Null Point
Ramblings on the Meaning of Game Difficulty
Episode Summary
In this podcast we are discussing...well, a lot of things, ya know? First Jaelights rants a lot about audio production gear (yay?) then we rant about Wizards of the Coast for a time. After that, more on space games! Because Jaelights love's their space games! But then we round it all off with an interesting discussion about modes of play and difficulty in RPGs (and games in general), all centering around one of Jaelights favorite games, Cross Code.
Episode Notes
Music is Dusky Sky by tom_atom - Check them out on Sound Cloud! They are awesome! https://soundcloud.com/tom_atom/dusky-sky
General
- Finally set the darned podcast up entirely…
Music Stuff
- Behringer died, buying cheap gear has its risks.
Tabletop/Cards
- Magic The Gathering ends tournaments on software as well. Might bring it back later.
- Just cancelling them has a detrimental effect on local shops perhaps
- Local Metagames is cool!?
Space
- Star Citizen looks like a mess, issues with Kickstarter
- CJ got in on the ground floor, neven managed to log on
- Why aren’t space games anything like space? Fer realz?
Rpgs
- Hiring modders to help with tools for Cyberpunk 2077
- FFXIV, new controller like riding a bike with the bars backwards
- FF VI and CrossCode and I’ve missed stories. *
- Story vs Tone vs Filler aka if the plot is about killing gods from the tutorial why am i gardening
- Jae likes Cross Code (and learning patience) **
- probably a rebuttal on design principles of rewarding patience vs enforcing tempo
- This is related to difficulty and things like Dark Souls 3 or Celeste or Hades
- Oh, dashing is broken
- Designs based off of old ideas that...may or may not have sucked. Not thinking for yourself, etc.
- If you’re not going to do it right, cut it. Block and Parry, for example.