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game design

Breaking Down Hardspace: Shipbreaker

Tim and Joel take apart Hardspace: Shipbreaker, space-junking game with an anti-capitalist spirit. We examine the ways in which narrative is subtly threaded through gameplay. Games mentioned: Hardspace: Shipbreaker Norco Dead Space

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Steam Deck and the Soviet Concrete Simulator

Tim gives his first impressions of the trailblazing Steam Deck – which brings PC computing power to the handheld gaming experience. Having sampled several games on the platform, he has settled on Workers and Resources: Soviet Republic (aka Soviet Concrete Simulator). What differentiates it from other city-builders? Games mentioned: Microsoft Flight Simulator Witcher 3 Battletech…

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Norco – Part Two

In part two of our look at Norco we expand on some of the first episode’s observations, discussing specific plot points. CONTAINS SPOILERS! Mentioned: Musée des Beaux Arts (poem) – WH Auden

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Norco – Part One

Norco is a real achievement in video game storytelling – beautifully written and scored. It is a game we will both remember for a long time. In this episode we talk (spoiler-free) about the game and its relationship to the cyberpunk genre. Next week we go into greater depth, with spoilers. Games mentioned: Norco Monkey…

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The Experience of Music in Games (or, Back in MY Day…)

Following last week’s music episode, this week we talk with our guests Phil Tucker and Damian Gibson about our more personal experiences with music in video games, from childlike glee to more complicated adult emotions.  We discuss some of the earlier music-producing technologies, composition techniques, and memorable examples from the best of the medium. Games…

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What Games Are You Glad You Played?

Tim’s been reading Alexis Kennedy, which springboards this week’s titular discussion. Many games are enjoyable at the time of playing – which games are we glad to have played once we’ve put them down? And why? Games mentioned: Fallen London Sunken Sea Cultist Simulator Assassin’s Creed Far Cry Sagebrush Paratopic What Remains of Edith Finch…

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Weird West – Immersive(ish) Sim

We wanted to wait until we finished Norco before we talked about it, but it made such an impression that we have to talk about it here. But the bulk of the episode concerns the recent title Weird West, the extent to which it did and didn’t live up to our (admittedly unrealistic) expectations, and…

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Planes, Trucks and Mercenaries

Inspired by Tim’s adventures in Microsoft Flight Simulator, we talk about gameplay mechanisms which make simulations compelling: the dramatic loop of player agency, planning, mission choice, the minutiae of the mechanical gameplay, and the way these elements cohere. We juxtapose this with games like far Cry 5 – whose gameplay, while satisfying in isolation, doesn’t…

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Highfleet, Hitman, Cyperpunk and Kinds of Immersion

After multiple delays – most notably due to the Colorado fires which burned down half of Tim’s town – we return to talk video games again.  This season’s format will be less focussed on specific aspects of gaming and be more general. We found that playing several iterations of the same kind of game takes…

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Value Systems: The Paradox Games and The Sims

Following our look at the Civilization games in the previous episode, Tim and Joel look at the Paradox strategy games and The Sims. In contrast to the Civilization games, Paradox has shown signs of greater engagement with some of the more troubling historical issues that games about colony-building have failed to adequately address. And despite…

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