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Topic Zone #5 | Stealth | Stop Killing Games | Variance | Strategy Prep | Player Progression | Mark IRL | Analog Digital Loop

Hi Everyone!

On this week's episode of Topic Zone, the RNG selected:

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Homie Tier

Pocho - Stealth Games

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Illuminati Tier

JOH - Stop Killing Games can online multiplayer be preserved

Explosive General Games - Variance in skill based games

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Gentry Tier

Niflheimm - Strategic Prep in Competitive Gaming

JTea - Player Progression Systems

Nicholas Reichmann - Mark IRL Life

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BONUS

Hamadawana - Analog vs Digital Nature of Games

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Thank so much to everyone for submitting a great selection of topics this month and also thank you to all of the patrons for supporting the channel! None of this would be possible otherwise :-) Tomorrow, I'll post the nominations thread for the patreon voted review :-D

Sincerely,

Mark

Topic Zone #5 | Stealth | Stop Killing Games | Variance | Strategy Prep | Player Progression | Mark IRL | Analog Digital Loop

Comments

Hi Mark, I'm a new member of the gentry, so I'm not sure if this is the place for topic requests, but if it's here, can you review and compare the Arcade/Dreamcast House of the Dead 2, and the new remake? I grew up in Moscow (not Russia) and I was the only kid in my tiny community with a Dreamcast. House of the Dead 2 was the game we played taking turns scoring and trying to best one another in single player runs over coop. I remember having the Prima strategy guide, and it was horrible!

Ellis Defesche

I think the idea of a focused "RPG paradigm" video is a great idea

Florida sucks

Really enjoyed the analog <--> digital loop discussion. I’d love for someone with a computer science/game dev background and knowledge of N64 hardware to weigh in on your theory about Mario 64’s smaller play fields resulting from cartridge size limitations. My understanding, having read a few developer interviews from that time, is that level geometry wasn’t really impacted by cartridge size (ROM space requirements were negligible according to some). It was more texture variety and detail, and (of course) audio that were sacrificed to keep those cart manufacturing and licensing $$$ rolling in. A game like Turok, with its larger stages and repetitive, blurry/smeared textures would seem to support this. It’s kind of an interesting, recursive/feedback loop situation because I feel like Mario 64 itself — or Miyamoto and team’s vision for what they wanted that game to be — had a significant impact on the host console’s design, perhaps more so than any other video game in history. Hence you get a machine that kicks ass at primary coloured, low-detail, 3D collect-a-thon platformers but is utterly useless for RPGs (an area of the portfolio Nintendo had largely left up to third parties).

SynthMilk

Great episode. I remember Hitman GO which I played on mobile during the lockdowns. It was fun but didn’t have any random quality so it was limited as you said. Also, if you have time, would you be able to make a time stamp time for the different topics in these podcasts? I’d like to bounce around to some of the later ideas but don’t know where to drop in.

Dat Guy


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