Things discussed on this episode:
- 02:44 What we’ve been playing since last season
- 02:56 Gabriel Knight 2: The Beast Within
- 03:21 Titanic: Adventure out of Time
- 03:54 Regency Call of Cthulhu
- 04:27 Flourish
- 05:34 Gears of War 5
- 05:49 The Stick of Truth and the Fractured But Whole
- 05:55 Ni no Kuni: Wrath of the White Witch
- 10:41 The Devil In Me
- 28:18 The Season Challenge: Outlast Trials
Michael Schofield 0:00
For season three of design thinking games, we are actually trying to capitalize off a discovery we’ve made in season two, which is that we know how to produce a podcast fairly efficiently. So what we ended up doing being product and tech people is that we’ve, we’ve modularized the entire production of the season so that we actually discover we have a lot more time available to do the things we discover we enjoyed in season two, which was like layering and more background music doing some different kinds of production. So with that in mind, in Season Three we are going ham. So the first big thing is that in season three, we’re an interview podcast now where I’m pretty sure in season one, we declared we would never interview another soul who needs that, as we started networking and meeting people that we actually have something to learn and talking to these people that are not just UX design rehash. So being an interview podcast, that’s the one part, but we don’t want to be a boring interview podcast. And so you’re going to hear, we created a rapid-fire game called D 12. And everyone’s gonna play it. As part of that, we have little segments. And, of course, what may or may not be the best or the worst idea, depending on how much work it actually takes us when we’re finished with it, is we jumped on the AI train and we had chat GPT generate as an audio drama script about design thinking games, that we’re going to serialize over the course of the podcast. Basically, Tim and I have chosen to become Saturday afternoon radio hosts with widgets and gadgets, and we have a new jingle of course, which is something we do every time, but this is gonna be a fun season.
Introductory Guy 1:59
It’s time for an adventure in the worlds of user experience and game design. On season three of the design thinking games podcast, join old-school UXers and aspiring game designers Michael Schofield, and Tim Broadwater, and an array of quirky characters from pixelated heroes to mischievous NPCs in search of the ultimate player experience, design thinking is a process that is applied to different types of games in this podcast. If you’re wondering whether your favorite games have already come up, you can listen through the backlog at design thinking games.com Now Rapid ProtoBot fire that design thinking laser.
Michael Schofield 2:44
Since last we met I have been playing so I’ve been going back to the back catalog. So I started immediately with a run to beat Gabriel Knight 2: The Beast Within we talked about this in one of the prior episodes. But I really saw that it was available on Steam for five bucks. And so I started playing through it I started playing through it on Twitch, and people are like, what is this weird game with the static camera and stuff so I had a lot of fun. Just talking about all of that. This actually opened up another rabbit hole where I picked up Titanic Adventure Out of Time in which you are a British Oss spy after the World War and you flashback on your deathbed spoiler to when you were on the Titanic and you were looking for The Rubaiyat of Omar Khayyam. And there are some weird pre-World War One German shenanigans as a whole mystery and it’s excellent and I haven’t finished it because I find it pretty difficult to beat. So I’ve been going back through all of that stuff. I picked up Regency Call of Cthulhu after seeing the good times society play it, I was an English major specifically in Victorian literature and I love this whole romantic to the Victorian period and so playing Jane Austen with eldritch stuff oh, we’re gonna go play quadrille But oh no, they’re the wall there’s no ending to this hallway if you keep walking down and walk through to that end of time. That’s been a lot of fun. And I’m sure there has been a smattering of others I’ve played Flourish which is a I don’t know a sort of meditative sometimes cool, competitive but mostly cooperative gardening game. I don’t really know how to describe it. The goal is to use your points for laying down stone paths and growing the right flowers and you’re working with the other gardeners to get reach a high score. It’s got a really it’s a pleasant game, but it also has a really pleasant box feel the artifacts that are inside of it are really neat. And, and we’ve played that game a few times since busting it open. And that might be my winner, my post,,, the winner of Pax Unplugged for me after, you know, months of being in hindsight because that’s the game we continue to go to. I think that’s about it, I played a few things I went back and my son and I have and I guess my daughter just recently joined and have been playing cooperative Gears of War Five, which has a really nice campaign, we’re all playing on Xbox. And so that’s been a fun family event as we slaughter the horde of locusts and slaw through their guts together.
Tim Broadwater 5:49
I think since last we left off, I mean, Twitter for me has just become useless, except to track the games that I play or beat, right. And so I apologize to anyone who follows me on Twitter because it’s just turned into I’d be this I’d be this, this. So in that regard, it’s time between the seasons, I played a beat both of the South Park video games, The Stick of Truth and the fractured butthole. And those were very fun and enjoyable. I laughed the entire time, I would highly recommend them. I know the first one was an indie-life console game for the platform, but they’re really good. I’ve been working on for years beating you know, Ni no Kuni just putting a couple hours into it every so often. It’s a really long RPG. But a beat is amazing. I beat Transformers Devastation was a great board game-wise. You know, I’ve played the Burano, which is the city building, painting, and coloring where you’re building your neighborhood. But you want to make it as designed as possible to get the best points, again, that we’ve talked about a little bit I know just chatting back and forth with you is the thing, which is a there’s a pressure because there are all these things you’re dying, you’re running out of food you’re trying to keep the lights on, but then there’s also a betrayer element because the thing not only is definitely going to be one of something you interact with or one of the players from the start but then as you get to alone as you play the game and the player is alone with another player they can have a chance to turn into the thing and at the end you don’t know who’s the thing or not very cool game. I’m currently playing Star Wars Jedi Survivor and because I saw it coming out it looks really good. And so I actually beat fallen order. And I love it. It’s amazing. I think what they’re doing with the games and extending the intellectual property and making it canon. Super cool. And I would say to you one of the best games that I actually got when we were at PAX unplugged was Nexus Infernum the undead game where you make it and I’ve played it it’s really good. That’s probably the win for me. And apart from that, I backed on Kickstarter casting shadows that came in that’s a great game. I finally beat Octopath Traveler because I wanted to play the second one arboretum I know I beat Shadowgate on Switch I got teenage ninja turtle shredders revenge beat that finally beat Medium I’ve been telling you about Medium for years but it’s I finally beat Medium yeah medium I would highly suggest to you I don’t know if there’s ever gonna be a sequel but it’s good as you know, we talked about it a lot last season. I beat Cult of the Lamb finally that’s that was a really hard roguelike game that and yeah, kill unicorns. I know I played that and then I think the last thing we talked about Devil In Me was probably the biggest one right because we’d be up that in the offseason and but honestly a bunch
Tim Broadwater 6:31
You just played a horror movie called The Devil In Me how many survived for you because all my cast died except that
Michael Schofield 10:47
we have a history of just playing all of these Supermassive Games like the quarry and all of the dark pictures anthologies. And during our offseason, a new one dropped the devil in me. So we played it, and we have to talk about it. This is one of the best parts of these kinds of like point and click adventure games is a hallway conversation. So to your question, I survived with four out of five, and maybe a plus one because I didn’t know that the dog survived. Yeah. Oh, cool. So the devil in me is your people. You’re part of a film crew and you’re trapped in basically a kill house with a serial killer who has invested a great deal of capital and to be able to rig rooms to close and have all sorts of different, traps and stuff in there. Very inspired by the turn of the century serial killer HH Holmes. That’s not a spoiler. You can see this probably from any of the trailers. And then any other of these are pictures, picture anthologies, games, you survive. You make you maintain your friendships as best you can. This strange Undertaker narrator, the curator character, either chastises you or gives you hints, and watches and is amused as you kill or preserve the people you’re responsible for. And it’s like any other of the other dark pictures, anthology games, some brand new story,
Tim Broadwater 12:27
you know, in the first five minutes is like holy shit. This is a serial killer. This is a serial killer murder mystery or law, murder mystery, but survival thing. And that just continues in the second part of the game, too. And I also, I know that we were talking back and forth as we were playing this, you said it was your least favorite. Actually, not as if you describe it very basically as not a story, but just as survival horror movie experience, which I thought it was very, you know, it was very that then I actually enjoyed it because I was like, Okay, maybe for six hours of the total, we’ll see what happens. I’m not totally invested in I’ll try to find stuff and things but I’m not gonna get worried if someone dies and just ride the roller coaster. That’s how I approached it.
Michael Schofield 13:21
Yeah, I’m pretty concerned about keeping everybody alive. It is important to me that I discover everything. And I and that everybody survives as much as possible. My, yeah, like, within the first couple of hours, I think I described to that, I was having a hard time feeling hooked. I did not have the hooks of the story in me. But I admit,, as I got, it took me maybe half a game. But by the time I by the time, all the stakes had the grades. I was really enjoying it. I thought that story turned out to be great. I enjoyed the mystery of the big bad. I enjoyed the characters. I d it. I d all of it. And in fact, there there are a few new gameplay elements here. Maybe they’re not new, but I don’t remember the prior dark picture anthology games doing this, where each character because they were part of a film crew had a different device. You were
Tim Broadwater 14:34
very new. That was cool, too. I d it. It’s oh, wait. So you just took a pickup half-story. And then you added that dynamic of carrying objects around? That was That’s really interesting. That’s yeah,
Michael Schofield 14:46
they’re well and a cup. One of them was a sound assistant. And this is my favorite character this Erin, and she didn’t have you know, someone had a camera.
Tim Broadwater 14:59
So the actual thing is when the good dude had a credit card he could use to break open locks. Someone else had something where she could repair electric boxes, you know, something like that.
Michael Schofield 15:12
Yeah, so it all felt, coherent. And it gave each player or each character a slightly different feel. I really d that. What’s it called? It’s a microphone, but it’s a targeted mic or a
Tim Broadwater 15:32
Michael Schofield 15:33
I don’t know the name of it. But where you can point in a direction and really pick up audio from a distance that
Tim Broadwater 15:40
was the creepiest part of the whole game to me. It’s her. And then you’re just walking around and you’re hearing all these crazy noises and you keep walking and then the lights go out and you’re, oh shit, and you’re continuing to walk around and then you’re, hold on, and you look back and you start to realize the rooms are changing, the halls are changing. And then it’s a total freakout experience I thought that was very well that was one of the creepiest parts of the game to me
Michael Schofield 16:05
With the added amplified sound and the fact that backyard after had, and had asthma, heavy breathing, the heartbeat, all the sounds you could hear through the walls, which I thought was scary because this mic would pick up. Sounds very spooky, but you can’t see that right? You know, and so I thought they did a really great job there. I wish
Tim Broadwater 16:31
they would have smashed like a horror movie to me then again, honestly, more like a horror movie as possible. You know what I mean?
Michael Schofield 16:38
I think that’s probably right. I know one thing, I don’t know, have you this dark picture, make sure I have allergies and always offer you an opportunity to play with friends a cinematic mode. Have you ever done that?
Tim Broadwater 16:52
I have not. I know people who’ve done it too locally. there were two friends on a couch and they just chose different things for different points. But apart from that, hard to get a lot of people in the same chunk of time to be able to do that. I mean, I don’t see. It would be cool, but I’m not going to actively look to set it up in my life, you know, so. But I also that apart from that feature, they always log in, well, if you Billy’s beat the game, or die or all your characters die mine did it since except the dog because the dog can die. So there is a use the least you get is the trailer for the next game. And the next games to be if you’ve seen it and you’ve been it. It’s a space story. It’s like a common space or something.
Michael Schofield 17:46
Yeah, it looks really cool. It’s like science fiction because they’re going out to your house at eight. I bet it’s gonna be like an alien. Yeah, because you made the point. This is very cinematic and I and I think in hindsight, each one was more cinematic than the other House of shes did The Thing where it was totally different like locales and the replayability of House of Ashes now this is one thing I haven’t tried with definitely me but House of Ashes did something new where you can replay on your new game plus, you could pick different characters to start with.
Tim Broadwater 18:23
Yes. So if you start to talk about it’s like the American Horror Story season conversation, right? Yeah, you look at this and I have not played five which is the new and which is the Sci-Fi space drama we’re talking about that just got trailered but this one to me felt emotionally a lot like to like it felt like little hope it felt like I’m playing a horror movie. That one’s a supernatural horror-like ghost town haunted thing, right? And this is like a murder house like you said it is like this person who builds contraptions and but the feeling was that I felt like I was playing a horror film like now the first one was a boat. And then the third one, which was more like an action, I would say like a
Michael Schofield 19:08
the third one was definitely action-like, like a survival horror.
Tim Broadwater 19:12
Like 90s were to me like like, this is like Anaconda or like, this is just like, you know, it felt like okay, there’s a demon and a temple and a military SWAT force gets you to know, in Yeah, but yeah, but I guess it’s a different maybe it’s just what’s appealing to me is on in town and serial killer. Where it’s a different flavor, I guess the chapter because we’ll see what’s the space one?
Michael Schofield 19:40
The one thing that’s like, so I’m finishing it like we’ve been talking over the prior three games, about like, what is it like the through line like is, is this part of like a shared universe? And I actually emerged from this one thinking No.
Tim Broadwater 19:58
Oh, because I thought Did you see the thing where that thing pounded on the Deaf store? The curate?
Michael Schofield 20:04
That was baffling. I’m curious what you think like what the whole like, What’s your theory like the
Tim Broadwater 20:11
various a theory that I have and it’s not substantiated in any way. It’s just because American Gods is so popular right now. And like Neil Gaiman and his. The Sandman, which I don’t know if you know much about it, but it’s like, there are different deities, there’s like dream and there’s dash, and there’s desire and despair. And you know, it just makes me feel like, season two starts off with a space sci-fi drama, right? And something in thought we’ve never seen another, living anything in the world of the curator. And so it’s like, if he’s a deity, then it’s like that. So yeah, I
Michael Schofield 20:54
have all the legendary editions of the Sandman, like the leather-bound cases. So depending on your discovery throughout the games, you, you would either end up in a story that was truly supernatural, or you understand the practical is going on behind it. Now in House of Ashes, that wasn’t the case, there were vampires in those caves, as far as I know. So we’re going through levels of rationality, right?
Tim Broadwater 21:25
The first one is like, Oh, this is a mind-altering substance. The second one is like this is a psychological condition, like someone’s schizophrenic or whatever. The third one is, like a like the fourth one is like it’s just a serial killer fan of a serial killer, you know,
Michael Schofield 21:45
did let me, yeah, he’s a fan of the serial killer with multiple personalities, or, or many assumed masks that he wears to be literal. Now, I feel like I got a B plus on the game, whereas you did a D-.
Tim Broadwater 22:07
Definitely got the dog out. So I was at
Michael Schofield 22:11
In the end, I think my people successfully killed the serial killer.
Tim Broadwater 22:16
At the end of the credits, he still grabs the mask, though. I know where they say like, Is it him? Or is it someone else grabbing the mask? They don’t. They were
Michael Schofield 22:24
pretty short. Like people were starting to ask like, during, like, the characters were asking themselves like, is this, this is too much for one person.
Tim Broadwater 22:32
If you look at American Horror Story, they do Murder House, and then Asylum, and then they do Coven, and then free show and Apocalypse. I mean, they have character returns and revisits of stories. And so the only reason I’m saying is I agree with you, it’s getting harder to see the connections in between. And so my, my, the first three are obviously connected because they draw a line to one another. And none of the clues that I found in Devil in Me, did I find any connections to the three previous games? Now, there was one point where they were talking about a ship. And I was like, was that ship the name of the ship? And that’s but I don’t, I don’t know if that’s, I can’t remember. So
Michael Schofield 23:13
I want to play through it. Because I think there’s a possibility that there were like, a whole bunch of mind-altering substances in the Murder House. And the other thing that occurs to me like the only way I could see this having a line toward the end is in the next game, which I might have mistaken, but they said the premiere of season two is the next game. Correct? Season Two The Spaceman? Yeah. Like, I wonder if like the space one.
Tim Broadwater 23:45
Michael Schofield 23:47
the fuck with something and like the Tau Ceti. Class there, right? And it really is like a whole like alien or, or there’s a multi-dimensional shift or something. But I’m starting to withdraw from the idea that these are
Tim Broadwater 23:59
Yeah, now starting on the fourth one, dude, you can’t help to do this. If you’re a UX person. Or maybe even a game designer. I don’t think you can help this if you’re a UX person or a game person if you think that way. That way analytically, or interactively. And so I think of the dark picture games as like a product line now and a product I was like, Dude, you got people choosing stories replaying playing with friends, it’s a movie-like experience, you can tell different scary spooky stories and have different things going on. And people I think are here for it. They love it, you know, and so they want to know what the different stories are and they want to know how they messed up and some people want to replay but other people will play at once and you know, so I’m a fan of the product line. I will say that.
Michael Schofield 24:46
I agree. Yeah. And the things they did in this game, which I hope they continue to, like lean in on are giving each character a different feel to them, like giving them actual different devices. I do wish they would have leaned on About Milan, for instance, the idea with Charlie and his ability to pick a lock with his credit card. How cool would it be if you could revisit different locales like Charlie and discover even more things? So I think there’s like a real opportunity there. That, but I hoped they lean in on I liked it a lot. I thought there, I do want to, like say that I thought their design choice and how they presented quick time events this time around. I guess I don’t really recall if they were much different, but this is the first time I played it on a PC instead of a console. And like, man, like I thought that quick time event like design sucked like I had, I had a hard time distinguishing right click from left click right. Like, like, and there was like a buggy experience for me where you would hear the prompt of the, but like, there was nothing on no visual. So like, for me,
Tim Broadwater 26:03
it’s always weird because it’s a PlayStation. So it always pops up of users that square triangle circle or x. And so you have to like guess at the last meeting if the right one. And so they can’t get up like that. And it’s like, What the fuck? And it’s based on like, if you’re dodging left or right, or sometimes it’s the reverse, and it’s like, so it’s not. I think their answer from a depth standpoint would be like, well, that’s why we have the easy mode, as well as the probably would be I guess, yeah. But when it’s like the death of a character based on it, like Oh, my character has died like really badly. So, yeah.
Tim Broadwater 28:06
let’s start maybe with the history of the challenge right. So season one you challenged me to play Mass Effect Legendary Edition. And then in the time of the whole season. I went through the first game and then sped through the second game but played it legitimately played the whole game both one and two. And we talked about it at the end of season one I’m glad I did. I actually have realized some things that I now enjoy that came from that genre of game. Oh, interesting. If Yeah, I’m not playing and then I actually trend on the side of sci-fi a little bit anyways, because as you know, I like event horizon. Horizon Zero Dawn. I mean, I’ve been given a rise in the horror movie. But yeah, but I also loved Heroes of the Kingdom as well as Skyward Sword and Breath of the Wild Zelda and I don’t know if you know that, but that’s like high fantasy, sci-fi. It’s more like Thundarr the Barbarian you know, sci-fi fantasy or so I love it. And then that was season one.
Michael Schofield 29:35
Well, yeah, on season two, we flipped the script a little bit, realizing that this was a thing that we were weren’t going to keep doing and you challenged me to play Moonlighter Moonlighter as a rogue-like. We ended up being quite a charming game. It was something that I wouldn’t even like to look at let alone like to invest my time in it was hard and it requires a different skill set and different kinds of gaming muscle that I usually don’t use. And so I played that and I beat that. And I came out of the season or the I came out of season two, with a whole new respect for that style of games. And now it’s something that Steam recommends to me because I ranked him so highly. It was a great game, a great story. Oh, story, I didn’t actually expect to give a shit about
Tim Broadwater 30:32
I think we even mentioned the last season in season two that we should definitely I think we actually recorded it. And it was in the last episode that we should like, both do something in season three.
Michael Schofield 30:47
Yeah, yeah. And I think that’s the other thing, a new game emerged that you know, over the course of our journey together, we identify as one that is squarely in both of our wheelhouses. And for season three, we are both going to play maybe beats if beat is a thing you can do the Outlast trials TLDR is that this is it’s not quite a sequel, but this is a MOBA, the style of maybe like Dead by Daylight, or Friday the 13th that in the world of Outlast which Tim and I both beat in our prior video, gaming lives and outlast viral back in the early days of streaming, actually, of streaming for being just terrifying.
Tim Broadwater 31:49
People watching it not even playing the game, but only people watching other people play the game and freaking out.
Michael Schofield 31:55
Yeah, it wouldn’t even be like a video capture of what was on the screen, but it was usually in my memory. Now your vision, like Titans on the observers faces so while they freaked out and got scared. And I think Outlast occupied a special place. I really liked it compared to some of the other things that have come out because it’s not a game that you can fight your way through. And that’s a constraint that really appealed to me. We actually
Tim Broadwater 32:33
we had a, we talked about this, I think it was in season one, maybe to where we actually said, you know, you know, the scary part of it is that all you can do is run and hide you there is no fighting back, right. And so that is a huge creep factor when you start giving people guns like Resident Evil, right? And you start giving people weapons and things, then you can change the dynamic. But here, we’ve talked about how games really restrict some of your interactions or concepts or mechanics to make it harder. And that’s what Outlast does. And I’ve played the first I played them in the release order, not the chronological order, right. Oh, yeah. Yeah, so I played Outlast, and then I played the sequel to it, Outlast Two. And then I played Whistleblower, which I think whistleblower was the prequel that came before Outlast, and then this Outlast trials, to the best of my understanding. It is a prequel to even that and I knew we were going to do this. I went ahead and downloaded and I’m in the I got through the tutorial, and I played one online game so far.
Michael Schofield 34:00
Oh, oh, you already beat me. No, I bought it. I haven’t downloaded it. But all I’ve done is read this synopsis. Watch the trailers and look at screenshots. So you’re already like a leg deep. But I think you’re totally right because it takes place during the Cold War or in that time and you are one of the many subjects of the mad doctor of the asylum there.
Tim Broadwater 34:27
Murkoff? Yeah, so there’s a You’re right. And not and I don’t think this gives away anything because this is in the trailer I think Yeah. As well as like the the tutorial is that it is that time period. This is when the Mad military science happening at mental institutions is a thing. And the people who are pulled in Who were you know, at In Outlast, you are an investigator going, and like your reporter, the sequel, your like husband and wife thing, and an outlet whistleblower. You’re an inside employee who’s trying to get word outside of what’s happened, and you’re getting the reporter and the first one. So it’s a closed loop, right? So in this one, you are homeless people. Communists, hippies, like people who would be put into prison, like in the 50s, or 40s. And there’s, and those people are recruited against their will. And then they’re put through this stress. The first version of what we saw in this game, the Outlast trials, literally is the first trial to have this human experimentation. What can we do? What can we do? What can people survive, you know, that thing?
Michael Schofield 35:58
From what I understand, like, so I haven’t played it. But what I understand is the aesthetic of the game, where you can hide, you can evade, maybe you can slow the bad guy down, but it’s not like you’re going to do a lot of fighting back. As Ben is the defining feature of this game. This is actually similar to what I imagined because I don’t play a ton of these. But like when you’re, you know, when you’re one of the campers, and five isn’t 13, or you’re one of the people are Dead by Daylight, you can’t really fight back against the big bad. Yeah, can I ask our players like human players? Then, the antagonists are the bad guys, or is it Oh, so
Tim Broadwater 36:45
you’re like, it’s you’re in squads of four. So think of it like sneered science. Gladiator Ring, or maybe even like Hypercube, or like the movie Q sci-fi movie. So it’s like, four of you are your all patients that are trapped in this facility. And you basically, to get better rights and better living conditions as a mental patient, you have to do this stuff to get food and to get better clothes and a room and, and so they truly treat it to where like your prisoners, you know what I mean? And then you have to go in and with, you’re going in with other people, two to four people, and you are trying to do these together. So you’re also that’s the level of complexity. That’s really interesting, because you’ve played that last I played at last, you can only run you can only hide, and it’s crazy, right? And now it’s like, Okay, now what if there’s four of you, in the same situation, but you’re trying to accomplish something. You can be killed half your team, your whole team can be killed. You know what I mean? Someone can hide there. So it’s basically adding the MOBA agency and experience over top of Outlast. I have not experimented with any of the chats. Because I don’t know, I think it has, it’s like Alien, fire team, and Friday the Thirteenth. It has chat built into it, like audio chat, not like DVD where people get on Discord and key sheets. They do that yeah.
Michael Schofield 38:33
That’s cool. Because like, I liked the idea that if they do it right, then you, you and I might be like on one side of the room. But each hiding and we can’t communicate, right? Because if we speak up, we can be heard. I look, what are the parameters of this challenge? It’s our goal to defeat so there’s like a main storyline. And then there’s a whole bunch of like a circumference of different like challenges and stuff. Should we go hard and say like, we’re going to try to compete with the main storyline. And I say this without knowing exactly how deep it is.
Tim Broadwater 39:11
A beautiful thing to my understanding, is it’s still gonna beat the game. That’s it. Yeah. And so you can do this solo, or you can play it online with other people. But there are still X chapters to the story. And so the champions can just be played solo or online. So gives us increased difficulty by doing it online or increase creepiness by doing it so so it’s
Michael Schofield 39:37
you shouldn’t we should the other thing we should do with this just like to just put it in the world is like we should totally stream this together. We’re not streamers, we don’t have streamer followings or whatever, nothing like that. Yeah. articulate it into the ether. And we have to make it so.
Tim Broadwater 39:55
But it would be cool if we played it online and put that up for recording and at least shared it. At some point, even if it gets reduced down to a blooper reel of this like, oh fuck kit Oh god, you know
Michael Schofield 40:10
awesome man. Well, I’m excited to play this and will be reporting in throughout the season. And if you guys follow us on various socials, you might see us complaining or celebrating this game as we go. But being a challenge this, like it sucks, it doesn’t matter, we’re gonna beat the game.
Tim Broadwater 40:35
Yeah, that’s the if there are parts of Outlast that I’ve had to play many times because I didn’t know what to do it was so difficult. And then I felt like you can always run and hide and you have to wait and then you can try again but so there’s probably going to be a lot of awesome
Tim Broadwater 41:16
as the listeners may know, last year, you know, we were doing a Patreon and if you supported us on Patreon you got the episodes ad free and early, which was cool.
Michael Schofield 41:25
Anyone who has been like listening with us from season one, and who will enjoy Season Three I know that we are iterating a lot, and one of the big things we’re iterating on is what we’re spending time on was probably a whole interesting episode or like a side thing about like why we chose to back off Patreon but we backed off Patreon we love it if people would donate to us, please head over there and support us if you like we’re going to put some content stuff there but it’s not going to be exclusive.
Introductory Guy 41:48
Thank you for listening and connecting with Design Thinking Games on TikTok, Twitch, and Twitter. You can also check out designthinkinggames.com to request topics, ask questions or see what else is going on. Until next time, game on. Any final thoughts for our listeners Rapid ProtoBot?