Header image by Phallus Knife Fight, to whom I say: if you turn the paper sideways, I don't have to crop half your work. Just throwing that out there.
Tonight, the Podtoid crew will discuss subjects including, but not limited to: Eidos review controversy, Wind Waker, gamers' sense of entitlement, and bald space marines.
As is usually the case when it comes to typical news episodes like this, we need questions from our listeners (i.e., you). If you hit the jump and end up asking the most interesting question of the week, we'll send you a Dtoid swag bag. That's how it works.
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Do you have any thoughts on the whole nintendo saying there is not a zelda timeline ordeal.
Was anyone actually upset when they showed off wind waker's new style for the first time?
What is the best small detail about wind waker? The eyes looking at things, they way his feet stand on slopes or something else?
Have you guys seen, or heard, about Moon, Anvil, or Public Enemies?
discuss if possible!
Other: Have you ever had a game which is expanded, improved or fixed by fanmade content? Recently I've seen a few people mentioning Vampire The Masquerade Bloodlines as a game which was horrifically buggy but awesome, which it was, but it had a very dedicated fanbase which releases large patchs for it (The official patchs went to 1.2, the fan patchs are still ongoing and are at 6.2).
also what are your thoughts on the King of Red Lion(boat) sequences?
That being said, you know if they make a proper sequel for the Wii there is going to be all types of waggle. oh the waggle... So, WHEN they put waggle in, what would be the best way to implement it? What should they NOT waggle?
Obviously Okami style stuff is welcomed, and Twilight Princess style (that's sad isn't it?) is less than desirable.
Oh and as a side, how many times did you go through the temple of the ocean king before you wanted to chuck your DS?
Was he a character that you loved because he masked your personality because of his lack of an opinion or did you wish he had his own voice and personality?
Also, what age did you want him to be? Did you want him to stay a kid like wind waker or did you wish that he was adult link like twilight princess?
What video game will you choose it to be based on?
Optional bonus-kun: How will the pilot episode play out?
Any opinions on the new commenting system over at all the Gawker sites? Do you think it's a viable solution to reduce trolling and/or support actual discussions? Are there any changes you would make to Destructoid's current system (e.g. Joystiq's comment lifebar, Yahoo and others thumbs up/thumbs down, etc.)?
I'm sure this isn't exactly what you were talking about, but this just reminded me of the Die Hard game on PS1. It had all 3 (at the time) movies represented in it. The first movie/game was a top down shooter with you having to save hostages. The second movie/game was a on-rails shooter, and the third and best was a racing type game in the same style as Driver or crazy taxi, where you had to get from point a to b in a certain amount of time and or destory other enemy cars along the way.
I think I played the first two parts maybe twice and spent the rest of my time playing the third car game.
(I know Majora continues from Ocarina, and Wind Waker takes place much later in the same universe, but the stories are still quite seperate)
I think that the DLC for Burnout Paradise is the best on current consoles.
They put out a game that was the minimum content in the least amount of time. then released DLC that has completely changed the game, bike and night time, for free. This free DLC was clearly planned for the game but would've added a few extra months onto the release date.
However Prince of Persia sold the ending which clearly wasnt finished by the time they were nearing the release.
SO!
My question is what kind of DLC system would you like to see?
Free game changing DLC?
Paid Campaign missions?
What are you and aren't you willing to pay for and what do you expect from the DLC?
Also i want to comment on something you guys said about DLC coming only a few months after a game has come out. Say the game goes gold 2 months before the release date and the DLC comes out 2 months after the release date that means there's been a 4 month gap. So should DLC come out when the developers are ready or the customers are?
ps did anyone make a Bonerquest little big planet level?
cos if not i will
If you could design a protagonist with faults, what would they be?
Having replayed Wind Waker recently, there is no question that it will age better than most other games released (next gen or not) so far. But I did notice that the "draw distance blur effect" that appears on distant objects (that may only be a couple of feets away from you even), looks rather hideous on a widescreen television.
Is there something about Wind Waker that you think has become outdated?
If so what did you think about it
How much is too much when it comes to buying classics?
Do you think there will ever come a time when you will look back at your time on Destructoid and facepalm?
Oh and why not just "leak" a copy of Mortal Kombat and Street Fighter with the audio on it. I'm sure you've all seen Dark Side on The Moon wizard of Oz, right?
How would you feel about a shift from the bald space marine archetype to a more Chet-inspired model?
Which do you find more annoying: 1) the giant-eyed, spikey-haired, and whining protagonist or 2) a character whose vocabulary consists of grunts and swear words when they aren't ingesting an amount of steroids that would kill a horse?
Do you want more of the same or would you like to see something new and different.
Personally I think there's something wrong since the best Zelda of the last few years is called "Okami"
I'm not condemning this habit, I'm legitimately interested in the phenomenon of a single exceptional element of a game overshadowing every other crappy element of a game to make a mediocre experience enjoyable.
First of all, do you really believe that we, as players, have ever, at any point in any game ever, been able to have genuine "authorship" over a game?
You used the example of Far Cry 2 as a game that presents the players with the opportunity to play the game they want to play it, providing the kind of "improvisational gameplay that will allow individuals to define themselves through their play sessions. But that simply isn't the reality of the situation. You may think that you have control over a series of events in Far Cry 2 because you can choose to snipe enemies or throw Molotov from the shadows or do that machete stab move that was lifted straight out of the terrible Dark Messiah of Might and Magic...but at the end of the day, you have still simply completed the mission, and you will still go back and receive another mission. That isn't authorship, is it? That's more like role playing. Role playing allows you to take part in events that are happening inside a given world. Authorship would (or, to me, should) involve the creation of a entirely new set of worlds and rulesets, and using that setting to tell an entirely new story. You can play Far Cry 2 as a driver or a grenadier or as a poacher who ignores the story line entirely and spends the whole game time putting sniper shots into the heads of Zebras, but that doesn't sound like authorship to me. Don't get me wrong, it's still fascinating, and it's still important(I'm totally going to play Far Cry 2 as a poacher now) but it isn't a new story line.
Should we look at role playing in games as a form of authorship? Does game authorship only apply to the creation of these tiny moments where we use the at hand game mechanics to play individual events in very different ways? Does this not mean that Halo, with it's smart enemy AI and well-designed battle layouts that allow players to approach the same fight in drastically different ways every time, be considered as authored events? Banjo-Kazooie:Nuts and Bolts has an identical structure to Far Cry 2; both games give you missions and where the only objective is to complete the mission, and the "how" of each mission never even enters into it. As long as you complete the mission, you've won. And in Nuts and Bolts, you can make a car that can DRIVE DIRECTLY UP WALLS, so it's already a better game than Far Cry 2(more charming and better written to boot). But are the varied and unique ways I chose to solve the game's objectives instances of Authorship? Or are they, like in Far Cry 2, missions with a great deal of choices that have very little impact on the specifics of the structure of each game?
To me, games like Far Cry 2 are really good at hiding their limitations. That's the point. Video games don't want you to realize all of the constraints that they put on players. Games are programmed with limitations, because if a player ever circumscribed these barriers, the game wouldn't know or understand how to interpret your action, and would stop working abruptly. Can we have authorship in any game that is designed to keep us from performing certain actions? in Far Cry 2, there is an artificial limit to the amount of fire that can be spawned or spread at any given time, because testers discovered that, without some kind of artificial check, the player could set a fire, leave their game running, and come back a few hours later to find that the entire game map had been BURNED TO THE GROUND.
Your game experience in Far Cry 2 was limited and controlled by factors, but the game is really good at hiding those barriers on your choices. By that logic, isn't the only way to truly assert authorship in a game to deliberately try and do things the game is programmed to allow you to do? Isn't the famous Smash Bros. Melee black hole bug - where the right combination of events combing together to form a black hole that sucks in all onscreen objects and subsequently crash the GameCube- isn't that a much more real, more potent example of game authorship, because it involves players IGNORING the rules of the game?
Don't you think the only way we can dominate our games is if we don't play by the developer's rules
(Hope this didn't seem too rude, I'm genuinely interested to hear what you guys think genuine Game Authorship entails.)
Mine was Shinobi(PS2), only because of the cool afterimages he creates in battle.
Do you think that the industry would gain more respect if it dropped the label "videogames?" Similar to how comics came to be called graphic novels.
Do you think that it is possible for graphics and sound to improve a game with bad gameplay? I ask because I was recently played Call Juarez and despite the shoddy gun play, I was still able to enjoy the game thanks to it's great music and story.
Will Man Island be available as DLC for Aaron Linde's BonerQuest(tm)?
I recently got into a debate about how games present their narrative when a silent protagonist is involved. I feel that the success of engaging the player can sometimes depend on how the silent character is presented. For example, in games where a silent protagonist has moods and expressions of their own, I sometimes feel more interested in the story because despite being silent, the protagonist is a character that I can relate to through their apparent emotions and reactions. Examples of this would be Link in Zelda, Crono in Chrono Trigger, or the Persona protagonists (more so in P4 than P3, really). On the flip side, I feel less interested in the story when I am thrust into the roll of the player character and the character has no expression or "voice" of their own, which is a staple of first person games. Some examples could be any game Bethesda's made or Half-Life 2 (seriously, when I am in Gordon's shoes, I become an asshole who just likes to shoot first and ask questions NEVER). I guess the real question here is how do you guys feel about your silent protagonists? Which do you feel better moves a narrative along?
Take a shot anytime someone talks about Half-Life.
I personally would have liked the new Prince of Persia more had it replaced Elika with a gruff space veteran whom had a coarse exterior but underneath, a heart of gold.
PS.
I would like to point out that the review does not need to fall within the 90+ score to be tainted. In order to appear to not be swayed and bribed by EIDOS, reviewers could drop the score or act in similar ways in order to keep their pride and appear to bending at the will of the shady British publisher's will.