Guard Frequency Episode 122 | Moustache of Power
Greetings Citizens and Civilians, you’re tuned to episode 122, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday 27th May 2016 and released for streaming and download on Tuesday, May 31st 2016 at GuardFrequency.com [Download this episode]
Lennon, Geoff and Tony are in the hangar once again this week, having weathered the storm of feedback to bring you another episode of Guard Frequency. In this week’s Squawk Box we learn all about the Force, and the newest country to try space planing! On the Flight Deck we see what news has landed from your favourite space-sims as we cover:
- Details of the Buccaneer from a subscriber Reverse the Verse in Star Citizen
- All the latest greatness, and not so greatness, from the 2.1/1.6 Horizons update in Elite: Dangerous
- What’s been happening the past couple of weeks in Infinity: Battlescape
- A brief look at two new space sims. We’re not kidding, you’ve goat to check these out — they let you boldly go where Nor-man has gone before.
Next, we debate narrative-driven space-sims, and finally we tune into the very, very large Feedback Loop and let you join in on the conversation.
Derek Smart’s Feedback: http://www.dereksmart.org/forums/topic/gen/#post-3530
This Week’s Community Questions
- Do narrative driven space-sims need to come back into the fold, or are they relics to look back on fondly but have no place in modern gaming?
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 (3)
Amontillado
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Stories are a part of the human condition and I don’t see that ever changing. There will always be a place for narrative driven games and space-sims are no exception. We want stories, and having well designed narratives are often much more satisfying than random happenstance.
There’s also a place for open world, make your own experience type games. We don’t always want to be TOLD a story, but would rather enjoy telling one ourselves. Open world games allow for a sort of collaborative storytelling that can take on a reality outside of the authors and can be incredibly compelling.
Today’s technologies allow for collaborative storytelling tools like never before and the possibilities are very exciting. Players can create and consume content faster than any developer can crank out, and the creativity of players can keep a game interesting and relevant for years beyond what a development studio might support.
Ideally you support both types of gaming, giving players a structured framework as well as the tools to create their own stories and the space in which to do so.
The Squadron 42 / Star Citizen PU approach I think is a very good one.
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seannewboy
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Wonderful show everyone, great job.
As for ND, i think fallout 4 is a good example, although there is a lot of narrative there are also other things that can be done outside of that parameter. The concept of DLC to add to a narrative game could make such a game much longer playwise down the line as well.
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Sao Saoldian
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Great show guys. I think narrative is very important and is the main thing that interests me in games. Even Overwatch, an online multi-player shooter, has a rich backstory that causes you care about the characters and environments your playing. That kind of backdrop adds immensely to the enjoyment of any gaming experience. The more fully it’s realized, the more invested players become. I agree that a mix of open world and linear story is a good balance but I also agree with Tony that taking you out of the narrative to do some mundane tasks for an indiscriminate amount of time while the universe is burning, is jarring and artificial.
Regarding last week, I want to apologize to Tony for my callous condemnation and accusations of being a DS fanboi. However, I still do not understand your motivation to dedicate a whole show to him; and based on your closing comments, neither did you. A simple 30 seconds saying you guys buried the hatched would have sufficed.
The last thing I’ll say is that it was a poor decision and it just left a bad taste for your consideration of what your listeners want to hear. Also, your lawyer comparison made absolutely no sense to me. Game development and trial law? I don’t see them remotely the same. Well, lets just put this behind us, shall we?
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