Tonight on GeekNights, we consider the humble road trip, wonder at its proper definition, and lament its destruction at the hands of money and smartphones, as well as its eventual return with the SELF DRIVING RV. In other news, a crazy train accident in New Jersey, get your flu shot, and avoid Tim Burton's company.
Tonight on GeekNights, we consider some press your luck mechanics with the wonderful Deep Sea Adventure. It's a shared space treasure-hunting drowning simulator. In other news, Rym keeps playing Overwatch daily, Scott hates all that is good in the world, and the gold rush of pro sports buying esports teams begins.
Tonight on GeekNights, we talk about tech books. As in, the ones with animals on the cover. As a reference or as a teaching aid, they're not entirely obsolete. In other news, Netflix releases its Meridian test/reference footage under the Creative Commons, the Apple II gets an update, and some good camera stuff was announced at Photokina 2016! We also streamed the production of this episode live for some reason.
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Tonight on GeekNights, we talk about pizza in all its forms. You guys love the food episodes, so here you go. 100 years Rym and Scott and pizza. But before that, Luke Crane's Inheritance is on Kickstarter (and funded before we finished the show) and South Park is back!
GeekNights will be performing live at PAX West 2016!
Saturday, Sept 3rd
The Grind. We've all experienced it. We've all complained about it. Some of us secretly love it. But ask 100 people what it actually IS, and you'll get 40 different answers. Join us for a mechanical discussion of what "grinding" really means in games. Is it necessary for a "classic MMO?" Is it part of the genre of a "JRPG?" Does it exist in board games? Is it bad? Is it good? Is it necessary? Part storytelling, part game design, part game theory: let's explore the grind from all angles.
Atari Game Design
PAX East 2016
Game design is a wide subject. The best approach to mastering it is to focus on the fundamentals, and what better place to do that than with Atari 2600 games? Join us for a deep game design analysis of classic competitive Atari games like Outlaw, and how their core concepts extend to modern games. When you can literally count the pixels with your eyes, and the code will fit in your calculator, the core principles of good (and bad) design become starkly apparent.
Book Club - Oryx and Crake
Several people have been recommending Oryx and Crake to us for some time now, with a fairly recent acceleration of these recommendations. Chicky-nubs sealed the deal. Gene-fueled science fiction dystopia, too-real commercialization of life itself, and a short read to boot, we had no choice but to make this - the first of the MaddAddam Trilogy) our GeekNights Book Club choice.