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内容由Nick Cummings and Silicon Sasquatch提供。所有播客内容(包括剧集、图形和播客描述)均由 Nick Cummings and Silicon Sasquatch 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal
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"Chasing the Dragon Age" -- The Silicon Sasquatch Podcast: Episode 58

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内容由Nick Cummings and Silicon Sasquatch提供。所有播客内容(包括剧集、图形和播客描述)均由 Nick Cummings and Silicon Sasquatch 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

We're of several minds on BioWare's sprawling third entry in the Dragon Age series. On the one hand, the core of the experience -- the characters, the scope of the world and the depth of the choices you make -- are all compelling and well-developed. On the other hand, 80-hour RPGs just aren't what they used to be, and it shows in the repetitive nature of the game's innumerable side quests and diversions from the critical path. Modern developers like Telltale (The Walking Dead), Fullbright (Gone Home) and Simogo (Device 6) have demonstrated that you can tell a compelling, deep and complex story in a short amount of time. But what does that mean for the age-old staple of the ridiculously long role-playing experience? Is it still possible to make a compelling game at that length?


Questions for the Squatchcast crew? Send 'em to questions@siliconsasquatch.com and we'll answer the best ones on a future episode.

Thanks for listening, and please don't forget to subscribe on iTunes or Stitcher!

  continue reading

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Manage episode 308815682 series 3020963
内容由Nick Cummings and Silicon Sasquatch提供。所有播客内容(包括剧集、图形和播客描述)均由 Nick Cummings and Silicon Sasquatch 或其播客平台合作伙伴直接上传和提供。如果您认为有人在未经您许可的情况下使用您的受版权保护的作品,您可以按照此处概述的流程进行操作https://zh.player.fm/legal

We're of several minds on BioWare's sprawling third entry in the Dragon Age series. On the one hand, the core of the experience -- the characters, the scope of the world and the depth of the choices you make -- are all compelling and well-developed. On the other hand, 80-hour RPGs just aren't what they used to be, and it shows in the repetitive nature of the game's innumerable side quests and diversions from the critical path. Modern developers like Telltale (The Walking Dead), Fullbright (Gone Home) and Simogo (Device 6) have demonstrated that you can tell a compelling, deep and complex story in a short amount of time. But what does that mean for the age-old staple of the ridiculously long role-playing experience? Is it still possible to make a compelling game at that length?


Questions for the Squatchcast crew? Send 'em to questions@siliconsasquatch.com and we'll answer the best ones on a future episode.

Thanks for listening, and please don't forget to subscribe on iTunes or Stitcher!

  continue reading

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