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Shinan
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I'm Shinan.
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Challenging the Standards
author=Feldschlacht IV link=topic=2605.msg48279#msg48279 date=1228162593STALKER is my Fallout FPS surrogate. I will refuse to play Fallout 3 for as long as possible.
Shinan, it sounds like you need some Fallout in your life.
Piracy, Why?
You can have right wing democracy. Democracy basically only means that the people are allowed to vote and that the leaders are essentially chosen by "the people" (Or, "by the people chosen by the people to choose for them")
Challenging the Standards
When it comes to the loot one of the things I just don't see enough is having loads of useless loot on every single body. It's sort of ingrained in the gamer mind (at least in me) that I need to pick up everything a creature drops. What if, after you kill an enemy (let's say it's a human in this example because animals are bound to carry less useless shit) you can strip search the guy completely. Clothing, lint in the pockets, spare change, pocket knives, shoelaces. EVERYTHING. Then you'll as a player will be forced to decide just what crap you want to keep unless you walk five meters outside a town and is overburdened enough and have to get to the nearest merchant to sell off your shit. (and no one will buy the shaped rock with sentimental value the thief carried)
This idea reminded me of something and I just remembered what it was. I was playing STALKER Clear Sky and it had a bit of this in it. Without all the clothing obviously. But there was so much random loot lying around and so little possibility to carry it all that I had to leave some of it behind. And I was really sad every time I left a sawn off shotgun behind since I always wanted to get that 5 rubles it was worth... Because I'm always pack muling. After a while of the game though I started to get used to the idea of leaving weapons and ammo that I really didn't need behind. And in a way it did add to the atmosphere of things. Finding a hidden stash of goods but only picking up some of it.
I know Arcanum also had a bit of this. Especially in the looking-into-every-unlocked-chest syndrome. The cities in Arcanum was full of trash bins. And every trash bin had items in them. In the beginning of the game I was running around picking shit up from trash bins but obviously no one wanted to buy the trash I picked up. Being so used to being able to sell just about anything in RPGs I kept a lot of that trash around looking for a sucker that would buy it from me.
Eventually I realized that just because you can search it and there's items in it, doesn't mean it's worth squat. The game also sold numerous newspapers, which were fun to buy occasionally but they didn't really do much. Except of course that you threw them in the trash after you've read them. And suddenly it all sort of made sense.
This idea reminded me of something and I just remembered what it was. I was playing STALKER Clear Sky and it had a bit of this in it. Without all the clothing obviously. But there was so much random loot lying around and so little possibility to carry it all that I had to leave some of it behind. And I was really sad every time I left a sawn off shotgun behind since I always wanted to get that 5 rubles it was worth... Because I'm always pack muling. After a while of the game though I started to get used to the idea of leaving weapons and ammo that I really didn't need behind. And in a way it did add to the atmosphere of things. Finding a hidden stash of goods but only picking up some of it.
I know Arcanum also had a bit of this. Especially in the looking-into-every-unlocked-chest syndrome. The cities in Arcanum was full of trash bins. And every trash bin had items in them. In the beginning of the game I was running around picking shit up from trash bins but obviously no one wanted to buy the trash I picked up. Being so used to being able to sell just about anything in RPGs I kept a lot of that trash around looking for a sucker that would buy it from me.
Eventually I realized that just because you can search it and there's items in it, doesn't mean it's worth squat. The game also sold numerous newspapers, which were fun to buy occasionally but they didn't really do much. Except of course that you threw them in the trash after you've read them. And suddenly it all sort of made sense.
Piracy, Why?
I pirate. I don't pirate a lot of games, but it happens. If I pirate more recent games I've found that I tend to buy them later. Or at least the sequel. It happened when I pirated GTA3 (I bought Vice City), it happened when I pirated Rome: Total War (I had already bought shogun and medieval, but afterwards I bought Medieval 2 as well). I happened when I pirated Democracy 2 (Shame on me, but I bought Kudos 2 a couple of days after it was released. I'm still thinking about buying Democracy 2 eventually).
Generally when it comes to games I buy more than I pirate, mostly because I just don't feel like downloading those huge amounts of gigabytes all games are nowadays. Lately I've found that I don't really want to buy games either because of ALL THAT FUCKING DRM. (Which is why I want to buy Democracy 2 since it's DRM-free and I honestly do feel bad about pirating that one... Strange isn't it. Though I originally pirated it because the demo was too short...)
Then. Music. I don't pirate as much music as I used to. Mostly because I find I have most of the music I want but now I occasionally get myself a track here and there. I also tend to scourge the internet for legal free music that I try to give a listen to from time to time.
However with all this said it's true that I hardly ever pay for music anymore. It's not really that I wouldn't want to but the fact is that I haven't really found any good DRM-free music seller in my region. In our family we have a wide variety of music players and what works in one won't work in another. So it's actually just easier to download the shit illegally.
But yes, when it comes to music I'm a hugely dirty pirate and I need to change my ways.
Then there's movies. It's a bit dual on the movies. I pirate a lot of movies it's true. But I also pay for a lot of movies. Originally my downloading of movies was movies I'd never see otherwise anyway. But lately those films I haven't managed to catch in the cinemas get on my download queue. I have a 100+ DVD collection though and on average I watch at least one film in the cinema each month, so I'm not sure how much part of the problem I am when it comes to the movies.
TV-series I get as soon as they are on torrentsites. I don't live in the US and I want my stuff immediately. I also no longer like to watch stuff on my TV because I've found that whenever there's a commercial break I just shut down the TV and do something else rather than wait it out. The only thing I watch on TV nowadays is sports events and even then it's only on the commercial free government-funded channels.
These were my honest pirate confessions. I don't think my pirating habits are unique in any way. In fact I think they are pretty regular.
Of course I'm also part of the problem because when I buy stuff it's nearly always out of the bargain bin (or pre-owned). Paying those ridiculous full prices for games or movies that's just sick. Unless its something I really want (LOTR extended, Star Wars Box, Vampire: Bloodlines, Empire: Total War (if it doesn't have heavy DRM that is))
Generally when it comes to games I buy more than I pirate, mostly because I just don't feel like downloading those huge amounts of gigabytes all games are nowadays. Lately I've found that I don't really want to buy games either because of ALL THAT FUCKING DRM. (Which is why I want to buy Democracy 2 since it's DRM-free and I honestly do feel bad about pirating that one... Strange isn't it. Though I originally pirated it because the demo was too short...)
Then. Music. I don't pirate as much music as I used to. Mostly because I find I have most of the music I want but now I occasionally get myself a track here and there. I also tend to scourge the internet for legal free music that I try to give a listen to from time to time.
However with all this said it's true that I hardly ever pay for music anymore. It's not really that I wouldn't want to but the fact is that I haven't really found any good DRM-free music seller in my region. In our family we have a wide variety of music players and what works in one won't work in another. So it's actually just easier to download the shit illegally.
But yes, when it comes to music I'm a hugely dirty pirate and I need to change my ways.
Then there's movies. It's a bit dual on the movies. I pirate a lot of movies it's true. But I also pay for a lot of movies. Originally my downloading of movies was movies I'd never see otherwise anyway. But lately those films I haven't managed to catch in the cinemas get on my download queue. I have a 100+ DVD collection though and on average I watch at least one film in the cinema each month, so I'm not sure how much part of the problem I am when it comes to the movies.
TV-series I get as soon as they are on torrentsites. I don't live in the US and I want my stuff immediately. I also no longer like to watch stuff on my TV because I've found that whenever there's a commercial break I just shut down the TV and do something else rather than wait it out. The only thing I watch on TV nowadays is sports events and even then it's only on the commercial free government-funded channels.
These were my honest pirate confessions. I don't think my pirating habits are unique in any way. In fact I think they are pretty regular.
Of course I'm also part of the problem because when I buy stuff it's nearly always out of the bargain bin (or pre-owned). Paying those ridiculous full prices for games or movies that's just sick. Unless its something I really want (LOTR extended, Star Wars Box, Vampire: Bloodlines, Empire: Total War (if it doesn't have heavy DRM that is))
Benefits of a world map?
World maps and maps in general are great for overview. If you have a bunch of connected places and no overview you'll most likely be lost and a bit frustrated. My favorite overview/worldmaps are those that you can put your own notes in. I know a couple of games did something like this. Where you'd click on a part of your map and you could add a note to the place (such as "here's awesome treasure I couldn't carry." or "Character I need to talk to later about xxx.")
I think that one good way of having the whole world map issue is making it an ingame thing. You can buy maps from some shopkeeper or have a cartography skill that lets you draw up your maps. I think something like this could be awesome for larger scale areas. Or even buying maps of a dungeon and there's several different ones to get. Some have secret treasure locations in them and others do not... Oh yeah, but that was tangential again.
I think that one good way of having the whole world map issue is making it an ingame thing. You can buy maps from some shopkeeper or have a cartography skill that lets you draw up your maps. I think something like this could be awesome for larger scale areas. Or even buying maps of a dungeon and there's several different ones to get. Some have secret treasure locations in them and others do not... Oh yeah, but that was tangential again.
RPG Mechanics I - HP to Damage Ratio, Other HP Related Discussion
Slightly influenced from tabletops but also from other games I've started to like the "moving away from HP" thingie. It's also because I'm a bit of a sucker for realism. I like the "damage you can take" to be fairly constant. A chopped off head will result in death all the time. (nearly all the time anyway...)
Things like location damage, wounds and bleeding are things I like. There was some (tabletop) game that had a system where every time you got wounded you had a chance of fainting from the pain, the chance increased every time the hurt increased. And there was also a different chance of dying from the wounds. And you had to take a test against the value every time you got hurt.
That game had damage put into four different categories. Trauma (wounds that might not hurt but will kill you), Pain (Wounds that will hurt and will make you faint from the pain), Bleeding (a value that affected bloodloss) and Bloodloss (A value that increased depending on your bleeding and that eventually killed you)
There was also exhaustion, which wasn't exactly wound-related but it could still cause you to faint.
Every wound increased the three values by a certain amount. A flesh wound in the leg might increase your pain by quite a bit but your trauma by very little. A hit in an aorta would cause a lot of bleeding, some trauma, but little pain.
I'm really fond of this system and would really like something like it to be implemented in a computer game. Of course it might be a system that is one of those that somehow works on paper (despite its complexity) but not on a computer. It's strange though because usually computers can do calculations more complex, but this system was really cool when used manually. Sure it took a while to calculate some of the stuff but getting the exact descriptions of things was very satisfying. (Or like it always went. "OOOH The aorta! You're a goner! There's blood EVERYWHERE")
Another system I'm fairly fond of is the treshold system where you (or an vehicle/building/item) has some sort of value you need to pass and once you do that your status changes, like "Unhurt/scratched/wounded/severely wounded/crippled/dying". In a way that would mean that everything would have the same amount of HP, but everyone would have a different "value" you need to pass. So a vehicle to go from scratched to damaged it would take a lot more than to make a human go from scratched to wounded.
Of course now I've made this huge post and not have any HP in it at all. When it comes to classic HP I'm not all that interested I suppose. Of course all of these systems can be in a HP system. Just hide all the good stuff that I've mentioned and boil it down to a single number the player sees. (The treshold can easily be turned into HP, or even a percentile system where you knock down percent of a creature's HP. Combined with a treshold) When it comes to damage I think that certain things should hurt more than others. A rocket launcher should kill people and cripple vehicles. A sword should kill people and dent vehicles (if even that). I want people killed.
Things like location damage, wounds and bleeding are things I like. There was some (tabletop) game that had a system where every time you got wounded you had a chance of fainting from the pain, the chance increased every time the hurt increased. And there was also a different chance of dying from the wounds. And you had to take a test against the value every time you got hurt.
That game had damage put into four different categories. Trauma (wounds that might not hurt but will kill you), Pain (Wounds that will hurt and will make you faint from the pain), Bleeding (a value that affected bloodloss) and Bloodloss (A value that increased depending on your bleeding and that eventually killed you)
There was also exhaustion, which wasn't exactly wound-related but it could still cause you to faint.
Every wound increased the three values by a certain amount. A flesh wound in the leg might increase your pain by quite a bit but your trauma by very little. A hit in an aorta would cause a lot of bleeding, some trauma, but little pain.
I'm really fond of this system and would really like something like it to be implemented in a computer game. Of course it might be a system that is one of those that somehow works on paper (despite its complexity) but not on a computer. It's strange though because usually computers can do calculations more complex, but this system was really cool when used manually. Sure it took a while to calculate some of the stuff but getting the exact descriptions of things was very satisfying. (Or like it always went. "OOOH The aorta! You're a goner! There's blood EVERYWHERE")
Another system I'm fairly fond of is the treshold system where you (or an vehicle/building/item) has some sort of value you need to pass and once you do that your status changes, like "Unhurt/scratched/wounded/severely wounded/crippled/dying". In a way that would mean that everything would have the same amount of HP, but everyone would have a different "value" you need to pass. So a vehicle to go from scratched to damaged it would take a lot more than to make a human go from scratched to wounded.
Of course now I've made this huge post and not have any HP in it at all. When it comes to classic HP I'm not all that interested I suppose. Of course all of these systems can be in a HP system. Just hide all the good stuff that I've mentioned and boil it down to a single number the player sees. (The treshold can easily be turned into HP, or even a percentile system where you knock down percent of a creature's HP. Combined with a treshold) When it comes to damage I think that certain things should hurt more than others. A rocket launcher should kill people and cripple vehicles. A sword should kill people and dent vehicles (if even that). I want people killed.
Character Class Archetypes
The one missing that sticks in my eye like a ten foot pole is probably The Diplomat.
All people skills and little else. Speech, Charm, Intimidate, Diplomacy are the key phrases for the Diplomat. Not exactly the most common of archetype in most dungeon crawler RPGs but a viable option in "the other kind". Often the Diplomat is combined with another archetype, like the healer or rogue. If the Diplomat is also a Fighter he will most probably be party leader at all times.
A Diplomat variant, though not really a diplomat is the Scholar. A scholar is often combined with a mage but can sometimes be a completely stand-alone archetype. The Scholar is the booktype complete with information skills. An ancient tome needs deciphering? The Scholar is there. A type of rock needs to be determined for mining? The Scholar is there. A random tidbit information about a 50s TV-series or a Star Wars quote is needed? The Scholar is there.
This archetype is rare enough in tabletop RPGs and is virtually only an NPC in cRPGs.
I guess you could also have the Ranger which is usually a fighter that focuses on ranged battle (in fantasy. In modern or futuristic a Ranger can be a sniper or similar archetype). I guess it really is a subset of the fighter, but it's often forgotten when talking about fighters, since the image of the fighter is usually the sword, the shield and the plate armour.
Another archetype which is usually a subtype of the other types while still being completely standalone is the always lovely Wildcard. The Wildcard is often dependent on personality rather than skills though. Oftentimes it's that strange and seemingly useless build. The Bard, running around singing songs and reciting poetry for fun and profit, The Specialist, which is specialized in a field so narrow it cannot be anything but useless, The Crazy, who has a mental disorder that severely impacts certain things but will occasionally be struck by moments of brilliance. The Wildcard is usually a noveltycharacter, with little staying power. But in the hands of a brilliant player it can be the greatest adventurer of them all. Or at least the Sidekick.
I've noticed that these archetypes have sort of gone into non-mechanical archetype (Of which there's loads and loads), but I've tried to stay as much to mechanics as possible. (I just remembered another civilian archetype, but it's probably some Diplomat variant. The Merchant. I guess it's a Diplomat-Rogue hybrid. Mostly with people skills like Charm, Persuade and Haggle, combined with the occasionaly pickpocket and those skills.
All people skills and little else. Speech, Charm, Intimidate, Diplomacy are the key phrases for the Diplomat. Not exactly the most common of archetype in most dungeon crawler RPGs but a viable option in "the other kind". Often the Diplomat is combined with another archetype, like the healer or rogue. If the Diplomat is also a Fighter he will most probably be party leader at all times.
A Diplomat variant, though not really a diplomat is the Scholar. A scholar is often combined with a mage but can sometimes be a completely stand-alone archetype. The Scholar is the booktype complete with information skills. An ancient tome needs deciphering? The Scholar is there. A type of rock needs to be determined for mining? The Scholar is there. A random tidbit information about a 50s TV-series or a Star Wars quote is needed? The Scholar is there.
This archetype is rare enough in tabletop RPGs and is virtually only an NPC in cRPGs.
I guess you could also have the Ranger which is usually a fighter that focuses on ranged battle (in fantasy. In modern or futuristic a Ranger can be a sniper or similar archetype). I guess it really is a subset of the fighter, but it's often forgotten when talking about fighters, since the image of the fighter is usually the sword, the shield and the plate armour.
Another archetype which is usually a subtype of the other types while still being completely standalone is the always lovely Wildcard. The Wildcard is often dependent on personality rather than skills though. Oftentimes it's that strange and seemingly useless build. The Bard, running around singing songs and reciting poetry for fun and profit, The Specialist, which is specialized in a field so narrow it cannot be anything but useless, The Crazy, who has a mental disorder that severely impacts certain things but will occasionally be struck by moments of brilliance. The Wildcard is usually a noveltycharacter, with little staying power. But in the hands of a brilliant player it can be the greatest adventurer of them all. Or at least the Sidekick.
I've noticed that these archetypes have sort of gone into non-mechanical archetype (Of which there's loads and loads), but I've tried to stay as much to mechanics as possible. (I just remembered another civilian archetype, but it's probably some Diplomat variant. The Merchant. I guess it's a Diplomat-Rogue hybrid. Mostly with people skills like Charm, Persuade and Haggle, combined with the occasionaly pickpocket and those skills.
Let's discuss: Gender Equality, in gaming and in life
It was said somewhere. But it's all about casual gamers. The ad in question isn't directed at gamers. It's directed at that huge majority which are "girly girls". And yes, they DO exist.
It's the same where they target a bunch of games (like Need for Speed or Madden) mainly for boys. The casual boy audience that is. The boys that think it's cool with American Football or fast cars.
The only real problem I see is the lacking quality in some of the "targeted" games. Kid's games suffer from the same problem. They make a subpar game that the nongamer audience will play, because they don't know better.
To be honest what kind of semi-gamer girl wouldn't play a good Sex and the City game? It's a sad fact that most games targeted at girls suck so badly (Except perhaps the Sims, though you could argue it isn't exactly targeted you're not kidding anyone.).
Alright. So personal experience and all that crap. I have two younger sisters. They game. They aren't huge gaming nerds but being around me rubs off onto anyone. My older sister plays a fair amount of games. She still tends to shy away from the "overly guy" games and jumps with glee at any release of the Sims or Harvest Moon. She has a pink DS. Of course she also plays the games that essentially are for everyone. And she always beats me in Track & Field in Barcelona for the NES. She's strangely awesome at that.
The younger of the two sisters is still sort of young and I don't know exactly what she plays. But she does have a lot of Pony and Horse-themed games. She's no stranger to kicking butt in sucky games based on stuff she likes (I'm referring to Eragon). And obviously she loves the Sims. And Runescape, for some strange reason I cannot fathom (but that's one of the other girly gamer things. They seem to be drawn to MMOs)
Of course these are only two examples but they fit pretty nicely into the "girly gamer" stereotype.
So this was a long post essentially saying that the difference between hardcore and casual is a lot larger than the whole gender thing. (Hardcore gamers of any kind play the things they like/are good. Casual gamers of any kind play the games they are offered)
It's the same where they target a bunch of games (like Need for Speed or Madden) mainly for boys. The casual boy audience that is. The boys that think it's cool with American Football or fast cars.
The only real problem I see is the lacking quality in some of the "targeted" games. Kid's games suffer from the same problem. They make a subpar game that the nongamer audience will play, because they don't know better.
To be honest what kind of semi-gamer girl wouldn't play a good Sex and the City game? It's a sad fact that most games targeted at girls suck so badly (Except perhaps the Sims, though you could argue it isn't exactly targeted you're not kidding anyone.).
Do those girls up in that picture even LOOK like the girls you do find playing games anyway?Yes, they look exactly like the girls that would play the games advertised.
Alright. So personal experience and all that crap. I have two younger sisters. They game. They aren't huge gaming nerds but being around me rubs off onto anyone. My older sister plays a fair amount of games. She still tends to shy away from the "overly guy" games and jumps with glee at any release of the Sims or Harvest Moon. She has a pink DS. Of course she also plays the games that essentially are for everyone. And she always beats me in Track & Field in Barcelona for the NES. She's strangely awesome at that.
The younger of the two sisters is still sort of young and I don't know exactly what she plays. But she does have a lot of Pony and Horse-themed games. She's no stranger to kicking butt in sucky games based on stuff she likes (I'm referring to Eragon). And obviously she loves the Sims. And Runescape, for some strange reason I cannot fathom (but that's one of the other girly gamer things. They seem to be drawn to MMOs)
Of course these are only two examples but they fit pretty nicely into the "girly gamer" stereotype.
So this was a long post essentially saying that the difference between hardcore and casual is a lot larger than the whole gender thing. (Hardcore gamers of any kind play the things they like/are good. Casual gamers of any kind play the games they are offered)
How you found RMN
I searched for tools to make my own game and found a list of homepages. One said "RPGmaker.net, numerous RPGmaker, including rm2k" or something like that. So I went there and downloaded the first RPGmaker on the page. Which was Acid something (since it was listed alphabetically).
I didn't get it at all (it was in early alpha, like all rpgmakers are/were).
But I went back to the page, got myself the translated rm2k, joined the forums. Browsed around, had fun and then suddenly the page only had a forum. Then after a while nothing was left.
I rejoined some time ago when I thought "Hell. I suppose I'll have to join"
I just checked internet archive's wayback machine and it was called Acid Pulse.
I didn't get it at all (it was in early alpha, like all rpgmakers are/were).
But I went back to the page, got myself the translated rm2k, joined the forums. Browsed around, had fun and then suddenly the page only had a forum. Then after a while nothing was left.
I rejoined some time ago when I thought "Hell. I suppose I'll have to join"
I just checked internet archive's wayback machine and it was called Acid Pulse.
What do you want to see for the podcasts?
I'd like roundtable discussions on certain aspects of *insert aspect here*. A topic that was decided beforehand. Perhaps a game or two that was tested by ALL the hosts and then discussed in some fun and meaningful way.
Perhaps a combination with a couple of games on a certain topic that was played through and then the topic and how the games dealt with the topic is talked about for a while. (or something)
I'm also in favour of more editing. I don't know how much editing is done as it is (It might be a lot I have no idea), but I think you could somehow tighten it with the occasional edit.
I think it would be better to have "multiple shows" on the same feed rather than a strict format for every episode. SO that one show is the "roundtable show" and another is an "interview show" or "release something show". I'm not overly fond of 2-hour shows with every damn segment. I'd much prefer the segments to be cut into different shows.
Of course it's probably good to have some sort of "main show" but that could perhaps be more community based. Stuff like "what I've played" and "latest releases" and "feedback" and things like that could go in there. While there could be "special shows" for those others.
Or something. I'm throwing out a bunch of things here. I think interviews could be good. Like those I was supposed to do last year about this time. (Where the idea was interview with almost any random gamemaker and let his/her voice be heard.) I still wouldn't mind doing those and I really hated how I just abandoned it because of things out of my control.
Another derivative or... uh whatever. Of the multi-show thing could be that the RMN-feed/podcast could be the host of many shows featuring all kinds of people from the community. (by that I mean that instead of having the "regular" hosts users could submit their own shows. Sort of. Not without a proper screening process and all that but you might get the idea. Perhaps a feedback/review show where users could submit their own 3-5 minute reviews of games and they'd all be put into one show. Perhaps with comments by regular hosts (or just with "here's a review of xxx by yyy")
Goddammit. I was supposed to end this post at "I'm throwing out a bunch of things here" but more keep coming up. I'll just press Post now.
Perhaps a combination with a couple of games on a certain topic that was played through and then the topic and how the games dealt with the topic is talked about for a while. (or something)
I'm also in favour of more editing. I don't know how much editing is done as it is (It might be a lot I have no idea), but I think you could somehow tighten it with the occasional edit.
I think it would be better to have "multiple shows" on the same feed rather than a strict format for every episode. SO that one show is the "roundtable show" and another is an "interview show" or "release something show". I'm not overly fond of 2-hour shows with every damn segment. I'd much prefer the segments to be cut into different shows.
Of course it's probably good to have some sort of "main show" but that could perhaps be more community based. Stuff like "what I've played" and "latest releases" and "feedback" and things like that could go in there. While there could be "special shows" for those others.
Or something. I'm throwing out a bunch of things here. I think interviews could be good. Like those I was supposed to do last year about this time. (Where the idea was interview with almost any random gamemaker and let his/her voice be heard.) I still wouldn't mind doing those and I really hated how I just abandoned it because of things out of my control.
Another derivative or... uh whatever. Of the multi-show thing could be that the RMN-feed/podcast could be the host of many shows featuring all kinds of people from the community. (by that I mean that instead of having the "regular" hosts users could submit their own shows. Sort of. Not without a proper screening process and all that but you might get the idea. Perhaps a feedback/review show where users could submit their own 3-5 minute reviews of games and they'd all be put into one show. Perhaps with comments by regular hosts (or just with "here's a review of xxx by yyy")
Goddammit. I was supposed to end this post at "I'm throwing out a bunch of things here" but more keep coming up. I'll just press Post now.













