Episode 6
(444 downloads)Download this episode (62 min)
0:00 - 7:00- Intro.
- Shadowrun Online Tournament Filled!
- Thanks to all the people who helped.
- Why teams split to form new ones.
- Why Vapor and Esh are going to lose.
- Our goals to rebirth SR.
- Players that wanted to play but didn't get registered in time.
- The willingness of long-term players to teach those who need instruction.
- Esh tells Vapor how he sucks.
7:00 - 32:43
- Frontlines MP Demo.
- The positives of Demo.
- Quick recap on what is Frontlines and who are KAOS.
- Ease of use is a big problem (no lobby, difficult to communicate, etc.)
- Vapor's first experience with the demo.
- Vapor has a crappy internet connection.
- 50 players online max with dedicated servers.
- The issues with voicecomm and why Esh thinks KAOS did it the way they did.
- Voicecomms should have been on option for custom games.
- Planned patch to fix voicecomms.
- Esh's thoughts on what hurt the development of Frontlines.
- Vapor's thoughts on the 50 player max.
- Vapor liks the sound effects and the massive battlefield.
- If you like going solo (aka Lone Wolf), you might enjoy it.
- Functionality is missing.
- Recoil and bullet spread.
- Will casual gamers enjoy it?
- The analogy of buying a car.
- History behind Halo 2 Matchmaking and Lobby System.
- Takeaways for developers that listen.
- How CoD4 got the functionality right.
- 3 games that all developers should always have when developing a game.
32:43 - 1:02:03
- Gametrailer's video of roundtable discussion with 3 developers.
- Aaron Lobe, Greg LoPiccolo, and Cliffy B (ARGH!)
- Talking about Rock Band, Guitar Hero, etc.
- Lack of clarity on three platforms (and why do I care?).
- The "Hype Machine" and Access Hollywood.
- The short-term approach of game development.
- Lobe disagrees and mentions how smaller games still can sell well.
- Innovation in design for 2007?
- Was Mass Effect innovative?
- Was Call of Duty 4 innovative?
- Rock Band was innovative.
- Cliffy's thoughts on sequels.
- Marketing over innovation (applying that belief to Lost Oddysey).
- Battlefield: Bad Company is about marketing.
- The shift in developer focus.
- Current generation of gamer's turned on by graphics.
- The "bar" set in the industry.
- Doom 3's marketing and gameplay.
- What if movie's followed the same marketing plan?
- Cliffy's thoughts on the controller.
- How assigning multiple functions into one button can become problematic.
- Close out.




