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Episodes

Ep. 23: UI and Dramatic Constraints

In this episode, Tim and Joel discuss how UI that limits the information and actions of the player can be dramatically useful, as seen in the tense radio interactions of Radio Commander, the manual navigation system in Miasmata, and the text-message-like interface of Lifeline.

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Ep. 22: UI as Embodiment

In this episode, we talk about UI’s ability to embody the player into the character they are playing. We talk about what that means for classic adventure games, action games, and immersive sims, and talk a bit about the potential for both embodiment in VR, and in the real world. Games discussed: Technomancer Hunt: Showdown…

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21: Ep. 21: Intro to GUI

In this episode, Tim and Joel begin a conversation on UI in games. We talk about the purpose of UI generally, in games specifically, and start breaking down the ways UI can make or break a player’s immersion in a character. Games discussed: Dead…

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20: Ep. 20: Space Games, Part 3

In this episode, Joel and Tim focus in on the problem of designing space games as if you were designing amusement park rides — by bolting a lot of experiences together based on player expectations, rather than allowing an idea to grow organically. We…

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Special Episode: Election Week 2020

In this special episode, Tim and Joel discuss next week’s historic election. We discuss where we are now, the choices that lie before us, and why — even though Biden is a centrist at best — we’re going to vote for Biden in order to stay the tide of…

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19: Ep. 19: Space Games, Part 2

In this episode, Joel and Tim continue our discussion on space games. We deep dive into dramatic play and immersion, and discuss how the marketing points of many space games (things like universe scale, roles you can fill, etc.) are in direct conflict…

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18: Ep. 18: Space Games, Part 1

In this episode, Joel and Tim begin discussing space games — the kind of game where you are in command of a spaceship ranging the void, the open world that was invented by Elite in 1984 and that has been iterated upon ever since. In part 1, we…

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Ep. 17: Low-Fi Art Styles, Part 2

In this episode, Tim and Joel continue our conversation on low-fi art styles, and dig more into the specific reasons (good and bad) that developers might choose a low-fi art style.

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Ep. 16: Low-Fi Art Styles

In this episode, Tim and Joel discuss low-fi art: pixel art, limited color depth, low-polygon modeling, and sprite billboarding. We talk nostalgia, economy, and other reasons developers use to choose these tools. And we compare the difference between…

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Ep. 15: Cooperative Multiplayer

In this episode, Joel and Tim talk about cooperative multiplayer games — shooters like Halo, puzzlers like Portal 2, creative collaborative games like Minecraft, and the co-op aspects of team games like Hunt: Showdown. We talk about what’s fun about…

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