Guard Frequency Episode 134 | A Chart for Radio

Greetings Citizens and Civilians, you’re tuned to episode 134, of Guard Frequency — the best damn space sim podcast ever! This episode was recorded on Friday 26th August 2016 and released for streaming and download on Tuesday, August 30th 2016 at [Download this episode]

Unfortunately Kinshadow can’t be with us this week. We couldn’t find another host so in desperation we rooted down the back of the couch, and managed to find a Tony to join Geoff and Ostron for another episode of the Best Damn Space Sim Podcast Ever!

In this week’s Squawk Box, we ignore all the scientific news and focus on something tha works well on radio: a visual chart. On the Flight Deck we see what news has landed from your favourite space-sims as we cover:

Next, we debate if the deep black really does need to be lonely, and finally we tune into the Feedback Loop and let you join in on the conversation.

In case you missed something…

A quick note for those of you who may have been away from the show for a few weeks and are noticing a distinct lack of dulcet British tones and legal precision. Tony and Lennon have both reluctantly reduced their involvement in regular broadcasting with Guard Frequency. Lennon’s situation has forced him to take an extended, continuous break. Tony is running for State office in Kansas, and his campaign duties mean he can’t commit to regular recording times. Ostron is serving as Lennon’s replacement, and during the times that Tony is unavailable, Mr Kinshadow will be our go-to replacement. In general, though, you’re probably going to hear a greater variety of voices going forward as people adjust their schedules. Geoff, of course, isn’t going anywhere.

This Week’s Community Questions

  • Are extremely large universes a good way to ensure unique player experiences and exploration options? Or will it just make sure the deep black is pretty lonely?

Let us know your thoughts by commenting below!

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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 for more of his work! Enjoy the show!






4 responses to “Guard Frequency Episode 134 | A Chart for Radio”

  1. jirou Avatar

    I think that big universe have there place in gaming but they really need to be sold as (or be) a single player game and the gameplay has to be more important to deliver on compelling instead of having a big universe in feature list. I think it also depends of whether or not you game is story driven. if there is a story it has to be contained in a playable area.

    I also think a single player, big universe would allow for einsteinian physics. You will be able to travel from system to systems, and the systems would moving forward in time thousands of years where they procedurally evolve. In your player’s lifetime you could eventually experience the heat death of the universe.

    Good show!

  2. L-Wook Avatar

    I look foreword to this podcast every week and it was a nice surprise to have Tony back! Although I am a little dispointed that he has never even played WC2?! (I smell a political scandal in Kansas around the corner…)
    As for big giant unexplorable game universes, it is nice to know your seeing something no one else may ever find out you yourself ever repeat but without the human element of craftsmanship we see so many things just fall short. How many times have we introduced a system or gadget that does the job for us only to find that it does not have the decision making skills or creativity to deliver the ‘artisanal experience ‘ we hoped for. It will just never be the same with SkyNet in charge…

  3. seannewboy Avatar

    Enjoyable show everyone.

    I dont want to explore an empty universe, with no other people in it.

  4. Amontillado Avatar

    No. Having an extremely large universe ensures that a game has an extremely large universe. When it comes to player experiences, what matters are the memorable moments of playing the game. If the setting is devoid of interesting detail, it won’t matter how big it is when it comes to making an experience unique. “I discovered 26 planets” is the same take away as any other “I discovered 26 planets” if the planets themselves are meaningless and random sequence of data points.

    It’s better to have 500 points of interest than 1 million points of dullness.

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