Lorne at 1UP Yours - Podcast
I'm in a rush, so I don't have to listen to it right now nor pot it on Oddblog, but here is it anyway
http://www.1up.com/do/minisite?cId=3149993 Have fun, it's long |
No way! Thats so cool!!! Amy Henning from Legacy of Kain, and Lorne Lanning from Oddworld, together, podcasting. Thats... too awesome. Those two series' are simply THE BEST.
Vae Victus! EDIT: Over an hour?! Ugh, suppose I'm clearing up space on my MP3 player so I can listen to it on the bus... |
I'll be sure to listen to this. My Ipod is currently packed with Oddworld stuff at the moment, so one more shouldn't harm it.
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It's not fair, I can't understand who is talking, who is Lorne lanning, who is interviewing him and who is the other one :crying:!!! Please can you tell me shortly what are they talking about? I will try to understand it anyway, I don't want to know everything, just a little introduction. Thank you!
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Dude, thats AWESOME, nice find Xavier! :D
I totally feel what they are talking about at the end, about narrative in games, and they both present there point of veiw so well that I was honestly conflicted about who to support. One moment I was like, METAL GEAR SOLID 4, UNCHARTED, high-production-cinema-style cutscenes is where its at, then the next I was all, HALF LIFE 2, BIOSHOCK, ect. I almost jumped when they mentioned Legacy of Kain, hoping that it would lead on to some super secret insight as to the contination of the series, but alas, it did not. Still, both Lanning and Henning had some interesting insights. If you've got an hour spare, then its definatly worth the listen :D |
N1 man!
Thank you :) . |
bah! only an hour?
I am a Man(child) who listens to PCG US which is about an hour, i can take it! |
I have to say I laughed realy hard at the "Lets hide, lets make our game there" part :p
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Thanks a bunch Xavier :)
I'm downloading it right now, going to listen to it today or tomorrow hopefully :D |
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it's always amazing to hear Lorne talking about the actual experience of producing games, it's really exciting while at the same time it leaves you with a bad feeling in your mouth for the industry. While I see Amy's point about many attempts for freedom in games leaving just enough freedom to undermine the story being delivered, I'm sad to say I think Amy is being shortsighted when she defends relaying on Cinematic techniques for storytelling. I think just the way a close up look at a character's face helps you see the closeness with a character, limiting the freedom of your character to comunicate gestually with another character might have the same effect, so I think the answer to making a game completely capable of storytelling is simply staging many "mini-games" of sorts for the adequate moments and letting the player give the specific form to each of the moments played out. |