Isometric Moving to Relay.FM: What You Need to Know

By now, you’ve probably heard the big news about Isometric moving over to Relay.FM next month. Bri summed up the reasons why we’re moving pretty well; I’m personally really excited because I’ve gotten to become good friends with a number of the hosts over at Relay since we started Isometric, and the network is doing a lot of exciting work right now. It’s always more fun to work with your friends, and I think the folks at Relay feel the same about being able to bring us on board.

That said, change is always a little bit scary. I’ve gotten a bunch of questions about what’s going to happen to the show once we move, so rather than trying to answer those 140 characters at a time on Twitter, it made sense to try to collect a FAQ of what to expect when Isometric moves over to Relay in April.

Will I need to resubscribe when Isometric moves?

Maybe. If you’re subscribed to us via the 5by5 Master Feed, you won’t see our episodes in that feed anymore, so you’ll definitely want to subscribe to the Isometric feed on Relay.fm. Otherwise, even though we’ll be redirecting the current feeds so you don’t have to subscribe to the new feeds, we do recommend it so that you make sure not to miss an episode, because things can sometimes go wrong with feed redirects. I’ll have another post with details on how to resubscribe once we have the new feeds set up.

Will I still be able to listen to the old episodes?

Yes! We’re bringing over all the old episodes, and we’re going to be putting all of the After Dark content into the main episode. We’ve heard that the After Darks could be hard to find for people who were listening to older episodes, so this should make things much more convenient.

Will you still be live streaming?

Yes! We’re still planning to stream the shows at our normal time on Thursday nights. Once we move over we’ll be streaming from relay.fm/live; keep an eye on the Twitter account for the announcement of when that switch will take place.

If you have any other concerns, feel free to ask me on Twitter or email at feedback@isometricshow.com if it doesn’t fit in a Tweet. We’re looking forward to working with Relay to bring you more of Isometric’s signature information and nonsense starting in April!

Parents and Psychologists Talk Screentime and More

Speaking of Pixelkin, this is a great write up of the gaming and parenting panel I was part of at PAX East this past weekend.

When it comes to finding the right games, Steve Lubitz, co-host of gaming podcast Isometric, said, “I’ve started bucketing my games into games I can play with the kids, games I can play when the kids are around, and daddy games,” a pile that got smaller and smaller as his kids got older (and stopped taking naps). He found a solution to the timing problem though: he gets up early in the morning to work out, and plays games on his exercise bike. The statement drew laughs from a crowd of parents used to finding non-traditional ways of gaming with kids in their lives.

How Role-Playing Games Can Teach Kids Decision Making

I was really honored to have my first piece published on a site other than this one, at Pixelkin, which is a fantastic site focused on gaming for families. I wrote about an experience I had playing Child of Light with my oldest daughter, and how it gave me a space to let her experiment with decision making. 

The Longest Road

Confession time: I’ve never played a game of Settlers of Catan on a physical board. I love the game; I can make wood for sheep jokes with the best of them. All that play time has been on an iPhone, an iPad, or on the Xbox 360, though; I’ve never played a game on a real board with real people. I even have a copy of it sitting in my office, still in the shrink wrap.

You see, I’ve been promising my friend Greg Demetrick that one year, at PAX, I was finally going to play a full game of Settlers with him. As long as I’ve known Greg, he’s been a huge fan of Settlers of Catan, to the point where he devoted the bulk of a day at PAX to competing in Settlers tournaments. Like most of my board game aspirations, I’d never been able to make it work on my own, and I figured he would be the best person to help me make the transition from beating on helpless computer players to making negotiations with actual live human beings.

A word about Greg: He’s one of the kindest, most fun people I’ve had the good fortune to meet. He and I were both part of the podcasting community in the early days, when the podcasting community was a single entity and not a collection of smaller communities that it is today. He’d been a supporter of my shows back then, and I likewise was a supporter (and occasional contributor) to his podcast, 5 Questions. Greg was also the only constant of my PAX experience over the first four years that I attended; one thing I knew for sure was that Greg was going to come down from Vermont and we’d get to hang out for at least part of the time that I’d be there. Going to PAX back then was for him, like for me, something that he looked forward to all year, and he was going to be there and enjoy every minute no matter what.

So I’d decided that PAX East 2014 was going to be the year I finally play a physical game of Settlers. For the first time, I’d be buying a 3-day pass, as opposed to the single day pass that I usually bought. By going more than one day, I wouldn’t feel the pressure to see everything there is to see on the PAX Expo floor in the eight hours that I’d be there, and could take time to do different things like sit down and play a board game for an hour or two. There’s so much to do and see at PAX that buying a single day pass is kind of like going to Disney for a day; you need to plan ahead to maximize the time you have to get the most out of it, and that means cutting out some things you want to do based on how much of a time investment they’re likely to be.

There was one problem with that plan, though: Greg never made it to PAX East 2014.

Shortly after we said goodbye to each other at PAX East 2013, Greg was diagnosed with stage 3 liver cancer. He was optimistic about treatment, and it didn’t stop him from buying tickets for PAX the following year, with the intention that he’d be healthy enough to attend. He wasn’t. My last interaction with him was messaging him right before the show to ask if he’d be able to make it, and he told me he wasn’t going to be able to. That’s when I knew that things probably weren’t going to get better. Shortly after that, he’d posted how much energy just responding to well wishes was taking from him, so I respected his wishes and waited for good news that never ended up coming. Greg passed away in June of 2014.

What ended up happening at PAX East 2014 is that I unexpectedly had a lot of time to myself to think, which is ironic given how crowded and full of people the show is. None of my friends were available to hang out with at the show, and Greg’s absence underscored that. As I walked around the show, passing from booth to booth, I kept coming back to that game of Settlers that wasn’t going to happen. I started to think about the opportunities that had come my way over the years, and how many I’d said no to, for one reason or another. Some of those reasons were justified, some were purely from inertia, and some were from feeling like I could always take up those opportunities later, when it made more sense to do so. After all, there’s always a reason to say no. This time, though, I kept saying no, and then the next opportunity to say yes never came.

A week or so later, a conversation with Brianna where I idly made an offhand comment that it’d be nice to get back into podcasting at some point turned into starting Isometric. This time, instead of finding a reason why I shouldn’t do it, I recognized it as the opportunity that it was and found a way to say yes. That obviously was an amazing decision; I have a fantastic, popular podcast where I get to geek out about video games with three incredibly smart women (who have also become amazing friends) every week. I’m actually speaking at PAX this year on two panels, which is something that I wouldn’t have considered even a remote possibility a year ago. It’s encouraged me to write more, both on this blog and elsewhere, which is something that I love and have felt like I’m good at, but never could find a topic that I felt was worth the time to try to write about. I’ve gotten to speak out more about parenting and games, which has in turn given me more feedback and new ways to connect with my kids and build a stronger relationship with them. It’s also made me value the time that I spend with my wife, who is an amazing woman who I’m incredibly lucky to be married to, and I’ve realized that I’d unconsciously devalued time spent with her because I’d just assumed that time would always be there.

So as PAX East is coming up again, I’m thinking a lot about Greg and that game of Settlers that we never got to play. A lot has changed in my life for the better over the past year, and I see PAX East 2014 as one of the major turning points where everything changed for me. With all that, though, I’m sad that Greg never got to see it, and that I can’t tell him what a positive force he ended up being for me; he almost certainly never knew.

So wherever you are, Greg, thank you for everything. I hope all your rolls land exactly the way you want them to and every card you draw is a victory point. You’ve certainly helped me earn more victory points than you ever knew.

Final Frustration

One of the things I’ve decided to do this year, in light of finally getting a diagnosis and treatment for ADD, is to try things that I’ve always decided just weren’t for me, for one reason or another. It’s an interesting process, reevaluating one’s tastes in light of new information. There are a lot of things that I’ve just written off because I just couldn’t get myself to understand the appeal; it’s natural now to wonder if that lack of interest was legitimately because it’s something I don’t like, or if it’s something that ADD has kept me from being able to focus on enough to enjoy.

Whenever you start something like this, it’s natural to try to tackle the biggest rocks first, so I went for something that’s always been a huge blind spot for me, gaming-wise: Japanese role playing games (JRPGs). More specifically, Final Fantasy games.

I’ve never considered myself a Final Fantasy person, which is the gaming equivalent of saying you don’t like The Beatles. (Side note: I also don’t like The Beatles.) I played the first one on the NES because everyone did, but that was the last one I played through. For starters, I never had either an SNES or an original PlayStation at the time they were first out; I’ve caught up to the former largely through emulation and the Virtual Console, and the latter through whatever discs I could find to run on the PS2 until that eventually got banished to the basement. Even despite that, I could never really see the appeal of wandering around looking for the next dungeon to explore; the games always seemed too difficult with not enough reward to justify the effort.

I did try both Final Fantasy X and Final Fantasy XIII when they came out, but I didn’t stick with either for more than a couple of hours apiece. The games were more linear at this point, but the systems were inscrutable to me. It felt like the games were complex for complexity’s sake. Add to that XIII’s first ten hours or so being more or less a glorified tutorial, and I was out.

So since I made up my mind that I’m going on this journey, I decided to do things the right way. I have a Vita now, which removes the issue of the game being too long to monopolize the television for, which is the other main issue with playing these types of games in this stage of my life, what with having a full time job and three kids. To make sure I wasn’t going to pick the wrong game, I refused to let my Isometric co-hosts off the Skype call one night after recording until they agreed on what Final Fantasy game was best for me to play. So I bought Final Fantasy VI and went about figuring out if there was a Final Fantasy person locked inside me or not.

I’ll say this: Final Fantasy VI is a pretty compelling game. I’m only maybe 3 hours in as of when I’m writing this post, but the story is really engaging, and just the small tweak to the battle system to have each character attack according to their speed stat as opposed to each side inputting all their commands at once does add a bit more strategy to the battles, even if it does make them slightly more stressful. I’ve stuck with it and felt myself wanting to come back to it after putting it down, even if the reason for putting it down was that I was stuck at a particularly frustrating part. (The battle with Vargas probably took me an hour to clear that’s not reflected in my overall play time because I kept dying without saving; for whatever reason I couldn’t figure out how to press the buttons for the Blitz command the way that the game expected me to.) It’s early, but I’m liking the game a lot, and I think I could conceivably overcome my perception that I’m not a Final Fantasy person.

That said, playing Final Fantasy VI now has led me to believe that I’ve figured out what’s gotten in the way of me enjoying these types of games: The random encounters.

If you’ve never played a game like this, the general flow of the game is that, unless you’re in an area like a town that’s safe, you move your party around on a map, and every so often the screen freezes randomly, and the game shifts to a battle. It’s kind of like playing musical chairs as a kid; everything’s calm for a while and then the music stops and there’s a mad scramble. This is supposed to represent the danger of the environment; your party is wandering through the wilderness, and every so often, monsters jump out and attack them. The party then defeats the monsters and continues along their path.

Turns out this has been what’s been keeping me from enjoying JRPGs all this time. Here’s the thing: Some of these dungeons are really complex. They often have multiple branches, and it can be very easy to get lost and forget where you’ve been and where you’re going. That’s under normal circumstances. Now imagine that you’re easily distractible to begin with, and now to try to keep track of a complicated dungeon like that while every 30-45 seconds you’re getting interrupted by a battle that can last several minutes, only to be thrown back to the world map to try to remember where you were going before that happened. More than once while playing Final Fantasy VI, I finished a lengthy battle and ended up walking back in the direction I came from, which was both frustrating and then ended up generating even more random battles because I was taking steps that I didn’t need to take. Worse, even while benefitting from the medication to help my focus, there were points where I got so turned around that I was totally lost, and got increasingly frustrated as I got continually attacked while trying to regain my bearings. There’s a point where that stops being fun and starts being irritating, and I think that’s what ultimately made me decide that Final Fantasy wasn’t for me. To a person with ADD, getting lost in an area with frequent random encounters can feel like walking in quicksand.

This got me thinking about the two JRPGs that I can remember enjoying: the Pokemon games and Bravely Default. Both of those games have the same large story, and both have similar turn-based battle systems to the Final Fantasy games. So why was I able to put 30-40 hours into those games and get turned off by other games?

In the case of Pokemon, there are random encounters to a degree, but once you’ve learned how the game works you can plan around them. In Pokemon, when traveling around the overworld, there are two types of battles that can happen: Trainer battles, where you fight against a trainer who has one or more Pokemon; and wild Pokemon encounters, where you fight against a single Pokemon with the goal of either defeating it for experience points or capturing it in a Poke Ball to add to your roster. Trainer battles aren’t random at all; you can see the trainers along the path and it’s clear when they see you that you’re going to battle. Furthermore, once you’ve defeated a trainer on a path he won’t challenge you again, so you can progress safely knowing you won’t be interrupted there. Wild Pokemon battles, on the other hand, only take place in specific areas like tall grass and some dungeons. There’s usually a path to avoid these encounters should you not want to gain XP or catch Pokemon, and even in larger dungeon type areas that do have more traditional random encounters, you can buy Repel items for relatively cheap early on that will stop the random encounters from happening temporarily. So even though Pokemon has these random encounters, being able to avoid them is both possible and encouraged, so I could do that if they were getting in the way.

Bravely Default is even more accommodating in this regard. Not only will it allow you to skip random encounters, there’s actually a setting in preferences to turn them off completely. It does warn you that doing that will end up biting you if you leave them turned off for too long, which is true; you need to battle monsters to gain enough experience to proceed at some point. But even then, the game has options also; you can both turn up the rate of encounters and the game speed, and preset a series of commands for each character to take to facilitate “grinding”, the act of searching for random encounters for a while to earn enough experience points to level up sufficiently to proceed, which can be extremely tedious and boring but ultimately necessary, anathema for some players with ADD. Bravely Default requires just as much grinding as other games in the genre, but these settings make it much less painful; upon hitting a point where I needed to grind, I could just put everything on autopilot and wander around a cave for a while as I watched television, only pausing every so often to replenish health and magic.

What both these games prove is that it really was the random encounters, and not anything else about the JRPG genre, that caused me to give up on Final Fantasy early on. Corroborating this is a game that came out in 2013 called Ni No Kuni, which I was extremely inclined to enjoy. The story and art was done by Studio Ghibli, which is responsible for several of the very few movies that I love, like My Neighbor Totoro, Kiki’s Delivery Service, and Spirited Away. The battle system played more like an action-RPG than turn based. And yet, the dungeons were so thick with random encounters that it frustrated me in exactly the same way the Final Fantasy games did. So I put it down after a couple of hours and never picked it up again.

Ultimately I’m glad I did this experiment, even though it does prove that there must be something literally wrong with me for not liking Final Fantasy all this time. It’s reassuring to be able to point to a specific mechanic to determine whether I’m going to like a game or not, and know that if I’m in a state where my ADD is under control, I can probably get past that now. I should be sure to say that ADD is different for everyone; what serves as a roadblock for me likely won’t be for everyone with the disorder. After all, hyperfocus is still a factor that can kick in, and it’s hard to predict where that will happen; I’ve heard other people with ADD say that they loved Final Fantasy VI and hyperfocus carried them through, the same way I managed to learn to play Rock Band guitar on Expert difficulty despite my own struggles. That said, I’m hopeful given the popularity of Bravely Default that more designers will look at that particular mechanic and provide a way to work around it for those who do find it a challenge. After all, no one should have to go all their life without getting to ride a Chocobo. That’s no way to live.