Posts Tagged ‘A Game and a Chat’

A Game And A Chat: FRACT OSC’s Richard Flanagan

By Nathan Grayson on April 23rd, 2014.

FRACT OSC is a musical passion project that’s been strumming light riffs on the backing track of RPS’ Official Exciteosourchestra for years. It’s a first-person explorer set in a pulsating dance floor paradise of smooth synths and devious puzzles. Our kind of thing? You don’t know the half of it. Alec, however, came away feeling slightly let down, so I invited creator Richard Flanagan to defend his design choices. We’ll discuss criticism of FRACT’s bold, beautiful world, music as an integral part of the design process, the personal nature of the game, Myst and other first-person puzzlers, and HEAVY METAL. We’re kicking off at 12 PM PT/8 PM RPS TimeTune in below.

Update: We’re done! Tons of interesting discussion about puzzle design and musical toys and METAL. Watch it all below.

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A Game And A Chat: The End Of GDC Spectacularmathon

By Nathan Grayson on March 22nd, 2014.

IT. IS. OVER. Done. Slain. Dead. Six feet under. Sleeping with the daises. Pushing up fishes. We gathered one last time for a reflection on this year’s whimsical game dev summer camp, its most important moments, and where the gaming industry is headed as a whole. Part one’s guests include Papers Please creator Lucas Pope, Depression Quest creator Zoe Quinn, and Boon Hill dev Matt Ritter. Part two, meanwhile, brings in such luminaries and champion toe fighters as Gone Home writerly brain man Steve Gaynor, Kotaku features editor Kirk Hamilton, resident Vlambeer madman JW Nijman, Action Henk‘s Kitty Calis, and RPS god heroes Cara Ellison and Hayden Dingman. The end result? A loud, exuberant, exhausted goddamn disaster. Beaming agreements, screaming arguments, and confusing argreements. Also lots of people walking into our room randomly.

Among many other things, we talked everyone’s favorite GDC moments, diversity in the gaming industry, the virtual reality fuuuuuuuture’s growing pains, my Lost Levels talk, and what happens after you release a game like Papers Please or Depression Quest. Settle in with some popcorn and a hideous, burbling soda and tune in below.

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A Game And A Chat: RPS BFF GDC Ultra Force Go, Day Two

By Nathan Grayson on March 19th, 2014.

The GDC War Train of Impossible Enrichment trundles on, and RPS is on the scene with gusto, aplomb, and a stuffed lion. Each day this week, I’ll be gathering impromptu panels of colossal brains inside frail (but very handsome) human bodies to dissect the show piece-by-piece. Yesterday, John, Cara, Hayden, and I did so by crawling into bed and talking about our socks. Also games. But day two was different. John fell to exhaustion, and Cara was carried away by a throng of adoring fans, presumably to be worshipped and then made into soup. Fortunately I was able to drag Gunpoint creator Tom Francis, writer and camera whisperer Nika Harper, and Incredipede creator Colin Northway over forests, woods, hills, and plains to fill their not-shoes.
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A Game And A Chat: RPS (And Friends!) Talk GDC Day One

By Nathan Grayson on March 18th, 2014.

RPS is at GDC! It’s a match made in heaven because both of our acronyms are three letters long. Each day of the conference is jam-packed with formidable amounts of intrigue – far more than any single person could take in on their own without suffering catastrophic brain combustion. And so, I have elected to gather cadres of knowledgeable humans each day this week to discuss the best, most important goings-on. Expect very special guests shouting over each other and probably using words like “cultural zeitgeist” and “doodieface.” Today, somewhat belated and also very bad at staying on topic: John, Cara, Hayden of PCWorld/my floor infamy, and myself all gathered on John’s hotel bed for an uncomfortably salacious chat about This War Of Mine, The Stanley Parable‘s emotional aftermath, SoundSelf, weeping American eagles, hedonism, and Cara’s refusal to stop posting PORNOGRAPHY on our virgin website that’s exclusively for children.

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A Game And A Chat Ep 5: Frog Fractions 2

By Nathan Grayson on March 11th, 2014.

When Frog Fractions first dropped on unsuspecting doorsteps bundled as an innocuous edutainment game, we all thought we were safe. But we were wrong. So very, very wrong. It was too mad for feeble human minds to comprehend, and it brought about the fall of human civilization as we knew it. Or at least a number of amused, bemused, and c-mused Internet comments. Now creator Jim Crawford is kickstarting a sequel that you won’t even know about when it first launches. People will have to figure out which game is Frog Fractions 2 before they can even play it. But today I’m joined by Crawford and lead artist Rachel Sala, and they’re going to give me a *skloosive first glimpse* of the education-packed sequel.

We’re kicking off at 11 AM PT/6 PM GMT (there was a US time change; yeah, no, we all think it’s dumb too). 

Update: We’re done! You can watch the whole thing below.

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A Game And A Chat Thief Extravaganza, Take Two

By Nathan Grayson on March 7th, 2014.

We tried to play Thief: The Dark Project and chat about it. Honest! But Twitch, the purple scab of a service, wouldn’t cooperate with one of the most storied series starters in gaming history. It’s almost like I shouldn’t have expected a 15-year-old game to be compatible with a crazy space-age cyberfuture streaming platform, but no, that’s just ridiculous. At any rate, today – for real this time – I will be joined by former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. Expect stories from the dank depths of the first three Thieves’ development chambers, inside info on what could’ve been, and opinions from series vets on Eidos Montreal’s reinvention of their storied stealther. 

This will be a pretty special episode, so make sure to tune in. We’re kicking off at 2 PM PT/10 PM GMT. A little late, I know, but come on: only amateur thieves skulk around during the (UK) day. 

Update: We’re done! It went quite well, all things considered. Watch the full thing below.

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A Game And A Chat Ep 4: Looking (Glass) Back On Thief

By Nathan Grayson on March 6th, 2014.

This week’s episode of A Game And A Chat is very special. Very special indeed. For one, I’ve got two whole guests this time – namely, former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. Yes, it is time to talk (and play) all things Thief. Classic Thief, nu-Thief, and everything in between. Expect stories from the dank depths of the first three Thieves’ development chambers, inside info on what could’ve been, and opinions from series vets on Eidos Montreal’s reinvention of their storied stealther. This is one you absolutely should not miss.

We’ll be kicking off at 11 AM PT/7 PM GMT. Tune in below. 

Update: We’re having some technical troubles. New kick off ETA coming shortly.

Update 2: No end in sight to the technical issues. We’re rescheduling for the same time tomorrow. Apologies to everyone for what was, frankly, an unmitigated disaster.

Update 3: I finally got Thief working with Twitch! So it’s a lock: tomorrow at 11 AM PT/7 PM GMT. This will finally happen.

Update 4: This feature is cursed, clearly. A scheduling issue has come up, so we’re doing this tomorrow at 2 PM PT/10 PM GMT. A late, spooky night show for Thief. Kinda makes sense I guess.

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A Game And A Chat – Divinity: Original Sin’s Divine Depth

By Nathan Grayson on February 28th, 2014.

In a year potentially chock full of amazing classic-style RPGs (Wasteland 2, Pillars of Eternity, the beginnings of Torment, etc), it’s easy to overlook Divinity: Original Sin. That, however, would be a tremendous mistake given that the Ultima-VII-inspired Kickstarter darling looks to have depth and personality in spades.

I corralled Larian in my very own (adoptive) hometown of San Francisco, and we played the opus-in-the-making’s latest build. I had to pre-record this one sans a camera, unfortunately, but Larian head Swen Vincke showed me nearly two hours of late-game (read: not in the alpha) gameplay and discussed how players can kill every NPC and still progress, non-violent approaches, how Larian *wants* us to break its systems, how it plans to avoid another disastrous Divinity II: Ego Draconis-style launch (despite some rather pressing bugs in the current version), comedy in a normally self-serious genre, talking to animals, and gobs more. This one is now near the top of my most-anticipated list. Tune in below.

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A Game And A Chat Ep 2: Jason Rohrer

By Nathan Grayson on January 28th, 2014.

Jason Rohrer isn’t like other game designers. He isn’t really like them at all. From his early days eschewing videogame norms to make a game about the inevitably of death and loss in Passage to cooperative storytelling intrigue-o-tron Sleep Is Death to wild (and controversial) Minecraft “religious” experiment Chain World, Rohrer’s games aren’t escapism. They often make people uncomfortable. They often make him uncomfortable. The Castle Doctrine, then, might just be his most unsettling interactive experience yet. It’s about breaking, entering, stealing, murdering, and defending your virtual family from other players doing the same. As with Rohrer’s other games, it stems from deeply personal experiences, and we’re going to talk about that, the sensitive nature of many topics portrayed in his game, paranoia, gun ownership, game sales, and tons more. This one might be a bit more, er, heavy than the chat with Tim Schafer. But it should be incredibly fascinating as well. Join us live after the break, starting at 11:00 AM PT/7:00 PM GMT. And if you’d like, click over to my Twitch page and hop into the live chat. Discuss! Ask us things!

Update: We’re done! You can watch the whole thing below.

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