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	<title>Comments on: C:17015</title>
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	<link>http://podcast17.com/transmissions/c17015/</link>
	<description>Put us in your ear</description>
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		<title>By: PlanetPhillip</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5189</link>
		<dc:creator>PlanetPhillip</dc:creator>
		<pubDate>Wed, 14 Oct 2009 10:55:56 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5189</guid>
		<description>I thought I made it clear that it was my idea.</description>
		<content:encoded><![CDATA[<p>I thought I made it clear that it was my idea.</p>
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		<title>By: TB Biggs</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5185</link>
		<dc:creator>TB Biggs</dc:creator>
		<pubDate>Wed, 14 Oct 2009 03:25:27 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5185</guid>
		<description>I think it&#039;s important to mention the Leon (from Strider Mountain) did not ask for the &quot;chip in&quot; and it was not his idea. The podcast almost made it seem like he did it to get a new video card. In fact, Leon had nothing to do with it.
I just wanted to clarify and say thanks to the people who did donate.</description>
		<content:encoded><![CDATA[<p>I think it&#8217;s important to mention the Leon (from Strider Mountain) did not ask for the &#8220;chip in&#8221; and it was not his idea. The podcast almost made it seem like he did it to get a new video card. In fact, Leon had nothing to do with it.<br />
I just wanted to clarify and say thanks to the people who did donate.</p>
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		<title>By: News Roundup 1 / GamesModding.com</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5177</link>
		<dc:creator>News Roundup 1 / GamesModding.com</dc:creator>
		<pubDate>Mon, 12 Oct 2009 19:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5177</guid>
		<description>[...] 17, Transmission: 17015 Transmission Code: 17015 is up, covering L4D, mod releases, media and [...]</description>
		<content:encoded><![CDATA[<p>[...] 17, Transmission: 17015 Transmission Code: 17015 is up, covering L4D, mod releases, media and [...]</p>
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		<title>By: defqon</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5176</link>
		<dc:creator>defqon</dc:creator>
		<pubDate>Sun, 11 Oct 2009 20:10:34 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5176</guid>
		<description>nice pocast again keep up the good work  

the Tactical Intervention: The Next Counter-Strike

doint you think its a bit pointles to make a new counter strike like game that woint even look nicer than the old one ? if the realy want to make this game than the shut change game engine even if this means going away from the Source engine it wold be cool if you able to get him on the podcast tho so he can clear things up (and guns that are modeld wrong is a big point) :P</description>
		<content:encoded><![CDATA[<p>nice pocast again keep up the good work  </p>
<p>the Tactical Intervention: The Next Counter-Strike</p>
<p>doint you think its a bit pointles to make a new counter strike like game that woint even look nicer than the old one ? if the realy want to make this game than the shut change game engine even if this means going away from the Source engine it wold be cool if you able to get him on the podcast tho so he can clear things up (and guns that are modeld wrong is a big point) <img src='http://podcast17.com/wordpress/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Darren</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5175</link>
		<dc:creator>Darren</dc:creator>
		<pubDate>Thu, 08 Oct 2009 08:51:44 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5175</guid>
		<description>Ah, well I&#039;m really not a big HL player so I&#039;m not familiar with the enemy behaviour at all.
The way I initially approached them was to run away, I had difficulty set to normal instead of the easy value it defaulted to and I just couldn&#039;t kill them so I assumed they were invincible and took to running away and trapping them in rooms by shutting the door as I went through it.  I eventually read that you could indeed kill them by &quot;hitting them a few times with the crowbar&quot; so I started again on easy, tried it and it worked.
From that point on they were just another enemy to me and although there were moments where I had quite a serious health situation and had to run away rather than fight that isn&#039;t any different to any human melee-only enemy in other games.  I never really felt like I didn&#039;t know how to approach the enemy because of its unusual appearance.
Something that did keep me on my toes however was the invisible variant (or the bug that made an enemy spawn with no particle system attached, so you couldn&#039;t see it).  You&#039;d have no idea where it was or what it was going to do until you heard it scream and knew you really had to shift to stop it hitting you.  I also never managed to kill it as I couldn&#039;t locate it.</description>
		<content:encoded><![CDATA[<p>Ah, well I&#8217;m really not a big HL player so I&#8217;m not familiar with the enemy behaviour at all.<br />
The way I initially approached them was to run away, I had difficulty set to normal instead of the easy value it defaulted to and I just couldn&#8217;t kill them so I assumed they were invincible and took to running away and trapping them in rooms by shutting the door as I went through it.  I eventually read that you could indeed kill them by &#8220;hitting them a few times with the crowbar&#8221; so I started again on easy, tried it and it worked.<br />
From that point on they were just another enemy to me and although there were moments where I had quite a serious health situation and had to run away rather than fight that isn&#8217;t any different to any human melee-only enemy in other games.  I never really felt like I didn&#8217;t know how to approach the enemy because of its unusual appearance.<br />
Something that did keep me on my toes however was the invisible variant (or the bug that made an enemy spawn with no particle system attached, so you couldn&#8217;t see it).  You&#8217;d have no idea where it was or what it was going to do until you heard it scream and knew you really had to shift to stop it hitting you.  I also never managed to kill it as I couldn&#8217;t locate it.</p>
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		<title>By: William McMahon</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5174</link>
		<dc:creator>William McMahon</dc:creator>
		<pubDate>Thu, 08 Oct 2009 05:27:23 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5174</guid>
		<description>Thanks wizard, we are trying to cut down on the off topicness, but a certain someone *cough* Emanuel always seems to steer us in another direction.</description>
		<content:encoded><![CDATA[<p>Thanks wizard, we are trying to cut down on the off topicness, but a certain someone *cough* Emanuel always seems to steer us in another direction.</p>
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		<title>By: William McMahon</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5173</link>
		<dc:creator>William McMahon</dc:creator>
		<pubDate>Thu, 08 Oct 2009 05:25:49 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5173</guid>
		<description>You mention the enemies and I&#039;m glad you did because that was a fundamental part I forgot to mention. To me the enemies were shocking at first and then I realized that it was just a replacement for the fast zombie and I applied the same tactics to the smoke monsters as I do to the fast zombies. This may seem like a bad thing, but to me it&#039;s fine. It&#039;s taking an already working mechanic and doing something interesting and shocking with it at first. When I first saw the smoke monster I pretty much shit my pants and ran, but after a while I got used to it and learnt how to deal with it. Not enough mods do this. In most mods (without saying any names) you see a normal Half-Life monster/enemy and you instantly know how to deal with said monster. It really turns the game into something very monotone. I&#039;m glad Dan was able to put the smoke monster in there, but then I am also glad that it was somewhat familiar.</description>
		<content:encoded><![CDATA[<p>You mention the enemies and I&#8217;m glad you did because that was a fundamental part I forgot to mention. To me the enemies were shocking at first and then I realized that it was just a replacement for the fast zombie and I applied the same tactics to the smoke monsters as I do to the fast zombies. This may seem like a bad thing, but to me it&#8217;s fine. It&#8217;s taking an already working mechanic and doing something interesting and shocking with it at first. When I first saw the smoke monster I pretty much shit my pants and ran, but after a while I got used to it and learnt how to deal with it. Not enough mods do this. In most mods (without saying any names) you see a normal Half-Life monster/enemy and you instantly know how to deal with said monster. It really turns the game into something very monotone. I&#8217;m glad Dan was able to put the smoke monster in there, but then I am also glad that it was somewhat familiar.</p>
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		<title>By: WizardExt</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5172</link>
		<dc:creator>WizardExt</dc:creator>
		<pubDate>Wed, 07 Oct 2009 22:32:33 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5172</guid>
		<description>Funny start of the podcast. With the live listeners not hearing music. Hehe.

A bit too much blabla.. at times. Something that some episodes have. It&#039;s hard to stay focused when things go way off topic for a long time. And I don&#039;t like how the releases were just rushed through this time. Talk about them, what they are and especially why they were or were not good. I am not up-to-date with all the things you cover, that&#039;s why I listen to you. But yea, also because you are all fun lovable characters and make for a good laugh every week. :)

Anyway..for the questions raised in this episode. I don&#039;t really care for Left 4 Dead 2. It just upsets me in many ways. Why so soon? Why not released through updates? How is Left 4 Dead 2 exciting for players who have the first game? There are not that many new features... Why can&#039;t Left 4 Dead 2 be at a lower price and even lower if you own Left 4 Dead? But the most important question, where the f-ck is Episode 3? Left 4 Dead 2 is what episodic releases should be - new year = new release. I can&#039;t believe they turn their backs on Gordon Freeman... Not cool. I will most likely not buy Left 4 Dead 2. I have the first game and a follow-up so soon is not needed. So this will be the first time I avoid a Valve game.

Great work guys, as usual. Now go omnom some turkey! :)</description>
		<content:encoded><![CDATA[<p>Funny start of the podcast. With the live listeners not hearing music. Hehe.</p>
<p>A bit too much blabla.. at times. Something that some episodes have. It&#8217;s hard to stay focused when things go way off topic for a long time. And I don&#8217;t like how the releases were just rushed through this time. Talk about them, what they are and especially why they were or were not good. I am not up-to-date with all the things you cover, that&#8217;s why I listen to you. But yea, also because you are all fun lovable characters and make for a good laugh every week. <img src='http://podcast17.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway..for the questions raised in this episode. I don&#8217;t really care for Left 4 Dead 2. It just upsets me in many ways. Why so soon? Why not released through updates? How is Left 4 Dead 2 exciting for players who have the first game? There are not that many new features&#8230; Why can&#8217;t Left 4 Dead 2 be at a lower price and even lower if you own Left 4 Dead? But the most important question, where the f-ck is Episode 3? Left 4 Dead 2 is what episodic releases should be &#8211; new year = new release. I can&#8217;t believe they turn their backs on Gordon Freeman&#8230; Not cool. I will most likely not buy Left 4 Dead 2. I have the first game and a follow-up so soon is not needed. So this will be the first time I avoid a Valve game.</p>
<p>Great work guys, as usual. Now go omnom some turkey! <img src='http://podcast17.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Darren</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5171</link>
		<dc:creator>Darren</dc:creator>
		<pubDate>Wed, 07 Oct 2009 21:24:32 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5171</guid>
		<description>I think the majority of the negative feedback was related to ‘technical’ aspects of the mod such as texturing and level design.  I believe it was intentionally unconventional as a means of expressing the state of Christopher’s mind but I really fell in love with Dear Esther so I did a lot of reading up on it and Korsakovia prior to doing this interview.  Other people who hadn’t done so would quite likely have misinterpreted it as having been badly made rather than intentionally messed up.

I paid a fair bit of attention to Korsakovia’s ModDB page after the release and there were very, very few people who simply didn’t get the whole idea (ie found it boring and not enough like your average action FPS) but there were a good number of frustrated people who wanted to play the mod but had real difficulty with things like that one ladder in the warehouse or the apartments level with doors everywhere you look.  I think their criticism has been valid in that respect as the mod does still need to be playable and some concessions have to be made, having an great story and top notch audio doesn’t mean you can leave identifiable Half-Life 2 meshes referring to bits of HL canon and people won’t care.
I would suspect a lot of people had played Dear Esther and were having a good look around to find extra bits of story only to find the exact opposite.  It breaks the immersion in quite a significant way.

The funding thing makes sense as it’s directly furthering his career by providing research data.  Most mods are for fun or for helping to gain a career in game development, they’re more like practice whereas Dan’s projects are work.  I can certainly understand him wanting to pay people and I suspect the people he works with only want a minimal fee.

I did find it quite surprising that the enemies were supposed to be a significant part of what Korsakovia was examining, enemies that don’t behave in a human way aren’t really anything new to gamers are they?  I don’t think many people really look all that much into what the enemies in games are doing (they’re only playing preset animations after all), it’s just an enemy and you need to damage it in some way until it can no longer damage you.  It can be a bipedal animal, a cloud of smoke, a textureless cuboid, a vehicle, a walking mushroom or a giant spider  but at the end of the day if you have a weapon or several and they do damage to all of those things in a similar manner it doesn’t matter what the enemy actually is.

I’m rather wishing I’d stuck with Source now, I had a brief stint with it then moved onto Unreal as it’s so much easier to use (but unfortunately has a small playerbase).  I’d have loved to be involved with a Korsakovia do-over too.

He’s definitely helping to push things in the right direction, hopefully we’ll see less generic sci-fi setting FPS deathmatch MP mods and more people trying to emulate the kind of single player experience that Dan has created with Dear Esther and Korsakovia.
I wouldn’t worry about ranting, it’s positive that the projects are inspiring a level of discussion about mods that goes beyond “weapon x is too powerful” and “those textures needs more work”.</description>
		<content:encoded><![CDATA[<p>I think the majority of the negative feedback was related to ‘technical’ aspects of the mod such as texturing and level design.  I believe it was intentionally unconventional as a means of expressing the state of Christopher’s mind but I really fell in love with Dear Esther so I did a lot of reading up on it and Korsakovia prior to doing this interview.  Other people who hadn’t done so would quite likely have misinterpreted it as having been badly made rather than intentionally messed up.</p>
<p>I paid a fair bit of attention to Korsakovia’s ModDB page after the release and there were very, very few people who simply didn’t get the whole idea (ie found it boring and not enough like your average action FPS) but there were a good number of frustrated people who wanted to play the mod but had real difficulty with things like that one ladder in the warehouse or the apartments level with doors everywhere you look.  I think their criticism has been valid in that respect as the mod does still need to be playable and some concessions have to be made, having an great story and top notch audio doesn’t mean you can leave identifiable Half-Life 2 meshes referring to bits of HL canon and people won’t care.<br />
I would suspect a lot of people had played Dear Esther and were having a good look around to find extra bits of story only to find the exact opposite.  It breaks the immersion in quite a significant way.</p>
<p>The funding thing makes sense as it’s directly furthering his career by providing research data.  Most mods are for fun or for helping to gain a career in game development, they’re more like practice whereas Dan’s projects are work.  I can certainly understand him wanting to pay people and I suspect the people he works with only want a minimal fee.</p>
<p>I did find it quite surprising that the enemies were supposed to be a significant part of what Korsakovia was examining, enemies that don’t behave in a human way aren’t really anything new to gamers are they?  I don’t think many people really look all that much into what the enemies in games are doing (they’re only playing preset animations after all), it’s just an enemy and you need to damage it in some way until it can no longer damage you.  It can be a bipedal animal, a cloud of smoke, a textureless cuboid, a vehicle, a walking mushroom or a giant spider  but at the end of the day if you have a weapon or several and they do damage to all of those things in a similar manner it doesn’t matter what the enemy actually is.</p>
<p>I’m rather wishing I’d stuck with Source now, I had a brief stint with it then moved onto Unreal as it’s so much easier to use (but unfortunately has a small playerbase).  I’d have loved to be involved with a Korsakovia do-over too.</p>
<p>He’s definitely helping to push things in the right direction, hopefully we’ll see less generic sci-fi setting FPS deathmatch MP mods and more people trying to emulate the kind of single player experience that Dan has created with Dear Esther and Korsakovia.<br />
I wouldn’t worry about ranting, it’s positive that the projects are inspiring a level of discussion about mods that goes beyond “weapon x is too powerful” and “those textures needs more work”.</p>
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		<title>By: Surfa</title>
		<link>http://podcast17.com/transmissions/c17015/comment-page-1/#comment-5170</link>
		<dc:creator>Surfa</dc:creator>
		<pubDate>Wed, 07 Oct 2009 19:25:11 +0000</pubDate>
		<guid isPermaLink="false">http://podcast17.com/?p=1096#comment-5170</guid>
		<description>I didn&#039;t mean to come off in a harsh way. I just felt it was fair that you get all of the story before making your judgments of the mod. Also I guess I took the comment about photoshop the wrong way I got the impression that you were doubting the skills of our level artists. 



Also if you do want to fly me to Toronto I am fine with that but I wouldn&#039;t really want you to waste your money or the money of other people.</description>
		<content:encoded><![CDATA[<p>I didn&#8217;t mean to come off in a harsh way. I just felt it was fair that you get all of the story before making your judgments of the mod. Also I guess I took the comment about photoshop the wrong way I got the impression that you were doubting the skills of our level artists. </p>
<p>Also if you do want to fly me to Toronto I am fine with that but I wouldn&#8217;t really want you to waste your money or the money of other people.</p>
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