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About cornchip

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  1. Designer Notes 32: Asher Vollmer

    Jedi Knight 2! I still occasionally wear the T-shirt I got for pre-ordering the game. Great game for LAN lightsaber fights at school. I remember disliking an update to lightsaber combat that adjusted the collision detection so parrying became easier. Fights became longer and less cutthroat. I was dimly aware at the time that there was a good lesson about what designs to polish and what not to polish.
  2. Episode 408: Tooth and Tail

    Oops, sorry for not picking that up! I swear I listened before commenting.
  3. Episode 408: Tooth and Tail

    I know I just thanked y'all for waiting to discuss Shadow Tactics, but thanks for discussing this one soon after release. I have been looking forward to the next game from the Monaco team, but I didn't realize that it was out already! Do aspects of the game remind anyone else of Pikmin or Darwinia?
  4. Thanks, Michael. I also appreciated the discussion about save-scumming. In addition to a hotkey instant reload, I appreciate when turn-based games offer an undo. Invisible Inc's "inventory of undos" and the way they teach you to use one in the tutorial, and then tell you it's okay!, is my favorite recent example of this. Appreciate that you waited several months past release to discuss this, too!
  5. Episode 405: Lords of Waterdeep

    Is it bad that KnobCon looks interesting to me? Entertaining episode. I agree Lords of Waterdeep's a game that's best on the table. I have the opposite opinion about its length, though. It looks heavy but it plays in about half an evening, even with people who are taking their time due to socializing or not having played previously.
  6. DeepMind & Starcarft AI

    Interesting! As a low APM gamer (well, everything) I find myself doing similar energy conversation strategies in games. Thanks for the explanation and I'll be watching this project with interest.
  7. DeepMind & Starcarft AI

    For sure. I just wondered if limiting the APM on the bot even further would force it to develop some interesting strategies. To use your analogy, it would be like forcing a football robot to run slower than humans so it had to try to win with a superior playbook, juking, etc.
  8. DeepMind & Starcarft AI

    It's an interesting project. @eRonin, I wonder if limiting APM even further would force it to develop better strategies? Maybe this is proof that APM matters too much in SC.
  9. Episode 402: Battle Brothers

    I can get standard gamer culture stuff about skin color and flavor text from a hundred other places, so it does feel like the opportunity cost is high when it comes up on the one and only 3ma. I didn't mind a few comments in a meaty 70 minute episode, though. Appreciate having Troy back and the four-person panel!
  10. The challenge to escape the influence of Gettysburg! while still making a good game has stuck with me since I listened to the episode. I think the most promising avenue is to restrict the view of the player to one character on the field and only allow control through that character's speech and writing. The result would be more like living in the 1993 movie and the tactical view feelies would have to be gotten by looking at in-game maps, I suppose. Something like this has been attempted before, right? At any rate, it seems like a solvable design challenge, unlike portraying a single historical battle without allowing hindsight benefit/knowledge of the inputs.
  11. Designer Notes 28: George Fan

    Enjoyed this! Thanks for leaving in the aside about Magic. I have the same magnetic attraction to Bomberman, too.
  12. Three Moves Ahead 399 - Air Combat

    Really enjoyed this episode and will be looking into Bag the Hun. I like the idea of not modeling air combat as a closed 1v1 or 2v2 system but rather as something that draws more attention from outside the immediate combat area ("the merge"?) the longer it progresses. The game of Go models this in a very simple way since the edges count as opponents' pieces for the purposes of counting liberties.
  13. I think my playstyle of new X-Com could be described as RPG-like. I've only played on Classic Ironman and I've never won the game. Furthermore, I know I will not win; I just want to see how far I can get. Since a losing game spirals out of control and I've already seen the defeat cutscenes, I typically quit when I get to where I am likely to lose the rest of the missions. This means I'm only playing as long as my squad has some attachment to my original four, and so the game can't help but become about this plucky crew and their doomed defense of earth. If I were better, I'd have more built-up soldiers and lose more due to the increased game length and success, so wouldn't care as much about the individual ones. X-Com is more of a strategy game for people who win it, and more of an RPG for people who don't win it.
  14. Enjoyed this episode. I think the Dune game was Emperor: Battle for Dune, or at least that was one that had you attacking and defending territories alternately. You could also ally yourself with specialist factions (Fremen/Sardaukar commandos, Guild tanks) but like the panel said, none of those choices really affected your strategy. Like most Westwood games you mostly got by with the same 1-2 unit types over and over again and the fun things like sandworm attacks got old and IIRC could be disabled to make the game ever more predictable. Another good "ideal game" suggestion in this episode as well; hopefully it inspires someone!
  15. Episode 396: Endless Space 2

    I also would rather games be discussed a few months after release if that's what's needed to keep the focus on strategy and design rather than bugs. I understand that the panelists are very busy and a show that's a byproduct of paid work is easiest, though.