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"Chasing the Dragon Age" -- The Silicon Sasquatch Podcast: Episode 58

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Content provided by Nick Cummings and Silicon Sasquatch. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Nick Cummings and Silicon Sasquatch or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://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

82 episodes

Artwork
iconShare
 
Manage episode 308815682 series 3020963
Content provided by Nick Cummings and Silicon Sasquatch. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Nick Cummings and Silicon Sasquatch or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://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

82 episodes

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