Podcast

It is like when you read an article but with your ears.

Total Playtime: Delivered in the tone of Igor

It happened again

Total Playtime is the official Jank podcast, funded entirely by our paying subscribers (and formerly our backers on Patreon). This week’s episode is free, but subscribers get additional episodes every other week. You may join them by subscribing here, and you can find all previous episodes here.   

Alice and Nate are away this week, possibly because we're talking about layoffs again, chiefly those at Microsoft again. Still, this does spare us from having to tell Nate live on air that an unrevealed Age of Empires game has been cancelled.

Otherwise it's a bit of a bad-news rundown through the extended Xbox universe and into Bungie's recent decision that it's going to spend time on Destiny 2 after all, before Brendy brightens things up with some chat about the cheerily implausible fighter-plane-based fiction of Ace Combat 8. There are also some important tips about carrying car batteries, thus cementing our position as providers of service journalism.

You can listen to the episode right here, or find it in your podcasting app of choice.

Our art is by God Ribbon, our art is by Marsh Davies, our editing is by Alix Attenborough

Total Playtime: Negged by the War Crimes Pensioner

Sequel suggestions for the extremely wealthy

Total Playtime is the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly our backers on Patreon). This week's episode is exclusive to that exalted throng: you may join them by subscribing here, which will grant access to every episode so far. 

This week’s episode was actually recorded during Opening Night Live, and while it’s tempting to say we did this as a deliberate slight on Geoff it was actually just an accident of timing, illness and baby issues. Journey back to this more innocent time when Gamescom was still going, the GTA 6 leakers were still juicing their memecoin ahead of its underwhelming rugpull, and Alice had not been cast by the local amateur dramatics society. 

The topic this week is pitching lavish sequels, but specifically only those that could only exist thanks to the backing of generous philanthropists such as the Jank subscribers who fund both this site and this podcast. Join Alice, Nate and Brendy for a brisk run through a wide variety of variously beloved game franchises that could be profitably* re-established to guaranteed** success, plus an extended aside about rural living. 

This post is for paying subscribers only

Already have an account? Sign in.

Total Playtime: Question-mark Interrobang?‽

Welcome to 2030 Week

Alice is away this week, so three grown men got to sit around and puzzle over a particularly baffling week of news items and become steadily less certain that we were describing reality.

There were some positives: Nate got to let a year’s worth of Hearthstone annoyance off his chest, Brendy got to drop an unexpected Halo deep cut, and I got to talk about a nice cat that I met. All solid therapeutic behaviours. Plus: subscribing to Accomplished Shootsman Magazine, earning money for being meat in the room, and surviving the horrors of modern capitalism. You can listen right here on this page, or find us in many of the places you get your podcasts. 

Our music is by God Ribbon, our art is by Marsh Davies and our editing is by Alix Attenborough. The podcast only exists thanks to those who subscribe to Jank (and previously funded us on Patreon) who are additionally rewarded with an extra episode every other week dedicated to things like our videogame book club and the developing trials of Games Satan. Subscribe today and get us closer to being able to afford Brendy full-time.

Links! 
Blizzard announced a

Total Playtime: Game design for the devil

Hand the devil idle playthings

Total Playtime is the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly our backers on Patreon). This week's episode is exclusive to paying subscribers: you may join them by subscribing here, which will grant access to every episode since launch.

This week’s episode is another gameshow special, with the return of our old nemesis Games Satan. He has dragged us down to the plains of Hades (Alice is calling in from the Field of Reeds according to established Total Playtime canon) to pitch cursed game ideas. The person with the best pitch may escape from hell, but we have a fixed budget: a mere fifteen Hell dollars, which must be spent on one choice from each of the following categories:

Theme

  • $5: Total free choice
  • $4: Medieval fantasy, International Sports, Neo-Noir, Pirates; Victoriana
  • $3: Pigs, Lunch, Podcast for Binmen, Pharmaceutical Marketing, Falklands War
  • $2: US tax system, Enoch Powell, Shouting at animals, Cigarettes, Your own deepest insecurities IRL
  • $1: Mr Beast Beef Lumps, Obese Snakes (horny), “Formula Gun”, Famous Ronalds, Bronchitis (non-derogatory)

Visuals

  • $5: Photorealistic, 8K, ray tracing, etc etc - basically indistinguishable from reality
  • $4: tastefully stylized 3D animation in any style of your choosing, but the artist has done very little to conceal their thumb fetish
  • $3: Crisp, indie darling 16 colour pixel art, but only visible if the player is wearing a proprietary 5kg iron visor
  • $2: Charming hand-drawn crayon sketches with occasional swerves into shocking tableaus of screaming skeletons and gore
  • $1: pure dark crimson on black text-based interface with migraine-inducing flickers

This post is for paying subscribers only

Already have an account? Sign in.

Total Playtime: Subpoena the Teenage Snitch

Cyberleek and a German week

Total Playtime is the official Jank podcast, funded entirely by our paying subscribers (and formerly our backers on Patreon). This week’s episode is free, but subscribers get additional episodes every other week. You may join them by subscribing here, and you can find all previous episodes here.   

For the first time in a while all four of us could make this recording, and it's a free-to-all news episode to boot. This meant we had to address the twin issues of Gamescom and an abundance of GTA 6 footage, both from vegetable-themed hackers and latterly Rockstar themselves via an extended preview on Netflix. The former is a much more interesting discussion point, although not particularly impressive unless it later transpires it was the previous GTA hacker doing it with even less technology this time.

I am also able to share some limited insights from Gamescom, although not all that much because I only saw three games and one of them I can't write about. Please support Jank so that we have enough money to send Brendy next year and have him report on all the very weirdest games on the different international stages.

Total Playtime: Text Adventure 2 - Heaven's Vault

A good videogame book!?

Total Playtime is now the official Jank podcast, and is produced thanks to the support of our paying subscribers (and formerly our backers on Patreon). This week's episode is exclusive to paying subscribers: you may join them by subscribing here, and you can find all previous episodes here.

Behold the first episode of Text Adventure's second series. It's only fitting that our video game book book club forces us to contort our titles into the malformed and over-punctuated shape of many video game titles! We very much put our best foot forward this week with Heaven's Vault 1: The Loop, by Jon Ingold, earning the highest single score a book has gotten in this series.

This post is for paying subscribers only

Already have an account? Sign in.

Total Playtime: The Hubris Era

Karaoking well is the best revenge

Total Playtime is the official Jank podcast, funded entirely by our paying subscribers (and formerly our backers on Patreon). This week’s episode is free, but subscribers get additional episodes every other week. You may join them by subscribing here, and you can find all previous episodes here.   

Alice and Nate were both unavailable this week, prompting Brendy and I to realise the crushing shortage of local whimsy in our lives. Our daily existence is simply devoid of rural oddities or freestyle whimsy that lends itself to a banging cold open, so we ended up with several minutes of middle-aged car chat which Brendy heroically drags back to a gaming reference. 

Those matters aside we turn to the matters of the week, chiefly Saber’s CEO lashing out at a departed writer who handled it by having a great night out that ended in karaoke, which is the sort of karmic vengeance we should all aspire to. Plus: good philanthropy yet with concerns about whether philanthropy can actually be good, the ongoing destructive instincts of large corporations, and big walks with medium guns. 

Our music is by God Ribbon, our art is by Marsh Davies

What we learned from reading five terrible game books and one good one

Novel discoveries

We created Text Adventure, our videogame book club, with sincerely open minds: we wanted to see how official novels intersect with, and perhaps elevate, the games on which they are based. The answer, six books in is: badly and emphatically not, respectively.

There is of course a tension between what makes a good book and what makes a good game. A novel, by definition, lives or dies by narrative; a game lives or dies by gameplay. An effective character in a game is one that’s distinct enough to be meaningful but flexible enough to bend to the player’s will; a character in a novel needs to be built such that the reader understands the choices they will see them make. Worldbuilding in prose can be done precisely and with the assumption that the reader is paying attention; worldbuilding in games is done via multiple formats by multiple people and with the assumption that the player will not notice unless you forcibly control their gaze, and even then, only maybe.

It is possible for a videogame book to bridge this divide, but based on our first season not all of them try. I don't want to just blame the writers for this: I suspect that they were commissioned on a flat rate with a hard deadline and issued with either a voluminous and unyielding brand bible or a marketing Powerpoint, or both, and made the best they could in the time available to them. It is technically possible to create something great under such circumstances if you try hard enough, but anybody who’s done creative work-for-hire will have found themselves coming up against somebody with the power of creative sign-off and zero-to-negative creative ability, and after a while you accept that it’s easier to just cash the cheque and move on.

The nadir of our first season was Assassin’s Creed Brotherhood, a mesmerisingly terrible book which set out to include the entire game, side-quests and all, along with correctly capitalised references to the trademarked weapons technology. Its slavish reproduction makes abundantly clear how bad so many game stories are, because absent the engagement that comes from holding a controller it’s just a series of too many events with not enough connecting tissue. 

A guard holds a priest captive in the middle of a large church, while five Assassins encircle him
You don't realise how much plot there is in an Assassin's Creed game until you have to read a 500-page summary of it.

This approach of ruthless documentation is doomed to fail because the vast majority of games are, necessarily, driven by what’s fun to play and the narrative is usually something that’s forced to align with that. The simplest solution is to separate the two entirely, like the visual novel-style conversational asides between characters that break up gameplay in titles like Tactical Breach Wizards, but the sort of game that’s big enough to get a spin-off novel invariably weaves its story into the game itself. 

This post is for paying subscribers only

Already have an account? Sign in.