I CAN QUIT WHENEVER I WANT !

Though Goesen's WOW addiction ran a few fathoms deeper than my Dota addiction, I felt pangs of recognition as he recounted those days, back on GISMOS_07. Friends will recall that Dota 2 was a huge part of my life. I'd look forward to weekends, where I could blast out 4-6 hour-long matches in one sitting, while waking up early, going to bed late, and literally skipping meals in order to fit that crucial hour of daily Dota into my schedule durign the working week. It sat comfortably among my top 3 priorities in life for a solid year and a half, so naturally, it demanded large and frequent chunks of my precious time.

And, in spite of the havoc wreaked on the rest of my life, this obsession is a success story, because every game designer's livelihood depends on the glory of the timeslot.

We talk a lot about VALUE here at Evade Gismo; of limited time, of money, in a market overflowing with opportunity. It's like our lives as gamers have become TV channels, and video games compete like soap operas for the coveted primetime spot, when attention is focused and favour is curried. Our very attention spans have been commodified -- just look at Hitbox Team unpacking their post-release patch decisions on Dustforce a few years back. Everything is motivated by extending the average "play-span": some equation of the frequency, duration, and consistency with which people are having enough fun playing the game to continue putting time (and increasingly, money) into it. This creates a competitive atmosphere among games developers, as gamers seem to become wiser & wiser to the cheapest tricks of the trade. There's Pay2Win, where IRL economic stimulus packages can broker virtual-world advancement; Leveling Up seems designed to turn a linear story into an epic chain of obstacles that overlap with a considerable span of a player's life; fetch quests and mini-games are broadly derided as "length padding" mechanics, like a feature film that crams in redundant scenes just to meet the standardized two-hour runtime. Even when it cannot directly be monetized, as in the aforementioned Dustforce, player commitment seems to be a game developer's ultimate fulfilment. Yet stories like Goesen's and mine, among countless other more damaging cases, describe a serious issue in the advancement of the gaming medium. It seems that a passion for music, lit, or film doesn't invite toxic obsession in the way that a video-game does. While art forms tend to want to be wholly appreciated (or repeatedly misinterpreted), games just demand a much larger audience investment to reach the same level of comprehension. And as the industry becomes populated with cleverer & more skilled designers and promoters, the best games are becoming harder and harder to put down.

This brings me to Darkest Dungeon, the recently fully-released Lovecraftian team-mismanagement simulator from Red Hook Studios. Darkest Dungeon has got all the trappings of an addictive timesink - a polished aesthetic; fast & frequent feedback on your choices; mandatory Ironman mode; and steadily rising numeric indicators of progress & success - and yet it seems intentionally designed NOT to draw you into a hypnotic vortex. You can step away from Darkest Dungeon at any point, and it will be waiting exactly where you left it. There's no forced commitment to finish the current level or battle, or slog your way back to a distant savepoint, or just leave it on the pause menu and hope the cat doesn't head-nudge the power switch. All the characteristic torture and madness is internalized in the game, not extended out to the player. For a game so inspired by the inertia towards death and decay common to all living things, this game respects your time and freedom outside of the game to an extent that's almost revolutionary. You are provided a continuous exit point (of the kind described in the Extra Credits clip below) and that's why all I've been playing for the last few days has been DD.

GISMOS_06 - GOD DAMN PAL

space shuttle endeavor.jpg

Tristan, Kevin and old man Petie boy help themselves to a big bite out of the old conversation pie. We take a new and possibly improved format for a test spin. Pete compares Kevins mancave to Silent Hill 4 'The Room.' Kevin wonders if anyone saw the latest James Bond 'film' and does anybody really care? Impressions on Mr.Blows latest game 'The Witness' are also heard to have been remarked.  A gawd awful intermission song takes place....sadly and we talk about our questions for the week: What are your favorite and most memorable game mechanics? Which do you prefer the game character improving or improving as a user? and what does EA origin have to do to win you back as a consumer, assuming you were one to begin with. All this and so much more right here in the Gismos! 

We encourage you wonderful listeners to participate. It's much more fun that way. By any means you feel is necessary- write us, rate our podcast subscribe and ask questions, fuck make a statement just so we know your alive and paying attention. And again folks, thanks for using your precious time to hear us out, we know its the most valuable thing you can afford us.


Gosmos_03 - 2016 BIG GAME HUNT

If you type 'videogames 2016' into Google what comes up is one anticipated title after another. All we see at Evade Gismo in place of said games are clocks. Big analogue motherfuckers; grand daddy hands ticking away. Sure they're magnificent and opulent. But would you put 20 of them in your bedroom at once?  It's a veritable nerdgasm of a life well wasted.

'Oh this time...this time, this years gonna be amazing...this could be the best year for games, like,  ever!" Says everybody at the beginning of every year since the 80's. If you shut your eyes and hope hard enough  and hold your breath long enough you might hear the flap or buzz of the videogame fairy next to your ear asking you about your game budget for the year. 

The lineup is promising. What will you be playing this year?

GISMOS EP-0

FUCKING FINALLY!!! The hard parts over, our podcast is up on iTunes and you can get it here. What an enormous pain in the ass it was getting it up and running. Now i understand those podcasts about podcasting. The technicalities of the software and marrying it all together made me feel like a disabled 5 year old attempting to assemble Ikea furniture, the word of note here being 'attempting.' A humbling and enlightening experience. But its done now so we can move on with our lives and concentrate on interesting stuff to deliberate.

Were calling this episode 0 in order to absolve ourselves of any responsibility. Now that we know whats - what we can start creating reasonably entertaining content and maybe get a second mic so we sound like we know what were talking about. We feel we can get the point across in shorter, more digestible pieces thus the 46 min run time so keeping it under an hour will be our goal. Unless you like listening to people talk about what they ate for lunch or why they called their cat marbles or whatever the hell people carry on about in a 3 1/2 hr podcast. Who has time for that?

GAMING ALBUM: 10/8/2015

Just a few screenshots of what I've been playing lately...

Dragon Age: Origins. While the Fade plays out as nightmarishly as the dreamworld it's supposed to represent, old women seem strangely immune to fire-pains.

Dragon Age: Origins. While the Fade plays out as nightmarishly as the dreamworld it's supposed to represent, old women seem strangely immune to fire-pains.

Dragon Age: Origins. As you can see, this is the "dragon" part of the game.

Dragon Age: Origins. As you can see, this is the "dragon" part of the game.

Deus Ex: Human Revolution. What self-respecting propaga- ..*ahem* news agency wouldn't want a statue of a godlike hand grasping a helpless Earth?

Deus Ex: Human Revolution. What self-respecting propaga- ..*ahem* news agency wouldn't want a statue of a godlike hand grasping a helpless Earth?

Deus Ex: Human Revolution. I laughed.

Deus Ex: Human Revolution. I laughed.

Darkest Dungeon. Love Interest + Deviant Tastes means that Umfraville both must relax at the brothel, and yet is forbidden. "I'd do anything for love... but I won't do that."

Darkest Dungeon. Love Interest + Deviant Tastes means that Umfraville both must relax at the brothel, and yet is forbidden. "I'd do anything for love... but I won't do that."

Darkest Dungeon. First run on the latest patch had my whole party die of heart attacks in one combat. Reynauld woulda' lived, too, if not for the damn corpsepile.

Darkest Dungeon. First run on the latest patch had my whole party die of heart attacks in one combat. Reynauld woulda' lived, too, if not for the damn corpsepile.