Learned from Gaming Podcast

Episode 038 What We Learned from System Shock 2 and Anthem

August 21, 2019

Episode 038 What We Learned from Anthem and System Shock 2

 In which we discuss the art of removing slivers, we remember a great game from back in the day, and we discuss what happens when you don’t have a team lead and no direction and corporate overlord expectation issues and are all around unorganized, then we shift over to discuss what Star Citizen might be and we even have an email!

 Games discussed this Episode:

Anthem for contemporary consoles

Dragon Age Inquisition for contemporary consoles

Monster Hunter World for contemporary consoles

Warframe for contemporary consoles

Diablo Series for PC/Contemporary consoles

Final Fantasy XI for PC/PS2

World of Warcraft for PC

Red Dead Redemption for contemporary consoles

Sekiro: Shadows Die Twice for contemporary consoles

Solus Project for contemporary consoles

System Shock 2 for PC

System Shock for PC

Half-Life for PC

007: Golden Eye for Nintendo 64

Star Citizen for PC

EVE Online for PC

Stardew Valley for contemporary consoles

Deep Rock Galactic for PC

Langrisser for mobile devices

Minion Masters for PC

 

Items discussed in What we Learned this Month:

Jason Schreier’s article on the development of Anthem and employee testimonies of the failings of Bioware/EA: https://kotaku.com/how-biowares-anthem-went-wrong-1833731964

 

What happens when you make games without trying, just to see if they will be used, but like really not trying too hard.  A GDC talk about not trying to make good Slot Games: https://www.gdcvault.com/play/1025766/1-500-Slot-Machines-Walk

 

Stu’s email section article mention: https://www.edsurge.com/news/2019-02-12-playing-games-can-build-21st-century-skills-research-explains-how

 

Shoutouts:

Thanks to Joe Gottli for doing our art!

Thanks to Dmitry for doing our intro/outro music!

Give Fred Rojas some love at Gaming History 101: https://gaminghistory101.com/

 

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