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Everything posted by shammack
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I feel like Molleindustria's games exist first and foremost to make some kind of specific political or artistic statement, and any actual game mechanics are designed around that. The impression that I get from the Prison Architect developers is kind of the opposite of that -- they're trying to design interesting systems, and depicting an accurate and/or politically-loaded prison is somewhat secondary. That's not to say they're not giving any consideration to the social implications, but I don't think that those have ever been the focus. I think that what Pedercini wants from the game is very different from what Introversion wants it to be. (And personally I'd be a lot less interested in playing Pedercini's version.)
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Yeah! I think he may have also declared that they were done talking about it.
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Anyone remember that episode where Jake brought up a topic and then said he didn't have a whole lot to say about it?
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Is there one that's awarded for murdering wives and/or babies?
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- its not a bigdog
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Shooting
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I find Cart Life the opposite of relaxing. If you like Animal Crossing, Harvest Moon scratches a lot of the same itches. My favorite versions are "A Wonderful Life" on Gamecube and "Friends of Mineral Town" on GBA, but the 3DS ones are decent too. And Rune Factory is like Harvest Moon but with monsters. Euro Truck Simulator 2 is pretty relaxing, but not really for the reasons you cited. I just enjoy tuning in to Hot Mix Radio and cruising around mini-Europe. Also, Kerbal Space Program (once you know how to get off Kerbin reliably).
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That didn't stop Jake and Sean from being on the podcast every week when they worked there (except when it did). Congrats Nick. (Just kidding. Congrats Nick.)
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I think I first heard about Idle Thumbs when Chris Kohler was a guest on the podcast and posted about it on his blog. I didn't listen to it. But then a few weeks later a friend tweeted something like "Idle Thumbs is a pretty good video game podcast," so then I listened to the current episode at the time (I think it was "Put On the Top Ghost"), then went back and listened to the Chris Kohler episode, and finally listened to the whole back catalog. Idle Thumbs is also pretty directly responsible for my having a job in video games, due to my hearing the reader mail where Jake talked about what a choreographer does at Telltale and thinking that I could do that. Thanks, Thumbs! (Thumbs.)
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- video game music
- video games
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Not really. I remember that it was pretty boring. They talked to a few people who made free-to-play games and they complained about some stuff. I remember thinking as I was reading it that it was pretty much exactly what I expected it to be.
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I had a dream that I was reading an article on Gamasutra about the challenges involved in designing free-to-play games. The CSS for wrapping the text around the inline images was kind of messed up -- not terrible, just a little hard to read in certain places.
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I prefer this one:
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- its not a bigdog
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If we go over, we should get two of them, one with a plaque that says Jake Rodkin and another that says J Allard.
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So the save files exist, but the game isn't finding them? I work there, but in the choreography department. I'm not really in the loop on the details of how the save stuff works.
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I don't really know the technical details of how the save files are constructed on different platforms. My guess is that it wouldn't be too difficult to convert the data, but physically moving it from one platform to the other would be the tricky part. It definitely would be cool if you could put your save on your Telltale profile and download it to whatever platform you want to play it on. I don't think we have the infrastructure for something like that at the moment, but I'm not a programmer, so I'm kind of talking out of my ass here.
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I know there was some talk about doing something like that, but (1) we didn't have enough time before the game had to ship, and (2) the callbacks can refer to literally any dialog choice in the whole game, so even if there was something that just let you set the big obvious choices, there would still be more subtle things that came up that might not match. To avoid that, you'd have to prompt the player for every piece of information that we might possibly want to call back to, which would be impractical given that at the start of the season we don't necessarily know what all the callbacks will be in the later episodes, and even if we did, it would kind of tip our hands about things that were going to come up in the new season (unless we just asked about everything, which seems insane). I agree that it sucks, though. I guess if somebody did want to take the time to go back and set every single choice from the previous season, it would be nice if we had a way to let them do that, but that's a lot of extra UI/menu work and see (1) above.
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It will use your season 1 save if it finds one; if not, it will just randomize the choices. The amount and type of callbacks is pretty consistent with the callbacks between episodes in season 1. I think it's definitely more satisfying if you go in with a season 1 save, but it's not going to ruin it if you don't have one. It just depends on how important the role-playing is to you.
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If it makes you feel any better, my Amazon packages frequently arrive at least a day earlier than promised.
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Oh yeah, I guess that sort of tries to do that (although the mechanic is still pretty much just "Item A + Item B = Solution" dressed up a little differently). But in case anyone finds it useful, I've just uploaded the source code for that game (contains spoilers, obviously). It's kind of a mess, but do with it what thou wilt.
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You're not the boss of me.
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It's still a hell of a lot better than Five Guys though. Fuck Five Guys.
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ObjectiveGameReviews.com - A Subtle Journey of Discovery
shammack replied to TychoCelchuuu's topic in Video Gaming
Whoa, spoilers! -
Start a podcast about Spelunky, call it Idol Thumbs.
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Start a podcast about bread, call it Idle Crumbs
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Minecraft has been officially released for a couple of years now.