Tue, 24 March 2009
Animals have a long history in video games, and continue to play
important parts in the most recent titles. This week, we happened upon
an article detailing the story of a high school student offended by the
treatment of dogs in Call of Duty: World at War. Her efforts to
petition Activision to change its ways got us thinking about how and
why games are criticized, as well as the larger role of animals in
games. Although we have a bit of fun at the article's expense, it is a
useful tool for examining how people react to violent games, how
different forms of violence are interpreted, and how animals fit in to
the medium as whole. As always, we love hearing your responses to both
the story and the podcast, so feel free to send us an email or jump in
on the comments!
Some discussion starters: - What memorable animal appearances can you think of? What role did the animals play in the game? - While we were not exactly optimistic about Lucci's chances of getting Activision's attention, her efforts raise a good point: how should people display their disagreement with publishers and developers? Petitions? Essays? Response games (like the PETA example)? Voting with one's wallet? - To what degree does the incorporation of animals succeed in games, and how would you like to see it improved? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show Notes: - Run time: 25 min 54 sec - Mike Fahey's (Kotaku) article and response: "Students Protest Call Of Duty Dog Killing" - The original article from the Lowell Sun: "NDA students protest video game's depiction of cruelty to animals" - Cooking Mama and PETA's response - Music provided by Brad Sucks |
Wed, 18 March 2009
It seems like most people have their
favorite examples of the "so bad it's good" class of film. Low-budget,
occasionally self-aware, "B movies" often form strong followings of
people who love them for their effort and entertainment value. This
week, we discuss a recent article by Christian Nutt of Gamasutra that
examines the obstacles and efforts in the creation of "B" video games.
We invite you to join our conversation about chainsaw arms, "Sweet" dialogue, and NPH by commenting on this post. As always, you can find the original article in the show notes for your enjoyment.
Some discussion starters: - Have you ever enjoyed a game you knew was poorly designed or implemented? Would you consider this a "B" videogame? - Is it possible to have "B" game mechanics or must "B" games rely on thematic implementation? - Can you think of any games that you considered "A" level when they were released, that now seem campy or "B" level? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show Notes: - 27min 18sec - "Can The Industry Make a 'B Game'?" by Christian Nutt, via Gamasutra - Music provided by Brad Sucks |
Tue, 10 March 2009
We all know by now that the stereotype of the solitary,
basement-dwelling video game nerd is the stuff of fiction. Gaming
communities have always existed, but the rise of the Internet has
allowed for increasingly complex and direct communication between
players and developers. This week, we use Leigh Alexander's piece on Eve Online to start a conversation about community management in modern games. We take a look at Brandon Boyer's article about Infinity Ward's Twitter-based suggestion box
for the next Call of Duty: Modern Warfare game. Of course, no
discussion about community would be complete without your feedback, so
please don't hesitate to jump in via comments or email!
Some discussion starters: -How involved are you in large scale community games like Eve Online? What drew you to the community and why do you think it was successful? -Players: How (if at all) do you interact with game developers? Do you post on message boards, send emails, or just vote with you wallet? Developers: What are the most effective ways of gathering feedback? -In today's world of downloadable content and game patches, is there a danger of developers over-reacting to complaints from a vocal minority of players? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show Notes: -Run time: 27 min 56 sec -Leigh Alexander's article about Eve Online: "Interview: CCP's Tinney On How EVE Keeps Growing" -Brandon Boyer's article about Infinity Ward's use of Twitter: "Call of Duty creators Infinity Ward launch their Twitter suggestion box " -Steven Totilo's article about Gabe Newell's DICE 2009 talk: "DICE 2009: The Very Different Gaming World Gabe Newell Wants" -Music provided by Brad Sucks |
Wed, 4 March 2009
Keita Takahashi of Namco Bandai, creator of Katamari Damacy, has once again dipped his nimble fingers into his mystical bucket of genius and pulled out Noby Noby Boy, one of the most bizarre games I have ever played. Mike Schiller of PopMatters
bravely took it upon himself to review this oddity. This week, Scott
and I use Schiller's piece to discuss our own thoughts on Noby Noby
Boy, Metagames, "play," and the sexuality of interstellar worm-like
beings. I highly encourage you to watch some YouTube videos of the game
and read the PopMatters review, both of which you can find in the
shownotes. As always, we would love you to post your comments, no matter how
bizarre they may be.
Some discussion starters: - What are your thoughts on making your own in-game challenges? Have you any memorable accomplishments? - Do metagames enhance or diminish a gaming experience? - Do you think Noby Noby Boy is representative of a wider PS3 audience? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show Notes: -Run time: 27 min 4 sec - Some Noby Noby Boy gameplay. - Noby Noby Boy and the New PS3 Paradigm by Mike Schiller of PopMatters. -Music provided by Brad Sucks |