Wednesday, July 8, 2015

EXP Podcast #336: Reaching Your Limits

What does it all mean!?
That's it. We've had enough! Not of podcasting, but of some video games that just overstay their welcome. We can pinpoint why we play certain games, but why do we stop? When do we know when to quit? And what game elements make is reach that tipping point sooner than others? This week on the EXP Podcast, Scott and I explore the outer limits of our patience, bite into UI frustrations, and make some predictions. Join us!

- Here's the show's stand-alone feed
- Listen to the podcast in your browser by left-clicking here, right-click and select "save as link" to download the show in MP3 format, or click play below.

Show Notes:

- Runtime: 34 mins 35 sec
- Music by Brad Sucks


  1. I have a pretty low tolerance for anything that feels like grinding: when a game forces me to repeat a task an arbitrary number of times in close succession. This really bugs me even if the activity itself is engaging enough that I might have done it several times anyways given the option.

    Some games manage to overcome this and be fun anyways, but the usual failure mode is that I end up sitting there with glazed eyes and a steadily growing sense of detached melancholy. So lately I have not been as eager to give the benefit of the doubt; as soon as I smell the grind, I just put the game down.

  2. Being able to walk away is such a liberating feeling. On a similar note, I am really annoyed by games that lock weapons/abilities behind grind (Call of Duty style). At a certain point you're just rewarding raw time invested and that's something I often don't have.

  3. "Hi there! Thanks for your podcast on reaching the
    limits. From what I listen from your podcast about games that reached the
    limit, I 100% agree with you. There has been some games that really irritates
    the players such as forcing the player to grind to just get an item to progress
    the level which may take up hours and hours of the players’ time and. There is also
    games that has the same gameplay over and over again in the next sequel of the
    games which makes the fun lesser and lesser for the players. Another thing is that
    you guys said are true about the companies publishing and selling incomplete
    games to us gamers as they want us gamers to buy DLC if we want to play full
    game. And lastly, games should let the players choose their custom controls if
    they want to enjoy their game instead of setting it the way it is.

  4. Hi Scott and Jorge, I strongly agree what you guys say in this podcast. There is some game have a lot reading, it make me feel the game is boring because I like the game that can get a lot of the information during we play the game. If the game have a lot reading and it take us for few hours to read the information inside the game to understand the game, it will have no different between we play the game and we read the game information on the internet.

    Other than that, there is some game is take too long time and too hard in one of the platform in the game. This type of game really hard for player to finish the whole game and hard to not quite the game half of the game because it make the game become very very boring.

  5. Yeah, that's a really annoying trend; the slow climb up the ability tree completely killed Payday 2 for me despite that game's clever chaos and otherwise strong design.

    I'm sad to see even Nintendo getting on that bandwagon with Splatoon. :-( It's not quite as bad there as it is in CoD or Payday, but the trend worries me.