Summary: The year is almost over and so we get together to discuss our design-related learnings of 2011. The practical, the emotional and the existential - it’s all here.
Mentions: Delectable.com
Run time: 57min
Summary: The year is almost over and so we get together to discuss our design-related learnings of 2011. The practical, the emotional and the existential - it’s all here.
Mentions: Delectable.com
Run time: 57min
Summary: We’re back to talk about indie games, IndieCade, and what makes an indie game indie: is it enough to just make a 2-D platformer?
Mentions: Way (makeourway.com), Dear Esther, Joust, Braid, Limbo, Nidhogg, Proteus, Deepak Fights Robots, The Depths to which I Sink, Solar 2, BasketBelle, Sissy’s Magical Ponycorn Adventure, Hero Generations, Halcyon, Kaleidoplay, Application Crunch, Binding of Isaac, Desktop Dungeons
Run time: 50min
Download the highlight reel from our PAX Dev talk!
Summary: Gamers love games. But what’s the value of games to non-gamers? And what does “non-gamer” mean, anyway? Francisco does his thang, led off by some sweet intro music by Robby Zar.
Mentions: Ico, Angry Birds, World of Warcraft, Bayonetta, God Of War, “Ghettoizing” (we totally coined it), From Dust, Mass Effect 2, JRPGs, Limbo, Disneyland, FarmVille, Blankets, Braid
Run time: 45min
Summary: Collaboration. In games. We talk about it. Francisco shows us the way.
Mentions: Zelda Four Swords, Halo, Counterstrike, Quake, Magic: The Gathering, Dungeons ‘n Dragons, Rock Band, Minecraft, Mario Kart Double Dash!, Disney Quest Bumper Cars, CityVille, Diablo, Way (Chris’s game from the Entertainment Technology Center), Demon’s Souls
Run time: 58min
Summary: What is the soul of a video game? Is it the core mechanic, or something else? Ben drives us towards a definition.
Mentions: Farmville, Cityville, Peggle, Jenga, Angry Birds, Boom Blox, World of Warcraft, Magic: The Gathering, Mega Man 2, Pokemon, Shadow of the Colossus, Ico, Mario 64, Flower, Half-Life, Well Played 2.0, Super Mario Bros. 3, Super Mario Galaxy
Run time: 59min
Summary: How are players influenced by knowing they are playing games? Hosted by the humble Michael Lewis.
Mentions: Chrono Trigger, Star Ocean 2 for PS1, BioShock, inFamous, Magic: The Gathering, Crysis 2, Chess, Go, Starcraft, Pokemon, Heavy Rain, My Brute, CityVille, Zuma Blitz, League of Legends, Mass Effect
Run time: 55min
Summary: Chris and the gang examine what it means for something to feel “gamey.” How do immersion, abstraction and reward types affect a game’s aesthetic?
Mentions: Uncharted 2, Pac-man, Ico, Peggle, Portal, Hazard: The Journey of Life, The Marriage, I Wanna Be the Guy, World of Warcraft.
Run time: 52min
Summary: Ben questions our ethics as game designers. Are we putting players first by thinking about our own ethics, or should we cater to players’ play styles no matter what?
Mentions: Cityville, Zuma Blitz, Baking Life, Minecraft, Dragon Age Legends, Power Planets, Dead Space 2, Insomniac: Click.
Run time: 52min
Summary: A 7-year-old poses the question: “Can you make a game that’s like Minecraft mixed with Club Penguin?”. We entertain the thought and let it take us into the belly of social design.
Mentions: Minecraft, Club Penguin, Infiniminer, Dwarf Fortress, Pokemon Black/White, Tiny Wings, Call of Duty: Black Ops, Dragon Age Legends, Nidhogg, Raise the Village, Mafia Wars, Counterstrike, Halo, World of Warcraft, Reality is Broken.
Run time: 1h 3min