NokiMo
resonantarc
resonantarc

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Patreon/SubscribeStar Exclusive Podcast: Ep.7 AUDIO VERSION

Time Codes: 

1. Introduction (0:00​) 

2. Is literature better suited to be adapted to games than films? (38:23​) 

3. What do you feel about RPG game length? (16:27​) 

4. Should a creator/author always be the one who decides what is canon? (39:24​) 

5. Thoughts on Fantasian? (56:07​) 

6. Do games have to be "about something"? (1:28:37​)

Patreon/SubscribeStar Exclusive Podcast: Ep.7 AUDIO VERSION

Comments

It's not a playthrough with commentary. It's just recordings of my playthrough that I upload to the archive channel in public playlists (unlisted videos).

Resonant Arc

did Casen just say he watched Mike's playthrough of Fantasian? i must've missed that, does anyone have a link?

coughsoda

Thanks for answering my question! I should've added more clarification to what "about something" means. Here are two paragraphs from the review that kinda clarify it a bit more: "That probably sounds confusing. Here’s an example: the first Spiderman film. I think we can all agree that the odds of being bitten by a radioactive spider and subsequently discovering that we have super powers are pretty low. (I’d reckon pretty darn close to zero.) However, Spiderman‘s message is about something that can be traced back to reality: learning to accept the responsibility that comes with adulthood. Suddenly Peter Parker has power and the freedom it grants! However, as he discovers the hard way, he’s also responsible for the consequences of his actions. While adolescence may not grant us super powers, the relationship between growing freedom and personal responsibility is a fact of reality each and every one of us comes to terms with. Spiderman employs medium elements: they are in service of telling a story that’s about something. In 99 percent of video games, the relationship is reversed. They have a story, all right, though it serves merely as an impetus for the player to continue pushing his action figures through increasingly elaborate playgrounds. Developers do, on occasion, attempt to graft on a more elaborate and emotional story line. In almost every case, players find the story laughable and hop on to their message forum of choice to poke fun. Although they may not be able to place a finger on what it is, specifically, that rings so hollow, they’ve grasped it intuitively: when you strip from the avatars all elements of believable human behavior and place them in situations and environments entirely divorced from reality, what we’re left with are action figures in playgrounds. When the developers attempt to put on a little play with their action figures, it’s creepy and we instinctively dislike it — Metal Gear Solid 2 is Craig Schwartz making puppets hump at the beginning of Being John Malkovich." I think my perspective on this is more about the number of RPGs with the cliché story arcs that don't really amount to much in the end. The story is fun but not much of a deeper meaning in there. I struggle with the "Tales of" series because of that. I love the games and the characters, but the story itself tends to be somewhat shallow and doesn't make me think too much about it. While games like Hyper Light Drifter that, even with no written dialogue, make you feel something. I hope that clarifies a bit :D

I find the discussion and psychology about the desire for longer games to be interesting. I think the feeling of accomplishing a challenge and the superiority from overcoming that challenge comes into play. Exemplified by saying you “beat” a game opposed to “finishing” a book or movie. I think completing a difficult game is offering the same emotions, where the accomplishment trumps the story for some people.


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