CGD Podcast Episode 29 – My Life In Videogames

This episode goes into my history as a videogame player (more than a designer) and talks about how recently I’ve been sort of regretting how much time I’ve spent playing videogames. Of all of the episodes of this show, this is the one I’m least confident about, in terms of, it doesn’t have some super strong “thesis statement”. So if that sounds like something that you wouldn’t want to listen to, you’ve been warned. Hopefully there’s some value in it for some listeners.

Thanks for listening!

CGD Podcast Episode 28: Responsible Theming for Competitive Games

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We obviously don’t want people to be jerks when we play games with them. But to what degree is our game itself kind of being a jerk? To what extent are our competitive games advocating players to be as toxic as possible? And what alternatives do we have to the traditional D&D / war-game based tropes that we rely on?

This podcast episode is sort of a follow-up to my article, “Beyond the Pentakill“, so I’d recommend reading that as well. Enjoy!

I also mentioned Jackson Katz and Jonathan McIntosh in the episode, both of which are people you should check out.

(By the way – I might have said “Draven” in the podcast when I meant to say “Darius”. I often confuse their names, sorry about that!)

(Edit! I also mentioned that I talked about single player being ideal for game design – turns out I also wrote an article on that and forgot about it somehow, haha.)

To support the show, please visit my Patreon page!

CGD Podcast Episode 27: Broad Statements with Richard Terrell

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Had a great conversation with Richard Terrell, designer of Bara Bari Ball who’s currently working on designoriented.net. He’s also been on the podcast before, so I would go back and listen to Episode 6 where we spoke earlier this year.

The conversation went really well. We talked about language, “broad vs. narrow statements”, Auro and its reception, and a lot more.

Enjoy!

 

To support the show, please become a patron of mine on Patreon!

New Game: “You Have A Gun”

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I spent maybe 2-3 days working on this little ditty. Basically it encapsulates what it’s like for me to play videogames now. (Barely, arguably NSFW.)

Play it in a Unity Web Player here.

Download it for Windows here.

Quick Tip: you can shoot basically as fast as your mouse can click. Try shooting really fast at the objects which come on the screen.

 

 

CGD Episode 26: Auro, and my change in philosophy

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This episode is undoubtedly my most vulnerable episode, wherein I talk about the failure of Auro, a game that I believe in strongly and which I worked on for six years. I talk about the process and the struggle of dealing with that and how it has re-shaped my way of looking at art. It’s a short episode, but I had to talk about this before I talked about anything else.

The above Venn diagram, which kind of expresses my recent dramatic change in philosophy, was based on an off-handed remark from a recent David Sirlin article.

Thanks for listening, and as always, you can support my work on Patreon.com.

Feminists/social progressives: stop making excuses for violence glorification

The day after the horrifying Orlando shooting, a friend was inviting me to play Overwatch. It was a weird moment. I felt like, I don’t know—maybe it’s just me, but I really don’t feel like running around with a gun shooting at people right at that moment for some reason.

Some E3 events began that night. Everyone was talking about a new Quake game’s announcement on social media. I found it to be pretty distasteful, and actually felt a little bit bad for the people who had to present this stuff at a time like this. Then again, I always find E3-type events pretty distasteful, so I felt like, well, it’s probably just me again. Continue reading