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▬ 📻 Nice Games Club ▬▬▬ / nicegamesclub-chat
Talk about the latest episodes of "Nice Games Club," and continue the discussion on topics from the show, here!
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Anyone else having issues getting nicegames.club to display on mobile?
14:24
New episode looks pretty exciting.
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Mark LaCroix 07/28/2020 2:25 PM
Everyone, likely, because when we built the new site, making it mobile friendly was an item on the checklist that never got crossed off (oops).
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Hey no worries! Usually listening on youtube is good enough, so your main mistake here was making an episode tempting enough that I didn't want to wait for the YT upload.
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Mark LaCroix 07/28/2020 2:26 PM
Ha!
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Oh wow! A Nice Games Club discord, I was just lamenting to myself about such a thing not existing. I am however not even close to the Twin cities (not even same country, though I've been to Grand Marais MN before) -- is this channel for global fans? :)
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Mark LaCroix 07/29/2020 6:26 PM
Indeed! All are welcome. Thanks for listening!
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Thanks for ... Talking! :)
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18:30
Seriously though, all your content has been helpful and inspiring, glad to be part of the community.
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Mark LaCroix 07/29/2020 6:31 PM
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So @Mark LaCroix I was already considering buying a Herman Miller because it's the only chair I've ever had success with, and now I'm feeling even stronger... You mentioned good knock offs, did you have any experience with other brands? I see a Steelcase and Humanscale come up a lot, but I've been burned before :(
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Mark LaCroix 07/29/2020 6:52 PM
Nothing beats the Hermin Miller "Embody" that I park myself in, and no one's been able to knock that one off yet, but every "Aeron" knockoff (the all-black one with the dense plastic mesh) I've ever sat in is about as good as the real deal, in my limited experience. You can find legit but used Aerons for hundreds less than new prices on eBay, or at used office furniture wholesellers (they're very popular in white-collar office buildings and there always seems to be a surplus). I wish I knew any of the knockoff brand names, but I never thought to check.
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Aah ok cool I will see if I can find anything like that around here thanks
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Mark LaCroix 07/29/2020 6:54 PM
In hilariously related news, HM partnered with Logitech to make a "gaming" version of the Embody, which means the only real difference is that it's a bit uglier (not quite as ugly as most gamer chairs, though) and has a Logitech logo on it. Nearly, but not quite, as stupidly expensive. 🤣https://www.polygon.com/2020/7/27/21340199/herman-miller-logitech-embody-gaming-chair-impressions (edited)
New Embody Gaming Chair comes with a 12-year warranty
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I saw that and it seems bizarre, just the shape of the Embody chair in general
18:56
I made the mistake of buying a secretlab a while ago
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We have WorkPro Quantum 9000 chairs. I think they are Aeron knockoffs, or approximations at least. They're like $330 and I think they are very nice. We got some for the office 10 years ago and I bought one for home in 2019, and they've all held up great. And the design hasn't changed.
11:03
I consider myself to have a discerning butt, however it's possible I'm missing something by not having tried a Herman Miller chair.
11:04
The WorkPro Quantum 9000 is the chairs we had at the Glitch office, maybe @Mark LaCroix has enough familiarity to do a comparison with the HM chairs
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Mark LaCroix 07/30/2020 11:06 AM
Oh yeah, I wasn't allowed to being in my precious Embody, but I sat on that one for years, 18 hours at a time sometimes, and I was more than satisfied with it. If you can get it cheap, I do recommend it. Nice to know its name finally. (edited)
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I'm pretty sure it's the office depot store brand.
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Oh cool, thanks. I found a location somewhat nearby that has HM and other in stock, including refurbished, which I am going to check out tomorrow. I'll keep an eye out for WorkPro too, thanks for the heads up!
11:32
Since we've been on the ergonomics part of the last episode, I will add that a sit/stand desk has been incredibly helpful..m and the only thing saving my sanity right now. You can spend a couple grand on them, or as little as $200 for desk-top ones. The fancy large hydraulic / automatic are nice (had one at my previous job) but not necessary
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I have this chair from Costco for ~$100, and I often work 14+ hour days in it. https://www.costco.com/bayside-furnishings-metrex-iv-mesh-office-chair.product.100427526.html It feels a lot like the Aeron chairs.
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I splurged on an embody three years ago, and it's been great for my back and posture. Would highly recommend getting one. Also, because it's got a twelve year warranty.
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This channel has been pretty dead, so I hope it's okay if I ask a question out into the void.
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13:29
What do solo hobby devs do for the artistic (art & music & sound effects) side of their game? I'm curious about how many actually released games use art purchased from an asset store, commission custom art, partner with an artist, or the dev teaches themselves?
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Heh I imagine that if you're a solo hobby dev, you've already heard these examples, but Stardew Valley, Fez, and Undertale are all examples of solo devs who taught themselves art.
13:48
Of course all of those are also examples of devs that took a very very long time to release their projects 🙂
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Stardew is the one thing continuing to give me hope. But damn my art sucks.
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Haha well there are also examples (one of the above games is certainly one) of games with terrible or amateurish art (see Dream Quest) making quite a splash because they're ridiculously good in other dimensions.
13:50
Music for Undertale and basically inventing a new genre in Dream Quest.
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Mark LaCroix 08/20/2020 1:50 PM
As someone who does the art for my games, one thing I like to tell people is that if you want to do it yourself, you have to get excited about letting your design scope be constrained by the art you want to make, not just the art you think you can pull off. And importantly, you can also let your design scope inspire you to grow as a visual artist, purely out of necessity.
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TRUE yeah sometimes the biggest paycheck you ever get as an indie developer is the free education that you're motivated to pursue.
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Mark LaCroix 08/20/2020 1:52 PM
And if you find yourself uninspired to develop your artistic muscles with the game you're making, then a better option than slogging though it and learning nothing is to change your game's design to showcase what does inspire you. (edited)
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Also the stardew dev got pretty good at pixel art but he certainly had a bit of a journey to get there:
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Mark LaCroix 08/20/2020 1:53 PM
Yes, it takes, and I don't want to undersell this, literally forever.
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(I mean that first image is still certainly better than my pixel art 😄 )
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Mark LaCroix 08/20/2020 1:55 PM
I know Lane, who is not a trained visual artist, has become an excellent technical/VFX artist, so his games really showcase that in a substantive way, not just as flashy "ooo look at this" way. (edited)
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BUT, beelzebro, I do have to say: if my goal were "make a well-received commercial product, and do it on a deadline", I would absolutely look around at what's available for sale and consider that when scoping out my game.
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Mark LaCroix 08/20/2020 1:56 PM
Agreed. Assets are not cheating.
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There are plenty of successful games that are almost entirely asset store assets.
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(wow I want to respond to this so much, but I'm in the middle of a boring not-gamedev memory leak debugging 😭 ) (edited)
14:06
(with Unity, but not the game engine XD)
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Well that was fun... Sorry for bailing in the middle of a convo I started!
14:33
Yeah I am... Hmm. Not sure if "overwhelmed" is the right word, but definitely looking at that journey of learning as a big mountain to climb.
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May I ask what kind of game you're interested in making? That might help us share some experience related to people we know who have made that kind of game. And also it'd help inform what kind of strategies you'd need to take. For example, a conventional visual novel/dating sim would by necessity require a lot of your own (or commissioned etc) art unless you're okay using someone else's characters.
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Oh I won't shut up about my game if I get talking so by all means yes 😛
14:44
The core is a monster battling RPG. The "what if I made Pokemon but better" trope. Core design pillars are customizable playstyles (skill trees) and more slightly more tactical combat (not a full tactics RPG, but like a small map with a smaller amount of turns per encounter)
14:45
I'm not starting with the RPG part, just the combat system.
14:46
Design wise, I want to aim towards the 16bit pixel art style, but over the past few weeks I've been learning that what I thought I knew about pixel art is woefully ignorant, so we'll see. I definitely want a colourful and vibrant art style. I always think of like, Pokemon Fire Red as inspiration.
14:48
This is my first barely playable prototype. Playable in that you can start the game, finish the combat (no AI), and have a winner. But it doesn't have enough to be fun. The UI and font is from Kenny NL, the hex tiles are from opengameart, the lovely lovely sprites are done by moi. (The music which you can't here in the GIF is just ripped from my Chrono Cross soundtrack) https://i.imgur.com/uPcNXW2.gif
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Using assets is completely reasonable. I'd be a little concerned about finding an asset pack in a singular style that has the breadth of sprites that you'd need from a game with that many characters.
14:51
Some asset packs are pretty pervasive and I'd be a little concerned that they kind of a Wilhelm scream effect if anyone recognizes them, but most people don't care I don't think.
14:52
If you want to keep working on your pixel art, the learning curve is pretty forgiving compared to a lot of other art formats and there are some really good resources out there for it.
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Yeah I think for my project, I need custom art in some form. I don't think I can find anyone to partner with given this is a "after the kids are in bed" project for me and I'm quite amateur, so either I learn even more or hire out.
14:56
I appreciate the encouragement!
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if you want to do it yourself, you have to get excited about letting your design scope be constrained by the art you want to make, not just the art you think you can pull off. And importantly, you can also let your design scope inspire you to grow as a visual artist, purely out of necessity.
@Mark LaCroix this intrigues me, can I ask what the constraints were for the art for widget satchel, and how what your goal was to grow your skills to fit your design?
14:59
Oh those are great @August , thanks
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Mark LaCroix 08/20/2020 3:01 PM
A lot of it was creating art that worked with the workflow I designed. For example, the game features a kind of "tilemap" system for the foreground art, like any other platformer, but everything was hand-placed, which let me "draw" a ton of custom layouts... and not need to do any custom forground art.
15:03
Likewise, I decided to create tiles that were 1, 2, or 3 "blocks" wide, and a single "slope" tile, which constrained the actual layouts of levels, and the mechanics we could implement. I could have created dozens and dozens of tile styles to accommodate any scenario, but it wasn't a great use of my time.
15:04
Since I'm principally a graphic designer, moonlighting as an environmental and character artist, choices made for Widget Satchel played to my strengths in layout, composition, and color balance rather than illustration, which I'm not great at. (edited)
15:05
And we used subtle float-y particle bits and soft shadows cast from platforms (configured on a per-platform basis) to give the world's visual language some depth, rather than put it into the design of the art itself, but particle/glow effects and other things were held back, so as not to feel tacked on or distract from the overall flat, graphic styling. (edited)
15:06
People have told me that the art style is unique for a cartoon-y platformer, but I really don't think I could make something like a Spelunky or a Bubsy or a Sonic.
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Ah okay, that makes sense. Something to ponder about.
15:09
I don't think I have enough graphical talent yet to shape my game's art design in a specific way, though I think that means I should at least pointing my learning in the same direction as I want to point my art style, though I'm very much at the point of "I don't know enough to know how much I don't know" right now.
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Mark LaCroix 08/20/2020 3:11 PM
Yeah, that's rough. The hardest part is probably that sense of not knowing if you'll be able to "figure it out later" when you start building something that you know will require a skill you haven't fully honed yet. Do you re-think or redirect your efforts, or commit to an unknown amount of "out-figuring?"
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Yeah. At least for me, I'm making that future-Anthony's problem. I have the fortune that this is incredibly fun to work on right now, and the double-edge sword that my job doesn't give me a lot of extra time to work on it (but also doesn't make me financially dependant on this working out).
15:16
My goals with regards to visuals is to support the fantastical world, somewhat quirky style, and cute monsters that everyone wants to have plushies of (...sure...)
15:16
But I have a lot of other things to learn, too, so I can focus on those things before worrying about the big art problem, right? 😛
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Mark LaCroix 08/20/2020 3:19 PM
I mean, yes, but my view is that you shouldn't wait too long. But, my bias is toward holistic thinking, and I'm kinda an extremist about it. I think it would be fair to disagree with me on that and say you can punt on art for as long as you want to. Lots of creatively successful games have been made that way.
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Hmm, yeah. I have to consider that. Because I agree with you on the holistic design, and the visual, sound design, and game design are all integral. Or at least, my favourite games are and that's what I'd like to aim for.
15:27
And yes I have maybe heard once or twice about your bias towards holistic thinking 😆 . And just so I'm not pretending I know something and I'm wrong -- holistic design simply refers to design every aspect of the game together, considering how the game play, art, sound, etc tie in together and support each other right?
15:28
Maybe this has already been a topic on an episode of the podcast that I've already listened to, but now I'm curious about the balance of iterating on holistic design. Like, I'll just use my case as an example. How far do I take the evolution of the game design or battle mechanics or whatever, before I work on the character art, UX, or sounds.
15:31
If I have an opinion right now, informed by what you were just talking about, I have a (very) rough visual design. The monsters I drew myself. They're mean to be small and cute and colourful, evoke the themes of their gameplay aspects (air element flys fast, earth element is hardy), and evoke just a bit of nostalgia for That Other Monster Collecting Game (tm) So I have a bit of a design for them. Not very good looking, and not polished, but I would consider that a first iteration, which then I would work on the rest of my design to another iteration, and sort of rotate between each aspect to build and improve on. Rather than say, completely the entire game design with squares and blocks and no sound, then trying to do all the art at once to fit the design. Am I on the right path?
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What are your goals for the game?
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Do you mean what I want out of the project? Or what I want the game to be?
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Whatever your priorities are and how your project management aligns to those priorities will largely dictate your answers, I think.
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For the former... well best case scenario is to release it and have it on a Nintendo Indie World stream. But my realistic expectation is I work on this a few hours for a few days a week and have fun while I do it. Maybe get it out on Steam, eventually. I have some in-between steps, like releasing just the battle portion first, but that's the gist of it
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Whatever your priorities are and how your project management aligns to those priorities will largely dictate your answers, I think.
@August That's what I am going with right now, anyways. It's mostly for fun, so I'm working on what I find fun at the time. For now, I'm happy enough with the art that I can focus on the gameplay (fleshing out the combat mechanics, monster designs, etc).
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If you're mostly working on it as a hobby and looking to get enjoyment out of the process, I'd be less concerned about whether you're optimizing your workflow for efficiency.
15:55
If you were mortgaging your house to fund development and really needed it to launch fully featured in a timely manner with marketable art, I'd give a different answer.
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I like to talk about this stuff though (I did warn you, didn't I? 👀 ), and I don't have anyone in my circle who is in gamedev. Hence the original question... I just don't really know what most people do, to be honest.
15:56
If you were mortgaging your house to fund development and really needed it to launch fully featured in a timely manner with marketable art, I'd give a different answer.
@August Haha yeah... No, my job is too comfortable and pays me too much for me to be willing to sacrifice it, despite how much more I'd enjoy working on this. Maybe if it was just me and not my family... but alas, at least it's fun, right? 🙂
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Yeah, I'd treat it like a hobby then and do the parts that you personally get the most out of.
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15:59
If you had plans of pitching it to publishers or trying to actively market the title for some commercial release, I'd be solidly in Mark's camp.
15:59
And I think it's a good approach to take for most development that's not strictly hobbyist.
16:00
And even then it likely makes sense a good amount of the time if it aligns with your goals.
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That's not out of the question. Is that ... misguided? Aside from just number of hours to put into it, is it unreasonable to want to pitch it to publishers or actively market?
16:01
(Genuine question -- I don't know if I have any expectations)
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Oh definitely not
16:01
You'll just prioritize different things to meet different goals
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Is there a Nice Games Club episode that talks about applying hollistic design I can go back and listen to? 😛
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As a publisher, we get a good amount of pitches (and have signed a few of them) from solo devs or other very small teams that aren't full-time on a given project.
16:03
www.ign.com/articles/2013/09/03/the-importance-of-holistic-game-design
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What publisher are you, @August ? I don't know anyone here except the cast 🙂
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I work at Armor Games Studios
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@Lane sweet, thanks. I have probably listened to it, but so much means more when you can apply it in the moment
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16:05
Oh I have definitely played a lot of flash games back in the day with the Armor Games splash screen haha
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August's guest appearance on NGC, in case you want to match a voice with an avatar: https://nicegames.club/episode/120
16:05
(It's also a good interview :D)
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Oh! Yeah I did listen to that one and I remember it! I found it a very useful episode, too, so thanks again
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16:06
Well I will save all my pitching & publishing questions for a day far in the future, but well met.
16:07
Speaking of, when's the next episode? :P
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16:07
After 2D con?
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Wow, as soon as I heard the little post-intro chatter, I remembered this episode. It was the very first one I listened to.
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@Anthony KER BLAMMO
11:00
You should pester them about upcoming episodes more often
11:00
it seems to get results
11:09
But... Calendar math?!
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Usually if an episode is late it's because I was slated to edit it, and I am very slow.
21:31
But Lane is right that pestering helps 😛
21:32
Sorry! And I'm trying to get better!
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I wasn't expecting any schedule, just eager for the next episode 😆 which was great
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Glad to hear you liked it! I loved Glen's sense of humor
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Would you consider having him back on for a follow-up?
12:11
The roguelike + VN/character-development combo seems like an intense challenge
12:11
His thinking on that was really interesting, and I wonder if he'll make any breakthroughs in the next year.
12:14
I SUSPECT it'll be nearly impossible without pushing the relationship-building part out of the roguelike runs themselves and into the meta-progression that occurs between runs.
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Yeah, I imagine the same--something like what Full Metal Furies did.
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Since representing relationships mechanically has been a real bugbear for decades, and modern (at least conventional) roguelike design is all about mechanical synergies (which are used to avoid the "1,000 bowls of oatmeal" problem he discussed). (edited)
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I just picked up moonlighter after listening to the episode (completely unrelated events), and I think that would be exactly the format you're talking about @Lane
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I'd love to have him on again, for sure.
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Hey good call! How are you liking Moonlighter so far?
12:16
I waffled on playing it after my first couple runs. The little scripted events took SO LONG and interrupted my flow, but I could see that easing up a bit after the first few.
12:17
Will look into Full Metal Furies! Thanks for the recommendation 😄
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12:17
Hades also does the relationship progression between runs.
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Enjoying it too much. I was supposed to be taking a break from picking up anything seriously (to work on gamedev), and working on Xenoblade DE when I happened to have couch time, but... I just couldn't. So I picked up Transistor for $3 and Moonlighter for $10 on the eShop (both games I own on PC... free... 2-3 times each...), and Moonlight had me from the beginning. It's the perfect mix of rogue and lite for me. That is, more on the lite side. The rogue parts are just the dungeons, sort of how you go into the mines in Stardew or whatever, but everything you get from them is a continuous progression. And I love me some progression.
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12:19
The scripted events end probably right after you dropped it @Lane... depending on what events you're talking about, I mean. Once you go through the dungeon once you're basically left to your own devices until you beat that dungeon, and then it's a short cutscene. Actually I felt it was maybe too hands off, but yay wikis
12:20
Oh right, I had this thought while listening and I completely forgot about it. Isn't Boyfriend Dungeon trying that relationship-roguelike mix?
12:20
I haven't followed it much other than knowing its an action game where you date your hot husbando weapons
12:20
¯\_(ツ)_/¯
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Oh I am INTO that
12:21
Wishlisting noooowwww
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Curious what you think about roguelikes where the progression goes the opposite way: e.g. gets HARDER instead of easier in the meta-progression
12:21
Since that what Stephen/Charles/I are doing with our current roguelike
12:21
(patterned on Slay The Spire / Monster Train and that kind of game)
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I think that's the ideal form of progression IMO. That's coming from someone who isn't a huge fan of the purer side of roguelikes. I like getting new stuff all the time, especially as the challenge gets harder. I want to smash my face off of a new dungeon or boss and hate it, only to eventually get new abilities, gear, and gameplay skill, and crush it.
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12:23
Maybe I'm not clear on what you mean by meta-progression, though. I played through StS and loved it -- would that be like the Ascension system, or just the fact that each floor is significantly harder than the last?
12:25
@Ellen I'm waiting for the switch release, too. I'm not even big on dating games but the concept seems so cool.
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Nice! Yeah, I am referring to the ascension system. Always eager to get more opinions on that, since we are stealing it so wholeheartedly for our game. It's such utilitarian design, since it is basically JUST number tweaks, but provides so many different feeling challenges as you climb.
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I'm a wimp so I haven't even tried a higher ascension level
12:32
Just beating the real boss has me flipping in rage
12:33
And then when I did that I put it in my "done" category and moved on. So I am not your demographic I think, sorry :P
12:34
I think it's an interesting system because it's more than just pure damage / health changes, right? Let me refresh before I talk out my butt
12:37
Right, each level is a different effects.
12:40
It does provide a different gameplay as you ascend. I think even pure number changes would do that, as well. You can get decently far with a wide variety of builds in StS but the tighter the restrictions the more you really need to know the game, cards, relics, etc. Like drafting in MtG when you have no idea what the set is vs someone who knows exactly what combos they can build for. I know lots of people enjoy that tremendously, so I can't say what is wrong or right with it, but if it helps I'll say why I don't go in for that.
12:43
I think I really value in-game progression more than out of game skill improvement (not exclusively, but definitely heavier weighted to in game). Going back to Moonlighter, I enjoy it so much because if I suck, I can still get better at my own pace by just running into dungeons and getting out with a bit of loot. I can play it safe and eventually upgrade my items to overcome challenges that way. Hollow Knight was really hard for me. If I wasn't off work with a thrown out back for a few days I think I would've given up. I ended up skipping all of the boss fights and getting all the power ups I could, and even then it was really difficult. The lore and tight controls kept me engaged after that, though.
12:45
Though there's notable examples for me. Guitar Hero I practiced a LOT to play on expert, and that's because playing harder difficulties/songs was much funner and more engaging. Just the mechanics were complex and fun, I'm not sure I can explain that better? I'm also thinking of difficult boss fights in FFXIV and Xenoblade... You really had to know your stuff to beat them, but you got to use all your cool toys.
12:45
/rant
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Interesting! I wonder what made Guitar Hero an exception, since that game is all about skill progression. The only thing that gets better is the person in the chair 🙂
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1) I do love the music, and never learned to actually play a guitar 2) The playing was funner on harder difficulties. The toy got better
12:55
I think someone more well-spoken and experienced could probably put that concept into a nice article or something, but there is something magical when a harder difficulty is more like the true game. You get to engage with more of the mechanics, you get to experience content/systems you otherwise wouldn't... I dunno.
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Interesting! I feel the same way as your point 2, but, like, in games generally.
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(Also, that was like 10 years ago when I didn't have 2 kids haha)
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YES 100% I totally get what you're saying
12:55
Since, to take Slay the Spire as an example we've both played, that game has so many affordances at the lower difficulties that you can essentially make anything work.
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Which admittedly could be a part of it. I might've tried to get to ascension 20 if I didn't only have 1-2 hours of gaming a night and a backlog of a lot of games I was looking forward to.
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But at higher difficulties you have to exploit absolutely everything. You're very much playing in the true idea space at the top level, where every little bit matters.
12:57
Oh yeah, 100%. The reason we're copying that difficulty system is for value :p
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Since, to take Slay the Spire as an example we've both played, that game has so many affordances at the lower difficulties that you can essentially make anything work.
@Lane Well, just saying that alone I don't think is 100% true. Getting to the end and beating the heart took a lot of learning (and research). Theoreticaly, A20 is just more of that?
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Our game is like 45 mins long and we want people to play it for like 30+ hours.
12:57
Gotta be economical :p
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Yeah for sure. And obviously there's a huge demographic for it
12:58
My tastes now drive me to games I can finish, too. I can say I "beat" StS and that was enough for me to be content with it.
12:58
Which is somewhat of an arbitrary line in the sand
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As you move through a run in StS, the space of cards and choices that can be part of a victorious strategy changes as you go. On higher difficulties, that space is much tighter.
12:59
But you're correct when you say that "essentially make anything work" is an exaggeration.
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Yeah I should have said the point you are making still holds. I guess all I meant was that the game still holds at A0 I think because it still does demand skill
13:00
(Or... I'm just really really bad. But hey...)
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LOL I don't know anyone who beat A0 in their first ~3-4 runs
13:01
Very much a journey
13:02
And those that DID beat it around that many were all pretty experienced with deckbuilders.
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Right right
13:03
Being able to see all of the content is a big motivator, I think. Similar to achievements. It's why I went after Act 4 after I thought I beat the game the first time.
13:04
(Though I still haven't done it with all characters 😬 )
13:04
Btw, is this a game that has been talked about on the show?
13:07
"Our game is like 45 mins long and we want people to play it for like 30+ hours." Is 45 minutes long the length of a single successful run? Or you expect that is "time until beating it the first time"?
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Yeah, Stephen probably mentions our game — Fingeance — in something like 30-40% of episodes.
13:18
However, I think he's been cutting back lately, just owing to their audience growing and not wanting to lose people by discussing the same local pre-alpha games all the time (just a guess)
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Oh! Well yes I have heard of Fingeance haha. I didn't realize it was going for a roguelite style (unless I misunderstood)
13:19
And for the record I've been intrigued every time they talk about so some of us are looking forward to it haha
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Stephen McGregor (he/him) 08/24/2020 1:20 PM
Wait do you think I haven't been talking enough about Fingeance recently Lane?
13:20
Anthony, Fingeance will be playable at 2D Con happening this week! If you're available I believe the game will be up on Saturday.
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Nice! I was going to check that out if I had time... I will have to actually make a reminder, thanks 🙂
13:23
From the little I know (seeing a few screenshots and what you've talking about on the show), the coolest thing to me is the different characters (fish? subs?) and their gameplay styles. I'm interested to learn what the overall gameplay loop is going to be like, though. Cool
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Wait do you think I haven't been talking enough about Fingeance recently Lane? You're good! Tbh I was more concerned — in the early days — that you might have talked about it too much, just because there weren't visuals there for the audience to get a feel for the gameplay. (edited)
13:28
The ONLY complaint I have these days is that I have very little patience for people being self-deprecating when they have every right to be confident.
13:29
So when I hear a dev talking about working on a game for 6+ years, I want to hear "YEAH, and that's why it's jam-packed with awesome ideas, cool characters, and exciting moments."
13:31
But that's the only backseat driving you'll hear from me. I think you're doing an awesome job 😄
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Stephen McGregor (he/him) 08/24/2020 1:32 PM
Ah, fair enough! I'm hard on the development time on it, but I'm proud of what we made!
13:32
I do think early on I talked about it a ton but that's mainly because it was the only project I was working on hahaha
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@Stephen McGregor (he/him) Could you guys make little Fingeance icons for the Discord emoticons? Because I find myself having Fingeance emotions often
13:39
Also ferret emotions
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Stephen McGregor (he/him) 08/24/2020 1:42 PM
How does one add an emoji? I actually made a bunch of them for our Slack so I could bring them over.
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I have no idea! Lol...there's gotta be a way though
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I believe that is something you need special permissions for on Discord. We'd have to badger Mark about that.
13:46
If you have permissions, it is Right Click Server Icon > Server Settings > Emoji
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CMV: Evil Games Club is nicer than Nice Games Club
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10:22
(I don't know what CMV means)
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"Change my view"
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Stephen McGregor (he/him) 08/28/2020 10:23 AM
Ohhhhhh
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Stephen McGregor (he/him) 08/28/2020 10:33 AM
Well, we normally don't spend entire topics ragging on our counterparts. So there's that!
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PS when does Ellen's counterpart get on the show??
10:41
But yeah! I was looking forward to the ragging in this latest episode.
10:41
"Such and such has been low productivity and depressed lately. What a chump!!"
10:41
But it never came 😞
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Mark LaCroix 08/28/2020 3:03 PM
CMV: Evil Games Club is nicer than Nice Games Club
@Lane It's all part of their evil plan...
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Drat! Fooled again. Curse you Evil Games Club! Maybe I should start the unsuspecting stooge games club (edited)
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Dale LaCroix 08/28/2020 7:43 PM
Hey everyone - Indie Showcase starts on twitch.tv/2dcon in 15 minutes - the event is all online this year and all free! Tune in to see Fingance and MetroNexus
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The live episode just started! https://www.twitch.tv/2dcon
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From a publishing perspective, the move to online conferences has been a real shift. Just from the lens of sourcing games, online pitch events has been a huge mixed bag.
21:14
On one hand I’ve talked to a bunch of devs from areas that I haven’t had a chance to chat with much before (namely the Middle East), but I’ve also had a ton of folks either straight up no-show or come horribly unprepared, which is exceptionally rare at physical conferences.
21:19
Mark was right on in saying the GDC moving to the summer is going to dramatically shift the typical pitching calendar (which is usually a burst in March/April with GDC/PAX etc) and then once at the end of the summer (with Gamescom, PAX, and then some smaller shows like MIGS a bit later on). I have no idea how this will affect signing calendars for publishers as well as whether devs will feel like they need to hold on their pitches for a few more months, which is a big deal for most studios actively seeking funding.
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This is related to the episode, but listening to NGC makes me think about making games and this channel is pretty quiet. You often hear the advice that one shouldn't work on their "dream project" right away, they should do small games or game jams, etc. I typically assume this is directed at the fresh young dev, with no experience, training, and a whole world of opportunities. But I wonder where the balance is for the rest of us dabbling our foot in. My personal scenario, I have a lot of software engineering experience, and I have a solid and comfortable job in not willing to give up. I have taken the dive into gamedev as a hobby, half a dozen hours a week after the kids are in bed, etc. I don't lean on this as my career, but I would love the opportunity to make it so in the future. Am I doing myself a disservice by focusing on "that one game idea" I started with? I often think maybe I should try something else for a bit, but then I don't want to "waste" my time on another project when I am learning lots and enjoying a lot of the "big" project. What does the NGC community think? And what other life situations twist this advice into a different context?
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Speaking as someone with no professional experience, but who did make the "mistake" of working on their passion project first, I've learned that it has only fueled me drive to continue to work on it. I taught myself unity scripting, 3D model and texture work over the years and such purely because I had an interest in making games and saw there was an empty place in the market for the game I wanted to play. That being said, I learned very early on that what I had in mind at the time was very large in scope, so i stepped back and made a few prototypes of other things i was interested in, but i did find myself going back to my big project. It's still in the works, but I find that this project in particular keeps my motivations and drives to continue learning and working on it, despite the struggles, is incredibly valuable for someone like me who still has a lot to learn.
08:21
Listening to this podcast has been very helpful and motivating for me, and I find myself thinking more critically about where I want my project to go.
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Thanks @Cynabun that reflects my own opinions a lot and is good to hear from someone further down the line :)
08:33
Can I ask what your passion project is?
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I really miss the old chao garden from the sonic adventure games, so I wanted to make a pet sim game that reflects those slow, gradual changes over time. I'm using nudibranchs as inspiration for the designs
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08:41
Right now I'm a little hung up on how to create the action portion of the game, as I've discovered it cannot exist without that and still be fun.
08:41
At least, in my opinion
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I'm only briefly familiar with that game, but that sounds like a great idea. I have a similar situation... Nostalgia for old Pokemon games, ideas on how I'd evolve it, and a realization that its monumental scope.
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Sorry for the slow responses, I'm at work, but yes! I wanted to use the creatures in the action sections in some way that still make you feel like they have their own intelligence and agency. My original plan was for you to raise and feed these creatures in a ranch, and then go on missions where you play as them to collect resources, but I think it runs into the problem pokemon mostly avoided by making you tell your creature to act. It doesnt feel like the nudibranch, in my case, has any need to have autonomy applied to it at all in it's current state. It feels more like a dynamic rpg system where you lose control of them during rest periods. I'd prefer to setup something maybe similar to the sections in hey you pikachu where you explore an area with them and they can interact and unlock things as you both wander.
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(as an aside, discord I rarely treat like a synchronous chat with real time responses. Maybe that's just me?) Curious what you mean about the problem Pokemon avoided. Meaning you originally envisioned controlling differenrs creatures, but that's not working out for you? I think there are lots of cool ideas to have characters that aren't directly controlled by the player. Auto-chess, turn based RPGs, off-screen missions that are resolved by stat rolls, etc
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Anthony, I think that time commitment and pace sounds lovely! If you're continuing to learn a lot on the big project, I'd say keep going. I'd argue that you may, perhaps, owe it to yourself to try out a game jam — if you haven't already — just to see if a small scope accelerates your learning, but I think there's nothing at all wrong with noodling on a large project. In fact, I'd suggest that those who have bitten off 20-30 small projects may never have experienced managing the heady complexity that comes when your project reaches a certain size.
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As an aside, I think it's fascinating how quickly game dev conversations in the real world move to matters of money and publication. Imagine that you were making a 6-hour-a-week commitment to another hobby: "I'm learning how to play the piano!" "Oh yeah? When is your album coming out?" "I'm planning out the next adventure I'm DMing." "Will your splatbook be published by WotC, or are you thinking of self publishing...?" But people seem, at least in my experience, to be pretty hasty to make those assumptions even of beginner devs. Have you had any experience with that?
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Stephen McGregor (he/him) 09/12/2020 12:58 PM
I think people think of it more of releasing the game so that people can play it and experience it. I'd liken it more to someone learning to paint. Those interested would like to see the fruits of your labor!
13:00
I do think game devs are pretty cynical when it comes to making actual money, but putting things out is a realistic goal that hobbyists can achieve so it's a thing to ask about when it's brought up. Like if I were to tell you that I've been learning how to make sculptures I think a natural question would be "What kinds of sculptures have you been working on?"
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Thanks for the input @Lane , that's what my gut has been telling me, too, but I always question myself (on top of this weird sort of imposter syndrome). I haven't tried a game jam, because gettings 24-48 hours in a block is laughable for me, but I play along in my head, and have actually been considering just a tiny game anyways, maybe give myself a time limit of a few weeks or even just "24 hours spread out over however long".
13:04
re: the money thing... I never considered it before, but I do here that often. (and, as a sidenote, DMing is what actually got me series about game design and I have considered self-publishing a rule set on DMs Guild, but I digress).
13:05
I think what @Stephen McGregor (he/him) is saying is true, too, but there is definitely a lot of people quick to jump to the "how are you going to make money that way?" in gamedev communities that I have dabbled in for the past 20 years.
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Yeah, you occasionally hear someone (like Adia in the most recent NGC ep she was on) talk about how trying a dramatically small scope caused them to suddenly learn an important lesson or make a breakthrough. Seems like a disproportionately high return-on-investment, so it's something I encourage people to roll the dice on at some point in their career.
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And comparing it to my friends who play music on the side, or do other "constructive" hobbies... yeah, there's this weird elephant in the room. Perhaps because there are so many people that come from the "I love games! I could make a game easy and make tons of money!" and have so precious little perspective. Thinking about it I have to guess that it's an overreaction to that group of people.
13:07
I may just take some time next week to try a small tiny tennis game I've been thinking about, just for that reason Lane. I have had some weird motivation block and haven't done any work this past week, anyways.
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Yeah Stephen, I think that laypeople just have no idea what they're really asking when they ask a 1-year game dev "so what platforms is it coming out on?" Like that's an equivalent amount of work to asking your sculptor not "what kinds of sculptures have you been working on" but "what section of Target should I look for your collection in?"
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The layperson has a better idea of sculptures as art expression, I think, than gamedev as a hobby/art experssion
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Stephen McGregor (he/him) 09/12/2020 1:09 PM
Yeah, thinking about it, the hobby side of game dev isn't a known thing. I think when people think of video games they think of Call of Duty, and not like Super Crate Box, so it's difficult to grasp.
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Even indies, people see the huge successes. They see that Stardew Valley was made by one person and he's loaded now. They don't know what it took to get there and they don't see all the little guys that have varying degrees of commercial success, or the game developers that make things other than games that get sold on shelves
13:17
Probably a result of an industry that grew so fast and so big, eh
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Yes! The fact that some people have made money doing it, and the fact that the skills you're building are actually pretty marketable definitely don't help.
13:23
No one coaxing tortured notes out of their bassoon ever had these problems.
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I think it really comes down to what your goals are.
16:24
If you are just learning game dev and want to turn it into a fulltime thing that financially supports you, starting with your Stardew Valley is a really bad idea for a variety of reasons.
16:26
If developing a game is fun for you and literally a hobby, then I'd do whatever you find most fun. It's essentially replacing things like watching TV/playing games/etc, so if it's not fun and rewarding, I think it's not a great use of time. So if working on your dream project is what is most fun for you, go for it.
16:26
Your dream project will just be substantially better if you do even 2-3 small projects first because you learn a lot of mistakes early on and it's way easier to start over on a new project than to go back and try to retroactively fix them in a long-term project.
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I think that's a really good way to put it. I was thinking about it at work and I realized that i ended up getting much much better at building inventory systems making a handful of other prototypes compared to when i first worked on my dream project. looking at the code is so bad now that I want to rework it completely at this point, so there are solid merits to making different, smaller things first. One way that I handled it is to test a single mechanic for my game in a separate project, it encouraged me to get faster and more efficient at building the other systems, should I decide to add them to the game later.
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Yeah I agonize over that. Ultimately it may forever stay a hobby because I'm not willing to sacrifice my current job to start over at the bottom again 😂 but I want to at least see where being serious gets me. I don't know how well this translates to game architecture, but we've had a lot of success in enterprise software engineering with building this monotholic structure out of smaller pieces of distinct components. It makes applying new lessons and technology a lot easier, because you can do it with a small piece first and roll it out as you go. I don't have enough experience with big games to say if that can translate. I mean I don't think you can make a game out of microservices.
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In my case i feel like my project is a few minigames mashed together, so i benefit greatly by testing them separately. but as it stands, i've been having a lot of trouble working on it with the way the world is lately, so I've been diving into VR experiences a little more, which has been beneficial for my mental health. I would prefer to not work where I do now, but i always came into it with a temporary mindset, and have more recently realized that i haven't taken the appropriate steps to get to where i need to be
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Yep, August, I certainly learned that you're right the hard way
10:50
The McGregors and I totally did the 'dew on our first project
10:50
And ended up having to fully remake it two times before landing on our (relatively) stable and (I flatter myself to think) reasonably well-designed current iteration (edited)
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It definitely applies to things like managing your project, structuring your code/etc, but it also applies to all parts of game dev like marketing and taking your project to market by getting it on digital stores. Each of those steps have an immense amount of learning necessary and you'll always make big mistakes the first time and then hopefully smaller mistakes on future projects.
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Josh Anthony 09/17/2020 2:24 PM
As someone who is in exactly the same situation (comfortable day job, gamedev on the side), whether you focus on the "dream project" comes down to what you want to do with gamedev and how many months/years you are willing to commit to see it through. For me, my long-term goal is to create and sustain a company, so at this point in time my short-term goals are to release product and gain experience doing so. To me, then, as I only have small fragments of time per week to work on my stuff, I don't want to commit to a multiple-years kind of project at this stage of my career. If I'm doing this full-time at some point down the road, then that becomes a different story. But if you are more interested in developing your ideas over creating a business, then it makes sense to work on what your dream is. (edited)
14:25
(I realize I am late to the party, but this is a topic I think about a lot and don't have a lot of places I can safely discuss it, so please humor me?) (edited)
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I love the discussion my humming and hawing sparked 😄
07:36
I like that perspective. Let me do some self-reflection on how to apply myself to that.
07:39
My long-term goal... I guess ultimately is to finish this dream project. Releasing it commercially is a ... "stretch goal", I guess.
07:39
My gut feeling is the opposite regarding time, though, oddly enough. I only have small fragments of time per week to work on my stuff, so I feel like I'm wasting it if I'm not putting it towards my project.
07:40
But I think that makes sense given the context of our goals, right? (edited)
07:41
I think thanks to @Lane and @August, I've decided to dabble in a tiny project. Not only to get the full end-to-end experience, but just to change my perspective and break some creative blocks.
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07:42
Actually i think it was Charles' GDC talk I watched last week where he set himself some short time limits and then ended up blowing them out of the water, but obviously it worked, eh? 😛
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Oh yeah feel free to haw here any time. I enjoy the interest you manage to kick up 😄
15:46
That's really cool, by the way. I for one would love to see some progress as your dabbling comes along. Are you far enough to know what kind of design you're going for?
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I have a gif and a very rough prototype (of the "big" project -- haven't put anything to bits for the small one)
15:57
Ignore the typo in the title screen (because I never see it when I've developing) 🤦‍♂️
16:00
For dabbling, I dunno. I have this idea in my head of a simple 2d tennis game where you play as bugs
16:01
Haven't really thought about the mechanics yet. But I want to stay in 2D and I want to do something that is more of directly controlling a character (rather than UI based like my main project)
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Sick!! Man, this looks prety cool. Battle for Wesnoth was a big piece of motivation for me to get into development.
17:53
Also seems like a perfect (data driven) kind of game to get into if you're coming from an engineering background.
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I had that recommended when I asked for similar styles on Reddit.
17:54
The closest in scale and feel I have found is Trails in the Sky.
17:54
But I have Wesnoth on my research list
17:55
And yeah I'm a software engineer by day so maybe that comes through 😅
17:55
I definitely get more exciting about systems and mechanics than art and narrative
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Well you did mention something along those lines in your discussion of breaking things into small reusable pieces up above 😄
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Oh yeah!
17:56
So I did. Hah!
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Hmm it's probably a world away, but seeing a hex system that seems to be pretty heavily around elemental magic makes me want to shill for Faeria.
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Also on my research list
17:58
And I think I have that on game pass, too
17:58
Just no time to play, design, AND build lol
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I always pitch it as the one digital card game that has a fun single-player mode.
17:58
Understandable!
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The card based mechanic is not the same, but I'm especially interested in seeing how other games have balanced the positioning aspect. Like how big are the maps, are far so units move, how much can they do in a turn
17:59
Slay the spire is a card game and has a good single player, though maybe you're thinking more traditional card game. I have tried steam world quest but I like that series
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Ha! You're right. Great single player. Yeah, I do indeed mean "digital CCG" above, I suppose.
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Yeah I can't even think of many examples. Gwent Thronebreaker? I'm not familiar with it beyond the simpler witcher 3 version. But I digress!
18:07
Man, Faeria is so pretty, too
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Haha I would not personally put Thronebreaker in the "good" side.
18:14
But that's because it steps on a particular design sensibility of mine 🧐
18:15
(You can use very close to the same deck to beat every challenge, which rather lets the air out of the balloon) (edited)
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Aaah never played it, disappointing
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Josh Anthony 09/18/2020 7:59 PM
A small project is a good way to start getting used to the process, for sure.
20:00
Might want to look for short game jams to enter as well, depending on if you can get a few days time.
20:00
Good way to force yourself to make something, get experience.
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I would love to some day, but small kids in covid times means a whole weekend requires way more spouse points than I have 😅. I do like to follow along and think on them, and I might just take the inspiration from one and use it for a project that I don't submit.
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Josh Anthony 09/18/2020 8:19 PM
Yeah, that's totally fair.
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Even if you don’t do a coordinated jam, having a finite limit on a project can help a lot. Even if that’s “I’m going to spend 30 hours on it” or “I’m going to call it done after 2 months”
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I've been using Toggl to track my time. I've put in 40 hours since I started tracking in july
00:05
If that's any indication of the time I spend. It comes in fits and starts though
00:06
I haven't done anything in almost 2 weeks. A whole week I was just sleep deprived because my kid just wanted to be awake at 3am... Turns out her hamster was being too noisy so that's fixed now 😬
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00:07
I'm not sure what a reasonable time would be for me. I has thought about just a limited scope
00:08
This is all an experiment though so
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I made a paper prototype... Or at least, I cut out pieces of paper and my kids added colour 🤷‍♂️
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Happy Friday, nice people 😄
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Dale LaCroix 09/25/2020 2:15 PM
FYI there is a game jam going on next weekend (48 hrs) for wholesome games, check it out Get ready for the first-ever Wholesome Games Jam! ⏰ 48-hour event 📅 Begins October 3rd 🎨 All skill levels There's no competitive element, so focus on making wholesome games and meeting new friends! @itchio: https://t.co/y5LUB2erYl @discord: https://t.co/euZtb19iUo https://t.co/oNGwyOqI66
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happy friday! 🥳
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May need to make a wholesome game that weekend I guess! Let me know if anyone wants to jam.
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Oh man.... I have such a hard time finding time for things like this with a baby, but I'd love to do a jam sometime.
18:55
Also, the last episode was incredibly good. Xalavier was an amazing guest. (edited)
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Agreed!
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I also totally agree with his fundamental pitch. Most of my 'design' work as of late has been in designing campaigns for D&D, and I pull from books, comics, and travel experiences way more than I pull from games.
20:02
Also, some of the most interesting work I think comes from folks without background in video games.
20:04
For Incredipede, Colin Northway reached out to an artist with a background in traditional art and, specifically, wood block printing, but had never did anything even video game-adjacent in his life, and it turned into one of the most visually interesting games that I had seen in a long time.
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Games...I guess any artistic experience...are like a little distilled sip of life.
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brb I need to learn embroidery
19:27
Yes
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By embroidery I mean cross stitch
19:45
I think
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Yo friends. Bad news: This week's episode will be a day late, as I'm editing and I've been dealing with a work emergency over the weekend. Good news: The work emergency situation has improved markedly, and I've caught up on sleep!
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Beth Korth (she/her) 09/29/2020 10:33 AM
Seems like a net win!
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In 2020 terms it is a triumphant victory
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Beth Korth (she/her) 09/29/2020 10:35 AM
Truth.
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I'm still very curious about @August 's goals for learning cross-stitch
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Oh, are you saying my incredibly vague and tenuous joke didn’t land?
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13:49
What you said above it just read as very “Airbnb cross-stitch”
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Mark LaCroix 09/30/2020 6:22 PM
What's this? Nice Games Club t-shirt is now available for purchase! https://www.amazon.com/dp/B08KHYCB5D
18:22
18:23
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pretty!
19:53
Are you only selling it on amazon.com right now?
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Mark LaCroix 09/30/2020 7:56 PM
Yup. It's print-on-demand, so it's tied to Amazon's backend. I've used other sites (like Redbubble or CafePress) for custom shirts in the past and always had mixed-to-awful experiences with them. So far, the quality from Amazon has been better.
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I didn't know they offered that! I'm not sure they do in Canada, though, and I haven't used US Amazon for a few years.
20:10
Once the border opens up again I'll have to send all my american contraband to friends in MI again 🤣
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Mark LaCroix 09/30/2020 8:15 PM
Oh, you meant "amazon.com" vs "amazon.fr" or "amazon.co.uk." Unfortunately, Amazon's system is prone to people uploading garbage/spam products en masse, so they limit how many products you can submit to one per day at first, and while they do let me sell things on certain other Amazon localities, but it counts as a separate product, because they're produced locally (I think). Annoyingly, they don't have a ".ca" option and I don't think they even allow you to ship ".com" orders to Canada. 😢
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Some do but it's almost never a good idea. $20-30 in shipping plus whatever duties are and then it gets held up, bleh. We're used to it. Fortunately (well, maybe not in 2020) I live in a border city so it's less impentetrable.
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20:17
I also didn't know they limited new sellers products, and I worked for the Marketplace org. 😬
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Mark LaCroix 09/30/2020 8:19 PM
The "Merch by Amazon" system is totally separate from the normal Amazon Sellers/Marketplace system. It's t-shirts, hoodies, and pop sockets only!
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TIL those things are called pop sockets
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20:21
It's been relatively quiet in here, how's everyone's projects?
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Going good! We've been working a LOT on the interest curve in Fingeance. Our game is a roguelike with randomly-shuffled chunks of content. I adjusted our Enemy Spawner recently. As you design a level, you can now set enemies to have a "difficulty evolution". So if you encounter them deeper into the level/game, you'll see a leveled-up version of it. This is also so good for onboarding new people. Formerly we had a situation that was very New Player: Noooo! You have to give me a nice gentle difficulty ramp! Fingeance: Haha difficulty wall go BRRRRR But now, things are MUCH nicer, giving new people a lot more breathing room. Interestingly, this has also been enjoyed by some of our higher-level players, because even top-end players need a break. I've noticed that a ton of very-successful roguelikes have the first minute or two of content be pretty calm at the beginning of a new run, which I think helps add a nice rhythm to play. Quick Aside: Good lord the Gizmo system in Unity is so cool! Our new system would have been a nightmare to keep track of, but that's helped us illustrate everything as we're working on it in editor. We've also hammered out difficulties, opting to pilfer the "Ascension" model that some other Roguelikes (Slay the Spire/Monster Train) have been doing. This means that all players start out at a very approachable "Standard" difficulty, but then unlock a new level of "Corruption" each time they win. Each level adds a new perk for the enemies, and it's fun to watch strategies evolve. For example, our 9th difficulty adds "legions of enemies" which allows certain chunks to spawn absolute hordes of enemies. You hit that difficulty, and suddenly the AoE damage and Speed options in the store (which are often overlooked) become a lot more interesting. (edited)
11:44
How about you Anthony? Have you kept at it on the new prototype?
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All of that sounds really cool.
11:45
I like what you came up with for keeping increasing difficulty interesting
11:46
For me, if by kept at it you mean just finally started last night, then yes 😬
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11:46
I have an ant that you can move and turn, though its a bit janky
11:48
It's not much, but I'm happy that I could get that much done in 2 hours, especially with 40minutes being trying to get around a Unity bug that broke the layout settings and wouldnt load anything -_-
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Hahaha that's fantastic! Fwiw I am grinning like a doofus at the mere concept of your game. IDK if you've done much with Unity controller input or 2D physics before, but feel free to post (or DM me!) if you hit any brick walls. I'd love to see this come to life.
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That sounds super cool, Lane!
11:52
I'm incredibly impressed by any system designers that can pull off a good roguelike progression. It's so hard.
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SO hard!
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That ant is very good.
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I haven't. I can't figure out why my turning is janky right now, but I put maybe 2 minutes into the SetRotation() math so I'll work on it more before I bug you, but I appreciate the offer ;)
11:53
The ant is also the first gamedev asset I've purchased, $1.50 for a 4 sprite sheets with animations haha
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Hmm yeah if we wade into it, perhaps we should tuck that convo over into tumbleweedville aka #deleted-channel
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Sure! I'll probably put this one up in a public GitHub repo too
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I put aside major feature development and spent this week working on adding some small polish changes like emotes on the character and having the hook rotate:
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Speaking of Fingeance, is the alpha build on your site updated? I did mean to see it at 2D Con but I ended up having too much that day
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Apparently I can't upload videos on this discord (edited)
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Might be a channel setting. I couldnt paste an image but I could paste a link
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That'd make sense
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Polish is fun in its own way, in any project
11:58
Even like, trimming the grass along my driveway. Just a nice... Completeness
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I'm in a very similar boat to you in that I have a young kid and I work on my hobby game for a few hours at most a week, so getting a few small tasks done instead of a large task kind of started feels good.
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Yeah! Even in the ~80hr or so I've actually been doing this, it's almost requires that I cycle between new features, refactoring, UI, mechanics design, w/e. I guess that's the boon and curse of solo dev?
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Oh we are a very blursed lot.
12:13
Overall I like it, since you're never bored of hammering away at the same thing. But I also get the "Aaaah! I have 75 different things I want to work on at the same time. Guess I'll go play Civ VI." fairly frequently.
12:16
Oh hey, you asked about our Alpha build. Definitely not up to date! I think that's at least as old as the last post on our site. And hey! We have so much new stuff to talk about now. Maybe it's worth us starting to dig back into that.
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Oh! As for me, I've been gearing up for this weekend's wholesome game jam! I've been trying to get more comfortable working in teams as of late, since I have a tendency to want to do everything myself. Other than that i've been messing around with the valve index, making avatars for vrchat, and playing around with the idea of converting one of my ideas into a simple VR type experience.
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17:52
Your ant looks great, Anthony!
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Thanks :)
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༼ つ ◕_◕ ༽つ G i v e E p i s o d e
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🙂 Sorry Lane
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11:22
I'm way behind due to work craziness this week
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All good, just excited for it lol. You all have been on a tear lately with good shows.
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This one is really good, too! I'm excited to get it out there
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11:30
I'll try to do it in a way where you get it last, Lane
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11:30
😉
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Great! I just finished my audiobook and have a backlog of episodes now 👀
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What audiobook were you listening to?
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Oathbringer by Brandon Sanderson (again)
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YES. Love that series.
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Hype is unreal for Rhythm of War in nov
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Oh shoot that's next month
11:35
I better start rereading
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Yeah, yeah it is. I always forget how much his books suck me in. I have given up all my chore-time podcast time to this book the past few weeks, hence the backlog 🤣 Now I'll have hours of reading recap and theories and plotthreads...
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Yeah. When I start a Sanderson novel (or really, any novel) I usually consume it in a weekend. And I do mean consume. I totally binge it and I lose a lot of sleep!
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RoW is next month?
11:41
That's awesome!
11:42
Something to distract me from Rothfuss yet again doing the lucy-with-the-football technique and missing another release date with KKC3
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Rhythm of War is next month?
11:44
I can't get over how prolific Sanderson is.
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Yeah. It's superhuman.
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Yeah I normally go through books casually, only via audiobook, but I'm sure I'll spend that week crushing it. Not nearly as fast as you apparently, Ellen. 1200+ pages 😱
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Yeah, I think Oathbringer took me a bit longer than a weekend. Still lost sleep though. I have a problem 😐
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No judgement
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rofl, apparently RoW has 1 less page than Oathbringer
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C'mon Brandon, those are rookie numbers
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OK #194 is up...for everyone except Lane. Sorry for the delay ❤️
20:27
The topic is a perennial favorite: impostor syndrome!
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Huh sure would suck to be that Lane guy right about now. Anyway, with regard to one's work lacking a sense of progression: do you think that games - with their swift and reliable feeling of progress - have at all spoiled us in that regard? (edited)
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10:15
Surely tortured artists predate games, and the causality might be partially reversed (a lack of progress in life might make the more certain progression in a video game more appealing).
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Are you saying Plato wasn't a gamer?
11:45
How dare you
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Plato was not hip with what the kids are doing.
11:54
(I assume you're referring to his comments on the invention of writing) And so it is that you by reason of your tender regard for the writing that is your offspring have declared the very opposite of its true effect. If men learn this, it will implant forgetfulness in their souls. They will cease to exercise memory because they rely on that which is written, calling things to remembrance no longer from within themselves, but by means of external marks. (edited)
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Mmm scotch
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It's lost on me
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That's okay, I'll take yours
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Now beer made in a whiskey barrel, 🤤
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Also good!
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I once tried to be that person who tasted and enjoyed expensive whiskeys but I couldn't stomach it haha. I gave up on anything straight.
17:44
What are you drinking?
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Johnnie Walker Song of Fire
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Well it sounds very cool
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It has excellent bottle art
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Thank you for changing the subject there Ellen. Guaranteed August will chime in in three days about how I missed another one of his jokes.
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My favorite scotch is Talisker, fwiw -- my family is from the Isle of Skye, and it's the only distillery there
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Cool!
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Yeah it's fun learning about Scottish geography and history...through scotch
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The GoT branded beers have all been good, too. They have their booze game on point
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That sentence is absolutely packed with cool names.
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Oh yeah! I haven't tried the GoT beers. Good stuff?
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Yeah!
17:49
I have a bottle of expensive Rye in my house but I feel like putting it in some ginger ale would be a sin (though when has that stopped me) (edited)
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I can't remember the last time I had a beer...I should have a beer sometime.
17:49
Oooh that sounds good though. Which rye?
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Crown Royal Northern Harvest
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It was that "best whiskey I'm the world" that one time from that guy who calls things the best whiskey in world to spark controversy. That's the extent of my knowledge
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How accurate a representation is this of learning that you're scottish
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And hey, similar to you, Crown Royal is "blended and bottled" about 30 min from here.
17:51
(turns out it's not produced there I guess that's in Quebec some ways?)
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Lane that's about right
17:52
Except I'm usually holding the bagpipes OR a claymore
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Nice
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and it's more like "I'm some sizeable percentage of Scottish, it's hard to tell, total mess in there"
17:54
Anthony what are some of your favorite breweries?
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Mmmmmm. Creemore Springs, a bit northwest of Toronto
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They have a coconut porter?
18:10
That's cool
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They do?!?
18:11
oh that's not a helpful link, sorry
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Their amber lager is my jam, but I've liked all their other stufd
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Looks like it's under their "Mad & Noisy" series
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I'll have to try that (edited)
18:17
Mill st out of Toronto has some really good things too, I think they distribute in the US now. The best weird beer I've had from them was a maple syrup ale.
18:21
Nice games club... Motivating me to work AND drink
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Ooh I've had one of those. There's a central MN brewery that makes a seasonal maple sugar stout: https://www.thirdstreetbrewhouse.com/the-beers/seasonal-beers/
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Drooool
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Oh man this episode looks like it's gonna be a great one. Quick thought about the top of the episode: if you're someone who's thinking about picking up an outdoor exercise habit (even just walking around while thinking about a design problem counts!), please consider starting this week while it's still nice out. You're going to have so much more resistance to getting started if you wait until 60-degree days are a distant memory.
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Nothing like snot freezing in your nose
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Ha! Some of the people I've most admired are people who will get out and bike to work on those Science Fiction temperature days in January.
08:24
But even they didn't start out of nowhere :p
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I think you actually get colder winters in MN than we do here >_>
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Yo! Where are you situated, Anthony?
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SW Ontario
08:25
Basically Detroit, but less Freedom(tm)
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hmm, so it's likely that i'll be moving to a bigger city near me next year, one that offers a few different colleges with programming/gamedev backgrounds. Is that something that would be beneficial to do later in life? or would it be better to try and find communities in that area to create a support group for fast improvement? I've heard mixed information about whether or not going to school specifically for a game development degree is worth it, but I am interested in maybe taking a formal programming course.
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Hey Cynabun, that's a wonderful set of questions. What can you tell us about your relevant background and goals?
08:55
I think it's irresponsible to give a one-size-fits-all answer. In this very community I can think of examples of people who A.) Self-direct, but lean on a community for extra motivation; B.) Feed almost entirely on community energy and enthusiasm; C.) Don't do well at all without some kind of (academic/employer/etc) authority directing their advancement.
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Well I've played games since I was 3 or so (thanks kirby and tetris!) and I've been learning how to make 3D models and such in my free time since I was about 9-10, my mom taught me how to use Moray and Povray back in the day. I took some college when i graduated high school for an art degree, but had to move suddenly when my husband was stationed in Japan. I had about 4 years of free time, and with that I kind of taught myself how to use unity and do some unity scripting. Though I guess job wise I've only really had cake decorating experience. I just hit 30 this year and I'm looking for a solid change. this year kind of taught me that I really should be doing what I want, and not just what I'm decent at. (edited)
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I guess out of the choices you provided I'd consider myself mostly A. I'm self motivated but I like to have a community to help motivate and direct me if possible. I'm in a couple of other gamedev groups in discord but the people I'm closest with use GameMaker instead of unity, so when I have problems with code I don't get the specific help I need. That being said, they're a great group of people, some of which have launched titles already to some success
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Awesome! I went through that "looking for a solid change" period a few years ago, when I started picking up unity/scripting after tutoring for several years. So, if you'll permit a little preamble, as I've been thinking about this over the last few years, I think that in order to push through the "tough parts" of picking up a trade, people need to cobble together some source of the following three things: Meaning — A way to keep in touch with why you're doing what you're doing. It sounds like you love games, but I can't overstate how much it helps to have a community, and in-person is better than online. Being able to share your findings and celebrate the achievements of others is incredibly motivating. Push — Something to make your work timely. As you've no doubt encountered with scripting, there are parts of this job that are uncomfortable, and many people need a deadline or social accountability to keep them going. Structured Knowledge — A way to advance your understanding of good ways to do things. Given sufficient motivation (from meaning and push), you'll come up with ways to do things, but they won't necessarily be good! This can be academic, mentorship, or self-directed study. Without meaning, everything will feel awful. Without push, you'll always do it next week. Without structured knowledge, your burst of enthusiasm will putter out as things get hopelessly tangled. Fortunately, it's possible to pursue many different directions, as long as you cover your bases. For example, looking into game-dev-related communities near the university seems like a great way to be around passionate people (meaning), and you might even find people to collab with for game jams or long-term projects (push, but make sure to have S.M.A.R.T. goals for long-term projects). Best of all, you might find opportunities to test or present your game live, which is awesome for both meaning and push.
09:33
. Meanwhile, taking a course is a wonderful idea, especially if you've done any development on your own. I personally went deep on self-directed learning for a long time. I ran into a lot of trouble! Taking a class after going my own way for a long time was the best academic experience I'd ever had, because I really cared about everything they were saying. Each lesson caused some bit of excitement or pain I'd experienced to click into place.
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Wow, that's well thought out Lane! I was going to say that I think dev is one of the most accessible fields to teach yourself (I mostly did, because college wasn't moving fast enough for me), but it's also really easy to learn the wrong things.
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09:39
I've found gamedev to be slightly less penetrable, but still accessible. There seems to be a larger gap between the absolute beginner questions/tips and higher level stuff... and a lot more bad (/conflicting) advice on reddit/forums/stackoverflow (edited)
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This breakdown is lovely and helped understand my perspective a bit! Honestly the most motivated I have ever been was when I went to Pax south and met some of my gamedev friends in-person, I had enough motivation to work on projects for several months without stopping. I think right now my biggest issues are finding the motivation to want to work on my projects after a long day at work (it's about that time of the year where everyone wants sweets!) and that I've tried several potential projects but have had trouble sticking with any. Also, it's funny that you mention taking a course, that was the SPECIFIC reason I was considering taking classes for this. I noticed last year that, through my handful of projects I worked on, I made several different inventory systems, each much better than the last, but if I had official instruction, I would've most likely gotten to the last (and imo best) way to make the inventory for my game much sooner. Lately I've been trying to join in more gamejams to help build more communities that I can get feedback and potential help from, to some success! we just finished the Wholesome Game Jam, and I did a ludum dare a few years ago that was fun and eye opening. Really one of the things I wish I did in the past was post my work on twitter more often than not at all. I get into mindsets where I don't want to show things until I'm happy with it, and that seems to never ever come, even if other people would consider it worthy. I want to show things "when they're ready" even though a lot of people (myself included) like to see those messy work in progress posts.
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Ah! That's so exciting that you participated in WGJ. May I ask what you folks ended up with?
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yes of course! This time i had extra constrains due to personal stuff, so I wasn't able to work for the entire time, but we did this game: https://imacquarrie.itch.io/tinyrally?secret=dWo3WUlKRWg9BlKS4FtJxHBnvTk
09:47
this time our programmer had issues getting the textures to look right for some reason, and we ran out of time to fix it
09:50
Honestly the one I'm most proud of is the old ludum dare one, I was in charge of the core design, the artwork, models, and the animations. Here's that one: https://wildgamut.itch.io/super-trader-64
09:51
That is ADORABLE
09:51
Totally playing super trader 64 after work lol
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I'm a huge fan of the old animal crossing games, so a lot of my work reflects that I think. also thank you! 😄
09:52
my inspiration was having to dig out specific items out of your backpack/purse when you have too much stuff in them lol
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YES, Ludum Dare 40 had the wackiest ideas. I love that theme. Our entry eventually became this game https://store.steampowered.com/app/890480/Widget_Satchel/
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Oh nice!! I really enjoyed that theme too lol This game looks fun! I'd love to check it out after work today. I'm about to head off to work, but I had a question for people here. What's everyone's thoughts on limited-release digital goods? I was thinking about it yesterday, and if Among Us had been a limited title, it would never have gotten the attention it received recently.
09:56
is there any real harm in leaving a game up on the store? it's not like a physical release where items have to be restocked
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The other contrast is Super Mario 35 / Mario 3D All Stars, which I feel pretty grumpy about. I think the negative spin in this case is they do that to build artificial demand
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I feel like nintendo has always done that to maintain up-front sales numbers.
09:57
if people know it's limited, they buy it as soon as it's available.
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Nintendo gonna Nintendo :/
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(I've been somewhat unhappy with them lately)
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I guess for something like Among Us that maybe didn't get that much attention, you could pull it if you're worried it would reflect bad on your reputation? I don't know why you would, otherwise.
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I was just wondering if there was like a fee or something tied to maintaining it each year, which would be an incentive to no longer keep it on a platform.
09:59
licensing fees or whatever, but i don't know for sure.
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I have only heard of that for legal/licensing reasons, particularly music. Just an external observation though.
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Are either of you following what's happening in the Magic the Gathering community the last couple of weeks? They're releasing an extremely limited set of competitively-playable cards. Collectors gonna collect, so the company will make money, but it's a big question whether the community uproar will be enough to make it not in the company's best interests to keep mortgaging community goodwill for short-term gain.
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Oh no
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That's unfortunate, I haven't been in the MTG community in several years, but I'm not sure I like that. I feel like it's giving a potential artificial advantage in competitive play
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I have never been big into MTG competitively, but tabletop wargames, and I know the uproar it causes when they can't produce enough minis when something is OP
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I'd argue it's a good way to guarantee sales, but it's hard to say if that's okay from a long-term standpoint.
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I don't have a lot of business expertise, but I'd worry something like that could intentionally shrink your competitive player base. If you suddenly limit the # of people that have a shot at winning tournaments, that's less money later.
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Yeah, I don't know if it'll have any effect on other companies considering doing limited-run digital goods, but if this crashes and burns for Hasbro, maybe other companies will think twice about the potential downside in the future...
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i guess it depends on how limited it is
10:05
if it's "fake" limited, then people won't care so much after a while, but if it's severely limited (looking at you nintendo) you run the risk of scalpers buying en-masse and eventually deterring dedicated fans.
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Oh and it relates to digital goods because my understanding is they are also doing a limited run in their MTG Arena app. I think the way it works is that it's "on-demand" but for a short time period, after which you can no longer acquire them from the company.
10:07
Their product manager is someone who used to work in limited-time sneaker releases lol. Very interested in driving that FOMO.
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It makes me feel dirty
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Stephen McGregor (he/him) 10/07/2020 10:10 AM
Games have been doing this for a long time though right? Like there were exclusive ways to get legendary Pokemon in Red and Blue by going to events, and there's a bunch of giveaways at E3 and PAX each year that people miss out on if they don't attend.
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Wow Stephen way to dig up 20 year old pain that I couldn't get a Mew
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For sure! And those events can be really cool. I even think that there will be a lot of people who really treasure this set of cards in MTG. The downside is very much a sliding scale that is acted on by many different factors. For example, in MTG, it matters that there's a monetized and highly-advertised competitive scene. Even if none of these end up being as game-warping as Arceus in Pokemon, you not having access to a card might hurt in a more material way than not getting a pokemon.
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But yeah, I'm certainly not saying MTG is doing something totally unique here. What is interesting is how harshly its community is reacting to what is viewed as a short-sighted cash grab by Hasbro. Other communities seem — as you allude to — kind of inured to "Nintendo gonna Nintendo", but the MTG community isn't. It'll be interesting to get a kind of upper bound to how much a company can be affected by pushing too hard too fast into limited-release content.
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Stephen McGregor (he/him) 10/07/2020 10:32 AM
Not to defend this practice (it sounds like it would be like releasing a fighting game character to people who showed up to an exclusive event and no one else (which is something I think has happened)), but exclusivity can be a draw for people and it can have value. For instance, I have a Kirby statue that there are only 300 of, and I likely wouldn't have bought it if I didn't know that in advance.
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I was just wondering if there was like a fee or something tied to maintaining it each year, which would be an incentive to no longer keep it on a platform.
@Cynabun I think I maybe went in a different direction than Cynabun originally intended, though 😬
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Stephen McGregor (he/him) 10/07/2020 10:33 AM
In this case I would not be surprised if MTG released these cards a year or two later though, unless they have a habit of keeping cards exclusive like that.
10:35
Ohh, good point. Yeah there are costs associated with keeping some things running over years. Music licensing or the cost of servers for online games, things like that.
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Haha I didn't latch on to that direction because I don't have any info there! That'd be a better one for Stephen or Mark. That said, since I've developed more on mobile, I could definitely say there's ongoing cost to keep a game up there. Changes in the OS cause you to have to go back and re-do work occasionally.
10:36
.
In this case I would not be surprised if MTG released these cards a year or two later though, unless they have a habit of keeping cards exclusive like that.
This is very astute. People at Wizards of the Coast (the subsidary that makes MTG) have been very recently discussing ways they could do exactly that.
(edited)
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Stephen McGregor (he/him) 10/07/2020 10:40 AM
Actually I'm reminded of Soul Calibur IV with that. That game had Star Wars characters in it (which is real weird), but Xbox had exclusive access to Yoda and Playstation had Darth Vader. Initially you could purchase the exclusive you didn't have as DLC, but after a while they removed that from the store because the licensing had run out.
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exclusivity can be a draw for people and it can have value.
Totally correct. I don't think this is a conflict so much as a weighing of values. The game is both a collectible product and a sport, so where you'll land depends on how much you value collecting versus even-footed competition.
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Stephen McGregor (he/him) 10/07/2020 10:41 AM
So I'm not very familiar with trading card games, but would these cards be core to a player's deck?
10:42
I know that some combinations can be core to a deck, but I don't know how much players are expecting these cards to change the competitive meta.
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That's another sliding scale. One of the new cards looks quite strong in one of the most popular decks, but I don't think anyone would say it's core. However, you also have people rallying the community around "this sets a precedent for future products that may be more damaging."
10:43
. But yes, that's an important question. I think that if Yoda had been S-Tier in Soul Calibur IV, people would have been much more upset.
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Stephen McGregor (he/him) 10/07/2020 10:44 AM
Yeah Yoda was actually crap in that game hahaha
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10:44
Even though he couldn't get hit by high move unless he jumped.
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Lol somehow my beloved Amaterasu is only middle-tier in MvC3 😞
10:45
RIP Oddjob, the only truly OP shorty that ever lived.
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Stephen McGregor (he/him) 10/07/2020 10:45 AM
She needed more finger lasers haha
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"You, the listener, can provide you, the me, with feedback at nicegames.club/feedback" Best in-show ad yet lmao
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Mark LaCroix 10/07/2020 1:30 PM
Who needs a script, ammirite?
13:34
Regarding store maintenance fees, other than the ongoing development costs that Lane alluded to that don't exist on PC or console, currently Apple is the only company that I know of that requires a yearly ransom, ur, fee to maintain a developer licence to sell apps/games on their digital storefronts. It's $99/year. It's the reason none of my old apps are on iOS anymore. (edited)
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That's good information to know. Outside of licensing fees I couldnt really imagine a reason you'd want to quit selling anything on a digital storefront, other than the allure of limited availability.
13:40
In a similar vein, how do you feel about games as a service, speaking as indie developers? Does that expectation to maintain and provide updates hurt developers that might not be interested in that? (Specifically for content updates, not bugfixes) I feel like it's pretty commonplace now. (Also I'm quickly going through the backlog of topics on the show during my commutes, so if you've done a video on it lemme know and I'll listen soon! )
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Something that I go through on basically every game as a publisher is having the conversation with a dev about when it's good to call it 'done.'
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Mark LaCroix 10/07/2020 1:51 PM
I don't have any personal interest in developing or working on a GaaS title, but the potential for evolving gameplay and narrative is interesting. I've heard about "indie" studios struggling to keep thier games going when all they want to do is make the next game. Often, if there's money, they will hire new folks to maintain thier first big hit while the core team moves onto the next title. Those new teams get to shape the future of a game with an active userbase, so that model has benefits. A recent example is Hello Games, which staffed up to keep No Man's Sky humming along while also starting up their next big thing. I'm curious about games like Civilization or Destiny, where regular major content updates seem to be a company's focus instead of developing the next title in the series. My concerns with GaaS as a format are more related to the inevitable push toward a F2P business model, an irritation that I bring up on the show from time to time.
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There's a stark difference between GaaS and "I wanted to get arcade mode in but didn't have time before launch," and GaaS games typically have to be designed for that experience from the ground up and I don't think the majority of indies approach the design of their games from that space. To Mark's point, I think most indies who do something resembling GaaS fall into it because they had a big success and it's what makes sense.
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13:56
The longterm revenue of any game, with a few exceptions, will be anchored at whatever its baseline is. It's extremely hard to grow a game out of a weak launch and typically requires pretty intense marketing and development budgets to do so and have any chance. And, strictly speaking, most indie games aren't big enough successes out of the gate to warrant that kind of long-term commitment.
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August, you here are talking about non-mobile games, correct? You see a lot of indie players with GaaS-like models there, as well as games that take off several months after release.
14:02
I think that ecosystem is pretty skewed by lower player expectations and by the platform holders promoting you if you can make a case to them that an update will make your app more profitable for them.
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I think those are good points. I'm more lax for that service model if it's designed that way, but it really depends on the amount of content out at launch. Before the latest animal crossing was announced I was working on my own animal crossing style game, with some time set aside to figure out a fun update model for furniture sets and things as free updates for long term players, but it was important to me to have a solid finished product before considering that, so players wouldn't feel it was lacking anything. Despite the popularity of New Horizons, as a long term fan of the series the initial lack of content was upsetting, and felt more like an early access title.
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I feel like the conversation is veering a bit into survivorship-bias a little bit?
14:12
I would guess that a very small percentage of indie games get more than a single post-launch patch, especially on consoles where the work required to push an update is fairly substantial.
14:12
And it's not that the model is successful, but rather that successful games are using that model. (edited)
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Yeah maybe we are getting a bit off topic, I guess my concern is that in the future, if these models continue to be accepted and encouraged in larger spaces, that it could turn into an expectation, but you're right, most indie games I hear about that do updates like that are the largely popular ones, like stardew valley.
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In addition to NMS as mentioned, I think of Stardew Valley and Shovel Knight which have continued to push a bunch of high-quality content. I think those would full under the "massive success at launch" category though?
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Absolutely
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@Cynabun beat me to it 😅
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Hahah I agree. It's clear that the business model works lol
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I mean... it works to make the rich richer.
14:17
Stardew Valley would have been a massive success if it never had any content outside of the initial release.
14:18
You could make the case that something like Minecraft was only able to succeed because of a ~GaaS model, but I think that's definitely way more of the exception rather than the rule.
14:23
But going back to your original point, I do think we've been seeing this shift for years already. Mobile has been hit especially hard for a number of reasons, but the platforms (where up until ~2016 or so you could just release a game and, if it was good enough, you could semi-reliably get featuring that would secure enough revenue to make back most modest budgets) have been doubling down on discoverability features that pretty much exclusively cater to a small pool of huge GaaS titles that make them the plurality of their revenue. (edited)
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I've certainly noticed it more over the years, and even the devs for among us shifted from making a sequel to just updating their original title, which brings up another fear of potential expectations for future developers who are trying to make headway into the industry and might not have the budget or time, or even have the wrong type of game that caters to that model. We will just have to see where the market goes, I guess.
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I think Among Us is a good example. I don't think GaaS makes games successful, it generates additional revenue on already successful games.
14:36
I don't think many, if any, indie games could have been successful but weren't because there wasn't enough post-launch support for it.
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That's a fair point. I'm forgetting that most indie titles dont build their games for that model specifically.
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Stephen McGregor (he/him) 10/07/2020 2:49 PM
Yeah I think August is right. Among Us came out like 3 years ago or something and I think it did okay from the devs' perspectives but because of the recent success they decided to leverage that to keep the success going by updating the game. That change didn't lead to success but was chosen because of it instead.
14:51
But even if they hadn't have done that, Among Us had become a massive success without all of the changes so they could have decided to work on a different game instead.
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I guess it just comes down to developer choice, in thinking about what August said I was reminded that Tean Cherry had plans to make hornet a DLC character for hollow knight, but ended up making enough content to built an entirely separate game instead.
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Stephen McGregor (he/him) 10/07/2020 3:10 PM
Yeah! The main thing I think is that we don't really need to worry about being pressured into a Games as a Service model.
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Yeah I think you're right. I got a little overzealous thinking about it lol
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Stephen McGregor (he/him) 10/07/2020 3:22 PM
All good! These things are worth thinking about.
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I do think it was a worthwhile discussion for sure. :) I'm always up for discussion topics like this.
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I kind of can't believe NGC hasn't done a GaaS topic: https://nicegames.club/search/node?keys=service
15:30
(Also, did you folks remove the search link from the main page?)
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What are you hiding from, cowards?
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Stephen McGregor (he/him) 10/07/2020 3:33 PM
I think it gets too close to the forbidden topic haha, that might be part of why we haven't made it a topic yet.
15:33
Darn.
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Stephen McGregor (he/him) 10/07/2020 3:34 PM
Oh, it's microtransations.
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They are pretty similar topics
15:38
Huh. Good call. I have a very hard time talking about microtransactions without stepping on a landmine.
15:39
I feel like you'd need several episodes on it to really unpack everything.
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Oh! I started listening to the latest episode of the podcast on the drive home today and wanted to say that I really appreciate the quarantine check-ins. It's a nice reminder that we're all trying to figure this out together, and do our best to keep track of everyone's mental health. The only thing I'd like to add is that I have found a particular bit of relief from the social-drought we've been experiencing by playing VRChat. A few of my friends are still waiting on their kits, but just from the small amount of time I get to interact with them in a physical space has been vital in slowing down the negative vibes. We've started doing a weekly escape room thanks to some worlds people have built and uploaded. Just that little extra bit of interaction in a physical space made a huge difference from just being in a video call or talking via text. I find that it's "close enough" to being in the same room with friends to trick my brain into thinking we actually did share space.
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Mark LaCroix 10/07/2020 8:00 PM
(Also, did you folks remove the search link from the main page?)
@Lane I've been doing some major revamp work on the site lately, finally making it mobile-friendly, improving the usability of cross-references in the database, etc... and I haven't styled the search box yet. It will return, but as you've discovered you can search the archive at https://nicegames.club/search in the meantime.
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Thanks Mark! You're too good to us. That sounds like a sweet update! (edited)
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I'm early in the episode, but I didn't realize how nice it would be to just hear some pandemic talk. I agree you don't want to talk about it all the time, but at least in my circles it seems to just be avoided aside from "these crazy times" etc.
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So true! The part about it hitting everyone — even in ways they don't recognize — was so valuable. I was really happy I listened to that. I went out for a long walk last night, thinking about where my excitement for working on hobby games & side projects had gone. Am I just over that phase of life? Is this just me getting older? Why can't I throw myself into passion projects like I used to? Has the midnight oil dried up? And then I remembered the topic of this episode, and I thought "Wait. When was the last time I felt that kind of enthusiasm?" It wasn't ten years ago. It wasn't five. It was frigging MARCH.
09:43
🤦‍♂️
09:45
It made me realize how long I'd been carrying around a kind of "well, if this is the way I'm going, the future doesn't look as bright as it used to" feeling, as if this were all some failing coming from me. It made me resolve to try out some new things and treat myself a little more kindly.
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09:47
. But on the OTHER side of what you're saying, Anthony, yes!! I love the frank discussion. Most of my circles have been doing the same. Because, well, a few of us have lost friends over discussing these things.
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Yeah for sure. I like the "everyone has to make their own decisions" because it's true, but it's so easy to judge people.
10:36
See someone on Facebook taking a selfie with a friend? They're rat lickers
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10:37
At the same time I hate that I'm thinking these things, but also am really resentful that others aren't making the same sacrifices I am.
10:37
It's hitting in weird ways, really.
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Stephen McGregor (he/him) 10/08/2020 10:50 AM
Rat lickers, that's a great insult hahaha
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I can't claim credit, I saw it in some meme or another (probably)
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Balls everywhere 😱 (it's not much, but I got in about 30m today 😬 ) https://i.imgur.com/fEjsswZ.gif
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Interesting! Looks like it would be fun as it develops more. (edited)
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I know it's not exactly what you're working on, but did you see this https://twitter.com/starrrsky/status/1313995936838770688 @Stephen McGregor (he/him) ?
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There is an error in that page for me.
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Stephen McGregor (he/him) 10/08/2020 8:05 PM
I didn't see that! That's really cool!
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Mark LaCroix 10/12/2020 3:49 PM
Hey folks! I've updated the "Topics" page as part of my website overhaul work leading up to our 200th episode. Previously, the Topics page was not super useful, but now, you can browse every topic we've covered in our roundtable and interview episodes (over 300 of them), view them by category, and sort them by name or episode. It should make it a lot easier to use the show's archives as an ongoing resource, which has been a goal of ours since we created the new, database-oriented site earlier this year. Things are still WIP, and more functionality will be added soon. Episode pages are currently a bit ugggly/broken, that's next on my list. In the meantime, give the topic pages a whirl and let me know what you think: https://nicegames.club/topics
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Looking good! Things are still wicked cut off on mobile, but I assume that's already on your radar. I do applaud it strategically prioritizing which columns to show if it has to hide some.
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Mark LaCroix 10/12/2020 3:59 PM
Yeah, mobile is finally usable but still lookin' reeeeaal rough. Once I get episode pages in shape, the mobile navbar is next on the list. (edited)
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Also, this is totally having its desired effect. At least it's really making me want to go back and re-listen to certain topics.
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Mark LaCroix 10/12/2020 4:01 PM
That's good to hear!
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you can browse every topic we've covered in our roundtable and interview episodes
simply glorious!
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Mark LaCroix 10/14/2020 9:56 PM
Progress on episode pages is live now. Need to make it mobile friendly, and "topic blocks" on episode pages are still largely unformatted, but it's getting there.
21:57
21:57
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New website look, new episode! https://nicegames.club/episode/196
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Listening to this latest episode, I have never been so fascinated by something I have no knowledge about. I like the detailed discussion! Would love to hear more on all sorts of topics :D
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I finally finished the episode with Xalavier (I had gotten through half of it and it dropped off my feed somehow?) and I super agree with his general pitch. While drawing inspiration from another game rather than a completely different medium, I had a very tangible experience with this. I've played ultimate frisbee for a long time and my growth in it plateaued pretty hard at some point. The thing that got me out of the plateau and back to making active progress was playing a lot of Dota 2. The structures around supporting in Dota have explicit language built around them and are somewhat codified in the game itself, but while people talk about 'supporting' in general terms in ultimate, it's not nearly as cleanly defined. Once I really thought about what I could do to help my team on offense that wasn't either catching or throwing the disc, I overall got better basically overnight without getting any faster or better at throwing a frisbee.
22:22
It's also what makes me sad when game designers overtly dismiss other mediums (or sports, in the case of Mark)
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Ha! I always took that as Mark dismissing it out of fun. But to carry that train on a bit... I think Mark is dismissing himself participating in/designing another medium. Imo this is totally fair play. To stick with Mark for a sec, he's been pretty consistent in saying that he's personally not motivated by competition. This puts him in a tough spot when making a game with competition as a design pillar, so he's wanted to steer away from it in his own designs. (edited)
09:51
I think the easiest example to use is horror games: some people clearly just don't experience the joy/thrill associated with scares. Would I want them designing the next big spooktacle? Heck no. They wouldn't have the internal compass to know when they're doing a good job. (edited)
09:57
Anyway, I love your discussion on applying game logic/onboarding to a medium outside of games. It's kind of weird how frequently fruitful "look at X through the lens of Y and run with it to see where it goes" ends up being. I feel like I might need to actively schedule out some "try to think of problems in new ways" time, since it's so easy to get into ruts/plateaus.
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One way to get your brain into the "synthesis" level thinking that's required for novel problem-solving is to grab some prompts.
10:01
There are (I feel, no data for this) an increasing number of card decks out there that lay out problems in new ways, and make you look at situations differently.
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Can you recommend any, Ellen? I'm having a tough time finding online but would love to give that a try.
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Yeah! I'm trying to dig some up. I have a few decks but they're at the office.
10:05
The office office, not my home office :]
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10:09
I don't think I have any of these but I'm having trouble finding sites for the ones that I know I have.
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Stephen McGregor (he/him) 10/19/2020 10:27 AM
To be fair to Mark, I don't know if he's said this on the show but he does like curling, so he's not completely against sports.
10:27
Just sports that aren't curling I guess haha
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...is curling a sport? :/
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Stephen McGregor (he/him) 10/19/2020 10:28 AM
Oof, uh, yes? Maybe?
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I mean, it's in the Olympics so I guess some people consider it a sport? But I always considered curling to be a sport like...bowling is a sport
10:30
Or air hockey.
10:30
Hmm. I just realized that curling is kind of like hockey, but big and slow.
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Stephen McGregor (he/him) 10/19/2020 10:31 AM
I would consider it a sport but yeah similarly to like bowling.
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Stephen McGregor (he/him) 10/19/2020 10:38 AM
I do think though that it would be interesting for a person who's not into a particular topic or genre to try and make a game of that and see the results.
10:39
Like I made a horror game for a game jam thing at work and I ended up learning a bunch from it. I don't know if it was a scary game but it was worth the experience.
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Mark LaCroix 10/19/2020 10:47 AM
I mean, it's in the Olympics so I guess some people consider it a sport? But I always considered curling to be a sport like...bowling is a sport
@Ellen Yeah, that's fair. 🥌 😆 Mostly, I hate sports culture more than I hate sports. There's a lot of common wisdom and associated thinking that goes along with sports that bothers me. I can't get into the idea of rooting for one team over the other, for example. I also don't particularly value or admire superlative performance.
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What about overpriced t-shirts?
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Mark LaCroix 10/19/2020 10:57 AM
I demonstratively do not have a problem with that.
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Mark abhors overpriced t-shirts! That's why you, yes you, can have your very own Nice Games Club Icon T-Shirt for the absolute steal of $20.00.
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I laughed so loud I scared the dogs. 😆 (edited)
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Re-reading this now, my random dunk on Mark comes off a bit more aggressive than I had intended it
12:04
I didn't think Mark hated actual sports
12:04
And no one hates curling
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Curling is quite fun 👀
13:03
And I'm with Mark on wanting nothing to do with sports culture. Curious @Mark LaCroix if esports fall under that category for you, too? (Same here -- can't watch traditional or esports)
13:06
And one more thought I had about it, since I was thinking about sports gaming and how much it shares/differs with other gaming: There are regulations/rules in sports rules are meant to keep the game interesting for viewers, right? I don't think we're really there with games yet on a big scale, but again I am outside of the streaming/esports/etc scene.
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Yeah, American Football has had occasional balance patches (not even joking) to keep things more interesting. For example, they've moved the goal posts and increased their heights in order to tune how impactful field goals are and adjust the number of games that end in ties.
13:27
But possibly that's not focused enough on viewers. Tennis had a rogue tournament organizer who tried to patch in a change in the background color on clay courts so viewers could see the ball better: https://www.nytimes.com/2016/05/08/sports/tennis/even-four-years-later-bad-feelings-linger-over-the-blue-clay-in-madrid.html (edited)
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Ultimate frisbee is actually kind of in the middle of this weird transition. Historically it's been a self-officiated sport where the players are responsible for calling fouls/etc, instead of some kind of referee, and this was true at high school and the most elite international play. Some years ago there was a push to make a professional league that changed a lot of rules in order to make it more spectator-friendly (moving from point caps to timed quarters, lowering the time you're allowed to hold onto the disc before you can throw it, etc), but the biggest one was adding in referees and it was highly controversial and still is.
15:20
Even with that addition, they did keep a rule where any player can override a ref's ruling if the call was made in their favor and they don't agree with it.
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Mark LaCroix 10/19/2020 3:20 PM
That's funny, because Curling is self-officiated, even at the Olympic level. Probably a hint as to why I like it.
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I wouldn't like ultimate near as much if it wasn't self-officiated.
15:21
And it's the main reason I think it's a really excellent sport for middle school and high schoolers.
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Why don't you folks like officiated sports?
15:26
I've never played a non self-officiated sport, so I don't know what the difference is like.
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I get actively upset when I happen to catch NFL games and I see someone making the signal for someone on the other team being out in front of the ref and then getting visibly upset when the ref makes the right call
15:28
It adds playing to the refs as an additional level of play, which is dumb, and weakens the social contract of fair play among players because that gets shifted to the refs.
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Mark LaCroix 10/19/2020 3:29 PM
It goes back to my concern about the culture of competition. In Curling, there is an immense sense of fair play that is existential to the sport. Without players calling fouls on themselves, which happens at the Olympics, the entire sport would collapse. Almost by necessity a culture grew around it that encouraged a healthy relationship with opposing teams, failure and mistakes, while still allowing for high-level play.
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15:30
It's, in fact, an element of game design.
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I need an emoji for thinking that says "you just expanded my thinking" instead of "I'm suspicious of the validity of what you just said" 😄
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Mark LaCroix 10/19/2020 3:31 PM
Now, there are a lot of games and most sports where the rules simply can't allow for self-regulation. To my sensibility, that's a design flaw.
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Good answers! Yeah, you're making me remember how much people talk about theatrics getting rewarded in professional Soccer.
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I think there are legitimate cases for having referees. A batter in baseball can't possibly see the strike zone and even in ultimate one of the main arguments for refs was that you can't expect someone to be a top-level player and a top-level ref at the same time.
15:32
Curling lends itself well to self-regulation because of the layout of the game and the pacing.
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Mark LaCroix 10/19/2020 3:32 PM
Yeah, you can't impose these systems on games that weren't designed for them, (EDIT: can to can't, whoops) (edited)
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Hmm yeah, I suppose you'd need a good replay camera to self-officiate that, as well as any racing sport really where you can't watch the other players while going all-out.
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And, for what it's worth, I don't agree with the argument that you can't play and ref something fast like ultimate at the same time.
15:33
And ultimate adjusted for this decades ago by adding observers. They're like less powerful refs that watch everything like a ref would, but can only make a ruling when someone calls a foul and both players disagree and say that they want the observer to make a ruling to move play along.
15:33
Which works pretty well.
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Mark LaCroix 10/19/2020 3:36 PM
I played Ultimate in high school (because I went to a hippie school for tree-huggers) but I can't speak to how difficult it is in more professional settings. Though, even if it did present an added challenge or make the game harder for players, I think that's okay. It's easier to hit a home run in tee-ball than baseball, for example, since it requires more from the batter, but that doesn't make tee-ball better.
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Mark LaCroix 10/19/2020 3:37 PM
Curling also has a kind of official who can conduct measurements when the team captains ask for it, but there's a stigma associated with calling for them, and they only exist at the highest-stakes tournaments.
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The culture that forms around the sport (and, I assume, curling) is really wonderful and I attribute that pretty much squarely to the self officiating. I coach a high school team and it's amazing to see the hockey dads new to ultimate come to the first game, cheer when an opposing player drops the disc, and instantly have the other parents passive-aggressively berate them. And then have them come back the next season and do the same to the next hockey dad.
15:40
I think most sports would be way better if they either went fully self-officiated or adjusted to reduce the reliance on officiating. The only sports I watch are ultimate, curling, and crew, probably largely for this reason (not that there's really officiating in crew).
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Mark LaCroix 10/19/2020 3:43 PM
This really impacts my feelings on video games, too. It always feels to me that developers like your Activisions, Riots, and EAs focus too much on anti-cheat measures instead of designing games where it's simply not any fun to cheat. This probably means that winning has to be less fun. That's a big ask given the current state of online video game culture, but I don't think it's that crazy a notion.
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It's so tricky with anonymous players. A big part of why self-officiating works in ultimate (and I assume also curling) is that there's a lot of social pressure to not be a dick. When I call a foul, I've had people on the other team argue for their teammate to not contest it because they know I rarely call fouls and never abuse it. Conversely, there are absolutely folks who will get basically every one of their calls contested because people know that they make bad calls all the time, even if that specific call was legitimate.
15:50
And that social pressure weeds out folks who make the game more toxic by cheating, as well as actively reforms people who might do it a bit when they start playing.
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Going to drop a small-brain take here, but given how much more (some) players will play a game if you slap in a quick leaderboard, I think there'll remain an incentive to shoehorn competition into (edit: anonymous) games whether we want it or not. (edited)
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I have no idea if it'd work if there wasn't the threat of being labeled a bad sportsperson in that social group.
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Mark LaCroix 10/19/2020 3:51 PM
Yeah, video games would need to provide quick paths to disappointment for players who are being jerks, not via moderation, but by design. It's not an easy problem.
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It's a very good problem to try to solve, for sure.
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Mark LaCroix 10/19/2020 3:53 PM
It also probably means giving up things, including chasing high concurrent player counts and using sports-adjacent mechanics to motivate players.
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Haha that doesn't sound like a very EA thing to do.
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Stephen McGregor (he/him) 10/19/2020 5:27 PM
Isn't the way to do that to make it socially unacceptable to cheat? Like cheating isn't a problem in (in-person) fighting games because you could technically unplug a competitors controller while playing against them but that person would know, the spectators would know and you'd be shunned from any other competition in that space and many others as a result.
17:31
Maybe this is just me not understanding something or being cynical but I feel like there are certainly people in curling or ultimate frisbee who take advantage of the system in place at least at the low levels if not higher. The social systems in place for these games sound like they heavily discourage and punish behaviors like that though but I don't think it's strictly based on the designs of the games themselves.
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17:32
Having reporting options in online games is the way devs have taken to making it socially unacceptable to cheat or grief.
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Yeah, that's exactly what I was trying to get at.
18:05
I just don't know how you enforce social contracts in spaces that are heavily anonymized.
18:08
If we could solve this, I'm sure [everyone on the internet] would be very interested.
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Mark LaCroix 10/19/2020 6:24 PM
I think you're both still thinking of the solution (whatever it is) would be a way to fix existing games. I think there's solutions to be had there, but I'm proposing that games themselves need to be different. Shame and scorn and punishment are good ways to discourage bad behavior, but in spaces where it's especially hard to bring shame and scorn and punishment on bad actors (like online games where players are mostly anonymous), I think a better outcome would be if there was simply not much reward for playing unfairly. I'm imagining no dire need to even make systems that are hard to cheat, and no dire need to make punishments for cheating especially harsh. The rewards for cheating, both in-game and psychologically, should simply not be of much interest to players. Here's the closest real-world example I can compare it to: Imagine that you and your friend both start watching a new movie on Netflix the moment it becomes available, so you can watch it "together" and chat about it online while you watch. You could skip to the final scene and learn how it ends before your friend does. You'd even be able to seemingly "predict" twists in the movie and look like a flippin' genius. Nexflix doesn't have any way to prevent you from doing that, and why would they? "Cheating" in most scenarios would make your experience worse, so there's no need to build in safeguards to prevent it. Does this mean "cheating" like this would never happen, or that no one would be interested in this kind of exploit, of course not, but in this case, it's less of a systemic problem because the experience itself doesn't prioritize the kinds of reward that cheating can get you.
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Mark LaCroix 10/19/2020 6:32 PM
@Stephen McGregor (he/him) Regarding Curling, one of the reasons cheating is so rare is specifically because the game is actually pretty fragile. It's actually incredibly easy to cheat in Curling. Everyone is holding the integrity of the game up together. If cheating were even a little bit more common, like it is in Soccer, the game would simply be no fun for anyone. But also, the variables in the game are unpredictable enough that the reward for cheating is for the most part simply not worth the risk that it will backfire on you. Not in that you will get caught, but that it might cause your team to lose! There are a lot of cases where a player's mistake or foul will change the layout of the "board" in a way that probably changed the outcome, but in a way where no one will ever know which team benefited. (edited)
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Stephen McGregor (he/him) 10/19/2020 6:40 PM
I can't argue against curling because I don't know enough about it, but I think that example you proposed above isn't a competition really, it's just an agreement. Like the cheating there is just lying to your friend that you did a thing you said you'd do. Effectively that's what cheating is in many respects in games too but neither one of you is trying to watch the show better to win, you're just agreeing to participate in watching the show together. I realize that was just an example to get the point across but I'm still not following I guess.
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Mark LaCroix 10/19/2020 6:41 PM
No, you're hitting on it. The prime reward of watching a mystery film, for example, is enjoying the story, but a secondary reward is "guessing who the killer is." It's pretty easy to cheat at that, but not very satisfying.
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Stephen McGregor (he/him) 10/19/2020 6:41 PM
I guess I don't really see that as a competition?
18:42
But I don't like trying to predict the endings of movies so maybe that's why?
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And I think a lot depends on whether Mark is saying "there's room for more types of experience that don't rely on drive-to-win as the underlying motivation" or "drive-to-win as motivation is bad and fewer games should use that". Since I think the former is something we'd widely agree on, and the latter would be pretty contentious.
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Mark LaCroix 10/19/2020 6:45 PM
I think games can have competition, fierce competition even, without it being the prime motivator, for example. And they can have competition without the "crown" or the "leaderboard placement" being the prime reward for winning. In most games, if you cheat to get the crown, there's very little to dissuade you from feeling like you won, even if you know you cheated, because the main thing about winning seems to be getting the crown and the status, fooling people into thinking you got it fairly.
18:47
Yeah, Lane, I think I am pushing a little bit for the latter, and I know most people aren't going to be on the same train as me there. But, players have bad experiences because of these things, gaming culture is more toxic and less mature because of it. If people think it's a fair trade off, that's just a difference of opinion, and that's fair, but I think not enough people consider that as a cause. (edited)
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Oh certainly, but I think I can cosign the idea that games connecting winning with status is something that, at least to my taste, is over-done. Idk if it is directly related, but I've seen manipulative elements of competition seeping into a lot of otherwise-innocuous mobile games lately. E.G. my mom's puzzle game will suddenly introduce a FOMO-inducing leaderboard, driving up the pressure to check in every day so as not to fall behind. (edited)
18:53
And yeah, you make a great point in your last line there. Before this conversation I hadn't done a lot of thinking about why certain online games breed more toxicity than others.
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Mark LaCroix 10/19/2020 7:01 PM
Thanks. I feel companies like Riot and others that deal with epic levels of player toxicity are doing their honest best, but they're just not ready to believe that the problem goes as deep as I think it does. Right now they're fooling themselves, but maybe we're getting to the point where in order to protect their business model, they're going to have to start fooling everyone else. To use a totally inflammatory example (in more ways than one), it's sorta like Lucky Strike putting filters on cigarettes in response to heath concerns of smoking. On the other hand, I'm speaking very broadly and with my own tastes in play, so I'm open to it being that I'm more alarmist about this than is necessary.
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Stephen McGregor (he/him) 10/20/2020 9:54 AM
I had this whole post I was working on yesterday and I lost it, but basically what I was going to say is that people have different motivations and I think they will always conflict with what a game is designed for. Honestly there are people out there who are directly motivated by undermining the idea of competition (more than you'd think) and that needs to be protected from through social pressure.
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Hmm, I'd be interested in hearing more, Mark, about the potential for harm you're seeing. I certainly wouldn't ever say that games don't affect peoples' lives, but with the cigarette example, you can very much put your finger on the harm caused. I'd be curious to hear what you see coming out of these game environments that warrants alarm.
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Stephen McGregor (he/him) 10/20/2020 11:10 AM
I'm not Mark haha, but I think a lot of it is the rampant harassment (to be generous with the phrasing) that happens in a lot of these competitive spaces.
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Mark LaCroix 10/20/2020 11:12 AM
The point of the cigarette example is that it's an obvious harm now that in 1950 seemed preposterous and amorphous, and took 50+ years for people to fully recognize. (edited)
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What potential damage are you seeing, then? My question is, out of all of the things that might seem preposterous and amorphous dangers to us now, why is this one worth considering?
11:15
And I don't say this out of skepticism, more to give you a chance hopefully to explain a point that I think I've missed in the conversation.
11:16
Since as you know I certainly have my own alarmist stances on certain pieces of information technology 🙂
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Jumping in here to say I'm only 25% paying attention to this conversation, but I'm very happy it's happening!
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Mark LaCroix 10/20/2020 11:19 AM
Sure. Regarding the harm a culture that values competition, in a year where people are clutching their pearls over riots caused by social unrest, plenty of damage and death is caused by sports fans over literally nothing.
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11:21
Here's a fun quote from the Wikipedia page on "Football hooliganism":
The first instance of football violence is unknown, but the phenomenon can be traced back to 14th-century England.
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I both find that quote funny AND find it kind of weird that my first reaction is "haha rowdy sports fans" and not something more grave. (edited)
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Mark LaCroix 10/20/2020 11:24 AM
That's where the cigarette analogy can hit hardest, when you realize this has been happening all around us, and it's a core element of our culture, but we're not really taking it seriously.
11:25
In video games, online gaming culture, driven by tribalism and team affiliation, has given rise to "Swatting" and, notably, "Gamergate."
11:27
There's a pretty close correlation between spaces where competition is a more prime element of a game community and the level of toxic behavior from those communities. MMO culture is less toxic than MOBA culture, for example.
11:28
Stephen MeGregor is typing a defense of the fighting game community...
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Stephen McGregor (he/him) 10/20/2020 11:28 AM
I believe that claim just based on my own experience, but do you have a source to support that there's a correlation between more competitive spaces and toxic behavior?
11:28
No I'm not haha
11:29
Fighting games don't have a problem with cheating but they do have a problem with harassment and toxic behavior, I'm not gonna deny that. (edited)
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Mark LaCroix 10/20/2020 11:29 AM
I don't have a lot of data at the ready, to be fair. (edited)
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Stephen McGregor (he/him) 10/20/2020 11:30 AM
All good! Not trying to put you on the spot.
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Mark LaCroix 10/20/2020 11:30 AM
No worries, I was doing the same to you!
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Stephen McGregor (he/him) 10/20/2020 11:30 AM
Haha
11:32
So in the case of all those riots caused by sports, wouldn't you say that's a societal issue too and not based on the design of the game? Like if it was more socially unacceptable to behave like that when the ball doesn't get in the goal, that stuff wouldn't have happened or at least been much less extreme.
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Mark LaCroix 10/20/2020 11:32 AM
Sports riots only happen because people care who won the game.
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Stephen McGregor (he/him) 10/20/2020 11:33 AM
Right, but is that an issue of the game or an issue with the people?
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Mark LaCroix 10/20/2020 11:36 AM
In my view, you can't separate those things. Like, gluing a knife into someone's palm doesn't make them guaranteed to kill someone, but it makes it nearly certain they will accidentally cut something, and gives them an ready avenue for their anger, which can be habitualized. Statistics show, for example, that people who have guns in their homes are more likely to threaten people when they are angry.
11:37
This is an area where "violence in videos games" is largely misunderstood.
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But that's not a correlation, right?
11:37
If guns didn't exist, those people would likely still threaten people.
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Bit of an aside, but I'd argue that tribalism is a pretty big selling point for sporting events. Why spend money to go in person if there isn't something special about being swept away with the emotion of the crowd. These examples of violence seem like they're moments when the heat on the kettle gets turned up too high — or when nefarious actors take advantage of the situation. (edited)
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Mark LaCroix 10/20/2020 11:38 AM
I suppose it's not conclusive, but the studies I'm referring to are talking about a correlation between gun ownership and anger issues.
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Do they argue that owning a gun... makes you angrier?
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Mark LaCroix 10/20/2020 11:39 AM
It provides a framework for anger. It's an "if all you have is a hammer, everything is a nail" situation.
11:40
Lane, you make a good point, but I'd argue that what people really respond to is drama, which you can have without tribalism.
11:44
What if, instead of set teams, when a visiting club came to your town, the "home team" and the "visiting team" randomly mixed up their players and played a game. Stats could be awarded to players that people can be invested in, but there would be no allegiance to the team playing the game. Fans could root for their favorite team-ups and interesting combinations of players, etc., and the game would still be interesting, sorta like how the Olympics are still interesting even if you're watching South Korea vs Denmark in a sport you've never watched before.
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Stephen McGregor (he/him) 10/20/2020 11:45 AM
We kinda already do that with the drafts every year. A lot of people follow their favorite players and not their teams.
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Mark LaCroix 10/20/2020 11:45 AM
You've identified "the heat on the kettle" as the problem. Why do we need to risk that?
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Back up to Mark's point about MOBA's vs MMO's and toxic culture, I think you might be drawing causation based on coincidence. Your argument is that the game being more competitive leads to more toxic culture, but I think it's just as likely that games where you have to communicate with, largely random, teammates leads to toxic culture, and you could have one without the other. MMO's got plenty toxic in random-grouped PvP as well as PvE encounters.
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Stephen McGregor (he/him) 10/20/2020 11:45 AM
Like my family loves Kevin Garnett even though he left the Timberwolves.
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And it's the having to talk to people that weighs in more heavily than the competition itself.
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Stephen McGregor (he/him) 10/20/2020 11:47 AM
Yeah I've gotta agree with August with that.
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But I don't know if you can separate that.
11:49
Because the most competitive games almost always require constant communication.
11:49
But I will say that games like Rocket League have all the ingredients of a super competitive toxic game, but by limiting the communication tools for most players, the game is way less toxic than comparable games. (edited)
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Mark LaCroix 10/20/2020 11:52 AM
Rocket League is a good example because its game design helps, too. It has a very limited meta, not just limited communication. Although, I have watched people play Rocket League and get revved up in a way that scared the shit out of me. (edited)
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Stephen McGregor (he/him) 10/20/2020 11:53 AM
Huh, that's really weird to hear to me. Aside from the limited communication, what parts of the game design discourage toxic behavior in ways that other competitive games don't?
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I've seen people almost flip a pinball machine
11:53
I didn't blame pinball
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You've identified "the heat on the kettle" as the problem. Why do we need to risk that?
This is a "golden mean" question. Many things can cause harm when taken to extremes while being very healthy in smaller doses.
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Stephen McGregor (he/him) 10/20/2020 11:54 AM
Like that game even has a sports aesthetic like a football stadium does.
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I think there is definitely something to Mark's general argument, even if I don't agree with the whole thing.
11:57
I don't think I've ever heard of a snooker riot, and I think some part of that does come back to the rules of the game.
11:57
I also don't necessarily think that the rules of the game directly cause that behavior.
12:02
But for the snooker example, I don't think it's about the rules of the actual game, like what balls you can hit when, but rather that you can get ejected from a game for clapping at the wrong time.
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Mark LaCroix 10/20/2020 12:02 PM
Lane is right, many things can cause harm when taken to extremes, but also, things that are likely to cause harm can be safe when heavily controlled for. I'm not trying to say all competition automatically causes harm, so I hope that examples where it doesn't don't torpedo my argument. I'm saying competition inherently adds "danger," which isn't to say it can't be mitigated, but the tools we use to protect against its dangers are much too forgiving of the benefits we enjoy from competition. Stadiums have more security than convention centers. Professional athletes are more likely to commit domestic abuse (although that may be as much tied to fame and power), etc. People are more likely to get in bar fights when a game is on, etc. These things are not hard to see.
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And choices in the rules increase or decrease competitiveness, and by association increase and decrease potential danger?
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Mark LaCroix 10/20/2020 12:05 PM
That's my theory, anyway.
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Great summary! Yeah and I think this gets to the issues in online gaming, where that "danger" still exists, but companies may not have the right incentives to do that "heavy control" that you mention.
12:07
Since I think one externality here (that I absolutely cannot justify with stats) is that League and other high-verbal-abuse games may produce some amount of negative emotionality that leaks out of the game itself and into players' lives. That kind of thing would be very hard to handle with a "we just need to punish the cheaters" approach.
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I think most leading studies of video games and violence would disagree with you.
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Mark LaCroix 10/20/2020 12:09 PM
I was trying to get to that earlier, but it has nothing to do with violence (in games). (edited)
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Violence specifically, yes.
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I don't think you're wrong. I'm also skeptical about whether or not you're right. The whole thing is just so messy that trying to nail down causative relationships based on pretty much exclusively anecdotal evidence feels... weird.
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12:20
This is an extremely interesting discussion, though.
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This whole conversation seems really fascinating, i hate i missed it! I think part of the reason we see situations where people tend to act aggressively in competitive games is the lack of consequence for those actions, even at the get go. there's not really a full punishment for anonymous harassments, or at least not in a swift enough manner to discourage it overall. Plus many times that part of it is encouraged in various ways (think streamers who scream and rage for the drama and performance) I feel like it's a very slow, systematic issue that's become hard to address because of how widespread and prevalent it is.
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Not gamedev related, but I thought the NGL community would appreciate... I spent my entire yesterday on CALENDAR MATH, specifically, fixing DST related bugs.
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I actually shuddered at those words.
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Yo, so, I've said this privately to Stephen and Mark but
10:49
Thank you all so much for taking the time to record/edit the Kenya episode
10:50
I loved hearing from them. Huge plus that they were also really entertaining on air.
10:52
TBH my one low point on that ep was that we kind of didn't get a dive into the different culture and access factors that might make developing games different there than in the fully W.E.I.R.D. countries.
10:53
Which is an obvious outcome of us having global news that gives us shared topics. What I'm saying is I hope you are up for another 6 hours total of editing because we need a round two :p
12:13
It was extremely good
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Episode ONE. NINETY. NINE! https://nicegames.club/episode/199
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Unrelated, but i thought this article might spark some interesting discussion here: https://www.sciencedaily.com/releases/2020/10/201001113551.htm
23:26
"Children who show addiction-like gaming signs are not any more susceptible to mental health problems than their non-gaming peers. Some even experience less anxiety than others, according to researchers."
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Some even experience less anxiety than others.
Hard hitting journalism :p
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From the paper:
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08:04
(The numbers on the lines are correlatedness.)
08:10
This has a few takeaways, some of which are counter-intuitive: 1.) More gaming in the past is apparently moderately correlated with less anxiety now. This is interesting, given an intuitive expectation around people regretting wasting time with games. 2.) In 2016 and 2018, higher anxiety was slightly negatively correlated with an addictive play pattern, while in 2020, these two are slightly positively correlated. This trend is surprising to me, since — again intuitively — I might expect that a strong gaming habit might give someone more things to do in the year of lockdowns. 3.) Perhaps not surprisingly, being a gamer at 14 is much more strongly correlated with being a gamer at 12 than being a gamer at 12 is with being a gamer at 10.
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How does comedy work you guys?
09:16
How can I listen to the first 5 minutes of this show and simultaneously think "this is so bad" and yet have a huge smile on my face? (edited)
09:16
How does that work?
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Step 1: Have good listeners 😛
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Wow, Step 2: Bribe listeners with compliments Step 3: Coincidentally open a Patreon the next week (edited)
09:17
Well played
09:17
Though you already had me with the exclusive Pixel pics
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El Berg-Maas (they/them) 11/05/2020 9:54 AM
Hello. Hadn't realized active discussion had really started up in this discord
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Hi Eli!
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It's been ramping up! Largely in this channel and #general-discussion.
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Stephen McGregor (he/him) 11/05/2020 10:04 AM
To answer your question in the Slack, Eli, I'd say that Stanley Parable falls into nihilistic meta-humor. I think maybe the Portal games leans towards that kind of humor.
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El Berg-Maas (they/them) 11/05/2020 10:05 AM
The question from the slack
It was good to hear discussion of games you felt were handling comedy in the tone better, but I was wondering if you had examples in the vein of the Stanley Parable that aren't the Stanley Parable. Getting examples of other games in the vague subgenre of simulationist humor outside of Goat Simulator is good because it gives more of a shape to the genre, but it is much harder to get a feel for what you are talking about with regards to The Stanley Parable working as comedy where other games don't with only negative examples.
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El Berg-Maas (they/them) 11/05/2020 10:15 AM
So would humor from something like Bastion count, where the narration is engaging with the players actions?
10:16
I mean, you could also have characters that regularly engage with the players actions, but all the examples I'm thinking of are usually subverting genre expectations once in a larger game.
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Stephen McGregor (he/him) 11/05/2020 10:21 AM
Yeah, I think Bastion would be an example of meta-humor with the narrator commenting on all the mistakes the player does as well as the accomplishments.
10:22
Bastion's not nihilistic but I think it still works for comparison sake.
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Yeah, that's interesting. The vehicle for comedy in Bastion, Portal, and Stanley are very similar, and in all three, the effect is humorous, and also has the effect of making the player more conscious of their actions and change their actions to interact with the narrator.
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Beth Korth (she/her) 11/05/2020 10:23 AM
I would argue Bastion is nihilistic.
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Oh man I think that's going to be controversial. I think that depends on how you mean nihilistic.
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Stephen McGregor (he/him) 11/05/2020 10:25 AM
Ah, fair enough! I never beat Bastion so I don't know if the story is nihilistic or not haha
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Since I agree that there is some amount of "oh no it's all kind of pointless isn't it" in that game, but IMO it's very clear that it's supposed to be tragic and meaningful that things end up that way.
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Beth Korth (she/her) 11/05/2020 10:26 AM
I agree, @Lane. But, I think it could still be validly considered nihilistic, as you say, depending on how you really interpret it.
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Interesting! I'd love to hear more about your interpretation. Where I'm coming from is that I see nihilistic as meaning "things don't really matter" where my personal interpretation of Bastion is that things matter, it's just that there's nothing we can do about a lot of it. (edited)
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Stephen McGregor (he/him) 11/05/2020 10:33 AM
I think of nihilism as "our actions don't matter", which I think is more accurate to the humor of The Stanley Parable to me.
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Also Stephen I think you'd like the ending of that game. Not sure if it's worth it for you to play through to the end at this point if you didn't love the gameplay, but I liked the ending for a lot of the same reasons I liked To The Moon's ending.
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I love To The Moon 🙂
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I saw it was about an old person who had regrets and knew immediately "this game is gonna wreck me"
10:36
And boy did it deliver
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Bastion's ending is one of my absolute most memorable moments in any game ever
10:36
To the Moon fell extremely flat for me.
10:37
I get why it resonated with other folks, but for me sad game was sad and then it ended.
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Sorry to slam on the brakes with August's Hot Takes. I need to finish the episode yet, but comedy in games is something I think about a lot from a business perspective.
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I think you meant "August's Hot Brakes." But no need to apologize; we were kind of getting off on a tangent. 🙂
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Pff if I know anything about August's Hot Takes things are about to take off. (edited)
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We get pitched a non-trivial amount of comedy games and the response is almost always "someone might find this funny, I might even find this funny, but adding something as subjective as humor on top of everything else will make this game more niche than it would have already been"
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Beth Korth (she/her) 11/05/2020 10:44 AM
But, real talk... puns are always welcome, yeah?
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I've reviewed 3 pitches for games that made me laugh out loud multiple times, and even then I couldn't push for signing them because in something as risky as games, humor is so absurdly risky.
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Let's see, we have Newt One, Joggernauts, Ollie Oop, Clawbreaker, and Fingeance devs here right? I'd say puns are welcome. I actually praise Widget Satchel and Verdant Skies for being the most pun resistant game titles released among Twin Cities indies...
10:48
August what is the name of that camp building game that you posted a trailer of recently? That's got to be the exception that proves the rule, because that was hysterical.
10:48
Unless someone is about to point out the pun in "Verdant Skies" because I missed the one in "Newt One" for a couple years...
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Stephen McGregor (he/him) 11/05/2020 10:48 AM
Yeah August I think that mirrors the movie industry too. There's a lot less straight comedies coming out recently and I think the subjectivity of it is a lot of it.
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Bear and Breakfast?
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10:49
I think there's a difference between light-hearted games and comedy games. That game is designed to be charming, but I wouldn't consider it a 'comedy game' like I would consider something like Stanley Parable or Goat Simulator
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Good point, August. I was just thinking about the difference between "funny" and "comedy."
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Bear and Breakfast can be successful whether or not you find the puns funny and laugh out loud.
10:51
If someone played an hour of Goat Simulator and didn't laugh, it'd be an outright failure of the design.
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I can think of game after game that is funny, or has funny moments. But "comedy" speaks, I think, to the intention of the work overall.
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I think that's a really good way to put it
10:54
When I mentioned evaluating comedy games for publishing above, I was outright referring to the latter. Games where their humor is both one of the core design pillars but also intended to be a core marketing pillar of the game.
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Stephen McGregor (he/him) 11/05/2020 11:01 AM
You know I never really considered The Stanley Parable as a comedy game so much as an experiment/showcase in the uselessness of player choice but is also sometimes funny. If you play through the game listening to the narrator fully nothing really funny happens.
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11:06
Upon reflection there are very few games I would call a straight comedy game (I think that's why I put this topic up as a potential topic actually). Goat Simulator would certainly be one.
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What if you want to make a game that is itself not funny, but you want it to be a place where funny things can happen?
11:09
The big example being Among Us, where — outside of some cute aesthetics — there really aren't any "jokes"
11:10
And yet I think it'll be remembered by many as the funniest game of the year.
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Oooh great question!
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Bringing this up because Dale (I forget her username here or I'd @ her) is working on a game like that. To catch up people who haven't heard of it, it's a story-telling game where you have to include characters and story beats from a deck of cards in your story. Nothing in the cards themselves are outright humorous, but a big drive of the game is the silliness around the stories it creates.
11:13
Are there things a creator can do (for example by introducing concepts a certain way in the rules or by tweaking the aesthetics) to make it more likely for comedy to emerge?
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Stephen McGregor (he/him) 11/05/2020 11:22 AM
Hmm, that's a good question. I think allowing players a way to express themselves within understood confines is the way to do it. With the Among Us example, imposters are free to lie their way out of all the murders they commit but using the understanding the game it make their facades more or less believable. I think that combo plus the dramatic humor of convincing people to vote off the wrong person makes for a funny game in practice.
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I think you can design something as a narrative comedy and/or a mechanical comedy, but the same basic principles still apply. (edited)
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11:48
There aren't many authored/written jokes in Goat Simulator, but it's definitely a comedy game, but not in the same way that a South Park game would be.
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I'd love to see a game jam focused on comedy, both narrative and mechanical. Hmm..
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Host it at Dreamers Vault Games, call it Big Chuckles at Minnehaha.
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13:09
PS I love this idea of game jams for topics you want to explore. That'd be a fun thing to listen to or participate in.
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Good morning! I've been listening to the latest episode and I wanted to ask if there's any good examples of games that teach abstract concepts, like empathy and betrayal in a way that the players recognize and understand. The only one I can think of immediately offhand is A Way Out, where at the end I absolutely felt horrible with the reveal.
08:13
I also feel like the Outer Wilds is an excellent tool to teach astrophysics, at least in understanding how it works. (Not the math, of course)
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Same deal with Kerbal Space Program. Never got deep in it, but one hour messing around gave me a better intuitive feel for orbital mechanics than all of Phys I in college.
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Yeah! That's a good one too!
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Hmm, this is a great question. What's on your mind when you're talking about abstract concepts? A pretty broad answer might be to say that most of the time you're playing a game, you're learning something, whether it's probability in card games, leadership in a team shooter, or how to understand panic attacks in Maladesis. (edited)
08:20
Also, would you say a game teaches a concept if it gives players exposure to that concept? Many of us have experienced both sides of betrayal in something like Mafia or Diplomacy, though those games don't necessarily start with a mission to teach those concepts.
08:21
Maladesis explicitly wants to teach you about panic attacks, and Depression Quest explicitly wants to teach you about depression, but is pokemon a less effective tool for teaching about probability?
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I feel like some games just expose players to those concepts, but I guess more what I'm thinking of is getting players to experience those concepts as a way to understand them. I dont think a lot of games I've played go into these projects with the express desire to teach those concepts, but due to their mechanics or story flow manage to teach far better than just reading it in a textbook. I've just been thinking back on games I've played that have taught me many things, like organization in tetris, probability in pokemon, navigation and situational awareness in dark souls, etc. It feels like I'm just now realizing how much they've taught me after listening to this episode.
08:26
I think it's one thing too for a game to want to teach those concepts, like depression and panic attacks, but I think the reason celeste, as an example, is praised so highly for it is because it manages to make you experience it in a contextual way
08:27
I haven't played the games you mentioned, though
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Yeah, that seems like the holy grail here. Grab people with exceptional quality, and then teach something that players haven't seen a million times before.
08:30
Oh yeah I think your intuition is correct about those games. I can't think of a game that explicitly sets out with an educational purpose that I've really enjoyed - other than maybe Number Muncher and Typing of the Dead.
08:31
Like tbh learning about orbital physics wasn't what brought me to The Outer Wilds. It was Majora's Mask... IN SPAAAACE.
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Ah those are good too! I just wonder if going into a design project with the desire to teach might be the wrong approach, at least in these cases.
08:34
I have never felt like I betrayed anyone so strongly than I did playing A Way Out with my husband, and I think about it a lot. I actually felt sick.
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Hmmm maybe. I agree that that is the way it shakes out like >90% of the time, where the "I want to be educational" design pillar ends up interfering with the other design pillars. However there are at least a few examples I can think of where the education is part of the value proposition of a widely-enjoyed and financially successful game, even if the game isn't marketed to a school board. EG https://store.steampowered.com/app/504210/SHENZHEN_IO/ which explicitly wants to teach you about writing Assembly code in efficient ways, but is clever enough at turning it into a puzzle game that many people actually really love it.
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The main reason I ask about empathy too in particular is because I'm currently working on a pet simulation type game, and I'm wondering if you can teach a player to be empathetic without having it feel forced in some way
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Ahh sure. Yeah it's probably much easier to find examples of games that want to teach you skills (like assembly, physics, or math).
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Ooh, that might be worth getting and messing with! I'm taking a python programming course next semester and wouldn't mind learning some assembly as well
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How is your breadth of knowledge on Visual Novels? I'd imagine that would be a place where empathy and interpersonal skills would be woven into the narrative. I worked on a VN a while back with an immigrant from Korea. We didn't intentionally do this, but a year into working on it we realized — oh snap, nearly ALL of the main characters have an I feel out of place narrative. For that reason, many of the relationships in the game could be improved by taking actions or dialog options that would be empathetic toward an immigrant or any kind of outsider.
08:44
I don't know how good that game would be as a teaching tool, but I have to imagine that we're not alone in drawing from our experiences and rewarding the kind of interactions that we as writers would like to see more of.
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Ooh, very interesting! I've only played a few VNs (mostly the joke ones like hateful boyfriend) but that's a good idea, and a very interesting discovery on your part!
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I was also thinking about the playtest session with my gamejam game, and being told my project was a good example of how anxiety feels, which is not something I designed for specifically, but now that it was brought to my attention I'm thinking about these concepts and ideas a bit more.
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El Berg-Maas (they/them) 11/07/2020 9:31 AM
I think that part of the advantage of games is the interactive component, and moreover the idea of mechanics reflecting your ideas. Social mechanics are pretty limited, and while you could get experimental with it, I do tend to belive advice I've heard from writers that good writing will always beat mechanics for character interaction.
09:32
In this case I'd thing good writing might include decent research into the soft skill you're trying to teach.
09:33
And since you're talking about pets which don't talk back, having a degree of mechanics doing things like modeling their behavior and mood might put you in a better position to express how the pets are reacting or learning from the players actions towards them.
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Writers WOULD think that.
09:34
jk, I tend to agree
09:36
Although arguably, you could say something like Secret Hitler or Among Us are mechanical spaces designed to bend social interaction toward betrayal and skullduggery. It seems possible that other social concepts can be explored by looking at the mechanical "house" that player interaction lives in.
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El Berg-Maas (they/them) 11/07/2020 9:38 AM
I think to a degree it's less precisely that the interactions have to be sophisticated simulations of, in this case, pet brains, and more that the soft skills you're trying to teach need to be handled with a degree of transparency and regularity
09:38
So that it's possible for the player to reason about them effectively.
09:39
The best counter-example I can think of to explain what I mean is a little complicated.
09:39
Have you ever played The Shiva?
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Great point! Yeah I can think of a few VNs I've played where there's little connective tissue between what kinds of actions/responses are rewarded. I agree that if you're thinking of it as a teaching tool, transparency and regularity are wonderful pillars.
09:40
I have not!
09:41
Greg Costikyan, creator of Manifesto Games, stated that "the basic theme is the nature of morality."
I'm interested where you're going with this!
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El Berg-Maas (they/them) 11/07/2020 9:42 AM
It's an adventure game where you play as a rabi who is investigating the murder of a man the protagonist had expelled from his synagogue for wanting to marry outside of the faith.
09:43
The game pretty heavily centers Jewish identity and what it means to a lot of the characters.
09:43
The game opens with an aphorism and joke
09:49
A goy came up to Rabbi Moishe and asked, "Why do rabbis always answer with a question?" To which Rabbi Moishe replied, "Why not?"
(edited)
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09:53
And that then turns up in the mechanics. At points in many of the conversations, when asked a question you will have dialog options that rather than specific lines will say something like 1. Honest Response 2. Shrewd Response 3. Rabbinical Response
09:54
Where Rabbinical Response will always respond with another question.
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09:54
Similarly, occasionally you'll have lines to pick from, but one or more will be questions.
09:55
This isn't massively useful, and is sort of played for laughs
09:57
It does however, offer up characterization in most cases. One of the first conversations you're in is with the murdered man's widow, and if you keep plugging away at that option she will become increasingly angry, particularly after realizing who you are, and kick you out of her apartment, which is just a flat out game over.
10:01
Later you meet another Rabbi who runs a large successful synagogue, in contrast with the protagonists tiny failing one, and if you keep at rabbinical responses the two of you will have a back and forth a minute or two long of increasingly abstract and meaningless questions until the player character eventually gives up and you lose the rabbinical response option, after which the other Rabbi somewhat smugly declares victory.
10:01
Still played for laughs but also shows he's "more together" than the protagonist.
10:04
Later, it becomes gameplay relevant. You get attacked by a thug who wants information from you, but you can call him out on his ethics by questioning him back, and basically scare him off
10:05
But the thing I actually meant to bring up is from the very end of the game, the final puzzle/boss fight.
10:11
You're on the roof of a building and the antagonist the more successful Rabbi from earlier, has just been disarmed after shooting yiu several times to try to coerce you into jumping from the roof. So you are heavily injured and will eventually bleed out and fall unconscious, and before that you need to incapacitate your attacker. Your options at this point are basically 1. Attack 2.-4. Various questions about the moral justification of the antagonist.
10:14
The trick is realizing that As a rabbi, when your opponent doesn't respond to your questioning of his morals with another question, that means he has doubts about the authenticity of his response, and is open to attack. If he does repsond with a question, he's on former ground and will counterattack
10:14
It's simple enough to explain, and I like it in theory, but it is not at all obvious in practice.
10:15
I caught on the first time I was playing through, but it took me long enough that even knowing what I was doing, I couldn't finish before the player character bled out.
10:17
I watched a let's play where the player literally memorized the entire table of possible responses and whether or not they allowed for an attack from the player, but never made the connection to what was actually happening in the dialog, and ended up despising the game because of an incomprehensible climax.
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Ah, that is fantastic. Hidden rules played out in plain sight throughout the game with optional opportunities to learn more about it through experience — but all connected to something resonant so it doesn't seem out of place.
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El Berg-Maas (they/them) 11/07/2020 10:18 AM
That went on longer than I meant for a small point.
10:18
Yeah, I like it in theory, but I think it needed to be sign posted better. Or something, clearly it could be a deal breaker
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Reminds me of really well put-together magic systems in fantasy books. Where occasionally the protagonist in the Kingkiller Chronicles (e.g.) will pull out some ridiculously powerful move, but then you're like oh of COURSE he could do that.
10:20
Hmm, you know, the tricky thing about this kind of mechanic is that arguably there's an inescapable tradeoff between it being really impactful for people who get it and it not being gotten by a certain portion of the audience.
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El Berg-Maas (they/them) 11/07/2020 10:23 AM
Maybe? I think part of it was that from conversation to conversation what a rabbinical response meant/did was different
10:24
Like, it's always tied into Jewish identity, aside from the thug, who I don't think was Jewish, though I could be wrong
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Mmm yeah maybe they could have been more consistent e.g. giving the protagonist more moments where his own failure to answer as a question reveals his weakness.
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El Berg-Maas (they/them) 11/07/2020 10:24 AM
And similarly having the first engagement with it be on the path to a fail state had to discourage people from using it.
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That's a very interesting approach, even knowing the outcome I'd love to check it out! I think theres certainly a great deal of importance in the narrative elements of those games in regards to teaching those concepts, as some of the main ones I mentioned have very strong story elements. I would love to see more games make use of the mechanics in regards to storytelling as well, as a side note.
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El Berg-Maas (they/them) 11/07/2020 10:52 AM
One of my dream projects is to recreate Versu, a text adventure engine that had a high degree of simulation underlying its dialog and social interactions.
10:53
It's arguably an unattainable goal in the sense that Versu isn't publicly available, so the design goals are basically estimates of a platonic ideal, rather than working from specific concrete results.
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That sounds very interesting! It reminds me a bit of a text adventure rpg that's ai and procedurally driven, so it's getting better over time. After I'm through with work I'll link it here for everyone to try
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El Berg-Maas (they/them) 11/07/2020 11:45 AM
AI dungeon?
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Yes! For some reason I thought the name was more elaborate.
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El Berg-Maas (they/them) 11/07/2020 11:48 AM
Some of that is also changing up to more advanced models as they become available.
11:49
AI Dungeon 1, iirc just runs on your phone. 2 was a GPT-2 cloud service that had to be shut down after less than a day because it cost them like $10k in cloud services. (edited)
11:49
11:49
But you got stuff like that.
11:49
Admittedly that's cherry picked.
11:50
I forget what the new one is but I believe you have to pay a subscription fee to use it.
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It's far from perfect for sure. It's a very neat thought experiment.
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El Berg-Maas (they/them) 11/07/2020 11:52 AM
Oh definitely, that screenshotted passage in particular is some of the best text generation I've ever seen. (edited)
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Yeah! I wish I saved some of my old runs, they were really great
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Alright, so in anticipation of the upcoming 200th episode...
08:23
What is everyone's favorite episode type?
08:23
If you feel extra specially rankish today, you can fill out this tiermaker: https://tiermaker.com/create/nice-game-club-episode-types-657566
08:29
After great hemming and hawing, I've arrived at a personal arrangement like this:
08:34
But I'm curious where others end up!
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Haha, looks like I'm more ready to cast judgment than the rest of the channel 😄 My biggest message here is: we need more in person events again so the excitement of Special episodes can flow. Somebody get on that.
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*Ellen casts *Conjure Vaccine**
19:56
Jumping back to the "games for learning" conversation, I think one of the biggest factors that limits designs is the way we think about teaching
19:56
When we say "I want my game to teach empathy," what does that mean?
19:59
It's too broad. In order to design for behavior outcomes, you have to be way more specific. "At the end of the game, players will feel a moderate degree of empathy for the antagonist." "Players will consider how they do or do not empathize with antagonistic people in their own lives." (edited)
20:03
Unfortunately, we're not conditioned to think about learning in this way. We're conditioned to think about learning in terms of broad topic areas.
20:04
But when we need to design interactivity, digital or analog, specificity is critical.
20:04
Interestingly enough, I'm giving a talk on this tomorrow night! bwahaha
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T Minus 4 minutes til the event begins! Looking forward to your talk 🔥 (edited)
17:57
In case anyone doesn't know, you can catch that right here >>> https://www.twitch.tv/igdatc
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ooh thank you! i've been under the weather so i've missed this addition to the discussion, i'll check it out
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😬 - Me hoping Mark's site can handle the weight of all my F5ing for episode 200
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Your talk was really good last night, Ellen!
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Yo the editing on this new episode is fantastic
17:14
I love the flashback theme
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Thanks August! It was fun 😄
21:00
Mark edited #200 and it is 🔥
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El Berg-Maas (they/them) 11/14/2020 2:03 PM
I’ve been thinking about empathy, and about the role it plays in game design. There’s a fair amount of discussion of ‘empathy games’ – games created by and from the perspective of marginalized crea…
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I've been on an unintentional nice games club break for various lame reasons, but yay 200th episode! And yay Patreon!
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Happy Rhythm of War day everyone!
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Woooo
07:14
Amazon isn't delivering my pre-order till Friday :c But yay audible
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Gah! Episode 201 includes worldbuilding as a topic and I wish I had thought to mention something about Brandon Sanderson.
22:23
Although I guess that's not video game specific. But the timing would have been good!
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I'm trying to think of a way to reference the episode about media influences with Xalavier Nelson Jr. without coming off as a smug jerk.
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23:36
I'm very excited for both these topics. I just need to convince myself to listen to podcasts instead of Rhythm of War.
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Too true. You have two ears, though, maybe you could train yourself to use them independently of each other 🤔
07:25
Just last night I was thinking "I really need Sanderson to write a video game plot". His world building, plot writing, and magic systems would fit games so well because they're all tied together.
07:25
I thought this as I was playing Xenoblade Chronicles and the story was so....not Sanderson 🤣
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So, Rhythm of War. How is it so far?
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Haven't started it yet, but I'm eager to see how Brando Sando is going to get me interested in Eshonai (whose chapters have really been my only complaint with the series so far 💤).
12:55
But he hasn't failed yet with any of the other main characters...
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Her chapters (well I think you got the name wrong, but I won't correct as that's a spoiler for Oathbringer) are good actually!
13:10
I'm about... 1/3 of the way through, and it's great. Without spoiling anything, it's getting a lot more into the interconnectedness of the Cosmere, which is awesome. And I have zero ideas (except one) where the story is going, as usual.
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I'm just referring to the character listed as Eshonai on Coppermind 🙂
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Did you read Dawnshard? It was about 500 pages (ebook, anyways), and really good. An "optional" novella set between Oathbringer and Rhythm of War.
13:12
I did find time to listen to podcasts, too, though 😉
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I haven't had much time to put into it yet, but so far it's very good.
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I've been thinking about "ideas for patron bonus content" and I think not having any main content locked behind the Patreon wall is a good idea. But I think you could do some things that give patrons a perk AND still engage with the peasant crowds (hehe). One thing that comes to mind is something I've seen in other areas and wondered if it was something Nice Games Club ever considered: listener questions! Patreons can submit questions/topics, and the cast can pick one a week to discuss. Other ideas:
  • get specific feedback on your own gamedev question
  • monthly hangout hour in a game / discord (text or voice?)
  • weekly curated content of articles, games, assets, etc
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(sorry if this isn't the right channel for that)
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These are good ideas.
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I've also been thinking that — you know — there's always some tension in running a show like this. It's based in a particular area, run by people who are friends in real life, but they also want to keep topics relatable to a global audience. There's a small tug-of-war on how much time to spend talking about topics related to the Twin Cities, their own games, and their own community (including this Discord!). It seems like the Patreon might be a good place to indulge in this content that the high-investment fans will care about. This would also help them keep moving toward having the main show be mostly content that new listeners will benefit from.
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TBH, I thought the Ep 200 bonus segment was pretty excellent.
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I enjoyed it 😄
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Oh, happy Thanksgiving my southern friends!
17:57
(even though MN is quite north of me 👀)
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😄 Thanks Anthony!
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Hi friends! How's this week going for you?
09:24
I'm doing a lot of prototyping this week, which is fun.
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Ooooooh! What are you prototyping?
10:41
I think I'm almost done with the V1 of the fishing segment of my fishing game and am probably going to start work on the ARPG system this week, which I'm very excited about.
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I'm prototyping some games for adult learning around health & safety in childcare
14:00
Fishing game!!! 😄
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Nice games club, please kindly install audio dictation feedback so i can reply live instead of waiting until i drive home to remember my thoughts 🤣
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Ellen
Fishing game!!! 😄
Yeah! A little game I'm making to learn Godot
15:17
Is there a way to enable roles to be able to post screenshots/videos on this server?
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I'm not sure! That's probably a question for @Mark LaCroix
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August
Yeah! A little game I'm making to learn Godot
How are you liking Godot?
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I actually like it a lot and am excited that software like it and Blender are making real open source software alternatives to ~problematic corporate ones. I still think it's a ways from competitive viability for professional teams, but it's wonderful for prototyping or hobbyists. It's nice to have software that's built from the ground-up for a specific purpose and doesn't have over a decade of bizarre featured debt that it's buried under.
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Yeah -- that's what I've found appealing about it, too. I like open source 🙂
15:54
I have to remind myself that the real question I need to answer isn't "Which game engine should I invest time in learning?" but rather "How will I make the time to really dig in and learn a game engine?"
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That's a really great way to frame it
15:56
Godot is also made in a way that it wants to be learned? I can't think of a good way to phrase it. The documentation is thorough and easily accessible in-engine, and there are pretty straight-forward ways to accomplish basic things that don't require a ton of caveats because a given feature was redesigned in different ways a half dozen times.
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August
Is there a way to enable roles to be able to post screenshots/videos on this server?
Mark LaCroix 12/01/2020 4:19 PM
It must be that the server template we used to make this one disallows media posting for the standard user role, but since we're a low-traffic server, I think it's safe to flip that switch. I'll make the change...
16:21
Okay, it should work now. Lemme know if it's not though.
16:36
Yeah, looks like it works. Thanks Mark!
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Cute! Is that a sturgeon?
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Hell yes it's a sturgeon! People correctly guessing the type of fish I drew has seriously been one of my favorite things about this project so far.
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It's like, one of three fish I can identify by sight 😄
10:35
Mostly from having lived along Lake Superior for a time, where sturgeons are a Big Deal™
10:36
What are the other fish?
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The silvery one is a silver trout, the orange one is a warmouth, and the small one is a blacknose shiner
11:20
My primary research method for adding new fish has been to google fishing posters like this and pick the interesting looking ones
11:20
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Nice! That seems like a good place to start
13:36
Reminds me of the DNR's fish pond at the state fair
13:36
but like...without the dead fish
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I'm a bit behind, but I had some thoughts on the episode topics about games for young kids, and comedy. First of all @Ellen I really think you said something that's at the core of kids learning... It doesn't have to be a learning game to be educational. My wife is an early childhood educator so I've heard this lecture a few times. Kids learn via play! Aside from just expanding imagination, exposure to new ideas, problem solving, etc, I've found games a great way to teach my 5yo how to use a computer. Because of course she's a pro on a tablet, but has very limited keyboard / mouse skills Another thing I think a lot of people miss in the wider "kids and video games" discussion is context. A kid sitting alone in their bedroom for 5 hours playing Fortnite is probably not a healthy daily habit, not to mention exposure to online strangers. But if parents guide their children to partake in moderation, and most importantly to engage with them about what they're doing, it can great on many levels. I don't know what your experiences as a kid were, but I know my parents never ask me what I did in Ocarina of Time, or if I won my StarCraft game, or what I talked about with people in RuneScape. I ramble because I've though a lot about this as an aspiring game designer as well a parent and gaming hobbyist.
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Second topic, comedy! I'm actually really surprised no one brought up Portal. That game nails it for me in terms of narrative comedy, situational comedy, and comedy via gameplay. Especially co-op in Portal 2. I don't know if your opinion is common or not, @Mark LaCroix , but personally I really enjoy serious games that have humourous side content. Much more than games that shove it down your throat like Borderlands. Red Dead 2 is a great example, actually. I dismissed the game before playing it, but eventually I did and I loved it. Might be my favourite game I played this year. The main story is cinematic and engaging and meaningful, IMO. I didn't go in for a lot of the sandbox GTA-style things, but I did enjoy a lot of the side content I encountered. For example (sidequest spoilers) you run across a man who has lost his circus animals. A zebra, a tiger, a lion. You hunt down the zebra -- it's a mule painted with stripes. Then you hunt down the tiger... It's a cougar! Dangerous but not exotic. Finally, the lion. What silly ploy is it this time? Surprise! A real lion jumps out and attacks! I found it a nice break from the more serious (and sometimes depressing) main story, and it was nice silly fun. I also enjoy finding "audio logs" with funny or stupid references, but I think the balance is important. If I go search a back alley and there's a funny thing to find, that's a reward to me. But I also like more "serious" plots that you can uncover via thesez like the Vantage Points in Horizon Zero Dawn. I'm curious what everyone's thoughts are on that -- humour that is a break from the main stuff, or humour being the main theme of the game
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Mark LaCroix 12/02/2020 5:26 PM
Yeah, I feel my opinion is not common, seeing how common and unremarked upon it is to populate pretty much all games with comic side content regardless of narrative genre. I don't remember how much we got into this aspect on the show, but I think it might be a function of how insufferably long AAA games are. You can't expect to keep a player immersed in a consistent narrative tone the entire time. Like if Schindler's List was 60 hours long, you probably would welcome a few scenes where aliens visit and throw pies at Nazis. Long running TV shows run into this. Angel already had a humorous tone but they did an episode where the cast turns into Muppets.
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I was going to say I treat video game narratives more like TV shows than movies, so that makes a lot of sense.
17:30
I'm trying to reflect on why some forms of humour in a series story are cool with me and why some aren't, or where the line is.
17:34
Because, for example, Thor Ragnarok I did not appreciate the humour. I wanted it a cool badass Thor story, and it was just... Off. Though I know a lot of people loved it. I think it comes down to how distinct it is from the main story, though I think it's more than that.
17:34
I will say I have never played a game for the comedy, and I do think there's a gap
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From the publishing perspective, 'humorous games' are one of the most common pitches I get that almost always terrify me.
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17:40
I like funny games and I like funny bits of otherwise not-funny games, but humor is so subjective that thinking you can write something funny enough to be a major selling point to enough people to make a business out of a title is... asking a lot.
17:41
Obviously plenty of humorous games succeed, but there are so many that don't, and I think a big part of that is how much harder it is to be funny to a large audience than it is to have good mechanics/good art/etc that appeal to a large audience.
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A game jam from 2020-12-17 to 2021-01-26 hosted by Global Game Jam & Core Games. Global Game Jam , the world's top game jam is proud to partner with the Core Games creation platform for a festive jamming experience: The GGJ + Cor
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This episode is delightful. 🙂 I hope you enjoy it! https://nicegames.club/episode/204
We have some familiar guests this week! The Korth family (Andy, Beth, and Gabe) join us in the clubhouse to talk about the ways they enjoy games together. Are there games that adults and four-year-olds alike can play together and enjoy? Sure! We talk about flexibility, rules, consent, "PBP," and what gamedevs should think about if they want to "...
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new. episode. \o/
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As a parent of a 5yo, everything in this episode is relatable and hilarious.
06:49
Is Minecraft a big deal in your home, too?
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Not yet, but Beth & Andy talking about it has me considering buying it for her to play online with her cousin She's really into Kirby and Yoshi on switch. First person will be a new skill for her.
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Nice to hear @Stephen McGregor (he/him) so hype for Brandon Sanderson
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17:58
"Punch 2021 in the face if it starts acting a fool" -Stephen 🤣
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Oh man, I completely forgot to wish Nice Games Community happy holidays :0 well happy holidays / Merry Xmas / metal yuletide everyone!
12:22
And what I actually opened this channel to say was to repeat that I think the frank covid check ins are really... Not cool. Nice? Refreshing? Oddly? I dunno, but I wanted to give my thumbs up
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Thanks Anthony! And a happy holidays to everyone :)
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Happy Holidays! Just listened to about half of the newest podcast. Kinda sad Spiritfarer didn't turn out how Mark seemed to have hoped for. Both Spiritfarer and Carto are my two indie(?) picks of the year. Not that I played much that specifically released this year but still...
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I played a bit of Spiritfarer, too. I didn't stop for any reason, I just lost track of it somehow. I should pick it up again.
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How far did you get?
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I think...I had just picked up the first spirit? Or the second? Gosh, not far at all. I should start again.
21:58
I do remember really liking the beginning!
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I think it's a tiny bit slow in the beginning just because it's trying to get you used to everything but it does get more varied later on.
21:59
Maybe this year I'll set up a spreedsheet or something to keep track of games I play and my feelings while doing so because once I'm done I kinda just forget everything >.>;
22:00
Although I do remember thinking that dressing up as one of the random background spirits for Halloween would have been fun.
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Happy New Year everyone. We survived 2020, maybe 2021 will be a tad nicer? 🥳
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Hello Nice Games Club folks! I'm new to the chat and just wanted to say "Hi." So...
10:27
Hi!
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Hey bit!
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Hello!
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Hi bit! Welcome!
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Hello potential new friends! ;P
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Glad to have you in our little corner of the internet 🙂
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I'm happy to be here! I kept meaning to pop by at some point and see what the goings-on were, but... well...
10:34
Just... Didn't? I guess?
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Yep! I hear ya
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Where do you hail from bit?
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I keep meaning to do all sorts of stuff...and I just don't
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bit
Just... Didn't? I guess?
haha too real
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Just outside Chicago, I assumed that was close enough to MN
10:35
;P
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closer than me and they havent kicked me out (yet)
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"Twin Cities and surrounding areas" is exactly as large an area as we need it to be
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Excellent. So unless I'm a REAL TROUBLEMAKER ™️ I should be fine.
10:38
Or as long as I keep it under wraps.
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there we go
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Just so I don't put my foot in my mouth at some point, are most people here cat people / dog people / Argonian? What are we dealing with?
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Oh that is a savvy question
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I need this to work out for me, my cult's numbers are dwindling/
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I'm definitely a dog person, but I do like cats too
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Interesting! I am the flop flip of that.
10:45
I like all animals really.
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Yeah, maybe that's the right way to put it. I'm an animal person!
10:46
Here are my pups:
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Names pls!
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Dante (left) and Pixel (right)
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Flawless naming.
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They sleep like that on the couch every night ❤️ ❤️
10:48
OK! I have to go radio silent for a while; have a couple hours of meetings coming up. Looking forward to getting to know you, bit!
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10:48
Thanks!
10:49
(That's Rey Geez-Louise Star Wars and Poe "Paw Dameron" Dameron, repsectively.)
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10:50
I promise not to spam the server with cat pictures.
10:50
Not this server, anyway.
10:51
So what's everyone else up to - for the employed I imagine just a lot of trying to get back into working, etc. eh?
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I like pets when they're not mine 👀
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10:52
Sort of like how some people are with kids
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I am one of those people with kids.
10:52
I mean, about kids.
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bit
So what's everyone else up to - for the employed I imagine just a lot of trying to get back into working, etc. eh?
Yeeeep you got it. I took 2 weeks off and getting back to he usual bug fixing and lame feature writing grind has been unwelcome 😅
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I don't have any, but I love my nephews, etc.
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My daughter has a hamster so I don't escape it fully haha
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Ha ha ha ha
10:54
Hamsters are pretty easy other than having to clean their cages and stuff though, yeah?
10:56
MY LEGACY WILL LIVE THROUGH THE GAMES I MAKE... If I ever finish them... and anyone ever plays them... maybe I should have kids?
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They are pretty easy and the cage isn't bad. Which is why we planted that idea in her head.
10:58
Having kids will not help your game making progress haha
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10:58
Though my 5yo is now angry that so many of her tablet games are locked behind IAP and she wants to make a game (edited)
10:59
Problem is she doesn't understand that takes time. "Dad can we make our own My Little Pony app that isn't locked today?"
10:59
I am thinking about getting her started with some kids game design thing... Just not sure what's out there.
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That is a perfect way to get kids into this stuff though isn't it?
11:01
Let them identify what frustrates them about what's available and if they're really passionate about it, they'll probably get pretty into trying to "fix it" and end up learning a boatload in the process.
11:01
(I don't actually know how much a boatload is - it probably depends on the storage space in the boat?)
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Ha. I think they prefer the term "shipload" eh? :P
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Ha ha ha ha
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But yeah you're spot on.
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I know there's a few things out there directed at younger kids, 8-11 ish that pretty good, but their names are escaping me.
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She's only 5 so the motivation is pretty shallow, but if she's interested in something she's way more likely to learn it (which is a common childhood education thing according to my wife, I bet @Ellen could speak about it too?) (edited)
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if she's interested in something she's way more likely to learn it
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11:04
100%
11:04
Learning coding has some real feel bads
11:04
so you have to have some fire from somewhere to push through it
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Yeah, ain't that the truth.
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Lane
so you have to have some fire from somewhere to push through it
Oh god calling me out like that
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11:05
What games have you been working on bit?
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It's amazing how getting ONE thing to work properly can be so EXCITING though.
11:06
I have one I'm trying to finish up from a December game jam (meant to be an approachable roguelike with some unique mechanics), and then I have to get back to working on one called "Jason and the Archinauts" which is a platformer I'm making about Jason Scott from the Internet Archive.
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11:07
Jason and the Archinauts is mainly to generate and kind of donations for the archive (+- 50% of whatever that makes will be donated).
11:08
(For the sake of clarity and to avoid confusion later, I should say my name is also Jason Scott, but we are not the same person.)
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11:08
What are you lot working on?
11:10
I'm trying to get "bitCulture" off the ground as a tool for generating money for things I think are important, ultimately.
11:10
And while that's probably not the best way to run a company if that's "what I want my job to be" I don't really mind as long as I can do some good (well, good to me, at least).
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Hmm, bit, let us know if you'd like to show anything at this month's Twin Cities Playtest. A few of us (me, ben_burnes, and leonyx, to name a few) are working on roguelikes of our own. I'm sure there'd be some interest in checking out your December project.
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11:13
Some previous playtests can be seen here: https://www.youtube.com/channel/UC24qSwLgzJU3D1dXNg8ZX-Q
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Sounds awesome
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I am cycling among a few different projects at the moment. It is amazing how fresh/insightful you can be on projects when you return to them after a couple years.
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11:17
Currently learning some Tabletop Simulator coding to start spinning up an old board game project.
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Oh cool! I'm going to watch those vids when I get done with this work meeting. 🙂
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Lane
I am cycling among a few different projects at the moment. It is amazing how fresh/insightful you can be on projects when you return to them after a couple years.
I feel like there's always those two moments where you're like "wow, this is way cooler than I remember it" but also "why did I do x or y, this so dumb."
11:36
And it's usually the same game.
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YEP! It's awesome. On one hand, it helps bust out of current ruts in your thinking, and on the other, your new perspective can find solutions for things that seemed like brick walls. No better partnership than you and old you 😄
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11:40
We are still finding our footing with that show. Hoping to build up a nice replacement for the awesome "show your thing and get feedback" culture the Twin Cities had until recently.
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These vids are fascinating. It feels akin to the game jam podcasts the crew does. I'm thoroughly enjoying the world generator stuff in the December vid - it feels VERY familiar because of some thing I've been trying to do for the last several years. Mainly, I think there are a lot ways one could use procedural generation that haven't really been fully explored. Cool, cool, cool.
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Oh wow, there was a nice bit of conversation here yesterday. Too bad for missing it. D:
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I have a tendency to be very chatty when I have day-job downtime. Nice to meet ya!
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That can be very useful hear, welcome! Also, nice to meet you too. ^_^
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Anyone else stay up way too late working on their projects? 😏
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Tonight I find myself up late watching C-SPAN. But I often stay up later than I should working on things, yeah
23:43
I feel like I do my best "novel thinking" late at night or early in the morning
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Tonight was a very productive "rage on personal projects" night
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Spite-based energy is definitely a real thing.
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I think I'm going to do a late night cereal 🥣
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Oooooh which one? My partner and I stocked up on Boo Berry around Halloween and we be been saving the second box for a special occasion.
00:26
Midnight cereal is modern miracle.
00:28
I'm getting to the age where I can't really do that as much as I used to, but I do anyway from time to time. It's just too good.
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Same and same!
01:02
I had a bowl of yogurt clusters cereal from Aldi
01:02
And whole milk
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lol you don't mess around with the milk, do ya? I've often wondered if more "healthy" cereal would be better with whole milk.
01:22
The real trick is remembering "oh yeah, I wanted to try that" while grocery shopping instead of "ahhh gahd.... I don't want to get covid't."
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We have had lots of whole milk in the house from kids and it's really not that much different than 2%, taste wise. Cereal is the bomb though. And I've definitely stayed up late working on projects, and had cereal doing it. It's also a good "my kid woke me up at 4am and now I'm too hungry to go back to sleep" snack.
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Ellen
I feel like I do my best "novel thinking" late at night or early in the morning
All the best ideas happen when you're trying to sleep :/
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Too true.
09:29
I feel like most of the best ideas I have or solutions I come up with (even debugging something particularly difficult) usually start with taking a break and physically moving away from the computer.
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09:30
I think trying to go to bed has a similar effect sometimes where there's a "mental" distance there acting as a "zoom out" which puts stuff into a broader context that makes thinking of solutions/features easier.
09:30
Or I'm completely full of it. It feels true though.
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Seconded! 15 minutes of walking or showering = 2 hours of staring at code.
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10:28
In terms of idea quality, anyway!
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bit
lol you don't mess around with the milk, do ya? I've often wondered if more "healthy" cereal would be better with whole milk.
Whole milk has higher fat content but yeah, it tastes way better 🙂
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I realize not everyone in here is super chatty, but I feel responsible for leaving the thread for more than 24 hrs. with the last thoughts being so heavily weighted on the topic of milk.
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Here's another milk topic. We buy our milk in bags ;)
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00:00
Also, game related topic, I'm doing two birds here. My kid needs something special for her first apocalypse times birthday party, and I need to get some gamedev practice, so I'm going to make her a simple game with her favourite characters
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That's awesome!
00:14
Who are her fav characters if that's not a weird question.
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Kirby, Yoshi, and this character from this YouTube craft channel who is a pink slime
00:36
That sounds like it'll be a blast to make and I bet she'll love it. You'll be a hero. 🙂
00:37
What kind of game are you make it?
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I think just a very basic platformer. Collect fun things and deliver birthday invites.
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I'm reporting you to Nintendo copyright lawyers. /s
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Sssshhhh 👀
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So... If Kirby ate you, what powers would he acquire as a result? (This is a general question to everyone who cares to answer.)
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Buyers remorse
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Heartburn
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Wait... Is that the power Kirby absorbs, just a result of how spicy you are, or both?
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I am loving these Roboston! hiatus episodes. Anyone else listening to those? I am finding it very useful hearing other folks work through developing a game out loud. Can't wait to listen to it.
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I am, still on the first one though
10:20
I don't even know if it's really relevant or useful to me, but it's comfort podcasting now
10:20
and just experiencing process happen casually is cool
10:20
i admit i've skipped the previous nice games jam episodes so i am pretty ignorant on what this game is supposed to be
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I'm not sure how strictly necessary it is to have listened to the other ones because I think a lot of it comes through pretty well as they discuss the stuff anyway - but it's still fun to listen to them talk about it and then hear them reverse decisions on things they thought would be basically core-mechanics previously.
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bit
Wait... Is that the power Kirby absorbs, just a result of how spicy you are, or both?
Yes
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Speaking of nothing, what's everyone working on right now? I need a bit of a distraction if anyone wants fresh eyes on something. What I'm saying is, it's about me.
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Haha, intense copyright infringement
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Copyright infringement The Game.
09:27
Awesome.
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You're making me feel better Anthony. I'm on my 2nd board game now where I steal art for everything while prototyping.
12:17
I mean I could just white-box everything but it just doesn't feel good that way!
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Glad I could help 😉
13:11
This is just so my kid can play her favourite characters in a private game (which is doubling as an excuse to teach myself more Unity), but I also have ripped assets for other projects to test too. My tactics game I showed off a while ago has Chrono Cross battle music 👀
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I've definitely been pitched games that had Mario in there, along with concept art for the actual characters.
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13:12
That project sounds super fun, Anthony!
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@August I assume you run/work for a publisher of some kind? If so, now I'm kind of wondering how often stuff like that happens.
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Yeah, I work for Armor Games Studios (and Kongregate before this). It's happened maybe ~5 times ever. More often they'll include music that they don't have rights to. That's way more common.
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Oh... yeah. That actually kind of makes sense. While music software has become a lot more "available" to people, there is probably a higher level of ubiquity for visual art programs than for audio stuff. And I think most people are probably more willing/able to try their hand at visual art than music because it's probably more approachable... But then they're making a game and suddenly, "oh yeah... music.... UMMM..."
17:30
As Stephen would say, "shoot."
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Every kid doodles so it's pretty easy to put down crappy lines in paint. Meanwhile I have 0 idea where to begin to make a piece of music
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@Anthony Depending on how much music you might need for a project feel free to hit me up sometime and I might be able to help out. I started learning to play and write when I was about sixteen because I wanted to make music for games. I kind of lost sight of that and was just a regular old musician for about 20 years. Got into games about 6 years ago and was like, "oh yeah... this was a thing I wanted to do." I don't think I'm, like, amazing or anything, but I'm pretty good at it. :)
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Thanks for the offer! It's probably something I just need to learn eventually, but I will definitely reach out to my Nice Games crew for help :) I follow this guy Shady Cicada on YT who does "how to make a [whatever] video game song" which are entertaining if useless to me right now
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I have to have limits, just because, well, they're healthy. But for small scale stuff I ReallyActuallyEnjoyAndFindFullfillmentInHelpingPeopleOut ™ for free.
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I found it. I FINALLY found it. The worst part of making a game. It's the seemingly infinite loop of refining a system that requires adding or refining another system. So, really, I guess what I'm saying is making games is the worst part of making games. (But also the best part? Today is going to be... fun.)
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What game are you making now?
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I'm working on a few, but, at the moment (I've given myself to the end of March) I'm working on a game jam game I started in December called "Withering Mountains" that I think has a lot of potential. It's intended to be a sort-of "entry level" roguelike, with some unique mechanics. <-- That there is the thing I'm really working around though. Keeping it simple for people who aren't normally attracted to those kinds of games, but making it deep enough to keep them interested seems to really be coming down to the pace at which introducing new stuff is set. But there's also, just like, really normal stuff missing at the moment - like sound effects.
11:04
lol
11:06
So I keep going "okay, I think this would be cool" but then like, I don't want to continue building out ever more complicated stuff on top of stuff that isn't fully fleshed out - like only partial animations, no SFX. I feel like I should get that dialed in more, and then keep building out the rest of the game. but then that also requires making more assets, ad naseum.
11:06
I think it's the task switching that's really getting to me more than anything.
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I see
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Looks like you work for yourself?
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Ah, yes. I do. I have a day job wherein I do not make games. This is my side hustle, which I am attempting to turn into an actual job. Its gonna take a lot to get there, though, and its pretty unlikely it will happen, but I'm gonna give it go anyway!
12:16
How about yourself? Anything you're working on?
12:18
The other thing I'm working on most right now is getting the song Mr. Sandman out of my head... thank a lot @Ellen
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I'm new to America, I didn't work anything for now but I have worked in the Chinese game industry for 8 years.
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12:25
And trying to meet more people in MN🤣
12:27
Do you know the Moonrise Fund? I'm trying to get that.
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Oh, no I had never heard of that.
13:51
Welcome to The States!
13:52
That's so cool that you've been working in the games industry for that long!
13:54
I live pretty close to Chicago in Illinois, so I don't know a whole bunch of people in MN, but I have been there several times. I've generally found it to be a pretty nice place with welcoming people.
13:58
Is there a specific type of work you did in games, or more of a generalist?
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👍 Thank you, I was an artist and game designer for mobile games.
14:16
What about you?
14:18
I feel most people making PC and Console games here.
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Weirdly enough, I've always intended my focus to be mobile too, and the first game I finished was. I intend to make Withering Mountains a mobile game as well, but for play testing and sharing it's built as a browser game for now. That being said, the entire control scheme, etc., is implemented specifically to make modifying it for touch on mobile easier when the time comes. 🙂
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14:23
On the other hand, the biggest project I'm working on right now is targeted for PC - maybe consoles if I can figure out how all that stuff works, etc.
14:24
But it's also kind of a weird project as it's intended to generate some money for the Internet Archive, more than anything else.
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seems like there's a few new faces in here after the patreon announcement! Good to see more discussion in here~
18:56
it looks like you're making good progress @Anthony!
19:03
I just wanted to come in and share that I've been looking through old projects to polish up for portfolios and I've managed to really impress myself with how much I've learned over the last couple of years! It never hurts to look back at old things to see how much you've grown! I went from not understanding code at all 4 years ago to setting up all ui text and item data to be read and parsed via csv files in Unity. fun stuff!
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That's awesome progress! Good work
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thanks! i'm glad you're getting the hang of things too with your platformer!
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Hey folks, just wanted to remind everyone that bit and nice games club both have featured games at 6pm tonight on Twin Cities Playtest 😄
15:17
If you'd like to play (and I know they'd love to get some fresh eyes on Roboston!) feel free to let me know.
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Play test online?
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You best believe!
15:27
Well technically it ain't online yet. But it'll be live on twitch.tv/igdatc in 2.5 hours!
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Oh nice! If you're still on late I'll join the stream at least 🙂
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Since most of these games aren't gonna have functional netplay yet, we are doing the vast majority of testing via Parsec. If you'd like to be a tester, you can download Parsec here: https://parsec.app/downloads/
15:30
If you DO jump on as a tester — or if you'd like to give us a game to test — you can join us in the Event Stage channel and kibitz with us about these games on the show.
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Ok, is new to me but I will like to try it.
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Awesome! If you want to playtest something, just set up Parsec. You can find more info in the #❗events-info channel under the heading Twin Cities Playtest. If you want, you can join us around 5:15pm or so for a parsec tech check... but the pressure is pretty low!
15:55
Otherwise, if you feel like watching, we'll be at https://www.twitch.tv/igdatc from 6pm-9pm CST (or thereabouts)!
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aw man i just missed it
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No worries we just started!
18:04
Feel free to jump on if you want to playtest a game.
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@bit Dude, I like the game you make.
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Oh thanks! Thank you! It needs a lot of work, but I think once I get some of the other stuff I have planned in there it'll be a decent little half-hour time sink. My biggest concern is what Mark rightly pointed out though; the mechanics and feel of the gameplay are sort-of at odds. Or sending mixed messages at the very least.
21:22
Anyway, again, thanks!
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Random question: Anyone here ever end morning showers with some cold water to help wake up? Been trying it lately and had a remarkable difference in morning productivity. I'm curious if that's something other people have had success with.
14:00
What's a... shower
14:00
(Gross... yeah... I know)
14:00
And no.
14:00
I have to take, like, pretty mild showers anyway because my skin and eyes are super sensitive, and if I make it too hot I break out. :/
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Sorry to hear that sounds rough
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14:02
I have done the cold shower in the morning thing and I hate it. It definitely wakes you up though.
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As far as productivity goes though, I was diagnosed with ADHD in December and being on meds is like... having super powers.
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I rarely so the morning shower anyways, it's so hard to crawl out of bed early 😅 and a super scalding hot shower before bed is just too relaxing
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It wasn't always the case with the hot water thing for me, so I know the joys of it.
14:05
When my brother and I were younger we used to something we called "The Burn" which was turning the water SUPER HOT right before. We discovered that we both did this. I don't know why.
14:05
Maybe I just finally flayed my skin and that's why I can't take hot showers anymore. lol
14:09
I love "Random Question" and I am starved for human interaction with people that aren't my partner. Please do another one. 🙂
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Sure! My reserve of wild animal facts is running low. What's your favorite one?
14:15
For me, it's got to be basically everything to do with hippos. It just seems like they're playing yu-gi-oh and the rest of animals are playing magic the gathering. Their stats are just way way higher in every conceivable way. 30mph land speed, skin too thick to bite/claw through, the only animal dense enough to walk on the bottom of rivers. Almost certainly the highest KDR versus humans AND one of four known animals who mourns the dead. Just a totally different league.
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Oh wow, I didn't know most of that.
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Oh that kills me Lane
14:17
Perfect analogy
14:17
And they're super cute
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SUPER cute
14:17
Them and bears are in this magical zone
14:17
of maximum cute and maximum scary
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14:17
it's amazing
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When I was a kid my favorite was the Peregrine Falcon on account of their 200+mph dive speed. I just - it seemed supernatural.
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🤯 200mph?
14:19
Seems impossible.
14:19
And yet.
14:19
Plus they can look super derpy, but also like they will never take and crap from anyone.
14:20
So it's that kind of cute/scary thing too.
14:20
Now my favorite animal is whatever I can find that fits on one plate.
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14:21
I'm kidding. That was pretty dark.... Where's the Evil Game Club chat?
14:21
I should probably on that board, tbh.
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o people are alive in here?
14:21
👋 hi
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14:21
We are mostly bots.
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My kid wants me to have a favourite animal. I do not think that I do.
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Is it because you like them all the same or because you just never really thought about it?
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I just don't have a reason to pick any one of the other in any amount haha. There's tons of cool animals!
14:22
... Now that I think about it I don't think I have a favourite of most common things. 🤔
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Ice Cream, Color, Musical genre, Game genre, ....
14:23
Just none of it, eh?
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Let's keep rolling with hippos for a sec: did you know that the clade Whippomorpha consists of just hippos and whales (meaning that hippos are the most closely-related species to whales)?
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14:23
Dang wait a second
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14:24
Who doesn't have a favorite Ice Cream flavor 🚨
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I mean, even if you don't like ice cream (which seems impossible) you're favorite flavor would be null, right? ;P
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Music genre is a solid rock & metal. I'll give you that. Band and song too, probs. Ice cream flavour? Naaah. There's so many! Its actually like crippling indecision anytime I'm at an ice cream parlor
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31 flavors? More like 31 problems!
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Life would be better if everyone just did top 5s instead of favourites. No rankings. That's too risky!!
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Yeah, like ranked voting would make voting better, too.
14:26
I gotta give you that one.
14:26
Favorite number is 4, because there were 4 ninja turtles.
14:26
(completely serious)
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😂 who would be the 5th ninja turtle anyway?
14:27
tbh I always thought donatello was a smidge of a stretch
14:27
who ever heard of that guy?
14:28
Probably should be a lady turtle... Artemisia?
14:28
Wait..
14:28
I don't know if I spelled her name righ.t
14:28
... anyway ...
14:28
Bobrosso
14:29
The only turtle with a white-guy fro.
14:29
His weapon would be a happy little tree.
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Number? 12, 0 is pretty dope, 16 ain't bad either. I have a reason for this... 12 divides very nicely. Colour? .... black? Game genre? Just ones I avoid. Horror, sports, mobas. Ninja turtle? Mikey for sure. I think this came up a few weeks ago in this chat haha. There was a 5th, female turtle with indigo headband when I was a kid, I don't remember her name.
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but like, an actual whole tree.
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Bobrosso 😂 😂 😂
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Lane
Let's keep rolling with hippos for a sec: did you know that the clade Whippomorpha consists of just hippos and whales (meaning that hippos are the most closely-related species to whales)?
Now that is interesting af
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Dude humans need to evolve another finger per hand
14:30
this whole base 10 thing is driving me nuts
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but toes.
14:31
Now you're base 20
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Game genre? Just ones I avoid. Horror, sports, mobas.
My goodness, I've met my perfect match 😍
14:31
You teach me how to stick up one toe at a time for counting and you've got yourself a deal
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Lane
You teach me how to stick up one toe at a time for counting and you've got yourself a deal
Now... now I am trying to move my toes individually. I never tried.
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Ha ha ha, me too.
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Okay, here's a more practical one: You sit down to work for the day, but you find yourself incredibly easily distracted. An hour has gone by, and you've barely done anything. What do?
14:41
Anyone found any practical solutions for that situation? Still working on best practices, since I seem to hit that pretty often these days.
14:42
(with acknowledgements that one-size-fits-all solutions are few and far between in these matters)
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Time machine
14:52
I don't have a lot of success with that. Don't get into discussion about favourite things on discord, for one.
14:52
(That was my latest failure)
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I used the "Pomodoro technique" prior to the ADHD meds - it didn't really work the way it was supposed to, but it did kind of make me more aware of my time management. It gets complicated in that space because of the way ADHD stuff effects decision making, task switching, or getting hyper focused, but it was still an effective tool. I have more success using it now in the way that was intended if that helps at all.
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Is that rhythm hell groove-em-up game we looked at available to try out somewhere? I still wanted to play that and I have about a 1 hour lull at "work."
10:22
(I mean, I am actually working, I just can't do anything else with a specific task until after a meeting that's coming up around then, so...)
10:22
Oh, when I say "we looked at" I mean from the play test stream.
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OMG I WON
10:57
It's crazy how moving to the 1/8th notes in a more staccato fashion REALLY impacts as how well you do. It's like some kind of black magic how the rhythm element of this works so well.
10:58
I feel like I might have a heart attack, but I like it?
10:58
lol
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OMG I WON
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11:01
(lol I just tried it for the first time NOT streaming from Mark's computer)
11:01
So much easier! I feel like we gotta start giving people the option of playing the game locally and streaming their screen.
11:03
And yeah, I think he's got a super smart thing going with the shots that aim at you. Being able to anticipate their timing (using the music) and moving to "fake them out" is so cool.
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Yes, exactly!
11:36
If you're just moving the whole time the projectiles will be basically hunting you down, but if you sit still intermittently then those shots target where you are and mean you might have some buffer in the direction you just came from.
11:36
So moving "to the rhythm" is actually extremely helpful.
11:36
Kind of using yourself as your own temporal chaff.
11:37
It feels REALLY good to win this little gem.
11:37
#doLike
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I love how adding music and SFX can immediately change the way something feels. It's the reason I got into making games in the first place. But I also kind of hate it? The "wrong" music and/or SFX can alter completely destroy a vibe, too. It's a fun challenge regardless though. What's everyone else up to on the weekend? Probably doing more "adult" things I would guess. 😉 (edited)
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DUDE yeah that is a massive blessing and bane wrapped up in a package.
13:38
Since, um, how the heck do you objectively evaluate how "fun" a game prototype is, when the tentacles of fun and mood/polish are so tightly wound around each other.
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13:39
Probably doing more "adult" things I would guess.
You would think so, but nope. Chipping away at a board game that's been baking my noodle for months.
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Can anyone recommend any games they think do a combination of adventuring/turn-based combat mechanics especially well? Of course, FF Tactics and loads of RTSs (Into the Breach, Red Alert, etc.) come to my mind, but I really want Withering Mountains to seemlessly go from combat to exploration and for some reason I can't think of another game that does this, specifically. I'm trying to find stuff that'll kick start ways I could implement this... Of course, it might just be that many of the successful games with these kinds of mechanics don't do it because it is confusing.
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Are you talking like, Chrono Trigger style?
13:21
Divinity Original Sin 2 had encounters that started seamlessly from the map... You'd even sometimes set up traps and positions ahead of time if you knew the enemies were there.
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Oh yeah, that's true. I forgot about D:OS2.
13:26
I had a REALLY HARD time with that game.
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Same. You need to save scum and abuse mechanics
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I know it's beloved, but I never really got the rhythm of that one - I only played for a couple hours and died in the same fight like a million times.
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13:27
Chrono Trigger might be a good one!
13:27
I'll have to watch some more gameplay of that. It's been ages since I played it.
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I played co-op which is a lot funner. But I'm with you I didn't find it to be a masterpiece I was told it was. No regrets though
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bit
I'll have to watch some more gameplay of that. It's been ages since I played it.
Just to clarify, what are you after? A seamless transition of visuals, gameplay mechanics, or some other thing?
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Well.. so... There isn't a transition per se - it's all kind of there from the outset. There's a stamina mechanic that is the cornerstone of the entire game. It acts as both health and "action points." So, when you move or attack it costs stamina. When enemies hit you it applies effects that reduce your maximum stamina. The builds up over time. While you're not engaged in combat though, the stamina bar is basically just infinite - so knowing when to put yourself in a position where combat will start (starting the combat-dance off on the right foot) is half the battle.
13:32
So it's more like FF Tactics is you were also able to freely run around the map if no enemies were present to pick up items, etc.
13:34
So in some ways, that part of it, the presentation, etc. is VERY LIKE Chrono Trigger, actually.
13:34
But I'm not using menus for the battles - it's all still controlled with the same direction input and stuff.
13:35
Yeah... actually the more I watching Chrono Trigger gameplay the more and more similar it feels
13:36
That was a fantastic reminder. Thank you. I think this is a good place to start.
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There really wasn't any interaction between adventuring and combat in CT, though, but it was a really interesting change from the other JRPG system of "screen transition to a completely different scene". I think you could sometimes avoid enemies, but for the most part it was the same as any other not-random encounter JRPG except for the same-screen battles. It's been a hot minute since I've played FFT and I haven't played much of it, but I can get the idea of what you're describing. I think the concept sounds cool without knowing the details, but it's a good reference for how to integrate them into the world, maybe. If you want to explore more of the mechanics side, DOS2 aligns with what you mentioned, as discussed. You might also just look into turn-based dungeon crawlers, or even just D&D style ttrpgs, where you out of combat resource usage is just as important as your in-combat actions. Even D&D has a wide gap between in combat 6-second turns and out of combat slower pace, but not getting that full reset between encounters is a big part of the balance of a proper dungeon crawl. I think a lot of video games don't do that because it's more difficult to make that fun. Certainly it's funner to have a fully loaded arsenal at any given fight and be able to wield your whole toolset, rather than ration your cool abilities.
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Yeah - CT let's you explore and then "transitions" into combat really just by locking your positions and changing the music. FFT on the other hand plays more like a chess game, where movement is part of the combat. I think I will look a bit more as DOS2 as a comparison, because if I remember right, moving around was a big part of it (and high ground? I think?).
14:20
This is also super useful though and a great place to get me started. It's exactly the kind of stuff that was evading my brain.
14:20
Thanks Anthony!
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Yeah, very much so (re: divinity). Movement used the same action point pool as attacks / spells, so the less you needed to move, the better. And high ground, explosive stuff, etc, mattered, too.
14:26
And you're welcome it is a fun discussion :p
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I did some music for a team working on the ggj this weekend on another channel, so I missed what everyone here was up to. Ya'll get to finish anything you liked when it was done for the ggj?
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So jealous of music bros at these events
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Ha ha ha... 'Cause it's so mush easier than everything else?
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Get to waltz in and make somebody's project 2x as awesome, and sometimes can do it quick enough to work with multiple teams.
11:28
lol
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Always the most popular girl at the dance 🙂
11:28
Look, I can't help it if my hair turns heads.
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Peter Yang - ZettoVyker 02/02/2021 11:29 AM
Lol, nice
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Stop HOT SHAMING ME.
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I did not participate! Busy weekend cleaning out an apartment. Hope I get to see some cool stuff from GGJ featured on the next TCPT 🤞
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Aww bummer. :/
11:30
I wasn't going to, but then I was like, you know... I can write tunes pretty quick...
11:30
(Pretty much exactly what you said.)
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Right?! My remorse is piling up as I see the cool stuff other ppl were involved in. Resolving to clear the schedule for good old spring Ludum Dare.
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I did some sfx for the project as well, but the team didn't have time to implement them.
11:31
It was still fun though - I made a giant bear growl out of my cat purring, my own voice, and my garbage disposal and it sounded mwah
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Yeah if my time in the indie scene has taught me anything, it's that cats are surprisingly versatile instruments.
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11:32
I should probably get one 🤔
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I love animals so dern much.
11:32
But cats especially. They're just so... CATLIKE.
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11:32
lol
11:32
I believe that is a tautology, but it works for me.
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Yeah being similar to a cat is inherently cool
11:33
And they're the best at it
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Lane
Yeah if my time in the indie scene has taught me anything, it's that cats are surprisingly versatile instruments.
Hairball metal 👀
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Peter Yang - ZettoVyker 02/02/2021 11:56 AM
I'd play that game / listen to that album. Cat based rock band
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My cat Poe has a band called "Strings Attached." Their most famous song is "Fuzzy Logic."
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12:42
None of this is true, clearly, but I like to pretend the cats are doing art stuff when I don't know where they are.
12:43
Look, I have a "rich inner life" and my therapist says "that's fine." Don't judge.
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welp... my laptop just breathed its last I think.
15:10
I have (had) a surface, and I just detached the screen to no kidding draw some Roboston! fan art and the screen bubbled and pulled away from the frame. Apparently, this is a heat issue caused by the battery or something.
15:13
:sadface:
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Roboston verified hottest game of 2021?
15:35
I'm sorry I'll see myself out
15:36
Sorry for your loss 😞
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Hey all, hope to see you at this evening's Twin Cities Playtest! Very interesting crop of games from last month's Global Game Jam, including some exciting multiplayer entries for anyone who wants to stop by and play with us. Also, Nice Games Club's very own Roboston has had a HUGE overhaul since last month. Drop by if you can! We'll be on https://www.twitch.tv/igdatc starting at 6pm CST.
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Stephen McGregor (he/him) 03/11/2021 5:43 PM
New Episodes are back - listen to 'It's March Tomorrow' - Today (spoiler alert - we prerecord so, today is also March) http://nicegames.club/episode/207 (edited)
After a slightly longer than usual hiatus, your nice hosts (along with your nice guest host Dale LaCroix) return to the virtual clubhouse for the first new episode of 2021 to talk about what we did on our winter break! PLUS: Mark is a tax robot, Stephen hopes he’s not fired, and Ellen loves being right.
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Stephen McGregor (he/him)
New Episodes are back - listen to 'It's March Tomorrow' - Today (spoiler alert - we prerecord so, today is also March) http://nicegames.club/episode/207 (edited)
So. Still not fired, Stephen?
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Stephen McGregor (he/him) 03/11/2021 5:44 PM
I'm still a working man!
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Stephen McGregor (he/him) 03/11/2021 5:48 PM
That's a great gif hahaha
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Woo! Listening now. @Mark LaCroix you get those Bojo bucks 😄 hope you can talk more details on Closed Hands once it's out!
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Nice Games Club got me wanting to make robots that make robots to address problems created by robots making robots.
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bit
Nice Games Club got me wanting to make robots that make robots to address problems created by robots making robots.
...I love this so much
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10:44
Maker/robotics enthusiast/non-engineer. Have become somewhat of an expert in shitty robots. Swedish but sound American just to confuse you. Want to send me something? All poop-free packages go here: 3183 Wilshire Blvd Ste 196L Los Angeles CA 90010 United States
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Wait... I think so? Is she the one that made the robot alarm clock that like, slapper in the face to wake her up?
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And the ketchup bottle one that just squeezed the ketchup all over the place?
10:45
I loved those vids.
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She specializes (?) in making bad robots that do useless things
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Yeah, I'm sure that's her. Gotta be. Absolute genius.
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Ahh yeah, I recognize that.
10:46
Having a mind that can come up with stuff like this, the skill to execute, and the will to follow through is incredible. I feel like folks like her have won the "creative type" lottery.
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and she can make a living from it!
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WHICH IS NUTS
10:47
so coo.
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woooo new episode \o/
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out of... teeth... blink
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Peter Yang - ZettoVyker 03/16/2021 10:48 AM
Thats going to be a no from me dawg
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"im the one that decides what teeth walls should sound like, and i decide this"
10:50
now that's power
10:51
i havent gotten far in the new episode but its good to hear the crew again 🙂
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"... not long after Simone Giertz's video on creating music with teeth, 2021 saw a massive spike in tooth-based tune creation. Subsequently, Roland, Fender, M-Audio, and several other manufacturers of musical equipment and interfaces were brought before the Supreme Court in US, citing "conspiracy to obtain teeth by unlawful means." In a sweeping change to the zeigeist is the US, this new demand for enameled bone shards harkened back to the Burke and Hare murders in 1828, Scotland, creating yet another reason for people to wear masks. While the COVID-19 pandemic was in decline, people found the masks not only kept safer from viral infection, it also obscured the quality of their chompers. Natalie Smiles of the New York Times spoke with several NY natives - several folks repeated the same sentiment "why are people so into this? It's gross. And weird."
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Anthony
i havent gotten far in the new episode but its good to hear the crew again 🙂
Yay! 🙂
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Anthony
i havent gotten far in the new episode but its good to hear the crew again 🙂
It really is. I love this podcast so much. Especially the game jam episodes.
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bit
It really is. I love this podcast so much. Especially the game jam episodes.
You'll be getting another one of those soon! 🙂
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Awesome. My absolute fav.
10:57
They're what tipped me over into becoming a patron! 🙂
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10:58
And then all the break episodes were the best because it was like this ultra deep-dive.
10:58
Listening to other people express out loud their thinking on solving issues they're running into it SUPER helpful.
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I'm ashamed that I fell off the patron episodes :< i needed a hiatus from dev stuff myself maybe lol. (kept my patron though)
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bit
They're what tipped me over into becoming a patron! 🙂
I had been asking/waiting for a patreon for like a year, same with a discord, so I was ready 👀
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Oversaturation is totally a thing.
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I did finish that totally IP-infringement game for my kid and she loved it! But haven't touched Unity since.
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That's awesome! 🙂
11:02
Making stuff can be pretty exhausting though.
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It really is! Especially when you're not very good at it
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I think it's the same even you are good at something, probably. I've only got my experience to draw on, and there's some stuff I'm pretty good at, but still feel tired after doing it a lot.
11:25
Point is, you're in sympathetic company. 😉
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Dale LaCroix 03/17/2021 5:26 PM
NGC's newest Game Jam Game will be on the IGDA-TC Playtest tonight: 6-9 pm - be there or be square https://www.twitch.tv/igdatc
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Or both!
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Dale LaCroix 03/17/2021 5:30 PM
Good Ol' Square Lane will be there - so will the newest version of 'Thrive'
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So many squares tonight.
17:41
Thrive
17:41
Emery
17:41
17:41
And we can't forget everyone in the audience playing the NGC game ❤️
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Peter Yang - ZettoVyker 03/17/2021 5:42 PM
Did you not know? Its hip to be a square Lane ;)
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Yes, but the price I pay Peter
17:43
I have to move over only very specific terrain
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Peter Yang - ZettoVyker 03/17/2021 5:43 PM
Hahaha I love it
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Stephen got an eye mask?!
16:51
Congrats on the life upgrade dude
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Lane
Congrats on the life upgrade dude
It's a nice eye mask from what I hear, too
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Yeah $30 👀
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18:37
Can't wait to hear about how it has its own air conditioning unit or smth
18:37
Such is the life of stephen business
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Liquid cooled eye mask
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Stephen McGregor (he/him) 03/18/2021 7:42 PM
19:43
Manta Sleep Mask
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We gotta get some more perspectives on the jank thing
20:13
Total rorschach test
20:13
But imo there totally IS something nice about having jank in games sometimes
20:14
For me, I think it's because it puts the game on a more approachable level
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20:14
I can more easily imagine taking the ideas and running with them if they're in a game that feels imperfect
20:15
It practically begs you to answer "how would you do this differently"
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SIDE NOTE
20:27
Did anyone else catch the very interesting tidbit in the closing lines?
20:28
Ellen: This is not the first time we'll talk about Jank, I'm sure.
20:28
How interesting that she said first 🤔
20:28
Could this... no...
20:29
They couldn't be so bad at calendar math because they perceive time backwards....
20:29
They've always been good at concealing the secret, but you have to remember that the further we go, the less experienced they get...
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Or it was just a mistake of tenses.
21:16
But then again, that's just what a time traveler would say.
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Hmm yeah who would be most likely to make a mistake of tenses, after all...
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Hmm. I'm getting an idea for a Glom card.
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What is the upper bound on the complexity for a Glom card? @Ellen
12:01
Like for example, a rule "must be a rhymed iambic pentameter couplet" seems fun, but might need a whole paragraph of explanation 😄
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More experiments are needed
12:02
That sounds like an idea for an expansion deck
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Need a scoring card for "get a point for each letter in the longest palindromic segment of your answer" (edited)
12:03
Yes! The word nerd expansion that assumes a higher level of knowledge about various terms.
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Could do different types of nerds, too
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Hmm for sure. Like we saw with that eel question, bio nerds can get pretty impressive results on animal prompts 🤔
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Exactly
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idk though. Even as a bio BS, I'm still more excited for the expac that asks me to put my answer in the form of a limerick.
13:24
The meat to my face it must come And then with an audible yum My jaw will be clenched My appetite quenched As long as you get me a bun Whew. Best I could do in three minutes. (edited)
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Dale LaCroix 03/19/2021 3:20 PM
Does yum really rhyme with bun?
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Everyone's a critic!
16:01
As long as it gets in my tum
16:01
Happy now Dale??
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Martin Grider 03/20/2021 2:08 PM
I feel like that's definitely straddling the line between innocent kid's limerick and dirty limerick. 😂
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Mark LaCroix 03/25/2021 6:25 AM
This week, your nice hosts look within themselves. Mark is afraid of falling off the tree, Stephen does the teeter-tottering he has to do, and Ellen doesn't struggle with this.
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Excellent title
15:23
Did they just rip off Felix Drags Dale through the Marvel Cinematic Univers
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15:23
But with a much worse title?
15:24
PS Stephen I fully endorse finding a non game dev job. Thinking ill do that within the next year or two. (edited)
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Also - partner with someone who likes doing things you don't like, or who can push you through those things.
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RE Introversion / Extroversion / Ambiversion: My partner and I have discussed this quite a bit in the past (most notably when the option of hanging out with people was more of a thing). At some point we started reverting back to using the binary introvert/extrovert categories, but with qualifiers, so, even though we use the binaries it's always in the context of other attributes. At some point she started describing me as a "Charismatic Introvert." Which is... still reductive, but pretty true. I like the qualifiers idea because it lets the introvert part describe my tendency/general recharge method, but doesn't completely discount that I am also extroverted. While this falls into the ambivert definition, I think it's useful in that it describes the type of ambiversion I guess? Talks are ongoing. ;P
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I can attest that Stephen can be VERY charismatic when the time is right.
17:17
Introversion/Extroversion vs Low Social Skill/High Social Skill is a confusing one, since there's both a correlation and an intuitive causal connection between them.
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bit, was there a time when you were less socially skilled? I'm curious how that affected your Introversion/Extroversion
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Ellen
Excellent title
Mark LaCroix 03/25/2021 6:54 PM
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Lane
bit, was there a time when you were less socially skilled? I'm curious how that affected your Introversion/Extroversion
Maybe? I'm not really sure. I never thought of myself as charismatic until several people pointed it out to me. I, of course, immediately started a cult and now my followers HAVE to say I'm charismatic even on my bad days. It's The 14th Rule.
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19:42
I have been in several bands and played A LOT of shows. I was terrified of public speaking as a kid, but I think when I was a teen and starting to play shows that particular thing made being the focus of attention much easier. Because people were going to be looking at me whether I wanted them to or not.
19:43
So I think I just figured "whatever." People will make of me what they will regardless, so... here I am. Have at.
19:44
So it's probably more defensive mechanism than anything else.
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Ha! "Defensive mechanism" seems so self deprecating, but I get what you mean. It sounds like you had the opportunity to A.) Build Skill and B.) Survive Failure, both of which make socializing less anxiety producing.
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So I'm curious: what thoughts do you all have on the Your Internal Battery question?
09:33
Personally, nothing beats working in-person with people who are full of motivation. Thanks to Stephen and Charles for so much of that over the years.
09:34
But when that's hard to come by, the best I've found recently has been — if my energy is low and my habits are bad, I've found it almost impossible to rally without changing my physical environment. Over the last year, I've gotten into a handful of ruts, and they only seem to end when I rearrange things so either my office is in a different room, or at least my desk is facing a different wall.
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Yeah, there is something about that "new space" thing that can help. I'm not sure if that's what does it for me though, or if it's the inevitable reorganizing and thus, organizing, of the space. But having everything squared away does seem to help in some capacity. More generally, I feel the same way you do about working on something with equally passionate people; I also get huge amounts of energy out of making progress on my own. But either way, I think it's about that progress more than anything else. Again though, being able to do that as part of a team of likeminded (even if not like temperment) folks is very rewarding. Having folks to test stuff out with, bounce ideas around with, etc. I do really love all of that.
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17:23
Oh, also, being able to help people. That's a huge one.
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What's this? It's a Nice Games Jam! https://nicegames.club/episode/210
This week your nice hosts have a rowdy game jam. Dale gave us a prompt: Create a matching game with a puzzle element. The puzzle must be "what matches first" and bonus points if there's cats. The goal of every Nice Games Jam is for the team to come up with a playable game by the end of the episode. Did Stephen, Mark, and Ellen make it happen, or...
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I just started listening to the new one and my favorite thing so far is "James' Nice Gams." I mean, I know that wasn't in there exactly, but it was all I could hear. (edited)
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I love the Nice Game Jams episodes. Upon completion of the latest one "Glom," I have a couple thoughts:
23:43
1) I definitely would've answered the "Where is the bathroom?" one with "Donde esta el bathroomerino?"
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23:45
2) For resolving the Technical Best and Comedic Best I think you could just have The Judge pick one of each, the one they think was technically best based on the rule card, and the one they though was funniest regardless, and then have a group vote between the two. Whoever wins the vote, wins the round.
23:46
3) Clearly, my number 1 raises questions about using words that are not in whatever the native language of the game is. So, you know, I just wanted to make things worse for all of you. ;P
23:47
4) Number 1 also raises questions about just making words up.
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bit
4) Number 1 also raises questions about just making words up.
Same! I really had to wrench my brain away from "Dónde está el baño." I'm pleased with the result, though.
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Had a great bootleg game of Glom with my extended family over the weekend. Lots of mixed opinions on the best way to do the scoring system, but everyone had a good time.
11:25
Good times are the goal
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Best scoring card was "one point for every pasta reference you work in" Best rule cards were more mechanical. Favorites were "You can't use R, L, or M" and "all words must be four letters long"
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What was a particularly good sentence? Or were they all "you had to be there" kinds of things?
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Heh, you know, given a game that elegantly self-documents all play actions, I didn't really take full advantage. I think we might have tossed the docs. Here are a couple that come to mind: Phrase: Penne Pasta grows on trees. Rule: All words must include the letter "A" Scoring: One point per vowel Winning Entry: Cylindrical spaghetti starch arises alongside branches and petals as autumn's antithesis advances. Phrase: Fight me you coward! Rule: No "R"s, "L"s, or "M"s Scoring: (I don't recall) Winning Entry: Fisticuffs await those who deign to shy away.
11:37
I won't repeat our 4-letter winning entry here, but I recommend trying it out 😄. It makes you get really creative.
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11:55
These are great. Your family seems cool.
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This game brings things out of people you didn't expect. Didn't know my brother-in-law had such a flair for words. Thanks to NGC for another good evening 🙏
12:14
That said, despite us cobbling together our own bootleg version, I do think a box copy would have some real advantages. I think we could come up with our own phrases pretty well, but rules and scoring cards were chancy at best.
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12:15
I can imagine those will take some real R&D 🤔 Have you all come up with more winners since the original jam?
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Lane
I can imagine those will take some real R&D 🤔 Have you all come up with more winners since the original jam?
A few have popped up here and there. Dale came up with some really good ones!
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What I want to know is, when do we get Glomboston?! The Roboston /Glom hybrid tabletop game which sees you advancing your build agenda through the use of Glom-based argument construction to persuade the other players. I don't know why this isn't out already, tbh. Seems super easy to do. Yet again, LAZY DEVS. ;P
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Mark LaCroix 04/08/2021 10:41 AM
Think of how many spreadsheets Stephen will need to make for that...
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bit
What I want to know is, when do we get Glomboston?! The Roboston /Glom hybrid tabletop game which sees you advancing your build agenda through the use of Glom-based argument construction to persuade the other players. I don't know why this isn't out already, tbh. Seems super easy to do. Yet again, LAZY DEVS. ;P
roflllll this is so good 😆
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Mark LaCroix 04/08/2021 10:42 AM
New episode is up! We invited the lead designer of the upcoming Gotham Knights to talk about something completely different (and much more adorable): https://nicegames.club/episode/211
It's back to basics this week as we welcome Osama Dorias, lead game designer on the upcoming Gotham Knights at WB Games Montréal, to talk about his multi-year journey of making games with his kids, and what it taught him about his craft. It might be our cutest episode yet!
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Mark LaCroix
New episode is up! We invited the lead designer of the upcoming Gotham Knights to talk about something completely different (and much more adorable): https://nicegames.club/episode/211
Oh gosh, I can't believe that's out already! Seems like yesterday. Also, this IS the cutest episode ever.
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Yay! A new episode is exactly what I needed today. French Jack (Smart Aleck) comments to be issued post-listen. (As I was typing this I realized I didn't know where "Smart Aleck" came from, so I looked it up. The story is probably not suitable for children, which is kind of ironic considering it's used to describe kids so often. Anyway, French Jack is a character involved in the etymology of the label. It really is possible to learn at least one new thing a day, apparently.)
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Of course, post-episode I had to go try and prototype a game idea in Scratch, just to see if I could. Considering it's made for kids, it kinda made me feel dumb. (I think maybe I'm just used to things being difficult at this point; if they're too easy they loop back to hard, or something.)
19:30
Anyway, great episode! Hearing Osama talk about making games with his kids was so inspiring and cool.
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Best interview ep yet?
11:52
I mean, some serious favoritism from me on this one, since it appeals pretty directly to my interests (using games/jams to teach kids)
11:53
But Osama gave some seriously applicable advice in this one. Solid life-improving episode right here.
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Can you smell what the Rock is cookin?
19:29
It's a podcast episode! https://nicegames.club/episode/212
This week, your nice hosts get smart. Stephen approaches a major milestone, Ellen's planning her first PC build, and Mark does a book report. Plus, there's a new feedback form for you to sample and enjoy!  Aged. Learned. It's Nice Games Club.
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WHAT MILESTONE COULD IT BE 🔫 🐟
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Do we have any Fingeance emoticons in here?
19:31
If not...why not?!
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Give away our art for FREE? How un-nice of you.
19:33
(Is she distracted from the fact that I don't know how to do that 😬)
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Dale LaCroix 04/14/2021 9:01 PM
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But for real, there's a combo of permissions + needing to be a nitro-enabled sever that we need to cross to do that.
22:29
Definitely my fav part of Slack.
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Michael Sahyun 04/14/2021 10:48 PM
The IGDATC meeting was great and the second talk (walking through advice on game jams with Lane Davis and Ryan Blaha) had a good nod to nice games club #211. Slides and content are up and everything in case you missed
22:54
Meant to tag you guys @Lane and @Ryan Blaha
22:55
I felt like I went through a game jam, that was epic
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Thanks Michael! Yeah that episode... I can't imagine that I'm the only one with very young relatives hearing that and thinking "wow, the future looks kind of bright all of a sudden. That's gonna be fun." 😎
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22:57
Beautiful serendipity to come out just as we were writing up the talk.
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I'm only slightly concerned about melting my laptop...
15:19
... and ... running
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It was fine, I don't know why I was so worried. Maybe because my last compy (Surface) "exploded."
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Random thought for @Anthony — would you have any interest in being on this Wednesday's playtest stream to talk about the process of making a game for your kid?
12:01
Nice little tie in with the last interview episode of Nice Games Club.
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I have thoughts I could talk about, yeah! I haven't done anything since "finishing" it, though. I'll PM you!
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Ha! Sounds good! Commitment can be whatever you want here, since I think we're interested in your thoughts/experience as much as the game itself. It'd be cool to be able to show/play it on air though. Looking forward to hearing from you.
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Jason Pfitzer 04/19/2021 1:39 PM
Oooh I'd be interested to hear! I've been considering doing the same thing
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Niiice! Sounds like he'll be joining us at 8:30pm cst.
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I'm excited to talk about it! What was it you were thinking of doing, @Jason Pfitzer ? making a game for a kid?
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And oh yeah! Your kid is probably darned close to the right age to get interested in this kind of thing, eh Jason... 🤔
13:47
PS Jason, been working on any side projects lately? I can imagine you are ludicrously busy but it'd be great to have you on as well some month for Pinbrawl or something new!
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BTW @bit this is the legacy Jason you are replacing :p
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That sounds ominous 🤣
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We had a meeting yesterday where we realized there is a noble lineage of Jasons that must be maintained.
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Since I speak for all Jasons at this point I feel safe in saying "noble" lineage is pretty generous. We're mostly uplifted street urchins.
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Random question: do you like cereal?
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Jason Pfitzer 04/19/2021 2:32 PM
Why am I being replaced 😢
14:33
And yeah my side gig lately has been having 3 children under the age of 5 lol (edited)
14:35
But my oldest, Ezra, is hyperlexic and super into reading/writing, space and world geography. He likes watching me play games but I wanted to make a simple game that taught him the basics of following written directions on screen (he has a cookbook he likes to read too but a video game would be less messy and potentially dangerous than baking lol)
14:36
I wanted to make a game that was a glorified slot car racer, just A to accelerate, B to brake and if you hold A too long your car flies off the track
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Are there people who don't like cereal?
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Jason Pfitzer 04/19/2021 2:37 PM
it'd be simple enough that kids really early in development could figure it out, or at least enough to make the car move. I have a feeling if they're anything like me they'll have more fun crashing the car than winning the race until they're like 16
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14:37
yeah I'm perturbed by your cereal question Lane
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Huh Jasons getting particular about cerealization. Interesting 🤔 (edited)
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Jason Pfitzer 04/19/2021 2:39 PM
dont you dare
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3 under 5 sounds like ... an exciting life! I've got 6 and 2 and that's more than enough to handle.
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Jason Pfitzer 04/19/2021 2:39 PM
14:39
lol
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That sounds like a solid game idea to build those skills
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Jason Pfitzer 04/19/2021 2:40 PM
that pic features peak quarantine hair
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Oh the dad jungle gym, i know it well
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As far as I know cerealization is the only way to keep your data crunchy for extended periods of time.
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Lane
Random question: do you like cereal?
And yes, cereal is great. I have about 8 boxes in my house right now 👀
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Jason Pfitzer 04/19/2021 2:41 PM
@Lane please don't tell me your cereal question was you setting yourself up for a sick json joke
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Oh nooooo that doesn't sound like me
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So, what? You're just following the script ?
14:45
of course this where you'd decide to PUT that POST.
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Jason Pfitzer 04/19/2021 2:45 PM
I wish I could think of good Lane jokes
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I thought Lane was The Joke.
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14:46
Nope.
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TOO MEAN.
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Jason Pfitzer 04/19/2021 2:46 PM
I was gonna ask when Fingeance is coming out
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There's an alpha release - or least there's supposed to be... 🙂
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Jason Pfitzer 04/19/2021 2:47 PM
😮
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That was my running gag with Stephen for a while
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I can only make that joke because Pinbrawl will never be done
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See, this is the first I'm hearing about Pinbrawl, or even talking to you, (hi!), but you putting it in that context tells me everything I need to know about Pinbrawl.
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Stephen McGregor (he/him) 04/19/2021 2:49 PM
We're actually planning on releasing Fingeance this week!
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Jason Pfitzer 04/19/2021 2:49 PM
Pinbrawl is how I cut my teeth as a game developer and me and James (who's also worked with Lane before) worked really hard on it for many years. It was pretty ambitious art-wise and I'm super proud of it overall
14:50
but after a very long time of working on it I started to lose steam because I don't think the game itself is very good
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but it's basically shippable right now so I should just suck it up and put it on Steam, at the very least
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That was the game that taught me that particle systems could be 99% just circles and still look fantastic. I haven't looked back
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Jason Pfitzer 04/19/2021 2:51 PM
haha yeah I am fiercely anti-glow
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If you don't think you're going to do anything else with it you definitely should - couldn't hurt, right?
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Jason Pfitzer 04/19/2021 2:51 PM
additive glow effects can get gross (League of Legends)
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I think they're okay if they're used for specific contexts, etc.
14:52
Like, a little glow around a fire is fine, but when it's at max and just, like, happening all the time it's hard on the eyes for sure.
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Jason Pfitzer 04/19/2021 2:53 PM
yeah I mean I don't hate on other people's styles, I just have my own preferences 😄
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14:54
I use plenty of soft glowy stuff myself, but it's fun to explore ways not to
14:54
Local multiplayer pinball deathmatch! Currently in development. Made in MN by @JasonPfitzer (art), @Rastuson (dev), and @robertfrostiii (sound)
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14:54
this is probably the best collection of random Pinbrawl stuff
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I've been working on and off on games that use nothing but line renderers in Unity, for that old school light-vector style, and bloom/glow looks great in that context IMO because it really gives it that old arcade vector machine feel.
14:55
But even then if it's too much, it's... well... too much.
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Stephen McGregor (he/him)
We're actually planning on releasing Fingeance this week!
Jason Pfitzer 04/19/2021 2:56 PM
What!!
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That looks fantastic
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Jason Pfitzer 04/19/2021 2:56 PM
How exciting!
14:58
but @Lane to answer your question from earlier, I am working on some stuff on the side, but one of them is a pitch for something internal, and the rest is all skill-building, focusing mostly on humanoid (stylized) modeling, rigging and animation right now
14:59
I've been feeling hopeful and energized for the first time in over a year (thanks, Pfizer dose #1) and have been climbing back up on the horse. I can't feel too bad for taking a little hiatus from indie stuff though, been hard at work on Destiny 😄
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And you still haven't fixed Crucible shakes head how dare you. ;P
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Jason Pfitzer
How exciting!
Do you happen to know James Tsai?
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Jason Pfitzer 04/19/2021 3:00 PM
can't fix what aint broke 😉
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15:00
jk
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I have played some Iron Banner with him and briefly met him in person, yea
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awesome dude
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yeah, he's SUPER nice. We were pretty good friends... I dunno... Like 20 years ago? We're still friends, but it's that thing, like, where you don't see someone for forever so
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Not close friends, but, well, whatever...
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Anyway - point being I was going to ask you to shout some thing at him, but if you don't work with him on the reg that probably doesn't work. 😉
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Jason Pfitzer 04/19/2021 3:03 PM
eh, there is no social scaffolding at Bungie
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I can DM Pete Parsons about mint chip ice cream (a highly controversial topic at Bungie) whenever haha
15:04
I can shout something at him if you want 😄
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lol no worries
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Jason Pfitzer 04/19/2021 3:06 PM
I wanna reconnect with the MN gamedev scene again
15:06
it's been a weird, dark year where I've barely talked to anyone really
15:06
miss my MN fam
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He was my guitar tech for a few shows I played at the time (despite being a much better guitar player than me) so I was going to have you throw a couple jabs his way, but if you'd have to go out of your way to do it that seems... like... a lot.
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lol
15:07
Welp, you always got the nicegamesclub discord!
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Jason Pfitzer 04/19/2021 3:07 PM
is that different than this one
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And you got a new Twitter follower today (me, it was me, for Pinbrawl), so things are looking up.
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No.
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I was talking about this one. lol
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Jason Pfitzer 04/19/2021 3:08 PM
oh haha just checking, I forgot what text channel I was in
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Mark LaCroix 04/22/2021 6:23 AM
Uh oh! The evils are back again for the first of a two-episode residency in the clubhouse, where Dale takes a hair census, Adia is "air-quoting heavily," and Dylan is a child of the Internet... literally.
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We talked about controllers last night and just listening to last week's episode where @Ellen#2579 talks about the phone controller (Razer Kishi, right?) Maybe I missed it but you didn't mention Xbox Game Pass. There are a ton of Xbox games that you can stream to phone. Maybe not worth the price of Ultimate itself. But between console, PC, cloud streaming it pretty greatm the streaming is pretty smooth, too. I almost never play without a controller, either, because I have stupid hand problems, I've been eyeing up the Kishi but it's a bit pricey. If I left my house more often maybe worth it 🤣
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Really nice to hear the EGC people back. Glad they all made it through 2020 😄 One thought — I think it'd be interesting to hear the EGC crew talk to someone who can speak on the 'git gud' mentality. (edited)
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This Extra Credits episode features a local guy, Daniel Starkey, who I think had interesting things to say: https://www.youtube.com/watch?v=e_1vHXEG2L8
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The first portion of the EGC episode seemed a bit like the hosts not engaging with a particular aesthetic of play and painting those who do engage with it with a rather broad brush. Other than that, loved the episode. I'm with Dylan 90% (other than the 10% of games I choose to take really seriously 😤) (edited)
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Anthony
We talked about controllers last night and just listening to last week's episode where @Ellen#2579 talks about the phone controller (Razer Kishi, right?) Maybe I missed it but you didn't mention Xbox Game Pass. There are a ton of Xbox games that you can stream to phone. Maybe not worth the price of Ultimate itself. But between console, PC, cloud streaming it pretty greatm the streaming is pretty smooth, too. I almost never play without a controller, either, because I have stupid hand problems, I've been eyeing up the Kishi but it's a bit pricey. If I left my house more often maybe worth it 🤣
Razer Joshi, yep, that's the one! I don't think we talked about the Xbox game pass. I should check that out.
10:13
Would it be interesting to have an episode where we checked in on the state of subscription gaming services? Things have evolved quickly, it seems.
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Yeah with stadia, Xbox, ps now, it's expanded a lot. I have a feeling that Sony has Something in the pipes to ramp there's up, though.
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You were talking about new ideas or revisiting old ideas. I thought back to the episode where Mark did a really deep dive on audio and how interesting it was to me, despite having no specific interest in the area. I think having some occasional episodes where you get really specific about a topic would be really cool, especially if you could bring on a guest with relevant expertise. Like how to specifically design the jump feel in platformers, balancing fighting game characters, designing for multiple resolutions, etc. ... And maybe I should submit this as a feedback form 🤣 (edited)
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Stephen McGregor (he/him) 04/27/2021 12:31 PM
balancing fighting game characters
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12:32
Honestly a really specific topic is a good idea!
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Haha i was going to write "rpg battle mechanics" but then I specifically thought you would appreciate that Stephen 🤣
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Stephen McGregor (he/him) 04/27/2021 2:07 PM
Helps to know you're audience hahaha!
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Though this time I think it's the audience knowing you :p
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Since it may be relevant to you, Anthony, the jump rules that most commonly get praise for "tight controls" are: 1.) Cancelable Rise. The user can stop holding a button mid-rise to stop ascending. 2.) Slow up/Fast down. You want it to take about 50-60% as long to fall as it takes to rise. This is the least obvious rule, but very important. Games that don't do this are often described as "floaty". This is most easily accomplished by applying a downward push after the "rise" portion ends. I like to use an AnimationCurve for fine tuning. 3.) Audio. You want to sell the idea that the character did something. For this same reason, you'll also want... 4.) Immediate Animation Change. The character should have a dramatic pose change right away. If you aren't an artist, you can fake this with squash-and-stretch, but it should be enough to be visible from the first frame. These rules work because they make the character easier to control and predict, and the feedback helps the player understand what state the character is in right away. (edited)
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That's the stuff right there 👌 I think it was a Game Makers Toolkit, or maybe a Gamasutra post I read, that broke down Celeste's platforming mechanics
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10:57
Equations and exact timing, etc
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Ha! I should have figured you'd be educated on the matter 😄 Yeah, that game is the GOAT. Still learning from it. The little pause-and-shake when you dash is visceral in a way I can't quite replicate.
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Well I would not call myself educated. I forgot most of that until you brought it up again.
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An evil game jam prompt for an evil crew: https://nicegames.club/episode/214
Sound the alarm! It's the second part of Evil Games Club's nefarious reign over the clubhouse. This time, Adia, Dylan and Dale take their misdeeds to new heights with an "Evil Games Jam." Can they invent a playable game and test it in a single episode? What maddening mechanics will be unleashed from these malevolent minds? Take shelter under you...
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Today I learned "counterclockwise is Satanic." 🤣
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Lol! That was one of my favorite lines from this episode.
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Yeah, that and Dale's impression of Dylan. Absolutely top-tier! "I'm Dylan and I can already tell I'm boned!"
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Mark LaCroix 05/04/2021 12:55 PM
Some news: I finally set up the redirect to buy the Nice Games Club t-shirt that's been available for awhile but we've never promoted! https://nicegames.club/shirt
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Mark LaCroix 05/04/2021 1:10 PM
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Mark LaCroix 05/06/2021 9:56 AM
New episode, and it's a doozy! https://nicegames.club/episode/216
Oh dang, Fingeance is out! In this episode, Stephen talks about finally releasing his long-in-development game that's been a big part of Nice Games Club history, too! Hear about the game's unique development history, why now was the right time to put it out into the world, and learn a bit about how you might want to to approach your own long-ges...
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The pronunciation of "Ludum Dare" is more a personality quiz than anything with a correct answer.
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I wonder how the distribution of “loo-dumb dair” and “loo-dum dar-ay” overlaps with gif vs jif folks
10:47
I bet there are clusters
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Hunches on which way that would go? Intuitively I'd guess "dair" would cluster with "gif" since they're both the 'what-I-grew-up-with' options.
10:56
I gotta say, I just like 'dair' more, because the name pattern two-syllables-one-syllable (and one-syllable-two-syllables) sounds better than two-two.
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I’m “dar-ay” and “gif”
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11:21
But would guess that’s less typical
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I'd guess that's the most common combination.
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I’d hope so since it’s the correct way to say both
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I mean... the literal inventor of the format saidnits pronounced "jif" so I dunno about that. Of course Play-doh was originally invented to clean wall paper, so. I dunno, sometimes intent is irrelevant when it comes to what a culture decides they prefer when it comes to language. There's an intersection of this "language is malleable" and "Latin being used as a scientific standard language" that's interesting though, right?
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The literal inventor is wrong
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The G stands for jraphics
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Right, like jiraffe.
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Now we talking
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Nice episode. Lots of design-related topics left for us if we have a team post mortem.
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Looking forward to it! It's next up in my podcast queue. :)
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got through most of it mowing the lawn just now 🤣 (edited)
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I was okay with releasing the game for free because it has bugs in it we didn't have time to fix. I would not be against increasing the price if we ever went back and created a more polished experience.
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Now it's a limited time deal 😱
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I like the idea of "the turns have tabled!" as a game jam theme...
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@Stephen McGregor (he/him) Topic suggestion: your brother has been on a spree lately of releasing/re-releasing games. It'd be fun/interesting to hear about the kinds of decisions he's making while doing this: what to fix, what to leave, and what features to update.
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Stephen McGregor (he/him) 05/11/2021 5:04 PM
@Charles McGregor you interested? ^
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Charles McGregor 05/11/2021 5:05 PM
Heh sure I'd be down
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Anthony
Josh Anthony 05/12/2021 9:46 PM
Holy cow, I've literally been craving exactly this kind of game to practice game design with. Amazing!
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I never got into Super Mario Maker because I don't like how Mario 2D platformers feel, so this seems more up my alley.
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Mark LaCroix 05/13/2021 7:12 PM
This week on the program we interviewed Allen Rust, a colleague of Ellen's who we've been wanting to have on for awhile, to talk about UX! https://nicegames.club/episode/215 (edited)
This week, we talk about the core interactions that games are made of with Allen Rust, creative director of The Game Agency. We've been wanting to have Allen on the program for a long time, and it was worth the wait!
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I'm loving the episode so far! One thing that's really standing out for me is Allen is answering an unasked question I've wondered about for a long time and that is around the idea of using the perspective of a specific discipline to make choices or guide thought around a different discipline. The way he talks about using a UX perspective for almost everything really makes sense to me. I noticed recently that I tend to filter a lot of the choices I make through the perspective of music composition - it's a good framework for me to think about how I want an experience to feel in the same way a song can guide a listener through a range of emotions with the timing of its changes and the vibe of each movement, etc. I feelnlike there is really some good stuff there for everyone and anyone has deep experience in a specific field. Making those connections can teach you a lot of new stuff and, possibly more importantly, teach you new things about something you thought you already knew. Great work *Nice Games Club *Secretly an Evil Games Club devotee, but you lot get it right sometimes, too. ;)
10:23
*Allan
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#lol
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bit
I'm loving the episode so far! One thing that's really standing out for me is Allen is answering an unasked question I've wondered about for a long time and that is around the idea of using the perspective of a specific discipline to make choices or guide thought around a different discipline. The way he talks about using a UX perspective for almost everything really makes sense to me. I noticed recently that I tend to filter a lot of the choices I make through the perspective of music composition - it's a good framework for me to think about how I want an experience to feel in the same way a song can guide a listener through a range of emotions with the timing of its changes and the vibe of each movement, etc. I feelnlike there is really some good stuff there for everyone and anyone has deep experience in a specific field. Making those connections can teach you a lot of new stuff and, possibly more importantly, teach you new things about something you thought you already knew. Great work *Nice Games Club *Secretly an Evil Games Club devotee, but you lot get it right sometimes, too. ;)
I'm glad you liked it! I relate to what you're saying about using a specific discipline as a kind of "overlook" for a project. Like, the place where you plant your feet as you look out over a landscape.
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I thought this was a really cool episode! I hope you guys like it: https://nicegames.club/episode/217
There's a second Mark in the clubhouse! This week we're joined by Mark Mandel, who is involved in many things worth mentioning! Mark is a Developer Advocate at Google Cloud for Games, leading the Developer Relations team; he founded Agones, a game server hosting platform; he has a dog. What else? Listen to find out. During this episode, Mark tal...
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Two main takeaways: 1) If there are two people with the same name, the newest member shall be dubbed "Bonus" name. 1a) Not sure what to do in cases where there are more than two people with the same name. Question itself may be irrelevant and introducing scope creep to rule 1. 2) All you have to do to make a successful indie game is upload it to Steam or whatever. ;) Excellent episode, as usual!
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Lololllll it was an episode with a lot of good moments, for sure
13:37
Bonus Mark shared SO much knowledge, I can't wait to dig into the resources he mentioned
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Two questions for anyone here: 1.) What are the best co-op games to play with someone of a wildly different skill level? 2.) Are there any educational games made recently that have been really good?
11:06
. Background: I'm starting some work on an educational game aimed toward young kids. I'm considering whether it would be worthwhile to include co-op elements to let a parent play with the kid, and am wondering which games have done that best.
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Despite popular opinion, I don't know everything. I wish I had good answers for this questions so I could feel useful, but alas, I do not. But now *I'm also curious. *no one thinks this
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One point that could have been made about Fingeance: the novelty probably added a nice 50% to the time it took to produce that game. There was a lot of noodling around trying to come up with how characters should interact with each other in that genre.
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What I find interesting about that point in particular is folks playing it solo (#itMe) won't even experience that part of the novelty. So there's this whole other layer of novel experience waiting for people who mainly play games solo (if it's an option). Which ALSO means there was a lot of time spent on a part of the experience which is completely possible to miss - which is ALSO novel in the current game development zeitgeist. It takes so many resources to add content that works for a game that I think, especially in the AAA game sphere, this kind of thing just isn't done very much anymore - where whole layers of gaming are just absent in some contexts - I think it seems like a waste of time and money to Big Gaming. Playing through the Mass Effect trilogy right now is reminding me of what some of the things Bioware did back in the day that were this exact thing, but as a function of the story. Like, you can just completely lose characters and lock yourself out of content because of it. Which I LIKE because it means the experiences I DO have feel more meaningful. It's a weird take maybe, to say I like that I can miss out on content, but I think as a part of telling a story it really works.
10:16
Anyway, final thoughts on the episode itself, I feel called out by the bumper. Look, just because I identify with Evil Games Club on a "personal brand" level doesn't mean I don't appreciate what Nice Games Club does. I just think Nice Games Club needs more swearing. I'll put it in the feedback form. Like... A LOT MOAR. Especially in episodes kids would get a lot out of. Children need to learn the world is a hard place full of harsh words with sounds like clickity-clackin' keyboards. If all they ever hear is this sweet, encouraging, and insightful content they won't be prepared to properly intuit handling the realities of the garbage fire which is Internet Feedback. ;P One last point: Nice Games Club actually is one of my favorite podcasts, #mark. Typically after saying something like that I would follow it up with an over-the-top insult that includes words not meant for The American Ear, to keep ya'll in your place. But given the context (and my, uhh, tenous acceptance on the channel), I'll just leave it there and let you all imagine the words. You'll probably think of worse stuff than I would actually say anyway. (Geez Bit, consider a self imposed word limit maybe...?) (No.) (This was how I found out there is a word limit. Probably a good idea. And here I am, ADDING MORE.)
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Dale LaCroix 05/28/2021 1:55 PM
More swearing!
13:58
Also im feeling left out, because i havent listened to the episode yet, and it gets weird when Mark is around
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You should request a live performance of what he remembers of the podcast with him playing all the parts
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Lane
Two questions for anyone here: 1.) What are the best co-op games to play with someone of a wildly different skill level? 2.) Are there any educational games made recently that have been really good?
This deserves a good response, so I'm going to noodle it :)
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Lane
. Background: I'm starting some work on an educational game aimed toward young kids. I'm considering whether it would be worthwhile to include co-op elements to let a parent play with the kid, and am wondering which games have done that best.
What's the educational goal of the game?
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Pre-K arithmetic! I'm working on a hypothesis that if young kids can explore a fun/motivating environment that lets them play around with numbers and watch how they interact in a visual environment, they can learn faster than most people think.
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Oh!!! My nephews were just playing a game in this genre that I thought was really good.
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Part of the challenge will be coming up with a difficulty curve that feels more like puzzle solving than like homework.
18:17
Wonderful! Yeah, I'd love to study existing examples.
18:19
It uses mechanics that combine 2D spatial reasoning with arithmetic
18:19
drag & drop stuff
18:22
oh! and color patterns
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Sweet! Yeah, I feel like I'm in for a LOT of research here. These folks are leaning way in to a hunch I have that associating other senses with numbers (and other abstract ideas) helps people process them. FWIW, I am targeting something with a little more mechanical complexity, likely in the age group 3-6 or so with the goal of focusing on four-function math.
18:27
This is the age where most parents will still be much more skillful at games than their kids, so I'm considering making it so that the 2nd player plays as a sort of "helper" character. Maybe something like the wand in Super Mario Galaxy or maybe a purely support character who assists the 1st player but can't do much by themself.
18:28
I'm curious whether anyone has opinions on those kinds of characters. Potentially related: are there any games that are considered particularly good for parents to play with their young-ish kids? (edited)
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Feels good for everyone or good for the parent's ego for being able to just completely dunk on a child?
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Ha! This game is for the other kind of schooling, I'm afraid.
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Lane
This is the age where most parents will still be much more skillful at games than their kids, so I'm considering making it so that the 2nd player plays as a sort of "helper" character. Maybe something like the wand in Super Mario Galaxy or maybe a purely support character who assists the 1st player but can't do much by themself.
Kind of like the Pikmin series? The little that I've played from that series reminds me of what you've described here
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Never played it! I'll add it to the list though. On first glance it looks like Pikmin is an example of what I'm not looking for (where the more skillful player can accomplish everything all by themself) but maybe I'm looking at the wrong installment.
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Stephen McGregor (he/him) 06/01/2021 12:05 PM
The later Pikmin series, specifically 3, rewards you for doing things by splitting up the characters and doing things at the same time. Technically it's single player capable but I'd imagine that the mastery of it and the slight time pressure encourages coop play.
12:07
I don't remember where I heard it before but I recall a group of people not liking the assist modes in things like Super Mario Odyssey because the assisting person didn't feel very engaged in the game.
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Interesting! That's some great insight, thanks for posting.
13:20
Hmm, yeah, being just a hat or just a cursor in the Mario games may not be the way to go. I have kind of been wondering what it would be like to have a co-op experience where the characters are just very different from one another. Say like Overwatch, but if the tanks were even more specialized for protection, or Fingeance, but with the tank characters not being able to do much killing on their own.
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One person plays the game, the other person manages UI interaction. BUT the UI uses physics and is integrated into the game space. Game design nightmare fuel. You're welcome. ;P #thereCouldActuallyBeSomethingThereButImNotGoingToSacrificeMySanityOnTheAlterOfDiscoveryForThatOne
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Stephen McGregor (he/him) 06/01/2021 1:42 PM
So not as complicated as the UI having physics but this game just came out that is kinda like what you're proposing: https://store.steampowered.com/app/1335790/Operation_Tango/
Join our Discord ServerNOTES:- This game is online co-op only and requires a microphone.- Thanks to the Friend Pass, any of your friends can play with you for free.- Cross-platform play enabledOperation: Tango is an espionage-themed cooperative adventure challenging you and a friend to complete dangerous missions across the globe in a high-tech ...
Price
$19.99
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13:42
I haven't looked into it much though.
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That game's jib has a cut I like. Annnd... now I have to look up the etymology of that phrase "I like the cut of your jib." Sounds like a wood-working thing maybe.
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It's sailing, I think. But I have no idea what it actually means!
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Reporting in: as usual, Ellen is correct. It IS a sailing thing. (I think I was confusing jib and jig.) Anyway, it has to do with identifying friend or foe from a distance based on the cut of the sails (jib) of another ship/boat.
14:25
Anyway, that game's "sails" look rad. Double-anyway, @Lane#6793, make the game with UI thing worldspace physics UI. I triple-dog dare you. (Looking up "dogs" as a unit of intensity. Might just be "A Christmas Story" thing, but I feel like they must've got it from SOMEWHERE.)
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Reporting in: There are theories, but nothing definitive. Potentially a reference to "thieves slang" for a counterfeit shilling. So the idea would be you're daring someone to do something for bad money, which is supposed to add an air of insult to the dare, and increasing the bad money (dog count) increases the insult. Now I feel like I have to look up why dog was used in the first place, but I think it's time to stop "going down this rabbit hole..." Sonofa...
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Bit have you played Lovers in a Dangerous Spacetime?
14:58
Feel like you and that game would get along 😄
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I adore that game
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Lane
Feel like you and that game would get along 😄
No, I haven't but my wife and I keep thinking it looks fun! We probably will eventually since we have the same reaction everytime we see it while watching our favorite show "Scroll Through the XBox Game Store."
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Lane
I'm curious whether anyone has opinions on those kinds of characters. Potentially related: are there any games that are considered particularly good for parents to play with their young-ish kids? (edited)
To actually answer your question, I’ve heard pretty universally positive things about Mario Odyssey’s 2 player mode where one player is the hat from parents of young kids
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Stephen McGregor (he/him) 06/02/2021 9:35 AM
Ah, well August has heard the exact opposite that I have so maybe this requires more research!
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Maybe the parents I talked to just love their children less
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Big yikes 🤣 . I didn't play it much, but we immediately ditched co-op mode when I played with my kid (who was 4-5 at the time). As the hat, she was just not able to cooperate and was bored by only controlling the hat. She wanted to be mario! As mario... she wanted to throw the hat lol. Eventually I let her play herself and she just likes jumping around as frogs
10:53
@Lane are you aware of Gears 5's co-op mode? I haven't played myself, but I've heard a few times that the characters offer different gameplay styles. One is a drone that is apparently a good character for less experienced players to have lower stakes but still contribute significantly to the team.
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10:54
Not that I'd suggest it for kids... but maybe the concept can be adapted lol
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Nice! Yeah, that's exactly what I'm looking for. That sounds like an awesome co-op philosophy, to have a character with a playstyle that helps people of different ability levels play together.
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alinalikescozy 06/02/2021 10:28 PM
Haven't finished the game yet, but It Takes Two has been some of the best co-op game mechanics I have experienced! The difficulty for each character is pretty evenly split, but some pretty creative stuff in there
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Can games be used for therapeutic purposes? Absolutely! In this episode we talk with Adam Davis, therapeutic Game Master, and a co-founder and executive director of Game to Grow, a 501(c)(3) nonprofit. The organization is focused on "the use of games of all kinds for therapeutic, educational, and community growth." Adam shares his experiences fr...
19:36
You all are going to love this one. 😁
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Great episode, of course - and what an amazing new field for therapy. I know the idea of games being used as part of therapy/assistance stuff isn't new, but this seems like a genuinely new field and worth watching for trends in.
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13:50
So cool.
13:52
It makes me wonder if there's space for background music / general musical scoring to be integrated in with it. I know when my friends and I play (pre-pandemic) our GM always had a "mix tape" #IMSOOLD to go along with the campaign.
13:52
Just to set a general vibe/mood.
13:54
On a couple of occasions he asked me to write some stuff for him to use as general background music with a specific vibe in mind or whatever and that was a lot fun. But doing something like that and knowing it was contributing to helping people in a real way would be SO fullfilling.
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This episode was really great! I'd heard of Game For Growth in passing before but hearing you interview the founder was really cool. My mother has been looking into trying a similar kind of therapy with my younger brother so I sent the site her way and she's already got him on a waiting list. Thank you all for doing this episode!
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bit
On a couple of occasions he asked me to write some stuff for him to use as general background music with a specific vibe in mind or whatever and that was a lot fun. But doing something like that and knowing it was contributing to helping people in a real way would be SO fullfilling.
That's an interesting idea, bit! I wonder if the soundtracks might depend somewhat on the players at a given table. For example, if attention regulation is a challenge for a certain player, or emotional regulation, how might that influence what you'd compose?
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16:52
My D&D group (currently on hiatus) has a whole catalog of Spotify & YouTube playlists that we can queue up for different types of scenes. Some of them are just ambient background noise (e.g. a forest, an inn, a library) and others are music playlists—kind of a "build your own soundtrack" kind of situation.
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ValiantAMM
This episode was really great! I'd heard of Game For Growth in passing before but hearing you interview the founder was really cool. My mother has been looking into trying a similar kind of therapy with my younger brother so I sent the site her way and she's already got him on a waiting list. Thank you all for doing this episode!
I'm so glad you liked it! It was definitely one of my favorite interviews so far.
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I have both actually. Curated my own and I have a list from various people -- one person has a while list of Spotify playlists, some tracks written by himself. I was just looking at it today, lemme see if I can find it...
17:45
I haven't gotten to the ep yet (next in queue), but I cant see how specifically written music wouldn't be a benefit therpay... Hard sell, though, maybe
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Anthony
I haven't gotten to the ep yet (next in queue), but I cant see how specifically written music wouldn't be a benefit therpay... Hard sell, though, maybe
Perhaps; I imagine it entirely depends on the purpose of the therapy!
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17:48
My favorite answer, again—"it depends"
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alinalikescozy 06/10/2021 9:18 PM
I am about to start listening to the nice games club podcast. What (in your opinion) is the must listen to episode?
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alinalikescozy
I am about to start listening to the nice games club podcast. What (in your opinion) is the must listen to episode?
Holy smokes, what a big question! Curious to see what folks answer...it might depend on what category of episode you think you'd be interested in.
21:49
Interview? Host roundtable discussion? Game jam?
21:50
We've got so many episodes to choose from!
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IMO roundtables have always been the most interesting, and I can't think of any specific topic that is a "must read" -- I think I started by scrolling through the list and picking which topics seemed interesting, which should be even easier now with that fancy website. Eventually I ended up just listening to the rest of them in chronological order... Would definitely recommend one with the main cast just discussing with themselves to get the vibe and get familiar with them. I think the first episode I started there was a guest host or something and I was confused about who was who 🤣
21:54
I'll recommend this one http://nicegames.club/episode/187
This week, Mark hires quack calendar scientists, Ellen proposes a glossary, and everyone contradicts Stephen... including Stephen.
21:55
This week on Nice Games Club we talk all about Resource Management in Games and Boss Battles! Join us as we discuss mana, cooldowns, super meters and how to make boss battles unique but not frustrating. Martha takes the train, Stephen takes a test and Mark wonders what the appeal is.
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Anthony
I'll recommend this one http://nicegames.club/episode/187
alinalikescozy 06/10/2021 10:03 PM
Awesome, thanks for the recommendation! Starting it now
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alinalikescozy
Awesome, thanks for the recommendation! Starting it now
Welcome to the club! 😁
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alinalikescozy 06/10/2021 10:05 PM
aww the intro is v cute and now i get the multiple definitions of nice
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Here is a link to the "Nice Replays", which are shows the hosts used to fill in weeks when they were on break
09:29
A LOT of good ones there, since they were hand-picked by the hosts as ones worthy of a second listen
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Anyway, I really like the most recent episode. You can just feel the excitement of them being back together in person. (edited)
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Mark LaCroix 06/14/2021 4:06 PM
It was palpable!
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SO PALPABLE
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How did you get pictures of me before coffee
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Oh, that was a selfie! Super weird that we look the same. Maybe it's the lighting? 🤔
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Does anyone know of any methods of diagramming gameplay as an analysis exercise?
10:51
I want to get my doodle on.
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I've done it some from a UX perspective (how inputs map to actions, etc), but haven't personally broken gameplay down more generally than that.
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Stephen McGregor (he/him) 06/17/2021 12:08 PM
Like modelling it as a gameplay loop sort of thing?
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Yeah, something like that
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Stephen McGregor (he/him) 06/17/2021 12:11 PM
I suppose it's possible to use a narrative planning tree for this kind of thing, I haven't done that before but I imagine it's useful here maybe?
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Game loop flow charts sound like a fun thing to doodle. Especially the parts that aren't the flow chart part. You know, it's possible I just like the doodling part.
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Yes! That's what I was imagining. Thanks for these!
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bit
Game loop flow charts sound like a fun thing to doodle. Especially the parts that aren't the flow chart part. You know, it's possible I just like the doodling part.
You should check out the book Dear Data! It's not about Star Trek, it's about doodles and data visualization. http://www.dear-data.com/theproject
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Re the latest episode https://nicegames.club/episode/222 Two cents on when designers decide to fix or not fix an exploit. Three reasons you hear over and over in design-to-player communication are: Viability Space — The exploit (or overpowered item) crowds out other potentially-competitive options. The change is made to improve the number of options players can potentially win with. Design Space — The exploit (or overpowered item) creates an overly-restrictive design constraint. The change is made to improve the number of options designers have when creating content. Alignment — I actually haven't ever heard a term-of-art for this, but hear me out. The exploit (or overpowered item) leads players away from the desired play pattern. It may in fact cause them to perform repetitive, unfun, or physically straining activity. The change is made to improve the alignment between player action and what the designer had in mind.
This week, Mark talks about Star Trek, Stephen wants to talk more about Star Trek, and Ellen hypes the website.
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Does anyone know if there's a good jargon term for that last one? It's a notion I bring up all the time in my day job, but I don't have a clean, go-to word for it. Plenty of examples though! In SSBM, you could say that Wavedashing and Planking (aka ledge camping) are both exploits... and yet one is celebrated and the other is hated. See this game between Mew2King and Westballz for an idea on why people sometimes ban planking: https://youtu.be/jNsGp_ogUqM?t=930
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I'm not sure I have specific terminology for "alignment" though in your framework I think that works pretty well.
16:53
While I was listening to the podcast I was thinking of exploits in terms of how it relates to its counterparts they talked about, like cheating and glitches. I was sort-of mentally modelling what that would look like as a doodle because of Ellen's post. The abstract concept I fell into was glitches, exploits, and cheating all have to do with space where design intent (implicit and explicit) crossover with a player's intent (again, implicit or explicit).
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I would say most games have certain implicit intents: Fun, Communication, Making Money (that last one sucks, but it's real). Explicit intent would be more about how that game present itself - shoot 'em up, visual novel, puzzle game, etc. Using something like Destiny2 as a model, since it has both solo and multiplayer, I think "cheating" really requires that a person be removing the ability for someone else to engage with a game's implicit intent by putting their explicit intent first. E.G. "All I care about is WINNING and will ruin the game for others if it means I achieve this goal." This player may be using exploits or glitches to achieve their goal, but the actual cheating is in the fact that they are removing someone else's ability to engage with the game's implicit intent.
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17:04
On the other hand, if that person is using those same glitches and exploits to achieve some personal goal that affects no one else, which, in turn, means they are engaging with the game in the spirit of the design intent (having fun in this situation), then I don't see any difference between that and modding Skyrim. Basically, if the implicit design intent it for the player to have fun, and they ARE having fun without ruining it for someone else, that's fine, and I would NOT call it cheating.
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I think that's true as long as you hold current you and future you as different individuals
17:07
Since it seems possible to cheat yourself out of an experience you'd be proud of
17:08
(E.g. watching a walkthrough before playing a hard game)
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I think of that as more of a euphemistic "cheat" than actual.cheating though. Like, it's a spoiler, sure, but not actual cheating as I understand it. But you make a good point in that it does change the other you's experience, etc. 🤔
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Yeah, you're right. It's questionable whether that's the same definition of cheating.
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Lane
Re the latest episode https://nicegames.club/episode/222 Two cents on when designers decide to fix or not fix an exploit. Three reasons you hear over and over in design-to-player communication are: Viability Space — The exploit (or overpowered item) crowds out other potentially-competitive options. The change is made to improve the number of options players can potentially win with. Design Space — The exploit (or overpowered item) creates an overly-restrictive design constraint. The change is made to improve the number of options designers have when creating content. Alignment — I actually haven't ever heard a term-of-art for this, but hear me out. The exploit (or overpowered item) leads players away from the desired play pattern. It may in fact cause them to perform repetitive, unfun, or physically straining activity. The change is made to improve the alignment between player action and what the designer had in mind.
For Viability Space an old coworker of mine gave a really good talk at GDC some years ago about how balancing characters in fighting games work and how you arrive at having completely dominant characters/options. https://www.youtube.com/watch?v=miu3ldl-nY4
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Ooh, that looks super interesting!
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Yeah this is the good stuff
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Mark LaCroix 06/21/2021 6:02 AM
Now we know why Stephen doesn't like Melee:
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06:05
Oh dang, it also explains why the only Smash I liked was Brawl:
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One thing I've always wondered: how frequently are bad characters included as a sneaky handicap mechanism?
07:46
E.G. when I (as a very modestly skilled SSBM player) play with newbies, I'll play as Bowser, and it's great because they don't even know I'm handicapping myself.
07:48
Obviously this only goes so far. Anyone competitive could obliterate my main (Peach) with Bowser 😄
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Also, Mark, I'm sure you've said on the show, but what about Brawl appealed to you? It was the one where the competitive crowd felt the most snubbed, which I'm sure must give it a point or two in the LaCroix scale... 🤔
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Mark LaCroix 06/21/2021 8:07 AM
I'm joking mainly. The reason I actually liked it was because of the Subspace Emissary single player campaign. But Meta Knight is my "main" and apparently is OP in Brawl.
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Ah man Meta Knight is so fun! Played him all the time right when Brawl came out and it was a little heartbreaking to see him become so ubiquitous and reviled.
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So, update to the computer-replacement saga... (edited)
08:59
My husband just surprised me with a new gaming laptop for my (belated) birthday. 🙂 So I guess check that one off the list!
09:00
And also check my weekend off the list because all I'll be doing is playing games on this thing (edited)
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Nice! I was going to make a small game about cutting cakes and post it as a birthday surprise for everyone in celebration of your birthday when I heard about it on the podcast, but the last time I tried to do something inspired by podcast content (Roboston fan art) my lap top (surface) battery exploded. That's my official excuse.
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LN what games you playing?
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bit
Nice! I was going to make a small game about cutting cakes and post it as a birthday surprise for everyone in celebration of your birthday when I heard about it on the podcast, but the last time I tried to do something inspired by podcast content (Roboston fan art) my lap top (surface) battery exploded. That's my official excuse.
That's a good excuse!
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Lane
LN what games you playing?
PC: Gris Android: Pokemon Quest Switch: Nothing, Eric has taken it over 🙂
11:11
Gris isn't very long, so I need to poll Twitter to see what I should play next
11:11
I've realized I can't decide on my own. Too many options = decision paralysis
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Amen. Have you played either of the Ori games? Knowing nothing about Gris other than watching a little gameplay, that seems like a natural recommend.
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Oh yeah! That'd be a good one to do next
11:15
I've played the first one (loved it) but not the sequel
11:15
I'll include that one on the poll 🙂
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What else is in the poll?
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I haven't decided yet, but now is a good time, so...one sec
11:19
Ori & the Will of the Wisps Banner Saga Prison Architect The Shrouded Isle
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Holy smokes all of those are sizzling garbage next to Banner Saga
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Well then
11:20
We know your vote!
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11:21
I've had Banner Saga in my library for ages, just kept losing it beneath the pile of other cool stuff
11:22
Everything looks so neat and fun, sometimes I just stare at my library trying to decide what to play, then I give up and go to bed
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Haha disclaimer: I am mad for any turn based difficult number crunchy type game. Banner Saga is that PLUS some very moody world building. Not necessarily a recommendation, just that I love it.
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You're the second person whose taste I highly respect to fervently recommend it, so it's definitely going to be part of the next poll
11:23
For now though...work time! ttyl
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I do have a general question, for you and for anyone else: What is(are) the game(s) for which your taste most diverges from the mean? E.g. for me I have a well-known antipathy for Mario Odyssey, which I view as a massive level-down from previous entries in the franchise. On the other end, I will evangelize Sacrifice (1999) from Shiny (the Earthworm Jim people) as an unbelievably daring RTS that somehow managed to succeed in basically every respect (especially voice acting and story!) Edit: okay, after reading the Steam reviews for Sacrifice, maybe the mean (well, those who know about the game) actually loves it more than I thought. I will change my "more positive than the mean" choice to They Are Billions. This is an utterly brilliant RTS that happens to have an awful awful awful campaign which ruins peoples' perception of it. Just play survival mode. (edited)
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Stephen McGregor (he/him) 06/28/2021 12:13 PM
Uncharted, probably any of them.
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Could not agree more actually! Never saw the appeal.
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Stephen McGregor (he/him) 06/28/2021 12:21 PM
Narratively they're compelling (in the same way that like a Marvel movie or any other blockbuster is like) but gameplay-wise they're quite boring from what I can tell. The first game is particularly bad because it's mostly just constant streams of enemies as you sit in a corner. The other ones add more to the combat to make them interesting but they will oftentimes divulge into that same combat from the first game. I can see the appeal if you like big setpieces but I prefer more depth in the combat.
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Mmm yeah that's a good way of putting it. IDK if this covers you, but I would totally say that, for me, "appreciation of spectacle" is probably the biggest source of divergence between me and the average opinion, I'd say. The set pieces and cinematics just don't do anything for me.
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Stephen McGregor (he/him) 06/28/2021 12:26 PM
I like it in movies, I don't care for it much in games.
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Lol my favorite movies are like just people talking in one room so...
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Stephen McGregor (he/him) 06/28/2021 12:27 PM
I also like those sometimes in movies haha, depends on the movie.
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I... don't actually know what games I like that are "out there" so to speak. Probably older stuff at this point just because I'm An Old. 😬
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Stephen McGregor (he/him) 06/28/2021 12:27 PM
Uncut Gems is basically that, guy goes around trying to make money, but I really liked that movie.
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But then some of that "retro" stuff is super main stream now, too. So...
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Stephen McGregor (he/him) 06/28/2021 12:28 PM
What games are you thinking of @bit?
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@Stephen McGregor (he/him) I heard that move was kind of stressful to watch for some people. It hit you like that too?
12:29
I'm not actually sure - I'm trying to figure that out because I think, even in the "retro" sphere, most of the games I loved as a kid are still widely adored.
12:29
Link to the Past, Super Metroid, Command and Conquer (Red Alert), the Marathon series
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Stephen McGregor (he/him) 06/28/2021 12:29 PM
A lot of people found it very stressful, I didn't really find it stressful until near the end. I think mostly because Adam Sandler's character was just making things worse for himself so I didn't feel a lot of sympathy for him.
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12:30
Oh, I got it!
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Stephen McGregor (he/him) 06/28/2021 12:31 PM
Oni's a cult classic if I remember correctly, I don't think people didn't like it but not a ton of people played it haha.
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The map editor for Marathon called "Pfhorte" because the aliens in those games were called The Pfhor.
12:31
And I don't know anyone else who used that map editore.
12:32
*editor
12:32
And Marathon was Mac only for a long time.
12:32
(Bungie)
12:32
I know that's not a game, strictly speaking, but IT WAS TO ME.
12:32
lol
12:33
I had more fun making maps and playing against my brother and my buddies than I did playing the actual game. It was an obsession for quite a while.
12:33
I would say pretty similar to how a lot of people got into making games through modding, etc.
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Stephen McGregor (he/him) 06/28/2021 12:34 PM
I had a hard time thinking of a game that I had a different opinion of than the norm too, to be honest. I forgot that I tend to think less of Naughty Dog's newer games because I don't think the games blend narrative and gameplay well.
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I uhh, haven't actually even bothered playing any of them... Because I'm a bad gamer.
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Stephen McGregor (he/him) 06/28/2021 12:35 PM
Otherwise though games I liked that others didn't is normally because they haven't played it.
12:35
You're not missing much hahaha
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Oh, I might have a real one
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Stephen McGregor (he/him) 06/28/2021 12:36 PM
There are some games I like that others notoriously don't but I like them while acknowledging their flaws so I can't say that my opinion is much different from others.
12:36
Oh?
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I actually, honest to goodness, LIKE the loot loop in Destiny 2...
12:36
BUT
12:37
It's a game my wife and I play together, so that probably changes the context for us from what a sort-of average experience might be.
12:38
I mean, Destiny 2 still enrages me from time to time, but ultimately it is a "comfort" game I go back to a lot. Probably because it is so predictable and easy to fall back into (so long as you don't stay away for TOO long).
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I give you "I don't like Odyssey" and this is what you give me?
12:38
DIG DEEP BIT
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Shoot I dunno - a lot of people play and like Destiny 2. I guess it's just pretty divisive, and in that context my opinion veers from the norm, meaning if most people hate it/love it, I'm somewhere in the middle but I play it a lot?
12:39
The Jurassic Park game on SNES?
12:39
that was pretty bad, but I played boat load of it.
12:40
I don't actually remember if I LIKED it though.
12:40
Look... Maybe I only play good games. shrug
12:40
;P
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LOL Jurassic Park on SNES is a good one
12:41
If you managed to like that game despite its lack of save game, then hats off
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Whoa this channel got lit 🤣
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Stephen McGregor (he/him)
Uncharted, probably any of them.
Agree so hard! I couldn't get over just how shooting gallery the whole thing was. I thought maybe it was just Uncharted 1, but I got a couple of hours into 2 and just gave up. I really enjoyed the new Tomb Raider (well, the first of the new one), too, and thought it'd be similar. Oh well.
13:31
My own personal is probably Dark Souls. The game does absolutely nothing for me. The dark fantasy / lovecraft / creepy / gloomy is just not my aesthetic, the slow and clunky controls make me feel bad, and I don't have a lot of patience for repeatedly trying something while getting punished for trying it more and more.
13:32
Otherwise I actually like Smash Brothers but not nearly as much as fans do 😛
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Yeah, good analysis on Dark Souls. If the challenge appeals to you, but not the slow controls and gloom, I have been suggesting people give Furi a try. Similar difficulty to overcome, but very different feel.
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On the other end, what do I have a higher opinion of than the norm? 🤔 Gee I dunno, I tend to not take risks on games that don't have good opinion because of limited time. I will give a shoutout to Fortnite, not because it's an underdog or anything, but it gets crapped on a lot in "Real Gamer" circles and I think it's one of the best battle-royale style games I've dabbled in.
13:36
(which isn't a lot, but still)
13:37
Maybe a slightly different take on the topic, but I think of more game mechanics that I enjoy in popular games that get boo'd by others. Red Dead 2's slow pace and BotW's breakable weapons I enjoyed a lot but they are usually considered complaints.
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Lane
Yeah, good analysis on Dark Souls. If the challenge appeals to you, but not the slow controls and gloom, I have been suggesting people give Furi a try. Similar difficulty to overcome, but very different feel.
Oh, I'll add it to the list! I think the only "challenging" game that I really enjoyed was Celeste. Jedi Fallen Order and Ghost of Tsushima I started on hard difficulty and ended up toning both of them down just because it was tedious to fail and I didn't really lose anything by putting it back to normal, haha.
13:40
Oh, I guess Hollow Knight, but that had a teleport ability that saved that game for me! I don't know why I love everything about Hollow Knight but can't stand Dark Souls, though 🤷‍♂️
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Hmm 🤔 — a lot of that could be the clunkiness. I'm in a similar boat (never get more than an hour or so into Dark Souls why I try it but enjoy Hollow Knight), where I think the snappier controls in HK make it a lot more palatable.
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BTW @Lane I meant to ask you BEFORE it snuck up on me, what is the schedule for playtest nights and are they still being streamed or have you moved back to in person? I would like to get my butt in gear and get inspired to work on my projects again.
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Lane
Hmm 🤔 — a lot of that could be the clunkiness. I'm in a similar boat (never get more than an hour or so into Dark Souls why I try it but enjoy Hollow Knight), where I think the snappier controls in HK make it a lot more palatable.
That is usually what I come down to, as well, fwiw
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Next one is on July 21st
13:43
And yeah, Mark and I talked a bit about that on the last playtest stream. IGDATC and Mark personally are going to be shifting to more in-person events over the next few months, but at this point we are all interested in having both in-person and online playtesting events.
13:44
The online playtests let us meet more cool people and have convenient recordings afterwards, so I think we are going to keep them in one form or another.
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Ooh, nice to hear 🙂 I'm interested in being involved if there's space and interest!
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For sure, just hit us up. If you know for sure you'll have something to show on the 21st we can save you a spot.
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I'm getting back to my turn based pixel thing, and it's already in a spot to show and get feedback on, so count me in 👍
13:47
(If I deviate on some ant tennis project work I'll be sure to let you know personally 🤣) (edited)
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13:49
So that being said, what do people do in the solo indie space for getting hard feedback on code or other implementation details? Playtests are good for art, game design, UI, etc, but not under the hood really.
13:50
At work I yank a team mate into a screen share and make them listen to me ramble
13:50
But they're paid for that lol
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On quick note on the "deviation from the mean" topic here. I can't stand Thronebreaker: The Witcher Tales because of balance issues. The game seems perfectly set up to use "deck construction" as a puzzle-solving mechanic, but unfortunately one of the cards you get early on is so powerful that it solves 90% of the puzzles for you. Very disappointing.
13:51
I think the game is otherwise very much loved, but I think they played it too safe, wanting to make it so the base deck could beat all challenges so it could get played by anyone.
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I wasn't a big fan of Gwent in Witcher 3 so I never bothered looking into the spin offs. I do find those scenarios disappointing. Pokemon has the same sins. (Though maybe a bit different for the kid audience)
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Yes! I know there are variant special "runs" that people do for Pokemon, but I'd love an official aged up game that used pokemon mechanics but with difficult enough opponents that you really had to change your team comp to overcome.
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👀 that was one of the inspirations for my project
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I adored Anachronox but the Witcher games just leave me cold. Do those count as outlier opinions?
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Hahaha that is the good stuff right there.
09:17
Never played Anachronox, but I have a similar experience with Witcher. I've tried a few times, but then the next day it never occurs to me that I could go back to it. Leaves no mark on my consciousness.
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So I got back to my project today (slacked off on work since I'm between projects 🤫 ) Knocked out 4 or 5 items on my to-do list 😱 (created 3 more bugs but... Still...)
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Anthony
So I got back to my project today (slacked off on work since I'm between projects 🤫 ) Knocked out 4 or 5 items on my to-do list 😱 (created 3 more bugs but... Still...)
That's still a net gain! Plus the momentum you get just from working on it (edited)
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Lane
I do have a general question, for you and for anyone else: What is(are) the game(s) for which your taste most diverges from the mean? E.g. for me I have a well-known antipathy for Mario Odyssey, which I view as a massive level-down from previous entries in the franchise. On the other end, I will evangelize Sacrifice (1999) from Shiny (the Earthworm Jim people) as an unbelievably daring RTS that somehow managed to succeed in basically every respect (especially voice acting and story!) Edit: okay, after reading the Steam reviews for Sacrifice, maybe the mean (well, those who know about the game) actually loves it more than I thought. I will change my "more positive than the mean" choice to They Are Billions. This is an utterly brilliant RTS that happens to have an awful awful awful campaign which ruins peoples' perception of it. Just play survival mode. (edited)
I'm way late to this conversation but for me it's Monster Hunter. I love the design and the tone; I just can't deal with beating up the critters. They're too cool.
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Ellen
That's still a net gain! Plus the momentum you get just from working on it (edited)
Motivation from NGC! 🥳
20:10
Still catching up on episodes but the talk of story and mechanics reminded me of the gem of Outer Wilds I played a couple months ago.
20:10
And I feel like I have to try Her Story now.
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Lane
I do have a general question, for you and for anyone else: What is(are) the game(s) for which your taste most diverges from the mean? E.g. for me I have a well-known antipathy for Mario Odyssey, which I view as a massive level-down from previous entries in the franchise. On the other end, I will evangelize Sacrifice (1999) from Shiny (the Earthworm Jim people) as an unbelievably daring RTS that somehow managed to succeed in basically every respect (especially voice acting and story!) Edit: okay, after reading the Steam reviews for Sacrifice, maybe the mean (well, those who know about the game) actually loves it more than I thought. I will change my "more positive than the mean" choice to They Are Billions. This is an utterly brilliant RTS that happens to have an awful awful awful campaign which ruins peoples' perception of it. Just play survival mode. (edited)
This is weird because the Galaxy games are the worst 3D Mario games and Odyssey represented an unmitigated rebound back to fun for the series.
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Anthony you have touched on a personal tragedy. Outer Wilds is everything I've wanted in a game, but sets off my motion sickness like nothing else 😞
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20:17
I've tried a few cures but if anyone has any tips I'd be in your debt
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oh nooooo 😭 i'm so sorry
20:17
Ginger chews, a fan blowing at your face, and short sessions. That helped me with VR
20:18
But even if not, i highly recommend a youtube lets play 👀
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Lol August I cannot disrespect your hustle there but I loved the wacky creativity of Galaxy and resented the ~75% filler moons in Ody.
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20:19
I realize that I am in a slim wedge of the venn diagram with that one haha
20:20
Dude Anthony that is a legit good idea. If no remedies help I'll watch it. Seems like one I shouldn't miss
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So far my favourite game of the year. There's a great no clip about it too.
20:22
Though I resent your Odyssey opinion. I thought it was delightful and casual. I definitely did not try to 100% it though. And also, never played Galaxy
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Lane
Lol August I cannot disrespect your hustle there but I loved the wacky creativity of Galaxy and resented the ~75% filler moons in Ody.
My ranking of Mario games comes down to exactly how fun it is to move Mario around the world. The whole premise of Galaxy's design is that he has an absurdly floaty jump and the one 'special' move in the game kills your forward momentum and pops you up in the air a little. Filler moons aside, the creativity encouraged by the cappy moveset is absurdly good. If you want to talk about niche opinions, for the reasons above I think Sunshine is way better than either Galaxy game.
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I got the Mario 3D Superstars bundle when it came out and 100%'d 64, 100%'d Sunshine, and then gave up on Galaxy after 2 levels because it was so sluggish to do anything with Mario
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FWIW I would have done the same. Love 64, sure I would enjoy Sunshine, find Galaxy a bit tedious but liked seeing all the fun ideas in its worlds. I would like Odyssey more if I ever chose to do a challenge run or something. It's just so much easier than 64 or Sunshine that I find that I don't appreciate the coolness of the moveset.
21:10
Some of the challenge levels toward the end are awesome. If there were more of those, it could be a top Mario game for me. (edited)
21:11
But, despite having my differences with it, it's still top of the list to play with young relatives. I just personally don't enjoy my time with it.
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I rarely think about it except when we talk about Mario games, to support your point. 🤷‍♂️ I was thinking about this the other day while playing Immortals... I actually really enjoy platforming challenges. Most "platformers" are less about pure platforming and more about fighting enemies and i dont care about that i guess. Shoutout to Celeste of course.
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Odyssey is probably my favorite Mario game, but probably loses to Super Mario World.
22:13
I, again, don't think this is a super common opinion. And is almost certainly wrong.
22:13
Aside from SMW being the best Mario game, that's just a fact.
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Dang... So who's replacing Mark on the podcast? I can only assume he's been ostracized from the community.
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Who's Mark? 🙃 (edited)
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I was listening to an NGC episode today and came in here because I was curious to see if anyone was talking about it
23:09
Then I remembered I wasn't listening to the latest episode; it was one from August of last year 😅
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ValiantAMM
I was listening to an NGC episode today and came in here because I was curious to see if anyone was talking about it
What was the episode / topic? We can always talk more (heh)
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And I'm sure the rest of the community has lots to say still! 😉
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I believe it was an episode I found recommended when people were talking about favorite episodes! I'd have to go back to see the number because it is not shown on my podcast app of choice, but it was about Prototyping and Design Pillars
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Ah yes 187. Killer episode 😉 (edited)
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I've been thinking about the beginnings of making and designing a game because a friend of mine recently game to me and expressed a desire to get more into game development together. (Honestly, I'm not sure how that's going to pan out, but the fact remains that I want to start working on this because I'm still very new to game design and development.)
09:33
I guess I'm looking for a general starting point for my first real game now that I think about it 🤔
09:33
I took a lot away from this episode though
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Nice Host Stephen and I would probably not have game dev careers right now if not for just such a conversation. Totally recommend jumping in, particularly if you have anyone who can be a kind of mentor for the project.
09:35
So many possible directions to go when looking for a general starting point! What are some of the things your considering? Favorite genres? Appealing design pillars? Stuff you'd like to see more of in games? Types of design that appeal to you?
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Ooh. These are all really good questions that I don't have time to answer right now hahaha. I would love to answer in more detail in a few hours if you're willing to let me share and pick your brain a little bit. Short version though: I've had a very vague idea in my head for a while that I explored with a friend somewhat. My two biggest inspirations are probably Monkey Island (I will admit I never played the originals and am going off the feeling I got seeing my older cousin play) and Pocket Card Jockey. I love the sort of whimsical fun pirate adventure of Monkey Island and the strange but engaging gameplay loop of Pocket Card Jockey
09:46
Hmm, maybe that doesn't really qualify as a short version. A brief summary though, sure
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Oh man I love these. Looking forward to hearing more.
10:04
Also interested in your background. Any prior experience with unity or game design? A lot of advice would be kind of contingent on where you're coming from.
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Pocket Card Jockey is an absolute gem.
10:06
Not even Mark could hate Pocket Card Jockey.
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Lane
Also interested in your background. Any prior experience with unity or game design? A lot of advice would be kind of contingent on where you're coming from.
I got into programming really young with Scratch. In more recent years I've done some simple things with Ren'Py and made a small small game jam game in Unity with a friend for GMTK Game Jam last year, though he handled more of the programming than I did. I've checked out like a bazillion tutorial series on both various programming languages — C++ (at far too young), JS, HTML & CSS, and I've gone through various kind of "your first game"s in Unity (and I've dabbled slightly in GameMaker Studio 1/2), but that more serves as background knowledge of how coding syntax generally works because I've been off and on with programming for a long time despite making games being a consistent goal and interest of mine
14:25
And I've tried designing a few games with my friend/roommate but they never went beyond the conceptual stage (not counting our Game Jam game)
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alinalikescozy 07/01/2021 2:27 PM
@ValiantAMM, I am new to game dev but have experience in product design and dev. I hope to present soon at the IGDA meeting about the process I took with my current WIP game
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alinalikescozy
@ValiantAMM, I am new to game dev but have experience in product design and dev. I hope to present soon at the IGDA meeting about the process I took with my current WIP game
Awesome!
14:30
I'm actually starting a design degree in earnest this fall where product design is one of the specialities available. Probably won't get into the actual design classes for a while though as I have more generals to get done
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Cool! Sounds like you're in a good spot to set out on a more serious project (in scope, not in mood!). It sounds like you're ready for it AND like it's a great next step for your own growth, both as a coder and a project manager. More thoughts in a bit here, but do you have any particular angles you're looking for thoughts on?
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I think a lot of my questions probably lie in the scope of not knowing what I don't know yet! So not much haha I think one of my biggest hurdles is just creating a system to stay motivated. Especially since I don't feel that I have any friends interested in game dev that have the desire to seriously dedicate themselves to a project right now, so I'll most likely be working alone for a while
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Ah, shame — so you can't rely on that friend you mentioned being as committed as you are?
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Not really. I believe he has his own game idea he's more interesting in pursuing anyway
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Since the path that I've witnessed working is: 1.) Get into an interest group. 2.) Meet people and make close connections. 3.) Commit with some of those people to make something. 4.) Schedule appearances at conventions or events. This way, you maximize your accountability (social from your teammates and reputational from the conventions), and guarantee yourself the chance to grow as a designer from internal discussions with teammates and external discussions with the public.
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I had someone else approach me about how they wanted to get into making games which is what sparked me wanting to start for real (though I was already thinking a lot about it) but they have not really gotten back to me since that initial point
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IME (and some will certainly differ), early on, you want max accountability in order to drive you through the mental/emotional hurdles of when you first make a complex project.
14:47
Looking back, I think it's totally worth it to compromise on working on your dream project in order to work with such a team.
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And honestly that's what I was planning on with the person that approached me. It could still pan out but I'm not sure
14:50
I thought I might at least try designing something in the mean time
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Gotcha! Yeah and I'm not hinting that you're doomed or anything without that, that's just what I've seen have the best results. I think that if you're looking for motivation, finding opportunities to show your game (and in particular, where you can pledge to show your game at a specified time) works wonders.
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That makes a lot of sense. Having those external deadlines and commitments (edited)
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Haha that pwrson who approached me earlier got back to me
19:12
So now I guess I need to start looking for resources for the people who are even newer to gamedev than I am
19:13
I know I'm kinda flooding this channel 😅 but any recommendations?
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I know this podcast...
19:16
Actually while NGC has a lot of good discussions on everything around game design, I don't think there's strict tutorial / guides (unless I'm forgetting something?) I found Brackeys and Unity Learn had good places to start.
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19:18
(for Unity specific stuff, anyways)
19:18
I do still think it's hard to find good, reliable content. There seems to be a lot of bad advice out there, and tutorials that I personally don't think will hold up well in the end. Sure they'll get you started with something but I get the feeling they don't hold up well to anything beyond a super simple project.
19:19
My opinion comes from 10ish years of C#/etc dev in enterprise world, and absolute novice to the game dev side
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Yeah, that matches my understanding pretty well. I'd be curious if others have a different experience, but from my pool of meeting and learning some backstory from maybe 100-150ish unity devs, I don't recall one who cites a long tutorial (beyond the aforementioned super simple project) as being a major part of their journey.
19:22
I'd be delighted to be wrong there, but I really think that step from simple tutorial to journeyman project is a very difficult one.
19:24
That said, it seems like a common path is just... get in over your head, make mistakes, and then either work your way out or move on to the next project.
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Without having the opportunity myself in game dev industry, I do think having a mentor to learn from like Lane said is huge.
19:26
It seems like the best practices and war stories are passed down via tribal knowledge, bit codified in a tell-all memoir.
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YES thank you for bringing that up again. Yeah. At this point, the target is gaining independence outside of tutorials (you're already well on your way if you're doing game jams!). Having someone who can give a little course correction will get you where you want to go a lot faster (shoutout to @Charles McGregor ❤️)
19:28
That doesn't have to be a master, just someone with a year or two more experience is good.
19:29
That said, I believe that doing jams is a very good way to progress even in lieu of a mentor, since you get to do a little regrouping at the end and have motivation to learn what to do better next time. This gives a lot of the same benefits.
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I was going to mention the same. Whenever I've had an external viewpoint to brainstorm things with and get iterative feedback, I've been an order of magnitude more effective and confident. You need someone to tell you when your head is up your ass, so to speak.
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19:30
Ugh game jams... Major envy.
19:31
I'd love to join a small team or partner in the next year. I should be able to get actual babysitters again soon, what a delight!
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Lol we should do one with some of the regulars here! I will say @bit is pretty OP to work with, so you'll likely get spoiled.
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I think I'm probably the mentor of the group I'll be starting with hahahahawwwweee no
19:32
But yeah just hearing things from the podcast and being able to talk in here a bit already feels like a great help
19:33
I'm sure I can get some thoughts from my roommate at the very least since he's at least around my level (maybe more on programming and amount of games experience but less on actual design I think)
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Hey I mean the whole "you learn as much as the teacher as you do as the student" isn't totally wrong. If you're thinking from the start "how can I build this so it's so foolproof even a newbie won't mess things up with it" that will lead to like 75% of the practices you need for a long term project haha
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Lane
Lol we should do one with some of the regulars here! I will say @bit is pretty OP to work with, so you'll likely get spoiled.
If that becomes a regular thing I'd be very interested once I get life things together!
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Lane
Hey I mean the whole "you learn as much as the teacher as you do as the student" isn't totally wrong. If you're thinking from the start "how can I build this so it's so foolproof even a newbie won't mess things up with it" that will lead to like 75% of the practices you need for a long term project haha
I'd also add, it's not as important to get something right the first time as it is to be able to easily change it later.
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19:35
So if you do some fast-and-dumb but reduce coupling so you can swap in something more complete later, you'll be way ahead.
19:36
(yeah sorry my words are hard haha)
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I understand the gist of it at least haha
19:36
This is the same thing I've been learning getting into writing after years of feeling like I wasn't good enough
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Crippling imposter syndrome? 😬
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It isn't good enough the first time but if you don't put anything there you won't improve or be able to iterate on it and correct your mistakes
19:37
Haha yeah that's me
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Yeah. I'm not a writer, but I feel like it's easier to reflect on a written piece of work and improve on it than it is to look at bad code or design? But I might just not have enough experience on the writing side haha
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Oh definitely in a lot of ways
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Yeah the only writers I know personally both have a very zealous attitude of "just do it. be dumb and fix it later"
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I think that you spot bad writing more through a creative lens and "feel" then you might through at least code
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Hmm, it's interesting, because coders refer to code "smells" — as in something isn't bad now, but it sort of smells like the kind of thing that could lead to problems later.
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NGC and also @Lane have actually made me apply the same logic to my game, just get crap done and get it in front of people early.
19:42
Which is why I blame you if it's embarassing!
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Have either of you either done a NaNoWriMo?
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Lane
Have either of you either done a NaNoWriMo?
I haven't, but I have friends who have.
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Nice. Yeah, I think that and jams have a lot in common. Across disciplines people looking for ways to raise stakes and lower standards.
19:44
Pretty excited for a Nice Games Club chat jam lol
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19:44
Hopefully I'm not the only one :p
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Chat jam!
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Just need to find a way to gamify making fun of Mark's taste in games 🤔
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Should we advertise for them? Join the Patreon to join the jam! (Boy won't they be surprised)
19:45
👀
19:48
Since we're on the topic of jams, part of my hesitation is just not being familiar enough with the tools to get something out in a decent amount of time.
19:49
What's your thoughts on that? Do you let juniors take back seats and have an experienced person do the actual coding / implementation?
19:50
It must only apply to actual dev, right? Any layman can draw crappy MS paint art or record beat box into a mic, but if you don't know how to build a game you just don't... Go anywhere.
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Lane
Have either of you either done a NaNoWriMo?
Successfully? No. Tried for a few days? Sure
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Lane
Pretty excited for a Nice Games Club chat jam lol
I am too! I bet I'd learn a lot at least haha
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You know, I think, like, some kind of N00bJam thing could actually be really fun. Like a game jam but the point is just to get some engine to do something simple that's sort-of a "core" part of lots of games. And hey, even veterans could join as long as they're using an engine they've never used! :) (edited)
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21:07
Make an object "jump." Play a sound. Display text. Etc... all things that seem like they should be easy until the first time you actually try to do them.
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El Berg-Maas (they/them) 07/02/2021 8:45 AM
Longer jams too, like toadhouse's month long "no crunch" jam
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El Berg-Maas (they/them) 07/02/2021 8:53 AM
It wasn't hard to find, but the new podcast episode show notes mention the video version of the talk, but it isn't actually a link to the talk.
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Stephen McGregor (he/him) 07/02/2021 8:56 AM
Hmm, it seems like there's a link to me. Is it not showing up for you? Might not be showing up correctly on mobile if that's how you're browsing it.
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I'm not gonna lie, I actually thought the new episode was the recording of the talk so I haven't listened to it. Maybe ya'll should keep Mark around.
09:29
And just to confirm, I think the video link thing is just a mobile interface issue, cause it's there on the site for me, but not from the podcast page (I'm using Google Podcasts app).
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Oof no crunch jam sounds so much worse
09:42
Give me 3 days of pain over 30 days of guilt plz (edited)
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I think that works for a specific type of person. I would be there -- either 29 days of not doing anything and feeling looming dread, or 30 days of crunch. 🤣
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LOL yeah for real. I wonder what kind of person the longer jams appeal to. For me 30 days of cortisol vs 3 days of epinephrine is an easy choice.
10:10
Maybe people capable of extended self control 🤔 🤔 🤔
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Thinking of it like nanowrimo i could see something cool coming out of that. NNWM (and what's the visual art version? Inktober?) focuses on pure output right? # of words written or pieces drawn, etc? What would that be for a game? # of levels I guess but... that's not really the same level of work haha
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Ooh that's a compelling thought. Nanowrimo has a pretty strong emphasis on maintaining word count per day. It actually sounds like it might have some synergy with a regular game jam.
10:26
I.E. first game jam to get over the hump of building your game structure
10:26
And then produce content in a follow-up nanowrimo style slog
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Now that is interesting
10:27
Especially if you go into the 1-3 day game jam with the theme/goal of "Make a game that you can add X content pieces per week over the next 4 weeks"
10:29
While as mentioned I haven't participated in any, I've followed a few and it seems that you naturally get small, contained concept games, rather then long form games, even if many do go on to be expanded. Building something that you commit to delivering extra content on later would be cool, and stretch different skills (level design, etc)
10:29
Stop getting me excited for something that doesn't exist
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That would be interesting!
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Hey @Ellen you talk about D&D every so often on the show, and the recent episode about therapeutic games was really enjoyable. DMing for the first time (12 levels across about 2.5 year campaign) is what really kicked my game design aspirations into gear and set me on this path for real. I felt DMing and creating homebrew (with buy in from my players) was a really safe space to practice game design. The scope was limited because I only had to balance 5 characters, the stakes were low because I could easily adjust on the fly, and the feedback was almost instant when I saw how my players enjoyed a new item or adventure or mechanic within a couple of weeks. I don't recall if you DM or just play, have you had a similar experience though (and the rest of the community?).
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Oh man that's a good topic!
10:47
DM'd for a while and I agree. The sample size is small but you'll never have a lower barrier to start prototyping.
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Yeah! It really focuses down the goals of game design: how can I make this more fun? What is unfun about what we're doing right now, how can we make it fun without removing the spirit of the game? etc
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DMing got me to finally learn how to code because my campaign had an election coming up and the players wanted to do actions to sway the polls. I taught myself python in order to build a simple script to calculate the redistribution of polling data after the players took their actions and generate new polls with some light RNG.
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Anthony
Hey @Ellen you talk about D&D every so often on the show, and the recent episode about therapeutic games was really enjoyable. DMing for the first time (12 levels across about 2.5 year campaign) is what really kicked my game design aspirations into gear and set me on this path for real. I felt DMing and creating homebrew (with buy in from my players) was a really safe space to practice game design. The scope was limited because I only had to balance 5 characters, the stakes were low because I could easily adjust on the fly, and the feedback was almost instant when I saw how my players enjoyed a new item or adventure or mechanic within a couple of weeks. I don't recall if you DM or just play, have you had a similar experience though (and the rest of the community?).
I mostly play. Until recently, when one of our key members had twins (!), my group was playing every week, and had been for like 5 years!
10:59
I did run a couple sessions of Fate Core with that group, as GM. It went okay; I made all the new GM mistakes, I'm sure.
11:01
The thing that really gets me into tabletop RPGs is the character development and world-building.
11:01
As a GM, I think my game design instincts actually get me into trouble. I start to make up new stuff or change things that shouldn't be changed.
11:03
Like, in my Fate campaign, I came up with this whole mini-game inside the main story. It totally backfired, not because it wasn't mechanically sound, but because it messed with the continuity of the players' experience within the larger context of the narrative.
11:05
I have the luxury of playing with a very experienced DM and other players who also DM a lot. I like to kick back and let them do the tweaking for D&D. 🙂 But on the plus side, these folks are up to playtest my other games at the drop of a hat, so they do support my experimentation quite a bit.
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I've made mistakes like that too. Bad item designs or adventures that sounded fun but weren't. But worst case is you have a slightly less fun night and fix your mistake next week right
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Exactly! Especially since the group is Nice™ so feedback is always welcome and constructive.
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Nice TM 🤣
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Would you share an example of an item gone wrong? I'm curious 😄
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Yeah for sure! I'll find it when I'm back to my desk
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The specific one I had to change because it was just ruining encounters:
11:37
11:37
Quiz: what did my player immediately find to abuse? 🤣
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Oh neat, a hookshot!
11:38
I'm looking...
11:39
Well, if you could have two ropes active at once, you could bind an enemy and then drop them from the ceiling
11:39
that fall damage can be real nasty
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That would be totally fun though
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11:43
Mostly the problem was the guaranteed restrained condition
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you could also zip around without using up movement, I think
11:43
yeah
11:44
I could see how that might lead to a nerf 🙂
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Especially because she was a gloom stalker ranger with crossbow mastery... She had a lot of attacks. First attack she would restrain a big enemy and then they'd have advantage in everything while the enemy was pretty gimped. It made things rather boring
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I added an extra saving throw the target gets to make. To make it up to her, I have it 2 extra charges and added another ability to trip the target as a different option (with another save) Ended up being a good change and the added functionality softened the nerf haha.
11:47
And you know she NEVER thought to use the zip line ability offensively, that would be super fun 🤣
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Don't let her read the chat! 😄
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Sadly that game kinda fell off a while ago. Not the friendship we just stopped playing D&D haha. Haven't been playing OR DMing for a while, except for a one-shot of Thirsty Sword Lesbians
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(which is very fun and I recommend)
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Yeah holy crap. Not having to do a saving throw to avoid getting restrained and then having to use an action to get out of it is super powerful.
12:40
Whenever I make a new item and I feel like it's at a good place, I try to make it about half as powerful as that.
12:41
Players never argue if you buff an item retroactively if it's not powerful enough to be fun, but taking functionality away from a player is the pits
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yeeeppp that was the lesson i learned XD
12:54
i do have a lot of trust with this player and she was onboard with the possibility of changes, so drama avoided at least
12:55
Because its just words on paper, the playtest is super fast too. Which I guess is just a form of paper prototyping...
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When my group first started they were super low on heals and I didn’t want to force one of them to invest more heavily in them, so the first item I created for them was a basic health potion that automatically refilled. Up until the start of the session I was thinking that it would have 3 charges a day, but at the last minute changed it to one charge a day. It’s still one of the most powerful items they have with one charge, but three would have just been broken
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I want that in real life please.
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One of my buddies has some pretty great stories about the Immovable Rod, and some ways they used it that their DM didn't see coming. While I don't recall the exact details it ranged from being OP to totally pointless, but always fun. They're a good bunch too though, so imagine that was probably their main goal anyway. I believe one of the stories had them kiting a bunch of Kobolds through a tight space and planting the rod, causing a "traffic jam" and then just waiting until the rod deactivated and then cleaning up the now softened horde. I think one of the other times they used it was to keep a door closed. They just planted it in the direction of the door swing. Like... this is a physics defying device and they used it as a door jam. Ha ha ha love it. :)
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I will set myself on fire before I put an immovable rod in one of my games
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Today, I'm paying my friend's 10yo daughter to make some pixel art for me because I'm hoping it'll be better than what I came up with 😐
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Division of labor 👍 Supporting a local small business 👍
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I'm with DJ PJs. I see this as an absolute win.
11:26
10yo professional artist? That girl is going places.
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That's what I said! Now I need to start training my own kids so when they're a bit older I can make them work for free.
11:31
What's everyone been working on?
11:32
I'm trying to fix a bug I caused by implementing a new feature 🙃
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Im trying to get my HUD to act right. Diegetic stuff is hard
11:44
But i love it >:)
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Weirdly enough? A LOT of pixel art for all the tilesets in the "main project" I'm working on. I think they're coming along okay but maybe I should run 'em past your friend's kid. 🤔 I'm also considering derailing that work for a couple of days to polish up an "old school light vector" inspired arcade shooter I al but finished a few weeks ago. (What I have of it I literally made in like two days after the last Ludum Dare.)
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21:58
Speaking of which... When is the next playtest stream and is that one still happening online or do we not know yet? If I "finish" that game I was just talking about it might be worth trying to get in front of some folks. ;)
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Ahh yes, "every third Wednesday" ("or near enough" to quote some podcast) that's right.
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Dale LaCroix 07/06/2021 10:33 PM
Still online too
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Awesome, thanks for letting me know! :)
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23:34
That's a gift for your efforts.
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CATS! 😍
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Dale LaCroix 07/07/2021 9:42 AM
Are they your cats? ❤❤❤
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Dale LaCroix
Are they your cats? ❤❤❤
They are! The calico is "Rey Geez-Louise Star Wars" and the gray stripy guy is "Poe 'Paw Dameron' Dameron." Despite having different surnames they are siblings and coming up on 4 years old. 😀
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To Whom It May Concern, Here is a new episode. Please enjoy! Sincerely, Ellen https://nicegames.club/episode/224
Holly Harrison, aka "Best Friend of the Show," is back in the clubhouse! And we recorded this episode in person again! Can you tell? It probably comes through in the goofs... There's plenty of silliness in this week's episode, even though your Nice Hosts explore some serious topics. Holly asks us what we can do to become more ethical consumers (...
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What do people here think about spending more on local businesses and events? A lot of these problems seem to come from trusting that businesses a thousand miles away will behave ethically, or that journalists a thousand miles away will accurately report on everything you'd care about.
19:26
May sound atavistic to some, but if I'm 1% of a person's business, they have a lot more reason to care about my opinion of their practices than if I'm 0.001%
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(okay Google define atavistic)
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19:34
Not sure I understand it still but regardless... Yeah I've sort of been leaning the same way since covid.
19:34
Trying to get what I can from local instead of big box. Or at least local franchises.
19:35
Didn't really think about it from an ethics standpoint, but I see that.
19:36
This episode is also making me consider devoting more of my time to indie games.
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19:37
For the same reasons.
19:38
Also Ellen I think you really nailed the description of grind there. S+, I had thought about the topic before but never came to a solid concept that satisfied me and you just laid out exactly how I felt.
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Atavistic means returning to previous type, often used as a synonym for regressive. E.g. one trade off with localism is you trade some amount of efficiency for accountability. (edited)
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19:52
And yeah, the grind part of the episode was fun. Fortnite players should be named & shamed!
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I played quite a bit of fortnite when my son was newborn 🤣
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I thought I posted this already but apparently I never hit "Enter." RE: Thoughts on Grind When my bestie and I were kids playing FFIII on SNES one of the things we'd frequently do (and I don't think we're unique in this) is run around just looking for fights, and we called it "beefies," as in "beefing up the characters." In the last several years whenever people mentioned something being grindy I always thought back to these moments in games. While listening to the podcast and thinking about it in a more specific context this still strikes me as lower case "g" grind. In this context I think there's a distinction for me between grind and its underachieving old brother, capital "G" Grind. When y'all brought up the idea of developer intended vs. player instigated versions of this in the podcast it clarified some of my own thinking on the subject, and whether or not it works in a given title. To me, the core requirements for both version are: 1) Engagement in the tightest possible game loop for a given outcome. 2) Engagement for the sole purpose of farming (XP or some other resource). 3) Engagement requires ad nauseum repetition. When a game's design requires this of a player to progress to new parts of the game, I'd call that Grind and describe that as Grindy. When a player engages in it willingly without it being a necessity, I'd say it's grind. As discussed on the ^Podrick J. Caster, both of these types can work or not, depending on the game. Subjectively, it works if I'm having fun. Objectively, it works if the player is engaging the way the developer intended (without making a moral judgement here) whether that's for good or ill. ^Look, I'm not an airport, some of these jokes ^^aren't gonna land. ^^That's pretty dark.
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Games of that era (FF 6, 7, and CT) had such a lovely concept of grind. Older/higher-skilled players would get through with less grind, and so encounter tougher challenges to match their abilities. Rubber banding weak enough to allow players to self-serve their difficulty, but strong enough to let people catch up to the expected level quickly if they wanted.
10:35
Best of all, the difficulty selection was totally invisible, not insulting to lower-skilled players, and fit with the game's metaphors.
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Yes, totally.
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I rented FF6 a stupid number of times growing up, and had a ritual for every time I did. I'd get it on a Friday afternoon, and after dinner would start a new save and play through to the river segment. I'd then do the rubber band trick that let's you auto-farm random fights on repeat with no real chance of dying in the river area, and wake up to level ~70 characters and just bulldoze through the rest of the game on Saturday and usually finish Sunday morning.
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I like that you recognized the choice to grind but got around it. Perfect. 🤣
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I don't think I could have consistently beaten it in a weekend without doing that
18:44
But apparently I didn't even need an hour
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It is one of the funniest speed runs. Highly recommend the AGDQ2020 vid https://youtu.be/7XaFPrgDqn0
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On the topic of grind, another aspect of grind comes to mind for me in particular - with respect to competitive games, and in-game ranking systems. So, there was some discussion about playing to improve your skills and this not really being the same thing as grinding, and that may be true (though it can feel like it sometimes). However, a lot of competitive games have ranking systems (e.g. the one in Hearthstone) where you do kind of have to just grind to get to the top ranking group (Legendary, Masters, whatever they call it). If you play more skilfully, you will inevitably get there faster, and if your skill is not above a certain level, you may never reach that goal. I'm really not sure how I feel about this sort of grind. Sometimes it really does just feel like an addiction mechanic. On the other hand, there are all sorts of problems players have with Elo rating systems and the like... and I can't help but wonder how much of a good idea it really is to frame Ranked Queue as the main game mode.
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What sorts of problems are you thinking of?
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From the design/business side, ranked queue gets psychological hooks in people (ego, competition, loss aversion) and so is a great way to get people to obsess about your game and start spending money.
12:03
This isn't a defense of it — in fact, it's why I don't play HS or any other game where you can pay for a competitive advantage — but you can see why they frame Ranked Queue (and particularly, Rotating Format Ranked Queue) as the main game mode.
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I think Elo ends up being a problem in a small player pool. It also makes it pretty obvious when you're stagnating, and feels bad when you lose a large chunk of it. I do think it's better than HS and the like's grindier systems. In the game I'm working on, we have a problem where the higher ranked players don't want to play against newbies, because the gains from winning are tiny, but the loss from losing is huge. Maybe that really stems from having in-game rewards based on rank, though. And yeah, when I said maybe it's not a good idea, I really meant from an ethical standpoint 😅
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That is an interesting point though about how grind works in conjunction with multi-player stuff. While The Lady and I do player a decent amount of Destiny I kind of avoid PvP stuff at all costs unless I absolutely have to do it. Weirdly, I am slightly more willing to do it if it's a component of a larger quest so I can get to the good stuff - which, while it really has no bearing on my interactions with the other players - feels like Grind to me.
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How do you feel about Hearthstone's rank resets?
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In that game in particular I really wish Bungie would implement PvE / PvP options that fulfilled the same requirements more often.
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I think they do this to keep people feeling like they're moving in a positive direction (getting the opportunity to climb once again each month)
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(They do this sometimes, but as a mainly co-op or solo player it sucks getting stuck with the choice of do PvP or simply don't progress. Same with Raid locked stuff, though I kind of get that, since there's usually some "story" component to it, etc.)
13:15
I've never played HS.
13:16
Am I kicked off the server yet?
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No that's good. Not supporting Blizzard is a virtue.
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Well in THAT case - if you didn't guess based on my previous complaints about PvP, I don't and have never played Overwatch either. ;P
13:18
I am EXTRA VIRTUOUS.
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13:18
At least more than @Ellen who swears in podcasts.
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13:19
(Honestly, that was my favorite moment of every single episode so far - made me feel less like the grosscabulary spigot that I am.)
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Oof which episode was that?
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Stephen McGregor (he/him) 07/15/2021 1:42 PM
Ellen said like one curse word in the most recent episode (I edited it). It was kinda funny so I left it in haha
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Lane
I think they do this to keep people feeling like they're moving in a positive direction (getting the opportunity to climb once again each month)
I think that's part of it, though I don't think that's necessarily nefarious. But also, IIRC you can't drop out of Masters (is it called that in HS? I can't remember), so if you left it going without resets, eventually the 'skill requirement' for getting into Masters would decrease so much that it wouldn't be as much of an achievement? Maybe that's their reasoning. (edited)
13:44
I didn't even notice the curse word 😱
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Wait, so @Stephen McGregor (he/him) was responsible for a bunch of people hearing a swear word? 🤔
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Downloads just skyrocketed
14:11
Nice Games Club ~after dark~
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Anyway, I'm not really alleging anything is nefarious on its own. I think positive reinforcement and a feeling of progression are both things people like. Competition is also a thing many people like. Some people think that competition is undercut by reinforcement/progression mechanisms, but it can't be denied that these mechanisms are popular for a reason.
14:15
. I believe HS does the rank reset for the same reason the mobile app I work on does. By breaking up competition into different "seasons", you make each game matter more for the milestone you're currently working toward. In a game with a lifetime elo, playing 5 games is expected to have a small (positive or negative) impact. With seasonal resets, you can more or less guarantee that playing 5 games will have a meaningful and usually positive impact on your progress towards this season's standings.
14:16
So you get more games played with the latter.
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Stephen McGregor (he/him) 07/15/2021 2:36 PM
I can't use my Kirby emotes in this server...
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So ummm, Steam Deck? What's the deal?
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Well, well, well... Look who decided to show up.
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😛 I was embarrassed by my swearing (and also working all day)
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I'm only making a big deal of it because I APPROVE.
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lololol
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Well after years of working on getting Stephen to swear ("Hey Stephen, if there were a line of people waiting for Vietnamese soup, what would you call that?"), it's shocking to learn
17:19
That all it takes is doing it using someone else's voice.
17:20
Like if he had a button on his desk that was Ellen swearing, apparently he would have no issue pushing that button.
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If anyone made the frankly dubious purchase of a GDC pass this year, I'm giving a talk on Tuesday evening that is largely an extension of the chat I had on nice games club 15 years ago about publishing deals. If you liked that episode and also have a GDC pass, you might like my talk!
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Dale LaCroix 07/15/2021 6:38 PM
15 years ago?!
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Feels like it! I remember that episode
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Lane
Well after years of working on getting Stephen to swear ("Hey Stephen, if there were a line of people waiting for Vietnamese soup, what would you call that?"), it's shocking to learn
Pho queue?! 🤣🤣
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I would definitely listen to that if I had a pass.
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I'll put out my slides, but they're pretty much just stock photos of dogs
18:43
The speaker notes will help a bit I hope
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Regarding the Steam Deck: it feels like a tough sell at that price point.
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DonBisdorf
Regarding the Steam Deck: it feels like a tough sell at that price point.
Yeah, I agree.
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They should let you convert unplayed games in your Steam library to currency that goes toward the cost of the Steam Deck based on whatever you paid for them. You don't lose access to the games and the creators aren't stuck with the bill, but I think Steam should have to absorb some of the cost of having the digital publishing market share it has.That seems like a fair way to do it.
08:46
That's a joke and will never happen, but you know... Why not though?
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Stephen McGregor (he/him) 07/16/2021 8:48 AM
I feel like if the games run quite decently on there it's a pretty good price point for a lot of the larger games. Like for a low-end PC that's pretty cheap.
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the fantasy it promises is so, so exciting. If they can actually deliver on it... it will be very exciting
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For game devs, this is pretty fantastic I think. A $400 computer that runs Control or Death Stranding well enough that could fit 3 to a laptop bag is a blessing for conventions.
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You can pull it out, "here try my game"
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The biggest pain in the butt for any conference you have to travel to is figuring out hardware, 100% of the time. These kind of solve that problem. You still need to get keyboards and monitors, but those aren't that bad
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August
For game devs, this is pretty fantastic I think. A $400 computer that runs Control or Death Stranding well enough that could fit 3 to a laptop bag is a blessing for conventions.
Now that's an excellent point
14:14
I wonder if their timing has anything to do with the hardware shortages...but maybe not, as they've probably been working on the Steam Deck for a while. Hmm.
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I'd have to imagine the project started at least a couple years ago
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Mark LaCroix 07/16/2021 5:39 PM
When I was doing pitch meetings for Widget Satchel at GDC 2019 I had a Switch build with me, and it was great to be able to pull out the console and do my pitch while they played the game. Pretty sure it helped get the offers we did get. My overall feelings on Steam Deck are wrapped up in my skepticism about Valve as a company that can follow though on anything, and it's "invisible-walled garden" where they promise an open platform but your collar makes it painful to leave it. But, a low-end handheld PC with solid controls? I'm not rushing to buy one myself but it looks well worth the money and might be a really good dev tool (min spec target, Steam Input API testing, etc).
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this 1
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Speaking of good dev tools and previous conversations in This Very Discord, Playdate/Noble Engine game jam anyone? I had this idea for a platformer game called "Complication Basket" where play as this adorable weasel collecting watch parts, but you get heavier the more you pick up, see... But really though, if we ever do decide to do a little low-pressure game jam thing, it might be fun to see if we can break @Mark LaCroix's engine. ;)
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The more I hear about the Steam Deck, the more I'm sold on it, actually - although it does have the issue that PC games aren't usually optimized for disk space in the same way as e.g. Nintendo Switch games are... Battery life could be an issue too, for actually using it on the go! That being said, I often have this feeling "I want to play X game, but I don't feel like sitting at my computer" and more specifically "I want to play X game, but really I want to play it on my switch" 😅
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My gut reaction when seeing the SSD sizes was that it was just pitifully small. Then I realized that the largest one is more space than the SSD on my gaming computer. If all I have to worry about is Steam games and not all the other things I have going on with my computer, especially combined with Steam cloud saves which most games have these days, then it should be pretty trivial to just delete games as I stop playing them.
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Yo @Stephen McGregor (he/him), what happens to Rhythm Rumble now?
19:04
The fans want to know!
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Stephen McGregor (he/him) 07/19/2021 7:13 PM
Uhhhhhhhhhhhh
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Just finished listening to the Versailles game jam. Your jams are always great fun to listen to! For that particular game, I ended the episode wondering what the game would look like if (1) every single tile had a power attached and (2) there was a much wider variety of powers. Then the game might be about assembling interesting and crazy groups of powers. And at the same time you'd eliminate the "I never landed on a power tile the whole game" problem.
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Interesting! I had thoughts but almost in the opposite direction, before the end goal was determined (though it might work still). You can only have 1 (or 2 or 3?) power(s), but if you uncover a new one, you can DROP one you have to pick it up. Then someone who lands on that card in the future can choose to pick it up. It could either be worked into the same points model, or following with the original theme of "exploration", the win condition could just be whoever has uncovered the most tiles (collect the card you reveal). I think that also helps limiting the power gap. If players drop unwanted powers, others can pick it up if they have nothing. They also still get points just by moving into low-value cards. That deviates quite a bit more from where the jam went, but it was an interesting tangent to me.
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I like that idea, especially in the context of @Ellen 's idea of it being a playground where kids are cleaning stuff up. It's like they've got too much stuff in their "junk bag" and something fell out, then another kid is coming along and finding it or something.
09:38
Never thought I would see them roll out the red carpet for the YT audience with an exclusive like this 🧐
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E x c u s e m e
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We've totally sold out 😸
09:52
I imagine the podcatcher feeds are a bit behind? Not sure why that would be the case
09:53
I'll check!
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Dale LaCroix 07/23/2021 9:57 AM
Its me! Havimg trouble uploading and SAVING this morning
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Oh noes!
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OK, I think it's fixed. https://nicegames.club/episode/226
In this episode, Mark gets defensive about his fair city, Ellen declares her love of Big Buttons, and Stephen almost forgets Fingance, the game he worked on for 7 years.
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Smh SSBU players can't move on to a better game like project slippi
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Ellen with regard to you liking big buttons: is this a topic on which you're capable of prevaricating? (edited)
13:34
I noticed Mark and Stephen did not deny.
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I haven't finished the episode yet, but so far the big takeaway for me is realizing Dale is almost definitely morphing into The Silent Cartographer from Halo. Eventually she'll be able to pinpoint the location of the Halo control centers within a yard. (edited)
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Man Stephen is such a Mary Sue character I can't believe I ever supported this podcast. Totally not realistic.
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16:25
His one non-relatable trait (not empathizing with animals) is quirky and fun
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This controller talk is exciting. I just pulled out all my old consoles. The Duke has so many memories associated, but Xbox kind of hit their stride with that smaller controller they released... With Halo 2 maybe? I have a clear green one and I remember it being so much nicer.
16:37
Unrelated to the podcast, since I'm bored waiting at physio right now, what's the nice game fanclub's vote for what I should work on next? 1) implement controller support for aetherlings (my tactics turn based rpg) -- bonus I can try to deploy it to my Xbox 2) refactor the cringe out of the state machine that runs the turn based system (and bug you nice people about ideas) 3) work on a different, smaller project as a break for a bit
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16:39
Also, @bit was your game you showed last week public? I only got to experience tastes of that soundtrack since I had twitch muted
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It's not, but anyone on the board can play it if they want. bitculture.itch.io/overlode Password: TeamEvilGamesClub I've been working on it some more and I'm trying to implement a completely textless experience... It's challenging, and I'm not sure it's going to work, but it looks cool as heck, so I really hope I can make it happen. And when I say textless, I REALLY mean it. I'm trying to figure out if there's a way to save and build the project with the name "◇" I know that's probably not going to work, but dang it would be cool if it did. I'm also aware that's probably bad marketing but really, it's only bad marketing until it's AMAZING marketing. 😅
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"Game formerly known as Overlode"
17:41
And thanks for the hook up, I'm looking forward to trying it out and seeing as it evolves. I love the idea of textless, too
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bit
It's not, but anyone on the board can play it if they want. bitculture.itch.io/overlode Password: TeamEvilGamesClub I've been working on it some more and I'm trying to implement a completely textless experience... It's challenging, and I'm not sure it's going to work, but it looks cool as heck, so I really hope I can make it happen. And when I say textless, I REALLY mean it. I'm trying to figure out if there's a way to save and build the project with the name "◇" I know that's probably not going to work, but dang it would be cool if it did. I'm also aware that's probably bad marketing but really, it's only bad marketing until it's AMAZING marketing. 😅
I love the sound design and the music! And the visuals. And the gameplay.
17:48
The whole thing!
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17:50
(Except the password...)
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Y'all are too kind. I don't really know how to deal with compliments, but they are encouraging. Thank you so much! 😊
18:30
I'm pretty sure I can get away with calling the project file "ampersandnumbersignxtwofivecsix"... I don't see why I wouldn't.
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Seems easy to remember
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Those who voted for refactoring, who wants to bounce unity code ideas around 🤣
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Is it too late to change my vote? lol
18:50
I actually did the latest iteration using a tactics rpg tutorial from a site called "liquid fire" I think, but it makes the states monobehaviors and the state changes can get a bit weird (soft locked a few times because it uses coroutines to change state)
18:51
I actually just need to sit and try to think of it again, but wondering if anyone had success / guidance on a state machine for turn based games
18:51
I've heard of people using the animation state machine but I didn't quite see how that'd work out (edited)
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I feel particularly unhelpful with this. Maybe @Mark LaCroix and @Stephen McGregor (he/him) can weigh in?
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I appreciate your enthusiasm though haha
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I will certainly not hold back on that front!
18:56
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Ok that one might be too enthusiastic 👀
18:58
But you know maybe it's the context of the character
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Anthony
I actually did the latest iteration using a tactics rpg tutorial from a site called "liquid fire" I think, but it makes the states monobehaviors and the state changes can get a bit weird (soft locked a few times because it uses coroutines to change state)
Stephen McGregor (he/him) 07/26/2021 7:02 PM
I have tried to use coroutines to do this! It is really hard! What I've been doing instead is I make a queue of interfaces called BattleParticipant and there's a master BattleManager that will call the next appropriate participant and wait for them to do their actions and end their turn, then the BattleManager will go to the next BattleParticipant in the queue until their are none left.
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I like that for turns! I have an InitiativeController that implements IEnumerator (again, from that tutorial) which uses a queue internally. What do you think about the "during their turn" part? I have a state for "menu" and then "choose skill" and choose target etc, which interfaces between the UI and the map. Also the very simple AI is driven by states which is nice. It's all just a bit cumbersome and I'm not even sure it's worth pursuing this route
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Stephen McGregor (he/him) 07/26/2021 7:31 PM
I think a state system is a good way to do it, are you tracking the states with an enum?
19:31
The nice thing about enums to me is that you can increase and decrease them like an int so switching between states is convenient.
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No classes. Specifically monobehavior, the statemachine creates and reuses them. (Though I want to get away from that, I think)
19:33
I'm going to have to just try it out and see where it goes. I feel like I fumble in the dark with a lot of this implementation specifics in this hobby 😅
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Stephen McGregor (he/him) 07/26/2021 7:43 PM
Hmm, sorry I think I'm misunderstand. Let me see if I can find the tutorial, I'm curious!
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Stephen McGregor (he/him)
Hmm, sorry I think I'm misunderstand. Let me see if I can find the tutorial, I'm curious!
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19:45
I also suffer from over-eager-refactirinf syndrome. Ive been on a program. ._.
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Hey Anthony, do you have a repository? If you want to post or DM a SSH link, I'd love to see what you've got cooking (edited)
20:27
I was making a turn based system kind of similar to this a few months ago. I'm no master but I'd be curious how you're doing things.
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I do! I'll send you an invite later, it's private. Thanks ^^
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I was just looking at a game I did a while ago that had turn based combat. I don't know how similar it is to what you were doing @Anthony, but I was using a queue system, too. It called coroutines which had internal logic (light AI) to determine decisions with a little bit of randomness thrown in. When each coroutine was called it set a given actor to the "current actor" in the "turn manager." The next actor in the queue was stalled until the current actor was null. When it got the end of the queue it set the current actor to the player (which just extended the actor class).
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Ah that sounds interesting and useful!
21:52
Mine's turn based with multiple interleaved player/AI controlled units, which seems like it would just be an extension of what you described.
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Yeah, for sure! The turn manager would organize the turns after each run through the queue, so it could determine if turn order should change, etc. You could do the same thing depending on what mattered. For mine I was just using line of sight and path distance, but theoretically you could use stats or whatever else, too.
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Aw man I hate I missed the code talk. One of these days I'd love to share my inventory system for some of my projects.
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We don't have to be done 👀
07:11
I'd love to see it, when you share it!
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I'm clocking in on my day job in like 15 min, but I can go over how I set stuff up when I get home! You might find it useful if you're working on UI and inventory/recipe management
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Either there seems to be a lack of actual open source projects / code samples for anything beyond beginner projects, or I'm just bad at finding it
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Admittedly mine has been through trial and error
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Anything that works is a good discussion topic, IMO
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Essentially I make a huge spreadsheet of all items in the game, blocked out by separate classes (food, weapon, clothing) and when the game leads it sorts it all into a handful of different lists that the game can pull from to display or spawn objects
07:15
I use the same method for crafting recipes. I can post the code and explain it all tonight if you're up for it! I'd love to get feedback and critique if theres an even better way to handle it
07:16
It helps with spawning in random items as rewards as well, just a series of dice rolls to grab from the right reward list!
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Nice! Yeah I'd be interested :) Though I should've asked yesterday, does NGC mind deep diving into code in this channel or is there another one we should use?
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I'd also love to know this!
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Anthony
Nice! Yeah I'd be interested :) Though I should've asked yesterday, does NGC mind deep diving into code in this channel or is there another one we should use?
Dive right in!
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18:17
I love how much that dive looks like a time compressed version of the default EaseInOut curve in Unity.
18:24
Well I'm ready!
18:24
When I get a chance to get back to it, I'll share an overview of my statemachine and what I might try next
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okay @Anthony , I think i've set up most of the bulk of it so you can understand it. there's 2 main components here to make my database work: 1. a spreadsheet that's detailed enough to hold all the data: https://docs.google.com/spreadsheets/d/1mKKeeqNm60QOfbJVeUhYND2Ll6hmzyZ_lx9NHydYx5s/edit?usp=sharing 2. the csv parser code to separate everything: https://www.codepile.net/pile/nKyaw8K4 (edited)
19:03
for extra clarification, the spreadsheet is color coded by class and subclass, so i've got these: item, food subclass, weapon, armor, etc. hovering over them gives me a reminder of what that box needs for each one. then i save the file as a .csv, place it in the project, and load it at the beginning of the code function.
19:06
the only thing each item prefab needs on it is this: https://www.codepile.net/pile/g8GGov8W and really you could use an item ID instead, i just like using the name for readability. the itemtype variable is used to drop it in the right inventory section, so i can separate things by their use.
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I'm a big fan of names over numeric ids unless there's a performance reason, too
19:11
That spreadsheet makes me want to see the game!
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i just think it makes it easier for me to understand, especially with the recipe ingredients. you could set it up to work with an infinite number of ingredients, but i wanted a limit of 4 for the sake of the way the game is designed.
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So do you load that csv at the start of the game, or is that a pre-production when you build?
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Anthony
That spreadsheet makes me want to see the game!
oh thank you! it's a bit of a passion project. i wanted to make a dungeon crawler focused on cooking to get buffs to keep going on
19:12
whenever i make large changes to the csv i just save it and overwrite the file in unity, it's all set in there when i hit play
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I love it. Reminds me of the master trials DLC for botw
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i think there is a way to get it to read from the google link directly, but that's out of my area of understanding for now
19:13
ah thank you! I also managed to set up my own botw style cooking system, kindof reverse engineering it
19:15
basically every item has its own values (seen in the spreadsheet) that it gives the player with 0 cooking influence, when you play the minigame, you get various bonuses and addons depending on the utensil used, the ingredients used, and the success of the player at the end of the minigame. if a recipe is found, it adds on another bonus, and displays that graphic, letting the player know they uncovered a secret recipe
19:15
so even if you don't unlock a recipe you still get bonuses. it has the potential to make late game play very hard to balance, but i'm figuring it out.
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One thought I had that might interest you, have you tried csv parsing libraries? I haven't done it in Unity but I don't see why it wouldn't work, since you can pass it a stream of string instead of a file. https://joshclose.github.io/CsvHelper/getting-started/
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ooh i have not considered that, but i'll check it out!
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Cynabun
basically every item has its own values (seen in the spreadsheet) that it gives the player with 0 cooking influence, when you play the minigame, you get various bonuses and addons depending on the utensil used, the ingredients used, and the success of the player at the end of the minigame. if a recipe is found, it adds on another bonus, and displays that graphic, letting the player know they uncovered a secret recipe
I immediately think of trying to explore dungeons to find rare ingredients which sounds exciting. I'm a sucker for rewarded exploration
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it's honestly my favorite method of play. exploration and discovering hidden mechanics is my absolute JAM
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You'll show us this game when you have a prototype, right? :D
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yeh of course! right now it's very...cobbled together lol
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So is mine, but @Lane bullied convinced me to playtest it on stream (edited)
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hahah, don't worry i'm planning on doing this one next month (if time is kind to me)
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Either of you ever play Desktop Dungeons or Roguebook
19:24
?
19:24
no i'm not familiar
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Exploration as a limited resource is so cool
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I haven't, heard of desktop dungeons I think
19:26
a good example of games with hidden mechanics too is Loop Hero
19:27
(and the chao garden from the sonic adventure series)
19:27
this desktop dungeons game seems interesting!
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Looks cool!
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it's honestly just a test room right now, i need to build the first level at least
19:30
but i'm glad you're interested!
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I don't totally understand what's going on in that screenshot, but I see grids and slots and I like grids and slots. ❤️
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bit
I don't totally understand what's going on in that screenshot, but I see grids and slots and I like grids and slots. ❤️
Left side is inventory, right side is known recipes (none currently have icons) middle is the 4 ingredient slots and 2 spice slots (the smaller ones)
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22:39
Then a chopping minigame bar at the bottom
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Ahh, okay! Cool
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gotta love prototype art lol
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Gotta like "spice slots." And I do. I DO like spice slots.
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What would be in your two spice slots @bit ?
19:30
Can we assume Salt is not a spice? Seems like that would basically be in everyone's, so maybe we set that aside?
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What if you're watching your sodium intake?
19:31
I would definitely include salt though
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Then you'd just crave it more lol
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Salt, pepper...garlic?
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Mmm yeah can imagine a lot of pepper and garlic votes
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Just garlic, thrice
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Admirable commitment. I'd be lost without some kind of acid so I think lime juice or zest would fill a slot.
19:36
Anything that has a treadmill effect seems like a waste imo. So I may actually pass on the heat 🤔
19:36
SYKE hot sauce for #2
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So lime, hot sauce...what's #3? (edited)
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I believe our omnipotent hostess has provided us with two!
19:50
However, if given the power
19:50
This may be a surprising choice, but probably cumin
19:51
The other two are all about IMPACT and pizazz, but even Screenshake McGee over here needs a rest every once in a while
19:51
And cumin adds that nice savory balance
19:52
But garlic would be a very fierce competitor 🤔
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Cumin is pretty darn good, too
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No love for the dill??
20:11
Lime and cilantro also, like give me a tub of fresh guac (with some spice... Not sure if my wife uses cayenne or chili flakes)
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Mmm lime and cilantro 💚
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Feeling a little ignorant on the dill front. I have it sitting there looking at me but I never know when to get frisky with it
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Oh I dunno just pickles dude haha
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Oh sick okay yeah sign me up
21:25
(Although not above my aforementioned acid heat and umami)
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Yeah I have 0 culinary talent. But I will eat a jar of garlic dills to myself 👀
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Sea Salt, and Scorpion Pepper Infused salt.
22:29
So actually probably, garlic salt and oregano?
22:30
Great. Now I'm going to be up all night thinking about this.
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I, too, am kept awake by food hype. Frequently
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So... to no one's surprise I have some thoughts on the most recent episode
10:08
First, GDC is actually paying speakers now in some capacity. They haven't shared details too broadly, but they are doing a pilot program for paying honorariums to speakers (apparently this started last GDC, but I don't know anything beyond that). They say they're doing a roll-out where some speakers are selected to receive that payment and they're expanding it over time, but gave no mention of how they select speakers. I was paid $500 for my talk, but have no idea if that's a standard rate or if they're doing some kind of A/B testing. I haven't seen too many people mention it, but I think that's just because people are generally not comfortable talking about money, but I honestly don't know.
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NO SPOILERS! I'm still listening to it. Though, I suppose I could just log off Discord...
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Hahahaha, that's not actually a spoiler, I don't think
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You done did yourself in bit
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Mark just correctly said that speakers weren't paid, which had been true, but apparently now is only mostly true
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I really did.
10:12
I just got to "indieGame developer" vs. "indie gameDeveloper."
10:12
So I think I heard that other part already.
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To Mark's point on "where do I find a lawyer," that's a really good question that, in retrospect, I should have covered a little bit. I actually took a few meetings with some folks who had questions after my talk, and this was the most common question. The short answer is to find a lawyer who specifically has experience with indie game publishing. The biggest thing a lawyer will do is flag issues with the contract, and it's very hard for them to be accurate in that if they don't have direct experience (there are even huge differences between AAA publishing and indie publishing contracts, so even just finding someone who deals with games generally might not be enough). There are a number of lawfirms out there that specifically cater to this area of law, so a google search can get you in the right direction. Also, a few lawyers have given good talks on indie publishing contracts at GDC, and I think it'd be very reasonable to reach out to them to ask for a recommendation for someone in your country or whatnot to talk to.
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11:28
I also very much appreciate you calling out my dog photos.
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August
Mark just correctly said that speakers weren't paid, which had been true, but apparently now is only mostly true
Mark LaCroix 07/29/2021 12:15 PM
Oh wow. That's great news, and good to know. I hope that becomes standard.
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I reread the emails about the honorarium and they don't say anything about not talking about it, but I haven't seen anyone come out and say "GDC paid me this year"
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Gotta counter signal this whole Indie Game Developer thing
17:07
"Indie Game" = something I might hypothetically be interested in
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17:09
Also, once again someone at Game Discourse Control trying to strip a useful piece of language. People know what indie games are.
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Stephen McGregor (he/him) 07/29/2021 5:13 PM
I don't think a 5 minute talk is gonna strip any useful language even if it wanted to. I do think though that Indie Game is such a broad term that it's not super useful on its own.
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Yep but I don't like what it's trying to do
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Indie Developer of Indie Games
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18:57
Now I have that thing...when I've read "indie" so many times in quick succession that it no longer feels like a real word
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Lane
"Indie Game" = something I might hypothetically be interested in
Mark LaCroix 07/30/2021 7:18 AM
That's entirely the point, that everyone has thier own definition of "indie game." I probably didn't explain the talk well enough in the episode, but it made a really good case that that ambiguity, where everyone knows what it means but no one agrees what it means, has caused actual problems. The phrase isn't going away, because it's useful in the same way the word "town" is useful even though it is just as often used to describe Danbury, WI as New York City.
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Well, words don't have to have just a single definition to be useful. You all described the speaker as things like "awesome", which can mean very different things to different people. Edit: In this case, I suspect "indie" is probably less thorny on the consumer end than on the producer end. I'm attracted to games under that label because they are somewhat reliably less homogenized than games that aren't "indie". (edited)
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08:58
But thanks for writing that. That helps me understand the potential value. I'll be interested to hear the examples when it comes out.
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I enjoyed the latest podcast episode a lot. I hope I'll get to experience GDC in person one day, but I've always really appreciated how much content they put out on YouTube, and I've learned so much over the years.
06:13
Also for a while I really thought you guys were talking about "Tentacle Designers" and I thought "that's a really neat metaphor"
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The field of tentacle design is pretty new, I think.😉 (edited)
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Technical design sounds really interesting and right in my wheelhouse. I love to know a little bit about everything!
11:32
That's some pretty cool tentacle design right there.
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Cutting edge!
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wonderwheeler 07/31/2021 11:47 AM
That reminds me of one of those wall arts with the fuzzy backgrounds that you take colored markers to
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Lane
Well, words don't have to have just a single definition to be useful. You all described the speaker as things like "awesome", which can mean very different things to different people. Edit: In this case, I suspect "indie" is probably less thorny on the consumer end than on the producer end. I'm attracted to games under that label because they are somewhat reliably less homogenized than games that aren't "indie". (edited)
It’s actually funny how the ambiguity of the label spills over to the business of games. The “indie” tag on Steam is notoriously useless, and most people advise against using it, I think largely because of what Ellen and Mark were discussing where using it as a modifier of “game” doesn’t mean much, and is probably as useful as using the developer’s country of origin as a descriptor for the games they make
12:40
Also, on Mark’s point on the format this year, I actually ended up liking it as a speaker way more than I thought I was going to. The idea of sitting and listening to my voice for 60 minutes while having to field questions on nuanced subjects through text chat sounded like pure hell. However, the folks in chat were simply lovely and actively curious in a way that made me sad I couldn’t chat with them for way longer.
12:41
I do hope to be able to give a talk live some day, because the whole thing of meeting folks after your talk and having conversations with them seemed really rad and chat this year approximated it, but isn’t the same thing
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I checked out Monster Sanctuary on game pass today... Added a new inspiration to my list haha (edited)
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I just watched some vids n' stuff for Monster Sanctuary and it looks pretty great. Loves me some pixel art. :) I'm a little bit *torn; I have Game Pass, so I could just, y'know, play it, but I also have a Switch (lite). So, do I play it, basically for free on my TV, or pay for it and play it on my handheld? *
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bit
I just watched some vids n' stuff for Monster Sanctuary and it looks pretty great. Loves me some pixel art. :) I'm a little bit *torn; I have Game Pass, so I could just, y'know, play it, but I also have a Switch (lite). So, do I play it, basically for free on my TV, or pay for it and play it on my handheld? *
I have re-purchased games for the same reason.
09:11
You could play it on Game Pass Cloud and get the best of both? 🤣
09:12
And yes the pixel art is beautiful. I took many screenshots I plan to pour over when I revisit my own art and learn from.
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I suppose the obvious answer is to play it on Game Pass to see if I even like it first. The second obvious answer is do neither and keep working on this textless UI design for "◆" which, as a surprise to no one, is really hard.
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Oh is that Game Formerly Known as Overlode? (edited)
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Anthony
And yes the pixel art is beautiful. I took many screenshots I plan to pour over when I revisit my own art and learn from.
I'm not saying I'm at the point where I'm done getting better at pixel art, but I have made some significant improvement from when I started. While there are several things that contribute to this, I think one of the biggest pieces of advice I can give on getting better at pixel art (this can be highly dependent on style) is really learning to use neighboring color relationships to imply shapes rather than explicitly drawing them. Especially for smaller sprites (I tend to lean into roughly 16x16 sized sprites).
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Ooh.. that sounds complicated but I can vaguely get the idea
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Anthony
Oh is that Game Formerly Known as Overlode? (edited)
I've tried SO many different things. I've been working on it daily since the stream to nail down the concept. I've had a Pinterest board called "Geometry Seance" for a while that I thought would be good inspiration for what I'm trying to do but it's just... it's complicated. Like, the whole thing is intentionally enigmatic but "enigmatic" is probably a VERY BAD UNGOOD design goal for a UI. What I really want is things that are presented in a way that feel enigmatic but aren't.
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I have a lot of videos and articles on the matter for when I have to tackle learning it... same for music 😅
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Anthony
Ooh.. that sounds complicated but I can vaguely get the idea
It does seem complicated, but it's like one of those magic eye posters, or visual things where once you see it, you can't unsee it, and it gets a lot easier. It's a sharp curve.
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That's comforting. I know I have a lot of learning ahead, and I'm not afraid of it, though I've also considered if partnering/hiring for those assets would be better. But I'm not funding anything right now so might as well look to learn lol
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Anthony
I have a lot of videos and articles on the matter for when I have to tackle learning it... same for music 😅
Music is a weird one for me. I couldn't tell you when that clicked for me exactly because I've been futzing around with that stuff since I was a child. So it's likely some core stuff got in there early enough that I wasn't aware of it happening. Not that you asked for it, but thing I can really offer there is, just look up the chord progressions or notes for a thing you like and emulate it to hear how it works.
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I did play it last week or so, btw, and it was as joyful as I expected! The flow was really good and I wanted so much more, to be honest, excited to see where you take it. I really liked the idea of varying speeds, it felt like something that would be really heartpumping when it got down to the wire
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Anthony
That's comforting. I know I have a lot of learning ahead, and I'm not afraid of it, though I've also considered if partnering/hiring for those assets would be better. But I'm not funding anything right now so might as well look to learn lol
That's exactly how/why I learned to do art/music insofar as I can - I wouldn't say I'm a master of either - but then, I'm not sure what the goal line is either. Like, when is someone done learning anything?
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bit
Music is a weird one for me. I couldn't tell you when that clicked for me exactly because I've been futzing around with that stuff since I was a child. So it's likely some core stuff got in there early enough that I wasn't aware of it happening. Not that you asked for it, but thing I can really offer there is, just look up the chord progressions or notes for a thing you like and emulate it to hear how it works.
I will make a note of it! And I didn't explicitly ask for it but I appreciate all tips and advice in any form so thank you 🙂
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09:26
"When is someone done learning anything" That's retorical right? 😛
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Anthony
"When is someone done learning anything" That's retorical right? 😛
I mean, it was but if you have answer I'd love to hear it! 🙂
09:27
I just feel like the more I learn about literally anything the more I feel like I have no idea what I'm doing, ever.
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Never!
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09:27
And ugh yes, same.
09:27
And being bad at things sucks when you're not a kid
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09:27
It's like starting a brand new class in an RPG. Ugh level 1 AGAIN??
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09:27
I'm already good at things! I don't want to suck again!
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Yes. Yes that. So hard.
09:28
Coding is the worst IMO.
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Haha that's the thing I'm good at, and I feel like trying to learn art/music is way harder 🤣
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I've been doing that for about ten years now, and it got me my current job, but it's definitely the thing I'm worst at.
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Like what do you mean there isn't a measurable, testable, verifiable output?
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09:30
It is my career by choice and I am mostly happy with it, though, so it's even harder to divert attention from it to learn other things lol
09:30
That said, game programming is a different beast from writing web services in a corprorate world
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09:31
So I still sometimes run into a wall
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Yeah, I'm not doing game programming for my job either. It's an implementation job wherein I sometimes have to modify code for specific uses, etc. So even calling it a "coding" job is a bit disingenuous, but that's the best way to describe it folks who're outside the actual job context. Like, it's just the closest analogy.
09:37
Games programming is MUCH harder than the stuff I do for my job.
09:42
It's probably like this for a lot of people who are self-taught; I know there are huge gaps in my knowledge, but they're all unknown unknowns, so to speak. Like, I know there's stuff I should know but I don't know what that stuff even is.
09:43
My wife actually calls this "The Scott Family Method" (our last name is Scott).
09:43
Wherein you just dive into something head first and struggle forever until you find out "oh, I've been doing this the hard way forever."
09:44
And you're suddenly so much better at something because you've learned a core thing you didn't know (she calls it by the family name because me and my siblings all seem to operate this way.)
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Well even with a formal degree, I still run into that, so don't feel like you're missing out or anything XD
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Welp. That settles that I guess. lolololol
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I did a stint for a couple years at Amazon in Detroit, and one of the best things I learned there was that there was no magic secret sauce to software engineering that made things click
09:45
The other best thing was logs and metrics, though. It's the next best thing to a secret sauce 👀
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Reporting and logs is definitely a thing I need to learn more about. I use the profiler in Unity, and occasionally build reports for metrics on certain things as I realize I need to know them, but I'm sure there's a better way to do that stuff. Or at least I'm pretty sure there's a more "schooled" way to do it. Mine are so slap-dash as to be laughable. Or feel that way at least.
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if it's useful and doesnt get in the way i'd argue you're 90% of the way there
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Regarding the latest episode: @Ellen's framing of the previous game jam episode's game theme as "kids picking up junk in playground" in retrospect feels like the starting point on a line that leads straight into this episode. There were "unaddressed" puns during the bumper about the shirts. Like "losing the thread" and something about tying a bow. Early in the episode I was thinking exactly the same thing about focusing on kids, since they're the future of the whole operation. I loved that the convo went there. I have no other useful contributions at this time (not that these comments were, just that additional ones would also probably not be).
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We missed puns? I am aghast
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Stephen McGregor (he/him) 08/06/2021 11:17 AM
I think they were yours Ellen haha, I'm remembering those now!
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Nice Games Club, now with bonus black hole content! https://nicegames.club/episode/229
It's that time again! Time for another episode, that is. Mark tries to convince his fellow hosts that games should include more bonus content—developer commentary, concept art, and so forth. Stephen talks about giving talks, even though he doesn't like to give talks. And Ellen finished a game!
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Jeez Ellen all 4 of these games in your poll are winners
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Lane
Jeez Ellen all 4 of these games in your poll are winners
Okay, @NiceGamesClub listeners. Please help me with my game backlog! Which game should I play next?
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I was amped on Banner Saga but I'm probably even more excited to get your take on Heat Signature
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So far, Hades is in the lead.
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You should divide each score by the number of reviews each game has on Steam 😂
11:11
Factor out raw name recognition
11:12
Hades is cool though. Great example on how to do a bunch of roguelike things wrong and action things right.
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I'll play all of them, in order of the poll results. No matter what, I have to play Hades because I've played all the Supergiant games -- have to keep the streak going.
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I am a contrarian so Hades is my least favorite of the four, but objectively I think it is probably better than dog basketball
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Dog basketball was certainly unique
11:14
Bastion is still my favorite
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Dog basketball has really good background music. I've used that as BGM for a lot of D&D haha
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Nice! Yeah, I love the music in all of SG's games.
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Yeah. Was thinking the other day that SG probably doesn't have an artistic achievement that stacks up to the absolutely perfect fit of setting sail / coming home with the characters/endings/lore/everything else (edited)
11:17
At least in my book. Nothing else with that kind of impact (though that's a high bar!)
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@Stephen McGregor (he/him) how are you liking reskinned heroes of the storm?
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Stephen McGregor (he/him) 08/12/2021 4:01 PM
League of Legends?
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Pogeys!
16:02
The pokemoba uses a lot of hots concepts
16:02
Notably the UI
16:04
I always thought the design of that game deserved more exposure. A remarkably approachable moba that drew in a lot of my friends who bounced off of league.
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Stephen McGregor (he/him) 08/12/2021 4:15 PM
Ah haha, I've enjoyed it but I kinda fell off it quickly. The 10 minute time of each game is really good but you can also get your fill really fast.
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Mmm! Didn't realize it was quite that brief. That's ambitious. Love seeing some radically different mobas however.
16:25
Doesn't seem like there's any inherent reason that design should be tied to the 45 minute slog model
16:30
. Typing this before listening to the 2nd half of the podcast: in game extra content probably fell in demand as the supply of things like GDC talks rose (edited)
16:31
Way way way easier to disseminate thoughts and dev stories etc by just talking as opposed to needing to code it in
16:32
And with twitter and GDC archives chances are I can see what that designer thinks about marginal tax rates if I want to anyway
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"I like being me, but with people seeing it" --Stephen McGregor, 2021 . (edited)
16:46
Stephen is the kind of guy... "Good to see you!" "Good to be seen." 😎
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Stephen's thing about asking a question at the end of the talk as a favor to the speaker is so good. Speakers are often grateful for that attention, and it gives permission for other people to ask questions
16:58
Lots of gratitude headed Stephen's way for that
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Lane
Hades is cool though. Great example on how to do a bunch of roguelike things wrong and action things right.
Excuse me?
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Yeah I mean it makes some action mistakes too but overall you have to hand it to the plucky little guys
17:37
They didn't get it all wrong
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This feels like contrarianism for contrarianism’s sake, but I’m ready to hear your bad opinion with an open mind
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Idk I got it during the first early access release and played to the end with each update. I wanted to like it.
17:51
But roguelikes that get easier with each playthrough are like biting into rotten fruit. They get mushier and less appealing as you realize what you're biting into.
17:51
I want to grow as a player, not as an increasingly indestructible stats ball
17:52
I understand that mine is the minority position, and is hard to reconcile with people who enjoy metagame progression systems (edited)
17:53
Anyway from a marketing/mass appeal perspective they didn't do anything wrong 😄
18:00
Anyway the biggest thing that is -- I think -- an outright mistake is how poorly things are explained. Losing a run to a hard enemy or bad build is one thing, but losing because a boon didn't properly explain when it would trigger is a big turn off.
Lane started a thread. 08/12/2021 6:25 PM
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I voted for Hades because Lane is a miserable person and I feed on his suffering. Also, 'cause I want @Ellen's impression of a critically successful game from a smaller indie team.
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Hades fits that description the least 💢 💢 💢
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Stephen McGregor (he/him) 08/13/2021 9:39 AM
Yeah Supergiant isn't really a small indie team, I'd say.
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09:40
I mean it's all relative I suppose but I think Supergiant has like 20 or so employees.
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Their story has been super cool over the years! But yeah I think they doubled over the course of Hades' production.
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Stephen McGregor (he/him) 08/13/2021 9:41 AM
Right, it's not exactly an underdog story haha
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That said, if bit is just trolling me, I have to respect his game 🤔
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Stephen McGregor (he/him) 08/13/2021 9:52 AM
I haven't played any of the games on the poll so I can't answer, unfortunately...
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Ah man, I think you'd like Hades
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Stephen McGregor (he/him) 08/13/2021 10:00 AM
People keep saying that haha, I don't think they're wrong! I just wasn't a huge fan of Bastion's gameplay and Hades looks like Bastion+ to me in that regard.
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Fair - yeah - it's MUCH faster for one thing. And IMO just as a developer it's worth playing. I would say it is similar to Celeste in that it does so many things in a way that leap off the screen at you saying "this is an awesome way to solve THIS design problem".
10:08
But... yeah, the Bastion DNA is certainly there. IDK what you weren't a fan of, but in particular the enemies work a lot like Bastion's enemies (huge, exaggerated telegraphing; stun locking; proliferating of zone-control effects to scale complexity as the game goes on)
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@Lane the first half was definitely trolling, the second half, well, I guess I was thinking of it in relative terms as far team size? As in, Supergiant is on the larger side of indie teams, but the idea that a 20 person team made a game that's been received better than most of the games made by bigger (AAA) teams is really cool to me. While you and Stephen are probably right about the "they're not the underdogs people might think they are" thing, I still think in the context of Big Games Industry, they are, just based on people-power comparison. So, I thought it would be cool to get the opinion on the final product from one of NGC team, considering I have at least a 33% grasp on their general dispositions, etc.
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Stephen McGregor (he/him) 08/13/2021 10:12 AM
It's been a while since I played it but I think what I didn't like about it was how quickly the player's actions happened, especially the dash. I would regularly dash off of platforms in Bastion (and the narrator would tease you about it which was also annoying). Dashing off of platforms seems less punishing in this game but the movement still seems similar so it's kinda turned me off from it.
10:13
That's fair, bit! They are underdogs compared to like Naughty Dog! I wouldn't say that with respect to the games in the poll is all I was arguing.
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I'm curious to give it a shot myself, too. I've got it all prepped on my console, so that might be my weekend. Not sure yet. :)
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10:15
@Stephen McGregor (he/him) oh, yeah, that's totally fair as far as the poll contenders themselves - I wasn't thinking about it from that perspective, but in hindsight I should assumed that's how folks would read it. 😅
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Cool I will play Heat Signature then
10:16
Ellen's ascent to most influential NGC member has begun
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Lane
Ellen's ascent to most influential NGC member has begun
Stephen McGregor (he/him) 08/13/2021 10:17 AM
My aspiring desire to love spreadsheets comes from her so this is true haha
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But fr their previous game Gunpoint was super fun and only like 2 hours long
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Stephen McGregor (he/him) 08/13/2021 10:17 AM
Yeah Gunpoint was cool!
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Oh sorry in my opinion Gunpoint was fun 😓
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Stephen McGregor (he/him) 08/13/2021 10:25 AM
Was it not fun at some point? I don't quite understand...
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People have been calling out my non-qualified judgment statements 😆
10:28
Can't be too careful
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Tactical Breach Wizards, his next game, looks so good
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Omg what have I done to the clubhouse
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Skillful social engagement post 🔥
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Oh yeah, I have something actually useful and related to the episode 😲 With regard to public speaking, there's an astonishingly efficient trick to getting started. I learned about this by way of Hunter S Thompson, who said he typed out The Great Gatsby to "know what it's like to write a masterpiece." I don't fancy myself an amazing speaker, but I went from being a 3/10 to a 6/10 very quickly by finding some talks that I thought were expertly done and copying them, word for word, using the same inflection as the speaker. So much of any skill is having a ready bag of tricks you can pull from, and I haven't found a faster way to fill that bag than by directly mirroring people with greater skill.
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public speaking is always scary! I've only done it a few times myself, and i had the luxury of talking about topics i had a strong interest in. (it helps to calm me too if i know there's people in the audience that also have to speak, so i feel like i'm in the same boat with them)
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Coming off of Mark’s overview of my GDC talk, this Twitter thread today basically says the same things better and would save you an hour of your life https://twitter.com/jakefriend_dev/status/1426227560057298952?s=21
Hey #indiedev #gamedev, I turned down a pretty big publishing contract today for about half a million in total investment (I'm a solo dev). They genuinely wanted to work with me, but couldn't see what was exploitative about the terms. I'm not under an NDA, wanna talk about it? 👀 https://t.co/h4mvP8Avbt
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aw man i was just having a discussion with some friends of mine about this tweet thread!
19:45
Honestly I wonder if the contracts Epis Games used to grab new developers was along that same style of publishing contract
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You mean the studios they signed up with like Remedy?
19:49
AA/AAA publishing contracts are very different from indie publishing contracts
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i was thinking in particular of the Ooblets situation, where they received funding from epic for exclusivity to their epic games store. The only real way I can see that situation working out is if they have an accurate estimate of the number of copies sold (and therefore what Epic expects to get out of it) or the ooblets team agreed to give them everything until the debt is paid in full
19:50
i'm truthfully not that familiar with publishing contracts in general, however.
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Those contracts are going to be very different from publishing contracts
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ah okay
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i clearly need to do some more research on contracts 😅
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"Friends, I have some breaking news; it turns out game dev is hard. Not only that, but our researchers have also discovered the term 'game dev' itself is a kind of umbrella term that encompasses multiple difficult disciplines. We go now to our field correspondent, also me, for a closer look at this sudden turn of events. Hey there me, how're things at 'ground zero' on this whole 'game dev is hard' turn of events?" "Hi me, it's not what you'd expect. In fact I've spoken with several me who have confirmed this has actually been the case for quite some time and isn't as new a development as we're thinking."
10:25
"Oh, really? So you're hearing it's been like this for some time? Any indication how long this it's been this way?" "Well, it's a bit hard to say - from what I'm gathering it seems the difficulty has been there since the beginning, but the underlying reasons for the difficulty have changed over time." "Ahh, I see. What I'm hearing me say is, while game dev is hard now, it also always has been but that difficulty has variety of reasons depending on when you're talking about?"
10:25
"Indeed me, indeed. But, I should jump in here to say it's not strictly related to the 'when,' but what that means in regards to tooling, expectations, and a bunch of other axes. Oh, there's one of us passing by now, let's see what they think on this. Excuse me, me, do you have a moment?" "Sure, what can I do for me?" "I'm from channel WTH covering this new idea that 'game dev' is hard - " "Ha! Sorry, sorry, sure... go on." "Right, so this new idea about 'game dev' being hard and we're just looking for some input from the 'me on the street' so to speak." "Sorry about the interruption there, yeah, [sighs] it's just... I've been telling myself this for years now, you know? This isn't new at all." "You're saying this idea is, in point of fact, not breaking news in any way? That this has been the case the entire time? Because that is what I've been hearing as well, but for some reason we keep doing it." "That's exactly right. It has been this way the entire time." "Thanks, me!" "No problem." "So, me back at the station, you can see what I mean. These are the kind of answers I've been getting from me all morning. Yes, 'game dev' is hard. No, this is not a new take, etc." "Interesting, interesting. I guess that begs the question though - why do we keep doing it?" "I thought you might ask that. All I can say is, it's unclear. I think there's some part of the difficulty that is actually enjoyable." "Are you ever concerned about your mental health?" "..." "..." "Back to me in the studio." "Well, there you have it. 'Game dev' means a bunch of things to a bunch of mes, and all of it has been hard the whole time. But I guess, at the end of the day, that's one of things that makes it great. Next up. The weather."
15:24
That asteroid game you're working on makes it look easy tho
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06:21
The Machinery takes a radically different approach to what's already out there.
06:21
Thoughts from people who code?
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My thoughts, without actually trying The Machinery, is that it sounds good on paper. But the plug-in idea is only a strong selling point if there's a robust pool of different plugins. If developers don't supply that flood of interesting plug-ins, The Machinery won't be much different than any other engine. And Unity or Unreal are pretty entrenched and are going to be difficult to compete against.
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07:41
That said, I like playing with new shiny things so I'll download it and give it a shot when I get the time.
07:41
Thanks for mentioning it! I hadn't heard of it until just now.
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Stephen McGregor (he/him) 08/19/2021 8:54 AM
Yeah it's gonna need a lot of plugins, and weird ones too for it to be useful I'd imagine. I didn't fully read the article but are the plugins made by other devs?
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DonBisdorf
Thanks for mentioning it! I hadn't heard of it until just now.
Yeah! It just popped up on my feed. I skimmed the interview, but I don't have enough experience with Unity or Unreal to understand the potential.
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Stephen McGregor (he/him)
Yeah it's gonna need a lot of plugins, and weird ones too for it to be useful I'd imagine. I didn't fully read the article but are the plugins made by other devs?
It says "The Machinery's absolute core is customisability, with a 'standard' set of plugins and the ability to take developer-authored plugins."
09:35
So, a combination?
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I guess if the core plugins are robust enough, they don't need a bunch of third-party plugins to be a strong engine. For my own purposes, though, a pitch like "look at all these third party plugins we have!" is more appealing to me than "you can write your own plugin!"
09:42
But I'm lazy like that.
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Mark LaCroix 08/19/2021 4:05 PM
The Machinery reminds me of Drupal, an open-source content management system for building websites (think: WordPress or Squarespace), which is based on a very similar idea of the core being extremely light and all functionality being provided by modules, many of the most popular ones by the community. The advantage of the structure is that popular modules can be tracked with simple analytics so product managers can know where to focus thier efforts, and in the case of Drupal, top community modules eventually get rolled into the "core library" of modules that ships with core, so it's a virtuous cycle. Users can shape what the the product gets better at based on which modules they use, rather than top-down featuresets randomly being introduced which no one asked for (cough Unity Input/UI/DOTS cough). Unity's move to relying on its Package Manager is actually a step in this direction, which I applaud, but they have a long way to go to getting all of its benefits. Since I adore Drupal, I really love this idea, but... engines are ecosystems, so ultimately it actually doesn't matter how they're built. I mean, Unity makes literally no sense whatsoever and we all use it anyway because other people we know use it and it and the knowledge base is really good. So the challenge isn't going to be making it a good product, architecturally, or convincing users of the benefits of it's product philosophy, it's going to be ease of adoption. Gadot is only as popular as it is (which is still not very) because it's an "alternate take" on how Unity works, designed to be easy for Unity devs to use. The Machinery is going to have to develop a really compelling onboarding process so devs commit to learning it. And the first thing they need to do is change that name. 😆
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it sounds like a dystopian novel villain syndicate
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16:29
or a doctor who baddie. prepare to be assimilated into the machinery 🤖
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I haven't spent a lot of time in game engines, but I always like to tinker with one 😅 I've been working on a browser based tcg, and using PIXI.js which is more of a rendering engine than a game engine...
16:34
my normal question with a game engine is "can you make nintendo switch games" because I always want to play things on the switch, but if the steam deck takes off... 🤔
16:37
oh yeah, one of the other comments I hear from more "purist" coders who like to write their own game engines is stuff like "but unity is so bloated" - you end up with a bunch of functionality that's irrelevant to your game, so The Machinery might appeal to this sort of person
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Yeah, from the interview, it seems like that's exactly the feeling that sparked The Machinery
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reading through it now! it sounds promising
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Josh Anthony 08/19/2021 6:53 PM
I think the idea of swappable components is a tantalizing idea. I'm trying to implement a similar-ish approach with my Godot boilerplate.
18:54
That said, there's plenty of caveats that come inherently with such a methodology. Sure, you may have plugins that are customizable, but you still need to write connecting code that connects all the disparate plugins together. Not that there's anything wrong with that, but a lot of the mess in an engine, I feel, comes from connecting all your systems together.
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18:55
Plus, you still will have some form of engine core that you can't get out of, like The Truth (their data system).
18:56
(It also seems geared toward 3D games, at a glance)
18:56
I wish them luck, though. There's nothing wrong with another contender joining the game engine arena.
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I like the idea of a "from the ground up" modular plug-in style engine myself and it is very likely folks would end up coming up with different designs and aesthetics from using a tool like that. Personally, I'm not sure this really solves any of the actual issues I seem to run up against - the biggest one being how to ask the right questions in the first place or know when I'm looking at The Answer. Does that make sense? There are SO MANY gotchas in every system I've ever used (modular or otherwise) that even if I do manage to get something working it almost always feels hacky or poorly implemented or like there's going to be something lurking around the corner to say "hold up bud, I know this seemed like it would work, but..."I'm not convinced another game engine is really going to be able to solve that with a plug-in system unless those plugins contain everything you could possibly need to do The Thing It Does - but then we're back to the bloat issue.
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19:31
Also, I have a new slogan for Nice Games Club...
19:32
Nice Games Club: Puns, Spreadsheets, & Coroutines.
19:32
You're welcome. 😋
17:13
Excellent
17:13
You get to start with the vegetables and work your way to the delights of the plate.
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Unrelated to anything; I've been wondering how our wonderful hosts of NGC and fans besides myself would categorize The Hosts with respect to The Triforce. I have my own headcanon of course, but that's uhh, shall we say, "based on a lot of missing information" since I don't actually know them.
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Mark is power, Ellen is courage, Stephen is wisdom
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13:10
There are good arguments for swapping Ellen and Stephen there, though
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I disagree. Ha ha ha
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Stephen McGregor (he/him) 08/21/2021 3:40 PM
Oh wow I totally thought that I'd be power haha! Mostly because I like competing and my enjoyment of fighting games. I'm honored though!
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That's where I had you, Stephen. I thought of Ellen as Courage, and Mark as Wisdom. @Lane, hear me out: Stephen seems to have a competitive spirit and a sort-of brute force approach to getting things done. Sure, Fingeance took a while, but he powered through, pun intended. Mark strikes me as the kind of person who actually reads all the docs and other info related to a given field and then decides to pursue it or not, a wise approach. Ellen tackles new information or strategies with a fearless "I can learn this" attitude that comes off as the confidence of someone who's faced difficult struggles before and refuses to be cowed by a new one.
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Yeah after thinking about it for a while I think that Ellen being courage is the most obvious pick
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Alright, so, here's why I think Mark could be a good fit for Power. The thing is, Mark powers through things. That is not my whole argument, but it seems like a good place to start. When any task arises, Mark usually digs in first and longest. This means he immediately gets a little skill in that domain, and also (though I don't consider him power hungry) means that he gets a little more informed than others and finds himself in a good position to start making decisions. Across many different types of task groups, I've seen people turn to Mark to lead not because he's played politics, but because he knows what he's doing.
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16:48
. "So wait," you might be saying, "he has a knowledge advantage. Isn't that wisdom?" And I'd say obviously not because being able to quickly acquire and use new knowledge is a totally different stat.
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Lane
. "So wait," you might be saying, "he has a knowledge advantage. Isn't that wisdom?" And I'd say obviously not because being able to quickly acquire and use new knowledge is a totally different stat.
Okay, but which one of the three we're using? 😜
18:17
(PS, this is pretty fun. We need moar folks to chime in with alternative or supporting opinions!)
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Yeah tbh I think we generally get a less clear read on what wisdom means in-universe than the other two. None of the hosts really wields their abilities to thrust the world into darkness so I had to find a more worldly definition for power, in any case. (edited)
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bit
(PS, this is pretty fun. We need moar folks to chime in with alternative or supporting opinions!)
All I know is I'm for sure not wisdom
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Ellen
All I know is I'm for sure not wisdom
For some reason I was not following you on teh tweetboxes, I am now, so I expect a whole bunch non-wisdom content.
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bit
For some reason I was not following you on teh tweetboxes, I am now, so I expect a whole bunch non-wisdom content.
I'll try my best!
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Wait wait wait wait
14:59
14:59
You mean "Where should we begin" is a game
14:59
and it's NOT the new name for re-ravel?
14:59
This tweet confused the heck out of me
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Correct
15:20
It's not re-ravel, it's something else
15:20
Not NGC related whatsoever -- but looks cool!
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Mmm but that name is so perfect! (edited)
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It's a packed clubhouse for this special episode! Your regular hosts are joined by two guests: Peter Yang and Dale LaCroix. Peter is a game designer, creative director, and tabletop games agent based out of Minnesota. Dale, as you know, is just plain evil. The adventure of the day—pitching games to tabletop publishers. And Peter is our guide!
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I'm very excited to hear how different this process is for board games
17:41
I know a lot about pitching video games, but I assume board games are just completely different
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The interview ep I've been waiting for!
17:45
Glad now that I put off my gym trip. Should be fired up listening to this ❤️
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I hope you all enjoy(ed) it!
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Peter’s justification for publishers taking the IP was super interesting. Indie video game publishers will fully fund development for sometimes years and it’s considered pretty obscene to take the IP. Its only when you get into AA-AAA budgets ($5m+ or so) that it becomes more normal to give the IP away.
23:41
I assume it has something to do with the inherent power imbalance, which may be more prevalent in board games than video games since the barrier for development is considerably lower
23:41
Since it’s so hard to get published, the publisher is in the position to make more demands like owning the IP
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When you talk about the 7-13% rev share, I assume that’s net. It’s still lower than video games, but the 50-70% in indie video games is a gross percentage that comes after store cuts and whatnot. (edited)
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I haven't finished it yet, but I think you're right about the power imbalance thing for sure. Like, I get that The Publisher is probably fronting the potentially enormous cost for actual physical production, and shipping, etc., but it seems like that should be an understood part of the deal, whereas I get the impression it's sort of an excuse to demand more from the creator, like signing over the IP. Which is, IMO, kinda predatory? I guess it wholly depend of the specifics of a particular deal.
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This definitely used to be the case in indie publishing in video games. Luckily, what happened is that enough publishers popped up that they had to eventually start competing with each other to sign games and clauses like owning IP were thrown out (generally-speaking) because if you had a game that was good enough to get an offer, you could probably find someone else who would offer you one and let you keep your IP (also, very generally-speaking).
11:19
Video game contracts have a very long ways to go yet, but the competition among publishers along with more open conversations about the contents of these contracts is slowly pushing us there.
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GDC talk submissions are due Tuesday. Is anyone here thinking about submitting anything?
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"Unconnected Thoughts on Game Development by a Person You've Never Heard Of." By Jason Scott (not THAT Jason Scott.) (Also, not a real GDC talk.) (That could be kind of fun though; a talk by an unknown gamedev about visibility failure, and what they're trying to do about it. I'd listen to that.)
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Funny that we just had an episode about giving talks!
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It's almost like you lot know something about some things.
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bit
"Unconnected Thoughts on Game Development by a Person You've Never Heard Of." By Jason Scott (not THAT Jason Scott.) (Also, not a real GDC talk.) (That could be kind of fun though; a talk by an unknown gamedev about visibility failure, and what they're trying to do about it. I'd listen to that.)
I’ve definitely seen worse GDC talks
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A game jam from 2021-09-02 to 2021-09-05 hosted by Terry Cavanagh. So, basically: I thought next weekend might be a good time to finally sit down and try to learn Godot. Why don't you join me? Wait, what? Oh, ok. So...
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10:52
Best jam name ever.
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Stephen McGregor (he/him) 09/01/2021 11:02 AM
I am currently debating on if I want to participate in this or not.
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Stephen McGregor (he/him) 09/01/2021 11:36 AM
All we gotta do is figure out how to move something right? Then we can be really lax about it and it's low stress, and we still get to learn a new thing!
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Godot is awesome
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Sounds fun
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This is crazy because I almost just up and did this yesterday on my own. Unity's quirks are REALLY starting to get to me. On the other hand, I know a whole bunch of Unity's quirks (less than than I think. I'm sure), and I'm sure Godot has its own. "The devil you know" is really the only thing keeping from trying something else.
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If you're doing 2D, Godot's out-of-the-box solutions for most common things just... work. The tilemap features are kind of bad, but besides that it has a ton of built-in stuff that works as you'd expect (more or less).
21:38
It's much less good at 3D right now, but if you're familiar with basic jargon and can make sense of python, I can't imagine that it'd be hard at all to learn.
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I'm going to try to make some time for it this weekend
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I'm not familiar with Python, but it couldn't hurt to learn. I'm really only familiar with C# (which I learned through using Unity, so my knowledge has pretty big gaps) and Java (from my day job). BUT I do mostly work in 2D other than some random 3D stuff I've done. (edited)
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You can use C# in Godot (although I hear support is kind of bad), but gscript (Godot's proprietary language based on python) is pretty straightforward.
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Gscript is based on python? Excellent...my husband knows python
21:44
Now I get to tell him he's doing a game jam this weekend
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21:45
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There are definitely some differences (like how you declare switch statements or whatever), but 95% of it is going to be pretty much identical
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I have a small prototype puzzle thing I made in Unity; I wonder if I should try rebuilding it in Godot as a sort-of test case. 🤔
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Also, Godot hasn't doubled down on taking money from the US military (edited)
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21:47
Silver linings everywhere
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That was EXACTLY why I was gonna dive in.
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I'm very far from an expert in Godot, but if anyone does the jam this weekend and has questions, I can probably answer Godot 101 questions.
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I love Godot. Works great, supports quite a few target platforms, and it's open source.
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August
I'm very far from an expert in Godot, but if anyone does the jam this weekend and has questions, I can probably answer Godot 101 questions.
I feel like I'm at Godot 100 so your help will be appreciated!
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welp... I guess we'll see how this goes.
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Two things: 1) The new episode was awesome... I was kind of wondering what would happen if the 4x4 chessboard "wrapped" like Pac Man style; while it's not actually another dimension, I think it would contribute to "freakiness" of the game's theme. Of course that would also depend on what other mechanics stayed in place or were removed. Like, maybe you can only "undo" moves made across edges, or you can't undo moves across edges, something... anyway 2) Godot's "scenes" as "prefabs" (coming from a Unity perspective) thing is pretty weird taxonomically, but I think I'm starting to get a handle on the general design of the engine interface at this point. I'm getting cautiously excited about doing a thing with it. 🙂
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bit
Two things: 1) The new episode was awesome... I was kind of wondering what would happen if the 4x4 chessboard "wrapped" like Pac Man style; while it's not actually another dimension, I think it would contribute to "freakiness" of the game's theme. Of course that would also depend on what other mechanics stayed in place or were removed. Like, maybe you can only "undo" moves made across edges, or you can't undo moves across edges, something... anyway 2) Godot's "scenes" as "prefabs" (coming from a Unity perspective) thing is pretty weird taxonomically, but I think I'm starting to get a handle on the general design of the engine interface at this point. I'm getting cautiously excited about doing a thing with it. 🙂
Oh man I want to try out that "wrapped board" idea!
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15:13
I'm finishing up some curriculum design work and then I'll get started with Godot
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Hey @bit / @Ellen / @Stephen McGregor (he/him) and anyone else doing godot or other projects this weekend: want to hang out in the Minneapolis Room and do some light coworking? IDK if I'll get in on the Godot train but I have a big Tabletop Simulator grind ahead of me & would love to hang with other productive people.
20:11
Or we could be cool and do the St. Paul room 🤔
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I'm usually pretty quiet when I get in "The Zone" but I'll definitely lurk if y'all are around. 😉
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Yeah I'll jump on shortly!
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Nothing cool happens in St. Paul
20:33
by design
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20:36
I don't have time for the jam, but I have some work to finish up and then might work on my personal godot project a little. I can be around if folks are doing the jam and have questions about the engine.
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Stephen proposing the game be timeline based at the end of the most recent episode made me think that if the episode kept going the hosts would be at risk of recreating 5D Chess with Multiverse Time Travel (this is a game you can buy on steam and not just a random group of words)
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I miss the Nice Plays episodes
21:02
That would be a fun one. I'd love to watch some heads explode.
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I've been wanting to try it for a while now myself
21:05
You know. Because normal chess isn't difficult enough
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Overview: This tutorial will guide you through making your first Godot project. You will learn how the Godot editor works, how to structure a project, and how to build a 2D game. The game is called...
22:03
22:06
Made ball fall!
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Recap: Instancing has many handy uses. At a glance, with instancing you have: The ability to subdivide scenes and make them easier to manage., A tool to manage and edit multiple node instances at o...
22:47
scene scene scene scene
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"Uses no garbage collector, so it trades a small bit of automation (most objects are reference counted anyway), by determinism." WHAT DOES IT MEAN
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I cannot believe how much easier this is than Unity...
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bit
I cannot believe how much easier this is than Unity...
It just… works out of the box
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Mark LaCroix 09/04/2021 11:13 AM
The best/worst thing about HTML is that everything is a div and a div can be anything if you CSS it hard enough. It thinks it's both fully abstracted and comprehensibly semantic at the same time, which is cute.
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Stephen McGregor (he/him) 09/04/2021 12:20 PM
It took me three hours to figure out that you have to attach a script to an object to use it in Godot just like in Unity so things are going swell.
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@Stephen McGregor (he/him) I just found out you can only have one script per node, so that kinda puts a damper on my normal approach of 'component' scripting an object. But then again, it also means there's a more clearly delineated outline for where scripts will be, especially since a lot of them will require access to the node type they're attached to. It's a rough transition to be sure, but hey, this is all part of the learning process, and I think my output will better for it. At least, that's what we have to tell ourselves, right? We'll get there! 😉
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bit
@Stephen McGregor (he/him) I just found out you can only have one script per node, so that kinda puts a damper on my normal approach of 'component' scripting an object. But then again, it also means there's a more clearly delineated outline for where scripts will be, especially since a lot of them will require access to the node type they're attached to. It's a rough transition to be sure, but hey, this is all part of the learning process, and I think my output will better for it. At least, that's what we have to tell ourselves, right? We'll get there! 😉
There are two common ways to get around this. One is that you can make “node” nodes children of your parent node and attach a script to each one. This works well for things like finite state machines where each node manages a different state. The other approach is to save scripts and have them extend ‘Reference’ instead of ‘Node’ and instance them at runtime from your main script. (edited)
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Because of course there's a way around it. 🙂 My wife has been chuckling at me a little bit all morning because I keep muttering under my breath about how "... I can't believe that works" and "this seems too easy" etc. I'm NOT saying it IS easy, just that compared to Unity dev at least, this is just like... my god... Things just keep working the first or second time I try them. And gdscript is REALLY good about telling me exactly what I messed up. Not just like "hey, a thing is busted, you should probably do something about that yeah? Here's a list of like 8,000 possible reasons it might not be working." like the debug log in Unity does. I'm just very happy about this, and glad y'all encouragingly nudged me toward it. I think I might be all-in on Godot at this point and it's only like, Day 2 (of course it could just be that I haven't had to deal with the devils yet, but I can't imagine they could possible be worse than Unity's).
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Hey @August after looking around online I'm not sure if I'm just missing something, but it looks like there's no 'out-of-the-box' solution for doing particle collisions - do you know if that's the case for sure or not? I just don't want to spend my time spinning my wheels trying to find a thing that doesn't actually exist.
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bit
Hey @August after looking around online I'm not sure if I'm just missing something, but it looks like there's no 'out-of-the-box' solution for doing particle collisions - do you know if that's the case for sure or not? I just don't want to spend my time spinning my wheels trying to find a thing that doesn't actually exist.
Nope, you’d have to do that manually. I think it’s scheduled for 4.0, but that’s probably a year off
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Ahh, okay. Thanks!
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Had a hard time getting my head around the whole 'signals' thing because I wasn't seeing what I expected based on the docs, but I think I just needed to sleep and chill out for a bit today. It's almost a game now. 🙂 (Clearly the background doesn't work with the character having such a dark outline, but c'mon... ;P) (edited)
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17:15
Ehhh.... frame rate is all laggy. (It's a lot smoother when ya play it, the floatiness is intentional, but configurable. 😄 )
17:16
And just in case @Mark LaCroix is like "why ALL THE NUMBERS?" They're just presented for my benefit; to make sure calculations are happening as expected, and because I needed to practice hooking up UI elements, etc. 🙂
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Looks great!
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bit
Had a hard time getting my head around the whole 'signals' thing because I wasn't seeing what I expected based on the docs, but I think I just needed to sleep and chill out for a bit today. It's almost a game now. 🙂 (Clearly the background doesn't work with the character having such a dark outline, but c'mon... ;P) (edited)
It looks SO cool!
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10:44
I took yesterday off, but getting back into it today.
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Did you guys know, tiling the center of a ninepatch texture does not work for GLES 2 projects? I didn't. But I do now and honestly, even learning about things that are broken is easier with the Godot community than ahem another engine I was using.
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I haven’t done anything in GLES 2, so I didn’t know that
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WHEW they extended the jam deadline! I'm so close
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How’re you liking the engine?
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It's starting to make sense, sort of? I worked with the files that the tutorial gave me, but I did sub some things out.
19:07
The fact that I could do that and still have it work means I'm starting to get it. Parts of it, at least. 🙂
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I made this for the "Stop Waiting for Godot" jam by following a tutorial on Godot Docs.
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And it runs on my phone, too. Impressive.
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Awesome! I checked that box but I didn't test it 😉
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10:20
Is there some kind of discord bug? @bit it looks like your upload didn't go through
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Ooh, uhh... What upload? That .gif?
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Your game 😂
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Ha ha ha ha ha, no lol I wasn't participating in the jam officially, just in parallel as a way to foster solidarity and start learning Godot myself. Maybe I should've stated that at some point. 🤔
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Haha kinda same here
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10:27
In parallel I finally learned how to make TTS games
10:27
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10:27
My monster hunting deck builder coming along
10:28
On a side note why did I not get into this earlier. So much easier than I thought 😅
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Same. Same.
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Lane
Click to see attachment 🖼️
this is insane! wow, such dodging
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Congrats on the game Ellen!! 🤩
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Thanks! I'm excited to keep going with Godot
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PS love the music choice & the way the little guys look
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The little guys just came with the .zip file that the tutorial provided. They also provided music, but I didn't like it so I found something else 🙂
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11:19
PS your card assets from TTS look great!
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Hey thanks! I am of course pinching fantasy art liberally from around the internet for testing but I can't wait to see how the layout/templating works for people later this week.
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I’m sure you can work out rights with Blizzard
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Yea the fire sale will no doubt begin soon. It's hasbro I'm really worried about 😬 (edited)
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Love the Star Trek chat, just wanted to say that Elite Force's expansion had a mode (Virtual Voyager) where you could explore Voyager, read logs, trigger the self destruct and probably some other things that I'm forgetting. It was really well done.
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Also I distinctly remember being a part of the EF roleplaying community and the people who made these pretty elaborate RP mods tried to develop their own Star Trek MMO (Destiny's Wind) before online was announced. I don't think it got very far lol.
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Stroszek
Love the Star Trek chat, just wanted to say that Elite Force's expansion had a mode (Virtual Voyager) where you could explore Voyager, read logs, trigger the self destruct and probably some other things that I'm forgetting. It was really well done.
Mark LaCroix 09/10/2021 1:39 PM
Oh cool, I had no idea.
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I don't want to derail the conversation from Star Trek, so I'll loop it back around, but I just did a "Godot Evangelism" by accident, and now I understand why that happens so much. How do you know an indie uses Godot? Don't worry they'll tell you. How do you know someone is a Start Trek fan? They're like Star Wars fans, but Klingon to idealism. (So Mark doesn't ban me for that joke, I should say, I actually think anyone who can't find something to enjoy in both franchises is a joyless husk.) (edited)
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acmccumbers 09/13/2021 2:50 PM
Hey all! If anyone is ready to show off their game or knows an interested party, there will soon be booth opportunities for the grand opening of the Black Ice esports venue. It's an all-weekend event with tournaments, food trucks, after parties, and generally an excellent networking weekend. The space is in Minneapolis and our website is https://blackice.gg/ I'm helping out with communications and videography (and a little shoutcasting I believe) for the venue so you're also welcome to reach out to me for direct contact. We do have a contact page on our website as well.
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acmccumbers
Hey all! If anyone is ready to show off their game or knows an interested party, there will soon be booth opportunities for the grand opening of the Black Ice esports venue. It's an all-weekend event with tournaments, food trucks, after parties, and generally an excellent networking weekend. The space is in Minneapolis and our website is https://blackice.gg/ I'm helping out with communications and videography (and a little shoutcasting I believe) for the venue so you're also welcome to reach out to me for direct contact. We do have a contact page on our website as well.
Hey! This looks cool. Is the opening weekend September 25 - 26th, then?
10:24
(The website says August 25-September 26)
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acmccumbers 09/16/2021 4:05 PM
It actually starts that Friday, so Sep 24th-26th
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Ellen
(The website says August 25-September 26)
acmccumbers 09/16/2021 4:05 PM
That's weird, I'll ask the team about it
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After many months of recording over Discord (or together in Mark's and Dale's apartment), Nice Games Club is finding a new place to meet. Well, "finding" isn't really the right word. Mark and Dale are making it happen. The new clubhouse is being customized as a workspace and community hub, and this week on the show, Your Nice Hosts talk about ho...
16:19
HYPE TRAIN 🚂 🚋 🚋 🚋 💨 (edited)
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This is one of the coolest pieces of news of the year
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16:26
What a gift to the Greater St. Paul Area 🥲
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Mark LaCroix 09/17/2021 9:28 AM
Here are some views from the new office. We didn't intend for yesterday's episode to drop exactly on move-in day, so that was a fun bit of unexpected timing. 😁
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acmccumbers 09/17/2021 1:47 PM
Oh cool!
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This looks great!
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acmccumbers 09/17/2021 2:10 PM
Listening to episode now, best of luck!!
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Mark LaCroix
Here are some views from the new office. We didn't intend for yesterday's episode to drop exactly on move-in day, so that was a fun bit of unexpected timing. 😁
adamjury (he/him) 09/17/2021 2:20 PM
No InDesign cushion? Time to riot. ;P
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He doesn't want his couch to continuously crash I guess
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adamjury (he/him) 09/17/2021 2:34 PM
I mean, that's fair.
14:35
Thankfully my couch always auto-restores correctly.
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Mark LaCroix 09/21/2021 12:42 PM
More photos!
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Cool! @Ellen needs to bring some of her massive library to wheel around on this bad boy
14:10
Better yet I can put my copy of "C# programming for beginners" and sloooowly wheel it over to Stephen
14:11
"Hey buddy, I can't find the part in here where it says to put every block of code inside a coroutine" 🤔 (edited)
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Stephen McGregor (he/him) 09/21/2021 2:13 PM
14:13
That's why haha
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Have you all been there yet, Stephen/Ellen?
14:15
Does it feel like a clubhouse?
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Stephen McGregor (he/him) 09/21/2021 2:32 PM
It does! We'll talk about it in a future episode in fact! We recorded our last one in there.
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A panel of industry experts voted the Saintly City's drinking water tops in Minnesota based on taste, color, odor and "mouth feel."
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06:07
Hah! Take that, Minneapolis!
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That’s what happens if you don’t let fun or excitement contaminate your water supply
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Unrelated but how is this not achieved by 100% of players?
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My best guess is ahem some people just aren't into scritchin' noggins and boopin' snoots. I believe in psych circles this is referred to "psychopathy." ;P
16:39
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Mark LaCroix
More photos!
Pics of the office look great!
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11:08
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Experimenting with some dadaist editing techniques with the intro this time I see https://youtu.be/-xydNuKEdS0?t=60 (edited)
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Mmm so speaking of difficulty walls, what are some of the most memorable ones for you (roguelikes or games as a whole) (edited)
13:16
Hades clearly has two very memorable difficulty walls, and they make some great stories. (edited)
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The roguelike one that sticks out most to me is Dead Ringer from Necrodancer. That thing is a curse that haunts that game. You will die, and you will be confused about what happened. (edited)
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Lane
The roguelike one that sticks out most to me is Dead Ringer from Necrodancer. That thing is a curse that haunts that game. You will die, and you will be confused about what happened. (edited)
Argh I haven't though about Dead Ringer in ages. Grrrrrr
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Oh hey, have you worked your way through Hades yet?
15:49
I'm eager to hear about difficulty spikes & favorite builds.
15:53
But yeah I'm usually the type of person who loves a nice painful boss. "Oh yeah things are getting real"
15:56
But there's something about Dead Ringer that just felt super unfair. Probably him being a "puzzle" fight with new mechanics on top of having more damage/hp than anything up to that point.
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Lane
Oh hey, have you worked your way through Hades yet?
Still working on the bone hydra. Haven't played for a couple days because of project work :] (edited)
15:58
I remember Dead Ringer being difficult, but the music being excellent—that softened it a bit
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Lane
I'm eager to hear about difficulty spikes & favorite builds.
I SO want to go into this right now, but I can't! Trying to get some Jira tickets closed before I go on vacation this weekend
16:00
Eric and I are going to Denver to see some elk!
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Give us a quick best difficulty wall (any game) before you go!
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SA-X in Metroid Fusion
16:04
Maybe not so much a difficulty wall, but a strategy blocker. I was so frustrated I had to look up how to beat it—and then it was easy.
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YES! Great one. I remember trying so much to beat it early in the game as a kid 😂
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Can't wait to see what Dread has in store for me! 😄
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Awww, I missed so much fun chit-chat. I've had my head pretty buried in Godot for the last few weeks. 😉 The most memorable difficulty wall for me was probably in Super Metroid where you have to blow up this glass hallway to get into Maridia. I realize that's not, like, a "combat" wall but I was completely stuck in the game at that point and had no clue what to do. And then, in a brief screenshot in a commercial for the game while I was watching cartoons I saw Samus use a Super Bomb in that hallway and watched the glass shatter, granting access to the area. My mind was blown. I stopped what I was doing and booted up the SNES, and never looked back. :)
This 3
10:38
Funny that it ended up being a Metroid thing, considering where the convo went!
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Stephen McGregor (he/him) 09/30/2021 10:39 AM
Yeah I think I had to look that solution up too in Super Metroid!
10:39
I don't remember that being well telegraphed at all.
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Omg you two are my maridia bros
10:47
I got stuck there too!
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Hello Friends! Though it's probably fairly obvious by now, we wanted to let you all know that we've decided not to hold Train Jam 2022 💔 We hope that everyone is staying safe, and we encourage everyone to get vaccinated if & when they can. We miss you all so much! 🚂💕
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10:54
weeps in train noises
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Get sun/outdoor exercise while you still can folks. (edited)
10:59
Not long left.
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DST ends in November this year?
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Correct.
11:33
Always first Sunday of Nov?
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Is that true?
11:36
Huh
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Yeah I realized last year that every year I felt like "wow that's way later than I thought, doesn't this end in September"
11:46
So I'm with you, it feels wrong, but apparently it's been that way for a good while. (edited)
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It's confusing because it always shifts relative to Europe (I don't know what their rule is) sometimes it's 3 weeks after, and sometimes it's 1 week
11:58
You would think that whatever rule each one is following that they'd be consistent-ish
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Mark LaCroix 09/30/2021 3:26 PM
It's funny. I was just looking this up yesterday because I put up a line of "world clocks" in the new office, so I thought I should put worldwide DST changeover dates on my calendar: Hawaii - Has never observed DST. US/CA - Second Sunday in March - First Sunday in November Mexico - First Sunday in April - Last Sunday in October UK/EU - Last Sunday in March - Last Sunday in October Japan - Stopped observing DST in 1951 AU - First Sunday in October - First Sunday in April For the most part, everyone does it within a few weeks of each other, with AU's dates being reversed, obviously.
15:26
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How is there sometimes 2 weeks between the last sunday in October and the first Sunday in November?
15:37
Oh, I might be thinking of when DST starts
15:37
I just know there are weeks where my meetings with folks in Europe and Australia get all screwy
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Mark, be honest - did you have more fun completing the task of getting the clocks put up, or making sure they were all evenly spaced and level?
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15:38
fun = satisfaction in this context.
15:38
(since 'fun' is pretty arbitrary...)
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Mark LaCroix 09/30/2021 6:22 PM
Let's just say I deeply regretted not buying a laser level. 😆
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Re: meetings, at my last job for a long time we had a daily standup with like 20+ people, several of which were C-level, which would often go 30 minutes. Using super rough math, the company was spending something like $3k a week for this standup that was largely useless, and when we challenged it, the rationale was that it "got people into the office on time"
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22:11
This is one of the dumbest things I've seen at a company I've worked at
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30 Minute standup 😬
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It was super not great
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Mark LaCroix 10/04/2021 2:53 AM
Never mind the 30 minutes, I'm flummoxed by the "20+ people." I only have a little experience in offices/departments that large, so maybe I'm wrong, but I'm guessing that's the crazier number for a standup. (edited)
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And we weren’t devs. We had very little dependencies in our work day to day
07:34
Nothing about it wasn’t wild
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my last job had the same thing. towards the end of my time there i was expected to attend 3 stand ups every day for different departments i worked with (i am a UX designer) and very quickly i realized i was spending almost 2 hours in standups every single day. i challenged it too and was told that my presence was necessary in all of those meetings (it was not…) and there was nothing i could do to get out of them 😭
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Yo that is outrageous -- you're already splitting your time/attention 3 ways and then they gotta do that to ya.
17:14
Glad you got out of that. Better situation now I hope?
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Freelancing now! And looking for full time work, so much better 😌
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Does anyone have fun ways they've handled name collisions at work?
10:56
Despite being around for ~17 years, my company has had relatively few.
10:56
But next we we are facing a new developer and the CTO having the same first name (Mike).
10:56
Do we go with MIke vs MIIke?
10:56
A fun note is that they are Mike R (new dev) and Mike L (CTO)
10:56
11:00
Notable, I think, that the Marks in ep 217 (https://nicegames.club/episode/217) didn't go for the low hanging fruit of Mk. I and Mk. II (edited)
There's a second Mark in the clubhouse! This week we're joined by Mark Mandel, who is involved in many things worth mentioning! Mark is a Developer Advocate at Google Cloud for Games, leading the Developer Relations team; he founded Agones, a game server hosting platform; he has a dog. What else? Listen to find out. During this episode, Mark tal...
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Stephen McGregor (he/him) 10/07/2021 11:37 AM
I've just always done nicknames or shortened versions of names. At my previous job the CEO of the company was Steve, so I was Stephen and it worked out.
11:38
Also you know my history with being named the same as others haha
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I actually have another Ellen on my team
11:39
She's "Ellen" and I'm "BurnsE," pronounced "burnsie"
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If I recall correctly, the Joshes at Josh's work go by Good Josh, Bad Josh, Real Josh, and Fake Josh
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Stephen cares so much about the "ph" that if another Stephen were to come in he would be asked to be called Stephephen.
12:06
Burnsie! That's lovely. Side note Ellen, have you been to Scottland? People I know have been posting highlands pics and now it's near the top of my list.
12:07
No wonder they have so many Great People Points if they get to muse on creation with that kind of backdrop.
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12:08
Ouch! Sucks for Fake Josh 🤣
12:08
How did he get stuck with that one?
12:08
I would pick Rogan Josh if I could get away with it.
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I think he chose that for himself because the other Joshes were already there? @Josh Anthony
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Josh Anthony 10/07/2021 12:10 PM
I chose Fake Josh because I didn't want to be the Bad Josh, and I wasn't the Good Josh. 😛
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Oh hey you work with Jantho? Small world. Been following his blog since he started posting in MSPGameDev.
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Josh Anthony 10/07/2021 12:10 PM
She's my wife. 🙂
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Oh hey, small world indeed lmao
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Rebbie
If I recall correctly, the Joshes at Josh's work go by Good Josh, Bad Josh, Real Josh, and Fake Josh
Josh Anthony 10/07/2021 12:12 PM
Currently it's Good Josh, Fake Josh, and Just Josh, of the named Joshes.
12:12
Good Josh is the only one that works directly on my team.
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Kudos on picking a fun/easy one instead of something that would get tiresome quickly like Oh My Josh
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12:13
How many people work at your company, if you don't mind my asking
12:13
Curious how you ended up with such a Josh matrix
12:14
Though the inner-ish Glitch community (maybe 100 people) had like 7 nicks at one point so I understand this sort of thing happens
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Josh Anthony 10/07/2021 12:15 PM
I work at Best Buy, so there's a lot of people. 🙂
12:15
I think at least over 4000 at the corporate office, which is where I work.
12:16
So, plenty of room to encounter other Joshes.
12:17
Also, glad to see someone following my blog. 🙂
12:17
thanks for the readership
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Oh yeah I really liked your Sanity Wars project & that got me into it.
12:19
I hope your strategy of timeless godot articles pays off -- seems like it could with that engine getting a little press & jam attention lately
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Josh Anthony 10/07/2021 12:20 PM
Yeah, I've always wanted to give back some of the things I've picked up on in Godot, there's been so much in the Godot community that has helped me learn things through the years.
12:22
Funny you should mention Sanity Wars, our current project is remaking that in Godot.
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Yeah I saw a little video on that a while back. Looking good! Good color choices.
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12:24
Actually, side note on that: I do think it's possible that it's worth sacrificing some amount of character design "correctness" to have a brighter character sprite.
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12:25
May be a thing that isn't actually an issue while playing (since camera is locked on character), but it seems like the character is visually tough to pick out against the background.
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I agree, and I'm working on improving that. I'm still very newbie at game art
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Actually -- if you'd be interested in bringing it on the Twin Cities Playtest on October 20th at 6:30pm CST -- let me know 😉
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Josh Anthony 10/07/2021 12:26 PM
That was one of my internal goals, actually, to see if we could get it ready enough in time for the upcoming playtest. 🙂
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The game has some really cool design/art stuff to discuss if you're interested.
12:27
Sweet!
12:27
Yeah, well, if you've seen our content before, you know people hop in with all kinds of different levels of completeness.
12:27
So let us know if it'll end up working for you!
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Josh Anthony 10/07/2021 12:28 PM
I think it's finally getting to the point where it'll be stable enough to have people review what we have.
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Lane
Yeah I saw a little video on that a while back. Looking good! Good color choices.
I appreciate that, because I actually spent a lot of time picking the color palette :)
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Nice! That was by far the first thing that popped out at me when I saw the demo vid Josh posted: beautiful visual upgrade.
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Josh Anthony 10/07/2021 12:32 PM
Way better than the motley of open art assets I hastily grabbed off the internet, for sure.
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My other little 🤞 from playing the first version is hoping the jumps will be a little easier.
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Josh Anthony 10/07/2021 12:33 PM
Yes, the jump logic is reworked. I never liked the jumps from the original, either. 🙂
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But that's a taste thing. I liked interacting with the randomization & exploration, and felt like some of the jump challenge got in the way of that.
12:33
Oh man! Awesome.
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Josh Anthony 10/07/2021 12:34 PM
For sure. And while I'm not sure there'll be more than the current slew of test maps by the next playtest, I definitely want to incorporate more exploration in the map design for the remake.
12:34
Should be a vast improvement over the ones we basically threw together in 2 hours during the jam 😆
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Yeah I really enjoyed the design of the last one. I thought there was a core good idea with the randomization you folks had. Learning the layout felt really rewarding because on the next run the randomization could end up pushing you to traverse in a different way.
12:35
But if you're making the layouts more fun that should multiply how cool that is.
12:36
Man Fake Josh with the real improvements.
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12:36
When people ask you hows it goin at work do you respond with "oh you know, keepin it fake"
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Josh Anthony 10/07/2021 12:42 PM
lol I should, can I steal that?
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Haha please, I'd love to hear reactions
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So I just listened to the episode "Giblet the Trash Can" yesterday, and when I heard Ellen say "I'm full! Please come get me!" in the cute voice, I really wanted to draw Giblet.
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Behold! The first NGC fan art(?)
20:34
Shoot now I have two favorite NGC arts (the other is of course the coleslaw council badge)
20:34
Still waiting on @bit's drawing of them as the triforce pieces (edited)
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I LOVE IT
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RustyChicken 10/07/2021 9:43 PM
@Lane so, where can I post some sneak peeks or links to videos from my YouTube?
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Hey! The best spot is over in #general-discussion. This channel is the most active by far, but it is mostly centered around the lovely https://nicegames.club/
22:08
Posting in general discussion will get some eyes on it, and maybe some reactions too from some of the (many!) platformer aficionados we have around here.
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Hey, gm everyone! Question for you: does anyone have any suggestions for banger NGC episodes that are good for getting new people interested in the show?
08:09
I mean I personally always want to share the Fingeance Code Comment which I think is amazing start to finish (but especially Charles' breakdown of the music https://youtu.be/kHdCkFvxo4o?t=3072). (edited)
08:09
But that seems a little niche for a general introduction 😅
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I definitely misread that at TNG episode recs
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08:10
Where this would also be a reasonable place to ask that
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Oh yeah you'll want to direct questions to https://twitter.com/Mark_LaCroix
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Lane
Still waiting on @bit's drawing of them as the triforce pieces (edited)
The last time started doing fan art my computer blew up, so I'm afraid to try again... But maybe it's time.
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Oh yeah I forgot that lore 🤔
14:22
Remind me -- there's no way that was fan art for NGC, right?
14:22
This podcast can't be that deadly
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Yeah, it was gonna be Logan fanart for Roboston... :(
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14:23
But I suppose I could just do some pixel art of our lovely hosts instead.
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Have you considered that @Rebbie may have done a little... extra-curricular work with your PC in order to sneak in as the first fan art?
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14:24
Awfully suspicious that hers is also robot themed 🤔
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I hadn't, no... and you make a good point. But, hear me out, she doesn't seem like that kind of person. Admittedly, I don't know her.
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At least you can say that the first one posted was garbage 🙃
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22:58
Putting this here to trigger @Mark LaCroix
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El Berg-Maas (they/them) 10/09/2021 4:10 PM
Looks like there were accidentally two posts to the podcast feed this morning. There's an "Episode 266" that is mostly empty title and description but seems to be from a draft of a previous episode, and doesn't seem to have a real audio file attached.
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Mark LaCroix 10/09/2021 4:31 PM
Just saw that. We must have had a duplicate page that was scheduled to release and we missed deleting it. I removed the episode but I left the tweet up because funny.
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Stephen McGregor (he/him) 10/09/2021 6:29 PM
Oop, that's on me, sorry!
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bit
I hadn't, no... and you make a good point. But, hear me out, she doesn't seem like that kind of person. Admittedly, I don't know her.
Josh Anthony 10/11/2021 10:26 AM
@Rebbie is totally that kind of person, but she lacks the computer knowledge to pull it off. Her husband, on the other hand... (edited)
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Hey, sounds like a well-balanced team!
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For the most recent episode, y'all did a great job talking about the general process of building a prototype or vertical slice for publishers, even though you also said it could be a whole other episode (which I totally agree).
10:45
The one thing I'd note is that whenever teams are pitching to us or whenever we're pitching a game to console partners for exclusivity/etc, I always assume that the only thing someone will see is the build. You might pitch to 1-2 people, but then they'll share it with 6-8 coworkers who may or may not read your pitch. I don't even trust 1-2 sentence build notes in emails because I'll assume that people will just get given keys and won't either receive or read context around the build.
10:46
So for that reason, I always push to have any pertinent information in the build itself that is needed to understand what you're playing (whether that's control explanations, a 1-screen explainer on the story up until that point, etc)
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Stephen McGregor (he/him) 10/11/2021 10:58 AM
That's good information, thanks August!
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Josh Anthony 10/11/2021 11:11 AM
Put the build pitch in the game as an intro screen. 😛
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Also, regarding the conversation around game shows, the game design framework to encourage lateral thinking that you described basically just summed up ttrpg's. I know you were mostly talking about video games, but I hadn't thought of the similarities between shows like Task Master (or Survivor/etc) and rpg's, but they're totally there.
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Mmm did Mark take the opportunity to mention Star Trek Adventures?
12:14
Would be horribly off-brand if not.
12:15
That game has some cool rules that encourage lateral thinking.
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August
Also, regarding the conversation around game shows, the game design framework to encourage lateral thinking that you described basically just summed up ttrpg's. I know you were mostly talking about video games, but I hadn't thought of the similarities between shows like Task Master (or Survivor/etc) and rpg's, but they're totally there.
Mark LaCroix 10/11/2021 12:25 PM
That didn't occur to us. Nice dot-connecting!
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This one got silly, folks. https://nicegames.club/episode/238
Your nice hosts recorded this episode on an especially-timely Tuesday evening. It turns out that recording on an "off" day does goofy things to a podcaster's brain. Can you improve upon the game of "rock, paper, scissors"? How common are red stop signs across the globe? What noises does a wind serpent make? Do video games really give us choices?...
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Love the looser style!
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09:32
Very fun episode.
09:36
One thought on the "no game lets you do that" comments in the Guns episode and now Illusions of Choice: I gotta imagine the statement being made here is "no high budget game lets you do that"
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09:36
You don't have to venture too far into VNs/indie RPGs before you can find games that reward being more cautious with your moral choices 😄
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Seconding Lane's opinion on liking the loosey (and therefore goosey) nature of this one. It was fun! @Ellen sad you got sick, but glad you're feelin' better and it wasn't Teh Covidz. I'm thinking more about fan art stuff, since this last episode because (however I missed it) I didn't realize Stephen was so into Kirby, and that's something I can work with. If I were to integrate Nintendo characters/designs in some way to a fan art thing, I'm assuming it would go Stephen/Kirby, Ellen/Samus (just cause of the clear excitement displayed about digging into Dread), but for Mark I'm kinda stumped. Mario? 'Cause he's a plumber and Mark makes tools? Now that I'm thinking about calling Mark Markio is just pretty funny. @Mark LaCroix who/what is your favorite "A-tier" Nintendo chatacter, or the one you most "identify" with?
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R.O.B. 😄
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Is Cranky Kong A-tier?
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Franchise. Defining. (edited)
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Then yes
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Mario is the wrong shade of red fwiw
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@bit and yourself?
16:24
Based purely on your most recent game I am of course thinking Fox
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Mark LaCroix 10/16/2021 4:48 PM
Luigi is my guy.
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Lane
Based purely on your most recent game I am of course thinking Fox
I hadn't thought about it much but I like that choice I think? I haven't really played a Star Fox game since the original, so I'm not sure how the character has developed since then. I'm kind of an aging goth at this point, so maybe Boo, or Chain Chomp? I dunno... Star Fox feels pretty good though. :)
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Yeah I was going with the original tbh
16:55
Fox these days is all about running into people extremely fast and stunning them repeatedly with blue hexagon
16:55
Which I wouldn't say is something I couldn't picture you doing
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16:56
But like not as your thing, you know
16:56
More of an asteroid shooty kind of guy
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What about you? *Fox McCloud
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Chain Chomp and Boo are excellent choices!
16:56
Two of the highest charisma characters in SMB universe for sure
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I was going to say Magikoopa
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16:57
In that I can code well enough to turn things into other things
16:58
But not well enough to have any kind of control over what those things turn into
16:58
Lmao I do have a pretty good "WAAAH"
16:58
Toad is one to consider. I may need to keep a stock of star and moon stickers to give out if people find me.
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Hey all, looking to fill a spot on our Playtest stream tomorrow night. Anyone have something they'd like to show? Haven't checked in with @bit's shmup in a while, or @Anthony's battler 🤔
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Since switching over to Godot I've made no progress on any of my Unity projects. :/ I do have my first Godot project, but it's in a pretty rough state so I'm not entirely sure it's really worth testing yet.
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14:34
maybe? I guess? If no one else bites and I can get something built before midday tomorrow?
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Sounds good! If it doesn't work out we've got some back-ups.
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14:35
But it's always fun to see what you've got in the hopper.
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Lane
Hey all, looking to fill a spot on our Playtest stream tomorrow night. Anyone have something they'd like to show? Haven't checked in with @bit's shmup in a while, or @Anthony's battler 🤔
Calling me out and stuff 👀 I'm still lurking and stuff but life has sucked away all my project time sadly :< but I'm warmed to know you think of me still 😄
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Lol of course! Tbh I may be a little biased because Battle for Wesnoth is one of my faves and this looks like a really cool take on it.
14:43
Currently hoping @BambooBandit can make it tomorrow night. IDK if you've happened across Bridgebourn yet but I was pretty stoked to see a game like that (diablo-style ARPG) being developed by a NGC fan. (edited)
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BambooBandit 10/19/2021 2:44 PM
Yes, here's hoping. If I can't make it, definitely another month!
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Josh Anthony 10/19/2021 5:27 PM
@Lane Is there room for another Godot project for the playtest tomorrow?
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Oooh you're set? Yes absolutely 💯
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Josh Anthony 10/19/2021 5:34 PM
I think we've got something playable, anyway.
17:34
What time do we show up?
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Cool, can I put you down to start around 8:15?
17:40
Not quite sure how long the previous game will run, but that should be the rough start time
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Josh Anthony 10/19/2021 5:49 PM
Sure
17:50
How do I give you a build?
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Ah one way would be to add it to a dropbox/Google drive/other service and give me a link by DM
19:44
Alternatively you could put it up with a WebGL build or put a build up on Itch
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Josh Anthony 10/19/2021 7:49 PM
Ok, so basically whatever works 😂
19:49
Wasn't sure if there was an official process or something.
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Yep literally anything is good
22:04
Which I can say mainly bc Mark can figure out anything 😄 (edited)
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docky (Hayden Scott-Baron) 10/20/2021 5:28 AM
Hi! Can anyone help me navigate the website? The recent episode discussing prototyping mentioned lots of previous episodes that covered these. I went to the shownotes but there was no info at all. I'm struggling with the search tool on the website (nothing comes up for Prototypes), and there's nothing in topics or resources either.
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Dale LaCroix 10/20/2021 6:37 AM
Good Morning @docky (Hayden Scott-Baron) (or whatever time of day it is where you are). First that was my (Dale) episode to edit and I skimpped on the shownotes in order to get the episode out - so my apologies and it's great to hear that people use them. Easiest way to find the episodes we mentioned with out the shownotes is: 1. Click on Roundtable (edited)
06:38
06:40
and this lists topics out in alphabetical order (not the greatest right if you have a P topic 😉
06:41
Secondly - the search function is working okay for me...(right now) This is what I got for my search of prototyping:
06:44
but on my phone I got 0 results for Prototyping and a bunch of results for prototype - on my computer it was the opposite the first time I tried it (no results for prototype and lots of results for prototype). Now that I do it again it seems to be working fine. Might have to do with my spelling, might be something with our servers and if it doesn't respond fast enough, the search results display an incomplete list. I'm not the tech person in this group! but hopefully these tips will help, and eventually I or Stephen will go back and fix the shownotes 🙂
06:44
Let us know if this helpped!
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docky (Hayden Scott-Baron) 10/20/2021 7:12 AM
The search results seem really fussy, and it’s hard to o tell whether Space Ferrets is relevant to specific prototyping discussion 🙃
07:14
http://nicegames.club/topics?page=%2C3 thanks @Dale LaCroix sends like this topic list has prototyping on the umpteenth page. I was expecting it to be under category.
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docky (Hayden Scott-Baron) 10/20/2021 8:27 AM
Exciting to see the shift between part 1 and 2 of 'Pick up all the things', where Martha shares reservations about paper prototypes and a year later, Stephen starts to feel that agree that maybe paper prototyping isn't the perfect form for prototyping.
08:28
I'm with Martha. I've never enjoyed paper prototyping. , especially for single player games. I think it's often just people that like board games finding an excuse to play with making board games.
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Generally agreed. I wonder if it's possible to track down where the idea of paper prototyping came from. Unless there's some real wizardry to it (that I am unaware of) it seems like a pretty narrowly-applicable tool.
09:32
It's been pretty nice for helping figure out some synergy-based roguelike concepts (e.g. figuring out how many items need to express mechanic X in order for that to be something players can build around).
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Stephen McGregor (he/him) 10/20/2021 9:39 AM
I think it's valuable for systems that will take a while to implement but it's not ultimately going to be the same as playing the game so it serves a specific purpose.
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09:42
One thing that I think it particularly valuable is people are more comfortable with a barebones paper prototype than they are a video game prototype. That is, if your visuals/feedback isn't good in the paper version, people are more forgiving of that failing. So it is useful for just getting gameplay feedback, which is where I've seen it used the most.
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It doesn’t work great for every kind of game (I probably wouldn’t use it to prototype a DOOM game), and I feel like it is often overemphasized. Unless it’s a very specific use case, most games benefit from being at that stage for maybe a couple days (conversely, the game that would eventually become Fallout New Vegas was paper prototyped for over a year I think). Typically, they’re useful for answering very big questions quickly but are clumsy at answering small questions, like using a sledgehammer to smash away big chunks of marble before getting out the chisels.
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Josh Anthony 10/20/2021 10:06 AM
I tried a form of paper prototyping for a set of investigative mechanics, and running it all manually made me think it would've been better to just figure out how to build an actual game prototype, instead.
10:07
Plus you just can't paper prototype things that require dexterity/skill-based game inputs, like platformer jumping or ability use.
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Yeah, context matters a lot. Last winter, I was working on a digital board game (a scrabble-based roguelike) where paper prototyping helped convince me that the basic mechanic wasn't very fun 😂
11:35
Sounds negative but honestly saved me from pouring another hundred hours into making all the features work well enough to figure it out the hard way.
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I love this topic - paper prototyping crosses my mind every time I think of an idea for (video) game. I usually end up skipping it though, for similar reasons to what @August is saying. In fact - I've starting to lean towards it actually being almost a bad idea in some cases, because I think it can actually have a hampering effect on some of things that make videogames inherently different from physical games. @Mark LaCroix was talking about this (I think a few episodes ago) from the perspective of how "health" is handled in videogames. In a paper prototype, a number makes sense, but in videogames there's so many more unique options for implementing it. While you could say, if a character is "hurt" they can't move their normal number of spaces (or whatever) in a videogame you can just slow them down, which makes the effect seamless. While ONE thing like this isn't too complicated, stacking these rules and expecting the players to keep of track them gets real annoying real fast, but a videogame can remove the cognitive load on the player, making it a much better format for these types of stacking mechanical effects.
11:40
Anyway, my point is, D&D has ruined videogame development innovation in a lot of ways because it's the Ur Tabletop game, and people so often fall back on its representation and mechanics without even considering there's a whole potential suite of other (probably better) ways to do this stuff when the players don't have to manage it themselves. (Blaming D&D is just my hyperbolic way of making a point. U mad?)
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Mark LaCroix 10/20/2021 11:46 AM
One thing that gets missed with paper prototyping is that you aren't trying to replicate video game mechanics, but the overall feel and general core loop of your planned game. So, if you expect your video game to be a roguelike where you build up your inventory, you can prototype it as a deck builder. The mechanics of each are analogies between each other. The best example we did of this on the show was for the Nice Games Jam episode "Blob Ball" which we imagined as a silly physics-based game (think: Gang Beasts), but we came up with tabletop mechanics to simulate the feeling of gaining and losing ground to "directed randomness." https://nicegames.club/episode/128 (edited)
This week on the program is another Nice Games Jam, where we are given a prompt from Martha’s boyfriend (and Evil Games Club co-host) Dylan, which we have to use to create a playable game prototype by the end of the episode. The prompt was to create a paper prototype of a game that combines "hilarious movement" like in games like Gang Beasts or ...
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Re D&D mechanics, you say "fall back on" I say "build up from"
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What I'm hearing you say is I'm doing paper prototyping wrong.
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11:49
To which I counter:
11:49
Probably, yeah.
11:49
lol
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Stephen McGregor (he/him) 10/20/2021 11:51 AM
I would encourage people to at least consider paper prototyping in most cases, if only because if it doesn't work out you've wasted maybe a day's worth of work, where programming an unfun prototype can take a lot more time away.
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Yeah... kinda like the spot I'm in right now with my first Godot thing.
12:20
It's a fine idea, but it just doesn't feel good.
12:21
But I think that actually comes down to other stuff than paper prototyping - it's really the controls and stuff that feel bad, which is specifically a videogame thing.
12:22
That being said, some of the questions about balancing item effectiveness, etc., probably could've been *paper prototyped first, so there wasn't as much guess work.
12:22
*spreadsheet
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@bit if you'd like a few sets of eyes on the controls, let us know 😄
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12:28
We still have a small slot at the end of TCPT after Josh
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Maybe? I'm working on it today at least for a little bit, but at this point I haven't even tried building it - so I'm not sure if that's even gonna work. I super appreciate the offer though! I will hit you up later if it's workable, and there's still availability, etc.
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I think I should probably just officially bow out of this one. This thing just isn't good. I will probably just scrape it and start anew with a different perspective based on what I learned with it so far.
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12:54
It's just not fun.
12:55
Like, it should be, but it's not.
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12:55
lol
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Totally get that. The "this is all correct but I don't feel anything" is harsh but key. GL with round 2!
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docky (Hayden Scott-Baron) 10/20/2021 5:28 PM
One especially tricky part of paper prototyping is finding a player that is sufficiently into tabletop gaming that they will come along for the abstraction.
17:30
My favourite ‘paper prototype’ was actually me playing the AI in a big decision tree, which was closer to acting as a DM.
17:31
Also this, which is secretly better than Mass Effect.
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Stephen McGregor (he/him)
One thing that I think it particularly valuable is people are more comfortable with a barebones paper prototype than they are a video game prototype. That is, if your visuals/feedback isn't good in the paper version, people are more forgiving of that failing. So it is useful for just getting gameplay feedback, which is where I've seen it used the most.
docky (Hayden Scott-Baron) 10/20/2021 5:34 PM
It’s really interesting that graphics/visuals should be the big blocker for videogame prototypes. With digital prototypes I tend to use text and geometric shapes or basic clipart silhouettes.
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Mark LaCroix
One thing that gets missed with paper prototyping is that you aren't trying to replicate video game mechanics, but the overall feel and general core loop of your planned game. So, if you expect your video game to be a roguelike where you build up your inventory, you can prototype it as a deck builder. The mechanics of each are analogies between each other. The best example we did of this on the show was for the Nice Games Jam episode "Blob Ball" which we imagined as a silly physics-based game (think: Gang Beasts), but we came up with tabletop mechanics to simulate the feeling of gaining and losing ground to "directed randomness." https://nicegames.club/episode/128 (edited)
docky (Hayden Scott-Baron) 10/20/2021 5:38 PM
Is abstracting the feeling of physics into paper prototype useful for taking back into digital form? It sounds fun, but hard ti transpose action points back into the digital product. Even if it is fun the outcomes are probably more prescribed than unexpected momentum and awkward colliders.
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Apologies for pivoting away from the paper prototype discussion, but I just wanted to pop in and say that I got around to listening to the Starting a New Game Engine episode this weekend and Ellen inspired me to pick up Godot. So far feeling a lot less scared by the layout and this getting started guide than my previous attempts to really dig into a game development software
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Josh Anthony 10/20/2021 9:35 PM
Godot is a good engine. It's the one I've committed to for the past three years, so feel free to ask any questions.
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21:36
(can't wait to be stumped by the first question lol)
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@ValiantAMM Cool to hear another listener is taking the plunge! I just started using it around the time that episode aired myself, and it's been a much better experience than learning Unity (which I started using about 6ish years ago). It has its quirks like any software, but comparing it with Unity at least, it's been much easier to determine when I'm doing something wrong vs. the engine just lacking a feature or something.
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Yeah Unity was so daunting as a beginner
21:53
I'm sure I'll run into difficulties eventually lol but the design methodology and everything feels so much more intuitive in a way that Unity wasn't
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Josh Anthony 10/20/2021 9:56 PM
For me, I originally chose Godot because I worked on an Ubuntu laptop and Godot was the only engine with first-class Linux support, but I've stuck with it because the node architecture really jives with me.
21:57
( @Mark LaCroix side note, I appreciate the compliment that screen resolution management is hard, because I've only had experience with that in Godot, so I wasn't sure if that was a Godot-specific pain point or not.)
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So I noticed a YouTube comment saying something along the lines of "maybe Rebecca did sabotage the computer (referring to the fan art situation of last week) since Rebecca is the type of person to sabotage Mark in this game" and I just want to defend myself by saying that having listened to the Nice Games Club play games on their podcast, I was given the impression that Mark is the person to beat. 😛
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Yeah, I think, like, if you wanna make sure you understand a game, Mark is your target. If you want to start a war, Stephen is the one to beat. ;)
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For the record, I think @Ellen would just graciously accept every defeat as a "learning experience," but would be more difficult to beat as multiple games played out. Ultimately culminating in the fulfillment of The Prophecy wherein the veil of this dimension is peeled away, revealing The Truth of Her as The Avatar Incarnate of The Platonic Immovable Object against which all would-be usurper's hopes of victory are sundered.
15:22
Well, I dunno.
15:22
That's a bit hyperbolic probably.
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bit
For the record, I think @Ellen would just graciously accept every defeat as a "learning experience," but would be more difficult to beat as multiple games played out. Ultimately culminating in the fulfillment of The Prophecy wherein the veil of this dimension is peeled away, revealing The Truth of Her as The Avatar Incarnate of The Platonic Immovable Object against which all would-be usurper's hopes of victory are sundered.
Oh no! You've discovered my long con!
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After all my "bad mouthing" of paper prototyping video game stuff I went and did one anyway for this Godot project and the results are... interesting? The Godot project I've pivoted to is a rehash of an old idea I had (not very novel) to make a game with Rock/Paper/Scissors style combat - but the thing that I didn't expect until I prototyped it was that most of the interesting inroads for unique mechanics are what to do for tie-breaking. (edited)
09:57
Which, if my math is correct, happens 1/3 with complete randomness.
09:58
33.33% is a significant percent, meaning, linking interesting mechanics to tie breaking creates an interesting rhythm in which most actions are settled immediately by the core mechanic, but this other thing happens just often enough to make things a little more interesting.
09:59
Or at least, that how it seems.
10:01
My partner was gracious enough to try it out for a few rounds yesterday and it was pretty fun. I tried it by die rolling for both player to choose actions, and that was interesting, at least to me, to evaluate.
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10:02
I'm gonna start coding it up today and see what it feels like to play against when more automated, and then consider what kinds of constraints I can apply for randomly generating enemies with weighted behavioral patterns.
10:04
Either way though, I think the paper prototype revealed important avenues for exploration before I started coding - which is nice.
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10:05
Conclusion: paper prototyping probably does help, even with videogames, if your intentions are well thought-out and implementation is aligned with that purpose.
10:05
</rant>
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docky (Hayden Scott-Baron) 10/23/2021 12:10 PM
@Mark LaCroix great episode! Just fyi Threes was never open source. 2048 was an open source clone of Threes.
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@bit great to hear about your prototyping process. How did you approach paper prototyping? How much was you explaining the game as your partner played?
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12:18
Has anyone here ever used https://playingcards.io for digital versions of paper prototyping? (edited)
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docky (Hayden Scott-Baron)
@Mark LaCroix great episode! Just fyi Threes was never open source. 2048 was an open source clone of Threes.
Mark LaCroix 10/23/2021 12:29 PM
Oh yeah, got those mixed up.
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@docky (Hayden Scott-Baron) Thanks! Since I had attempted doing something like this before without 'fun' results, I decided to start over with no assumptions other than the core Rock/Paper/Scissors mechanics, but to go with the 'mechanics based' approach anyway since Rochambeau is primarily about that. But this time, instead of focusing on what a player could choose to throw (which was points based on my first go 'round), I decided players should always maintain the ability to choose any of the three options, but with a strategic layer in parallel instead of baked-in.
12:36
This was a lot more fun, I think in part, because it maintains the same degree of gamble with every round. It's only the efficacy/strategy that change.
12:36
The new one is roughly:
12:39
Action: Attack < Defend < Feint Focus: Low, Med, High Ultimately, the round is decided with the Action relationship, but the efficacy is determined by the Focus applied, which is a point pool. Right now I'm developing the rules agnostic of any particular theme, so there are base values for the Focus choices.
12:41
I'm still hammering out the details, because I think there are some places I can streamline it a bit, but it feels pretty good.
12:43
As far as explain time - I said "It's rock-paper-scissors" then we played about ten rounds (using 2d10s as counters apiece), and she got it.
12:44
I think I'm going to have to change some of the "points" into percentages of points so it can scale better in an roguelike/rpg context, but it's a good base.
12:44
*percentages of point pools
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docky (Hayden Scott-Baron) 10/23/2021 12:53 PM
How did you go about prototyping that with your partner though? I find the process of explaining a game clearly often teaches me a lot about the design of a game.
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Well, we played through three rounds where I intentionally threw each one of the possible options. Nicely, we tied on the third one, so explained what that meant.
20:23
And how it gets resolved.
20:24
After a couple more rounds we tied for both what we threw and how many "focus points" we applied (typically resolves ties), but she had more of something called "momentum." So she won - and she got to see how that number effected the outcome.
20:24
At that point she had it/
20:24
And soundly defeated me.
20:24
AND it seemed like she was starting to have fun at the end.
20:24
So, even though I lost, I think I kinda won. 😉
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docky (Hayden Scott-Baron) 10/24/2021 6:59 AM
I'm glad that worked for you!
07:01
Paper prototyping, and prototyping in general, is definitely a case of making use of what you have and getting a feel for what you want to make.
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@Stephen McGregor (he/him) or @Peter Yang - ZettoVyker potential topic for one of our shows, not sure whether/where it fits: Advanced game "science". On the one hand, you have some games developing a second life -- alongside speedruns -- in terms of people scouring every scrap of code to pull off amazing feats for challenge runs a la https://www.youtube.com/watch?v=kpk2tdsPh0A. On the other, there are games out there whose difficulty curve relies on players making discoveries. Games like They Are Billions starts as a fairly simple city-builder RTS, but as you go through the difficulties, you have to understand increasingly arcane elements of how the game works: Spoilers because TAB is a puzzle game disguised as an RTS. 80% difficulty -- Understand the main base buildings and hordes. 150% difficulty -- Learn about death spirals and kiting. 400% difficulty -- Um did you not catch that strong zombies spawn in the north/south? Get ready to die a lot. 800% difficulty -- Oh you'd better have a PhD in how sound travels. (edited)
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11:58
We talk a fair bit about making things intuitive, but what do you do when your design is around mastery-by-science. E.G. slightly non-intuitive mechanics that require some thinking, but are easy to perform once you've figured them out. ...and then the difficulty curve is about combining discoveries and making more unintuitive leaps (e.g. to beat the highest difficulties, you really have to do some intentional experimentation to determine exactly how sound attracts zombies. It's probably the least "fair" discovery the game demands, since it works differently than you would expect.) If we wanted to tie this topic back to something more relatable for most games: how do you decide when to leave something unexplained so that players can figure it out for themselves? (edited)
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Heh, another potential topic might be: games that got your design wheels turning. TAB is not one of my most-recommended games, since it's... pretty abrasive. But it's influenced my thinking like nothing else.
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And then, on the third hand there is a wrist attached with a manacle around it while some xenobiologist is carting you off to be dissected for "science" because hey, three hands ain't the most normalest number of hands.
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alinalikescozy 10/26/2021 12:16 PM
Love the topic of relaxing games on the last episode - this is definitely one of my favorite "genres". Have you all looked into the "cozy gamer" culture? Whole world of streamers and influencers playing cozy games and posting ~aesthetic~ pics of their set ups
12:18
Relaxing games and cozy games are games too, so also glad that the podcast goes into it. A lot of the time I feel like there is a culture of if the game isn't hard then it's not a reaaaal game and the people who don't play those hard games aren't reaaal gamers. Those Animal Crossing fanatics are some of the most intense gamers out there LOL
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Top cozy games for you @alinalikescozy?
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My 2 cents is that it's interesting how highly people rate aesthetics. In terms of how it makes me feel, something like Diablo 2 (repetitive, low-consequence, number-go-up) is cozier than something like Stardew Valley (race against the clock, actions have long-term consequences) despite the games' themes.
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Lane
My 2 cents is that it's interesting how highly people rate aesthetics. In terms of how it makes me feel, something like Diablo 2 (repetitive, low-consequence, number-go-up) is cozier than something like Stardew Valley (race against the clock, actions have long-term consequences) despite the games' themes.
alinalikescozy 10/26/2021 1:54 PM
That's a really good point! I do think aesthetics trumps game mechanics when it comes to coziness (zombie idle game seems less cozy than cute cat idle game). If Diablo 2 were skinned in a cute way, maybe it's the ultimate cozy game. Top cozy games for me: absolutely loved Viva Pinata on xbox 360, Monument Valley on mobile, Dear My Cat on mobile, The Sims 2 co-op mode on xbox (this was fun to team up with a friend and just make a bunch of money and chill out), and Animal Crossing Wild World
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Mmm lovely. Really enjoyed VP and MV.
14:00
With regard to the way people look at relaxing games, I think one small element that makes it complicated is that some people -- I'd hazard to put @Stephen McGregor (he/him) in this camp and I am in there too -- that don't really understand when people say a game is relaxing.
14:00
Like... relaxing like a bath? How would that work exactly? 😄
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Stephen McGregor (he/him) 10/26/2021 2:13 PM
I personally think of relaxing games as games you don't have to think about much when playing, I think. That lines up with most games people consider relaxing or cozy but what game a player doesn't have to think about changes depending on the person. Like personally I don't find Animal Crossing relaxing because after a point I'm not playing the game because I like it, I'm playing because the AI villagers want me to so playing it stresses me out (which is a me problem to be fair, but it's gotten worse as the series increases your responsibility to the villagers so I haven't played since the DS one). I however (somtimes) find fighting games relaxing especially when my opponent isn't that good because I can kinda go through the motions.
14:13
Normally though I don't play games to relax, I prefer to do that with TV or streaming services.
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what game a player doesn't have to think about changes depending on the person
Well put! Yeah I think that summarizes well why different things may be relaxing to different people.
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Stephen McGregor (he/him) 10/26/2021 2:20 PM
I do think generally speaking people find something like Animal Crossing relaxing due to the monotonous gameplay, it works in it's favor. When I was enjoying Animal Crossing it was nice to turn my brain off for some minutes while checking each rock for bells haha
14:21
(and they find it relaxing for the cozy vibes of course)
14:22
Diablo is the same thing but because the game is themed differently I found that game to be boring and not relaxing hahaha
14:26
Yeah in all candor I feel pretty similarly.
14:27
I wonder whether anyone sees Minecraft as a relaxing game, like when you're building something really big. That's got to have a similar feeling of monotony, low stakes, and progression.
14:27
I know that when I have a night of doing card layouts in Photoshop that's basically peak relaxation right there 💗 (edited)
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Diablo 3 on Switch had been one of my top chill-out games because it was easy to just sink into it and not have to think hard, while still feeling meaningful progress and having moments of surprise occasionally.
15:08
Years ago my wind-down game was practicing combos in SF4.
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A lot of the time when I need to coze-out, it's exactly this rationale. I don't wanna think too hard, but I do want somekind of challenge still. My go-tos are Destiny and if I'm bored of that, starting a new character in Skyrim. (edited)
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I don't think we touched on this yet, but there is also occasionally the case where my tabletop group wants to play something relaxing. In those cases, again it seems, this ends up meaning "something we all already know how to do" not necessarily linked to the actual content at all. A couple years ago, around the holidays, our buddy put together an Eclipse Phase one shot where we played as our ongoing campaign characters; the single evening scale of it though, made for a tight, relaxing experience, which was exactly what we all needed at the time. Admittedly, the climax of the story had us blowing up a small orbital scavenger habitat housing a grotesque existential nightmare version of Santa Claus, but like, it was nice though.
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Anyone else like playing early access games to learn from the balancing process?
17:41
Darkest Dungeon 2 released early access yesterday. Beautiful game. 😍 Mechanics are rocky though (e.g. strong vicious or virtuous cycle mechanics that can make runs either easy or impossible), so it should be quite a ride to see what they do with it. (edited)
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As far as I know, Early Access is something I've seen in context of PC games, and I very rarely play PC games anymore. Mostly because I found having that availability to myself makes focusing on making games a lot harder. As in, I can more easily get distracted since the option is right there on the machine I'm working on. Limiting myself to console games means I have to make an intentional decision to play games instead of doing something else. Anyway, all that to say, I don't play early access stuff at all, but your reasoning is very sound and it seems like a great idea. Double-anyway, I kind of use the IGDATC playtest streams for this exact same purpose. On top of of being able to "hang out" and meet cool people, listening to and watching folks grapple with this same stuff, hear the reasoning behind decisions, etc., is one of my favorite things about the community. That and SLEDGEHAMMER BRIDE. (I'm only part way through the episode, but OMG what a great idea!)
10:44
Was pretty excited to see this pop up
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I know it's not perfect, but... I had fun this morning. 🙂 #StephenIsAGenius
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Stephen McGregor (he/him) 10/28/2021 12:49 PM
All this art warms my heart y'all, thank you!
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@bit wow, looking good and she just looks FUN as hell to play. Nice work 😍
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15:00
I did draw that before Stephen got into some of the specifics of how he was imagining the visual style, and some of the workshopped descriptions for character design and stuff. But this is just what I was imagining - also, I like pixel art. 😉
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@Stephen McGregor (he/him) bad tag line for Sledgehammer Bride (edited)
18:35
A Fighting Game with Commitment (edited)
18:37
I'll actually be surprised if this pun doesn't come up in the episode somewhere after finishing the prev "Commitment" section. Seems too perfect for a brawler with a heavy weapon 🤔
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18:41
Also
18:42
NGC hosts: "I like it when there's a human amount of time to process what's going on." Meanwhile, in Melee: try to time your input slightly after the second frame... https://youtu.be/_ctpRdcmDhY?t=280 (edited)
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"Unbridled Rage" came up, and it was my favorite thing ever.
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Mmm that's pretty good
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He’s pushed some very toxic lines of thinking in games discourse, but I love this talk by David Sirlin on different kinds of decision making, specifically in the context of fighting games https://www.gdcvault.com/play/1015725/GDC-Microtalks-2012-One-Hour
The GDC Microtalks are back with another hour of short talks loaded with big ideas, presented by a host of your favorite game industry speakers! The Microtalk concept is simple: each of the session's ten speakers gets 20 slides, each of which...
19:11
He’s the first speaker after the introduction I think
19:12
Basically, you are making complex decisions and forming strategy when making choices with very little time to decide, but it uses a different part of your brain than the one that’d calculate a chess move for 10 minutes.
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19:13
I feel this a lot in playing sports, where it feels best when you make a really good throw with a half second to decide what to do and your instinct basically takes over
19:13
You’re still making incredibly complex choices, you just do it very quickly without much “active” thought
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What's toxic about Sirlin?
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Basically everything in Playing to Win and a lot of his attitudes around competition. I don't think he's super problematic or anything, I just think his general attitude sucks, or at least did when we wrote a lot when he was younger.
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Oh okay, yeah, big head for sure. And especially when he was starting out.
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Lane
@Stephen McGregor (he/him) bad tag line for Sledgehammer Bride (edited)
Mark LaCroix 10/28/2021 9:33 PM
My tagline for Sledgehammer Bride is: "You are cordially invited to get wrecked"
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Mmmmwah!
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bit
I know it's not perfect, but... I had fun this morning. 🙂 #StephenIsAGenius
alinalikescozy 10/29/2021 11:26 PM
fighting in a wedding dress!?!?! total mood
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Mark LaCroix
My tagline for Sledgehammer Bride is: "You are cordially invited to get wrecked"
I believe this is known as an unveiled threat.
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Happy Halloween, ya big ol' nerds! It's time to get spooky! 👻
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I met a tiny Batman this evening!
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@Mark LaCroix @Peter Yang - ZettoVyker look what made it to the front page of Steam today
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I've never laughed so much editing an episode. Whew! https://nicegames.club/episode/241
Mark goes over the theory and practice of debugging (in Unity, at least). Ellen gets the gist of it. Stephen considers when a game can benefit from having a silent protagonist, or at least a main character that doesn't say anything. Stay tuned after the outro music for bonus sound effects!
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Hey, this is really good so far!
08:16
The first section was really fun -- cool to see how you've each developed (🥁 🥁 :cymbal:) over time. One bit I wanted to add, just for completeness, is that debug logs have some extra benefits after an app goes live. The logs stick around on the user's device, and you can set it up so they can send those logs when they send a support ticket. (edited)
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08:17
Getting a nice set of logs can make it possible to debug things that you can't reproduce on your own machine. (edited)
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I was today-years-old when I learned that the call to Unity's interface using "drawer" is draw-er, not drawer (as in, dresser drawer). That makes way more sense taxonomically, because whenever I had cause to try and customize the Unity UI for tools, etc., I thought it was weird you had to make calls to drawer all the time. In hindsight I feel kind of dumb, but also I'm only really using Godot anymore so it doesn't matter I guess?
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Makes an excellent gift.
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hahahaha!
12:16
it's so good beautiful furbaby
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On silent protagonists, I think it's kind of interesting when a character starts as a silent protagonist and then gradually shifts away from that. E.g. Terra in FF6, early on is very much "hey that's me!", but evolves from that over the story. There's always a sense of loss and growing apart there, which can be coupled with a sad story beat for great effect. (edited)
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Well I'll be darned, you hit that too!
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Mark LaCroix 11/06/2021 8:17 PM
Of possible interest to @Stephen McGregor (he/him): https://twitter.com/HardDriveMag/status/1457120629770096644
Idris Elba Should Be the Next Gex the Gecko https://t.co/9gBr7v0WwJ
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Omg I had totally forgotten about that game!
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Hey everyone, been lurking in the background a little. Love the show, should maybe introduce myself. I'm Kris, live in Australia and work a job in logistics, do some game Dev on the side but really wanting to take it further. I've given myself a bit of a side project to put myself out there more than I would normally be comfortable with. Giving myself a set window to make a game and publishing a weekly video on YouTube with the progress of the game. I'd love for you guys to check it out if you are interested. My first game, I'm currently just starting week 4. http://6wk.dev/YouTube (edited)
Developing small Android and iOS games in 6 weeks! Watch a project go from an intro video in week 1, with weekly progress videos and being publishing at the end of week 6. These games are intended to be small and will be available for free, ad supported.
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Hey, VERY cool concept. Also, that's a wicked time lapse in Episode 2. Love your LevelGenerator inspector 👀
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Thank you 🙂 it's been both fun and refreshing to have something to really focus my time on
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I'll check it out for sure!
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Once in a while I come across a great stock photo:
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12:37
Office dog day!
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How do you get your dog to lay in the bed and not 3 feet away from it?
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I have her trained with a "place" command
12:56
also she's a mega cuddler so she loves snuggling into beds 🙂
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Ah, training
12:56
That's what I'm missing
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She's a very smart dog, which is usually helpful and sometimes isn't. It's helpful because she can pick up commands after just one or two repetitions. It's not helpful when she figures out how to open up gates and escape from the yard...
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When we were looking for a dog, my partner was adamant that she wanted a smart dog and I luckily convinced her that wasn't actually the case.
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Smart dogs are smart enough to get around restrictions but not smart enough to stay out of stupid situations!
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Update: Office dog is now napping under the blanket!
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10:55
On the dune/WH40k connection, yeah how do you know when you're qualified. Come back when you've read 50 books? 😂
10:59
All I know is both (mild spoiler) feature a human civilization that intentionally limits its own technological growth
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I DEMAND to come on to talk with you all about roguelike power ups.
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17:25
I mean, if you wanna 👉 👈
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Lane
I mean, if you wanna 👉 👈
While I was listening I was thinking "is there gonna be a surprise Lane in this episode." No joke.
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Stephen: I don't fully disagree with you. Me: Wait, that can happen?
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Stephen McGregor (he/him) 11/19/2021 9:23 AM
I like using that phrase because it (ideally) shows that we're not on bad terms with an argument or discussion but we're still talking it out.
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That's a good one! I'd love to hear what other phraseology people have worked on for diplomatic purposes.
09:27
One I'll mention is eliminating "to be fair" after I realized it sneakily insults the other person.
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Lane
That's a good one! I'd love to hear what other phraseology people have worked on for diplomatic purposes.
The classic is "Yes, and..."
09:30
Used before the speaker adds more nuance to the topic
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Lane
One I'll mention is eliminating "to be fair" after I realized it sneakily insults the other person.
I like using "to be fair" when countering my own statements lol 😆
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Yes! It does have its uses.
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"I have opinions on Dune, but to be fair, I've only read the first book!"
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Stephen McGregor (he/him)
I like using that phrase because it (ideally) shows that we're not on bad terms with an argument or discussion but we're still talking it out.
“You’re not completely wrong this time”
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"That reminds me of something Charles said one time." 😬
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A slippery slope!
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Honestly, I use "honestly" and tbh too much, tbh. Most of the time I just use them as setups or punchlines, though. If I meant it at all it would mean I'm assuming everyone else assumes I'm lying - which would be kinda weird... tbh.
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Beth Korth (she/her) 11/19/2021 12:34 PM
“So what I hear you saying is …”
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if only "to be decided" didn't exist, so tbd could be "to be dishonest"
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12:37
tbd NGC is a bit of an overrated podcast 😏
12:38
Yes! Beth I love the check ins to see if the people understand each other. So good at defusing bombs.
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@Stephen McGregor (he/him)
16:54
Sometimes we both win
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to listeners in the US: Happy Thanksgiving! https://nicegames.club/episode/244
As the podcast approaches its fifth anniversary, your hosts get a little (more) frivolous. Mark shares some industry news about hardware releases. Ellen prompts everyone to share their experiences of learning development tools and examine their process of learning through the lens of Maximum Whooo. Stephen explores the difference between coopera...
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@Ellen your delivery and timing on the line "did you visit him in the hospital" was some of the most unexpectedly hilarious content in the podcast to-date. Like, that was maybe the most efficient joke "telling" I've heard, possibly in my life. Setup and punchline in a single question. Just. I cry laughed. I had to pause the podcast. As far as learning processes go, I think I might be somewhere between @Ellen and @Stephen McGregor (he/him)'s approaches. Like, I tend to lean toward "JIT" learning, like Stephen, however, while there is always a specific goal to it, the "whooooo" is part of it... And I think that feeling might also be the thing that leads me back into the loop of what Stephen was talking about where my brain explodes into multiple potential use cases for this new thing, or how I could leverage it to make other stuff better, etc.
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Patreon exclusive: I can't believe they revealed Stephen's full name in the glom episode.
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Also, It contains a V, because the roman numeral for 3 is IIV (edited)
17:06
So how was everyone's thanksgiving?
17:06
@bit did you have any time to work on everyone's favorite space game? Note the intentional ambiguity between your projects.
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Lane
@bit did you have any time to work on everyone's favorite space game? Note the intentional ambiguity between your projects.
Overrode, or ◇, (the shmuppy one) is on the backburner I think until I can get a handle on doing the same kind of stuff in Godot as I was doing with the Linerenderer in Unity. The one I started as NY first Godot project, "Disastronaut" just wasn't actually fun. So, maybe if I come up with a way to make that one fun I'll do something with it, but for now, nah. But I am working on something which I think might be good to build into something "larger" at some point that I think you would like. The WIP title is Roguechambeau, but in my head I just call in "Lane Game." As in, you, because I think it might be up your alley. ;)
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18:32
My TGivs was a bit disappointing, but it's kinda been that way since the year before the Pandemic because our traditional plans haven't worked out for the last three. (Normally, we do something called Kidsgiving where me and my sibs and all our spouses get together instead of doing stuff with any of our parents because... it's complicated.) But it wasn't terrible, and I am still thankful for a great many things! (edited)
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18:33
How about everyone else's?
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Roguechambeau
I could not be happier thinking about this.
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That's so good to hear about the larger project! Also cool to see someone else experimenting with rogue elements. The rogue shell + bitculture polish is almost guaranteed to make me enjoy a project, so I'm excited to hear more.
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20:42
It's a shame our next Playtest event isn't til January. Let me know if you'd like an early look at it 😉 (edited)
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20:44
My thanksgiving was pretty great! Wonderful to see so many family and friends again. Actually, the only awkward social interaction over the weekend was @Peter Yang - ZettoVyker bullying me to make my Sell Sheet better for PAX Unplugged 😅 (edited)
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On a topic of the most recent episode: what were peoples' thoughts on Metroid Dread?
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I got about 3 hours in and got bored - haven't felt pulled back at all
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But no way for me to know if that's just because I don't like the switch (there is something about Ultimate, Odyssey, and BotW that repels me as well that I can't put my finger on)
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Josh Anthony 12/02/2021 6:59 PM
I freaking loved Metroid Dread.
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19:00
It felt good to control, and I thought they nailed the abilities and progression.
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Also, the EMMI design was fun. ;P
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19:00
I never really got bored with it at all, and that was with sinking a good 14 hours in my initial playthrough.
19:01
It was also the only game in which I actually tried to 100% it. I usually don't have the patience to get good enough to do that.
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Is it bad I literally had no idea what it was? Lol. Just watched a trailer finally though and it looks cool
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That's great to hear Josh... yeah at no point did I think anything was less than masterfully made. It just didn't stick with me -- which is possibly due to me not being used to using handhelds 🤔. My one minor complaint about the game is that the zones didn't seem as graphically varied as in the other Metroid games I'd played. When travelling between zones, I was like "oh the gray industrial one, or the other gray industrial one". But again -- only three hours in -- maybe there's a good reason for that.
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Stephen McGregor (he/him) 12/02/2021 9:41 PM
I think the game is great but my main complaint with it and why I didn't seem to like it as much as the other 2D Metroid games is that the game constantly locks you out of places you've been before (which was done in games previously but it was almost always clear when that happened and was not done as frequently). The game seemed to me to always want you to go in the direction it asks and I would try to fight against it and get lost a lot.
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Oh that's funny. GMTK did a video praising the game for doing exactly that.
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True! Yeah I wish I could play it through the eyes of a non-designer since those parts were LOUD as heck to me. I remember certain other metroidvanias giving the feeling that I was exploring an exotic/unfamiliar/unfriendly space, which is a very different feeling to this, which felt like it went out of its way to remind me how much it was helping me along.
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Mark LaCroix 12/02/2021 11:18 PM
Perhaps not surprisingly, the designer in me appreciated that exact thing about it. 😁
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How dare Metroid try to save Stephen from himself
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Stephen McGregor (he/him) 12/03/2021 9:09 AM
I watched that video haha
09:10
I'm wondering if I wouldn't have had such a hard time with them locking me out of places if the map wasn't as detailed as it was. I would scan the map and try to go to areas I could get to with new abilities but then the game wouldn't let me get there so I would instead focus on trying to path my way to that area instead of the place it was trying to lead me to.
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Oh interesting! I’m working on a metroidvania right now and a huge thing we’re iterating on is level of map detail for about exactly that reason
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Stephen McGregor (he/him) 12/03/2021 9:51 AM
Ah cool! One thing I liked but wished was used better in Metroid Dread was the ability to highlight areas of interest, maybe instead of a very detailed map if it was more encouraged to utilize that I may have enjoyed it better.
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Like having the player put highlights on the map?
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09:57
The map in Islets is all hand-drawn, so if there’s a detail there it’s because we thought there was something that players would want to know about
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I still haven't played it yet, but it's on my Switch. Just haven't been in the mood for some reason. Super Metroid is on my "short list" of favorite games, but I was also a much, much younger person then and my tastes have changed quite a bit. I think maybe I'm a little worried it will, like, taint my memories or something. You could say I'm dreading it. You wouldn't say that, because it's too on the nose, but you could say it.
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August
The map in Islets is all hand-drawn, so if there’s a detail there it’s because we thought there was something that players would want to know about
Stephen McGregor (he/him) 12/03/2021 10:05 AM
Ah okay, makes sense!
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Wonderful episode! Love the topics that bring out your joy in game design. Would not mind at all a part two on these topics! Edit: the unbroken chain of 4s from modern games to N64 ports to living rooms to the Western nuclear family was amazing. Did anyone mention the sides of a board in a board game? (edited)
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20:03
Question for people: are there other extremely common magic numbers in game design?
20:04
The example that comes to mind is picking among 3 reward options seems ubiquitous.
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20:07
E.G. for Fingeance we needed enough options so people could make synergistic builds, but too many and you'd see AP/apathy.
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Josh Anthony 12/04/2021 10:23 AM
I actually liked that the game did some heavy guiding in the early-mid sections, that helped me not get lost in terms of figuring out where to go. (Especially since this was my first Metroid, so I wasn't used to the trope of shoot-all-the-walls. :P)
10:24
I feel that in the late game, once you've picked up most of your abilities, then the game opens up and lets you explore wherever to find all the pickups.
10:25
But apparently there are ways to break out of the hand-holding if you try hard enough and know how the systems work. I've heard of the Kraid fight having a different end if you've broken the normal progression, for example.
10:26
Funny thing, my blog post on the EMMI was originally going to be a blog post about this exact design. And then...GMTK...kind of beat me to it. 😆
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Krystof🕹⚒ 12/04/2021 2:01 PM
Yet another fantastic episode. It's always one of the three podcast highlights of my week. Similarly to @Lane I say a part two would be absolutely swell!
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Krystof🕹⚒
Yet another fantastic episode. It's always one of the three podcast highlights of my week. Similarly to @Lane I say a part two would be absolutely swell!
Dale LaCroix 12/04/2021 2:22 PM
What are your other two podcast highlights?
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Krystof🕹⚒ 12/04/2021 2:56 PM
@Dale LaCroix they're Coffee with Butterscotch and The Habibis
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14:58
I really like the pleasant and sober points of view that you as well as the other ones offer. It's lovely to listen to
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@Krystof🕹⚒ those are two of my favorites, also! Lol For videogame "stuff" I also really like Triple Click and one called Our Three Cents. On the topic of the most recent episode, I think I learned three things: Stephen apparently orders stuff from Amazon by... by calling them? I wonder if he knows there's a website. ;P Four player split screen is, like a lot of things, a result of The Patriarchy. (Not really, but also, the idea that there's a lot of traditional social and family structure history tied into it makes sense - and that is very definitely anchored to a history of patriarchal influences.) Lastly - I've never been good at responding to compliments. Typically I either don't completely believe people like the stuff I do as much as they say OR I just get super embarassed. What I learned here was that, apparently, it's possible to get embarrassed in my car by myself, too. Probably should tell the ol' therapist about that. (I'm glad our NGC hosts liked the fan art. It warms my heart! I just don't know what to say. Thanks, kidz!) (Do people still sub z on plurals to make them more "cool" and "extreme"? I assume they must 'cause it's SO COOL.)
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Yea the discussed form of nuclear family is rare outside of post-ww2 W.E.I.R.D. countries. Idk if I would call it traditional (edited)
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22:30
PS the next move is to give bit way more (deserved) compliments
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PPS now among the hyper elite uber cool z is reserved for a 'sh' sound that applies a buzzy sound so you can say "the uzsh" and people know what you mean.
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16:45
Best subtle joke in NGC history?
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or
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disappointment because it is actually empty
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Mark LaCroix 12/07/2021 5:28 PM
Or, you could say it's well hidden.
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Sounds like the start of a NGC ARG 🤔 . (edited)
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New episode up. Good interview from @Ellen! Wanted to give 2 cents on a question from @Stephen McGregor (he/him). You asked about getting feedback... One of the most intimidating aspects of DMing is that you absolutely cannot hide from feedback. Unlike digital games, there is nothing to shield you from the bored faces of your friends :p
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--- But man, yeah, much as we discussed earlier about game jams going better if you... ...meet up ahead of time to ask what you want out of the experience... and ...meet up afterwards to do a post mortem... ...Rpgs are totally the same way. Best groups I've had have had a little time dedicated for meta chatter.
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Thanks for the invite!
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Welcome! Great job on the show. Loved your point about constraints driving new ideas! (Secretly the ultimate takedown of Star Trek Adventures 😉)
17:26
But my goodness is that topic of reflecting on your motivations for DMing a fruitful one.
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17:27
Jon have you ever experienced a situation where differing player styles/motivations were complimentary... or is it always a case where more similar players = more fun?
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Lane
Jon have you ever experienced a situation where differing player styles/motivations were complimentary... or is it always a case where more similar players = more fun?
I'm so excited for Jon's answer to this
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Contradictory styles of player can be very productive!
17:34
But that adds a new variable - do those players have a good relationship?
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If yes, this is a great opportunity for growth. Ive had "gamey" players really open up to roleplay by their being exposed to avid roleplayers at the table
17:35
and vice-versa
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Ellen
I'm so excited for Jon's answer to this
Wherein an otherwise happy table can be spoiled by what is referred to cryptically as the LN factor 🤔
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As a DM, you need to always keep the game moving. I try to make sure players have equal time to engage with the scenario. I also strive to have at least one obstacle a session be engaged by a player. So nobody goes a whole night without a moment of mastery.
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So the crunchy combat player gets their battle, and the RP player gets their argument over the finer points of metaphysics with the Tongue Demon.
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The key there, ive found, is to always keep it moving
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17:37
Players will ride through content that isnt their favorite if they know their chance is coming to shine soon!
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Side note: this is why I'm thrilled 5e puts such a lid on summoned/pet creatures. Delightful, flavorful idea for a character, but literally the only thing I ever had to ban in 3rd just due to the processing time for each turn 💤 (edited)
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north of about 12th level, 5e can be tough to keep fast without driving some table expecations and some tweaks by the DM
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Expectation of players: When its not your turn, be planning your turn.
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DM tweaks: Really take advantage of avg. damage numbers, combined initiatives, mob rules etc.
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17:58
Let mooks be mooks.
17:59
But its about 100x easier than 3rd edition
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Jkiehne
Contradictory styles of player can be very productive!
This was touched on a little in the show, but the thing I had the hardest time grappling with when I started DMing was the "audience" player-type (I think that's what Matt Colville calls it at least). I spent so much time feeling bad that my Actor player was doing big moves and giving big speeches that I kept trying to "balance" it out by serving those moments up to my Audience players and they'd just freeze and stop having fun. So instead of designing moments for them to take part in, I started asking what things they basically enjoyed watching and designing more scenarios with those things in mind while giving plenty of hooks for my Actors or Strategists.
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Katrina touched on this so credit to her, but it is very important that you engage your players in 1-on-1 chats should you find anyone is getting a bit too much spotlight.
19:37
they may not even be aware that they are doing it
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And responding to the point that Katrina made about monsters always fighting to the death, this book (http://spyandowl.com/the-monsters-know) was really formative for me. It's basically someone taking every entry in the monster manual and going through what their key strategies would be, how they'd prioritize spells/abilities/etc, how they'd voluntarily engage in combat, and what their conditions for withdrawal (if any) would be. It's actually pretty dry and I never finished it, but it definitely got me thinking that I should design each combat encounter with these things in mind which made combat 100x more interesting for my players. My players now spend the first round of combat barring exits if they can because they know my monsters will try to cut and run if they're getting hurt and that really opens up the design space for interesting encounters.
From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters.
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August
And responding to the point that Katrina made about monsters always fighting to the death, this book (http://spyandowl.com/the-monsters-know) was really formative for me. It's basically someone taking every entry in the monster manual and going through what their key strategies would be, how they'd prioritize spells/abilities/etc, how they'd voluntarily engage in combat, and what their conditions for withdrawal (if any) would be. It's actually pretty dry and I never finished it, but it definitely got me thinking that I should design each combat encounter with these things in mind which made combat 100x more interesting for my players. My players now spend the first round of combat barring exits if they can because they know my monsters will try to cut and run if they're getting hurt and that really opens up the design space for interesting encounters.
Ah and on this point. Much like Katrina and I mentioned, having a "Why behind the What" for monsters is really helpful for this.
19:39
Why are the monsters there? What is their motivation?
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From that, you can derive a ton of easy to improvise behavior from them.
19:41
Hell, my players found it very satisfying when they learned that a certain foe was mindless just by the way I had it focus the closest player. That sort of "puzzle solveing" can really make less combat-focused players perk up and get into an encounter.
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As much as this conversation's origins and topics started with table top and human directed games there's a lot of good stuff in here for video games, too. I've been kinda probably very extremely obsessed with "death" in games for a long time. While I understand a lot of the history and theory behind why it was ever introduced in the first place and why it persists, I'm really intrigued by things that just go... "Let's make 'dying' in this game interesting." Whether it be narratively, mechanically, and/or otherwise. It's a central focus of the project I'm working toward, in fact. So this idea of monsters acting out some kind of self-preservation in is super extra very really interesting to me. I think Ima steal it for a thing.
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Yes! Death feels wide open for experimentation. Out of two times I've experimented with unusual death mechanics (baton passing in Fingeance and death puzzle solving in Catastrophe), both turned out being (imo) the best part of the game by RoI. Also love it when normal death mechanics are integrated into the story as in Hades and in Planescape: Torment. Since death is so connected to different player emotions this seems like a nice way to have effective story beats.
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14:46
Since @BreeKapow just joined the server, localization interview episode when (@Ellen) 😄
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Lane
Since @BreeKapow just joined the server, localization interview episode when (@Ellen) 😄
Ask me anything….in the summer ✌️ pretty booked til then, but happy to chat about the fun exciting world that is ✨game localization✨ (edited)
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@BreeKapow One from my sister: what thought process do you go through when deciding what to do with a culture-specific reference? So as an example, she noticed that Squid Game had some references to Korean lit/pop culture that would have foreshadowed events. In the English translation, these references were removed but not replaced with equivalent references. The English audience wasn't confused, nor did they feel like they were missing out, but the experience was different. How do you go about A.) Deciding if that difference is worth caring about, and B.) What are some strategies you take?
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Lane
@BreeKapow One from my sister: what thought process do you go through when deciding what to do with a culture-specific reference? So as an example, she noticed that Squid Game had some references to Korean lit/pop culture that would have foreshadowed events. In the English translation, these references were removed but not replaced with equivalent references. The English audience wasn't confused, nor did they feel like they were missing out, but the experience was different. How do you go about A.) Deciding if that difference is worth caring about, and B.) What are some strategies you take?
So it’s dependent on a lot of different factors. A lot of those Korean references would have required an asterisk or separate explanation that was different from dialogue happening on screen. A factor in film localizers must consider is pacing, timing, and viewer attention span. Sometimes equivalent 1:1 references cannot be made when weighing screen time of explaining anything untranslatable vs on screen events. As you said yourself, nothing was necessarily lost on EN viewers, but the experience was different. I’d argue it will always be different, thus localization exists to try and bridge the gap within the constraints of the medium being used. In Squid Game’s case I’d argue it would be de-immersive to add asterisk and explanations to screen. To say {this is ominous because XYZ} or {she’s got guts because of her upbringing} are intrusive and can be gathered by observing the events on screen. Even if localizers and translators had added notes and asterisk to text that had more nuance than EN language allowed, the end result is the same: viewers must research a culture and term context in that culture to understand what may have been lost between languages. Everything will always mean something different and carry different weight to all languages and cultures. Now is providing that cultural context on screen even when it can’t be translated the responsibility of the localizers? That’s up to the publisher, the time constraints, medium, and value such knowledge adds to a scene.
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22:37
It’s also important to know that Squid Game was not just a somewhat unexpected hit, it became a global obsession. That may have impacted not only how many localizers and translators were put on the project but also their pay as well as their time to complete said project. It’s very possible Netflix just had translators and not a full localization team or paid them not great or have them too aggressive of a deadline for nuances. Another example is in Naruto. A lot of other Anime do this, but Naruto in both sub/dub explain puns by adding an asterisk to text with a small paragraph above or below subtitles. Often these are distracting tiny texts rarely give a bigger picture because it’s constrained not by what viewers need to know but what will fit on the screen/dialog box provided to them. Some puns literally only get explained as, “this is a pun about this specific area. It’s very funny”. As for how I try to tackle these conundrums: Where I work we try to have a bilingual speaker on the team fluent in both languages (English and then another). I always research the cultural context and then direct questions or concerns about lost cultural context to them. They’ll look into it and write me an entire thing about if it’s worth saving or editing into the EN language even if it means extra requests (such as bigger dialog boxes, a voice over on an action scene, or a redesign of narrative or quest designs).
22:37
So I guess my thought process is something like this: 1. How do I preserve this concept? What cultural context is lost when put into English and why. At this point I research all I can about it or reach out to my coworker for explanation. 2. Can I translate this into English text within the character counts provided to me. Is this concept “worth” preserving (by this I mean big picture stuff like is it just a name, an entire theme, or is it a motif, a catch phrase?? Etc) 3. If no: can I translate it into a different story beat, dialogue line, or change it to a more familiar one to EN language/culture Here’s an example I just made up. Let’s say a major Quest Giving NPC has a name in Japanese but it’s a pun. Upon researching the cultural context associated with the pun I determine it needs to be explained to make any sense. Game UI won’t allow explanation, just the name. So I localize it to an American English Pun of a similar humor, but one that wont require extra explanation because it’s cultural norm or a word play. Now, if I’m under extreme time constraints, I could just give the NPC a generic name, but then the original tone is lost which is a last resort in both translation and localization . In localization I’m not just translating or copy editing text. The goal is to preserve the original soul and heart where you can. And that’s the beauty of it too. What gets explained, what gets rewritten, and what can be preserved in translation is what makes localizing so fun. It’s very much so it’s own art form, honestly. (edited)
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Hmm you also made me realize that if you were to translate a Korean reference over to an equivalent American reference, it could be really weird. Like even if Paul Bunyan was just the perfect cultural reference, it'd be odd to see a Korean child say it. (Obv this applies even more for non-american cultures since ours has so much media penetration)
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And in Paul Bunyan’s case, a similar folktale figure could be used or eluded to in a rewrite that elicits a similar “vibe”. You get into the waters too with that example of “are you translating” or “are you localizing ”
22:51
Translating is here’s Paul Bunyan, localizing is (depending on context) here’s a Paul Bunyan you know or here’s Paul Bunyan with some extra explanation /lore attached than the other audience got. (edited)
22:52
I realize now I have forgotten the legends of Paul Bunyan. Thanks Lane 😂 gonna reread up on that lore now
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So i think Isa Gutierrez said it perfectly to Kotaku when asked about Cozy Grove Localization from English to Spanish. The main surprise to original audiences was they removed the reference to healthcare debt entirely and instead replaced it with a more relatable Spanish scenario. “The point of game localization is not just to translate what is said nor ‘erase’ parts of other cultures, but to make players from all countries react the same way a U.S. player would, which in this case is to make them laugh,” Native Prime project manager Isa Gutiérrez explained under the original tweet. “If a Spanish player read, ‘I need friends to pay for my appendectomy,’ they would probably not laugh, they’d be like, ‘Why would I want friends to pay for that?’. That’s why we used a more relatable situation for the Spanish public.”
08:00
The Twitter account Native Prime also has great tweets about localization and gives irl examples in games they’ve localized. For those interested shoot them a follow or view here: https://twitter.com/nativeprime?s=21
Your one-stop solution for game localization. 🕹️ We cover all stages from translation, to voice recordings and linguistic testing in +24 languages.
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*"Hottie, the Azure Labor Animal" Localization is so ininteresting as a field and also scares the crap out of me. There was a time when I thought it might be possible to avoid the need for it altogether by designing with iconography and symbolism instead of actual words. Of course, cultural/communication differences are more complicated than a simple "design silver bullet" can rectify. Turns out while there is overlap of some common iconography, etc., it's by no means a 1:1, and there's plenty of room EVEN in that space for localization. I have a suspicion this isn't news to anyone, I just thought it worth contributing because, well, localization is hard and the field seems full of smart people that really care, and I think that's cool. I hope I can create something thats worth the time, energy, and research of the folks in this amazing field at some point. *"Babe, the Blue Ox" (edited)
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Lol the “Hottie, the Azure Labor Animal” vs “Babe, the Blue Ox” is perfection. That’s the power of words right there 🤣
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Naming my next stardew valley cow Hottie in her honor.
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I just noticed with this most recent episode.
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Very smooth move by @Ellen having an interview episode to dodge being asked whether she finished Metroid Dread.
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shhhhhhh
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ssssssshhhhhhhhhh
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Its ok. I havent finished it either.
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It's that season—there's snow on the ground, and it's time for the annual "year in review" episode. Your nice hosts are getting ready to take a break from recording for a few weeks while serving up some of our favorite episodes from the past year. But before we start hibernating, there's a lot to discuss! What did we accomplish this year, and ho...
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I would like to register one unit of demand for Glom's release please.
18:20
(Actually four since I'm getting one for me, my cousins, my students, and my parents)
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Mmm I want the "Real Games Club" episode about niche games
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I would also like to purchase the Glommmmmm
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Jon Glom with your crew would be a legendary battle
20:07
Can't wait for that to happen
20:07
Also re episode: Haven gets my least nice of the year award
20:07
For worst misuse of a musical artist
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Nicest of the year has to include that Cookie Clicker Shooter @ben_burnes was working on.
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20:28
Still thinking about that one.
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Lane
Mmm I want the "Real Games Club" episode about niche games
But going back to this, I think the third worst thing about game deving is how all against all it is. Making games for more niche groups lets more people shine.
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Lane
Nicest of the year has to include that Cookie Clicker Shooter @ben_burnes was working on.
❤️ I'm really happy to hear that! I want to get back to it next year. This year just kinda fell apart from a game development perspective
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Sometimes you hit a simple mechanic that is already fun to play with, and is also chock full of possibilities.
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yeah! The game just got a bit too complex for my brain backthen, but I have a better idea how to manage it these days
21:12
just gotta find the time
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Lane
Sometimes you hit a simple mechanic that is already fun to play with, and is also chock full of possibilities.
I feel like this is Ben's super power!
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If Stephen's son wanted to name Stephen's grandson SteVen (you know, like in F3ar), how do you think he'd take it?
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Probably fine, since he'd be too old to super care about it? But what if SteVen named his kid SteVen Diagram?
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Lane
Sometimes you hit a simple mechanic that is already fun to play with, and is also chock full of possibilities.
This is my White Whale, only less violent and nautical. It's a kind of obsession for me - finding ultra simple mechanics that hide abyssal depths. Okay, so maybe a little nautical.
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Oh yeah that is a huge part of my impetus to do game jams regularly.
10:06
You get stuck on one or two of these multi-year grinds and wonder "could I be getting more maximum whooo for my time here?"
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Lane
You get stuck on one or two of these multi-year grinds and wonder "could I be getting more maximum whooo for my time here?"
Josh Anthony 12/23/2021 10:07 AM
Lol, I was literally just talking to myself about this. I thought SWR was just going to be this couple-week thing (considering I made the original in a 72-hour game jam), and six months later I'm still working on it. Been trying to figure out just where all the time went, and how I can make faster prototypes in the future.
10:08
(To be fair, I did intentionally use this project to focus on implementing some more complex systems that should hopefully be reusable in future projects, so some time went into that. I still can't shake the feeling that this project took longer than I intended and wanted. Especially to realize that it wasn't what I ultimately wanted to work on.) (edited)
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Yeah. Lots to go over on that. If TC Playtest is back on for Jan, we should have you on to talk about that journey. The interactions of design space and your emotions is worthy of study. It just doesn't really care how long you've spent building on a concept if that concept doesn't bear the weight. I recently sent along my board game with Peter Yang to PAX and a game dev retreat, and we came to the conclusion that one of my mechanics - monster attacks (something I'd struggled with for years trying to make it not suck) could be cut entirely. That was like half the game! I'd spent hundreds of hours on this or that version trying to spice them up with the right twist or giving the players more interesting ways to interact with them... all gone, and the game was noticeably better for it.
13:11
--- Tying back to your situation, Anthony, check out this video. I've never been in love with GMTK, but I think he really said something important here https://youtu.be/ZMbIvmv25u0
13:17
The thing that improved my board game recently was subjecting it to a lot of opinionated designers and telling them to play jazz with the rules (i.e. try replaying but with whatever differences you want). Because they were less close to the project, they felt at liberty to make HUGE balance swings and giant cuts to rules I considered core. It ended up changing much faster than I felt comfortable with. These were cats batting a ball of yarn, but to me they were tossing around my precious faberge egg.
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13:22
--- So this was a way to force an existing project BACK into the prototype mindset. It was painful, but I'm happy with how it turned out. The game is down from 1.5 hours to... well my last round of it was 30 minutes. I think the lesson is that, as the video above states, people often times sink into inappropriate parts of a project first. I spent a lot of time in the details trying to make mechanics work that didn't belong there in the first place. For you, Josh, I would suspect that some of what you ran into was spending a lot of time working through subtle development aspects - like perfecting a scene transition - when a simple prototype that let you explore design variations was where you'd want to start. (edited)
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Josh Anthony 12/23/2021 1:41 PM
Yep, I saw that video, and it's definitely fed into my recent thoughts about how long my prototypes take.
13:43
I also saw something (can't recall the source) that talked about how the developers would build prototypes that they knew were going to be thrown away, so they hacked in stuff to get it working, rather than focus on building good, reusable code, and that was a huge gut check for me.
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13:44
My webdev training is extremely DRY and clean-oriented, which in and of itself is not bad. But for gamedev, investing that kind of time on code you may not keep might not be a good idea, at least for actual prototyping.
13:45
Once you commit to a direction, then that's probably where it makes sense to take clean code approaches and focus on making good architecture.
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It's funny, because one of my tenets has been that taking more time to make good, reusable systems will save you time in future projects, and while in some cases that'll probably be true, I'm not sure anymore that's unilaterally true. (edited)
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And one thing that is probably worth mentioning is that a lot of that clean stuff can be ported from project to project and help you spin up faster. I know from working on Fingeance how bad it felt to throw away trash, only to go dumpster diving later and get new stuff stood up in a quarter the time.
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You beat me to it!
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Josh Anthony 12/23/2021 1:48 PM
I've dumpster dived in old projects for sure, lol
13:49
That was the origin of creating a generic boilerplate project, so I can just spin up a new project with all the generalized nuances I want to carry over from project to project.
13:50
Without having to copy paste old systems and rewrite parts to make them work in new contexts
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So good for jams and other prototyping!
13:53
So when you say it isn't what you wanted to work on, is that an indicator that you're stopping work on it?
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Josh Anthony 12/23/2021 1:55 PM
That's been the plan for awhile now. I'm taking a break from gamedev until next year, but my goal is to finish and release what I have by end of January, for the sake of actually doing work to make a release. After that, we have a new idea that we want to try, and my plan is to try and make as minimal a prototype of core mechanics as possible and see if it's fun. Ideally something that can be validated in a couple of weeks or less. (edited)
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13:59
I actually tried that approach with the Hammertime prototype, and the throw, teleport and construct mechanics actually proved to be fun enough in the short amount of time I spent on them that we committed to making it a game. The one mechanic I hadn't tested, though, was the melee combat, which was a huge part of my full design, and I felt I couldn't test it until I has artwork for it. Melee art is hard, especially for someone who is learning pixel art, and so it took Rebecca a long time to make enough art to try out the combat. And when she did make the art, it turned out the feel of the melee combat was terrible, and given how much time it took to make something basic it seemed like it would take forever to try and fix. So we wound up scrapping the project based on that. (edited)
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All that to say that I learned that this is the wrong stage of life to try to prototype art-dependent mechanics. :P (edited)
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14:00
When we can't dedicate full-time hours to it.
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I too have scrapped an otherwise sweet hammer-based prototype due to bad melee.
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Stupid King Dedede why must you mislead young designers with your wonderful mechanics 😢
14:11
Some day Josh we should do a jam together and force hammers into it and prove we can do it. (edited)
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I mean, hit up @Stephen McGregor (he/him), I heard he has some pretty dope ideas that involve a sledgehammer... Related to the episode replay: 1) How did I forget about the "turns have tabled," so good. 2) I didn't remember how, like, Stephen seemed to be barely containing that post-release manic energy. Pretty adorable... ;) 3) That whole refactoring discussion felt like a direct attack, in a good way. I think a lot of gamedev people would probably feel that way, but it was nice to hear because it made me feel part of something. Like, My Tribe Has Spoken or something.
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Happy holidays Nice Games family! Life swallowed me and my hobbies but I'll be back around some day ❤️
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Josh Anthony 12/24/2021 1:38 PM
Happy holidays, all!
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Merry Christmas everybody ⭐
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Samsies, kidz.
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Anyone have any stories about a time where a design change made a game (even better if it was one of yours) way better?
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17:19
Just to toss out an example, Stephen and my game Fingeance got better at team play after we added "ultimates" (powerful add on abilities with long cooldowns). Before adding these, I never really understood why games like Dota or League have ultimate abilities, but I really think that they help team play by giving you one most important thing to communicate about timing-wise. In fairness, I still don't understand MOBAs at a deep level, but adding ultimates gave people a big moment where communication is extra important. Imo it was the single biggest boost to the feeling of teamwork of anything we added.
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17:20
But I'm curious if anyone has any moments where some decision turned a game around or radically enhanced it midway through the dev process.
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I don't have anything to prove this out yet, except my own experience playtesting it, but the "bigger" project I'm working on started life as a "traditional" platformer. I wasn't sure where it was headed - what I knew for sure was I didn't want to just do the same ol' rote thing with it. I considered the theme and decided pretty early on it didn't need enemies in a classic platformer sense, it's more about collecting [redacted] and exploring. The big problem was without enemies or the character being able to "die" there was very little reason to feel like anything was being accomplished/overcome - no conflict. The obvious answer was to put in a time limit, but I kinda hate timers. Instead, I implemented a design that clusters the things you need to collect, but once the character touches any of them, it starts a kind of cascade, that causes the other [redacted] items in range of that cluster to start disappearing - like dominoes. So it makes you want to scout ahead, look at your path and know what you're dealing with, then attempt the collection without missing any. It turned out, I think, really fun. It reinforces the things I really wanted to do with it; exploration, planning, and executing with flow. Keeping this from getting monotonous is proving to be a somewhat difficult level design challenge, but so far I think it's fun. In either case, it definitely moved the needle from what even is this to this is something in a Big Way™️. (edited)
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Mark LaCroix 12/31/2021 2:24 PM
That swing between deliberation and chaos reminds me of this: https://youtu.be/02gYbhfuIg4
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OMG totally on point.
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alittletruck 01/07/2022 10:22 AM
i haven't listened since an episode or two before hiatus so may have missed something... is the show no longer on spotify?
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Oh interesting, are they down completely?
10:38
Huh
10:39
Baseless speculation: their most recent re-play episode mentioned that they're with a new podcast network (Hyper X as opposed to Greenlit). Wonder if that's related.
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alittletruck 01/07/2022 10:51 AM
could be... weird. oh well. thanks for the info
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Maybe this explains the yt views POPPING OFF the last few eps
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Mark LaCroix 01/07/2022 12:37 PM
RSS feed issues. Working on it. 👷
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Lane
Baseless speculation: their most recent re-play episode mentioned that they're with a new podcast network (Hyper X as opposed to Greenlit). Wonder if that's related.
Mark LaCroix 01/07/2022 12:37 PM
Unrelated, but a great excuse.
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Mark LaCroix 01/10/2022 3:14 PM
RSS feed is fixed, so the show should be back up on Spotify, Apple Podcasts, etc. I did some maintenance and updates on the website's CMS last week (which is what caused the outage), and took the opportunity to freshen up the feed to finally include the custom episode artwork (which the site has always generated). Not all services and podcast apps will show episode art, but Spotify is one that does.
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What's the haps
06:20
I'm playing a game called 7 Billion Humans (by Tomorrow Corporation). It's a little puzzle-programming game.
06:21
You guys I've been working on this one level for like TWO DAYS, but I finally got it!
06:21
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06:21
Totally brute forced it, lol
06:22
Anyway it's 6 AM and I needed to share this good news
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BreadZealot 01/26/2022 7:01 PM
Do we introduce ourselves here? I'm nowhere near the Twin Cities. I just started listening to Nice Games Club and I'm here just for this.
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Dale LaCroix 01/26/2022 7:30 PM
Awe, welcome @@BreadZealot ! Where are you from and what kind of games do you make?
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BreadZealot 01/26/2022 8:00 PM
I'm a professional technical artist in Oregon
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I work on mobile games
20:00
But I generally don't play them, ha
20:01
I've spent 8 years or so in unity and I just enjoy doing all sorts of unity stuff.
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Dale LaCroix 01/26/2022 8:01 PM
Awesome! @Lane also works in mobile games.... but is not an artist (as far as i know)
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Damn Dale that's cold
20:38
Lane "not exactly an artist" Davis at your service.
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20:38
Good to have another member of the PNW posse here. @Jason Pfitzer will feel right at home.
20:40
Also very relatable re generally not playing mobile games 😄 Anyway, what brings you in? Any episode that particularly struck your fancy? It was the Fingeance episode wasn't it.
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I tend to game almost entirely on switch these days.
22:16
And I don't do that as much as I'd like.
22:16
I did put a bunch of hours into hades This summer. Still need to win a few more times though.
22:17
As far as episodes go, sorry, I haven't listened to the Fingeance one yet. I've been sampling based on what topic sounds interesting in the moment.
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22:18
Sledgehammer Bride was a great one I just finished yesterday.
22:19
Mostly jumped in here because having game dev experience, I definitely felt like I want to "participate" in the discussions.
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First discussion topic: what types of bread are worth being a zealot over?
22:27
For me it's like a really crackly sourdough
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22:28
Also hades is cool.
22:28
Working on a game where the main goal is to have a cooler hammer power up than Hades does.
22:29
But that is a difficult challenge.
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I'm all about the homemade sourdough.
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22:30
But there are so many good breads.
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Sourdough is divine
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I make sourdough brioche doughnuts sometimes. It's not a loaf, but it's bread, and I'm all about that.
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Lane
Working on a game where the main goal is to have a cooler hammer power up than Hades does.
Definitely sounds tricky. I love the Daedalus hammer in hades. I kinda wish I could cheat and just do an all hammer run.
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That sounds like the best food in the world! Sourdough + brioche + donuts?! Insane
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Facts. It's amazing. But also I inevitably eat more than I should every time
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Unrelated to the current conversation, but: https://www.cbr.com/expanse-telltale-series-release-date-updates/
Telltale Games is back with an ambitious new game based on the hit TV series, The Expanse. Here's everything we know about it so far.
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How are the telltale games?
22:36
I haven't played any
22:37
They seem to always be based on media I have not yet consumed
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Honestly I never really got into them except for Tales from the Borderlands. However, last I heard the studio had to close due to money problems back in 2018. Great news if they're starting up again, and I love The Expanse franchise.
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Everyone keeps telling me to watch it. But the list is long and time is short.
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22:46
The books are also fantastic. The final novel just released a couple months ago.
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Didn't even know it was based on a book.
23:03
I'm watching Witcher right now. And my wife picked up the game so I'm half watching that too.
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Ellen
I'm playing a game called 7 Billion Humans (by Tomorrow Corporation). It's a little puzzle-programming game.
Mark LaCroix 01/27/2022 9:13 AM
I am now also playing 7 Billion Humans. It's a real time sink.
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How far in are you?
09:17
And isn't it cute?
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Mark LaCroix 01/27/2022 3:55 PM
I'm on year 38, and I'm not allowing myself to progress until I get both challenges for each level. I got stuck on a lot of early levels because I've trained myself as a programmer to not do certain inefficient things you have to do before they introduce certain commands. I'm like "how do I get it to go left four times here??" before realizing duh I can just use the move command four times. It's very cute! It's styled and plays so exactly like Human Resource Machine that it feels like a old-skool "level pack" sequel like Doom 2 or the Japanese Mario 2. I wish more indie games did that, actually. (edited)
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Btw when do new episodes happen?
11:52
Thursdays are ~15% less fun without you guys.
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Mark LaCroix 02/02/2022 12:09 PM
I think including this week we've got two Nice Replays left.
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12:09
Couple banger replays to close out with, though.
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Nice
12:38
Having just discovered the show, I'm enjoying whatever so far, but excited to hear some current shows
12:40
Currently listening to the creation of Glom. I'm excited there's going to be more news too. I've got an 8 year old who's into games and we're looking for word games to help with reading and writing practice.
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BreadZealot
Currently listening to the creation of Glom. I'm excited there's going to be more news too. I've got an 8 year old who's into games and we're looking for word games to help with reading and writing practice.
Dale LaCroix 02/02/2022 12:47 PM
Did you like the part where they woke me up from a nap?
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I haven't gotten there yet, but I'll keep an ear out and make note of it
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Dale LaCroix
Did you like the part where they woke me up from a nap?
I didn't know this game was built on the back of that kind of strife and turmoil. Do I need to withdraw my promise to buy 4 copies?
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12:59
Also yeah these winter hiati seem like good times for new listeners to get curated "best of" content
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BreadZealot 02/02/2022 1:04 PM
Good point
13:04
Though, If I'm honest, I'm not listening to those first (sorry, Ellen)
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13:05
I'm scrolling back and hitting topics that sound interesting based on titles (Frustration, Relaxing Games, Commitment, Player Count, etc)
13:06
I find myself more invested in staying up to date when things are "live"
13:06
that's the wrong word, but you know.
13:07
I didnt realize Glom came from a Nice Thinking episode, so the replays are catching my eye too
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Couple banger replays to close out with, though.
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12:29
Gotta be the best interview episode of the last year
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Noted. Very interested in that topic. I'll listen to it next for sure.
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Sledgehammer Bride replay intro is creepily amazing. Good work whichever of you monsters did that. 🤣
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ClumsyGolem 02/10/2022 3:50 PM
I very recently listened to the original sledgehammer bride episode, so I skipped the nice replay, but now you've piqued my interest :P
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We need a sledgehammer bride emoji
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17:34
also, if I may
17:34
<ahem>
17:34
SLEDGEHAMMER BRIIIIIIDE
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BreadZealot 02/10/2022 6:43 PM
That's amazing
18:43
How many do they drop?
18:43
I was absolutely not expecting everyone to rush the field
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When you were talking about art style for Sledgehammer Bride, my thoughts went straight to Guacamelee
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@Stephen McGregor (he/him) I have discovered a life hack for you.
18:11
You can just make everything in the game you're working on incredibly overpowered to start with
18:11
And then you can nerf to your heart's content.
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18:12
Currently working on a game where I made basically everything super weak and it's been fun going on buffing frenzies, but I know you're built different.
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Oooh, that's kinda what I do, too. Like, sculpt the numbers.
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I've been told this is the way - make too strong and then nerf back - but I never seem to guess at a strong initial power level.
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100, whatever it is, just set it to 100. Or over 9000 I guess. Or 1024. You know what? Just pick a number, mate.
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BreadZealot 02/11/2022 9:28 PM
If you want to get crazy you can build dynamic tuning, depending on your use case. Or give yourself hotkeys to buff and nerf stats at runtime.
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BreadZealot
How many do they drop?
I'm not sure! More than one, I think
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Runtime buffs and nerfs is absolutely what I'm doing if I ever show a digital game at a convention atain
22:01
Again
22:01
With a big dial that I can crank one way or the other
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I found the website for that festival and saw a picture of like 2 dozen giant pumpkins so I wasn't sure.
22:05
I expected it to be 1 and was amazed at how many there were.
22:05
What a cool event!
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I wonder if the last thing that pumpkin thought was, "You know, the world really is a vampie." I expect maybe Mark to get that one, and will just hope for the best.
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I got it. Stellar pun :P
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BreadZealot 02/15/2022 4:25 PM
I just finished the Special In-Person Special replay
16:25
That's a trip to listen to 8 months later
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16:26
Fascinating to hear other pandemic experiences. And after the recent surge and my own personal experience throughout, I almost entirely forgot about the nearly normal time that was the beginning of last summer.
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They're back! 1) Yay! 2) Apparently I don't have notifications set up for when there are Patreon episodes, so I guess I have that to look forward to. 🙂 3) Given the updates to the recording space: a. How many times did y'all roll into the space and listen to how weird it is when all the reverb is sucked out of a room? b. How many fires did Mark start with that hole drill?
15:41
3)b.II: Or was it just a bit smoky? ;P
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Wow both things and stuff?
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15:52
That's more than I did
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Definitely things. Stuff may have been a bit exaggerated...
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"I keep trying to come up with other words for it, but it's just nice"
16:27
Always on brand 🥲
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Content Warning: You will feel an inexplicable urge to give money at 35:10. (edited)
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16:54
Fake news re Ellen playing Metroid Dread
16:57
Ellen at 42 mins: that looks like something I could solve with a................ loop if that's a thing 😂
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FACT: I now have like 130 missiles in Dread
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I hadn't gotten to it yet when I posted but omg Sledgehammer Bride is on the table
16:09
That is WONDERFUL news.
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When Stephen Business strides into the room with a certain look in his eye. (edited)
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Almost there!
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What more proof so you need?! Lolol
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Tbh, Lane is right. That pic could be from anywhere.
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23:01
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23:01
There. Dante for proof! Lololol (edited)
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Hey fans, sorry for the delay on 249. I'm bringing someone onboard to the editing process so things are a bit slower than standard. Tune in tomorrow!
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Never thought I would say this but Ellen stop playing Metroid Dread!
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You can't just give Samus editing credits
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I'm now imagining Samus tweaking tracks in Adobe Audition and it's a hilarious image
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I knew there was a weapon power-up/augment I missed in Dread. Well, probably more than one since I haven't played it yet.
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Thanks Lane! Yes, we're running into some technical issues with publishing. Still working on it.
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How can we ever forgive you and your new producer
11:57
especially with disasters like this double transition jingle 😱 https://youtu.be/3m117thMNv4?t=693
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I'm reminded of a Shell Silverstein poem
12:24
"If you have to do the dishes, and you drop one on the floor..."
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We're getting such insights into the behind the scenes politics of the show 🍿
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12:32
Are we going to be introduced to the new producer, or will this individual be shrouded in mystery?
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Mystery for now, probably. 😄
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Reading feedback on the air is such a good idea
13:26
I'm sure you'll get a lot more if you keep doing that.
13:30
Wow going from doing things and stuff to feeling feels and things. Ellen how do you find the time?
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Coffee
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Very thought-provoking episode! I think there's some nuance about the "find the fun" topic. I think that, if there IS someone on the team who is the kind of person who would enjoy the game, you have a very useful compass to help point to what that kind of person will like. And since they're actually working on the game, they can iterate toward a better design (for that audience) much faster than if they had to consult with another person at every stage. (edited)
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Lane
Very thought-provoking episode! I think there's some nuance about the "find the fun" topic. I think that, if there IS someone on the team who is the kind of person who would enjoy the game, you have a very useful compass to help point to what that kind of person will like. And since they're actually working on the game, they can iterate toward a better design (for that audience) much faster than if they had to consult with another person at every stage. (edited)
Man, "finding the fun" is tricky business. It could be a whole topic on its own.
12:15
What's everyone's opinion on the various "X Kinds of Fun" philosophies? I think "the 8 kinds of fun" is most popular, and It's often how I think about fun beyond surface level.
12:17
I know I'm not a challenge fun kind of person for the most part. I'll drop difficulty (keeping some challenge) so I can enjoy the narrative and exploration almost every time
12:18
I think that language also helps box in some of the experiences you're crafting so you can better understand that a player might find them fun, even if you personally dont
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I think 1.) It's obviously and observably true. 2.) It's unlikely that those 8 are exhaustive or are necessarily the most pertinent to any particular project 3.) For me, looking at my games through different "fun for X person" lenses has been a very productive way to produce and evaluate ideas. 4.) It's also been extraordinarily rewarding to find a stable of different types of players as playtesters, and to get to know them well enough be able to partially see things through their eyes or at least guess at how they would react to things. (edited)
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That 4th point I don't have much experience with, but it sounds very valuable
12:35
My gamedev experience has been entirely at companies and as a technical artist I tend to be a step removed from design decisions and further removed than that from playtesters
12:37
I do develop tools for my teams, though. Which is like a development microcosm where i have my own userbase who I'm designing for. Fun is less a part of it, but if tools can be fun to use, that does make them better (as long as it doesnt come at a functionality cost)
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Mmm gotcha. Yeah, just spinning my wheels on different lenses applied to art and technical effects... Fantasy/Narrative: Worldbuilding through consistent motifs/effects Challenge: Emphasizing the readability of the art to help focus the challenge on the play itself Sensation: Emphasizing the quality/style of the art. May conflict with challenge goals if it causes the map and territory to differ Discovery: Art/effects that are unique to parts of the world or high up the player's skill tree Expression: User-customizable art/effects Do a lot of these conflict? As a kind of junior varsity UI/layout person, the thing I see most is artists wanting small text to achieve a certain look, but this clashing with things being simple and/or easy to read.
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A lot of these are a constant battle between disciplines with nearly everything landing somewhere in the middle in my experience
12:49
We have a lot of interdisciplinary communication and that helps
12:51
Art readability needs to serve design or players wont understand what they need to do, so things need to be distinct, but cohesive
12:52
Art style and effects are (or at least can be) a struggle against performance
12:54
so Art and Engineering are doing a lot of back and forth (right now for me) to determine things like, what's allowed to cast shadows? How do we sort alpha objects and batch meshes while keeping draw counts down?
12:58
I guess I'm just rambling about stuff at this point. So yeah, I guess a lot of those do conflict, but that's a really great space to work in.
12:59
Those constraints help guide the conversation between art, design, and tech
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BreadZealot 03/03/2022 1:10 PM
Did I drift off topic? I suppose that landed a bit wide of "fun"
13:11
I guess a lot of these art things serve design to help with the fun
13:12
but the detail stuff thats largely in art's domain and constrained by various things are, to me, some of where the joy moments come from
13:12
I love noticing art details in games. I read all the wall scribbles in portal. (edited)
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Yeah, I can't comment too much on the technical side, but it does seem like experience/wisdom there, as well as a greater budget for more art content can make the pie bigger and serve more disparate aesthetics of fun.
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BreadZealot 03/03/2022 1:25 PM
What do you do, Lane? Design? Art? Code?
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Working on a deckbuilder (board game) at the moment, and it's interesting how much a genre can warp the approach to the different types of fun. Discovery / Challenge / Expression These all highly reward you for making lots of unique, high-impact cards that change the game with their presence/absence. The cost here is having a high complexity barrier, so simple cards are promoted as "suggested first game" cards. Sensation There's art, but there are also certain object movements that can be done digitally but are fiddly to make physically. For example, if there's a token on top of a pile of cards, you want to make the player gain that token when they draw a card, because set-aside > draw > replace is fiddly. Fantasy / Narrative This is secretly the biggest tutorial tool, since a good theme does a lot to compact what the player needs to understand.
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BreadZealot
What do you do, Lane? Design? Art? Code?
Day job is developer/analyst for a mobile game company. Currently doing a lot of board game design outside of work.
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BreadZealot 03/03/2022 1:37 PM
Oooh, I love board games
13:38
Deckbuilders, specifically, are really interesting mechanically
13:39
That last point is a good one. Theme in a board game does a ton to sell your actions
13:40
and the limits of the actions a human can perform around a card or token allows them to very easily absorb the meaning of the actions of your theme
13:41
I think that in particular is what makes Paperback a little more abstract and tricky to understand than something like Dominion
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13:41
or Star Realms
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Yes! Looking at the theme I thought Paperback would be an instant hit and easy to get into. I still think it's a nice game, but it was way trickier to get friends into than I thought, and that came down to the weird tokens and abilities that felt out of sync with words and letters.
13:44
Star realms is hot. The Eternal deckbuilder is rad as well, and is along similar lines.
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BreadZealot 03/03/2022 1:44 PM
I'm unfamiliar with the Eternal one
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The Eternal Throne sits empty as scions of the royal family struggle for control. Dispatch those who oppose you by recruiting allies to your cause, researching powerful spells, and acquiring valuable relics! From the makers of the award-winning Clank! A Deck-Building Adventure, Eternal: Chronicles of the Throne combines deck-building games and ...
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BreadZealot 03/03/2022 1:44 PM
Star realms is perfect for theme x mechanics
13:44
You're literally buying goods from a market
13:45
a market is a display of goods (or ships, whatever)
13:45
Dominion is a little clearer on purchase because the currency is a literal coin card, where star realm abstracts it to a ship which provides coin
13:46
combined they'd be the simplest
13:46
but paperback abstracts both, and thats tricky. I still love it though
13:46
And I'm always into Tim Fowers designs
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Always thought Dominion designer must have had a little struggle with whether to call copper something like "Copper Mine" because it always trips up new people how you can spend a copper but still keep it.
13:48
Think Copper is much nicer though, and I appreciate the simple word now that I'm 100+ games deep lol
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BreadZealot 03/03/2022 1:48 PM
I always explain it to new players as "like any other card game with a deck where you draw and discard, you draw from your own personal deck and discard to your own personal discard" so you're not really "keeping" anything, as at the end of your turn, you do discard your spent currency, which fits with most card games and "using" a card
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Ellen
Click to see attachment 🖼️
So... whadja think...?
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1) I liked it a lot! 2) Got to 96% of the items. Still have some of the shinespark puzzles to beat. 3) It felt a lot like Super Metroid, but with somehow less of an emphasis on exploration.
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Ellen
Click to see attachment 🖼️
alinalikescozy 03/08/2022 10:02 PM
you did it!!!
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Yeah!!!
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That's awesome! I totally agree on points 1 and 3. I wonder if it's possible to unpack why it feels like it has less of an exploration emphasis.
10:59
It's hard/impossible for me to make a really fair comparison since I played Super at such a formative stage in my development!
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11:01
One thing that really surprised me about Dread was how similar and how gray the environments are in comparison to Super/Fusion. Even though I was covering the same space, it really felt like I wasn't discovering a multitudinous world in the same way.
11:02
In some ways this is tied to some of the (imo excellent) level design in Dread. It re-uses a lot of mechanical elements in a way that serves player understanding/familiarity, serves puzzles, serves progression, but does not serve inter-region variety. (edited)
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11:03
But I still can't intuitively answer why they chose to make the regions look so similar to one another.
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Lane
But I still can't intuitively answer why they chose to make the regions look so similar to one another.
The EMMI areas in particular
17:42
I think that relates to my feelings about it not having as much of an emphasis on exploration.
17:43
The different zones looked different but acted the same...? Now I want to replay Super to compare the two lol
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Mark LaCroix 03/10/2022 4:50 AM
How's this for Calendar Math: the unit of time between an episode recording and its release is one Ellen Metroid Dread playthrough: https://nicegames.club/episode/251
It's a day of celebration in the clubhouse as Ellen finally starts Metroid Dread. Meanwhile, Mark delivers, and Stephen looks it up (but isn't happy about it).
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Hey whoa Ellen Mark you're crowding out local celebrity @BreadZealot.
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09:34
Love the community shout outs and feedback readings lately!
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11:09
Local celebrity?
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11:09
He's here!
11:09
(you gotta listen to the episode if you haven't 😄)
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Oh my. I haven't yet. Had an early morning meeting today.
11:10
I'm desperately in need of my coffee first.
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Looking forward to the Metroid Dread mega episode
15:20
EMMI panel featuring Emmy nominated @Charles McGregor??
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15:23
Also A+ Calendar Math from Mark saying his news isn't news precisely one day after telling me what the news was.
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Informal poll: is local legend @BreadZealot famous or infamous? This just in... Yes.
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Question for folks here: what are some OP traits you can have in making games?
16:53
Obviously there's low hanging fruit like Stephen's steely gaze or Mark's ability to ignore the needs of his corporeal form.
16:55
Mark would be the least angsty vampire
16:56
Oh all these other guys are feeding. I guess I could go do that.
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Lane
(you gotta listen to the episode if you haven't 😄)
BreadZealot 03/10/2022 5:11 PM
Just got to the halfway point in the episode
17:12
😄 Love it
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It's a good name! Can't wait for the @ClumsyGolem shout out next week.
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BreadZealot 03/10/2022 5:14 PM
Thanks!
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I was going by Breadsalot until a friend misread it as Bread Zealot
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And I was like, "whoa, that's way better"
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Meanwhile me and Dale are less cool in our understated appreciation for narrow streets and open valleys, respectively (edited)
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BreadZealot 03/10/2022 5:15 PM
There's also something nice about getting a nickname from someone else instead of coming up with it yourself
17:15
My online presence is 50% this and 50% my real full name
17:16
I get it
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Guessing your real name is Brett Z. Elliot
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17:17
That is a quite enjoyable backstory tbh
17:17
Need some more name exegesis around here
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BreadZealot 03/10/2022 5:18 PM
Ooh, I just learned a new word
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Apparently LyricsGenius was called LyricsExegesis nearly until launch
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Lane
Guessing your real name is Brett Z. Elliot
BreadZealot 03/10/2022 5:20 PM
Actually it's Alex. But some of those letters exist in both, so good guess!
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17:21
I appreciate products that give themselves very specific and fitting names at the cost of broad understanding
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BreadZealot 03/10/2022 5:33 PM
Anyone here going to GDC?
17:34
I know the Nice Devs said they were (and I assume that's still true)
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Dale LaCroix 03/10/2022 6:13 PM
Still true
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BreadZealot 03/10/2022 6:48 PM
Nice
18:48
I'll be going for the first time since I was a student
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18:49
It'll be nice to not be looking for a job after a recession this time 😄
18:51
Any chance of a meet up? I'd be interested in saying hi and making more game dev friends.
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I heard Stephen is 7 ft tall irl
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Lane
Question for folks here: what are some OP traits you can have in making games?
People who are proficient in any combination of games programming logic, network security, and shader code.
19:22
Or, maybe even more OP, people who can make games AND market them.
19:25
Because from what I've seen, as long as the aesthetic stuff is minimally passable, being able to make something fun and market it well is really how it gets into people's hands.
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ClumsyGolem 03/10/2022 7:27 PM
Being good at teaching yourself can be pretty OP, in game dev and beyond 😛
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BreadZealot 03/10/2022 7:34 PM
That's literally the best skill as far as I'm concerned.
19:36
Having enough understanding of a project to know how everything interacts Is a good one.
19:41
It's kinda like seeing the matrix
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Yeah shader gurus like @slembcke are the definition of OP
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Hmm wha?
20:25
Let’s wait and see if my game turns out any good before making that proclamation. Heh
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bit
Because from what I've seen, as long as the aesthetic stuff is minimally passable, being able to make something fun and market it well is really how it gets into people's hands.
LOL @Peter Yang - ZettoVyker shows how true this is. Total MVP because of that interest in selling and also making connections.
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slembcke
Let’s wait and see if my game turns out any good before making that proclamation. Heh
This guy. He makes MY game like 3x as pretty eithout lifting a finger via a library he made ~10 years ago. That kind of leverage is what I'm talking about here! (edited)
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BreadZealot 03/11/2022 1:52 PM
Just finished the episode
13:54
Similar to Ellen's method of getting hints from friends..... I hate spoilers but they don't bother my wife at all, so I'll just ask her to look up the guide and give me hints as I need them.
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13:55
Time is my most scarce resource so I've transitioned over the years to be pretty quick to hit the guide if I get frustrated
13:57
But only for certain kinds of frustration. I'll put in a good effort and work on a puzzle or boss fight for a while, but when the frustration gets in the way of enjoyment, I'm done. The time resource is more valuable to me than the satisfaction of doing a thing without help.
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Same for us. We say that when a game becomes "anti-fun", it's okay to hit the net and look for hints.
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So that's why I have to look up stuff for Destiny so often... 🤔 😆
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I do wonder if sometimes devs take too much advantage of the community's willingness to publish wikis. If I'm remembering correctly, during the early days of Minecraft, there was no in-game source of crafting recipes. You either had to trial-and-error a pile of different components and positions, or you had to hit the wikis.
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Totally. And call me a conspiracy theorist, but sometimes it seems like that particular brand of opaqueness is supposed to engender conversation, especially with games that have large "out game" communities. As a general idea I don't hate that exactly, but it often feels like the execution of a design choice like that is half baked, and ends up just becoming completely unreadable to newcomers, and, in my experience, confusing even for people that know it's happening - or frustrating at the very least.
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Josh Anthony 03/17/2022 2:31 PM
I'm late by a week, but I really appreciated the dialogue about milestones.
14:31
I've been thinking a lot about how to plan projects, after doing "release when it's ready" for Sanity Wars and discovering that was a Bad Idea for us. 😛
14:32
Our next project is going with a planned phase sort of thing, with sprints assigned to particular development phases that we're going to try and stick to. Limits what can be developed in that amount of time, but that was kind of the point.
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Ace debut from @alinalikescozy this ep. Felt like a 4th host. Such good connection with everyone, and great info too.
21:10
Makes me want to try playmaker. There's no way that's a good idea for LDJ50... 🤔 🤔 🤔
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Lane
Makes me want to try playmaker. There's no way that's a good idea for LDJ50... 🤔 🤔 🤔
alinalikescozy 03/18/2022 9:44 PM
Thank you so much @Lane! You should definitely try playmaker for LD50 👀. Tons of great YouTube content out there to get started :)
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I was pleasantly surprised to realize I already follow Alina on Twitter, it made me feel like I'm "in the know" on who the cool kids are.
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08:19
Also, on the subject of "programming wizardry" I gotta say, I do feel like coding is the closest thing we have to magic. I mean, we're using symbology to define a given outcome from an interface that pushes lightning through a rock, and sometimes we screw up the symbols, and the spell fails, or worse.
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Also, it turns out I was not following Alina - I think I probably thought I was because I saw her posts all the time? Anyway. That's been remedied. Great interview, and I have to say, I don't care what context it's in, if a tool makes the act of creation easier then I am 100% for it. You don't see carpenters using a hammer if they have a nail gun. They use the nail gun. It's not only easier, but safer and more efficient. I think Stephen mentioned this, but anyone who draws a distinction in credibility among programmers who use tools like Playmaker vs. a text interface and C++ or whatever is just gate keeping, full stop. I mean, shouldn't all those C++ programmers really be using punch cards, you know, to be #legit?
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Gonna start gatekeeping just to annoy all the gatekeeping gatekeepers
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13:02
I must have been real lucky. I don't think I've ever met someone who looked down on other people for the tools they use or have said something isn't real game dev. (edited)
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Like there are so many tools out there even Mark can't be on top of more than like 20% of them. There's just no one in a position to say xyz is the one valid path. Maybe I'm in a bubble of people who recognize that.
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The right tools are the ones that enable you to make a fun game. 👍
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Josh Anthony 03/19/2022 6:28 PM
I personally prefer programming with code over other interfaces, but that's just me. Whatever works best for someone is what they should use, imo.
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Lane
I must have been real lucky. I don't think I've ever met someone who looked down on other people for the tools they use or have said something isn't real game dev. (edited)
Mark LaCroix 03/19/2022 7:20 PM
We didn't get into this much in the episode, but a big source of this impression is internal rather than external. When you're starting out and using "starting out" tools, it's easy to give yourself the impression that you're not doing it "for real" yet.
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That was completely how I felt about Flash / Actionscript until I started "programming for real" in C# and it turned out it wasn't that much different.
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Josh Anthony 03/19/2022 7:38 PM
I held off on learning programming until my early twenties because I thought I was too terrible at logic to be able to understand it.
19:38
Then I wound up teaching myself Excel VBA to improve my skills at my data entry job. Probably not the best choice of first language, in hindsight. (edited)
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19:39
But learning that gave me the confidence to learn web stack, and that gave me the confidence to try learning programming for games.
19:40
Something like these more UI-oriented programming solutions would likely have gotten me into games making much sooner.
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bit
Also, on the subject of "programming wizardry" I gotta say, I do feel like coding is the closest thing we have to magic. I mean, we're using symbology to define a given outcome from an interface that pushes lightning through a rock, and sometimes we screw up the symbols, and the spell fails, or worse.
alinalikescozy 03/20/2022 12:01 AM
yes, we're just casting spells 🙂
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11:38
The back of the line at GDC!
11:38
Overheard: a daycare provider asking a young child "What do you think they're in line for?"
11:38
Kid's response: "Tacos"
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Actual answer: "Talks"
12:41
Not far off.
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Talkos :P
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Standing ovation for the a capella performance in the new episode.
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It's really good! Did she do it from memory?
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DonBisdorf
Standing ovation for the a capella performance in the new episode.
Especially when she got to that high-note portamento sweep; I fully expected a big ol' trail off, like people at weddings singing "livin' on a prayer" at the key change, but no, she went for it, and it worked. Very congratulations. Big proud.
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Lane
It's really good! Did she do it from memory?
It was actually a duet! @alinalikescozy sang the bass track and I did the squeebles
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bit
Especially when she got to that high-note portamento sweep; I fully expected a big ol' trail off, like people at weddings singing "livin' on a prayer" at the key change, but no, she went for it, and it worked. Very congratulations. Big proud.
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Ellen
It was actually a duet! @alinalikescozy sang the bass track and I did the squeebles
alinalikescozy 03/23/2022 1:57 AM
@Ellen absolutely killed it, I was just trying to not laugh haha
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alinalikescozy
@Ellen absolutely killed it, I was just trying to not laugh haha
All great tunes have a killer bass track though
02:11
Which you totally delivered
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Alina double-feature is fun. It feels like one of those two-episode arcs in TNG. Yes, that was a generic but unashamed ST reference to ingratiate myself with The Hosts. Except Stephen, who will now probably ignore all of my posts because he is a humorless, animal hating, husk of man. That's what Charles says, anyway. #justKiddingStephenILoveYouInATotallyNotCreepyButStillVeryParasocialWayYouKnowIGuessThatsProbablyStillKindOfCreepyCommaSorry
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> tries to imagine the maker of the sledgehammer bride image earning more ingratiation points
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bit
Alina double-feature is fun. It feels like one of those two-episode arcs in TNG. Yes, that was a generic but unashamed ST reference to ingratiate myself with The Hosts. Except Stephen, who will now probably ignore all of my posts because he is a humorless, animal hating, husk of man. That's what Charles says, anyway. #justKiddingStephenILoveYouInATotallyNotCreepyButStillVeryParasocialWayYouKnowIGuessThatsProbablyStillKindOfCreepyCommaSorry
alinalikescozy 03/26/2022 5:59 PM
I now know what TNG and ST mean thanks to said hosts!
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My condolences (edited)
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ClumsyGolem 03/29/2022 1:37 PM
Just listened to an older episode where you invited people to come in to the discord and say "What you're playing, what you're making, and what you're drinking" so: What I'm playing: Triangle Strategy on Switch What I'm making: hopefully my first public facing game! What I'm drinking: Water! Which is a small miracle, because for the majority of my youth, I only drank juice. Took a long time to wean myself off all that excess sugar.
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That's awesome! I didn't like water as a child, either. I drank so little of it, that I'm not sure how I survived. But I do like water now! Do you want to say more about the game you're making?
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Yeah, inquiring minds want to know!
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ClumsyGolem 03/29/2022 2:18 PM
I always get weirdly nervous sharing, but here goes: It's an arcade type game with Paper Mario style combat (ie. turn based with timed button presses). I have a thing for Golems (as you could probably guess) so the idea is that you create a Golem and give it a name, and said name determines the Golem's stats. Then you see how far you can take this Golem through a gauntlet of enemies. Rinse and repeat. So you can try finding powerful names to blast through enemies, or just master the combat so that even the weakest Golem is a powerful force in your hands. Trying my best to keep it simple, make sure I can actually accomplish my goal of finishing it xP I'm making it in Godot :) (edited)
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That sounds SUPER cool... Count me intrigued! When you get to a point where you need playtesters please consider me. 🙏
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ClumsyGolem 03/29/2022 2:34 PM
I would happily send it to anyone that's interested! ^^ Whenever I finally get to that point, slow going when you have a baby xP But I just keep picking away at it :) (edited)
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That sounds very cool!
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ClumsyGolem
I always get weirdly nervous sharing, but here goes: It's an arcade type game with Paper Mario style combat (ie. turn based with timed button presses). I have a thing for Golems (as you could probably guess) so the idea is that you create a Golem and give it a name, and said name determines the Golem's stats. Then you see how far you can take this Golem through a gauntlet of enemies. Rinse and repeat. So you can try finding powerful names to blast through enemies, or just master the combat so that even the weakest Golem is a powerful force in your hands. Trying my best to keep it simple, make sure I can actually accomplish my goal of finishing it xP I'm making it in Godot :) (edited)
Josh Anthony 03/29/2022 4:01 PM
Woot, another Godot user! 🤜
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Finished the Visual Coding episode
23:06
Stumbling into code through Flash is also my story (edited)
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23:07
I need to give some visual coding tools a try though. I keep hearing about scratch
23:09
But Playmaker sounds up my alley
23:09
I really enjoy node based stuff
23:10
I'm mostly familiar with them for making materials, but using them for programming sounds great
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Charles: gets nominated for an Emmy Charles: does this
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14:00
Stephen: I hate award shows
14:00
Checks out
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14:01
Also @BreadZealot now that you have been named dropped AGAIN on the show, we need your field notes on the hosts (edited)
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14:01
And we need the hosts' notes on BreadZealot 📝
14:05
Are the rumors true? I heard he always has a couple rows of baguettes to offer from inside his coat. (edited)
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Also he doesn't actually wear sandals made out of hollowed-out sourdoughs...?
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Also, as friends, are we obligated to tell Mark that a company called No More Robots may not have his best interests at heart?
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Look, noble as they might be they're still robots and they gotta git.
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15:34
#weDontServeTheirKindHere
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Haha has anyone called out Mike Rose for this on Twitter? He made us a promise! (edited)
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Mark LaCroix 03/31/2022 3:40 PM
Tune in next week for some sweet brand irony: https://twitter.com/nomorerobotshq/status/1509546547385618435
The future of Hypnospace... is soon. Tune in to the Hypnospace Next show on YouTube next Tuesday at 11am ET / 4pm UK time, to find out what's coming next in the world of sleeptime computing, and the award-winning, highly-rated Hypnospace Universe. https://t.co/NYe1emyKfc
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Purely from the perspective of an NGC fan looking to be amused, I hope they address this "controversy"
15:43
How does this fit with your mission, Mike??
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Mark LaCroix 03/31/2022 3:44 PM
The announcement is so good that No More Robots allowed for the involvement of exactly one robot.
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Picturing a huge "BLE" dropping out of the sky and squishing the "More" in their name.
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Mark LaCroix 03/31/2022 3:48 PM
Weirdly, I don't think Mike and I have ever talked about our company names. The irony is just too obvious to remark on.
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You haven't overheard any "how can we explain this to the shareholders" remarks on company calls I take it
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BreadZealot 03/31/2022 4:24 PM
I had to leave my bread coat at home and my hotel room didn't have an oven
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16:27
Stephen and Mark were great to chat with for the 3 or so minutes we spoke on the expo floor, even without the offering of baked goods
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Stephen isn’t wrong : I was extremely proud of myself (edited)
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I'm looking forward to watching your presentation when it's available in The Vault.
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It's jam time
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Mark LaCroix 04/05/2022 11:23 AM
Prepare to jack into another alternate-reality Internet with Dreamsettler, a 00s-themed follow-up to the excellent Hypnospace Outlaw.
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Karl Koehle 04/05/2022 4:15 PM
Hi Friends! Wave I just wanted to let you know that I was listening to your podcast today.
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I for one am intrigued by this mystery
16:38
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BreadZealot 04/05/2022 6:19 PM
Ooh that is a mystery.
18:19
And they just celebrated #250
18:20
...at least thats what I believed...
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But in light of this development...
18:20
...
18:21
...can we really trust that they actually had 250??
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Mark LaCroix 04/05/2022 6:55 PM
This happens every year with our GDC episode. We record it and release it in the same week, so it jumps the line ahead of other episodes we previously recorded. Episode numbers are in production order, not airfare order, because they're useful to us as we make the show. I was wondering how long it would take for someone to notice, but we have 2 more episodes "in the can" than we normally do right now, so the jump is a bit more noticable. (edited)
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BreadZealot 04/05/2022 7:14 PM
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Karl Koehle
Hi Friends! Wave I just wanted to let you know that I was listening to your podcast today.
Karl omigosh!
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BreadZealot 04/05/2022 9:41 PM
Are we assuming a chess win condition?
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Hmm. Are we?
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BreadZealot 04/05/2022 9:43 PM
Just to kick off the conversation, I'm going with B.
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It might come down to who has the red pawn.
21:45
It appears to be part of white's pawn positioning. But then again, black has an illegal number of rooks...
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BreadZealot 04/05/2022 9:48 PM
B has the heart of a champion. Biologically they're a proven winner. (edited)
21:48
I hadn't considered the red pawn
21:51
Maybe they're like a soccer ref that runs around the field with the players.
21:53
If they call black's illegal rooks, I suspect there'd be a weird penalty. Maybe white gets a corner kick.
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Yeah, that makes sense. I bet you're right.
22:03
Plus, white's three lands to black's zero could be a big advantage.
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I do now really want to come up with a set of rules using chess pieces and movement that relies on magic lands and uno specials
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I wonder if "the heart of a champion" means that the player's heart is supersized
09:22
like Secretariat
09:23
and then I wonder at the implications on tabletop gameplay
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I had never heard that about Secretariat
09:28
09:28
Holy crap
09:28
That heart weighed almost as much as my son
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It's about twice the size of a "normal" horse heart
11:15
Putting the cart-iac before the horse?
11:15
I dunno.
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Oooooof (but i liked it)
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Glom is getting published by the same company as Coup?! That's so cool! Congratulations! 🎉
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11:54
In competitive doggie scavenger hunt, what stops the prize from being taken by someone who wasn't playing? Cats, squirrels, foxes, coyotes, raccoons, etc. All might be interested in the same treat as a dog. Or suppose a random dog being walked by a human who didn't know about the game happens to be in the area where the game is being played finds the treat, and the players don't get informed because the dog's human didn't know the thing was for a game?
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Mark LaCroix 04/07/2022 12:01 PM
You've really hit on it. We kept catching ourselves with questions like that during the episode but we really only scratched the surface! I hope we do a part 2 sometime.
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I would love to hear a part 2!
12:25
This also made me wonder if I can play games with my cat
12:26
His favorite toy is a pen. And he only wants it when I'm using it. He doesn't want it if I give him a pen.
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alinalikescozy 04/07/2022 1:03 PM
The X and Y axis thing about game mechanics from Osama's micro talk, can someone sketch it out? I am having trouble understanding without the visual, but it sounds useful
13:03
^from the GDC episode
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BreadZealot 04/07/2022 2:12 PM
I want to see that too!
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I wasn't at the talk, but this is how I imagined it. @Mark LaCroix is this right?
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Rebbie
Glom is getting published by the same company as Coup?! That's so cool! Congratulations! 🎉
I made this comment before going way back to listen to the 2020 hiatus recordings and hearing the Coup slander. I actually like Coup 😅
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Oh man I am here for the coup slander
13:37
Please tell me I'm wrong. I would love to love that game, since it does so many cool things.
13:37
But it seems like it's a wonderful premise and batch of mechanics tied to an unfortunate endgame.
13:38
Like, whenever there are 3 people left, you have every incentive to stall and not act. If A kills B, then A has fewer resources to contend with C, so C wins.
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It's been awhile since I last played it, but what I remember is that I really like the tension of not knowing what the other person has. And I liked that it was easy to learn and fast to play, for when I didn't have energy or the attention span for a bigger game.
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May need to play more, but I saw the cool guesswork and sneaky plays just be way less impactful than stalling and resource management.
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I especially liked it when I could win without lying (which was rare), but only because I was playing with @Josh Anthony , who loves games where he can lie.
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Josh Anthony 04/08/2022 1:41 PM
Not necessarily games where I can lie, games where I can socially bluff people. :troll:
13:42
(like Mafia)
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You didn't have to define lying for us 😉
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Josh Anthony 04/08/2022 1:45 PM
Maybe I'm just building a meta.
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Lane
Like, whenever there are 3 people left, you have every incentive to stall and not act. If A kills B, then A has fewer resources to contend with C, so C wins.
I didn't play more than two player, so I didn't realize that aspect
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BreadZealot 04/08/2022 1:55 PM
I'm in the middle on coup.
13:56
I've enjoyed it at times, but I feel like it's way more fun at like 2 of the supported player counds than any of the others.
13:56
It's been a while too so I can't remember which counts those were, but at 3-4 it felt lackluster (edited)
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The times I played it as a filler game with a larger group who had largely not played much of it before, it was very good. The time we spent an evening playing Coup, it became less and less fun as we nailed down more optimized strategy. I think there's value in games that are just fun but break down when you get too optimized, although they fill a weird niche.
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Mmm very much agreed August. I don't regret spending time with it, but the deeper I got the less fun I had.
15:26
Disclaimer: I don't understand either of these games on a very deep level, but the experience of Coup was similar to our group's experience with the original Munchkin. Both had a surface layer that was great, but less fun mechanics underneath. The top level of Munchkin was wacky power-fantasy fun, but it didn't take us long to realize that the way to win that game is to hoard up your "no you don't win the game" cards and pretend you don't have any to try to get other players to spend theirs before you spend yours.
15:27
I think there are people who are better at tolerating it when "play to win" versus "play to have fun" diverge. I'm bad at tolerating that, and my favorite games have their "do fun stuff" very close to their "do stuff that improves your odds of winning".
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Munchkin. 😫
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Oh no :( I also like Munchkin
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15:34
However, I think Lane's point of "do fun stuff" vs "play to win" is a good point. And I, a person who likes Munchkin, also never wins at Munchkin.
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15:36
I feel like Munchkin is less about winning than it is about the silly cards. It seems about the same entertainment type as CAH. I play games like that to be entertained. To me, the threshold where it's not as fun anymore for both of those games is when I've already seen all the cards.
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BreadZealot 04/08/2022 3:43 PM
I had a ton of fun with muchkin throughout college, but I completely agree that it's great fun on the surface but loses a lot the more you play and deeper you go.
15:44
Its a master class in the anticlimactic ending.
15:46
Everyone inevitably spends all their "on no you don't" card all at once and the next person wins because everyone can do nothing now.
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Part of this is it being intended as a party game, not something to practice deeply. Like Exploding Kittens (speaking of "oh no you don't" cards)
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BreadZealot 04/08/2022 4:10 PM
Interesting. I never considered munchkin a party game.
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True! Though imo Exploding Kittens does it better than Munchkin. It really wears on its sleeve that it's extremely lightweight and chancey.
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BreadZealot 04/08/2022 4:11 PM
Though that makes me wonder what criteria people have for party games.
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In Munchkin, the "oh no you don't" cards have a very similar level of "winningness-equity" as they do in Exploding Kittens, but the game makes you play this whole convoluted leveling up thing to get there.
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16:13
Anyway, there is an elite cadre of lightweight games that produce good party experience AND stand up to repeated play. Our good buddy @Jason Pfitzer is working on one 😄
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16:13
Hope to (finally) have him back on for playtesting on the 20th.
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BreadZealot 04/08/2022 4:13 PM
I tend to exclude Munchkin from my "party" game list because there's too much info to track.
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Ellen
Munchkin. 😫
I had so much fun with Munchkin until we found the actual winning strategy, which turns it into the least fun game I think I've ever played. We started enforcing a rule where you couldn't go hard until folks were level 5 or something because otherwise a game would take 3 hours.
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BreadZealot 04/08/2022 7:13 PM
I once heard it described as "30 minutes of fun, cleverly packed into 2 hours"
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BreadZealot
Though that makes me wonder what criteria people have for party games.
Quick setup, easy to learn, better with multiple people, usually involves humor, and most people probably wouldn't want to play it more than once every few months or so.
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22:56
A major reason I lean toward simple games like that is because the more interesting games just look too overwhelming. Like, I also enjoy Race for the Galaxy. But it took so long to learn it the first time I played it, I almost fell asleep at the table. That made me not want to play it again for a long time. Then, when I did play it again, it had been so long, I needed to be taught the rules again, because it was complicated. It took playing a few times before I understood fully, but I didn't have a good strategy down yet. But because it has complicated set up and a lot of pieces, I didn't play it again for a long time. So I needed to learn again. Rinse and repeat
22:57
A lot of those better games that are really complicated to set up and learn look like this to me: https://vm.tiktok.com/TTPd9WnkV1/
nobody is good at teaching board game instructions
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I feel this
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That reminds me, someone gifted us Gloomhaven. We have yet to play it. I opened the box, excited, thinking we were going to play that day. After an hour of popping the little cardboard pieces out of those giant boards, I gave up and put it all back in the box.
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I love games, but medium complexity and playtime of 90 minutes or so is about where I max out.
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23:02
There may be some exceptions
23:03
I want to play more, but I've got 3 kids under 10 and they're beginning to love board games.
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BreadZealot
I want to play more, but I've got 3 kids under 10 and they're beginning to love board games.
That definitely makes it difficult to make time for gaming
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And that's because we've largely had to scale back and explore a lot more games that play quickly, even if not for the kids, but for my wife and I in our limited time around life with kids.
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By the time you put them all to bed, setting up a game is probably not appealing most of the time.
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But there are so many cool, quick games out there with all levels of complex and interesting mechanics
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23:07
These days the ones I bring to family gatherings are For Sale, Skull, Love Letter, Hive, Azul, Isle of Skye, and Ticket to Ride. (edited)
23:07
Some long, some short. Not too much going on on the table even at the most complex. And done in an hour or so max. (edited)
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I like Ticket to Ride! And there's a kids version my son enjoys playing (because of the little plastic trains)
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We're TTR junkies over here.
23:09
Like 8 versions including first journeys
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I haven't heard of the others. I'll look into trying them
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It's such a great game. And I really enjoy their expansion philosophy. One tweak to the game rules and entire new map.
23:10
Makes them feel like new and exciting games, but a lot fewer new rules to learn 😆
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It's nice to not have too much to learn. Sometimes, when I play a game, I want to just play, not feel like I'm doing work
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Same
23:14
Unfortunately I am also the most driven amongst my family and friends to learn new rules and want to play new things. But I've got a good memory for rules as long as they're fairly fresh so I just watch a YouTube playthrough before reading the rulebook and I dont wait until game time to learn the game.
23:17
What are your go to games currently?
23:17
Oh, I forgot Sushi Go! And it's worth appending because it's an absolute delight. (edited)
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Honestly, a lot of my board games lately have been kid board games. Bear Down, Robot Turtles, Outfoxed
23:19
Outfoxed is actually kind of fun for a kids game. It's like Clue but a lot simpler
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I don't know those ones. I need to look into that!
23:20
I've been thinking about clue and when that's age appropriate. The whole murder premise is more of an issue than the mechanics really.
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The objective of Outfoxed is to figure out which fox stole a pie.
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Nice!
23:22
We've got Hoot Owl Hoot, Race to the Treasure, Hoppe Reiter (German), Chaos in the Kids Room, Spot It, Unicorn Glitterluck: Cloud Stacking
23:23
Those are all good for like 4-6 year olds
23:23
The first two are co-op
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I think highly of Robot Turtles as a good learning game. It's not as fun as other games for the adults, but Kj likes it a lot. You set up the board like a little maze with obstacles, and the kid has movement cards to play, to indicate where they want their "robot turtle" to go. It was designed to introduce kids to coding.
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Oooh. Yes! That's a gap I have right now. I want to get some intro to code stufff for my kids but haven't got any yet.
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ClumsyGolem 04/09/2022 6:19 AM
My kiddo only just turned 1, but I'll have to keep some of these in mind! It's been far too long since I had a group together for some boardgames x(
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It's hard at thay age.
12:43
We used to host like 15+ people for board game night
12:44
That slowed down and then stopped about the time kid #1 learned to pull up on stuff because components would start disappearing mid game.
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Jason Pfitzer 04/10/2022 1:04 AM
@Lane sorry for totally missing that whole conversation lol
01:04
I have too many Discords
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My current favorite party game (aside from GLOM) is On a Scale of One to T-Rex https://www.explodingkittens.com/products/on-a-scale-of-one-to-t-rex-original-edition
A Card Game for People Who Are Bad at Charades from the creators of Exploding Kittens (The Oatmeal and Elan Lee) and The Mind (Wolfgang Warsch)
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10:42
The rules may be a bit tricky for younger kids (like six or younger) to grasp at first, but super fun.
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Ooh, I'll check that out
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El Berg-Maas (they/them) 04/13/2022 7:36 AM
Not sure if I missed the discussion, but "dog games" made me think of this: https://jeeyonshim.itch.io/have-i-been-good
a game for two players, one of whom is a dog
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So how do I succinctly describe a gameplay loop within a game design document?
17:59
Because that's what I need to do tonight.
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BreadZealot 04/13/2022 6:01 PM
With Diagrams (edited)
18:04
How compliment is the loop?
18:05
I don't think it's too complicated, I'm just having trouble visualizing it
18:06
I think I'll just start and see what I come up with
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BreadZealot 04/13/2022 6:07 PM
Bubbles and arrows on paper until you figure out good layout. At least that's my approach
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18:10
Our CD likes to do PowerPoints for loops where each element can be introduced and you can grok the individual pieces as it grows. Though that's hard in a regular document.
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Ellen
My current favorite party game (aside from GLOM) is On a Scale of One to T-Rex https://www.explodingkittens.com/products/on-a-scale-of-one-to-t-rex-original-edition
That looks fun! "A card game for people who are bad a charades" that's me!
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BreadZealot
Our CD likes to do PowerPoints for loops where each element can be introduced and you can grok the individual pieces as it grows. Though that's hard in a regular document.
This is a good idea. I typically like to explain interactivity this way, though usually with that I'm going through the design of an activity gesture-by-gesture. The gameplay loop is more like step-by-step through a larger system.
23:10
I'll do some Googling.
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Here's what I came up with
00:10
I'm not working on a F2P game, but I liked how this article explained things: https://mobilefreetoplay.com/bible/crafting-strong-core-loop/
The “Core Loop” was a term popularized as free-to-play games became more mainstream, but it's more than just a buzzword tossed around by executives. Your game
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If a shoot em up is a shmup, is a F2P game a ftoop?
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Without thinking about it too much, I'm going to say yes
00:11
or maybe...ftoople?
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Updated the thingy:
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BreadZealot 04/14/2022 1:17 AM
Looks good to me
01:17
The updated one nicely communicates how your two loops feed into each other
01:18
And the intrinsic reward call-out is a good one.
01:19
Dopamine should be considered in the game loop
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Episode will be delayed until tomorrow -- I'm encountering a weird issue that's preventing me from publishing. 😦
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I hope the issue resolves. I'm looking forward to hearing a new episode :)
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Clicking back and forth between this NGC episode and a Bill Gates interview to see if my ears can spot a single difference (edited)
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Did we solve the annoying issue I was having? Nope! But thanks to Stephen, the episode is out nonetheless: https://nicegames.club/episode/255
What does your work week look like? Are you locked into a 9-to-5 the way that Dolly Parton described it, or are you free to set your own schedule? What about your team as a whole?  In this week's episode, August Brown is back on the show to help us explore the topic of work week structure. The company where August currently works, Armor Games, h...
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Lane
Clicking back and forth between this NGC episode and a Bill Gates interview to see if my ears can spot a single difference (edited)
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This is timely. The GDC panel that my CEO moderated (and Stephen mentioned in the first GDC episode) went up for free on the vault https://www.gdcvault.com/play/1027748/Independent-Games-Summit-Four-Day
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Ohhhhhh baby CHUNKY episode this week
09:41
Settle in, because we could only trim the 5+ hours of interviews we recorded last month at GDC down to 2 hours. Of course, if you want to hear all of it, there's always the Patreon... 😉
09:42
Whew that link could barely fit in the channel with all that content
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Mark is the hero who edited that big un
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09:43
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Mark LaCroix 04/21/2022 9:52 AM
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So Dylan is now the show's husband?
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"Tamagotchis of yesteryear" 🤣 I still have my childhood Tamagotchi
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Rebbie
So Dylan is now the show's husband?
Stephen McGregor (he/him) 04/21/2022 4:47 PM
We're negotiating the terms of our relationship right now haha
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Too late for a prenup!
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Wish you had gotten video. Would have loved to see the 😲 😱 🤩 😱 😲 faces when Stephen mentioned he worked on Indie darling Fingeance.
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Genuine LOL when Ellen cautiously gauges whether a comparison to Pyre will hurt the dev's feelings.
16:15
That game and Signs of the Sojourner are my two go to examples of games who came up with many ingenious solutions to difficult design problems but I still don't want to play.
16:16
BUT I am still happy to own and have played them, even for just like 2 hours each.
16:18
So I'm really split. On one hand, I want to take away "it's possible to work and work and work, but if it's on the wrong project, you'll still make something people won't want", but also I kind of think those games, where you can really see the... almost design athleticism of people tackling overwhelming design challenges... are some of the my favorite experiences as a player.
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I always have trouble figuring out if I like a game because it's "a good game" or if I just appreciate the way design challenges were handled.
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Mmm can you name some that handled some interesting design challenges? Those are always the ones that I am happiest to have played, even if I don't spend a ton of time with them.
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For example, I like Peggle. I think that's a game where, like, I just enjoy it. But the fact is there was A LOT of work and playtesting going into those level designs, but that work is pretty opaque while playing. On the other hand, I couldn't get super into Hades, but the amount of work they did to keep each run fresh both from a story standpoint and mechanical standpoint is super clear to me. And it was actually my appreciation for their tackling of those design challenges that kept playing as long as I did, not the actual gameplay.
10:45
I think it's like when people describe certain bands as "music for musicians" or particular authors as "a writer's writer." It's like once you get in the weeds of a particular skill set you can appreciate the deft handling of problems that come along with using that skill set, even if the produced "thing" isn't your favorite.
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All right here's another design question for you all. In game design, how would you describe the difference between rewards and incentives?
15:49
Is there even a difference? Are the terms interchangeable?
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My gut says rewards are a (almost always positive) subset of incentives.
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Gotcha. Whereas a negative incentive may be a penalty, punishment, or withholding of something.
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I meant positive mostly as in adding something, but I guess there are positive incentives (adding a burn effect for standing on fire) that aren’t rewards
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Yeah, I start to mix up these with reinforcement & punishment.
16:04
Positive reinforcement = strengthen a behavior by adding something good (reward) Negative reinforcement = strengthen a behavior by removing something bad Positive punishment = weaken a behavior by adding something bad Negative punishment = weaken a behavior by removing something good (penalty) (edited)
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Stephen McGregor (he/him) 04/28/2022 4:04 PM
The way I see it having just now thought of it is that an incentive is a reason to do (or not do) something, and a reward is something you get for doing something. Oftentimes they're the same (I'm incentivized to eat cake because it makes me feel good and the reward for eating it is that it makes me feel good) but they can also be different (I'm incentivized to eat cake because it makes me feel good but I also am rewarded with more space in my fridge/containers).
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Stephen McGregor (he/him)
The way I see it having just now thought of it is that an incentive is a reason to do (or not do) something, and a reward is something you get for doing something. Oftentimes they're the same (I'm incentivized to eat cake because it makes me feel good and the reward for eating it is that it makes me feel good) but they can also be different (I'm incentivized to eat cake because it makes me feel good but I also am rewarded with more space in my fridge/containers).
I like this!
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Stephen McGregor (he/him) 04/28/2022 4:08 PM
Yeah! So by that definition, incentives come before a thing and rewards come after a thing.
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Hot psych take: Skinner made a mistake when he named "Negative Punishment" and "Negative Reinforcement", and it's unfortunate that those terms remain in use. (edited)
17:31
Linguistically, "negative" very frequently means "the opposite of". For example, if someone told me "this wacky sci fi planet has negative gravity" I would not assume that it has a pulling force that is created by the planet getting taken away. I would assume that negative gravity is the opposite of gravity i.e. a push. (edited)
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17:32
I've always wanted to call "addition/subtraction reinforcement" and just cut out the confusion altogether. (edited)
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17:37
But yeah Stephen nailed it. Rewards Always reinforce (unless there's a mismatch) Come after a behavior Don't have to be known beforehand Incentives Can make a behavior more or less likely Only effective if they come before a behavior Do have to be known beforehand
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Yeah, I was thinking "an incentive is a promise of a reward."
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Oh yeah! I'd agree with that. At my company, the game design discussions never include "an incentive" as a way to make a behavior less likely. We use "a disincentive" for that. (edited)
18:18
And an incentive/disincentive can be something totally not tied to any design intention. For example, a loading screen that takes a long time is a disincentive. (edited)
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A disincentive to what? Playing the game?
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Literally yes
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Or I guess trigger loading zones
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Yeah, that's exactly the example I was typing up. We had a bug recently where loading into the tournaments screen took ~10s longer than normal, and participation in tournaments tanked until we could address it. Idk if load screens is the clearest example, possibly, because they can also be associated with confusion ("is this thing still working?"), but they do seem to make certain activities less likely.
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Maximum anticipation for Episode #256
23:48
23:48
Me about to finally complete the collection
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aaaaaaaaaaaaaaaa
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04:06
I guess I'm not allowed to abandon my projects now xd
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I wanted to share after listening to the GDC episodes! Namely english isn't my first language either, but I grew up so completely online that it was exiting that my newest partner speaks English only. All the less formal ways of saying things unlocked! 😆 (edited)
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Game designer Monica Fan joins us this week for a Nice Games Jam that is extra-mischievous and extra-cute. There's drama amongst the roommates, and we're pretty sure the cat's to blame. But can we prove it? Can your Nice Hosts (and Nice Guest) make a playable prototype by the end of the episode? How many times will Stephen say "meow" before the ...
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So is the game gonna be called "Blame the Cat!" or "It's a Meowstory!" because clearly...
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In your opinion, when people say "the first 90%... and then the second 90%", does that mean they are saying the total is 180% as large as they thought, or that the "first 90%" was actually only 10% of the total job, so the total is 900% as large as they thought?
18:00
I think it means people don't understand percentages
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Mark LaCroix 05/13/2022 6:34 PM
Of course, you're forgetting the third 90%
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BreadZealot 05/13/2022 8:05 PM
Do people say "the second 90%"?
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Omg you guys
20:57
Don't pretend you haven't heard this extremely common phrase
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BreadZealot 05/13/2022 9:06 PM
🤷 maybe I hang around the wrong developers
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I have heard this phrase! But I always translated it as simply "omg so much work aaaah"
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Ugh I like to imagine people speak with THOUGHT and CARE around their metaphors.
21:36
So @Mark LaCroix are you implying that there is 270% work or 9000% work?
21:36
Ya'll using metathrees while I'm up on metafives
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BreadZealot 05/13/2022 9:37 PM
I'm familiar with "90% of the game takes 10% of the time" and vice versa. (edited)
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Mark LaCroix 05/13/2022 9:37 PM
By my calculation, there is exactly 437% work, where 1% is equal to the amount of time it takes to do one thing or a combination of things.
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I am very much not talking about pareto distributions
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Mark LaCroix 05/13/2022 9:37 PM
Of course, this is before converting to Celsius.
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Mmm finally a thoughtful answer thank you Mark
21:41
Does ToastExtremist hang out with the wrong developers? I feel like 90% of the devs I know use the first 90% phrase but is that as Minnesotan as open and let me sneaks?
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Mark LaCroix 05/13/2022 10:04 PM
To be serious: The "first 90%" is what it feels like once you can see the finish line. Like, sure, the menus and save system aren't fully done, but they work, and yeah, there's a few bugs, and sure, the last level needs a few more days to work, but the game is basically done... surely there's only about 10% left to do... The "second" 90% is what happens when you try to get everything in shape to finish it and slowly realize you're only half-way though rather than approaching the finish line. Those final tasks start revealing all the band-aids and silly puddy holding the game together. Oh, you know what, we need some more SFX here. Oh wait, playtesting has revealed a pretty big memory leak and we might need to rewrite a whole system to fix it. Our save system hasn't gone though any QA. And that last level... it has a few systems that we finished but haven't tested yet, and we didn't even think about user flow from the final cutscene/win screen yet... The second 90% is a total drag because it's not fun. If you're doing it right, there should be no design changes, no new features, etc., in the second 90%. If you spend that time doing "first 90%-style" work, the game very well may well benefit from major changes, new features and more content, but it won't get any closer to being finished. If you don't move on to the second 90%, before long you've got a Fingeance on your hands. 🤣 Then... by the time you're done with the second 90%, it feels like the game is the same game it was when you finished the first 90%, and that sucks. It feels just as nearly finished as it did before... but now it actually is closer to being finished. If you have a strong production workflow and/or a project manager, you can avoid a lot of this stuff, but when you're working on your own or without any structure, that second 90% is a surprise every time. Now, the third 90% is might just be my joke rather than a thing other people say, but it's stuff that's even less fun, like setting up build/patch workflows, going though console cert, localizing, final QA, optimizing build size, triple-checking the credits page, double-checking contributor licenses and release forms, setting up the Steam page... all the things you need to do to actually release a commercial game in the world. Of course, this more of a way of contextualizing the things you see and feel as you make a game than any kind of actual production concept, but if you see your project that way, it helps you prepare for the crushing stress and sorrow that comes as you slog your way though the second (or third) 90%. Widget Satchel took almost exactly 2 calendar years from concept to release, and we spent the first year making the game and the second year finishing it. I would have had a much better time in that last year if I knew then what I know now. (edited)
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The way I read that is that those percentages measure different things.
22:36
Fun, stability, etc
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Mark LaCroix 05/13/2022 10:36 PM
It really means that it's easy to catch yourself measuring things badly.
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Heh, true
22:37
That's the heart of it.
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Mark LaCroix 05/13/2022 10:37 PM
TL;DR gamedev hard
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Oddly, my entire game dev career hasn't quite worked out like that.
22:38
I've always been at a studio that was large enough to have people for things like QA and marketing.
22:38
Or a separate publisher.
22:39
I do want to have the chance to experience how poorly I can manage my own time and project expectations someday.
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22:39
In the mean time I apply this thinking to prototyping that I do
22:41
And it feels like it applies almost exactly to that. I've prototyped probably a half dozen features in the last 2 years. Each took a few days to a week.
22:42
Then got greenlit, costed, given a team and took like 3-10 people 2-4 weeks to make the real thing, where the design barely changed.
22:44
And then the feature gets into the main build and QA gets their hands on it, bugs stuff, we fix those over the following weeks. Marketing reaches out and asks for screenshots or videos of the feature, etc. (edited)
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Yeah the first 90% is the stuff you want to do and the second 90% is the stuff you don't
23:31
It sounds like Mark you understand it to be linear and not multiplicative - multiplicative being exemplified by "what I thought was 90% is actually only 10% of the way there, leaving me with the other (actual) 90%" (edited)
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BreadZealot
I do want to have the chance to experience how poorly I can manage my own time and project expectations someday.
I believe this grows a person quite a bit!
23:44
Before long you've got a Fingeance on your hands
23:44
😂 I don't feel badly about this game at all (edited)
23:45
Literally the first (edit: digital) game I ever worked on and we all three got jobs in the game industry from working on it. (edited)
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23:46
I personally think that over-indexing on the fun half of game dev on that game got us working as hard as we did and got us in trouble in ways that ended up being good for us learning-wise.
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23:48
Would I ever approach another project the same way? For me, no. But would I dissuade another person starting out from doing the same thing? That answer doesn't seem obvious.
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I always thought of it the way Mark explained it. The percentages are a relative measure based on how much you think is done vs. how muc was actually done in retrospect. So those 90%s are actually 50%s, but because you don't yet have the benefit of hindsight during the first 90%, it seems like 90% even though postmortem calculations would reveal you were closer to about half done.
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From a publishing perspective, you can look at the roadmap from a team and have a good idea how many projects they’ve completed just by how much of the schedule comes after the game being “content complete”
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Lane
Does ToastExtremist hang out with the wrong developers? I feel like 90% of the devs I know use the first 90% phrase but is that as Minnesotan as open and let me sneaks?
I'm Minnesotan, and I haven't heard "the second 90%" before now, and I haven't heard "open and let me sneaks" either. Do I have to give up my Minnesota card?
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Stephen McGregor (he/him) 05/17/2022 7:55 AM
"open and let me sneaks"???? I've lived here my whole life and never heard that one before haha
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Rebbie
I'm Minnesotan, and I haven't heard "the second 90%" before now, and I haven't heard "open and let me sneaks" either. Do I have to give up my Minnesota card?
She had a good run 😔
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Stephen McGregor (he/him)
"open and let me sneaks"???? I've lived here my whole life and never heard that one before haha
It's a misquote. Midwesterners famously say "ope" as an interjection more than people from other regions.
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08:38
I don't actually know if this is true, but you also hear that Minnesotans and Canadians frequently say "let me sneak past ya" in the supermarket, say
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Oh, I misunderstood. I definitely know "ope". I say "ope" to walls, doors, furniture, and other objects I bump into at least 9,000 times a day.
same 2
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08:40
But I might start saying "open and let me sneak" to the doors now.
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Lane
I don't actually know if this is true, but you also hear that Minnesotans and Canadians frequently say "let me sneak past ya" in the supermarket, say
ClumsyGolem 05/17/2022 8:51 AM
Am Canadian, can confirm I say this 😛
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Hey, just a little open call for the Twin Cities Playtest tomorrow night. One of our creators dropped out today, so let me know if anyone has a project they'd like to show!
12:08
@ClumsyGolem we haven't had you on yet! IDK what you're working on but any chance you'd like to join us?
12:10
Oh and PS today I tried playing a 1v1 stealth game with my cat where she played the role of a cat and I played the role of a small laser dot trying to sneak around a room without getting caught. I had tight restrictions on how fast I could move or climb, of course, and she got a treat whenever she won.
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12:10
Was very fun & somewhat scary.
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Lane
@ClumsyGolem we haven't had you on yet! IDK what you're working on but any chance you'd like to join us?
Sorry, I'm afraid I'm busy tomorrow night! I also don't really have anything play-testable yet :P
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Heyo anybody free? We are looking for one more to help playtest tonight's first game.
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BreadZealot 05/23/2022 3:46 PM
So that Jamathon sounded cool
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15:52
Looking back on it, do you think it was still necessary to have both the jam theme and the hack prompt?
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BreadZealot 05/23/2022 4:01 PM
Given that, I think you said, 1 team did the jam
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Listening to the Silent Protagonists episode from last November and I am confused by this definition of silent protagonist because I feel like it keeps changing
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YES now that you say that I had a very similar feeling
19:06
Can you spell out the different definitions a bit? It's been too long for me but I know what you're talking about.
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BreadZealot 05/23/2022 7:10 PM
I feel like it's also a good example of what makes the show great
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19:11
Sometimes I would prefer definitions be laid out at the beginning of episodes around a topic
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19:11
but it's nice to see the conversation steer everyone's internal definition
19:12
like each host has their own circle in the venn diagram that defines what they think a thing means, and you get to watch those circles expand and contract and overlap through the dialog
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Hundred percent. That makes for great conversation.
19:51
But to commiserate with Valiant for a second, those episodes kind of have to give fewer concrete/actionable lessons. (edited)
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BreadZealot 05/23/2022 7:53 PM
True
19:54
I come away from those feeling like I know more stuff, but not necessarily like I learned something new, if that makes sense
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ALRIGHT I will commit to a falsifiable premise: Those episodes in general are highly entertaining, but I believe there was something about this specific episode that was particularly wiggly.
19:56
I'm going in. I'll report back.
20:00
47:05 in episode #241 is one of the funniest jokes in show history, idc for a minute if it's predictable.
20:03
Oh man right away there are two definitions. Stephen/Ellen enter with "he doesn't talk" and Mark enters with "he's a blank slate". Interestingly, whoever wrote the show notes included two references to the Stephen/Ellen point of view (where silent = no words).
20:04
Clapback via show notes is a brand of humor I could use more of.
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20:04
Have I been missing the hosts pwning one another in the notes for 5 years?
20:06
At 51:30 Mark introduces a third definition, where the character does have a personality, and the player is meant to adopt this. (This may just be a twist on the Stephen/Ellen definition).
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So far, the most notable thing, and what I suspect may have prompted Valiant's post here, is the claim at around 57:00 from Stephen that Gordon Freeman isn't a silent protagonist because he's too much of a character. I think this too is where I got a little confused, since A.) this seems to conflict with his earlier definition, and B.) whoever wrote the show notes included this article https://www.giantbomb.com/silent-protagonist/3015-54/ that has Gordon Freeman's face next to the definition of Silent Protagonist 😂
A lead character who never says a word, despite being spoken to.
20:14
Fan theory: Ellen wrote the notes for this one and spent the work session stealth dunking on her co hosts.
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20:17
However, on close examination, I believe this is a more reasonable statement than it might first appear. I'll listen on but I'm curious if they arrive at this point. It seems like Mark and Stephen, at least, have as their central definition that a silent protagonist is "a tool to allow the player to better insert themselves more directly into the world", and this can be done by muting the main character along either the personality axis or the literal mouth sounds axis.
20:21
Oh man Stephen mentions modern RPGs just as I was thinking about FF7 Remake. Cloud both talks and has a personality, but his personality is... reserved/boring enough that he he kind of fulfills the same emotional purpose (self insert) as a silent protagonist.
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Does nice games club have enough reach to get a decent dataset for testing this theory? (edited)
22:43
I'd be curious to see what happens if you run 2 surveys. First, have people rate a bunch of game protagonists on strength of character and heaviness of speaking role. Then, separately, run another one asking if each character is a "silent protagonist" (agree/neutral/disagree maybe). (edited)
22:44
We could graph the results on a scatter plot and see roughly where the line of consensus is on blank slate personality vs literal silence.
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Lane
At 51:30 Mark introduces a third definition, where the character does have a personality, and the player is meant to adopt this. (This may just be a twist on the Stephen/Ellen definition).
I disagree with that take. I would assume silent protagonist is either literally silent, or is generally unknown to the player.
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11:50
In Skyrim, technically the player character is silent in the sense that they never speak, but you're playing as yourself and/or a fantasy version of yourself.
11:51
But then there are games where the protagonist technically has speaking lines, and is a specific named character, but is portrayed as stoic or too cool to let any of their personality show.
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Good point about skyrim. I can't remember if it came up in the episode, but I'd agree that, while literally silent, if your character is an avatar of "you," you're out of silent protagonist territory.
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Yeah, I think so too. My first thoughts when I heard "silent protagonist" were the "too cool for a personality" protagonists. Or like "silent" is more of a personality trait than a literal descriptor.
11:59
I don't play fps games much, but my general perception from what I've seen of them, is that the main characters often seem like the "silent is my personality trait" type.
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Josh Anthony 05/24/2022 10:17 PM
Gordon Freeman is the ultimate silent protagonist.
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I'm with Rebbie on this one.
19:06
I feel like Doom Guy is also a good candidate for Ultimate Silent Protagonist, if only because his genesis is a little earlier.
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BreadZealot 05/25/2022 7:34 PM
How do we feel about link?
19:35
I think he's also a pretty iconic silent protagonist.
19:35
In BOTW he is not literally silent since he has responses in dialog trees.
19:35
But when it comes to plot and story beats, he is.
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Link/Doom Guy hit a little different as silent protagonists from Gordon Freeman
09:45
Link/Doom Guy are archetypes. I wouldn't expect to learn anything new from anything they say. Link is never not going to be a hero and Doom Guy is never not going to be an avatar of anger.
09:47
I think part of the reason Gordon Freeman is so omnipresent in articles about Silent Protagonists (despite them existing for many years before HL) is that as a scientist with a history, you'd kind of expect to learn something talking to him. Also the technology at the time of HL1 wasn't as restrictive as in TLOZ or Doom, so it was just weird that he didn't talk.
09:48
So him being silent is a standout trait moreso than it is with others.
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Yeah, Gordon' silence feels different because of the context for sure. What I find interesting about him being used a a kind of Ur example though is his "silence" is referenced directly in HL2 (pretty sure it was 2), like, by other characters in the game. Which, to me, makes it hard to determine if he is actually a silent protagonist or just a very, very, quiet guy. I'm some ways, the in-game reference feels a little fourth-wall breaky, so it could be read a dev commentary, which pushes it more intonsilent protagonist territory (to me). But it's not obvious it's just a joke, which would mean in the world of HL, Gordon is just super quiet, I guess? I think, in some ways, that makes him difficult to read as a totally silent protagonist.
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11:17
In conclusion... I have no idea what I'm talking about.
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Really enjoy how I made a comment and left and sparked an actually intelligent conversation
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11:32
I think the episode was great as a conversation but not good if you want a concrete treatise on what defines a silent protagonist
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11:34
Because I think there are a lot of interesting variations in this silent protagonist spectrum
11:35
Like, I came to this episode because I'm trying to work on narrative design for a game inspired by Pokemon Mystery Dungeon, which has more of a storybook feel and is more aimed at children, but it makes some interesting choices that are kind of modern Link-like
11:36
Where you never say any words yourself, but you select options and people respond to them like "Huh??? You're saying you want to go to the top of that giant mountain??" When you just waved your hands at them
11:37
I don't have the time to go really into it right now but if I appear in this chat tonight with a treatise's worth of random thoughts... Well, you've been warned
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Lane
Fan theory: Ellen wrote the notes for this one and spent the work session stealth dunking on her co hosts.
...actually I think it was me! hah
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19:54
but to distract from all that, I serve you https://nicegames.club/episode/262
In this episode, Stephen, Mark, and Ellen talk about gameplay loops. Then, they talk about art direction. Then they talk about loops. And then art direction. And then, more loops. Just kidding! It’s a regular roundtable discussion about diagramming gameplay, establishing art direction, and when to take out the garbage.
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Aw man I wanted a Valiant treatise
21:05
But anyway WOOOO ROUND TABLE LETS GOO
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... there's still time...
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True! The night is young. Time to put my jammies on so I can come down the stairs tomorrow morning and unwrap a shiny new Valiant essay ⭐
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Not sure if it'll be a full-fledged treatise yet but I'm getting some ideas up on my hitherto unused WordPress; I'll post a link so I at least take up less of chat haha
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I’ve been making some forays into conceptualizing a plot for a handful of ideas that have been floating around in my head for a few years. I’ve been talking with some friends of mine ab…
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22:45
feel free to thread thoughts (if we're not anti-thread) so we leave plenty of space to take about game loops and art direction; I know I'm looking forward to listening to it tomorrow so I'm not bored out of my mind at work 😅
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Lane started a thread. 05/27/2022 9:12 AM
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Uh, is that gameplay loops episode new?
11:04
I went looking for it in my podcast feed and found it sorted under the most recent 5 episodes with a post date of April 18.
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They say once you've been bad at calendar math for 10,000 hours you master being bad at calendar math
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Glad this episode has an extra helping of E's at the end I've been running low
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BreadZealot
I went looking for it in my podcast feed and found it sorted under the most recent 5 episodes with a post date of April 18.
Nuts! Yeah, it's new but I had to do some finagling on the back end to get it to publish. The weird post date is due to that...I'll try to fix it
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I also had trubz with it, but I just listened from the website instead. Thoughts on diagramming game loops: I don't even know where to start on trying this, so I think I'm going to start with an actual ouroboros and map what I can to that and see how the shape changes. Also, I like drawing so, maybe I could turn game loop diagramming into an almost literal visual art form (#dreamBig!)dreaming!, lol.
09:27
On art/design pertaining to game dev: I find that I hew very close to what Mark talked about there. Even as I was listening I was thinking about past and current projects and how deciding on certain parameters for the art usually happens near the beginning for me. Probably because I'm almost always developing on my own but also because (I think this is the bigger reason) from a dev standpoint I need to know early what other weird stuff is going to come up if I decide to go with a particular design/visual choice. In most cases alotnof the obvious stuff are things that I've kind of baked into my assumptions; almost always 2D and pixel art (I'm decent at pixel art and find 2D is simpler to work with in most cases). The kind of thing I'm talking about has more to do with actual game mechanics and visual communication. For example, if I were planning to do a roguelike or something I need to know how the character will be represented - just a side view, flipped? Are the four cardinal directions going to be represented in the player animations? What level of detail am I going to give those animations and does that suddenly make it so not being able to move diagonally feel restrictive? Are there ranged weapons? Can the player target non-cardinal positions? Does it feel weird if the player can shoot something at a diagonal even though they only face left/right/up/down? Does this gave mechanical impact? How does that impact traversal? Anyway. I find there's a very real give/take effect between the art and dev parts that I personally need to suss out sooner rather than later. In some cases this might mean simplifying the art so as not to imply to the player a level of depth that just isn't there. Maybe not so strangely, this goes for the music and sfx, too. I can't count how many times I've started writing music for a game and thought "this is actually TOO 'good'"; it just fes so far more elevated above the game quality that it makes the game feel worse. </thoughts>
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I can't count how many times I've started writing music for a game and thought "this is actually TOO 'good'"; it just fes so far more elevated above the game quality that it makes the game feel worse.
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@bit on diagraming game loops. If you want to try this yourself, start with some flowchart program or miro or google drawing. Being able to move your blocks around is basically necessary if you're playing around trying to sus out a diagram.
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12:51
This feels like a good example to me of a game loop diagram that's clear but not too vague, and not too simple or complex
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12:52
and it really is just a flowchart moving from game state to game state, or player action to action
12:52
I've seen some where chunks of the flowchart are wrapped in venn diagram circles and that can be really helpful too
12:52
you can make it as pretty as you like
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Lane
Click to see attachment 🖼️
These are not examples of that. I'd like to think I killed it on those. ;)
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LOL I know I just thought it was time for a little senseless controversy around here
13:21
No one would expect a heel turn from bit of all people 😈
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BreadZealot 05/28/2022 1:50 PM
On Art Direction, I want to add to the points in the episode about inspiration.
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BreadZealot 05/28/2022 2:05 PM
It's definitely fine to be inspired entirely by one or two games, but you need to take the next step of analyzing why you like those games or what pieces really are the core that you're inspired by.
14:05
You might love Monaco bud really it's the saturated palette and how they use bloom.
14:07
Be completely inspired by that, go for it, but use it as reference for just those pieces and make sure you have those inspirations clearly defined for yourself so your style in the end is yours and cohesive on its own way.
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Whew time for a sizzling take from me
14:13
Which is that as stated in the episode, indies have less resources in every dimension
14:14
And I think it's totally fine to have one of the things you shortchange be originality or complete ownership over the design. (edited)
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BreadZealot 05/28/2022 2:28 PM
Yeah complete ownership is overrated, even in AAA
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Lane
And I think it's totally fine to have one of the things you shortchange be originality or complete ownership over the design. (edited)
I think it can be both things, so long as it's not ALL things taken from other games, you know?
15:04
The both things here being, sure, rip off a complete aesthetic, but then don't make the same game, or vice versa. Which I think was what Mark was partially suggesting is patricularly difficult to decouple, since usually (at least in decently put together games) those things inform each other in a lot of ways.
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Dang only halfway through this episode and so many ideas have been sparked in my li'l ol' head
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What is this Neuro app that Ellen was talking about by the way I can't find it monokumasweat
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always down for more tools to help me better model the thoughts I have in my head
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ValiantAMM
What is this Neuro app that Ellen was talking about by the way I can't find it monokumasweat
Scalable, secure, cross-device and enterprise-ready team collaboration whiteboard for distributed teams. Join 30M+ users from around the world.
00:06
It's soooooo useful!
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Ohhh Miro!
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Chiming in pretty late here but I enjoyed your article @ValiantAMM! At the absolute minimum, you did an excellent job of illustrating how multi-dimensional this is. Follow up question for you: do you think the term "Silent Protagonist" is particularly challenging to define, compared to other terms? If so, what traits make it so?
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Lane
Chiming in pretty late here but I enjoyed your article @ValiantAMM! At the absolute minimum, you did an excellent job of illustrating how multi-dimensional this is. Follow up question for you: do you think the term "Silent Protagonist" is particularly challenging to define, compared to other terms? If so, what traits make it so?
Good question! I think from my perspective, it's not necessarily that it's a challenging concept to define; we just haven't tried/had much of a need to define it before. (Though now I'm realizing I haven't looked at any other sources for this... Seems like it would be good to check out what other people are saying about this) I mean, going by the literal name, the concept is pretty straightforward -- silent protagonist -- a protagonist that doesn't speak. But our nice hosts were focused more on the function of a silent protagonist to let the player feel like they are literally the character in the world. So if we're focusing on function rather than just a simple descriptor, that adds more dimensions to what a silent protagonist is (edited)
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Yeah I was a little surprised to find that it wasn't a very recent neologism
11:44
I can't say why it spiked in the 1940s (hypothetically related to movie trends?) but it appears to have been discussed basically right away in the 1980s when video games started utilizing characters who don't talk. (edited)
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Looking around at related articles, it's a little interesting to see all the headlines saying how tired and overdone the trope is. I don't think I've enjoyed any open world games that didn't have a silent protag.
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Yeah there's a lot of interesting commentary on it
12:09
First nuanced definition I found was a wiki page on Giant Bomb: https://www.giantbomb.com/silent-protagonist/3015-54/
A lead character who never says a word, despite being spoken to.
12:12
It is interesting seeing criticism for relatively unresponsive protagonists like Joker from Persona 5 or Byleth from Fire Emblem: Three Houses
12:13
I've played both of these games and was more interested in the characters around them so it never bothered me too much
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12:13
But it makes me wonder how much of it is a "let's make the player feel more like the protagonist" and how much of it is driven by storytelling and time constraints
12:15
Or wait... Does that even make sense? I guess giving the protagonist a personality probably wouldn't add that much more to development (theoretically) but it's harder to make a character that feels like the player who isn't silent
12:16
That being said though, right now I'm really enjoying Disco Elysium. I think that game makes a good balance between "this is an existing character" and "you get to make choices and act like you're the person in the game"
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I think both make sense. I am a big ole noob in terms of making narrative games, but within my wee experience, I've seen both. Examples of each: 1.) In the visual novel I worked on, the lead writer told us a few times to tone down the personality that was creeping into the main character through our writing, because she wanted him to be blander, so that the reader could more easily project themselves into the scene. Edit: Found the episode talking about that game! https://nicegames.club/episode/93 click here for ice cold takes from me on game development in 2018. 2.) In a few game jam projects, we've ended up with NPCs who just talk at the player (one-directional communication) because there wasn't time to do a dialogue system that allowed back-and-forth. You can imagine how this might scale up, with for example Mass Effect or The Witcher having whole camera systems for cutting between the conversants. (edited)
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Oh hey I remember listening to that episode! I opened that game in a steam window to play and buy eventually but I still have not yet haha
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Haha! It would make Gloria's day.
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hahaha I just noticed the channel topic
13:53
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13:53
Maybe we'd rather talk about extremely old episodes thank you very much
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My thread was powerless to stop Lane blobpensive
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14:04
That being said it says "continue the discussion on topics from the show" and no time stipulation is given
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Make sure you interpret the rules correctly because this is a highly moderated channel! 😜
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06:17
LOOK AT HIM 😍
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ClumsyGolem 06/01/2022 8:45 AM
As a longtime lurker of NintendoStitch, can confirm, good times
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Ahh yes, the stitch work Snorlax: a true silent protagonist.
09:05
But... but it says SO MUCH.
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ClumsyGolem
As a longtime lurker of NintendoStitch, can confirm, good times
BreadZealot 06/01/2022 7:19 PM
Same here. Some really great stuff in there!
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Dale LaCroix 06/02/2022 8:54 PM
So, since Stephen McGregor Sr, is no longer available, maybe we can get Stephen McGregor (aka Di Genius) to guest on a Nice Games Jam https://en.wikipedia.org/wiki/Di_Genius ???? with Stephen "Business" McGregor and his dad?
Di Genius (real name Stephen McGregor, is a Grammy Award Winning music producer, singer, and songwriter from Kingston, Jamaica. Di Genius comes from a musical family—his father is legendary veteran reggae artist Freddie McGregor and his siblings, Daniel "Chino" McGregor and Yeshemabeth "Shema" McGregor, are also singers. While Di Genius was pr...
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Dale LaCroix 06/02/2022 11:16 PM
I was at the Noble Robot Office, editing episode 263, when it happened. And by it, I mean, a line in the upcoming podcast, where Mark says to post in the discord where you were when you heard it. Where will you be?
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Maxwell Kunze (he/him) 06/03/2022 10:05 AM
I remember where I was when Stephen did the thing ;)
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In car, getting lunch. #whereIWasWhenStephenDidTheThing
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Dale LaCroix
I was at the Noble Robot Office, editing episode 263, when it happened. And by it, I mean, a line in the upcoming podcast, where Mark says to post in the discord where you were when you heard it. Where will you be?
Now this is community engagement I can get behind
14:53
I still don't know what the thing is
14:53
but now I have to find out
14:53
I thought @alinalikescozy had the best community management but Dale is giving Dexter a run for his money.
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ValiantAMM
always down for more tools to help me better model the thoughts I have in my head
alinalikescozy 06/03/2022 3:33 PM
We just did a remote team brainstorm with Figma figjam which was a success!
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bit
In car, getting lunch. #whereIWasWhenStephenDidTheThing
Dale LaCroix 06/04/2022 2:49 PM
what was for lunch?
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A steak burrito from a local place called Los Comales and it was excellent. :D Dang, I want another burrito. Actually, now that I've had a minor existential crisis about it, I think I might always want more burrito when I'm not currently tucking in to a burrito. So that's probably just my life now.
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After listening to the latest episode I'm really starting to internalize the idea that there really isn't learning program stuff out there for people like me who are supposed to have "figured this stuff out by now." And really, it's probably for a very good reason - I imagine the audience for things like game dev, or other fields that tend to skew younger, is pretty small; focusing on my 'age group' would likely return fractions of the value it does for younger folks. #thatsProbablyACapitalistTakeButItsTheCountryILiveInSo... To be clear, I'm not complaining about this. I think there's plenty of stuff out there for adults who have functionally established lives, jobs, etc., as far as resources and learning materials go. But a big part of the reason why that stuff is so useful is meeting people, making friends, having a network of like-minded people. I just kinda wish there was like, a camp where you could go that has 'old fogies' who's interests have changed, want to refocus on other passions, share their knowledge, or just meet people with similar interests. Wait... I mean, you're not a bunch of 'old fogies' but.. is this one of those camps?! Well. Nevermind. 😜 (edited)
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Hahahaha until your last 3 lines I was gonna say "go work at the Noble Robot office for a few weeks". Working at a similar office was the closest I had to that camp experience, and it was awesome.
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22:41
(Though tbh I was only a few years beyond college when I did that)
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Lane
(Though tbh I was only a few years beyond college when I did that)
Still an ol' fogie in game dev terms. 😜
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Dale LaCroix 06/06/2022 6:06 PM
@Lane have you heard Stephen say the thing yet?
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Lol yes but I was mad at you guys so I didn't post anything
18:39
Last time there was that kind of a dramatic teaser, Martha left the show
18:40
So I was on pins and needles to see what would happen with this one
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Dale LaCroix 06/06/2022 6:44 PM
Dang, i made Lane mad!
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I mean, I know statistically speaking @Lane is able to 'get mad' but I'm finding it impossible to imagine.
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Dale LaCroix 06/06/2022 10:11 PM
Next time I'll be sure to have Stephen announce something much more exciting... sorry Mark will have to find out about our divorce by listening to his own podcast
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You DID succeed in getting me to listen to an interview episode
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Dale LaCroix 06/06/2022 10:15 PM
Wait, what? You dont usually listen to interviews?
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And it was great! Hope I have 1/3 as much passion next time I'm on for the FINGEANCE RETROSPECTIVE.
22:17
Oh yeah I am here for the team!
22:17
Not these second stringers they bring on to run out the clock.
22:20
To me, the enjoyment of the show comes from the chemistry between the hosts. Very few guests add more to that than they take away. I enjoyed the Alina episodes and that's about it. (edited)
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Dale LaCroix 06/06/2022 10:25 PM
The club made me listen to the acapella backing music in the car for that one because they were so excited
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Dale LaCroix
Next time I'll be sure to have Stephen announce something much more exciting... sorry Mark will have to find out about our divorce by listening to his own podcast
See, it's this kind of content that makes me love Evil Games Club.
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Dale LaCroix
The club made me listen to the acapella backing music in the car for that one because they were so excited
I was REALLY tempted to sample chunks of it and do a remix but then I thought it kind of just stands on its own as a remix and me fiddling with it would just kinda cheapen it.
09:55
They were right to be excited, is what I'm sayin'. Top Content right there.
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I'll tell you what needs mixing
10:08
This clip
10:09
Combined with Stephen's "I Do Business" jingle from somewhere in the first two years (trying to find that).
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Stephen McGregor (he/him) 06/08/2022 10:10 AM
Oh yeah Charles would never slander me so that's definitely accurate haha
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KirbScheme
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I was doing dishes #WhenStephenDidTheThing
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10:54
And that was a good episode.
10:55
Is there more information about the details of game heads from a software / hardware perspective?
10:56
Working alongside industry people as an aspiring dev sounds great. Just wondering what they're working with.
10:58
Or does each student pick their own engine for their project and does that guide who they work alongside?
11:01
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11:03
Now what was Stephen's first published game?
11:03
Widget Satchel? (edited)
11:03
I really hope no one googles the group name for ferrets
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As long as I'm doing clip archaeology, here is a favorite moment from the show three years ago. (edited)
09:13
I remember walking down the street and busting out laughing at these musical transitions.
09:14
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09:14
So in honor of whoever edited this episode I HAD to run home and make these edits in the same style
09:14
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Getting the most out of that stinger!
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It's just so happy to take you from one thing to the next!
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09:51
M
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G
09:52
Actual LOL
09:53
This reminds me of that flood of video-memes of stuff getting shot with that Imogen Heap song playing after The O.C. finale(?) episode came out where one of the main characters got shot. (edited)
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MMM WATCHA SAYYYY Edit: oops I almost failed to attach this https://www.youtube.com/watch?v=vmd1qMN5Yo0 (edited)
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On the nominative determinism topic from last night, my new optician's name is Steven Gander
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Guess which song has been on nonstop repeat in my head for the last twenty-one hours.
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I think bit ONLY MEANT WELLLL
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well of course he did
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Mmmmm... What'd you say?
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Something about it all being for the best?
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That was all very dumb, and very very fun.
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Okay okay if you kids are QUITE finished messing around, we have a new episode to discuss!
20:42
One thing I want to pop in with is there's a LOT of mentions in this episode about the connections between curriculum design and game design, and I think that's a vein that goes awfully deep if you keep digging.
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20:44
For one thing, as far as I know (e.g. the state of Neuroscience education when I took classes back in the day) the whole "fun" system in the brain exists for the purpose of giving you motivation to learn.
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20:44
So it's no coincidence that those things have a lot of connection.
20:45
But I also think that it's been a particularly fruitful way to look at game design. Often times, people will recognize that games offer the opportunity to experience a power fantasy, but I think that -- possibly even more fundamental to many many different types of games -- games offer a kind of fantasy version of learning.
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20:46
With rules more consistent and more powerful than rules you can learn in real life.
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20:47
With good signposting and consistent rules, a game can allow you to go from being a know-nothing noob to mastery in just a few hours. Very rare to be able to do that in life! As someone who has tediously struggled up to barely being able to pick my way through a song on piano, the easy progress and consistent controls of a video game have an undeniable allure. (edited)
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20:51
But now I ask -- how do people here think about player learning in the games they're working on? Are there definite "mental leveling up" moments? Also, is it possible to create a good learning fantasy in a multiplayer game? What does that look like? Do some games do it better than others?
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One of the best learning experiences I've come across in a multiplayer game is in Overcooked 1
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21:54
You rapidly learn the game, and you quickly improve
21:54
By the time the game gets really challenging, you're hooked
21:56
And also, the player group can opt into the level of challenge they want. You can go for a full 3 stars each level, but if you just want to move through the content, it's not too hard to grab a single star.
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Whoa, good call.
22:23
IDK if you were there for the IGDATC member meeting on Wednesday at all Ellen
22:23
but they & the chat brought up that Overcooked might be the best game to teach scrum/agile principles
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22:24
For me it's that incredibly tight loop of scouting, then discussion, then implementation, then discussion and further iteration, then back to impelmentation
22:24
And the first several levels have simple enough gimmicks that you start understanding very quickly that the discussion/strategizing part is rewarding
22:25
(and really, part of the magic is that the mechanics are such that having any plan is better than having none for most levels)
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Hah, that's one of the reasons Eric stopped playing it with me. He said it felt too much like work (this is when he was a full-time Scrum Master) 😆
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Do people here have any favorite end-of-game musical pieces?
17:12
I must have listened to Farewell from Celeste a hundred times this month so far
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Dale LaCroix 06/13/2022 5:14 PM
GladOS's song from portal2
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Oh shoot you just made me realize I missed that existing. (edited)
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BreadZealot 06/13/2022 5:17 PM
Or 1 for that matter
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That's what I thought she meant!
17:21
Okay this is great. I also think this is a very Dale song ❤️ 😂 (edited)
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BreadZealot 06/13/2022 5:21 PM
I don't tend to specifically remember which songs were from the end of games
17:21
but I do listen to a lot of game soundtracks
17:22
and they're my go to for background music when guests are over
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Lane
I must have listened to Farewell from Celeste a hundred times this month so far
As far as the original end of Celeste (I mean, Core not withstanding) I like Exhale quite a bit
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17:52
Such a relaxing piece after making it to the top
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I feel like such a sham musician... literally nothing is coming to mind.
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The end track from Baba Is You
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Stephen McGregor (he/him) 06/13/2022 9:38 PM
The absolute final song or the final boss music?
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I love the whole soundtrack, but the final theme was just so satisfying in the moment! https://youtu.be/BOcleeaCL6E
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BreadZealot 06/13/2022 9:53 PM
I have not yet beat baba is you
21:54
Those puzzles get real tricky and I got stuck
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I lost a lot of sleep for sure
21:55
I think I may have looked up a couple, but I can't remember because I was too sleep deprived 😬
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Stephen McGregor (he/him)
The absolute final song or the final boss music?
If this is a Q for me, I am talking about either
21:56
Final boss music can be amazing holy cow
21:57
Your Best Nightmare is not one I play very often but omg was it ever perfect
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Stephen McGregor (he/him) 06/13/2022 9:58 PM
Kirby end game music is exceptional almost always: https://www.youtube.com/watch?v=EBfz1Edo9-Q
22:07
None of those are from Forgotten Land so spoiler free for the latest game!
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Setting Sail Coming Home felt like a 21 gun salute of different checkhov's guns firing off
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ClumsyGolem 06/14/2022 5:33 AM
I've always enjoyed the end credits Zelda music, they're always a mix of all the motifs throughout the game, strong "looking back at your adventure" feeling. I'm sure plenty of games do that, but Zelda is what comes to mind :P
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bit
I feel like such a sham musician... literally nothing is coming to mind.
"My greatest inspiration is... myself."
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Stephen McGregor (he/him)
Kirby end game music is exceptional almost always: https://www.youtube.com/watch?v=EBfz1Edo9-Q
Among the kirbos, I like this one in particular! Stephen, would you say that this music ties together a lot of the different level themes throughout the game? That's something I've noticed in my top picks: loving it when it unites a bunch of the motifs introduced elsewhere.
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Stephen McGregor (he/him) 06/14/2022 11:09 AM
Admittedly I'm less familiar with the soundtracks of the 3DS Kirby games so I'm not sure if it does. In general I don't think Kirby end boss music tends to have motifs from other levels, I think partly because the bosses tend to come from out of nowhere a lot of the time.
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The only end game song coming to mind for me is from Journey https://austinwintory.bandcamp.com/track/i-was-born-for-this
12:26
Notably different from the game because it has lyrics in an otherwise entirely wordless game
12:26
It does also pull in motifs from the rest of the soundtrack
12:27
But that whole soundtrack is amazing, and I often listen to everything but the end music because when I'm in the mood for Journey I'm also in the mood for instrumental
12:27
But it's still a good song
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Lane
"My greatest inspiration is... myself."
After thinking about it a little more, it's probably just because I finish so few games. The portal one was a good choice. I do remember that.
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BreadZealot 06/14/2022 1:28 PM
I think this is my issue too
13:29
I love me some soundtracks, but I don't always (or even often) make it to the end of games
13:30
That and I'll play games that don't really have an ending (edited)
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It's a packed episode this week, with birthdays, illnesses, and some Nice Thinking. Stephen, Mark, and Ellen discuss how the group might put on a tournament for local gamers, featuring locally-made indie games. How can one create a competition that involves many different games of widely different genres? Hopefully your nice hosts are up to the ...
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08:45
At last!
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The Dino show on Apple TV gets a solid B- from me just thought you all would like to know
13:43
I could not believe they told the same story that many times in a row using different characters
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Wait, what Dino show?!
16:27
I'm checking Apple TV now... how have I not heard of whatever this is I love dinos.
16:28
Oh, it must be this Prehistoric Planet thing yeah?
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Lane
I could not believe they told the same story that many times in a row using different characters
Which story is that? Could you summarize? 😇 (edited)
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bit
Oh, it must be this Prehistoric Planet thing yeah?
That's the one!
17:36
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Ellen
Which story is that? Could you summarize? 😇 (edited)
Parent makes major effort and/or sacrifice to care for babies; babies die anyway.
17:47
My date and I were watching and every time a baby came on screen we were like OH NO 😱
17:47
And then every time
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I'm not sure what it says about me that my first instinct was to laugh at that, but... I mean... they're not real, so... I just won't investigate that further.
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Ellen
Also have you tried https://sauriangame.squarespace.com/ ?
OMG I didn't even know about this. Hopefully this doesn't ruin my productivity.
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they're not real
17:56
Oh I am so here for bit's controversial dino takes Edit: it occurs to me that he probably meant those particular dinos but I'll leave this post up just in case. (edited)
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I'm a flat earther, dinos aren't now and never were real, and jet fuel can't melt steel beams.
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Josh Anthony 06/16/2022 7:48 PM
I believe the Earth became flat after the mega asteroid pummeled it into being so.
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This Stephen star trek reveal 😒 (edited)
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YES totally agree with Mark. I always loved tournaments on totally new games that no one had heard of. Love competing on sheer gamer instinct.
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Josh Anthony
I believe the Earth became flat after the mega asteroid pummeled it into being so.
You believe in asteroids? Next you're going to tell me you think the moon is real, too.
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Rebbie
You believe in asteroids? Next you're going to tell me you think the moon is real, too.
Josh Anthony 06/16/2022 11:24 PM
It was real until Piccolo blew it up.
23:25
Now it's just a bright light shone by the International Space Station to maintain the ruse.
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Josh Anthony 06/19/2022 1:50 AM
I was driving up Highway 52 at 1am when I heard Stephen do the thing.
01:50
(Don't worry, I got home safely. You're definitely not talking to Josh's ghost right now.)
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I was hiking with my friend when she stumbled and fell off a ledge. She was clinging on with one hand when Stephen said the thing so I had to post here and I sure hope she's still there when I'm (edited)
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Just wanted to show a little example of host @Ellen's commitment to learning and communication in games.
13:59
Last weekend she gave me the following verbiage upgrades for my board game
13:59
Damage = Chonk Consume = Chug Forge = Change Discard = Chuck Shuffle = Churn Bosses = Champs Minions = Chumps Gain a VP = Cha-ching (edited)
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That was totally a group effort! I can't take all the credit.
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@Peter Yang - ZettoVyker now wants to change the name of the game to cha cha 😔
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Peter Yang - ZettoVyker 06/20/2022 3:40 PM
I'm just saying, your list of mechanics was a real game cha-changer!
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Chosen Chop
11:12
Chop Champion
11:12
Charlie and the Choplate Chactory
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11:13
Charnel Chaff
11:15
David Bowie suggests "Ch-ch-ch-ch-changless Chop"
11:16
(That was for @Mark LaCroix on account of The Bowie. #parasociallyRelevant)
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Mark LaCroix 06/22/2022 11:38 PM
Stephen edited this week's episode, and included in the show notes this absolute banger:
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Dale LaCroix 06/23/2022 9:47 PM
So a note or two about this week's episode: After Lane complained about @BreadZealot being named dropped, and him being called out in a generic manner, Mark totally passes up the opportunity to name drop Lane as a game designer that @Peter Yang - ZettoVyker is representing at GDEX/Origins.. I was so distracted, I thought that Stephen said he would like to be friends with Link (he actually said Kirby) because he is cute!
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21:48
I think that means my gut reaction would to be friends with Link, but for the record, Link would be a very bad friend. He would come over to my apartment and smash all my pots and steal my money! And I would have to dodge his sword the whole time!
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He's not much for conversation either. Probably fun to go rock climbing with.
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Mark LaCroix
Stephen edited this week's episode, and included in the show notes this absolute banger:
Maxwell Kunze (he/him) 06/24/2022 7:53 AM
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07:54
That's a pretty cool looking award, but this one's mine 😎😎😎😎
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Congratulations!
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Maxwell Kunze (he/him) 06/24/2022 8:49 AM
Okay my top picks for video game protagonist friends: Solid Snake or Otacon from MGS, Bayonetta (but only as a friend that you see like one time a year, just to chat while grabbing a coffee and go "wait you did what since last time we met!?") Turing from 2064 Read only Memories And JC Denton from Deus Ex
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I want The Farmer from Stardew Valley
09:20
Give produce? I have friendship points for you 🥺
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Maxwell Kunze (he/him) 06/24/2022 10:11 AM
I actually was really interested in the narrative pacing conversation, I think the best that I've seen, and my general favorite setup is having the characters talk to one another while you're just playing A lot of valve games do this really well, but I can think of a few other examples of it
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10:13
Like I think my favorite pacing in a game is Portal 2, Having the characters just talk to one another as you solve puzzles is done really well, But also Half Life 2 creates a sense of loneliness well by having dialogue ONLY take place while you're around NPCs
10:13
But I'm not sure how well that would translate to a more open world game
10:14
I enjoy the way you have radio calls in Metal Gear Solid V, but that game's got major pacing issues for some other reasons
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Yes big ole agree. Games where the story doesn't get in the way of the action are my favorites.
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Question for @Stephen McGregor (he/him), are there any games for which the story was compelling e.g. it was either the reason or a major reason that you kept playing?
10:40
Bonus points if it's not a story game.
10:41
(Just played Her Story with some friends last night and hoo boy that was awesome, but the story is essentially the only thing in that game so idk if that or, say, other story-only games like VNs count in this discussion.)
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Stephen McGregor (he/him) 06/24/2022 10:50 AM
The one I think of is Enslaved: Odyssey to the West. The gameplay got real old real fast but I really enjoyed the story so I kept going until the end.
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Cool! Was there anything about the story (or the way it was paced) that seems like it could be applied to other games? I mean, it's a little tough with story to just say "hey do this" since it's got to be right for your story in particular, but I am curious.
11:09
One tool I'll bring up, narrative wise, is that golly gee willickers it really seems like telling story pieces out of order is a way to add bonus points to your game's mystery/compelling stat, at least for a certain type of viewer.
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11:10
Examples being the game Her Story, the anime Baccano, and the movie Memento, all had simple-to-moderately complex stories, but the added challenge of piecing together what was happening made all three much more, again, compelling (for me) than they would be if presented normally.
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11:14
All of those gave an invitation to get in and play with the story (in your mind). What's particularly weird is that Baccano has absolutely no narrative justification for being told out of order, as far as I know, and yet the cut-up-ness still made it interactive/challenging to follow.
11:15
I bring up shows/movies here because, uh, I don't really watch very many of them, and it's interesting to me to realize that shows with gamified elements (challenge via interpretation/mystery) are the ones I end up finishing 😅 (edited)
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It's interesting how you can use the same "discovery" mechanic to reveal parts of the story and/or elements of lore
10:39
I think of story as the events involved in what you're doing right now, and lore as the background (why your story is happening in the first place). (edited)
10:41
The thing that seems to work well with this approach is that the player controls when that information is revealed by how quickly they move through the game's content. Cool stuff!
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Whoa whoa whoa I need a second opinion here
12:21
when someone says "let's put a pin in that" does that mean like a pin in a balloon (e.g. pop it) or like a pin in a corkboard (e.g. let's pin that to the wall).
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Dale LaCroix 06/27/2022 12:22 PM
Corkboard
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12:22
Come back to it later
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Thank you for being a voice of sanity in this world
12:22
My coworker is being silly.
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Lane
I bring up shows/movies here because, uh, I don't really watch very many of them, and it's interesting to me to realize that shows with gamified elements (challenge via interpretation/mystery) are the ones I end up finishing 😅 (edited)
That’s what made Lost so much fun.
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Dale LaCroix
Corkboard
Josh Anthony 06/27/2022 6:45 PM
Alternatively, you could mean it the opposite way, so you feel petty while telling it to someone whose ideas you're pretending to support.
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BreadZealot 06/27/2022 7:07 PM
That's functionally how the agent in Bolt used it (edited)
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On the friends-with-a-videogame-character conversation: I'd choose to be friends with April Ryan from The Longest Journey.
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07:32
Smart, funny, good moral compass.
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NEW MUSIC: my song "Bad Feeling" just got an incredibly slick remix by @bitculture, featuring a freaking sweet sax solo by the one and only @kirkhamilton. I LOVE THIS REMIX. such a banger i can hardly believe i wrote the song at its core! LISTEN // SHARE https://t.co/2szoWXbprI
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15:38
Yes, that bitculture (our good friend bit) (edited)
15:38
@bit I've been enjoying her tweeting about this nonstop the last couple days LOL
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Thanks buddyyyyyyyyyyy! blush
17:00
I am a massive try hard. ;P
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Lol knowing your work from jams this probably took like 2 hours tops
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Well... it took a couple of days of actual work, but from when I asked her if I could do a remix up to sending her the final version it was like 8 months.
18:19
lol
18:20
But a lot of that time was me plucking up the courage to ask Kirk if he wanted to do a sax bit on it, and then getting him a rough version, and then giving him plenty of time to work on that, etc.
18:20
But still. Yeah, that one took a bit.
18:21
I mean, a bit of time, and also me, bit. ;P
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Mark LaCroix 06/30/2022 8:56 PM
Wow, what a banger. Incredible job! Great job pulling it together.
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Dale LaCroix 06/30/2022 9:08 PM
It's Stephen's Birthday
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Mark LaCroix 06/30/2022 9:09 PM
I thought we weren't supposed to say anything... or was it that we were supposed to make a real big deal out of it?
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Mark LaCroix 06/30/2022 11:28 PM
It's his golden birthday, and he'll be happy that I posted this week's episode late enough today that some people will think he's is only 1 year old when they hear us talk about it at the top of the show.
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Whew you better post that fast
23:29
I was about to start asking some silly questions and you're saving them from that inanity
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Mark LaCroix 06/30/2022 11:30 PM
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Mark as a color theory appreciator, can you tell me if you've ever heard people refer to hues by number?
23:31
Like I just noticed that Fitment uses the same Orange 39 that Finn uses in Fingeance.
23:32
And I was wondering if anyone in the business uses hue numbers like that.
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Mark LaCroix 06/30/2022 11:34 PM
It's part three of our unintentional "Gamedev in..." series! Your nice hosts speak with Daniela Gamarra about making games in Peru. Daniela shares her perspective on entering the industry, making progressive games in a conservative culture, and being asked "how much do you need to make this game?"
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Lane
Mark as a color theory appreciator, can you tell me if you've ever heard people refer to hues by number?
Mark LaCroix 06/30/2022 11:48 PM
Generally, only physical product designers (like Alina) might talk about colors that way. But someone using a single number to describe a color is usually referring to a Pantone swatch, which is a standardized block of plastic (or coated paper) that can be visually checked during a QC phase of manufacturing. The numbers for those are just codes, and don't have any meaning. If what you mean by "Orange 39" is that 39 is the H value in HSL, then also not really. The S and L are pretty important so I wouldn't really refer to a color without them and expect people to know what I meant, even if the color was 39/100/100. You can use Pantone codes in Photoshop (which have RGB equivalents), but I don't know any digital artists who work that way, because it's pretty tedious (basically it's hundreds of colors laid out in one dimension, in a seemingly random sequence). I think most digital artists are like me and think mainly in RGB or HSL values. If you build a limited palette for a project, then you do start thinking in terms of "swatches," which is sorta like using the Pantone catalog (note the "swatch" panel in design apps for this purpose), just more manageable and almost always on a per-project/brand basis. (edited)
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I'll echo Mark here. It's pretty uncommon to refer to colors by number.
00:29
You might do it with hexadecimal values, which does get you an exact color, but no one does that in conversation. Just maybe over email or slack or something where copying and pasting values is the easiest most accurate way to communicate a specific color in a way that can be used by the recipient.
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00:30
I find it much more common or likely that once a color is chosen for a thing, the color is simply referred to by a name, often a name related to your game assets or design.
00:33
If you have a specific shade of red in your cancel or x buttons it can make sense to call it "cancel red." You might have a different "damage red" or "merchant yellow" or various other concept/color associations which help communicate internally about a specific color. A color which can be sampled if someone does want the HSL hue value. (edited)
00:34
I've seen UI documents in particular laying out essentially the color identity of a game in swatches like this.
00:34
Personally do find knowing that actual hue numbers helpful, but I never really share or communicate using that information with other people. (edited)
00:37
I'll often make particle effects and want the effect to match with a concept like a specific currency or damage or something. So knowing the hue value of coins gives me a starting point for having a coin sparkle or damage slash visually conenct with the correct concept. In those cases the Saturation and Value are less important because the VFX will often have their own values there because they might sparkle or use additive blend modes, etc (edited)
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I spend way too much time building and rebuilding tools for myself that implement and color references so I can try to streamline stuff like particle effects. Notably for effects that basically the same but need a different color based on what they're related to. Like picking up a purple gem or green gem would spawn the same effect but modify the color of the particles automatically based on whatever the thing was. In some cases this is a great idea, in others it's kind of just a waste of time. Really depends on what other design choices I've made. I think y'all can see how that would scale out differently for something a puzzle game with players being able to define a palette vs. something that's not as abstract.
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way too much time
10:24
particle effects
10:24
I don't remember high school english class very well so I can't say what the name of this error is but I think these two things shouldn't be in the same sentence.
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Josh Anthony 07/07/2022 9:04 AM
As it turns out, throwing on Nice Games Club makes for excellent background audio whilst driving trucks in American Truck Simulator. 💪
09:05
It's literally listening to a podcast during long drives!
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On the pacing episode @Stephen McGregor (he/him) you say two things that don't contradict one another but I think could be combined in an illuminating way.
11:28
First, (paraphrasing) "It's cool when story doesn't feel like it gets in the way of gameplay and vice versa"
11:29
and second (again paraphrasing) "Dark Souls games are just a bunch of books scattered around"
11:30
My purpose here isn't to say that you're wrong in any way, but I think that with the right expectations, these things put the Souls games very close to one possible solution to the narrative pacing problem.
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11:31
Going through Elden Ring recently, my understanding of the story was an occasional cryptic NPC statement or item description and me going "huh that's kinda neat I guess" and then back to fighting
11:33
Since I knew going into that game that the games were largely made for wiki-readers, my expectation was that different portions of the game would be delivered through different mediums. Play might be presented through the game, but story would be left to youtube lore archaeologists.
11:34
(PS is there a term for strategically using the incorrect form of a word because it's clearer?)
11:37
Anyway, as a person who, as you know, enjoys keeping story out of the way of gameplay, this was pretty perfect. The story I was experiencing was that there was a large angry man with a big health bar in the way and he needed to die. (edited)
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11:37
And then the fact that there was some story to listen to later that was related to the world I was already immersed in... great!
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https://nicegames.club/episode/268 is a bit long because we were so fascinated by curling!
How much of the culture around a game is rooted in its design? That's one of the questions that comes up as Mark takes us on a tour of curling—an Olympic sport that's described as "chess on ice." We examine its origins, the Spirit of Curling, and some specific rules that may have a big impact on how players behave towards one another. Later, Ste...
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BreadZealot 07/07/2022 3:58 PM
Oh man. I fucking love curling.
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Such passion; I love it. I also enjoy some curling... I think my favorite thing about it is how enigmatic it seems the first time you see it, but then how easy it is to understand. Easily the most powerful combination of attention handling.
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BreadZealot 07/07/2022 4:29 PM
I love the simplicity compared to nearly all other sports
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"It's our right as Minnesotans to complain" is the realest thing ever said on this podcast
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BreadZealot 07/07/2022 4:29 PM
At it's core it's a simple physics game.
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I wonder why midwesterners spend so much time talking about the weather clueless
16:32
the weather: (edited)
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The bits that Mark touched on with the Spirit of Curling is exactly what drew me into ultimate frisbee, which is also self-officiated at almost all levels. The first rule in the USAU rulebook is literally "The Spirit of the Game"
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17:06
And while it's not an Olympic sport, ultimate is a "Olympic recognized sport" which means that it meets basic requirements to become an official sport in the Olympics someday maybe
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How ferocious is the gatekeeping for people who go against the spirit of these sports?
17:23
Would the curling fan community erupt if a player did too much rules lawyering? If they tried to exploit the good nature of other teams?
17:27
On another note, I think the smallness of the community and the likelihood of playing against the same people later are major factors. Perhaps related, when I was playing Warcraft 3 way back, it was very interesting to see the attitudes shift as you went up the ranks. In lower brackets, people are essentially anonymous and were awful to each other. Up much higher, you'd see the same people over and over, and almost universally people were very polite and forgiving to one another. (edited)
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17:31
I've also been both playing and watching competitive Dominion Online games, and it's fun to see the tippy top players (who play against each other all the time) exhibit an almost comical level of support and forgiveness (allowing undoing multiple actions in ranked games!) for each other. I think the reputation factor and the consequences of repeated interaction are both pretty huge.
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There is another grim possibility here, which is that Curling gets some amount of a community spirit boost due to the virtuous cycle of being famous for having that spirit.
17:52
Therefore being attractive to people who already like that spirit AND keeping existing curlers mindful of the spirit (and the reputation bonuses that they can get from having extra good spirit)
17:52
The reason I say this is grim is that is something you can't necessarily replicate in any game... at least without devoting a lot of messaging bandwidth. (edited)
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Meanwhile, on the other hand, we have people saying things like "ideally you just buy the game and give us the money" 😈
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In ultimate, teams definitely get reputations and there can be organizational discipline by the governing body outside of a given game. Also, the rule book has been updated multiple times to cover things that someone did that weren’t illegal, but were definitely bad spirit.
19:04
But largely folks with bad spirit just kind of get pushed out of the sport
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Lane
the weather: (edited)
...is this what the sky looked like where you were at 4:32 PM? 😬
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Haha! I can't claim that particular honor. That was someone in South Dakota this Tuesday.
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I hope they went inside immediately! That looks nasty as heck.
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Ellen
...is this what the sky looked like where you were at 4:32 PM? 😬
Stephen McGregor (he/him) 07/07/2022 9:06 PM
It looked like that when we recorded this week! I could see it reflected out of the window but couldn't see the sky itself.
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I was just listening to the latest episode and wanted to say - on the topic of 'how many is too many cacti?' - I once bought a packet of cactus seeds. Thinking I would probably only get a few to grow and survive, I spread the seeds across a lidded tray to germinate (packets contain on average 80-90 individual seeds). I was very wrong. The germination rate was... a little higher than anticipated... and today (probably 8 years later??) I still have ~60 cacti from this batch (having killed several...) The only problem is, I could never figure out how to separate them out, so most of them are still sitting in that same tray! 🌵 so... is 60 cacti too many?
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Panarchy
I was just listening to the latest episode and wanted to say - on the topic of 'how many is too many cacti?' - I once bought a packet of cactus seeds. Thinking I would probably only get a few to grow and survive, I spread the seeds across a lidded tray to germinate (packets contain on average 80-90 individual seeds). I was very wrong. The germination rate was... a little higher than anticipated... and today (probably 8 years later??) I still have ~60 cacti from this batch (having killed several...) The only problem is, I could never figure out how to separate them out, so most of them are still sitting in that same tray! 🌵 so... is 60 cacti too many?
60?! Well that's certainly too many for me. Mine (I have 3) aren't doing very well. They don't get enough sun inside, and outside is too humid. Do you live in an arid region? (edited)
10:57
On the other hand I do have a small collection of succulents and one of them popped out a bloom this year:
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10:58
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Definitely not arid 😅 I'm in the UK, so cacti are definitely indoor plants. I had them on a sunny windowsill for a long time. I think it helps that I almost never remember to water them, so there's no risk at all of overwatering and dampness problems. I wouldn't say they are doing well apart from still being alive, which is maybe well enough. I stopped keeping them on the windowsill after my neighbour at the time (a plant biologist) pointed out that even cacti can suffer from sun damage eventually if you neglect to water them for long enough - it had probably been a few months since the last watering and several of the cacti showed signs of bleaching (and probably 10-20 of them died at this point). They won't grow without direct sunlight, but they also need even less water this way, so I figure it's good enough. I'm a terrible plant parent 😵💫 (edited)
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I think we need some pictures of your army of cacti! 🌵
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This is most of them! I do have about 10 in pots that I managed to separate out at some point
06:46
You can definitely see some of the hard times they’ve been through…
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It's a cactus forest!
07:50
It looks so cool, like an alien landscape.
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I'm late to this, but
10:20
I was emptying the silverware part of the dishwasher when Stephen did the thing.
10:22
I think specifically at that exact second, I was hanging the spatula on its hook.
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They say that whatever you were doing when Stephen did the thing is a sign!
17:48
But it's difficult to interpret. Spatulas are associated with meat and pancakes, but is the universe saying you need MORE meat and pancakes, or (because you were hanging it up) is it time to walk away from that life?
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17:48
For me, since i was on a leg press machine when Stephen did the thing, I have a lot to think about
17:49
Should I go into animal ranching? to max my calves and hammies? (edited)
17:49
Or is Stephen saying I need strong legs to kick my life into a new phase?
17:50
PS on a less existential note, love the plant posting! Ellen your deck looks to die for!
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Lane
Or is Stephen saying I need strong legs to kick my life into a new phase?
I love the "kick life into a new phase" reading
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I love your new jam game! Hope some people take me up on my 🌶️ challenge up in #general-discussion
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Josh Anthony 07/17/2022 6:53 PM
Thank you for playing it!
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Thanks for the podcast, good chats, been listening from episode 1 since last year and currently into episodes from August 2021.
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Jakey MG
Thanks for the podcast, good chats, been listening from episode 1 since last year and currently into episodes from August 2021.
Thank you! That's a lot of episodes!
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I'll have to check my spotify wrapped at the end of the year, it's a good listen for when at work, lot's of points relevant to working in software in general
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Is there a policy against mentioning specific individuals from this chat on the show 😄
11:04
After @PumpernicklePaladin got that mention a while back I've been curious. This episode had a major endorsement of bit but didn't mention his name/ID or where to find his work!
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Stephen McGregor (he/him) 07/21/2022 11:07 AM
Oh yeah we were meant to pin that song but @Mark LaCroix is the only one of us who has the ability I think!
11:09
For folks who want to listen!
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On the Killers topic - I think that this touches a topic near and dear to my heart which is meaning derived from adversity
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11:26
While playing WoW, I never enjoyed interactions with that type of player on PvP servers. At least, I never remember thinking "oh boy I'm having so much fun"
11:28
but when thinking about peak experiences with that game, those moments (sneaking around in a PvP region to complete a quest; trying to control a region long enough for my group to assemble and go in a dungeon; getting revenge on someone who had been ganking us) rise very easily to the top.
11:33
There's something special with interactions with Killer-type players, which is that... in PvE interactions, you can have an expectation as a player that you will win. If you keep trying, the game wants you to succeed and make it through to the next piece of content. With Killer-type interactions with other players, there's a real question on what will happen, if winning is even possible, and about how repeatable that interaction will be.
11:33
So the potential for drama - and for an exciting experience that feels meaningful - is very high.
11:38
But you don't have to look very far for situations that break this. It's really tenuous and I don't know if I've played a game that does it really well. When a situation is like the one Ellen was describing, the ganking player was preying on lower-level people, so the situation was both repetitive and very one-sided, and that was similar to my experience. World PvP was a feature that produced 90% bad results, but the remaining 10%, when the variables lined up to create an interesting situation, created most of my crystal-clear memories of that game.
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Anyway - loved your coverage of the topic! Now, out of curiosity, Stephen was accused of having some killer-ness to him, but does that apply outside of MUDs/MMOs? Like if you're playing a game that is about a contest between players, does that make you a Killer?
Mark LaCroix pinned a message to this channel. 07/21/2022 2:33 PM
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Two things: @Ellen HAS FRIENDS that will come for you. I don't mind being exploited by Nice Games Club, but y'know, if y'all do it too much you might have to change your branding. ;P One REAL thing: I play a lot of Destiny (2). It has A LOT of problems, but it let's my partner and I play something together that allows for a bunch of different types of engagement. That being said, we both also play solo quite a bit. She plays what's probably considered an average amount of the PvP stuff like Crucible (and to some extent a mode called Gambit). I avoid PvP stuff like The Plague (you know, from Short Circuit... anyway). I hate it. The thing is, I'm not bad at it, I just DO NOT enjoy it, like, at all whether our team wins or not, or whether I do well or not. There's just something about it... I can't really even really put my finger on it. While I'm using Destiny as an example, it's not the only game with PvP content that I've played, it's just the most regular game I play that contains it; but I've never really enjoyed it in any game.The only counter example I can think of is Mario Kart (SNES) when I was much younger and just destroying my little brother in the racing mode - but he destroyed me every timer we played Battle Mode, so there's that I guess. I do think that's a little different than normal PvP though, at very least because of the physical proximity to the other player(s), and that relationship. @Stephen McGregor (he/him) can probably attest to the fact that absolutely wrecking your brother in a competitive game is a completely different kind of fun.
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Mmm makes me wish I had a brother
20:54
Just got this dumb sister 😔
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20:54
WORTHLESS
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Yeah this whole episode was a massive flex by Ellen. Host for 100 episodes, and if you don't like it, her husband WILL find you.
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@Dale LaCroix as a fellow cat enthusiast I feel betrayed by you retweeting this freezing cold take
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21:44
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Lane
Anyway - loved your coverage of the topic! Now, out of curiosity, Stephen was accused of having some killer-ness to him, but does that apply outside of MUDs/MMOs? Like if you're playing a game that is about a contest between players, does that make you a Killer?
I don't think it does apply outside of those genres. Or at least it wasn't originally intended to.
02:14
I could see those gaming styles (or similar ones) mapping on to many other types of games though. It all comes down to the same core human drives & motivators.
02:14
Brains being brains
Ellen started a thread. 07/22/2022 2:16 AM
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Listening to an episode where there is discussion about task master, interested to hear if you have a favourite recurring comedian?
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Just like the end of year wrapups, never just one
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Holy cow RIP jon irenicus 😔
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I just saw the new episode pop up in my feed and I gotta tell ya, I have an excitement. Many interesting.
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08:29
Sorry, podcast episode, not Taskmaster episode. I do like that show though! Lol
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Loving it so far at like 10 mins in - just great interaction between the hosts. You can tell the guest is a podcaster as well just from his presentation skills.
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09:46
Also feeling incredibly spoiled from 3 episodes in a row being out EARLY.
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I'm cracking up at how similar my and Adam's experiences are. I mean, not exactly the same, but a lot of the sort-of touchstone moments on the path to diagnosis are extremely similar.
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Woo @Ellen calling out the hilarious "learning styles" thing
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20:36
Look at my cringe review from 5 years ago
20:37
Surely you can do better than this
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Ellen can I come cry on your shoulder about the state of the psych/neuroscience field
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Lane
Look at my cringe review from 5 years ago
No way I love it
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Lane
Ellen can I come cry on your shoulder about the state of the psych/neuroscience field
Sure, anytime
21:59
Anything in specific getting you down?
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Last month, drug company Genentech reported on the first clinical trials of the drug crenezumab, a drug targeting amyloid proteins that form sticky plaques in the brains of Alzheimer’s disease patients. The drug had been particularly effective in...
22:20
Good old U of M 💪
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Josh and I are listening to the curling episode in the car right now. I knew nothing about curling. I've only watched one game of it, and was lost the whole time. I had no idea it was so heady and complex and had such a culture. Now I'm excited to actually watch more of it in the next winter Olympics.
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Really enjoying this Nice Thinking about Neurodiversity in Games especially this has been an aspect of myself I've been exploring lately! Always cool to hear about other experiences
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Yeah! I really want to revisit the topic again, probably more than once
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16:18
Question for people here
16:19
Do people generally think there's an appropriate level of get-it-finished discourse?
16:19
I feel like there's way, way more of it than necessary but maybe that's just me
16:21
Like I think that, given that many game makers are essentially hobby artists, the discourse around how games should be created is surprisingly slanted toward considering how to product-ize one's art for consumption
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BreadZealot 08/04/2022 4:27 PM
I agree that it's heavily slanted toward "Get it finished," but I don't feel it's that heavy toward "make a thing that will make money"
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16:31
I feel like I've seen a lot more talk about "finish your game so you can have the experience" and "make small games so you know what you're up against when you go to make a real product" than I have about "Keep it small so you can finish it and sell it"
16:34
(btw I'm a bit behind on the show so if any of this is relevant to recent episodes, I'll miss those references)
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Mark LaCroix 08/04/2022 4:35 PM
Yeah, I agree. Sometimes people do talk about it in commercial terms, but in general, I think the advice is meant to make it clear that the longer you spend without finishing your project, the less experience you'll gain making it. (edited)
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BreadZealot
(btw I'm a bit behind on the show so if any of this is relevant to recent episodes, I'll miss those references)
I don't have any controversial takes on the recent episodes! (edited)
17:10
Except perhaps that I'd be interested in hearing if there's any research on utility in having diverse neurology or even just dispositions on a team.
17:11
I could see that going either way honestly. As always easy to get things done if you have untity among team members, but sometimes very different perspectives can lead to some explosive creativity and/or better accounting for diverse player psychologies.
17:14
Anyhow, thank you for the perspective! It sounds like there's some sampling error going on. I've been exposed to several people acting like they are carrying a slab from Mt Sinai etched with "finish your game"
17:15
But the nuance around following experiences that will make you grow more (e.g. not noodling forever on the same project) makes a lot of sense.
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Lane
Like I think that, given that many game makers are essentially hobby artists, the discourse around how games should be created is surprisingly slanted toward considering how to product-ize one's art for consumption
Dale LaCroix 08/04/2022 5:19 PM
Oh the King of Scope Creep thinks people put too much empasis on getting it done
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17:20
That is a pretty consistent stand I would say!
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17:21
I will say, and this may surprise you, that I am currently battling Peter on behalf of NOT adding two new systems to the Final Strike board game.
17:22
It is a fun battle! No real conflict, but it is interesting to be playing defense for once
17:23
It's stressful and idk if I ever gave Stephen proper credit for how challenging it is to be in the scope control side
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Dale LaCroix 08/04/2022 5:23 PM
Shocked face emoji
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BreadZealot
I agree that it's heavily slanted toward "Get it finished," but I don't feel it's that heavy toward "make a thing that will make money"
agreed. and as a student who has been practicing game dev stuff for a good while without having had actual industry work yet, i really appreciate how much people stressed the importance of finishing stuff early on. i feel motivated to organize myself and get good at tying up loose ends, and i start to sweat when i take too long on one project. i think those feelings, which took some time (and plenty of advice from others) to develop, have helped me put out more work. and tbh? the reward of releasing something is pretty nice, even if theres a lot of stress that comes with that too (edited)
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THIS is convincing testimony! If this rhetoric has really been helpful to someone how can I criticize 🥲
18:02
And someone who made a pretty cool game too
18:03
Btw if you haven't played and commented on Tomann's game Catalogue (https://sunsigil.itch.io/catalogue) do you really support indie game devs?
A mystifying hand-drawn adventure
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Lane
Anyhow, thank you for the perspective! It sounds like there's some sampling error going on. I've been exposed to several people acting like they are carrying a slab from Mt Sinai etched with "finish your game"
I don't think you're necessarily running into a sampling error, because that advice is absolutely pervasive. I think the advice is very good, but assumes the question is "how to I get into game dev as a career?", which is often the question but very much is not always the question. If you want your hobby to be "I want to spend 10 years making a horribly overscoped MMO by myself" I don't think any rational person is going to tell them not to. If they want to retire off that MMO or use it as their big "in" on getting into the industry, then the "finish things" advice is almost certainly better. I don't mind the discourse or the frequency of that advice getting passed around, I just wish we were better on generally being more specific about what question we think we're answering.
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I think the advice is very good, but assumes the question is "how to I get into game dev as a career?", which is often the question but very much is not always the question.
Brilliant point! Thank you for bringing that up
12:38
If you want your hobby to be "I want to spend 10 years making a horribly overscoped MMO by myself" I don't think any rational person is going to tell them not to.
First, I want to recognize that you're intentionally using a sort of bombastic example here, but I do think it's worth saying that there are reasons other than "I want ridiculous scope" to not finish a project.
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Oh totally
12:40
Also, I was indirectly referencing the time someone spent 16 years making an MMO by themselves https://www.vice.com/en/article/5dp47z/one-mans-16-year-journey-to-release-key-heaven-anmmo-made-entirely-by-themselves
How a small community kept a developer's childhood project alive long enough to be completed.
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12:40
Which I think absolutely rules
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BreadZealot 08/05/2022 2:17 PM
I've come to peace with the fact that my own personal process is to start a bunch of projects and finish none of them
14:17
I've learned that I care far more about learning to do a thing, than having a result
14:18
I've got probably 50 personal code projects, some games, some not, that have never been released in any capacity, because i just wanted to see if i could do a thing, or wanted to solve a small short term problem for myself
14:19
I would like to make and finish a game (outside of the office) someday, but I've stopped making that a goal in the short term because it hinders the learning I can get from starting projects knowing that finishing is not the goal
14:20
So.... that's another way to echo August's point that being clear about the question we're answering is key
14:21
Finishing a game of any scope is a must for a product, and a great way to learn a bunch of things, but not always required if the things you want to learn don't require that
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Yeah, the whole conversation can quickly devolve into hustle-culture bullshit instead of acknowledging it’s ok for people to have hobbies for things other than making money or progressing your career.
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I always thought the "just make a small thing and get it done" advice was for the experience. At least, whenever I've heard it, I assumed it was like "Small games may not sell, but your big game definitely won't if it's your very first game."
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21:18
I also found the "make small games fast" advice annoying for a long time, and heard "Don't try to make your dream game your first game," several times, and only just recently have I admitted that maybe small is the way to go, because we were getting stuck trying the big, ideal, vision game with not enough experience.
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It’s Ellen’s 100th episode as a Nice Games Club host! And there’s no better way to celebrate a big day than with a Nice Games Jam. Dale gave us a prompt and you’ll never guess the theme. Can your Nice Hosts come up with a playable prototype in “ruffly” an hour? Enjoy live edits, goofs, special cubes, and piles of dogs taken to the logical extrem...
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Rebbie
I always thought the "just make a small thing and get it done" advice was for the experience. At least, whenever I've heard it, I assumed it was like "Small games may not sell, but your big game definitely won't if it's your very first game."
at this point it feels like ignoring advice, overscoping on your first project, and crashing and burning partway through could be an official rite of passage or something. maybe that itself is an experience that all game developers should have lol
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I'm mostly in @BreadZealot's camp; I've a thousand little unfinished things but learn more and more with each one becoming a small self-imposed crah course in learning how to achieve or handle some new problem. They're almost never that when they start, but turn into it once I get to a point where I go full Gandalf in the mines of Moria, "...I have no memory of this place..." But I so also want to make some "commercially viable" stuff, so I end up frustrated at my lack of actual output. On that tip though, and related to the previous episode, being on ADHD meds that seem to be working for me has allowed me to focus and organize my goals more. It's only been a couple years, but I can already tell my decision making with regard to finishing games has become a lot more intentional. Like, instead of just getting bored by WIP or excited by a new idea and letting the ADHOcean have at me, I'm deciding, sometimes outloud, "I do/don't want to work on this anymore.", etc. As far as the discourse is concerned, I guess I feel like there's always new people that need to hear the "make a bunch of small things you can finish" advice, or just need to be reminded. But, well, I guess I get that fatigue with it too. And as August so aptly put it, the "hustle culture bullshit" is exhausting and potentially super harmful.
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Re the last episode: Aw I always liked nice games bulletin
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I really appreciated the neurodiversity episode. As someone with ADHD, I related a lot to what the guest had to say. Tying back into overscoping projects, ADHD people are amazing at making big plans they can't follow through on.
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Deleted User 08/07/2022 11:16 AM
I learned to understand myself a little bit better after that episode - and a day of follow-up research. So, a big thank you from me (a new listener) as well. Also makes for a great excuse why the last game I have actually finished has been two decades ago 😏
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Deleted User
I learned to understand myself a little bit better after that episode - and a day of follow-up research. So, a big thank you from me (a new listener) as well. Also makes for a great excuse why the last game I have actually finished has been two decades ago 😏
Oh baby what were you working on 20 years ago?
09:37
For me it was Warcraft 3 custom maps haha
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Deleted User 08/08/2022 9:48 AM
A bomberman game we had to make for one of our classes... was fun to make, but the game was no fun due to bad design which was provided.
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Oh interesting! I also made a bomberman game near that era, for a DigiPen class 🤔
10:12
Also, extremely impressive on the design side to take the bomberman formula and produce something that's not fun to play (edited)
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I used to love Bomberman multiplayer
11:36
Recently I went to an arcadeish place with a bunch friends and there was a giant 8 player Bomberman table game.
11:37
I've never gone from extreme excitement to extreme disappointment so quickly
11:38
Their solution to making money and tying gameplay to a reward drip of carcase tickets was awful
11:40
It was pay-per-bomb and the only thing that mattered was how many npc critters you blew up. No effect on other players.
11:40
So you can definitely screw up the formula
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Stephen McGregor (he/him) 08/08/2022 11:42 AM
Perhaps an interesting design challenge? Ruin a game by making a minor mechanics change.
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Stephen McGregor (he/him) 08/08/2022 11:50 AM
Obviously you could just be like "Jumping in Super Mario Bros. costs 5 cents now" but that's low hanging fruit.
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“Would you like to buy more jumps?”
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11:51
Also, 5 cents is nothing. Dream bigger Stephen
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Stephen McGregor (he/him) 08/08/2022 11:52 AM
Stephen Business would charge $5 worth of "Jump Coins" for a pack of jumps but I held him back haha
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Designing for arcade games is extremely wild
11:53
I think it was some talk I saw, a guy who worked on NFL Blitz said that the arcade version had the AI get very bad if you were behind 7 in the 4th in order to try to force a tie so that you’d pay more to do overtime (edited)
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Stephen McGregor (he/him) 08/08/2022 11:56 AM
I believe it haha
11:58
"Blocks in Super Mario Bros. now only break or release items every other time they're hit."
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I think you could make pretty imperceptible changes to Mario’s jump and acceleration and make the game pretty darn unfun
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Stephen McGregor (he/him) 08/08/2022 12:01 PM
Yeah that's true.
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Minor physics changes would ruin so much about that entire series
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August
I think you could make pretty imperceptible changes to Mario’s jump and acceleration and make the game pretty darn unfun
Mark LaCroix 08/08/2022 12:35 PM
A great example of that is the original Mario Bros. arcade/NES game, where Mario/Luigi feel similar to Mario in Donkey Kong. Where it worked in that game because you were mostly moving forward, stop-and-start, Mario Bros. required you to turn on a dime and change objectives, which that character controller was not good for. Meanwhile, if you play the vs. mode in Super Mario Bros. 3 (which is just Mario Bros. with SMB3 physics) the game is suddenly way more fun.
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There was an some gamedev reddit post recently where a dev making a platformer got advice that their game felt too sluggish, so they changed up the movement to make it almost twice as fast. But the post about it showcased the new movement in an existing level and it looked pretty unfun.
12:40
I'm sure it felt better, especially as the dev iterating on the project, to get the feel more like what you want, but without an updated level, everything was miles off. Jumps went too long, platform placement felt really strange, etc
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Mark LaCroix 08/08/2022 12:41 PM
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Always fun to see how slow peoples' first games are.
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I never really put together how bizarre the physics in mario games are until I played GMTK's latest "video essay" about platformer jumps. It lets you pre-load a rough approximation of Mario's run and jump in, and it's while how weird the slow acceleration feels when it's not paired with matching animations
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They're almost always way way slower than they want to be. I think part of that is that when I started dev, I thought "oh, 0.25 seconds, that's pretty fast" and now I know waiting that amount of time can feel really clunky
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August
I never really put together how bizarre the physics in mario games are until I played GMTK's latest "video essay" about platformer jumps. It lets you pre-load a rough approximation of Mario's run and jump in, and it's while how weird the slow acceleration feels when it's not paired with matching animations
That thing was very impressive
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Lane
Also, extremely impressive on the design side to take the bomberman formula and produce something that's not fun to play (edited)
Deleted User 08/08/2022 2:14 PM
No blocks to blow up, upgrades showed up at random, and instead of being able to always put n bombs down (with n being upgradable), you now had to collect every single bomb you wanted to put down... It broke the game on so many levels.
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Now I want to do a jam where we try to make that fun
14:34
Bomberman without blocks sounds like a clicker game without upgrades
14:35
But that sounds a little like it has a certain quake/halo logic to it (control space to collect more pickups)
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Josh Anthony 08/08/2022 3:34 PM
That jam sounds like it'd bomb out.
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15:34
:troll:
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Mark LaCroix 08/08/2022 3:38 PM
Bomberjam
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"VR for everyone - no exceptions"
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17:49
Ominous business slogan 😬
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Dale LaCroix 08/13/2022 3:10 PM
Hey everyone (*in the twin cities) the MN Fringe Festival has a show about Game Devs called Developers. 8:30 pm tomorrow (Sunday) night. Join us if you are interested $20
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So... how was the show?
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SO GOOD
12:02
I laughed, I actually cried a bit too
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Wow as if putting out ONE piece of stellar content in a night wasn't enough
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21:46
Can't wait for the behavioral economics part
21:46
On one hand, I've been educated on behavior and have read a LOT of economics
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21:47
On the other hand, I studied at U of M and we know what their record is like for psy/neurosci
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Lane
On the other hand, I studied at U of M and we know what their record is like for psy/neurosci
What's their record? I do not know this
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Just calling back to the post about Alzheimer's from the other day
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@Ellen I want to engage about Behavioral Economics but it's such a large topic!
18:11
I mean... essentially everything I did in the first few years years of making games was through a behavioral economics lens. It took me a long time to really synthesize "give players incentives so they have to make challenging decisions" with any sort of aesthetic value.
18:11
So let me ask you: what got you interested in the subject?
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Back to the episode
09:53
It amazes me to no end
09:53
how many people think along the lines of "I want a game that I can play for 200 hours so it's a good value for the money"
09:54
When their time is CLEARLY worth orders of magnitude more than the $0.30 per hour that would come out to.
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09:57
Stephen's dad is a total boss so no shade toward him, but that's a mindset I have a hard time understanding.
09:58
Like some of the game buying decisions I've been happiest with are like $20 for a 2-to-4 hour experience that was unique/creative/perfect enough to really stick with me well after the game is over.
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I think my value calculations are different for different types of games. There are some games where the "entertainment hours per dollar" equation makes sense. But most of the time, I'm looking for "entertainment impact per dollar" as a more heavily weighted part of my internal algorithm.
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Lane
So let me ask you: what got you interested in the subject?
Learning experience design is like, a second cousin to behavioral economics. Behavioral economics examines human decision-making at scale; LXD involves shaping human decision-making at scale.
10:53
We as individuals engage in learning because we're curious critters, but institutions engage in creating learning experiences in order to get people to act differently (change behavior).
10:55
I guess it all goes back to my interest in brain things.
10:56
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Ellen
I think my value calculations are different for different types of games. There are some games where the "entertainment hours per dollar" equation makes sense. But most of the time, I'm looking for "entertainment impact per dollar" as a more heavily weighted part of my internal algorithm.
Stephen McGregor (he/him) 08/23/2022 10:59 AM
This is a good way of framing it! I don't think my dad is literally doing dollar per hour calculations but I think he's thinking "Assassin's Creed games have been fun before and lasted me a long time, and they're good games for something to do."
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11:00
I think in general my dad doesn't engage with games for intense or impactful experiences so this works for him.
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Same for my dad lol
11:06
Dude played Super Bomberman as long as I played World of Warcraft lol
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Ellen
We as individuals engage in learning because we're curious critters, but institutions engage in creating learning experiences in order to get people to act differently (change behavior).
So sinister!
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Sometimes! Other times it's like...learn more about personal finances so can act responsibly with money. Good stuff!
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@Stephen McGregor (he/him) did you see that Sakurai is starting a YouTube channel to talk about smash and Kirby development stuff
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Stephen McGregor (he/him) 08/24/2022 4:46 AM
I did!
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Ellen taking a big career risk with her praise for tomatoes in this pod
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18:53
Other hosts looking a little sus for tolerating her choices
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Josh Anthony 08/24/2022 8:02 PM
Do I need to send the tomato mafia after you? 😛
20:02
(I am not the biggest fan of raw tomatoes, but they make excellent sauce ingredients.)
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BreadZealot 08/24/2022 9:41 PM
Got a timestamp? I'm behind but I'm willing to listen to a portion of the latest so I'm current for any tomato hot takes.
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Ugh making me listen to that part again 😬
22:02
It was at this moment that ellen gambled her entire broadcasting career
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22:02
PS on the way to find this tomato for you on twitter I ran into something even more disgusting
22:02
22:03
Who abandons their game right when they get to the fun stuff???
22:03
Anyway behold
22:03
Ellen found a giant tomato and needed to share
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IT WAS HUGE
22:03
It took me a week to eat it! A week!
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This is a redeeming thing you just said
22:04
If you were one of those people who ate it like an apple I might have to take my podcast dollar(...?) elsewhere
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No way. I sliced it up and put it in sandwiches 🥪
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I'm on team Ellen here. That tomato looks amazing.
00:50
I'm also of the opinion thay fresh tomato is basically necessary on a sandwich or burger, with very few exceptions.
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13:50
And tomatoes are barely holding on to C on the strength of tomato sauces and pastes
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BreadZealot 08/25/2022 1:50 PM
Is this your personal ranking?
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BreadZealot 08/25/2022 1:51 PM
Also, a lot of this is heavily dependent on preparation
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No it is the US Department of Agriculture rating of the bestest veggies 😍
13:51
Oh yeah absolutely
13:52
Not gonna just take a bite out of any of those three at the top
13:52
But they make the world a better place
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BreadZealot 08/25/2022 1:52 PM
Not even avocado?
13:52
Oh OKAY if I must
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BreadZealot 08/25/2022 1:53 PM
Oh this is amazing, i didnt know there were preloaded lists
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It seems fine, but I just never have. Seems a little icky
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BreadZealot 08/25/2022 1:53 PM
I cant even identify some of these breads
13:53
They could really use some tooltips
13:55
I'm having a very hard time giving any of thes low ranks
13:55
tiers, whatever
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Yeah, taking a closer look, I don't really like the look of this one - like I feel like they threw the eucharist wafer in there just for needless controversy
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BreadZealot 08/25/2022 1:58 PM
They definitely did
13:58
Looks a lot better
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BreadZealot 08/25/2022 1:58 PM
Also had a hard time distinguishing between thiese
13:58
13:58
Left looks sort of like an english muffin but ont he grill
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Yeah!! That just looks like a fast food chicken patty to me
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BreadZealot 08/25/2022 1:59 PM
center is probably actually ienglish muffin, maybe, but kinda pancakey, but they already had pancakes so.... 🤷‍♂️
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My more recent link includes names
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BreadZealot 08/25/2022 1:59 PM
Way better
14:00
lol at "flat bread" (edited)
14:00
Tortilla, Pita, Naan,......everything else
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BreadZealot 08/25/2022 2:11 PM
I haven't given this too much thought, but this is my off the cuff ranking
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Beth Korth (she/her) 08/25/2022 2:12 PM
Is F the worst?
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BreadZealot 08/25/2022 2:13 PM
with 5 left out for various reasons (I haven't had a proper oatmeal bread, Yeast bread and the two separate butter breads seem to me too vague, and Flat Bread is a category, not a single thing)
14:13
I believe thats how these things work
14:13
though I don't understand whoever came up with the Tier list's color scheme
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How is challah not on that list?
15:43
The only S tier bread
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BreadZealot 08/25/2022 3:49 PM
There are a few notable absences
15:51
Challah, actual german style Pretzels, Focaccia, Ciabatta, DOUGHNUTS!?
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BreadZealot 08/25/2022 3:52 PM
With the tier list i did feel the need to put *something * in each category, but really, it's hard to go wrong with bread, so I approve of leaving the bottom tiers empty. (edited)
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Lane
If you were one of those people who ate it like an apple I might have to take my podcast dollar(...?) elsewhere
I'm one of those people who eats the whole tomato in one sitting. Sometimes multiple tomatoes.
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Do you have a podcast I can unsubscribe from?
21:05
You think you know somebody 😔
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I don't, but just for you, I could start one so you can subscribe and unsubscribe.
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Honestly Dice Tower (or whatever you end up calling it) is such an interesting project I might stick around if you did design discussions.
21:08
Even if there were certain... lycopersicon-related topics we would avoid to keep things civil.
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Rebbie
I don't, but just for you, I could start one so you can subscribe and unsubscribe.
It will be one episode, and it will be about how great tomatoes are. /j
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BreadZealot
I haven't given this too much thought, but this is my off the cuff ranking
Giving pumpernickel a D saddens me. Its the one bread that actually has a flavor!
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Rebbie
I'm one of those people who eats the whole tomato in one sitting. Sometimes multiple tomatoes.
BreadZealot 08/26/2022 1:05 AM
One of us!
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01:08
@pixelsheep well, I'm BreadZealot, not BreadAuthority 🤷 (edited)
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pixelsheep
Giving pumpernickel a D saddens me. Its the one bread that actually has a flavor!
I don't even know what to say
08:13
Surely CrustCrusader won't take this insult to bread lightly
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BreadZealot
Challah, actual german style Pretzels, Focaccia, Ciabatta, DOUGHNUTS!?
i think we can say pretzel bread covers all laugenbrot, and if actual pretzels dont fall under that category ill just riot or something
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Are crackers technically bread? I made some the other day and the dough was very bread-like until it wasnt.
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arent they unleavened? ig theres some unleavened bread tho
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Unrelated podcast commentary (this a few episodes worth since I was too busy to come by for a while): 1. @Stephen McGregor (he/him) got beats! I didn't know! Good job on the music Stephen! 2. I haven't finished the most recent episode yet, but in the previous Dogpile one some verbiage was being thrown around in the game that I'm not sure works as intended. Notably, I like the idea of calling the cards "dogs" but continual use of the phrase "putting down dogs" starts to, uhh, raise questions... 3. Also, related to not having finished the most recent one just yet, I was going to suggest there be cats in the deck somewhere (which you guys are doing with the jokers atm in the podcast). My addendum to this is that the cats are dressed as dogs on the card and that they work like wild cards unless two or more are played in which case the hand is failed, cause, like, narratively, a cat disguised as a dog might work but more than one cat gives them away or something and cats can't work together, yadda, yadda, yadda.
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BreadZealot
Click to see attachment 🖼️
Pita? Crumpet and pikeletes?
21:49
That's what we call them in Australia but I'm not sure if it's the same in England
23:15
went fast and tried not to think too hard so apologies if any of these picks are considered evil and deranged
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This is so different from mine I'm not even mad - between us no vegetable stands a chance
23:52
Cucumbers in S is just shocking though. News crews are on the way for the interview.
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@Jakey MG I think you're right. My wife said they were crumpets too.
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00:26
Cucumbers deserve to be in S
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salad e shirazi, chinese garlic and smashed cucumber salad, and thinly sliced cucumber on sandwiches (edited)
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Garlic and cucumber salad sounds amazing 😍
13:08
i think i timestamped it correctly
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BreadZealot 08/27/2022 2:02 PM
Looks amazing
14:02
There's a brewery where I live that makes a cucumber sour beer that's delicious.
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Sounds like the perfect summer beer 🍺
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BreadZealot 08/27/2022 3:18 PM
It really is. Give it a try if you find yourself in Oregon. https://oakbrew.com/beers/sun-made-cucumber/
With a juicy melon hop aroma yielding to bright honeydew flavor, Sun Made Cucumber is quenching, tart and uniquely inspired – just like you!
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did someone forget to tell me igdatc = international game developers appreciating tomatoes and cucumbers 😒
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I was wondering how you were feeling about now, having been the one to start this (edited)
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Ummmmm I'm not the one who praised a controversial vegetable on my podcast
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00:06
I'm just responding to the bomb that got lobbed in my direction
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You're the one who erroneously called out that tomato praise is controversial (edited)
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00:07
I heard no bombs
00:07
But I have enjoyed this journey
00:07
It's been enlightening
00:07
I did consider posting a tier list of my favorite tomato varieties just for you
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I've always wondered what chemical it is in cucumbers I taste that some are mercifully spared. There must be some genetic component.
00:10
Like people who taste a soapy flavor in cilantro
00:14
Any food tier list you post I will enjoy. Tbh I don't know much about tomato varieties - just whenever someone hands me one and says "no THIS tomato will turn things around for you" it has been disappointing
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Do you taste soap in cilantro?
00:23
I could probably rank like 5-10 tomatoes. But I also don't expect to turn someone around on a food by giving them a particular variety. A tomato is still a tomato.
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BreadZealot
I did consider posting a tier list of my favorite tomato varieties just for you
Roma Tomato Superiority
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Lane
did someone forget to tell me igdatc = international game developers appreciating tomatoes and cucumbers 😒
I appreciate cucumbers and tomatoes so much, because those are my primary salad ingredients, since I don't like lettuce.
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07:27
Cucumbers: mostly tasteless, absorb dressing or sauce really well, but still crunchy.
07:27
Tomatoes: just very good stuff all the time yum
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Lane
I've always wondered what chemical it is in cucumbers I taste that some are mercifully spared. There must be some genetic component.
Is it the skin? Big cucumbers have tough, bitter skin sometimes.
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I mean, I didn't look too deep into this, but it seems like you're doing them a favor...
07:51
07:51
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Poor cucumbers 😔
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Bit are you implying this is my fault for stressing them out?
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10:05
Should I be massaging my cucumbers as part of the recipe
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Being a cucumber is hard work.
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Tomann
salad e shirazi, chinese garlic and smashed cucumber salad, and thinly sliced cucumber on sandwiches (edited)
I made a smashed cucumber and garlic salad yesterday! Added red pepper flakes 🌶
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oh yea i love it with chilis! sometimes dried, sometimes fresh
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Josh Anthony 08/28/2022 11:52 AM
Is it too late to report a bug with Fingeance?
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Stephen McGregor (he/him) 08/28/2022 11:54 AM
Definitely not!
11:54
Was it game breaking or something more minor?
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Josh Anthony 08/28/2022 1:46 PM
We were playing the fourth stage, and got the Corrupter boss (if I recall the name correctly). We somehow got through the level without killing the boss, and after that the game softlocked and didn't progress to the end-of-level interface.
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Huh! Did the boss fail to spawn? Or were you allowed to move past it?
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Josh Anthony 08/28/2022 6:18 PM
The boss spawned, we fought it, but we got through it while it still had health.
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I think we went around it? And then because we didn't kill it, we went by a scrolling background forever.
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Josh Anthony 08/29/2022 5:17 PM
Just listened to the Gamemaker podcast. Good food for thought about the differences between working in Unity and in Gamemaker. One of my long-time wishes is to have some kind of talk/panel where people with experience in different game engines talk through how to approach some common game design doc using their respective engine, highlighting the different approaches in each.
17:19
In response to @Mark LaCroix calling Godot's scripting language a superset of Python, though, I would like to clarify that GDScript is not technically a superset. Its design is intentionally similar to Python, particularly with the formatting and using similar keywords, but it is not actually built on top of Python (the definition of a superset), it is an entirely separate thing.
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17:26
I thought the discussion about anchors for behavioral economics was really interesting to think about, particularly in tandem with the idea of things within a game having value within said game. One's anchors would play a huge role in what one considers valuable within a game. I think a good example of this is loot and in-game items and tying them to stat bonuses. Some people really enjoy making their character look cool, even if that means it hurts them statistically. Other players care more about being powerful, so they max the stats no matter how stupid it makes the character look. Then there's people like me, who care enough about both that I really get annoyed when I have to use a stupid looking item to get a good stat boost, or when something cool doesn't really benefit me. That's something which can take me out of enjoying a game. (There's a lot about AC: Odyssey I didn't like, gameplay-wise, but one thing I think they got really right was with allowing you to take any item in the game and swap its model with any other same-type item you've found in the game, while preserving the stats of that item. I haven't seen any other game do that, but I think it's the best of both worlds.)
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BreadZealot 08/29/2022 5:28 PM
I'm playing Diablo 3 right now and I believe that's a mechanic they have, too
17:29
You can sink coin into an (apparently) cosmetic only skinning system where you level up this character at your base, and with each level the variety of skins you can cast a weapon or armor to increases
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Josh Anthony 08/29/2022 5:54 PM
Interesting, I played D3 ages ago and don't recall that. But I also didn't really play D3 unless friends did, plus it wasn't that great to look at anyway from a character standpoint (imo), so I might have missed it. (edited)
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BreadZealot 08/29/2022 5:55 PM
Looks like it's the Mystic artisan that hangs out at your base (like the blacksmith)
17:56
She can enchant weapons, or transmogrify them, which is just reskinning
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World of Warcraft also does this fwiw
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BreadZealot 08/29/2022 5:57 PM
I agree that it's a cool solution to the issue of looks vs stats
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It's interesting to me that it is a wonderful solution in 1-player games, but has some trade-offs in multiplayer (e.g. it is often nice to know what someone is capable of by looking at them).
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Josh Anthony 08/29/2022 6:02 PM
That is a trade-off, for sure, but arguably cosmetic cool is even more important in multiplayer because other people actually get to look at it.
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imo transmog really thins the illusion of "realness" for items in a game but i think that may matter more to me than to the average player
19:09
im a sucker for item systems that give things a really material feeling (elder scrolls since morrowind is a solid example). to a player like me, transmog feels less like a real solution and more like avoiding the problem's source (items being distinct discrete things with distinct properties). nothing wrong with that really, i just happen to like that source and im sure im not totally alone
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BreadZealot 08/29/2022 7:23 PM
I haven't played many games where it matters, but I can say from D3 that, so far, I do not cat at all to dive into that system
19:24
I might be more interested when i have a million dollars and need a sink, but for now, item turnover is high and I care far more about stats, and if stats are near identical, then i pick the cool thing
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Josh Anthony 08/29/2022 7:25 PM
I do care somewhat about item purity. But I care more about not wearing a chicken hat with a loincloth and dragon tattoos because that was what I needed to get stats that mattered.
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BreadZealot 08/29/2022 7:26 PM
I think I'm in the same boat (I honestly don't play that many games that involve gear and stats)
19:27
I like when there's pure items in addition to some customizable bits that are separate from items
19:28
Assassins Creed II (I think) they started to introduce dying to the different bits of Ezio's attire
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Josh Anthony 08/29/2022 7:28 PM
AC2's dyes were dope.
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BreadZealot 08/29/2022 7:28 PM
I think swords and such were largely looted and dropped so i didnt care about those
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Josh Anthony 08/29/2022 7:28 PM
Also RIP OG hidden blade
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BreadZealot 08/29/2022 7:28 PM
Seriously
19:29
ACII was so damn good
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Josh Anthony 08/29/2022 7:29 PM
Best game of the series, in my book
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BreadZealot 08/29/2022 7:29 PM
ACIII made some really baffling decisions that turned me from a D1 purchaser to pretty neutral on the series
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ooooh dyeing i like. when they added that to ESO i was very pleased. i was like 50% into the game because i was weirdly hooked on its crafting skills and player markets despite it often being a slog to actually participate in that stuff
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Josh Anthony 08/29/2022 7:30 PM
Black Flag is when I went meh on it. I tried Odyssey because I got it for free, but I hated the grindy nature of progression with a passion.
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Tomann
ooooh dyeing i like. when they added that to ESO i was very pleased. i was like 50% into the game because i was weirdly hooked on its crafting skills and player markets despite it often being a slog to actually participate in that stuff
collecting dyes via achievements was a really nifty mechanic. im sure ive seen it before, perhaps in destiny 1 with its shader drops from special activities.
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BreadZealot 08/29/2022 7:31 PM
I did play Unity and Syndicate, and enjoyed them, but basically ignored the entire side quest portion and just ran the storyline. The map is way too cluttered and they lost all meaningful filtering.
19:32
I started black flag, but it took forever to get to the Assassins Creed bit, so I lapsed. I've heard its the best Non AC AC game
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Josh Anthony
Black Flag is when I went meh on it. I tried Odyssey because I got it for free, but I hated the grindy nature of progression with a passion.
lol i had only ever played AC1 when i decided to pick up Odyssey. in my eyes odyssey might be one of the most soulless games i have played. its got impressive scale and it was fun for a bit but the repetition and feeling of emptiness despite their being lots in sight just drove me away after.... far too many hours
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19:33
admittedly i have a pretty low tolerance for Ubisoft-style Open World Collectathon stuff though
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Josh Anthony 08/29/2022 7:33 PM
I tried doing that with Odyssey, but then they gatekeep you by adding level requirements (both figuratively in insta-death foes and literally with content locks) preventing you from doing the next story mission unless you are at a minimum level
19:33
I ain't got time for that bro
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BreadZealot 08/29/2022 7:33 PM
Ugh, gross
19:34
If I buy a game, you got your money, why do you care if i didnt spend 60 hours on side quests? Let me 15 hour the main mission and be happy
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BreadZealot 08/30/2022 1:24 AM
I just finished Dogpile Part 1 and am halfway through part 2. Have you guys played Hanabi?
01:31
Also getting Wingspan and One Night Ultimate Werewolf vibes from some of the discussion.
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Hanabi is a good one. We should probably play it with Dogpile in mind.
05:24
Same with Wingspan. I haven't played Werewolf!
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Wingspan is too complex for Dogpile, but does a great job with the cards. All the unique birds, wingspan measurement, nest type. They don't really have a "large" or "small" bird indicator, but they have some effects based on size. Like a big raptor can draw from the pile and if the resulting bird has a small wingspan, stuff happens.
10:25
Hanabi, of course, for the brilliant use of information shown and given to other players, but also they have a "time" element if you're still looking for that.
10:27
ONUWerewolf is a take in the classic werewolf game where everyone sits in a circle and closes their eyes and someone is a werewolf, killing someone each night, and the rest are villagers trying to discuss each day to uncover who it is.
10:31
But it all happens in 5 minutes in ONUW, and they have a bunch of unique players roles. One character can peek after someone else's role, one can swap with someone else, one can swap two other roles, one only wins if they lose.
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Are we listeners encouraged to toss ideas out about your jam game? Or is it more intended for you to resolve start-to-finish as a trio?
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I really HOPE they encourage that
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13:55
Because A.) it's more fun that way
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13:56
And B.) I want to bring my own response to Dale's prompt to the next Twin Cities Playtest
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BreadZealot 08/30/2022 1:56 PM
I already feel like I'm co-designing when I listen, they just cant hear my input!
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Stephen, pretending not to want to foster parasocial relationships: mustache_twirl
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BreadZealot 08/30/2022 2:05 PM
If we keep talking enough here, is it still parasocial?
14:05
Can you have a bidirectional parasocial relationship?
14:05
like if two people listen to each other's podcasts, but have never met?
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I would call that a perisocial relationship para - ‘piece, portion’. peri - ‘around, about’.
14:17
Of course you say it quickly so they can't tell which one you're using
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BreadZealot 08/30/2022 2:22 PM
Oh, I like that
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Lane
And B.) I want to bring my own response to Dale's prompt to the next Twin Cities Playtest
BreadZealot 08/30/2022 2:25 PM
So, did you listen to the prompt, then stop the show and go design off that? Or did you get the benefit of the listening to the show first, then branch with that knowledge?
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Hmm, somewhere in the middle. I listened to the prompt, then listened to about half the rest of the episode, then came up with my original (bad) idea, then listened to the rest, then came up with a revised (better?) idea, and haven't yet listened to Dogpile Episode 2
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Mark LaCroix 08/30/2022 3:00 PM
I'd love to hear what you all came up with!
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BreadZealot 08/30/2022 3:03 PM
I have no cohesive design, just bits and pieces that could be iterated on or considered for the existing dogpile (or what it was at a point in time during the show)
15:04
I really like the idea of card backs having information, and was considering all dogs go into 4 size categories (they need not have the same quantity): Toy, Small, Medium, Large
15:04
Size group would be the information on the back, and would largely not be considered for compatibility
15:05
However traits, personalities, properties, whatever, would tend to be associated with size naturally
15:05
ie, most herding dogs are medium to large
15:06
so you'd have the card backs giving specific information that is not used, but it correlates with used information
15:06
you see a small pack leader, it's probably not the time to play your border collie
15:08
but you can see that other people are also playing medium dogs, so you see that Stephen played 3 medium sized dogs anyway and can bet that he has other matching traits to the pack leader. Then you can gamble that your border collie will match one of his similarly sized dogs on herding
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BreadZealot
Are we listeners encouraged to toss ideas out about your jam game? Or is it more intended for you to resolve start-to-finish as a trio?
Yes, please share ideas! Though I can't guarantee we'll get around to exploring them on-air.
16:47
@Lane look I found another
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16:48
Not only is it huge, it's also fugly
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Ellen
Yes, please share ideas! Though I can't guarantee we'll get around to exploring them on-air.
BreadZealot 08/30/2022 4:48 PM
That's totally fine. It's more the satisfaction of being able to explore related ideas and not have them just completely tossed into the void
16:50
That tomato is AWESOME
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16:50
Have you made an inverted sandwich yet where you put a slice of bread between 2 sliced of tomato?
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16:51
oh my god
16:51
brilliant
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Josh Anthony 08/30/2022 4:59 PM
I think @Rebbie will want to know where you are sourcing all these mammoth tomatoes. 😛
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Lunds in Minneapolis 😄
17:51
The one I found today was all alone though. Season is ending, I think.
17:52
We got our garden beds put in this summer, though...maybe next year I'll grow my own!
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Josh Anthony 08/30/2022 6:04 PM
Should invest in giant tomato cross-breeding, and make even more mammoth tomatoes.
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BreadZealot 09/01/2022 1:17 AM
That tomato looks fantastic throughout.
01:18
And that second picture seems almost sassy with the extra tomatoes on the side in case the big one wasn't enough for some people here.
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Listen to this blissful naïveté
08:50
What he gets: "ur food icky"
08:56
--- Stephen: Here's a topic to get the design juices flowing! Audience: 🦗 🦗 🦗 Ellen: <dubious infatuation with tomatoes>
08:57
Audience:
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Stephen McGregor (he/him) 09/01/2022 8:59 AM
Hahahaha
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Oh man on a very different note I am so happy to hear you're an owner at Future Club!!
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09:05
Not super surprised because everything always sounded like you were thriving over there but still delighted to hear you'll be a fixture there. I'm pretty anxious to see one or more of the games you've had a hand in.
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09:07
I feel like it can take multiple games before you can really start understanding what a person's touch really does to a project, you know? I'm interested in seeing if I can pick out what's Stephen-y about an upcoming FC game.
09:07
Horribly over-nerfed characters I'm sure.
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09:08
😉
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Stephen McGregor (he/him) 09/01/2022 9:09 AM
If everyone is nerfed, then no one will be.
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09:10
I don't remember if I said it on the show but I did pitch Sledgehammer Bride to the group and they've put it on as a future product! Like wayyyyyy down the line so we'll see but it's exciting!
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Ladies, find a man that looks at you like Stephen looks at a number that's a bit too high
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Lane
Ladies, find a man that looks at you like Stephen looks at a number that's a bit too high
With frightening intensity
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Dale LaCroix 09/01/2022 10:16 AM
Since this is mostly a vegetable critque thread now, i dont think you all will be intrested, but the next episode is out: https://nicegames.club/episode/276
In this episode the your nice hosts discuss broken games, solved games, and purposely broken games. Ellen realizes that even if it is broken, doesn't mean you need to fix it. They discuss who's job it is to make a game fun, and how you can always make a game not fun.  This episode features the origin story of Stephen Business, and if you are sti...
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Josh Anthony 09/01/2022 10:49 AM
May I point out that, technically, tomatoes are not vegetables?
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They are!
10:50
We're talking about eating, so there's no reason to privilege the botanical definition over the culinary definition of a vegetable.
10:54
"What's your favorite berry?" "Oh you know Pumpkins are pretty good, but I'll go with Banana."
10:55
"Well I like strawberries!" "Um, sir, that's an aggregate fruit 🧐"
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Gonna agree with Lane here, though I appreciate Josh's point. The more you learn about fruit and veg the more weird you discover the botanical definitions are. Culinary definitions are good here.
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The US Supreme Court says they’re vegetables
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As far as generating discussion goes. You claim it was Ellen's "dubious infatuation with tomatoes," but we all know it was you calling out Ellen's noting of a totally noteworthy thing.
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Which basically broke down to Lane’s argument
11:17
In the official opinion they said that they don’t cut up tomatoes to put on their cereal
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Josh Anthony 09/01/2022 12:46 PM
I don't care about botanical or culinary definitions, I just want to be a troll. 😛 (edited)
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On the episode: I'd LOVE to hear what you think about one of those other definitions of support
13:02
e.g. what makes good support characters
13:03
much as I love beams
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OMG @Stephen McGregor (he/him) did we seriously create a support character with a beam ability (Bones) and not make a pun on that in their dialogue? (edited)
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Lane
"Well I like strawberries!" "Um, sir, that's an aggregate fruit 🧐"
Dale LaCroix 09/01/2022 4:04 PM
Technically correct, the best kind!
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That tomatoe could make a pasta sauce for like 10 people by itself
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The first half of this episode is very interesting. I think that "modify and adjust a game to provide a lovely social experience for all" and "just try to win" are both things people like doing in different circumstances.
21:57
And it's worth asking whether the genres associated with those experiences HAVE to be that way.
21:59
Are there reasons that verbal/association games tend to be the former while shooters tend to be the latter? I can think of several. But what would these genres look like if the motivations were reversed?
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That said, I do think that history matters a lot. The expectations around shooters are that you'll be playing to win. Why does this matter? Well, refer back to the episode where the hosts talk about "that one person who's trying way too hard". It kind of sucks playing in groups of mixed motivation. If some are playing seriously and some aren't, the groups sometimes end up resenting one another. For this reason, there's an extra tax on developers going outside the normal motivational conventions. They have to do a very good job of communicating what the experience is for.
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Hello Nice Games club! I found the podcast a couple months ago because I was looking at PlayDate stuff and came across the Noble Engine. Really glad I did too. I am pretty picky about my podcasts and it is now one of the shows that I look forward too each week! I have even been listening to some older episodes too! I am a solo dev that has been teaching myself programming with help from my dad (a veteran coder who worked for Netscape back in the day). I have released two simple games for iOS and I am working on some new projects as well! I am currently based in sunny New Mexico and really love it here, but I have a coworker (I work remotely at my day job) who lives in your lovely city. Look forward to chatting with you! And if you are interested here is one of my games: https://idleacorns.com/ (edited)
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zacataur
Hello Nice Games club! I found the podcast a couple months ago because I was looking at PlayDate stuff and came across the Noble Engine. Really glad I did too. I am pretty picky about my podcasts and it is now one of the shows that I look forward too each week! I have even been listening to some older episodes too! I am a solo dev that has been teaching myself programming with help from my dad (a veteran coder who worked for Netscape back in the day). I have released two simple games for iOS and I am working on some new projects as well! I am currently based in sunny New Mexico and really love it here, but I have a coworker (I work remotely at my day job) who lives in your lovely city. Look forward to chatting with you! And if you are interested here is one of my games: https://idleacorns.com/ (edited)
Hello and welcome!
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Thanks!
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Dale LaCroix 09/03/2022 8:18 PM
That's super nice!
20:18
@zacataur Welcome to the chat I hope you like Vegetable Talk
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20:19
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Righteous mushroom placement tbh
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eggplant in F is unforgivable but also unsurprising
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Why is ginger on this list?
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Lol fair, but otoh mushrooms aren't even plants (edited)
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BreadZealot 09/05/2022 6:32 PM
Oh boy, i get to disagree with Lane on mushrooms now, too!
18:33
They belong in A
18:33
Is there a way to get a bunch of us to do this then compile the NGC discord collective opinion of vegetables?
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Dale LaCroix 09/05/2022 8:57 PM
Eggplant and mushrooms are f becaise i dont like them, and they have tge ability to flavor things around them
20:58
Zuchinni and spinich are things my body no longer can handle
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BreadZealot 09/05/2022 9:06 PM
Aw. Shame
21:06
I love spinach a bunch of ways. But it can also be prepared terribly
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Spinach is great. Mmm bioavailable metals.
16:47
Mushrooms are automatic F because they're more closely related to me than they are to the rest of the items on this list.
16:48
Mnuh mnuh mnuh culinary definitions... you're eating an agent of decay 💀
16:52
Another item: what is the purpose of a red onion?
16:53
My theory: everyone goes through a brief phase in life where they don't know which onion is which, and red onions are essentially benefiting from a form of reverse aposematism where they look similar to the wonderful white onions. (edited)
16:53
But after age 15 or so you know the difference and red onions can be safely ignored.
16:54
And yet I see culinary opinionated friends on this very channel rating them on the same tier 🤔
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Lane
Mushrooms are automatic F because they're more closely related to me than they are to the rest of the items on this list.
BreadZealot 09/07/2022 5:16 PM
I tend to think of red onion as the fresh one and yellow as the cooked one
17:16
not exclusively
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Lane
My theory: everyone goes through a brief phase in life where they don't know which onion is which, and red onions are essentially benefiting from a form of reverse aposematism where they look similar to the wonderful white onions. (edited)
the words of someone who has not pickled red onions
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BreadZealot 09/07/2022 5:16 PM
but red onion is the superior onion for burgers, salads, etc, while white / yellow fry and sautee better
17:16
Pickling is a whole different animal
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Tomann
the words of someone who has not pickled red onions
that glowing pink colour is amazing, and also they're delicious
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BreadZealot 09/07/2022 5:17 PM
Agreed
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Oh baby pickling throws my whole list out the window. I'm tempted to redo with each vegetable considered in its best light.
17:35
Like my life is way worse if tomatoes are deleted than if avocados are deleted, all things considered.
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BreadZealot 09/07/2022 5:37 PM
I guess that's the problem I'm having with these lists as well
17:38
Sauteed vs pickled vs raw onion is a big difference
17:38
or Saag vs salad vs steamed spinach
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Whoa me and BZ finding common ground 🥲 Nice games club chat truly has it all.
17:40
Maybe an objective list could be like... if this produce (and all its derivatives) were gone, how much worse would life be?
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BreadZealot 09/07/2022 5:40 PM
Yeah that's a significantly different metric
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17:40
Tomatoes, like you said, would change a ton
17:40
a bunch of dishes and sauces would just not exist
17:41
similar story with potatoes
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But then you have the issue of things being similar to each other. You may differ but imo, while I like squash, I could happily replace it with starches and be fine
17:41
Where replacing, say, garlic, would be very hard
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Josh Anthony 09/07/2022 5:42 PM
Pickling anything drops it to an F, in my book.
17:42
/norwegianspicytakes (edited)
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Uh that sounds like it belongs in /antinorwegiantakes
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Your forefathers couldn't trip off a fjord without accidentally swallowing three varieties of pickled fish on the way down
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Josh Anthony 09/07/2022 6:47 PM
This is why I shouldn't try to post hot takes when I should be focusing on game development. 😛
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The state of game dev discourse is: Game Design Take: Wow that is such a valid perspective. I never considered that! Though on the other hand have you considered this nuanced situation where things might be the other way? Love the contribution, though, and I'll take that into account when I do X for my next project! Food Take: 🗞<smacks you on the nose> — why don't you take that opinion, throw it in with the mushrooms, and put it in the bin out back?
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BreadZealot 09/07/2022 7:03 PM
Let's drag it back to games then. I forgot (before more food stuff was posted) that you said stuff about the most recent episode and I wanted to reply to it
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19:03
Re: broken games
19:05
I, of course, like to win when playing games, but I vastly prefer a good overall experience to an experience where I win if I have to choose between the two
19:06
And that attitude is largely out of line with certain game genres, like the aforementioned FPS experience
19:07
Most dev's dont go out of their way to include options to make those games more interesting or varried, just more competitive and more intense (or more varried in boring ways like more weapons or more levels, but not more types of interactions)
19:08
I have a huge respect for (specifically) FPS games where the devs allow a lot of tweaking or novel game modes to let the non-hardcode shooty crowd have interesting experiences (at the cost of a nicely balanced game)
19:08
Halo 1-2 were pretty good about allowing interesting options in their multiplayer game modes, not sure if they drifted more toward the standard stuff
19:09
Perfect dark is my gold standard for shooters because of how weird they were willing to get and how many knobs they let you tweak in your multiplayer games
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19:10
And I really like that there are people out there making games like Screen Cheat that force players to play in non serious ways and not put too much value in winning
19:12
The "people trying too hard and groups resenting each other" was exactly my experience with a gaming group in college
19:13
I'd spend time crafting weird rulesets for halo and finally convince people to give it a shot after an hour of straight deathmatches, and a couple guys after one match would go "Uuuugh, cant we play deathmatch again? This is all we ever do" 😡 (edited)
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Lane
And it's worth asking whether the genres associated with those experiences HAVE to be that way.
BreadZealot 09/07/2022 7:15 PM
So yeah, my answer to this query is "No, they don't have to be this way." Unfortunately they wont make as much money, but they can be way more fun (at least for some of us)
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Mmmwah! Stunning return to form. Perfect Dark is such a good example. It caters so many great experiences (and Devastator-only lag fests) and enables so much player creativity. Smash bros has a similar thing. Heck, over it's competitive history you've even pro-gamers jump in on little sideshows like the Bowser Challenge https://www.youtube.com/watch?v=JqkCZNkbS6g.
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I think that some amount of this discourse comes down to what a person is paying attention to. We are in an age where: 1.) Undeniably, companies are taking full advantage of every sales trick to turn gamers into lifestyle players of their game, sinking thousands of hours into a single game to climb this season's competitive ladder or to unlock paced rewards. These games rely on ego and competition and so there is utmost importance on having a single, unified experience that puts competitive purity very high on the hierarchy of values. 2.) There is ALSO an absolute explosion of insanely creative games filling all kinds of niches. I mean just looking at FPSs my steam friends are playing right now, we have such diverse hits as https://store.steampowered.com/app/548430/Deep_Rock_Galactic/, https://store.steampowered.com/app/1217060/Gunfire_Reborn/, and https://store.steampowered.com/app/1533420/Neon_White/ (edited)
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Dale LaCroix 09/07/2022 8:32 PM
Brasa Premium Rotisserie- Northeast Minneapolis (612) 379-3030 https://maps.app.goo.gl/DqDp9BXC1Qqufq8o8
20:32
Let me know if you are coming
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Bringing us straight back to food eh?
20:33
Devious
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Dale LaCroix 09/07/2022 8:36 PM
Haha i ment to put that in the startrek server
20:38
But let me tell you about the carrots in their curry bowl
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BreadZealot 09/07/2022 9:03 PM
How many of the people in here are actually in Minneapolis? (edited)
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Hmm, the IGDATC board and NGC hosts are all(?) Twin Cities Metro Area folk
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BreadZealot 09/07/2022 9:41 PM
I knew the hosts were. I know nothing of this IGDATC (aside from the tomato and cucumber appreciation). Looks like just over 400 people in this server. I'm curious how heavily Midwest it is overall.
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Pretty heavily Midwest I would say. Main sources of people i would say are two indie dev scenes in the Twin Cities, UW Stout, and NGC fans, with NGC fans being by far the widest spread of the four (edited)
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BreadZealot
Halo 1-2 were pretty good about allowing interesting options in their multiplayer game modes, not sure if they drifted more toward the standard stuff
played a bunch of Halo 3, 4, Reach with friends in middle school. can confirm that Forge stuck around and was veeeeeery fun to play with when hanging out with your friends in the basement lol
22:06
well, to us at that time it was. we were not sophisticated with it. we slid sliders and dialed dials so we could punch each other in mid air like anime characters
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Which mode was that?
22:11
I remember the word Forge, but not what it actually was
22:14
I setup a Halo 1 game of reverse tag (shoot the It person, be it for x minutes to win) where the It player had a nav point on their head and everyone else was cloaked.
22:15
No camping or hiding allowed. You have to be good at finding and shooting the right person. It was super fun, but not loved by the hardcore deathmatch folks I knew.
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Tomann
well, to us at that time it was. we were not sophisticated with it. we slid sliders and dialed dials so we could punch each other in mid air like anime characters
Everyone on a couch playing ridiculous modes is the best!
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ah Forge is the name I know for the "building levels and changing rules" tool
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Oh shit, that's right! I forgot in 3 you could actually make your own levels!
22:40
Man I love me a good level editor (edited)
22:40
Has there been a podcast episode on level editors yet?
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It's another week of brotherly love/war as Stephen's bro Charles McGregor re-enters the clubhouse to talk about his experience designing and building the level editor for his game HyperDot. Charles also joins your nice hosts in a discussion about their favorite level editors, and Ellen reveals the origin of her game design journey!
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22:47
That said if memory serves this episode is pretty focused on Charles' experience putting one together — I think it's fairly light in its exploration of the broader world of level editors
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Noted. Thanks for digging that up. I'll listen to this soon and cast my vote now for the broader topic exploration in a future episode.
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Mark LaCroix 09/08/2022 12:02 AM
We also had one recently about level and encounter design in Call of Duty: https://nicegames.club/episode/269
Nina Marotta (and Kelso the cat) from High Moon Studios enters the clubhouse to talk about level and interaction design. She showers your nice hosts with bits of wisdom, such as: "Games are ugly for 90% of their development." "You have to live your life in order to be a good team member and a good designer."
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I'm halfway through that one currently. I'm more interested in hearing about and discussing user facing level editors.
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Josh Anthony 09/08/2022 9:14 AM
I've always wanted to make a level editor for my games, but part of me is scared that doing so would result in making the process take longer than just making everything directly in Godot. 😛
10:27
it would
10:27
also, if you wanted to add something, then you'd have to add that to both the editor and your existing levels
10:28
I remember that Charles had basically manually coded in (well, he used some ScriptableObjects to help) waves for the first 5ish levels of HyperDot
10:28
And we only really started talking about whether he should make a level editor once he started thinking "what if I made a game with 100+ levels?"
10:30
(not that I'm claiming any credit for any decisions made in that game, I just remember being there for those early discussions) (edited)
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Making a proper level editor would definitely take more time initially, but depending on how you do it, could save you time in the long run. Level editors seem to span the entire spectrum of just good enough to make specific level content -to- the tools we've made available to the user are actually the same that we built the entire game's content out of (edited)
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Oh yeah super true; making mini editor tools that are just good enough to improve the developer's work flow is a much lower bar than making user-appropriate tools.
12:56
This is a superb bit of leverage for game jams. Sometimes you end up with a few non-technically-skilled people on a project. If you can do something on the first day where you can be like... "okay, just edit or copy this text document. Os will become solid blocks, -s will become platforms, gs will become goombas, and *s will become pickups. Go crazy." ...you can get a lot more out of those people on certain kinds of games.
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I'm not sure how far I'll take it, but for my "big" project, which is a platformer, I'm leveraging the tools available in graphics editors (specifically Aseprite) to create my levels outside of Godot. My Level Generator class then interprets those image files and build the levels according to the rules I've set up. In this case I'm building 2d levels using auto-tiles and tile maps, so obviously this solution wouldn't work for every case. While there are clearly pros and cons to this approach, it does let me get what I need out of it without having to code a bunch of extra tools in Godot. (I originally built this game in Unity and used the same approach - the overall experience and output has been the same so far.)
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BreadZealot 09/08/2022 1:03 PM
That's an excellent example of level editors
13:03
I love those kind of tools
13:03
They're never meant to be user facing, but they make the workflow really nice for devs
13:04
And if you develop for PC, then the you could potentially let the user access those files or create their own with nice easy modding
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13:06
From there you can also build in game tools to generate those images to generate the levels, if you want to expose any of that to the user (edited)
13:07
Liero had bitmap level editing abilities so you could just draw it in MSPaint
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13:08
Monaco (one of my favorite games) not only has a level editor, they have one that works really well using controller input
13:09
As far as i can tell, you could build every level in the game using a console controller
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BreadZealot 09/08/2022 1:24 PM
@bit Did I just find another Liero player?
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BreadZealot
@bit Did I just find another Liero player?
No, I was reacting more to the fact that the imp I was using could use any program that can put down pixels. BUT, after looking at Liero, it does look fun. So, maybe a future Liero player? 😉
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BreadZealot 09/08/2022 1:54 PM
Heh, it was a fairly obsure (i think?) pixel art, real-time worms game that you played on the same keyboard as the other player (edited)
13:55
I haven't looked in a while. but every few years i try to find a version that will run on modern PCs, and I just haven't found that. Its like 20 years old and I havent played in probably 15
13:55
But they also let you modify weapons, which was super fun, and allowed for lots of weird stuff.
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Call me a hypocrite for this if you want, but I don't ever want to work on a game again where you have to sound out the name slowly for people.
16:28
That is my first beef with this game concept that I would pile on the mortem bonfire
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Like for example I'm much more likely to talk with a friend about "Metro Nexus" than "Scrapeboard" because one of those doesn't require me to go through awkwardly making sure they heard me correctly and got the name.
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Lane
That is my first beef with this game concept that I would pile on the mortem bonfire
BreadZealot 09/08/2022 5:42 PM
New goal: Make a game subtitled with First Beef
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LOL sign me up
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Mark LaCroix 09/08/2022 6:06 PM
I'm committed to my naming scheme of "Apposite-Noun Common-Noun."
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BreadZealot 09/08/2022 6:08 PM
Sounds good to me
18:08
Passes Lane's communication test too (provided you stick to reasonable nouns)
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Omg Dream Settler also works for that how bold of you to choose a company based on naming scheme
19:16
I won't mention the black sheep of your oeuvre released last year
19:17
The grimmest moment in indie dev for me was realizing Elemetals, Joggernauts, and Fingeance were all releasing around the same time and all were pulling roughly the same trick with their names.
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Oh man I would love to see you work in some bit characters into Dream Settler named things like Cliff Mason or Forest Deacon (edited)
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Wow just hit this timestamp and am now wondering if Max screens guests to make sure they are also bad at calendar math.
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09:40
Madison Wisconsin farmer's market tomato
22:04
Been a long time coming
22:05
The verisimilitude episode is HERE
22:06
Omg I can't wait for the ad here (bumper? Bridge? Interlude?)
22:06
It is perfect timing to catch the start of the tomato madness
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Online-Go.com is the best place to play the game of Go online. Our community supported site is friendly, easy to use, and free, so come join us and play some Go!
07:56
(idk your level — I've played like 10-15 games in the past)
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Loosely related to the topic of Verisimilitude, it'd be fun to get a tier list together of esoteric game concepts for people to argue about. I think we can all agree that illusion of choice is truly the tomato of game design.
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On credits in games - what do people think about generously rounding up in favor of your teammates on credits? For example, I know someone who is interested in moving into a design role in the future. He's done some (but not a ton of) design work. Are there good reasons not to include him in the Designers section (alongside other areas where's he's contributed)?
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Stephen McGregor (he/him) 09/15/2022 6:18 PM
We kinda talked about it in the episode but I think ultimately both of you can just decide he'd get Designer credit. In the indie space, your word of mouth is largely more important than where you're credited I think (unless you're talking about board games, not sure there), so if the experience gave him the skills that a potential hirer would want that's more valuable than the credit itself.
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Good call about board games. The designer frequently gets credited on the front of the box, which is just dazzling amounts of career PR.
18:24
Ahh very interesting. Yeah it seems unlikely that an employer would crack open an app to see how the credits are listed there 🤔
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Mark LaCroix 09/16/2022 12:52 PM
Some "rounding up" seems perfectly fine, and is always preferrable to "rounding down." Basically, you should never be worried that your credits might imply that a person did less than they actually did, better to risk implying that a person did a bit more than they did. However, I think the key is that your credits, no matter how they're formatted or presented, are honest. So, "generously" inflating someone's credit solely for the purpose of helping their career is obviously doing that person a kindness, but it's ultimately a bit dishonest, and you don't want to put that person in the position of perpetuating a lie, even if it's a white lie (there are self-esteem and imposter syndrome angles to that). The best part about making your own credits is that they can be as specific as you want, there are no rules, just context. So if a person helped out with the design, but wasn't a designer, you can give them a "Assistant Designer" or "Extra Game Design Help By" credit. You can even just put something like "Nancy helped us with the design, even though that wasn't her job, thanks Nancy!" Credits aren't a uniform database, they're ultimately a communication tool, so you can communicate however you want.
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Great answer. For little extra context, I have some influence over how credits are done in one department, but not the company as a whole. Since we have a precedent of using AAA style credits, my choices are round up (some dishonesty there) to Design or round down (some dishonesty there too) to Additional Design. Rounding up in this case is slightly more dishonest-feeling to me but also it feels worse to miss low than miss high even if the absolute magnitude of the miss is smaller.
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13:07
This is 100% fussing over a very minor detail that has a high chance of never mattering, but I was interested in how folks approach that situation.
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Ooh yeah! Let's play sometime!
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Ellen
Ooh yeah! Let's play sometime!
Martin Grider 09/20/2022 6:49 PM
I... um... clicked that link, and it dropped me into a game. I may have stolen your invite Ellen.
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Martin Grider 09/20/2022 6:50 PM
I guess we're playing Go now?
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Oh it is ON.
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18:51
You guys don't think the maker of Thrive knows anything about abstract strategy games, right?
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18:52
(Glad I picked the 9x9 board so I can get rekt fast)
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I could play Thrive forever btw ♥♥♥
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Martin Grider 09/20/2022 6:53 PM
Awwwwe.
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Hey folks, Fitment is in early access. Cute as HECK.
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08:06
We interviewed creator Alina Matson about Fitment earlier this year: https://nicegames.club/episode/252
This week we're joined by Alina Matson, developer of Fitment—a microworkout app designed with cozy gamers in mind. Alina talks about how she has used the popular Unity plugin Playmaker to kick-start her transition from a career in mechanical engineering to gamedev. Positive vibes abound. Plus, surprise singing!
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Congrats @alinalikescozy 🎉 🎊
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We welcome our first pseudonymous guest to the clubhouse to discuss what it's like making a game to carry the banner (and serve the community) of a previous title.
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popespacious 09/25/2022 2:35 PM
Hi everyone, love the podcast and I listen to it on my work commute. I'm still working my way through the catalog of episodes, but I was wondering if anyone knew if the nemesis system from shadows of Mordor was ever covered on the podcast or other cool story telling systems like that. Cheers
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popespacious 09/27/2022 6:29 AM
Nevermind, just listened to episode 261 (machine learning). It briefly mentioned Mordor series, but also using machine learning for as part of the gameplay loop.
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popespacious
Nevermind, just listened to episode 261 (machine learning). It briefly mentioned Mordor series, but also using machine learning for as part of the gameplay loop.
I remembered that we spoke about the game, but I couldn't remember the context. I'm glad you found it!
06:30
What's sparking your curiosity on the topic?
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popespacious 09/27/2022 3:58 PM
@Ellen I think the new Amazon show "rings of power" and wanting to play in that universe, then also having such a unique game mechanic as well. Also just looking for other cool games that grow and react to the player. (edited)
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What kinds of genres are you into?
19:33
If you can handle a (ginormous) learning curve, good ol Dwarf Fortress (and it's protégé Rimworld) do a lot of that.
19:35
On the narrative side, some RPGs are good at producing that feeling, even if the underlying mechanics are different. Started up Disco Elysium for the first time recently and that game gives me the same feeling because there are just so many points at which it loops back and acknowleges decisions you made earlier.
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Lane
If you can handle a (ginormous) learning curve, good ol Dwarf Fortress (and it's protégé Rimworld) do a lot of that.
Do you ever feel super pumped about the idea of a game, but have next to no interest in picking it up? That's how I feel about Dwarf Fortress. EVE as well.
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Lane
On the narrative side, some RPGs are good at producing that feeling, even if the underlying mechanics are different. Started up Disco Elysium for the first time recently and that game gives me the same feeling because there are just so many points at which it loops back and acknowleges decisions you made earlier.
Disco Elysium... so so good
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In this slightly-longer-than-normal episode, we start with a pandemic check-in. (Bivalent boosters are available! Go get 'em!) Ellen leads us on a journaling journey, sharing the embarrassing evidence of past attempts. Stephen challenges us to think through examples of adaptation, or maybe translation, or transcreation...well, we mostly figure i...
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Ellen you pulled a dirty trick to keep me from being the first to post the episode this week 😡
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11:59
I'll let you do it next time 😄
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Omg Mark sounded pensive on BOTH topic intros
18:32
AND what nice game devs do every week
18:32
I can't choose he's just pensive in general
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Posting b4 hearing other folks journaling reasons: One of the best effects - by far - is that it makes you perceive time slower. Looking back, I can both remember months where I journeled more clearly and feel like they just took longer
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18:57
I think that's mostly due to reviewing those days and forcing myself to recall and record what happened at least once. Thinking back over that period - even without reading it - it felt much more like a MONTH with clearly-defined events and progress I could recall
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After a year and a bit of listening at work I have finally caught up to current podcast episodes, hooray! I've been playing splatoon 3 story and towards the end there's lots of random bits and pieces to knock around and it reminds me of all the times you talk about widget satchel
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BreadZealot 10/02/2022 8:28 PM
Oh man. I'm almost done with the newest episode and I want to talk about like the last 3-4 topics here but don't know how to compartmentalize those conversations.
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BreadZealot 10/02/2022 8:39 PM
I suddenly have an interest in writing down my thoughts about the games I play. That seems like it could be really useful, but even if it isn't useful, it seems it will be valuable. (edited)
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@Ellen about your survey... Would it be a worthwhile thing to try letting the community here help refine or craft your survey?
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Maybe even let folks here have access so we can aggregate a month or so of all our thoughts on whatever we happen to be playing. Seems like a fun dataset to play with. And it sounds like it's not getting used. Or at least it wasn't 2 weeks ago.
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Yeah! The docs are all public for viewing and (maybe) commenting. Links are on the episode page.
04:11
If the docs aren't open for comments I'll change it so they are.
04:12
Form is open too, so you can input your entry and then see the results in the spreadsheet.
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Martin Grider 10/03/2022 10:12 AM
Ok, I rarely listen to podcasts, but I listened to that segment this morning. I have so many thoughts about journaling. I was a bit disappointed you never ended up talking about how journaling can be useful for design, or for the process of game creation. But I do also keep the kind of journal that was discussed, a "log of games played", and for the last 3 years I've done a post-year analysis of the log for the new-year. Here's the blog post for last year's analysis, for example: http://chesstris.com/2022/01/03/2021-in-games-played-and-created/
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10:16
Again, I was rather surprised to not hear anyone on the podcast mention a journal related to the game(s) they're working on. How do you keep track of ideas you have for your current project? It's worth noting that I don't tend to do that in my journal either, usually if there's a project, there's either a README or a Trello, with TODO items sorted by priority. I do make a distinction in my brain between "ideas I should definitely implement if I have time", and "wild ideas that might totally change the game, or are otherwise not befitting the TODO", and the latter do get thrown in the Game Ideas journal more often then the project TODO. Also, for a few particularly long-running projects, Thrive, for instance, I do have a document where I've tried to pull together everything for the project into one place. I "copy out" all the journal entries that are related into that document, as well as link to all the disparate locations of ideas, rules documents, spreadsheets, project repos, etc.
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Mark LaCroix 10/03/2022 10:47 AM
I'm extremely impressed with your years-long game logging. Yours is a great model for people to learn from. Regarding journaling a current project, I think you answered your own question a bit there. I do a lot of the same things you listed, like TODOs and lists of bulleted notes/ideas, and make sure I don't forget ideas that I decide are not right for the game by writing them down somewhere else. I could stand to be a little more organized, probably, but I'm satisfied with it. With production time at such a premium when working alone or with a small team, I wonder if over-transcribing your thought process, beyond what you've described, might actually be dangerous. Being able to so easily revisit exactly how you weighed a design decision, especially a tough one, can lead you to second-guess your decisions later on, and frankly nobody got time for that. But... maybe it could instead (or also) re-enforce your decision making, I donno. Curious to hear if anyone has experience with this. Ironically, one thing that the team I'm working on now does is maintain weekly meeting notes, which is in effect a diary of our collective process. So we sorta do do this, and it's currently 15,000 words long(!), but I never thought of it as "journaling" in part because we never look back on those notes for any reason other than to double-check a date or a fact, which has only happened maybe three or four times in 16 months, but also because it's a "just the facts, ma'am" document rather than containing personal reflections.
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Martin Grider 10/03/2022 11:05 AM
Just re: the idea of "over-transcribing": I think you've correctly identified any potential "danger" here as "time lost due to over-analysis of a problem you are having", as opposed to "time lost due to writing too much about your design decisions". I tend to think that it would speed up the analysis to have your old notes, as opposed to slow it down, but then I am definitely prone to over-analysis, and generally think of that time as well-spent. ("sharpening the axe", as the old adage goes.) So the writing about the decision in the first place isn't the problem here, and of course, is beneficial in all the same ways journaling in the first place is beneficial (writing about any topic has been shown – proven, even – to improve your thinking on the topic in a myriad of ways), which you would have to weigh against any potential (alleged) drawback. (Obviously, I am deriding the idea. If you think it'll be dangerous to look back on your notes, just don't do it. You've already gained the benefit from journaling about them in the first place! But I actually think looking back is useful, the vast majority of the time.)
11:09
I'm intrigued by the weekly meeting notes you mention, mostly because, without some kind of spreadsheet (hat tip to Ellen), I don't know how you keep a journal to "just the facts". I didn't go into this, but my post-analysis has led me to a more-and-more rigid structure for my game-played-log, specifically so I can parse it with a script later. I'm just not sure a "log" of anything (as opposed to a journal, which includes inherently non-parseable analysis) would be useful without the ability to turn it into data.
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BreadZealot 10/03/2022 1:35 PM
I don't usually work long term with a small team, but I do often prototype things out with a small team then the team is grown from 5 to 20-40 ish people over a year or so. I also don't really "journal" as part of the gamedev process, but some parts of my process might be basically that.
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BreadZealot 10/03/2022 1:53 PM
Side note, I think it could be useful to define "journaling" in this context. I tend to think of journaling being defined by 3 things. 1. Regularity - Done on intervals, or at certain points 2. Reflective - the process is about reflecting or recording things past 3. Free form - There aren't really goals or limits. There is no format or expectation that this needs to be parsed.
13:54
Feel free to tear that apart, I don't really journal, like at all, so it might be way off track
13:54
Anyway, my process for game dev tends to be nearly always forward looking
13:55
I often start an idea, solo or with a small group, in a plain google doc. We discuss, brainstorm, bullet point ideas, etc, then following the brainstorm section, a summary and a list of action items and / or assignments
13:57
so we figure out what we could do, then aim at one of those things
13:57
I try to note as sub bullets on ideas reasons why we might or might not consider doing them
13:58
Then after a week or two as we have worked on the thing and the thing has inevitably evolved, I go back to the same doc, add a big horizontal line to separate from the previous section, and do it again
13:59
At which point i could (but rarely do) go back to the above bits and reflect on what we did or make things clearer
14:00
But i like having a single document that covers a feature and works as a living document where the bottom is always the most current, but there's also a history to look back on
14:00
And I do look back on that history, in particular when maybe months have passed and we think about adding something to it, it's helpful to know if that was considered earlier on and discarded for some reason
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Josh Anthony 10/03/2022 5:23 PM
I'm intrigued by the idea of keeping a games-played journal, specifically about how I feel about them. In my particular case, I have a tendency to jump on and off games, so it might be interesting to note why I left/came back to a particular game, to see what factors might be influencing my decisions for what I play.
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17:27
I also found the second half of that episode very intriguing. Bringing a piece of existing media and making a game out of it is, essentially, a form of game design around a theme or feel. I recently realized that my personal tendency is to make game ideas around some kind of theme/experience that I want to present (i.e. the experience of being part of a flight squadron piloting starfighters in an interstellar war), and less so around actual mechanics. The problem being that, when I then try to formulate game mechanics around my theme, they usually end up requiring more complexity, in order to try and match that feel of what I'm going for, and that then flies straight in the face of my own personal notion that I should make smaller ideas so I can release more games more quickly. 😂
17:28
Oftentimes, the few games I've made with particular mechanics in mind have been during game jams, where I'm kind of forced to focus on making some kind of mechanic in the first place.
17:29
(On a side note, I've never watched Fraiser, but now I'm totally digging the idea of making/playing an RPG based around the absurdities of a sitcom. 😛 ) (edited)
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BreadZealot 10/03/2022 5:42 PM
I'm also intrigued by that topic
17:43
The line between adaptation and incorporation seems very blurry
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17:44
We often call game movies "Film adaptations of video games" but they're often trying to evoke the feelings of the game more than directly adapt the story
17:45
Which is not what we mean when we talk about "Film adaptations of books," which are nearly 1:1
17:48
Perhaps because representing a non-interactive medium through a different non-interactive medium means everyone has expectations and knows what story should be told
17:50
Games are already a visual medium and they're interactive in ways that films aren't, so maybe there's less expected ROI if one visual medium turns around and tells the same story as another visual medium? I don't know
17:50
Anyway, I think "adaptation" covers this at pretty much all levels, but it must be specified which parts are being adapted, because the term as a whole is not nuanced enough
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Martin Grider
Ok, I rarely listen to podcasts, but I listened to that segment this morning. I have so many thoughts about journaling. I was a bit disappointed you never ended up talking about how journaling can be useful for design, or for the process of game creation. But I do also keep the kind of journal that was discussed, a "log of games played", and for the last 3 years I've done a post-year analysis of the log for the new-year. Here's the blog post for last year's analysis, for example: http://chesstris.com/2022/01/03/2021-in-games-played-and-created/
Took me a couple days to get caught up with the chat 🙂 Martin - Like Mark, I'm also impressed at your games-played log. I'll try to make time to read your blog post! Regarding journaling relating to the games I'm working on, you brought up good points. As far as why we didn't bring it up on the episode, my only defense is that it didn't occur to me! I do keep those types of journals, but I don't think of them as journals. To me, they're "lab notes" or a "sketchbook" for informal analysis and work-in-progress. It's a similar thing—writing to reflect, to analyze, & to promote creativity. My "lab notes" aren't only written notes, though; they also include actual sketches and Miro stuff. Sometimes the material I write in my "sketchbook" is very unstructured and stream-of-consciousness. Sometimes it's thorough and carefully written—those pieces often turn into actionable Jira tickets for the team or parts of the Game Design Doc. (edited)
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Are all of Stephen's code comments also written in invisible ink 🤔
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On the subject of adaptations, had anyone played the board game Burgle Bros.?
22:55
It's basically Monaco (the video game), the board game.
22:58
So much so that the designer actually reached out to the Monaco dev team and asked he could partner with them to make an official board game with their IP. They declined because who knows how an adaptation of your thing might turn out.
23:00
They're both fantastic games and the feeling of heist-gone-wrong was pretty accurately captured in the transition.
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23:02
As a side note, it feels like this leans slightly into spiritual successor territory too, since it's a game that aims at a thing another game did and serves a similar audience, though the medium is different so its not really the same.
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Well lookie here
11:00
Game Designer Osama Doris joins the clubhouse to design a game that can be played remotely. Stephen is obsessed with Bananas, Ellen contemplates her mystery banana gift, and Mark realizes he likes to use concepts that might be too complicated for small children. Osama provides some (much needed?) structure to the Nice Games Jam process.
11:00
Absolutely blessed mention of The Noun Project
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Dale LaCroix 10/06/2022 5:09 PM
I learned that Stephen is obsessed with bananas
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Josh Anthony 10/06/2022 6:38 PM
I'm surprised more people aren't going bananas over this.
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@Ellen / @bit / @Josh Anthony Any of you Godot fans check out Dome Keeper?
20:06
Loving it so far — action roguelike with huge emphasis on decision-making.
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I haven't, but I will! That sounds like it hangs out in the same alley I do. Thanks for the rec! 🙂
20:09
RE: the most recent episode and Stephen's obsession with things, I get the impression he and Lisa Simpson share some of the same traits...
20:12
marxLUL 2
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Lane
Loving it so far — action roguelike with huge emphasis on decision-making.
Josh Anthony 10/09/2022 8:30 PM
Saw it and am interested, for sure!
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Alright gamers, here's the sitch: You're 1 day before the big con, the big playtest, the big show-and tell. You just had The Brainwave. The idea that levels up your game from "a game" to "an experience". If you stick this, people will be talking about it. How do you feel right now? How often is it right to try to squeeze in that new feature? How has it gone for you when you've tried it in the past?
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Josh Anthony 10/11/2022 10:16 PM
You made some significant alterations from the previous iteration of that question. 😛
22:18
(I, on the other hand...) Depends on how complex it is to implement the idea (as a video game developer). 😛 (edited)
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Wow you answered none of my questions!
22:53
I want insight into the psyches of the devs/designers/artistes around me.
22:54
For example we know that @Luke Van Zandt's answer to "How often is it right to try to squeeze in that new feature?" is "ALWAYS"
22:55
And I don't think he's necessarily wrong! It seems to give him supernatural powers of motivation and focus.
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I'll give you a solid "Don't do it."
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Lane
And I don't think he's necessarily wrong! It seems to give him supernatural powers of motivation and focus.
Luke Van Zandt 10/12/2022 11:52 AM
Lol. I think the focus came from the absurd amounts of caffeine coursing through my veins. It's possible to implement the idea in the allotted time frame, I'd do whatever it took to get it there. There'll be time for rest later. That's just me though. I imagine everyone else's answer will depend on how willing they are to put their bodies through that stress/how much worth they put on showing their game.
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Yeah, it seems like there are a lot of axes to consider... Personal Factors How much more motivated are you working under deadline? How much fun do you have speeding along under such conditions? How much does recovery cost you? Will you be worse off during the show itself? ROI Factors How big of an improvement is it really? What kind of safeties do you have if it starts blowing up in your face at the show? Are there better things you could be doing with that time — like fixing crashes that might disrupt the show?
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Stephen McGregor (he/him) 10/12/2022 1:18 PM
I think there are situations where it's appropriate to make quick changes that can change the game dramatically but I think it really does depend on what you're looking for from the event (and also the change itself). For instance, when we'd show Fingeance off at PLAY/TEST I didn't mind big changes since we were looking to test the game with new players and the event would give us valuable data as to how good the change actually is for the game, even if that data is just "oh the game is broken now because I didn't make the change right" haha. But at my previous job I didn't want to make big changes to builds at events because we were trying to market and sell the game to players, so even though there was a very significant issue with the first time experience I pushed against fixing it because changes you make will always have unexpected problems, especially when done hastily. So if the event is for getting information and testing, it can be okay. If you're trying to get people follow or buy your game though I would advise against it even if the change could possibly lead to a better game because it can be too risky and testing builds is not why you're there.
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That's a great point. There have been times in early playtesting where I think "sure they're testing this but this isn't the version that's in my head — I wish I'd gotten that done in time", but that happens less and less as a project matures.
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BreadZealot 10/12/2022 3:19 PM
My experience lies outside Indie dev so, while I probably wouldn't, Stephen's reply feels spot on to me.
15:20
Taking the question at face value, I can't think of any change that would take a game from "a game" to "an experience" that's both (a) doable in a day and (b) worth the risk
15:22
Risk is the primary thing I evaluate in this case
15:22
Art changes are often low risk, code changes, often high risk
15:24
And any system that's not completely self reliant and self referencing will often require a complete re-testing of one or many existing other game systems or features, some of which may be edge case, or random, and you wont encounter them with hours of testing, but then you might get unlucky the next day.
15:29
I watched some behind the scenes stuff for Hades where they had a bug that they couldn't resolve for the longest time. Turned out that one room in Asphodel didn't have an entry dock for one direction. So to encounter the bug, a player needed to (1) reach asphodel, (2) Leave their current stage with a (lets say) right facing boat, (3) be assigned randomly the stage which is missing the left facing dock next.
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BreadZealot 10/12/2022 4:13 PM
I do not trust myself to introduce something new without breaking something existing like that, especially if I'm touching code, especially before a demo.
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Lane
Wow you answered none of my questions!
Josh Anthony 10/12/2022 5:03 PM
The complexity of the idea has everything to do with it, though. If it's as simple as making a brand new thing of an existing resource and sticking it in a bunch of levels? Then yeah, sure, I'll give it a shot. If it's an entirely new system, then that adds risk factors. How does the new system interact with the already-existing game systems? How many possible scenarios can I anticipate and account for? More importantly, which ones am I missing, and of those how many will destroy the game experience? Since there's no way to truly know the above without testing, how much time do I get to test the idea? At that point, the blanket answer is "if it's complex, then it's not worth the risk". You already made a number of things for people to get feedback on, so might as well continue as planned and get what you planned for. At worst, the feedback is obsoleted by new idea, but in my limited experience there is always feedback that proves useful in some manner or some way.
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BreadZealot 10/12/2022 5:26 PM
"if it's complex, then it's not worth the risk".
Agreed
17:26
...a brand new thing of an existing resources...give it a shot
Also agreed, though I'd call this new content as opposed to a new feature
(edited)
17:29
Though that's semantics and taking the question at literal face value
17:30
I tend to assume a feature requires code and content does not as a rough rule
17:33
You're right though, It really is about complexity, risk, confidence, and ROI. If that math checks out for your idea, go for it. (edited)
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BreadZealot
...a brand new thing of an existing resources...give it a shot
Also agreed, though I'd call this new content as opposed to a new feature
(edited)
Josh Anthony 10/12/2022 6:04 PM
That is for sure the more correct way to put it. 🙂
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BreadZealot 10/12/2022 6:05 PM
And also, since there's always room for more nuance....
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18:05
I'm not saying new content cant be a feature
18:06
Like giving a new weapon extreme kickback and making shoot jumping a whole new mechanic basically
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Josh Anthony 10/12/2022 6:07 PM
If said kickback already exists and it's a param you tweak, though, arguably that is still content. If you have to add that knockback in, then it becomes a feature.
18:07
But again, that is semantics, like you said.
18:07
😄
18:07
(I love semantics.)
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BreadZealot 10/12/2022 6:09 PM
Same 😄
18:09
And, to bring it all back, I am not adding weapon kickback as a feature the night before the demo
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18:09
you cant make me
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18:10
But I will add that gun using the existing kickback mechanic, and give it to players or show it off later in the demo
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18:13
🤝
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Lane
Alright gamers, here's the sitch: You're 1 day before the big con, the big playtest, the big show-and tell. You just had The Brainwave. The idea that levels up your game from "a game" to "an experience". If you stick this, people will be talking about it. How do you feel right now? How often is it right to try to squeeze in that new feature? How has it gone for you when you've tried it in the past?
There is no harm in trying, you still have your old build to fall back on if it doesn't work and if you believe strongly in giving it a go one day of effort is pretty good for prototyping a concept (edited)
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I would probably give it a go - I’m not very good at estimating how long a feature will take though, so definitely keep an older build to fall back on. I work well under pressure, so I find that sort of short deadline fun, but it quickly becomes unfun if you find yourself doing it every time…
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There is no harm in trying, you still have your old build to fall back on if it doesn't work and if you believe strongly in giving it a go one day of effort is pretty good for prototyping a concept
I tend to agree, but in fairness to our more cautious interlocutors, there's often the opportunity cost of putting in extra time on less risky elements like polishing, bugfixing, general convention prep, etc.
(edited)
13:27
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I work well under pressure, so I find that sort of short deadline fun, but it quickly becomes unfun if you find yourself doing it every time…
Same! And I've always had trouble being one of those people who can say "well there are 10 days left so I'll do 10% per day". Sometimes the pressure of rushing something in is helpful!
(edited)
13:27
Even if it ends up getting removed for safety's sake and put in later 😅
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Josh Anthony 10/13/2022 3:00 PM
To further clarify, what I said is more for once a project is somewhat established and has a trajectory. For game jams and quick prototypes, then process be damned because rapid development and release is more important. That approach is just not sustainable for the long haul.
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15:01
(I also think some of my thinking stems from having limited time to work on our games, so I have to be more deliberate about what I want to attempt in order to make consistent progress.)
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Just heard the appeal in the middle of this week's episode
15:31
Your nice hosts start of strong with an excellently performed intro, and it just gets better from there!
15:32
So, community, what should we use our power to change @Stephen McGregor (he/him)'s mind about?
15:32
Two options that come to mind are "don't playtest your games" and "Kirby is overrated". What else?
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Oh also related to this episode: I have worked on a re-skin of an East Side Games game (which uses the same IdleKit engine and math behind the Star Trek game Mark mentioned). I will surprise absolutely no one by confirming that they are in fact broken on purpose as Mark describes.
15:52
Curious to hear if they discuss the "events" in the games, which are limited-time side experiences that have a competitive aspect.
15:53
Importantly, ESG claimed to our company that about 80% of user spending comes from those events (which is similar to our numbers)
15:53
I suspect Mark would be less vulnerable to that than most because he's not a competitive gamer
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Anyway, I'm curious on whether people here think anything should be done... it really feels to me like the way mobile games are made today is that - even if you go in with no intention to be exploitative - some of the common tools (like running automated A/B tests) will push your game toward being more and more psychologically manipulative. (edited)
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As a fan of the genre, I exclusively seek out idle games that have a defined ending, ideally a few hours long. Edit: and now that I hear that Mark hates the genre overall, I'd like to suggest that the idle games that are intentionally short experiences (and therefore have no motivation to waste your time or include mtx) are worth trying. (edited)
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Lane
As a fan of the genre, I exclusively seek out idle games that have a defined ending, ideally a few hours long. Edit: and now that I hear that Mark hates the genre overall, I'd like to suggest that the idle games that are intentionally short experiences (and therefore have no motivation to waste your time or include mtx) are worth trying. (edited)
Martin Grider 10/13/2022 5:50 PM
You're going to have to give us a list. The only one I can think of is Universal Paperclips. I love playing them, but hate the grind, so mostly stay away (I'm also curious how you go about finding them, since I wouldn't have a clue where to look).
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Josh Anthony 10/13/2022 6:16 PM
I've come to dislike grinding behavior in games in general, at least when done as gatekeeping for content. But I don't feel like firing up that rant today. 😛
18:18
Mobile games as an environment are...interesting to me. I've tried multiple times to "get into" playing mobile games, but ultimately I've always wound up being disinterested and not sticking to them. Even games that are right up my alley, like the mobile Ace Attorney games, just don't feel good to play on my phone. And I feel weird that I feel that way because I have zero issue watching videos on my phone.
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18:19
So I dunno where my disconnect is.
18:21
And now that I've talked about things that I just now realized are tangential to what Lane actually asked about... I should stop. 😛 (edited)
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Martin Grider
You're going to have to give us a list. The only one I can think of is Universal Paperclips. I love playing them, but hate the grind, so mostly stay away (I'm also curious how you go about finding them, since I wouldn't have a clue where to look).
Here are a few that may be worth your time if you're a fan of the genre: SPACEPLAN http://jhollands.co.uk/spaceplan/ I haven't played the full version, but the prototype here is lovely. Universal Paperclips https://www.decisionproblem.com/paperclips/ Mentioned by Martin but worth including. Peter Talisman: Lord of the Harvest https://petertalisman.quest/ A pretty short game with light mechanics, but a cool atmosphere. The Universe is Dark https://www.reddit.com/r/incremental_games/comments/lv04au/the_universe_is_dark_a_short_incremental_thats/ Short and good pacing. Won the Incremental Game Jam 2. (edited)
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18:36
Since you asked about where to find them, I think the Incremental Games subreddit (https://www.reddit.com/r/incremental_games/top/?sort=top&t=all) is a good resource. If you look on the right column about a page down, you can see links to filter posts by type. Usually HTML, Flash, WebGL, and Update are links to games. Occasionally it's also worth taking a look at jams set up for incremental games (like the aforementioned Incremental Game Jam 2 https://itch.io/jam/incremental-game-jam-2/results).
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Lane
I suspect Mark would be less vulnerable to that than most because he's not a competitive gamer
Mark LaCroix 10/13/2022 9:27 PM
I didn't have time to get into it in the episode, but I did get pretty into (like, "losing sleep" into) into the two events that took place during my time with the game, which were loaded with some deeeeep Star Trek lore references. Because the events are the only thing with actual time pressure involved, it really ratchets up the value of mtx. I can see why it's a revenue driver. But the most manipulative part I found about it was actually how the "rankings" are done. Basically, you can check your rank against other players during the event at any time, and it's heavily implied that you've been broken out into a smaller group of players to compete against, in order give you a realistic chance of being in the top 10 or 20 players. But what is quickly obvious is that the players who are put into each group is constantly dynamic, so you are competing against everyone, but you only see 1 player per "score range," and the pay-to-win players only ever take up the top 3-5 spots on the board. All leaderboards are a competition driver, but the illusion here, that you're this close to getting into the top 10 or whatever of a group of players (as opposed to the top 10,000 of all players), makes you start to care more about it. That alone is not a driver to spend money. It can actually motivate you not to spend money, in order to "win fair," but what it actually does is worse: it's a driver to spend vastly more time in the game, and that is what provides the additional opportunities to spend money. (edited)
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Are the niantic games idle games?
21:40
Like you walk and that's what the game registers towards you achieving a goal but it's not necessarily direct interaction
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But what is quickly obvious is that the players who are put into each group is constantly dynamic, so you are competing against everyone, but you only see 1 player per "score range," and the pay-to-win players only ever take up the top 3-5 spots on the board.
Wow. I didn't know this. That's a level of deception beyond what I'd seen. I'll have to look into this.
22:20
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Are the niantic games idle games?
Depends on if you're feeling more lumpy or splitty on a given day. They're pretty close.
(edited)
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Isn't there an idle animal crossing game? Interesting topic tho, my partner engages mostly with idle / phone games (switch on occasion) and I sometimes watch in bed to see how they work. One they particularly like is Matchington Mansion. The focus is a lot more on puzzles but my partner has been playing this game for like 4ish years now and every update they push harder on A) making monetisation more prominent in the UI and B) making ads more frequent as an alternative to monetisation At some point I was interested in who was making this and what other stuff they did, looked into it and some abandoned lot was listed as the address on Google maps. The thing that amazes me the most though is that in the games that my partner plays there is actually like a really active community that engage and talk to each other and create teams to boost themselves up the leaderboards
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Lane
Here are a few that may be worth your time if you're a fan of the genre: SPACEPLAN http://jhollands.co.uk/spaceplan/ I haven't played the full version, but the prototype here is lovely. Universal Paperclips https://www.decisionproblem.com/paperclips/ Mentioned by Martin but worth including. Peter Talisman: Lord of the Harvest https://petertalisman.quest/ A pretty short game with light mechanics, but a cool atmosphere. The Universe is Dark https://www.reddit.com/r/incremental_games/comments/lv04au/the_universe_is_dark_a_short_incremental_thats/ Short and good pacing. Won the Incremental Game Jam 2. (edited)
A Dark Room is also very good!
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Martin Grider started a thread. 10/14/2022 12:49 AM
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@Lane I am actually a big fan of the genre too! I have only played Universal paperclips (which I didn't care for) and SPACEPLAN (Which is FANTASTIC) out of your list. This is a huge topic for me because I actually became a developer in part because I LOVE Idle games and I am sick of the state of the genre, so I created my own called Idle Acorns. I was even reached out too by another developer who had a similar story and made the game Tap Knight. I also would like to say that I disagree with @Mark LaCroix that the genre is inherently problematic. I think it is a very specific play style, and I do think it can become additive and can easily be problematic with or without a toxic monetization strategy, but I don't think the playstyle itself is inherently problematic. For example when designing my game I made it so that the longer you are playing in game the less there is to do, that way the design subtly encourages you to take a break. It also has an ending. Not that it definitively ends, but that you eventually run out of things to do. And I know that goes along with your argument of mitigating a toxic playstyle but I actually think it is just leaning into a healthy version of the way that players of this genre want to play. I would also like to reference my second game called Just Button which is more of a hardcore clicker (or tapper rather) than it is an idle game. It can be pretty addictive (or so I have heard) and it has not idle function or design to get you to stop playing, but it does have a very clearly defined end to the game. And while there is one linear play through kind of as Mark talks about, the game is more based around the narrative than the gameplay itself. So while the theming can certainly be interesting I do think these games can have more to offer and can be surprisingly complex, which is also kind of the beauty. It (at least CAN be) one of those "limitations breed creativity" type things. At least that is what it has been for me given my limited abilities as a developer. (edited)
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The more I think about it the more I think that saying Idle Games are inherently problematic leads to a lot of other play styles being inherently problematic as well. Like MMORPGs for being endless and manipulating social bonds, or even arcades for promoting bad posture. I also think that saying some playstyles are more valid than others (not sure if that isthe actual argument or not, but is a little implied) is itself problematic because we should all be allowed to enjoy the games we enjoy.
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09:34
Ehhh, I guess this is Nice Games Club though, so... umm...
09:36
Respectfully Debate!
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09:36
(I couldn't find a good .gif for that.)
09:38
I can kinda see both arguments on this one. I want to be convinced one way or the other. What I'm saying is, my opinion is what matters here. ;P
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@zacataur Idle Acorns looks lovely! Any chance you're bringing that to Android 🥺
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I also think that saying some playstyles are more valid than others (not sure if that isthe actual argument or not, but is a little implied) is itself problematic because we should all be allowed to enjoy the games we enjoy.
This is interesting. This surely doesn't imply that a genre should be immune from critique, does it? People can enjoy things and either A.) be unaware of downstream/external costs or B.) know about those and engage anyway. Now on the other hand, is "inherently problematic" a bit inexact? Perhaps a more precise wording would be "lends itself easily to exploitative practices."
(edited)
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While I think it's true that consumption of any kind "lends itself easily to exploitative practices," I like it even more in this narrowed context. It feels even more true. I also think the smaller scale focus of the context is what lends it to feeling like a bigger problem, too - that it's inherent rather than just a distillation of a larger issue. It's like, 100 billion dollars is so much money that my brain just thinks of it as "a whole dang lot" rather than each dollar. But, if my boss said "we're going to start paying you double your salary" I'm immediately doing specific and concrete calculations. That number, while much smaller, has a lot more immediacy to it. Almost like it means more because I can actually wrap my head around it. I feel like the inherence argument about mobile idle games is a bit like that, where because the scope is something we can get easily, it feels true even if it's just a kind of singularity proxy for something that's potentially true of everything. That kinda gets into the weeds of "if all things are x then the x designation is meaningless" territory, but at least for now, it makes sense to me to think of it that way. TL;DR I think the exploitative design practices of idle mobile games are particularly acute and so ubiquitous that they appear to be inherent to the genre. Double TL;DR just what @Lane said, basically. (edited)
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Nothing topical to add at the moment, but I feel a great glowing gratitude that our little nice gamedev community has such rich and thoughtful conversations. 💜
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It's a symbiotic relationship! For now... I dunno, I guess I figured I should make it spooky for seasonal flare?
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Dale LaCroix 10/17/2022 9:13 PM
Someone is threatening to turn parasitic
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Parasites, symbiotes
21:14
These are just very close friends
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Lane
I also think that saying some playstyles are more valid than others (not sure if that isthe actual argument or not, but is a little implied) is itself problematic because we should all be allowed to enjoy the games we enjoy.
This is interesting. This surely doesn't imply that a genre should be immune from critique, does it? People can enjoy things and either A.) be unaware of downstream/external costs or B.) know about those and engage anyway. Now on the other hand, is "inherently problematic" a bit inexact? Perhaps a more precise wording would be "lends itself easily to exploitative practices."
(edited)
This surely doesn't imply that a genre should be immune from critique, does it?
Oh of course not! I don't think anything should be above critique, there lies tyranny.
Now on the other hand, is "inherently problematic" a bit inexact? Perhaps a more precise wording would be "lends itself easily to exploitative practices."
I think that is kind of my point. The genre certainly lends itself towards a lot of negative things, I just disagree strongly that it is something inherently wrong. Unless you make that same argument about basically every other playstyle. And if you single out only one type of game that has genuine criticisms that comes off as elitist.
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Lane
@zacataur Idle Acorns looks lovely! Any chance you're bringing that to Android 🥺
I would love too... but still early in my dev journey and at this time developing for Android is just not in my wheelhouse. Someday, hopefully. But as of now there is nothing in the works 😦
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bit
While I think it's true that consumption of any kind "lends itself easily to exploitative practices," I like it even more in this narrowed context. It feels even more true. I also think the smaller scale focus of the context is what lends it to feeling like a bigger problem, too - that it's inherent rather than just a distillation of a larger issue. It's like, 100 billion dollars is so much money that my brain just thinks of it as "a whole dang lot" rather than each dollar. But, if my boss said "we're going to start paying you double your salary" I'm immediately doing specific and concrete calculations. That number, while much smaller, has a lot more immediacy to it. Almost like it means more because I can actually wrap my head around it. I feel like the inherence argument about mobile idle games is a bit like that, where because the scope is something we can get easily, it feels true even if it's just a kind of singularity proxy for something that's potentially true of everything. That kinda gets into the weeds of "if all things are x then the x designation is meaningless" territory, but at least for now, it makes sense to me to think of it that way. TL;DR I think the exploitative design practices of idle mobile games are particularly acute and so ubiquitous that they appear to be inherent to the genre. Double TL;DR just what @Lane said, basically. (edited)
That is a really interesting way of looking at it. The ol' "One death is a tragedy, a thousand deaths is a statistic." and I do agree with that! (edited)
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I think that is kind of my point.
Good! Yeah, I was hoping to find a middle-ground statement that you and Mark would be able to sign off on.
And if you single out only one type of game that has genuine criticisms that comes off as elitist.
IDK if you go back very far with NGC, but this is far from the only genre that has been criticized. However, I do think idle games have the disadvantage that they wear their skinner-boxiness on their sleeve more than other game genres. Idle/incremental games aren't the only ones who take advantage of psychology/sales tactics to hook and convert users, but they have less gameplay to distract you from what's going on.
10:59
--- Anyway, amid an ocean of idle games bobbing up and down with the current, drifting limply toward the whirlpool of KPI-driven psychological attacks on users, it is heartening to see some games like Idle Acorns paddling the other way. Personally I go out of my way to look for only mobile games with an up-front cost these days for just that reason.
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I have been listening for a while but only recently joined this lovely discord. I agree with you and would hope that no genre is above criticism. I think every genre of game can lend itself towards toxic mechanics and with Idle games there is no financial incentive to not do that and so the problems are a LOT worse than other genres, I just think the comment that it is inherently flawed unlike other genres was just a step to far and I strongly disagree. I also disagree that it is not a real game genre and saying it isn't when so many people play and enjoy those games, as games strays just a little too close to gatekeeping being a game developer for my taste. All that said, by all means criticize the current ocean of idle games! It's the only way things get better after all. 🙂
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popespacious 10/21/2022 9:21 AM
@Lane @Mark LaCroix I had a job interview ESG once. As research I played a bunch of their games to learn more about the idle game genre. Unfortunately at the time most of the games they made where not the themes I enjoyed a lot. (Always sunny, trailer park boys. No Star Trek at the time). I got a question about what I liked about the games, and I mostly said "I like the art and theme, and that it's 'Free'" Probably best I didn't get the position haha. (edited)
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From what I've heard, you may have dodged a bullet.
09:24
Never heard anything particularly bad about the work environment or anything, but their plan to franchise out their engine as much as possible has had a very rough run.
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popespacious 10/21/2022 9:31 AM
I'm having a moral debate here with myself. Let's say you want to release a Free to Play game, obviously you will want money for maintenance, hosting etc. but you also want to respect your user base as much as possible, how do you work with that. Here are some models I can think of: 1. Micro transactions: (mostly eww, unless it is purely cosmetic and done fairly) 2. In game adverts/turn off ads for paid version: (been playing some free games with my kids and I strongly dislike this) 3. Donations: (I feel like not many people actually do this.) 4. Subscription based 5. DLC What other models can you suggest, or what is your take on these models.
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What do you dislike about #2?
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popespacious 10/21/2022 9:37 AM
My issue is they pop up, huge, the close button is always the smallest little x and you end up clicking the link rather than the close button and the close button constantly moves around for each ad in the game. That and they pop up very frequently (at least the games we were playing). For example, my daughter (3) was playing a tower building physics game. She wasn't quite getting the rules and the blocks would drop into the water. I think they have it set to after 2 tries, play an ad. So she ended up watching/clicking on ads more times than playing the game. I guess my dislike is how this particular game did their ads. (edited)
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FWIW I think that "free demo, pay for full game" is a very fair way to go, and "with-ads, pay for no-ads" feels pretty similar to that.
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Lane
FWIW I think that "free demo, pay for full game" is a very fair way to go, and "with-ads, pay for no-ads" feels pretty similar to that.
popespacious 10/21/2022 9:50 AM
I think that is fair as well. Now I may have to double check, but I do not think they had it advertised as a demo. Which leaves that bad taste feeling. (edited)
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Not saying they did.
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09:52
Just that "pay for no ads" has some conceptual similarities with a demo. Try it out for free, and if you're enjoying it enough to be annoyed by ads, pay a one-time price.
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09:53
This has some problems in the app stores themselves. At least in the Google Play store, a game with a one-time pay-for-ad-removal game will say "Contains ads - In-app purchases"
09:55
That the same "In-app purchases" tag is used for apps with a maximum spend of $2 and $20,000 is a small problem in and of itself, I think.
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Martin Grider 10/21/2022 9:59 AM
I'll just chime in quick and say I hate advertising of all kinds. (Obviously it annoys me to no end that ad-supported has become one of the dominant mobile game monetization strategies.) Generally if a game is even conceptually something I'm interested in, but it's ad supported, I look to see if the IAP will turn off the ads, and this knowledge is a strong indicator of whether I'll download the game. I do still play games with ads on occasion, (mostly idle games that I'm not proud I'm playing in the first place), and the best ones only have the option of watching an ad to get some boost in the game. So under normal circumstances you'd not see an ad at all unless you initiate it yourself. There's a pretty night-and-day difference between the experience described above (where you get an intersticial after some number of "plays" or after some time playing the game). I will say, I'm a lot more stubborn about not letting my kid play games with ads. I have zero tolerance for that.
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Josh Anthony 10/21/2022 10:04 AM
I think ads are a necessary evil to enable the free-to-play strategy to have any chance of making money. As for the listed ways of doing it (posted by @popespacious), I would lean towards #2 being the most fair, depending on how it's implemented. It should be a thing that either gives you a boost that you choose to engage with or not, or something where you only have to tolerate it every once in awhile. That said, I also agree with @Martin Grider that ads are an absolute annoyance, regardless of how they're implemented, and personally I would usually prefer to pay outright for the game than tolerate ads. (I also question often how the hell ads make so much money in the first place. You'd think companies wouldn't spend so much money on something that seemingly has a low chance of returns, but the billions of dollars in the industry indicates I'm missing something in my logic.)
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Martin Grider 10/21/2022 10:10 AM
The ad industry makes a ton of money, because it's speculative and predatory. Just like insurance. You have a product, you know you need to get it in front of someone's eyeballs some number of times before they're going to buy it, but you don't know how to do that. Ad companies say they know how to do that. But they're not promising someone will buy your product, only that they can get a person to see your product. What you think you're paying for is something you need... but actually it's just the possibility you might get that thing. No guarantees, no promises. Most companies will keep spending money on ads right up until they're bankrupt because nobody bought their products.
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10:14
Also worth noting that most digital ad platforms are not as profitable as they look on paper. Facebook is a good example of this. It's a unicorn because investors think it is, not because they actually make that much money. What is human attention worth? Whatever someone thinks it's worth. (And actually all products are the same, when you think about it. Capitalism is about tricking someone into paying more for something than you pay for it.)
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(I also question often how the hell ads make so much money in the first place. You'd think companies wouldn't spend so much money on something that seemingly has a low chance of returns, but the billions of dollars in the industry indicates I'm missing something in my logic.)
Here's the short version of what it looks like inside a mobile game studio. Once you've started running an ad campaign, you'll start getting attribution data on your installers. You'll see in user analytics what source drove each of those users into your game. You can then calculate eCPI, or effective cost per install. You can also begin calculating LTV, or long-term value, which is the average money you earn from each user. These two terms can be combined into a ROAS, or return on ad spend. If your ROAS is positive, then it's economically viable to increase your ad spending. If your ROAS goes positive quickly (e.g. users on average return to you the cost you paid to get them to install within 30 days), you can afford to increase ad spending more quickly.
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But to more directly answer the heart of what you're saying, Josh, the "low chance of returns" isn't really that low of a chance. Even a small amount of money buys a lot of impressions, so for a free to play game, you'll get a trickle of users. You can use even that small amount of info to start improving your ads or improving your game to work toward a positive ROAS. Anyway, all this so far has been without any opinion from me. IMO the ubiquity of this kind of advertising has been a massive net negative. You spend to advertise and they all spend to advertise, and it drives up the price for a limited set of installs (each of which may no be lower-value because someone else's advertising could pull them out of your game). I don't think users really benefit either. I don't have any kind of suggestion on how better to surface/distribute games but it does seem like a massive waste doing things this way. (edited)
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Martin Grider 10/22/2022 11:14 AM
I am currently enamored with the platform subscription model. Essentially the platform holders (Apple, Microsoft, Playstation, etc) want you to spend time on their platforms, so they pay game developers to put their games on their platform, sometimes exclusively, etc, etc... Then users typically pay some fee to get access to all the games on the platform. (Microsoft GamePass, Apple Arcade, etc.) This is great for me, as a consumer who enjoys trying out new games all the time. As a developer, it's a little harder, because you really have to either a) have created a great game already, or b) be established as someone who has repeatedly made great games, before you'll be invited to join this platform party. I'm okay with that, as I've already sort of resigned myself to making niche games as a hobby as opposed to to "try to make a living with game development".
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Josh Anthony 10/22/2022 10:47 PM
I feel a bit wary with the subscription model. The very value in the model is to gate content behind a paywall you have to renew monthly/yearly, and when many people are doing it you get to the point where, most likely, something you want to play is gated behind a service you don't have. Sure, there's probably a free trial/low cost first month that you could pay just for that content, but then suddenly you're under time pressure to beat it. Plus, you never truly own any of the content. You can't (legally) download and keep copies of the games, to be played whenever you want, even if I leave the service, or the service gets canned (see Google Stadia). On top of that, if I like content from multiple sources, then that's multiple subscriptions per month I need to maintain, and that adds up.
22:48
Sure, it's lucrative for the company, and there are certainly ways to do it right. But, as a consumer, I'm not sure I like the trend of everyone making a subscription service and pulling/putting exclusive content on it.
22:49
In the end, though, there's no one best way to business anything for everyone, so I don't hold ill will towards folks who want to go for it.
22:50
And I'm not against doing my own subscription model, if I feel there's a right reason for it.
22:51
Haven't thought of one, but it might happen. 😛
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Josh Anthony
I feel a bit wary with the subscription model. The very value in the model is to gate content behind a paywall you have to renew monthly/yearly, and when many people are doing it you get to the point where, most likely, something you want to play is gated behind a service you don't have. Sure, there's probably a free trial/low cost first month that you could pay just for that content, but then suddenly you're under time pressure to beat it. Plus, you never truly own any of the content. You can't (legally) download and keep copies of the games, to be played whenever you want, even if I leave the service, or the service gets canned (see Google Stadia). On top of that, if I like content from multiple sources, then that's multiple subscriptions per month I need to maintain, and that adds up.
Bouncing off your thoughts here, I'm curious what you thought of Thursday's episode about physical releases, especially the Mixtape concept. To me, from a dev perspective, it seems like a strategy of using novelty to get eyes on one's game rather than advertising or subscription participation. But it also seems pretty niche, at least right now. And that makes me think: is it better to aim for a smaller but likely more-interested audience through more specialized channels, or a larger audience in hopes that simple volume will deliver the number of players you're hoping for?
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Josh Anthony 10/23/2022 11:46 AM
I haven't listened to the episode, and probably won't for awhile (I don't get much opportunity and time for podcasts; it's almost always on long drives), so I can't comment on the episode specific parts, yet. In general, as a consumer, I've gotten used to digital releases (for games, at least) and the convenience they bring; I imagine other people feel similarly. I would probably not focus on physical releases as an indie video game developer. I imagine it costs more than going simply digital, and my company/game brand isn't nearly recognizable enough where I feel it would generate interest with a physical release (no nostalgia factor). Even with the sea of digital games making it hard to get noticed, I still think it's more cost effective to remain digital at this stage of where Rebbie and I are at with our gamedev. (edited)
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11:50
I think both approaches, niche and broad, can sell. That said, it is hard to make a game that appeals to a wide audience, and doubly so when you don't have the resources to afford AAA-esque polish that the general audience probably expects, so for indies it's probably easier to go specific.
11:50
But going specific also has a lower ceiling.
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Josh Anthony
But going specific also has a lower ceiling.
Yep. It's all about trade-offs. 🙂
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Physical games, and goods in general, are a nice hedge on the consumer side.
08:26
Not suggesting any game service would do this intentionally, but services like Stadia show even things backed by giants can fade away.
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08:28
Also in the event of some kind of nasty event (like a solar flare 🙂), it's cool to have some media a bit less reliant on the grid.
08:29
Esp if most of the internet grid runs through a single state, though who would do that.
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Josh Anthony 10/25/2022 8:42 AM
All of that is true, but as an indie dev I'm not gonna bank on the majority of my potential audience having this perspective.
08:42
And if a solar flare does hit, honestly there's gonna be a lot more for me to worry about than "oh no my games". 😛
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Yeah hence stored physical goods in general!
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Josh Anthony 10/25/2022 1:27 PM
The NFT bros are gonna have a real bad day.
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09:19
It's spooky season! Stephen is SO over it, but he can't escape all the scary stuff happening in this week's episode. We start with a lesson on the necromantic arts of branding and iconography, guided by Mark, a master of these dark magics. After the break, Ellen raises a past topic from the dead in order to explore the ethics of manipulating pla...
09:19
We made it to the big leagues NGC chat
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09:19
09:19
They're finally out of ideas
09:23
Hopefully we add some interesting ideas to the ongoing discussion
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"The more you learn about a company, the more it's branding should make sense"
10:23
@Stephen McGregor (he/him) this was your chance!!!!
10:23
Considering Escape Industries was how you escaped the industry of mechanical engineering.
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10:30
🤓 ACKTCHUALLY
10:30
Cookie clicker is an unfolding game!
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Idle games are designed with disengagement points in mind
10:43
Most of them don't want people playing in a long session. Better to have multiple short sessions per day
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Lane
Cookie clicker is an unfolding game!
Martin Grider 10/28/2022 10:46 AM
Is it? I've only ever even looked at it for a few minutes. How long until it changes?
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The very original simple Cookie Clicker wasn't. The new one over time became pretty deep, with a prestige system that dramatically changes things.
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Martin Grider 10/28/2022 10:52 AM
Ahhh, got it. I do think the difference (in my mind anyway) is that unfolding games fundamentally change their mechanics when you get farther into them. Games with prestige systems seldom do in my experience, because when you prestige you're fundamentally back to doing the thing you were doing when you started, just with better multipliers or what-have-you. There's a gray area where prestige does add additional mechanics... which a lot of the "deeper" ones do.
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Biggest change is a system that adds a unique minigame to most of the buildings, many of which change play quite a bit
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10:53
Yeah, the degree to which CC fishtails between being pretty active, then pretty idle, then very active, then pretty idle again is what makes it "unfolding" to me anyway. Your experience with it changes quite a bit.
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Martin Grider 10/28/2022 10:55 AM
I don't think anyone has touched on what I like the most about these games, which is that they're sort of fundamentally just "systems design".
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10:55
I like discovering the system. I don't always like actually playing the game. 😂
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TRUE. Yeah, in the show this week they're saying (paraphrased)... Mark: "These games are just about engagement." Ellen: "But have you considered... disengagement."
10:57
--- When, to a large degree, my feeling playing these games is kind of like playing a game with a compelling story, only it's a mechanics story instead of a narrative one.
10:57
I want to see how the moving parts knit together!
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Martin Grider 10/28/2022 10:57 AM
That may have been my favorite part of the episode. (I just listened to the second half.)
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Ah! I'm behind; just getting to that part now
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What's this about idle/incremental games being all about in app monetization?
11:21
It sounds like the hosts are thinking of mobile idle games
11:22
Games like Dyson Sphere Program or Shapes.io (and even civ, tbh) have a lot in common with idle games.
11:22
Similar motivational framework anyway, and more dressing
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Lane
Games like Dyson Sphere Program or Shapes.io (and even civ, tbh) have a lot in common with idle games.
I'll add these to the backlog. Thanks for the recommendations! 💖
12:12
I don't think I've encountered a game about shapes that I didn't simply adore. I think it's something related to what you said about the game having a compelling story, but it's a mechanics story. Something to write about in my player journal, I guess 😉
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Martin Grider 10/28/2022 12:20 PM
I do highly recommend shapes.io. And yeah, it's an interesting hybrid. Mostly on the "factory game" end of the spectrum, but maybe factory games in general have some interesting mechanical intersections with idle & incremental games. I bought Dyson Sphere Program, and still haven't played it. It's on my list!
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Lane
Cookie clicker is an unfolding game!
Was thinking the same thing!
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Lane
--- When, to a large degree, my feeling playing these games is kind of like playing a game with a compelling story, only it's a mechanics story instead of a narrative one.
I really like this framing. I also think the potential for story of idle games is underrated, and often under utilized.
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Finally listened to todays episode and I think Stephen really sums up the points really well that the arguments against Idle games are not inherent to the genre but just indicative of most of the games you see right now. I also think it's unfair to say that you have no examples of games that meet your standards, until you play some of the examples named in this chat. Such as Space Plan which I think is a great example which also, just as my game does, unfolds slowly and has both world building and a story to explore, providing a lot more to the gameplay than simply progression or engagement. (edited)
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06:31
I was also really excited to hear you talk about Just Button and would love to hear your thoughts if you try it out! I will warn you that it falls into the very specific and brutal category of "Hardcore clicker" but if you do choose to play it, I think it will be well worth the journey. I have been really surprised and humbled by the response as I made the game in the aftermath of a breakup so there is a lot of emotional energy in that project. 🙂
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If you are curious, the game is free, and you can read some of the non-spoilery reviews here: https://justbutton.net
06:43
I should also say that I was honored to have my game discussed and I am glad to be a part of the discussion and the community ❤️
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docky (Hayden Scott-Baron) 10/31/2022 4:52 PM
Loving the discussion of idle games on the latest episode, especially regarding the overlap with civ etc I’ve worked on lots of builder games like Planet Coaster, Jurassic World Evo etc. even with these games there are some folk that love to lean back and revisit gradually. Meanwhile I’ve been playing a mobile game called Cats & Soup which grosses me out because it’s so intense with subscriptions and offers of currencies and upgrades. I’ve yet to enjoy an idle game but I study them often for my dayjob.
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That's too bad because the title, Cats & Soup, is superb (edited)
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I love the concept of Cats & Soup and the art and world building are beautiful! It is almost tragic how that game is ruined with monetization.
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09:50
It’s everyone’s favorite rhythm fighting game that doesn’t exist yet, ‘Rhythm Rumble’, back for more discussion in this week's NiceThinking Episode. Ellen learns a new word, Mark rants about Unity’s PlayerPrefs, and Stephen admits that he still hasn’t learned to take good notes. They all agree that you have to spend more time researching than yo...
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09:50
Topic I've been waiting for!
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Is the editing in the 2nd half of the episode a subtle hint at the new ECHO mechanic @Stephen McGregor (he/him) is adding??? thinkrotate
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Mark LaCroix 11/03/2022 3:50 PM
Some audio tracks got misaligned for ~5 minutes in the back half of the episode. Fixing it now.
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Mark LaCroix 11/03/2022 3:57 PM
Okay, fixed. Most podcast apps won't automatically replace the previous file, so if you have the original audio and can't get it to update on your end, you can listen to those bodged 5 minutes (~54:00 to ~59:00) on the website, or on YouTube (when it goes back up there).
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16:01
Still deep in conspiracy land that Stephen did that to hint at disjointed hit boxes on the trombone character or something
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Dale LaCroix 11/03/2022 4:23 PM
Im sorry that had to have been me
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Mark LaCroix 11/03/2022 4:25 PM
We're fixed bigger errors in the wild, for sure. 😆
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zacataur
I love the concept of Cats & Soup and the art and world building are beautiful! It is almost tragic how that game is ruined with monetization.
docky (Hayden Scott-Baron) 11/04/2022 1:53 AM
A more honest title for Cats and Soup would be Cat Labour Camp. Even the fact that you build break areas heightens how much they’re being put to work. (edited)
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Cat Dystopia
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Martin Grider 11/04/2022 9:38 AM
Yesterday I downloaded and got pretty sucked into an educational idle game called Cell to Singularity: https://celltosingularity.com/ I'm appreciating just how much there is going on in the game. I've unlocked I think three different fairly distinct "tracks", and each has slightly different idle game mechanics. Another thing it does that is kinda fun is show you multiple views of your "data". If you want to play it in the (default) "upgrade tree" view, it's cool because it shows you the interconnected nature of what all you've unlocked and are upgrading, but if you just want to treat it like a more traditional upgrade clicker, there's a separate set of screens for that. All the "educational" content is sort of buried in descriptions, (and in the mechanics themselves), so it never feels forced, IMO. It's pretty neat, I think.
Play the game as a single cell organism, and upgrade your biology, intellect, and technology to evolve a civilization on the brink of technological singularity.
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This sounds really interesting. I'll give it a try!
12:48
Oh it plays in the browser too? very interesting
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popespacious 11/09/2022 7:50 PM
I was wondering if you guys have any other good gamedev podcasts. I think I've worked through all of the Nice games club back catalog. I really like the formatting of NGC and the tone. (I can have it on with my young kids and there is no profanity, so thanks guys!)
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Woo 2D cameras! One subtle thing I've learned about how to make 2D cameras feel right is that there are tweaks to the lerp-toward-focus that can make it much nicer. Specifically, what I believe Sonic should have done is to lerp a percentage of the distance toward the focus each frame, but that percentage should grow based on the distance away from the focus. In our 3rd place ludum dare entry, we used this line to achieve really smooth-feeling acceleration toward the desired position: transform.position = Vector3.SmoothDamp( transform.position, DesiredPosition, ref currentVelocity, ChaseTimeByDistanceFromDesiredPosition.Evaluate(distanceFromDesiredPosition)); (edited)
10:16
Where ChaseTimeByDistanceFromDesiredPosition followed this curve
10:18
So if the camera is already close to the desired position, it will settle in gradually, but if it's way off, it will very quickly accelerate then decelerate, using Unity's SmoothDamp function to prevent unexpected jerks.
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Stephen: The camera in Fingeance doesn't move at all. Me: shake_intensifies
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Just want to say the middle of the podcast really IS the best
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popespacious
I was wondering if you guys have any other good gamedev podcasts. I think I've worked through all of the Nice games club back catalog. I really like the formatting of NGC and the tone. (I can have it on with my young kids and there is no profanity, so thanks guys!)
I've enjoyed Coffee with Butterscotch!
16:42
I also like Professor Game podcast, but that's more design and less nuts and bolts (also it's about game-based learning, which is pretty niche)
16:42
I'm impressed that you've worked through the entire NGC catalog... that's so many episodes!
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popespacious 11/11/2022 9:42 AM
@Ellen thanks for the recommendations. Game-based learning is an awesome topic. I'm a college professor so always looking for new things to spice up lectures.
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You might really like that podcast, then! The host interviews tons of people who are involved with game-based learning, including professors who use games as part of their curriculum. 🙂
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Hey everyone! Listening to a really interesting non-gamedev podcast that I thought I would share. This is the exact kind of thing (Nudge Theory) that I think about when designing user interfaces. I also think it ties directly into our previous conversations about design particularly within the idle games category. How are the games nudging users or influencing behavior. And all games do this to greater or lesser degrees. Anyways thought I would share a really interesting and relevant conversation from another area entirely that definitely (indirectly) applies to game design: https://podcasts.apple.com/us/podcast/stay-tuned-with-preet/id1265845136?i=1000587233601 (edited)
‎Show Stay Tuned with Preet, Ep How We Decide (with Maya Shankar) - Nov 23, 2022
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Hey 👋 Don't know if I can put this here or not. But Nice Games Club definitely keeps me motivated in learning to make my own games and thought I might share my first game. Started the Godot tutorial and sort of turned it into my own thing. A quick little arcade game you can play on your phone or computer. https://jakey-mg.itch.io/kalimari Thanks for keeping me motivated!
Dodge the Fish-Bones and collect shells for points in this quick little game.
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this games so sick man and the squids design is cute, the games simple but its addicting, lost like 30 minutes to it😭 also dont know if it was intended but the background's missing on the mobile version; overall it was a fun play, keep it up dawg🙏
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ajul0o0
this games so sick man and the squids design is cute, the games simple but its addicting, lost like 30 minutes to it😭 also dont know if it was intended but the background's missing on the mobile version; overall it was a fun play, keep it up dawg🙏
Thank you! Yeah, something with how Godot packaged the HTML5 makes the shader not render properly on mobile browsers (seems to be a known issue and have something I'll try to fix it) but it seems to be fine on the test play store and apple store builds. I'm glad it gave you 30 mins of fun!
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Josh Anthony 11/26/2022 8:11 AM
Pretty dope! I recognize that water shader, too. 🙂
08:11
(As a fellow Godot user.)
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zacataur
Hey everyone! Listening to a really interesting non-gamedev podcast that I thought I would share. This is the exact kind of thing (Nudge Theory) that I think about when designing user interfaces. I also think it ties directly into our previous conversations about design particularly within the idle games category. How are the games nudging users or influencing behavior. And all games do this to greater or lesser degrees. Anyways thought I would share a really interesting and relevant conversation from another area entirely that definitely (indirectly) applies to game design: https://podcasts.apple.com/us/podcast/stay-tuned-with-preet/id1265845136?i=1000587233601 (edited)
I love the concept of "nudging." Have you read the book Nudge by Richard Thaler and Cass Sunstein? I haven't gotten around to it yet. https://www.amazon.com/Nudge-Improving-Decisions-Health-Happiness/dp/014311526X
Nudge: Improving Decisions About Health, Wealth, and Happiness
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08:32
It's the show's sixth anniversary! To celebrate, Stephen, Mark, and Ellen play two "talky talky" games on the air:  Where Should We Begin: A Game of Stories by Esther Perel, and Hypertheticals by Chuck Klosterman. These games offer your hosts some interesting discussion prompts, with interesting results.
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Ellen started a thread. 11/26/2022 8:33 AM
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Ellen
I love the concept of "nudging." Have you read the book Nudge by Richard Thaler and Cass Sunstein? I haven't gotten around to it yet. https://www.amazon.com/Nudge-Improving-Decisions-Health-Happiness/dp/014311526X
I haven't! But I am definitely going to check it out!! 😄
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popespacious 11/26/2022 12:39 PM
@Ellen Thank you for the podcast recommendations. I have been listening to Professor Game and really have been enjoying it. Haven't been hooked with Coffee and butterscotch yet. I'll have to download a couple more episodes to see if it gets me.
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I'm glad you liked Professor Game, @popespacious !
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Thanks!
18:45
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Wow! That's like 100 episodes!
20:48
What was the best one?
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Ummmmmm, my fav I think was an interview with a lady who worked organising game conference events or something like that and she was talking about networking and business behind games
21:08
That one stands out to me when put on the spot
21:09
Would be fun to hear Martha back on as a guest sometime if it worked out
21:14
There was another one were you were talking to somebody who runs DnD campaigns for kids as a social experience, that was a really good one also
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Jakey MG
Ummmmmm, my fav I think was an interview with a lady who worked organising game conference events or something like that and she was talking about networking and business behind games
Holly extends her stay for another week to help your nice hosts interview Tiffany Otto, freshly sprung from government-mandated quarantine to bring her "slimy" wisdom and experience into the clubhouse. Tiffany, the Director of Partnerships for IndieCade, is over-indexed in business, but she wants to raise the index for everyone. If preparing pit...
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Jakey MG
There was another one were you were talking to somebody who runs DnD campaigns for kids as a social experience, that was a really good one also
Can games be used for therapeutic purposes? Absolutely! In this episode we talk with Adam Davis, therapeutic Game Master, and a co-founder and executive director of Game to Grow, a 501(c)(3) nonprofit. The organization is focused on "the use of games of all kinds for therapeutic, educational, and community growth." Adam shares his experiences fr...
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There you go, they were pretty close together too
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Two seriously cool people
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I can't believe the level of ego when Stephen described himself as a coding expert with no airquotes in this latest podcast (edited)
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14:03
--- Oh also the bad news at the front scared me (edited)
14:04
Stephen: it's our last roundtable episode Me: OMG interview-enjoyers like Jakey have ruined everything! They've won 😭 Stephen: ...for the year
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So... The Nice Games Club shirt is nice and all... but what about a Nice Games Club MUG!?
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21:11
I'm back with the controversial opinions 😂
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Josh Anthony 12/07/2022 7:06 AM
But I don't have room for more mugs. 😛
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You can never have too many mugs lol
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Yeah weird way for Josh to announce his kitchen remodel there
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Dale LaCroix 12/07/2022 2:14 PM
What kinds of vegtables could i store in this theoretical mug?
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Does our answer to this question determine whether we get one 🥺
14:34
In that case... Kale BokChoy? (edited)
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Josh Anthony
But I don't have room for more mugs. 😛
We have room for a Nice Games Club mug 😤
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Dale LaCroix
What kinds of vegtables could i store in this theoretical mug?
all the vegetables!
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Rebbie
We have room for a Nice Games Club mug 😤
Josh Anthony 12/07/2022 5:28 PM
we will once that mug holder arrives 😛
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Dale LaCroix
What kinds of vegtables could i store in this theoretical mug?
Josh Anthony 12/07/2022 5:29 PM
corn and peas
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My friend asked Chat GPT to explain arrays using star trek.
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I mean, I would've just said "it's like a phaser array, but with less phasers. Or more. It depends on what's in the array I guess." The screenshot answer seems far more helpful.
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Another highlight was asking it to explain its own terms or conditions in the format of haiku
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Re the latest episode, maybe this is just another adventure in Lane's misinterpretations
07:44
But there was a moment where Mark says that the game's publication date is kinda based on how fast Beth adds bugs
07:44
and it sounded really mean
07:44
Until I thought about it more
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Josh Anthony 12/09/2022 8:11 AM
I feel like that's a relatively common programmer joke. We developers are good at adding bugs, and that usually results in making things take longer. 😛
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From your message I'm not 100% sure you understand all the context
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Josh Anthony 12/09/2022 8:23 AM
I readily concede that. (Apparently my brain needs to be put in hold-fire-at-all-times for now, that's the second such comment I've made to Lane recently. 😛 )
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Haha I'm also being a bit coy here. The episode is about people creating an insect-raising game, and (for the exact reason you're saying) my brain told me Mark was saying "man beth sure is good at adding bugs" but what he meant was "man beth sure is good at adding bugs"
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Josh Anthony 12/09/2022 8:26 AM
To be fair, I need to do a better job of refraining from commenting on episode commentary when I've not listened to said episode. It's a self-control failing of mine lol
08:27
Pretty easy to miss context when you don't actually have the context. 😛
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Dale LaCroix 12/09/2022 8:42 AM
🐛🐜🐝🪲🦋🐞🦗🪳🦟🪰
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Has anyone here ever been evangelized by an OST into buying a game?
15:23
Currently drifting irreversibly toward buying Katana Zero just because the soundtrack is so good.
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15:24
Helps that it has precisely the mood I'm currently trying to capture for a small project.
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Dale LaCroix 12/12/2022 3:35 PM
Buy it!
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Stephen McGregor (he/him) 12/12/2022 3:39 PM
I did end up playing Machinarium because of one of the songs my brother liked. I didn't buy it though.
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BreadZealot 12/12/2022 3:41 PM
I was introduced to Lifeformed's Dustforce soundtrack before the game. Bought it and loved it till I got stuck.
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15:41
It's still my go to soundtrack for background when I'm hosting guests.
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Dale LaCroix 12/12/2022 3:44 PM
Question. Stephen why are you in a teacup?
15:45
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Stephen McGregor (he/him) 12/12/2022 3:45 PM
Discord Nitro users get access to holiday additions to their profile pictures if they want.
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Ooh fantastic.
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Dale LaCroix
Question. Stephen why are you in a teacup?
Because he's Steepin' McGregor!
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Dale LaCroix 12/12/2022 3:56 PM
I see Stephen picked the addition that anwers the question, if Kirby drank tea... what would it be from?
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Stephen McGregor (he/him) 12/12/2022 3:57 PM
kirbytea
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So, weirdly enough, yes, and it was the Katana Zero OST. I didn't end up loving the game, but that music "slaps" or do kidz not say that anymore?
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23:25
Don't get me wrong, it's beautiful game and I think it's well designed too, it just didn't really *"do it" for me enough to stick with it. *Whatever that means
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Lane
Has anyone here ever been evangelized by an OST into buying a game?
Martin Grider 12/14/2022 11:13 PM
I have! The Zombies/Corporate Lifestyle Simulator soundtrack by bignic is probably in my top 10 OSTs. I really have no idea how I first heard it, but there were a few years where it was one of my regular playlists. (I only bought/played the game when I discovered it was out on iOS, but it didn't grab me.) I couldn't find a definitive link, but it's on the usual places, apple music, spotify, youtube, etc. Another notable mention: I have not purchased, or even played Fall Guys, but I've listened to the OST dozens of times: https://jukiokallio.bandcamp.com/album/fall-guys-original-soundtrack
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popespacious 12/16/2022 1:51 PM
@Lane love the FTL soundtrack for studying. And I know they aren't original songs, but man Tony hawk pro skater soundtrack is 👌
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Hey! Been a while
11:36
I'm curious: are our nice hosts up to any projects this winter?
11:37
I.e. a couple years ago it was Roboston, which was a delightful little project to see moving along.
11:37
I can imagine folks are busy this year though
11:39
And how about everyone else? @bit, how is MA n Pa's?
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I'm trying to learn blender for 3D printing purposes.
11:41
Awesome!
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And game dev I suppose.
11:41
But that's not currently the goal.
11:42
Learning new software when you know other software is hard.
11:42
How about you?
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Wow got any single goal in mind with 3D printing?
11:43
I don't think I have a mind for practical inventiveness at all haha. Always interesting to see what other people come up with
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I have a single thing I'm trying to produce and iterate on to learn. I need a specific goal in mind to learn a thing. Never did well at learning stuff just to learn it.
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Same!! Yeah learning skills is kinda painful - need some strong push to get through it
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But it's far from my first 3D model and probably the 10th or so thing I've designed for printing. Just the blender bit is new.
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11:45
I love learning new stuff. But yes. Need that motivating factor / end goal.
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Atm I am learning some things about manufacturing board games in prep for publishing my first one. Also working on a second board game I'll be debuting on the next Twin Cities Playtest.
11:47
Though that second one is very derivative of the first one... it's really just asking "what if this game cut like 75% of the rules and skipped to the fun part"
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Ooh, that sounds fun.
11:56
I've always wanted to develop a board game. Kicked around 3 realish ideas over the last decade. But never actually produced prototypes or tested any ideas. Mostly just talked through things with like-minded folks.
11:57
I'm all for short games that get to the fun these days. I love 90 minute euros, but I can rarely find the time.
11:59
What's your theme / mechanics? If you don't mind saying.
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I think making a board game has a lot of the same appeal as e.g. Pico 8 or NES
12:02
But the limited processing power is the players' brains.
12:03
My mechanic is last-hitting. In the small version of the game, two players share a deck of 16 cards with numbers 1 through 4, and each maintains a 4-card hand. On your turn you play one card, dealing that much damage, then refill your hand. You try to deal the last point of damage to a monster.
12:04
You play against three random boss monsters, each of which applies a twist to the rules.
12:06
The mini version also has a very small economy feature, where when you deal damage, you'll take that many blood cubes, and you can spend blood cubes to earn skills that vary the game more.
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That sounds cool!
12:41
So I imagine you're never wanting to be the one to push the monster below 5 health because the other player can potentially get the final hit, but often they won't have precisely the right card leading to some nice, light tension.
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Lane
But the limited processing power is the players' brains.
The player's brain is CPU and RAM, the board state is ROM. Otherwise, yeah, I agree. (edited)
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12:44
Wingspan does a fantastic job managing a ton of information while puting almost none of it on the player.
12:45
Other than knowing what strategy a player was using you can completely swap a player out mid-turn and everything you need to know is there and you can act immediately without needing to take more then 10 seconds to grok the board state.
12:45
I am blown away by it.
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Lane
I'm curious: are our nice hosts up to any projects this winter?
Mark LaCroix 12/28/2022 2:18 PM
Were mostly just doing some housekeeping over the break, but also a little work on Dogpile!, a Nice Games Jam game from earlier this year. (edited)
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Dale LaCroix 12/28/2022 2:45 PM
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Mmm I remember my first dog Fifi 23
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@Lane, sadly, I haven't done much actual work on MA n PA's - I did a whole revamp of the UI to theme it like a combination of retro console hardware using cartridges, "hand writte " masking tape labels, and elements that look like stickers (I kinda wanted it to feel like a late 80's/early 90's middle schooler Trapper Keeper). I think I did a pretty good job aesthetically, but... well... that doesn't fix mechanical issues with the game itself. I'm still thinking through how to make a turn based shmup that's fun and REALLY works. I think it's close but there's something there bugging me. I'm just not sure what. :/
10:37
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That new UI is so cool!! Totally selling the theme.
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Total tangent, and not really a suggestion (unless you really want to try something radically different) but there was a thing in Fingeance that I wish we'd had more time to play with. That was a real-time shmup, but we had a mode where you could hold a button to slow time to a crawl, giving the team time to think and also to explore bullet challenges that wouldn't be humanly possible. Nothing really original, but it was surprising to me how naturally bullet time worked with the other mechanics. When making a bullet hell / shmup you're managing player-overwhelmedness as one of your core resources, so offering a tool to interact with that seemed to play pretty well.
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Weirdly, this is kind of one of the things I think about as a bonus when I remember playing some older games - where the framerate would just naturally plummet because of the sheer amount of things on screen. I believe this was also a kind of "discovered" mechanic during the development of the original Space Invaders, too. Albeit, in reverse. Where the game would run slower at the beginning of a level because of the number of enemies, but then naturally get faster as enemies were destroyed because there were less calculations to run per frame; making the game increase in difficulty over the course of a level, etc. Anyway, last thoughts of 2022. ;P
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Catching up on the bug episode from before the holidays and a conversation about nocturnal bugs and not trying to lock people from experience timed events or features. One of my favourite things in the newer Animal Crossing games is being able to change the rules of your town / influence and the behaviour to be more suited to your gaming behaviour. I think it finds a good balance between making the world and characters feel alive and simulated while still giving the player control over how they want to play.
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BreadZealot 01/08/2023 9:21 PM
Wait, what did AC do? My wife and I played for a few months but almost exclusively after our kids went to bed. So the vast majority of the game time was night. We're not talking time adjustments, right?
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No not that
21:54
https://www.polygon.com/animal-crossing-new-horizons-switch-acnh-guide/22739100/ordinances-town-island-unlock-beautiful-island-early-bird-night-owl-bell-boom-three-star-rating By no means a perfect system, but an interesting way to approach a middle ground while keeping it part of the gameplay. I guess as a design decision do you want this to be about accessibility or purely player preference. For the later figuring out how to integrate into the gameplay seems like a fun thing to do. I also appreciate you can choose which hemisphere you'd prefer to play in.
How to enact ordinances on your island
21:54
@BreadZealot
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Huh. I guess I lapsed out before that freture.
23:01
Really cool idea.
23:02
Missing shop hours because I didn't start playing til 9 most nights was a pain.
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In theory I really love the idea of games using time of year and time of day to drive in game content.
23:15
I haven't explored the concept enough to have strong ideas about how that works for different kinds of players in practice.
23:16
But I know it was part of why I stopped playing AC.
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It definitely makes MMO's interesting. Like what content should or shouldn't be locked behind time etc. I used to be really into FF14 and some stuff like fishing is locked behind time and weather events. But they can make it work because it isn't truly real time, time passes faster in game and thus it creates more.oppurtunities for players to experience time and weather gated content.
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BreadZealot 01/09/2023 1:46 AM
How do weather and time of day work in MMOs? I'm not a fan of the genre, so I don't have any experience there.
01:47
Real time time and weather are most interesting to me conceptually, but that's at odds with networked multiplayer of any kind.
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I might be wrong because it's been a while but in the case of FF14 there is your server time (based on the real time zone the server location is) and the Eorzean Time (the in game time of day) which is the same across every server (I believe). So a full day cycle in the Eorzean Time is 1 hour and 10 minutes. 1 hour is like 3 minutes-ish. This doesn't affect a lot of like combat focused content really? Except timers for some recurring quests and mob respawn timers. What it does affect which is portant is crafting and gathering, as special materials will only be able to be collected at certain times of an in game day under certain weather conditions (this is a bit more random but some patterns exist, e.g. certain areas more prone to rain). If I had to guess why from a game design perspective they choose to build a day around 1 hour, I'd say it fits nicely with an average mmo play session so if I only played 1 hour a day I'd never miss out on the opportunity to find a particular item or have the chance to find it.
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BreadZealot 01/09/2023 2:03 AM
That's pretty neat.
02:04
Most day cycles I've encountered tend to be much shorter than that. Like 10-25 minutes.
02:04
Stretching to an hour probably does make it feel more like "real" time without being real time. (edited)
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Big maps too I guess, have to find some balance so people don't miss out on getting to a collecting point before the timer runs out
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BreadZealot 01/09/2023 2:06 AM
Stardew is like 14 minutes or so (granted you skip some day hours always) and the sims is, I think , 24 (I minute hours)
02:07
Butt those have the "just one more turn/day" feel. An hour does not feel like that to me.
02:08
Ah yeah, map size is a good call.
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Hey! Excited for more NGC. When do you folks anticipate new 2023 episodes will start?
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Mark LaCroix 01/17/2023 8:33 PM
We record on the 30th, so (does calendar math) our first new episode back should be out on February 9th. It'll either be our annual "What we did on winter break" episode, or our "Nicest of 2022" episode (which we have a special guest lined up for).
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Does anyone here have examples of games that are excellent design but bad everything else — or the opposite?
10:27
Recently played Cult of the Lamb. I couldn't believe: ...how much stuff there was in the game ...how cool (well-animated, SFX'd) it all was ...how little I wanted to engage with it after ~6 hours of play due to a mountain of poor design choices (edited)
10:27
It was the ne plus ultra of Devolver being the Pepsi Challenge company
10:27
Wonderful first experience and then very quickly you want nothing to do with it
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Lane
Does anyone here have examples of games that are excellent design but bad everything else — or the opposite?
This may be a hot take, but: Deep Rock Galactic. The core co-op PvE gameplay feels fantastic, has tons of replayability, and the tone of the game (dialogue) is fun. But the visuals are the most "mid 2010s generic low-poly indie" you'll ever see, the UI design is super bland, etc. By screenshots alone, the game is immediately forgettable.
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Hot takes welcome!! Fwiw I agree with you on DRG. Big piece of why I never got into it.
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I know I'm a little late to jump on the wagon, but Vampire Survivors got me hooked, like, immediately. But, IMO the UI is just real, I dunno, functional. It's like they put all the stuff they were supposed to on the screen but it's almost so functional it's distracting. That's probably just a me thing.
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Haha yes! And when you open a treasure chest I can almost hear a robot voice saying "you are meant to be entertained. Experience reward."
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20:58
Some people are way more tuned into noticing functional UI than others. Do you remember whether you felt that way about anything before you started doing UI yourself? I wonder if it might be a hazard of the job, or at least exaggerated by it.
20:59
I know I wasn't as sensitive to really good/bad animations until I started doing them 🤔
20:59
And by "them" I mean mostly bad ones 😄
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That was my exact reaction to the treasure chest thing, too. I think you're probably right in guessing it's a hazard of the job, though I can remember instances of being put out by things like this even when I was a kid playing shareware games, so it's not totally the job.
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Cult of the lamb put me off because I got the switch version, and it runs very poorly, but I'd say my experience is very similar to yours. The music tho is amazing, also bought it to support local Aussie Devs.
15:09
Hear me out though. Kingdom hearts chain of memories. Not a good game by any stretch, but the game design and some of the mechanics in it are super interesting and fun imo, but everything else about it feels janky and brings it down.
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While we await the hotly anticipated first episode of 2023, what are your favorite bits of advice from NGC that have helped you in some way?
10:09
One for me is Mark's color opinions (e.g. https://twitter.com/Mark_LaCroix/status/1618460145926959109)
10:10
On hueless grays: "I never trust a color without an opinion"
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Jakey MG
Cult of the lamb put me off because I got the switch version, and it runs very poorly, but I'd say my experience is very similar to yours. The music tho is amazing, also bought it to support local Aussie Devs.
Yeah!! The music is incredible. That's part of what made the experience so notable. So much stuff I would have loved to stick with, but the game became such a chore.
10:17
Devolver producing a new game:
10:20
Kingdom hearts chain of memories.
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Not a good game by any stretch, but the game design and some of the mechanics in it are super interesting and fun imo, but everything else about it feels janky and brings it down.
Interesting! You're making me want to check out a game that I wouldn't have interest in otherwise. Gem mechanics in otherwise janky games are so inspirational, design-wise.
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Lane
Kingdom hearts chain of memories.
>
Not a good game by any stretch, but the game design and some of the mechanics in it are super interesting and fun imo, but everything else about it feels janky and brings it down.
Interesting! You're making me want to check out a game that I wouldn't have interest in otherwise. Gem mechanics in otherwise janky games are so inspirational, design-wise.
I'd just watch a video explaining it more than necessarily interacting with it. There is a lot of frustration in that game and it takes a while for the deck building mechanics to open up.
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Josh Anthony 02/01/2023 7:10 AM
Alien: Isolation. I loved the visuals and aesthetics of it, and conceptually the idea was great, but I am horrible at stealth when it is required, so, yeah, that pretty much killed my desire to keep experiencing it. 😛 (edited)
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Oh one question about horror games... is there any other genre that divides people in the same way?
09:49
Among people I know, it seems like roughly half of them have a "that was scary" ➡ "that was fun" reaction
09:49
And half don't.
09:50
I happen to be in the group without that reaction, and it's like eating a food I don't have the tastebuds to experience. I don't think I'm more or less scared than the average person, it just doesn't occur to me why that would be enjoyable.
09:51
But are there other genres that are that hard to fathom for non-enjoyers?
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Stephen McGregor (he/him) 02/01/2023 9:52 AM
Humor isn't really considered a genre of games but it can be as divisive as horror in a lot of ways.
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Good point!
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Stephen McGregor (he/him)
Humor isn't really considered a genre of games but it can be as divisive as horror in a lot of ways.
When I worked in publishing, humor games were 100% the single hardest set of games to evaluate. You'd have 2 people on the team think it's the funniest thing ever and everyone else just not get it at all.
10:53
Even if you like funny games, humor is so subjective that "humor" itself is kind of a useless attribute of a game.
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Relaxing or chill games can be pretty dividing. Games like Animal Crossing, some people just absolutely love them while others struggle to enjoy them; either because it's not their cup of tea, or they unfortunately have a "it's not a real game" mentality. I mean obviously any genre could be broken down into "those who like it, those who don't", but idk, it just seems so much louder on both sides when it comes to chill social simulation games xP
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Huge support for my "it's not a real game" bros
12:04
As long as they say "to me"
12:04
Bc everyone has their own taste on these matters.
12:05
Relaxing/chill games are my cup of tea, but my cup is very small and I inevitably ruin the game by trying to min/max it pensive_clown
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Most of my friends LOVE Animal Crossing, but I just can't get into it, so I always tell people that I'm just not the intended audience :p
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Trying to play those games with me socially is the worst! I was 2 seasons into Stardew with my gf and she was like "hmm maybe we should start our own separate files" 🤣
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12:08
Though honestly that game seems to attract a few very different crowds (like holy moly there are speedrunners that make my operation look like a mud castle) while AC seems to have much more specific appeal to more chill gamers.
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100%. Point in case: I love Stardew 😛
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Lane
Huge support for my "it's not a real game" bros
One of the most surreal moments I ever had was standing in Target while two guys were buying a new Switch and picking out some games. The first dude grabs Mario, Zelda, and some other very Nintendo game, and the second guy says "We should also get a real game" and unironically grabs call of duty or something and puts it in their basket.
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Josh Anthony 02/01/2023 9:32 PM
press F to pay respects
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They had this in mind (edited)
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Animal crossing I have fun with, until I've done all the upgrades to the village, I never feel the need to do more than that? You could collect all the fish or something but that doesn't even do it for me really. I do think going in the Minecraft direction by giving more control over your island and topography was a smart direction because it adds a while new level to player expression and creativity in the game
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It was really fun sharing an island with my partner tho
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Sharing the island was really fun, but I do wish I wasn't forced to when playing on the same switch
10:24
Once my kids discovered landscaping controls it became a constant battle asking them to not carve up the island my wife spent a year on. That took some enjoyment out of the game.
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BreadZealot
Once my kids discovered landscaping controls it became a constant battle asking them to not carve up the island my wife spent a year on. That took some enjoyment out of the game.
I imagine playing games with your own kids poses its own unique challenges when you are sharing a game you are equally invested in. When I was little my mum had a save file on my links awakening game, I let a friend borrow it and they saved their file over my mum's and she has never touched a video game since.
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20:46
I do wish that you could have like multiple islands per copy but I understand the challenges that poses
20:46
There is something about local couch co-op that has sort of been lost to modern games and I miss a lot tho and it gave me that enjoyment
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BreadZealot 02/02/2023 9:36 PM
Hard agree.
21:38
I love couch co-op and have never gotten into online gaming. I've never had mic, I prefer console gaming and that's just more difficult since you need the same console as friends and scheduling time is hard.
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Josh Anthony 02/03/2023 2:25 PM
Plus some people have partners who love playing games, but not at the same intensity level as you, so it's hard to find games that both people really enjoy. That's one of the things that made It Takes Two so brilliant, imo. They found a way to make a coop game that works at almost any skill level and have it still be fun.
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I still need to play that through, I watched a bit at a friend's place but haven't tried myself yet, my partner doesn't cope with third person cameras, they make them dizzy, so generally.i try to find games with fixed cameras for them instead
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Happy Nintendo direct day
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That art treatment is so darn good
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Still catching up on episodes from before the break. How has there not been a moon fight discord thread yet?
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Could you remind me what moon fight is?
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BreadZealot 02/09/2023 8:16 AM
6 year special. Ellen brings discussion games. One of the last ones before the break.
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11:26
where epimasode
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Mark LaCroix 02/09/2023 11:28 AM
Your hosts recall what they did over their winter break this year (aka hiatus). Ellen played video games and games with her dogs, Stephen watched and reviewed some movies (please tell him what to watch next!), and Mark mostly watched Doctor Who. Big news for the show: We now have ad-free episodes on Patreon!
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HELL yeah
11:29
Oh weird, I just realized that my view of the site was ordered like this:
11:29
11:29
Strange! Anyway, thanks Mark 🙏
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Dale LaCroix 02/09/2023 11:50 AM
We stopped publishing to youtube because we only had one viewer
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Is that a message directed at me? I am aware.
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Dale LaCroix 02/09/2023 11:51 AM
It was
11:51
I was thinking about tagging you 😉
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I am playing the obnoxious fan here because I want people to be aware that the new episode is UP!
11:53
However, I did encounter a moment of confusion when I went to the site (which is where I've been checking)
11:53
Because for some reason things were (temporarily) ordered weirdly, with a replay on top above episode 292.
11:54
I guess I visited the page at exactly the wrong time haha
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Mark LaCroix 02/09/2023 11:54 AM
The replays had a weird thing this year where they didn't publish using their scheduled dates. fixed now.
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Every February
11:58
11:58
Mark: You're still here? They're replays.
12:00
(Also I immediately feel bad for being obnoxious when I hear how tired Mark is at the beginning of the episode. Thank you for everything Mark!)
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@Ellen any chance you folks are doing public playtesting for Dogpile?
15:53
Can't wait to see some of these eureka moments mentioned on the show
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Soon I hope! We're getting back into the swing of things with recording, and then we'll figure out the next steps
17:03
We did some work on it over hiatus and I think it's in a good spot
12:06
Noticing some unfortunate differences between these lists
12:06
We need the DDAB star review!
12:10
Also I'm curious what you @Ellen thought of Banner Saga.
12:10
(Trying to gauge if I have enough political capital to make another game suggestion)
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I loved it! I bought the next two in the series already 🙂
14:11
Right now I'm playing Hellblade: Senua's Sacrifice, but you definitely can suggest a game for the next spot in my queue
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Peter Yang, Patrick Yang, and myself recent had a pretty interesting conversation around the limits of adding roguelike mechanics to games.
14:13
I had zero interest in "city builder games" like Sim City or Caesar/Cleopatra.
14:14
But man, Against the Storm really figured out how to make those interesting. (edited)
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14:15
It does a wonderful job of combining city-builder with roguelike mechanics so that every city-building scenario (each of which take about an hour) must be approached differently due to the different buildings/bonuses you have access to.
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Cool concept!
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Plus the main characters are beavers and crocodiles so how can you lose.
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It's been so long, nice to hear your voices again
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@Ellen Banner Saga follow up question: what did you think of the music?
23:59
Austin Wintory is possibly my favorite composer, but I haven't played the game or listened to the music.
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The music was great, but what's interesting is that I don't recall any standout melodies. It felt atmospheric, like music from the environment that the characters would be hearing. Compare that to the music in a Supergiant game—it's more of a soundtrack and less atmospheric. It's good too, just in a different way.
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Cool. I should give it a listen. Journey, Monaco, Tooth and Tail do have hummable melodies and motifs, though journey is also very atmospheric.
10:11
I was just blown away when I learned he composed both Journey and Monaco since they're so incredibly different in sound.
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10:14
Good note about Supergiant. I hadn't thought of it like that before, but your right. They do feel more like soundtracks.
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New episode will drop later today!
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I'm finally getting to last week's episode. It was very cool to hear Ellen's thoughts on You Suck at Parking, and I totally agree. It was one of my most-played games last year and I hadn't heard anyone else talk about it at all.
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The year 2022 in review! Yes, it's now halfway through February, but being a few weeks late is part of the annual "Nicest Of" tradition. Your hosts (plus guest Holly Harrison) revisit their notable games and goals from 2022, and make some plans for 2023.
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I have played all the games in my backlog 🤫
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Lane
I have played all the games in my backlog 🤫
Josh Anthony 02/17/2023 1:03 PM
13:10
I've lost track of how many games are on my backlog. It's so hard to play games when you're spending so much time making them!
13:11
(Hopefully above gif was received with the sarcasm that was intended!)
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BreadZealot 02/17/2023 1:11 PM
What is a backlog anyway?
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Josh Anthony 02/17/2023 1:11 PM
A log you put on your back.
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BreadZealot 02/17/2023 1:11 PM
I just have games I want to play and eventually forget about
13:11
Can't not play them if I don't remember they exist
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I was looking at Banner saga recently, I love tactics rpgs so I'm keen to get into it now
21:53
was it long to play through?
21:53
I need like a good 10-15 hour story
21:53
but sometimes those types of games drag on
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Steam says it took me 7 hours
22:52
I think I set the tactics difficulty to an easier mode; I don't recall having to retry many battles. So if you're playing on a higher difficulty it might take you more time.
22:53
On the other hand, if you're into tactics RPGs then you might play faster & better than I did 🙂
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Sounds like a good length! Im not like into disgaea tactics (200+ hours) but I am into Final Fantasy tactics (50+ hours?) I feel like the padding comes with depth of character building but that sounds like a good length
03:11
Probably more like a fire emblem
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Yeah, I though so! I rarely play games for more than 40 hours. 10-20 is a sweet spot for me.
10:03
If the other games in the Banner Saga trilogy are similar in length, it'll be 20-25 hours total for the series.
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ClumsyGolem 02/19/2023 1:51 PM
As a tactical rpg enthusiast I logged 15 hours in Banner Saga :p I tend to play slow though. Also, I don't think I've ever loved and hated a game so much at the same time as I did with Banner Saga :P (edited)
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Going to get it tonight, should be fun. I'm always ready to put 150hrs into a good RPG, but I know full well it can take me a year of 30 minute stints to finish (looking at you P5 and Witcher 3)
18:03
Keen to see the product of making friends with Godot Ellen.
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I have tomorrow off work so Godot and I are going to have lunch 🙂
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Ellen I hope one day you'll show a Godot project at one of our Playtest Hangouts here.
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YouCarryOats 02/19/2023 9:22 PM
My Sunday morning routine is godot development and listening to this podcast, so I'll be excited to hear it as well! 🤠
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Oh man I've been waiting for the person with the best name on the server to say something.
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12:49
Shame they have to be an accursed Godot developer 😖
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12:50
(I kid but seriously how are there so many! Does NGC show up in a godot podcast network or something?)
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YouCarryOats 02/20/2023 1:06 PM
Oh is there a lot of overlap there? I tend to lurk much more than properly participate in communities, so I don't know where all the overlap is 😅 I happened upon both pretty randomly when searching "how2gamedev" early pandemic...
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Lol! Given your godot coding and your dog avatar, I wonder if Ellen is hitting some extremely specific SEO algorithm somehow.
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13:09
Anyway, awesome to have you here. I am definitely pro carrying oats.
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YouCarryOats 02/20/2023 1:12 PM
Considering my current solo project is quite cat-heavy, I may have been algorithm'd into listening, yeah 😂... Happy to be here, thanks!
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For the record, I also like cats. I just happen to have dogs that are not cat-safe, so no cats for me right now. 🙂 (edited)
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Josh Anthony 02/21/2023 7:51 AM
I heartily endorse this Godot-driven development direction. 🙂
07:52
@Ellen I feel like I don't recall hearing much interest about Godot from you before, is this recent or have I just not known/noticed?
07:53
(Just curious.)
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Is this you taking a hilariously subtle dig at Ellen's level of commitment to last year's resolution?
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Josh Anthony
@Ellen I feel like I don't recall hearing much interest about Godot from you before, is this recent or have I just not known/noticed?
I became interested in it last year, but I didn't make much progress with it in 2022. Here's to a better 2023!
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Josh Anthony 02/21/2023 9:10 AM
Cool! Godot's been great for me, and I love seeing it get more use in the local community. 🙂
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ClumsyGolem 02/21/2023 9:24 AM
I've been messing around with Godot since 2016 and still have yet to actually finish a project in it 🙈 One day 😛
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For all you godot fiends, reminder that with 4.0 coming https://twitter.com/NathanGDQuest has some great free projects to follow or access now that can teach some useful patterns or techniques for some common things (character controllers, platformer, ai navigation etc.)
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22:08
Good way to see how the different tools piece together in a new engine
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Josh Anthony 02/22/2023 6:38 AM
godot fiends
I can't tell if this is a typo or not 😛
06:40
But yeah, I also highly recommend GDQuest material. The free stuff they put out is great, and the paid content is well worth the money.
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It is not a typo lol
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It might be an Australian thing or something but we sometimes say we like fiend something, which means we like it or are craving
17:16
Like "I'm a fiend for a good cheeseburger"
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Totally a US thing as well.
11:48
Your nice hosts invite Zachtronics founder Zach Barth to discuss the closing of the studio and the logistics of moving on from that. In this episode, you'll also hear about ruminations on what success means as a game dev, a theory about how great walking is and exclusive news about Zach's future plans.
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Trenton Greyoak 02/23/2023 4:36 PM
WHOA that is all kinds of awesome, I can't wait to listen!
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Man, what a cool connection by Max.
17:19
I hope you don't mind me saying that I found it kind of amusing that this guest was a little less agreeable than some you had in the past. The way he answered some questions with "no I don't really see it that way" was very interesting. Between that and his "if you don't believe in anything, making decisions becomes easier" line, you got a very interesting look into an unusual personality.
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17:21
That being said, he was still really likeable and I loved the very different lens on running a studio. Also I liked the extremely practical approach to giving advice. (edited)
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Zach was a fantastic guest. I would jump at the chance of having him on the show again; I really enjoyed the conversation.
15:48
I especially want to talk to him about the idea of an anarchist game! I keep thinking about that exchange.
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Mark LaCroix 03/01/2023 4:05 PM
Yeah, it was a great ep. As for him being less agreeable, I thought it was good when he upended our stated assumptions.
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Low agreeableness people are great (edited)
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10:01
This week, your nice hosts talk about last week and next week. Mark wants you to frame things, Stephen wants a definition, and Ellen wants you to start a fight with her on Discord.
10:01
Speaking of which
10:02
I can't wait to find out what Ellen wants to fight with us about
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Alright let me stake out a position so people can battle me ⚔️ When there's disagreement over a definition, I expect to find multiple different "predictive axes". That is, there will be multiple scales where one side of the scale feels "more minigamey" and the other feels "less minigamey", and the disagreement will be over which axis is most important. For minigames, we have at least these: 1.) Mechanical abstraction from rest of game. Looking at all the mechanics in the game like a set of neurons, how tightly clustered are the mechanics of the subgame, and how much do they connect to the rest of the mechanics? On this axis, something like "Meetings in Among Us" is pretty densely connected to the rest of the game, because any observed behavior can influence the discussion, and the discussion outcome has a strong effect on both who lives into the next phase and who you're watching. Meanwhile "Lockpicking in Skyrim" is pretty sparsely connected, since you have few inputs (skill points, lockpick count) and few outputs (pass/fail, lockpicks spent, points gained) compared to the scale of Skyrim. "Celeste Classic" is very abstracted away from Celeste, since actions in one don't matter at all in the other (except any Strawberries you earn in CC). 2.) User control distinction from rest of game. How different are the controls here compared to the rest of the game? On this axis, "Meetings in Among Us" is pretty distinct! So is something like "Motion Control Puzzles in BotW". Meanwhile, "Celeste Classic" uses very similar controls to Celeste. 3.) Importance to completing game. How essential is this activity to completing the game, or to completing significant objectives? This overlaps a bit with #1, but not entirely. This came up in the episode. Stephen mentioned that "Lockpicking in Skyrim" feels like less of a minigame because it's linked to things you're trying to achieve. Similarly, "Minigames in Mario Party" can be pretty important to the overall game outcome. On the other hand, "Fishing in Link's Awakening" might be considered more of a minigame on this axis, since it's not important. "Chess in Assassin's Creed 4" maxes this out, since it isn't important at all. --- I suggest that most people probably believe that #1 Mechanical Abstraction is the most important axis, but difference in the weights people put on these will lead to things feeling more or less "like a minigame" to them.
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This is way too analytical for my smooth cranium
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18:40
I feel like 1 and 3 are way more important to my distinction than 2
18:41
I would actually argue that 2 is covered by 1
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Yeah, maybe the real #2 would be "size" 😄
18:55
Since, thinking about it, there's a history of games having large sub-games inside of themselves with similar controls to the main game. Ancient Cave in Lufia 2, Celeste Classic, and Eventide Island might be examples there. Ancient Cave fits axes #1 and #3 since it's totally separate and completely unimportant, but it's its own 30-40 hour experience so it feels weird to call it a minigame.
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popespacious 03/03/2023 12:14 PM
2 Things. 1. Last Call episode was great. Was listening to it yesterday in the car and cracking up. Zach is such an amicable person it sounds like. 2. Yesterday my students and I were able to go on a trip to an Ottawa game studio and I had a blast. What was also awesome was I was/am playing a game that they worked on right now (was playing prior to even knowing about the trip) they were really nice and it was such a great experience to see our game dev students getting a chance to visit a studio and have their questions answered.
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I'm catching up on the chat (whoa) but before I reply to the above I wanted to share this link to a charity bundle: https://www.humblebundle.com/games/turkiye-syria-earthquake-relief-bundle
Support vital earthquake relief efforts for the people of Turkey and Syria by purchasing this bundle, with 100% of proceeds going to charity.
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Ellen started a thread. 03/04/2023 7:30 AM
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Hey folks! New episode will land this evening. It has to do with pizza.
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Finally the Turtles in Time retrospective the fanbase has been waiting for.
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Can't wait for an hour-long extended metaphor using Pizza to explain game design.
11:51
"You see screenshake is like jalapenos. You want a light touch. Enough that people don't really notice it. It's supposed to enhance the flavor of the other elements, not be a callout feature on its own."
11:52
"Most early access games suck because they're like an undercooked pizza. The good ones are like a fully cooked pizza experimenting with different toppings."
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Trenton Greyoak 03/09/2023 11:53 AM
the toppings are what sell, but the sauce is what sets you apart and bad dough can ruin everything
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"Humor is like anchovies for obvious reasons."
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11:55
"Most pizza makers go into the business for the love of pizza without stopping to think about how they'll set up a delivery chain."
11:57
"MMOs are like large pizzas. Most people consume them by themselves."
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I had pizza for dinner last night but now I want it again for lunch.
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Can't tell if you're obliquely referring to playing more Flappy Dragon
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Pizza Dragon!
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Actual Prediction: Max got you an interview with the maker of Pizza Tower?? yey
13:37
Hit after hit this year 🎉
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Ellen
I had pizza for dinner last night but now I want it again for lunch.
Josh Anthony 03/09/2023 5:00 PM
That's what the episode was about?
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Ellen's nephews have charged her with the task of making a board game about pizza. Making a clone of Hasbro's Candy Land is more difficult than it sounds, especially since these young stakeholders have requested some "creative deviations" from the design of the original board game. Stephen and Mark step in to help out. Can your nice hosts realiz...
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23:53
raaawr
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Fav pizza topping is just plain old margharrita it's all about a good sauce and a good base
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For sure
23:10
Although a stupidly stacked Chicago deep dish will make me very very happy
23:11
...any pizza really
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What do Americans call a pizza with ham and pineapple
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Hawaiian I think
23:15
Okay, so it's often called Hawaiian pizza but it was actually invented by a Canadian? https://www.bbc.co.uk/bitesize/articles/z2vftrd
Discover where the famous Hawaiian pizza (pineapple on pizza) originated from and learn about who invented the pizza that divides the world!
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Yeah that's what we call it to
23:16
Maybe the different parts of the map could be named after different pizza types
23:16
Or you have to collect one of each type
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Ooooh interesting!
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Marg, Hawaiian, meat lovers, deep dish
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White sauce white sauce white sauuuuuce
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Or maybe the players can just make their character after their favourite pizza type
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Yeah I think something like that came up at one point during our brainstorming, but it was about having different pizza shop names
23:19
Interesting idea though, if the players themselves were the pizzas
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You have to collect slices to make a full pizza idk?
00:22
I've never played Candyland
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Listened to the Pizza Land episode while making pizza 👌 Also, to answer the question about the future of the Discord, I think having it live in a Noble Robot discord sever makes sense 👍
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Omg full immersion NGC experience
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12:34
Did you also listen to the Zach Barth episode while closing a company?
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🤣 can't say that I did xP
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Josh Anthony 03/13/2023 6:38 PM
I need to go on a long trip sometime soon so I can make time to listen to NGC while on the drive. (edited)
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ClumsyGolem 03/13/2023 7:10 PM
I hadn't listened in a hot minute so now I'm quasi binging them 😛
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I'm like 2-3 weeks behind.
22:46
I always want to come to the discord with thoughts, but by the time I finished episodes I'm weeks past current and I can't remember what I was going to say anyway.
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22:46
Glad to see there was a Minigames specific thread started. I'm gonna jump in there in a few days.
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Started playing banner Saga, this game is odd and cool
03:45
Don't know if I like perma death being died to sometines hard to read narrative choices
03:47
I'm a bit more partial to the fft system
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If the narratiVe accounts for it well I'll probably be fine with it
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Lane
Did you also listen to the Zach Barth episode while closing a company?
Not quite the same but I felt extremely seen during that ep as a member of an anticapitalist games cooperative heh
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Jakey MG
Don't know if I like perma death being died to sometines hard to read narrative choices
This was my biggest problem. It makes total sense, and I feel like it really fits the experience the game is trying to convey, but boy is it frustrating xP Never have I loved and hated a game so much at the same time.
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shawnwignall 03/14/2023 10:06 AM
I think I quit playing the series when one of my favorite characters died. It's too much to handle! (edited)
10:07
I'm all "I'm not strong enough for this game."
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The narrative stuff isnt bothering me as much tbh, but I am not a big fan of the tactics system, it feels like it's missing something or they took some turns that make it feel un-fun, I don't like STR being tied to health without any sort of healer class
07:53
The turn order stuff isn't great either imo
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ClumsyGolem 03/16/2023 8:16 AM
Oh yeah? I kinda liked that, felt fresh (though admittedly I play far too many trpgs :P). It's the inability to undo movement that really killed me, far too many times I would miscount grid squares and put myself in terrible situations xP
08:17
Or just misclick and be like, well, guess I'm standing over here now 🤷
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Re the latest episode, stay strong on Stray Stephen
17:49
And Ellen I need you to watch this series
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ClumsyGolem
Oh yeah? I kinda liked that, felt fresh (though admittedly I play far too many trpgs :P). It's the inability to undo movement that really killed me, far too many times I would miscount grid squares and put myself in terrible situations xP
Hmm, yeah for sure. I don't know why they didn't just look at Final Fantasy Tactics A2 and be like, let's just make it that (the perfect trpg system imo)
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Everyone should steal more 😔
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An original idea is just someone else's idea but better
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Jakey MG
Hmm, yeah for sure. I don't know why they didn't just look at Final Fantasy Tactics A2 and be like, let's just make it that (the perfect trpg system imo)
I couldn’t get into any of the FFT sequels because of how they changed the initiative system. FFT openly encouraged you to break the game wide open and it felt like they wanted to rein that in for no benefit to the player in the sequels
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That's fair, FFTA2 might be one of my favourite games ever, so I'm clouded in my judgement Could you explain what they changed about it you weren't into?
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FFT’s initiative worked in a way that you acted every so often relative to other units depending on your speed. There was no “round” mechanic, so a very slow unit could act once while another unit acted two or three times. What this meant in practice is that Speed was just as viable of a skill to build a unit around as any other and allowed for some very fun emergent gameplay. With FFTA they moved to a round system where your speed just determined when you went within a round. While not game breaking on its own, this change felt indicative of a different design approach where they were too worried about dominant strategies that they got rid of lots of fun emergent gameplay that the original had.
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Hmm, I think I know what you, mean. I don't recall ever noticing that in ffta or a2 I think part of the problem for banner Saga, is that an enemy unit ALWAYS gets to go after you, so as you remove enemies, the other enemies end up getting more turns unless there is only one left, it doesn't feel like a good design choice
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ClumsyGolem 03/16/2023 8:41 PM
Yeah, it does result in weird tactics where you purposefully leave enemies alive but at low health, so they don't do much damage but still take up a turn slot.
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Jakey MG
Hmm, I think I know what you, mean. I don't recall ever noticing that in ffta or a2 I think part of the problem for banner Saga, is that an enemy unit ALWAYS gets to go after you, so as you remove enemies, the other enemies end up getting more turns unless there is only one left, it doesn't feel like a good design choice
Oh weird
20:44
In all transparency, I’m just upset that they got rid of the strat where you could spec your main character as a Squire with a secondary job as a Thief, spam his unique ability to give him a speed bonus for the rest of the battle, then take 20 turns in a row as you steal all the equipment off of bosses and run away before they can do anything on their turn.
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@Ellen If you are coming to GDC there is a big Godot meetup tonight! Not sure if you already knew about this but seemed like something you might be interested in 🙂 https://godotengine.org/article/gdc-2023-godot-games/
Free and open source 2D and 3D game engine
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Boooo! I'm not at GDC this year. That sounds fun! Are you at GDC?
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Josh Anthony 03/22/2023 6:47 PM
I almost talked myself into going to GDC mostly for that. (Glad I didn't because I needed to spend the money on a different flight, instead.)
18:47
Maybe IGDATC can sponsor a Godot Con North. 😛
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Mark LaCroix 03/22/2023 7:02 PM
That's a legitimately excellent idea. I mean, if you want to help write the grant, I'd bet IGDATC would be interested in hosting/running something like that. Ping Beth and/or Peter if you want to get serious about it.
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Josh Anthony 03/22/2023 7:10 PM
I'm going from "can't find time to make my Godot talk" to "hmm can I find a way to justify spending a bunch of time helping set up a con". My priority processing is a bit out of whack.
19:11
I do want to encourage/promote Godot, though, so......
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19:11
(Also I have no idea what all goes into grant writing, is that basically presenting a justification for money?)
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Ellen
Boooo! I'm not at GDC this year. That sounds fun! Are you at GDC?
Yes! 😄
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Josh Anthony
I'm going from "can't find time to make my Godot talk" to "hmm can I find a way to justify spending a bunch of time helping set up a con". My priority processing is a bit out of whack.
I know that feeling, and planning Cons is SO fun!!
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Your nice hosts welcome Andrew Kenady, also know as Nintendrew on YouTube, to the show this week! He brings a postmortem about his recently released action platformer C.A.R.L.
10:21
Looking forward to this one — I always like the post-mortem interviews 🤔
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BreadZealot 03/23/2023 1:58 PM
Re: The Stare of the Discord
13:59
I'd prefer something with more channels devoted to NGC
13:59
A Noble Robot server would probably be fine.
13:59
It's own server would work well, too.
14:00
There are at least a few categories of conversation that could be split out so that one current topic doesn't stomp over or get in the way of other topics.
14:01
And there's often times when I'll want to discuss an episodes topic 3 weeks after it airs because I don't get to them quickly. And by then it's hard to reinvigorate old discussions.
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14:02
A channel per episode would be kinda neat though a bit much. Maybe per episode type (interview, nice thinking, roundtable, etc).
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14:02
Then people could get notified for discussions on channels for the topics they care about most.
14:03
I'm in a couple servers that operate like that and I prefer it.
14:08
We could make a thread for each episode, but those get lost and uniess you join the thread proactively
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BreadZealot
A Noble Robot server would probably be fine.
Dale LaCroix 03/23/2023 2:41 PM
Like a thread devoted to vegetables?
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BreadZealot 03/23/2023 2:41 PM
Precisely
14:42
Though maybe we could expand it to food generally....you know... If folks are into that sort of thing.
14:43
I did specifically think of Ellen's tomato talk when considering how channels might get organized.
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Isn't there a feedback form for ideas like these? I'm not sure where but I feel like I heard about that somewhere... 😜 (Ignore me, I'm just being a jerk for the lolz) (edited)
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Hey just getting more feelers out about general questions. Do any devs here have Patreon purely for their project? I was just at an event regarding building an independent project in the context of animated shorts/projects of that nature and I was wondering if anyone applies that model to games, especially as a first few steps kinda measure
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I can't say it doesn't happen, but I haven't seen/heard of anyone in the area doing that kind of thing.
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NickHerf
Hey just getting more feelers out about general questions. Do any devs here have Patreon purely for their project? I was just at an event regarding building an independent project in the context of animated shorts/projects of that nature and I was wondering if anyone applies that model to games, especially as a first few steps kinda measure
This would be a Patreon specifically for one game? Not for the creator overall?
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Yeah
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I think BeAwesome is doing that for Day of Dragons: https://www.patreon.com/beawesomegames
18:36
Big project
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On the Spotify version it sounds like Drew's audio is muted at the beginning
18:30
Ah I see it corrects after the 2 min mark
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Stephen McGregor (he/him) 03/26/2023 6:31 PM
Ah sorry, there was a publishing issue when I first posted the episode. It's fixed on the website!
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Hoo ray! Just miss some of the conversation around Kirby and Samus merch , you know... The important stuff
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19:19
Everytime someone brings up cave story I want to play it again, god what a game
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direct_quote 03/27/2023 3:00 PM
Didnt realize there was a podcast from game devs in twin cities, perfect for me! Felt I was alone 😂
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There are dozens of us!
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Hello Discorders -- sorry about the delay in this week's episode. I'm dealing with some internet issues. I'll try to get it up by tomorrow morning!
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Take your time; the NGC podcasts are like a fine cheese or wine. 😉
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bit
Take your time; the NGC podcasts are like a fine cheese or wine. 😉
Trenton Greyoak 03/31/2023 10:52 AM
they're better shared but nobody will judge you for consuming it all by yourself
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bit
Take your time; the NGC podcasts are like a fine cheese or wine. 😉
Trenton Greyoak 03/31/2023 10:57 AM
consuming it during your morning workout certainly makes it more fun, but it leaves you wanting more the rest of the day
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Trenton Greyoak 03/31/2023 11:05 AM
I outsourced #3 to chatGPT:
The podcast is like a fine cheese or wine, it's best enjoyed in moderation. Otherwise, you might end up feeling cheesy or whiny!
frankly I'm offended
(edited)
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YouCarryOats 03/31/2023 1:38 PM
Episodes are generally part of my Sunday morning gamedev routine, but even if yall miss that this week it means I get to double up next week! 🤠
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We hear from "California Business Mark" who spent the week on-location at GDC 2023. Mark summarizes some of the best talks and events he attended at the conference, featuring Kirby, the Playdate console, secrets in Tunic, Max, and more!
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08:23
For real! Not an April Fool's joke. 🙂
19:24
Thank you all for the incredible shout out!
19:24
Also, I had to listen to the last 10 minutes of the show twice. Too funny — I wonder to what degree Stephen and Ellen were in on the joke. (edited)
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Bonus content is now up on Patreon for subscribers 🙂 https://www.patreon.com/nicegamesclub
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Also, surprisingly good audio considering Mark being on the road. How hard was this to edit?
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Thanks! I ran some dynamics processes to help with volume consistency, but the audio quality itself is just from Mark's on-the-road gear, I think.
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Yeah, that was crazy - I actually expected Mark's audio to be A LOT less clear/more drop outs, etc.
10:37
So, insofar as the team (Ellen) had to do any repeats/post-production cleanup, I am grateful!
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popespacious 04/04/2023 8:30 PM
@Mark LaCroix that is awesome to hear your hard work on the playdate engine has been noticed! That must have been an awesome feeling to hear that from the designers.
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Mark LaCroix 04/04/2023 11:15 PM
Oh yeah, awesome is the right word for the feeling. It was a pleasant shock, for sure.
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I've been playing around with https://metahuman.unrealengine.com/
11:57
Of course the first thing I did was to render some of my TTRPG PCs
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So, I really liked that Rosalie brought up that idea of how similar horror and comedy are when abstracted just, like, even one degree. It really hit home with me as far as how I've always thought about music composition and game pacing, too. MinnMax's most recent podcast was focused around stories about Miyamoto, which was interesting, BUT one of the things they mentioned was how most, if not all, of the games he's worked on are very steeped in abstractions of four-act storytelling. Setup, embellishment, twist, resolution. While western stories are more commonly boiled down even further to three-act structures, I think a lot of same bones are there. Which, of course, brought me back to what Rosalie was talking about. The ideas of Context, Reinforcement, Surprise, and Resolution are kind of how I've always thought about it. With music, it's pretty common to hear a couple bars of the same chord progression, a third one with a little change up, and then a fourth that transitions to a new section, etc. Anyway, I seem to find patterns like this everywhere. What about y'all? Do you find yourselves applying these kinds of strategies for things that aren't necessarily obvious candidates?
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Wasn't expecting a horror episode, very cool, Rosalie talked about Italian horror which is fun, old Italian horror movies are so focused on atmosphere more than anything It's funny you mentioned bloodborne, because I do feel like from software games work well as action horror games, you have the ability to fight the horrors but it's not always enough
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bit
So, I really liked that Rosalie brought up that idea of how similar horror and comedy are when abstracted just, like, even one degree. It really hit home with me as far as how I've always thought about music composition and game pacing, too. MinnMax's most recent podcast was focused around stories about Miyamoto, which was interesting, BUT one of the things they mentioned was how most, if not all, of the games he's worked on are very steeped in abstractions of four-act storytelling. Setup, embellishment, twist, resolution. While western stories are more commonly boiled down even further to three-act structures, I think a lot of same bones are there. Which, of course, brought me back to what Rosalie was talking about. The ideas of Context, Reinforcement, Surprise, and Resolution are kind of how I've always thought about it. With music, it's pretty common to hear a couple bars of the same chord progression, a third one with a little change up, and then a fourth that transitions to a new section, etc. Anyway, I seem to find patterns like this everywhere. What about y'all? Do you find yourselves applying these kinds of strategies for things that aren't necessarily obvious candidates?
I'm not sure about your last question; I have to think about it more. But what you wrote here does remind me of various things I've read and listened to that discussed how story structure is fundamental to how our brains work.
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shawnwignall 04/11/2023 6:03 AM
Are most of you located around the downtown area, or are you all spread out? Now that it's nice outside, it would be cool to get out of my gamedev cave and meet some people.
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shawnwignall
Are most of you located around the downtown area, or are you all spread out? Now that it's nice outside, it would be cool to get out of my gamedev cave and meet some people.
I'm a cheater who actually lives just outside Chicago, but I kinda fell in love with the TC people because of Nice Games Club. They were king enough to adopt me.
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I will go ahead and dox the fact that most of the board and volunteers of this server are in fact in the TC area.
09:57
The IGDA Twin Cities chapter will be live on youtube.com/igdatc with talks about game development.
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09:59
Anyway, I seem to find patterns like this everywhere. What about y'all? Do you find yourselves applying these kinds of strategies for things that aren't necessarily obvious candidates?
For sure. I used to search for music to play while visualizing shoot em up levels because some songs have rising/falling intensities that match a good video game interest curve
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Bradley Elenbaas 04/11/2023 7:04 PM
This is the year that Buffet Week returns. Five weekday lunch buffets during the most damp week of summer followed by an awards vigil for buffet winners.
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08:59
Dale learned a lot while editing this episode. -She learned the board game ‘Spirit Island’ is about spirits that protect an island, and she is pretty sure that this is the same premise as hit TV show ‘LOST’. -She learns that CSS is not a programming language or a mark-up language -And she learns that CSS stands for Cascading Style Sheets -She le...
08:59
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Stephen McGregor (he/him) 04/13/2023 9:00 AM
fite me KirbMash
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Brave of you to reveal your secret weakness in the volunteers channel immediately before this went up
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09:01
Who wrote the episode notes?? This is amazing.
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09:01
The trailer is starting!
09:07
09:07
they done did it again
09:08
Back to Dale's incredible show notes
09:08
Can't wait to hear the context for this.
09:09
I'll be sure to go back in time and tell myself this while struggling with margit
09:10
And also this! Amazing skill to come up with this many bullet points that seem like great topics for conversation
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09:11
IMO there are a happy few games that manage to make their skill tree ask "how do you want to play" instead of "will you make the right choice", but that's pretty rare!
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Dale might have to write the show notes from now on
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On the subject of skill trees... what is a game that has an enjoyable decision between different "power growth options"? (intentionally general and vague term there)
22:10
And what made it enjoyable?
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I haven't listened to the episode yet, so we'll see if this qualifies.
22:51
Did you play advent rising?
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No, please describe
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Apologies. That wasn't an intentional cliffhanger. I had to put my kids to bed.
23:16
It's a sci-fi, 3rd person, action / shooter game (for og Xbox I think) where each trigger controls the associated hand so you can wield a different weapon in each hand and control when you fire each. Later on aliens teach you to magis stuff like lifting things with your mind or shooting ice bolts.
23:18
There's no traditional or visual skill tree, but how much you use each weapon (including your fists to punch people) levels up how effective you are with that weapon or ability
23:18
At level 3 of 5 you gain a secondary power on every ability
23:20
IIRC you can only get second abilities on about half your things, and max out maybe a quarter.
23:22
So effectively, it's a weapon / ability skill tree where you have to make the choice that by playing one way, you will lock off the choice to go another way, just not quite as explicitly as a typical skill tree.
23:25
That said, I really enjoyed that game, particularly how the weapons and abilities were handled. They felt great to control, and you actually felt like you gained mastery in a skill and that the choice was meaningful since the variety in abilities made for pretty different play styles (some abilities had secondary effects based on your other wielded ability). (edited)
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Lane
On the subject of skill trees... what is a game that has an enjoyable decision between different "power growth options"? (intentionally general and vague term there)
Can you give a counterexample? One that wasn't enjoyable and why?
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BreadZealot
Did you play advent rising?
Josh Anthony 04/14/2023 8:39 AM
Oh wow, I'm not the only one who's played this game? 🤯
08:39
I permanently have the phrase, "Excuse me, Exalted One." burned into my mind thanks to this game.
08:43
I remember liking the gameplay despite some buggy behavior.
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Can you give a counterexample? One that wasn't enjoyable and why?
It's actually kinda hard! I'm a total mark (of the wrestling variety, not the lacroix variety) when it comes to choice in games. I pretty much always love it. Examples that come to mind: Cult of the Lamb has a 20ish hour playthrough time. During this time you make several irreversible✳ choices with regard to these "ritual" abilities that let you interact with followers and gain resources. Here, the combination of irreversibility✳, long campaign duration, and poor explanations of the rituals all combine into a big bowl of regret soup. You don't understand the choices you're making, but you know you're losing out on something and the game is a little too long to casually go back and try the other side of each choice. ✳ — Asterisk here because I might be wrong on them being irreversible but I haven't seen evidence of that yet. Super Mario RPG has extremely light choices you can make in character development. You just pick a stat perk (HP, magic points, or damage) each level. However, one of these gets a bonus (double, if I recall?) each level, so if you want to make the right choice, there's really no doubt on what you should do. This isn't really bad IMO, but if you're playing it and not a little kid, the choices seem really perfunctory. Path of Exile is an extraordinary game beloved by millions. However, it is not to my taste, since I'm a pretty casual ARPG player. Its level of depth (google Path of Exile skill tree) and the permanence of your decisions mean that the common wisdom in the community is "on your first character, don't make any of your own choices; just follow a guide".
09:02
  • So I think these examples represent... "Too easy/Perfunctory" in SMRPG
"Too hard (for the level I want to invest)" in Path of Exile "Bad flavor combo" in Cult of the Lamb By "Bad flavor combo", I mean that non-detailed explanations and permanent decisions can both be totally fine, but IMO they live better in shorter games that you're meant to repeat. E.g. Binding of Isaac (and a million other rogueish games) has both of these, but since you restart every 10-45 minutes, you're not burdened with your poor choices for long & you can feel things out over time.
(edited)
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Lane
On the subject of skill trees... what is a game that has an enjoyable decision between different "power growth options"? (intentionally general and vague term there)
Stardew valley players arguing to this day whether bats or mushrooms are best to have in your farm's cave
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SV is so cool for having a "It doesn't matter just chill and have a good time" and a "I'm gonna break out the spreadsheets" audience that get along.
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Josh Anthony
Oh wow, I'm not the only one who's played this game? 🤯
BreadZealot 04/14/2023 9:38 AM
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Lane
Can you give a counterexample? One that wasn't enjoyable and why?
It's actually kinda hard! I'm a total mark (of the wrestling variety, not the lacroix variety) when it comes to choice in games. I pretty much always love it. Examples that come to mind: Cult of the Lamb has a 20ish hour playthrough time. During this time you make several irreversible✳ choices with regard to these "ritual" abilities that let you interact with followers and gain resources. Here, the combination of irreversibility✳, long campaign duration, and poor explanations of the rituals all combine into a big bowl of regret soup. You don't understand the choices you're making, but you know you're losing out on something and the game is a little too long to casually go back and try the other side of each choice. ✳ — Asterisk here because I might be wrong on them being irreversible but I haven't seen evidence of that yet. Super Mario RPG has extremely light choices you can make in character development. You just pick a stat perk (HP, magic points, or damage) each level. However, one of these gets a bonus (double, if I recall?) each level, so if you want to make the right choice, there's really no doubt on what you should do. This isn't really bad IMO, but if you're playing it and not a little kid, the choices seem really perfunctory. Path of Exile is an extraordinary game beloved by millions. However, it is not to my taste, since I'm a pretty casual ARPG player. Its level of depth (google Path of Exile skill tree) and the permanence of your decisions mean that the common wisdom in the community is "on your first character, don't make any of your own choices; just follow a guide".
Diablo 2 is the quintessential example of this for me. Optimal (or even passable) skill builds were extremely unintuitive and unless you were following a guide you wouldn’t find out how bad your decisions were until you had like 40 hours in a character. They added an extremely annoying option to respec in the expansion, but before that your only option if you screwed up was to roll a new character.
09:49
What I loved about Diablo 3, and a lot of D2 fans hated, was that the game actively encouraged you to frequently mix and match abilities and runes as you leveled up by how they set up the skill system.
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Optimal (or even passable) skill builds were extremely unintuitive
You put points into Energy?? As a Sorc?? NOOB.
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Lane
Optimal (or even passable) skill builds were extremely unintuitive
You put points into Energy?? As a Sorc?? NOOB.
YES! Goddamn idiots putting points in their damage stat
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Yeah I loved that about D3 as well, and in fact wish that they'd pushed it even more (gave you more situations where a different mix of abilities would be useful).
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I like how you set up irreversibility vs investment. Slay the Spire works because runs are so short so you’re encouraged to get weird with your decisions. If each run took 20 hours that’d be bad.
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Yeah, the irreversibility is key to StS. You get to slowly feel out a possibility space via a million unique paths.
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Yeah, it’d be a worse game if you could easily undo decisions you made in a run
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Lane
Yeah I loved that about D3 as well, and in fact wish that they'd pushed it even more (gave you more situations where a different mix of abilities would be useful).
Bradley Elenbaas 04/14/2023 10:47 AM
All I know about D3 is that at the beginning I got a pair of noxious gas (fart) pants that did AOE damage that scaled up with levels and enemy density. All skill choices were irrelevant after that.
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I'm gonna overshare a bit here... So, I decided to rework a game that was play tested on the Playtest Stream a while back. The idea was to make a "turn-based shmup." But during development and playtesting I realized there were a lot things I hadn't fully expected to have to address until I had an MVP. To get to the point, I decided maybe I should try my hand at a smaller, more traditional shmup before trying to screw with the genre that hard. What I have now is more of an "upgrade 'em up shmup" which has 20+ unique upgrades/systems and the talk about skill trees on the podcast has me a little shook. It's not technically a skill tree since you're upgrading a space ship, so I think that handles @Stephen McGregor (he/him)'s "narrative" issues with skill trees, but I'm still a little worried about whether the choices are fun or not. I mean, I'm having fun with it, and I think some other folks will too, but now I'm just like... shoot... did I just make a huge mistake? I know there's no way to make a game everyone likes, but I guess I won't know if anyone will until I can get some feedback. 🙃 🥲 🤨
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Trenton Greyoak 04/14/2023 2:56 PM
Option A: get good at recognizing "design indulgence" (i.e. enjoying the act of designing so much you lose sight of what will actually be fun for your players). Then just play & study lots of other games and trust your gut. Option B: get it in front of playtesters ASAP, maybe even A/B test it. (more of a scientific approach)
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Ellen
Dale might have to write the show notes from now on
Trenton Greyoak 04/14/2023 3:02 PM
yesssss
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Trenton Greyoak 04/14/2023 3:07 PM
Just to counterbalance @Mark LaCroix's incessant pleasantness ❤️ regarding CSS https://open.spotify.com/track/74gtCn2IdvChppm9YCdiZY?si=32617ba545854ca1 (edited)
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Trenton Greyoak 04/14/2023 3:14 PM
Like anything, it can be overused. If anyone has ever tried to override an element that has a dozen styles applied to it, you know my pain. The "cascading" part and all of its specificity rules can be an absolute nightmare to deal with. Then you use the !important keyword like it'll solve all your problems but it's the nuclear option that only results in armageddon. ☠☠☠ (edited)
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Trenton Greyoak 04/14/2023 3:22 PM
(A well designed codebase can utilize it just fine 😁)
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15:25
Regarding Unity's UI Toolkit, it's such a massive improvement over the mess* that was uGUI. (* okay uGUI had some nice things but it always felt like a system designed by an idiot or someone wayyyy smarter than me)
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Trenton Greyoak 04/14/2023 3:34 PM
Anyone with web tech experience should check out https://onejs.com/ It's one of those things that sounds like a ridiculous idea but it's been amazing. You can theoretically write your whole game with it but that is 100% an awful idea oh god please don't. I've been using it as a pure UI layer and it's great. Being able to use react (technically preact) is excellent. (disclaimer: my current project is not resource intensive. I have not profiled OneJS much and I wouldn't be surprised if the interop causes a good amount of garbage collection, but idk)
15:41
Just curious. Looks LOVELY. Hope to see more of it soon.
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Trenton Greyoak 04/14/2023 3:45 PM
Aw shucks 😊 it's Deanna and me yeah Cookeshi is on hold at the moment (Deanna was offered a contract she couldn't refuse) but it's one of those projects that we'll never be able to stop working on until it's released
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Trenton Greyoak
(A well designed codebase can utilize it just fine 😁)
Josh Anthony 04/15/2023 10:10 AM
If "it" means !important then hoo boy do I have a strong opinion about that. 😛
10:12
CSS is something that is extremely powerful, and, while easy to abuse, allows the ability to make interfaces very easily. One of my biggest hangups with using Godot's UI system had been "it wasn't CSS" (which it shouldn't try to be, to be clear), so it was much harder for me to learn how to make UI look the way I wanted, whereas it was trivial for me to do the same in CSS.
10:13
The use of !important inherently nukes the cascade order and makes it unpredictable, and thus no one should ever use it. The only times I ever allow it at work are cases where some external code used it and prevented us from resolving things naturally. (edited)
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Hey @Stephen McGregor (he/him), are there any points on skill trees you want to bicker about?
10:17
I know this ep was recorded like 1.5 months ago
10:17
Actually... how do you feel about the Skyrim skill trees?
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Josh Anthony 04/15/2023 10:18 AM
It's nothing to shout about.
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10:18
(OK I'm sorry)
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Josh Anthony
If "it" means !important then hoo boy do I have a strong opinion about that. 😛
Trenton Greyoak 04/15/2023 10:20 AM
Oh no no no, “it” meant CSS. 100% agree with what you said
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Stephen McGregor (he/him) 04/15/2023 10:20 AM
I think I brought it up in the episode but I wasn't happy with Skyrim's skill trees since most of them were minor buffs to a playstyle and many of them don't loop into the core of the game (the combat/exploring dungeons). I have downloaded several mods that do the skill tree better but they still kinda ended up unsatisfying, I think mainly because I don't like the combat in that game haha
10:23
I think what I would want out of skill trees as a player is something that opens up the possibility space rather than just something that shows your character getting better, but as a dev I also want the skill tree to fit within the world and experience that the game is expressing. Most of the time, skills trees are effectively just level ups which isn't necessarily bad but then player choice isn't that important.
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Trenton Greyoak
Oh no no no, “it” meant CSS. 100% agree with what you said
Trenton Greyoak 04/15/2023 10:29 AM
I mostly brought up !important as a way to trigger anyone who has waded into a nightmare codebase that uses it. So, mission accomplished I guess 😂
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Yeah, agreed Stephen. I think the challenge designers have is that when you have a longer game AND a higher potential for transformative picks, you end up with a high complexity situation. Shorter games can get away with this because, say, if I build a Slay the Spire deck that has problems that are getting out if hand, I'll just die and be on to the next try. Can you think of any high-duration-high-complexity games that have done it well?
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Stephen McGregor (he/him) 04/15/2023 11:09 AM
I'm having a hard time coming up with a game that is longer but has a good skill tree actually! One thing I think helps with those though is the ability to re-spec. I know some folks have problems with that but personally I think it's fine because it encourages players to experiment, as long as that's what makes sense for the game.
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Trenton Greyoak
I mostly brought up !important as a way to trigger anyone who has waded into a nightmare codebase that uses it. So, mission accomplished I guess 😂
Josh Anthony 04/15/2023 11:16 AM
You got me.
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Ooh yeah I wonder why there haven't been more games that have broken the glass on respecs... Total unfounded conspiracy theory, but I wonder if designers believe that if you allow a respec on a complex game with lots of choices, that becomes one moment with a LOT of thinking, and might lead to players dropping. Just thinking... one reason so many people play games instead of, say, starting a business is that games dole out choices with a nice schedule and only ask you to choose from a few things at a time. I wonder if there's a hesitancy here because designers don't want to let players be overwhelmed. (Starting a business just being one among a ton of examples of things that feel stressful because of so many compound choices) (edited)
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Where I have seen respeccing allowed, it's been expensive.
11:34
There's a sunk* cost mentality that acts as a disincentive. (edited)
11:35
If experimenting with the skill tree is part of the fun, I'd think that respeccing should be cheap in terms of in-game resources and easy in terms of the interface.
11:38
The trade-off is that allowing respecs on the fly like that kind of runs counter to the RPG gameplay where you're building a character in the world and experiencing their story of growing more powerful.
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11:40
It's been a while since I played Warframe, but I'm remembering that it was relatively easy to respec a warframe in that game. It was the overall system of upskilling that was tough to figure out, but once you had the stuff and understood the system, you could move things around at will.
11:41
And since the warframes weren't really characters per se, respeccing didn't create dissonance between the mechanics and the narrative.
11:41
But like I said, it's been a while and I might be misremembering!
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Cheap respecs also give you some incentive to build toward upcoming fights, which is burdensome if respecs take a long time.
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Mark LaCroix 04/15/2023 11:45 AM
That was explicitly encouraged in "Mario+Rabbids: Sparks of Hope"
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One thing I'm really enjoying about Darkest Dungeon 2 is it seems to be built with that in mind... changing character skills is really fast and high payoff for many fights.
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Lane
Cheap respecs also give you some incentive to build toward upcoming fights, which is burdensome if respecs take a long time.
Right. That's why I think the interface needs to do some of the heavy lifting if cheap respecs are allowed.
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Ahh you're giving me a big push to try that game
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Lane
One thing I'm really enjoying about Darkest Dungeon 2 is it seems to be built with that in mind... changing character skills is really fast and high payoff for many fights.
What are some of the features that make respeccing fast in DD2?
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Mark LaCroix 04/15/2023 11:48 AM
In Sparks of Hope, you get to survey the battlefield first, then you have the option to respec for free before each battle starts. It was tedius, but slightly better than it is in other games because it was part of the core loop. And yet, I rarely did it because my Peach/Mario/Luigi team was ace out of the gate. 🤷 (edited)
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Ellen
What are some of the features that make respeccing fast in DD2?
They just chose really manageable numbers. You have 4 characters. Each has 5 skill slots and 2 trinket slots. By endgame, you choose from a pool of 10 skills per character and about 10 total trinkets. Each of these can be changed with two clicks.
11:56
Oh! And some decisions cut off other decisions! So when I put my Vestal in the back ranks, there are 3 moves she can't do there. It means that for any given slot, you're always picking between 2-5 options, which keeps things low-stress.
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Interesting!
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I've been intrigued by the gameplay of that series but the tone is a little grim for me. Not sure whether I should just embrace the darkness or try to find a similar game with a fluffier story.
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One thing that I find interesting is... designers occasionally talk a little bit about expectation setting. The DD series has these text disclaimers at the start saying (to paraphrase) "this is a dark game about risk and loss. Try to roll with it and squeeze what you can out of bad situations"
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Stephen McGregor (he/him) 04/15/2023 1:00 PM
Ooh setting player expectations, that's a topic.
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Mmm yeah lots to negotiate there. Good and bad betrayal of expectations? Has there ever been a surprise in a game that made it worse for you?
13:08
I heard Darkest Dungeon
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Ellen
I've been intrigued by the gameplay of that series but the tone is a little grim for me. Not sure whether I should just embrace the darkness or try to find a similar game with a fluffier story.
I know one aspect that turned a lot of my friends off is how much of an uphill battle the entire game is
13:12
There's never a point where, aside from the occasional mission, where you feel like you really have power/control
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I am in no way saying you're wrong but I was going to critique it for the opposite reason 😂
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Ooooh fight fight
13:21
😉
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Maybe I'm just playing it safe but in DD1 I kinda found that after the first few runs, you're really not in much danger.
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Well, now I feel more inclined to play it so that I can have an opinion!
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Ellen
I've been intrigued by the gameplay of that series but the tone is a little grim for me. Not sure whether I should just embrace the darkness or try to find a similar game with a fluffier story.
Ive recently been obsessed with a conversion mod for DD1 which changes the setting from the lovecraftian gloom to a conan the barbarian style fantasy where you fight sandworms and barbarians. Still super stressful and even more difficult than the base game but i would highly recommend Black Reliquary.
12:13
at the very least i recommend it for anyone into turn based combat because it really adds some complexity on the already amazing DD1 combat system.
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datboibeau
Ive recently been obsessed with a conversion mod for DD1 which changes the setting from the lovecraftian gloom to a conan the barbarian style fantasy where you fight sandworms and barbarians. Still super stressful and even more difficult than the base game but i would highly recommend Black Reliquary.
I love Black Reliquary
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Interesting skill trees? Ff12 zodiac age
18:48
I didn't love the game but there's a lot there in building your party the way you want
18:50
I don't have a problem with skill trees if they aren't stopping you from accessing core gameplay mechanics (e.g. a parry or a strong attack or something)
18:55
Persona 5 probably has the most interesting integrated skill tree; spending time with characters builds your relationship, and when your relationship reaches the next level you unlock a new ability. It works really well with the narrative and different characters relationship tracks are related abilities. You are limited by time gates in building your relationships and who is available to hang out on different days or times of day.
18:55
It's pretty cool
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while i wouldn't say its a "tree", Disco elysium skills are all parts of your personality and by putting more points into one skill, that skill's personification will interject more in dialogue to give you its thoughts until it basically becomes another character.
11:28
(i will now have to wait another week for my "can gush about disco elysium" card to renew)
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Oh yeah everyone HATES it when someone talks about DE
11:59
I've watched a few clips where someone hacks all of their stats all the way up, and there is just a staggering amount of possible lines you don't hear in every encounter!
12:00
Me designing: I hope people won't notice that I've used this exact encounter 15 times before... DE writer: One out of 800 players will hear this epic line 🥲 (edited)
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Trenton Greyoak 04/17/2023 12:08 PM
why would I ever play your game if I can't roleplay as a Pakled
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Josh Anthony 04/17/2023 1:49 PM
I actually kind of hate how much content is in DE. It took me months irl to finish my run, and, as curious as I might be how different experiences might be with different choices, I absolutely do not want to spend more irl months playing one game just to see them.
13:51
(I have this problem with other games, too, since my gaming time is so limited.)
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For real! When I see a review like... Pros: Blah blah blah. Cons: Too short... I'm like sign me up!!
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14:27
Considering taking some time off work for TotK though
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Josh Anthony 04/17/2023 2:29 PM
A long game needs to have a very strong draw these days for me to consider playing it. Right now, the only long RPG on the list is Starfield, and that largely because the NASA-punk world is exactly the kind of milieu I've always wanted to play an RPG in.
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14:30
(I might also do Alan Wake 2, but tbh I'm a little worried I won't like the survival horror elements, that is not usually my kind of genre.)
14:31
For whatever other sins CoD Infinite Warfare has...I loved that it wasn't too much time to complete. And I got a fun space-lite shooter experience for not much time investment.
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Lane
Considering taking some time off work for TotK though
What's "Tights of the Knightpublic" I've never heard of it...
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Josh Anthony
I actually kind of hate how much content is in DE. It took me months irl to finish my run, and, as curious as I might be how different experiences might be with different choices, I absolutely do not want to spend more irl months playing one game just to see them.
It reminds me of this. I totally agree
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According to Minnesota Public Radio, it's hot girl sinkhole spring. In other words, we have an insane number of potholes right now in the Twin Cities, and since we can't do anything other than wait for the hardworking folks of road repair to fix them, we made a game about the whole situation. Andy and Beth Korth join for this special Nice Games ...
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Trenton Greyoak 04/21/2023 5:28 PM
yoooo Nice Games Club! I'll make you a deal: you add a nice big call to action Patreon button and I will be the first to click it 😎
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Intro In 1995, the game industry had made plenty of headway into 3D game design. Exact & Ultra released PS1 platformer Jumping Flash in April, Nintendo plugged away at Super Mario 64, From Software was working on more King's Field games, while id Software developed
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Your nice hosts explore the finality and the lusory this week with these two topics. In the process, Stephen struggles with a simple concept, Mark gets to 82% completion and Ellen figures out a way to blow up a transition.
12:36
After last week's buffet of thought-provoking show notes
12:36
sometimes you have to appreciate the simple ominous tone of something like this
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Can we get in on the Mario movie discussion now that it was a topic on the show?
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20:15
Not really spoilers stuff but more general discussion. I'm happy because the references were fun and it's cool to see all this stuff come to life in a movie setting I'm sad because most will be very kid friendly and I would love a Guillermo del Toro style direction on an animated Majora's mask or Zelda movie, or like an alien sci-fi esque approach to a Metroid movie. I don't think that would come from this. I hope Nintendo does like a Mario show or Pikmin show in a similar style but also like the shorts they did for a little while.
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On Marks topic around side content and narrative dissonance, I quite like how it's done in GoW where it does feel like doing the side content builds stronger narrative relationship between Atreus and Kratos to make the ending have a stronger pay-off. But if you played the main story it would still feel fine because Kratos gives an air of "get stuff done, no time to waste". I quite like in Elden ring how the NPC don't feel like they are rushing you, most of them almost expect you to fail but admire your peserverance and try to help you understand it's ok to engage with the game slowly.
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I do find solace in your hollow knight opinions mark, pretty game, pretty music, gameplay not for me I listen to that ost all the time tho (edited)
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Hey friends, I was excited to see that "Lusory Attitude" was one of this week's topics! Bernard Suits's The Grasshopper is probably the funniest philosophy book ever written. Could I share perhaps the best passage on the lusory attitude from that book? "But games are, I believe, essentially different from the ordinary activities of life, as perhaps the following exchange between Smith and Jones will illustrate. Smith knows nothing of games, but he does know that he wants to travel from A to C, and he also knows that making the trip by way of B is the most efficient means for getting to his destination. He is then told authoritatively that he may not go by way of B. ‘Why not?’ he asks. ‘Are there dragons at B?’ ‘No,’ is the reply. ‘B is perfectly safe in every respect. It is just that there is a rule against going to B if you are on your way to C.’ ‘Very well,’ grumbles Smith, ‘if you insist. But if I have to go from A to C very often I shall certainly try very hard to get that rule revoked.’ True to his word, Smith approaches Jones, who is also setting out for C from A. He asks Jones to sign a petition requesting the revocation of the rule which forbids travellers from A to C to go through B. Jones replies that he is very much opposed to revoking the rule, which very much puzzles Smith. . . . I'll put the rest here, to avoid clogging the conversation: https://micahtillman.com/suits-on-the-lusory-attitude/ [I promise it's funny] (edited)
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Tillmonk, is this an appropriate summary: "In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," said the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." -Thomas Hurka, introduction to The Grasshopper 1.) Suits is defining what a game is. 2.) His definition is above (a voluntary attempt to overcome unnecessary obstacles). 3.) Along the way, he defines the willingness to adopt unnecessary obstacles with the term "lusory attitude" (edited)
11:20
I think in the show this got attached to some other ideas (which Mark noted!). There really isn't a moral component (e.g. toxic or non toxic) here as far as I can see. It's just willingness to engage with the rules of the game. (edited)
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11:21
@Ellen do dogs have a lusory attitude when they're play fighting?
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Lane
@Ellen do dogs have a lusory attitude when they're play fighting?
I've been thinking about this for a whole day. I think the answer is no. They have a playful attitude, but not a lusory one. Because there's a difference between play and gameplay, right? A game has a goal, which you must overcome the unnecessary obstacles to achieve. When play fighting, dogs don't really have a goal. There are rules (don't bite too hard, sneeze often) but no goal other than the interaction itself. (edited)
19:59
So yeah, a whole day of pondering and that's what I've got. Thoughts?
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Josh Anthony 05/01/2023 12:51 PM
Would that qualify as a sandbox experience, by gamedev definitions?
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Josh Anthony
Would that qualify as a sandbox experience, by gamedev definitions?
Rules but no "you win the game" condition? Seems like it fits!
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I think so, yeah.
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Josh Anthony 05/01/2023 10:40 PM
To add to the nonexistent discussion about why kids these days are into Mario: Mario has had a mostly wholesome presentation, so that makes it feel like a safe game for parents to get for young kids. And since Mario has inherent popularity, people are more likely to know it exists. Thus, when said parent is looking for games to let their young kids play, those factors give Mario games a huge edge. And once said kids play the games, they talk about them at school (going by what our 7 year old has let slip), so it spreads awareness by word of mouth. Anyway, those were my thoughts on a topic literally no one wondered about but me. 😛
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Josh Anthony
To add to the nonexistent discussion about why kids these days are into Mario: Mario has had a mostly wholesome presentation, so that makes it feel like a safe game for parents to get for young kids. And since Mario has inherent popularity, people are more likely to know it exists. Thus, when said parent is looking for games to let their young kids play, those factors give Mario games a huge edge. And once said kids play the games, they talk about them at school (going by what our 7 year old has let slip), so it spreads awareness by word of mouth. Anyway, those were my thoughts on a topic literally no one wondered about but me. 😛
Mark LaCroix 05/02/2023 12:15 AM
This makes a lot of sense.
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Josh Anthony
To add to the nonexistent discussion about why kids these days are into Mario: Mario has had a mostly wholesome presentation, so that makes it feel like a safe game for parents to get for young kids. And since Mario has inherent popularity, people are more likely to know it exists. Thus, when said parent is looking for games to let their young kids play, those factors give Mario games a huge edge. And once said kids play the games, they talk about them at school (going by what our 7 year old has let slip), so it spreads awareness by word of mouth. Anyway, those were my thoughts on a topic literally no one wondered about but me. 😛
Wisdom from Nintendo: To be successful, start by being successful!
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Ellen
Wisdom from Nintendo: To be successful, start by being successful!
Josh Anthony 05/02/2023 7:04 AM
Works every time! Why aren't we all doing it??
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Yeah, lazy game devs! Get on it!
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Lane
Tillmonk, is this an appropriate summary: "In the mid twentieth century the philosopher Ludwig Wittgenstein famously asserted that games are indefinable; there are no common threads that link them all. "Nonsense," said the sensible Bernard Suits: "playing a game is a voluntary attempt to overcome unnecessary obstacles." -Thomas Hurka, introduction to The Grasshopper 1.) Suits is defining what a game is. 2.) His definition is above (a voluntary attempt to overcome unnecessary obstacles). 3.) Along the way, he defines the willingness to adopt unnecessary obstacles with the term "lusory attitude" (edited)
Love it! The only problem I have with Hurka's quotation is that "the voluntary attempt to overcome unnecessary obstacles" is a paraphrase of Suits's definition -- a paraphrase Suits said was "only approximately accurate." It's so quotable and so good at summarizing the basic idea for many situations that Jane McGonigal based Reality Is Broken book on it. But everybody else thinks it's too simplistic; they hear the quotation and don't realize it's an "only approximately accurate" paraphrase -- and then they reject Suitsian game analysis on the spot. And then I cry because I want everyone to love The Grasshopper as much as I do. 😁
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Ellen
I've been thinking about this for a whole day. I think the answer is no. They have a playful attitude, but not a lusory one. Because there's a difference between play and gameplay, right? A game has a goal, which you must overcome the unnecessary obstacles to achieve. When play fighting, dogs don't really have a goal. There are rules (don't bite too hard, sneeze often) but no goal other than the interaction itself. (edited)
Agreed! Suits has this whole argument about how not all game playing is play, and not all play is game playing. You can be super serious about the game you are playing, for example, and thus are not being playful (but you are participating in a game, and thus are "playing' it)
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El Berg-Maas (they/them) 05/02/2023 12:34 PM
It has been a while since listening to the podcast, but I remember the game studies focused podcast I listen to coming down pretty hard on The Grasshopper.
13:34
If anyone is interested.
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Mark LaCroix 05/02/2023 6:47 PM
Fellow MPLS podcast StreetsMN reposted our recent Nice Games Jam episode about potholes: https://streets.mn/2023/05/02/presenting-nice-games-club-pothole-run/
We have a ridiculous number of potholes in the Twin Cities, and since we can't do anything other than wait for the hardworking road repair folks to fix them, we made a special Nice Games Jam!
18:49
StreetsMN is a great podcast, by the way. Great interviews, local focus, highly entertaining and educating. You don't even have to be a hardcore urbanist like me to enjoy it. Check it out!
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I gave up on those guys (two white men) a while ago when their response to The Games Black Girls Play was that the author (an African-American woman) was too focused on race and not focused enough on capitalism
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El Berg-Maas (they/them) 05/02/2023 9:50 PM
I has admittedly been a while, but I remember them being quote positive abouts the book.
21:51
Either way, I do not mean to press you into any anything you don't want.
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Ellen started a thread. 05/03/2023 12:27 AM
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tillmonk
I gave up on those guys (two white men) a while ago when their response to The Games Black Girls Play was that the author (an African-American woman) was too focused on race and not focused enough on capitalism
Mark LaCroix 05/03/2023 5:23 AM
Not to throw oxygen on a fire, but I'm frequently annoyed by that tendency of a certain kind of man. Like, they really don't like the focus put on oppression they're not suffering under. (edited)
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They want to be allies at least. I just eventually realized that I wasn't learning anything about games from them because they weren't trying to analyze games; they were trying to analyze texts. (Which can be a lot of fun, to be fair!)
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This is an Ellen Godot check in, how is the friendship going?
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Josh Anthony 05/03/2023 7:53 PM
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Jakey MG
This is an Ellen Godot check in, how is the friendship going?
Oh I have left that poor little robot on read for a few weeks 😦
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That's all right, it probably is busy too
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Ellen
Oh I have left that poor little robot on read for a few weeks 😦
YouCarryOats 05/04/2023 6:08 AM
The Go Godot jam starts this week if you need an excuse to pick it up 😅
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That's a good reason!
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Well folks
10:37
I have to admit
10:37
For the first time since 2010, I'm looking forward to a new game.
10:41
Are YOU looking forward to the new Zelda? Alternatively, what's the game you've been most excited for, and did it live up to the hype?
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Josh Anthony 05/10/2023 11:38 AM
The only game I'm looking forward to is Starfield, and that mostly because I have a Nasapunk RPG itch that no game has ever scratched for me, and Starfield is the closest if they live up to the trailers.
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Silly question, but what does the word "punk" mean in that sentence? (edited)
11:53
Is it the same as "ish" ?
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Heck yeah I'm excited for TotK! Major Zelda fan here 😛 Also, Fire Emblem: Engage was a game I was looking forward to, but ultimately ended up not being my cup of tea 😦
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Lane
Are YOU looking forward to the new Zelda? Alternatively, what's the game you've been most excited for, and did it live up to the hype?
The only games I pre-order are Zelda games and I haven't watched any trailers since the first announcement one, so I'm very excited to jump in
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ClumsyGolem 05/10/2023 4:03 PM
Nice, that's the way to do it 💪
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Lane
Silly question, but what does the word "punk" mean in that sentence? (edited)
Josh Anthony 05/10/2023 4:12 PM
Like steampunk, Cyberpunk, etc
16:12
Basically, tech evolved from a grounded science feel. Bethesda coined it as NASApunk and I actually think it fits pretty well.
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Happy tears of the kingdom day
linksuccess 6
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Jakey MG
Happy tears of the kingdom day
Maxwell Kunze (he/him) 05/11/2023 11:00 PM
At the GameStop now let's goooooo
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No spoilers but most QoL improvements I would have added to botw actually got in for this game so far 👍
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As someone who didn't reeeeeally like botw all that much (I churned after getting 5-12 shrines on three separate occasions), I've been tremendously sucked in (edited)
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Lane
As someone who didn't reeeeeally like botw all that much (I churned after getting 5-12 shrines on three separate occasions), I've been tremendously sucked in (edited)
Josh Anthony 05/13/2023 10:12 AM
Interesting...I had a similar experience for BotW and that was why I held off on getting the sequel right away. 🤔 (edited)
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Well, definitely don't take my word for it because we may have different tastes. However, I picked it up because I wanted to see what they could do if they had 6 years to just start with the same engine/basic world and just add content... And man am I not disappointed.
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It's sort of crazy how lenient I can be on the performance of this game just because A) how did you get this to run on a switch B) I still find it very fun
01:14
I guess Minecraft was similar in the early days
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Sorry for the delay, folks! I mixed up dates on my calendar and totally forgot this was my week to edit. I hope you like it! https://nicegames.club/episode/304
In this episode, Stephen points out the number three! It’s everywhere! Also, what is it about animation that captures our minds and imaginations so effectively? Your hosts explore the topic and share some ideas. Ellen gets hung up on math, and Mark tries to keep everyone calm.
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Mark LaCroix 05/15/2023 1:34 AM
Ellen found this and put it in the show notes and I wanted to boost it because of course I do: https://www.youtube.com/watch?v=W3huYStAtdg
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The threes topic is super cool, and it's a thing I also think about a lot. Because I'm apparently that guy this is a pretty common "trick" in keeping music interesting, too. You set up a motif or a chord progression or whatever, repeat it, then change it a little on the third bar, which usually either goes back to the original thing or something that transitions to next part. But it's the initial pattern, reinforcement, and then surprise that makes for stuff that's hooky, but not boring, etc. The Blues are a perfect example of this on a somewhat larger scale - which is generally a 12 bar progression, which is 3 four bar progressions. Three really is a great number for a lot of stuff. I mean, even infinity winks at it with circles.
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TO BUSINESS 🥂
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Josh Anthony 05/16/2023 9:33 PM
...Lord Business.
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What you mfs sound like right now
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@Charles McGregor and me listening to this episode like "how is Stephen gonna do this whole topic and not gonna mention the 3 meme."
11:25
Oh and on another note, just tossing in two cents, I bet that something Mark said really IS the "deeper mathematical reason" why 3 is a thing.
11:25
It's the only number where there is ONE "middle one".
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11:30
Which means tracking where you are in a sequence is really easy. You're either just starting, doing the one in the middle, or you've finished.
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Lane
What you mfs sound like right now
Above you posted a link to an MP3... Huh M P 3?! I'm on to you!
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Dale LaCroix 05/18/2023 7:34 PM
Hey nerds, the new episode is up, but please dont download it... i made some ergredious copy and paste errors durring editing. They will take some time to fix
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Trenton Greyoak 05/18/2023 7:54 PM
sus
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Mark LaCroix 05/19/2023 12:54 AM
On this episode, we talk with two of Ellen's coworkers and the Games Agency, Jamaal Sawyer-Dymski & Greg Borreson. They talk about their career paths, from their time as young nerds, to working in very different areas of computer sciences and programming, to the fact that saying "Enhance" doesn't actually help with anything CSI style, to working...
00:55
Everybody thank Dale for editing this episode twice in the face of technical challenges!
kirbycheer 6
kirbyheart 6
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Thanks Dale!
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YouCarryOats 05/20/2023 7:19 AM
I'm behind and catching up on the Horse Games episode, and I gotta say as a former horse geneticist I'm not sure I've ever had a weirder intersection of my interests pop up in a podcast in my life 😂
cry_laughing 3
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Josh Anthony 05/20/2023 11:11 AM
Game development breeds interesting intersections.
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11:11
(My genetics are predisposed to bad jokes.)
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YouCarryOats
I'm behind and catching up on the Horse Games episode, and I gotta say as a former horse geneticist I'm not sure I've ever had a weirder intersection of my interests pop up in a podcast in my life 😂
Hah! Now I know who to bother about random horse genetics questions
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21:38
For example, how accurate is this little simulator? http://horse.jenniferhoffman.net/horse-color-genetics.html#3000f30000
Learn how genes create coat colors in horses with this fun learning game!
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Ellen
For example, how accurate is this little simulator? http://horse.jenniferhoffman.net/horse-color-genetics.html#3000f30000
YouCarryOats 05/21/2023 7:47 AM
For the few loci I bothered to commit to memory (or those with orthologs in my current genetics model, dogs :D), it looks good! Neat little tool!
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I do not have a horse now and I may never have a horse again, but i am obsessed with the silver dilution. 💖
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🥳 🦑 New @Zack Content 🦑 🥳
11:21
This week, Ellen and Stephen learn guest Zack Gilbertson's whole deal. Afterwards, Zack walks your nice hosts though an overview of what it's like for an indie developer to work with Unreal Engine, a popular-but-slightly-less-popular-than-Unity game engine.
11:21
I hope the 💤 💤 💤 💤 💤 engine discussion leaves a little room for Spellscale talk. (edited)
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What was it like being on the show?
11:32
I haven't done it since way back when they were at the Glitch office.
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Its a smooth experience. They got a slick setup in that sound booth and they bought me food afterword.
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Mark LaCroix 06/01/2023 3:37 PM
GLOM NEWS! GLOM NEWS! GLOM NEWS! Glom is coming out in two weeks! https://twitter.com/Mark_LaCroix/status/1664365749706563584
🚨🚨 SURPRISE! My @NiceGamesClub team and I have a card game coming out... in two weeks!!! 🚨 🚨 It's a party word game, but smarter! Objective scoring. Silly and thoughtful! Pre-order "Glom" NOW!! Out June 14th! (also please RT and tell yr frands!) https://t.co/XjM6rFUEOt
😍 4
15:38
Amazon has it for $19.99 (with a posted delivery date), but a bunch of other online retailers have it at a discount for ~$15.
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Josh Anthony 06/01/2023 6:26 PM
So if you have a launch party for the game, and a mass of people showed up for it...would that be a Con-Glom-eration?
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19:37
I can't change the preview image sorry.
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Lane
I hope the 💤 💤 💤 💤 💤 engine discussion leaves a little room for Spellscale talk. (edited)
Josh Anthony 06/09/2023 10:03 PM
How dare you, I love engine discussion! ;P (edited)
22:04
I appreciated getting insight on how someone else uses an engine I don't use. I'm in the position where I don't have time to experiment with other engines, so it's nice to get vicarious experiences via others.
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22:05
That said... @Zack why not go wholly into Godot instead of trying to mash Unity and Godot together?
22:06
Marrying two engines seems like a recipe for nightmare fuel. (From someone who once worked on a project that tried to marry PhaserJS and React. We all regretted the attempt afterwards. 😛 )
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@Josh Anthony so far it's working fine! It might be smarter to go full in on Godot but its mostly a compatibility thing. Unity does not work well on phones in html5 but is pretty much garenteed to work on everything else. Godot works pretty well with html5 with phones but is not battle tested on the other platforms like unity is. Really the alternative was no game engine on the phone side like Jackbox does it and we want to do more with the phone side.
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Josh Anthony 06/09/2023 10:24 PM
Gotcha. I will say that for PCs Godot has worked well for me, that's actually one of the reasons I use it (easy Mac and Linux exports). Consoles are the catch, of course, but hoping the work W4 is doing can help make the porting process smoother.
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Mark LaCroix 06/09/2023 10:43 PM
It is possible to build for consoles in Godot, but the people I've talked to who are doing the work charge a $5,000 per-title license fee for thier Switch plugin. Not unreasonable from a certain perspective (it's not a per-seat license, for example), but not very practical for many Godot users, especially if you're targeting more than one console. That was about a year ago that I looked into it, so maybe things have changed since. (edited)
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07:30
Looks like W4 is considering the yearly subscription model.
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YouCarryOats 06/10/2023 7:42 AM
gotm.io has a premium tier that'll help you port to switch for revshare as well, I believe.
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Josh Anthony 06/10/2023 8:19 AM
I gotta make a game worth porting first. 😅
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https://nicegames.club/episode/308 Stephen wants to hear your thoughts on fall damage. 😈
Your nice hosts recorded separately again this week, as Mark has been isolating at home. Stephen rants about examines fall damage mechanics in Legend of Zelda: Breath of the Wild and other games. Is fall damage overrated? Well, Stephen has OPINIONS. Mark talks about all of the things he's been doing to occupy his mind while he's been stuck in hi...
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Pre-listening opinion: Fall damage, when implemented thoughtfully, can be a beautiful limitation, and an important element in making falling exhilarating. It can also be annoying, especially when it's not obvious where fall damage begins and where it ramps up to lethal.
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Also pre-listening opinions: I'm with Lane, but want to add...
  • Like stylistic art, I feel like there's a realism (maybe not the right word...seriousness?) threshold where fall damage is almost necessary. Not having fall damage in a game that acts realistic can remove you from the experience.
  • Fall damage mitigation mechanics are totally optional, but a great tool to dial in that exhilaration. In games without it, falling can be terrifying, but in BOTW, you can always pop out the glider at the last second. There's still risk there, because you can die, but when you don't you feel good about it, and when you do, you blame yourself (that's a good thing).
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Mmm, you also want to fill your world with meaning
11:35
Example from mario: adding wall jump and bonk mechanics mean every wall is an opportunity and adversary
11:35
Fall damage makes the floor more interesting
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My favorite thing about the term boomer shooter is that I enjoy the continuous gaslighting of Gen Xs that they don't exist (edited)
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I've heard the term in passing, but...what does it mean?
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It means a shooter for Gen X people 😄
11:49
(A shooter in the style of Doom, Quake, Marathon...)
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My case for gaining hearts: gaining stamina lets you solve traversal problems in less fun ways
12:18
Omg Mark couldn't be more wrong different from my opinion about food (edited)
12:19
Just cook during blood moons for double food buff duration!
12:19
Can't wait for my 2nd run through the game (in like a year or so). Going to try:
  • No eating during combat.
  • If you die, you have to leave that area and can't come back until completing a quest.
(edited)
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I just wish you could hold more meals
08:09
TotK makes hoarding fun, in botw I didn't really care about grabbing every little thing, but in this one I will take everything
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Lane
Just cook during blood moons for double food buff duration!
Mark LaCroix 06/13/2023 8:17 AM
Why would you want double of something you don't need? 😄
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So one thing that's interesting to me is that in many other games I have been a consumate hoarder. Never using the megalixers in Final Fantasy and so many other examples
08:19
I think the fact that TotK has so many overlapping gain-and-spend economies happening has broken me of that
08:19
At least for this game
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Let's try something out. I cordially invite everyone reading this: Let's Play Slow Glom! I'll post the cards. You have until the end of the day to post an answer. If there's any participation, I'll post new cards tomorrow. I don't have my physical set yet, so the first cards will be the ones in this video: https://youtu.be/LEEd6mpMVoc?t=175 ----- Phrase: "Nice to meet you!" Rule: Exactly four words Goal: Most sets of double consonants ----- What is Glom? Glom is a word game created by the hosts of Nice Games Club. The objective is to re-word the Phrase card while following the Rule and not using any of the words on the Phrase card. I don't intend to track winners here, but you score by following the metric on the Goal card. You can post your answers in double-pipes to make hidden text: Like this! An example entry for this set of cards might be Meeting was most enjoyable, which would score 0 because there are no double consonants. (edited)
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My Entry: Commencing connectedness was fulfilling!
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Stephen McGregor (he/him) 06/14/2023 12:00 PM
This is a great idea, thanks Lane!
12:00
I feel like I could spend all day coming up with one but I don't think I'm gonna get much better than this: Life's better knowing ya!
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That's a fun one!!
kirbyheart 1
12:03
Yeah I think you guys really nailed it with attaching a time limit, and would encourage folks to play along without spending tooooo much time optimizing. The game is more fun (and funny) without spending too much time on answers.
This 1
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Mark LaCroix 06/14/2023 12:08 PM
Mine: Terrific thrill initially sussed
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Mark LaCroix 06/14/2023 12:18 PM
In related news: Glom's release date is today! Amazon has it in stock and is shipping it now. Presumably other online retailers will be slower (some still list it as a pre-order), but many are still offering it a slightly lower price (not sure about shipping, tho). https://www.amazon.com/Indie-Boards-Cards-Party-Board/dp/B0BYDZDZPV
Glom is a fast-paced, quick-witted game of ridiculously reworded remarks! Each round, players will reveal one phrase card, one rule card, and one goal card. Now players are on the clock to come up with the best way to rewrite that phrase without using any of the original words, and following the ...
kirbycheer 2
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Trenton Greyoak 06/14/2023 12:20 PM
personally acceptable current assembly
12:20
kirbysatisfied 3
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Buying two so I can play Gglloomm
kirbysatisfied 1
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Trenton Greyoak
personally acceptable current assembly
Mark LaCroix 06/14/2023 12:25 PM
Oo, nice one.
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Lane
Buying two so I can play Gglloomm
Mark LaCroix 06/14/2023 12:26 PM
There is an alternate game mode called Ggooaall!
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Mark LaCroix 06/14/2023 12:26 PM
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12:28
I will try that and also skipping the voting step
12:28
Stephen I appreciate your commitment to complete sentences 😤
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Mark LaCroix 06/14/2023 12:30 PM
[As seen on TV voice] For the full list of alternate modes for Glom, visit https://nicegames.club/glom ! (edited)
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Stephen McGregor (he/him) 06/14/2023 12:30 PM
Haha, honestly I'm not very good at Glom, I think that's why. It's always fun though when I play, even if I can't come up with one.
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I mean, "Nice to meet you" is a fragment anyway, but I imagine different people have very different tastes on how sentencey your collection of words has to be.
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Dale LaCroix 06/14/2023 9:41 PM
Hit f
21:42
Im just trying to figure out the spoiler hide function
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Mmm! You use two of these bad boys |
21:44
On either side of your text
21:44
So like $$this$$ but with that vertical pipe character | instead of $
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Dale LaCroix 06/14/2023 10:35 PM
How do you get a verticle pipe cleaner?
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Josh Anthony 06/14/2023 10:45 PM
You go to JoAnn's
22:46
(On my phone keyboard it's the special symbols, second menu.)
22:46
22:46
(Under the 4)
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Dale LaCroix 06/15/2023 1:08 AM
Im a little late: professionally introduced, worried unnecessarily
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01:10
The new episode is out https://nicegames.club/episode/309
After Mark's time with Covid, the first day he was free to go outside, the area was covered with the smoke of distant wildfires. Another bout of smoke has rolled in to the Twin Cities just in time for the release of this episode. The club spends this Nice Thinking episode talking about the making of Glom, and discussing their feelings about pitc...
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Slow Glom Day #2! Continuing to do a little card improv since my physical set isn't here yet. This time, I'll take cards revealed in the official Glom video (https://www.youtube.com/watch?v=ikLvhxIY3jk). I'll adjust the phrase so the hosts don't have to play one they've played before. ----- Phrase: I feel it in my bones. Rule: No word may have fewer syllables than the one before it. Goal: Most words that begin with a vowel. ----- Good luck!! (edited)
09:57
Also, incredible word selection @Dale LaCroix!
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My Entry: For me, this is an event indicated osteopathically
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Stephen McGregor (he/him) 06/15/2023 10:17 AM
Here we go: Instincts elude ill-gotten incidents.
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BOLD USE OF PUNCTUATION THERE STEPHEN
marxLUL 1
10:17
(I love it)
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Just for fun, after cheating and taking way more time on it: As an act of inkling upcoming experiences, osteopathic insinuations materialize
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This is hard xP Sense thing within endoskeleton
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Trenton Greyoak 06/15/2023 11:17 AM
observe inner ulnar, occipital, (etcetera) intuition! (edited)
kek 2
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I have no idea how you all are doing this at all, my brain is broken
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Josh Anthony 06/15/2023 12:49 PM
An ill air of my own thoughts, indwell inmost being, enters inside invasively. (edited)
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Watch out for re-using words in the original phrase! @Josh Anthony (edited)
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Trenton Greyoak
observe inner ulnar, occipital, (etcetera) intuition! (edited)
Mark LaCroix 06/15/2023 1:00 PM
Sorry to be Glom cop, but et cetera is two words.
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🚨 wee woo wee woo watcha gonna do 🚨
13:03
Officer LaCroix what do you make of Stephen's hyphen usage?
worry 1
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Trenton Greyoak 06/15/2023 1:03 PM
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This perp isn't going down easy (edited)
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Trenton Greyoak 06/15/2023 1:04 PM
I'll see you in Glom court!
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I've had it with your overzealous police work LaCroix!
13:05
I need you to hand in your Glom badge and your Glom gun (edited)
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Trenton Greyoak
Click to see attachment 🖼️
Mark LaCroix 06/15/2023 2:38 PM
"Some" doing a lot of the work there. 😅
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Lane
I need you to hand in your Glom badge and your Glom gun (edited)
Mark LaCroix 06/15/2023 2:40 PM
Okay, here's my ribbon and iron.
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Trenton Greyoak 06/15/2023 2:40 PM
I see it right here in this homemade dictionary
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Lane
Officer LaCroix what do you make of Stephen's hyphen usage?
Mark LaCroix 06/15/2023 2:43 PM
This might be unorthodox thinking, but to me, a compound adjective is one word, no matter how you spell it.
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Lane
Watch out for re-using words in the original phrase! @Josh Anthony (edited)
Josh Anthony 06/15/2023 5:57 PM
Is it a broken rule if I didn't see the rule. 😏
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Dale LaCroix 06/15/2023 11:51 PM
Oy, awful elbow arthritis anticipates extraordinary precipitation accumulation
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Josh Anthony
You go to JoAnn's
Dale LaCroix 06/15/2023 11:54 PM
I just got this joke! And noticed Lane didn't call it a pipe cleaner
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Slow Glom Day #3! More improv! Box arrives next week. Fortunately, I have the old TTS version of the game to draw from 😄. ----- Phrase: Who's that pokemon?! Rule: No word over four letters long. Goal: Most of the same letter. ----- Have fun! (edited)
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Stephen McGregor (he/him) 06/16/2023 8:50 AM
I tried: What type of cat is the fur one like?
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Hey Stephen what is the designer opinion on commonly-used abbreviations?
08:52
I suppose I'd guess that they're against the spirit, but I am curious if the creators have an opinion.
08:53
Anyway, here is mine: Can you tell me what kind of dude the guy in the ball is?
08:56
Three letter max??? Can you ID the guy in the orb?
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Stephen McGregor (he/him) 06/16/2023 8:58 AM
I think commonly-used abbreviations are fine as long as you don't abuse them, then I'd challenge it. Like the sentences you posted are both fine to me.
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two letter max?????????? Is it #1? #2? #3? #4? No? Ho Oh? μ (sp?)? ID it! (edited)
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Hark! What Mon cast this dark spot?
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YouCarryOats 06/16/2023 3:25 PM
what the heck kind of guy just came from that tiny ball and why have it beat up its pal?? edited following breaking the rule and being disqualified 😂 (edited)
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Genius! But watch out for reusing words in the phrase (should be an easy fix)
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15:28
I should really start including a short reminder of the rules in these daily posts.
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Trenton Greyoak 06/16/2023 3:44 PM
I beat up a pet and put it in a ball so you can try and name it (and also I use it to beat up other more pets) (edited)
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YouCarryOats
what the heck kind of guy just came from that tiny ball and why have it beat up its pal?? edited following breaking the rule and being disqualified 😂 (edited)
Trenton Greyoak 06/16/2023 3:44 PM
haha great minds think alike
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Trenton Greyoak
I beat up a pet and put it in a ball so you can try and name it (and also I use it to beat up other more pets) (edited)
Stephen McGregor (he/him) 06/16/2023 3:46 PM
One of those words it too long!
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Trenton Greyoak 06/16/2023 3:46 PM
ope, yep
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Stephen McGregor (he/him) 06/16/2023 3:47 PM
Haha you got it yeah.
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Trenton Greyoak 06/16/2023 3:53 PM
now I just need @Ellen!
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aaaahhh! what?!
16:28
oh! yeah, you're almost got 'em all! 😄
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Ellen
oh! yeah, you're almost got 'em all! 😄
Trenton Greyoak 06/16/2023 4:39 PM
are you going to WiG tonight???? Deanna will be there, I can send it with her 😁
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Beth Korth (she/her) 06/16/2023 4:46 PM
Join other women in the IGDATC community for great conversation and games!
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Alas, I've been working myself half to death so I don't really have the energy for social gatherings at the moment. Hopefully that'll change at the end of the month, so I can make the next one!
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Slow Glom Day #4! Little thematic extra slowness from me this afternoon getting this set up 🙂 For today, let's go back in time to a Glom playtest build. Here are your cards:
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My entry: T's crossed? I's assigned respective dots? Yes? Seeing such, this assembly shall outset straightaway.
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ClumsyGolem 06/17/2023 5:03 PM
Do contractions count as one word? 😛 Everyone's set? Soon something begins
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YouCarryOats 06/17/2023 5:17 PM
assuming folks stand settled, circumstances suggest starting suddenly hopefully I got the rules right this time!
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ClumsyGolem
Do contractions count as one word? 😛 Everyone's set? Soon something begins
Ooh good question. Does @Stephen McGregor (he/him) mind being pinged for Glom rulings? I suppose my feeling is that contracting two words together that are in the Phrase feels against the spirit of the rules but I'm curious what the creators think.
17:36
Love the sentence structure there though 🤔
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Mark LaCroix 06/17/2023 5:37 PM
The rulebook covers this, actually. "Everyone" and "everyone's" are not the same word. And combining two words in the phrase into one word that's not the same as either of them is allowed. There is a rule varient that disallows this, however, called "Apostrophe No." (edited)
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Is that an apocalypse now reference 😄
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Mark LaCroix 06/17/2023 5:39 PM
No, it's a (not great) play on "apostrophe s"
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Mark LaCroix 06/17/2023 5:40 PM
Obtuse labeling is a skill of mine.
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YouCarryOats 06/17/2023 6:50 PM
I find myself saying "the best jokes require documentation" regularly enough... Obtuse is good! 😅
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Slow Glom Day #5! Hope you're all having a lovely weekend! Did you know Glom is now Sold Out on Board Game Bliss? Be quick and order yours today! Rules and Purchase Options: https://nicegames.club/glom For today's cards, I'm back to the playtest build! Let's take a look:
13:18
Why are there so many seven-letter words I want to use 😡
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Fooled by the spine's design? Turns out it doesn't convey how worthy this letter-holder is.
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YouCarryOats 06/18/2023 1:30 PM
reconsider trying to figure out the contents of novels from seeing their fronts
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Oooh great one! Much more of a true re-wording than mine.
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ClumsyGolem 06/18/2023 1:34 PM
Stop questioning texts over the pictures you behold on their exterior sheets! (edited)
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Haha! Now not to be a tattler or anything but if we toss your entry under the jeweler's loupe 🔍...
13:37
I detect a few little clashes with a certain one of the cards 🤔
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ClumsyGolem 06/18/2023 1:45 PM
Oh, lol, somehow forgot about the rule card 🤣 Maybe I'll score more points by fixing it 😛
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Unless you're deviously playing the "it doesn't say anything about lower case 'a's!" game.
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ClumsyGolem 06/18/2023 1:49 PM
There, new bonus point and hopefully no rule breaking xP
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Oooh very nice!!
13:51
I'm so sad "Images" doesn't work 😞
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Slow Glom Day #6! I was just thinking... if Glom is a hit, we might have a bunch of people follow this path: Glom ▶️ Nice Games Club ▶️ Discord We could have word games take over (oh no not that!) Rules and Purchase Options: https://nicegames.club/glom Here are your cards for Monday:
08:13
As is tradition, rule question: for rules like the one here, how do you count "Y" ?
08:16
E.g. is it treated differently in "Wary" (where it's more like a vowel) versus "Yes" (where it's more like a consonant) ?
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I don't check the H2O much, Ma says that way it bubbs up fast. (edited)
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Josh Anthony 06/19/2023 9:07 AM
when visual sight acquired, container contents do not rapidly upsize thermodynamic state
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Josh you appear to be taking a creative interpretation of the Rule card.
09:10
Perhaps that no word duplicates a vowel? Impressive that thermodynamic works for that.
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Josh Anthony 06/19/2023 9:10 AM
I don't know how my brain plainly reads the rule and then applies a completely different interpretation. 🤦
09:11
I was so proud of the use of thermodynamic, too 😛
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ClumsyGolem 06/19/2023 9:18 AM
This rule is brutal, I've got nothing xP
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Josh Anthony 06/19/2023 9:19 AM
Hot broth do not spill in gas form if in sight of u.
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ClumsyGolem 06/19/2023 9:24 AM
Cast the jar from sight or it shall not go to 100°C Had to recruit my wife, and we're probably still breaking a few rules in there xP
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Great answers 😁
09:34
I love the rules that make you sound dumb
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YouCarryOats 06/19/2023 10:00 AM
I think stuff in big, tall pans won't roll if folks spot it 🥴
10:02
A "Daily Glom" app could be the 2023 Wordle 🙌
kirbythink 2
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Trenton Greyoak 06/19/2023 10:11 AM
do not check the crock or it shall not grant the wish of 212 (edited)
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The hob slows when in sight, pond's gift can not get hot and roll. -first try at glom not sure how I'm feeling about my attempt 😄
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Trenton Greyoak 06/19/2023 11:10 AM
sounds poetic!
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pond's gift really sums up what I love about this game
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Trenton Greyoak 06/19/2023 11:43 AM
okay new entry for fun with stolen words: I must not check it, sight halts the warmth of pond's gift, oh I wish for borscht!
galaxybrain 4
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Help I can't stop I think I must be that sad myth gal who turns men to rock, cuz no hot bowl can roll if it's in my sights. (edited)
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Watch the hot dish, get stuck with a cold wish. Not the best pursuit of the Goal, but once the rhyme was in my head I couldn't think of any other phrasing.
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Haven't been tracking scores here much but I am impressed that Trenton's for-fun entry got the 7 pts here! (edited)
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astrid& (she/her) 06/19/2023 9:00 PM
Hi all 🙂 just testing the hidden text before I post my glom |hidden|
21:01
hmm strange, maybe there needs to be spaces | hidden |
21:02
Did either of those appear hidden to others? I guess it wouldn't show as hidden for me
21:03
Oh maybe it needs to be double pipes hidden
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21:04
Ah that's it 🙂 my glom is: As the hawk spots the crock it not at all stews
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21:05
Also hi! I'm a game dev student from Naarm (melbourne, australia) Been listening to the pod for a while and just ordered my copy of Glom :).
👋 5
hai 4
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Slow Glom Day #7! Hope everybody's having a great morning. I know I am... my physical set just arrived! Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are your cards:
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free me from mystery
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YouCarryOats 06/20/2023 9:53 AM
~Feline out of its twine? Fine!~ nevermind don't like this one, mixed up twine and burlap lol (edited)
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The proverbial physical representation of telling a secret using an animal
10:10
Not few letters but I wanted to use the word proverbial
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Mark LaCroix 06/20/2023 10:32 AM
Hold no mo'!
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She attack, she eat snack, but most importantly, she flee sack
😂 2
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From my gf: Feline is away! Hooray! Look at her socks - she slay.
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Mark LaCroix 06/20/2023 11:14 AM
That's a really good one.
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Josh Anthony 06/20/2023 7:04 PM
Keep it secret or reap deep shit.
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Not that I want to distract from GLOM but I must point out that it is once again the season for
20:44
HUGE TOMATOES
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😱 2
20:44
And this year apparently we're getting some weird folded ones
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holy crap that is absolutely gorgeous
21:18
I grew plants this year for the first time since living on my own, I grew 6 herbs, and only 2 remain. But one day i will strive for beautiful giant tomatoes.
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Oh, I didn't grow this! I saw it at the grocery store, and whenever I see a giant tomato at the grocery store, I have to buy it.
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Um Ellen perhaps you should take this to another channel
21:19
Maybe something like #nicegamesclub-chataboutnicegamesclub or something
21:20
You appear to have the glom channel confused for ngc content, understandable mistake
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We did start tomato plants in the garden though. They have fruit starting to form 🙂
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I've never seen a tomato like that at a grocery store but now im gonna be looking
21:21
I did think it was a little early yet for tomatoes to be fruiting in gardens here, but I wasnt sure because i have no idea what im doing 😄
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Neither do I, lol -- Eric's the gardener. I just eat things!
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Lane
Um Ellen perhaps you should take this to another channel
BreadZealot 06/20/2023 9:42 PM
Feedback was asked about the future of the discord and ways to separate out different topics were suggested. Until then, we will continue to wave the tomato flag in this land.
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nicegames.club/tomato
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What a rough time of year for the tomato hating demographic
21:48
First totk tries to propagandize me into liking mushrooms and now a season of this
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when is the documentary coming out where they prove big mushroom was responsible for the mushrooms in totk (edited)
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Does TOTK do much more with mushrooms than BOTW?
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honestly i think the only new mushroom is the skyshroom
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I'm like, 3 hours in cause game time is scarce.
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and then they changed truffles a bit, but truffles are not mushroom, more like mushroom-adjacent
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Ok that's about what I expected from my encounters so far.
22:16
Which means Big Mushroom has been at it for years.
22:17
BotW is definitely the most mushroom forward game I know in the mainstream.
22:17
And I'm here for it
22:17
Maybe the next one will focus on tomatoes.
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Heck yeah, Kenji!
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Slow Glom Day #8! Hello hello! Hope you're having a great day. If you're interested in meeting some Twin Cities game developers, the Twin Cities Playtest is happening today in-person over at Noble Robot! Click here for details: https://www.eventbrite.com/e/twin-cities-playtest-tickets-113704200324?aff=ebdsoporgprofile Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are your cards: (edited)
10:17
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Dollars don't develop delightfully deckside
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Fig finances, Fiona? Fern fiat? Ficus funds? 🤨 Far-fetched fantasy. (edited)
🤣 3
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Trenton Greyoak 06/21/2023 10:40 AM
conifers cannot create cash
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YouCarryOats 06/21/2023 11:06 AM
conifers cannot cultivate controllable currency
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Trenton Greyoak
conifers cannot create cash
YouCarryOats 06/21/2023 11:07 AM
Great minds 😂
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Trenton Greyoak 06/21/2023 11:08 AM
haha again! I guess our brains are similar
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Currency can't congregate continuously comparably coniferous
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ClumsyGolem 06/22/2023 9:58 AM
Happy belated @Ellen! 😛
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ClumsyGolem
Happy belated @Ellen! 😛
Thanks!
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Josh Anthony 06/22/2023 10:54 AM
I didn't know a belated @Ellen was a thing.
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I'm pretty much always belated
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10:59
Prime evidence being our episode editing & publishing schedule 😉
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SPEAKING of Belated... It's Slow Glom, Day #9! Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are your cards: (edited)
14:56
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Trenton Greyoak 06/22/2023 3:02 PM
obtain wiener
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Such efficiency 🥲
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Trenton Greyoak 06/22/2023 3:07 PM
anything more felt gratuitous
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Josh Anthony 06/22/2023 3:59 PM
Please ensure I own a single overly warmed frankfurter.
16:00
UGH how did I forget weiner 🤦
😂 2
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YouCarryOats 06/22/2023 5:04 PM
Please purchase yours truly the gnarly sausage column and relish inside its wheaty bread garment
😂 1
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Slow Glom, Day #10! Hey, happy Friday everyone 😄 Best wishes to everyone, and especially our nice hosts showing the game over at Origins. Shout out to @Peter Yang - ZettoVyker who is also out there today, and helped connect Glom with Indie Boards and Cards. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards:
11:52
Also, I missed the new episode going up! https://nicegames.club/episode/310. IDK why but I'm excited for Stephen's take on this topic:
11:52
Will he pull a "Fall Damage" style "most people think they don't like it, but it's actually great" argument thinkrotate
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Lane
Slow Glom, Day #10! Hey, happy Friday everyone 😄 Best wishes to everyone, and especially our nice hosts showing the game over at Origins. Shout out to @Peter Yang - ZettoVyker who is also out there today, and helped connect Glom with Indie Boards and Cards. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards:
This is a difficult one!
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Which consumed ultimate pancake (edited)
🙌 1
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12:31
4 words is nasty
👍 1
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"End in the same letter" is so much less intuitive than "began with the same letter" too
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I apologize in advance for how I've abused the English language here: Which bitch snatch butterscotch?
🤣 5
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I don't sort words that way at all!
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Ellen
I apologize in advance for how I've abused the English language here: Which bitch snatch butterscotch?
Amazing
😆 1
12:41
Who'd chewed baked strood?
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these are so much better than mine im laughing so hard
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Trenton Greyoak 06/23/2023 1:38 PM
nutter butter extincter moniker?
😮 1
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ClumsyGolem 06/23/2023 2:26 PM
Whomst swept final biscuit
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Is whom allowed? I wanted to use whom but it was unclear whether it wasnt okay because it has who in it.
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Well that certainly makes your answer sound more fun!
14:46
That breaks subject/object rules, but I don't think it breaks the rules of the game 😀
👆🏻 1
14:46
I don't see any rules in the book about words with similar roots (like "take" vs "taking"), but if we go with a similar spirit to this rule:
14:46
14:47
Then I would assume that very-similar-but-not-identical words aren't considered the same
14:47
(mine includes the word "who" as well and is skating by based on this ruling) (edited)
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I feel like whomst gets special consideration but when it comes to language (& Glom) I'm definitely chaotic evil
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whomst'd've presumst'd've to consumst'd've
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Ellen
I feel like whomst gets special consideration but when it comes to language (& Glom) I'm definitely chaotic evil
Yeah, regarding this, I think my house rule would be something like... if someone appears to be using the same kind of trick over and over to squeeze out more points for the goal... bad. If they're having fun with it & not being repetitive, great.
✅ 1
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Slow Glom, Day #11! Egads! I'm late! Tempted to cheat and make the phrase "better late than never", but we'll let the decks decide. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards:
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Trenton Greyoak 06/24/2023 5:18 PM
I spy
🎉 3
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What categorization scheme are they going for here 🤔
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Josh Anthony 06/24/2023 5:35 PM
Woof boi be eatin' m' required schoolwork
🤩 1
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School foolishness reduced to food for pooch.
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Trenton Greyoak
I spy
Mark LaCroix 06/25/2023 8:48 AM
Ooo, nice! Is that Gamezenter?
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Trenton Greyoak 06/25/2023 9:49 AM
Source!
🎉 1
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Dale LaCroix 06/25/2023 9:50 AM
Yeah
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Lane
What categorization scheme are they going for here 🤔
Trenton Greyoak 06/25/2023 9:52 AM
This is a section they have off to the side, maybe for new games?
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There's a fun side challenge here of only looking at people's responses and trying to guess the original phrase
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Slow Glom, Day #12! Taking inspiration from @ZachLower, I'm putting today's cards in a spoiler so people can also play Backwards Glom by trying to guess the cards from the responses. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards:
A riot of rewording remarks! Rewrite the Phrase, while following the Rule, to meet the Goal. The card/word game from the hosts of Nice Games Club. Designed by Ellen Burns-Johnson, Dale LaCroix, Mark LaCroix, and Stephen McGregor. Published by Indie Boards and Cards, 2023. Rate Glom on BoardGameGeek! Alternate Rules | Reverse Glom | Solo Play | A...
13:09
SPOILER
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Stephen McGregor (he/him) 06/25/2023 2:33 PM
Consume corn, cauliflower, broccoli, more often.
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Gobble down those fibrous provisions.
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YouCarryOats 06/25/2023 4:16 PM
consume those non-fruit botanical food groups
galaxybrain 1
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So specific!
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Carrots, onions, potatoes, you should consume those delicious foods. (edited)
💖 1
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YouCarryOats 06/25/2023 4:35 PM
Glom question for the hosts (and any other relevant parties)! I was thinking about transcibing some or all of my physical copy (once it arrives) to a virtual copy in Godot to not distribute in any way but use to play this game with distant friends over e.g., Discord or hangouts. Are there plans for this (or secret plans and I should 🤫) on your end? I wouldn't wanna repeat effort if a digital version is in the works. If not, any huge qualms provided I don't share it broadly?
16:36
(Can't guarantee this idea wouldn't end up in the Island of Misfit Game Ideas but better to know early 😅)
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Shove tons of nourishing produce into those open mouths
😂 3
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Just as a challenge to break the O monoculture: try applying ya'll yaps by yonder leafy greenery (edited)
🤯 1
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Trenton Greyoak 06/25/2023 5:34 PM
reverse: eat your vegetables, all words must have one of the same letter, most words starting with the same letter
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Trenton Greyoak
reverse: eat your vegetables, all words must have one of the same letter, most words starting with the same letter
Trenton Greyoak 06/25/2023 5:35 PM
Hmm dang, the y threw me
17:36
damn your alliteration red herrings! 😁
😂 1
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Teeth squeeze your veggies, please.
20:56
I think I technically just described chewing, but whatever. I'll always go for the lols.
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Nice! squeeze such a good word for this goal 🤔
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bit
Teeth squeeze your veggies, please.
Oh! Gots to replace your, since it's in the prompt
😂 1
09:46
Teeth squeeze these leafy greens, please.
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Mmm even has better assonance this way 💕
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Slow Glom, Day #13! Hey all! Hope everyone's having an awesome start to your week. Out of curiosity, @Stephen McGregor (he/him), did you go to Origins? How was it? I've been looking forward to hearing how that went for you all. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards. Spoiler tags up for anyone who wants to play "Reverse Glom" (guessing the prompt from the answers): (edited)
13:53
SPOILER
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Stephen McGregor (he/him) 06/26/2023 1:55 PM
We did go to Origins! We had a good time, we'll probably talk more about it on a show coming up.
💖 1
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ClumsyGolem 06/26/2023 2:34 PM
So, place go pp at?
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So... whereabouts do we go? Side notes: Still thinking about this one... would like to find a replacement for "where"...
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We do #2, in 3d?
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Mark LaCroix 06/26/2023 3:24 PM
So, I'm to go at?
❤️ 2
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@Mark LaCroix cheats. It's like he helped make the game or somethin'.
😆 2
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Mark LaCroix 06/26/2023 3:26 PM
I just really love Glom.
❤️ 2
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Trenton Greyoak 06/26/2023 3:54 PM
reverse: where is the bathroom? | 5 words | most 2 letter words
🎯 2
15:54
😎
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YouCarryOats 06/26/2023 4:54 PM
is da restroom there, eh?
😂 2
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Josh Anthony 06/26/2023 5:49 PM
Where do we poo at?
17:50
And before @Lane goes rules Nazi on me, last I heard Apostrophe No is not in play. :P
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Josh Anthony 06/26/2023 6:59 PM
(That was a bad joke. 😛 )
19:00
(Also I was curious to see how tagging works when spoilered.)
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On Episode #310, there's some very interesting discussion around cheating in games.
08:48
Re Monopoly: I think that, if anyone at the table is invested in the competition and feels there's value in the integrity of the rules, then cheating is bad form, even if you personally don't like the game.
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Slow Glom, Day #14! Two weeks! How are people feeling about these posts? I could imagine us perhaps moving these to a new channel to clear a space for NGC chat, but am interested in any thoughts. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards. Spoiler tags up for anyone who wants to play "Reverse Glom" (guessing the prompt from the answers):
17:10
SPOILER
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You drink herb liquid?
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Josh Anthony 06/27/2023 8:16 PM
u t?
🤣 2
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Spot?
🤣 1
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YouCarryOats 06/27/2023 8:55 PM
T?
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ClumsyGolem 06/27/2023 8:59 PM
Care for some tea? | ??? | Least words or possibly even letters
👏 1
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ClumsyGolem
Care for some tea? | ??? | Least words or possibly even letters
No letters with "A"
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ClumsyGolem 06/27/2023 9:00 PM
Ah, not a lot of data to go off of xP
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Hot or iced?
❤️ 4
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My wife would like to submit: Boiled herbs? (edited)
👏 3
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Lane
Slow Glom, Day #14! Two weeks! How are people feeling about these posts? I could imagine us perhaps moving these to a new channel to clear a space for NGC chat, but am interested in any thoughts. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. Also, you can do spoiler text (like this!) with double pipes ||(like this!)|| Videos and Purchase Options: https://nicegames.club/glom Here are today's cards. Spoiler tags up for anyone who wants to play "Reverse Glom" (guessing the prompt from the answers):
BreadZealot 06/27/2023 9:15 PM
I'm enjoying the daily glom, but also would like it in its own channel. I've been thinking about the rule of 3s episode but not saying much since it's hard to interject without trying to detail glom or expecting it to get lost
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I feel like ive seen nice games club chats get chopped up by glom entries too
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BreadZealot 06/27/2023 9:19 PM
Hey nice hosts, has there been any follow up on feedback you received when asking a few months ago about the future of the discord?
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Slow Glom, Day #15! Hope everyone here is having a good week! We're one week out from the next Devs Play Games event, so please check that out in the events tab. I've heard rave reviews about the first one. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards:
❤️ 1
14:55
SPOILER
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Whats the tea on menthol candy? Hear my plea and have one!
😂 1
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BreadZealot
Hey nice hosts, has there been any follow up on feedback you received when asking a few months ago about the future of the discord?
Mark LaCroix 06/28/2023 3:25 PM
My current thinking is that we would migrate this channel over to the (mostly dormant) Noble Robot discord server, where there is already a separate Glom channel. This would let us shape and expand the show's footprint as needed, where I would not be comfortable doing that here. I run this server for IGDATC, and this channel was always meant to be an example for other Twin Cities-based projects to adopt as well, but there hasn't been any interest, and we've since started up the "Games" category here which serves a similar purpose. Another plus to this plan: we record remote guests from a separate, private "Clubhouse" server that we use only for that purpose, and my thinking is to move that functionality to the Noble Robot server, too, so that guests who join that server can more conveniently jump into this chat to answer follow up questions from listeners, etc. Now, we could do all this on a new Nice Games Club server, but to be honest I just want to manage as few things as possible, which is why we hitched our wagon to this server in the first place, and I believe was the right decision at the time. I've just been putting off pulling the trigger on it, both because it will be momentarily/unpredictably disruptive, and also because I'm busy/lazy. Does this sound like a good plan? If so, should we should rip the band-aid ASAP, or what? (edited)
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Trenton Greyoak 06/28/2023 3:34 PM
uh ohs, my nose in death throes cuz your mouth blows breath of necrose, can I impose those mentos?
kek 2
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Dale LaCroix 06/28/2023 3:51 PM
Terry, take this tiny cake of sugar and flavor, to make your tonsil air smell terrific.
🤩 1
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Let us speak of the nice host named Ellen. The notorious serial felon. Such an ignoble death From that tomato breath. Could we cram some spearmint in that melon? (edited)
😂 1
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Mark LaCroix
My current thinking is that we would migrate this channel over to the (mostly dormant) Noble Robot discord server, where there is already a separate Glom channel. This would let us shape and expand the show's footprint as needed, where I would not be comfortable doing that here. I run this server for IGDATC, and this channel was always meant to be an example for other Twin Cities-based projects to adopt as well, but there hasn't been any interest, and we've since started up the "Games" category here which serves a similar purpose. Another plus to this plan: we record remote guests from a separate, private "Clubhouse" server that we use only for that purpose, and my thinking is to move that functionality to the Noble Robot server, too, so that guests who join that server can more conveniently jump into this chat to answer follow up questions from listeners, etc. Now, we could do all this on a new Nice Games Club server, but to be honest I just want to manage as few things as possible, which is why we hitched our wagon to this server in the first place, and I believe was the right decision at the time. I've just been putting off pulling the trigger on it, both because it will be momentarily/unpredictably disruptive, and also because I'm busy/lazy. Does this sound like a good plan? If so, should we should rip the band-aid ASAP, or what? (edited)
Seems fine either way, so if you have reasons to want it over there, I'm all for it. I always felt like there was some amount of synergy having IGDA Twin Cities and Nice Games Club share some space like this, since we've had a handful of people from one become engaged with the other, and it's nice that the IGDATC server has a regular conversation starter (new episodes). However, moving the NGC channels to Noble Robot seems like it has some organization and branding advantages.
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Stephen McGregor (he/him) 06/28/2023 4:06 PM
Reverse: Would you like a mint? | Have at least three words that rhyme. | Most of the same vowel
16:06
Heck
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Stephen McGregor (he/him)
Reverse: Would you like a mint? | Have at least three words that rhyme. | Most of the same vowel
Trenton Greyoak 06/28/2023 4:07 PM
close! I probably threw you off cuz I didn't care about the goal 😅
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Re; the discussion you all had talking about Ellen's nephew and challenges in games for kids. This article is sort of relevant, it has a clickbaity title and is sort of tongue and cheek. https://www.escapistmagazine.com/the-way-my-kid-plays-video-games-pisses-me-off-spider-man-miles-morales-roblox/
Dad loves his son, the kid loves video games, but the way he plays games like Roblox, Minecraft, & Spider-Man: Miles Morales pisses dad off.
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Oh hey, check it out: https://nicegames.club/episode/311 (edited)
(Some of) your nice hosts went to Origins Game Fair last week to check out the launch of their card game Glom. But before they went, they talked about the state of the next card game they're working on (and working on pitching to publishers), Dogpile!
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Slow Glom, Day #16! If you haven't please check out the Dogpile episode above! Lots of good design discussion, and a very ironic conversation about how hard it is to find a TAG line for Dogpile 😂 Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards:
16:06
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As yon horizon rolls, I must barf. (3)
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YouCarryOats 06/29/2023 4:40 PM
That churning and rolling motion is ruining this Groupon cruising trip.
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omg that is amazing
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Trenton Greyoak 06/29/2023 4:45 PM
oh this boat I think I might BLAARRRRRGGGGGGH hurk hurk BLARRRRHRHRHHHRRRRRRRRGH
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Dale LaCroix 06/29/2023 6:12 PM
Arr, my parrot lunch is occurring again around my body and downward my shirt
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Earlier today i tried to come up with one, and I thought i was incredibly clever by thinking of pirate stuff, and i guess everyone is in a pirate mood
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53:57 into the episode.
21:29
Aaaaaaaaagh he cant help himself!!!
21:29
He has to add mixed motivations in a co-op game 😭
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21:30
Let the people be friendly NOOOOO
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Slow Glom, Day #17! Happy Friday everyone! So impressed by the creativity around here. I hope that whenever the switch happens, we can keep doing this over at the Noble Robot Server! Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards:
16:23
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Stephen McGregor (he/him) 06/30/2023 4:33 PM
What the heck how did Glom know it was my birthday?!?! (sorry this isn't a submission haha, just found the coincidence funny!)
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🤓um stephen you appear to have voilated the rule in a couple of places
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YouCarryOats 06/30/2023 7:08 PM
Fantastical fallopian freedom festival, friend!
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Slow Glom, Day #18! Hey all, sorry for missing yesterday! Hope you're having a great weekend. Question for you: any opinions on stirring in some rules from outside the official deck? I believe many Glom rules cards are optimized for in-person play with a timer and won't produce as fun outcomes in this format (it's seemed like more challenging rules have produced the funniest results!). Interested in your thoughts. Rules: Re-word the sentence on the Phrase card. Don't use any words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards:
08:36
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Josh Anthony 07/02/2023 9:33 AM
Move your body into rhythm? (edited)
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Woulds't thou desire this cavort?
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Wouldst thou like some rhythmic movements?
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Twinning!!!
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Slow Glom, Day #19! Hi folks! Just two days til Devs Play Games. Hope to hear some fun stories come out of this one. Rules: Re-word the Phrase card. Don't use words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards: (edited)
A riot of rewording remarks! Rewrite the Phrase, while following the Rule, to meet the Goal. The card/word game from the hosts of Nice Games Club. Designed by Ellen Burns-Johnson, Dale LaCroix, Mark LaCroix, and Stephen McGregor. Published by Indie Boards and Cards, 2023. Rate Glom on BoardGameGeek! Alternate Rules Alternate Rules for Regular Pl...
14:58
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YouCarryOats 07/03/2023 3:13 PM
seems someone's standing outside gave myself a a Glom-sized timer on that one (my copy of Glom arrived!!)
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15:16
Unrelatedly, while listening to the episode on Licensing this morning, I may have spun this up in our good pal Godot 4 😂
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Love it!! If you keep working on that I may need a build 😂
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16:10
Also I like the idea of giving yourself a timer for these. I might need to start doing that!
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Dale LaCroix 07/03/2023 6:04 PM
This visitor's fist raps against first house passage closure, state intentions, state identities.
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Someone sounds greetings outside. (3)
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I just started listening to the podcast, I started with the most recent. I wanted to say congratulations on the release of Glom! and great talks about the process of game creation.
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Panda117
I just started listening to the podcast, I started with the most recent. I wanted to say congratulations on the release of Glom! and great talks about the process of game creation.
Mark LaCroix 07/04/2023 4:15 PM
Welcome to the clubhouse, and thanks!
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Slow Glom, Day #20! Happy 4th everybody!! Rules: Re-word the Phrase card. Don't use words in the original Phrase, and don't break the Rule! You can try to score more by following the Goal card. For more, see here: https://nicegames.club/glom Do spoiler text (like this!) with double pipes ||(like this!)|| Here are today's cards:
16:40
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Dale LaCroix 07/05/2023 1:46 PM
Grok what nerds think to be best at an ask
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Hi all! Just wanted to let everyone know that I am retiring from running daily Glom here. No big reason. I'm just at capacity with work at the moment and this feels like a reasonable time to end (my reign of) it, with the game being officially out everywhere. I feel like adding that the creativity and skill here has been truly mind-boggling. In our future discussions, I will be delighted to be among such talented wordsmiths. Thanks for playing, and looking forward to more NGC chats!
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Mark LaCroix 07/06/2023 4:24 PM
It was a great run!
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Lane, thanks for doing the Daily Glom! I think it's fine for it to evolve into its next form: the "Whenever we feel like it, whoever wants to run it" Glom.
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https://nicegames.club/episode/312 The moral of the story is...
In this week's roundtable, Ellen needs help with ALL the things. Stephen and Mark offer advice on where to find people who can help, and discuss some of the hidden challenges of expanding one's team. Later, Stephen challenges everyone to think about how games can do a better job of implementing companion characters. Also, some host backstory tid...
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Thanks for the episode! @Ellen idk if this is the right place for it, but I'm curious what kind of design challenges / work you're talking about in the episode.
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Lane
Thanks for the episode! @Ellen idk if this is the right place for it, but I'm curious what kind of design challenges / work you're talking about in the episode.
I will respond more in the morning, because the thoughts are too big for my nighttime brain to handle right now 😆
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