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This week for community questions on the podcast, we'll have Ben Hanson, Jacob Geller, Kyle Hilliard, and Joe Juba. It's your turn to make the show better by leaving a question, BetterQuest goal, or anything else for us to read on the show as a comment below! We’ll choose our favorite and iam8bit will ship out a great prize for the winner! We'll stop pulling questions around 8am Central on Wednesday.

On this week’s episode we’ll be talking about...

- Saints Row

- Citizen Sleeper

- Starfield's delay

- E3 rumors

Everybody at the Backstage Pass tier can watch us record the show live, with an exclusive pre and post show on Wednesday. You could do us a favor by subscribing to the audio version of the podcast on iTunes or your favorite podcast app, telling a friend, leaving a review, and subscribing to our YouTube channel!

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Comments

Anonymous

With Chip N Dale Rescue Rangers releasing this week, my question is what shows do you remember liking when you were a kid?

Anonymous

Have you ever called/ written in to a radio show or podcast? What did you ask? Or are we just a bunch of little sickos with our questions?

Anonymous

Hey necroMINNcers, Which defunct game studio would you resurrect?

Anonymous

Hey necroMINNcers, which defunct game studio would you resurrect?

Anonymous

Ben-jammin and the CLCs, long time listener, first time writer… Hearing Jeff’m talking about shadows of the empire’s outrageous price tag last week got me thinking, what game could pull off a $100 price tag in todays day and age without an appreciable drop in sales? Could GTA6 or elden ring 2 stand to make more money or have companies given up on charging more for their games and resorted to micro transactions to substitute for inflation/rising development costs? I’ll sign off and listen.

Anonymous

G'day! Inspired by last week's questions about video game towns: Do ya'll have the same sense of place, nostalgia, or memory of area layouts in video game locations that have a 3d camera, as opposed to older games with fixed cameras? If you want an example, read below - otherwise discuss :) It could just be how my brain works, but I personally relate to places more with a fixed camera. I can close my eyes, and guide you straight to the weapon shop in Balamb in Final Fantasy VIII, but something like BoTW, I am constantly lost in the towns. I think it’s the free camera not letting me take mental snapshots. Is this because I grew up with fixed camera games, or do the young CLC's experience the same? Btw, polley is pronounced like polygon :)

Anonymous

I noticed that when I play Elden Ring and want to change weapons while moving, I put my right thumb on the left thumbstick while my left thumb uses the d-pad. I'm doing this without even thinking about it. Sometimes my left index finger gets involved too although I couldn't tell you how, it all happens so fast! Do you have any pro gamer moves that happen with your hands on the controller? Follow up question, wouldn't a fifth face button be useful in some games so I didn't have to do this crap? Lots of love, your crush, Crab Palace <3 xoxo

Anonymous

Hi Ben and friends, as a producer at a game developer, I have a question that is close to my daily life. As some people might heard about, making games is hard, takes a lot of time and of course money. A lot of money in fact. While you can't really save money on game design, level design, programming, internal QA and production (of course), a lot of elements can be outsourced to partners, that are specialized in those areas and only jump into the project when needed. That also costs money, of course, but you have some leverage here. Thus my question: if you were in charge and had to decide which outsourcing costs to cut in order to even ship the game at all, what two of the following areas would you sacrifice? 1. Audio - especially smaller studios can struggle with producing all needed sound effects and applying a final mix to everything, so they get the help of audio studios and foliage artists specialized on game audio. If you cut this, basic SFX will be there - you can buy sound libraries or use your USB mic to record cutting a lettuce in your kitchen - but you would miss out on the gut punching, tailor-made effects for your game. 2. Animation - you don't have a big sound stage with a mocap setup? Well, someone else does and after hiring actors and a director, practicing and recording everything, the raw data also needs to be cleaned up and prepared for your project. Or do you want a hand-drawn and cutely animated style? That also takes experts and a lot of time and money. So if you cut this, you may be able to use some assets from the store or do some basic animations by hand, but it's not going to have the buttery-smooth feel and elegant style you desire. 3. VFX - visual effects tie everything together and make animations and audio stand out even more. Your wonderfully animated punch to the noggin with the crunchy impact sound feels even better with a small dust cloud as well as sweat particles coming off of the opponents face, right? What is a laser weapon without an actual laser? An explosion without the ball of fire and smoke? You may use store assets once again, but they oftentimes don't quite fit your art style or they aren't optimized for performance as you would like. 4. Music - a great soundtrack is something whole podcasts are recorded about. In order to get there, you can pay an experiences composer to write something that fits your theme and mood. You can also go to a stock-music site and search for something that might fit or try producing something by yourself - what else do you have Garage Band pre-installed on your iPad for? 5. Cinematics - you may be able to draw stick figure story boards, but you are not a director or cinematographer and you certainly don't have the time to learn this now. Cinematics also oftentimes need special animations, sound effects, VFX and music. Seems like a lot of effort. Cutting this, you could revert to in-game dialogues only or maybe hand-drawn stills with minor parallax animations. 6. Localization - English is spoken all around the world, right? But it is known that you find a bigger audience, if you translate your game into the most common languages. You may have a team member that natively speaks a desired language, but it's still a lot of work and additionally requires special language QA. Platform holders also have their terminology they want you to follow, so don't you dare to write "Premi qualsiasi comando per assegnarlo all'azione selezionata" when Sony clearly expects "Premi qualsiasi tasto per assegnarlo all'azione selezionata", you silly dev. If you cut this, English it is and you will miss out on potential fans around the world. (Btw.: English is not my first language, so excuse any mistakes. Especially my pronounciation.) 7. External QA - your internal team can only test so much per day, finding new bugs and needing to retest issues over and over again, talking to developers all the time and describing every small thing in great detail. They will develop tunnel vision for your project, making them miss obvious problems your players will find instantly. Additionally, you don't have all the equipment at the office - graphics cards, CPUs & Co. in all of the configuration. And if you want to release on any console, certification is a complicated process, that needs expertise. Without external QA you will miss a lot of crashes, bugs and glitches and you will have to focus on very few or even just one platform - I recommend Steam and you better not have any multiplayer. I know, it's a rather long question, but I hope it's interesting to think about and sparks some lively discussions. Have fun and stay safe out there, Clemens aka. GerhardKoepke

Anonymous

Which of these would bother you more? Accidentally using a towel somebody else already used after a shower or accidentally using a brush or comb already belonging to someone else?

Anonymous

Hey yall, Im sure we will get some announcements and reveals this summer... but if you had to guess today, what do you think will be the big holiday games for 2022?

Anonymous

Hello MinnMaxians, Have you ever played a game that, while a critical "middle-of-the-road" experience, just clicked with you surprisingly well? The video game equivalent of a popcorn flick? I got the Sniper Elite games in a humble bundle and Sniper Elite 4, while being that perfect 7/10 experience, was just so fun I basically 100% the game. I'm excited Sniper Elite 5 is coming to Game Pass later this month. Thanks bunches, Sean

Anonymous

Do you prefer a voiced protagonist with a personality that is a character or one that is essentially an empty vessel for you to input? I feel like I have more fonder memories playing a character who has a definitive voice. RPGs where the character is You and Action play formers where you’re playing that character is an interesting change of pace and how you interact with the story.