4.8 • 697 Ratings
🗓️ 6 July 2022
⏱️ 60 minutes
🧾️ Download transcript
This week, the whole squad is here to discuss good vs bad game design, floppy disks, games being saved on cartridges, and actors.
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0:00.0 | Have we talked about this before? |
0:01.3 | Is it a design flaw if it is designed kind of with one ideal outcome in mind or one path in mind, |
0:12.5 | but you could also get through it this way. |
0:14.3 | It's kind of like microtransactions. |
0:15.9 | The main problem that people have is when it's the pay to win, if it's like, hey, I don't |
0:20.8 | want to, I want to level up |
0:22.4 | quicker, then sure, you can take the shortcut or you want to do this really, really hard. |
0:27.9 | What if you did? |
0:28.5 | Like, grounded level on Last of Us. |
0:30.5 | The game is meant to be played by just, you know, different, you know, levels of difficulty. |
0:36.7 | I chose a really hard way to do it, not the ideal way. |
0:39.7 | Is that bad? |
0:40.2 | Is that a design flaw? |
0:40.8 | I think that's a positive. |
0:42.6 | Giving players more options is always a positive, I would think. |
0:47.1 | But in the case of Bioshock, if you have no way to telegraph in advance to the player, |
0:51.7 | you're choosing a hard choice. |
0:53.9 | That's a difference between opting into the difficult path versus just luck of the draw. |
0:58.7 | Gotcha. |
0:59.4 | Right? |
1:00.3 | Yeah. |
1:00.5 | I mean, if I, if I, like, um, uh, day of sex was famous for- |
... |
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