Spam Spam Spam Humbug: Episode 62 – Never Forget Who is the Boss
Let’s talk about game bosses. The memorable ones, the hard ones, the dumb ones…and maybe even the absent ones.
Let’s talk about game bosses. The memorable ones, the hard ones, the dumb ones…and maybe even the absent ones.
It’s the difference between looking at constellations in an app, and looking at a sky full of stars.
Gallara Dragon joins us to discuss the latest news about the Ultima Dragons 25th anniversary bash. And then a bunch of us disucss random things.
Why do we still use arbitrary, numeric systems to review and rate games?
What’s the best way to design a game: solidify the story first, or get the underlying tech in place and then craft a story around it?
What even makes dialogue interesting in RPGs? What works, and what doesn’t?
In which we discuss voiceovers in games, how difficult they are, why it would be a bad idea to crowdsource voiceover work…and then eventually we get into crowdsourced NPC dialogue in general. Sort of.
We had so much fun talking about conversation systems last week, we decided to give it another go.
Let’s take a look at different forms of conversation systems that crop up in games.
In a multiplayer game, it is inevitable that some players will abuse or take advantage of others. Which of these behaviours, if any, should developers allow to take place, and which should they work to prevent?
Let’s look at some (more) of the pitfalls that can affect game development.