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Podcast Questions!

Just a quick reminder that we'll be having Pat Holleman from thegamedesignforum.com with us on tomorrow's podcast! Send us your questions with him in mind! -Mike

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If you have any free time for questions - what did you think about the World of Balance part of FFVI (fairly linear) and the World of Ruin part (more open, can do different things in order and some not at all)? I personally felt a lot more interested in the story in the former.

For Pat and all: How can "randomness" be used in a game without alienating the player?

Most mainstream and "AAA" games rely on combat and violence as the central way of interacting with the medium of video games. Though there are some notable exceptions with puzzle games, mobile games, and indie games that intentionally subvert tropes, most games that are not centred around combat and violence seem to be smaller titles, or the so-called "walking simulators about feelings" that get mocked by certain sectors of the internet. Why do combat and violence free games remain at the periphery of gaming, why are some of the ones that exist are mocked, and how can developers make games not focused on violence and combat more appealing to the mainstream gaming market.

Some simple questions in case you have time: For DPG: Got SNES Mini? Thoughts? For Pat: Future Reverse Design entries?

With recent research showing how Chrono Trigger refers to the bible a lot in it's story, can you name more games that have used things like religious references or other kind of subtle references cleverly and can you name ones also that did not do a good job of it when they were trying to be subtle.


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