Extra Credits: Difference between revisions

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** [[Four Point Scale]]: Also briefly touches on this, mentioning that to someone who comes into the hobby from outside of it and is more familiar with rating systems for other works such as movies, game reviews would often seem quite misleading when giving numbers.
* [[Darker and Edgier]]: Discussed in the episode "[http://extra-credits.net/episodes/hard-boiled/ Hard Boiled]". They explain why [[Darker and Edgier]] tends to happen with video game franchises, taking ''[[Max Payne 3]]'' which they had just played as an example. Some of the reasons cited are misplaced ideals that Darker and Edgier makes something seem more [[Serious Business]], assumptions about what a young audience wants to buy, and the game industry's [[Egregious]] tendency to [[Follow the Leader]].
* [[Digital Piracy Is Evil]]: Discussed in the "[http://penny-arcade.com/patv/episode/piracy Piracy]" episode. Daniel and James' viewpoint in a nutshell: if [[No Export for You|it's not available in your country]] or has been [[Abandon WareAbandonware|lost in the sands of time]], then [[Keep Circulating the Tapes|pirate away]]. Otherwise, if you like something, just pay for it, and don't be a dick. They also address companies that release their games with annoying [[DRM]], saying that pirated games already have the advantage of being free, and giving them the additional advantage of being unrestricted and less buggy is not going to help in the long run.
* [[Downloadable Content]]: They touch upon the process behind the creation of this, particularly the reason for Day-1 DLC, in their [[Mass Effect 3]] DLC video. They do acknowledge that publishers and developers can abuse this, but state the reasons that sometimes DLC should be necessary to not only keep up the value of the product, but increase the available content in the game, especially in shorter games.
* [[Gameplay and Story Integration]]: Touched upon briefly in "[http://penny-arcade.com/patv/episode/amnesia-and-story-structure Amnesia and Story Structure]" but taken to its logical extreme in "[http://penny-arcade.com/patv/episode/narrative-mechanics Narrative Mechanics]" where they cite ''[[Missile Command]]'' as a case-study in how a game can tell a story using ''only'' its game mechanics.