Ep. 172 - Dithligonal Heckahedron

### Ep. 172 - Dithligonal Heckahedron

Permanent tracheal damage, Geoff Keigh3, and Dr. Wowy’s Pee Factory. Original music by Kurt Feldman.

**Questions this week:**

  • 1. Previously on Insert Credit #10: What can we expect from the upcoming Metal Gear Solid movie? (4:56)
  • 2. Frank’s question: What do you say to someone who wants your career in video games? (10:17)
  • 3. Remember E3? It’s back, in streaming digital presentation form! Is there no turning back now? (16:44)
  • 4. If we define a perfect game as one which exhausts every satisfactory application of its core concept, which games fit that definition? (22:25)
  • 5. The Adaptation Game: Saturday Night Live (28:43)
  • 6. Patreon Supporter Meghan Murphy asks: what game has the best post-game? (35:27)
  • 7. What’s the right amount of random chance to use in a video game? (42:20)
  • 8. What are the greatest lengths to which you have ever gone to play a particular video game? (48:06)
  • 9. What are the best bombs in video games? (53:40)
  • 10. What is the finding a long, crispy french fry in your order of onion rings of video games? (59:16)
  • **LIGHTNING ROUND**: Playing Flavorites: Mega Man Robot Masters (01:05:13)

    **A SMALL SELECTION OF THINGS REFERENCED:**

  • - Wind Waker Seagulls
  • - [Big Bird's Hide and Speak](https://www.youtube.com/watch?v=txK6wBEueEk)
  • - [Caroll Spinney](https://en.wikipedia.org/wiki/Caroll_Spinney)
  • - [Bloodborne's Carrion Crows](https://bloodborne.fandom.com/wiki/Carrion_Crow)
  • - [Castlevania: Order of Ecclesia](https://castlevania.fandom.com/wiki/Castlevania:_Order_of_Ecclesia)
  • - [Jordan Vogt-Roberts](https://twitter.com/VogtRoberts/)
  • - [Indivisible animated series](https://deadline.com/2020/07/indivisible-meg-lefauve-jonathan-fernandez-adapting-video-game-tv-1202987599/)
  • - [Friend of the show Laura Michet](http://lauramichet.com/)
  • - [Lupin](https://en.wikipedia.org/wiki/Lupin_(TV_series))
  • - [Stroopwafel](https://en.wikipedia.org/wiki/Stroopwafel)
  • - [2006 Kentia Hall walkthrough](https://www.engadget.com/2006-05-14-e3-kentia-hall-walkthrough.html)
  • - [GP32](https://en.wikipedia.org/wiki/GP32)
  • - [The Lost Vikings](https://en.wikipedia.org/wiki/The_Lost_Vikings)
  • - [Tetris 99](https://en.wikipedia.org/wiki/Tetris_99)
  • - [Tetris 2](https://en.wikipedia.org/wiki/Tetris_2_%281993_video_game%29)
  • - [Adventures of Lolo 2](https://en.wikipedia.org/wiki/Adventures_of_Lolo_2)
  • - [R-Type Final](https://en.wikipedia.org/wiki/R-Type_Final)
  • - [Unreal Metahumans](https://www.unrealengine.com/en-US/digital-humans)
  • - [StageFright](https://www.imdb.com/title/tt0092576/) (1987)
  • - [Nothing But Trouble](https://www.imdb.com/title/tt0102558/) (1991)
  • - [A Man Lay Dead](https://en.wikipedia.org/wiki/A_Man_Lay_Dead)
  • - [Enter a Murderer](https://en.wikipedia.org/wiki/Enter_a_Murderer), the actual [Ngaio Marsh](https://en.wikipedia.org/wiki/Ngaio_Marsh) novel [tim was referencing](https://twitter.com/108/status/1360014276505833473?s=20)
  • - [Plan 9 from Outer Space (video game)](https://en.wikipedia.org/wiki/Plan_9_from_Outer_Space_(video_game))
  • - [Dragon Quest Heroes: Rocket Slime](https://en.wikipedia.org/wiki/Dragon_Quest_Heroes:_Rocket_Slime)
  • - [GDC 2010: Metaphysics of Game Design](https://gdcvault.com/play/1012984/Metaphysics-of-Game) by Will Wright
  • - [Advance Wars 2: Black Hole Rising](https://en.wikipedia.org/wiki/Advance_Wars_2:_Black_Hole_Rising)
  • - [GDC Classic Games Postmortem 'Civilization'](https://www.gdcvault.com/play/1024294/Classic-Game-Postmortem-Sid-Meier) by Sid Meier
  • - [Vandal Hearts](https://en.wikipedia.org/wiki/Vandal_Hearts)
  • - [Recovering Nintendo's Lost SimCity for the NES](https://gamehistory.org/simcity/) by Frank Cifaldi
  • - [Housemarque](https://en.wikipedia.org/wiki/Housemarque)
  • - [Suzuki Bakuhatsu](https://www.mobygames.com/game/suzuki-bakuhatsu)
  • - [Guy Fieri's Vegas Kitchen](https://www.yelp.com/biz/guy-fieris-vegas-kitchen-las-vegas-2)
  • - [Mega Man Robot Masters](https://imgur.com/a/xofaADv)
  • - [Raid on Bungeling Bay](https://en.wikipedia.org/wiki/Raid_on_Bungeling_Bay)
  • - [Young Willie Nelson](https://www.reddit.com/r/OldSchoolCool/comments/9cfabv/a_young_willie_nelson_in_the_recording_studio_at/)
  • - [Willie Nelson song in Red Dead Redemption 2](https://www.youtube.com/watch?v=mEF9-_E1OXE)
  • **Recommendations:**
    **Brandon:** [The Wolf of Snow Hollow](https://www.imdb.com/title/tt11140488/) (2020)
    **Frank**: [Classic Game Postmortem - Raid on Bungeling Bay](https://www.youtube.com/watch?v=7bCjollo4ng) by Will Wright
    **Jaffe**: [Toast of London](https://www.imdb.com/title/tt2432604/)

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    {“sticky”:true}

    some thoughts on question 7: I kinda like the way the Mario & Rabbids xcom clone handled randomness. if I remember, shots would have either 100%, 50%, or 0% chance to hit. I think you could get a little more granular than that (add in 75% and 25% why not) but I like the idea.

    the instance of randomness I like best is from The Sims 4 actually. any time a sim is near a basketball hoop, you can select the "Dream Big" action to try to sink a tough three-pointer. it has about a 10% chance of going in, giving the sim a mood boost for the whole day (no punishment for a miss, other than having to watch the disappointment on your sim's face and sit through the animation again if you're just gonna be shooting all day)

    >

    What do you say to someone who wants your career in video games?

    This is a hard question for me to answer because despite basically pulling off a career I wanted, I went through several years of pain and suffering! I also don't want to talk down to anyone and be like *look, here's how it really is* because that isn't helpful. There's also a million things I could say. I keep writing and deleting paragraphs. ahg!

    the best bomb in video games is the funky bomb from Scorched Earth

    [URL=https://i.imgur.com/p5nGn8T.png][IMG]https://i.imgur.com/p5nGn8T.png[/IMG][/URL]

    also the dirt bombs in that game ruled

    @marlfuchs2#17469 what‘s your career in games? I’d like to hear the story if you wanted to continue

    I think Frank won this week thanks to the length he went to acquire that dang video game!

    and the best bomb in videogames is obviously the counter strike bomb.

    Tim not suggesting to listen to Willie Nelson got me to listen to listen to him today, yeah, Willie is pretty good, man.

    willie kicks ass but (apologies for being pedantic) have to disagree that his appearance hasn’t changed

    https://i.pinimg.com/originals/97/a6/a0/97a6a0b43d05992ea549cb16278ff817.jpg

    Can‘t remember anything outside of “drive an hour plus and stand in line for hours” i did for a game. So sorry I don’t have a wild tale there.

    I do want to chime in and second "The Wolf of Snow Hollow" I watched that 2 weeks ago and had a real good time. Its nice hour and a half, doesn't overreach, and is really satisfying? Its from the same actor/writer/director who did THUNDER ROAD.

    Just going to say you can‘t be so sure about loving The Witcher 3 until you get to Novigrad because almost everything that’s really great about the main storyline and pacing is done at that point. Granted it picks up again for the DLCs (of which Hearts of Stone is the truly great one, not Blood and Wine)

    @espercontrol#17453

    This is an issue where game design interacts with human psychology mostly pretty negatively. Our human brains are bad at handling randomness. What a probability "feels like" is totally divorced from what the numbers are.

    You encounter this in poker a lot even at high levels of play as the numbers create a sense of "entitlement" to a positive end result. If it’s 80% to win a hand, a player will often exclaim after losing that it was "my" money, when in fact their expected value was only 80% of it. It gets weirder as this attitude happens down to a common "coin flip" where any pair (say 22) is a 51/49% favorite over any two over cards (Ace-King being the common example from holdem).

    What I’m saying, is that randomness in game design is super duper hard.

    I would personally feel offended as a player if I find out that game-stated probabilities are misleading as I remember Brandon suggesting. I'm not hating on Brandon here, just stating a position. Conversely, how you always win on the first slot pull in _Dragon Quest_ totally rules, because I am a man of contradiction and/or hypocrisy. 😝

    @armsofsleep#17497 Totally agree with your the point about Novigrad. I like Blood and Wine better (they‘re both great). Tim, if you’re reading, just play it already!

    not to “disagree” but I thought white orchard was the best part. The more “fantasy” the game got the less engaging I found it. There were other cool sections throughout (bloody baron, the witches, teaching sword fighting to that rich lady, playing gwent), but the early summer twilight, hateful small town under vengeful military occupation atmosphere was the best part for me personally.

    @yeso#17508 ahhhh, White Orachard is the very beginning and we‘re trying to convince Brandon that "it get’s better" :wink:

    sure but based on listening to the podcast, there's no chance in hell that individual plays the Witcher 3

    @antillese#17498


    >

    This is an issue where game design interacts with human psychology mostly pretty negatively. Our human brains are bad at handling randomness. What a probability “feels like” is totally divorced from what the numbers are.

    I think this is the thought behind Fire Emblem's [True Hit system](https://serenesforest.net/general/true-hit/).

    It's not that difficult to get your head around but it seems pretty unnecessary to obscure this data in the first place. I sure felt like an idiot when I'd learned any desperate attempts to hit at a 20% chance weren't even half as likely in reality!

    @antillese#17498 oh buddy; I play Magic: the Gathering, I know all about True Randomness v. Perceived Randomness. i could write you a book on the Arena shuffler system or the London Mulligan.

    that’s why I kind of like a granular 100/75/50/25/0 system for player-facing randomness. humans *do* have *some* sense of what those would mean. 75 means i'm pretty clear to hit but nothing is guaranteed, 50 is risky coinflip, 25 is a long shot but maybe i'll take it in some scenarios, etc.

    it reduces the feelbad moment of an 85%-to-hit miss, solely by working with human perception instead of against it. 75% isn’t a much less than 85% mathematically, but it feels very much so psychologically. I think there's space to work with perceived randomness rather than against it, even if you're committed to being honest about the math.

    Our preservation king Frank won this week. No contest, sorry!

    I don‘t like the same person winning twice in a row, but all of the stories I can immediately recall after two days since listening to the podcast are Frank’s. So I guess he wins.