Nicholas Theisen

Furidashi Game Design Academy

Leisure EN ↓ 157 episodes

Lauryn and Nicholas discuss gaming, ”gamers,” and game design from practical and academic perspectives.

Author

Nicholas Theisen

Category

Leisure

Podcast website

furidashipod.podbean.com

Latest episode

Jun 25, 2026

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Episodes

142. Metal Gear Solid V: The Phantom Pain (2015) | Year of Metal Gear | S6E09 25.06.2026

Here we are at the end... or, at least, an end. One of many ends, as it turns out. We explore what it means for a whole series of games to end up being about alienation despite trying to be about identity. A game that can't escape its own structural sexism. A game that has genuinely refined combat and stealth mechanics but is so bloated it can never quite cohere into a well-defined vision. It's a...

141. Metal Gear Solid V: Ground Zeroes (2014) | Year of Metal Gear | S6E08 29.05.2026

[Content Warning] In this episode we discuss sexual assault and all the ways in which Kojima handles it VERY BADLY. We do try to pry out the good as well, but in many ways this relatively brief game is a dark premonition of where things will end for Snake... and it ain't good. Patreon: https://www.patreon.com/furidashi Lauryn: https://bsky.app/profile/espressocat.bsky.social Nicholas: https://bsky...

140. Video Games and Digital Preservation | S6E07 01.05.2026

In this episode we not only learn that Nicholas has a day job but also that it is immediately relevant to questions surrounding video games and digital preservation. We discuss four modes or vectors for how this can work, none of which are mutually exclusive. All this to get at why preserving games is important and why people have conflicting ideas about how to do that. Patreon: https://www.patreo...

139. Metal Gear Solid 3: Snake Eater (2004) | Year of Metal Gear | S6E06 06.04.2026

In this episode, we go back in time to the height of the Cold War, to discover the origin of the Snake/Boss dichotomy in Metal Gear Solid's third installment. Also on the docket: fan service scars, our boy Ocelot, and why it kicks ass to do martial arts with a motorcycle. Oh, and Nicholas tries to be nicer this time... Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patreo...

138. Metal Gear Solid 2: Sons of Liberty (2001) | Year of Metal Gear | S6E05 06.03.2026

In this episode Nicholas tries to be fair to a game he very much did not enjoy, and Lauryn makes sure they cover something important, how the series is now leaning more heavily into its MANY combat mechanics and perhaps moving away from its origins as an anti-war war game. Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patreon.com/furidashi Lauryn: https://bsky.app/profil...

137. Metal Gear Solid (1998) | Year of Metal Gear | S6E04 27.01.2026

This month, we finally discuss a game people have actually played: Metal Gear Solid. We also take a look back at Kojima's notion of creativity as a memetic/genetic process and how this game maybe complicates the somewhat rosy picture he paints in his memoir and interviews. Also! The premiere performance of "Liquid Snake and the Konami Code," with its hit song, "Genome Soldier!" Substack: https://g...

136. Metal Gear 2: Solid Snake (1990) | Year of Metal Gear | S6E03 24.12.2025

In this episode we discuss Kojima's response to Konami's attempt to make a Metal Gear sequel without him and how, in so doing, established the baseline for what "stealth games" would become. We also compare its gameplay to the more expansive Clair Obscur: Expedition 33 to show how it tries to force the player into a near paranoic sense of hyperawareness. Substack: https://gamedesigndiscourse.subst...

135. Metal Gear (1987) | Year of Metal Gear | S6E02 20.11.2025

Lauryn and Nicholas take you back to the Cold War, to the '80s, when hair was big and everyone was worried about nuclear winter. We begin with the very first Metal Gear game and discuss what it means to try and make an anti-war war game. We reckon with all the ways the game teaches you how to play that were in many ways anathema to how video games were played at the time but nevertheless became th...

134. Hideo Kojima, Memelord | Year of Metal Gear | S6E01 25.09.2025

In this, the first episode of season 6, our YEAR OF METAL GEAR, we dive into the Kojima lore, why you shouldn't always take it at face value, and what it means to think of one's creative output as a kind of genetic legacy. ALSO: a mysterious message from an enigmatic stranger... Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patreon.com/furidashi Lauryn: https://bsky.app/...

133. Kiki's Delivery Service (1989) | S5E11 28.08.2025

For our final episode of Season 5, before THE YEAR OF METAL GEAR, we look at the seminal Studio Ghibli film, Kiki's Delivery Service. We discuss what it means to come of age in a context where you are a literal outsider and how the film indirectly meditates on what it means to doubt your creative powers, lose them, and ultimately get them back. Substack: https://gamedesigndiscourse.substack.com/ P...

132. Halo: Combat Evolved | S5E10 24.07.2025

In which we argue that Halo represents a genuinely novel approach to shooter design at a time when the video games industry was becoming but had not yet turned into what we know it to be today. Join us as we delve into the complex narrative and gameplay relationship between Master Chief and Cortana and ask... is Halo a tragedy? Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://w...

131. Ghost in the Shell (1995) | S5E9 19.06.2025

In celebration of Pride month, we take a somewhat unusual look at Oshii Mamoru's Ghost in the Shell as an allegory of trans becoming. We look at how trans individuals have read the film against their own experiences and how this highlights a queerness in Kusanagi's character that Oshii likely never intended yet is still palpably there. Substack: https://gamedesigndiscourse.substack.com/ Patreon: h...

130. Clair Obscur: Expedition 33 | S5E8 22.05.2025

In this episode, we think about games as a complete composition of many artforms and how Clair Obscur: Expedition 33 withholds the kinds of information that normally aid gameplay in order to get the player to treat the game as much as a work of art to be appreciated as be immersed in. Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patreon.com/furidashi Twitter: https://tw...

129. Cyberpunk: Edgerunners | S5E7 24.04.2025

Following up on our discussion of Cyberpunk 2077, we consider the Netflix series and what it means to be bodies in spaces, how we lie to ourselves and each other, and how the anime aspires to say something profound but ultimately get too caught up in its own romantic tropes to truly grapple with what it's trying to show. Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patr...

128. Cyberpunk 2077 Redux | S5E6 20.03.2025

After several years we return to Cyberpunk 2077 to discover that it's a very different game! In this episode, we focus on how the game's environments blend the broad visual and aural aesthetics of the game with a really tight sense of encounter design and worldbuilding that inscribes little incidental narratives onto the streets of a fully realized city. Substack: https://gamedesigndiscourse.subst...

127. Look Back (2024) | S5E5 27.02.2025

In this month's free episode, we take a look at the visual and narrative aesthetics of 2024's Look Back, based on the manga of the same name by Fujimoto Tatsuki. We consider how mirroring, doubling, and reflection work not only as visual metaphors but as way of thinking about the overall narrative structure in this gut-wrenching coming-of-age story. Substack: https://gamedesigndiscourse.substack.c...

126. Narrative Violence in Slay the Princess | S5E4 23.01.2025

This month we tackle the topic everyone loves to hate: violence in video games. But with a twist. We discuss how Slay the Princess uses a form of narrative violence, breaking the conventions of how story gets mapped onto gameplay, to show how love, hurt, loss, and existential dread can all be thought of as facets of a greater whole in the human experience. Substack: https://gamedesigndiscourse.sub...

125. Tokyo Godfathers | S5E3 19.12.2024

In this episode we make a deep dive into Kon Satoshi's 2003 Christmas romp (?), Tokyo Godfathers. We focus especially on the dramatic tension between what characters imagine themselves to be and the reality of who they are--and how, sometimes, reality has a weird habit of slipping into fantasy. Substack: https://gamedesigndiscourse.substack.com/ Patreon: https://www.patreon.com/furidashi Twitter:...

124. Dragon Age: The Veilguard | S5E2 21.11.2024

In this episode, Lauryn and Nicholas go all in on Bioware's Dragon Age: The Veilguard. We talk about core combat not from the perspective of mechanics but in both thematic and narrative terms. Mostly, though, we discuss the companion system, and why many of the frustrations with DA:TV stem from how the game isn't really about you as the super special hero but rather how you fit into a whole that i...

123. Delicious in Dungeon Crawl | S5E1 22.10.2024

Welcome to Season 5, where we'll be focusing on game and media aesthetics! We wanted to started things off with a game/anime crossover in the form of Delicious in Dungeon. In this episode, we discuss how media narratives can reflect game narratives and aesthetics, as well as how to envision a narrative structure that enhances characterization. Substack: https://gamedesigndiscourse.substack.com/ Pa...

Where We're Headed in Season 5 27.09.2024

Just a brief check-in during our hiatus month to give you a taste of what we'll be talking about in the coming year.

122. Novelty and Innovation | S4E11 15.08.2024

In this episode, we consider how to make your game stand out from the others, the importance of a clear hook or appeal to the player, as well as how to translate the sense of innovation you might find more easily in solo projects back into larger, collaborative efforts. Download the Sympathetic Memories demo for free on our Itch.io site: https://furidashipod.itch.io/sympathetic-memories Substack:...

121. Playtesting | S4E10 17.07.2024

In this episode we delve into the subject of playtesting: how to choose the right playtesters for your game as well as learning how to go after the criticism you need, not necessarily what you want to hear. We talk about the qualitative differences between testing for smaller indie and mass market games, as well as how you develop a community of people around your design who, hopefully, become as...

120. Friction in Video Games | S4E9 20.06.2024

This month we tackle the concept of friction in game design, how it's not necessarily the same thing as challenge or difficulty, and why it's important for making even the tiny little things you do in a game an engaging experience. Download the Sympathetic Memories demo for free on our Itch.io site: https://furidashipod.itch.io/sympathetic-memories Substack: https://gamedesigndiscourse.substack.co...

119. The Human Toll of Gamedev | S4E8 14.05.2024

This month we stop talking around the fact that the games industry is imploding and tackle it head on. We address the collective psychic damage we all seem to be suffering as a result, as well as how not to despair in dark times. In the end, we need to protect the creative parts of ourselves from those who only want to profit from our talents at any cost. Download the Sympathetic Memories demo for...

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