Podcast Summary
Discussing Non-Gaming Topics in Bonus Episodes: Triple Click hosts plan to record bonus episodes for members on Max Fund to discuss non-gaming topics like Andor, in addition to their regular gaming content.
The hosts of Triple Click, Maddy Myers, Jason Schreyer, and Kirk Hamilton, are excited for the gaming awards and discussing potential nominees, such as Elden Ring and The Case of the Golden Idol. However, they lamented the lack of a platform to discuss their thoughts on non-gaming topics, like the television show Andor. To fill this gap, they plan to record a bonus episode for their listeners, who can become members on Max Fund to access these bonus episodes. The hosts also mentioned their previous bonus episode on God of War Ragnarok and the upcoming one on Andor. They joked about their mispronunciations and shared their belief that Elden Ring's release night was gaming's biggest event of 2022. The hosts' enthusiasm for discussing various topics and their commitment to providing bonus content for their members highlights their dedication to engaging with their audience and sharing their passions.
The Game Awards: More than just awards: Attendees look forward to networking, exclusive reveals, and live music performances at The Game Awards, making it a must-attend event for video game enthusiasts.
The Game Awards is an annual event where the awards take a backseat to the trailers and exclusive reveals. While some people do care about the awards, the majority of the audience tunes in for the sneak peeks into upcoming games. The event is known for its lengthy runtime, with Geoff Keighley, the event's organizer, including live music performances to keep the audience entertained during the long waits between announcements. As video game journalists, we look forward to the opportunity to network with industry professionals and potentially uncover exclusive information. This year, I'll be attending the event in person and will share my experiences and any new information I gather with you next week.
Musical performances add excitement and entertainment value: Unexpected appearances of popular bands keep viewers engaged and make The Game Awards a must-watch event for music and gaming fans
The musical performances at The Game Awards are a major draw for viewers. The unexpected appearances of popular bands like Imagine Dragons and Green Day add excitement and entertainment value to the show. For many viewers, the music is a significant reason to tune in, alongside the awards themselves and new game reveals. The length of the show can be a drawback, but the musical performances help break up the monotony of commercials and keep viewers engaged. Overall, The Game Awards' focus on music and entertainment sets it apart from other industry award shows and contributes to its unique appeal.
The Game Awards: A Cultural Moment for Gaming Community: Fans eagerly anticipate game announcements and updates at The Game Awards, with Metroid and Assassin's Creed fans expressing excitement for potential DLCs and new releases.
The Game Awards is an event where game developers and publishers unveil new game reveals, updates, and teasers to a global audience. Fans eagerly anticipate announcements for ongoing games, new releases, and DLCs. Metroid fans, for instance, are excited about potential Elden Ring DLC. Assassin's Creed fans hope for a return to form with Mirage, which is rumored to be a stealth game. Developers, like Kirk, have mixed feelings about the event, with its potential for massive exposure but the risk of getting lost in the crowd. Maddie's hope for Metroid news and Jason's longing for Assassin's Creed updates demonstrate the enduring passion of fans for their favorite games. The Game Awards is a significant cultural moment for the gaming community, with both anticipation and skepticism surrounding the annual event.
Looking forward to upcoming video game releases: The speaker is excited for the upcoming releases of Elden Ring DLC, Breath of the Wild 2, Final Fantasy 16, Diablo 4, Baldur's Gate 3, and possibly a new Star Wars game, and they hope The Game Awards will reveal their release dates.
The speaker is eagerly anticipating the release of several highly-anticipated video games in the coming year, including Elden Ring DLC, Breath of the Wild 2, Final Fantasy 16, Diablo 4, Baldur's Gate 3, and possibly a new Star Wars game. They believe that the Game Awards could potentially reveal release dates for some of these titles, which would allow them to mark their calendars and share the excitement with others. Despite some skepticism about the hype surrounding game releases, they are looking forward to the stories and experiences these games will offer. They acknowledge that there were significant releases in the previous year, but they didn't resonate with them personally. They are unsure what the major reveal at The Game Awards will be for them, but they are excited about the potential for new announcements and the post-COVID release slate.
The Game Awards' Game of the Year nominees list is unusual due to a combination of publication choices and fan voting: Notable triple-A games were delayed, leading to nominations for polished, visually appealing titles like Stray, Plague Tale Requiem, and Xenoblade Chronicles 3. Indie games and cultural phenomena were underrepresented.
This year's The Game Awards' Game of the Year nominees list is unusual due to a combination of publication choices and fan voting, potentially reflecting a thinner year for triple-A games with significant sales decreases. Notable games like Starfield and Breath of the Wild 2 were delayed, leading to nominations for games like Stray, Plague Tale Requiem, and Xenoblade Chronicles 3, which all share a polished, visually appealing quality. Smaller, indie games like Vampire Survivors and Rogue Legacy 2, as well as cultural phenomena like Wordle, were not represented in the nominations. This unusual list highlights the distinction between best indie and Game of the Year categories, which may not be as clear-cut as in previous years.
Subjectivity and confusion in Game Awards categories: The Game Awards' categorization process can be subjective and unclear, leading to potential misnomers and overlooked games.
The process of selecting games for awards like the Game Awards can be subjective and haphazard due to the large number of categories and unspoken rules. For instance, Wordle, a popular word guessing game, may not be considered for game awards due to its categorization as a word game rather than a traditional video game. The rules for what qualifies for each category are not clearly defined, leading to some confusion and potential misnomers. For example, Sifu, which is not a fighting game but a game with fighting elements, was listed in the best fighting game category. Additionally, some games, like The Golden Idol, may not receive recognition due to insufficient word-of-mouth or lack of exposure, despite their potential to impress. The absence of a best design category is also a missed opportunity to recognize games that excel in this area. Ultimately, the categorization process makes it challenging for the Game Awards to fairly represent the diverse landscape of video games.
Understanding the Complexity of Video Game Awards: Video game awards face challenges in categorization due to the medium's complexity and diversity, leading to numerous categories and potential confusion for viewers.
The categorization of awards in the video game industry can be confusing and subjective. Unlike awards in other art forms like films, where categories like best script, actor, and cinematography can be easily compared, video games encompass various genres and elements, making it challenging to draw clear distinctions. The proliferation of numerous categories in award shows like The Game Awards aims to recognize a wide range of games but can leave viewers feeling uncertain about which games truly deserve recognition. A more engaging and unique approach to award categories, such as "best single button interaction," could add excitement and clarity to the process. However, the desire for inclusivity and maintaining relationships with various game companies might also influence the number and nature of the categories. Ultimately, the complexity of the video game medium necessitates a more nuanced and creative approach to award categories.
Small indie games require more delegation and versatility from directors: Directors in smaller indie games need to be adaptable and take on multiple roles, contrasting larger productions with clearer defined roles.
The role of a director in smaller indie games like "Immortality" is vastly different from that in larger productions like "Elden Ring," "God of War Ragnarok," and "Horizon Forbidden West." While the larger games have larger teams and more defined roles, smaller teams require more delegation and versatility from the director. During the discussion, the hosts also highlighted the Best Performance category as an interesting one due to the diverse and nuanced performances in games, such as those of Christopher Judge in "God of War," Ashley Birch in "Horizon Forbidden West," and the edgy and risky performance of Manon Gage in "Immortality." The hosts also noted the potential for expanding this category to include leading and supporting roles, as well as recognizing the contributions of animation and motion capture teams in unvoiced performances. Ultimately, the Best Performance category offers a unique and coherent voting experience, despite the difficulty of making a decision.
Exploring unique narrative experiences in video games through performances, immortality mysteries, and cinematic storytelling: Video games offer diverse narrative experiences, from character performances to immortality mysteries and cinematic storytelling, making them a compelling form of entertainment.
Video games offer unique narrative experiences through performances, immortality mysteries, and cinematic storytelling. Performances in games, such as the change in Bayonetta's dancer, contribute to how we perceive characters. Immortality games present mysteries that require active engagement to fully understand the narrative. Elden Ring's narrative lives in its elaborate online world, while God of War Ragnarok offers cinematic storytelling with acting. It's intriguing to see these diverse narratives compete against each other in the Best Narrative category. However, the exclusion of certain games like "A Case of the Golden Idol" and "Citizen Sleeper" from this category is disappointing, especially since "Citizen Sleeper" is nominated in other categories. The "Games for Impact" category, which recognizes games associated with marginalized people, is often criticized for being meaningless and not providing the recognition and prestige that other categories offer.
Awards in gaming industry shape perceptions and create hierarchies: The naming and categorization of gaming awards can impact their perceived prestige and the debate over 'Best Adaptation' raises questions about successful adaptation and source material fidelity.
The naming and categorization of awards in the gaming industry can shape perceptions and create hierarchies. The "Game for Impact" award, for instance, may be perceived as less prestigious than other awards due to its name. Another interesting category is the "Best Adaptation," which recognizes the unique challenges and possibilities of adapting video games into other mediums. The debate over which adaptation is the best raises questions about what makes a successful adaptation and how closely it should adhere to the source material. The absence of Triple Click in the esports category and the inclusion of an "Most Anticipated Game" award, which can be subjective and subject to hype, further highlights the complexity and nuance of the gaming awards landscape.
The most anticipated game award at video game shows is influenced by marketing and excitement for sequels: Marketing and excitement for sequels can heavily impact the most anticipated game award at video game shows
The most anticipated game award at video game shows can be influenced heavily by marketing and excitement for sequels or highly anticipated games. The discussion revolved around how Zelda: Breath of the Wild was a repeated contender for this award due to its popularity and the anticipation for its sequel. The category for most anticipated game has a history of coming and going, and some games, like Zelda, have been on the list multiple times. The joke was made that if a game wins this award, it's often due to its marketing and the excitement for a sequel rather than the actual quality of the game. Other games on the list, like Starfield and Hogwarts Legacy, are not sequels, but the anticipation for them is still high. Overall, the most anticipated game award can be seen as a testament to the power of marketing and the excitement for new installments in beloved franchises.
Exploring Unconventional Sources of Entertainment: Discover unique podcasts and movies that fly under the radar for a refreshing take on entertainment, broadening horizons and discovering new favorites.
There are unique and unconventional sources of entertainment worth exploring, even if they fly under the radar. I was introduced to an unpopular podcast called "The Steam Room" on the app Collin.com. The show, which is a call-in program hosted by a gay man and a trans woman, is known for its raunchy humor and offensive jokes. While it may not be for everyone, I found it refreshingly authentic and funny, especially in a time when queer discourse often focuses on civil rights. Another recommendation is to embark on a movie club journey by watching every film nominated for the 1995 Academy Awards. This was a particularly diverse year for cinema, with Forrest Gump winning Best Picture while Pulp Fiction should have. By exploring lesser-known films from this era, we can discover new favorites and broaden our horizons.
Appreciating Cinematic History through 1994 Academy Award Nominees: Reconnecting with classic films and discussing techniques fosters a deeper appreciation for cinematic history, while the decline of Twitter as a meaningful communication platform is a disappointing trend.
The speaker and his friend have been watching and discussing every movie nominated for the 1994 Academy Awards, appreciating the cinematic techniques and nostalgia of that year. They've watched a variety of films, from well-known ones like "Priscilla Queen of the Desert" and "The Client," to less notable ones like "Revenge of the Nerds 4: Nerds in Love" and "The Mask." The project has taken them a long time due to watching only two movies a month. The speaker also mentions the decline of Twitter as a source of personal and professional connections and an important platform for communication, lamenting its deterioration and the unpleasantness that comes with it. Overall, the speaker's project of watching and discussing every 1994 Academy Award nominee is a fun and meaningful way to reconnect with cinematic history, while the decline of Twitter is a disappointing development for the speaker's personal and professional life.
Twitter's value as a communication and relationship-building platform: Despite concerns about crypto spam and ownership, individuals value Twitter for its text-based nature and ability to build relationships. They hope for a better-designed alternative that rewards positive engagement and meaningful communication.
Twitter, despite its issues and potential demise, holds significant value for many individuals due to its role as a platform for communication, information sharing, and building relationships. The speaker expresses sadness over the increasing presence of crypto spam and concerns about ownership and control, but remains hopeful that something better may emerge in the future. They appreciate Twitter's text-based nature and the ability to connect with others through written words, which sets it apart from other social media platforms. The speaker values the relationships they have built on Twitter and believes that these connections will endure regardless of the platform's future. They express a desire for a better-designed alternative that rewards positive engagement and meaningful communication.
Navigating the evolving world of content creation and consumption: Adapt and experiment with various platforms to effectively engage with audiences, while embracing the humor and frustration of technology interactions.
The landscape of online content consumption and creation is constantly evolving, with platforms like Substack gaining popularity among writers due to their direct connection with readers. However, the challenge lies in keeping up with these changes and finding the right balance between various platforms. While some may prefer the intimacy of Substack, others might return to traditional blogging or explore new social networks. Ultimately, it's essential for creators to adapt and experiment with different platforms to effectively engage with their audiences. Additionally, the conversation touched upon the humor and frustration that comes with interacting with technology, such as Siri, which only adds to the complexity of our digital lives.