Couch Podtatoes Episode 96: A Cultural Shift

CP4

This week it’s just me at Tacktix, and we’re diving into a rather deep topic about the Cultural shifts of the world. This may end up turning into an ongoing series, as we felt that there was far too much to cover in just one episode, so this particular show talks about gaming going mainstream and being super popular. The gaming sphere has seen cultural changes, and it has become so mainstream to effect the culture of the world. Our global Internet culture is a huge phenomenon, and we want to cover multiple angles of this. For now, it’s all about gaming, but there will be more to come, so stay tuned!

 

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Couch Podtatoes Episode 96: A Cultural Shift (runtime: 35:57)

What are we playing? (starts at 00:46)
Discussion: Cultural Shift (starts at 10:26)

Host Contact information:

Izlain
Blog: Me vs. Myself and I
Twitter: @mevsmyselfandi

Tacktix
Blog: Tough Love Critic
Twitter: @TaCktiX

Music Credits:
“Bit Rush” by Riot Games
“Out of the Black” by Royal Blood (from the album Royal Blood)
“Enchanted Rose” by Bury Your Dead (from the album Beauty and the Breakdown)

Couch Podtatoes is a podcast about gaming, though we might stray into other forms of media. Sometimes we use strong language, but we try to keep that to a minimum. All opinions expressed by us or our guests are our own and are in no way to be interpreted as official commentary from any companies we discuss. You can visit our official podcast page at Libsyn.com. Be sure to follow us on iTunes, and/or Stitcher Radio.

You can also find the show in video format at The Gaming And Entertainment Network YouTube page.

Questions, comments and feedback are welcomed and encouraged!

Couch Podtatoes Episode 24: Gaming Culture

CP4

Welcome back to the show! This week we dive into the culture of gaming, and really, the culture of the Internet as a whole. I’m not sure if you’ll notice, but we’ve been taking more of a free-form approach to our discussions in recent weeks, not really being as structured and just letting the conversation flow to where ever it may. I think it’s made for some organic conversations, and it’s a little more casual, laid back and accessible. Anyway, we talk about some of the good and bad stuff when it comes to gaming culture, and then insert some personal experiences and other related stories into the mix. Personally I’ve been having a lot of fun with the show as of late, so I think that should reflect in the finished product. For Idiots on the Internet we take a look at the recent CS:GO Dreamhack tourney debacle, and then we highlight the fabulous Bloggy Xmas Holiday Countdown that was started by Syl of MMO Gypsy, of which I have already made my contribution. So have a listen and enjoy!

 

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Couch Podtatoes Epsiode 24: Gaming Culture (runtime: 1:11:32)

What are we playing? (starts at 1:32)
Discussion: Gaming Culture (starts at 20:02)
Idiots on the Internet: CS:GO Exploit (starts at 57:11)
Community Spotlight: Bloggy Xmas (starts at 1:07:39)

Host Contact information:

Izlain
Blog: Me vs. Myself and I
Twitter:@mevsmyselfandi

J3w3l
Blog: Healing The Masses
Twitter: @ausj3w3l

Idiots on the Internet Article:
http://www.forbes.com/sites/insertcoin/2014/11/30/worlds-biggest-counter-strike-tournament-reveals-that-exploits-equal-cheating-in-esports/

Community Spotlight: Bloggy Xmas

Music Credits:
“Level Up” by Cookie Monsta (from the Riot! EP)
“Built For Sin” by The Black Dahlia Murder (from the album Miasma)
“Watch Out” by Doctor P (from the album Circus One)
“Enchanted Rose” by Bury Your Dead (from the album Beauty and the Breakdown)

Couch Podtatoes is a podcast about gaming, though we might stray into other forms of media. Sometimes we use strong language, but we try to keep that to a minimum. All opinions expressed by us or our guests are our own and are in no way to be interpreted as official commentary from any companies we discuss. You can visit our official podcast page at http://couchpodtatoes.libsyn.com/. Be sure to follow us on iTunes, and/or Stitcher Radio.

Questions, comments and feedback are welcomed and encouraged!

#couchpodtatoes #podcast #gamesdiscussion #gaming

Party-Based Systems and You

There are several types of games with a party-based system. Most of these fall under the role playing game umbrella, which would include several sub-genres. However, there are other genres that also utilize similar systems, all of which lead to certain levels of customization. This can also lead to min-maxing, which in itself can be a benefit and a detriment. Min-maxing is defined as:

…the practice of playing a role-playing game, wargame or video game with the intent of creating the “best” character by means of minimizing undesired or unimportant traits and maximizing desired ones. This is usually accomplished by improving one specific trait or ability by sacrificing ability in all other fields.

Generally speaking, there is always a way to make your party the best it can be, regardless of if you are the only character controlling the party (single-player RPG), or you are playing a single character in party filled with other players (MMORPG). What kinds of single player games come to mind when you think of party-based systems?

First to my mind are old school JRPGs (Final Fantasy series among others)  and Tactical RPGs (Shining Force, FFTactics)  which typically use predetermined characters to form your party, all with set skills and abilities. Your customization comes in when it comes to what gear you equip on the characters, and sometimes what skills/spells you may advance. Some newer games that fit this mold are the Dragon Age and Mass Effect series, along with the game I’ve been playing, Might & Magic X. The characters are relatively set in their ways, though you can affect gear and skill choices. Min-maxing only occurs via gear/skills and party composition, which you cannot always control depending on happenings with the storyline.

On the flip side, if you’re playing a Massively Multiplayer Game, you can customize the hell out of your character, min-maxing every stat-line, but you cannot control the effectiveness and efficiency of your party-members. This of course, is why pickup groups are detested. Still, within the game’s parameters there is a “optimal” way to configure a party, and finding players in agreement with this view are easily found.

Other genres suffer from similar issues. Play a game of League of Legends, and try to mess up the games established “meta” in a ranked game. You will be reported. There is an established meta for a reason, and that is because the meta “works”. If you want to experiment with different group compositions, you had best do that on your own time, or at least that’s what the community expects of you (whether or not this is the best attitude for the community to possess is a whole other topic).

These types of attitudes are prevalent in every game I’ve played that has a multiplayer cooperative component. It doesn’t matter if you are cooperating against AI opponents or other players, you are expected to contribute to the best of your ability as if this is your second job.

It is human nature to want to be the best at something. To excel beyond the threshold which our peers have reached. Game designers have simply taken that desire and translated it into a facet of our lives, a place where we can all go and “be somebody”. This is why in games like Skyrim you are the perennial hero of the story, and you don’t need a party (though you can grab a follower who is more a storage container than anything). Stat lines give people something to brag about. Gear scores give people something to achieve, but also gives other people a reason to keep you out of their optimized group.

What inspired this post in the first place was M&MX. I posted my first foray into the game recently, and I found myself the very next day going back through the same exact portion of the game because I found out more about the mechanics, and thought that I had found a better overall party composition. So I re-rolled and played through the same content, and it turned out that this party didn’t do any better, actually a little bit worse through the first dungeon. This experience had me thinking about how customization via stats and classes is the wrong way of creating progression.

I’ve been guilty of enjoying and “voting with my wallet” for this type of progression since I was a child (although I was voting with someone else’s wallet back then). I played Shining Force and other JRPGs so many times with optimal set ups and then went back and played with sub-optimal groupings just to see if I could do it. I was all for gear+stat progression (or optimal party selection) through the Baldur’s Gates and Diablos and my first MMOs. It has come to a point where I think games like Ultima Online and Skyrim have the right idea in skill based progression, where skills level as you use them, and gear doesn’t have stats attached (outside of protection values or types of damage attached). Simplfy things to where the adventure matters, where your companions matter to you not for their gear or skills/class, but for their company and willingness to have your back.

We need a community of gamers who work together to solve mysteries or group together to survive. I like some of the ideas coming out of MMOs in development that have a more sandbox style. The concept of games like DayZ, Rust, and H1Z1 fascinate me, where people actually have to work together to survive and figure out if it’s a better idea to set up shop somewhere or wander around for a safer locale, with the threat of Zombies, the wild or other players who could potentially kill them, keeping them together. The original Everquest felt like this, but it was still rooted in a party-based system, where the optimal trinity was the standard.

Don’t get me wrong, I will always love a story-driven RPG like the classics have offered, where classes and gear and all that matter. But from a social aspect, I would prefer we got away from games like this that have a multiplayer component. I don’t see why there should have to be balance between classes. Why there should be classes at all? Why not start out with nothing, and as you do things you gain experience (literally, rather than a nominal amount) in that activity. Some people would naturally want to gather and build. Let them. People who prefer to hunt/fight can take up arms and protect the gatherers and builders. Leaders would naturally arise. Next thing you know cities are cropping up and wars are breaking out, all because everyone wants to be the king. Stay in a city and deal with the politics, or start a farm on the outskirts where you can raise a smaller group? You decide.

The technology is there. We are coming to a point where our social lives are on the internet. We are living our lives attached to keyboards/mice/gamepads. When we aren’t at home, our mobile devices. Most of our Facebook friends we never talk to, and our Twitter friends we’ve never met in person. So why not make our game worlds what we want them to be? Why not get this message out and continue to communicate with the developers via Twitter, Reddit, etc, so we can share our vision and they can create the worlds which we crave? Why not make a game that is one big social experiement? I think these issues are what gamers are trying to tackle, along with other social stigmas which others are much better at articulating than myself. This is why blogging and Tweeting and making your voice heard is so important.

Now I’ve gone and rattled on beyond my original point, but a storm is brewing. People are getting more and more involved in creating media. We ARE the media, and we are growing stronger by the day. Our voices are being heard, and we need to keep up the work! We might not win any world-peace medals, but in our own small way we are shaping the society of the future. Let’s keep it up.

#Community #Gamedesign #Gamingculture