Guard Frequency Episode 136 | Pascal Falk of CitCon Germany

Written by Lennon on . Posted in Podcasts

Greetings Citizens and Civilians, you’re tuned to episode 136, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday 8th September 2016 and released for streaming and download on Tuesday, September 13th 2016 at GuardFrequency.com

[Download this episode]

The Chiv joins Ostron and Geoff, replacing Kinshadow who’s literally been Shanghai’d. 

This week we’re skipping Squawk Box to bring you an interview with Pascal Falk, the organiser of Citizen Con Germany. On the Flight Deck we see what news has landed from your favourite space-sims as we cover:

Next, we debate death in all of its form and function, and finally we tune into the Feedback Loop and let you join in on the conversation.

This Week’s Community Questions

  • Should death in game have serious, possibly unavoidable negative consequences? Or should it just be a regular part of gameplay with no significant penalties?

Let us know your thoughts by commenting below!

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Priority One Productions are always looking for new team members that have a passion for space sims. Please know that all of our positions are volunteer, but we do offer a well known outlet for your work. If you have a particular skill that you believe could enhance our content, then send your contact information and experience along with a few writing samples to squawk@guardfrequency.com

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Liked this episode? Totally hated it? Leave a comment below, Contact Us using our handy web form or leave your comments on the Roberts Space Industries forums!

Thanks to Ronald Jenkees for his permission to use his music in our show. Visit www.ronaldjenkees.com for more of his work! Enjoy the show!

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Comments (7)

  • Khell3770

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    I believe that a death penalty is a good thing in games but any game with such a penalty needs to also have a balancing penalty for crimes against players. A karma system that makes you persona non grata in any lawful safe zone would be a start. A Korean MMORPG called Archeage had a player driven trial system where players were pulled in to be judge and others to be jury. Penalties were actual jail time in game. It’s all about balancing the death and criminal penalties for me.

    Reply

  • seannewboy

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    I loved the show guys great job.

    Death penalties should exist, but they should not create a real life financial sink.

    Reply

  • Fireball

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    Hello everyone!

    Great show!
    I will be at CitCon with my Organization. If you like to know more about us, visit our Website http://www.merc-corp.de
    Click on the flags for english or spanish version.
    If you visit CitCon on October 22 in Frankfurt, feel free to visit us. Don’t worry, we also speak english! 🙂

    regards

    Fireball

    Reply

  • D'evil

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    I think death mechanics should be a penalty and they should be somewhat less severe then eve’s depending on where in star citizen you are ie high sec insurance will cover while low sec it wont cover 100%. Death shouldn’t be a regular part of gameplay because you should be getting better and better and death should the incentive. I think when you take the risk out you take out the fun for alot of other people who are just better then you at combat and that forces them to leave out of “no fun” then the cargo people leave because there is no risk and they get bored and it cascades from there.

    Reply

  • Jirou

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    Having a somewhat punishing death mechanic is a way of forcing players to want to stay alive and be willing to give up goods and money in order to keep their rep and goods. This will make piracy possible. Otherwise, you’re going to have to kill everyone you are able to stop.

    Reply

  • Amontillado

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    Very much depends on the game.

    In multiplayer games that strive for an ongoing, immersive, suspension of disbelief, it is important that characters behave in a ‘realistic’ manner.

    For AI driven characters, this is simply a matter of coding. For player driven characters, there needs to be some way to project the fictional level of risk to the player’s decision making process. Harsh penalties for failure that are felt by the player are a straightforward tool for accomplishing this and also serve the purpose of ratcheting up the game’s excitement level.

    That said, one of the major hooks of an online persistent game are the characters and their connections to each other. Having forces outside of a player’s control prematurely sever those connections and ending player created narratives before the players are ready to end them cannot only ruin a player’s experience, but also degrades one of the strongest draws a persistent online game can have on it’s player base.

    New games are always on the horizon, but this particular character based community exists ONLY here.

    Death penalties should discourage ‘reckless’ character behavior, but should also allow players to end their character’s story on their own terms.

    Reply

  • BrckWallGoalie

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    In single player of offline games I’m OK with a punishing death mechanic. I have a longstanding love/hate relationship with Demon’s/Dark Souls. In a multiplayer online game where something as mundane as my ISP going “PBBBBTH!” could potentially destroy hours of gameplay – well – there’s a reason I never played Diablo 3 on hardcore mode

    Reply

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