www.youtube.com/@Veeq7
Support us! ko-fi.com/pr0nogoandveeq7
Links discussed:
Cosmonarchy - www.fraudsclub.com/cosmonarchy-bw/
The Xibalba setting - www.fraudsclub.com/xibalba/
Visit The No-Frauds Club!
Website: www.fraudsclub.com/
Discord server: discord.com/invite/s5SKBmY
0:00:00 Show intro - with CAMERAS!
0:01:47 General musings on Cosmonarchy
0:12:10 Anya pathing and Antikythera's future
0:22:30 A discussion on pathing and chokes
0:31:50 ko-fi questions!
0:32:13 Lucifirius: If Pr0nogo is a crow, and Neblime is a lemon...
0:34:20 Myrian: How would TNFC make a small-scale RTS?
0:43:10 The Shambler: How would TNFC make an RTS with upgrades?
0:51:10 Btyb: How would TNFC make an RTS/RPG with creeps and heroes?
0:59:11 3crow: What are your wishes and plans for enemy AI in Antikythera?
1:04:12 Closing thoughts
#RTS #programming #podcast
Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html
Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest
Our channels:
www.youtube.com/@Pr0nogo
www.youtube.com/@Veeq7
Support us! ko-fi.com/pr0nogoandveeq7
Links discussed:
Cosmonarchy - www.fraudsclub.com/cosmonarchy-bw/
The Xibalba setting - www.fraudsclub.com/xibalba/
Visit The No-Frauds Club!
Website: www.fraudsclub.com/
Discord server: discord.com/invite/s5SKBmY
0:00:00 Show intro - with CAMERAS!
0:01:47 General musings on Cosmonarchy
0:12:10 Anya pathing and Antikythera's future
0:22:30 A discussion on pathing and chokes
0:31:50 ko-fi questions!
0:32:13 Lucifirius: If Pr0nogo is a crow, and Neblime is a lemon...
0:34:20 Myrian: How would TNFC make a small-scale RTS?
0:43:10 The Shambler: How would TNFC make an RTS with upgrades?
0:51:10 Btyb: How would TNFC make an RTS/RPG with creeps and heroes?
0:59:11 3crow: What are your wishes and plans for enemy AI in Antikythera?
1:04:12 Closing thoughts
#RTS #programming #podcast
Переглядів: 367
Відео
We Have Liftoff! Crow's Nest 012
Переглядів 3467 місяців тому
We have achieved Fraud Launcher 2, spread the word of Cosmonarchy to streamers and casters, and managed to make great progress on technical limitations. Veeq7 and Pr0nogo discuss all this, along with RTS storytelling, in this episode of Crow's Nest! Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows...
What Brood War Got Right. A conversation with @SaiyanKCM
Переглядів 2,1 тис.7 місяців тому
Welcome to a conversation chock-full of Brood War discussion with @SaiyanKCM! Check out Saiyan's video on SC2 vs BW: ua-cam.com/video/BMp2-k3dEHk/v-deo.html Follow Saiyan's twitch: twitch.tv/saiyansc Clubhouse Conversations playlist: ua-cam.com/play/PLN70PQ8mAOvWg1_xB5HVrEmZwYPoDU4rx.html Spotify link: open.spotify.com/show/5DDTJZytcZYfoizAj1LKNw 0:00:00 Introduction 0:00:30 Is Brood War the gr...
Difficulty IS Content! A conversation with @TheElectricUnderground
Переглядів 17 тис.7 місяців тому
From difficulty being integral to a game's design, to speedrunning being best left to the sidelines, and even to the role of game reviewers in shaping casual discourse, a lot of ground is covered in this conversation with Mark of @TheElectricUnderground! Check out Mark's documentary: ua-cam.com/video/t7RY0FHTI68/v-deo.html Look out for Mark's forthcoming video called "RPGs Need Scoring Systems"...
The Fourth Race. Crow's Nest 011
Переглядів 3319 місяців тому
The two chief Not-Frauds return to discuss Cosmonarchy Brood War's fourth race, the Askosi! Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo www.youtube.com/@Veeq7 Support us! ko-fi.com/pr0nogoandveeq7 Links discussed: Cosmonarchy BW - www.fraudsclub.com...
Planning for 2024! Crow's Nest 010
Переглядів 3519 місяців тому
Pr0nogo and Veeq7 return to the Crow's Nest after a long time away! It's time to lay out our plans for 2024, and recap some of the most meaningful developments of the past year. Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo www.youtube.com/@Veeq7 Supp...
RTS Combat Pacing. Crow's Nest 009
Переглядів 1 тис.Рік тому
Pr0nogo and Veeq7 dive into RTS combat pacing, using examples from Brood War, Warcraft 3, Starcraft 2, and Cosmonarchy Brood War. Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo www.youtube.com/@Veeq7 Links discussed: Cosmonarchy BW - www.fraudsclub.com...
Complexity and Depth. Crow's Nest 008
Переглядів 500Рік тому
Pr0nogo and Veeq7 discuss complexity, depth, and MORE! Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo www.youtube.com/@Veeq7 Links discussed: Our conversation with Raigan Burns - ua-cam.com/video/0s9Lme7n4NY/v-deo.html Cosmonarchy BW - www.fraudsclub.c...
RTS Economics. Crow's Nest 007
Переглядів 501Рік тому
Pr0nogo and Veeq7 discuss the pacing and complexity of harvesting resources within RTS games, as well as a helpful spattering of other neat subjects! Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo www.youtube.com/@Veeq7 Links discussed: Cosmonarchy BW ...
Lessons Learned. Crow's Nest 006
Переглядів 418Рік тому
Pr0nogo and Veeq7 regale us with tales of the growth and lessons provided by working on CMBW, discuss some ideas for exploring new concepts within the RTS genre, and briefly sum up Pr0nogo's idea for a turn-based strategy game that *doesn't* have RNG! Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-cro...
The Future of the RTS! Crow's Nest 005
Переглядів 551Рік тому
Pr0nogo and Veeq7 talk about what will make the games of The No-Frauds Club different from our competitors, and recount what we have learned from the recent player-vs-player action within Cosmonarchy BW. Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: www.youtube.com/@Pr0nogo w...
Antikythera So Far... Crow's Nest 004
Переглядів 514Рік тому
Pr0nogo and Veeq7 break down the progress we've made on Antikythera, our custom engine, in the month of January 2023. We also discuss a bit about our motivations to create good games, where videogames are as a medium, and some functional philosophy we've gravitated towards over the years. Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast app...
Pacing and Learning. Crow's Nest 003
Переглядів 439Рік тому
Pr0nogo and Veeq7 discuss some games they've played recently, the pacing of RTS gameplay, and the latest progress on Antikythera in this episode of Crow's Nest. Crow's Nest playlist: ua-cam.com/play/PLN70PQ8mAOvXbrrLLiclWPRonr7VwVIsW.html Also available on podcast apps via anchor: anchor.fm/fraudsclub-crows-nest Our channels: ua-cam.com/users/Pr0nogo www.youtube.com/@Veeq7 Links discussed: Cosm...
Progress Report: Antikythera and Onitar, November 2022
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Progress Report: Antikythera, November 2022 This video sums up events between March and November, and presents the direction we're heading in as the year draws to a close. Antikythera page: www.fraudsclub.com/antikythera/ Onitar design documentation: www.fraudsclub.com/onitar/ Cosmonarchy BW: www.fraudsclub.com/cosmonarchy-bw/ Progress report playlist: ua-cam.com/play/PLN70PQ8mAOvWlDARhgAS-ogyD...
Bringing quality back. A conversation with Jonathan Blow
Переглядів 26 тис.Рік тому
We welcome Jonathan Blow back to The No-Frauds Club to discuss hidden conflicts in game design, and what progress, if any, has been had in the past two decades. Follow Jonathan: Jonathan_Blow Samo Burja's essay on live players vs dead players: samoburja.com/live-versus-dead-players/ Clubhouse Conversations playlist: ua-cam.com/play/PLN70PQ8mAOvWg1_xB5HVrEmZwYPoDU4rx.html Spotify lin...
At the thought frontier. A conversation with IskatuMesk
Переглядів 1,9 тис.2 роки тому
At the thought frontier. A conversation with IskatuMesk
Eighteen thousand hours. A conversation with Jonathan Blow
Переглядів 97 тис.2 роки тому
Eighteen thousand hours. A conversation with Jonathan Blow
Back to the classics. A conversation with Auguste "Semmler" Massonnat
Переглядів 1,9 тис.2 роки тому
Back to the classics. A conversation with Auguste "Semmler" Massonnat
Nerding out on RTS design! A conversation with Erik "DoA" Lonnquist
Переглядів 1,3 тис.2 роки тому
Nerding out on RTS design! A conversation with Erik "DoA" Lonnquist
Progress Report: Antikythera, March 2022
Переглядів 1,2 тис.2 роки тому
Progress Report: Antikythera, March 2022
Grounded in the game. A conversation with Duncan "Thorin" Shields
Переглядів 4,6 тис.2 роки тому
Grounded in the game. A conversation with Duncan "Thorin" Shields
Just out of reach. A conversation with Ross Scott of Accursed Farms
Переглядів 14 тис.2 роки тому
Just out of reach. A conversation with Ross Scott of Accursed Farms
Following the fun. A conversation with Raigan Burns
Переглядів 6 тис.2 роки тому
Following the fun. A conversation with Raigan Burns
Progress Report: Antikythera, Feb 2022
Переглядів 8552 роки тому
Progress Report: Antikythera, Feb 2022
Knowing where to start. A conversation with Casey Muratori
Переглядів 52 тис.2 роки тому
Knowing where to start. A conversation with Casey Muratori
Games are interesting! A conversation with Jonathan Blow
Переглядів 49 тис.2 роки тому
Games are interesting! A conversation with Jonathan Blow
I see that I'm necro posting again. Blame UA-cam - it put this on my dash today. What RTS game is it that the interviewer is talking about that he's involved in making? It's sounds very interesting..
re: OOP (SOLID, GOF patterns, etc.) vs Functional, etc., various "paradigms" / approaches to software dev It seems like in my experience when I have worked on software that takes some particular industry defined approach seriously and applies it assiduously and in a disciplined way, while there are distinct advantages to that, that can be kind of impressive and pretty helpful, over all the job of trying to achieve a particular goal or functionality set with that software tends to be decidedly more difficult and painful than it is when the approach that is taken is less general, more trimmed-down, and more focused on what specifically is needed in a given context.
blud yapped way to much. let semmler talk
I think a lot of us underestimate how many people out there treat certain games like a disposable Netflix tv-show/movie. They play it once and then never again. This is why many people want low-effort settings because they just want to get through it. I won't claim to understand why that is, but here's an example: Grand Theft Auto. Rockstars' games in general have not evolved outside of graphical fidelity for almost two decades, yet they get news segments where the anchor will call it "The most popular video game of all time" whenever they release a new one. I understand that GTA in particular has developed a scene for roleplayers, but those people are a niche community and the game had this reputation long before that. Same with God of War and Last of Us getting so much praise, but they have so much of what you talk about around the 2 hour mark - Walking and talking, repeteadly and unskippable. Even some of the "active" gameplay components are dreadful like the "puzzles" that serve more as a braindead anchor to hold you back from simply progressing rather than serving any kind of challenge. But the average person that buys these games will never even think about it. They'll play it once, maybe even tap out around the middle, never touch it again and then unironically tell you to your face that "dude, it's the best game ever".
Didn't know Batista was into gamedev
I used to look up to Jonathan Blow - I adore the Witness and think its lessons about game design and player instruction are deeply important - but watching him play Elden Ring was surreal and swiftly eroded my respect for the man. He knows how to make games, but he doesn't understand games. It's such bizarre cognitive dissonance. Also, the random, edgy low-key gamergate-adjacent misogynistic or "anti-woke" sort of comment he drops are, I guess, not entirely off-brand, but sill disappointing as well.
1:13:20 I can think of a quite a few games that balance story, lore, and gameplay into a healthy balance, for the most part. From what I know, the games I know that do this include Nier Automata, Undertale, Wonder song, Celeste, Hollow Knight, Dark Souls, Shadow of the Colossus, most of the LoZ games, Fable (it literally has morality as a mechanic). While each of these are from different genres and different grades of sub genres or other genre influences and different levels of difficulty and progression, each integrate their story into gameplay rather well. I do notice that there is a major drop in this in modern games, which is rather disappointing. And I think the best thing about gameplay being recognized as an aesthetic medium for storytelling is that flows so well with other aspects, like visual arts, music, and story writing. But it's up to the developer to recognize not only that this is aspect of games, but must embrace and innovate that in their creations to the best degree possible, and show their audience what's possible. To note I'm not saying Mark is wrong, he's absolutely right, if those two overlap too much it's rather boring or uninteresting, or have more than one over the other if both are present by too much. You might as well watch a movie instead, or listen to an audiobook (no diss on those btw). But they have to balanced and emphasized in proportion for the player have a good time in what you are trying to make the game do. For a game to have a good story and gameplay there has to be a consistency that is entertaining and clear to the play of what they can and can't do during the experience. For example, Dark Souls succeeds in both, making it feel satisfying and understood the more one plays the game. On another hand take a game like Skyrim. The game fails in pacing in both departments, making the experience bland or questionable. I will have to respectfully disagree with Mark's take on JRPGs, which I understand as he the kind of gamer that focuses on skill based games, like shmups, fighters, precise platformers, which is great and I love those too. But when one approaches JRPGs they need to have a different approach to it than other genres due to how they layer storytelling and progression with characters into the game. Let's take the famous Final Fantasy and Shin Megami Tensei series. Both of these integrate their mechanics and sense of progression into their characters as a symbolic but very clear parallel to character and story progression, with Final Fantasy focusing on themes of bonding with people and the human spirit, or SMT focusing the psychological choices one has on the world and on themselves (Persona does this wonderfully). Action isn't necessary to tell a good story, as thought and depth creates bond and clear influences of characters in game. Some legendary examples would include games like Terranigma and Chrono Trigger, SMT 3, FF6, and FFX. Sorry for the text dump.
simple, you spam the heck out of the screen pixels until you have your image, use ray traced raster with entity sphere bvh, with screen vertical/horizontal lines as the intersection planes
On the issue of story(telling) in classic RPGs, the grind of progression should be seen as a parallel form of character development, where the time investment in empowering characters to successfully overcome the next set of challenges is equally a form of narrative investment (and vice-versa). When the grind is decoupled from narrative relevance you start to get that dissonance. I notice this a lot with single character so-called action RPGs, where you are constantly cued to finick over your build in ways that have very little relevance to how you will overcome ensuing parts of the game. The same few dominant strategies prevail everywhere, and the whole gamut of character progression - skilling up but also gearing up, and therefore inventory management and the inevitable crafting - begins to feel like a side task unrelated to the immediate problems of narrative progression. In classic JRPGs, characters were introduced on the premise that they would be essential to your immediate success through the next phases of the main questline. This often resulted in gratitude for and bonding with said characters, resulting in further narrative investment, and so on.
Thank you. These guys really don’t understand RPGs and some other game design concepts. They make tons of good points but quite often their critiques don’t land because they are projecting their preferences and won’t meet games/art on their own terms which is what crappy criticism is. Their ideas make a ton of sense for certain kinds of games but fall completely flat when trying to apply them to games with a completely different conceit from arcadey gameplay. The point of FF7 being better as a visual novel was just… absolutely awful to be honest.
Beautiful discussion. Agree with Mark about video game story telling 100%. Its more operatic in that way. A good example of this is the Tomb Raider series. The original Core Design games have a very basic story and Lara is barely even a character, more like a figure or archetype. Its all vibes and gameplay. When Crystal Dynamics took over and pivoted towards a cinematic approach it became a very bland and uninteresting 3rd person action game. This obsession with psychology and relatable "characters" is a huge misstep in my opinion. As it is not like suddenly we have some European arthouse film type of character study..no we have a character that is even less interesting than the painting of an abstract person that we had with the original games.
The take about jrpgs and grinding is pretty misguided imo. Every good jrpg I’ve played I have never felt like I needed to grind and the game itself is still challenging and requires skill and knowledge. SMT Nocturne, FFX come to mind.
This is a really great listen
damn i remember listening to your cs podcasts
"Hibachi's sprite is just this little pile of shit" LMFAO
i think that jonathon should have been given some time to promote his game as a favor for being on the show
One thing I have trouble with is that Mark seems to believe that games journalists simulataneously force their tastes onto the public and also seemlingly just tell the public what they want to hear (i.e. God Hand) and like, it can't exactly be both. What I believe is that these major outlets are simply a reflection of the modern mainstream consensus and how that consensus arrived where it is today is a lot more complicated than "well, cuz IGN said so".
I do agree however that the state of games critique is fucking dire lmao
I loved StarCraft 1. I was hooked from that initial cinematic with the salvagers getting killed by zerg in the space station. Such an iconic cinematic! I hated Broodwar. I hated the shallow, ultra-evil Kerrigan and the whole super swarmy zerg thing, and it seemed like the whole game was just totally dominated by all that. It was painful and horrific to see it become massively popular. I just flat out refused to buy it or play it at all. When StarCraft 2 came out, at first I wasn't sure if I liked it more or less than StarCraft 1. The graphics were better, but somehow a bit strange. The pathing was more free and responsive, but I wasn't used to it. But I got use to it, and after I did, when I'd go back and try to play StarCraft 1, it seemed like StarCraft 2 was so much better that I didn't even want to play StarCraft 1 anymore. One thing I really appreciated about SC2 was shorter matches. 10 to 25 minutes is great. 45 to 90 minutes to play one match is just too freaking long. I absolutely loved the story arc in SC2! I mean just watch this thing: ua-cam.com/video/w9Jyn3WRrJw/v-deo.html I know a lot of people hate it now, but. Whatever. I loved it. But the constant patching and changing of SC2 was kind of annoying. Just about the time I thought I was maybe figuring a few things out, I got the rug pulled out from under me. Over and over and over. But in the end, they kind of landed in what feels like a pretty good spot. I know BW became really popular in Korea, and remained so long after SC2's popularity rose and fell. Even after watching videos like this one, I'm still not exactly sure what that is about. It seems like it's just about the Korean love for retro games and their veneration of retro gaming skill, to the point where retro game champions become actual celebrities. BW is definitely a lot more retro than SC2.
2:20:38 this sounds just like what a cryptocurrency I've been wanting to create for years would provide. I wish it were done already. 😢
Partial rebuttal to the Chekhov's gun argument, if I understood it correctly. The argument is that it's noise if it is not used, and the point of gameplay is allowing the player not to use it. Mutually exclusive, right? What if the gun isn't noise, that if the player doesn't use it, then it's used in some other way. You could even make the player able to hide it, so it isn't used. I do however agree that this is just one choice, and fleshing this out with free choice to something meaningful that makes for a good and polished story is difficult with enough branching paths. This makes games a medium not very fit for it. A possible future solution could be AI, but it would have to get as good at telling stories as the best of writers.
Interviewer was great, and Casey had so much great knowledge to share
The same could be said of films. Do you really think that actors behave like real humans? Or that the stories are really plausibile? Do you even find even one single character in the movie you can relate to in terms of phylosofical principles or intelligence that doesn't get ignored or killed in the first few scenes?
I think videogames have wanted to immitate cinematic experience because there was a trend and there still is a trend of big game studios to make videogames more cinematic because that makes the game feel more epic and because of the competiton between the videogame companies to produce more hyper-realistic graphics, I assume because that also drew sales. What we ended up with, though, is The Uncanny Valley and shitty storylines because all the attention was paid on the presentation (graphics and sound) and because of the "Cargo Cult" effect.
3:25 exactly. When you give the player all the option, he ends up discarding 90% of them to keep only the best of each. And in fact it renders the game more limited, less interesting in the end.
nah
Highly disaggre. Enjoy being misinformed.
It was crackdown 1. There were 500 agility orbs. I was stupid. I got 499 of them. Forgive me, I was 13 lmao.
The Last of Us had a superb story by any standard. Compared to books or movies, not just other games.
I could insert a coin between Pr0nogo's teeth. Facts aside, invaluable content 👏
Jonathan Blow has interesting insights when it comes to game design, but his takes on storytelling in games leave much to be desired.
Who's watching this after CrowdStrike? @8:00
This podcast auto played for me and i gotta say, great content guys. Earned a viewer in me
casey advocating for central bank digital currency without knowing it. which is cringe. both CBDC and the fact that he is unaware of what he's doing. the irony is that *he* is the one effectively saying "yeah but they wouldn't do that" in response to the hypothetical of nation states violating the rules of the financial system
He was not talking about digital currency when he was saying banks should use cryptography. He was talking about using cryptography to authorize payments instead of using a bunch of numbers (credit card numbers) to pay for things which if got leaked or stolen anyone could steal all your money.
fire emblem has been scoring your performance since the famicom bro
this is way better to listen to than castle super beast
Ayo the interviewer has got some good style!
Haven't watched the video yet, but I'd take the quote in the thumbnail one step further. Gameplay _is_ story.
Mark got me into Wanted Dead such a lovely game. Great conversation!
I absolutely loved your take on speed running nofraud!!
Wow, I LOVE the idea that video games are closer artistically to music than any other medium. Mark has opened my mind to a lot of game design truths, and completely changed the way I think about games! Dark Souls is my favorite game of all time, and it's because it evokes a story with difficulty. The story of Dark Souls IS your struggle with the game and the world.
In response to your comments about experience points always being bad: have you ever played a roguelike? Not the fluff that gets called roguelike these days, I mean an actual roguelike, like Nethack, DCSS or, well, Rogue. Keeping up with the experience curve is critical to success in these games, and mechanics like the food clock disallow grinding forever, forcing the player to constantly evaluate their own strength vs the enemies in front of them, whether they should flee or fight, use a consumable, etc. The randomness also makes finding new gear or skills meaningful, because the player must think critically about how to incorporate the new stuff into their current run.
excellent discussion i hit a new pb in hyper demon while watching this
such a verbose host
excellent discussion guys! Thank you
If your story is better than your gameplay, you should write a book or make a movie.
Oh man, this get better and better the more you watch. Thank you for this interview, I'm a fan of this dude so much now. Indie til death.
Great conversation. Thanks for the video!
Really enjoyed this guest.
When i play games these days "skip intro skip dialogue skip dialogue skip cutscene... ahh playing.... skip tutorial skip more dialogue skip skip"
i think a good example of a player skill forward jrpg would be Etrian Odyssey
Ahh, nothing beats good old dungeob exploring.
Meh, don't really agree with around 9:30. Games can get really close to what other media does in terms of story telling, even by default. Don't really agree with most of his sentiments as far as gameplay paradigms contextualized by storytelling is concerned, but I guess that's a matter of opinion too, to some degree at least.