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Matt Chat Thread

Kem0sabe

Arcane
Joined
Mar 7, 2011
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Location
Azores Islands
Kem0sabe They answered your question

Good to know that the game will be more than just wandering around killing stuff. Also... silly mainlanders struggling with name :smug:

Is your last name an Azores-exclusive?

Nope, it's used in mainland Portugal and Spanish Galicia, as well as Brazil. But like most Portuguese and Spanish words, non Latin language speakers will struggle with the "nh" sound.

I hadnt even remembered asking that question.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


I'm back this week with the second part of my interview with Joe and Hannah of Whalenought Studios. We talk more about their upcoming CRPG, then go into their earlier projects--and the Freudian significance of all the snakes in their games!

Jaesun
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
man, Matt is such a doofus...he needs a surgery to be able to keep his head straight
 

Kem0sabe

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Messages
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Azores Islands
"Without further ado" seems to be used by a lot of youtubers, im afraid it might be some kind of key phrase used to mind control the viewers. Matt is obliviously in with the hollow earth reptiles.
 

Cadmus

Arcane
Joined
Dec 28, 2013
Messages
4,264
I listened to a bit of the interview with Team 21 guy, it pissed me off because Matt was being an idiot like usual and couldn't understand that the guy didn't speak perfect English and kept phrasing his questions in a retarded manner, confusing the guy.
 

J_C

One Bit Studio
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Developer
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Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Did anyone else notice the text "I am not Matt Barton" at the end of the video? Does it just mean merely that J_C is a Patreon supporter or that Matt has been reading too much Codex lately?
I'm not a Patreon supporter, I'm too short on money unfortunately.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Matt in the news: http://www.sctimes.com/story/news/l...ooks-film-bring-historian-victories/27499589/

Video game chats, books, film bring historian victories

The video game industry reels in billions of dollars per year.

A leading chronicler of it lives in St. Cloud.

He's written books on the subject, hosts regular online video conversations with developers and other insiders, and he helped create a documentary on the industry's history — a film called "Gameplay," now available to watch through multiple streaming services.

Walk into Matt Barton's video studio in his south St. Cloud apartment, and you will find shelves lined with vintage computer games, classic controllers and memorabilia sent to him from Web fans.

Matt Barton helped create "Gameplay," a documentary on the history of video games. The St. Cloud professor also hosts Matt Chat, a regular online video series. Video by Mitch LeClair, @leclairmitch. Footage by Jason Wachter, @jwachterphoto.

Look at the Louisiana native, and you will likely see a smile.

Barton's a "great guy" and "a really good colleague," said Bruce Klemz, a St. Cloud State University marketing professor and co-adviser with Barton of the Video Game Design Club.

He said the two complement each other in the club, where they teach business, computer science and other students about all aspects of creating and publishing video games.

As an English professor, Barton brings ideas about storytelling, Klemz said.

"Engaging story, characters you care about, gameplay that's addictive — that's his world," he said of Barton.

From his normal academic duties to hosting regular videos with game industry insiders, plus working on a second edition of a book and other projects, calling Barton busy may be an understatement.

"I don't know how he does it," Klemz said.

Among Barton's tactics in the classroom is using Kahoot! to make quizzes more enjoyable. The game-based response system excites students, engaging them far differently than a traditional test, Barton said.

He also uses a nontraditional, emerging method of raising money for his online video series, "Matt Chat," the 290 episodes of which have amassed almost 2 million total views on YouTube.

Patreon is a sort of Kickstarter for creatives. Barton gives supporters options for financial help, starting at $1 per video. In return, they get access to exclusive content and Google Hangouts with him.

Giving monetary support to a person chatting with others about video games may seem abnormal for outsiders, but Barton's fans are enthusiastic.

Story continues below.

Armchair Arcade said the future is bright for gaming.

"I think we're finally on the cusp of usable virtual reality and augmented reality," he said.

"We'll likely look back on the next couple of years as one of those great transitional times in (video game) history where just about everything changes."

Whatever happens in coming years, an English professor from Minnesota will be documenting the transitions.

Follow Mitch on Twitter, Facebook, Instagram and Snapchat: leclairmitch. Contact him at 320-428-1336.

Live chat Monday

At 5 p.m. Monday, Matt Barton will join reporter Mitch LeClair for a live chat about the history of video games. Join the conversation to ask questions and learn from the author, professor and Web series host.

There's also a video.
 

SniperHF

Arcane
Joined
Aug 22, 2014
Messages
1,110
Cracker Jack programmer :M
It's absolutely worth a watch Banana Smuggler.

I'm watching Part 1 of the Cutter interview now and apparently the puzzle interface on BaK was consolized :lol:.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://mattchat.us/?p=990

Was Sir-Tech’s Wizardry A Rip-Off of Oubliette?

I was writing a chapter about one of my favorite silver-age CRPGs, Wizardry: Proving Grounds of the Mad Overlord today. It’s been awhile since I dug into the research, and was intrigued by one of CRPG Addict’s posts about its key inspiration, Oubliette. Oubliette was one of many highly innovative and ahead-of-their-time games for the PLATO system, which has been on my mind since my most recent interview with Richard Bartle, the main main responsible for MUD (forthcoming on Matt Chat). Bartle got pretty animated when the subject of PLATO came up. In his opinion, the influence of PLATO and its games is highly exaggerated. In his case, apparently people tend to claim or insinuate that he himself was inspired to create MUD after playing some MUD-like games on the system, though he’d never even heard of it.


Died on my first encounter. Yep, this definitely smacks of Wizardry!!!

Of course, in my interview with Robert Woodhead (co-creator of Wizardry), the subject of PLATO came up, too. Woodhead was very passionate about how influential PLATO had been, and as far as I know never made a secret of his passion for several PLATO games, including Oubliette, whose influence on Wizardry is clear to see (as CRPG Addict makes clear). Anyway, I noticed some pretty heated comments on CRPG Addict’s post, including some from Corey Cole, co-designer of Quest for Glory. Cole pointed out that basically there was no wrongdoing here, since the development context of Oubliette was entirely different (even though its designers did go on later to attempt a few commercial releases, one for the C64 and a more recent one for mobiles). In any case, I do have to agree with CRPG Addict that it’s a little odd that there wasn’t even a slight nod to the original game to be seen.


So, I decided to contact the Oubliette team and get their take on it. Following are the emails I received back from creator Jim Schwaiger. Specifically, I asked Jim to comment on the post by CRPG Addict and the claims that are made there about the similarities between the two games. Here’s Jim’s response:

The author is fairly comprehensive and largely correct in his comparison of the two. A number of the comments support his proposition. Some of the comments are not quite correct – I am amused by one person who points out that Wizardry had 3 people in the front/back who were in contact with the monsters, while Oubliette had 2. This is incorrect – Oubliette on PLATO had 3 in contact, the same as Wizardry, since our parties allowed up to 12 players. When I rewrote the game to style for existing home computers (TRS-80, Commodore 64 and DOS machines), I was restricted by the size of the screen, especially on the C64, which was 40 x 24 characters. As a result of screen limitations, parties could not be as large as PLATO, and I needed to be able to function with a party of as little as 6 – thus the drop in microcomputer versions from 3 in contact –> 2. Also to accommodate this we eliminated surprise from behind (which reordered during combat from front/back) on the microcomputer version.

I only examined Wizardry on the Apple II once – spent just a short time, certainly less than 30 minutes, but could not find any meaningful difference with Oubliette. There were some cosmetic changes in screen layout, made possible by the fact that Apple II was a real computer (not powerful by current standards) but able to display and update the entire screen in real time. On the other hand, Oubliette was played on a computer whose bandwidth to the user was almost always 2400 baud (essentially about 300 characters/bytes per second), or less. Processing power was also quite limited, the maximum available was generally 10 TIPS (thousand instructions per second). These instructions were a bit more powerful than those available to the 6502 processor, but even the Apple II, TRS-80 and the like were running at 2-4 MHz (MILLION instructions, a factor of 1000x faster than PLATO). Oubliette actually averaged 3-4 TIPS processing, so it was relatively economical in its day. Wizardry had the 3D perspective plotter which we introduced on PLATO when Oubliette was released in November 1977.

The most incriminating similarity in my view was the spell names from Wizardry. Although the Oubliette spells were patterned in their function and level after D&D style, they were not named “sleep”, “charm person”, “fireball”, etc. We wanted a more unique feel for the game, so one of our friends (then a physics graduate student) created a language unique to the game, and the spells were all written in its unique language. For example, the elements of “FIE” meant fire, “TOK” meant earth, “SOM” mean water, “GEI” meant air. “GOR” meant thought, “MOR” meant direct, “DUMA” mean control, “MINA” was wound, “MINAT” was “wound open”, KOMINAH was wound close (heal), “BOR” was loosely rod.

For the spell names, GEI – BOR meant “air rod” or magic missile. MINA – BOR meant “wound rod(s)”, a damage weapon for priests, MOR-FIE-GOR was “control fire thought”, with “fire thought” creatures being humanoid, “MOR – TOK – GOR” was “control earth thought”, non humanoid animals having “earth thought”. DUMATOKGOR was “control earth thought”, with control requiring more active energy from the priest, and therefore of limited duration. “KO – MINAH” was “close wound” while “KO – MINA – TOK” was “close wound earth”, being stronger by invoking the power of the earth. “FIE-MINAT” is “fire wound”, “FIE-MINA-TOK” is “fire wound earth” (more powerful), and “FIE MINA MOR” is “fire wound direct” or “controlled fireball” which did not damage one’s own party.

I must warn you that Wizardry spell names are not identical to Oubliette spell names. In fact, they are all different. But if you look at them closely, they represent a syllable for syllable (meaning for meaning) substitution for our unique language outlined above. An example of similar “difference” is between Chinese and Japanese – the Japanese word Yama – Moto means “Mountain – Root/Base” while the Chinese “Shan Ben” means “Mountain – Root/Base” – and they are written in exactly the same symbolic characters (which is why a Japanese person can easily read Chinese for meaning, even though the pronunciation is entirely different).

What is the chance that Wizardry could have created its own language for its spells and have its meaning roots and relationships be identical to our unique language for Oubliette? I was unable to go any further to look for differences between the games. (Like the microcomputer version of Oubliette, Wizardry was different in that it was a solitaire game – a single human person controlling all players in the party. Obviously this was necessary since no networks existed in the early 1980s to allow computers to communicate for gaming. I see this as a necessary concession to reality rather than a deliberate failure to copy the PLATO version of Oubliette.)

The current Android/Apple versions of Oubliette are derived from the source for my microcomputer version dating back to 1983. John Gaby had my complete consent to do that and he made a number of very nice enhancements.​

I wasn’t quite sure from the above if Jim was actually upset about these similarities, so I asked for clarification. Here was the response to that:

How does George Orwell feel about Eric Blair, or Houdini about Erik Weisz?

Cheated or robbed is one person’s judgment. I have given you a number of facts, all truthful as far as I know. I prefer that the reader know the facts and draw his own conclusions – my statement of opinion only clouds that process. I don’t need or care to sell anything here.

{One distinctive feature of Hemingway’s writing was his choice to not describe how characters felt. That was left to the reader, and I never felt cheated by that. Sometimes less is more.}​

I don’t really know what to make of this response to be honest. Perhaps there’s more to this story? At any rate, I thought the discussion was interesting, and Jim was nice enough to give me permission to publish these emails.

CPRG Addict brings up the Questron/Ultima kerfuffle that resulted in a licensing arrangement for the “look and feel” similarities of the interfaces. I thought the same thing, but then wondered if it’s really relevant, since those were both commercial projects from the get-go. Oubliette, of course, was a free program for a platform ostensibly for educational purposes only (and Corey brings up the “draconian” enforcers who were the sysops on those systems). Even though the title screen for Oubliette for PLATO has a big copyright notice on it, I’m not quite sure how this would work out legally (and really don’t care).
icon_wink.gif
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


Might be some lulz in this episode.
 

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