Gaming - The Podcast: Recent Episodes

Indie By Design

The video game design and culture podcast from Indie By Design's John Robertson and Stace Harman. Every Tuesday.

Your hosts are John Robertson and Stace Harman, long-time game design and narrative consultants and authors of books that celebrate the design, culture and greatness of videogames.

Visit IndieByDesign.net to find out more about their books.

You can follow on Twitter @IndieByDesign and join them on Discord to chat and mingle with other people like you who are interested in games and the culture around them.

https://www.indiebydesign.net/podcast

Theme music by Ben Prunty.

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A speedrunner, first-person shooter crossed with a parkour platformer, Neon White is upon us and it's glorious.

Join Stace and John as they detail and dissect their experience the game in a bid to understand what's going in Ben Esposito's latest video game offering and how he's hit Neon White's sweet spot.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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After 200 hours in Elden Ring, our very own Stace Harman has some thoughts and we're ready to 'review' it.

We cover the ups and the downs, the memorable bosses, the sense of engagement, worldbuilding, narrative design and more.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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When playing a video game, how are you embodying the character onscreen? Are you playing as yourself and making decisions based on how you think you'd act in a given situation, or are you acting as the character as it's written for you?

Maybe the answer is that it's a combination of both, or maybe it's something else entirely.

Join John and Stace as they discuss this and figure out how they themselves play games and how that impacts their interpretations.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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This week Stace and John are remaking Legacy of Kain: Soul Revear, 1999's PlayStation classic and a game that had so much to offer through its narrative, gameplay and aesthetic.

Join us for in rediscovering Soul Reaver by designing how it could look and play today.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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Returnal can be a difficult game to play, understand and unlock the Platinum Trophy for. Having achieved the latter, how is the context, interpretation and playing of the game altered?

Join John Robertson and Stace Harman as chat returning to Returnal for the Ascension update and unlocking the game's famously difficult Platinum Trophy.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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Star Wars: Knights of the Old Republic, it's one of the most beloved, most respected and most reverred games of all time. For many it's comfortably the finest Star Wars game ever released.

And yet, despite having worked in the games industry for over three decades collectively, it's a game that Stace and John had never played. It's the time for that to change.

Join them as they discuss their early experience of the game, how it relates to their expectations and other RPGs and how they've gone about indulging in such a classic of gaming history.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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John and Stace are talking about Doki Doki Literature Club this week on Gaming: The Podcast.

A seemingly 'normal' visual novel, Doki Doki has some surprises and ideas up its sleeve that make it something altogether more subversive and challenging than it initially communicates.

Join us as we discuss the power of its storytelling and its stunning ability to get under your skin in a number of different ways.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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With the launch of Stranger of Paradise: Final Fantasy Origin, Stace and John ask themselves: Why do we enjoy trashy, B-movie style games?

There are games that are crying out to be rejected and forgotten due to their inadequicies. And yet, in some cases, such games result in a memorable and personal experience that you wish more people would find joy in. Listen to Stace and John explore and discuss exactly that and why it happens.

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

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Is Elden Ring the easiest of From Software's Soulsborne games? This is the question that has consumed many since Elden Ring's launch and it's a topic that is much deeper than it can seem on the surface.

In this episode Stace and John discuss Elden Ring's difficulty, how it is delivered and contextualised by the choices the game gives you, how the ways to 'game the systems' within Elden Ring play into the difficulty and to what extent player creativity affects the challenges you're likely to come across.

Ultimately, the real question is: Does Elden Ring's difficulty, easier or not, make for a better game?

Come and get involved in the conversation with us on Twitter @IndieByDesign and via our Discord, which you can find via our Twitter.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net and @IndieByDesign.


See acast.com/privacy for privacy and opt-out information.

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John and Stace discuss their experiences of Elden Ring's first 50 levels and how the game presents itself in such a way as to offer challenge, spectacle and the opportunity to experiment in a way that feels both grand and intimate.

Discussion covers class builds, exploration, how information is presented to players, boss fights and the general difficulty curve.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net and @IndieByDesign.

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Elden Ring is a game of choices. Your class, your weapons, your tactics, your story - every choice you make is met with a response that alters and defines your journey through the game.

Stace and John discuss these choices and their outcomes and examine how they combine to create meaning for both you as an individual and for any discussion around the game.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Coming into Horizon Forbidden West, Stace was a huge fan of the Horizon franchice and John was not. Both have now played Forbidden West and, predictably, have quite a lot to say about it.

Does Horizon Forbidden West offer a superior experience if you are already a fan of the series? Can it win over those people who didn't enjoy the first game?

Once you've listened to our thoughts, come and get involved on Twitter @IndieByDesign and tell me us what you think.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Lost Ark and Sifu take top billing this week, meaning we've got your MMORPG and your roguelite bases covered.

Stace and John discuss Lost Ark's launch, its scope and the pros and cons of its free-to-play funding model, before moving on to Sifu and figuring where it sits within an increasingly crowded and diverse roguelite genre.

Have you mastered Sifu? Have you reached level 50 in Lost Ark? Come tell us about chat with us on Twitter @IndieByDesign

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Does a game need persistent player upgrades in order to be fun and relevant? This is at the heart of the question around whether or not you prefer roguelikes or roguelites.

Roguelikes include persistent upgrades, roguelikes do not.

Join Stace and John as they discuss the relevant merits of each genre, which they personally prefer and whether or not the distinction between -like and -lites still makes sense given the gaming landscape today.

Games discussed in this episode include:

Spelunky

Spelunky 2

Hades

The Binding of Isaac

Returnal

Dead Estate

Inscryption

FTL: Faster Than Light

Nuclear Throne

Rogue Legacy

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Repetition in video games, it seems to be a love hate kinda thing. Either you're smitted for the grind and the slow, steady progress or you hate the very thought or retreading the same ground over and over.

On this episode of Gaming: The Podcast, John and Stace discuss how repetition in games is, however, about much more than grinding and forced replication of action - it's ultimately about enabling creativity, reward, mastery and much more.

Repetition gets a bad rap, so let's talk about it.

Let us know your thoughts on the highs and lows of repetition in video games via our Twitter and Discord channels.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net


See acast.com/privacy for privacy and opt-out information.

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John and Stace discussing the opening hour(ish) of Demon's Souls: How does it work? Why does it work? What does it establish? How does it teach you?

We recommend that you familiarise / refamiliarise with the opening of Demon's Souls before listening to this episode.

Let us know your take on the opening hour of Demon's Souls via Twitter and Discord.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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John and Stace are back for 2022 with their resolutions for a new year in gaming, all which are likely to have been broken by March.

Their picks range from attaining achievements in specific games to giving more attention to certain forms of games and from encorporating new forms of play to becoming more involved in game creation itself.

Listen in and then get involved in the conversation with your own 2022 new year resolutions for gaming via our Twitter and Discord.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Music by Ben Prunty.

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John and Stace reveal their favourite games of the year.

Will it be Deathloop or Loop Hero? Resident Evil Village or Psychonauts 2? Valheim or Death's Door?

Full list of game of the year 2021 candidates:

Psychonauts 2

Deathloop

Resident Evil Village

GTFO

Death's Door

Valheim

Returnal

Hitman 3

Halo Infinite

Loop Hero

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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This week on Gaming: The Podcast John and Stace answer five questions that are often asked of them on social media:

  • What is your favourite series?
  • Which is the series that you've played the most?
  • Which series would you love to see make a return?
  • Which is the series you'd like to play but haven't?
  • What is your favourite game?

Hopefully by the end of the episode you'll have a better idea of what we like and have liked and where your own tastes sit alongside, or in opposition to, our own.

We'd love you to play along with us and let us know your own answers, so hit us up on Twitter and get involved in the discussion. We are @IndieByDesign on Twitter and all social media networks.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Music by Ben Prunty.


See acast.com/privacy for privacy and opt-out information.

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This week on Gaming: The Podcast John and Stace are joined by designed Richard Cowan and Double Fine's James 'Spaff' Spafford to discuss the making of 20 Double Fine Years, our book celebrating the history, games, people and creativity of Double Fine Productions.

We talk about the origins and reasons behind the book's existence, how we went about collating and cataloging art assets, what the goals were and what we wanted readers and Double Fine fans to take away from it.

Huge thank you to Spaff and Richard for making time to record with us.

Gaming: The Podcast is released every Tuesday and is brought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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This week on Gaming: The Podcast John and Stace discuss the way in which Acid Nerve's Death's Door using its design of exploration and combat to create an atmosphere of peace in a harsh, unforgiving world.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Its the final part of our Metal Gear Solid trilogy, in which John and Stace discuss the qualities, themes and design of Metal Gear Solid 2's opening Tanker sequence. Has there been a better opening to video game sequel?

Points of discussion include expecation/ hype versus delivery, foreshadowing of themes seen later in the game, new additions to enemy behaviour and Snake's actions, how the game teaches itself to players, what the game says about the act of playing games and much more.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Welcome to the second episode in Metal Gear Solid podcast trilogy. This week John and Stace focus on Metal Gear Solid 1's Shadow Moses facility location and how it has come to occupy such a revered place in the history of great video game settings.

The space is a triumph of both level design and in creating an atmosphere of narrative realism and intrigue. Given how small the actual playing area is, how has Hideo Kojima and his team managed to achieve such a sense of scale and deliver so many different meanings? What is it about the facility that stands the test of time and has been so influential for other designers?

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

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Where does Metal Gear Solid rank in the history of great video game opening sequences?

This week John and Stace discuss the opening hour of the original Metal Gear Solid (1998), from the initial cut-scene to the Revolver Ocelot boss fight. The sequence is a masterclass of game design, narrative and originality, providing us with numerous concepts and ideas that have gone on to become commonplace across many games.

Our discussion of Metal Gear Solid comes ahead of our look at Metal Gear Solid 2 which celebrates its 20th anniversary on 13 November 2021.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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This week John Robertson and Stace Harman discuss what makes a great video game weapon and talk through some of their favourite examples.

Does a great weapon need to make sense within the world it exists? Does it need to play a role in the narrative? Does it need to be unique? Should it involve spectacle? What does it say about the game that it is a part of?

Check out our twitter bio below to get involved in the conversation and let us know which weapons you are most drawn to and why.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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This week on Gaming: The Podcast we're talking Back 4 Blood, Turtle Rock's spiritual successor to Left 4 Dead.

John Robertson and Stace Harman discuss where it sits in relation to Left 4 Dead's legacy, how well it balances its carnage, the nature of its progression and deck building systems and what our respective responses are emotionally and in terms of pure entertainment.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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This month we're talking about two very different RPGs in New World and NEO: The World Ends With You.

How does John think Amazon's brand new MMO, New World, is looking in its first week on full release? How exactly has NEO: The World Ends With You won over Stace, who is usually indifferent to JRPGs?

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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Diablo 2: Resurrected is the topic of discussion on this week's Gaming: The Podcast, with John coming to the game as a new player and Stace having a perspective gained from having played the original release in 2000.

We discuss whether or not the game is relevant and meaningful for those players coming to it without experience and nostalgia gained from playing it in past years and how different playing styles can result in wildly different interpretations of the core design.

Gaming: The Podcast is released every Tuesday and is bought to you by Indie By Design, creators of books and podcasts that delve into the history, culture and design of video games.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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How has Arkane Studios evolved their ideas and mechanics to make Deathloop a better game than Dishonored?

In this week's Gaming: The Podcast John Robertson and Stace Harman discuss Arkane Studios' Deathloop; How does it combined stealth and action gameplay? What interesting things does it do with death and time? How does the game react to your presence? How interest are the things it asks you to do?

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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On this episode of Gaming: The Podcast we discuss and put forward the best video game settings and locations.

Are there any concepts for settings that make us more interested in a game even if we know nothing more about it? What is it about some settings and locations that make them immediately more attractive and worthy of intrigue than others?

Games mentioned include Batman: Arkham Asylum, the Yakuza series, Resident Evil 1, Dead Space, Persona 5, Catherine, Final Fantasy 7, Ghost of Tsushima, NEO: The World Ends With You and more.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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In this episode of Gaming: The Podcast John Robertson and Stace Harman discuss what it is that they believe makes a great RPG.

The very best roleplaying-games manage to grab and hold our attention for tens, if not hundreds, of hours and they stick with us for years after their credits roll. What, though, is it about them that gives them this incredible ability to court us and keep us for so long?

Games and franchises mentioned in this episode include Zelda: Breath of the Wild, Fallout 3, The Elder Scrolls V: Skyrim, The Witcher 3, Pokemon, Yakuza, Dragon Quest, Final Fantasy, Baldur's Gate 3, Divinity Original Sin 2, Pathfinder: Wrath of the Righteous and more.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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Welcome to our monthly roundup of the games that have occupied the free time of Indie By Design's John Robertson and Stace Harman.

This August has been a month of variety, with Baldur's Gate 3, Operation Tango, Call of Duty: Vanguard and That Dragon, Cancer taking prime position as games discussed.

What games have you been playing? Let us know via our social channels, we are 'IndieByDesign' on everything.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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Psychonauts 2 is finally upon us after a 16 year wait. We've played it, we like it and we've written the book on it.

Informed by our two years of working with Double Fine to create 20 Double Fine Years, we dedicate this episode of Gaming: The Podcast to Psychonauts 2 and how it embraces the creativity of its developers to provide us something wonderfully unique, insightful and rewarding.

If you would like to learn more about the making of Psychonauts 2, its creators, its art and the guiding principles behind it, then make sure to check out 20 Double Fine Years - our all-encompassing book of everything Double Fine, from Psychonauts 1 and 2 to Grim Fandango and Day of the Tentacle Remastered and Brutal Legend to Broken Age. Everything is underpinned by complete and exclusive access to Double Fine's art archives and by 10s of hours of original interviews with Tim Schafer, Peter Chan, Scott Campbell and many more.

20 Double Fine Years is available via DoubleFineBook.com.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign


See acast.com/privacy for privacy and opt-out information.

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This week on Gaming: The Podcast John Robertson and Stace Harman discuss historical accuracy in games: Is it important? Does it change how we perceive certain games? What is the difference between accuracy and authenticity? What does 'historically accurate' even mean? Where do inclusivity and historical accuracy intersect?

The episode begins with conversation on the newly released Humankind, a game which both John and Stace worked on in a consultancy capacity, and what it does differently to the genre-dominating Civilization series around historical accuracy. The show then moves on to historically accuracy across games in general, with games and franchises mentioned include Ghost of Tsushima, Kingdom Come: Deliverance, Assassin's Creed, Humankind, Civilization, Call of Duty and Battlefield.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign


See acast.com/privacy for privacy and opt-out information.

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Double Fine founder and video game industry legend Tim Schafer sits down with us to talk Psychonauts 2, creativity, writing and to look back at over 20 years as lead of a studio that has produced and given us so much.

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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On this week's Gaming: The Podcast we delve into the design of Resident Evil Village.

The eighth main entry in the Resident Evil franchise is very much an action horror over a survival, making it somewhat of a different proposition than it's predecessor.

Does the change work? How does the change work? Why does it make us feel a certain way?

A video version of this podcast is available on YouTube.

Visit us at IndieByDesign.net

Twitter: @IndieByDesign

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Video game remakes, remasters and re-imaginings. What are the differences, what is their value and why are they now so common?

Come listen us to talk through these questions through the lens of Final Fantasy VII Remake, Resident 1, 2 and 3 Remakes, Catherine: Full Body, Ghosts 'n Goblins Resurrection, Demon's Souls Remake and more.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


See acast.com/privacy for privacy and opt-out information.

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Oddworld: Soulstorm has finally arrived and we're talking about its themes, world building and characterisations.

What makes its messages and questions so powerful? How does it use its different species and locations to ask tempt us into questions of philosophy, politics and ethics? Why does Abe enjoying inflicting pain on the Sligs?


Visit our website https://www.indiebydesign.net to check out our books, including Oddworld: Abe's Origins!

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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Capcom has been on a hot streak it recent years, its franchises impressing almost across the board and offering both nostalgic and progressive design.

This week on Gaming: The Podcast we discuss Capcom's success and look at how the company has firmly re-established itself as a top tier source of games.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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This week we are talking about implicit and explicit narrative forms in video games.

How are the two related, how are they separate and how, in particular, can the implicit side of a game's narrative cause within us some of the most powerful and memorable reactions?

Games discussed include The Last of Us 2, the Uncharted series, The Legend of Zelda series, The Witcher series, APEX Legends, Fortnite, Rust, Valhiem and Shadow of the Colossus. Be warned that there are spoilers for some of these games.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


See acast.com/privacy for privacy and opt-out information.

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Resident Evil was first released on 22 March 1996. In honour of Resident Evil's 25th Anniversary we present you the final of our three episodes focused on the game's legacy, influence and design.

We've already covered the game's Spencer Mansion location and its design and implementation of 'safe rooms', and in this episode we take a step back and look at the game as a whole - discussing how and why it has stood the test of time to become one of the most iconic games ever made.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


See acast.com/privacy for privacy and opt-out information.

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We're delving into the belly of the beast on this week's gaming the podcast as Stace Harman and myself, John Robertson, discuss and explore Resident Evil 1's mansion.

What makes it so revered? How has it stood the test of time so well and how does its design impact everything that occurs in the game?


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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Sports games are diverse and numerous, but do you have to like the sport in question to enjoy the game?

Join John Robertson and Stace Harman on this week's Gaming: The Podcast as they delve into the question by exploring their own relationships with sports and sports games and how they interact and inform one another.

Perhaps the ultimate question: Is 'sports game' am meaningful genre classification for a family of games that is diverse and different from one another?


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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Safe Rooms are the topic of this week's Gaming: The Podcast, those things with the typewriters in in Resident Evil games.

Specifically we're talking about how and why they work and how they are designed to inform and enhance those things that take place not only inside of their walls, but outside of them.

One thing to note on this episode is that we suffered a microphone issue on Stace's end which we weren't able to fix in time for release - such are the dangers of recording remotely in a lockdown. Rest assured that this issue has now been fixed and will not impact future episodes, just as it hasn't impacted previous ones.

Indie By Design is John Robertson and Stace Harman, videogame design and narrative consultants and creators of books that celebrate the art, history and culture of gaming.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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Catherine (Atlus, 2011) celebrates its 10th anniversary this week, so what better time to revisit it and explore just what makes it such a memorable and great game?

You play as Vincent, a guy in his 30s trying to navigate a path through his relationships and into his future. On the surface of it the game seems to be about the nature of commitment versus temptation, as communicated through Katherine and Catherine.

Is that really what it's about, though? Is there more to Vincent's story than there initially seems and how does this extra depth play into Catherine's value as a videogame and a piece of social commentary?

Join Indie By Design's John Robertson and Stace Harman as they discuss and explore the game a decade after its release.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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What is it about some games that makes you never want to stop playing them?

In this episode of Gaming: The Podcast, Indie By Design's John Robertson and Stace Harman discuss the experience, gameplay and rewards of Supergiant Games' Hades after 400 hours of play.

How much new and unseen content still remains after so many gameplay hours? What is so rewarding as to make you want to keep coming back? Does the game still offer a challenge? How has mastery of over the tool-set changed how you see and think about the game?


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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Dungeons & Dragons and videogames are both 'games' goes the general understanding, but how are they inherently different to one another and what is it about their designs that cause us to interpret them in wildly disparate ways?

Join Indie By Design's John Robertson and Stace Harman as they discuss the fundamental approaches to design that lead to videogames and Dungeons & Dragons being viewed, by their players, as very different entities to one another.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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Hitman III is game about the environment and level design more than it is about the characters, it's a game about freedom of expression as well as repetitive trial and error.

Indie By Design's John Robertson and Stace Harman explore the nature of this freedom/repetition dichotomy, how it informs and results in the experience offered by Hitman III.


Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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Hideo Kojima is a designer that has pushed boundaries, provided us with new genres and creates games under the mantra that it is possible to bring the impossible to players.

In this episode of Gaming: The Podcast we talk about his impact on the video game medium, the importance of strong themes in his writing and direction and how it is that he has come to be such an important and unique voice.

Conversation is primarily centered around Death Stranding and the Metal Gear Solid series and there are some minor spoilers for these included.

Enjoy!

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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What is environmental storytelling and what is it good for?

In this week's Gaming: The Podcast we discuss, dissect and deliberate on the concept of environmental storytelling, talk through some interesting examples and how it can work to change how we respond to games.

Good environmental storytelling can deeply impact our emotional response, how we see our own player characters and cause us to question our initial responses to our experiences. As such, it's an incredibly important element of game and world design.

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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What makes Portal so great?

Valve's 2007 masterpiece of a puzzle, Portal, is centre of our attentions as we break down why we believe it to be such a wonderful entry into the pantheon of gaming history and culture.

We talk its narrative, its presentation, its mechanics, its ability to beautifully connect its interactions and its plot into a stunning whole that stands equal - possibly above - anything else that Valve has provided us.

Enjoy!

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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What is the best game of 2020? We've got our answers and we're sticking with them.

The year has been very different for the majority of us, but there have been some fantastic games to help us through a difficult period. From JRPGS and Western adventures, roguelikes to murder-everyone-without-getting-caught-em-ups and racing games to flying games, there's been a lot vying for our collective attention this year.

Sit back, relax and join us as we rattle on about our favourite releases and why they have stood out for us in 2020.

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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This time of year will be very different for many, but we sincerely hope that you have a great holiday and are able to create memories that you'll look back on fondly.

Normal podcast service will resume on Thursday December 31st with our New Year's Eve episode.

2021 will us releasing more podcasts for you to enjoy and it will also host the launch of 20 Double Fine Years, our enormous hardcover book covering all things Double Fine - taking you through their entire history, from Psychonauts to Psychonauts 2, Brutal Legend to Broken Age, Costume Quest to Grim Fandango Remastered and everything in between.

Get you copy at DOUBLEFINEBOOK.com.

Once again, we hope you have a great Christmas and New Year!

All the best!

Follow us on Twitter @IndieByDesign

Music by Ben Prunty.

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What are the best Christmas videogames? What are your favourite Christmas videogames?

These are unlikely to be questions you've ever asked, let alone answered, because 'Christmas videogame' isn't really a genre that exists. However, there are Christmas movies, albums, TV shows and more. So why not Christmas videogames?

In this episode of Gaming: The Podcast we discuss the lack of Christmas games and how, for example, a new Home Alone game could potentially be one of the best games of all time. Maybe?

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

Music by Ben Prunty.

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Is it always best to give players the chance to define the backstory for their characters?

Inspired by Cyberpunk 2077's 'lifepaths', John Robertson and Stace Harman dissect and discuss the design implications of giving players choices as to their characters' backgrounds. Is this attempt at providing player agency always a good thing and does it always work as intended?

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast


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Welcome to the first of our 'What makes it great?' episodes, which kicks off with a focus on Final Fantasy VII.

John Robertson and Stace Harman dissect the elements that have made Final Fantasy VII such a legendary and revered part of gaming history, look at how its design has influenced so much that came after it and recount their experiences playing it upon release in 1997.

Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

Find us on Twitter @IndieByDesign

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast


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Character death is one of the most common elements across videogames and most treat it in the same way: you lose a life or you lose some progress and are sent back to a checkpoint. This rings true for everything from Mario to the Last of Us, Gears of War to Resident Evil.

Death can be so much more, however, as the recent PS5 release of Demon's Souls has again reminded us. It can be a source of contemplation and re-imagining, a new beginning and a means of real narrative intrigue. It can change the very way we perceive and the experience a game in ways that are valuable and rewarding, as opposed to acting solely as a punishment.

In this episode we look at the ways that death in games can be, and are, made interesting and why it's important that something so ubiquitous be given a little extra focus.

Come chat to us on Twitter @IndieByDesign and tell us your thoughts on death in games and which games have impressed you when it comes to how dying works.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.


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This week we sit down with Double Fine founder and industry legend Tim Schafer to talk everything from how Covid-19 restrictions have impacted work at Double Fine to what he's been playing and how he works to foster a creative approach across his studio.

We're very grateful to Tim to have made the time for us, not only for this interview but across our partnership with Double Fine in creating 20 Double Fine Years.

20 Double Fine Years explores the people, culture, events and inspiration that has thus far given us the likes of Psychonauts, Stacking, Brutal Legend and Broken Age - and is soon to give us Psychonauts 2.

We hope we enjoy the interview!

Come chat to us on Twitter @IndieByDesign to give us feedback on this episode and let us know who you'd like us to interview next. Visit our website https://www.indiebydesign.net to check out our books! If you're looking for 20 Double Fine Years, our big book of all things Double Fine, then head straight to DOUBLEFINEBOOK.com to get your copy.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast


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With the arrival of the Xbox Series X/S and the PlayStation 5, all eyes are on the next-generation of games and, right now, what the new hardware is offering in terms of day one gaming.

Naturally, then, we're thinking about the general quality of launch games and whether or not they are indicative of the potential quality offered by new consoles or whether they are placeholder titles designed to quench our thirst before the real deals arrive.

So, this week we're asking: What is the best console launch game of all time?

Come chat to us on Twitter @IndieByDesign and tell us which launch games you consider the best of all time and why.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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A new console generation is almost upon, so we discuss what it is that we'd like to see them achieve over the next 5-7 years - from the opportunities brought about thanks to their hardware to business model changes and core game design modifications.

Have your own opinion? We want to hear it.

Come chat to us on Twitter @IndieByDesign and tell us about the games you've loved and, for whatever reason, have decided to let go.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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It's Halloween and so this week we're focused on the thrills and impact of horror games and how they work to make us feel scared.

What is it about horror games that scare us? How do game developers go about tempting us to both feel fear and want to carry on playing?

Come chat to us on Twitter @IndieByDesign and tell us about the games that have scared you and why.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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With new consoles imminent, we're putting ourselves on the spot and revealing which games we think are the PS4/Xbox One generation's best. Join us, agree with us and disagree with us as look back at the past seven years of great games.

Have your own opinion? We want to hear it.

Come chat to us on Twitter @IndieByDesign and tell us about the games you've loved and, for whatever reason, have decided to let go.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

Music by Ben Prunty.

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Hades. The whole world is playing it, talking about it and podcasting about it, but what makes it so special? Is it a Game of the Year contender? Is it a new benchmark for roguelikes?

Come chat to us on Twitter @IndieByDesign and tell us what you think of Hades.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

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We all have games that we love, games we think of as amongst the best we've ever experienced. Some of the games we personally love are considered the greatest of all time, some are thought to be overrated and others are criminally underappreciated and forgotten.

We all have games, too, that we love but wouldn't want to play again. This episode sees John Robertson and Stace Harman discuss which games fall into this category for them and why.

Have your own opinion? We want to hear it.

Come chat to us on Twitter @IndieByDesign and tell us about the games you've loved and, for whatever reason, have decided to let go.

A video version of this podcast is available at https://www.youtube.com/c/indiebydesign

https://www.indiebydesign.net/podcast

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Welcome to Gaming, the podcast from Indie By Design.

This show is, surprisingly enough, about games - with each weekly episode dedicated to delving into and answering a single question about them.

  • Why is that game so good (or bad)?
  • What is it about that piece of game design that works so well?
  • Which game do you absolutely love but would never play again?
  • Is Big Bird the original chocobo?

Your hosts are John Robertson and Stace Harman - long-time game design and narrative consultants and authors of books that celebrate the culture and greatness of videogames. You can find out more about that at IndieByDesign.net

Episodes are released every Thursday, starting 8 Oct 2020.

Find us on Twitter @IndieByDesign and join us on our Discord server where you can mingle with other game-loving folk just like yourself.

See you soon!

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Welcome to 'Games that made us', an ongoing series within the Indie By Design podcast in which hosts Stace Harman and John Robertson explore and discuss the games that have most powerfully inspired and influenced their lives inside and outside of the traditional gaming space.

In this episode John Robertson interviews Stace Harman regarding the impact that The Secret of Monkey Island has had on everything from his subsequent tastes in games to his relationship with his brother at the time.

Follow us Twitter: @IndieByDesign

Web: IndieByDesign.net


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What is the current state of the videogame critic and what might it be? How do audiences and critics currently relate to one another? What is the purpose of criticism itself? Is a review that acts as a buyer's guide a form of criticism or not? Stace Harman and John Robertson attempt to answer these questions and more in the 22nd episode of the Indie By Design podcast.

Follow us on Twitter @IndieByDesign.

Visit IndieByDesign.net for more podcasts and information on our published and upcoming books and games.


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In terms of both quality and form, what is it that makes a multiplayer game a game worth playing and/or a multiplayer game at all? Can, for example, a single player game be a multiplayer game if you choose to consume it as a group? 

Stace Harman and John Robertson delve into these questions and more in this episode that focuses on the nature of multiplayer gaming.

This episode includes discussion on Dungeons & Dragons and tabletop games, as well as videogames. More episodes: IndieByDesign.net

Twitter: @indiebydesign


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We play games, but why and how do we play them? Compared to other mediums - such as cinema and literature - games have a wide variety of means when it comes to absorbing and consuming them and this can affect the how and why of our playing of them.

In this episode Stace Harman and John Robertson discuss how they prefer to play games, why they play them at all and if/how this has changed as they've gotten older and their tastes have changed.

Mentioned games include Dishonored, Firewatch, Destiny 2, Darkest Dungeon, Fortnite and more. Be warned that minor spoilers are revealed for some of the discussed games.


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In this episode Stace Harman and John Robertson of Indie By Design talk about the themes, impact and direction of Dontnod's Life is Strange 2: Episode 1 and whether or not they are so far impressed with the new cast of characters and their world.

This episode contains spoilers. It is recommended that you finish Life is Strange 2: Episode 1 before listening.

See IndieByDesign.net for more podcasts, as well as books and other original videogame content.

Twitter: @indiebydesign


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This week's IBD podcast features James Cox and Mike Dailly, general manager and head of development respectively at YoYo Games, curators of the GamerMaker Studio toolset.

That makes this episode of the podcast a bit different to the norm, because while we usually speak to the people behind the games, this week we're speaking to the people behind the people behind the games.

The first iteration of Gamer Maker, called Animo, was released by Mark Overmars in 1999. Since then it's gone through dozens of iterations on its way to Game Maker 8.1, before becoming the multiplatform-supporting GameMaker: Studio in 2012 and now, as of March 2017, GameMaker Studio 2.

Many, many games that you'll have heard of and probably played have been created using this software, and so we sat down with James and Mike to talk about helping developers create many a memorable title, the democratisation of tools, learning on the job, combating hackers and piracy and much more.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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In this episode of the IBD podcast we talk to Tim Conkling, creator of strategy title and digital board game, Antihero.

We discuss design inspiration, Steam reviews, AI programming and curiously titled locations, such as the Salty Nonce and Windy Bottom.

Before all of that, however, we start with talk of games that have made the leap from the physical tabletop to the virtual one. Games such as Settlers of Catan, Ticket to Ride, Talisman, Warhammer Quest and many more besides, and to what extent Tim played those games for the purposes of education, motivation and inspiration for his own development journey of Antihero.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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In this episode we’re talking to Felix Bohatsch co-founder of Broken Rules - the studio behind Old Man’s Journey, one of 2017’s most mesmerising and engaging games.

It’s also a game that asks us to look within ourselves in order to interpret the events and themes of the game. We’ll be talk about that and more with Felix.

Games typically ask us to inject ourselves into them, whether that’s by simply interacting with a button in order to open a door and progress to the next area or if it's by selecting dialogue options or making other kinds of decisions that gives us a seemingly subjective control over the plot.

Fewer games ask us to both inject ourselves into them and allow ourselves to be injected by them.

Old Man’s Journey demands that kind of open relationship between player and game. If you’re not prepared to try and define a personal interpretation of the happenings on screen then you’re not getting the full experience.

Felix Bohatsch elaborates of this idea throughout this episode of the Indie By Design podcast.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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Alex Thomas is co-founder of development studio Stoic, the team responsible for The Banner Saga series of games. Alex has also released stealthy heist management title, Killers and Thieves, which he developed alone and published though Stoic.

Here, he gives a raw account of his time developing Killers and Thieves, offering an honest assessment of his successes and failures throughout the project and highlighting what he believes have been the downsides of a low-key launch.

There's also discussion of why Alex avoided Early Access for Killers and Thieves but why he believes it could absolutely be the right way to go for a future release, the pressures of delivering on a successful Kickstarter campaign for The Banner Saga and his time writing the currently in-development Banner Saga 3.

We start this week's episode with talk about the formation of Stoic, the company Alex founded alongside John Watson and Arnie Jorgensen, whom he worked with at BioWare on Star Wars: The Old Republic.

Visit us at Patreon.com/IndieByDesign - IndieByDesign.net - Twitter: @indiebydesign - Facebook.com/IndieByDesign and YouTube

The music used in this episode is owned by Ben Prunty.


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Gone Home was one of the first games upon which the term ‘walking simulator’ was bestowed, games in which you move around an environment, seeking out interactive artefacts and/or triggering audio and video logs that, together, tell a story - the interaction and player agency coming from the order and pacing through which you uncover moments of interest.

Your resultant depth of understanding is determined by how far you're willing to explore both the world around you and how you decide to interpret what you've seen, heard and ingested.

Here Steve Gaynor of The Fullbright Company (Gone Home, Tacoma) talks to Indie By Design's John Robertson about the progress he and his studio has made since Gone Home, what is the core nature of his games and how he goes about constructing and designing them. We also discuss his work on the Bioshock series and where games as a whole sit within wider culture and why they find themselves in their current position. 

Find more by Indie By Design at IndieByDesign.net | Twitter: @IndieByDesign | Facebook.com/IndieByDesign 

Music is kindly provided by Ben Prunty.


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Housemarque is famed for its downloadable console games including Super Stardust, Dead Nation, Alienation and PS4 launch title Resogun. The veteran Finnish developer has made a name for itself crafting, precise, polished, technically accomplished and visually striking titles in publishing partnership with Sony.

With its latest title, Nex Machina, launching for both PS4 and PC, Housemarque is taking its first step into self-publishing. Working in collaboration with pioneering developer Eugene Jarvis, who created arcade classics such as Defender, Robotron: 2084 and Smash TV, Nex Machina represents both a refinement and evolution of Housemarque’s design principles, as well as an opportunity for the developer to directly benefit from establishing and retaining its own IP.

Here, Housemarque CEO Ilari Kuittinen and head of publishing Mikael Haveri discuss how the decision to self-publish has led to greater autonomy, a collaboration with Eugene Jarvis and how a game titled "Death Machine" could mean a new lease of life for the company.

Visit us atIndieByDesign.net- Twitter:@indiebydesign-Facebook.com/IndieByDesign-YouTube-Patreon.com/IndieByDesign

Music by Ben Prunty.


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In this special additional episode of the Indie By Design podcast Stace Harman and John Robertson round-up and discuss those indie games that have stuck out for them from E3 2017 and chat about the nature of E3 as a forum for such games.

Games discussed include: A Way Out, Materfall, Griftlands, Nidhogg 2, Donut County, Ruiner, The Swords of Ditto, Ori and the Will of the Wisps, Nex Machina, Steamworld Dig 2 and more.

A video version of this episode is available via YouTube.

IndieByDesign.net

Twitter: @indiebydesign - Facebook/indiebydesign - Patreon.com/indiebydesign


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Is it a game, isn’t it a game – this is a question becoming increasingly popular in discussion about certain games and has certainly, for better or worse, been the central topic around which a lot of criticism of Variable State’s Virginia has revolved.

We talk to the studio’s co-founder Jonathan Burroughs about his reaction to that question, whether it’s a meaningful point of enquiry, the design goals of Virginia and much more over the course of the interview coming.

If you’ve ever played Virginia, and we recommend you do or at least watch some of the playthrough we have on our YouTube channel, you’ll know that it’s a game that celebrates ambiguity and subjectiveness in storytelling – and it’s these discussion about these aspects that kick off our conversation with Jonathan.

Visit us at IndieByDesign.net - Twitter: @indiebydesign - Facebook.com/IndieByDesign - YouTube - Patreon.com/IndieByDesign

Music by Ben Prunty.


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Giant Sparrow and the studio's creative director Ian Dallas state that their goal is to make the world a stranger, more interesting place. With both The Unfinished Swan and What Remains of Edith Finch they have certainly realised that ongoing ambition.

Both The Unfinished Swan and Edith Finch are games that present striking, stylishly presented visual narratives and that feature poignant tales with ample room for personal interpretation. Their highly subjective stories make for games that will mean very different things to different people but, regardless of your personal take, both offer an interesting space to explore.

It's with this notion in mind that we begin this week's hour-long chat with Ian Dallas, discussing how we, as players, determine the boundaries of our virtual playgrounds so as to better understand the freedom of our interactive journeys.

A complete, 3-part, no-commentary playthrough of What Remains of Edith Finch can be found on our YouTube channel. Subscribe for games with no nonsense.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

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Music by Ben Prunty.


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Spanish studio Tequila Works is responsible for both Rime and Deadlight. These games are very different in their presentation and forms of interaction, but they share an indelible quality that has resulted in deserved acclaim for their creator.

The studio is young, having only formed in 2009 as a coming together of former employees of gaming companies as diverse as Blizzard, Sony and MercurySteam. Impressively, however, it has already found a voice and given us games that are impactful and memorable to a degree that more established studios have yet to achieve.

Here Indie By Design host John Robertson talks to Tequila Works’ CEO and creative director Raul Rubio, as well as lead designer Kevin Sarda, about the design similarities and differences between Rime and Deadlight, the internal direction of the studio itself and how that affects its games and why the two are so dedicated to creating games.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at IndieByDesign.net – Twitter: @IndieByDesign – Facebook/IndependentByDesign.

Music By Ben Prunty.


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Jason Rohrer is one of the most admired and respected game designers amongst his peers. Whilst his games are typically considered too individual and challenging to garner wider commercial success across a mainstream audience, there’s no denying the influence he has on those interested in the art and design of videogames.

In 2016 he became the first videogame creator to have a solo retrospective of work exhibited in a museum – with arguably his most famous release, Passage, positioned alongside the likes of home security MMO The Castle Doctrine and the impacting, experimental storytelling work Sleep is Death.

Indie By Design host John Robertson talks to Rohrer about everything from his early life and how that has influenced him, his family and how those around him impacts his games, the drive for originality and his opinion on some of the less thoughtful responses to his work.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at IndieByDesign.net - Twitter: @IndieByDesign - Facebook/IndependentByDesign

Music by Ben Prunty.


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The Chinese Room was founded by husband and wife duo, Dan Pinchbeck and Jessica Curry. As writer and composer, Pinchbeck and Curry have led their studio to BAFTA wins for Everybody’s Gone to the Rapture and helped define a genre with Dear Esther, a title that started life as a Source Engine mod.

That latter title was in part a response to Pinchbeck’s frustration with games academia of the time, which he felt was too preoccupied with the theory of game design and not enough with the practical application of ideas. He’s kept a foot in the academic world thanks to his position as visiting lecturer at the University of Portsmouth, and ongoing discussions with PhD students.

And that’s where we kick off this week’s hour-long chat, with discussion of The Chinese Room’s ties to the world outside of the day-to-day running of a successful indie studio. Later in the episode we talk about the delivery of story through game play, the danger of deskilling over the course of a long project, and Pinchbeck’s frustration with the heavy focus on frame-rates and the technical minutiae of game creation. First though, we start with him talking about the joy of public speaking and keeping a hand in the wider discussion surrounding game design.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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Ghost Town Games has catapulted to fame following the success of its maiden release, Overcooked - winner of 2 BAFTAS. The game, which tasks players to work together to prepare, cook and serve food, has stolen the hearts of many thanks to its focus on co-ordination, co-operation and its ability to entice those that don’t usually even play games. It does all of this without muting its potential for complexity.

Here we to talk Ghost Town’s co-founders and sole permanent members, Phil Duncan and Oli De-Vine, about move away from Frontier Developments, where they worked prior to starting their studio, the origins of Overcooked’s local multiplayer design philosophy, the art of building games to be played in a communal setting and more.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty. 


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For many people, Dean Hall is synonymous with 2012’s free zombie mod, DayZ, which he created for Bohemia Interactive’s ARMA 2 while serving in the armed forces. The startling popularity of that mod led to it being officially acquired by Bohemia and to Hall himself working at the Czech Republic-based development studio on the standalone version of DayZ for two years, before leaving to found his own company in his native New Zealand.

RocketWerkz has since released Out of Ammo, co-developed abandoned title, Ion, and is now working on numerous other projects, including space-station simulation, Stationeers. Known for his outspoken and candid approach to discussing his work, his history and his experiences in the games industry, Dean Hall is also a keen mountaineer who has climbed Mount Cook and Mount Everest.

Here, he talks about drawing on his life experiences to help inform his design philosophy, his undiminished desire to tinker with other people’s games and how forums and bulletin boards can sometimes offer surprisingly profound revelations.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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The UK-based Freejam Games has catapulted itself to fame in recent years thanks to the success of Robocraft, a shooter in which you build your own robot and take it online to do battle with and against other creators.

With player numbers in the millions and Freejam expanding from its initial handful of founders to a studio now boasting over 40 employees, the team makes for an excellent case study regarding the continued success of the UK independent games industry.

Here we talk to CEO Mark Simmons and art director Richard Turner, two of Freejam’s founders, about the origins of the company, their approach to growth over the short and long term, the lessons learned from listening to community feedback and much more.

We begin our interview with Mark Simmons explaining the earliest origins of Robocraft. Richard Turner, for reference, is the speaker with the deeper, slightly louder voice.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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UK-based Mode 7 Games was founded by Paul Kilduff-Taylor and Ian Hardingham and is best known for creating top-down turn-based tactical combat titles, Frozen Synapse and Frozen Synapse 2.

They’ve also applied the turn-based strategic treatment to a futuristic sports title in the form of Frozen Cortex and, before any of that, they created Determinance, a sword-fighting multiplayer title in which you fly around crossing blades and wits using one-to-one mouse movements to drive combat.

In addition to developing its own titles, Mode 7 is making forays into publishing games. Tokyo 42, developed by creative partnership Smac Games, is the first game to be released by Mode 7 acting in a publisher capacity.

Here, Paul Kilduff-Taylor talks about his creative roles as musician, writer, designer and business developer, the useful lessons of perceived failure and how to stand out from the crowd.

He begins by explaining how Mode 7 transitioned from flying sword-fights to turn-based tactics.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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UK studio Roll7 is best known for Not A Hero and its OlliOlli series, but the three-man team has been involved in the creation of games for many more years than its number of high-profile releases indicate. 

Directed by Simon Bennett, Tom Hegarty and John Ribbins, Roll7 has worked with the UK government on educating young people in game design, worked on advertising projects with large brands and dabbled in the creation of games based around brain-interface technology.

Here we talk to John Ribbins, chief game designer at Roll7, about his earliest memories creating games, his entry into Roll7, the studio's diverse history and 'house style' and more.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty. 


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Introversion Software was founded in 2001 by three friends not long out of university. Together, Chris Delay, Mark Morris and Tom Arundel pooled their varied skill sets and talents to help fuel the creative process and to enter a competition to write a business plan, the grand prize for which was £10,000.

It was to prove a pivotal moment in the fledgling company's history. While they didn't win the competition, it did enable the founding members to begin to establish the creative and managerial blueprint they would use over the next decade and a half. In that time, Introversion Software has grown through the many lows and highs of independent game development against the ever changing backdrop of this creative medium.

Here, Mark Morris talks about Introversion's outlook on game creation, the dangers of design by committee and how the company's greatest strengths have come to light over time.

He first outlines the company's early days and how the roles of the three founders, alongside that of company co-director John Knottenbelt, were hashed out in the early 2000s. Later, he discusses how the success of Prison Architect was as a result of the team's experience and willingness to persevere as a team.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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Devolver describes itself a purveyor of entertainment created by independent artists from around the world. Some of its best known game releases include Hotline Miami, the Serious Sam series, Not A Hero and Luftrausers, with developers such as Dennaton, Croteam, Roll7 and Vlambeer counted as amongst its game development partners.

Devolver's founders had previously started Gathering of Developers, a publisher fuelled by the idea of creating a mutually beneficial ecosystem between independent game designer and publisher, in which the creator would retain full control over their project. After it was acquired in 2000 by Take-Two Interactive, Gathering of Developers quickly disintegrated.

The founders left and the publisher’s operation was blended into the Take-Two owned 2K Games brand. Devolver Digital shares the same core philosophy of Gathering of Developers, the focus being on allowing independent creators to showcase a work that they retain full control over. Graeme Struthers, part of the small core team that makes up Devolver, took the time to talk to us and tell us his story.

Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers.

Visit us at indiebydesign.net - Twitter: @indiebydesign - Facebook/independentbydesign

Music by Ben Prunty.


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