Featured Posts

Digital Cowboys: Episode 166Digital Cowboys: Episode 166 Alternate Reality Gaming This week we’re very proud to welcome Michael Andersen, owner and senior editor at ARGnet: the internet’s premier news resource for Alternate Reality Games. For the...

Read More

Gonzo Gaming 10: A Warrior's DilemmaGonzo Gaming 10: A Warrior's Dilemma This week defense minister for Britain Liam Fox called for a ban on the forthcoming Medal of Honour game because players get to play as the Taliban in the multiplayer mode. This prompted quite...

Read More

Digital Cowboys: Greatest Hits - Part 2Digital Cowboys: Greatest Hits - Part 2 This is the best moments from our second year of podcasting; episodes 52-104. The first part was published in April 2008 and we recommend going back and listening to that one as well so you...

Read More

Digital Cowboys: Greatest Hits - Part 1Digital Cowboys: Greatest Hits - Part 1 This is the best moments from episodes 1-51 of Digital Cowboys. The follow-up charting episodes 52 -104 is now close to completion and we want to ensure you guys have heard the whole shebang. This...

Read More

Digital Cowboys: Episode 165Digital Cowboys: Episode 165 Exploring Spiffworld This week we are very proud to have on the show, Mike 'Spiffworld' Booth. Mike works in computer programming and in his spare time works Machima videos for Jonathan Coulton using...

Read More

  • Prev
  • Next

Digital Cowboys: Episode 128

Posted on : 30-10-2009 | By : Alex Shaw | In : Podcasts

4

DC 128

This week we welcome to the show; James Portnow – CCO of Divide By Zero games and accredited game designer. We’re talking about the words ‘Game’ and ‘Gamer’ after an article on Gamasutra by Tynan Syslvester prompted us to ascertain if new words and descriptions could be used for them in the face of an ever-changing medium.

James lends us his considerable experience and expertise as we chew over public perception and how we cling to the idea that games are more than just frivolous entertainment.

After that there’s some frivolous entertainment in the form of our Brutal Legend and Scribblenauts in-depth reviews. Two of the most hyped games of 2009. Find out if they meet expectation. Also discussed are the Beatles and Queen Rock Band DLC.

Check out James’ work in conjunction with Daniel Floyd in brilliant animated lectures here.

The music at the end is Rain by Mark Tschanz from his album; Blue Dog, since on this week’s show we talk about how important Heavy Rain is likely to be in the case of serious games.

Digital Cowboys: Episode 127

Posted on : 23-10-2009 | By : Alex Shaw | In : Podcasts

10

DC 127

Uncharted 2

Since we’ve both been playing it to death and it’s one of the most important and critically acclaimed games of 2009 Tony and I decided to take a break from interviews and spend this week’s show talking about Uncharted 2: Among Thieves.

We explore every game element and argue the toss as to how this fits into the general evolution of the action-adventure game.

Even if you don’t own a PS3, this makes for a great deconstruction of the genre and highlights what it takes to get a title like this so very right. Is it game of the year? Even game of the decade? Find out here.

Thanks so much to Steven Jones our Community Manager who helped us out in the background for this show.

The Evolution of Battle

Posted on : 22-10-2009 | By : Steven Jones | In : Articles

3

Dawn of RTS

It’s fair to say that I’m a long time fan of the Real Time Strategy (RTS) genre, I’ve been toying with these games since the early days of PC gaming via Dune II which for many set the standards for RTS. For me I find the games to be like chess, ultimately re-playable as you attempt differing strategies to overcome the same initial setup, particularly when skirmish modes came into play in later years. In particular I find the Dawn of War (DoW) games to be the pinnacle of this game play for me, and I have spent many hours playing the same levels over, even if I win I like to see if I can do it again with differing tactics or faction. It no doubt helps that I used to play the table top Warhammer games with my brother when I was younger, however I also think DoW came along at the time when the RTS was firmly into it’s stride and  brought together all of the features one needed for a game which satisfied the mindset of your average RTS player as completely as possible.

A mouse, a mouse, my kingdom for a mouse!

Now you will have noticed that all these games have been PC based for me. The RTS was born on the PC and for very good reason; You need a mouse to be able to play these games well. They are as much about micromanagement as they are understanding which strategies to employ for any given situation, in fact the major game play requires a simple notion, and that is your units are stupid. By this I mean the units under your control will often just stand there taking fire until they are all dead, our they rout (run away scared in none military speak!), there’s very little idea of running into cover or trying to flank an enemy, after all that is your job, to direct the combat. Add to this the huge number of keys available on a PC keyboard which can be used to group and organise your attack force and you have a quite complex but easy to use system of command.

Controller Woes

Now this is all very well on a PC, where moving a unit out of harm or positioning several teams to out manoeuvre your enemy just requires a few hot key presses and mouse clicks. Bring this to the console world however and what you have is a very clumsy interface no mater how you try to implement it. The fine control and unit groupings that are so easy on the PC become near impossible to make use of, and being the dumb units that they are they’ll just throw themselves onto their swords for little gain. To use a joke levelled at even the best console based RTS, you basically choose between selecting a single unit and ‘Select All Units!’ This somewhat robs the game of any nuances it once had, and returns us to the bad old days when the way you won any map was with a ‘Tank Rush’. This is where you build up as many units as you can and rush them all at the enemy, a tactic which used to work well on earlier titles, but which has become less of a factor in more recent generations.

From the drawing board

What I feel is required is a rethink of how this sort of game should play out on console, that fine control is never going to be available on a standard controller, and any game specific peripheral will just marginalise the genre even more than it already is on the platforms. So what we need is a new way to play, a way where you have less of the micromanagement, and more direct command of the military force entrusted to you.

What I am envisioning here is a game where your units are far more autonomous than in any present RTS, in fact to the point where you have no direct control over their actions what so ever.

Actually lets back up a little.

How does your average RTS start each mission? Well normally by presenting you with your Primary and Secondary objectives, and some bonus ones on occasion. Here is where things need to change. Don’t present me with short sighted single battle objectives, tell me the overall goal of the campaign, then present me with an overview of the entire battle field and allow me to select targets. Effectively you create the missions yourself, deciding whether you want to take out the air defences first, or cut off the supply routes or whatever. Then having laid out your master plan you launch into each mission with the objectives you’ve defined yourself. It’s then up to your troops to just get on with the job. After all these are supposed to be highly trained fighting machines, not just a bunch of guys given guns and then left waiting for command to tell them what to do in every possible situation.

So am I expecting you to sit back and just watch the battle unfold? Not at all. During battle your ground forces are going to need support, from artillery strikes to bombing runs, they can call these in and then it is down to you to authorise the use of additional forces and deep strikes all of which will come out of your campaign ‘budget’. So do you bend to their every whim and then find yourself halfway through the campaign with scant funds to push forward, or hold back in the hope your troops can win out, knowing full well you could be dooming the current mission to failure.

Less strategy more command

Now it could be argued, and I’d probably agree, that this would no longer be an RTS, perhaps a Real Time Command? But it’s still satisfying the needs this genre aims to. You are still commanding a military force, the battlefields will still look and play out the same as if you are directly controlling the guys on the ground. It’s just you’ve been elevated to a higher level of command, overseeing the entire campaign and attempting to outsmart the enemy over the long term. The idea of sacrifice plays a much bigger part here, and a fool-hardy mission in one part of the map might merely be to draw enemy units away from your actual targets. You get away from the idea of success or failure on an individual mission which can become very frustrating and halt your progress in a traditional title.

You actually end up with a much more hands on game tactically, where your decisions carry far more weight than the would in a traditional RTS where normally no matter how you win, the outcome of each mission is always the same.

Collateral Damage

It’s not all positive of course, this more hands off battle play may not be quite what you are after, and it’s much harder to respond to changes in each actual battlefield mission having already committed your forces to the campaign. This also removes one of the corner stones of many RTS titles by not requiring any resource harvesting or indeed base building, however that said that is often one of the particular features singled out for reasons not to play RTS titles, so maybe that works either way.

Future War

All things considered I think I would have a great deal of fun playing a title setup in this manner. You could become a true armchair commander, laying out your plans and then watching on as your trained units take care of the missions you’ve laid out for them. Given some good camera modes there could be some spectacular fire fights, which you could take the time to enjoy, something which most RTS titles don’t give you the chance to due to the continual nagging micromanagement required. It also requires you to be constantly thinking about the bigger picture, thinking one step ahead rather than just worrying about getting through the current mission at any cost. If anything it’s returning the genre more towards the chess game, that opens up the re-playability of a title allowing for as many campaign strategies as you can imagine.

A final note just to thank QuizzicalDemon for talking through some of the points outlined above with me and helping to formulate my plan for Console RTS domination! ;)

Digital Cowboys: Episode 126

Posted on : 16-10-2009 | By : Alex Shaw | In : Podcasts

2

DC 126

We welcome to the show this week; Burnie Burns and Geoff Ramsey from Rooster Teeth productions two of the guys responsible for Red vs Blue; a web-based animation series utilizing the Halo engine.

We give them a full 90-minute interview and discuss the show from it’s humble inception as a five-part joke about pink armour all the way through seven series and three Halo engines to their close relationship with Bungie (they even contributed an Easter Egg moment in Halo 3).

If you’ve not yet experienced the show go here to roosterteeth.com and at least watch some of the PSA’s first, if not the entirety of Reconstruction.

Many thanks to Burnie and Geoff for coming on, we’ve been long-time fans and this was something of a special occasion for us.

There are samples of their work in audio form throughout the show. The music is by Trocadero and comes from the RvB series.

Digital Cowboys: Episode 125

Posted on : 10-10-2009 | By : Alex Shaw | In : Podcasts

2

DC 125

In this weeks packed episode, first we talk for an hour with Sean Elyssium Sands and Julian “Rabbit” Murdoch of the seminal podcast Gamers with Jobs. Both of them have young children and we discuss the process of introducing games to your kids and where to go from there.

The review section features a run round FIFA 10, Need for Speed: Shift and a complete gutting of Dead Space: Extraction for the Wii.

For next week go to RoosterTeeth.com and watch the whole series of Red VS. Blue Reconstruction, because we’re going to be talking to Burnie Burns and Goeff Ramsey about machinima. This is series 6 of Red VS. Blue but it’s also a reboot of the story and a relatively serious movie in the process. It’s filmed using the Halo 3 engine so fans of the series will be well at home.

The music for the end of the show is Happy by Mark Tschanz from his album Blue Dog.

We’d like to thank Sean and Julian again for coming on, they’ve been very patient and gracious and proved to be perfect podcast guests.

Digital Cowboys: Episode 124

Posted on : 03-10-2009 | By : Alex Shaw | In : Podcasts

7

DC 124

Preserving Games / Halo 3: ODST

Commander Tim of Gamehounds and The Widget joins us this week to discuss one of his specialties; the preservation of software and hardware, and what happens to our precious video games as the ravages of time render tapes unplayable and chips into soldered garbage. What’s being done to keep these memories alive? Some surprising home truths come to light about the finite nature of our favorite form of entertainment.

After this we have a full review of Halo 3: ODST from Tony and I. Find out if it’s over-hyped, under-hyped or actually worthy of being a full-price game. Along with this we have competition updates and my brand new game-related project for 2010.

Marian Call supplies the music for the end of the show with the particularly appropriate ‘In the Black’ from her album ‘Got to Fly’.

Enjoy.

Alex