Viewing entries tagged
PlayStation

Built to Play 68: Map to the Future

Comment

Built to Play 68: Map to the Future

Built to Play rides the Metro map, and finds a map for virtual reality

This episode contains the following segments:

Technolust

Technolust


THANKS TO THE FREE MUSIC ARCHIVE FOR "Myths of the Near Future" by Electric Mirrors, "Rewound" by Chris Zabriskie, "A Cold Subway" by Old Bear, "Are you a Dreamer?" by Ben Elroy, "Film" by Happiness in Aeroplanes and "PRETEND AND WALK OUTSIDE" BY KRACKATOA

WE ALSO USED CLIPS from Freesound from users like rock-savage and motion-s.

BUILT TO PLAY IS A PRODUCT OF CJRU IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED BY ARMAN AGHBALI AND DANIEL ROSEN.

IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.

Comment

Built to Play 56: The Procedural

Comment

Built to Play 56: The Procedural

Back from PAX East, we discuss isolation in space, handcrafted design, and how abandoned buildings can set the mood.

On our trip to Boston we discussed both the fruits and failings of procedural generation. You might risk sacrificing distinct worlds for the illusion of replayability.  But, if successful, you end up with a nuanced environment that makes you want to dive deeper into its world and its mechanics. If you want our opinions in depth, we rant for about 40 minutes on two earlier episodes, however, we did end up talking to a few people about having a world procedurally generated versus handcrafted design and wound up the episode you're hopefully about to hear. 

Procedural generation, by the way, is a fancy way of saying that there's a bank of possible design elements that the game places at random. That can be story, levels, enemies, artificial intelligence or animation. The process isn't truly random, otherwise the game would be an incomprehensible mess. Usually there's a sophisticated algorithm behind the scenes that builds the game, providing it with rules for how the game should look. If done well, the randomized element should feel distinct without being too alien.

The most common expression of procedural generation can be seen in the roguelike, which generally randomizes its levels and makes you restart the game each time you play. Though, it's hardly the only kind of game to use that process. In this episode, we'll discuss one or two of those special cases that got the process right, while espousing some of the benefits of handcrafted design.

On episode 56 of Built to Play you'll hear the following segments:

  • Tom Jubert, narrative designer of FTL: Faster than Lighttalks about writing a world that feel infinite, and how not to break that illusion. (0:25 - 11:20)
  • In the news, Game Freak leaves the nest, virtual reality goes wild,  the PlayStation 4 lands in China, and the end is nigh, because there are no games coming out in November. (11:20 - 34:00)
  • Mark Foster explains the inspirations and design of Titan Soulsand how developers have reacted. (34:00 - 41:35)
  • Alex Jansen shows us how to be Loud on Planet X, and why Tegan and Sara want to fight off an alien horde. (41:35 - 47:00)
  • James Primate and Joar Jakobsson of Videocult discuss the importance of mood in game design, and how the beauty of decay led to a world of rain. (47:00 - 56:40)
NecropolisPax.jpg

THANKS TO THE FREE MUSIC ARCHIVE FOR "Is That You or Are You You" and "Oxygen Garden" by Chris Zabriskie, "Flying Pea v1" by Daddy Scrabble, "Rest johnny_ripper remix" by Alphabets, and "As Colorful As Ever" by Broke for Free.

We also used "Nightmares" by Patrick Ellis, Guns and Ammunition (Luke Lalonde/Born Ruffians Remix) by July Talk, and "hard-rain" by Barkenov on Free Sound.

BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN.

IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.

Comment

Built to Play 52: Winter Escape

Comment

Built to Play 52: Winter Escape

Built to Play ventures into the harsh outside world to find games that take our mind off the cold.

It's fair to say that most summers end up squandered by the Built to Play crew. We rarely tiptoe onto the beach. We avoid the heat by strategically moving between air conditioned buildings. And our summer clothes match our winter clothes, just without the debonair jackets. Despite our lack of interest while the sun is burning our skin, we still get nostalgic for the time where hanging out with friends didn't require enduring blistering winds and protective balaclavas. Summer, though not our favourite season, has that on Winter. With that on our minds, we're exploring games where you need to get and go. They're games that can't be played in your home or on a console and might bring you closer to the city at large.

The Sheriff's Gauntlet is a really appealing idea that does just that. At its core, the game is simply a personalized scavenger hunt, but its 1000-year-old legacy add a sense of drama to it. Even the name makes you think of the Princess Bride, the Neverending Story or the classic Robin Hood, the last of which it might have influenced. Then there's games like laser tag, the game inevitably played in your thirteenth year. If you don't pick it for your birthday, one of your friends will. Eight years later you might laugh about it, but playing enough shooters has given us the impression that there might be some fun to be had running around with a fake gun. Battlegrounds ably satisfied that itch, devising a unique system that feels adult instead of adolescent. That the crew is local and have a lot of ideas on how to expand makes the game all that sweeter.

But you can hear all about that on this episode:

  • Iain Simons, director of the Game City, on running the Sheriff's Gauntlet and how to make a citywide game that's accessible to everyone. (1:15 - 12:00)
  • Daniel and Arman discuss the new New Nintendo 3DS XL, ongoing problems with a certain Assassin's Creed game, why drugs might show up at your home, and how the PlayStation ended up on Pluto. (12:00 - 35:20)
  • Miles Bossons, CEO of Battlegrounds, talks about building a new version of laser tag, and the moral considerations in making a game with guns, even when they're from space. You can back them so they can make a final version that everyone can play on IndieGoGo. (35:30-48:25)
  • Dave Ireland, Managing Director of Biodiversity at the Royal Ontario Museum, tells us about why Clash of Talons is his favourite video game, and what game developers can learn (and maybe teach) about the outside world. (48:25-57:40)

Oh and about Battlegrounds: Daniel and Arman went to check it out in mid-December, as you'll hear in the episode, and Katie McGuire was kind enough to provide us with some photos.


THANKS TO THE FREE MUSIC ARCHIVE FOR "Run for Canada" BY Min-Y-Llan, "Your Body in the Dark" BY Menion, "Money Talks" BY Luca La Morgia, "Nature Kid" BY Podington Bear, "rest (johnny ripper remix)" BY alphabets, and "Gray Snow Instrumental Version" by Josh Woodward. Our opening theme was "Erotic Robotics" by The Polish Ambassador. 

WE ALSO USED CLIPS FROM the Adventures of Robin Hood (1938) and the song "Under the Olives" by Patrick Ellis on Soundcloud.

BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN.

IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ON Itunes and Stitcher. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.

Comment

Built to Play Besties Radio Contest Award Scholarship 2014 For Eternity

Comment

Built to Play Besties Radio Contest Award Scholarship 2014 For Eternity

Our end of the year celebrations as we talk about games we didn't play at all and ones we played a little too much

It's nearing the end of the year so we thought we'd gather together our favourite games of 2014. Except it seems we didn't play a lot of the big video games this year. So our awards ended up being a little more unconventional than most seem to expect. Bear with us, as we go through the games we highlighted of 2014.

The Broken Ass Piece of Junk Award for Broken Gameplay and Lack of Foresight 

  • Nominees: Assassin's Creed: Unity, DriveClub, the Crew, Halo: The Masterchief Collection, Sonic Boom
  • Winner: 5:55

The Alfred P. Bland Memorial for Game We Didn't Play But is Probably Okay

  • Nominees: Pokemon Alpha Sapphire & Omega Ruby, Geometry Wars 3, World of Warcraft: Warlords of Draenor, Call of Duty: Advanced Warfare
  • Winner: 13:20

The Wow, Really? Prize for Game We Didn't Play But Heard is Great

  • Nominees: Dragon Age Inquisition, Hearthstone, Sunset Overdrive,  Bayonetta 2, Middle Earth: Shadow of Mordor
  • Winner: 18:10

Please Understand Award for Baffling Decision Made by a Console Manufacturer

  • Nominees: Limited Amiibo Launch, Sony Vita lawsuit, Sony PlayStation 4 Firmware 2.0, Collapse of Xbox TV, Kinect removal from Xbox One

  • Winner: 27:00

The Best Game Most People Didn’t Play

  • Nominees: Threes, Banner Saga, Hitman Go, Bayonetta 2, Picross E 4, Pushmo World
  • Winner: 37:00

Individual Prizes

The Hurts So Good Medal for Cruel and Unusually Brilliant Game DesignNo Man's Wharf in Dark Souls 2 - 37:50

Skinner Box Memoriam Prize For Shut Up I Don’t Have ProblemDestiny's Endgame - 40:30

The Friendship Annihilation Efficiency Memorial AwardJS Joust and the Sportsfriends - 43: 50

Occupied Commuter’s Fund for Game That Nearly Made Arman VomitThrees - 46:00

The Mappy the Mouse Cop Memorial Scholarship for Best Appearance by Mappy in a Video Game: Pacman's Taunt in Super Smash Bros. for Wii U - 49:00

Grimaldi’s Wizard Wardrobe For Fantasy Game That Filled the VoidWitcher 2 - 52:00

The JRPG Dowry Prize for Most Successful Shotgun WeddingPersona Q’s Battle System - 54:00

Our individual prizes will have a full write up on the site, filled with details about why the award exists and why each game won, later in the week.


We used the following Music: From the Free Music Archive, "Watashi" by Johnny_Ripper, "Unanswered Questions" and "Winner Winner" by Kevin MacLeod. "Live to Die" in the Dark Souls II soundtrack, "eXplore 2" from the Destiny Soundtrack,  Sportsfriends' Main theme, Mappy's Main theme, "A Nearly Peaceful Place" from the Witcher 2 Soundtrack and "Maze of Life" from Persona Q's soundtrack.

BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN

IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.

 

Comment

Built to Play 51: Our Objective is to Win the War

1 Comment

Built to Play 51: Our Objective is to Win the War

WE CONFRONT ENEMIES, WAR, AND CLONES IN OUR DISCUSSION OF BATTLEFIELD 3 MAPS AND SCREAMING IN SPACETEAM

Built to Play's had a chance to explore the ways games and interactive art can bring us closer together, but like any other medium they also have the power to tears us apart. Not just in the tribal sense either. Conflicts between whether a particular console is better than another are vacuous affairs, and rarely do friendships end over having bought an Xbox One over a Wii U. Multiplayer pits us against each other and while it's usually part of amiable competition, many players don't see it that way. They call the SWAT team on players they dislike. They call other players racial epithets. 

But what if a game could make us against a whole region? Since military shooters started taking place in the near future, there's been a big focus on the Middle East and Russia. It's easy to acknowledge that the narratives in these games are frivolous sub-The Expendables attempts at storytelling, but those story maps become multiplayer maps. That's when these games, which have levels in Karachi, Tehran, and various parts of Afghanistan, leave the player to form an opinion about the place they're fighting in. 

1 Comment

Built to Play 40: Why Bother?

Comment

Built to Play 40: Why Bother?

Built to Play is amping up the disappointment, as we take on failure. That's a failure to play and a failure to learn, starting with why play video games in the first place. 

We suck at video games, as a species. Yes, some of us are amazing at Street Fighter, and that Chinese team won five million dollars in Dota 2, but on average most of us lose more than we succeed. In Call of Duty, you likely failed more levels than you won. In Super Meat Boy, people come close to throwing their controllers across the room in frustration. Rage-quitting is a word most players recognize and have experienced. So why do we play?

Download here. Subscribe on iTunes. Subscribe on Stitcher.

Comment