Too Much Talking Episode 2: The “Spike Dies” Episode

With a full room of folks, the recording is a little bit more sloppy, but we talk about the Team Fortress 2 shop, Motion Controllers, and the state of modern gaming. We were lucky to have a few questions this time around to help us arrive on some of these subjects.



Featuring: Kayin, Ben, Patito, Crouton
Also Featuring: Eric, Niko, Jessica

Too Much Talking #2 “Spike Dies” 11/06/10

If you have any questions, please just leave a comment and we’ll be glad to answer it on the next episode!

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9 thoughts on “Too Much Talking Episode 2: The “Spike Dies” Episode

  1. Hahaha, good stuff.
    Hey you should chuck this up on the IWBTG forum, you might get a bigger audience :)

  2. Interestingly, last time I checked, the Microsoft Points on XBox Live work out to about the Dollar-Euro exchange rate. 10 US Dollar is (or, at least, WAS, when I last checked) worth about 8 Euros, so 1,000 cents is equal to 800 MS Points.

    I’m not sure if Microsoft had that in mind when they implemented the Microsoft Points system, but it was a thought that I had.

  3. From what I understand Microsoft sorta changes the prices of games and points in other regions so it probably doesn’t hold up that well. :(

  4. Enjoyed the podcast. The only thing I can think of is that Morrowind and Oblivion each have advantages over the other in gameplay. The former has better macro-gaming in that you could do all sorts of crazy, broken shit that made the game much more enjoyable (I for one think that Morrowind being sped-run in 5 minutes is a testament to how great the game is rather than how broken it is), while the latter has much tighter controls and more solid combat. It’s a matter of variety versus polish.

    Some questions for the next episode,

    First, for Other M, why? Why?! WHY!?

    And on a more serious note, I have a few questions regarding storytelling in videogames:
    Raph Koster once pointed out how getting through stories in videogames was like solving a puzzle in order to read the next page in a novel. Instead of detracting from narrative, how do you think gameplay can contribute to storytelling?

    Following up on that question–and this may be a little off the subject–there’s been the idea of using the rules or nature of a game to create a meaning or add to the story; this is especially seen in short, artsy games (Passage…). Jonathan Blow called this “dynamic meaning.” Blow also pointed out that so far implementations of this model are pretentious (e.g. Passage was like an Aesop’s fable in how obvious the message was). Do you think dynamic meaning will be more prevalent in future games aspiring to be artistic/trying to tell stories?

    Last question. Bringing things more towards story and such, some games do have controls that complement the story–Yahtzee has definitely spouted on about this. Silent Hill (at least early Silent Hill) has tank-like controls, but this control scheme helps get the point across that you are playing an average Joe who is as bad with a pistol as the next person with a horrible past personified by monsters in a foggy town. The pacing of Shadow of the Colossus adds so much to the atmosphere…well that’s a story in itself. And hey, Killer7 is a crazy avant-garde work (probably as at least as pretentious as urinals on display) that defies established conventions in an attempt to make art (or at least so said Suda51). The thing is about all of these games is they sacrificed controls that could be more “fun” in order to add to story/atmosphere/post-modern statements/whatever. How important do you feel it is for a storytelling game to have controls that complement the setting and current situation of the plot?

    Sorry about the wall of texts, but as someone who wishes games were a little more sophisticated sometimes this topic interests me a lot.

    I’m looking forward to the next episode to hear your spiel on Other M!

  5. Everyone is excited to do more, so I think you can count on a weekly cast for the time being, recorded every friday night.

  6. I’m interested in finding out exactly what TF2 class you feel has been weakened the most by all the updates.

  7. I would like to note that the hatred of the charging targe is incredibly ironic since it represents Valve’s attempt to make a class that can survive combat longer in exchange for less damage output. The sticky bombs are the original surprise OHKO weapon. The targe replaces them. They were “balanced” at the original 60% resistance, because the removal of sticky bombs shafts the demoman with no benefit against 7/9 classes. It was nerfed because of annoyance.

    Also, even if your answer is just a single sentence, I would like to know if you have a game in the planning.

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