Podcast Summary
Discussing board games, listener questions, and favorite tunes: The hosts of Triple Click podcast shared their thoughts on board games, answered listener questions, and featured a musical crossover with Maddie Myers' song and Kirk Hamilton on saxophone.
Board games and tabletop games are similar in that they are both played on a tabletop, but the term "board game" is often used more broadly to refer to any tabletop game with a board or set path. The hosts of Triple Click, a podcast about video games, discussed various topics including listener questions about microtransactions, the ease or difficulty of games from the past, and their favorite games. They also mentioned their recent completion of the 1998 game "Suite Code in 2" and encouraged listeners to become Maximum Fund members for access to bonus episodes. A musical crossover featuring Maddie Myers' song "Bad Feeling" and Kirk Hamilton on saxophone was also highlighted. The hosts answered listener mail and shared their thoughts on various games and media.
Microtransactions and Parental Controls: Parents desire an option to disable microtransactions in games for better control over their children's content exposure.
The discussion revolved around the topic of microtransactions in video games and the desire for an option to disable them. Emil, a listener, expressed concern over the presence of microtransactions in Watch Dogs Legion and the difficulty in finding clear information about their inclusion in games. As a parent, Emil suggested that having a switch-off button for microtransactions would be beneficial for controlling the content their children are exposed to. The group also shared their frustration with the intrusive nature of microtransactions in NBA 2K and other games, which can feel like living in a corporate city filled with constant advertisements. While acknowledging the unlikely possibility of legislation requiring companies to offer a microtransaction-free option, the group imagined the benefits of such a feature and the potential for a more enjoyable gaming experience.
Exploring Alternative Monetization Models in Video Games: Game developers could consider subscription models or other alternatives to microtransactions to offer a more consumer-friendly experience, while acknowledging the importance of sustainable income streams for the industry.
The discussion revolved around the idea of alternative monetization models in video games, specifically in relation to microtransactions and subscriptions. Daniel proposed the concept of a subscription model in premium games like Fortnite, where players pay a lump sum for all in-game items, eliminating the need for microtransactions. The group acknowledged the argument that microtransactions help game developers sustain their income, but also acknowledged concerns from consumers about the perceived "nickel and diming" nature of this pricing model. They also touched upon the idea of selling ad-free or microtransaction-free versions of games as an alternative. The conversation also touched upon the inconsistency and lack of standardization in monetization models across various platforms and industries, including video games and streaming services. Ultimately, the group suggested that game developers could explore subscription models or other alternatives to microtransactions to provide a more consumer-friendly experience.
Childhood games revisited: a different experience: As we grow older, our experiences with childhood games can change significantly. Controls evolve and strategic thinking abilities mature, leading to new challenges and comfort levels.
Revisiting childhood games can bring about surprising differences in experience due to the passage of time and personal growth. The speaker shared how playing Red Alert as a child felt overwhelmingly difficult, while Mario 64 seemed relatively easy. However, revisiting these games as an adult, the experiences have flipped. Mario 64 now feels clunky and uncomfortable, while Red Alert's campaign seems laughably easy. The speaker also mentioned experiencing this phenomenon with Warcraft 2 and Suikoden 2. The speaker suggested that the difference in experience could be due to the evolution of gaming controls and the maturation of the player's strategic thinking abilities. The speaker noted that arcade-style games may feel more challenging as a child due to adjusting to the controls, while strategy games may become easier as the player gains a better understanding of the game's mechanics. Overall, the discussion highlights the impact of personal growth and technological advancements on the gaming experience.
Childhood experiences shape our enjoyment of old video games: Nostalgia and memories of childhood experiences influence our appreciation for older video games, despite imperfect controls or complexity.
The enjoyment of video games, especially older ones, can be influenced by our experiences and perspectives as children. Games like Super Mario 64, which were not perfected in terms of control schemes, were still enjoyable due to their cerebral aspects and the flexibility of younger players. Conversely, simpler games like Tetris and Pac Man, with their straightforward controls, were addictive due to the time investment required. Some games, like Amazon Trail, were perceived as unbeatable as children due to a lack of understanding or patience, but remain intriguing as adults. Overall, the nostalgia and memories associated with our experiences of these games contribute to their enduring appeal.
Understanding individual reactions to emotionally charged games: People cope with emotionally charged games differently. Some engage critically, while others avoid. Games like 'Modern Warfare 2' and 'The Last of Us Part 2' evoke strong reactions, including distress and disgust. Personal preferences, values, and professional obligations influence how we handle such games.
When video games emotionally affect us, we each have unique ways of coping. Some people, like Benjamin, appreciate the safe space to discuss their experiences and can engage critically with disturbing content. Others may choose to avoid such games altogether. Games like "Modern Warfare 2" and "The Last of Us Part 2" have been designed to evoke strong reactions, including distress and disgust. Players may feel compelled to continue despite their discomfort, as was the case for Benjamin during his review of "The Last of Us Part 2." Ultimately, how we handle emotionally charged games depends on our personal preferences, values, and professional obligations.
The value of emotional engagement in games: Some people find emotional responses to games like The Last of Us Part 2 to be negative, but others see it as a sign of a well-crafted game that elicits strong emotions. Board games offer various levels of complexity, catering to different preferences and audiences.
While some people may find emotional upset and frustration in games like The Last of Us Part 2 to be a negative experience, others, including the speakers in this podcast, see it as a sign of a well-crafted game that elicits strong emotions. This can be a valuable aspect of gaming, as it allows players to connect with the story and characters on a deeper level. Regarding board games, the speakers expressed a range of opinions. While some, like Kirk Hamilton, have strong preferences for more complex games like Gloomhaven, others, like Jason O'Hara, appreciate simpler games like Candyland for their accessibility to younger audiences. Ultimately, the enjoyment of board games, like video games, comes down to personal preference and the specific context in which they are played.
Exploring the Balance of Critical Paths in Open World Games: Some open world games offer a rewarding experience by following the optimal path, while others can lead to frustration when deviating. Game design and player preference play a role in determining the enjoyment of nonlinear games.
While some open and semi-open world games offer a critically path that leads to a balanced and rewarding experience, others may not. For instance, games like Outer Wilds, Tunic, and The Witness provide a sense of accomplishment when following the optimal path. However, deviating from the intended route in games like Echoes of the Eye, Elden Ring, and Wildermyth can result in frustration and a feeling of poor balance. However, it's essential to recognize that nonlinear games do not always have a definitive best progression order. Sometimes, bad luck or unintended choices can lead players off the critical path. In such cases, the game's design plays a role in determining whether the experience remains enjoyable. Elden Ring, for example, manages to keep players engaged even when they're hopelessly off the beaten path. The game's vast open world, intricate lore, and dynamic enemy encounters offer ample opportunities for exploration and discovery, making the experience rewarding regardless of the player's progression order. Moreover, the role of ecotag, or the player's personal preference and playstyle, cannot be overlooked. Some players may prefer a more linear, goal-oriented approach, while others might enjoy the freedom of exploration and discovery. Therefore, the accessibility and flexibility of these games in allowing players to extract maximum joy from their experience are crucial aspects of their design.
The Impact of Game Direction and Guidance: Game direction and guidance can greatly influence player experience, from providing clear objectives to allowing for open-ended exploration, leading to varying levels of frustration or enjoyment.
While some nonlinear games provide clear direction and guidance, others, like the old game Final Fantasy 2, can leave players feeling lost and overwhelmed. Modern open-world games often signpost the next steps for players, but some, like Elden Ring, allow for more freedom and the potential for unintended over-leveling. This can lead to frustration for some players, as Ryan experienced. However, for others, like the speaker, who prefer a more guided experience, games that clearly indicate the next objective can be a welcome relief from the chaos of an open world. Ultimately, the design of a game's direction and level of guidance can significantly impact the player experience.
Exploring the open-ended world of 'Outer Wilds': In 'Outer Wilds', players rely on their intuition and exploration skills to progress, leading to a sense of discovery and adventure but also challenges. The game does provide some guidance but ultimately, player choices shape the experience.
The game "Outer Wilds" offers a more open-ended exploration experience compared to games with clearer signposting and progression systems, such as "Elden Ring." In "Outer Wilds," players are not guided by stats or numbers, and instead, they rely on their own intuition and exploration skills to progress. This can lead to a sense of discovery and adventure, but it also comes with its own challenges. For instance, players might accidentally discover areas that are too advanced for their current abilities, leading to frustration or even death. The game does provide some guidance, such as characters suggesting certain locations or signal beacons, but ultimately, the player's choices and decisions shape their experience. For example, some players might choose to explore the challenging "Brittle Hollow" early on, while others might opt for the more accessible "Giants Deep." The game does not force players to follow a specific path, which can lead to a unique and personalized experience. However, this also means that players might stumble upon challenges that seem insurmountable without the proper knowledge or skills. Overall, "Outer Wilds" offers a more immersive and exploratory experience, but it also requires a greater degree of patience and problem-solving skills.
Gauging Gaming Community Sentiment: Journalists use various methods like social media, forums, surveys, and sales numbers to gauge community sentiment, but acknowledge limitations and wish for more formal research methods.
Games journalists use a combination of methods to gauge the gaming community's sentiment towards current news stories, including reading community sentiment on social media, forums, and Steam reviews, conducting informal surveys, and relying on their intuition or "vibes." However, they acknowledge that these methods have limitations and can be misleading, and they often wish for more formal research methods like polling to be used in the gaming industry. Another way they gather information is by looking at sales numbers and player numbers, but even these numbers can be misleading. Ultimately, they emphasize that all information should be contextualized and taken with a critical perspective.
Exploring online communities for insights into game fanbases: Engaging with online communities can provide valuable insights into game fanbases, revealing passionate reactions and opinions. However, it's essential to consider the balance of opinions and not solely rely on download numbers for long-term player attachment.
Engaging with online communities, such as Discord channels and subreddits, can provide valuable insights into the most passionate fanbase of a particular game. These communities can reveal what aspects of the game are causing strong reactions, whether positive or negative. However, it's essential to keep in mind that not every member of the community may hold the same opinion, and the size of the community doesn't necessarily equate to overall enjoyment. Using the example of Destiny, the game had a large subreddit following with many vocal critics, but the overall player base was much larger. The numbers don't always tell the whole story, and it's crucial to consider the balance of opinions. Another interesting point raised was the potential disconnect between the size of a game's download numbers and the long-term enjoyment or attachment of its players. For instance, a game like Diablo Immortal 2, which had 101 million downloads, might not necessarily be a favorite of players in the future. Ultimately, listening to community feedback and observing online discussions can help developers and fans gain a better understanding of the game's strengths and weaknesses.
Rolling for points in Craps: Craps is a social casino game where players aim to roll specific numbers, called points, before a 7. The game consists of a come out roll and a point phase. Players can make various bets, including a long shot 'fire bet', but understanding the rules and odds is crucial for success.
Craps is an exciting and social casino game where players aim to roll specific numbers, called points, before rolling a 7. The game consists of two main phases: the come out roll and the point phase. During the come out roll, each player gets a turn to roll the dice and aim for a 7 or 11 to win or 2, 3, or 12 to lose. If neither 7 nor 11 is rolled, the game moves to the point phase, where the rolled number becomes the point. The goal is then to roll that point number again before a 7 appears. Craps is unique because, theoretically, players could keep rolling indefinitely without losing if they manage to roll the point number before a 7. This creates an exhilarating atmosphere where everyone roots for the roller to win, leading to a sense of camaraderie and excitement. There are various bets in Craps, including the "fire bet," which is a long shot bet on a specific roller to hit multiple points in a row without rolling a 7. The potential winnings for this bet are substantial, making it an enticing option for players. However, Craps can also be risky, as the odds are in the house's favor. It's essential to understand the rules and odds before playing to maximize your chances of winning. Overall, Craps offers an unparalleled casino experience, filled with anticipation, camaraderie, and the thrill of the roll.
A friend's unlikely win at craps and enjoyment of Neon White: Sometimes taking risks or striving for improvement can lead to unexpected rewards, as seen in a friend's unexpected $5,000 win at craps and the speaker's enjoyment of improving times in Neon White.
Sometimes making a bet, even a seemingly unwise one, can lead to significant financial gains. The speaker shares a story about a friend who hit an unlikely sequence of rolls in a game of craps, resulting in a $5,000 win for those who had bet on the fire bed. Despite the long odds, the emotional impact of missing out on this opportunity left the speaker feeling regretful. On a different note, the speaker also discusses their enjoyment of the video game Neon White, which challenges players to perfect their times in short, puzzle-platforming levels. Despite being a first-person shooter, the speaker finds the most appeal in the game's design and the sense of progress as they continually try to improve their times. Ultimately, both the story of the craps game and the enjoyment of Neon White serve as reminders that sometimes taking risks or striving for improvement can lead to unexpected rewards.
Neon White and Players: Engaging Experiences in Gaming: Neon White's short levels, gyro aiming, and leaderboards offer an engaging experience, while Players authentically portrays the world of pro gaming with a compelling story.
Neon White, a video game, offers an engaging experience through its short levels, gyro aiming compatibility, and leaderboards that inspire competition and self-improvement. The speaker enjoys the game despite his constant striving to beat his friends and the top player, Tyler Kolba. He also recommends the Paramount Plus show "Players," which authentically portrays the world of pro gaming and offers a compelling story. The show follows the team Fugitive and their aging star player, Cream Cheese, and provides an accurate gaming representation with elements of humor, drama, and satisfaction. Overall, both Neon White and Players offer unique experiences that cater to the gaming community and provide entertainment value.
A must-watch sports comedy series about a League of Legends team: Players is an authentic and funny sports comedy series featuring compelling performances, real League of Legends characters, and high-quality production. Newcomers and enthusiasts alike will enjoy the engaging characters and world-building.
"Players," now streaming on Paramount TV plus, is an authentic and funny sports comedy series about a League of Legends team. The show, which is reminiscent of "American Vandal," features compelling performances from no-name actors and incorporates real League of Legends characters and scenes. The story revolves around Cream Cheese and his team's quest for a championship, complicated by the arrival of the enigmatic new player Organism. With its engaging characters and authentic world-building, "Players" is a must-watch for video game enthusiasts and newcomers alike. The series' high-quality production, led by Riot Games, adds to the overall authenticity and enjoyment of the show. If you're looking for a fun and engaging watch, "Players" is definitely worth checking out.
Join the Triple Click Podcast community: Listeners can engage with the artist-owned and audience-supported comedy and culture podcast by following on Twitter, visiting the website, and joining the Discord group
The Triple Click Podcast is a comedy and culture show where artists own the platform and the audience provides support. To stay updated and engaged with the community, listeners are encouraged to find the podcast on Twitter at @tripleclickpods, visit the Maximum Fund website at maxfund.org, and join the Discord group using the link in the show notes. This artist-owned and audience-supported platform offers unique perspectives and insights into comedy and culture. So, if you're looking for a fresh and inclusive podcast experience, be sure to tune in and get involved.