Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9

Author Topic: Dwarf Fortress Talk #2: Feedback  (Read 42282 times)

LordNagash

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #105 on: September 08, 2009, 06:16:53 pm »

Fantastic work again guys, another really enjoyable experience. The edit was a lot nicer as well, especially the fade on the music.

My only point of constructive criticism would be that a couple of times when you guys asked questions people had posted, there seemed to be a little bit of miscommunication on what the question was actually about.

I'd suggest maybe everyone should have the questions in front of them (either in full or by bullet points, whichever works). You could do this with either some sort of collaborative text editing session or just by sending a list out to everyone beforehand.

Regardless, 5 star effort guys.

Edit: Also, to people complaining about the edit time - You realise the edited version of this is 91 minutes long, right? and you realise that to properly edit it you have to listen to the whole thing through at /least/ once, right?
« Last Edit: September 08, 2009, 11:11:56 pm by LordNagash »
Logged

Veroule

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #106 on: September 08, 2009, 11:32:10 pm »

Very solid improvement over the first one.  Post production editting is an excellent idea.  I didn't appreciate the animal noises being thrown in, but they didn't detract excessively from the total quality.

Having a theme seemed to be a good idea.  I would suggest that if that is done again post the poll for themes sooner.  This will give people time to ask more questions related to that theme.

Questions don't always need to be answered in a Q&A format, and I think it is nicer without that formatting.  The first Talk seemed very canned because it was almost entirely Q&A.  Saving that formatting for some of the more unusual questions helps.  I am glad the second Talk had a lot less Q&A.

You are probably already spending some time assembling a list of questions before recording.  If that list is somewhat themed then Toady can answer them without specifically being asked each question.  Also everyone should have a copy of whatever list is likely to be used, this should help reduce some the "um" and "uh".

When asking a questions from a list try to vary the phrasing some.  Instead of saying, "JPQ forum asks 'blah'." Ask Toady yourself, "What do you think about 'blah'?" or "Is 'blah' something that will be done soon?"  People know what they asked, and don't always need to have thier name mentioned.  Use the forum name when it is giving Toady a reference to a group of questions, "Veroule has been asking a lot about 'skills', what kind of plans do have for that?"
Logged
"Please, spare us additional torture; and just euthanise yourselves."
Delivered by Tim Curry of Clue as a parody of the lead ass from American Idol in the show Psych.

MMad

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #107 on: September 09, 2009, 02:56:37 am »

^-- I agree with everything Veroule wrote. :)
Logged
"Ask not what your fortress can do for you - ask what you can do for your fortress."
Unapologetic ASCII abolitionist.

Neonivek

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #108 on: September 09, 2009, 07:29:00 am »

Quote
I am glad the second Talk had a lot less Q&A.

Heh, if anything Id have more Q&A since it is a lot about what people in the community want to know (it is Fanservice basically).

Though I can understand why someone wouldn't want a lot of it.
Logged

Granite26

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #109 on: September 09, 2009, 09:03:42 am »

^-- I agree with everything Veroule wrote. :)
^-- I agree with everything MMad wrote. :)


Quote
I am glad the second Talk had a lot less Q&A.
Heh, if anything Id have more Q&A since it is a lot about what people in the community want to know (it is Fanservice basically).

He's not suggesting a change in the information, just a change in the format.  Same content, just flowing from subject to subject better.

carebear

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #110 on: September 09, 2009, 09:29:01 am »

^-- I agree with everything MMad wrote. :)
^-- I agree with everything Granite26 wrote. :)
Logged

penguinofhonor

  • Bay Watcher
  • Minister of Love
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #111 on: September 09, 2009, 10:37:15 am »

I'm trying to slowly ramp up the production quality each time.  The animal sounds were an experiment, although I didn't realize that they were too loud.  It's an experimental process, and I'll be trying out new things each time.  As far as that goes, I feel like it would be nice if you guys didn't say something was "dumb."  How about that you felt it didn't work, and why. I'm always open to making it better!
I found the animal sounds distracting and dumb sounding. I'm perfectly fine with "uh" and "like" being in there, because that's just how people talk, but editing in nonsense like that just annoys me.
Oh snap Ôo... that was was a harsh one.
Keep in mind, that comments like that kill the fun for the people investing their time into awesome stuff like podcasts. You might want to rephrase that a little - even though this might be what you think...
Thanks for your kind words!

I seem to have my own fair share of people mad at me. I guess since that was my only comment on the podcast, it seemed like I didn't like it. But I agree with Footkerchief here:

I think the hosts should take the fact that people are complaining about 2 seconds of animal noises as an indication that the show was otherwise very well conducted.

Every part of the show except for the animal noises was absolutely amazing. The non-animal-noise editing was great, too. I really liked the bits of music strategically placed throughout the talk. I don't want anyone working on the podcast to think that it was bad in any other way.

And I'll elaborate on the animal noises. They seemed unprofessional and tacked-on. If someone had played the animal noises during the actual talk and the participants had laughed at them and acknowledged them, it would have felt far better for me. But the way it was, it just seemed like a pointless gag joke stuck in there for no good reason.

I've listened to quite a bit of NPR, and whenever they do animal noises they're quiet, background noises to add atmosphere. I don't think we need those, because we're not trying to simulate going to a farm and interviewing some poor farmer about the state of his country or something. But, as I said before, the bits of music are a great way to give a break to the talking while we change the subject or something.

About the forum questions: I like hearing who said the questions because I don't know who asked every question and I like knowing if someone I recognize asked that question. It just adds to my enjoyment a small amount when I can think, "Oh, Armok asked that. I know Armok."
Logged

Silveron

  • Bay Watcher
  • Arichect of Destruction
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #112 on: September 09, 2009, 11:02:05 am »

I think the forum names should be included, since the questions are our contributions.
Logged

Armok

  • Bay Watcher
  • God of Blood
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #113 on: September 09, 2009, 01:50:36 pm »

"Oh, Armok asked that. I know Armok."
^_^'
Logged
So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Rainseeker

  • Bay Watcher
  • Listening to Toady make trumpet sounds since 2009!
    • View Profile
    • Rattown Stories
Re: Dwarf Fortress Talk #2: Feedback
« Reply #114 on: September 09, 2009, 02:33:25 pm »

I'm definitely going to include the names when we ask questions.  It draws the community together, and that's one of the goals of the podcast anyways.
Logged
Rainseeker writes comics!  http://rattownstories.com

Also, forum profile for said comic:  http://www.bay12forums.com/smf/index.php?topic=78817.0

Granite26

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #115 on: September 09, 2009, 02:36:56 pm »

I'm definitely going to include the names when we ask questions.  It draws the community together, and that's one of the goals of the podcast anyways.
Well at least have a few follow-up questions prepared... part of the issue is topic whiplash

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #116 on: September 09, 2009, 03:18:35 pm »

"Names sell Newspapers"
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets

evktalo

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #117 on: September 10, 2009, 07:00:20 am »

+1 for the animal noises and all the nonsensical fun stuff like that. Keep more of those coming, it makes it feel like you have fun doing this and that makes it fun to listen to as well. Keep it creative. Sure, the loud sfx were a bit awkward, I didn't mind that, if you include "smoother" similar details I think it's a win-win.

--Eino
Logged

daoist

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress Talk #2: Feedback
« Reply #118 on: September 10, 2009, 10:50:15 am »

Do you have to manually add each episode to the RSS feed? The second ep isn't in there yet. :(
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress Talk #2: Feedback
« Reply #119 on: September 10, 2009, 05:25:28 pm »

It should be working now.  I forgot I had one for it!
Logged
The Toad, a Natural Resource:  Preserve yours today!
Pages: 1 ... 6 7 [8] 9