Dialog Choices Podcast #89 – The Industry Dumps Unity



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15 thoughts on “Dialog Choices Podcast #89 – The Industry Dumps Unity”

  1. I am a 'would have been' Unity Dev, & I got an Email after all this that was basically,

    'We've heard what you've had to say, & so… We've made it so that Free* users can disable the Unity splash screen that gets applied to Free Projects!'

    edit: going to be trying to learn GoDot, & make games that way;
    learning a new Engine always is a bit tricky though;

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  2. Huh, the unity topic remind me a lot of the Wizards of the Coast OGL debacle that happened not too long ago . . .
    I really don´t get how anyone can think that something like this is a good idea, like its always a good idea to step on your customers toes and expect them to just take it and neither shoot back nor just leave.

    I guess i just don´t know much about this particular topic but in business school we were taught to not think for a quick buck but instead try and play the long game to profit that way.
    Both of these cases seem like a quick cash grab with the only difference being that WotC were trying to create a monopoly and failed and unity never even had the chance to bind people to their property (i do believe the "retroactive" changes would have been torn to shreds in a court, like none of the bigger companies would have let that happen and even the smaller ones could have banded together)

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  3. it sounds like there is a One True Story of Elden Ring that you can unlock if you go about your game in the Exact Correct Way which seems like it should have been a linear story driven game instead of the complete free open world

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  4. Toaster saying that Elden Ring's lore is any more straightforward or clearly conveyed than the other games is like listening to a homeopathy salesperson. To this day people that have been part of the Soulsborne community break out in fights over the meanings and motivations of very basic concepts, be it in Elden Ring or all the way back into the first Dark Souls – and that, I feel, is totally on purpose. From Software could tell a clearly conveyed story, but they don't want to.

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  5. The Elden Ring story discourse is a bit complicated. I do agree with that if you’re paying attention to what characters are saying then you can piece together the narrative pretty well. In fact I found Elden Ring pretty straight forward for a souls game story.

    I do think there are issues though with quests and dialogue being time locked and the game being so big it’s easy to miss things like Jar town. Honestly I just hope the next game isn’t open world again.

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  6. 2:02:48 despite literally being the "lord of blood" mohg is actually very weak to bleed lol. I suppose it kind of makes sense since his cursed blood is the source of his power so i guess he's more susceptible to losing it?

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  7. TLDR: Lore≠Story, and Toaster is looking at all that lore and calling it the story. Or we just need to get on toaster’s level and just use our brains, or memorize everything the instant anything is presented to us.

    Regarding the Elden ring discussion, I think the disconnect here is the distinction between lore and story.

    – Lore is the background info, the history, and the worldbuilding. This includes the details about the setting, characters, cultures, and the rules of the world.
    – The story is the narrative we actually experience throughout the game/book/etc, focused around characters, conflicts, and events.

    So what’s the problem with Elden Ring’s lore?
    – Overwhelming: Elden Ring inundates players with a vast amount of information, making it challenging to grasp. Eventually, people will give up and simply focus on defeating bosses.
    – Convoluted: The game has many similar-sounding names, making it easy to confuse important details over hours of gameplay.
    – Poor presentation: A lot of the important information is hidden in item descriptions, side comments, or easily missed character quests.
    – Lacks significance: Elden Ring fails to incorporate its massive lore into the main story.

    Unfortunately, there is almost no story for this massive amount of lore to build upon. The story boils down to “become Elden lord by killing the holders of the great runes.”
    – Despite revolving around them, we have no real reason to care about them. If we don’t care, we aren’t going to remember them well.
    – If not them, then who should we be invested in? Melina? Maybe if she ever gave personal opinions we’d care, but she just recites history books at us.
    – Side stories can be hard to find and rarely provide guidance on the next quest step. If you successfully complete the quest, the result is often their death or immediately becoming irrelevant.

    So we ultimately get a world-centric narrative with a lot of history about it, but then it fails to give most players a personal stake within that world (beyond winning). So unless you are willing AND capable of deep diving into the lore, you are going to walk away from its narrative dazed and confused.

    Or humanity just needs to get on toaster’s level I guess. We just gotta brain good and memorize everything the instant things are presented to them many game hours later.

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  8. 1:47:40 THANK YOU! PREACH!😤
    I am always confused by putting in features for your playable character only to then make 80% invalid by forcing an encounter that doesn't let you use what you worked on. Or making you chase something that just flies or hides every second. It's interesting for a moment. Then it starts to drag out like…stooooop.

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  9. Oh no my Skyrim comment came up! Before any more tomatoes fly I just wanna be clear I never meant to argue that Skyrim was more influential than dark souls, just that it was influential and has its place. I mostly play rogue likes these days and just about all of them are more influenced by dark souls, and none by skyrim

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