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Idle Thumbs - Babywall the Horse Armor

HenroidHenroid Mexican kicked from Immigration ThreadCentrism is Racism :3Registered User regular
edited February 2013 in Games and Technology
There's a podcast on this thing called the 'internet' called Idle Thumbs. You may or may not have heard of it. Naturally it's about video games. It's a little different from how I see / hear video games get discussed though. It's not necessarily based on news going on in the industry, and the discussions of games goes beyond the "I enjoyed this, I enjoyed that!" type of commentary. There's a weird analytical / academic / artistic thing that the hosts are able to do with games that is just so damn interesting. I mean, that's not to say they avoid the usual "fuck yes!" type things, or that the podcast is always "srs biz" (hell no, not by a long shot), and there very much are in-jokes and memes of the podcast. But it's worth hearing. I promise. That's why I'm making this thread. To share it with the world!
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Run time averages 80 minutes; can and will vary

Latest Episode: Babywall the Horse Armor (February 6th)
Topics discussed: SimCity, Spore, Gabe Newell's Austin speech, Little Inferno, Antichamber, The Unfinished Swan

Idle Thumbs has long since been a website, starting as a publication / editorial space, but back a few years ago (2008) part of the crew started a podcast form of the site. It proceeded to die, resurrect as "The Idle Thumbs Podcast," die again in 2010, and came back yet again in 2012 following a highly successful Kickstarter campaign. Thirty Flights of Loving, found on Steam, is a game the current hosts worked on, and Chris Remo recorded the soundtrack for.

Hosts:
Chris Remo
Formerly of Gamasutra (editor), formerly of Irrational Games, currently of Double Fine. The podcast pretty much exists because of Chris, as he owns and manages the recording equipment (which is why the podcast died back in 2010, when he took the job at Irrational). His background in video game playing is oldschool PC era, and he's a music major. He's actually made some great tunes related to the podcast.

Jake Rodkin
Jake works at Telltale Games, which has recently come up big in the industry for its Walking Dead titles. Along with Chris he's the only consistent host of the podcast. He's notorious for never actually playing video games. When he was younger though he had a lot of exposure to video games of any given platform, it seems.

Sean Vanaman
A coworker of Jake's that was guest appearing on the podcast during the 2010 year, Sean now fills the third seat in the podcast. He has a fascinating story about how he and a coworker worked at Disney for a brief time and helped conceive Epic Mickey (I think it's told in the GDC 2011 content). He's currently hooked on DotA 2.

Previous Hosts:
Nick Breckon
The reason why the podcast first died, Nick still works at Bethesda Softworks (and is previously of Shack News). Notorious for never having an opinion, Nick is actually really insightful when it comes to strategy games and is very competitive when playing them. And he's good too. Since having left the west coast, he makes very rare appearances on the podcast still.

Steve Gaynor
Formerly of Idle Thumbs (the writing era), formerly of 2k Marin. People may actually know Steve from his blog. He's currently self-employed, having started the Fullbright Company and making the game Gone Home. Steve is opposite from Nick in that he hates strategy games. He also seems to hate linearity in games, I can't tell. He makes frequent guest appearances on the cast still.

Relevant Media: (more may come later)

Space Asshole (song)
http://www.youtube.com/watch?v=IcUBI-YVRY8

Henroid on

Posts

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    I listen to Idle Thumbs. I just listened to this song again a couple days ago because someone pointed out that Dead Space 3's release means that the song came true:

    http://www.youtube.com/watch?v=mtHzLt3C_z0

  • agoajagoaj Top Tier One FearRegistered User regular
    I got my kickstarter post card from them last week.
    card_28g7dgy97o.jpg

    ujav5b9gwj1s.png
  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    I fuckin' love these guys. They are wicked smart and have a lot of interesting things to say about everything. One of my top three podcasts.

    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
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  • Vicious_GSRVicious_GSR Dude Principality of ZeonRegistered User regular
    They are a podcast to dig. For sure. Whenever I have a long ride in the car, I make sure to download some eps.

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    I found myself disagreeing with Chris and Jake for one of the reader emails, the one about Mario's design being 'objectively better' than Rayman's. They rooted it in Mario resembling a human character and that was really kind of lame, especially for them. There are way too many factors regarding why Mario is more widely recognized than Rayman, and almost not actual data on which of the two characters looks neater.

    Also in this week's episode a post is pointed out during the SimCity discussion, and here it is below (while I'm cross-posting stuff the community there is pretty great, hence why I linked to their forum in the OP). I haven't played the game myself yet so the lines that the Thumbs are mentioning between SimCity 4 + Spore to the new SimCity are lost on me. Maybe it'll make sense to those of you that have.
    So I've got to be That Guy and point out that the theory of "This is a post-Zynga SimCity" is way off-base. The only reason I bring it up is because I'm sure it wasn't intentional, but it's actually a slam on Maxis to suggest that the exchange of ideas between SimCity and Cityville or Farmville or whatever was anything other than one-way.

    Just about everything in the new SimCity (except for the cool data layers as in-world infographics) is a direct descendent of SimCity 4 and the "Rush Hour" expansion. It feels to me like they took the concept art and prototypes from SC4, combined them with the amazing scripted effects system that Andrew Willmott & Ocean Quigley did towards the end of the project, and then waited ten years until they could actually make an entire real-time city simulation out of it. (And made Spore in the meantime).

    That's actually a big part of what's got me excited about the game -- the effects system started out as a side project to add some visual flourishes, and over time it became more and more powerful, until they could go from idea to having it in game in a very short amount of time. It ended up being as powerful as the system I'd spent almost a year making, and it was a lot more extensible. To see that basic idea driving the entire simulation is awesome.

    It means that exchange of stuff between regions can be simulated and doesn't have to be as faked. The bit in this video around 4:50 where he starts a fire in his city and the fire trucks come in from the neighboring city is the best thing.

    Plus it means the behavior of the simulation is modular, not just the buildings. That's what makes the Sims series so expandable. People all over the place are complaining (predictably) about greedy old EA forcing expansion packs on innocent victims, but I think that the prospect of being able to add entire new industries or new types of services to SimCity -- instead of just cosmetic changes like new building sets -- is amazing.

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