Lave Radio EGX 2018 Sunday


Lave Radio EGX 2018 Sunday

Aired 23 Sep 2018
Audio versions

Download the episode directly from here.


In theory I had all day at EGX again, however I might have lost a couple of hours to Sunless Skies in the morning before I set off! I interviewed them last year and it’s come on leaps and bounds since then, and is a very easy game to get lost in!

However I did make it to two panels. The audio for these are not available yet, but hopefully will be out “soon”

The 1st was on the power of gaming and creation vs bullying where 2 You Tubers chaired a discussion with the audience about how gaming and online communities have improved lives whilst acknowledging that cyber bullying is a thing. It was a nice and mostly positive discussion that touched on many aspects, from being bullied at school or online, having a teacher recognise your you tube channel through to how gaming and streaming can help with mental health issues for example depression.

The second panel I went to was on the Future of VR I enjoyed it but I didn’t find it particularly enlightening. For example anyone who’s tried VR knows that the goggles need to improve, made more comfortable and breathable, lighter, not being tethered etc. We also need better ways to move around in VR, but equally does anyone really want to run on an omni-directional treadmill for 10 miles to get to their next way point! Of course costs need to get more consumer friendly and haptics need to be improved. There are some truly amazing VR experiences that have been set up but these are obviously things you go and see as opposed to something you have at home. They also felt that VR needs to move away from “a gaming thing” to a tool that we all can use in our day to day lives. Teaching for example would be a great use of VR if done right.

Following on from this panel I went to play Skyfront VR which (as far as I know) is one of the 1st VR multiplayer shooters and I was able to get an interview with one of their community management team after the game.

I really enjoyed Skyfront, I wish I’d been able to play it “un-tethered” Although I know that technology is in its infancy. The game is a zero g shooter, where you use your gun to get around. This is a nice way to solve the movement issue that some VR games have, whilst not “planting” you in one spot, and jumping… The controls felt very natural, although I wasn’t a fan of where the grappling hook button was, though this is more a fault of the vive controller rather than the game! I am probably bias, but I found the environment being a castle but a zero g environment is a bit of a missed opportunity, since obviously one of the key benefits of being in zero G is that there’s no limitation of “up or down” and you could be incredibly creative with your maps. However their next map will be set in space, it will be very interesting to see how the game develops. It certainly has a lot of potential.

Finally I’d like to take this opportunity to thank Euro Gamer for allowing me to come to their event. As ever their support has been amazing. So that wraps up our coverage of EGX 2018 I hope you enjoyed it and until next time, fly safe and if you can’t do that, fly dangerous.

Lave Radio EGX 2018 Saturday


Lave Radio EGX 2018 Saturday

Aired 20 Sep 2018
Audio versions

Download the episode directly from here.


 

Today I had a chance to get to EGX all day!

I tried to wheedle out some information out of Bethesda about Vault 76, but sadly all they had was the Vault Door, with an opportunity to hug Vault Boy, who enjoyed knocking my hat off and a Fallout themed van service Blanco Mac and Cheese!

The 1st Developer Session I went to was about the next Generation of NVIDIA Cards, the RTX series hosted by the guys from Digital Foundry. It was a good interview although they seemed to feel that without Ray-tracing making it into the next generation of consoles, that technology might fall by the wayside or at least be little used by “prosumer” PC Master Race gamers.

The 2nd Developer Session was with Paul Arendt who is Failbetter Games’ CEO and Art Director who gave a nice bit of history and update on the Game Sunless Skies as well as announcing their (Spoiler) Free Pen And Paper RPG set in that Universe! I love how their going more for a Victorian, Steam Punk take on what the universe is like, with living suns and rich moons with plenty of life on them as opposed to the more Scientifically Accurate version of what is actually there!

https://www.failbettergames.com/category/sunless-skies/

Finally I had a chance to watch a demo of Just Cause 4 where the walked through some of the crazy stuff you can do in that game – For example they made a FLOATING TANK!, but also how the game maintains a realistic(ish) physics engine.

I also interviewed the developer behind a new Flight Simulator called Deadstick, and I bumped into our friends from Snapshot Games who were there showing off a very busy Pheonix Point Booth.

Deadstick actually reminds me a little of Elite Dangerous if it were set on Earth, and you were a small independent pilot! In that it’s an open world and wont force you to do anything BUT you can run missions, upgrade you ship. It’s modelling much simpler planes than DCS, so instead of taking 30 minutes to take off you only need to flick a couple of switches. HOWEVER the depth to tinker is there if you want to and you can adjust your fuel mixture, and flick all the dials and switches in your cockpit to your hearts content. Also it matters where you place your cargo since its mass can effect how your plane handles.
http://deadsticksimulator.com/

Most of us know about Phoenix Point, but it was great to hear that they have a provisional release date as well as why the game no longer shows you hit percentages.

https://phoenixpoint.info/

 

Lave Radio EGX 2018 Friday


Lave Radio EGX 2018 Friday

Recorded 21 Sep 2018
Audio versions

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Once again I had “real life” get in the way of fun, though I was still able to get a couple of good interviews in. The 1st was with Vanguard which is a cross platform space combat game. The second was with Shadow who run a gaming PC streaming service, essentially letting you have access to a full powered gaming rig from, pretty much anywhere! Psykokow talked about them on the main show a couple of weeks ago.
As always, these interviews were recorded in a noisy environment, and I apologise for any sound issues in advance.

Vanguard is a LOT of fun, I played on Mobile, PC with a HOTAS and on Oculus Go. Naturally I felt most comfortable using the HOTAS, however the game looked and handled brilliantly in Oculus Go using its motion controller. I personally didn’t feel as comfortable playing on the phone, and it could just come down to familiarity however one of the devs told me that he was routinely beaten by another of his colleagues using the phone.
https://www.vanguard.game/

I think that the Shadow Interview covers most of what needs said about them. It’s an interesting concept and a great way to guarantee you always have a top of the line PC… so long as you have a good internet connection! I feel surprised to say this but it’s actually really good value for money even at £30 a month (I am giving you both the subscription and some extra drive space AND over estimating) you’re still cheaper doing this than you would be replacing a top of the line PC every few years…
https://shadow.tech/gben/

Lave Radio EGX 2018 Thursday


Lave Radio EGX 2018 Thursday

Aired 20 Sep 2018
Audio versions

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I didn’t have a lot of time today due to “real” work but I did have a chance to re-visit one of my highlights from last year the National Film and Television School Game Development Students.

Firstly I spoke to Rose and Dr Timothy Kalifmann who are producing a game called MISFOLDED which is a delightful and dark story of Alzheimers.

Secondly I spoke to OIC (Obviously Inappropriate Content) The Game.

MISFOLDED had some really touching moments in it and beautiful graphics I don’t want to say too much less I spoil it. The game-play is a fairly straight forward, and a little slow with the game waiting for you to maybe take in the scene fully before moving on. However the story and the emotions it makes you feel definitely makes it worth your time.

http://www.misfoldedgame.co.uk/

OIC is a very unique game as well as a bit of a satirical political statement on Censorship in a less liberal society. The idea of the game is that you’re a game tester and have to spot potential inappropriate content as directed by your company’s management as well as “the supreme leader”. The actual game-play is divided in to 2 halves. The 1st part where you’re playing a fairly compelling if basic side scroll-er whilst looking for and taking screenshots of issues. The second part is unique as far as I am aware in that you’re at your desktop logging the bugs whilst getting instant messages or emails from people as well as news from your government’s political office.

https://reckhou.itch.io/oic

Lave Radio Episode 194


Meet in the distant horizon

Aired 17 April 2018
Audio versions

Download the episode directly from here.


Crew Members
Director of Pest Control : Ashley Devine – DrToxic
Head of health and safety : Ben Moss-Woodward – Cmdr Eid LeWeise
Chief Bar Steward : Grant Woolcott – Cmdr Psykokow
(In)Human Resources Director : Shan – Cmdr Shanaeri
Knight Extruder Operator : Andy Barnes – Cmdr Kurgol

Fleet Logistician : Olivia Vespera

Show Notes

Lave Radio Episode 192


Oh Balls!

Aired 27 March 2018
Audio versions

Download the episode directly from here.


Crew Members
Director of Pest Control : Ashley Devine – DrToxic
Head of health and safety : Ben Moss-Woodward – Cmdr Eid LeWeise
Chief Archivist : Colin Ford – Cmdr phoenix_dfire
Chief Bar Steward : Grant Woolcott – Cmdr Psykokow
(In)Human Resources Director : Shan – Cmdr Shanaeri
Knight Extruder Operator : Andy Barnes – Cmdr Kurgol
Man with a Mission : Adam Bourke-Waite (Frontier)
Shunt Ed : Will Flanagan (Frontier)

Show Notes

Lave Radio Episode 185


With Added Ed Lewis

Aired 6 Feb 2018
Audio versions

Download the episode directly from here.


Crew Members
Director of Pest Control : Ashley Devine – DrToxic
Head of health and safety : Ben Moss-Woodward – Cmdr Eid LeWeise
2nd Technician : Chris Forrester – Cmdr Fozza
Chief Bar Steward : Grant Woolcott – Cmdr Psykokow
(In)Human Resources Director : Shan – Cmdr Shanaeri
Senior Community Manager : Edward Lewis

Show Notes

Lave Radio Episode 177


ATR’s with fricken lazor beams

Aired 21 Nov 2017
Audio versions

Download the episode directly from here.


Crew Members
Station Commander : Allen Stroud
Director of Pest Control : Ashley Devine – DrToxic
Head of health and safety : Ben Moss-Woodward – Cmdr Eid LeWeise
Chief Archivist : Colin Ford – Cmdr phoenix_dfire
Chief Bar Steward : Grant Woolcott – Cmdr Psykokow
(In)Human Resources Director : Shan – Cmdr Shanaeri
Space Loach Mouthpiece : Sandro Sammarco

 

Show Notes

  • Development News
  • Newsletter 201
  • Main Discussion Crime and Punishment with Sandro Sammarco

    • This is a snapshot of the design process and thinking and is not representative of what may actually be delivered

    • Design principles behind C&P
      • What is the philosophy behind the C&P design? You have already mentioned it is to simplify, but more specifically is it to prevent certain sorts of play(if so what?), discourage other sorts of play, bring people back to open or to improve the criminal experience?
        • Two factors, There’s the simplification aspect. It’s not to re-invent the wheel.
        • We just want to shore up the consequences, and make them harder to avoid and more robust.
        • Not trying to please everyone, It’s not to “attack” a way of playing, discourage or encourage just to make it better and support the original intentions.
        • All roles need to be as fun as possible, just not equal in challenge.
      • What does success look like? How will Frontier measure how successful the changes have been in an empirical way?
        • Empirical success is that criminals still exist and accept consequences of their actions. Combat logging, Ramming etc cannot be fully solved by C&P and will need the karma system to address further.
        • Measured and reasoned Feedback is essential to measuring success, especially during these feedback phases
      • How close do you think you are to meeting those objectives at a design level?
        • Lots of excellent feedback and has “already” paid it’s way. Feedback has already identified gaps and improvements are being incorporated based on player feedback. So great progress has been made, and it’s probably got another couple of weeks.
    • Realising no ETA etc, will these changes come all at once or be phased over the beyond updates? E.g at frontier expo the ATR was mentioned for Q1
      • Likely to be a big bang launch in Q1. No ETA etc etc though
      • ATR fighters.
        • Lots of bravado re:ATR… Not going to be true for everyone. Superpowered but not insta-kill. They can bend the rules, not break them.
        • Imagine a fully engineered ship That’s the base level. For example, A cascade or drag muntion style beam laser..
        • The higher the notoriety the more intense the ATR response. They will aim to take out an individual and will be able to defend themselves
        • ATR may be able to be killed, but will keep coming and coming. The question it will ask the player is “How long do you want to stay around until you die”
        • Ways in which ATR can chase you across systems in the same faction are being investigated.
    • Impact on Community Questions
      • Do you think certain ways players play the game has historically been harmful to both the community and the number of players who now play or want to buy the game. If so, specifically, how will these changes improve this?
        • It’s a conundrum. Historically and intentionally the game has been left open to player interpretation and try to avoid judgement, That’s not to say there are no consequences and the game will respond to that
        • There is also a covenant between player and developer where the player has to abide by the rules. And we accept it’s not the full picture, but it should be an improvement from where we are now.
        • It’s a balance between locking down the game so it’s no fun or opening it too much.
      • Credit fines.
        • Not a huge amount of criminal players with huge amount of money, but data says being attacked and killed in open is rarer than the perception.
        • Previously the fines have been avoided, with the new system the impact will be higher because they are a lot harder to avoid and so eventually will have an effect.
        • Additional fines will increase the rebuy penalty so it all adds up. Other systems such as karma will also affect things
        • Player choice, open, Private Group or solo are all equally valid.
      • Can you explain how the new bounty hunting mechanic could work. What’s to stop friends kill trading or even selling their bounty for real money outside of game if the values become significant?
        • The bounty that is claimed and the rebuy bounty are different things. So while bounty hunting will be made more lucrative, it will be balanced to avoid this.
        • The concept of reducing a victim’s rebuy and increasing the attackers is at the moment fairly compelling as it increases the sense of justice.
      • Will any fines or bounties be commander based, rather than ship based(e.g interstellar bounties)
        • It’s an interesting debate. But there proba”thye devprebly wouldn’t be. One of the reasons why it’s on a ship is because it opens the player up to other professions, whilst still adding a penalty
        • interstellar bounties will be pretty horrifying, so probably no need for pilots federation bounties. But balancing will be needed.
      • The current system differentiates between player murders and NPC murders. The proposed system seems to dilute this distinction, why the change?
        • It’s felt that the consequences for ship destruction should be the same. It’s nicer it’s simpler whilst still recognising there needs to be a sense of justice for the player.
        • The hope is this system will reduce the instances of combat logging
    • Impact on Consensual PvP, player events, and criminality as a profession etc
      • Any chance of having CQC style arenas/pvp centric mega-ships etc  in anarchy systems to assist in consensual PvP. I.e give consensual PvP outside of CQC some love?
        • Should be possible using existing assets although some assets are already in place already. So could be looked at, where players make their own rules .
      • Piracy and PvP in general have been mentioned as needing improvement. Is smuggling on the list also?
        • Smuggling is a core role in the game, but is being reviewed as part of beyond. They would like to be improved in two ways. The black market and mechanical changes to improve gameplay.
        • Other factors are involved in how successful your smuggling is such as your in system rep and how ‘prestigious” your ship is
      • How will player run events, such a demolition derbies be affected by these changes(frequent ramming, getting the station annoyed on purpose just for funsies. etc)
        • It’s fun seeing the crazy events players come up with. Report crimes off and anarchy systems will still work and should not be much difference. But will need to be looked at in case by case basis.
        • One can imagine how crimes are not affected in wings, could also apply in squadrons….
    • Possible exploits, loopholes etc questions
      • How are you going to prevent mischievous players “getting in the way of other ships’ weapons in order to get the other a bounty etc?
        • While the system is harsher. The friendly fire threshold will be increased, as as a new reckless weapons offense which will impose a fine, not a bounty.
      • Is there a potential issue in having a nice collection of freshly clean(and freshly poorer) players in a detention centre that are just ripe to being killed again and again in a place where other ‘naughty’ players have been sent?
        • Fastest possible ATR response will be present, may be worthwhile having instant attack function while being in your own instance until you jump away. In other words security in the detention system will be tight.
      • What would happen if you filled a detention ship up to the max number of ships you can store there(e.g filled it with sidewinders)
        • It’s an interesting idea. In theory there are several solutions from upping the limit, forced moving of ships all the way to giving the player a choice of what ship they want to lose to make room
      • For the first time perhaps(outside of the BGS). The size of my credit balance and rate in which I can earn credits can now affect others players. Is this a worry?
        • It’s an interesting question, that is quite a moral conundrum, but in general punishments based on assets
    • Power Play
      • Please could you explain again the power play changes, they seemed more complex than those currently in place.
    • Lightning Round
      • Accidentally shooting before a scan ends no hull damage. I.E. Shield Dmg Only. – Fine
      • Accidentally shooting before a scan ends with hull damage -Fine
      • Accidentally ramming a ship without destroying it – fine maybe bounty
      • Shooting a clean/non scanned ship with and inflicting hull damage – bounty
      • Killing skimmers – fine… bounty.. fine
      • Shooting people in an SRV – all of the above 😉
      • Smuggling illegal goods -fine
      • Loitering or docking without permission – All of the above 😉
      • Killing a clean NPC as part of a mission -Bounty
      • Carrying wanted passenger – Bounty
      • Killing clean player not PP aligned – Jail
      • Killing multiple clean players not PP  aligned – All of the above 😉
      • Killing the same player repeatedly within a defined time period – All of the above 😉

Remote Outpost Games Episode 5 – Peter McLaren (Massive Damage)

Episode 5 Art

Remote Outpost Games is a podcast celebrating the best video games in history, stranding industry figures on a remote getaway and asking them to justify which 5 games they would take with them to await rescue.

In this episode, hosts Christopher Jarvis and John Stabler talk to Peter McLaren, Creative Director of Massive Damage, to talk through his favourite games as well as own game: Halcyon 6. H6 was funded through Kickstarter and has recently had a massive update in the new “Lightspeed Edition.” Listen now and enjoy!

Audio versions
Download the episode directly from here.

 

Related Links

Lave Radio EGX 2017 Friday, Saturday & Sunday


Lave Radio EGX 2017 Friday, Saturday & Sunday

Aired 24 Sep 2017
Audio versions

Download the episode directly from here.


On Friday I went to a Panel on the Past, Present and Future of XCOM with Julian Gollop, the original creator of X-COM: UFO Defense , and Jake Solomon, creative director of the current XCOM. At the panel I bumped into Cmdr Wishblend and spoke to her about the highlight’s of her day.

On Saturday and Sunday I spoke to a lot of the Smaller Developers including a lot of Masters students from the NFTS. These students have had roughtly 5 months to develop and build their ideas before their presentations at EGX, although they have until Chrismas to finish their project

Not every project has a website up and running for their work, especially those of the National Film and Television School, but where websites are available I’ll like them in the show notes.

Please remember that all of the audio was recorded live at the convention in a noisy environment, so I’ll apologise in advance for any audio issues.

Developer Sessions

Games

I had the chance to explore so many great games at EGX this year. Falling Sky, even though it’s a student project has a really great feel to it and I’m really interested in where Jonathan Nielssen takes it. I absolutely adored Jo Paterson’s music in May. Sunless Skies, 2000 to 1 and The Town Of Light I found myself getting immediately immersed in and I could have so easily played them for hours, which of course you can’t have at a convention, but I’ll definately be picking these up and playing some more of them when I have some free time!