[Transcript] Developement Blog Update - Seventh Podcast

obsidobsid Join Date: 2003-09-16 Member: 20909Members
edited October 2007 in NS2 General Discussion
<div class="IPBDescription">Transcript and Summary of Podcast 7</div>The Beginning of Podcast 7 starts by diving back into Valve’s new feature, developer commentary. Charlie talk about the differences between the commentary’s accessibility in Team Fortress 2, as compared to the commentary found in Portal and Half Life 2:Episode 2.

The next part of the podcast Charlie and Max continue to talk about commentary, but specifically they talk about Valve’s concerns with a commander mode in a multiplayer game, and how they are hoping to address these issues. They also talk briefly about players “buying” weapons through the commander instead of the commander passing them out/

The third portion of the podcast talks about in game aids to help new players learn the commander mode. Charlie and Max mention the use of stat based system, achievements, objectives, and how all of this could affect the game.

Rounding the bases, Charlie and Max discuss the importance they find with humor in games, and share some funnier sides of the world of Natural Selection. Did someone say Dr. Mossman? Charlie and Max also share their encounter with part of the Valve team at the Game Developer’s Conference after they viewed their Dynamic Infestation tech video.

[Summary by John Top, as well as fixing my horrible spelling and grammar]

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Hi, welcome to podcast number 7. It’s October 19th, 2007. This is Max, and Charlie is here with me.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Hey.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So last time on the podcast, I think it was last time, we were talking about commentary,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, developer commentary,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The orange box,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yep.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: We were talking about weather that would be good idea for Natural Selection 2 as a multiplayer game, and I think some people responded on the forums about, that Team Fortress 2 had commentary in it.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Really good commentary, actually.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, quite good.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: It’s quite surprising actually how qual… hi… hig… how AH! How high quality it was, I mean they, like, talked about design issues, and just like, lots of really informative stuff.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I liked the commentary overall, you know, throughout the Orange Box. I listened to the commentary in Episode 2, and in Portal, and after people said that I went and listened to the Team Fortress 2 commentary, and it’s all pretty interesting. Although I did feel for Team Fortress 2 that being a multiplayer game the kind’ve commentary system didn’t, I feel like being in the game and listening to that stuff didn’t really enhance it in any way.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, because it was in a single player environment, or…
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: No, well because, well yeah.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Felt distinctly, like, totally different then the actual game? Or, I’m not following.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, if you’re listening to, like, the Episode 2 commentary, a lot of it is specific to the area.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, ok
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: It makes sense a lot of time to be in the game.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
In Team Fortress 2, a lot of the commentary isn’t really, like, location specific or,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, that’s true. Its like, “here’s the place we decided to talk about the medic.”
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah. I felt, like, it probably would’ve worked just as well to have a video, like 20 minute video of them, you know, talking about it.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right, I see. That’s actually good criticism, yeah.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But at the same time, I mean, I enjoyed it
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, I totally learned a lot that was cool.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And it was actually one of the things I was complaining about in the last podcast was how there was no way to jump between commentary notes.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: And they do have it in there, yeah.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, I’m not sure why it’s not in the other ones. Maybe it would create many problems, to have you jumping around maps, trigger is going to get fired.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, it’s actually easy in TF2, just right click and…
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, once you get over the fact that they changed the keys. There’s no use key.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Which I’m surprised Valve did that.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Actually I am too. I got highly confused by that, but…
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I assume they must have play tested that and found that it was not necessary and that people found it easier.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah. I think it was one of those things, I think they even said, like, they allowed things that were confusing, or non-crucial, as long as it didn’t block you from having fun right away, it was ok if you were confused by it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well I would imagine that most people would be less confused by that. I imagine that would be the reason you would do that.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Like, to break the convention that they themselves established.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: True.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: A separate use button.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I think they probably thought it would be better if we had nothing you had to use ever,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: So no game play is ever blocked, but then occasionally you say, “I need a medic,” and you don’t understand why. Or at least that is how I felt when I first started doing it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: When I was listening to commentary I said that many, many times.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, ok. That’s funny.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, aren’t there things you use in Team Fortress?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Um, I don’t think so.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I haven’t actually played Team Fortress 2.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I mean the use key is gone so, yeah. I don’t think so.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: What about the, like, the ammo dispensers and stuff.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: No, you just walk up next to them, or hit them with your wrench, or whatever, but yeah.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, anyway.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: So yeah, there’s something specifically in the commentary we want to address, that’s like, super relevant to NS2.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, there is a part in the commentary where Robin Walker talks about the development process for Team Fortress 2, and why it took so long, and the different things they tried, and one of the things that they tried. Which I don’t know if they’ve ever said that publicly, we knew about it.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Um, I think they did probably say it publicly a long time ago.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But, uh, was have a commander in the game. I don’t know when they did that. Sounds like that was a long time ago.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: It was a long time ago, no screenshots or anything I think they just mentioned it.
Max: Right, to have a commander which would give the overall strategy for the team and build stuff, kind of like NS.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, maybe that’s where we got the idea, I really don’t remember, it’s quite possible.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I’m certainly glad they didn’t do that.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh my gosh, yeah. They could have trumped us big time.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But, um, we have the clip here of Robin Walker.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Ok yeah, lets hear that real quick.<!--QuoteEnd--></div><!--QuoteEEnd-->


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I’ll turn off the music. So this is Robin walker talking about why they didn’t put a commander mode in TF2, which we are then going to address after.

[Note: This is Developer Commentary available in Team Fortress 2.]
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Robin Walker<!--colorc--></span><!--/colorc-->: For example, our initial versions of TF2 were focused on trying to build a game around the concept of a commander, a single player who had a real time strategy view of the battlefield. He would be responsible for building structures and providing a unifying strategy for the team. But, there were significant design challenges involved. For instance, how do we design the game such that the commander can have fun and at the same time the players down on the ground can have fun? How do we insure that the players and the commander value the output of each other? How do we insure that the game is still fun if you have a terrible commander, or conversely if you’re a great commander with a terrible team? We spent many months working on these and other issues, and never really reached a point where we were satisfied. In addition, our game had become overly complex due to our attempts to add a strategy layer deep enough to warrant the addition of the commander in the first place. In the end we made the hard decision to remove him from the game and moved on.

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Aw, you know, that’s…
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The commander has been ejected.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Um, yeah, I mean those are definitely difficult questions to answer, and we spent like many months working on the commander and trying to make him work. But of course, I don’t think our quality expectations were nearly as high as Valve’s.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So I guess that’s the thing is, um, we’re building another game, which is going to have a commander,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And the commander is going to be a bigger part of NS2, I would say, than NS1.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I think so. You might say twice as big.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Twice as big.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: “What does that mean?”
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: He’s getting more then twice as big, technically.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah. No he will be probably.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So I guess the interesting question is, how do we plan on solving those problems?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Assuming we care about the quality, of reaching that top level of quality.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, so that’s the first thing, I think, obviously, when you ship a game that features a commander, in sort of the role that Robin outlines there, which would be Natural Selection 1, which we feel is pretty successful.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Although I have to say, I really didn’t know if that approach would work at all, it was more like, just get it out there and try it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: And we had nothing to lose, and that’s the great thing about making a mod. You don’t have anything to lose. But now we do have stuff to lose, ostensibly, though I don’t know if that’s actually true, but
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But NS1 it did well, so I think at the baseline we know that that concept definitely can work, and that people enjoy it.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Just on raw popularity, you can make a pretty compelling argument that it could work.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Or that it does work. Even in the kind’ve naive implementations you saw in Natural Selection 1. Which it wasn’t, you know, it’s not bad, it’s just, we learned a lot from that.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So that’s kind’ve the base line, we know that the idea works, and that those kind’ve problems are, at least, addressable to some degree.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: At least to a certain, yeah. We know the popularity can get pretty big.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So, some of the things he mentioned, where if you have a bad commander how do you keep that from ruining everyone else’s play experience, um… actually one of the things we mentioned…
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: How do you want to do that? There are lots of ways, I have lots of ideas, I don’t know what’s going to work, but.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, one thing we’ve, I guess we haven’t really said too much about it. We’ve alluded to it in blog entries in the past, is, um, some of the changes that we’re making.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s nice and vague.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I like to make it vague.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: We’re making changes.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, one thing that we kind’ve mentioned on the blog is allowing player to essentially purchase weapons, almost like a counterstrike kind’ve thing.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Um, you know, they wouldn’t be able to purchase anything, they would still be tied to the commander. In terms of the commander would research new technologies, and resources also factor into there, but the guy on the ground would have a lot more flexibility in choosing, ok I really like working with the shotgun so I’m gonna get that. Or, um, you know that kind of thing.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: And the key here being that the commander would make the strategic decision that they wanna, like, devote their resources towards like, say shotguns, or, I dunno, laser or weapons or, you know, sniper, not that those things are gonna go in, but say flamethrowers, and then the marines on the ground actually purchase the flamethrowers. So that way the commander does the strategy and the person on the ground still choose their play style. Which I hope will work pretty well.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, so decoupling that a little bit, while still keeping relevant, making it so their enjoyment is not tied quite as tightly to the...
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right, right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Um, and actually they talk about the,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: You won’t be begging the comm for a shotgun anymore.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: The classic thing.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So, giving people on both sides, actually, more they can do is the other way of making sure that it’s fun for everyone. So now the players can get the weapons that they want more often, and to trade off, like, that historically was a role that commander would do, doling out weapons. So we’re taking something away from the commander there, and to compensate that we want to add more stuff.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: We’ll give him more spells.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, well, what we call spells. Which, you know, doesn’t really make any sense in the fiction of Natural Selection and the Sci-Fi universe, I think.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Like, scanner sweeps and beacons…
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, sort of active abilities that the commander can use, so he is not directly shooting guys.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: He or she.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Sorry.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: We have female marines in NS2.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: That’s true. So the commander is not interacting in the same way, but give him other ways of interacting, and bringing those, you know, which are somewhat present in Natural Selection, but making them a bigger part of Natural Selection 2. So like, the hacking, hacking was a part of Natural Selection 1, but it was kind of a small part,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, I’d like to see that bigger.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I think making that a bigger part of the game, giving him more active things, like the scanner sweep, that he can do to complement the guys on the ground.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Like buff the marines
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Er, or girls.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Or girls.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I guess in the RTS world, maybe spells isn’t the right thing. They’re kind’ve like god powers, or… I guess every RTS has a different name for the same concept.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: True, but they’re on your units, is the key. Or, like, on a specific area, or there’s timing involved. Where god powers are usually like all encompassing, like, or I think of god powers to be like over the whole level, a one time deal, with like, Age of Mythology.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Oh, really powerful, yeah.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, these are, like, little buffs and stuff.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah I know. I was just trying to think of an example from a RTS game where, cause like, you play Warcraft and you can use spells but the spells, like, come from your Necromancers,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But this is kind’ve a neat thing the commander has. It’s not like you rely on the guys on the ground to participate in that, so anyway.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: So we think that we can decouple the two and improve it a bit from NS.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And the other thing we talked about was, er, I guess we moved on. I’m getting confused on what we’ve already talked about.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: It’s not quite a debate around here, this commentary. It’s like "omg are we crazy!"
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, that’s what I though.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Or, "Oh my god I forgot this is crazy, we shouldn’t be doing this.”
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, we have heard this from them before.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: People in general sometimes don’t like the idea so,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Right, and I guess we’ve had the same questions on how we address this, and so that’s why we are interested in making changes in Natural Selection 2, to address them.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Like, should we really make a Battlefield 2 clone instead? Ok wait, no we don’t actually don’t say that, but that’s something we could say.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, but for me there’s never been any question. Like, obviously we wouldn’t take the same route as Team Fortress 2 and say, “ok the commander, there’s too many problems. We’re not gonna do it,” I think that’s an integral part of the game. And I think Natural Selection 2 is a much… to me Natural Selection 2 is a game about teamwork. Um, and I think the commander is a tool,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: It’s so funny you say that. I just drew a little diagram about this. I’ll go show it to you. Yes, it is teamwork. I think NS1 was as well.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: For me, I think that’s the most fun. When I play online games that’s what I find the most rewarding. Is, like, when you’re working together with people and your acting as a team. That’s the fun experience right there.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Especially when they are diverse roles, I think.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, when your complementing what someone else is doing. And I think the commander is an effective tool for enhancing that level of teamwork.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I agree.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And that’s, like, a whole team wide teamwork. And I think what they’ve done in Team Fortress 2 is, I mean obviously, Team Fortress 2 has got “team” in the name, I think, you know, team work is obviously a goal for them as well. But, they seem to, without actually have played Team Fortress 2, what it seems to me is that they focused on teamwork on a smaller scale. Things like the Medic,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Paring up
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: and the Heavy.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah sure, it’s great.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Which I think would be an interesting thing to incorporate more of those relationships as well into Natural Selection 2,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Those are super fun.<!--QuoteEnd--></div><!--QuoteEEnd-->


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But yeah, also teamwork on a larger scale. So I don’t think, you know, to me there was no question, we would never get rid of the commander. But actually, the other thing I was going to say was that, something we’ve actually just started talking about, we haven’t really thought about it to much, but I think it’s a good direction, is to have kind of like an active tutorial system that would help commanders who didn’t seem to know what they were doing.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Who are asleep at the wheel.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yea basically.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Or just new, or both.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So even if you’re a new commander, you never feel like, “Oh what am I supposed to be doing?” it’ll guide you though. “Ok you should probably be researching some new technologies or building this building,”
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right, or clicking here.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The thing that actually really got me thinking about that was listening to one of the developers talk about Enemy Territory, where…
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: The most hard-core game in the world.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Is it?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh my gosh, yeah. I just played it and its so hardcore. Well, maybe after just playing TF2 so much, the whole HUD is just full of stuff. It’s totally intimidating,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well one thing they talked about was, sort of an intelligent objective generator in the game. Which would say, like, you’re an engineer, and, I don’t really know anything about the game so this probably doesn’t make any sense, so like they planted the bombs, so you need to go dismantle it or something.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right, put in other nouns for that, but yeah.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, however the game works, but, it would figure that out, this is what you should be doing in your role and give you, essentially, what would have been a hard coded objective in another game
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So that’s kind’ve how I think about,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Something like this working.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The active tutorial could look at what’s going on in the world and figure out, “ok this is what he should be doing,” and give you that suggestion.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yep, I think that would work well, that would defiantly get another step closer to being more mainstream and,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah. So that way you can help the players who, you know, need help. And hopefully avoid that experience where you have a commander that’s not doing what they should be doing.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Right. I also think we could solve it with stats, if we had stats.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, I think that is a complicated issue, personally
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I think it is, I mean there’s a big technical problem there, but, um, assuming we had some access to stats, even if it was only local stats. Like it doesn’t actually have to be like server authenticated, and anything. If we look at, just save a little text file that says have you commanded before, or what’s your win/loss record. If you have an abysmal record or you have never played before, then maybe we just don’t let you in the command chair.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But you can fall into the trap of, like, you’ve never been commander then how do you ever become that, or no one wants you to be commander.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s true, but maybe you just have to run through the single player tutorial or you have to, like, have participated in a few games already, something. That might just it a lot better as well
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yup. Well, I think it would be good to do, it would be fun to incorporate the achievement stuff that they have, with the new games,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Ah totally, it’s beautiful.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And it would be like, battle merits or whatever, and you can see oh this guy, he has got a lot of battle merits, so I want him to be leading the team.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Totally. The old grizzled commander idea.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: With a cigar.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: With a cigar. If you play a lot of games he just shows up. If you play a lot of games it’s so hackney eyed. Well that’s enough of that. So, we’re not wavering, but we are taking into account what other people are saying about commander. We are rethinking it a bit for NS2, but it’s not going to be so different.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, I mean, its not like we just heard the TF2 commentary and decided we need to change our focus or anything, these are thing we knew going into NS2.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: NS1 also you mean, or NS2?
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, I wasn’t actually around.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, that’s true you weren’t. That’s true. It seems like you’ve been around forever.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well I have, but NS has been around even longer.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s true. Is there anything else on our list? Did we want to talk about humor?
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Um, yea sure.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Well, so, lets see.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Tell us a joke Charlie.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: We want it to be actually humor, not uh, bad jokes.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: This is something that, I don’t know about, I guess what you, maybe, were already thinking this. This is something that I feel I have been influenced by playing through the games in the Orange Box was, the humor present, and how much I felt it enhanced the game. Obviously in Portal, Portal is chocked full of humor.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah it’s fantastic.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: But even in Half-Life 2: Episode 2 there is humorous aspects, which is probably the way it would work more, I imagine, in NS2. It’s mostly a serious game, but, you slip in some humorous aspects in there.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Comic relief.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah. You know, the reason why I said that it is new to me, but I feel like you probably already think about this is because there are things like that in NS1.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: We have them, but they don’t play to often, which is why I’m going to play a couple for you now. I’m sure you must have heard these, but.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Uh, do you actually want to open it in that program?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, this will work. I think it’ll work…

[Note: The “Hive Mind” is actual sound files from Natural Selection.]
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Hive Mind<!--colorc--></span><!--/colorc-->: This place is a mess

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: These are just some little, funny things that the alien comm, or the alien hive mind will tell you,

<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Hive Mind<!--colorc--></span><!--/colorc-->: This is my hive. There are many like it, but this one is mine.

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I remember a long time ago I didn’t think, you were spouse to laugh.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Heh.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I remember a long time ago I thought you couldn’t have humor in serious games or else it ruins the serious, like, art of the game. But, actually, I realize that these things lighten the mood and allow you to be more receptive to a more powerful experience.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, I mean look at something like Aliens, which is obviously is influential.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I like to say Moulin Rouge, I know that’s not you favorite movie but,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah. Cause I couldn’t make it past 10 minutes of that movie.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: The comedy opens you up, or the antics open you up to something really powerful. It’s almost like it makes you, it puts your guard down. Where, you know, I don’t know. So I think there is something we want to do a lot more of for NS2 per say. And TF2 is hilarious. I mean, the animations and the sounds are just wonderful.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, that’s what I’ve heard.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah you gotta play. I’m playing all the time its great, of course you’re actually getting work done so.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I assume we’ll try and have Lani do voiceovers for NS2.
Charlie: Yea Lani rules.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Who did the voices for NS1, and um,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: She’s this alien voice.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah I know. I remember you playing some outtakes and stuff like that, from original game.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I wonder if I have some of those right here. This would be the perfect place.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Aren’t those kind of, uh, dirty? Some of them?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Uh, knowing Lani, yeah.

<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Hive Mind<!--colorc--></span><!--/colorc-->: This is my hive there are many li..
<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Hive Mind<!--colorc--></span><!--/colorc-->: Our hive is dying.

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Ok this is going to get bad soon here.

<!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->Hive Mind<!--colorc--></span><!--/colorc-->: I see dead people.

<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I know we have others around here. I should’ve prepared better.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Maybe next podcast.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Next podcast I’ll play some of the dirty bits.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I think we’ll need to pre-screen those.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s right like “Bleep,” the whole time.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: This is a G rated podcast.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s right. That’s when we can get Gary on here too.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The R rated version.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Exactly
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Get the bleep button.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yep. So, is there anything else you want to talk about?
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: There is also moss on my list here.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: What does that mean? Oh... I don’t know try it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: We can leave that as just like, one of those other unsolved mysteries of Natural Selection.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah, moss and BUS. We just answer PM’s from now till eternity about moss.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: No, just um,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: No, lets do that! Let’s just answer PM’s forever.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: No I think we should just,
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Ok, why don’t you talk about it
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I guess we don’t have much to say about the moss. I thought it was funny when we were at GDC, oh you didn’t know what I meant.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: No I did, but I just didn’t, go ahead.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well you’re probably better at relating, but at GDC, we meet up with some Valve guys, and they were telling us about their reaction to the Dynamic Infestation video, or kind’ve the reaction at the Valve office, to that video when we released it, almost a year ago. December, I guess, of last year.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yup.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I guess what we heard was that Gabe Newell got really excited, because in early versions of Half Life 1, the original, they wanted to have some moss effect, where after you went through the game you would kind’ve backtrack through and everything would be covered with moss. I guess I really don’t understand why everything would be covered with moss.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Well just to show that you have a living world.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: That time had passed?
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I mean how much time is gonna pass that moss is gonna grow.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I think it’s just an extension of the living world. Which is cool.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, I guess. I mean maybe that’ll be explained in Episode 3. Why everything would’ve been covered with moss.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: I think its cool.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The G man.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yeah. But I think they were hopeful that we could maybe, like, make that effect. That we could release it the modding community and we could have moss all over the place. Dynamic Infestation or moss, you decide.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: The moss mod, yeah.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: But I think that was also another thing that we felt a little better, you know. Even though this is like the commander mode. Where’s it’s like, well just because Valve thought that they shouldn’t do it or couldn’t or get it to work or whatever. So, I think that’s… was that a segue?
Max: Yeah, no that’s why I put it on the list.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Awesome.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: And a possible explanation for the Dr. Mossman.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Mossman exactly. I think that’s where she came from. Must be.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Clearly
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: And we just have so much high quality content on here.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Hey, we’re revealing secrets of Half-Life 2 that you never knew about.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: That’s true. It’s a little gossipy, but, oh well, you know slow leak.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Well, on that note we should wrap up the podcast.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yep.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: I kind of feel so bad for going so long because of our community member John Top, I think is forum name, is planning on transcribing these.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Oh, yes. That was amazing that he did that.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: So the longer we go the more work he has to do.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: So we should end it.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Yeah, so we should end it. Thanks for John Top for doing that.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Yes that’s pretty amazing.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: We’ll try to keep’em shorter in the future.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Less rambly, feel free to omit, you know,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Anything Charlie says.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Studders, or anything that’s really vapid. All right that’s the end of the 7th podcast,
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Max<!--colorc--></span><!--/colorc-->: Thanks for listening.
<!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Charlie<!--colorc--></span><!--/colorc-->: Hope you enjoyed it. See you guys.<!--QuoteEnd--></div><!--QuoteEEnd-->


Relevant Links:
<a href="http://www.enemyterritory.com/" target="_blank">Enemy Territory</a>
<a href="http://orange.half-life2.com/" target="_blank">The Orange Box</a>
<a href="http://www.blizzard.com/war3/”%5dWarcraft%20III%5b/url%5d%5burl="http://www.valvesoftware.com/" target="_blank">Valve</a>
<a href="http://en.wikipedia.org/wiki/Game_Developers_Conference”%5dGDC%20-%20Game%20Developers%20Conference%5b/url%5d%5burl="http://”http://www.unknownworlds.com/ns2/news/2006/12/dynamic_infestation”" target="_blank">Dynamic Infestation</a>
<a href="http://www.unknownworlds.com/ns/" target="_blank">Natural Selection</a>
<a href="http://www.unknownworlds.com/ns2" target="_blank">Natural Selection 2</a>

Comments

  • John TopJohn Top Join Date: 2007-10-06 Member: 62560Members
    edited October 2007
    Nice work man. Now I don't have to feel bad for them ending saying, "oh, well we're done cause it's giving him more work," when I want to hear more. It's your turn now buddy. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    EDIT: (again)
    YAY! He got my PM! (For someone reason it wasn't showing that I sent him anything.)
    /EDIT
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    Ahah, awesome. I love being able to read these things! Great work man. One thing: when they start talking about moss, "gave dual" is probably "Gabe Newell." You should really recognize that guy's name <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • obsidobsid Join Date: 2003-09-16 Member: 20909Members
    <!--quoteo(post=1656853:date=Oct 20 2007, 04:29 AM:name=John Top)--><div class='quotetop'>QUOTE(John Top @ Oct 20 2007, 04:29 AM) <a href="index.php?act=findpost&pid=1656853"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->YAY! He got my PM! (For someone reason it wasn't showing that I sent him anything.)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Oddly enough I sent you a reply, and it didnt show up in my sent items folder eather, I think the site has a small bug in it.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Was the RSS ever exported for this? My site gets them religiously and never received this one.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--quoteo(post=1657001:date=Oct 21 2007, 02:35 AM:name=Depot)--><div class='quotetop'>QUOTE(Depot @ Oct 21 2007, 02:35 AM) <a href="index.php?act=findpost&pid=1657001"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was the RSS ever exported for this? My site gets them religiously and never received this one.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you mean? Podcast #7? I see it in my feed reader.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Not the podcast Max, the transcript.

    Last week when John Top posted the transcript I received a feed, obsid's transcript never made it.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Thanks for making these transcripts.
  • 2aimless2aimless Join Date: 2007-06-19 Member: 61299Members
    Respect!

    Well summarizing would be enough already but you did excellent work ^^
  • GaroGaro Join Date: 2005-01-07 Member: 33134Members, Constellation, NS2 Playtester, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester
    Again, thanks a lot!

    - Garo
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