User:El Nero Diablo/sandbox
Appearance
YouTube-released episodes
This list deals with the videos released by Floyd under the loose title Video Games And...
Total | # | Title | Air date | |
---|---|---|---|---|
1 | 1 | "Video Games and Storytelling"[1] | February 17, 2008 | |
Talks about storytelling potential of video games. Created as a project for Daniel's art history course at SCAD. | ||||
2 | 2 | "Video Games and Sex"[2] | May 29, 2008 | |
Talks about mishandling of sexuality in video games. Incorrectly flagged for mature content on YouTube. | ||||
3 | 3 | "Video Games and Learning"[3] | September 8, 2008 | |
Introduces concept of tangential learning and its applications in video games. First video to include James Portnow. | ||||
4 | 4 | "Video Games and the Uncanny Valley"[4] | November 1, 2008 | |
Talks about the uncanny valley in relation to video games. | ||||
5 | 5 | "Video Games and Choice"[5] | April 19, 2009 | |
Talks about the difference between problems and choices in relation to game design. | ||||
6 | 6 | "Video Games and the Female Audience"[6] | June 28, 2009 | |
Talks about the female demographic of video games. Features Gamasutra editor-at-large Leigh Alexander as writer instead of Portnow. | ||||
7 | 7 | "Video Games and Facing Controversy"[7] | September 6, 2009 | |
Talks about controversy and how the game industry should face it. Includes clips from a debate video concerning Six Days in Fallujah. | ||||
8 | 8 | "Video Games and Moral Choices"[8] | April 16, 2010 | |
Talks about how moral choice gameplay should be improved. |
Season 1
Total | # | Title | Air date | |
---|---|---|---|---|
1 | 1 | "Bad Writing"[9] | July 28, 2010 | |
Writing in video games and the importance of narrative is discussed. | ||||
2 | 2 | "The Future of MMOs"[10] | August 4, 2010 | |
The team talks about the current state of the MMO genre and where it may go in the future. | ||||
3 | 3 | "Innovation"[11] | August 11, 2010 | |
The Indie and AAA branches of the game industry are contrasted, and joining forces to help them to drive innovation is discussed. | ||||
4 | 4 | "Where Did Survival Horror Go?"[12] | August 18, 2010 | |
The relative shortage of "true" horror games and why the genre has deteriorated is discussed. | ||||
5 | 5 | "No Redeeming Value"[13] | August 25, 2010 | |
In a spin on the usual format, the team deconstructs the God of War series and its triumphs and failings in storytelling. | ||||
6 | 6 | "Free Speech"[14] | September 1, 2010 | |
The team discusses the then-called Schwarzenegger v. EMA case (upcoming at the time) and what it could mean for the future of video games as a medium. | ||||
7 | 7 | "Enriching Lives"[15] | September 8, 2010 | |
Taking deconstruction a step further, the team discusses a moral choice sequence in Mass Effect 2 and the power video games have to teach people about themselves. | ||||
8 | 8 | ""Gamer""[16] | September 15, 2010 | |
The term "gamer" and the problems associated with its current usage are discussed. | ||||
9 | 9 | "Video Game Music"[17] | September 22, 2010 | |
The team takes a look at the way video game music has evolved over the years, and compare the strengths of today's game music with the chiptunes of gaming past. | ||||
10 | 10 | "Project Ten Dollar"[18] | September 29, 2010 | |
EA's post-market "Project Ten Dollar" is discussed and some alternatives are suggested. | ||||
11 | 11 | "Kinect and Move"[19] | October 6, 2010 | |
The Kinect and PlayStation Move peripherals are discussed, and their chances for success are speculated on. | ||||
12 | 12 | "Diversity"[20] | October 13, 2010 | |
As an opening to an ongoing episodic discussion, the team look at the lack of proper diversity in video games (and outlines numerous episode topics to come). | ||||
13 | 13 | "Mailbag #1"[21] | October 20, 2010 | |
14 | 14 | "Symbolism 101"[22] | October 27, 2010 | |
For Halloween, the team explores the use of symbols and psychology in horror games. | ||||
15 | 15 | "Facing Controversy"[23] | November 3, 2010 | |
The team reiterates the Season 0 video about how the industry should be facing the various controversies surrounding video games. | ||||
16 | 16 | "So You Want to be a Game Designer"[24] | November 10, 2010 | |
The team goes over some key points for those desiring to become a game designer. | ||||
17 | 17 | "Easy Games"[25] | November 17, 2010 | |
The team discusses why games appear to have gotten easier over the years. | ||||
18 | 18 | "The Skinner Box"[26] | November 24, 2010 | |
Operant conditioning (via the "skinner box") and its overuse in modern game design are discussed. | ||||
19 | 19 | "Sex in Games"[27] | December 1, 2010 | |
Before building upon sexual diversity as introduced in an earlier episode, a previous episode from the pre-Escapist era was remade to discuss the current state of sex in games. | ||||
20 | 20 | "Sexual Diversity"[28] | December 8, 2010 | |
To demonstrate the benefits of sexual diversity in games, the characters Kanji Tatsumi and Naoto Shirogane from Persona 4 are analyzed. | ||||
21 | 21 | "Narrative Mechanics"[29] | December 15, 2010 | |
Missile Command is deconstructed to demonstrate how games can express an idea using only their mechanics. | ||||
22 | 22 | "A Season of Hope"[30] | December 22, 2010 | |
The team takes a break from the "art and design" talk to appreciate the Child's Play Charity Dinner Auction. | ||||
23 | 23 | "Choice and Conflict"[31] | December 29, 2010 | |
The team discusses what "choice" is, and how the use of conflict separates it from the often-substituted "calculations". | ||||
24 | 24 | "Mailbag #2"[32] | January 5, 2011 | |
The team once again goes over some of the more common requests in their email inboxes, including the (over)use of gritty realism, the widespread poor translation of movies to games (and vice versa), e-sports, Minecraft, the decline of Sonic the Hedgehog, and others. | ||||
25 | 25 | "Non-Combat Gaming"[33] | January 12, 2011 | |
The potential for game experiences that aren't combat based is explored, particularly exploring the game Echo Bazaar. |
Season 2
Total | # | Title | Air date | |
---|---|---|---|---|
26 | 1 | "Piracy"[34] | January 19, 2011 | |
The team carefully explores piracy as it affects games and the industry. | ||||
27 | 2 | "Amnesia and Story Structure"[35] | January 26, 2011 | |
28 | 3 | "Playing Like a Designer (pt. 1)"[36] | February 2, 2011 | |
In the first of a two-part discussion, the team explains how a designer analyzes games as he plays. | ||||
29 | 4 | "Playing Like a Designer (pt. 2)"[37] | February 9, 2011 | |
In the conclusion of the two-part discussion, the team explains how a designer analyzes games as he plays. | ||||
30 | 5 | "Achievements"[38] | February 16, 2011 | |
The winner of a Child's Play auction for the topic of a complete episode, ostensibly Sparrow the Cat, requested that the team discuss Achievements and their influence in games today. | ||||
31 | 6 | "An Open Letter to EA Marketing"[39] | February 23, 2011 | |
The Extra Credits team calls out EA on their recent marketing campaigns. | ||||
32 | 7 | "Ludus Florentis"[40] | March 2, 2011 | |
The team discusses a big paradigm shift that they see on the horizon of the game industry. | ||||
33 | 8 | "True Female Characters"[41] | March 9, 2011 | |
As a continued look at sexual diversity in games, the team discusses how to design strong female characters. | ||||
34 | 9 | "Tutorials 101"[42] | March 16, 2011 | |
As foreshadowed in a previous episode, the team goes over how to build an effective tutorial. | ||||
35 | 10 | "Tangential Learning"[43] | March 23, 2011 | |
The team reiterates the concept of tangential learning, which involves the exposure of educational topics to facilitate learning rather than directly educating. | ||||
36 | 11 | "Gamification"[44] | March 30, 2011 | |
The team discusses how the principles of a game can be applied to various fields, related to tangential learning. Erin Siegel stars as the series' first guest artist. | ||||
37 | 12 | "Metrics"[45] | April 6, 2011 | |
The team discusses the increasing focus on metrics in the game industry, and the possible results this trend might have, for better or worse. | ||||
38 | 13 | "Consoles Are the New Coin-Op"[46] | April 13, 2011 | |
39 | 14 | "Games You Might Not Have Tried (Or Heard Of)"[47] | April 20, 2011 | |
A list of games is compiled that the members of the team feel are important or influential, but not necessarily popular or even good. Includes Fate of the World, Knights in the Nightmare, Europa Universalis III, Victoria II, Hearts of Iron III, Valkyria Chronicles, The World Ends with You, King's Field: The Ancient City, Demon's Souls, Radiant Historia, Desktop Dungeons, Super Crate Box, Dissidia Final Fantasy, Amnesia: The Dark Descent, Ghost Trick: Phantom Detective, Professor Layton and the Curious Village, Today I Die, Every Day the Same Dream, One Chance, The Company of Myself, The End of Us, Freedom Bridge, Passage, Might & Magic: Clash of Heroes, SpaceChem, Ilomilo, Dungeon Fighter Online, and Minecraft (technically disqualified as "everyone has already heard of it"). | ||||
40 | 15 | "Learning from Other M"[48] | April 27, 2011 | |
Metroid: Other M is deconstructed to analyze its shortcomings, especially as pertains to gender roles. | ||||
41 | 16 | "Gamifying Education"[49] | May 4, 2011 | |
Expanding on the previous gamification discussion, the team elaborates on how education could specifically benefit. | ||||
42 | 17 | "Graphics vs. Aesthetics"[50] | May 11, 2011 | |
The difference between the often-confused "graphics" and "aesthetics" are discussed. | ||||
43 | 18 | "The Myth of the Gun"[51] | May 18, 2011 | |
The team attempts to identify why the U.S. has always produced more first-person shooters than Japan. | ||||
44 | 19 | "NOT a Security Episode"[52] | May 25, 2011 | |
Following the aftermath of the 2011 hacking of PlayStation Network, the team discusses the changing relationship between corporation and consumer, and the trust that relationship is going to require. | ||||
45 | 20 | "Anonymous"[53] | June 1, 2011 | |
The team takes a quick break from all the games talk to discuss the internet group Anonymous, and whether or not they were actually behind the PSN outage. | ||||
46 | 21 | "Our Oscars"[54] | June 8, 2011 | |
The team talks about the need for video games to have their own "Oscars", and what that show might look like. | ||||
47 | 22 | "The Role of the Player"[55] | June 15, 2011 | |
The team gets into a little bit of video game theory, discussing the creative contribution of the player to a game. | ||||
48 | 23 | "Game Reviews"[56] | June 22, 2011 | |
They talk about reviewing games, how to pursue a game reviewing career, and how game reviewing might be improved overall. | ||||
49 | 24 | "Race in Games"[57] | June 29, 2011 | |
The team finally get around to talking about racial diversity and discrimination in games, thanks mostly to the release of L.A. Noire. | ||||
50 | 25 | "Sharing Our Medium"[58] | July 6, 2011 | |
The team discusses how challenging it is to introduce others to video games, and offers some tips for how to successfully do so. Erin Siegel returns as guest artist. |
Season 3
Total | # | Title | Air date | |
---|---|---|---|---|
51 | 1 | "Microtransactions"[59] | July 13, 2011 | |
The team discusses microtransactions and how they are not fulfilling their potential within the games industry. Erin Siegel returns as a guest artist. | ||||
52 | 2 | "S.978 and Operation Rainfall"[60] | July 20, 2011 | |
The team shares some of their thoughts on the S.978 bill and Operation Rainfall. | ||||
53 | 3 | "The Pre-Production Problem"[61] | July 27, 2011 | |
The Guest Art Marathon is kicked off with a discussion on why games really need to start making time for pre-production. Features guest artist Molly Maloney. | ||||
54 | 4 | ""Art" is Not the Opposite of Fun"[62] | August 3, 2011 | |
The team addresses a common claim that advancing games as an art means making them less fun. Features guest artist Annelie "Gab" Kretzschmar. | ||||
55 | 5 | "The MMORTS"[63] | August 10, 2011 | |
The team addresses the potential for the MMORTS (massive multiplayer online real-time strategy) genre, as well as the reasons why making one seems to be such a difficult challenge. Features guest artist Cat Sze. | ||||
56 | 6 | "Game Addiction, Pt. 1"[64] | August 17, 2011 | |
The team begins a two-part series on the much-debated topic of game addiction, properly referred to here as "game compulsion". Features guest artist Hyunwoo "Mac" Ko. | ||||
57 | 7 | "Game Addiction, Pt. 2"[65] | August 24, 2011 | |
The team concludes the two-part series on the much-debated topic of game addiction. At over 25 minutes long, the video is a drastic departure from the usual format of the series, as it consists of a live-action recording by writer James Portnow as he shares his life experiences as an example of game compulsion. Features guest artist Hyunwoo "Mac" Ko. | ||||
58 | 8 | "Let's Talk About Publishing"[66] | August 31, 2011 | |
This episode discusses how the excess money from the fundraiser regarding artist Allison Theus's surgery would be put into a fund for indie games. Features guest artist Andrew Gregoire. | ||||
59 | 9 | "Pacing"[67] | September 7, 2011 | |
The team discusses proper pacing and its influence on game design. Features the brief return of Allison Theus. | ||||
60 | 10 | "Cutscenes"[68] | September 14, 2011 | |
The role (and frequent misuse) of cutscenes in video games is discussed. Features guest artist Shannon Meissner. | ||||
61 | 11 | "Pro Gaming"[69] | September 21, 2011 | |
The team considers the reasons why professional gaming hasn't really yet caught on in the West. Features guest artist Miel Daroqui. | ||||
62 | 12 | "Games You Might Not Have Tried #2"[70] | September 28, 2011 | |
The team expands their list of recent video games worth mentioning, but often forgotten. Daniel Floyd additionally takes over art duties for this episode. Includes Outland, Terraria, Kingdom of Loathing, Metro 2033, Depths of Peril, Monday Night Combat, Trenched, OGame, World of Tanks, The Cat and the Coup, Earth Defense Force 2017, Panzer Corps, Runespell: Overture, Catherine, Monster Hunter, Bastion, and The Stanley Parable. | ||||
63 | 13 | "So You Want to be a Producer"[71] | October 5, 2011 | |
The team takes a close look at one of the game industry's less-appreciated roles: the producer. Features guest artist LeeLee Scaldaferri. | ||||
64 | 14 | "Propaganda Games"[72] | October 12, 2011 | |
With the return of Allison, the team considers the unfortunate potential games have as tools for propaganda, and the potential to terribly misinform their audience in a similar way. | ||||
65 | 15 | "Call of Juarez: The Cartel"[73] | October 19, 2011 | |
The team further examines the "lazy design" briefly discussed in the previous episode by picking apart Call of Juarez: The Cartel. | ||||
66 | 16 | "Zombies"[74] | October 26, 2011 | |
To commemorate Halloween the same week, the team talks about zombies in video games. | ||||
67 | 17 | "Working Conditions"[75] | November 2, 2011 | |
The team looks into the working conditions of the game industry. | ||||
68 | 18 | "The Uncanny Valley"[76] | November 9, 2011 | |
The team reiterates their pre-Escapist video on the Uncanny Valley and its use in games. | ||||
69 | 19 | "The Diablo III Marketplace"[77] | November 16, 2011 | |
The team considers the intended goal (and possible results) of Blizzard's plan for a "real money" marketplace in Diablo III. | ||||
70 | 20 | "Deus Ex: Human Revolution"[78] | November 23, 2011 | |
Deus Ex: Human Revolution is picked apart to identify what makes it appealing. | ||||
71 | 21 | "The Singularity"[79] | November 30, 2011 | |
The team begins a two-episode "science distraction" derived from the previous episode by looking at what role games might play in the path to technological singularity. | ||||
72 | 22 | "Technobabble"[80] | December 7, 2011 | |
The team concludes the two-episode "science distraction" by examining the common "technobabble" cliche in video games. | ||||
73 | 23 | "Playtesting"[81] | December 14, 2011 | |
The team explains the value of playtesting one's game, and offers some tips on how to get the best data possible. | ||||
74 | 24 | "Puzzle Games"[82] | December 21, 2011 | |
Departing from the usual deconstruction format, Bejeweled 2 is instead analyzed on the surface with actual data points (in segments so the viewer can do so as well) to show just how complex and elegantly designed even a simple game can be. | ||||
75 | 25 | "Skyrim's Opening"[83] | January 11, 2012 | |
The team deconstructs the first several minutes of The Elder Scrolls V: Skyrim and compares it to an early part of Call of Duty 4: Modern Warfare to demonstrate the importance of a game's introduction. |
Season 4
Total | # | Title | Air date | |
---|---|---|---|---|
76 | 1 | "SOPA & PIPA"[84] | January 25, 2012 | |
The team criticizes the SOPA and PIPA bills in their various forms, rather than try to keep up with its legislative status. Released 2 weeks after the last episode, as the skipped week instead held the release of an affiliated video calling for game developers and journalists to protest E3 2012 as part of the anti-SOPA protests. | ||||
77 | 2 | "Mailbag #3"[85] | February 1, 2012 | |
The team once again goes over many questions that have piled up since their last Mailbag episode. The questions include how to become a producer in the game industry, requesting a look at other fields in the industry, how to start an independent studio and the reason for region locking in games. | ||||
78 | 3 | "Mailbag #4"[86] | February 8, 2012 | |
The team does a second mailbag to clear up more questions with Erin Siegel aiding in the art once again. They go over questions such as the show's resources for information, how to pitch an idea for a video game and what game design books are recommended for designers. | ||||
79 | 4 | "So You Want to be a Developer, Part 1"[87] | February 15, 2012 | |
The start of a two-part look into how to be a programmer or developer. Assisted by Stack Exchange Network. | ||||
80 | 5 | "So You Want to be a Developer, Part 2"[88] | February 22, 2012 | |
The end of a two-part look into how to be a programmer or developer. Assisted by Stack Exchange Network. | ||||
81 | 6 | "Western & Japanese RPGs, Part 1"[89] | February 29, 2012 | |
The start of a three-part look into discussing (and defining) Western RPGs and JPRGs. | ||||
82 | 7 | "Western & Japanese RPGs, Part 2"[90] | March 7, 2012 | |
The second of a three-part look into discussing (and defining) Western RPGs and JPRGs. | ||||
83 | 8 | "Western & Japanese RPGs, Part 3"[91] | March 14, 2012 | |
The end of a three-part look into discussing (and defining) Western RPGs and JPRGs. | ||||
84 | 9 | "Mass Effect 3 DLC"[92] | March 21, 2012 | |
The group observes both the positive and negative aspects of Mass Effect 3's DLC. | ||||
85 | 10 | "TransGaming"[93] | March 28, 2012 | |
The group discusses the positive aspects of exposure to gaming through other mediums and experience through different genres. | ||||
86 | 11 | "Games You Might Not Have Tried #3"[94] | April 4, 2012 | |
The team goes over another list of games that are either underrated or worth learning from. Includes Rock of Ages, The Dark Meadow, Xotic, Recettear: An Item Shop's Tale, Dungeon Defenders, Triple Town, King Arthur II: The Role-playing Wargame, PoxNora, Realm of the Mad God, and Dear Esther. | ||||
87 | 12 | "Kinect Disconnect"[95] | April 11, 2012 | |
Months after the first time they've analyzed it, the team deconstructs the Kinect after much exposure to it to examine the positive and negative aspects of its motion control and how to improve it. | ||||
88 | 13 | "Crowdfunding"[96] | April 19, 2012 | |
This week, the team discusses the exciting possibilities of crowd-funded games. | ||||
89 | 14 | "Harassment"[97] | April 25, 2012 | |
This week, the team tackles the rampant bullying, misogyny and hate speech that occurs within the gaming community. | ||||
90 | 15 | "ARGs (Part 1)"[98] | May 2, 2012 | |
This week, the team begins a two-part discussion on ARGs, starting with Alternate Reality Games. | ||||
91 | 16 | "ARGs (Part 2)"[99] | May 9, 2012 | |
This week, the team concludes their discussion on ARGs, this time with Augmented Reality Games. | ||||
92 | 17 | "EC Fund Update"[100] | May 16, 2012 | |
This week, the team give a progress update on the EC Indie Fund. | ||||
93 | 18 | "Spectrum Crunch"[101] | May 30, 2012 | |
This week, the team discusses a major bandwidth problem we're about to run into. | ||||
94 | 19 | "Hard-Boiled"[102] | June 6, 2012 | |
Using Max Payne 3 as an example, the team goes over how making a series more mature can go wrong and what actually makes a game mature. | ||||
95 | 20 | "Politics"[103] | June 13, 2012 | |
This week, the team offers a handy guide to making your voice heard in U.S. politics. Guest appearance by Jared Polis. | ||||
96 | 21 | "Games You Might Not Have Tried #4"[104] | June 20, 2012 | |
This week, the team recommends some more interesting, "under the radar" games. Includes Lone Survivor, DayZ, A Valley Without Wind, Legend of Grimrock, Avernum: Escape from the Pit, Artemis, and Crusader Kings II. | ||||
97 | 22 | "Power Creep"[105] | June 27, 2012 | |
This week, the team finally gets around to talking about the trouble with power creep. Features guest artist Scott DeWitt. | ||||
98 | 23 | "The Hero's Journey (Part 1)"[106] | July 4, 2012 | |
This week, the team begins a two-part series on the Hero's Journey as applied to games. LeeLee Scaldaferri returns as guest artist. | ||||
99 | 24 | "The Hero's Journey (Part 2)"[107] | July 11, 2012 | |
This week, the team concludes their two-part series on the Hero's Journey as applied to games (like Journey). Annelie "Gab" Kretzschmar returns as guest artist. | ||||
100 | 25 | "Perfect Imbalance"[108] | July 18, 2012 | |
This week, the team discusses the benefits of subtle imbalances in games (and welcomes LeeLee Scaldaferri as their newest team member). |
Season 5
Total | # | Title | Air date | |
---|---|---|---|---|
101 | 1 | "Games You Might Not Have Tried: 16-bit"[109] | July 25, 2012 | |
This week, the team list some under-appreciated titles from the beloved 16-bit era. Includes Starflight, E.V.O.: Search for Eden, Warsong, Shadowrun
, Terranigma, Uncharted Waters: New Horizons, Inindo: Way of the Ninja, and U.N. Squadron. | ||||
102 | 2 | "Digital Resale"[110] | August 1, 2012 | |
This week, the team speculates on the future possibilities of reselling digital copies of games. | ||||
103 | 3 | "Mechanics as Metaphor (Part 1)"[111] | August 8, 2012 | |
This week, the team discuss how games can convey meaning through mechanics alone. Shannon Meissner returns as guest artist. | ||||
104 | 4 | "Mechanics as Metaphor (Part 2)"[112] | August 15, 2012 | |
This week, the team finishes discussing how games can convey meaning through mechanics alone. | ||||
105 | 5 | "Spec Ops: The Line (Part1)"[113] | August 22, 2012 | |
The team talks about what makes Spec Ops: The Line so great (without spoilers). Guest art by Arvydas. | ||||
106 | 6 | "Spec Ops: The Line (Part2)"[114] | August 29, 2012 | |
The team continues their talk about Spec Ops: The Line this time with spoilers. | ||||
107 | 7 | "On Game Schools"[115] | September 5, 2012 | |
This week, the team gives a step-by-step guide on how to choose a good game school. | ||||
108 | 8 | "Energy Systems"[116] | September 12, 2012 | |
This week, the gang talks about those playtime-limiting systems often found in social games. | ||||
109 | 9 | "Starting Off Right"[117] | September 19, 2012 | |
This week, the team talk about the crucial "first five minutes" of a game. | ||||
110 | 10 | "Digital Rentals and the Online Arcade"[118] | September 26, 2012 | |
This week, the gang discusses two alternate monetization methods that could work for certain games. | ||||
111 | 11 | "Mailbag #5"[119] | October 3, 2012 | |
This week, we are reminded once again that Mailbags are a thing we do. | ||||
112 | 12 | "Beyond Fun"[120] | October 10, 2012 | |
This week, we explain why games shouldn't be constrained exclusively to "Fun". | ||||
113 | 13 | "Aesthetics of Play"[121] | October 17, 2012 | |
This week, we talk genres and some game design theory. | ||||
114 | 14 | "Demo Daze"[122] | October 24, 2012 | |
This week, we explain why you don't see more game demos being released. | ||||
115 | 15 | "Horror Protagonists"[123] | October 31, 2012 | |
This week, we talk about the importance of protagonists in the horror genre. | ||||
116 | 16 | ""My Name Is Ozymandias…""[124] | November 14, 2012 | |
This week, we discuss the unfortunate lack of preservation for gaming's history. | ||||
117 | 17 | "Counter Play"[125] | November 21, 2012 | |
This week, we discuss the design concept of Counter Play (with thanks to Tom Cadwell) | ||||
118 | 18 | "Combining Genres"[126] | November 28, 2012 | |
This week, we discuss the best way to approach genre blending. | ||||
119 | 19 | "Balancing For Skill"[127] | December 5, 2012 | |
This week, we talk about the factor of player skill when balancing multiplayer games. | ||||
120 | 20 | "Religion in Games (Part 1)"[128] | December 12, 2012 | |
This week, we start discussing religion in games. Finally. | ||||
121 | 21 | "Religion in Games (Part 2)"[129] | December 19, 2012 | |
This week, we talk a bit about Faith in games. | ||||
122 | 22 | ""God Does Not Play Dice""[130] | January 9, 2013 | |
This week, we address the rather large reaction to our previous episode. | ||||
123 | 23 | "Depth vs. Complexity"[131] | January 16, 2013 | |
The team talks about the importance of balancing a game's depth and complexity. | ||||
124 | 24 | "How to Start Your Game Narrative"[132] | January 23, 2013 | |
The team explains why settling on a story before you've started your game may be a bad idea. | ||||
125 | 25 | "The Beast Macabre"[133] | January 30, 2013 | |
The team does a (somewhat premature) horror monsters episode. |
Season 6
Total | # | Title | Air date | |
---|---|---|---|---|
126 | 1 | "Global Games: Brazil"[134] | February 6, 2013 | |
The team begins a series on the potential for game industry growth in new regions around the world. First up: Brazil! | ||||
127 | 2 | "Funding XCOM (Part 1)"[135] | February 13, 2013 | |
The team entertains ourselves by pondering the question: "Should we fund a real-life Xcom?" | ||||
128 | 3 | "Funding XCOM (Part 2)"[136] | February 20, 2013 | |
The team concludes our musing on the need for a real XCOM program. | ||||
129 | 4 | "More Than Exposition"[137] | February 27, 2013 | |
The team discusses some basic story principles as they apply to games. | ||||
130 | 5 | "Word Choice"[138] | March 6, 2013 | |
The team continues talking about effectively handling exposition in games. | ||||
131 | 6 | "Intrinsic or Extrinsic"[139] | March 13, 2013 | |
The team explains the difference between intrinsic and extrinsic rewards. | ||||
132 | 7 | "Why Console Specs Don't Matter"[140] | March 20, 2013 | |
The team enjoys some speculation on Sony's PlayStation 4. | ||||
133 | 8 | "Differences in Scale vs Differences in Kind"[141] | March 27, 2013 | |
The team discusses two fundamental game design principles (the ones in the titles). | ||||
134 | 9 | "Raising the Dead"[142] | April 3, 2013 | |
The team begins a three week series on various topics relating to Telltalle's The Walking Dead. | ||||
135 | 10 | ""For Whom the Bell Tolls""[143] | April 10, 2013 | |
The team talks about one of The Walking Dead's major themes. | ||||
136 | 11 | "Minority"[144] | April 17, 2013 | |
The team concludes our little series about The Walking Dead's numerous strengths. | ||||
137 | 12 | "Games You Might Not Have Tried #5"[145] | April 24, 2013 | |
The team lists off a few more interesting games you may not have looked into yet. Includes Thomas Was Alone, Tokyo Jungle, Home, Mark of the Ninja, FTL, Natural Selection 2, Commander: The Great War, Kerbal Space Program, The Unfinished Swan. | ||||
138 | 13 | "Like a Ninja"[146] | May 1, 2013 | |
The team talks about how to make good stealth games. | ||||
139 | 14 | "Global Games: Mexico, Argentina & Chile"[147] | May 8, 2013 | |
The team takes a look at some more Latin American nations and their potential for game industry growth. | ||||
140 | 15 | "The JC Penny's Effect"[148] | May 15, 2013 | |
The team examines the pros and cons of the loot system design in Firefall. | ||||
141 | 16 | "Toxicity"[149] | May 22, 2013 | |
The team discusses how members of the gaming community treat each other. | ||||
142 | 17 | "Dansky"[150] | May 29, 2013 | |
The team talks about an early example of games attempting to push boundaries and do good. | ||||
143 | 18 | "Moving Forward"[151] | June 5, 2013 | |
The team discusses the need to change the conversation around video games. | ||||
144 | 19 | "In Service to the Brand"[152] | June 12, 2013 | |
The team discusses BioShock Infinite and the problem with clinging to "the brand". | ||||
145 | 20 | "When Difficult is Fun"[153] | June 19, 2013 | |
The team discusses how to make a game challenging, yet still enjoyable. | ||||
146 | 21 | "Not a Babysitter"[154] | June 26, 2013 | |
The team talks about how games can be a shared experience between kids and their parents. | ||||
147 | 22 | "Used Games"[155] | July 3, 2013 | |
The team talks some more about the used games issue. | ||||
148 | 23 | "Designing for a Touch Screen"[156] | July 10, 2013 | |
The team lays out some basic guidelines for designing a game on touch devices. | ||||
149 | 24 | "A Little Bit of Yesterday"[157] | July 17, 2013 | |
The team tries to figure out why it is we cherish that "retro" era of games so much. | ||||
150 | 25 | "Game Compulsion (Part 3)"[158] | July 24, 2013 | |
The team returns to the subject of game compulsion and its causes. |
Season 7
Total | # | Title | Air date | |
---|---|---|---|---|
151 | 1 | "So You Want to be an Indie"[159] | July 31, 2013 | |
The team offers some tips on how to be a successful indie game developer. | ||||
152 | 2 | "Games in Education"[160] | August 7, 2013 | |
The team discusses some of the difficulties of integrating games into our education system. | ||||
153 | 3 | "A Case for Board Games"[161] | August 14, 2013 | |
The team discusses the importance of board games in the study of game design. | ||||
154 | 4 | "Myers Briggs and Character Creation"[162] | August 21, 2013 | |
The team discusses a handy method for broadly defining one's character. | ||||
155 | 5 | "Games You Might Not Have Tried #6"[163] | August 28, 2013 | |
The team brings you a fresh batch of interesting games worth checking out. Includes "Cart Life", "Papers, Please", "Crimson Shroud", "Eador Genesis", "Etrian Odyssey IV", "Guns of Icarus Online", "Rogue Legacy", "Warframe", and "Sifteo Cubes". | ||||
156 | 6 | "The Feeling of Agency"[164] | September 11, 2013 | |
The team kicks off a series of episodes on Choice in games. | ||||
157 | 7 | "The Illusion of Choice"[165] | September 18, 2013 | |
The team discusses the use of the illusion of choice in game design. | ||||
158 | 8 | "How Much Agency Do Games Need?"[166] | September 25, 2013 | |
The team attempts to reframe the question of how much choice a game needs to successfully engage the player. | ||||
159 | 9 | "Negative Possibility Space"[167] | October 2, 2013 | |
The team concludes their month-long discussion of Choice in video games. | ||||
160 | 10 | "Overlooked"[168] | October 9, 2013 | |
The team familiarizes themselves with an often-ignored game genre, hidden object games. | ||||
161 | 11 | "Competitive Storytelling"[169] | October 15, 2013 | |
The team examines the difficult challenge of storytelling in a competitive multiplayer game space. | ||||
162 | 12 | "Spectacle Creep"[170] | October 23, 2013 | |
The team discusses the increase in franchise scale and spectacle over time. | ||||
163 | 13 | "Games You REALLY Might Not Have Tried"[171] | October 30, 2013 | |
In time for Halloween, the team pulls out some creepy games you REALLY may never have heard of. Includes Memories of a Broken Dimension, Castle Doctrine, I Have No Mouth, and I Must Scream, No One Has to Die, Starseed Pilgrim, OFF, Pathologic, Song of Saya (Saya no Uta), and Outlast. | ||||
164 | 14 | "Collectible Games (Part 1)"[172] | November 6, 2013 | |
The team begins a two-part series on the Collectable monetization model. | ||||
165 | 15 | "Collectible Games (Part 2)"[173] | November 13, 2013 | |
The team continues the discussion of Collectable Games, their benefits and their potential dangers. | ||||
166 | 16 | "Community Management"[174] | November 20, 2013 | |
The team discusses the under-appreciated role of the Community Manager. | ||||
167 | 17 | "What Is a Game?"[175] | November 26, 2013 | |
The team discusses the debate over what does and doesn't qualify as a "game". | ||||
168 | 18 | "Incentive Systems and Politics (Part 1)"[176] | December 11, 2013 | |
The team starts a series looking at design problems in the US political system. | ||||
169 | 19 | "Incentive Systems and Politics (Part 2)"[177] | December 18, 2013 | |
The team continues their series about design problems in the U.S. political system. Grey Jenkins is a guest artist. | ||||
170 | 20 | "Incentive Systems and Politics (Part 3)"[178] | December 25, 2013 | |
The team concludes their series on design problems in the US political system. Gerrymandering and filibustering are discussed. | ||||
171 | 21 | "The Good We Do"[179] | January 8, 2014 | |
The team discusses some of the positive impact the gamer community has on the world, including gaming charities and charitable events. | ||||
172 | 22 | "Games You Might Not Have Tried: Collectable Games"[180] | January 15, 2014 | |
Following up on previous episodes on collectable games, the team recommends some interesting collectable games on mobile and tablet platforms. Includes Fantastica, Tyrant Unleashed, Puzzle & Dragons, Puzzle Trooper, Dragon Era, Quiz RPG: The World of Mystic Wiz, Rev Ersi Quest, Injustice: Gods Among Us (tablet version), Order & Chaos Duels, and Assassin's Creed: Recollection. | ||||
173 | 23 | "The Magic Circle"[181] | January 22, 2014 | |
The team discusses a crucial storytelling device, the magic circle, and how it is used in video games. | ||||
174 | 24 | "Affordances"[182] | January 29, 2014 | |
The team discusses intuitive design in games. | ||||
175 | 25 | "Fail Faster"[183] | February 5, 2014 | |
The team discusses why it is important to identify problems early in production. |
Post-Penny Arcade Episodes (Season 8)
Total | # | Title | Air date | |
---|---|---|---|---|
176 | 1 | "Growing With Our Heroes"[184] | February 12, 2014 | |
The team postulates that gritty reboots in films, comics and games are a reflection of an audience's desire for the properties they loved during their childhood to be relevant and mature enough to enjoy as adults. | ||||
177 | 2 | "Simulation Sickness"[185] | February 19, 2014 | |
The team discusses a disorientation that affects players, most commonly while playing first person shooters. | ||||
178 | 3 | "Quest Design Part 1"[186] | February 26, 2014 | |
The team discusses how to design quests that do not simply fall into the categories of "Kill X Enemies", "Collect X Items" or "Transport Item/Person from A to B". | ||||
179 | 4 | "Quest Design Part 2"[187] | March 5, 2014 | |
The team continues to discuss how to design an immersive and interesting quest, drawing on some prime examples. | ||||
180 | 5 | "Games You Might Not Have Tried: Cyberpunk"[188] | March 12, 2014 | |
The team offers a list of potentially interesting cyberpunk-themed games, including Snatcher, Shadowrun (SNES), Shadowrun (Genesis), Shadowrun Returns, System Shock 2, Uplink, Hacker Evolution, Gemini Rue, Burn Cycle and Chaos Overlords. The book Burning Chrome is also mentioned. | ||||
181 | 6 | "Collectable Games Part 3"[189] | March 19, 2014 | |
Part 3 of the series on collectable games, focusing on the positive aspects of the genre. | ||||
182 | 7 | "Designing for Youth"[190] | March 26, 2014 | |
The team discusses the importance of distinguishing between age groups when designing for children. | ||||
183 | 8 | "Net Neutrality"[191] | April 2, 2014 | |
The team discusses the importance of net neutrality and the effect it will have on games should it vanish. | ||||
184 | 9 | "Doing Free to Play Wrong"[192] | April 9, 2014 | |
The team discusses why poor monetization in free-to-play games harms both the consumer and the developer. | ||||
185 | 10 | "Comedic Games"[193] | April 16, 2014 | |
The team discusses the general lack of comedy-oriented video games, and the potential of interactive comedy. | ||||
186 | 11 | "Candy Crush's Success"[194] | April 23, 2014 | |
The team discusses why Candy Crush had been phenomenally successful compared to other Bejeweled-style match 3 games. | ||||
187 | 12 | "Education: An End to Fear"[195] | April 30, 2014 | |
The team discusses how video games could benefit education by personalized assessment, instant feedback and easing the work load on the teacher . | ||||
188 | 13 | "Education: Responsive Learning"[196] | May 7, 2014 | |
The team continue their discussion on education and games, and consider how educational games could track student progress and relay information to teachers. | ||||
189 | 14 | "Education: 21st Century Skills"[197] | May 14, 2014 | |
The team continue their discussion on education and games and emphasise the importance of using modern teaching techniques over rote learning. | ||||
190 | 15 | "Education: Agency"[198] | May 21, 2014 | |
The team continue their discussion on games and education, and emphasise the importance of seeing the consequences of one's choices. | ||||
191 | 16 | "Why Games Do Cthulhu Wrong"[199] | May 28, 2014 | |
192 | 17 | "Minecraft Generation"[200] | June 4, 2014 | |
The team postulate a shift in market domination from the traditional combat focus of most games to a more creation-based focus, in the wake of games like Minecraft. | ||||
193 | 18 | "Roguelike Returns"[201] | June 11, 2014 | |
The team talk about the current revival in roguelike RPGs. | ||||
194 | 19 | "The Fighting Game Problem"[202] | June 18, 2014 | |
The team talk about how fighting games' vast skill set deters many new players from becoming good at the game. | ||||
195 | 20 | "Why the Vita Failed"[203] | June 25, 2014 | |
The team talk about why the Vita failed to break the market and become the dominant handheld system. | ||||
196 | 21 | "Early Access"[204] | July 2, 2014 | |
The team talk about the pitfalls of allowing players to access incomplete versions of games. | ||||
197 | 22 | "The Waiting Game"[205] | July 9, 2014 | |
The team talk about a curious emergence of games whose primary gameplay only becomes apparent with perseverance. | ||||
198 | 23 | "Open World Design"[206] | July 16, 2014 | |
The team talk about two different methods of designing quests in open world games. | ||||
199 | 24 | "Choices vs Consequences"[207] | July 23, 2014 | |
The team talk about how building a game around players actively making a decision and seeing the results of such affects gameplay. | ||||
200 | 25 | "Episode 200"[208] | July 30, 2014 | |
The team celebrate their 200th episode and mention the progress in the video game industry since 2008. |
Season 9
Total | # | Title | Air date | |
---|---|---|---|---|
201 | 1 | "Too Many Games"[209] | August 6, 2014 | |
The team talk about | ||||
202 | 2 | "Randomness in Esports"[210] | August 13, 2014 | |
The team talk about | ||||
203 | 3 | "Games You Might Not Have Tried: Humble Bundle"[211] | August 21, 2014 | |
The team | ||||
204 | 4 | "First Move Advantage"[212] | August 27, 2014 | |
The team talk about | ||||
205 | 5 | "Free to Play is Currently Broken"[213] | September 3, 2014 | |
The team talk about | ||||
206 | 6 | "Historical Games"[214] | September 10, 2014 | |
The team talk about | ||||
207 | 7 | "MMO Economics"[215] | September 17, 2014 | |
The team talk about | ||||
208 | 8 | "Shovelware"[216] | September 24, 2014 | |
The team talk about | ||||
209 | 9 | "Big Bad I"[217] | October 1, 2014 | |
The team talk about | ||||
210 | 10 | "Big Bad II"[218] | October 8, 2014 | |
The team talk about | ||||
211 | 11 | "Digging Deeper"[219] | October 15, 2014 | |
The team talk about | ||||
212 | 12 | "Plan, Practice, Improvise"[220] | October 22, 2014 | |
The team talk about | ||||
213 | 13 | "Horror The Lingers"[221] | October 29, 2014 | |
The team talk about | ||||
214 | 14 | "Shiver with Anticipation"[222] | November 5, 2014 | |
The team talk about | ||||
215 | 15 | "Video Game Rating System"[223] | November 12, 2014 | |
The team talk about | ||||
216 | 16 | "Interactive Video"[224] | November 19, 2014 | |
The team talk about | ||||
217 | 17 | "The True Genius of Dark Souls II"[225] | November 26, 2014 | |
The team talk about | ||||
218 | 18 | "Idle Games"[226] | December 3, 2014 | |
The team talk about | ||||
219 | 19 | "Global Games: Norway"[227] | December 10, 2014 | |
The team talk about | ||||
220 | 20 | "Mechanics and Tone"[228] | December 17, 2014 | |
The team talk about | ||||
221 | 21 | "Snakes and Ladders"[229] | December 24, 2014 | |
The team talk about | ||||
222 | 22 | "Making Your First Game: Basics"[230] | January 14, 2015 | |
The team talk about | ||||
223 | 23 | "Making Your First Game: Practical Rules"[231] | January 21, 2015 | |
The team talk about | ||||
224 | 24 | "Making Your First Game: Minimum Viable Product"[232] | January 28, 2015 | |
The team talk about | ||||
225 | 25 | "Making Your First Game: Launching"[233] | February 4, 2015 | |
The team talk about |
Season 10
Total | # | Title | Air date | |
---|---|---|---|---|
226 | 1 | "A Question of Empathy"[234] | February 11, 2015 | |
The team talk about | ||||
227 | 2 | "No Gendered Mechanics"[235] | February 18, 2015 | |
The team talk about | ||||
228 | 3 | "What Makes Us Roleplay?"[236] | February 25, 2015 | |
The team talk about | ||||
229 | 4 | "The Fantastic"[237] | March 4, 2015 | |
The team talk about | ||||
230 | 5 | "Games You Might Not Have Tried #7"[238] | March 11, 2015 | |
The team talk about | ||||
231 | 6 | "Asymmetric Play"[239] | March 18, 2015 | |
The team talk about | ||||
232 | 7 | "Four Realistic Predictons"[240] | March 25, 2015 | |
The team talk about | ||||
233 | 8 | "Awesome Per Second"[241] | April 1, 2015 | |
The team talk about | ||||
234 | 9 | "Romance in Games"[242] | April 8, 2015 | |
The team talk about | ||||
235 | 10 | "Humane Design"[243] | April 15, 2015 | |
The team talk about | ||||
236 | 11 | "Exit Points"[244] | April 22, 2015 | |
The team talk about | ||||
237 | 12 | "Understanding Your Player: Play Sessions"[245] | April 29, 2015 | |
The team talk about | ||||
238 | 13 | "On Classical Heroes"[246] | May 6, 2015 | |
The team talk about | ||||
239 | 14 | "Hatred - Crossing the Line from Violence to Sadism"[247] | May 13, 2015 | |
The team talk about | ||||
240 | 15 | "Paid Mods"[248] | May 20, 2015 | |
The team talk about | ||||
241 | 16 | "Rust - Representing Race in Games"[249] | May 27, 2015 | |
The team talk about | ||||
242 | 17 | "Force-of-Nature Villains"[250] | June 3, 2015 | |
The team talk about | ||||
243 | 18 | "Exploration in Games"[251] | June 10, 2015 | |
The team talk about | ||||
244 | 19 | "Social Difficulty Curve"[252] | June 17, 2015 | |
The team talk about | ||||
245 | 20 | "Intermediate Social Difficulty Curve"[253] | June 24, 2015 | |
The team talk about | ||||
246 | 21 | "Advanced Social Difficulty Curve"[254] | July 1, 2015 | |
The team talk about | ||||
247 | 22 | "The Witcher III: Wild Hunt"[255] | July 8, 2015 | |
The team talk about | ||||
248 | 23 | "The New Future of Japan"[256] | July 15, 2015 | |
The team talk about | ||||
249 | 24 | "Procedural Generation"[257] | July 22, 2015 | |
The team talk about | ||||
250 | 25 | "Speedrunning"[258] | July 29, 2015 | |
The team talk about |
Season 11
Total | # | Title | Air date | |
---|---|---|---|---|
251 | 1 | "A Generation of Remasters"[259] | August 5, 2015 | |
The team talk about | ||||
252 | 2 | "Returning to WWII"[260] | August 12, 2015 | |
The team talk about | ||||
253 | 3 | "Progression Systems"[261] | August 19, 2015 | |
The team talk about | ||||
254 | 4 | "Puzzle Break"[262] | August 26, 2015 | |
The team talk about | ||||
Special | SP1 | "Special: PAX 2015"[263] | September 2, 2015 | |
The team talk about | ||||
255 | 5 | "Fallout Shelter"[264] | September 9, 2015 | |
The team talk about | ||||
256 | 6 | "Romantic Dilemmas"[265] | September 16, 2015 | |
The team talk about | ||||
257 | 7 | "Frame Rate"[266] | September 23, 2015 | |
The team talk about | ||||
258 | 8 | "Power Creep in Hearthstone"[267] | September 30, 2015 | |
The team talk about | ||||
259 | 9 | "Future Proofing Your Design"[268] | October 7, 2015 | |
The team talk about | ||||
260 | 10 | "Bartle's Taxomony"[269] | October 14, 2015 | |
The team talk about | ||||
261 | 11 | "Balancing an MMO Ecosystem"[270] | October 21, 2015 | |
The team talk about | ||||
262 | 12 | "Places of Horror"[271] | October 28, 2015 | |
The team talk about | ||||
263 | 13 | "Video Game Comfort Food"[272] | November 4, 2015 | |
The team talk about | ||||
264 | 14 | "The Delta of Randomness"[273] | November 11, 2015 | |
The team talk about | ||||
265 | 15 | "More Ways to Use Randomness"[274] | November 18, 2015 | |
The team talk about | ||||
266 | 16 | "The Antihero"[275] | November 25, 2015 | |
The team talk about if games can create antiheroes. | ||||
267 | 17 | "Where Does Your Console Come From?"[276] | December 2, 2015 | |
The team talk about supply chains involved in console production. | ||||
268 | 18 | "Games You Might Not Have Tried: Winter 2015"[277] | December 9, 2015 | |
The team talk about | ||||
269 | 19 | "Propaganda Games: Sesame Credit"[278] | December 16, 2015 | |
The team talk about | ||||
270 | 20 | "Game Writing Pitfalls"[279] | January 6, 2016 | |
The team talk about | ||||
271 | 21 | "Information Density"[280] | January 13, 2016 | |
The team talk about | ||||
272 | 22 | "Still Skeptical of V.R."[281] | January 20, 2016 | |
The team talk about | ||||
273 | 23 | "Free to Play Laws - Can We Stop Predatory Practices?"[282] | January 27, 2016 | |
The team talk about | ||||
274 | 24 | "What to Look for in 2016"[283] | February 3, 2016 | |
The team talk about | ||||
275 | 25 | "Why Are There No Good Video Game Movies?"[284] | February 10, 2016 | |
The team talk about |
Season 12
Total | # | Title | Air date | |
---|---|---|---|---|
276 | 1 | "Why Aren't There Science Fiction Games?"[285] | February 17, 2016 | |
The team talk about the differences between Sci-Fi and Science Fantasy, and how they apply to video games as-of the episode's production. | ||||
277 | 2 | "Games You Might Not Have Tried #8 - Find New Games"[286] | February 24, 2016 | |
The team talk about another 6 games you might not have tried, including; Thea: The Awakening, Axiom Verge, Mordheim: City of the Damned, The Static Speaks My Name, LISA, and Tearaway Unfolded. | ||||
278 | 3 | "The Lottery - Why People Favor Worse Odds"[287] | March 2, 2016 | |
The team talk about player psychology and how the worse the odds of winning the more players are typically willing to test their luck compared to odds with lower risks, and at what point does lowering the odds of winning actually discourage players or if there is such a point. | ||||
279 | 4 | "Game Literacy: Games in Education - Should We Teach Game Basics?"[288] | March 9, 2016 | |
The team talk about how literacy and familiarity with games is a problem in trying to use them in an educational aspect inside the current classroom, and if we should teach literacy of game play in the classroom or oragnically as children age alongside reading and writing. | ||||
280 | 5 | "What Does Tomorrow Look Like? - How We Envision the Future"[289] | March 16, 2016 | |
The team talk about | ||||
281 | 6 | "Understanding the Witness - Mechanical Transference and You"[290] | March 23, 2016 | |
The team talk about | ||||
282 | 7 | "So You Want To Be an Animator - Building Your Career"[291] | March 30, 2016 | |
The team talk about | ||||
283 | 8 | "The Importance of Local Multiplayer - Seeing Eye-to-Eye"[292] | April 6, 2016 | |
The team talk about | ||||
284 | 9 | "The Division - Problematic Meaning in Mechanics"[293] | April 13, 2016 | |
The team talk about | ||||
285 | 10 | "Educating Game Designers - Too Much "Game" at Game Schools"[294] | April 20, 2016 | |
The team talk about | ||||
286 | 11 | "The Casual/Core Fallacy - Designin for Depth"[295] | April 27, 2016 | |
The team talk about | ||||
287 | 12 | "Enclothed Cognition - Do Character Oufits Affect Our Play?"[296] | May 4, 2016 | |
The team talk about | ||||
288 | 13 | "In Defense of Short Games - Worth Every Dollar"[297] | May 11, 2016 | |
The team talk about | ||||
289 | 14 | "Integrating Academia - Experimenting for Better Games"[298] | May 18, 2016 | |
The team talk about | ||||
290 | 15 | "Legacy Play - Thoughts on the Vanilla WoW Server"[299] | May 25, 2016 | |
The team talk about | ||||
291 | 16 | "The Copyright Dilemma - On Trademarks, Copyrights, and Patents"[300] | June 1, 2016 | |
The team talk about | ||||
292 | 17 | "The Warhammer 40k License - A Total Change of Strategy"[301] | June 8, 2016 | |
The team talk about | ||||
293 | 18 | "Backtracking and Level Design - Making a Way Out"[302] | June 16, 2016 | |
The team talk about | ||||
294 | 19 | "The Power of Incentives - How Games Help Us Examine Our World"[303] | June 29, 2016 | |
The team talk about | ||||
295 | 20 | "Revolution 1979 - How to Make a Documentary Game"[304] | July 6, 2016 | |
The team talk about | ||||
296 | 21 | "Classroom Metrics - Real World Case Study for Games in Schools"[305] | July 13, 2016 | |
The team talk about | ||||
297 | 22 | "Games You Might Not Have Tried #9 - Find New Games"[306] | July 20, 2016 | |
The team talk about | ||||
298 | 23 | "Games You Might Not Have Tried #10 - Find New Games"[307] | July 27, 2016 | |
The team talk about | ||||
299 | 24 | "Remote Development - How to Work Effectively from Long Distance"[308] | August 4, 2016 | |
The team talk about | ||||
300 | 25 | "Episode 300: Letters to My Nephews - Never Giving Up"[309] | August 10, 2016 | |
The team talk about |
- ^ Video Games and Storytelling
- ^ Video Games and Sex
- ^ Video Games and Learning
- ^ Video Games and the Uncanny Valley
- ^ Video Games and Choice
- ^ Video Games and the Female Audience
- ^ Video Games and Facing Controversy
- ^ Video Games and Moral Choices
- ^ Bad Writing
- ^ The Future of MMOs
- ^ Innovation
- ^ Where Did Survival Horror Go?
- ^ No Redeeming Value
- ^ Free Speech
- ^ Enriching Lives
- ^ "Gamer"
- ^ Video Game Music
- ^ Project Ten Dollar
- ^ Kinect and Move
- ^ Diversity
- ^ Mailbag #1
- ^ Symbolism 101
- ^ Facing Controversy
- ^ So You Want to be a Game Designer
- ^ Easy Games
- ^ The Skinner Box
- ^ Sex in Games
- ^ Sexual Diversity
- ^ Narrative Mechanics
- ^ A Season of Hope
- ^ Choice and Conflict
- ^ Mailbag #2
- ^ Non-Combat Gaming
- ^ Piracy
- ^ Amnesia and Story Structure
- ^ Playing Like a Designer (pt. 1)
- ^ Playing Like a Designer (pt. 2)
- ^ Achievements
- ^ An Open Letter to EA Marketing
- ^ Ludus Florentis
- ^ True Female Characters
- ^ Tutorials 101
- ^ Tangential Learning
- ^ Gamification
- ^ Metrics
- ^ Consoles Are the New Coin-Op
- ^ Games You Might Not Have Tried (Or Heard Of)
- ^ Learning from Other M
- ^ Gamifying Education
- ^ Graphics vs. Aesthetics
- ^ The Myth of the Gun
- ^ NOT a Security Episode
- ^ Anonymous
- ^ Our Oscars
- ^ The Role of the Player
- ^ Game Reviews
- ^ Race in Games
- ^ Sharing Our Medium
- ^ Microtransactions
- ^ S.978 and Operation Rainfall
- ^ The Pre-Production Problem
- ^ "Art" is Not the Opposite of Fun
- ^ The MMORTS
- ^ Game Addiction, Pt. 1
- ^ Game Addiction, Pt. 2
- ^ Let's Talk About Publishing
- ^ Pacing
- ^ Cutscenes
- ^ Pro Gaming
- ^ Games You Might Not Have Tried #2
- ^ So You Want to be a Producer
- ^ Propaganda Games
- ^ Call of Juarez: The Cartel
- ^ Zombies
- ^ Working Conditions
- ^ The Uncanny Valley
- ^ The Diablo III Marketplace
- ^ Deus Ex: Human Revolution
- ^ The Singularity
- ^ Technobabble
- ^ Playtesting
- ^ Puzzle Games
- ^ Skyrim's Opening
- ^ SOPA & PIPA
- ^ Mailbag #3
- ^ Mailbag #4
- ^ So You Want to be a Developer, Part 1
- ^ So You Want to be a Developer, Part 2
- ^ Western & Japanese RPGs, Part 1
- ^ Western & Japanese RPGs, Part 2
- ^ Western & Japanese RPGs, Part 3
- ^ Mass Effect 3 DLC
- ^ TransGaming
- ^ Games You Might Not Have Tried #3
- ^ Kinect Disconnect
- ^ Crowdfunding
- ^ Harassment
- ^ ARGs (Part 1)
- ^ ARGs (Part 2)
- ^ EC Fund Update
- ^ Spectrum Crunch
- ^ Hard-Boiled
- ^ Politics
- ^ Games You Might Not Have Tried #4
- ^ Power Creep
- ^ The Hero's Journey (Part 1)
- ^ The Hero's Journey (Part 2)
- ^ Perfect Imbalance
- ^ Games You Might Not Have Tried: 16-bit
- ^ Digital Resale
- ^ Mechanics as Metaphor (Part 1)
- ^ Mechanics as Metaphor (Part 2)
- ^ Spec Ops: The Line (Part1)
- ^ Spec Ops: The Line (Part2)
- ^ On Game Schools
- ^ Energy Systems
- ^ Starting Off Right
- ^ Digital Rentals and the Online Arcade
- ^ Mailbag #5
- ^ Beyond Fun
- ^ Aesthetics of Play
- ^ Demo Daze
- ^ Horror Protagonists
- ^ "My Name Is Ozymandias…"
- ^ Counter Play
- ^ Combining Genres
- ^ Balancing For Skill
- ^ Religion in Games (Part 1)
- ^ Religion in Games (Part 2)
- ^ "God Does Not Play Dice"
- ^ Depth vs. Complexity
- ^ How to Start Your Game Narrative
- ^ The Beast Macabre
- ^ Global Games: Brazil
- ^ Funding XCOM (Part 1)
- ^ Funding XCOM (Part 2)
- ^ More Than Exposition
- ^ Word Choice
- ^ Intrinsic or Extrinsic
- ^ Why Console Specs Don't Matter
- ^ Differences in Scale vs Differences in Kind
- ^ Raising the Dead
- ^ "For Whom the Bell Tolls"
- ^ Minority
- ^ Games You Might Not Have Tried #5
- ^ Like a Ninja
- ^ Global Games: Mexico, Argentina & Chile
- ^ The JC Penny's Effect
- ^ Toxicity
- ^ Dansky
- ^ Moving Forward
- ^ In Service to the Brand
- ^ When Difficult is Fun
- ^ Not a Babysitter
- ^ Used Games
- ^ Designing for a Touch Screen
- ^ A Little Bit of Yesterday
- ^ Game Compulsion (Part 3)
- ^ So You Want to be an Indie
- ^ Games in Education
- ^ A Case for Board Games
- ^ Myers Briggs and Character Creation
- ^ Games You Might Not Have Tried #6
- ^ The Feeling of Agency
- ^ The Illusion of Choice
- ^ How Much Agency Do Games Need?
- ^ Negative Possibility Space
- ^ Overlooked
- ^ Competitive Storytelling
- ^ Spectacle Creep
- ^ Games You REALLY Might Not Have Tried
- ^ Collectible Games (Part 1)
- ^ Collectible Games (Part 2)
- ^ Community Management
- ^ What Is a Game?
- ^ Incentive Systems and Politics (Part 1)
- ^ Incentive Systems and Politics (Part 2)
- ^ Incentive Systems and Politics (Part 3)
- ^ The Good We Do
- ^ Games You Might Not Have Tried: Collectable Games
- ^ The Magic Circle
- ^ Affordances
- ^ Fail Faster
- ^ Growing With Our Heroes
- ^ Simulation Sickness
- ^ Quest Design Part 1
- ^ Quest Design Part 2
- ^ Games You Might Not Have Tried: Cyberpunk
- ^ Collectable Games Part 3
- ^ Designing for Youth
- ^ Net Neutrality
- ^ Doing Free to Play Wrong
- ^ Comedic Games
- ^ Candy Crush's Success
- ^ Education: An End to Fear
- ^ Education: Responsive Learning
- ^ Education: 21st Century Skills
- ^ Education: Agency
- ^ Why Games Do Cthulhu Wrong
- ^ Minecraft Generation
- ^ Roguelike Returns
- ^ The Fighting Game Problem
- ^ Why the Vita Failed
- ^ Early Access
- ^ The Waiting Game
- ^ Open World Design
- ^ Choices vs Consequences
- ^ Episode 200
- ^ Too Many Games
- ^ Randomness in Esports
- ^ Games You Might Not Have Tried: Humble Bundle
- ^ First Move Advantage
- ^ Free to Play is Currently Broken
- ^ Historical Games
- ^ MMO Economics
- ^ Shovelware
- ^ Big Bad I
- ^ Big Bad II
- ^ Digging Deeper
- ^ Plan, Practice, Improvise
- ^ Horror The Lingers
- ^ Shiver with Anticipation
- ^ Video Game Rating System
- ^ Interactive Video
- ^ The True Genius of Dark Souls II
- ^ Idle Games
- ^ Global Games: Norway
- ^ Mechanics and Tone
- ^ Snakes and Ladders
- ^ Making Your First Game: Basics
- ^ Making Your First Game: Practical Rules
- ^ Making Your First Game: Minimum Viable Product
- ^ Making Your First Game: Launching
- ^ A Question of Empathy
- ^ No Gendered Mechanics
- ^ What Makes Us Roleplay?
- ^ The Fantastic
- ^ Games You Might Not Have Tried #7
- ^ Asymmetric Play
- ^ Four Realistic Predictons
- ^ Awesome Per Second
- ^ Romance in Games
- ^ Humane Design
- ^ Exit Points
- ^ Understanding Your Player: Play Sessions
- ^ On Classical Heroes
- ^ Hatred - Crossing the Line from Violence to Sadism
- ^ Paid Mods
- ^ Rust - Representing Race in Games
- ^ Force-of-Nature Villains
- ^ Exploration in Games
- ^ Social Difficulty Curve
- ^ Intermediate Social Difficulty Curve
- ^ Advanced Social Difficulty Curve
- ^ The Witcher III: Wild Hunt
- ^ The New Future of Japan
- ^ Procedural Generation
- ^ Speedrunning
- ^ A Generation of Remasters
- ^ Returning to WWII
- ^ Progression Systems
- ^ Puzzle Break
- ^ Special: PAX 2015
- ^ Fallout Shelter
- ^ Romantic Dilemmas
- ^ Frame Rate
- ^ Power Creep in Hearthstone
- ^ Future Proofing Your Design
- ^ Bartle's Taxomony
- ^ Balancing an MMO Ecosystem
- ^ Places of Horror
- ^ Video Game Comfort Food
- ^ The Delta of Randomness
- ^ More Ways to Use Randomness
- ^ The Antihero
- ^ Where Does Your Console Come From?
- ^ Games You Might Not Have Tried: Winter 2015
- ^ Propaganda Games: Sesame Credit
- ^ Game Writing Pitfalls
- ^ Information Density
- ^ Still Skeptical of V.R.
- ^ Free to Play Laws - Can We Stop Predatory Practices?
- ^ What to Look for in 2016
- ^ Why Are There No Good Video Game Movies?
- ^ Why Aren't There Science Fiction Games?
- ^ Games You Might Not Have Tried #8
- ^ The Lottery - Why People Favor Worse Odds
- ^ Game Literacy: Games in Education - Should We Teach Game Basics?
- ^ What Does Tomorrow Look Like? - How We Envision the Future
- ^ Understanding the Witness - Mechanical Transference and You
- ^ So You Want To Be an Animator - Building Your Career
- ^ The Importance of Local Multiplayer - Seeing Eye-to-Eye
- ^ The Division - Problematic Meaning in Mechanics
- ^ Educating Game Designers - Too Much "Game" at Game Schools
- ^ The Casual/Core Fallacy - Designin for Depth
- ^ Enclothed Cognition - Do Character Oufits Affect Our Play?
- ^ In Defense of Short Games - Worth Every Dollar
- ^ Integrating Academia - Experimenting for Better Games
- ^ Legacy Play - Thoughts on the Vanilla WoW Server
- ^ The Copyright Dilemma - On Trademarks, Copyrights, and Patents
- ^ The Warhammer 40k License - A Total Change of Strategy
- ^ Backtracking and Level Design - Making a Way Out
- ^ The Power of Incentives - How Games Help Us Examine Our World
- ^ Revolution 1979 - How to Make a Documentary Game
- ^ Classroom Metrics - Real World Case Study for Games in Schools
- ^ Games You Might Not Have Tried #9 - Find New Games
- ^ Games You Might Not Have Tried #10 - Find New Games
- ^ Remote Development - How to Work Effectively from Long Distance
- ^ Episode 300: Letters to My Nephews - Never Giving Up