Attributes are the things that all (most) games have, but we still argue about what they are for most of the episode. You’d think there’d be some sort of common language of these things by now.
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What settings sound awesome but are let down by a poor ruleset? Or is the ruleset better than the setting? We meld the two sides of our brains together to appreciate everything gaming has to offer.
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We discuss the changes in games that have made games better. But mostly we complain about dumb innovations. As is to be expected.
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Mark and Chris sperg out about Arrested Development. And then we talk about bringing back an old game. What needs to change to reinvigorate you? Will your players care? Will anyone care? Is anybody listening?
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Dale’s been reading comics and he’d like to tell everyone about how they suck. Chris and Mark have been making random superheroes and would like to tell everyone about how they suck. It’s sure to be fascinating.
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While our world crumbles around us, we answer an email. We don’t even get through one-third of it. It’s chaos.
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The Jason Bourne Trilogy continues with the new direction from Paul Greengrass. Jim defends the death of Marie as if he himself killed her. It’s suspicious.
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Damage systems - what are they good for? Absolutely nothing (Good God, ya’ll).
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Dale wants to talk about design space in games. We don’t know what that means. After recoding the episode, we still don’t.
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We’re joined this episode by Shane, a man fraught with danger. Okay, maybe not danger, but he does come bearing stories of game store politics. We discuss identification, turf wars and Dale’s Schlotsky’s bag. It’s a Christmas miracle.
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