Ep. 22: I Found this Hammer

  • Death Road to Canada: Good game or mere comedy generator?
  • The necessity and frustration of luck and obfuscation in roguelikes
  • The newest Shiren the Wanderer is surprisingly forgiving
  • —perhaps too forgiving?
  • The disappointing UI of the Darkest Dungeon Vita port
  • Supposedly, I hate roguelikes now or something
  • This episode is too infuriating for me to write any more notes.

Ep. 21: It’s December 11th

  • Destiny: it got better!
  • …but it’s still an MMO, so, you know; grind
  • Choice and idiosyncrasy versus balance in competitive multiplayer
  • Immediate satisfaction versus participation awards in Overwatch
  • How Overwatch’s varied roster leads to different forms of play
  • Please support Titanfall 2 and its rad mobility
  • Does DooM’s arena-based structure get boring?
  • Are repetition and fatigue necessary to all games?
  • Stealth as empowerment and disempowerment
  • Nonlethal playthroughs and self-imposed limitations
  • Managing pacing through episodic releases
  • HARD RESET IS DESIGNED BETTER THAN DOOM AND WOLF GODDAMMIT PLEASE POST SOMETHING LIKE THIS OR ADD IT TO YOUR OUTRO ON MY BEHALF –Matt

Ep. 19: Battles With Health

  • Discovering the joy of sports with Rocket League
  • Matt is a terrible cartographer
  • Etrian Odyssey is NOT grindy, dammit
  • Trauma Center can be a sloppy operation sometimes
  • Yoshi’s Woolly World: harder than you might think
  • Obsession is the dark side of perseverance
  • Battling fatigue in Darkest Dungeon
  • The role of permanence in modern roguelikes

Ep. 18: Did You Waste Your Time?

  • The Terraria episode
  • Mediumcore server after action report
  • When does the game end?
  • Crafting games: Not for everyone
  • What’s my motivation?
  • Character growth versus equipment growth
  • Adam needs to be told what to do
  • The mundane
  • Where does narrative come from?

Ep. 17: Soft Mode

  • Dying Light: Dead Island but better
  • …although Adam has a weird tolerance for Dead Island
  • Audio and control feedback for melee combat
  • Parkour!
  • Down with fast travel
  • Time-sensitive tasks in open world games
  • Left 4 Dead special infected are getting tired
  • Why have zombie stories become dull?
  • Seduction continues in The Witcher 2
  • Creepy, pervy achievements
  • A Dragon Quest fan loves Dragon Quest Heroes
  • Zelda’s cowardice

Ep. 16: Spoiler Alert (colon) Her Story

  • A critical discussion of Sam Barlow’s Her Story
  • Why do gamers feel threatened by new, non-violent genres?
  • Would Her Story work as well without its story’s central conceit?
  • The novelty of letting the player decide when the game is over
  • Tagging, note-taking, and search methodologies
  • Unique thought processes yield unique experiences
  • Does the ending have a structural problem, or do we?
  • Do we want more games like this?

Ep. 15: That’s How Regret Works

  • Arkham Knight’s PC port: Who’s to blame?
  • Do console peasants read the news?
  • Steam refunds and consumer rights
  • Matt says it’s not really that bad, so whatever
  • Doubling down on the infamous Riddler trophies
  • Lots of Batman in-jokes at Adam’s expense
  • Nier’s multiple endings and save deletion
  • The passing of the cowl
  • What’s my motivation?
  • Are complaints about the Batmobile overblown?
  • The world’s greatest detective, pt. 2
  • What does a publisher actually do, anyway?

Gauging Interest in a Terraria Server

Hi, everybody. Skye here. I’ve become interested in hosting a dedicated server for a Terraria world, but first I’d like to get some idea of how many people would want to participate.

So since 1.3 came out I know a lot of people are playing—I’m an excited newcomer, myself. But this server would be a little unusual. See, I want to play on mediumcore. That’s the difficulty setting where you drop your equipment and inventory when you die. Let me explain! I think that it’s the most fun way to approach multiplayer because, without consequences for dying, people don’t need each other. All of the players can just do their own thing. What’s the point of that? We might as well all play single-player.

If we’ve got nothing to lose by playing alone, then we’ve got nothing to gain by playing together. But, if we add the possibility of getting into real trouble, then we change the game into something where we have to work together.

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