PC vs Console, which is better and why? Join us as we discuss our early experiences of gaming on computers and consoles, what made each special, and what's missing in modern gaming.
We take a moment to discuss a treasured franchise of gaming, spawning many games in a rich lineage of games. That right, Worms! (we also spare 10 minutes to talk about the new Oblivion Remaster...).
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By popular request, Dan and Chris dive into their a shortlist of favourite games. What makes them special? Why do they deserve a spot at the table? Let's find out.
We got thinking the other day - what makes a good game? What makes it worth playing? Does it need a unique mechanic or slant, or can familiar design from the past be enough? Lets find out.
Game designers can have strong ideas of what makes their game fun, and even on the 'best' way to enjoy their games. But is it really their call once it's in the hands of gamers? Who's to say they know the best way to have fun, and how far will they go to make you play their way? Who's in Control?
The soundtrack of a game is the constant companion to a player. Often setting the tone and feel of a game. Chris and Dan discuss their joint passion for video game soundtracks; what they do, how they've changed and we share some of our "can't miss" favourites.
Chris and Dan pick up their conversation on Game length and Completionism. How do we measure game length? What is a good game length, and does game length represent value? Also, are we completionists and how does that fit in the mix?
Game length. How do we measure game length? What is a good game length, and does game length represent value? Also, are we completionists and how does that fit in the mix?
Roguelikes. What are they? What does it mean and what's all the fuss about? What do Dan and Chris make of this new craze to take the games industry by storm?
What makes a game replayable? What makes you want to come back to it again and again? The secret sauce? Are all good games replayable or is that not really the case?
In this episode we discuss level design. What makes good level design? What does that mean? Oh, and what are "Valvian" design principles??
Part 2 of our introductory episode.
"Elder Ridge Library" by David Lindsey Pittman is used under CC BY 3.0.
Are old games as good as we remember them being? Dan and Chris delve into their childhood and grapple with nostalgia, asking questions like "why do we still play old games?", "did old games do things better?", and "do graphics matter?".
"Elder Ridge Library" by David Lindsey Pittman is used under CC BY 3.0.
Start here - this brief trailer will let you know what to expect from episodes of "Knee Deep in the Pod".
"Elder Ridge Library" by David Lindsey Pittman is used under CC BY 3.0.