Triple Click - Dragon's Dogma 2 Makes Friction Fun
Episode Date: April 4, 2024What is "friction" in video games? We've got a taxonomy, of course! This week, the Triple Click gang talks about how Dragon Dogma 2 tries to push players away, the necessity of video game friction, an...d what it means when a game is impenetrable.One More Thing:Kirk: Girls5Eva (Netflix)Maddy: The Holdovers (2024)Jason: Secrets of GrindeaLINKS:Triple Click LIVE in LA! Saturday, June 8, 6:30PM at the Teagram Ballroom: https://teragramballroom.com/tm-event/triple-click-podcast/Tim Rogers’ “In Praise of Sticky Friction,” 2010 https://kotaku.com/in-praise-of-sticky-friction-555816Preorder Jason’s Book! https://www.hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429/Support Triple Click: http://maximumfun.org/joinBuy Triple Click Merch: https://maxfunstore.com/search?q=triple+click&options%5Bprefix%5D=lastJoin the Triple Click Discord: http://discord.gg/tripleclickpodTriple Click Ethics Policy: https://maximumfun.org/triple-click-ethics-policy/ Kirk’s Three Types of Video Game FrictionMechanical Friction: Relating to inputs and interaction. i.e. kinesthetics, “game feel”Certain moves require complex inputs or timingBeating a boss means not just attacking but reacting/counteringCombat’s relationship to animation, e.g. locked animation means you can't interrupt attacks and dodge whenever you wantNo jump button, you have to use the world to get vertical advantage (souls, monster hunter)Enemies can stagger or stun-lock you just like you can themStamina bar limits the number of chained inputs you can giveDelay on spellcasting means relying on teammates to provide coverSlow or complex reloads with modifiers, minigames for healing, sub-inputs required while in the heat of action (stratagems, active reload, far cry healing animations, etc)"Sticky Friction" (TM Tim Rogers) - inertia, weight, acceleration, the feel and heft of movement and interaction tied to pause/delay/rhythm and animationLogistical Friction: Relating to planning, (in)flexibility, the need to prepareCustomization is costly or difficult. e.g. to change classes or appearance, you have to go see a vendor in a townThere's limited fast travel, so you have to plan trips carefully. Or can only travel from certain points on mapThe game's map is an in-game object and doesn't pauseNo pause option in generalPenalty for death - lost progress, maybe the game even becomes harderFinishing a mission requires extraction, waiting, defendingYou can't save just anywhere, or have a limited number of savesLoot and upgrades don’t unlock unless you complete the missionQuests are complex and require a lot of micro-managing or specific stepsCrafting and other similar activities require in-game actions or specific locationsOften referred to as “Player Friendly/Unfriendliness”Informational Friction: Relating to what the game does/doesn’t tell youThe game doesn't tell you what you're supposed to do nextThe game doesn't spell out for you what's going on with the story and leaves it for you to figure out (Narrative Friction)There are a lot of concepts, mechanics, or rules to keep track of or understand (Conceptual Friction)The game's map doesn't tell you very much, or the game has no map (Navigational Friction)Branching narratives aren’t signposted, little or no warning for consequential decisionsThe interface is opaque or requires a lot of inputs to useYou don't get notifications about status effects in the HUD, you have to look at your character (general world > hud approach)The game has hidden systems that you have to learn about via word of mouth or experimentation (e.g. If you want to explore the castle without getting arrested, wear the guard armor to blend in. If you die, your world becomes steadily darker. This guy will kill your NPCs, but there’s an elaborate hidden spell to revive them. Etc)Other players can leave notes to help you, but the notes are often vague; other player’s pawns can show you secrets, but you have to listenIn-game multiplayer communication options are limitedItem descriptions don't give specific stats, they just say vague stuff Happy MaxFunDrive! Right now is the best time to start a membership to support your favorite shows. Learn more and join at https://maximumfun.org/jointripleclick 🚀 SUPPORT TRIPLE CLICK:Join Maximum Fun | Buy TC Merch💬 JOIN THE TRIPLE CLICK DISCORD🎮 Triple Click Ethics Policy📱 SOCIALS | @tripleclickpodInstagram | YouTube | TikTok | Twitch
Transcript
Discussion (0)
How well do you remember seventh grade science class?
As in the definition of friction?
Don't worry.
We got you covered.
Welcome to Triple Click, where we bring the games to you.
This week we talk about the ways that video games resist the player.
In seventh grade science terms, writing the Oxgarten, Dragon's Dogma 2, that's a simple machine,
and friction is when a griffin attacks.
I'm Maddie Myers.
I'm Jason Schreier, and I'm Kirk Hamilton, and hello.
Hello.
Hello, it's us again.
friend. We made it back. We made it back to this crazy thing we call show. And that show is
triple click. And we're here again. And how do we make the magic happen? Everyone wants to know.
And the answer is available to you at maximum fun.org slash join. The mystery is revealed there for all to
see. And that is our podcast network, our wonderful worker-owned podcast network. And if you become a member,
maximum fun, which you can do by going to that very URL that I just said. You get a bonus episode
from us every month. You can listen to our most recent one, which is about Final Fantasy 7 rebirth,
our reactions to the ending, our theories about all the Final Fantasy 7 games, plural. There are plural ones,
Crisis Core, all of them. We get into it. It was a fun app. But hey, you wouldn't just get that.
You get our entire backlog of monthly bonus episodes? No. Monthly bonus episodes.
That's what you would get.
Maximumfund.com.
Fun Dorrit slash join.
Check it out.
But I'm not done talking.
I have one more thing to say.
And that is, we are about to do a live show on the West Coast.
This is our first time ever doing a live show on the West Coast.
New York City, been there, done that.
We're going to go to L.A.
Baby, Saturday, June 8th.
Doors open at 6.30 p.m. at the Teragram Ballroom.
Mark your calendars for that Saturday night.
get a ticket. There is a link in the show notes to go ahead and get your tickets now.
I'm so excited that we're going to have another live show, y'all. I'm really, really pumped.
It's been a while. It's going to be great.
It's going to be awesome. And should we just talk about Zelda the whole time, I guess?
I mean, we might. That is what we did last time because it was almost right after Zelda came out and we brought our switches on stage and we booted up the game.
We told everyone where we were. The crowd loved it. I remember bringing my switch to that show and my wife being like,
why are you bringing your switch to this live show?
And I was like, you'll see, you'll see, you're going to see.
It's going to be great.
We got a bit.
We got a bit.
Yeah, well, what's cool about this one is where it comes during summer games fest,
which is the kind of the new E3, the equivalent, I can't believe it's not E3.
The Keeleys, as they call it.
So we're going to all actually go to the campus where like we can play some of the games
and then we're going to talk about them.
We'll talk about whatever new stuff is floating around, whatever new and
Or we'll just talk about Zellon.
Yeah, I was going to say, we might talk about Zelda again.
It's possible.
Well, here's the thing.
It's like two weeks before Eldon Ring DLC.
Oh, you're right.
I don't think we'll have that yet.
No.
But we'll be thinking about it.
Maybe it'll be at Summer Games Fest.
We'll be regretfully traveling and not playing it.
I guess it will work on Steam decks.
So maybe we're playing it and not able to talk about it.
That would be torturous.
It would be.
But what are we able to talk about today, Kirk?
Today we are going to talk about a little word that's been
getting a lot of play lately, and that word is friction. And specifically, we're going to be
talking about Dragon's Dogma 2, but we're also going to talk about this concept of friction.
So Dragon's Dogma 2 is a new-ish action RPG that Jason and I have both made are
one's more thing on recent episodes. I've been playing a ton of it. I played so much of it
this past week. I'm really into it. And it's raised a lot of interesting questions, I suppose.
It's a provocative game in some ways. It introduces a lot of
friction at a lot of various points, which has led to a lot of interesting discussion and analysis of it that really is carrying on from analysis of the first game.
And it's the word friction is a word that has just come up a lot over the last few years.
I think it's just a concept that people are growing more familiar with.
And so I thought that we could talk about it a little bit on this episode.
I wrote a little intro for us about friction.
But I'm going to read.
These days in the world of video games, the word friction gets tossed around a lot in a lot of different ways.
For our purposes, friction refers to anything a video game does to get in your way,
to introduce resistance to whatever it is you're trying to do.
Friction is not the same as difficulty, though difficulty is a type of friction.
It's a much broader concept touching each link in the unspooling chain of interactions between your brain, your fingers,
and whatever game it is you're playing.
friction there is, the less the game requires a view in order to play it. Until, if you lower
the friction slider all the way to zero, you're left with something that asks nothing of you at all.
Push the slider all the way in the other direction, and you're left with something cumbersome
and impenetrable and eventually, quote, literally unplayable, unquote, in the actual literal way.
Sometimes friction is great, sometimes it can be frustrating and even ruinous. Well-placed
frictions can keep you coming back to a game for hundreds of hours. Accidental or incidental
frictions can cause you to quit after just a few minutes. But video games have to get in your way.
That's kind of their whole thing. So friction is integral to the function of a video game and is
directly tied to how games generate meaning as art or less loftily why they're fun to play.
So that is my working explanation of what friction is. And now we're going to talk about it some.
So I guess, I don't know, what does that spark in the two of you? Let's just start there. We can talk
about Dragon's Dogma in a little bit, but I am just curious, as the two of you have been thinking
about friction this week, what has come up for you? Yeah, I think immediately of the Souls games, because
they're kind of the most infamous example of games that resist you and try to try very hard to
push you away. Very frictional games, yes. Yeah, very frictional games. I mean, narrative friction,
I think, is one of the more interesting ones, and we all joke about how to understand the story
of something like Eldon Ring, you have to go watch a 30-minute body video on YouTube.
But I've also, I don't know if I want to say enjoyed.
I mean, I think sometimes I enjoy and sometimes I don't enjoy that feeling of being plopped
somewhere and not told where to go and having to just figure it out or being not told
what to do and just having to figure out.
I think the sign of a really masterful game designer is being able to kind of kind of
conjure the feeling of enjoyment even while you are not enjoying the kind of that, that feel,
or you're enjoying the lack of enjoyment. You're enjoying the feeling of kind of budding your head
against the law and trying to, trying to do it. The lack of satisfaction, right? You're not,
you're being stuck. That's part of it too. The game is frustrating you in a way, but you're
enjoying the process. Yeah, or it's not even necessarily being stuck. I mean, sometimes having too
many options can also be, I guess it can make you stuck in a different sort of way, that kind of
infinite possibility. Analysis paralysis.
as they call it? Yeah, yeah, yeah. I think that's the part of it too. So as we get into this,
let me explain the three types of friction that I came up with. Oh, please, taxonomy time.
It's a bit of a taxonomy time. I simplified it as much as I could because I think sometimes
these get a little bit complicated. And I think there are three primary types of friction that
games can introduce that this process, like coming up with these really helped me understand
how I interact with different games. Yeah, I like these. I liked this taxonomy that you wrote.
I think this is pretty good.
And it's pretty simple.
I think people have a easy time keeping track of it.
So there's mechanical friction, logistical friction, and informational friction.
I think those are like the three main types of friction, at least as I'm defining them.
Mechanical friction is relating to inputs and interactions.
So that's like the actual feeling of playing the game like complicated button moves or having to like do a counter on a boss in order to beat them.
It can be like there's no jump button.
So you have to figure out how to get up somewhere.
but there isn't just like, it isn't easy for you to do it.
All of that kind of stuff, like physical interaction with the game.
Essentially, every game has this in some form.
Yeah.
Unless it's like down to like a quick time event or like a visual novel where you're just
pressing a button to move forward, which is like the least amount of mechanical friction you could have.
Yeah, but you still have to press a button, but that's it.
You do, right.
Otherwise, I mean, if there's literally no mechanical friction, you are watching a movie.
Yeah.
Well, until they make games that you can control with your thoughts.
That's true.
And here I'll reference Tim Rogers, the wonderful video essayist, writer, game designer, polymath guy, wrote in 2010.
Former colleague. This essay in praise of sticky friction for Kotaku. That was, for me, reading that, it was the first time I had seen someone really talking about friction. And his article is very much about mechanical friction. And he, it's a typical Tim Rogers piece where it's like five million words. It has a thousand really smart, interesting ideas. It's a lot to take on. But we'll link it in show notes. It's worth checking out.
And he talks about sticky friction as a version that he really likes.
But there's also like crunchy friction and juicy.
And then there's something called swish and Velcro friction.
And a lot of things that people don't talk about as much anymore.
It's a very Tim Rogers taxonomy.
It's very complex.
It's not how we would have done it, but it's great.
So that's mechanical friction.
Logistical friction is a little different.
But it still relates to how you play the game.
And that's kind of like, it relates to planning or the flexibility or inflexibility of the game,
the need to prepare and understand how the whole game,
works. So this is, for example, if the map is an in-game object, it doesn't pause the game
when you look at it. Or you can't just change, like, upgrade your character wherever you want to.
You have to, like, go to a vendor to change classes. These are a lot of things that Dragon's
Dogma too does. A lot of people call this quality of life. Yes. And like, and it can be,
which can then, I think, feel a little pejorative when that stuff is taken out for a purpose.
Right, because your life is low quality at that point. Right. It's like, well, don't you want my life
to be high quality? Like, why would, um, so like in, in Dark Soul,
when you die, you lose experience points.
And so then you have to plan your travel and plan what you're going to do really carefully.
Or like when you get poisoned in Dark Soul, it's a status effect.
And Dragonstock has a kind of similar situation where if you die a lot, you have a status
effect that is impinging on your health bar.
And that is like a per, not semi-perman.
There are ways you can fix it.
But I would describe that as logistical because you have to kind of walk around and
figure out how to fix it in order to get rid of that.
The loss gauge, I think it's called in Dragonstock.
Right. There are a lot of different effects that you can have happen to you.
You know, so these are things that aren't related to direct input but are related to sort of understanding the game world and how you play through it.
And then the third one is informational friction. That relates to what the game does and doesn't tell you.
And that can be everything from what you're supposed to do next.
Like you had to just overhear this guy talking about some castle to understand that you're supposed to go there or the story.
You know, like you have no idea who this character is unless you went and read a certain.
an item description or something.
You can have, I don't know, just even like conceptual, like there are mechanics in the game.
Oh, actually, Dragon Zogama has an example of this.
There's the dragon's blight, which is the thing that can infect your pawn and cause ruinous
consequences in your game if you're not paying attention to the many, many times that your
pawns repeat the story of it and how to look for it and what the symptoms are.
And why would you ever tune out on your pawns?
It's not like they repeat themselves ever.
Right.
They repeat this one a lot.
And once you realize that the game is.
trying to communicate that, it's easy to pick it up.
But there is no, like, past the first one.
Like, it's not going to regularly tell you about this mechanic.
It's a little bit secret.
And there are much more deeply hidden mechanics in that game as well
that aren't quite as impactful in the game.
So informational friction sort of makes sense.
You can imagine what it means.
Hidden systems, hidden quest objectives,
the story is obfuscated.
You have to do some work in your head to figure it out.
So those are the three kind of frictions.
Sometimes it's worth noting that, like, a game,
will use these kinds of frictions just for some aspects, for some stories.
The game might have, like, most of its side quests kind of like sign pointed,
but then one, you find that actually requires you to think about things and go hunt for it.
And that, I think, is kind of, so there's always a spectrum of different types of friction
and how they're applied in the game.
Right. It's not necessarily central to the way the game was designed.
And that can then make a thing like that feel really special, right?
You're mostly the game is telling you the story and it's very clear.
Then you realize there's like an,
a little environmental story that's just being told in this one room that you could have missed.
But because you took the time to slow down and look at it and engage with it and think it through,
you actually come away with this more meaningful experience.
That's always fun, like when in destiny, when suddenly all the diagetic, like, dialogue disappears
when you go into a raid and it's just like completely different type of thing, like the level of friction.
Like, like, really the quest objectives just disappear and you're essentially like, it's the game,
is like figure this out on your own and adds a new level of friction that wasn't there before.
Yeah, and soon you're like looking at enemy type descriptions and boss names.
And then putting together this whole complex lore picture based on, you know, just the name of like the chronovore or whatever boss.
Like each time.
Yeah, which is a fun way to do it.
I always enjoy that when a game kind of subverts your expectations by doing something like that.
I was trying to figure out why I love the friction in Eldon Ring.
but really just bounced off of it hard in Dragon's Dogma.
And I don't really know.
I don't really have a satisfying answer other than just kind of Dragon's Dogma.
Just everything about it just turned me off from like the generic like fantasy to the tepid dialogue to just everything about it.
Whereas Eldon Ring, I was immediately hooked into the weirdo world by all the weirdo characters.
And it just felt like unlike other things I had played before.
But I don't know.
I mean, Kirk, I'm curious to hear a little bit more.
You talked about it.
Last week is your one more thing.
I'm curious to hear a little bit more about why the friction in that game
specifically works so well for you.
I assume it's because you love microtransactions.
We don't need to talk about, oh, my goodness.
Capcom.
Capcom hooked me up with some of those sweet, sweet dollars.
No, it's nothing related to microtransactions.
It is, yeah, it's related to all of the frictions of the game
and the way that they pull you in.
I think something that I've found that I really like in games anyways is when a game has a lot of different frictions, you know, it slows you down, it makes you really meet it on its own terms, it doesn't give you everything.
As a result, I feel like I climb inside of it, the more I play it.
And I do have to climb and dig and kind of burrow and get in there where I'm like figuring out how the party works and how combat works and how to fight enemies and how to level up my character and what I need to prepare for and what I don't need to worry about.
and slowly I learn and I kind of navigate all of the frictions, the logistical friction, the informational friction, the mechanical friction, all of them, until I've kind of mastered it.
And at that point, I'm like, this is my whole.
It was made specifically for me.
I'm like deep inside the game.
And I'm in love with it.
And it like, you know, I have become one with the game, which is something that I've definitely found with this game.
And I've also found with games like Souls Games, Eldon Ring, Death Stranding is a great example of a game full of frictions.
That's very, very engrossing once you get into it.
Jason also did not care for famously.
Yeah.
So with Dragon's Dogment 2 specifically, I mean, once you learn how to read it, it is a very clear text in a lot of ways.
It's like it's just an action role-playing game where you control a party.
I mean, you control the party leader, but your party just acts autonomously and you kind of arrange them to go on adventures.
And that's the whole game.
And it's really simple.
I mean, I've seen, I've listened to people talk about this game on podcasts and read articles.
about people who liked it and don't like it.
The more I play it, the more I feel like it's actually a pretty easy to understand game
once you've kind of decoded everything about it.
But it's a very difficult to explain game
because you have to explain all those things that you decoded,
you know, to kind of make it as legible to someone who hasn't played 20 or 30 hours of it.
But once you've played a lot of it, it's just like the general appeal of it for me
is that feeling of getting together a group where I've leveled up
and I have some cool new abilities, and I've gotten the best gear I can afford.
I've gone and recruited pawns, which we talked about in The One More Thing,
but are like player avatars, like players, NPCs that they make that come in from their games
and tend to be very funny and charming and helpful and then talk a whole lot,
putting together a party of them, and then just going out on an adventure,
and because the game has all of this sort of logistical friction,
where you can't fast travel super easily, you can do it,
but it's something that you only do every once in a while,
while and mostly you're just going to walk. There's no like horses. It doesn't make it super fast to
to get around. So you're planning a really long trip. You got to make sure you bring a packing kit
because you're going to need to camp at a campfire. And then you just kind of go out on the road.
No wonder you love this game. It's like hiking in Portland. It's like when you're on camping.
No fast travel. You have to walk everywhere. It's a very manual feeling. A big feeling, I mean a big
thing that I enjoy about Descranting as well. And a thing that I enjoy about camping is that like the
planning part of it, where you make sure that you have everything. And there's even like,
there's, there's like interface friction in this game. You know, you have to manage your weight
and like drop off stuff and storage and get it out and combine it into new items and you're
navigating the menu with a controller and it kind of takes forever. But like doing all of that
stuff where you finish it all and then you feel totally prepared and then you head out on
the road and you're ready for an adventure. That's really fun for me. Like I really like that feeling.
And then the mechanical friction of this game is just fantastic, I think.
Like, I think that it has really good feeling combat.
All of the different classes are really fun to play.
The more abilities you unlock, the more fun they are.
Like battles just sprawl into really unexpected directions.
Now that I've played it a bunch, it's actually very easy to control the game.
It never feels like I'm out of control or I can't get out of where I am.
Like, there's tons of campfires everywhere.
You can always find somewhere to camp.
Like, when it's night, you're not going to get chased by a boss across the whole,
map. If you see a dragon, you can just run past it, and it, like, won't follow you very far.
So you've mastered the friction. It's no longer frictional for you. Exactly. Like, a lot of the
things that seemed like overwhelming or intimidating really are actually, like, pretty easy to
understand once you play more. But the process of mastering that was very fun. But is that,
well, is that less appealing for you now, now that you get it? Like, is the game less interesting?
I think that it will lose a little bit of the appeal once I get past, like, once I've mastered
every type of friction that it has.
Once you've gone sicko mode on Dragon's Dogma 2.
Right.
Once I'm like fully mastered it.
And you see the Matrix Code.
So there are still frictions in the game.
Like there's still informational friction.
There's a lot of that in the game where there are little things where it doesn't tell you
how to do something or it doesn't tell you what the branches of the story might be.
There's a really cool sphinx puzzle.
There's like the sphinx you can find.
And I won't say too much in case people are looking for it.
But it's really cool.
It's its own little quest where this big, amazing looking.
Sphinx gives you riddles.
And because this game is always auto-saving and makes it very difficult to, like, save and back up
your save, you can do it, but you have to stay at an inn, and it's kind of hard to get
to ins because it travels.
So it's very easy to wind up in a situation where the Sphinx is asking you a riddle, and
you're like, well, I guess I'm just going to try to answer it.
And if I get it wrong, then it's going to save right after I got it wrong, and that's
too bad.
And I really like that about this game, too, that it forces you to just go with whatever
is happening and, you know, damn the consequence.
It totally resists save scumming or any kind of manipulation, which then puts me in the moment.
So, I don't know, there are still a lot of things like that in the game.
You know, there's like a quest with a guy who was part of a like bandit organization and then
he got betrayed by them and thrown in prison and I went and found him in prison and I could
maybe bribe the prison warden to let him out, but I was talking to him.
And then another prisoner is like, yeah, that guy's parents were actually killed by the
by the bandits.
And he thinks that the bandits are good, but they never liked him.
you can choose whether to tell him or not.
And I was, like, not sure what any of this meant or what was going to happen.
So I kind of, like, didn't tell him and then got him out, and now he needs a job.
And, like, the game still has this stuff that's, like, very opaque to me.
And I think I could go look.
Like, I looked at least at what the quest looks like, and it's very complicated.
And there are a bunch of different ways that can go.
So as long as the game still has things like that for me, I'm still kind of interested in just messing around with it.
But there will come a point where I've, like, played every class and kind of fought every boss.
and there's not really a lot left.
And that's okay, because that'll be dozens of hours into the game.
And I can stop.
I've seen people in forums or whatever just being like, yeah, I played like 90 hours of this game.
I maxed out every class.
And, man, the seams are really starting to show.
I'm really running out.
This game's really boring now.
I'm going to give it a love rating on Steam.
Right.
You have mastered every friction the game has to offer.
You've completely, like, gotten your head around it.
And yeah, all right, maybe now it's time to go play something else.
I mean, that's how I feel about Balacho after I did that run, where I went full
Sika mode because there's only one way to truly win.
And then once you get that, you're just kind of like, well, the magic is kind of gone now.
Yeah, Bellatro is a really interesting one.
And I was thinking about it a lot while contemplating these types of friction.
Because Bellatro is a very frictionless game to play in a lot of ways.
It has like very specific frictions, right?
It's like informational friction.
You are not totally sure what cards you're going to get, what jokers you're going to get, and what's going to be possible.
But even there, it's like, I think Jason you said earlier, that one type of informational friction is like there's so much information.
Like there are so many possibilities.
In this case, that's definitely true.
But they kind of reduce that because at any given store, you're only looking at like a few decisions.
So it's actually pretty easy.
You're like, well, I don't know, I guess I'll get that card and we'll see what happens.
And then you just keep going.
So the experience of playing it is so slick and compelling because it's a very frictionless feeling.
Yeah, but so, okay, so this is a little bit different because it's not really figuring out the frictions.
The friction still exist whether you know the game cold or not.
But once you get to a point where you're like, okay, if I want to get into the billions of points,
the only way I can do this is by compounding multipliers.
And the only way to do that is with steel cards and red seals and so on and so forth.
the Go Truthsico mode, it kind of makes the game less charming because you figure it out
just kind of the secret sauce. And it's just kind of, it's not as interesting to pursue those
other broken combinations because you know they're not as broken.
Yeah.
And I think that is part of that is kind of like when that friction is no longer there for you.
In a different way than Dragon's Dogma or kind of more tactile game in a more kind of, I don't
know, in a more cerebral way, you're kind of realizing that, okay, none of this is actually
broken. This is the true broken build that I can do, and nothing else really matters. Yeah,
at that point, I think it's friction-free. Well, so to kind of circle back slightly, Kirk,
why, do you think you like all three kinds of friction? Because it sounds like you do. Like,
Jason and I each have our forms of friction that we don't really care for. And there are certainly
summon Dragon's Dogma too that I'm like
this is very tiresome to me
I don't need to delineate what they are
there's other things I love about it
I don't know if I would say that Maddie
I mean these are so high level
that they can be used in so many different
ways and are used I mean
really every game has some of these
except for visual novels whatever
most games have some of these
frictions applied on different
levels it's just kind of like it's
it's a sliding scale for a lot of these
different types of I don't know
mechanical applications of friction.
That's true.
I shouldn't challenge Kirk by forcing him to say what are you like to like?
No, it's an interesting thing.
It's an interesting thing about it.
Because, yeah, I think that everybody likes different kinds of frictions in their games.
And all games involve some element of friction just because, like I said,
like it's like fundamental to how games derive meaning or how they even function.
So there's always going to be some friction.
And then everyone has their tastes.
So I think everyone out there listening to this can think about what games they like and why they like them
and what types of frictions those games are playing with
and maybe get a better sense of what they like.
Like for me, yeah, I really like a Dragon's Dogma.
I really like a Far Cry too.
I like a game that, you know, holds back a lot of information
and forces you to really think through
and plan out what you're going to do
because it's not going to make that easy for you.
I like Red Dead Red Dead Redemption too for the same reason.
Where games with really intense mechanical friction
sometimes aren't my thing.
Like I don't really get into super complicated,
like platinum action games.
Yeah.
Like where there's really dense, you know, I like Bayonetta,
but I don't get that deep into the button combos because I can't keep track of that.
Yeah, whereas I love those.
Right, because you're kind of a fighting game fan.
And a lot of fighting games are that way too.
They're pretty much pure mechanical friction.
It's just how much can you navigate these complex inputs and also react to other players.
And also looking at the other character and what is it doing?
Yes, exactly.
Yeah.
And so like I think a lot of games.
introduce, especially now, like a lot of action, souls influenced games, introduce frictions
that are really cool and kind of new.
I think the counter, like the move toward countering in games is an interesting one.
I've been playing a little bit of Rise of the Ronan and then of course loved Lies of P.
And those are both games, Rise of the Ronan made by Team Ninja who make Neo.
And like Rise of the Ronan introduces a pretty strong mix of dodging and countering.
And Lies of P does as well where there's like a really cool like,
Sekiro counter, but also there are times where you need to dodge a little bit more like in Eldon Ring,
where Elden Ring is kind of pure dodging, and Sekiro is like a lot of countering.
So I don't know, I feel like counters are like a type of friction, a mechanical friction that's
a new thing that not everyone loves because it forces you to engage mechanically with a boss
in a different way than just dodging, which everyone kind of got used to for 10 years after,
you know, after Dark Souls became huge.
So there are definitely mechanical frictions that I'm like, this is a sort of.
too much for me or it's too complicated, it's not my thing. And similarly, there are also,
I mean, informational, and there are logistical frictions too. Like, there are games where the whole
game is just really complex planning and management, where there are a ton of different units,
like a lot of RTSs for me. I struggle with the informational friction of, I mean, even a StarCraft, too,
where I'm like, there's so much to keep track of and like, I just, this isn't quite my speed.
I haven't studied everything. I don't know what's going on. And the logistical friction of that as well,
of like where does everything need to be, what orders should I do things in.
There's a lot to learn with that game.
And that does, it's not always my thing.
Maddie, to kind of offer one possible answer to your question, I think it really depends
on what type of player you are, why you play games in the first place.
A lot of people get satisfaction out of games for different reasons.
Yeah, let's get existential here.
I mean, yeah, it's pretty fundamental stuff.
Yeah.
I mean, thinking about the counter, the counter has me thinking, okay, why have I grown
to love countering in games.
A large part of that is because it's kind of a small
endorphin rush that you can get when you're like,
oh, I did that.
I successfully countered and hit this,
did this perfectly,
which you don't get quite as much,
at least,
no,
I don't get quite as much satisfaction out of a perfect dodge
as they do out of a perfect counter.
And so,
um,
kind of extrapolating from that,
would I get the same sort of satisfaction out of watching numbers go up
because I did the right combo in Panetta?
probably not.
Would I get the same satisfaction out of taking down a boss in Eldon Ring that has
beaten me 50 times and now I finally gotten it?
Yeah, absolutely.
And I think different people just play games for different reasons.
A lot of people are into collecting and watching kind of bars go up and watching their
achievement scores, their gamer scores, just rise.
Remember when gamer score was the thing?
Whereas other people just play games for different reasons.
And I think the types of kind of frictions that I once they enjoy, I think the type of friction is that like the levels of them that appeal to you most, the kind of if you're fiddling, if you imagine friction as like a giant like kind of audio interface with a bunch of different meters that go up and down.
Everybody has kind of different ideal like measures for each of the sliders.
But but but and as the game designer, you have to kind of tune it just right for your ideal player.
and hopefully you're appealing to a lot of different players
with a lot of different potential like forms
and then maybe even let the player control difficulty settings in some way
by adjusting their own sort of sliders.
So fundamentally, I think it comes down to like,
why do you play video games?
Yeah.
How does this appeal to you in that way?
Wild.
That's interesting that you say that about difficulty sliders
and like difficulty adjustment because that is part of this, right?
is as we're seeing more and more games introduce more complex difficulty settings, what they're
really doing is introducing ways to mitigate different types of friction.
That's right.
Like if you have just, it used to just be easy, medium, hard.
And that really was just, it was a catch-all and it meant basically you take more damage
and enemies.
Take less or, yeah.
Yeah, or the other way around.
And that's pretty much it.
But then you can, you start to see like more flexible.
Now it's like, oh, collectibles are easy to find.
or like you get infinite currency but everything else is the same
or enemies are weaker but everything else is the same.
I love this, by the way,
that games really allow you to change everything exactly to how you like it.
So you can adjust like the peri timing,
like the window for pari timing,
or you can turn on hints where your NPC will say,
hey, I think you should maybe do this,
or you can turn that off or like on game tutorial guides.
And all of these things,
which really when you look down this list of examples,
it's like almost all of these things are adjustable.
It's similar to turning on immersive mode in a lot of open world games now
where they've designed the world to be navigable without a map.
But if you want a map and you want to have a map in the corner of the screen telling you where to go,
you can turn that on as well,
which is like really significantly changing this sort of level of informational friction
that you're dealing with at any given moment and really can change the experience of a game.
There are people who would argue that Eldon Ring with a mini map telling you where to go
would be like a completely different game.
But at the same time, there's also a...
totally an argument that's like, yeah, but whatever. If they made out an option, that'd be
kind of cool. And I can kind of see that both ways. Yeah, a minimap would affect Eldon Ring
less than, like, boss difficulty settings. That, I think, would have a way bigger impact on that
game. But yeah, that's kind of the eternal debate that we've seen forever is difficulty modes.
It's a parallel discussion, right, about difficulty. Yeah, well, because it raises a lot of
interesting questions about, like, if you are kind of, if you as a player have the option of reducing
the friction, are you.
you just kind of ruining the experience for yourself and as a designer, should I be able to say.
Right. And also, like, can you take that? How far can you take that? Can I make it so I'm invincible
the entire time and I can't, there's no way to lose this game? And a lot of games say, yes, absolutely.
You can do that because that's part of the fun. I think it fundamentally depends what the game is
trying to do. If it's a game, I think Balders Gate 3 is a really good example of this.
Baldur's Gate 3 is a game that has a ton of those sliders and a ton of those options and its
difficulty setting. You can go to like custom and you can pick all these different things of like,
okay, I want, I want one save file and it to be permanent or I want all these different types of
things. I want to be able to choose whether I see the dice or not, whatever it is. And I think
fundamentally, if you're playing that game, you could play that game for a bunch of different
reasons, first and foremost, because you love the story and the characters and the romances and you really
want to get into that stuff. And so maybe you don't care about the difficulty and the battles. And so
So you're just focusing on that and you turn that stuff down.
Whereas with something like Eldon Ring,
maybe the game designers,
their whole reason for making that game is to create an experience
that you feel like you are satisfied
for overcoming these really difficult challenges.
Mechanical friction.
And if you don't want to do that, then it's not for you.
Right.
And so maybe for them,
it would feel like maybe this can't have a difficulty mode or sliders
because that would reduce,
that would eliminate what we're trying to do with this game in the first place.
And that,
That I think is a really interesting kind of conversation that I don't think has an easy answer one way or another.
It doesn't.
It's interesting because it relates directly to the art of game design, like to the actual artistry,
like to the fact that you're making art and you can make that in an infinite number of different ways.
And so it becomes extremely difficult, if not impossible, to get into like what type of art should you have been making when you made this thing?
Because, I mean, who's to say that to anybody?
But then again, because you have to use this art, because the art is being designed.
it's a game. It's something that we all use. We have much more of a vested interest in the way
that the art feels to interact with. So then we wind up feeling much more opinionated and have a lot
because, of course we are. Like we're playing the game. We would have a reason to feel this way
about interacting with it. Dragon's Dogma is totally this way. I mean, that game is very specific.
Like it is definitely the result of a vision and everything in it is supporting that vision.
And if you started removing those things, it would really change what it is.
I respect the game's desire to just, like, be the thing that it is.
I mean, this is clearly then the vision ever since the first game more than 10 years ago.
And that's just what they're doing, very similar to what Souls games are doing in that way.
Although it's funny to compare them because, I mean, they're really nothing alike.
And I almost feel like the fact that Dragon's Doggant II looks a little like a Souls game.
Like, if you watch a trailer for it, works against it.
Because actually, the experience of playing it is so different.
Like even the experience of fighting.
I agree with you, Kirk.
I actually really enjoy the combat.
It's sloppy.
It's weird.
You're constantly just flinging your arms all over the place and then you just manage to get through it.
But when it works, it really works.
And you can make it way easier or frictionless if you want to.
If you recruit pawns who are mega powerful and that's like a whole other secret easy mode,
if you will in the game is simply that you can recruit different kinds of pawns and then let them do the fight for you.
I love all of that.
Like the fighting is really whatever you want it to be, but it feels nothing, nothing at all, like Eldon Ring.
People have talked a lot about how there's no lock on mechanic.
I think we at least mentioned that in our show.
That alone is like, okay, so you're going to be kind of flinging yourself around a bit and just eyeballing a goblin and being like, I think this is going to connect.
Okay, great, it did.
I'm going to try to continue a through line.
You're not connecting combos band out of style at all.
Like, just the mechanical feel of it is so different from other kinds of friction that I think just everyone's colloquially familiar with.
Like when we think about a difficult game, I think a lot of us and myself included are like, okay, so a mechanically difficult game.
It's going to need precise timing.
It's going to have peri windows.
That's not what makes Dragon's Dogman too difficult.
And that I think alone is so surprising that it makes people confused because they're like, what?
That's not what's hard about us.
Now that I've played a whole lot of it, like I just mop every encounter with regular enemies, like with just people like bandits or goblins.
And they're fun because you just get to run around and blow stuff up and it's very chaotic.
And then it's really all about the big monster fights, which to me feel much more like Monster Hunter.
And they have that same really rambunctious feeling as a Monster Hunter fight.
Monster Hunter is a little more precise.
There's, you know, it's just like there's more, there's a lot of logistics.
Frickson and Monster Hunter.
Monster Hunter is actually a really interesting series to think about the frictions because there are all kinds of friction in that game, and that's a big part of what makes it so fun.
That is definitely like a me-shaped hole that I've crawled into more like Monster Hunter.
It's funny how often you keep saying that.
That is a reference to a terrifying horror manga, and at the end, Kirk will crawl into the game and die.
And we will never see them again.
But it's a perfect analogy.
Keep using it.
Memes decontextualized from their original meaning and become something separate.
We don't have time to explain memes on this episode.
Keep going.
You crawl into the game and then you're inside of it.
And that very much happens in Monster Hunter.
And these fights really feel like Monster Hunter in that same chaotic way.
But then again, like the sticky friction to bring it back to Tim Rogers is fantastic.
I mean, I'm playing, I played a lot as a mystic spear hand, which is like maybe the best class in the game.
It has this like move where you activate the move and your character like full-on.
across the map with their big, with their like two-handed Darth mall glave like held out.
And you can just, once you get a feel for it, like the pause, the animation, the way you freeze in
mid-air and like fly forward, the fact that you can jump forward into an enemy and then grab them
with the trigger and climb up their back after hitting them and then jump off and like slow them
down.
And like the physical pauses and delays, the sticky friction of the game is terrific.
So like it always has that going for it.
no matter how many other frictions you master, it always just feels really good to play it.
So that is one reason I've just been enjoying, like, kind of no-braining it at times, just wandering around and leveling up some new class and, like, playing just because it feels very physically good to play.
I think, so I mentioned before quality of life that some friction, stuff like fast travel and being able to save anywhere is often referred to as quality of life.
And I was thinking about why that is.
and I think that the reason is kind of it comes down to intention and the intention of a game.
When you play something like Dragon's Dogma, I'm sure some people out there are like, man, I wish this had fast travel, I wish this had more convenient features to it.
But it does feel like it's a very deliberate decision by the designers to not have some of this stuff.
And so you kind of play it.
You wouldn't consider stuff, you wouldn't consider this stuff kind of quality of life or you wouldn't call it that because it's kind of
of it's at odds with the purpose of this game. Whereas where something feels kind of unintentionally
obtuse and annoying and frictional, then I think you kind of, you're like, man, I wish this game
had more quality of life features. I think you kind of think of it. I think the way that I frame it
in my head is like, I don't know, I think destiny is a good example because when that game first
came out, it had a lot of frictions that felt very unintentional and very much like, like, oh man,
like why am I not able to immediately like dismantle all of the green items I get? Why am I just
freaking like having to go into my inventory every single time and like manually like clear up space,
which is just, it feels like a waste of my time for no reason whatsoever. A quality of life feature
would be like, hey, I'm going to turn on a toggle to automatically dismantle that. And it didn't
feel deliberate at all. It felt like a very unintentional kind of design choice there or mistake or
on mission there. And so I think that like players, players in general are intuitive and smart,
and I think people can figure out whether something is, is intentionally done by artists
who are giving you this friction kind of in a very deliberate way versus the game is like,
this was a sloppy decision by somewhere, somewhere, or they didn't playtest this enough,
or they didn't think about this enough, and now you're kind of, you're feeling the repercussions
of that. Yeah, the quality of life thing also fits into M.
MMO design in a certain way, just because MMOs feel a little bit more like doing a job.
And so they're kind of just like making the basic paperwork parts of the job a little bit faster.
Like in Destiny, when they're like, okay, you don't have to go to the vendor to get a quest.
Now you can just get a quest directly from the navigator and go do the quest.
And then you, right, and it was like a big deal.
And that was a very clear quality of life change that they made.
Yeah, I don't know.
And then this conversation, like this subject makes me think about.
technology in general and the idea of reducing friction from how we use technology because we're
kind of we're entering an age or we're in an age where there's less friction than there's ever
been. And I think it's really interesting that game designers have to basically introduce friction
and figure out fun ways to make friction because so much of like industrial design, tech, product
design, interface design is about removing as much friction as possible. And I guess something
Sometimes interface designers have to add friction, but a lot of times you just remove it, and that's not always good.
I was listening recently to unclear and present danger.
I know, Maddie, you've listened to this show.
John Gantz and Jamal Bowie's movie and politics show.
Yeah.
They were talking about the first Mission Impossible movie.
And they went on this tangent toward the end of the episode about the technology in that movie and like Y2K tech and like, I don't know, minidisc players and weird like Sony tech from around the year 2000.
and how now phones are like increasingly like there's no friction, there's nothing to the device.
It's just a screen.
And like how that is actually not as appealing.
And Gantz was just talking about he's like, I kind of miss.
Like having a cassette tape and clacking it into a place.
Right, like a weird digital camera with like these weird settings on it.
I think there was some camera they were talking about that has like a mini disc that you put into the camera and it writes the photos onto the mini disc.
And how apparently among younger people there's like a whole movie.
toward those digital cameras from that era because people like want that friction.
I think a lot about listening to records or like how Spotify has turned music into this
frictionless experience that then robs a lot of it of its meaning.
And it's all like a big stew that is all related, like all the flavors mixed together
with this conversation as well.
So I guess we're out of time and we can go on to one more thing.
But I think it would be, I think I want to leave people thinking about friction more broadly
in relation to their life.
and then also comparing that to the video games that they play
and the way that the people who made those games
have taken those concepts, those frictional concepts,
and deliberately introduce them to things to make them more enjoyable.
Yeah, right on. I like that.
I like that way of thinking about it.
Yeah. All right. Well, let's take a break,
and then we'll be back for one more thing.
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For VATs
I see what you did there
All right and we are back for one more thing
Jason, why don't you go first
Yours looks like it's a game
it is
I am playing a video game
called Secrets of Grindia
this is an indie game
that has been in development for
13 years
it was in early access
for 10 years
that's pretty wild huh
wow it's been in development
longer than
Georgia R. Martins
the wins of winter
or as long as
as George R. Martins the wins of winter
but it actually came out
great
so Secrets of Grindia
this is a really cool game
I think that it's worth checking out.
I think everybody should check it out because it's kind of a, it's a game with a lot of interesting, sticky friction.
It's a Zelda-like.
It's a top-down, 2D, beautiful-looking, animated action RPG where you play as kind of a little avatar dude.
It's co-op so you could play with a group of people who becomes a collector, which in the world of this kind of,
of Secrets of Grandia is someone who goes out and, I don't know, helps people and solves things and
collects artifacts. And none of it is really important. It just gives you an excuse to go around and
fight enemies and collect stuff and solve puzzles and do all sorts of cool little stuff. And actually,
it reminds me a lot of the game Crosscode, which is a game I really loved a few years ago and a game
that we may all play if I wind up winning this year's predictions bet. And it's got a lot of cool
ideas. It has a huge kind of almost overwhelmingly big talent system where you can kind of get a bunch
of different weapon abilities and magic spells and stuff and use them all in 2D and a lot of them
feel really good and have that great sticky friction. It's got a lot of really cool, fun block puzzles
and other kind of interesting mechanics. It's got some real cool bosses that are big and bad and
kind of throw bullet hell at you and you have to dodge and attack and figure out.
out the best way to beat them, Zelda style.
It's kind of, if you think of like a Zelda game with way more mechanics and way
higher difficulty, like a much more challenging kind of experience in general, that is what
you have here in a lot of ways.
And yeah, I'm just really enjoying it.
The music is really cool.
The aesthetics are really cool.
Feels really good to play.
It's a little bit, it's going to, I have a feeling that it's like going to be a little bit
grindy because I think there's a mechanic where you have to like fight enemies.
to get a certain type of loot in order to see the true ending, which seems like it might be
annoying, so I probably won't do that. But what I have played, and I played a good chunk of it so
far, I'm really enjoying and recommend pretty highly. So again, it's called Secrets of Grindia.
And if you're into kind of top-down action RPGs at all, especially this one is very much
trying to harken back to the old days of like, I don't know, Terranigma and Soulblazer and
Lufia 2 and Legend of Zelda linked to the past, obviously, Secret of Mana, then I think you
will really enjoy this game. So check it out. Secrets of Grindia. And the co-op part is cool too.
There's also like, I think there's an entire mode attached called Arcade Mode that basically
turns it into a rogue like. So there's a whole other game inside of this game. And yeah,
I am really enjoying it. So y'all should go play it. You two should go play it too. It's cool.
This looks great. I'm looking at it. I'll totally, I'll put this on my steam deck for the trip I've got coming up.
Yes, I've been playing entirely on my steam deck because it's a good one to play in bed while watching TV.
Yeah, it looks like a perfect steam deck game. Nice. All right. Yeah, I'll play that.
Maddie, what is your One More Thing?
My One More Thing is a movie called The Holdovers that I am watching extremely belatedly because this is a Christmas movie.
And I probably should watch it during Christmas. It would really fit the vibe back then.
Turns out you can watch Christmas movies whenever you want to. So that's what we did. I really
recommend this one. I had no idea. It was such a Massachusetts movie heading into it. It's Paul
Giamani stars as a professor at a boys' school that is a fictional school, but it's filmed at
Deerfield Academy, which is in Western Mass near where my wife grew up. So we started watching
the movie. She was like, oh, this looks like just like Deerfield Academy. And then Google's
it. It's at Deerfield Academy. This whole movie said at Deerfield Academy. So,
Paul Giamatti, I mean, I love him on billions and he plays a similar, like,
curmudgently academic type on this.
He's a teacher who everybody hates because he's too strict.
And then there's this boy, Angus Tully, who's played by Dominic Sessa,
who is, this is his first time being in any movie and he's incredibly good.
And the two of them kind of form a relationship over the holidays because Angus gets stuck staying
over being a holdover at the school during Christmas break, which is like the worst case scenario
for a teenager, as we all know.
And it's poignant and really good.
But I also wanted to shout out this Vanity Fair article I read called
How the Holdovers pulled off Paul Giamatti's lazy eye.
The first day of shooting, this is an anecdote at the top of the article,
the script supervisor apparently said,
I didn't know Paul Giamatti had a bad eye because the designers had done such an
incredibly good job on the lens that they created for him,
that everyone on set was like, oh my god, Paul Giamatti has this.
We didn't know this.
And like then Zach Rips is apparently the name of the guy who designed the eye.
And then he ended up having to design a second eye because Alexander Payne, who directed
this, wanted it to be a different eye depending on the scene so that you would just always
not be sure, because you can actually have this probably both eyes.
Like in Young Frankenstein.
Kind of, yeah.
And like all of the kids make fun of him for this and they're always like, oh, we don't know which eye to look at.
And that's like sort of a theme of Paul Giamatti's characters that like nobody wants to look him in the eye because they're so intimidated by him.
But also he's sort of this like put upon person who like inside has a lot of anxieties and insecurities about how he looks and how he's perceived.
And so like that's kind of the theme throughout.
But also I appreciated knowing that fact because it was making me feel onward from reality watching the film because I was like, it's his left eye.
No, it's his right eye.
I don't know what's going on right now.
So Alexander Payne is definitely trying to make you feel a little unborn from reality watching this movie.
But yeah, really recommend it if you like a poignant Christmas movie.
It's really good.
Also, Divine Joy Randolph is a side character in it and she won the supporting actress Oscar for it.
She's really, really good in it.
So I recommend The Holdovers is what it's called.
We watched it on Peacock.
Did Giamani win or no?
I don't think.
Up and I'm marijuana.
No.
Yeah, no, Killeen Murphy.
one. Killing Murphy one, okay.
Giamatti never wins anything. I don't know.
I don't know why. Poor Paul.
Always a bridesmaid.
Always a bridesmaid. Yeah, a great actor, though. Nice. Yeah, I'll watch that.
It was fantastic. Underrated role is him in Man on the Moon, the Andy Kaufman movie.
Oh, I've always wanted to watch that. I didn't know he was in that.
That's a good movie. Yeah. That's the, where Jim Carrey plays Amy Coffin.
Yes, yeah. I saw that a long time ago. Yes, and Paul Giamati plays his, like, his buddy, his assistant.
Interesting. Wow. Wow. I think I think I did. I think I
didn't really know who Paul Giamatti was when I saw that movie. I saw it like when it first
came out and haven't seen it since. I should watch that again. Cool. That's the same.
Bob Zamana, I think that's the same. All right, well, that just leaves me. My one more thing is
a show that I've been watching on Netflix that originally aired on Peacock and is absolutely hilarious.
And I think everyone should watch it. I want to watch this. This is on my to do list.
Yeah, it's good. You will laugh and laugh and laugh. Jason, you would love it as well. It is called
Girls Five Eva. Yeah, I've watched some of it. My wife loves it.
So Girls 5EVA is a show that originally aired on Peacock, I think, in 2020, 2021, a couple of years ago.
And then I think, I don't know if it got canceled or if it got bought by Netflix, but Netflix now owns it and has produced a third season of the show.
This is a sitcom, 30-minute sitcom, very much in the mold of 30 Rock and Unbreakable Kimmy Schmidt.
It's created by Meredith Scardino, who is a writer on Kimmy Schmidt.
It's produced by Robert Carlock and Tina Faye of 30 Rock and Kimmy Schmidt.
Like in that lineage, the music is by Jeff Richmond or a lot of the music, the Tina Face husband and the, of course, incredible composer of 30 Rock who like wrote all those songs from 30 Rock.
Yeah.
We're Wolf Bar Mitzvah, Muffin Tops.
All those earworms.
Yeah.
So this show is so funny.
I love it.
Emily loves it.
We watch it every night and we laugh and laugh.
It is about a group of women who are now middle-aged women who in the early 2000s were in a girl group called Girls Five Eva.
They are played by Sarah Borella.
Busy Phillips, Paula Pell, and Renee Elise Goldsbury.
So I'm most familiar with, I guess I'm familiar with all of them.
Paula Pell was a writer, I think, mostly before this, but she is hilarious.
Sarah Borellis, I know from like the sing-off, the Acapella group, the show that she judged.
But she was a singer-songwriter.
And also, like, being a real musician.
Yeah.
She had a hit that I'm not going to write you a love song.
And she was in Waitress on Broadway.
So she's like a great singer and musician.
Renee Elise Goldsbury, of course, was the subject of an episode of Strong songs.
She played Angelica Skyler and Hamilton.
But she's been in everything.
I mean, she's been around for so long.
She's like an actor and lots of shows that I've watched,
a banana singer.
She's like one of the most talented people alive.
And her character on the show is very funny
because she's like a version of her in Aalise Goldsbury
that's just dialed up, maybe 20%.
Because I feel like she's probably a lot in real life,
even like the actual person because she's just like so...
So talented?
She's like beautiful and can sing and like do everything.
And like she's always...
So she's very, very funny.
I mean, her singing.
You're underplaying.
like she steals Hamilton.
It's kind of like, she's like...
I did make a whole episode about the song.
Yes, it is the absolute showstop.
No, I know you know this.
You're just underplaying it a little bit here.
Yes, she walks away with the whole musical,
which is like an incredible musical,
but her performance is like completely out of control.
And then Busy Phillips, who I know from like,
I mean, way back in the day on Freaks and Geeks,
but she's been a lot of stuff.
So they're all hilarious.
And it's funny that it's a little bit like Yellow Jackets
in that it's this group of women
who are remembering
when they were young, but of course it's a comedy.
It's so funny.
There's like a song on every episode that's hilarious, like, you know, where they'll usually
be singing a new version of one of their songs or they'll have a flashback to like one
of the ridiculous songs they sang, which are all like parodying what pop music was like
at that time period and just like how horrible it was and just the jokes that they make,
especially for people in anywhere between 30 and 50 who like were sentient around the turn
of the millennium.
Like you will just laugh and laugh.
It sucks to tell a sitcom joke on a podcast and hope that it's funny.
But on a recent episode that we watched, we're in season two,
and Renee Lee Scholesbury's character, Wiki, is on her phone.
And she's like, yes, I got into Raya.
And then Dara Brelas's husband is like, you know, I couldn't because the dragon had hair and there was no singing.
And they just keep going.
And I was like, it took me a second.
It's like, the jokes are all like that.
We're like, I'm like, oh, yeah, Raya, that's like the dating app for famous people.
And then he's talking about Raya, the Last Dragon.
the Disney movie. It's a very 30 rock kind of a joke almost. So anyways, it's like that kind of
humor where it's like happening so fast that you're laughing and you're missing the next joke.
It's very, very funny. I honestly like, it's just a total crowd pleaser. It's got everything.
I can't believe I didn't watch it. It's all about writing songs and like the ridiculousness of that and the music industry.
Yeah, I can't believe I haven't watched it yet either because I'm such a fan of pop star never stop stopping,
which is Andy Sandberg's like sort of 2000s pop parody movie. And I just, I've watched that.
multiple times because I find it's so hilarious.
And this feels like very much in the same vein.
It is exactly like that.
Yes.
Like you will love it.
It is like the easiest show to recommend.
Popstar soundtrack is regularly in my rotation.
It's a great soundtrack.
Kirk, your next sitcom after this and Maddie,
both of you need to watch happy endings because you want a throwback.
You want a sitcom that's like a joke a mile per minute.
And famous for it, like kind of a genre defining show that I've never seen,
but heard a lot about.
You guys both need to watch that.
I'm going to remember this the next time you give me crap about talking about more than one thing during one more thing.
Well, it's your one more thing that I'm just kind of riffing out.
This is a good new technique.
Yeah, that's how you do it.
You have to be additive not to someone else's.
I have heard that that show is good.
Anyways, I've definitely talked to some people who were like, oh, I kind of saw that on Netflix but didn't know what it was.
So I'm throwing this out there for anyone who thinks that sounds good.
You should watch it.
Girls Five Eva.
It's on Netflix now.
It's very good.
And that's it. That's our show.
We go on.
See you guys next week.
Yeah, see you both next week.
Bye.
Triple Click is produced by Jason Schreier, Maddie Myers, and me, Kirk Hamilton.
I edit and mix the show and also wrote our theme music.
Our show art is by Tom DJ.
Some of the games and products we talked about on this episode may have been sent to us for free for review consideration.
You can find a link to our ethics policy in the show notes.
Triple Click is a proud member of the Maximum Fun Podcast Network.
And if you like our show, we hope you'll consider supporting us by becoming a member
at maximum fun.org slash join.
Find us on Twitter at triple clickpods,
send email the triple click at maximum fun.org
and find a link to our Discord in the show notes.
Thanks for listening.
See you next time.
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