Consumerist Hand-Wringing – Everybody's Talking at Once
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Episodes
When It’s Right to Fight, with Shawn Alexander Allen 05.05.2020
Treachery in Beatdown City is a beat-’em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allen’s preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations with an ever-gentrifying New York. It’s a game about the world going strange, and about when violence is not […]
Getting Back on Track, with Adriel Wallick 17.03.2020
Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced a truly staggering number of weird and wonderful creations, and just as importantly, it’s been creatively and socially reinvigorating foe a whole lot of people who […]
That Real Genuine Connection, with Emma Kinema 18.02.2020
Game Workers Unite is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it as an industry, organized under a single union rather than broken up by role or discipline. Why is that the way to go? How could the […]
Emotional Survival, with Paula Rogers and Vincent Perea 04.02.2020
Neo Cab is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the game’s visuals (a masterclass in scale, scope, and focus), and Paula Rogers discusses the game’s writing process (which, by design, more closely resembled a […]
Making Beautiful Places, with Phoebe Watson 24.12.2019
Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in Chaos Tavern are meaningful and on-point—and that’s meant everything from discussing aesthetics with the rest of the team, to shaping culturally syncretic (yet specific) lore, to soliciting the opinions of elders (and therefore having […]
Hyper-Focused Antifragile Games as Drugs as Puzzles, with Zach Barth 10.12.2019
Another dose of Zach Barth, this time focused on MOLEK-SYNTEZ, a Zachtronics game that plays a bit like Opus Magnum but was made more in the spirit of TIS-100—which is to say quickly, with extreme focus, and driven by Zach’s primordial need to make games, games forever, games all the time. (Also, like TIS-100 before […]
Choices and Games and Stories, with Juan Vaca 09.07.2019
Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juan’s approach to narrative, the oft-ignored importance of theme, and his longstanding interest in using existing characters and worlds to tell original stories. We also talk about Juan’s […]
Now Game Music Is Just Music, with Jim Guthrie 11.06.2019
Jim Guthrie joins us to reflect on his storied soundtracking career, from Superbrothers: Sword & Sworcery EP and BELOW, to Indie Game: The Movie, to (implicitly, here) Reigns: Her Majesty and Planet Coaster—not to mention his auspicious and only-semi-separate indie rock career, the joys and sorrows of playing live, and Bandcamp’s mad scheme to press […]
Accessibility and Joy (also Dogs), with Brian Fairbanks 16.04.2019
Brian Fairbanks’ game Lost and Hound brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about Host and Hound and end up talking about mainstream games that are (often, accidentally) accessible, audiogames that are build from the ground up for blind players (and […]
How to Play Games Wrong 02.04.2019
In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game wrong?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding one’s own layer of rules for tournament play or speedruning. Playing wrong can be a […]
What Level Designers Design, with Evan Hill 19.03.2019
Evan Hill drops in to talk a little about Solar Ash Kingdom and Torment: Tides of Numenera, and a whole lot about his current work at Naughty Dog—though don’t expect any new details on The Last of Us Part II itself. Evan keeps that close, and fair enough. What he does talk about is just […]
The Thing Is the Thing It Is, with C. Andrew Rohrmann (a.k.a. scntfc) 05.03.2019
C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that we’re not at liberty to disclose) stops by to talk about reactive soundtracks, “the mutability of music,” his notion of “anonymous ubiquity,” and his work on games like Oxenfree, Afterparty, Old Man’s Journey, ELOH, GALAK-Z, Virtual [&...
A Quantum of Wobble, with Robin Baumgarten 23.02.2019
Robin Baumgarten’s work doesn’t fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—simply objects that make the world a little stranger a little more beautiful whenever and wherever you encounter them. […]
Literally Anybody Anywhere, with Rami Ismail 26.01.2019
Rami Ismail wants everyone to be able to make games. “Literally anybody anywhere” should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but language. The work of including everyone is, of course, not trivial—but Rami is attempting to do the work, and the collaborative, […]
Food, Death, and Everything Else Worth Talking About, with Gabby DaRienzo 12.01.2019
Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from A Mortician’s Tale (and Tracktoons) to their still-in-its-early-days next project—as well as her excellent, now-concluded podcast Play Dead, and her extensive and varied freelance work on Celeste, Parkitect, Graceful Explosion Machine, and the upcoming Super […]
One Hell of a Not-Hell, with Greg Kasavin 29.12.2018
Greg Kasavin descends and/or ascends to our realm to talk about Hades, Supergiant’s roguelike recently surprise-released into Early Access on Epic Games’ brand new storefront. We talk about how Hades both builds on and departs from Supergiant’s previous games (Bastion, Transistor, and Pyre), and then we talk a great deal about the infinite applicability of […]
REPL PUNK, with Zach Barth 25.08.2018
Zach Barth is back to talk about EXAPUNKS, and the cyber-lanche (always create new hyphenate words, in accordance with the WIRED style guide) of questions that the game raises: Do we miss something by wringing our hands about privacy when what’s really at stake in an increasingly computerized world is agency? Is our reality going […]
On Orcs and Orchestras, with Garry Schyman 10.10.2017
Garry Schyman scored all three Bioshocks, all three Destroy All Humans games, Resistance: Retribution, Front Mission Evolved, and that oddly engrossing God of War clone based on Dante’s Inferno—and that’s just scratching the surface of his video game music, to say nothing of his enormous body of work for film and television. Peep the gentleman’s […]
Pyre, Purgatories, Prison Dramas, and Talking Dogs, with Greg Kasavin 24.07.2017
Greg Kasavin stops by to discuss Supergiant’s latest, the party-based purgatory-escape-’em-up Pyre. We also find some time to discuss Bastion and Transistor, not to mention the limits of “naked allegory,” the largely untapped potential of diegetic Game Over states—and more generally, of game designs that allow for and accommodate failure—and the ballsy magic of filling [...
Gem Fusions and Fandom Fissions in the Universe of Steven Universe 01.11.2016
Lucio and I are both fans of Steven Universe, but we’re not exactly members of the Steven Universe fandom—or fandoms, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the story is headed. The people most conspicuously enthusiastic about Steven Universe […]
Squaring The Magic Circle, with Jordan Thomas, Kain Shin, and Stephen Alexander 03.08.2015
The whole Question Games team stops by to discuss (and to discuss the discussion surrounding) their debut project, The Magic Circle. Their debut project as a team, that is. It’s not the kind of game that anybody would or could make without some experience in the world of making games, and specifically of making them […]
On the Semi-Unspoilability of Infinifactory, with Zach Barth 04.05.2015
Zach Barth returns for a spoiler-centric look at a game where spoilers arguably don’t even matter, his absolutely delightful engineer-’em-up Infinifactory. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes an open-ended head-scratcher and turns it into a set of IKEA furniture, but there’s still a process […]
Games That Don’t Exclude and Foxes That Don’t Talk, with Erin Robinson 02.03.2015
Erin Robinson of Ivy Games stops by to discuss Gravity Ghost, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of terraforming planets with one’s long, beautiful hair. I was really taken with Gravity Ghost from the first time I played it and, as I […]
On the Art of the Anti-Puzzle, with Zach Barth 29.01.2015
Infinifactory feels like SpaceChem for the world that Minecraft hath wrought—which makes sense, given that it’s the latest from Zach Barth, who both masterminded SpaceChem and ushered in the Blocks ‘n Voxels Age with his seminal “infinifranchise” (Zach’s competitive mine-’em-up Infiniminer was the direct inspiration for Minecraft, and well, after Minecraft came...
All That Glitters Is Not Goblin, with Dan Teasdale 27.01.2015
Dan Teasdale stops by to talk about Roundabout, the debut game from his newly-founded two-person indie studio No Goblin. We discuss the game (which is awfully good), his previous work on Destroy All Humans! and the Rock Band series, and why we both love The Jackbox Party Pack. And yes, he does divulge the origins […]
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