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		<title>Everybody&#039;s Talking At Once</title>
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		<description>A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.</description>
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		<copyright>Everybody&#039;s Talking At Once is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.</copyright>
		<itunes:subtitle>Where we talk about everything, by talking about games.</itunes:subtitle>
		<itunes:author>Drew Messinger-Michaels</itunes:author>
		<itunes:type>episodic</itunes:type>
		<itunes:summary>A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.</itunes:summary>
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			<itunes:name>Drew Messinger-Michaels</itunes:name>
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		<googleplay:author><![CDATA[Drew Messinger-Michaels]]></googleplay:author>
			<googleplay:email>dmm@etao.blog</googleplay:email>			<googleplay:description>A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.</googleplay:description>
			<googleplay:explicit>No</googleplay:explicit>
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	<title>Something That Sticks With You, with Matthew Seiji Burns</title>
	<link>https://etao.blog/2025/12/16/podcast-185/</link>
	<pubDate>Tue, 16 Dec 2025 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">91295195-2adc-5812-b1d9-ae1f4d1d657d</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Process</em> is Matthew Seiji Burns' first novel, in some ways following directly from his work on Eliza (and the under-appreciated rest of his narratives for the Zachtronics/Coincidence catalog) but in other ways, exploring weird new territory in the realms of unreliable narration, meditations on technology, and reflections on/of Seattle.

<strong>You can get <em>Process</em> via <a href="https://www.tuneandfairweather.com/products/process-a-novel-softcover-edition">Tune &amp; Fairweather,</a> or at your local independent bookshop, with or without the help of <a href="https://bookshop.org/">Bookshop.org</a>.</strong>
And you can find lots more of Matthew's work on <a href="https://matthewseiji.com/">his website</a>.
———
• Here's <a href="https://www.originstory.show/episodes/matthew-seiji-burns">Matthew's episode of <em>Origin Story</em> about Eliza</a>.</p>



<p class="wp-block-paragraph">• The header image is from <a href="https://www.youtube.com/watch?v=8jUxbYrpdjM">this launch trailer for <em>Process</em></a>.</p>



<p class="wp-block-paragraph">• The digital edition of <em>Process</em>, to be totally clear, comes with both a more-or-less text-only ebook file and a PDF with digital versions of all the graphical and typographical skullduggery from the physical edition.</p>



<p class="wp-block-paragraph">• As I say in the outro, Matthew did bring me and <a href="https://www.instagram.com/skulchin/">Sam Kulchin</a> in on the <a href="https://coincidencegames.bandcamp.com/album/kaizen-a-factory-story-original-soundtrack">the soundtrack</a> to <em><a href="https://coincidence.games/kaizen/">Kaizen: A Factory Story</a></em>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Nobody's Business If I Do" by Porter Grainger and Everett Robbins, <a href="https://archive.org/details/78_nobodys-business-if-i-do_bob-geddins-cavaliers-cavaliers-geddins_gbia0045017b">performed by Bob Geddins' Cavaliers</a>.</p>



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<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Process is Matthew Seiji Burns first novel, in some ways following directly from his work on Eliza (and the under-appreciated rest of his narratives for the Zachtronics/Coincidence catalog) but in other ways, exploring weird new territory in the realms o]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Something That Sticks With You, with Matthew Seiji Burns]]></itunes:title>
	<itunes:episode>185</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Process</em> is Matthew Seiji Burns' first novel, in some ways following directly from his work on Eliza (and the under-appreciated rest of his narratives for the Zachtronics/Coincidence catalog) but in other ways, exploring weird new territory in the realms of unreliable narration, meditations on technology, and reflections on/of Seattle.

<strong>You can get <em>Process</em> via <a href="https://www.tuneandfairweather.com/products/process-a-novel-softcover-edition">Tune &amp; Fairweather,</a> or at your local independent bookshop, with or without the help of <a href="https://bookshop.org/">Bookshop.org</a>.</strong>
And you can find lots more of Matthew's work on <a href="https://matthewseiji.com/">his website</a>.
———
• Here's <a href="https://www.originstory.show/episodes/matthew-seiji-burns">Matthew's episode of <em>Origin Story</em> about Eliza</a>.</p>



<p class="wp-block-paragraph">• The header image is from <a href="https://www.youtube.com/watch?v=8jUxbYrpdjM">this launch trailer for <em>Process</em></a>.</p>



<p class="wp-block-paragraph">• The digital edition of <em>Process</em>, to be totally clear, comes with both a more-or-less text-only ebook file and a PDF with digital versions of all the graphical and typographical skullduggery from the physical edition.</p>



<p class="wp-block-paragraph">• As I say in the outro, Matthew did bring me and <a href="https://www.instagram.com/skulchin/">Sam Kulchin</a> in on the <a href="https://coincidencegames.bandcamp.com/album/kaizen-a-factory-story-original-soundtrack">the soundtrack</a> to <em><a href="https://coincidence.games/kaizen/">Kaizen: A Factory Story</a></em>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Nobody's Business If I Do" by Porter Grainger and Everett Robbins, <a href="https://archive.org/details/78_nobodys-business-if-i-do_bob-geddins-cavaliers-cavaliers-geddins_gbia0045017b">performed by Bob Geddins' Cavaliers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
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	<itunes:summary><![CDATA[Process is Matthew Seiji Burns' first novel, in some ways following directly from his work on Eliza (and the under-appreciated rest of his narratives for the Zachtronics/Coincidence catalog) but in other ways, exploring weird new territory in the realms of unreliable narration, meditations on technology, and reflections on/of Seattle.

You can get Process via Tune &amp; Fairweather, or at your local independent bookshop, with or without the help of Bookshop.org.
And you can find lots more of Matthew's work on his website.
———
• Here's Matthew's episode of Origin Story about Eliza.



• The header image is from this launch trailer for Process.



• The digital edition of Process, to be totally clear, comes with both a more-or-less text-only ebook file and a PDF with digital versions of all the graphical and typographical skullduggery from the physical edition.



• As I say in the outro, Matthew did bring me and Sam Kulchin in on the the soundtrack to Kaizen: A Factory Story.



———



"All The People Say (Season 5)" by Carpe Demon.
"Nobody's Business If I Do" by Porter Grainger and Everett Robbins, performed by Bob Geddins' Cavaliers.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
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		<title>Something That Sticks With You, with Matthew Seiji Burns</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:10:18</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Process is Matthew Seiji Burns' first novel, in some ways following directly from his work on Eliza (and the under-appreciated rest of his narratives for the Zachtronics/Coincidence catalog) but in other ways, exploring weird new territory in the realms of unreliable narration, meditations on technology, and reflections on/of Seattle.

You can get Process via Tune &amp; Fairweather, or at your local independent bookshop, with or without the help of Bookshop.org.
And you can find lots more of Matthew's work on his website.
———
• Here's Matthew's episode of Origin Story about Eliza.



• The header image is from this launch trailer for Process.



• The digital edition of Process, to be totally clear, comes with both a more-or-less text-only ebook file and a PDF with digital versions of all the graphical and typographical skullduggery from the physical edition.



• As I say in the outro, Matthew did bring me and Sam Kulchin in on the the soundtrack to Kaizen: A Factory Story.



———


]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Who Could Want Gameplay? with Alexander Clair Tseu Martin (a.k.a. droqen)</title>
	<link>https://etao.blog/2025/05/12/podcast-184/</link>
	<pubDate>Mon, 12 May 2025 16:55:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">81158033-5b66-5515-8b7f-f5134c1651e3</guid>
	<description><![CDATA[<p class="wp-block-paragraph">The one and only droqen puzzle-platforms on over to discuss his latest game <em>The End of Gameplay</em>, and how it responds to the stubbornly present, all-too-alive gameplay in his game <em>Starseed Pilgrim</em>. This requires a provisional definition of gameplay. Whether the conversation's other tributaries are <em>required</em> or not is a question for the listener.

<strong>You can get <em>The End of Gameplay</em> on <a href="https://store.steampowered.com/app/3120040/The_End_of_Gameplay/?beta=0">Steam</a> and <a href="https://droqen.itch.io/the-end-of-gameplay">Itch.io</a>.</strong>
You can learn more about droqen's work on <a href="https://www.droqen.com/">his website</a>, and you can check out <a href="https://bsky.app/profile/droqen.bsky.social">his Bluesky</a> for the latest on the impending death of gameplay.
———
• Here's <a href="https://www.youtube.com/watch?v=OGjv9GDd504">droqen's rant at Bonus Stage</a>, on the subject of killing gameplay.</p>



<p class="wp-block-paragraph">• Here's <a href="https://critical-gaming.com/blog/2012/4/4/a-defense-of-gameplay-pt1.html">Richard Terrell's <em>A Defense of Gameplay</em>,</a> and his <a href="http://etao.blog/2016/11/15/podcast-27/">two</a>-<a href="http://etao.blog/2016/11/22/podcast-28/">part</a> appearance on the show.</p>



<p class="wp-block-paragraph">• And here's Richard's curation project about <em>Starseed Pilgrim</em> (his among others), <a href="http://starseedobservatory.com/">the Starseed Observatory.</a> The project's <a href="http://starseedobservatory.com/wall-of-quotes.html">Wall of Quotes</a> includes <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">a piece Drew wrote about the game</a>.</p>



<p class="wp-block-paragraph">• Drew misquoted William Blake, as one does. The actual line, from <em>Jerusalem: The Emanation of the Giant Albion,</em> is: "I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create."</p>



<p class="wp-block-paragraph">• <a href="https://theanarchistlibrary.org/library/dean-spade-mutual-aid"><em>Mutual Aid </em>is available for free online</a>. It's also probably in your local bookstore, and your local bookstore would even more probably order it for you, in the quite likely event that your local bookstore is cool.</p>



<p class="wp-block-paragraph">• David Graeber wrote about consensus a lot, but <a href="https://davidgraeber.org/articles/david-graeber-some-remarks-on-consensus/">this is probably the single-best entry point</a>.</p>



<p class="wp-block-paragraph">• We did get to have<a href="http://etao.blog/2020/03/31/podcast-79/"> Arvi Teikari on to talk all about <em>Baba Is You</em></a> a few years back.</p>



<p class="wp-block-paragraph">• As droqen says, <a href="https://direct.mit.edu/books/oa-monograph/5572/The-Videogame-Industry-Does-Not-ExistWhy-We-Should">Brendan Keogh's <em>The Videogame Industry Does Not Exist</em></a><em> </em>is a great way to reframe "the videogame industry" as one part (<a href="https://www.eurogamer.net/gta-6s-delay-doesnt-mean-the-games-industrys-in-trouble-its-already-dead">and probably not even the most important part</a>) of the larger <em>cultural field</em> of videogames.</p>



<p class="wp-block-paragraph">• <a href="http://www.natureoforder.com/overview.htm">Christopher Alexander's <em>The Nature of Order</em></a><em> </em>is a tricky work track down (because not just any library or bookstore will have it on hand, and also because it exists in multiple volumes, each fairly voluminous).</p>



<p class="wp-block-paragraph">• droqen's notebook/forum has some notes on those <a href="https://newforum.droqen.com/index.php?topic=94">Agnes Martin</a> and <a href="https://newforum.droqen.com/index.php?topic=417">Don Potts</a> interviews (both of which are linked in full from said notes pages).</p>



<p class="wp-block-paragraph">• The morning this dropped, droqen posted <a href="https://www.youtube.com/watch?v=LH45Q2jiguQ">this video</a>, connecting <em>The End of Gameplay</em> with <a href="https://bsky.app/hashtag/droqever?author=droqen.bsky.social">his series of #droqevers</a>, which themselves refer to <a href="http://harmonyzone.org/Videogames.html">this unusually useful definition of games</a>:</p>




<p class="wp-block-paragraph"><em>What is a game?</em><strong> Professor M. Mouse</strong>?of Texas, America claims that the word game denotes "the historical process by which the term game has been characterised and understood".

Easy for you to say, Professor!!</p>



<p class="wp-block-paragraph">Those of us with a more down-home approach to codifying the various aspects of a nebulous and unbearable human condition prefer to go by a simpler definition, thus.

<strong>A game is some combination of the following indivisable elements:
- skeleton
- red key
- score thing
- magic door</strong></p>



<p class="wp-block-paragraph">If you see something that looks like a videogame but isn't, you should notify the Police.</p>




<p class="wp-block-paragraph">• droqen also posted <a href="https://newforum.droqen.com/index.php?topic=888">some notes on this episode in his "forum-shaped notebook."</a> Infinite recursion.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"romantic," "gameplay (forever)," and "machine lover," from <em><a href="https://droqen.bandcamp.com/album/the-end-of-gameplay-new-moon-ost">The End of Gameplay (new moon OST)</a></em> by droqen.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The one and only droqen puzzle-platforms on over to discuss his latest game The End of Gameplay, and how it responds to the stubbornly present, all-too-alive gameplay in his game Starseed Pilgrim. This requires a provisional definition of gameplay. Wheth]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Who Could Want Gameplay? with Alexander Clair Tseu Martin (a.k.a. droqen)]]></itunes:title>
	<itunes:episode>184</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">The one and only droqen puzzle-platforms on over to discuss his latest game <em>The End of Gameplay</em>, and how it responds to the stubbornly present, all-too-alive gameplay in his game <em>Starseed Pilgrim</em>. This requires a provisional definition of gameplay. Whether the conversation's other tributaries are <em>required</em> or not is a question for the listener.

<strong>You can get <em>The End of Gameplay</em> on <a href="https://store.steampowered.com/app/3120040/The_End_of_Gameplay/?beta=0">Steam</a> and <a href="https://droqen.itch.io/the-end-of-gameplay">Itch.io</a>.</strong>
You can learn more about droqen's work on <a href="https://www.droqen.com/">his website</a>, and you can check out <a href="https://bsky.app/profile/droqen.bsky.social">his Bluesky</a> for the latest on the impending death of gameplay.
———
• Here's <a href="https://www.youtube.com/watch?v=OGjv9GDd504">droqen's rant at Bonus Stage</a>, on the subject of killing gameplay.</p>



<p class="wp-block-paragraph">• Here's <a href="https://critical-gaming.com/blog/2012/4/4/a-defense-of-gameplay-pt1.html">Richard Terrell's <em>A Defense of Gameplay</em>,</a> and his <a href="http://etao.blog/2016/11/15/podcast-27/">two</a>-<a href="http://etao.blog/2016/11/22/podcast-28/">part</a> appearance on the show.</p>



<p class="wp-block-paragraph">• And here's Richard's curation project about <em>Starseed Pilgrim</em> (his among others), <a href="http://starseedobservatory.com/">the Starseed Observatory.</a> The project's <a href="http://starseedobservatory.com/wall-of-quotes.html">Wall of Quotes</a> includes <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">a piece Drew wrote about the game</a>.</p>



<p class="wp-block-paragraph">• Drew misquoted William Blake, as one does. The actual line, from <em>Jerusalem: The Emanation of the Giant Albion,</em> is: "I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create."</p>



<p class="wp-block-paragraph">• <a href="https://theanarchistlibrary.org/library/dean-spade-mutual-aid"><em>Mutual Aid </em>is available for free online</a>. It's also probably in your local bookstore, and your local bookstore would even more probably order it for you, in the quite likely event that your local bookstore is cool.</p>



<p class="wp-block-paragraph">• David Graeber wrote about consensus a lot, but <a href="https://davidgraeber.org/articles/david-graeber-some-remarks-on-consensus/">this is probably the single-best entry point</a>.</p>



<p class="wp-block-paragraph">• We did get to have<a href="http://etao.blog/2020/03/31/podcast-79/"> Arvi Teikari on to talk all about <em>Baba Is You</em></a> a few years back.</p>



<p class="wp-block-paragraph">• As droqen says, <a href="https://direct.mit.edu/books/oa-monograph/5572/The-Videogame-Industry-Does-Not-ExistWhy-We-Should">Brendan Keogh's <em>The Videogame Industry Does Not Exist</em></a><em> </em>is a great way to reframe "the videogame industry" as one part (<a href="https://www.eurogamer.net/gta-6s-delay-doesnt-mean-the-games-industrys-in-trouble-its-already-dead">and probably not even the most important part</a>) of the larger <em>cultural field</em> of videogames.</p>



<p class="wp-block-paragraph">• <a href="http://www.natureoforder.com/overview.htm">Christopher Alexander's <em>The Nature of Order</em></a><em> </em>is a tricky work track down (because not just any library or bookstore will have it on hand, and also because it exists in multiple volumes, each fairly voluminous).</p>



<p class="wp-block-paragraph">• droqen's notebook/forum has some notes on those <a href="https://newforum.droqen.com/index.php?topic=94">Agnes Martin</a> and <a href="https://newforum.droqen.com/index.php?topic=417">Don Potts</a> interviews (both of which are linked in full from said notes pages).</p>



<p class="wp-block-paragraph">• The morning this dropped, droqen posted <a href="https://www.youtube.com/watch?v=LH45Q2jiguQ">this video</a>, connecting <em>The End of Gameplay</em> with <a href="https://bsky.app/hashtag/droqever?author=droqen.bsky.social">his series of #droqevers</a>, which themselves refer to <a href="http://harmonyzone.org/Videogames.html">this unusually useful definition of games</a>:</p>




<p class="wp-block-paragraph"><em>What is a game?</em><strong> Professor M. Mouse</strong>?of Texas, America claims that the word game denotes "the historical process by which the term game has been characterised and understood".

Easy for you to say, Professor!!</p>



<p class="wp-block-paragraph">Those of us with a more down-home approach to codifying the various aspects of a nebulous and unbearable human condition prefer to go by a simpler definition, thus.

<strong>A game is some combination of the following indivisable elements:
- skeleton
- red key
- score thing
- magic door</strong></p>



<p class="wp-block-paragraph">If you see something that looks like a videogame but isn't, you should notify the Police.</p>




<p class="wp-block-paragraph">• droqen also posted <a href="https://newforum.droqen.com/index.php?topic=888">some notes on this episode in his "forum-shaped notebook."</a> Infinite recursion.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"romantic," "gameplay (forever)," and "machine lover," from <em><a href="https://droqen.bandcamp.com/album/the-end-of-gameplay-new-moon-ost">The End of Gameplay (new moon OST)</a></em> by droqen.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2025/05/etao-podcast-184-droqen.mp3" length="180545823" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The one and only droqen puzzle-platforms on over to discuss his latest game The End of Gameplay, and how it responds to the stubbornly present, all-too-alive gameplay in his game Starseed Pilgrim. This requires a provisional definition of gameplay. Whether the conversation's other tributaries are required or not is a question for the listener.

You can get The End of Gameplay on Steam and Itch.io.
You can learn more about droqen's work on his website, and you can check out his Bluesky for the latest on the impending death of gameplay.
———
• Here's droqen's rant at Bonus Stage, on the subject of killing gameplay.



• Here's Richard Terrell's A Defense of Gameplay, and his two-part appearance on the show.



• And here's Richard's curation project about Starseed Pilgrim (his among others), the Starseed Observatory. The project's Wall of Quotes includes a piece Drew wrote about the game.



• Drew misquoted William Blake, as one does. The actual line, from Jerusalem: The Emanation of the Giant Albion, is: "I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create."



• Mutual Aid is available for free online. It's also probably in your local bookstore, and your local bookstore would even more probably order it for you, in the quite likely event that your local bookstore is cool.



• David Graeber wrote about consensus a lot, but this is probably the single-best entry point.



• We did get to have Arvi Teikari on to talk all about Baba Is You a few years back.



• As droqen says, Brendan Keogh's The Videogame Industry Does Not Exist is a great way to reframe "the videogame industry" as one part (and probably not even the most important part) of the larger cultural field of videogames.



• Christopher Alexander's The Nature of Order is a tricky work track down (because not just any library or bookstore will have it on hand, and also because it exists in multiple volumes, each fairly voluminous).



• droqen's notebook/forum has some notes on those Agnes Martin and Don Potts interviews (both of which are linked in full from said notes pages).



• The morning this dropped, droqen posted this video, connecting The End of Gameplay with his series of #droqevers, which themselves refer to this unusually useful definition of games:




What is a game? Professor M. Mouse?of Texas, America claims that the word game denotes "the historical process by which the term game has been characterised and understood".

Easy for you to say, Professor!!



Those of us with a more down-home approach to codifying the various aspects of a nebulous and unbearable human condition prefer to go by a simpler definition, thus.

A game is some combination of the following indivisable elements:
- skeleton
- red key
- score thing
- magic door



If you see something that looks like a videogame but isn't, you should notify the Police.




• droqen also posted some notes on this episode in his "forum-shaped notebook." Infinite recursion.



———



"All The People Say (Season 5)" by Carpe Demon.
"romantic," "gameplay (forever)," and "machine lover," from The End of Gameplay (new moon OST) by droqen.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/05/screenshot.jpeg?fit=1280%2C800&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2025/05/screenshot.jpeg?fit=1280%2C800&#038;ssl=1</url>
		<title>Who Could Want Gameplay? with Alexander Clair Tseu Martin (a.k.a. droqen)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:38:19</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[The one and only droqen puzzle-platforms on over to discuss his latest game The End of Gameplay, and how it responds to the stubbornly present, all-too-alive gameplay in his game Starseed Pilgrim. This requires a provisional definition of gameplay. Whether the conversation's other tributaries are required or not is a question for the listener.

You can get The End of Gameplay on Steam and Itch.io.
You can learn more about droqen's work on his website, and you can check out his Bluesky for the latest on the impending death of gameplay.
———
• Here's droqen's rant at Bonus Stage, on the subject of killing gameplay.



• Here's Richard Terrell's A Defense of Gameplay, and his two-part appearance on the show.



• And here's Richard's curation project about Starseed Pilgrim (his among others), the Starseed Observatory. The project's Wall of Quotes includes a piece Drew wrote about the game.



• Drew misquoted William Blake, as one does. The actual line, from Jerusalem: The Emanation of th]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/05/screenshot.jpeg?fit=1280%2C800&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Utility of Contrarianism, with Barney Oram</title>
	<link>https://etao.blog/2025/01/28/podcast-183/</link>
	<pubDate>Tue, 28 Jan 2025 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">42f15aa6-4ca6-52b1-a4f6-eda7d229bf69</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that "if it sounds good, it is good," and his extensive experience recording loud sounds that go bang.

<strong>You can learn more about Barney's work on <a href="https://oramsoundltd.com/">his website</a>.</strong>
You can also follow <a href="https://www.linkedin.com/in/barney-oram/">Barney on LinkedIn</a>.
———
• Drew hadn't played much of <em>Enotria</em> at the time of the interview?but now that he has, he can recommend it enthusiastically to fellow genre sickos. A sunny soulslike indeed, with lots of culturally-specific imagery and some clever twists on progression and buildcrafting.

• Billy Wilder really is an all-timer, both as a writer and as a director, as <a href="https://www.youtube.com/watch?v=X_aYXYUT5l8">this recent <em>Every Frame a Painting</em></a> beautifully explains.</p>



<p class="wp-block-paragraph">• <em><a href="https://www.bbc.com/culture/article/20230615-the-life-and-death-of-colonel-blimp-the-war-film-that-churchill-tried-to-ban">The Life and Death of Colonel Blimp</a></em> is <a href="https://www.youtube.com/watch?v=h3RyouSN1YE">on YouTube in its entirety</a>, at least some places.</p>



<p class="wp-block-paragraph">• The talk that Barney did for Game Audio Boston doesn't seem to be online, but we'll add a link if it does show up in the future.</p>



<p class="wp-block-paragraph">• That said, here's <a href="https://www.listennotes.com/podcasts/the-sound-architect-podcast-tsap-sam-hughes-fxLrCwPDY4H/">Barney talking about recording loud sounds that go bang</a>. And <a href="https://www.krotosaudio.com/explosion-sound-effects-recording-barney-oram/">here too</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Rev Up Your Arithmetech!" (the menu music) from the <em>Add Astra </em>OST by Emerson Boatwright and Drew Messinger-Michaels.
Some gameplay audio from <em>Enotria: The Last Song</em>, which has music and audio design by <a href="https://www.aramshahbazians.com/enotria-the-last-song">Aaram Shahbazians</a> and additional audio by <a href="https://oramsoundltd.com/">Barney Oram</a>.</p>



<p class="wp-block-paragraph"><strong>As Drew says in the intro, <a href="https://store.steampowered.com/app/2870750/Add_Astra/"><em>Add Astra</em> is on Steam</a>, <a href="https://coincidence.games/chemistry-set/"><em>Chemistry Set </em>is available directly from COINCIDENCE</a>, and <a href="https://store.steampowered.com/app/2102450/Enotria_The_Last_Song/"><em>The Tower and the Circle </em>is available through <em>Alexander</em></a><em>.</em></strong></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that if it sounds good, it is good, and his ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Utility of Contrarianism, with Barney Oram]]></itunes:title>
	<itunes:episode>183</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that "if it sounds good, it is good," and his extensive experience recording loud sounds that go bang.

<strong>You can learn more about Barney's work on <a href="https://oramsoundltd.com/">his website</a>.</strong>
You can also follow <a href="https://www.linkedin.com/in/barney-oram/">Barney on LinkedIn</a>.
———
• Drew hadn't played much of <em>Enotria</em> at the time of the interview?but now that he has, he can recommend it enthusiastically to fellow genre sickos. A sunny soulslike indeed, with lots of culturally-specific imagery and some clever twists on progression and buildcrafting.

• Billy Wilder really is an all-timer, both as a writer and as a director, as <a href="https://www.youtube.com/watch?v=X_aYXYUT5l8">this recent <em>Every Frame a Painting</em></a> beautifully explains.</p>



<p class="wp-block-paragraph">• <em><a href="https://www.bbc.com/culture/article/20230615-the-life-and-death-of-colonel-blimp-the-war-film-that-churchill-tried-to-ban">The Life and Death of Colonel Blimp</a></em> is <a href="https://www.youtube.com/watch?v=h3RyouSN1YE">on YouTube in its entirety</a>, at least some places.</p>



<p class="wp-block-paragraph">• The talk that Barney did for Game Audio Boston doesn't seem to be online, but we'll add a link if it does show up in the future.</p>



<p class="wp-block-paragraph">• That said, here's <a href="https://www.listennotes.com/podcasts/the-sound-architect-podcast-tsap-sam-hughes-fxLrCwPDY4H/">Barney talking about recording loud sounds that go bang</a>. And <a href="https://www.krotosaudio.com/explosion-sound-effects-recording-barney-oram/">here too</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Rev Up Your Arithmetech!" (the menu music) from the <em>Add Astra </em>OST by Emerson Boatwright and Drew Messinger-Michaels.
Some gameplay audio from <em>Enotria: The Last Song</em>, which has music and audio design by <a href="https://www.aramshahbazians.com/enotria-the-last-song">Aaram Shahbazians</a> and additional audio by <a href="https://oramsoundltd.com/">Barney Oram</a>.</p>



<p class="wp-block-paragraph"><strong>As Drew says in the intro, <a href="https://store.steampowered.com/app/2870750/Add_Astra/"><em>Add Astra</em> is on Steam</a>, <a href="https://coincidence.games/chemistry-set/"><em>Chemistry Set </em>is available directly from COINCIDENCE</a>, and <a href="https://store.steampowered.com/app/2102450/Enotria_The_Last_Song/"><em>The Tower and the Circle </em>is available through <em>Alexander</em></a><em>.</em></strong></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2025/01/etao-podcast-183-barney-oram.mp3" length="136016561" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that "if it sounds good, it is good," and his extensive experience recording loud sounds that go bang.

You can learn more about Barney's work on his website.
You can also follow Barney on LinkedIn.
———
• Drew hadn't played much of Enotria at the time of the interview?but now that he has, he can recommend it enthusiastically to fellow genre sickos. A sunny soulslike indeed, with lots of culturally-specific imagery and some clever twists on progression and buildcrafting.

• Billy Wilder really is an all-timer, both as a writer and as a director, as this recent Every Frame a Painting beautifully explains.



• The Life and Death of Colonel Blimp is on YouTube in its entirety, at least some places.



• The talk that Barney did for Game Audio Boston doesn't seem to be online, but we'll add a link if it does show up in the future.



• That said, here's Barney talking about recording loud sounds that go bang. And here too.



———



"All The People Say (Season 5)" by Carpe Demon.
"Rev Up Your Arithmetech!" (the menu music) from the Add Astra OST by Emerson Boatwright and Drew Messinger-Michaels.
Some gameplay audio from Enotria: The Last Song, which has music and audio design by Aaram Shahbazians and additional audio by Barney Oram.



As Drew says in the intro, Add Astra is on Steam, Chemistry Set is available directly from COINCIDENCE, and The Tower and the Circle is available through Alexander.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/quintaclip.gif?fit=450%2C253&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/quintaclip.gif?fit=450%2C253&#038;ssl=1</url>
		<title>The Utility of Contrarianism, with Barney Oram</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:08:21</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that "if it sounds good, it is good," and his extensive experience recording loud sounds that go bang.

You can learn more about Barney's work on his website.
You can also follow Barney on LinkedIn.
———
• Drew hadn't played much of Enotria at the time of the interview?but now that he has, he can recommend it enthusiastically to fellow genre sickos. A sunny soulslike indeed, with lots of culturally-specific imagery and some clever twists on progression and buildcrafting.

• Billy Wilder really is an all-timer, both as a writer and as a director, as this recent Every Frame a Painting beautifully explains.



• The Life and Death of Colonel Blimp is on YouTube in its entirety, at least some places.



• The talk that Barney did for Game Audio Boston doesn't seem to be online, but w]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/quintaclip.gif?fit=450%2C253&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>If We Can&#8217;t Do This, Then What Are We Doing? with Rasheed Abueideh and Rami Ismail</title>
	<link>https://etao.blog/2025/01/06/podcast-182/</link>
	<pubDate>Mon, 06 Jan 2025 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">4b2cee85-4957-5dd6-9f4d-e4c214b54b5e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Rasheed Abueideh and Rami Ismail talk about <em>Dreams on a Pillow</em>. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba "that is so true to what happened that it is borderline-illegal to say it." 

<strong>You can help <a href="https://www.launchgood.com/v4/campaign/dreams_on_a_pillow">crowdfund <em>Dreams on a Pillow</em> on LaunchGood</a></strong>.
You can download <a href="https://liyla.org/"><em>Liyla and the Shadows of War</em> </a>for free from <a href="https://play.google.com/store/apps/details?id=org.liyla.war&amp;hl=en_US">Android</a>, <a href="https://apps.apple.com/us/app/liyla-and-the-shadows-of-war/id1100839270">iOS</a>, and <a href="https://rasheedabueideh.itch.io/liyla-and-the-shadows-of-war">Windows</a>.
And you can also follow <a href="https://bsky.app/profile/rasheedabueideh.bsky.social">Rasheed</a> and <a href="https://bsky.app/profile/ramiismail.com">Rami </a>on Bluesky.
———
• Rami mentions "The Gender of Nakba Memory," a chapter from <em><a href="https://cup.columbia.edu/book/nakba/9780231135795">Nakba: Palestine, 1948, and the Claims of Memory</a></em>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.newyorker.com/podcast/the-new-yorker-radio-hour/rashid-khalidi-on-the-palestinian-cause-in-a-volatile-middle-east-and-the-meaning-of-settler-colonialism">the <em>New Yorker Radio Hour</em> interview with Rashid Khalidi</a>, author of <em><a href="https://us.macmillan.com/books/9781627798556/thehundredyearswaronpalestine/">The Hundred Years' War on Palestine</a>. </em>Khalidi also semi-recently did <a href="https://www.youtube.com/watch?v=sAXsGyOvPFw">a much more substantive, equally accessible interview with Adam Conover</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.aljazeera.com/news/2024/11/12/us-legislators-to-vote-on-bill-targeting-terrorist-supporting-nonprofits">H.R.9495 didn't pass</a>, but we should expect to see more bills like it once the second Trump Administration begins in earnest.</p>



<p class="wp-block-paragraph">• For the moment, <em><a href="https://en.wikipedia.org/wiki/Farha_(film)">Farha</a></em> does seem to be back on <a href="https://www.netflix.com/title/81612982">Netflix in the US</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=hVSY4My1JIY">Rasheed's #1ReasonToBe talk</a> at GDC 2017, if you want to hear some more from him about being a Palestinian game developer (and being extremely funny).</p>



<p class="wp-block-paragraph">• This article is a great starting point on <a href="https://no-niin.com/issue-25/exploring-palestines-musical-heritage-before-1948-an-interview-with-nader-jalal/">musical traditions in Palestine before the Nakba</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Sefnon bekalbi," <a href="https://archive.org/details/78_sefnon-bekalbi_hag-abdul-fattah-el-kabbani_gbia0520431b">performed by Hag Abdul Fattah El-Kabbani</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>





<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Rasheed Abueideh and Rami Ismail talk about Dreams on a Pillow. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba that is so true to what happened that it is]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[If We Can?t Do This, Then What Are We Doing? with Rasheed Abueideh and Rami Ismail]]></itunes:title>
	<itunes:episode>182</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Rasheed Abueideh and Rami Ismail talk about <em>Dreams on a Pillow</em>. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba "that is so true to what happened that it is borderline-illegal to say it." 

<strong>You can help <a href="https://www.launchgood.com/v4/campaign/dreams_on_a_pillow">crowdfund <em>Dreams on a Pillow</em> on LaunchGood</a></strong>.
You can download <a href="https://liyla.org/"><em>Liyla and the Shadows of War</em> </a>for free from <a href="https://play.google.com/store/apps/details?id=org.liyla.war&amp;hl=en_US">Android</a>, <a href="https://apps.apple.com/us/app/liyla-and-the-shadows-of-war/id1100839270">iOS</a>, and <a href="https://rasheedabueideh.itch.io/liyla-and-the-shadows-of-war">Windows</a>.
And you can also follow <a href="https://bsky.app/profile/rasheedabueideh.bsky.social">Rasheed</a> and <a href="https://bsky.app/profile/ramiismail.com">Rami </a>on Bluesky.
———
• Rami mentions "The Gender of Nakba Memory," a chapter from <em><a href="https://cup.columbia.edu/book/nakba/9780231135795">Nakba: Palestine, 1948, and the Claims of Memory</a></em>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.newyorker.com/podcast/the-new-yorker-radio-hour/rashid-khalidi-on-the-palestinian-cause-in-a-volatile-middle-east-and-the-meaning-of-settler-colonialism">the <em>New Yorker Radio Hour</em> interview with Rashid Khalidi</a>, author of <em><a href="https://us.macmillan.com/books/9781627798556/thehundredyearswaronpalestine/">The Hundred Years' War on Palestine</a>. </em>Khalidi also semi-recently did <a href="https://www.youtube.com/watch?v=sAXsGyOvPFw">a much more substantive, equally accessible interview with Adam Conover</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.aljazeera.com/news/2024/11/12/us-legislators-to-vote-on-bill-targeting-terrorist-supporting-nonprofits">H.R.9495 didn't pass</a>, but we should expect to see more bills like it once the second Trump Administration begins in earnest.</p>



<p class="wp-block-paragraph">• For the moment, <em><a href="https://en.wikipedia.org/wiki/Farha_(film)">Farha</a></em> does seem to be back on <a href="https://www.netflix.com/title/81612982">Netflix in the US</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=hVSY4My1JIY">Rasheed's #1ReasonToBe talk</a> at GDC 2017, if you want to hear some more from him about being a Palestinian game developer (and being extremely funny).</p>



<p class="wp-block-paragraph">• This article is a great starting point on <a href="https://no-niin.com/issue-25/exploring-palestines-musical-heritage-before-1948-an-interview-with-nader-jalal/">musical traditions in Palestine before the Nakba</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Sefnon bekalbi," <a href="https://archive.org/details/78_sefnon-bekalbi_hag-abdul-fattah-el-kabbani_gbia0520431b">performed by Hag Abdul Fattah El-Kabbani</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>





<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2024/12/etao_podcast_182_rasheed_abueideh_and_rami_ismail-1.mp3" length="128335146" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Rasheed Abueideh and Rami Ismail talk about Dreams on a Pillow. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba "that is so true to what happened that it is borderline-illegal to say it." 

You can help crowdfund Dreams on a Pillow on LaunchGood.
You can download Liyla and the Shadows of War for free from Android, iOS, and Windows.
And you can also follow Rasheed and Rami on Bluesky.
———
• Rami mentions "The Gender of Nakba Memory," a chapter from Nakba: Palestine, 1948, and the Claims of Memory.



• Here's the New Yorker Radio Hour interview with Rashid Khalidi, author of The Hundred Years' War on Palestine. Khalidi also semi-recently did a much more substantive, equally accessible interview with Adam Conover.



• H.R.9495 didn't pass, but we should expect to see more bills like it once the second Trump Administration begins in earnest.



• For the moment, Farha does seem to be back on Netflix in the US.



• Here's Rasheed's #1ReasonToBe talk at GDC 2017, if you want to hear some more from him about being a Palestinian game developer (and being extremely funny).



• This article is a great starting point on musical traditions in Palestine before the Nakba.



———



"All The People Say (Season 5)" by Carpe Demon.
"Sefnon bekalbi," performed by Hag Abdul Fattah El-Kabbani.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/before_the_nakbah_cropped.png?fit=1952%2C1174&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/before_the_nakbah_cropped.png?fit=1952%2C1174&#038;ssl=1</url>
		<title>If We Can&#8217;t Do This, Then What Are We Doing? with Rasheed Abueideh and Rami Ismail</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:26</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Rasheed Abueideh and Rami Ismail talk about Dreams on a Pillow. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba "that is so true to what happened that it is borderline-illegal to say it." 

You can help crowdfund Dreams on a Pillow on LaunchGood.
You can download Liyla and the Shadows of War for free from Android, iOS, and Windows.
And you can also follow Rasheed and Rami on Bluesky.
———
• Rami mentions "The Gender of Nakba Memory," a chapter from Nakba: Palestine, 1948, and the Claims of Memory.



• Here's the New Yorker Radio Hour interview with Rashid Khalidi, author of The Hundred Years' War on Palestine. Khalidi also semi-recently did a much more substantive, equally accessible interview with Adam Conover.



• H.R.9495 didn't pass, but we should expect to see more bills like it once the second Trump Administration begins in earnest.



• For the moment, Farha does seem to be back ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2025/01/before_the_nakbah_cropped.png?fit=1952%2C1174&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Nightmare Will Never End! Hell Yeag! with Lilith Walther</title>
	<link>https://etao.blog/2024/04/16/podcast-181/</link>
	<pubDate>Tue, 16 Apr 2024 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">687f3346-e1f8-5d96-b759-f7091ad1f273</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Lilith Walther aetherboosts her way on over to talk about <em>Nightmare Kart</em>, its previously life as <em>Bloodborne KART</em>, its demake predecessor <em>Bloodborne PSX</em>, and the relationship between retro aesthetics, open development practices, and a general attitude of... YOLO?</p>



<p class="wp-block-paragraph"><strong><em>Nightmare Kart</em> will be out for free on May 31.</strong>
You can see <a href="https://b0tster.itch.io/">more of Lilith's work, including <em>Bloodborne PSX</em>, on Itch.io</a>.
You can also <a href="https://twitter.com/b0tster">follow Lilith</a> (<a href="https://www.youtube.com/watch?v=HE6N3EAkp8w">or rather, Bunlith</a>?) <a href="https://twitter.com/b0tster">on Twitter</a>, and see her stream <a href="https://twitch.tv/b0tster">on Twitch</a>.
She's also got <a href="https://www.patreon.com/lwmedia">a Patreon</a>, <a href="https://ko-fi.com/lwmedia0554">a Ko-Fi</a>, and <a href="https://discord.com/invite/lwmedia">a Discord</a>.
———
• Here's <a href="https://www.youtube.com/watch?v=OZBNbU1TedI">the <em>Noclip</em> documentary about <em>Bloodborne PSX</em></a>. We'd also point highly recommend <a href="https://gaymingmag.com/2022/03/bloodborne-psx-creator-explains-why-the-original-is-so-transgender/">this <em>Gayming</em> interview</a>, which is the source of that quip about intellectual property law being eldritch—"Capitalism is terrifying. That's our cosmic horror"—and also the occasion for Lilith saying that the original <em>Bloodborne</em></p>




<p class="wp-block-paragraph">kind of talks shit about the people in power, and the protagonist is an outsider, and all your friends are disabled people and sex workers and other outsiders. Then a lot of the enemies are the upper-class people responsible for the plague who trapped all the lower-class people into central Yarnham and closed the gates — who then die horrible deaths anyway from their own creations. It?s a direct response to a lot of the problems with gothic horror as a genre. It's incredible, and it's probably why it's so transgender.</p>




<p class="wp-block-paragraph">• Melos Han-Tani and Marina Kittaka from Analgesic have been on the show twice, <a href="http://etao.blog/2019/08/20/podcast-63/">first to talk about <em>Anodyne 2</em></a> and <a href="http://etao.blog/2022/04/19/podcast-133/">then to talk about <em>Sephonie</em></a><em>.</em> Both interviews get into the topic of older design tropes worth recovering (and new ones worth jettisoning, or at least bemoaning).</p>



<p class="wp-block-paragraph">• The <em>Rock Paper Shotgun Electronic Wireless Show</em> recently did <a href="https://www.rockpapershotgun.com/the-electronic-wireless-show-podcast-s3-episode-13-all-work-and-no-play-lets-talk-about-free-games">an episode on free games</a>.</p>



<p class="wp-block-paragraph">• Drew was drawing on <a href="https://davidgraeber.org/books/debt-the-first-5000-years/">David Graeber's <em>Debt: The First 5,000 Years</em></a>, though he did misquote it. Graeber's phrase is not "basic communism" but "baseline communism," which he defines as</p>




<p class="wp-block-paragraph">the understanding that, unless people consider themselves enemies, if the need is considered great enough, or the cost considered reasonable enough, the principle of "from each according to their abilities, to each according to their needs" will be assumed to apply.</p>




<p class="wp-block-paragraph">He goes on to say that, "in fact, <em>communism is the foundation of all human sociability</em>" (emphasis his). This is obviously true on the level of giving someone directions if you know the way, or (as Drew says in the episode) handing someone a tool they've asked for. Just as obviously, we sometimes operate on other principles, such as hierarchy, exchange, or (as Lilith says in the episode) reciprocity. As Graeber says:</p>




<p class="wp-block-paragraph">All of us act like communists a good deal of the time. None of us act like a communist consistently. "Communist society"?in the sense of a society organized exclusively on that single principle?could never exist. But all social systems, even economic systems like capitalism, have always been built on top of a bedrock of actually-existing communism.</p>




<p class="wp-block-paragraph">• Ah, and anyway, <a href="https://store.steampowered.com/app/2870750/Add_Astra/">here's <em>Add Astra</em></a><em>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Pthumerian Cup" from the <em>Bloodborne KART </em>April Fool's joke, <a href="https://thenobledemon.bandcamp.com/album/bloodborne-psx">the <em>Bloodborne PSX</em> OST</a> and <a href="https://thenobledemon.bandcamp.com/album/bbkart-soundtrack">the <em>BBKART Soundtrack</em></a>, by <a href="https://twitter.com/TheNobleDemon">The Noble Demon</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Lilith Walther aetherboosts her way on over to talk about Nightmare Kart, its previously life as Bloodborne KART, its demake predecessor Bloodborne PSX, and the relationship between retro aesthetics, open development practices, and a general attitude of.]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Nightmare Will Never End! Hell Yeag! with Lilith Walther]]></itunes:title>
	<itunes:episode>181</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Lilith Walther aetherboosts her way on over to talk about <em>Nightmare Kart</em>, its previously life as <em>Bloodborne KART</em>, its demake predecessor <em>Bloodborne PSX</em>, and the relationship between retro aesthetics, open development practices, and a general attitude of... YOLO?</p>



<p class="wp-block-paragraph"><strong><em>Nightmare Kart</em> will be out for free on May 31.</strong>
You can see <a href="https://b0tster.itch.io/">more of Lilith's work, including <em>Bloodborne PSX</em>, on Itch.io</a>.
You can also <a href="https://twitter.com/b0tster">follow Lilith</a> (<a href="https://www.youtube.com/watch?v=HE6N3EAkp8w">or rather, Bunlith</a>?) <a href="https://twitter.com/b0tster">on Twitter</a>, and see her stream <a href="https://twitch.tv/b0tster">on Twitch</a>.
She's also got <a href="https://www.patreon.com/lwmedia">a Patreon</a>, <a href="https://ko-fi.com/lwmedia0554">a Ko-Fi</a>, and <a href="https://discord.com/invite/lwmedia">a Discord</a>.
———
• Here's <a href="https://www.youtube.com/watch?v=OZBNbU1TedI">the <em>Noclip</em> documentary about <em>Bloodborne PSX</em></a>. We'd also point highly recommend <a href="https://gaymingmag.com/2022/03/bloodborne-psx-creator-explains-why-the-original-is-so-transgender/">this <em>Gayming</em> interview</a>, which is the source of that quip about intellectual property law being eldritch—"Capitalism is terrifying. That's our cosmic horror"—and also the occasion for Lilith saying that the original <em>Bloodborne</em></p>




<p class="wp-block-paragraph">kind of talks shit about the people in power, and the protagonist is an outsider, and all your friends are disabled people and sex workers and other outsiders. Then a lot of the enemies are the upper-class people responsible for the plague who trapped all the lower-class people into central Yarnham and closed the gates — who then die horrible deaths anyway from their own creations. It?s a direct response to a lot of the problems with gothic horror as a genre. It's incredible, and it's probably why it's so transgender.</p>




<p class="wp-block-paragraph">• Melos Han-Tani and Marina Kittaka from Analgesic have been on the show twice, <a href="http://etao.blog/2019/08/20/podcast-63/">first to talk about <em>Anodyne 2</em></a> and <a href="http://etao.blog/2022/04/19/podcast-133/">then to talk about <em>Sephonie</em></a><em>.</em> Both interviews get into the topic of older design tropes worth recovering (and new ones worth jettisoning, or at least bemoaning).</p>



<p class="wp-block-paragraph">• The <em>Rock Paper Shotgun Electronic Wireless Show</em> recently did <a href="https://www.rockpapershotgun.com/the-electronic-wireless-show-podcast-s3-episode-13-all-work-and-no-play-lets-talk-about-free-games">an episode on free games</a>.</p>



<p class="wp-block-paragraph">• Drew was drawing on <a href="https://davidgraeber.org/books/debt-the-first-5000-years/">David Graeber's <em>Debt: The First 5,000 Years</em></a>, though he did misquote it. Graeber's phrase is not "basic communism" but "baseline communism," which he defines as</p>




<p class="wp-block-paragraph">the understanding that, unless people consider themselves enemies, if the need is considered great enough, or the cost considered reasonable enough, the principle of "from each according to their abilities, to each according to their needs" will be assumed to apply.</p>




<p class="wp-block-paragraph">He goes on to say that, "in fact, <em>communism is the foundation of all human sociability</em>" (emphasis his). This is obviously true on the level of giving someone directions if you know the way, or (as Drew says in the episode) handing someone a tool they've asked for. Just as obviously, we sometimes operate on other principles, such as hierarchy, exchange, or (as Lilith says in the episode) reciprocity. As Graeber says:</p>




<p class="wp-block-paragraph">All of us act like communists a good deal of the time. None of us act like a communist consistently. "Communist society"?in the sense of a society organized exclusively on that single principle?could never exist. But all social systems, even economic systems like capitalism, have always been built on top of a bedrock of actually-existing communism.</p>




<p class="wp-block-paragraph">• Ah, and anyway, <a href="https://store.steampowered.com/app/2870750/Add_Astra/">here's <em>Add Astra</em></a><em>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Pthumerian Cup" from the <em>Bloodborne KART </em>April Fool's joke, <a href="https://thenobledemon.bandcamp.com/album/bloodborne-psx">the <em>Bloodborne PSX</em> OST</a> and <a href="https://thenobledemon.bandcamp.com/album/bbkart-soundtrack">the <em>BBKART Soundtrack</em></a>, by <a href="https://twitter.com/TheNobleDemon">The Noble Demon</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2024/04/etao-podcast-181-lilith-walther.mp3" length="126243240" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Lilith Walther aetherboosts her way on over to talk about Nightmare Kart, its previously life as Bloodborne KART, its demake predecessor Bloodborne PSX, and the relationship between retro aesthetics, open development practices, and a general attitude of... YOLO?



Nightmare Kart will be out for free on May 31.
You can see more of Lilith's work, including Bloodborne PSX, on Itch.io.
You can also follow Lilith (or rather, Bunlith?) on Twitter, and see her stream on Twitch.
She's also got a Patreon, a Ko-Fi, and a Discord.
———
• Here's the Noclip documentary about Bloodborne PSX. We'd also point highly recommend this Gayming interview, which is the source of that quip about intellectual property law being eldritch—"Capitalism is terrifying. That's our cosmic horror"—and also the occasion for Lilith saying that the original Bloodborne




kind of talks shit about the people in power, and the protagonist is an outsider, and all your friends are disabled people and sex workers and other outsiders. Then a lot of the enemies are the upper-class people responsible for the plague who trapped all the lower-class people into central Yarnham and closed the gates — who then die horrible deaths anyway from their own creations. It?s a direct response to a lot of the problems with gothic horror as a genre. It's incredible, and it's probably why it's so transgender.




• Melos Han-Tani and Marina Kittaka from Analgesic have been on the show twice, first to talk about Anodyne 2 and then to talk about Sephonie. Both interviews get into the topic of older design tropes worth recovering (and new ones worth jettisoning, or at least bemoaning).



• The Rock Paper Shotgun Electronic Wireless Show recently did an episode on free games.



• Drew was drawing on David Graeber's Debt: The First 5,000 Years, though he did misquote it. Graeber's phrase is not "basic communism" but "baseline communism," which he defines as




the understanding that, unless people consider themselves enemies, if the need is considered great enough, or the cost considered reasonable enough, the principle of "from each according to their abilities, to each according to their needs" will be assumed to apply.




He goes on to say that, "in fact, communism is the foundation of all human sociability" (emphasis his). This is obviously true on the level of giving someone directions if you know the way, or (as Drew says in the episode) handing someone a tool they've asked for. Just as obviously, we sometimes operate on other principles, such as hierarchy, exchange, or (as Lilith says in the episode) reciprocity. As Graeber says:




All of us act like communists a good deal of the time. None of us act like a communist consistently. "Communist society"?in the sense of a society organized exclusively on that single principle?could never exist. But all social systems, even economic systems like capitalism, have always been built on top of a bedrock of actually-existing communism.




• Ah, and anyway, here's Add Astra.



———



"All The People Say (Season 5)" by Carpe Demon.
"Pthumerian Cup" from the Bloodborne KART April Fool's joke, the Bloodborne PSX OST and the BBKART Soundtrack, by The Noble Demon.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/04/gkmvoljxsaa7cqd.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2024/04/gkmvoljxsaa7cqd.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>This Nightmare Will Never End! Hell Yeag! with Lilith Walther</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:05:07</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Lilith Walther aetherboosts her way on over to talk about Nightmare Kart, its previously life as Bloodborne KART, its demake predecessor Bloodborne PSX, and the relationship between retro aesthetics, open development practices, and a general attitude of... YOLO?



Nightmare Kart will be out for free on May 31.
You can see more of Lilith's work, including Bloodborne PSX, on Itch.io.
You can also follow Lilith (or rather, Bunlith?) on Twitter, and see her stream on Twitch.
She's also got a Patreon, a Ko-Fi, and a Discord.
———
• Here's the Noclip documentary about Bloodborne PSX. We'd also point highly recommend this Gayming interview, which is the source of that quip about intellectual property law being eldritch—"Capitalism is terrifying. That's our cosmic horror"—and also the occasion for Lilith saying that the original Bloodborne




kind of talks shit about the people in power, and the protagonist is an outsider, and all your friends are disabled people and sex workers and other ou]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/04/gkmvoljxsaa7cqd.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Dragon&#8217;s Dogma II, Chaos, and Dogs</title>
	<link>https://etao.blog/2024/04/02/podcast-180/</link>
	<pubDate>Tue, 02 Apr 2024 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ff3a5db6-5e79-5023-b6f1-90d693091d61</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Dragon's Dogma II </em>is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which is good news, since most art, if not all art, comes to us compromised. But the details matter.</p>



<p class="wp-block-paragraph">So let's dig into the details, and along the way let's talk about monetization, opera, high art, low art, and how <em>Dragon's Dogma II</em> is like a D&amp;D campaign where all of the other players are dogs.</p>



<p class="wp-block-paragraph"><strong>This episode contains discussions of death, dying, and mourning.</strong>
———</p>



<p class="wp-block-paragraph">• Dia Lacina has written <a href="https://www.pastemagazine.com/games/dragons-dogma-2/65-hours-with-dragons-dogma-2">a bit about <em>Dragon's Dogma II</em></a>, and <a href="https://www.giantbomb.com/articles/dia-lacinas-top-10-games-of-2018/1100-5801/">a bit about <em>Dark Arisen</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Podcasters helping podcasters, here's <a href="https://www.imaginaryworldspodcast.org/episodes/octavia-butler-revisited">a good summary of the weird relationship of dogs to Octavia Butler's work</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theverge.com/24111687/dragons-dogma-2-review-xbox-ps5-pc">Alexis Ong's piece about pawns</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">Dan Olson's video about <em>Fortnite</em></a>.</p>



<p class="wp-block-paragraph">• You can hear the Met's <a href="https://www.metopera.org/season/radio/saturday-matinee-broadcasts/">Saturday Matinee Broadcasts</a> on lots of still-extant terrestrial radio stations and their websites. My mom and I usually go with <a href="https://www.kusc.org/">KUSC.</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<em>Messa da Requiem</em> by Guiseppe Verdi, performed by the Metropolitan Opera Orchestra, conducted by Yannick N?zet-S?guin, featuring Leah Hawkins, Karen Cargill, Matthew Polenzani, and Dmitry Belosselskiy. Recorded September 27, 2023. Broadcast March 30, 2024.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dragons Dogma II is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Dragon's Dogma II, Chaos, and Dogs]]></itunes:title>
	<itunes:episode>180</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Dragon's Dogma II </em>is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which is good news, since most art, if not all art, comes to us compromised. But the details matter.</p>



<p class="wp-block-paragraph">So let's dig into the details, and along the way let's talk about monetization, opera, high art, low art, and how <em>Dragon's Dogma II</em> is like a D&amp;D campaign where all of the other players are dogs.</p>



<p class="wp-block-paragraph"><strong>This episode contains discussions of death, dying, and mourning.</strong>
———</p>



<p class="wp-block-paragraph">• Dia Lacina has written <a href="https://www.pastemagazine.com/games/dragons-dogma-2/65-hours-with-dragons-dogma-2">a bit about <em>Dragon's Dogma II</em></a>, and <a href="https://www.giantbomb.com/articles/dia-lacinas-top-10-games-of-2018/1100-5801/">a bit about <em>Dark Arisen</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Podcasters helping podcasters, here's <a href="https://www.imaginaryworldspodcast.org/episodes/octavia-butler-revisited">a good summary of the weird relationship of dogs to Octavia Butler's work</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theverge.com/24111687/dragons-dogma-2-review-xbox-ps5-pc">Alexis Ong's piece about pawns</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">Dan Olson's video about <em>Fortnite</em></a>.</p>



<p class="wp-block-paragraph">• You can hear the Met's <a href="https://www.metopera.org/season/radio/saturday-matinee-broadcasts/">Saturday Matinee Broadcasts</a> on lots of still-extant terrestrial radio stations and their websites. My mom and I usually go with <a href="https://www.kusc.org/">KUSC.</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<em>Messa da Requiem</em> by Guiseppe Verdi, performed by the Metropolitan Opera Orchestra, conducted by Yannick N?zet-S?guin, featuring Leah Hawkins, Karen Cargill, Matthew Polenzani, and Dmitry Belosselskiy. Recorded September 27, 2023. Broadcast March 30, 2024.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2024/03/etao-podcast-180-dragons-dogma-ii.mp3" length="58845974" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dragon's Dogma II is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which is good news, since most art, if not all art, comes to us compromised. But the details matter.



So let's dig into the details, and along the way let's talk about monetization, opera, high art, low art, and how Dragon's Dogma II is like a D&amp;D campaign where all of the other players are dogs.



This episode contains discussions of death, dying, and mourning.
———



• Dia Lacina has written a bit about Dragon's Dogma II, and a bit about Dark Arisen.



• Podcasters helping podcasters, here's a good summary of the weird relationship of dogs to Octavia Butler's work.



• Here's Alexis Ong's piece about pawns.



• And here's Dan Olson's video about Fortnite.



• You can hear the Met's Saturday Matinee Broadcasts on lots of still-extant terrestrial radio stations and their websites. My mom and I usually go with KUSC.



———



"All The People Say (Season 5)" by Carpe Demon.
Messa da Requiem by Guiseppe Verdi, performed by the Metropolitan Opera Orchestra, conducted by Yannick N?zet-S?guin, featuring Leah Hawkins, Karen Cargill, Matthew Polenzani, and Dmitry Belosselskiy. Recorded September 27, 2023. Broadcast March 30, 2024.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/13_gl_dd2_custom_gif_02.gif?fit=616%2C300&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/13_gl_dd2_custom_gif_02.gif?fit=616%2C300&#038;ssl=1</url>
		<title>Dragon&#8217;s Dogma II, Chaos, and Dogs</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>41:47</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Dragon's Dogma II is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which is good news, since most art, if not all art, comes to us compromised. But the details matter.



So let's dig into the details, and along the way let's talk about monetization, opera, high art, low art, and how Dragon's Dogma II is like a D&amp;D campaign where all of the other players are dogs.



This episode contains discussions of death, dying, and mourning.
———



• Dia Lacina has written a bit about Dragon's Dogma II, and a bit about Dark Arisen.



• Podcasters helping podcasters, here's a good summary of the weird relationship of dogs to Octavia Butler's work.



• Here's Alexis Ong's piece about pawns.



• And here's Dan Olson's video about Fortnite.



• You can hear the Met's Saturday Matinee Broadcasts on lots of still-]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/13_gl_dd2_custom_gif_02.gif?fit=616%2C300&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Helldivers II and Making Art about Fascism without Making Fascist Art</title>
	<link>https://etao.blog/2024/03/19/podcast-179/</link>
	<pubDate>Tue, 19 Mar 2024 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c46521b2-705a-500f-bade-0c5aa04caf61</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Helldivers II </em>is a wildly popular co-op shooter. It's also extremely funny. It's also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are... sort of fascist?</p>



<p class="wp-block-paragraph">The music makes you feel like a hero as you do your space violence on behalf of Super Earth, and let's be honest, the capes are rather dashing. Here's a game that wants to have its cake and eat it too, and we're inclined to say it pulls it off. So let's dig into how it's doing what it's doing, and the slipperiness of making art about fascism that isn't useful to fascists.

———</p>



<p class="wp-block-paragraph">• The clip about Super Earth is from <a href="https://www.youtube.com/watch?v=WsYK0Y6mjFE">this <em>Helldivers II ad</em></a>. The in-game propaganda and advertising are fairly consistent in tone, and so far, in terms of world-building as well.</p>



<p class="wp-block-paragraph">• If you'd like to keep entirely Joel mysterious in your mind, then we can respect that—but if you'd like to know more (to coin a phrase), then <a href="https://aftermath.site/blaseball-helldivers-2-joel"><em>Aftermath</em> has you covered</a> (kind of).</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/09/02/moon/">Here's my piece on <em>moon</em></a>, and one where I talked more about <a href="http://etao.blog/2022/06/10/themes-and-politics/">"Tomorrow Belongs to Me" in contrast to "Springtime for Hitler."</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.nybooks.com/articles/1995/06/22/ur-fascism/">Umberto Eco's essay on "Ur-Fascism"</a> and <a href="https://urbanfriendden.medium.com/attack-on-titan-horror-aesthetics-and-authoritarianism-e98f7325a893">Ruben Ferdinand and Elliot Trinidad's essay on <em>Attack on Titan</em></a> (a classic pairing).</p>



<p class="wp-block-paragraph">• We use bits of <a href="https://www.youtube.com/watch?v=62cPPSyoQkE">Lindsay Ellis' video on Mel Brooks</a>, <a href="https://www.youtube.com/watch?v=Wq21XsNLosk&amp;pp=ygUdZmQgc2lnbmlmaWVyIGF0dGFjayBvbiB0aXRhbiA%3D">F.D Signifier's video about Hajime Isayama's <em>New York Times</em> interview</a>, and <a href="https://www.youtube.com/watch?v=tYk0BS84ItY">Mark Brown's recent video on <em>Spec Ops: The Line</em></a>.</p>



<p class="wp-block-paragraph">• We don't think there's anywhere to (legally) hear the full <em>Starship Troopers </em>commentary other than the physical releases of the film, unfortunately.</p>



<p class="wp-block-paragraph">• The Freud quote is from <em><a href="https://www.sas.upenn.edu/~cavitch/pdf-library/Freud_SE_Ego_Id_complete.pdf">The Ego and the Id</a></em>, and the Truffaut quote is from <a href="https://www.newspapers.com/image/383916498/?clipping_id=25124667&amp;fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjM4MzkxNjQ5OCwiaWF0IjoxNzEwMjc5MzI2LCJleHAiOjE3MTAzNjU3MjZ9.G96Q4ARaDWM8k1FBuFz5OE2KoQnkp_xlyrfFfuivbQQ">this interview</a>.</p>



<p class="wp-block-paragraph">• The intrusive thought at the end is from <a href="https://www.youtube.com/watch?v=MvJC37WWCFM">this clip</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Guren no Yumiya" by Linked Horizon, from the first season of <em>Attack on Titan.</em>
"My Heart Leaps Up" from <em>Mack and Mabel</em> by Jerry Herman.
The extraction and victory music from <em>Helldivers II.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Helldivers II is a wildly popular co-op shooter. Its also extremely funny. Its also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are...]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Helldivers II and Making Art about Fascism without Making Fascist Art]]></itunes:title>
	<itunes:episode>179</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Helldivers II </em>is a wildly popular co-op shooter. It's also extremely funny. It's also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are... sort of fascist?</p>



<p class="wp-block-paragraph">The music makes you feel like a hero as you do your space violence on behalf of Super Earth, and let's be honest, the capes are rather dashing. Here's a game that wants to have its cake and eat it too, and we're inclined to say it pulls it off. So let's dig into how it's doing what it's doing, and the slipperiness of making art about fascism that isn't useful to fascists.

———</p>



<p class="wp-block-paragraph">• The clip about Super Earth is from <a href="https://www.youtube.com/watch?v=WsYK0Y6mjFE">this <em>Helldivers II ad</em></a>. The in-game propaganda and advertising are fairly consistent in tone, and so far, in terms of world-building as well.</p>



<p class="wp-block-paragraph">• If you'd like to keep entirely Joel mysterious in your mind, then we can respect that—but if you'd like to know more (to coin a phrase), then <a href="https://aftermath.site/blaseball-helldivers-2-joel"><em>Aftermath</em> has you covered</a> (kind of).</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/09/02/moon/">Here's my piece on <em>moon</em></a>, and one where I talked more about <a href="http://etao.blog/2022/06/10/themes-and-politics/">"Tomorrow Belongs to Me" in contrast to "Springtime for Hitler."</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.nybooks.com/articles/1995/06/22/ur-fascism/">Umberto Eco's essay on "Ur-Fascism"</a> and <a href="https://urbanfriendden.medium.com/attack-on-titan-horror-aesthetics-and-authoritarianism-e98f7325a893">Ruben Ferdinand and Elliot Trinidad's essay on <em>Attack on Titan</em></a> (a classic pairing).</p>



<p class="wp-block-paragraph">• We use bits of <a href="https://www.youtube.com/watch?v=62cPPSyoQkE">Lindsay Ellis' video on Mel Brooks</a>, <a href="https://www.youtube.com/watch?v=Wq21XsNLosk&amp;pp=ygUdZmQgc2lnbmlmaWVyIGF0dGFjayBvbiB0aXRhbiA%3D">F.D Signifier's video about Hajime Isayama's <em>New York Times</em> interview</a>, and <a href="https://www.youtube.com/watch?v=tYk0BS84ItY">Mark Brown's recent video on <em>Spec Ops: The Line</em></a>.</p>



<p class="wp-block-paragraph">• We don't think there's anywhere to (legally) hear the full <em>Starship Troopers </em>commentary other than the physical releases of the film, unfortunately.</p>



<p class="wp-block-paragraph">• The Freud quote is from <em><a href="https://www.sas.upenn.edu/~cavitch/pdf-library/Freud_SE_Ego_Id_complete.pdf">The Ego and the Id</a></em>, and the Truffaut quote is from <a href="https://www.newspapers.com/image/383916498/?clipping_id=25124667&amp;fcfToken=eyJhbGciOiJIUzI1NiIsInR5cCI6IkpXVCJ9.eyJmcmVlLXZpZXctaWQiOjM4MzkxNjQ5OCwiaWF0IjoxNzEwMjc5MzI2LCJleHAiOjE3MTAzNjU3MjZ9.G96Q4ARaDWM8k1FBuFz5OE2KoQnkp_xlyrfFfuivbQQ">this interview</a>.</p>



<p class="wp-block-paragraph">• The intrusive thought at the end is from <a href="https://www.youtube.com/watch?v=MvJC37WWCFM">this clip</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Guren no Yumiya" by Linked Horizon, from the first season of <em>Attack on Titan.</em>
"My Heart Leaps Up" from <em>Mack and Mabel</em> by Jerry Herman.
The extraction and victory music from <em>Helldivers II.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2024/03/etao-podcast-179-helldivers-ii.mp3" length="55942186" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Helldivers II is a wildly popular co-op shooter. It's also extremely funny. It's also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are... sort of fascist?



The music makes you feel like a hero as you do your space violence on behalf of Super Earth, and let's be honest, the capes are rather dashing. Here's a game that wants to have its cake and eat it too, and we're inclined to say it pulls it off. So let's dig into how it's doing what it's doing, and the slipperiness of making art about fascism that isn't useful to fascists.

———



• The clip about Super Earth is from this Helldivers II ad. The in-game propaganda and advertising are fairly consistent in tone, and so far, in terms of world-building as well.



• If you'd like to keep entirely Joel mysterious in your mind, then we can respect that—but if you'd like to know more (to coin a phrase), then Aftermath has you covered (kind of).



• Here's my piece on moon, and one where I talked more about "Tomorrow Belongs to Me" in contrast to "Springtime for Hitler."



• Here's Umberto Eco's essay on "Ur-Fascism" and Ruben Ferdinand and Elliot Trinidad's essay on Attack on Titan (a classic pairing).



• We use bits of Lindsay Ellis' video on Mel Brooks, F.D Signifier's video about Hajime Isayama's New York Times interview, and Mark Brown's recent video on Spec Ops: The Line.



• We don't think there's anywhere to (legally) hear the full Starship Troopers commentary other than the physical releases of the film, unfortunately.



• The Freud quote is from The Ego and the Id, and the Truffaut quote is from this interview.



• The intrusive thought at the end is from this clip.



———



"All The People Say (Season 5)" by Carpe Demon.
"Guren no Yumiya" by Linked Horizon, from the first season of Attack on Titan.
"My Heart Leaps Up" from Mack and Mabel by Jerry Herman.
The extraction and victory music from Helldivers II.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/squadrunningsteam.gif?fit=600%2C172&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/squadrunningsteam.gif?fit=600%2C172&#038;ssl=1</url>
		<title>Helldivers II and Making Art about Fascism without Making Fascist Art</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>42:10</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Helldivers II is a wildly popular co-op shooter. It's also extremely funny. It's also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are... sort of fascist?



The music makes you feel like a hero as you do your space violence on behalf of Super Earth, and let's be honest, the capes are rather dashing. Here's a game that wants to have its cake and eat it too, and we're inclined to say it pulls it off. So let's dig into how it's doing what it's doing, and the slipperiness of making art about fascism that isn't useful to fascists.

———



• The clip about Super Earth is from this Helldivers II ad. The in-game propaganda and advertising are fairly consistent in tone, and so far, in terms of world-building as well.



• If you'd like to keep entirely Joel mysterious in your mind, then we can respect that—but if you'd like to know more (to coin a phrase), then Aftermath has ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/03/squadrunningsteam.gif?fit=600%2C172&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Palworld: A Ludic Reading and a Luddite Reading</title>
	<link>https://etao.blog/2024/03/05/podcast-178/</link>
	<pubDate>Tue, 05 Mar 2024 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">750e1e0d-9848-53b9-9d40-862f7de0f196</guid>
	<description><![CDATA[<p class="wp-block-paragraph">While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so far, seem to have a sort of serial monogamy to it, with the Sauron's Eye of game-liker attention focusing intensely on one thing before moving on to the next, abruptly and fickly, with equally frightening fervor.</p>



<p class="wp-block-paragraph">So at the risk of being eternally behind the viral content curve (as though we've ever feared that around here), we're going to take a little time to think through the breakout successes of this year, starting with <em>Palworld.</em> We'll also be talking about <em>Last Epoch</em> and <em>Helldivers</em> <em>II</em> (which got so popular that they ceased to function) in future installments.

———</p>



<p class="wp-block-paragraph">• I mention <a href="https://www.experiencepoints.net/2024/01/exp-podcast-728-its-pal-pal-pal-palworld.html">the episode of <em>Experience Points</em> about <em>Palworld</em></a>, in the context of positing a possible public domain Pikachu.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=cSPkBM-1yHM">Jack Saint's video</a> brought the fan design issue to my attention, and also got me thinking about which pal designs work better than which other ones. (Those would be the more original, less chimeric pals).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=yDp3cB5fHXQ&amp;t=1s&amp;pp=ygUKaGJvbWJlcmd1eQ%3D%3D">that much-discussed Hbomberguy video about YouTube plagiarism</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://committees.parliament.uk/writtenevidence/126981/pdf/">OpenAI telling the UK's Parliament that they would have no business model if they had to respect anyone else's intellectual property rights</a>.</p>



<p class="wp-block-paragraph">• Astra Taylor pointed out that full automation is still an aspiration and a threat, a pipe dream and a nightmare, rather than a reality, <a href="https://logicmag.io/failure/the-automation-charade/">when she coined the terms "fauxtomation."</a> I learned about this concept from Brian Merchant's thoroughly excellent Neo-Luddite book about the original Luddites, and about what we can learn from them, <em><a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">Blood in the Machine</a></em>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Pal of My Lonesome Hours" by Abe Lyman and Walter Hirsch, <a href="https://archive.org/details/AbeLymanCollection1925-1934">performed by Abe Lyman and His California Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Palworld: A Ludic Reading and a Luddite Reading]]></itunes:title>
	<itunes:episode>178</itunes:episode>
	<itunes:season>6</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so far, seem to have a sort of serial monogamy to it, with the Sauron's Eye of game-liker attention focusing intensely on one thing before moving on to the next, abruptly and fickly, with equally frightening fervor.</p>



<p class="wp-block-paragraph">So at the risk of being eternally behind the viral content curve (as though we've ever feared that around here), we're going to take a little time to think through the breakout successes of this year, starting with <em>Palworld.</em> We'll also be talking about <em>Last Epoch</em> and <em>Helldivers</em> <em>II</em> (which got so popular that they ceased to function) in future installments.

———</p>



<p class="wp-block-paragraph">• I mention <a href="https://www.experiencepoints.net/2024/01/exp-podcast-728-its-pal-pal-pal-palworld.html">the episode of <em>Experience Points</em> about <em>Palworld</em></a>, in the context of positing a possible public domain Pikachu.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=cSPkBM-1yHM">Jack Saint's video</a> brought the fan design issue to my attention, and also got me thinking about which pal designs work better than which other ones. (Those would be the more original, less chimeric pals).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=yDp3cB5fHXQ&amp;t=1s&amp;pp=ygUKaGJvbWJlcmd1eQ%3D%3D">that much-discussed Hbomberguy video about YouTube plagiarism</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://committees.parliament.uk/writtenevidence/126981/pdf/">OpenAI telling the UK's Parliament that they would have no business model if they had to respect anyone else's intellectual property rights</a>.</p>



<p class="wp-block-paragraph">• Astra Taylor pointed out that full automation is still an aspiration and a threat, a pipe dream and a nightmare, rather than a reality, <a href="https://logicmag.io/failure/the-automation-charade/">when she coined the terms "fauxtomation."</a> I learned about this concept from Brian Merchant's thoroughly excellent Neo-Luddite book about the original Luddites, and about what we can learn from them, <em><a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">Blood in the Machine</a></em>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Pal of My Lonesome Hours" by Abe Lyman and Walter Hirsch, <a href="https://archive.org/details/AbeLymanCollection1925-1934">performed by Abe Lyman and His California Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2024/03/etao-podcast-168-palword.mp3" length="32334286" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so far, seem to have a sort of serial monogamy to it, with the Sauron's Eye of game-liker attention focusing intensely on one thing before moving on to the next, abruptly and fickly, with equally frightening fervor.



So at the risk of being eternally behind the viral content curve (as though we've ever feared that around here), we're going to take a little time to think through the breakout successes of this year, starting with Palworld. We'll also be talking about Last Epoch and Helldivers II (which got so popular that they ceased to function) in future installments.

———



• I mention the episode of Experience Points about Palworld, in the context of positing a possible public domain Pikachu.



• Jack Saint's video brought the fan design issue to my attention, and also got me thinking about which pal designs work better than which other ones. (Those would be the more original, less chimeric pals).



• Here's that much-discussed Hbomberguy video about YouTube plagiarism.



• And here's OpenAI telling the UK's Parliament that they would have no business model if they had to respect anyone else's intellectual property rights.



• Astra Taylor pointed out that full automation is still an aspiration and a threat, a pipe dream and a nightmare, rather than a reality, when she coined the terms "fauxtomation." I learned about this concept from Brian Merchant's thoroughly excellent Neo-Luddite book about the original Luddites, and about what we can learn from them, Blood in the Machine.



———



"All The People Say (Season 5)" by Carpe Demon.
"Pal of My Lonesome Hours" by Abe Lyman and Walter Hirsch, performed by Abe Lyman and His California Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/02/gif08_breeding.gif?fit=616%2C252&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2024/02/gif08_breeding.gif?fit=616%2C252&#038;ssl=1</url>
		<title>Palworld: A Ludic Reading and a Luddite Reading</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>26:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so far, seem to have a sort of serial monogamy to it, with the Sauron's Eye of game-liker attention focusing intensely on one thing before moving on to the next, abruptly and fickly, with equally frightening fervor.



So at the risk of being eternally behind the viral content curve (as though we've ever feared that around here), we're going to take a little time to think through the breakout successes of this year, starting with Palworld. We'll also be talking about Last Epoch and Helldivers II (which got so popular that they ceased to function) in future installments.

———



• I mention the episode of Experience Points about Palworld, in the context of positing a possible public domain Pikachu.



• Jack Saint's video brought the fan ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2024/02/gif08_breeding.gif?fit=616%2C252&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Some of What We Played in 2023</title>
	<link>https://etao.blog/2023/12/26/podcast-177/</link>
	<pubDate>Tue, 26 Dec 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">bf82307d-f046-52fc-9cba-8963ccab120c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Lucio and Drew talk about some of the games they've enjoyed gaming at this year, from <em>KarmaZoo,</em> <em>Pizza Tower</em>, <em>Wobbly Life</em>, and <em>The Murder of Sonic the Hedgehog,</em> to <em>Remnant II</em>, <em>Spider-Man 2</em>, <em>Street Fighter 6, Jedi: Survivor</em>, <em>Wo Long</em>, and <em>Tears of the Kingdom</em>.</p>



<p class="wp-block-paragraph"><strong>Speaking of, spoilers for <em>Remnant II</em> from 40:53 to 44:21.</strong>
———</p>



<p class="wp-block-paragraph">• We've talked before abou<a href="http://etao.blog/2019/04/02/podcast-53/">t playing games, including but not limited to <em>Destiny 2</em>, wrong</a>.</p>



<p class="wp-block-paragraph">• <em>Guilty Gear -STRIVE- </em>does not, at time, of publishing, have a simplified input option for supers.</p>



<p class="wp-block-paragraph">• Here once again <a href="https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types#:~:text=The%20taxonomy%20is%20based%20on,interacting%20with%20other%20players%20vs.">the Bartle taxonomy of player types</a>.</p>



<p class="wp-block-paragraph">• The curling documentary in question is <a href="https://www.imdb.com/title/tt9861508/">"Stone Cold,"</a> which is the fourth episode of the Netflix series <em>Losers.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"If It Wasn't For You" by Buddy Rose, Gene Rose, Harold C. Berg, and Herb Wiedoeft, <a href="https://archive.org/details/78_if-it-wasnt-for-you_crystal-orchestra-berg-fields-wiedoeft-rose_gbia0277504b">performed by the Crystal Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Lucio and Drew talk about some of the games theyve enjoyed gaming at this year, from KarmaZoo, Pizza Tower, Wobbly Life, and The Murder of Sonic the Hedgehog, to Remnant II, Spider-Man 2, Street Fighter 6, Jedi: Survivor, Wo Long, and Tears of the Kingdo]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Some of What We Played in 2023]]></itunes:title>
	<itunes:episode>177</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Lucio and Drew talk about some of the games they've enjoyed gaming at this year, from <em>KarmaZoo,</em> <em>Pizza Tower</em>, <em>Wobbly Life</em>, and <em>The Murder of Sonic the Hedgehog,</em> to <em>Remnant II</em>, <em>Spider-Man 2</em>, <em>Street Fighter 6, Jedi: Survivor</em>, <em>Wo Long</em>, and <em>Tears of the Kingdom</em>.</p>



<p class="wp-block-paragraph"><strong>Speaking of, spoilers for <em>Remnant II</em> from 40:53 to 44:21.</strong>
———</p>



<p class="wp-block-paragraph">• We've talked before abou<a href="http://etao.blog/2019/04/02/podcast-53/">t playing games, including but not limited to <em>Destiny 2</em>, wrong</a>.</p>



<p class="wp-block-paragraph">• <em>Guilty Gear -STRIVE- </em>does not, at time, of publishing, have a simplified input option for supers.</p>



<p class="wp-block-paragraph">• Here once again <a href="https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types#:~:text=The%20taxonomy%20is%20based%20on,interacting%20with%20other%20players%20vs.">the Bartle taxonomy of player types</a>.</p>



<p class="wp-block-paragraph">• The curling documentary in question is <a href="https://www.imdb.com/title/tt9861508/">"Stone Cold,"</a> which is the fourth episode of the Netflix series <em>Losers.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"If It Wasn't For You" by Buddy Rose, Gene Rose, Harold C. Berg, and Herb Wiedoeft, <a href="https://archive.org/details/78_if-it-wasnt-for-you_crystal-orchestra-berg-fields-wiedoeft-rose_gbia0277504b">performed by the Crystal Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/12/etao-podcast-177-2023.mp3" length="123574222" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Lucio and Drew talk about some of the games they've enjoyed gaming at this year, from KarmaZoo, Pizza Tower, Wobbly Life, and The Murder of Sonic the Hedgehog, to Remnant II, Spider-Man 2, Street Fighter 6, Jedi: Survivor, Wo Long, and Tears of the Kingdom.



Speaking of, spoilers for Remnant II from 40:53 to 44:21.
———



• We've talked before about playing games, including but not limited to Destiny 2, wrong.



• Guilty Gear -STRIVE- does not, at time, of publishing, have a simplified input option for supers.



• Here once again the Bartle taxonomy of player types.



• The curling documentary in question is "Stone Cold," which is the fourth episode of the Netflix series Losers.



———



"All The People Say (Season 5)" by Carpe Demon.
"If It Wasn't For You" by Buddy Rose, Gene Rose, Harold C. Berg, and Herb Wiedoeft, performed by the Crystal Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/gcktcscboaaw8id.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/gcktcscboaaw8id.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>Some of What We Played in 2023</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:14</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Lucio and Drew talk about some of the games they've enjoyed gaming at this year, from KarmaZoo, Pizza Tower, Wobbly Life, and The Murder of Sonic the Hedgehog, to Remnant II, Spider-Man 2, Street Fighter 6, Jedi: Survivor, Wo Long, and Tears of the Kingdom.



Speaking of, spoilers for Remnant II from 40:53 to 44:21.
———



• We've talked before about playing games, including but not limited to Destiny 2, wrong.



• Guilty Gear -STRIVE- does not, at time, of publishing, have a simplified input option for supers.



• Here once again the Bartle taxonomy of player types.



• The curling documentary in question is "Stone Cold," which is the fourth episode of the Netflix series Losers.



———



"All The People Say (Season 5)" by Carpe Demon.
"If It Wasn't For You" by Buddy Rose, Gene Rose, Harold C. Berg, and Herb Wiedoeft, performed by the Crystal Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/gcktcscboaaw8id.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>You Should Be Free, with Glen Henry and Chase Bethea</title>
	<link>https://etao.blog/2023/12/12/podcast-176/</link>
	<pubDate>Tue, 12 Dec 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">f0800381-b14a-5dc0-af4b-d3508aa167a5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Glen Henry and Chase Bethea drop achor awhile and talk about <em>Sunken Stones</em>, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than <em>Pirates of the Caribbean </em>would have you believe. Also, inevitably, <em>One Piece</em>.</p>



<p class="wp-block-paragraph"><strong>You can <a href="https://spritewrench.itch.io/sunken-stones-demo">play the <em>Sunken Stones </em>demo on Itch.io</a>, and <a href="https://store.steampowered.com/app/2601810/Sunken_Stones/">wishlist the full game on Steam</a>.</strong>
You can find Chase's work on <a href="https://chasebethea.com/">his own website,</a> as well as on <a href="https://open.spotify.com/artist/4mU9ci0mlYOPZIHHdRqs2g?autoplay=true">Spotify</a> and <a href="https://chasebethea.bandcamp.com/music">Bandcamp</a>.
And you can find Glen's work on <a href="https://spritewrench.com/">the Spritewrench website</a>.
———
• Here's <a href="http://etao.blog/2022/03/22/podcast-131/">Glen's previous appearance on the show</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2023/05/16/podcast-161/">our conversation with Tanya X. Short</a>, wherein we talked a bit about<em> <a href="https://www.youtube.com/watch?v=narjui3em1k"><em>Five Strategies for Collaborating with a Machine</em></a></em> and <em><a href="https://dl.acm.org/doi/10.1145/3442188.3445922">On the Dangers of Stochastic Parrots</a></em>.</p>



<p class="wp-block-paragraph">• For more about why Drew will take every opportunity to defend and ere's <em><a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">Blood in the Machine</a></em> and <a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">a great recent interview about it</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=w9hLuIts6mU&amp;pp=ygUMY2hhc2UgYmV0aGVh">Chase talking a bit about his process</a>, including the more technical side thereof.</p>



<p class="wp-block-paragraph">• LucasArts made some intensely impressive music tech for the <em>Monkey Island </em>series specifically, including <a href="https://monkeyisland.fandom.com/wiki/IMUSE">iMuse</a>.</p>



<p class="wp-block-paragraph">• In <em><a href="https://us.macmillan.com/books/9780374610203/pirateenlightenmentorthereallibertalia">Pirate Enlightenment</a>, </em>David Graeber gives us this useful assessment of the centrality of freedom for the actual, historical pirates of the Golden Age:</p>




<p class="wp-block-paragraph">Perhaps the best that could be said of them is that their brutality was in no way unusual by the standards of the their time, but their democratic practices were almost completely unprecedented.</p>




<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Luck Don't Live Out Here" and "Pugnacity in Port Royal" from the <em>Sunken Stones </em>Soundtrack by Chase Bethea.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Glen Henry and Chase Bethea drop achor awhile and talk about Sunken Stones, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than Pirates of the Caribbean would have you believe. Also, inevitably, One Piece.



You can ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[You Should Be Free, with Glen Henry and Chase Bethea]]></itunes:title>
	<itunes:episode>176</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Glen Henry and Chase Bethea drop achor awhile and talk about <em>Sunken Stones</em>, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than <em>Pirates of the Caribbean </em>would have you believe. Also, inevitably, <em>One Piece</em>.</p>



<p class="wp-block-paragraph"><strong>You can <a href="https://spritewrench.itch.io/sunken-stones-demo">play the <em>Sunken Stones </em>demo on Itch.io</a>, and <a href="https://store.steampowered.com/app/2601810/Sunken_Stones/">wishlist the full game on Steam</a>.</strong>
You can find Chase's work on <a href="https://chasebethea.com/">his own website,</a> as well as on <a href="https://open.spotify.com/artist/4mU9ci0mlYOPZIHHdRqs2g?autoplay=true">Spotify</a> and <a href="https://chasebethea.bandcamp.com/music">Bandcamp</a>.
And you can find Glen's work on <a href="https://spritewrench.com/">the Spritewrench website</a>.
———
• Here's <a href="http://etao.blog/2022/03/22/podcast-131/">Glen's previous appearance on the show</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2023/05/16/podcast-161/">our conversation with Tanya X. Short</a>, wherein we talked a bit about<em> <a href="https://www.youtube.com/watch?v=narjui3em1k"><em>Five Strategies for Collaborating with a Machine</em></a></em> and <em><a href="https://dl.acm.org/doi/10.1145/3442188.3445922">On the Dangers of Stochastic Parrots</a></em>.</p>



<p class="wp-block-paragraph">• For more about why Drew will take every opportunity to defend and ere's <em><a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">Blood in the Machine</a></em> and <a href="https://www.hachettebookgroup.com/titles/brian-merchant/blood-in-the-machine/9780316487740/?lens=little-brown">a great recent interview about it</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=w9hLuIts6mU&amp;pp=ygUMY2hhc2UgYmV0aGVh">Chase talking a bit about his process</a>, including the more technical side thereof.</p>



<p class="wp-block-paragraph">• LucasArts made some intensely impressive music tech for the <em>Monkey Island </em>series specifically, including <a href="https://monkeyisland.fandom.com/wiki/IMUSE">iMuse</a>.</p>



<p class="wp-block-paragraph">• In <em><a href="https://us.macmillan.com/books/9780374610203/pirateenlightenmentorthereallibertalia">Pirate Enlightenment</a>, </em>David Graeber gives us this useful assessment of the centrality of freedom for the actual, historical pirates of the Golden Age:</p>




<p class="wp-block-paragraph">Perhaps the best that could be said of them is that their brutality was in no way unusual by the standards of the their time, but their democratic practices were almost completely unprecedented.</p>




<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Luck Don't Live Out Here" and "Pugnacity in Port Royal" from the <em>Sunken Stones </em>Soundtrack by Chase Bethea.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/11/etao-podcast-176-glen-henry-and-chase-bethea.mp3" length="110711017" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Glen Henry and Chase Bethea drop achor awhile and talk about Sunken Stones, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than Pirates of the Caribbean would have you believe. Also, inevitably, One Piece.



You can play the Sunken Stones demo on Itch.io, and wishlist the full game on Steam.
You can find Chase's work on his own website, as well as on Spotify and Bandcamp.
And you can find Glen's work on the Spritewrench website.
———
• Here's Glen's previous appearance on the show.



• And here's our conversation with Tanya X. Short, wherein we talked a bit about Five Strategies for Collaborating with a Machine and On the Dangers of Stochastic Parrots.



• For more about why Drew will take every opportunity to defend and ere's Blood in the Machine and a great recent interview about it.



• And here's Chase talking a bit about his process, including the more technical side thereof.



• LucasArts made some intensely impressive music tech for the Monkey Island series specifically, including iMuse.



• In Pirate Enlightenment, David Graeber gives us this useful assessment of the centrality of freedom for the actual, historical pirates of the Golden Age:




Perhaps the best that could be said of them is that their brutality was in no way unusual by the standards of the their time, but their democratic practices were almost completely unprecedented.




———



"All The People Say (Season 5)" by Carpe Demon.
"Luck Don't Live Out Here" and "Pugnacity in Port Royal" from the Sunken Stones Soundtrack by Chase Bethea.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/acjnyu.jpg?fit=1919%2C927&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/acjnyu.jpg?fit=1919%2C927&#038;ssl=1</url>
		<title>You Should Be Free, with Glen Henry and Chase Bethea</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:50</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Glen Henry and Chase Bethea drop achor awhile and talk about Sunken Stones, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than Pirates of the Caribbean would have you believe. Also, inevitably, One Piece.



You can play the Sunken Stones demo on Itch.io, and wishlist the full game on Steam.
You can find Chase's work on his own website, as well as on Spotify and Bandcamp.
And you can find Glen's work on the Spritewrench website.
———
• Here's Glen's previous appearance on the show.



• And here's our conversation with Tanya X. Short, wherein we talked a bit about Five Strategies for Collaborating with a Machine and On the Dangers of Stochastic Parrots.



• For more about why Drew will take every opportunity to defend and ere's Blood in the Machine and a great recent interview about it.



• And here's Chase talking a bit about his process, including the more technical side thereof.



• LucasArts made some intensely impressive music tech for the ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/12/acjnyu.jpg?fit=1919%2C927&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Setting the Stakes, with Ezra Szanton</title>
	<link>https://etao.blog/2023/11/28/podcast-175/</link>
	<pubDate>Tue, 28 Nov 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c73fb57c-9856-5c4c-9867-282e4b3acb00</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Ezra Szanton painstakingly platforms his way over to talk about <em>To The Flame</em>, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to <em>watch</em> as well as play, and some of the potentially-actually-pretty-intereting applications for so-called AI.</p>



<p class="wp-block-paragraph">You can find Ezra's games on <a href="https://ezra-szanton.itch.io/">his Itch.io page</a>.
You can also follow Ezra on <a href="https://cohost.org/ezraszanton">Cohost</a>, <a href="https://mastodon.gamedev.place/@ezraszanton">Mastadon</a>, <a href="https://twitter.com/ESzanton">Twitter</a>, and <a href="https://bsky.app/profile/ezraszanton.bsky.social">Bluesky</a>.
———
• <em>Ezra's Guide to Magic and Otherwise Significant Objects</em> has Ezra's name on it in part because of Bennet Foddy and Zach Gage's 2019 GDC talk, <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0">"Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage."</a></p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2016/04/07/no-berlin/">my piece on the hypothetical No Berlin Roguelike</a>, as well as <a href="http://etao.blog/2019/01/10/celeste-gotm/">my <em>Babycastles</em> talk about masocore platformers, and about how <em>Celeste </em>fits into that tradition</a> and also <a href="https://etao.substack.com/p/we-keep-asking-machines-to-lie-to">my article about the history of asking machines to lie to us</a>.</p>



<p class="wp-block-paragraph">• <em><a href="https://ezra-szanton.itch.io/be-honest">Be Honest</a> </em>is indeed featured in <em><a href="https://tinymassgames.itch.io/">Tiny Mass Games</a></em>, which you can hear more about in <a href="http://etao.blog/2023/09/19/podcast-170/">our talk with Matt Brelsford</a>. We should note that Ezra also worked with <a href="http://etao.blog/2023/10/31/podcast-173/">recent guest Ryan Canuel</a>, who himself is currently working with <a href="http://etao.blog/2023/06/27/podcast-164/">other recent guest Ichiro Lambe.</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://scp-wiki.wikidot.com/">the SCP Wiki</a> (which is intensely creepy, as discussed), as well as <a href="https://www.youtube.com/watch?v=xbZMqS-fW-8">a great video essay on why VHS is such a great format for horror</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.partyofonepodcast.com/2022/01/26/313-ezras-guide-to-magic-or-otherwise-significant-objects-with-ezra-szanton/">And here's Ezra's appearance on <em>Party of One</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Ezra's studio co-founder is <a href="https://www.fergusfergusonart.com/">Fergus Ferguson</a>, with whom he also collaborated on <em><a href="https://www.fergusfergusonart.com/">Radio Tower.</a></em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.thenation.com/article/economy/abolish-venture-capitalism/">Edward Ongweso Jr. arguing for the outright abolition of venture capital</a>.</p>



<p class="wp-block-paragraph">• And worst of all, here are <em><a href="https://www.youtube.com/watch?v=Wb67d4XkPKc&amp;pp=ygUJZ2RxIHNub2xm">Snolf</a> </em>and <em><a href="https://www.youtube.com/watch?v=EWGQTghURh4&amp;pp=ygUJZ2RxIHNub2xm">Snolf 0</a>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://thespookfish.bandcamp.com/track/prom">"Prom"</a> by The Spookfish.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ezra Szanton painstakingly platforms his way over to talk about To The Flame, the first in his new studios forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to watch as well as play, and]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Setting the Stakes, with Ezra Szanton]]></itunes:title>
	<itunes:episode>175</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Ezra Szanton painstakingly platforms his way over to talk about <em>To The Flame</em>, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to <em>watch</em> as well as play, and some of the potentially-actually-pretty-intereting applications for so-called AI.</p>



<p class="wp-block-paragraph">You can find Ezra's games on <a href="https://ezra-szanton.itch.io/">his Itch.io page</a>.
You can also follow Ezra on <a href="https://cohost.org/ezraszanton">Cohost</a>, <a href="https://mastodon.gamedev.place/@ezraszanton">Mastadon</a>, <a href="https://twitter.com/ESzanton">Twitter</a>, and <a href="https://bsky.app/profile/ezraszanton.bsky.social">Bluesky</a>.
———
• <em>Ezra's Guide to Magic and Otherwise Significant Objects</em> has Ezra's name on it in part because of Bennet Foddy and Zach Gage's 2019 GDC talk, <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0">"Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage."</a></p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2016/04/07/no-berlin/">my piece on the hypothetical No Berlin Roguelike</a>, as well as <a href="http://etao.blog/2019/01/10/celeste-gotm/">my <em>Babycastles</em> talk about masocore platformers, and about how <em>Celeste </em>fits into that tradition</a> and also <a href="https://etao.substack.com/p/we-keep-asking-machines-to-lie-to">my article about the history of asking machines to lie to us</a>.</p>



<p class="wp-block-paragraph">• <em><a href="https://ezra-szanton.itch.io/be-honest">Be Honest</a> </em>is indeed featured in <em><a href="https://tinymassgames.itch.io/">Tiny Mass Games</a></em>, which you can hear more about in <a href="http://etao.blog/2023/09/19/podcast-170/">our talk with Matt Brelsford</a>. We should note that Ezra also worked with <a href="http://etao.blog/2023/10/31/podcast-173/">recent guest Ryan Canuel</a>, who himself is currently working with <a href="http://etao.blog/2023/06/27/podcast-164/">other recent guest Ichiro Lambe.</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://scp-wiki.wikidot.com/">the SCP Wiki</a> (which is intensely creepy, as discussed), as well as <a href="https://www.youtube.com/watch?v=xbZMqS-fW-8">a great video essay on why VHS is such a great format for horror</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.partyofonepodcast.com/2022/01/26/313-ezras-guide-to-magic-or-otherwise-significant-objects-with-ezra-szanton/">And here's Ezra's appearance on <em>Party of One</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Ezra's studio co-founder is <a href="https://www.fergusfergusonart.com/">Fergus Ferguson</a>, with whom he also collaborated on <em><a href="https://www.fergusfergusonart.com/">Radio Tower.</a></em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.thenation.com/article/economy/abolish-venture-capitalism/">Edward Ongweso Jr. arguing for the outright abolition of venture capital</a>.</p>



<p class="wp-block-paragraph">• And worst of all, here are <em><a href="https://www.youtube.com/watch?v=Wb67d4XkPKc&amp;pp=ygUJZ2RxIHNub2xm">Snolf</a> </em>and <em><a href="https://www.youtube.com/watch?v=EWGQTghURh4&amp;pp=ygUJZ2RxIHNub2xm">Snolf 0</a>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://thespookfish.bandcamp.com/track/prom">"Prom"</a> by The Spookfish.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/11/etao-podcast-175-ezra-szanton-2.mp3" length="160664584" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ezra Szanton painstakingly platforms his way over to talk about To The Flame, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to watch as well as play, and some of the potentially-actually-pretty-intereting applications for so-called AI.



You can find Ezra's games on his Itch.io page.
You can also follow Ezra on Cohost, Mastadon, Twitter, and Bluesky.
———
• Ezra's Guide to Magic and Otherwise Significant Objects has Ezra's name on it in part because of Bennet Foddy and Zach Gage's 2019 GDC talk, "Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage."



• Here's my piece on the hypothetical No Berlin Roguelike, as well as my Babycastles talk about masocore platformers, and about how Celeste fits into that tradition and also my article about the history of asking machines to lie to us.



• Be Honest is indeed featured in Tiny Mass Games, which you can hear more about in our talk with Matt Brelsford. We should note that Ezra also worked with recent guest Ryan Canuel, who himself is currently working with other recent guest Ichiro Lambe.



• Here's the SCP Wiki (which is intensely creepy, as discussed), as well as a great video essay on why VHS is such a great format for horror.



• And here's Ezra's appearance on Party of One.



• Ezra's studio co-founder is Fergus Ferguson, with whom he also collaborated on Radio Tower.



• Here's Edward Ongweso Jr. arguing for the outright abolition of venture capital.



• And worst of all, here are Snolf and Snolf 0.



———



"All The People Say (Season 5)" by Carpe Demon.
"Prom" by The Spookfish.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/6gk9ex.gif?fit=646%2C403&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/6gk9ex.gif?fit=646%2C403&#038;ssl=1</url>
		<title>Setting the Stakes, with Ezra Szanton</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:25:31</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ezra Szanton painstakingly platforms his way over to talk about To The Flame, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to watch as well as play, and some of the potentially-actually-pretty-intereting applications for so-called AI.



You can find Ezra's games on his Itch.io page.
You can also follow Ezra on Cohost, Mastadon, Twitter, and Bluesky.
———
• Ezra's Guide to Magic and Otherwise Significant Objects has Ezra's name on it in part because of Bennet Foddy and Zach Gage's 2019 GDC talk, "Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage."



• Here's my piece on the hypothetical No Berlin Roguelike, as well as my Babycastles talk about masocore platformers, and about how Celeste fits into that tradition and also my article about the history of asking machines to lie to us.



• Be Honest is indeed featured in Tiny Mass Games, which you can hear more about in o]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/6gk9ex.gif?fit=646%2C403&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Devs, Uh, Find a Way, with Eric Peterson (a.k.a. Baja the Frog)</title>
	<link>https://etao.blog/2023/11/14/podcast-174/</link>
	<pubDate>Tue, 14 Nov 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d0db9fc8-104a-5f8b-8e72-1e3c1cb6f780</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys.</p>



<p class="wp-block-paragraph"><strong><a href="https://bajathefrog.itch.io/jouncer-px">You can play <em>JOUNCER PX</em> (as it's called now) on itch.io</a>.</strong>
You can find a bunch of Eric's work on <a href="https://linktr.ee/BajaTheFrog">his Linktree</a>, and specifically on <a href="https://baja-the-frog.itch.io/">his Itch.io</a>.
You can also follow <a href="https://twitter.com/BajaTheFrog">Eric on Twitter</a>.
———
• Here's <a href="http://etao.blog/2023/10/17/podcast-172/">our conversation with Jerry Belich about, among other things, Alt.ctrl.</a></p>



<p class="wp-block-paragraph">• Drew has absolutely been referring <em><a href="https://www.youtube.com/watch?v=DQpXx0AyLxo">Big Bad Beetleborgs</a></em> as <em>Bad Bad Beetleborgs</em>, charmed by the misremembered repetition, for <em>decades.</em></p>



<p class="wp-block-paragraph">• Eric says "this the season" for witchy vibes, which indeed it was when we spoke. And of course, in a very important sense, it always is.</p>



<p class="wp-block-paragraph">• Here's <a href="https://youtu.be/ebHv5GZuY38?si=Gvd1mHdk6bYaZQgO">that scene from <em>Jurassic Park</em>, recreated in <em>Dreams</em></a><em>.</em> <a href="https://twitter.com/MartinNebelong/status/1687502406785933320?s=20">And then there's <em>this</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://soundcloud.com/thismachinekillspod/292-on-strikes-and-solidarity-ft-alex-press">This recent episode of <em>This Machine Kills</em></a> has a good summary of the labor actions taking place throughout, specifically, the US.</p>



<p class="wp-block-paragraph">• If you have a few spare bucks, consider donating a few to <a href="https://www.map.org.uk/">Medical Aid for Palestinians</a>, <a href="https://palestinelegal.org/">Palestine Legal</a>, or <a href="https://www.ifnotnowmovement.org/">If Not Now</a>. There is also <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5hY2FzdC5jb20vcHVibGljL3Nob3dzLzVmYzU3NGQ4ZDQyOWVjMzRhODI5MmIxYw/episode/NjU0OWE0NTA0NjE4MDcwMDEyYjk0NDkz?sa=X&amp;ved=0CAUQkfYCahcKEwjot8KCk7KCAxUAAAAAHQAAAAAQAQ">lots you can <em>do</em>, especially if you're in the US</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music that may or may not end up in <em>Bounce Box,</em> by Scott Lindeman.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys.



You can pl]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Devs, Uh, Find a Way, with Eric Peterson (a.k.a. Baja the Frog)]]></itunes:title>
	<itunes:episode>174</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys.</p>



<p class="wp-block-paragraph"><strong><a href="https://bajathefrog.itch.io/jouncer-px">You can play <em>JOUNCER PX</em> (as it's called now) on itch.io</a>.</strong>
You can find a bunch of Eric's work on <a href="https://linktr.ee/BajaTheFrog">his Linktree</a>, and specifically on <a href="https://baja-the-frog.itch.io/">his Itch.io</a>.
You can also follow <a href="https://twitter.com/BajaTheFrog">Eric on Twitter</a>.
———
• Here's <a href="http://etao.blog/2023/10/17/podcast-172/">our conversation with Jerry Belich about, among other things, Alt.ctrl.</a></p>



<p class="wp-block-paragraph">• Drew has absolutely been referring <em><a href="https://www.youtube.com/watch?v=DQpXx0AyLxo">Big Bad Beetleborgs</a></em> as <em>Bad Bad Beetleborgs</em>, charmed by the misremembered repetition, for <em>decades.</em></p>



<p class="wp-block-paragraph">• Eric says "this the season" for witchy vibes, which indeed it was when we spoke. And of course, in a very important sense, it always is.</p>



<p class="wp-block-paragraph">• Here's <a href="https://youtu.be/ebHv5GZuY38?si=Gvd1mHdk6bYaZQgO">that scene from <em>Jurassic Park</em>, recreated in <em>Dreams</em></a><em>.</em> <a href="https://twitter.com/MartinNebelong/status/1687502406785933320?s=20">And then there's <em>this</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://soundcloud.com/thismachinekillspod/292-on-strikes-and-solidarity-ft-alex-press">This recent episode of <em>This Machine Kills</em></a> has a good summary of the labor actions taking place throughout, specifically, the US.</p>



<p class="wp-block-paragraph">• If you have a few spare bucks, consider donating a few to <a href="https://www.map.org.uk/">Medical Aid for Palestinians</a>, <a href="https://palestinelegal.org/">Palestine Legal</a>, or <a href="https://www.ifnotnowmovement.org/">If Not Now</a>. There is also <a href="https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkcy5hY2FzdC5jb20vcHVibGljL3Nob3dzLzVmYzU3NGQ4ZDQyOWVjMzRhODI5MmIxYw/episode/NjU0OWE0NTA0NjE4MDcwMDEyYjk0NDkz?sa=X&amp;ved=0CAUQkfYCahcKEwjot8KCk7KCAxUAAAAAHQAAAAAQAQ">lots you can <em>do</em>, especially if you're in the US</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music that may or may not end up in <em>Bounce Box,</em> by Scott Lindeman.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/11/etao-podcast-174-eric-peterson-1.mp3" length="126121045" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys.



You can play JOUNCER PX (as it's called now) on itch.io.
You can find a bunch of Eric's work on his Linktree, and specifically on his Itch.io.
You can also follow Eric on Twitter.
———
• Here's our conversation with Jerry Belich about, among other things, Alt.ctrl.



• Drew has absolutely been referring Big Bad Beetleborgs as Bad Bad Beetleborgs, charmed by the misremembered repetition, for decades.



• Eric says "this the season" for witchy vibes, which indeed it was when we spoke. And of course, in a very important sense, it always is.



• Here's that scene from Jurassic Park, recreated in Dreams. And then there's this.



• This recent episode of This Machine Kills has a good summary of the labor actions taking place throughout, specifically, the US.



• If you have a few spare bucks, consider donating a few to Medical Aid for Palestinians, Palestine Legal, or If Not Now. There is also lots you can do, especially if you're in the US.



———



"All The People Say (Season 5)" by Carpe Demon.
Some music that may or may not end up in Bounce Box, by Scott Lindeman.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/11/bounce_box-1.gif?fit=426%2C240&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/11/bounce_box-1.gif?fit=426%2C240&#038;ssl=1</url>
		<title>Devs, Uh, Find a Way, with Eric Peterson (a.k.a. Baja the Frog)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:09</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys.



You can play JOUNCER PX (as it's called now) on itch.io.
You can find a bunch of Eric's work on his Linktree, and specifically on his Itch.io.
You can also follow Eric on Twitter.
———
• Here's our conversation with Jerry Belich about, among other things, Alt.ctrl.



• Drew has absolutely been referring Big Bad Beetleborgs as Bad Bad Beetleborgs, charmed by the misremembered repetition, for decades.



• Eric says "this the season" for witchy vibes, which indeed it was when we spoke. And of course, in a very important sense, it always is.



• Here's that scene from Jurassic Park, recreated in Dreams. And then there's this.



• This recent episode of This Machine Kills has a good summary of the labor actions taking place throughout, specificall]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/11/bounce_box-1.gif?fit=426%2C240&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Reality, Augmented and Otherwise, with Ryan Canuel</title>
	<link>https://etao.blog/2023/10/31/podcast-173/</link>
	<pubDate>Tue, 31 Oct 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">0b9208e3-f0b3-5fbb-8972-4ff1d0f22215</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, <em>some</em> stuff about horror movies right at the end there.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://www.meta.com/experiences/6564953670223332/">the <em>Mythic Realms </em>demo in Quest App Lab</a>.</strong>
<strong>You can wishlist <em><a href="https://store.steampowered.com/app/1372460/AaaaaAAaaaAAAaaAAAAaAAAAA_Remastered/">AaaaaAAaaaAAAaaAAAAaAAAAA!!! Remastered</a></em> and play its demo on Steam, where you can also play <strong><a href="https://store.steampowered.com/app/1266900/Operation_DogFight/"><em>Operation DogFight</em></a> </strong>for free</strong>.
And you can find a whole bunch of<em> </em>Petricore Games' work on <a href="https://petricoregames.com/">their website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
The music from <a href="https://www.youtube.com/watch?v=ez8xvOUlOa8">the <em>Mind the Arrow</em> trailer</a>, by Aaron Lin.
"After the Rain" by Francis Canaro, <a href="https://archive.org/details/78_after-the-rain_harry-fryer-and-his-orchestra-francis-canaro_gbia0130591b">performed by Harry Fryer and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, some stuff about horror movies right at the end there.



You can get the Mythic Realms demo in Que]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Reality, Augmented and Otherwise, with Ryan Canuel]]></itunes:title>
	<itunes:episode>173</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, <em>some</em> stuff about horror movies right at the end there.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://www.meta.com/experiences/6564953670223332/">the <em>Mythic Realms </em>demo in Quest App Lab</a>.</strong>
<strong>You can wishlist <em><a href="https://store.steampowered.com/app/1372460/AaaaaAAaaaAAAaaAAAAaAAAAA_Remastered/">AaaaaAAaaaAAAaaAAAAaAAAAA!!! Remastered</a></em> and play its demo on Steam, where you can also play <strong><a href="https://store.steampowered.com/app/1266900/Operation_DogFight/"><em>Operation DogFight</em></a> </strong>for free</strong>.
And you can find a whole bunch of<em> </em>Petricore Games' work on <a href="https://petricoregames.com/">their website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
The music from <a href="https://www.youtube.com/watch?v=ez8xvOUlOa8">the <em>Mind the Arrow</em> trailer</a>, by Aaron Lin.
"After the Rain" by Francis Canaro, <a href="https://archive.org/details/78_after-the-rain_harry-fryer-and-his-orchestra-francis-canaro_gbia0130591b">performed by Harry Fryer and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/10/etao-podcast-173-ryan-canuel.mp3" length="162706922" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, some stuff about horror movies right at the end there.



You can get the Mythic Realms demo in Quest App Lab.
You can wishlist AaaaaAAaaaAAAaaAAAAaAAAAA!!! Remastered and play its demo on Steam, where you can also play Operation DogFight for free.
And you can find a whole bunch of Petricore Games' work on their website.



———



"All The People Say (Season 5)" by Carpe Demon.
The music from the Mind the Arrow trailer, by Aaron Lin.
"After the Rain" by Francis Canaro, performed by Harry Fryer and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/mythic_realms_1.png?fit=2292%2C1292&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/mythic_realms_1.png?fit=2292%2C1292&#038;ssl=1</url>
		<title>Reality, Augmented and Otherwise, with Ryan Canuel</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:16:46</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, some stuff about horror movies right at the end there.



You can get the Mythic Realms demo in Quest App Lab.
You can wishlist AaaaaAAaaaAAAaaAAAAaAAAAA!!! Remastered and play its demo on Steam, where you can also play Operation DogFight for free.
And you can find a whole bunch of Petricore Games' work on their website.



———



"All The People Say (Season 5)" by Carpe Demon.
The music from the Mind the Arrow trailer, by Aaron Lin.
"After the Rain" by Francis Canaro, performed by Harry Fryer and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/mythic_realms_1.png?fit=2292%2C1292&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>That&#8217;s the Point of the Thing, with Jerry Belich</title>
	<link>https://etao.blog/2023/10/17/podcast-172/</link>
	<pubDate>Tue, 17 Oct 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">499b0d05-c278-5794-b217-e3a0b325b127</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from <em>Recommendation Dog </em>and <em>Reel Steal </em>on the Playdate, to <em>High on Life </em>and <em>High on Knife.</em> </p>



<p class="wp-block-paragraph"><strong><em><a href="https://squanchgames.com/high-on-life/">High on Knife</a></em> is out now on Steam, Epic, Xbox, and Playstation.</strong>
<strong>You can find Jerry's work on <a href="https://jerrytron.com/projects/">this pretty comprehensive page of his website</a>.</strong>
<em><a href="https://www.1984publishing.com/bookstore/a-masterpiece-in-disarray-david-lynchs-dune-an-oral-history">A Masterpiece in Disarray</a> </em>is available <a href="https://bookshop.org/p/books/a-masterpiece-in-disarray-david-lynch-s-dune-an-oral-history/19681528?ean=9781948221290">wherever you get books</a>.
You can also follow <a href="https://bsky.app/profile/jerrytron.bsky.social">Jerry on Bluesky</a>.
———
• Here are our past conversations with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2019/02/23/podcast-50/">Robin Baumgarten</a>, <a href="http://etao.blog/2020/03/17/podcast-78/">Adriel Wallick</a>, and the bit comedy devotee himself, <a href="http://etao.blog/2022/05/03/podcast-134/">William Pugh</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.gdcvault.com/play/1023585/Experimental-Gameplay">the Experimental Gameplay Workshop where Jerry talks about <em>Please Stand By</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/03/31/podcast-79/">Arvi Teikari</a> was indeed a student at the University of Helsinki when he started working on <em>Baba Is You</em>—and he also made <a href="https://hempuli.itch.io/baba-is-you">the initial prototype</a> for Nordic Game Jam. So that's (at least) two villages that one might say it took.</p>



<p class="wp-block-paragraph">• Drew mentions at the end that his music is <a href="https://www.theverge.com/2023/10/16/23919551/bandcamp-layoffs-epic-songtradr">on Bandcamp, which it is, for now</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from <a href="https://www.youtube.com/watch?v=Qt83x4e0g3Q">the <em>Dune Swede</em> that Jerry mentions</a>.
"Mack the Knife" by Kurt Weil, <a href="https://archive.org/details/78_mack-the-knife_ted-ferrer-klaus-alzners-orkester-kurt-weill_gbia0125866a">performed by Ted Ferrer with the Klaus Alzners Orkester</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from Recommendation Dog and Reel Steal on the Playdate, to High on Life and High on Knife. 



Hig]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[That?s the Point of the Thing, with Jerry Belich]]></itunes:title>
	<itunes:episode>172</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from <em>Recommendation Dog </em>and <em>Reel Steal </em>on the Playdate, to <em>High on Life </em>and <em>High on Knife.</em> </p>



<p class="wp-block-paragraph"><strong><em><a href="https://squanchgames.com/high-on-life/">High on Knife</a></em> is out now on Steam, Epic, Xbox, and Playstation.</strong>
<strong>You can find Jerry's work on <a href="https://jerrytron.com/projects/">this pretty comprehensive page of his website</a>.</strong>
<em><a href="https://www.1984publishing.com/bookstore/a-masterpiece-in-disarray-david-lynchs-dune-an-oral-history">A Masterpiece in Disarray</a> </em>is available <a href="https://bookshop.org/p/books/a-masterpiece-in-disarray-david-lynch-s-dune-an-oral-history/19681528?ean=9781948221290">wherever you get books</a>.
You can also follow <a href="https://bsky.app/profile/jerrytron.bsky.social">Jerry on Bluesky</a>.
———
• Here are our past conversations with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2019/02/23/podcast-50/">Robin Baumgarten</a>, <a href="http://etao.blog/2020/03/17/podcast-78/">Adriel Wallick</a>, and the bit comedy devotee himself, <a href="http://etao.blog/2022/05/03/podcast-134/">William Pugh</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.gdcvault.com/play/1023585/Experimental-Gameplay">the Experimental Gameplay Workshop where Jerry talks about <em>Please Stand By</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/03/31/podcast-79/">Arvi Teikari</a> was indeed a student at the University of Helsinki when he started working on <em>Baba Is You</em>—and he also made <a href="https://hempuli.itch.io/baba-is-you">the initial prototype</a> for Nordic Game Jam. So that's (at least) two villages that one might say it took.</p>



<p class="wp-block-paragraph">• Drew mentions at the end that his music is <a href="https://www.theverge.com/2023/10/16/23919551/bandcamp-layoffs-epic-songtradr">on Bandcamp, which it is, for now</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from <a href="https://www.youtube.com/watch?v=Qt83x4e0g3Q">the <em>Dune Swede</em> that Jerry mentions</a>.
"Mack the Knife" by Kurt Weil, <a href="https://archive.org/details/78_mack-the-knife_ted-ferrer-klaus-alzners-orkester-kurt-weill_gbia0125866a">performed by Ted Ferrer with the Klaus Alzners Orkester</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/10/etao-podcast-172-jerry-belich-1.mp3" length="196553950" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from Recommendation Dog and Reel Steal on the Playdate, to High on Life and High on Knife. 



High on Knife is out now on Steam, Epic, Xbox, and Playstation.
You can find Jerry's work on this pretty comprehensive page of his website.
A Masterpiece in Disarray is available wherever you get books.
You can also follow Jerry on Bluesky.
———
• Here are our past conversations with Megan Fox, Robin Baumgarten, Adriel Wallick, and the bit comedy devotee himself, William Pugh.



•&nbsp;And here's the Experimental Gameplay Workshop where Jerry talks about Please Stand By.



• Arvi Teikari was indeed a student at the University of Helsinki when he started working on Baba Is You—and he also made the initial prototype for Nordic Game Jam. So that's (at least) two villages that one might say it took.



• Drew mentions at the end that his music is on Bandcamp, which it is, for now.



———



"All The People Say (Season 5)" by Carpe Demon.
Some music from the Dune Swede that Jerry mentions.
"Mack the Knife" by Kurt Weil, performed by Ted Ferrer with the Klaus Alzners Orkester.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/ss_b8de52ebe2834ac290c60ae0ed1e723c4d4dd6e0.1920x1080.jpg?fit=1920%2C1079&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/ss_b8de52ebe2834ac290c60ae0ed1e723c4d4dd6e0.1920x1080.jpg?fit=1920%2C1079&#038;ssl=1</url>
		<title>That&#8217;s the Point of the Thing, with Jerry Belich</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:47:14</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from Recommendation Dog and Reel Steal on the Playdate, to High on Life and High on Knife. 



High on Knife is out now on Steam, Epic, Xbox, and Playstation.
You can find Jerry's work on this pretty comprehensive page of his website.
A Masterpiece in Disarray is available wherever you get books.
You can also follow Jerry on Bluesky.
———
• Here are our past conversations with Megan Fox, Robin Baumgarten, Adriel Wallick, and the bit comedy devotee himself, William Pugh.



•&nbsp;And here's the Experimental Gameplay Workshop where Jerry talks about Please Stand By.



• Arvi Teikari was indeed a student at the University of Helsinki when he started working on Baba Is You—and he also made the initial prototype for Nordic Game Jam. So that's (at least) two villages that one might say it took.



• Drew mentions at the end that his mus]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/10/ss_b8de52ebe2834ac290c60ae0ed1e723c4d4dd6e0.1920x1080.jpg?fit=1920%2C1079&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Ambitions and Ascensions, with Des Gayle</title>
	<link>https://etao.blog/2023/10/03/podcast-171/</link>
	<pubDate>Tue, 03 Oct 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3bec6d16-e57e-5c99-86b7-3d3d09cfd81e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how it's made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-franchise. </p>



<p class="wp-block-paragraph"><strong>You can learn more about <a href="https://www.alteredgene.co.uk/">Altered Gene</a> and <a href="https://www.radicalforge.com/">Radical Forge</a> on their websites.</strong>
<strong>You also can wishlist <em><a href="https://store.steampowered.com/app/1662700/Forever_Lost/">Forever Lost</a></em> and <em><a href="https://store.steampowered.com/app/880790/The_Analyst/">The Analyst</a></em>, and <a href="https://2098108628.backerkit.com/hosted_preorders">preorder <em>The Analyst: Redacted</em></a>.</strong>
———
•&nbsp;<a href="https://deadline.com/video/joe-russo-avengers-endgame-sands-international-film-festival-st-andrews-scotland/">This interview with Joe Russo</a> contains the clearest explanation we've gotten of just how, and just how much, the direction of the MCU is pre-determined: Disney makes ambitious, semi-longterm plans about <em>which projects</em> they plan to make, but then they're intensely flexible and reactive about the business of actually making them. That interview is the main source for <a href="https://screenrant.com/avengers-endgame-director-joe-russo-mcu-no-plan/">that one <em>Screen Rant</em> piece</a>, and <a href="https://screenrant.com/mcu-marvel-movies-phases-future-plan-feige-myth/">that one other <em>Screen Rant </em>piece</a>, both of which hinge on this quote:</p>




<p class="wp-block-paragraph"><em>The way it works at Marvel, and I'm sure at some point somebody will talk in detail about this, but part of Kevin [Feige]'s brilliance is that there isn't really a plan. There's an idea, but you can't have a plan if the movie you're making tanks. There's no plan after that, right? So, it's really about, as the movie succeeded, there was sort of an enthusiasm about well, what else could we do? </em>[...]<em>A lot of the stuff was made up in between the movies. And some of the best call forwards or callbacks were thought of after the fact.</em></p>




<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2022/11/29/podcast-149/">our talk with Anton Hand</a> about simulationist tendencies, and the limits thereof.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Effugere" from the <em>Forever Lost</em> OST by <a href="https://soundcloud.com/richardjmoir">Richard J Moir</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how its made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-fran]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Ambitions and Ascensions, with Des Gayle]]></itunes:title>
	<itunes:episode>171</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how it's made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-franchise. </p>



<p class="wp-block-paragraph"><strong>You can learn more about <a href="https://www.alteredgene.co.uk/">Altered Gene</a> and <a href="https://www.radicalforge.com/">Radical Forge</a> on their websites.</strong>
<strong>You also can wishlist <em><a href="https://store.steampowered.com/app/1662700/Forever_Lost/">Forever Lost</a></em> and <em><a href="https://store.steampowered.com/app/880790/The_Analyst/">The Analyst</a></em>, and <a href="https://2098108628.backerkit.com/hosted_preorders">preorder <em>The Analyst: Redacted</em></a>.</strong>
———
•&nbsp;<a href="https://deadline.com/video/joe-russo-avengers-endgame-sands-international-film-festival-st-andrews-scotland/">This interview with Joe Russo</a> contains the clearest explanation we've gotten of just how, and just how much, the direction of the MCU is pre-determined: Disney makes ambitious, semi-longterm plans about <em>which projects</em> they plan to make, but then they're intensely flexible and reactive about the business of actually making them. That interview is the main source for <a href="https://screenrant.com/avengers-endgame-director-joe-russo-mcu-no-plan/">that one <em>Screen Rant</em> piece</a>, and <a href="https://screenrant.com/mcu-marvel-movies-phases-future-plan-feige-myth/">that one other <em>Screen Rant </em>piece</a>, both of which hinge on this quote:</p>




<p class="wp-block-paragraph"><em>The way it works at Marvel, and I'm sure at some point somebody will talk in detail about this, but part of Kevin [Feige]'s brilliance is that there isn't really a plan. There's an idea, but you can't have a plan if the movie you're making tanks. There's no plan after that, right? So, it's really about, as the movie succeeded, there was sort of an enthusiasm about well, what else could we do? </em>[...]<em>A lot of the stuff was made up in between the movies. And some of the best call forwards or callbacks were thought of after the fact.</em></p>




<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2022/11/29/podcast-149/">our talk with Anton Hand</a> about simulationist tendencies, and the limits thereof.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Effugere" from the <em>Forever Lost</em> OST by <a href="https://soundcloud.com/richardjmoir">Richard J Moir</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how it's made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-franchise. 



You can learn more about Altered Gene and Radical Forge on their websites.
You also can wishlist Forever Lost and The Analyst, and preorder The Analyst: Redacted.
———
•&nbsp;This interview with Joe Russo contains the clearest explanation we've gotten of just how, and just how much, the direction of the MCU is pre-determined: Disney makes ambitious, semi-longterm plans about which projects they plan to make, but then they're intensely flexible and reactive about the business of actually making them. That interview is the main source for that one Screen Rant piece, and that one other Screen Rant piece, both of which hinge on this quote:




The way it works at Marvel, and I'm sure at some point somebody will talk in detail about this, but part of Kevin [Feige]'s brilliance is that there isn't really a plan. There's an idea, but you can't have a plan if the movie you're making tanks. There's no plan after that, right? So, it's really about, as the movie succeeded, there was sort of an enthusiasm about well, what else could we do? [...]A lot of the stuff was made up in between the movies. And some of the best call forwards or callbacks were thought of after the fact.




•&nbsp;Here's our talk with Anton Hand about simulationist tendencies, and the limits thereof.



———



"All The People Say (Season 5)" by Carpe Demon.
"Effugere" from the Forever Lost OST by Richard J Moir.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/scratchpadgif.gif?fit=569%2C320&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/scratchpadgif.gif?fit=569%2C320&#038;ssl=1</url>
		<title>Ambitions and Ascensions, with Des Gayle</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:27</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how it's made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-franchise. 



You can learn more about Altered Gene and Radical Forge on their websites.
You also can wishlist Forever Lost and The Analyst, and preorder The Analyst: Redacted.
———
•&nbsp;This interview with Joe Russo contains the clearest explanation we've gotten of just how, and just how much, the direction of the MCU is pre-determined: Disney makes ambitious, semi-longterm plans about which projects they plan to make, but then they're intensely flexible and reactive about the business of actually making them. That interview is the main source for that one Screen Rant piece, and that one other Screen Rant piece, both of which hinge on this quote:




The way it works at Marvel, and I'm sure at some point somebody will talk in detail ab]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Chance, Curation, Providence, with Matthew Brelsford</title>
	<link>https://etao.blog/2023/09/19/podcast-170/</link>
	<pubDate>Tue, 19 Sep 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">cb3b71dc-7466-516f-9a23-2a82d73df1c1</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Matt Brelsford opens his hundred eyes and talks about the "loose collective" that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim.</p>



<p class="wp-block-paragraph"><strong>You can find <a href="https://tinymassgames.itch.io/">Tiny Mass Games on itch.io</a>.
You can also find <em><a href="https://store.steampowered.com/app/1624550/Betty__Earl/">Betty &amp; Earl</a></em> and <em><a href="https://store.steampowered.com/app/974600/Retro_Wing_Prime/">Retro Wing Prime</a></em> on Steam.</strong>
———
•&nbsp;Here are our interviews with <a href="http://etao.blog/2020/04/28/podcast-81/">Tijmen Tio from Sokpop</a>, <a href="http://etao.blog/2020/03/31/podcast-79/">Arvi Teikari of <em>Baba Is You</em> fame</a>, and <a href="http://etao.blog/2023/06/13/podcast-163/">Andrew from <em>Indiepocalypse</em></a>, as well as with <a href="http://etao.blog/2022/01/25/podcast-127/">Star St. Germain</a>.</p>



<p class="wp-block-paragraph">•&nbsp;What the Internet calls Biblically Accurate Angels <a href="https://en.wikipedia.org/wiki/Ophanim">are indeed more properly called Ophanim</a>.</p>



<p class="wp-block-paragraph">•&nbsp;The "David Foster Wallace piece" Drew was referring to is <em>Infinite Jest</em>. (He overcorrected, not wanting to assume that all notable David Foster Wallace quotes were from <em>Infinite Jest</em>).</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://hazlitt.net/longreads/david-foster-wallace-disease">that Sasha Chapin piece about David Foster Wallace and "the gift of sight,"</a> which I've mentioned previously in <a href="http://etao.blog/2020/02/20/death-stranding-botw/">the context of <em>Death Stranding</em> and <em>Breath of the Wild</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;This conversation does sort of conflate games that are small in scope or short in duration with games that are <em>smaller works</em>, in the sense of being less polished, or made more quickly. There are, of course, hyper-polished, commercially released, "real" games that are, nonetheless and purposefully, quite short. <em>Venba</em> is a recent example. <em>Portal</em> is a less recent, oft-cited one.</p>



<p class="wp-block-paragraph">• Here's a decent summary of <a href="https://www.theverge.com/2023/9/12/23870547/unit-price-change-game-development">what in the hell has been going on with Unity</a>.</p>



<p class="wp-block-paragraph">• <em>Dave the Diver </em>was made by <a href="https://en.wikipedia.org/wiki/Nexon">Mintrocket, which is a subsidiary of Nexon</a>, which has somewhere between 6,500 and 7,100 employees.</p>



<p class="wp-block-paragraph">• As far as we can tell, <a href="https://www.supergiantgames.com/team/">the Supergiant team is 24 people</a>. (<a href="https://www.gamedeveloper.com/design/supergiant-s-fourth-outing-i-hades-i-introduces-a-more-mature-organized-dev-process">They had "fewer than 20 people" when <em>Hade</em>s launched into early access on the Epic store </a>).</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://mitpress.mit.edu/9780262545402/the-videogame-industry-does-not-exist/#:~:text=A%20cultural%20intervention%2C%20The%20Videogame,it%20a%20significant%20cultural%20practice.">The Videogame Industry Does Not Exist</a></em>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://etao.substack.com/p/we-keep-asking-machines-to-lie-to">my piece on how weird it is that we want computers to lie to us</a>.</p>



<p class="wp-block-paragraph">• We should also note that <a href="https://arstechnica.com/information-technology/2023/02/endless-seinfeld-episode-grinds-to-a-halt-after-ai-comic-violates-twitch-guidelines/">the infinite <em>Seinfeld</em> episode didn't, like, end super well</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Womb," from the <em>Betty &amp; Earl</em> OST by Matt Brelsford.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Matt Brelsford opens his hundred eyes and talks about the loose collective that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim.



You can find Tiny Mass Games on itch.io.
You can also find Betty &amp; Earl and R]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Chance, Curation, Providence, with Matthew Brelsford]]></itunes:title>
	<itunes:episode>170</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Matt Brelsford opens his hundred eyes and talks about the "loose collective" that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim.</p>



<p class="wp-block-paragraph"><strong>You can find <a href="https://tinymassgames.itch.io/">Tiny Mass Games on itch.io</a>.
You can also find <em><a href="https://store.steampowered.com/app/1624550/Betty__Earl/">Betty &amp; Earl</a></em> and <em><a href="https://store.steampowered.com/app/974600/Retro_Wing_Prime/">Retro Wing Prime</a></em> on Steam.</strong>
———
•&nbsp;Here are our interviews with <a href="http://etao.blog/2020/04/28/podcast-81/">Tijmen Tio from Sokpop</a>, <a href="http://etao.blog/2020/03/31/podcast-79/">Arvi Teikari of <em>Baba Is You</em> fame</a>, and <a href="http://etao.blog/2023/06/13/podcast-163/">Andrew from <em>Indiepocalypse</em></a>, as well as with <a href="http://etao.blog/2022/01/25/podcast-127/">Star St. Germain</a>.</p>



<p class="wp-block-paragraph">•&nbsp;What the Internet calls Biblically Accurate Angels <a href="https://en.wikipedia.org/wiki/Ophanim">are indeed more properly called Ophanim</a>.</p>



<p class="wp-block-paragraph">•&nbsp;The "David Foster Wallace piece" Drew was referring to is <em>Infinite Jest</em>. (He overcorrected, not wanting to assume that all notable David Foster Wallace quotes were from <em>Infinite Jest</em>).</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://hazlitt.net/longreads/david-foster-wallace-disease">that Sasha Chapin piece about David Foster Wallace and "the gift of sight,"</a> which I've mentioned previously in <a href="http://etao.blog/2020/02/20/death-stranding-botw/">the context of <em>Death Stranding</em> and <em>Breath of the Wild</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;This conversation does sort of conflate games that are small in scope or short in duration with games that are <em>smaller works</em>, in the sense of being less polished, or made more quickly. There are, of course, hyper-polished, commercially released, "real" games that are, nonetheless and purposefully, quite short. <em>Venba</em> is a recent example. <em>Portal</em> is a less recent, oft-cited one.</p>



<p class="wp-block-paragraph">• Here's a decent summary of <a href="https://www.theverge.com/2023/9/12/23870547/unit-price-change-game-development">what in the hell has been going on with Unity</a>.</p>



<p class="wp-block-paragraph">• <em>Dave the Diver </em>was made by <a href="https://en.wikipedia.org/wiki/Nexon">Mintrocket, which is a subsidiary of Nexon</a>, which has somewhere between 6,500 and 7,100 employees.</p>



<p class="wp-block-paragraph">• As far as we can tell, <a href="https://www.supergiantgames.com/team/">the Supergiant team is 24 people</a>. (<a href="https://www.gamedeveloper.com/design/supergiant-s-fourth-outing-i-hades-i-introduces-a-more-mature-organized-dev-process">They had "fewer than 20 people" when <em>Hade</em>s launched into early access on the Epic store </a>).</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://mitpress.mit.edu/9780262545402/the-videogame-industry-does-not-exist/#:~:text=A%20cultural%20intervention%2C%20The%20Videogame,it%20a%20significant%20cultural%20practice.">The Videogame Industry Does Not Exist</a></em>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://etao.substack.com/p/we-keep-asking-machines-to-lie-to">my piece on how weird it is that we want computers to lie to us</a>.</p>



<p class="wp-block-paragraph">• We should also note that <a href="https://arstechnica.com/information-technology/2023/02/endless-seinfeld-episode-grinds-to-a-halt-after-ai-comic-violates-twitch-guidelines/">the infinite <em>Seinfeld</em> episode didn't, like, end super well</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Womb," from the <em>Betty &amp; Earl</em> OST by Matt Brelsford.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/09/etao-podcast-170-matthew-brelsford.mp3" length="134522514" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Matt Brelsford opens his hundred eyes and talks about the "loose collective" that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim.



You can find Tiny Mass Games on itch.io.
You can also find Betty &amp; Earl and Retro Wing Prime on Steam.
———
•&nbsp;Here are our interviews with Tijmen Tio from Sokpop, Arvi Teikari of Baba Is You fame, and Andrew from Indiepocalypse, as well as with Star St. Germain.



•&nbsp;What the Internet calls Biblically Accurate Angels are indeed more properly called Ophanim.



•&nbsp;The "David Foster Wallace piece" Drew was referring to is Infinite Jest. (He overcorrected, not wanting to assume that all notable David Foster Wallace quotes were from Infinite Jest).



•&nbsp;And here's that Sasha Chapin piece about David Foster Wallace and "the gift of sight," which I've mentioned previously in the context of Death Stranding and Breath of the Wild.



•&nbsp;This conversation does sort of conflate games that are small in scope or short in duration with games that are smaller works, in the sense of being less polished, or made more quickly. There are, of course, hyper-polished, commercially released, "real" games that are, nonetheless and purposefully, quite short. Venba is a recent example. Portal is a less recent, oft-cited one.



• Here's a decent summary of what in the hell has been going on with Unity.



• Dave the Diver was made by Mintrocket, which is a subsidiary of Nexon, which has somewhere between 6,500 and 7,100 employees.



• As far as we can tell, the Supergiant team is 24 people. (They had "fewer than 20 people" when Hades launched into early access on the Epic store ).



• Here's The Videogame Industry Does Not Exist.



• And here's my piece on how weird it is that we want computers to lie to us.



• We should also note that the infinite Seinfeld episode didn't, like, end super well.



———



"All The People Say (Season 5)" by Carpe Demon.
"Womb," from the Betty &amp; Earl OST by Matt Brelsford.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/bae_04_growingflames_bigger_compressed.gif?fit=616%2C275&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/bae_04_growingflames_bigger_compressed.gif?fit=616%2C275&#038;ssl=1</url>
		<title>Chance, Curation, Providence, with Matthew Brelsford</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:09:51</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Matt Brelsford opens his hundred eyes and talks about the "loose collective" that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim.



You can find Tiny Mass Games on itch.io.
You can also find Betty &amp; Earl and Retro Wing Prime on Steam.
———
•&nbsp;Here are our interviews with Tijmen Tio from Sokpop, Arvi Teikari of Baba Is You fame, and Andrew from Indiepocalypse, as well as with Star St. Germain.



•&nbsp;What the Internet calls Biblically Accurate Angels are indeed more properly called Ophanim.



•&nbsp;The "David Foster Wallace piece" Drew was referring to is Infinite Jest. (He overcorrected, not wanting to assume that all notable David Foster Wallace quotes were from Infinite Jest).



•&nbsp;And here's that Sasha Chapin piece about David Foster Wallace and "the gift of sight," which I've mentioned previously in the context of Death Stranding and Breath of the Wild.



•&nbsp;This conversation does sort of conflate games that are smal]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/bae_04_growingflames_bigger_compressed.gif?fit=616%2C275&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Baldur&#8217;s Gate 3, as Rolled by Two D&#038;D Neophytes</title>
	<link>https://etao.blog/2023/09/05/podcast-169/</link>
	<pubDate>Tue, 05 Sep 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5f2b18da-8849-5832-af27-38b64b188a88</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Drew and L talk about their time so far with <em>Baldur's Gate 3</em>, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction <em>to</em> Larian's RPGs? How about to <em>Dungeons &amp; Dragons?</em></p>



<p class="wp-block-paragraph">This ends up being a conversation about expectations, about the actual moment-to-moment experience of playing games (especially strange and/or complicated ones), and about the push-and-pull of stepping outside our comfort zones, and then right back into them.</p>





<p class="wp-block-paragraph">• "We'll do Beholders another day" was Drew channeling <a href="https://www.youtube.com/watch?v=T3hTuq2uXck">"We'll do blood another day."</a></p>



<p class="wp-block-paragraph">• As ever, let us praise elegant design, but <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">let us also praise messy design</a>.</p>



<p class="wp-block-paragraph">• <em>Fire Emblem: The Blazing Blade</em> is the one that L recently played. It's on Nintendo's Switch Online quasi-virtual console Game Boy <em>thing</em>.</p>



<p class="wp-block-paragraph">• L's new project is the <a href="https://www.fourbudsfloral.com/">Four Buds Floral Collective</a>.</p>



<p class="wp-block-paragraph">• <em>Remnant II</em> and <em>Baldur's Gate 3</em> both prominently feature multi-classing: As in, you can be a Bard <em>and</em> a Barbarian<em>, </em>a Summoner <em>and</em> an Archon. This wildly increases the sense of player agency, and of build diversity—counter-intuitively enhancing the sense of free play <em>by</em> piling on more and more rules and mechanics and systems.</p>



<p class="wp-block-paragraph">• Why do we say that's counter-intuitive? Well, in <em><a href="https://theanarchistlibrary.org/library/david-graeber-the-utopia-of-rules">The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy</a>, </em>David Graeber says:</p>




<p class="wp-block-paragraph">D&amp;D, as its aficionados call it, is on one level the most free-form game imaginable, since the characters are allowed to do absolutely anything, within the confines of the world created by the Dungeon Master, with his books, maps, and tables and preset towns, castles, dungeons, wilderness. In many ways it’s actually quite anarchistic, since unlike classic war games where one commands armies, we have what anarchists would call an “affinity group,” a band of individuals cooperating with a common purpose (a quest, or simply the desire to accumulate treasure and experience), with complementary abilities (fighter, cleric, magic-user, thief …), but no explicit chain of command. So the social relations are the very opposite of impersonal bureaucratic hierarchies. However, in another sense, D&amp;D represents the ultimate bureaucratization of antibureaucratic fantasy. There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants …), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution …); lists of spells available at different levels of capacity (magic missile, fireball, passwall …); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types …). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics. All important qualities can be reduced to number. It’s also true that in actual play, there are no rules; the books are just guidelines; the Dungeon Master can (indeed really ought to) play around with them, inventing new spells, monsters, and a thousand variations on existing ones. Every Dungeon Master’s universe is different. The numbers are in a sense a platform for crazy feats of the imagination, themselves a kind of poetic technology.</p>



<p class="wp-block-paragraph">Still, the introduction of numbers, the standardization of types of character, ability, monster, treasure, spell, the concept of ability scores and hit-points, had profound effects when one moved from the world of 6-, 8-, 12- and 20-sided dice to one of digital interfaces. Computer games could turn fantasy into an almost entirely bureaucratic procedure: accumulation of points, the raising of levels, and so on. There was a return to the command of armies. This in turn set off a move in the other direction, by introducing role-playing back into the computer games (Elfquest, World of Warcraft …), in a constant weaving back and forth of the imperatives of poetic and bureaucratic technology. But in doing so, these games ultimately reinforce the sense that we live in a universe where accounting procedures define the very fabric of reality, where even the most absolute negation of the administered world we’re currently trapped in can only end up being yet another version of the exact same thing.</p>




<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/WritNelson/status/1677632442096664579">Xalavier Nelson Jr.'s important thread on Baldur's Gate 3 and our present, highly volatile era of "megagames</a>". The thread has, unfortunately, <a href="https://www.gamedeveloper.com/blogs/yelling-is-not-journalism">been covered really badly and dishonestly</a>, partially as a symptom of <a href="https://www.gamesindustry.biz/starfield-review-controversy-traces-game-journalisms-orbital-decay-this-week-in-business">the closely-related phenomenon of "orbital decay" in mainstream games journalism</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"When the Fire Comes Down" by Wally Fowler, Tommy Harrell, and Curly Kinsey, <a href="https://archive.org/details/78_when-the-fire-comes-down_milton-estes-and-his-musical-millers-wally-fowler-tommy-ha_gbia0315239a">performed by Milton Estes and His Musical Millers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Drew and L talk about their time so far with Baldurs Gate 3, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction to Larians RPGs? How about to Dunge]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Baldur?s Gate 3, as Rolled by Two D&D Neophytes]]></itunes:title>
	<itunes:episode>169</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Drew and L talk about their time so far with <em>Baldur's Gate 3</em>, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction <em>to</em> Larian's RPGs? How about to <em>Dungeons &amp; Dragons?</em></p>



<p class="wp-block-paragraph">This ends up being a conversation about expectations, about the actual moment-to-moment experience of playing games (especially strange and/or complicated ones), and about the push-and-pull of stepping outside our comfort zones, and then right back into them.</p>





<p class="wp-block-paragraph">• "We'll do Beholders another day" was Drew channeling <a href="https://www.youtube.com/watch?v=T3hTuq2uXck">"We'll do blood another day."</a></p>



<p class="wp-block-paragraph">• As ever, let us praise elegant design, but <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">let us also praise messy design</a>.</p>



<p class="wp-block-paragraph">• <em>Fire Emblem: The Blazing Blade</em> is the one that L recently played. It's on Nintendo's Switch Online quasi-virtual console Game Boy <em>thing</em>.</p>



<p class="wp-block-paragraph">• L's new project is the <a href="https://www.fourbudsfloral.com/">Four Buds Floral Collective</a>.</p>



<p class="wp-block-paragraph">• <em>Remnant II</em> and <em>Baldur's Gate 3</em> both prominently feature multi-classing: As in, you can be a Bard <em>and</em> a Barbarian<em>, </em>a Summoner <em>and</em> an Archon. This wildly increases the sense of player agency, and of build diversity—counter-intuitively enhancing the sense of free play <em>by</em> piling on more and more rules and mechanics and systems.</p>



<p class="wp-block-paragraph">• Why do we say that's counter-intuitive? Well, in <em><a href="https://theanarchistlibrary.org/library/david-graeber-the-utopia-of-rules">The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy</a>, </em>David Graeber says:</p>




<p class="wp-block-paragraph">D&amp;D, as its aficionados call it, is on one level the most free-form game imaginable, since the characters are allowed to do absolutely anything, within the confines of the world created by the Dungeon Master, with his books, maps, and tables and preset towns, castles, dungeons, wilderness. In many ways it’s actually quite anarchistic, since unlike classic war games where one commands armies, we have what anarchists would call an “affinity group,” a band of individuals cooperating with a common purpose (a quest, or simply the desire to accumulate treasure and experience), with complementary abilities (fighter, cleric, magic-user, thief …), but no explicit chain of command. So the social relations are the very opposite of impersonal bureaucratic hierarchies. However, in another sense, D&amp;D represents the ultimate bureaucratization of antibureaucratic fantasy. There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants …), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution …); lists of spells available at different levels of capacity (magic missile, fireball, passwall …); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types …). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics. All important qualities can be reduced to number. It’s also true that in actual play, there are no rules; the books are just guidelines; the Dungeon Master can (indeed really ought to) play around with them, inventing new spells, monsters, and a thousand variations on existing ones. Every Dungeon Master’s universe is different. The numbers are in a sense a platform for crazy feats of the imagination, themselves a kind of poetic technology.</p>



<p class="wp-block-paragraph">Still, the introduction of numbers, the standardization of types of character, ability, monster, treasure, spell, the concept of ability scores and hit-points, had profound effects when one moved from the world of 6-, 8-, 12- and 20-sided dice to one of digital interfaces. Computer games could turn fantasy into an almost entirely bureaucratic procedure: accumulation of points, the raising of levels, and so on. There was a return to the command of armies. This in turn set off a move in the other direction, by introducing role-playing back into the computer games (Elfquest, World of Warcraft …), in a constant weaving back and forth of the imperatives of poetic and bureaucratic technology. But in doing so, these games ultimately reinforce the sense that we live in a universe where accounting procedures define the very fabric of reality, where even the most absolute negation of the administered world we’re currently trapped in can only end up being yet another version of the exact same thing.</p>




<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/WritNelson/status/1677632442096664579">Xalavier Nelson Jr.'s important thread on Baldur's Gate 3 and our present, highly volatile era of "megagames</a>". The thread has, unfortunately, <a href="https://www.gamedeveloper.com/blogs/yelling-is-not-journalism">been covered really badly and dishonestly</a>, partially as a symptom of <a href="https://www.gamesindustry.biz/starfield-review-controversy-traces-game-journalisms-orbital-decay-this-week-in-business">the closely-related phenomenon of "orbital decay" in mainstream games journalism</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"When the Fire Comes Down" by Wally Fowler, Tommy Harrell, and Curly Kinsey, <a href="https://archive.org/details/78_when-the-fire-comes-down_milton-estes-and-his-musical-millers-wally-fowler-tommy-ha_gbia0315239a">performed by Milton Estes and His Musical Millers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/09/etao-podcast-169-bg3.mp3" length="92094241" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Drew and L talk about their time so far with Baldur's Gate 3, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction to Larian's RPGs? How about to Dungeons &amp; Dragons?



This ends up being a conversation about expectations, about the actual moment-to-moment experience of playing games (especially strange and/or complicated ones), and about the push-and-pull of stepping outside our comfort zones, and then right back into them.





• "We'll do Beholders another day" was Drew channeling "We'll do blood another day."



• As ever, let us praise elegant design, but let us also praise messy design.



• Fire Emblem: The Blazing Blade is the one that L recently played. It's on Nintendo's Switch Online quasi-virtual console Game Boy thing.



• L's new project is the Four Buds Floral Collective.



• Remnant II and Baldur's Gate 3 both prominently feature multi-classing: As in, you can be a Bard and a Barbarian, a Summoner and an Archon. This wildly increases the sense of player agency, and of build diversity—counter-intuitively enhancing the sense of free play by piling on more and more rules and mechanics and systems.



• Why do we say that's counter-intuitive? Well, in The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy, David Graeber says:




D&amp;D, as its aficionados call it, is on one level the most free-form game imaginable, since the characters are allowed to do absolutely anything, within the confines of the world created by the Dungeon Master, with his books, maps, and tables and preset towns, castles, dungeons, wilderness. In many ways it’s actually quite anarchistic, since unlike classic war games where one commands armies, we have what anarchists would call an “affinity group,” a band of individuals cooperating with a common purpose (a quest, or simply the desire to accumulate treasure and experience), with complementary abilities (fighter, cleric, magic-user, thief …), but no explicit chain of command. So the social relations are the very opposite of impersonal bureaucratic hierarchies. However, in another sense, D&amp;D represents the ultimate bureaucratization of antibureaucratic fantasy. There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants …), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution …); lists of spells available at different levels of capacity (magic missile, fireball, passwall …); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types …). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics. All important qualities can be reduced to number. It’s also true that in actual play, there are no rules; the books are just guidelines; the Dungeon Master can (indeed really ought to) play around with them, inventing new spells, monsters, and a thousand variations on existing ones. Every Dungeon Master’s universe is different. The numbers are in a sense a platform for crazy feats of the imagination, themselves a kind of poetic technology.



Still, the introduction of numbers, the standardization of types of character, ability, monster, treasure, spell, the concept of ability scores and hit-points, had profound effects when one moved from the world of 6-, 8-, 12- and 20-sided dice to one of digital interfaces. Computer games could turn fantasy into an almost entirely bureaucratic procedure: accumulation of points, the raising of levels, and so on. There was a return to the command of armies. This in turn set off a move in the other direction, by introducing role-playing back into the compute]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/l_drow.png?fit=3348%2C1636&#038;ssl=1"></itunes:image>
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		<title>Baldur&#8217;s Gate 3, as Rolled by Two D&#038;D Neophytes</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>46:46</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Drew and L talk about their time so far with Baldur's Gate 3, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction to Larian's RPGs? How about to Dungeons &amp; Dragons?



This ends up being a conversation about expectations, about the actual moment-to-moment experience of playing games (especially strange and/or complicated ones), and about the push-and-pull of stepping outside our comfort zones, and then right back into them.





• "We'll do Beholders another day" was Drew channeling "We'll do blood another day."



• As ever, let us praise elegant design, but let us also praise messy design.



• Fire Emblem: The Blazing Blade is the one that L recently played. It's on Nintendo's Switch Online quasi-virtual console Game Boy thing.



• L's new project is the Four Buds Floral Collective.



• Remnant II and Baldur's Gate 3 both prominently feature multi-classing: As in, you can]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/09/l_drow.png?fit=3348%2C1636&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>On Sequels, with Bryant Cannon</title>
	<link>https://etao.blog/2023/08/22/podcast-168/</link>
	<pubDate>Tue, 22 Aug 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8febcf48-2a09-5640-9db7-e9b21311d1d5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Bryant Cannon tunes into our frequency to talk a bit about <em>OXENFREE II: Lost Signals</em> (which it's too early to spoil), and a whole lot about <em>The Legend of Zelda: Tears of the Kingdom</em> (which it's high time to start spoiling). <strong>We do in fact start spoiling the latest <em>Zelda</em> at 00:36:13.</strong></p>



<p class="wp-block-paragraph"><strong><em>OXENFREE II: Lost Signals </em>is out now on <a href="https://store.steampowered.com/app/1574310/OXENFREE_II_Lost_Signals/">Steam</a>, <a href="https://www.nintendo.com/store/products/oxenfree-ii-lost-signals-switch/">Switch</a>, <a href="https://store.playstation.com/en-us/concept/10004538/">Playstation</a>, and <a href="https://netflix.com/oxenfree-ii">Netflix</a>.
</strong>You can follow <a href="https://twitter.com/LaserCannon">Bryant</a> (and <a href="https://twitter.com/nightschoolers">Night School</a>) on Twitter, remarkably.
———
• <a href="https://bossfightbooks.com/products/the-legend-of-zelda-majoras-mask-by-gabe-durham">The <em>Boss Fight Book</em> about <em>Majora's Mask</em></a> goes deep into Zelda's production pipeline, and into Yoshiaki Koizumi injecting narrative verve into these gameplay-first designs, and also into the prickly, paranoid nature of fan theories.</p>



<p class="wp-block-paragraph">•&nbsp;<a href="https://www.polygon.com/legend-zelda-tears-kingdom/23720150/zelda-tears-of-the-kingdom-abilities-eiji-aonuma-hidemaro-fujibayashi">Here's the interview in which Eiji Aonuma contrasts the (remarkably fast) development cycle of <em>Majora's Mask</em> with the (remarkably not-fast) development cycle of <em>Tears of the Kingdom</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=FLtATD6CF0E">Meg Jayanth's GDC talk about giving NPCs agency.</a></p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/LaserCannon/status/1660060297309339648">one of Bryant's many ambitious <em>TotK</em> flying machines</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Arcadia Station" and "To The Island" from <a href="https://scntfc.bandcamp.com/album/oxenfree-ii-lost-signals">the <em>OXENFREE II: Lost Signals </em>OST</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Bryant Cannon tunes into our frequency to talk a bit about OXENFREE II: Lost Signals (which its too early to spoil), and a whole lot about The Legend of Zelda: Tears of the Kingdom (which its high time to start spoiling). We do in fact start spoiling the]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On Sequels, with Bryant Cannon]]></itunes:title>
	<itunes:episode>168</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Bryant Cannon tunes into our frequency to talk a bit about <em>OXENFREE II: Lost Signals</em> (which it's too early to spoil), and a whole lot about <em>The Legend of Zelda: Tears of the Kingdom</em> (which it's high time to start spoiling). <strong>We do in fact start spoiling the latest <em>Zelda</em> at 00:36:13.</strong></p>



<p class="wp-block-paragraph"><strong><em>OXENFREE II: Lost Signals </em>is out now on <a href="https://store.steampowered.com/app/1574310/OXENFREE_II_Lost_Signals/">Steam</a>, <a href="https://www.nintendo.com/store/products/oxenfree-ii-lost-signals-switch/">Switch</a>, <a href="https://store.playstation.com/en-us/concept/10004538/">Playstation</a>, and <a href="https://netflix.com/oxenfree-ii">Netflix</a>.
</strong>You can follow <a href="https://twitter.com/LaserCannon">Bryant</a> (and <a href="https://twitter.com/nightschoolers">Night School</a>) on Twitter, remarkably.
———
• <a href="https://bossfightbooks.com/products/the-legend-of-zelda-majoras-mask-by-gabe-durham">The <em>Boss Fight Book</em> about <em>Majora's Mask</em></a> goes deep into Zelda's production pipeline, and into Yoshiaki Koizumi injecting narrative verve into these gameplay-first designs, and also into the prickly, paranoid nature of fan theories.</p>



<p class="wp-block-paragraph">•&nbsp;<a href="https://www.polygon.com/legend-zelda-tears-kingdom/23720150/zelda-tears-of-the-kingdom-abilities-eiji-aonuma-hidemaro-fujibayashi">Here's the interview in which Eiji Aonuma contrasts the (remarkably fast) development cycle of <em>Majora's Mask</em> with the (remarkably not-fast) development cycle of <em>Tears of the Kingdom</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=FLtATD6CF0E">Meg Jayanth's GDC talk about giving NPCs agency.</a></p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/LaserCannon/status/1660060297309339648">one of Bryant's many ambitious <em>TotK</em> flying machines</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Arcadia Station" and "To The Island" from <a href="https://scntfc.bandcamp.com/album/oxenfree-ii-lost-signals">the <em>OXENFREE II: Lost Signals </em>OST</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Bryant Cannon tunes into our frequency to talk a bit about OXENFREE II: Lost Signals (which it's too early to spoil), and a whole lot about The Legend of Zelda: Tears of the Kingdom (which it's high time to start spoiling). We do in fact start spoiling the latest Zelda at 00:36:13.



OXENFREE II: Lost Signals is out now on Steam, Switch, Playstation, and Netflix.
You can follow Bryant (and Night School) on Twitter, remarkably.
———
• The Boss Fight Book about Majora's Mask goes deep into Zelda's production pipeline, and into Yoshiaki Koizumi injecting narrative verve into these gameplay-first designs, and also into the prickly, paranoid nature of fan theories.



•&nbsp;Here's the interview in which Eiji Aonuma contrasts the (remarkably fast) development cycle of Majora's Mask with the (remarkably not-fast) development cycle of Tears of the Kingdom.



• Here's Meg Jayanth's GDC talk about giving NPCs agency.



• And here's one of Bryant's many ambitious TotK flying machines.



———



"All The People Say (Season 5)" by Carpe Demon.
"Arcadia Station" and "To The Island" from the OXENFREE II: Lost Signals OST by scntfc.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/ss_5569dc77c63265dabf2ce8d97a526807b53742d0.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/ss_5569dc77c63265dabf2ce8d97a526807b53742d0.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>On Sequels, with Bryant Cannon</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:07:21</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Bryant Cannon tunes into our frequency to talk a bit about OXENFREE II: Lost Signals (which it's too early to spoil), and a whole lot about The Legend of Zelda: Tears of the Kingdom (which it's high time to start spoiling). We do in fact start spoiling the latest Zelda at 00:36:13.



OXENFREE II: Lost Signals is out now on Steam, Switch, Playstation, and Netflix.
You can follow Bryant (and Night School) on Twitter, remarkably.
———
• The Boss Fight Book about Majora's Mask goes deep into Zelda's production pipeline, and into Yoshiaki Koizumi injecting narrative verve into these gameplay-first designs, and also into the prickly, paranoid nature of fan theories.



•&nbsp;Here's the interview in which Eiji Aonuma contrasts the (remarkably fast) development cycle of Majora's Mask with the (remarkably not-fast) development cycle of Tears of the Kingdom.



• Here's Meg Jayanth's GDC talk about giving NPCs agency.



• And here's one of Bryant's many ambitious TotK flying machines.



———
]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/ss_5569dc77c63265dabf2ce8d97a526807b53742d0.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A True History Turnip Exchange, with Jaku</title>
	<link>https://etao.blog/2023/08/08/podcast-167/</link>
	<pubDate>Tue, 08 Aug 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ea9a6aa0-4758-533a-b167-01965dd8acad</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers' audiences to alter the state of the games being streamed, to Turnip Exchange, which vastly expanded the scope and functionality of the stalk market at the height of the <em>Animal Crossing</em> craze.</p>



<p class="wp-block-paragraph">Here Jaku tells the full story of Turnip Exchange for the first time. It's the story of a small project becoming enormously popular ridiculously quickly, and all the commercial, social, and technical implications that follow. More broadly, it's a story about <em>attention</em>, and what it means to be the next big thing here at the end of the end of history, in these waning days of "Web 2" social media, these halcyon days for grifts, rug-pulls, and jank-ass cloak-and-dagger.</p>



<p class="wp-block-paragraph"><strong>Here are links to <a href="https://crowdcontrol.live/">CrowdControl</a> and <a href="https://turnip.exchange/">Turnip Exchange</a>.
</strong>You can also <a href="https://twitter.com/Jaku">follow Jaku on Twitter</a>, for now at least, and <a href="https://www.twitch.tv/jaku">see his streams on Twitch</a>.
———
•&nbsp;Here's <a href="https://wwnorton.com/books/flash-boys/"><em>Flash Boys</em>, Michael Lewis' book about the demonry of flash trading</a>.</p>



<p class="wp-block-paragraph">•&nbsp;The <a href="https://nookazon.com/">Nookazon</a> folks are making a game called <em><a href="https://www.galacticgetaway.gg/">Galactic Getaway</a>.</em></p>



<p class="wp-block-paragraph">• Drew became familiar with "the end of the end of history" thanks to <a href="https://www.cambridge.org/core/books/marx-in-the-anthropocene/D58765916F0CB624FCCBB61F50879376">Kohei Saito's <em>Marx in the Anthropocene</em></a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Turnip Greens," <a href="https://archive.org/details/78_turnip-greens_steve-gibson-and-the-red-caps-romaine-brown-malle_gbia0034746b">performed by Steve Gibson and the Red Caps, vocal by Romaine Brown</a>.
"Tulip or Turnip" by Don George and Duke Ellington, <a href="https://archive.org/details/78_tulip-or-turnip_duke-ellington-and-his-orchestra-ray-nance-george-ellington_gbia0339280b">performed by Duke Ellington and His Orchestra, vocal by Ray Nance</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers audiences to alter the state of the games being streamed, to Turnip Exchange, which vastl]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A True History Turnip Exchange, with Jaku]]></itunes:title>
	<itunes:episode>167</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers' audiences to alter the state of the games being streamed, to Turnip Exchange, which vastly expanded the scope and functionality of the stalk market at the height of the <em>Animal Crossing</em> craze.</p>



<p class="wp-block-paragraph">Here Jaku tells the full story of Turnip Exchange for the first time. It's the story of a small project becoming enormously popular ridiculously quickly, and all the commercial, social, and technical implications that follow. More broadly, it's a story about <em>attention</em>, and what it means to be the next big thing here at the end of the end of history, in these waning days of "Web 2" social media, these halcyon days for grifts, rug-pulls, and jank-ass cloak-and-dagger.</p>



<p class="wp-block-paragraph"><strong>Here are links to <a href="https://crowdcontrol.live/">CrowdControl</a> and <a href="https://turnip.exchange/">Turnip Exchange</a>.
</strong>You can also <a href="https://twitter.com/Jaku">follow Jaku on Twitter</a>, for now at least, and <a href="https://www.twitch.tv/jaku">see his streams on Twitch</a>.
———
•&nbsp;Here's <a href="https://wwnorton.com/books/flash-boys/"><em>Flash Boys</em>, Michael Lewis' book about the demonry of flash trading</a>.</p>



<p class="wp-block-paragraph">•&nbsp;The <a href="https://nookazon.com/">Nookazon</a> folks are making a game called <em><a href="https://www.galacticgetaway.gg/">Galactic Getaway</a>.</em></p>



<p class="wp-block-paragraph">• Drew became familiar with "the end of the end of history" thanks to <a href="https://www.cambridge.org/core/books/marx-in-the-anthropocene/D58765916F0CB624FCCBB61F50879376">Kohei Saito's <em>Marx in the Anthropocene</em></a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Turnip Greens," <a href="https://archive.org/details/78_turnip-greens_steve-gibson-and-the-red-caps-romaine-brown-malle_gbia0034746b">performed by Steve Gibson and the Red Caps, vocal by Romaine Brown</a>.
"Tulip or Turnip" by Don George and Duke Ellington, <a href="https://archive.org/details/78_tulip-or-turnip_duke-ellington-and-his-orchestra-ray-nance-george-ellington_gbia0339280b">performed by Duke Ellington and His Orchestra, vocal by Ray Nance</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/08/etao-podcast-167-jaku-1.mp3" length="138044873" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers' audiences to alter the state of the games being streamed, to Turnip Exchange, which vastly expanded the scope and functionality of the stalk market at the height of the Animal Crossing craze.



Here Jaku tells the full story of Turnip Exchange for the first time. It's the story of a small project becoming enormously popular ridiculously quickly, and all the commercial, social, and technical implications that follow. More broadly, it's a story about attention, and what it means to be the next big thing here at the end of the end of history, in these waning days of "Web 2" social media, these halcyon days for grifts, rug-pulls, and jank-ass cloak-and-dagger.



Here are links to CrowdControl and Turnip Exchange.
You can also follow Jaku on Twitter, for now at least, and see his streams on Twitch.
———
•&nbsp;Here's Flash Boys, Michael Lewis' book about the demonry of flash trading.



•&nbsp;The Nookazon folks are making a game called Galactic Getaway.



• Drew became familiar with "the end of the end of history" thanks to Kohei Saito's Marx in the Anthropocene.



———



"All The People Say (Season 5)" by Carpe Demon.
"Turnip Greens," performed by Steve Gibson and the Red Caps, vocal by Romaine Brown.
"Tulip or Turnip" by Don George and Duke Ellington, performed by Duke Ellington and His Orchestra, vocal by Ray Nance.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/echagwzuwaantp2.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/echagwzuwaantp2.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>A True History Turnip Exchange, with Jaku</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:07:19</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers' audiences to alter the state of the games being streamed, to Turnip Exchange, which vastly expanded the scope and functionality of the stalk market at the height of the Animal Crossing craze.



Here Jaku tells the full story of Turnip Exchange for the first time. It's the story of a small project becoming enormously popular ridiculously quickly, and all the commercial, social, and technical implications that follow. More broadly, it's a story about attention, and what it means to be the next big thing here at the end of the end of history, in these waning days of "Web 2" social media, these halcyon days for grifts, rug-pulls, and jank-ass cloak-and-dagger.



Here are links to CrowdControl and Turnip Exchange.
You can also follow Jaku on Twitter, for now at least, and see his streams on Twitch.
———
•&nbsp;Here's Flash Bo]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/08/echagwzuwaantp2.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Drama, Not Trauma, with Jessica Antenorcruz</title>
	<link>https://etao.blog/2023/07/25/podcast-166/</link>
	<pubDate>Tue, 25 Jul 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">aebd22c7-174b-593d-813b-86df5d9af922</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game <em>Drag Her!</em> She's in charge of the game's writing, from spoken lines to character concepts to plot?and she's also in charge on posing and motion, using her own physical performances to drive the game's hand-animated, rotoscoped realness.</p>



<p class="wp-block-paragraph">Here she talks about why that works so well for a fighting game, with the genre's focus on over-the-top personae (and just as importantly, over-the-top performances of gender).</p>



<p class="wp-block-paragraph">We also talk about <em>Mortal Kombat</em> and <em>ClayFighter</em>, as one ought.</p>



<p class="wp-block-paragraph"><strong>You can follow the development of <em><a href="https://dragher.game/">Drag Her!</a></em> on <a href="https://discord.com/invite/YkRxhg5EWp">Discord</a>, <a href="https://twitter.com/dragherthegame">Twitter</a>, <a href="https://www.instagram.com/dragherthegame/">Instagram</a>, and <a href="https://www.tiktok.com/@dragherthegame">TikTok</a>.
</strong>You can also <a href="https://www.instagram.com/flyingfangs/">follow Jessica on Instagram</a> and <a href="https://www.youtube.com/@jantrcrz">see some of her aerial work on YouTube</a>.
———
•&nbsp;Here's <a href="https://www.thrillist.com/travel/nation/lgbtqia-travel-agencies-you-should-know">a semi-recent roundup of LGBTQ-friendly touring and travel agencies</a>, and here's <a href="https://www.afar.com/magazine/the-most-important-resources-for-lgbtq-travelers">another, slightly older, partially overlapping one</a>. Drew was also thinking <em><a href="https://www.gaytravel.com/">Gay Travel</a></em>, which is more in the general advice and information lane, as are <a href="https://www.autostraddle.com/category/life/travel/"><em>Autostraddle's </em>travel posts</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://medium.com/mammon-machine-zeal/yoko-taro-weird-feelings-for-weird-people-60400cba83b1">Ruben Ferdinand's piece about Yoko Taro and "weird feelings for weird people."</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from the <em>Drag Her!</em> OST by <a href="https://www.markaholic.com/">Markaholic</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game Drag Her! Shes in charge of the games writing, from spoken lines to character concepts to plot?and shes also in charge on posing and motion, usi]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Drama, Not Trauma, with Jessica Antenorcruz]]></itunes:title>
	<itunes:episode>166</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game <em>Drag Her!</em> She's in charge of the game's writing, from spoken lines to character concepts to plot?and she's also in charge on posing and motion, using her own physical performances to drive the game's hand-animated, rotoscoped realness.</p>



<p class="wp-block-paragraph">Here she talks about why that works so well for a fighting game, with the genre's focus on over-the-top personae (and just as importantly, over-the-top performances of gender).</p>



<p class="wp-block-paragraph">We also talk about <em>Mortal Kombat</em> and <em>ClayFighter</em>, as one ought.</p>



<p class="wp-block-paragraph"><strong>You can follow the development of <em><a href="https://dragher.game/">Drag Her!</a></em> on <a href="https://discord.com/invite/YkRxhg5EWp">Discord</a>, <a href="https://twitter.com/dragherthegame">Twitter</a>, <a href="https://www.instagram.com/dragherthegame/">Instagram</a>, and <a href="https://www.tiktok.com/@dragherthegame">TikTok</a>.
</strong>You can also <a href="https://www.instagram.com/flyingfangs/">follow Jessica on Instagram</a> and <a href="https://www.youtube.com/@jantrcrz">see some of her aerial work on YouTube</a>.
———
•&nbsp;Here's <a href="https://www.thrillist.com/travel/nation/lgbtqia-travel-agencies-you-should-know">a semi-recent roundup of LGBTQ-friendly touring and travel agencies</a>, and here's <a href="https://www.afar.com/magazine/the-most-important-resources-for-lgbtq-travelers">another, slightly older, partially overlapping one</a>. Drew was also thinking <em><a href="https://www.gaytravel.com/">Gay Travel</a></em>, which is more in the general advice and information lane, as are <a href="https://www.autostraddle.com/category/life/travel/"><em>Autostraddle's </em>travel posts</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://medium.com/mammon-machine-zeal/yoko-taro-weird-feelings-for-weird-people-60400cba83b1">Ruben Ferdinand's piece about Yoko Taro and "weird feelings for weird people."</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from the <em>Drag Her!</em> OST by <a href="https://www.markaholic.com/">Markaholic</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/07/etao-podcast-166-jessica-antenorcruz-3.mp3" length="126133842" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game Drag Her! She's in charge of the game's writing, from spoken lines to character concepts to plot?and she's also in charge on posing and motion, using her own physical performances to drive the game's hand-animated, rotoscoped realness.



Here she talks about why that works so well for a fighting game, with the genre's focus on over-the-top personae (and just as importantly, over-the-top performances of gender).



We also talk about Mortal Kombat and ClayFighter, as one ought.



You can follow the development of Drag Her! on Discord, Twitter, Instagram, and TikTok.
You can also follow Jessica on Instagram and see some of her aerial work on YouTube.
———
•&nbsp;Here's a semi-recent roundup of LGBTQ-friendly touring and travel agencies, and here's another, slightly older, partially overlapping one. Drew was also thinking Gay Travel, which is more in the general advice and information lane, as are Autostraddle's travel posts.



•&nbsp;And here's Ruben Ferdinand's piece about Yoko Taro and "weird feelings for weird people."



———



"All The People Say (Season 5)" by Carpe Demon.
Some music from the Drag Her! OST by Markaholic.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/dragherlineup_cropped.jpeg?fit=680%2C795&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/dragherlineup_cropped.jpeg?fit=680%2C795&#038;ssl=1</url>
		<title>Drama, Not Trauma, with Jessica Antenorcruz</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:03:24</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game Drag Her! She's in charge of the game's writing, from spoken lines to character concepts to plot?and she's also in charge on posing and motion, using her own physical performances to drive the game's hand-animated, rotoscoped realness.



Here she talks about why that works so well for a fighting game, with the genre's focus on over-the-top personae (and just as importantly, over-the-top performances of gender).



We also talk about Mortal Kombat and ClayFighter, as one ought.



You can follow the development of Drag Her! on Discord, Twitter, Instagram, and TikTok.
You can also follow Jessica on Instagram and see some of her aerial work on YouTube.
———
•&nbsp;Here's a semi-recent roundup of LGBTQ-friendly touring and travel agencies, and here's another, slightly older, partially overlapping one. Drew was also thinking Gay Travel, which is more in the general advice and infor]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/dragherlineup_cropped.jpeg?fit=680%2C795&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Somewhere People Want to Be, with Harris Foster</title>
	<link>https://etao.blog/2023/07/11/podcast-165/</link>
	<pubDate>Tue, 11 Jul 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">0d3e02a2-f7e8-53da-bb48-8d1938094584</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, online and off.</p>



<p class="wp-block-paragraph"><strong>You can follow <a href="https://www.goodtrouble.games/">Good Trouble</a> on <a href="https://discord.gg/gSwy8WxZb9">Discord</a>, <a href="https://www.tiktok.com/@GoodTroubleTok">TikTok</a>, <a href="https://www.instagram.com/goodtroublegames/">Instagram</a>, <a href="https://twitter.com/OnlyGoodTrouble">Twitter</a>, and <a href="https://bsky.app/profile/goodtrouble.bsky.social">Bluesky</a>.
</strong>And you can follow Harris on <a href="https://twitter.com/HarrisFoster">Twitter</a> and <a href="https://bsky.app/profile/harris.zone">Bluesky</a>.
———
• Drew did edit the first part of this episode in the air, but then finished it up on a train from Dublin to Belfast (for those interested in the host's mild globe-trotting; it does add flavor).</p>



<p class="wp-block-paragraph">• The many-buttoned fighting game that Harris mentions is <em><a href="https://reasonwasoutforlunch.itch.io/centenntable">Centenntable</a>.</em></p>



<p class="wp-block-paragraph">• As Harris says, we had <a href="http://etao.blog/2023/05/30/podcast-162/">Sarah and Colin Northway on recently and talked about <em>I Was a Teenage Exocolonist</em></a>. We also had <a href="http://etao.blog/2019/09/17/podcast-65/">Ricky Haggett on to discuss <em>Wilmot's Warehouse</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Finji's new community manager is <a href="https://twitter.com/lilasfox">Aster</a>. They're currently on Twitter, which currently exists.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.etymonline.com/word/inspire#etymonline_v_30053">the the etymology of inspiration</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://www.youtube.com/watch?v=nnvjKf_mRYM&amp;t=186s">"Memories of Memories"</a> from the <a href="https://lifeformed.bandcamp.com/album/tunic-original-game-soundtrack"><em>TUNIC</em> OGST</a> by Lifeformed ? Janice Kwan.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, onlin]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Somewhere People Want to Be, with Harris Foster]]></itunes:title>
	<itunes:episode>165</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, online and off.</p>



<p class="wp-block-paragraph"><strong>You can follow <a href="https://www.goodtrouble.games/">Good Trouble</a> on <a href="https://discord.gg/gSwy8WxZb9">Discord</a>, <a href="https://www.tiktok.com/@GoodTroubleTok">TikTok</a>, <a href="https://www.instagram.com/goodtroublegames/">Instagram</a>, <a href="https://twitter.com/OnlyGoodTrouble">Twitter</a>, and <a href="https://bsky.app/profile/goodtrouble.bsky.social">Bluesky</a>.
</strong>And you can follow Harris on <a href="https://twitter.com/HarrisFoster">Twitter</a> and <a href="https://bsky.app/profile/harris.zone">Bluesky</a>.
———
• Drew did edit the first part of this episode in the air, but then finished it up on a train from Dublin to Belfast (for those interested in the host's mild globe-trotting; it does add flavor).</p>



<p class="wp-block-paragraph">• The many-buttoned fighting game that Harris mentions is <em><a href="https://reasonwasoutforlunch.itch.io/centenntable">Centenntable</a>.</em></p>



<p class="wp-block-paragraph">• As Harris says, we had <a href="http://etao.blog/2023/05/30/podcast-162/">Sarah and Colin Northway on recently and talked about <em>I Was a Teenage Exocolonist</em></a>. We also had <a href="http://etao.blog/2019/09/17/podcast-65/">Ricky Haggett on to discuss <em>Wilmot's Warehouse</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Finji's new community manager is <a href="https://twitter.com/lilasfox">Aster</a>. They're currently on Twitter, which currently exists.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.etymonline.com/word/inspire#etymonline_v_30053">the the etymology of inspiration</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://www.youtube.com/watch?v=nnvjKf_mRYM&amp;t=186s">"Memories of Memories"</a> from the <a href="https://lifeformed.bandcamp.com/album/tunic-original-game-soundtrack"><em>TUNIC</em> OGST</a> by Lifeformed ? Janice Kwan.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/07/etao-podcast-165-harris-foster.mp3" length="117055686" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, online and off.



You can follow Good Trouble on Discord, TikTok, Instagram, Twitter, and Bluesky.
And you can follow Harris on Twitter and Bluesky.
———
• Drew did edit the first part of this episode in the air, but then finished it up on a train from Dublin to Belfast (for those interested in the host's mild globe-trotting; it does add flavor).



• The many-buttoned fighting game that Harris mentions is Centenntable.



• As Harris says, we had Sarah and Colin Northway on recently and talked about I Was a Teenage Exocolonist. We also had Ricky Haggett on to discuss Wilmot's Warehouse.



• Finji's new community manager is Aster. They're currently on Twitter, which currently exists.



• And here's the the etymology of inspiration.



———



"All The People Say (Season 5)" by Carpe Demon.
"Memories of Memories" from the TUNIC OGST by Lifeformed ? Janice Kwan.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/ss_cce46eba03270e47fab2f955ec148c43f71fdb49.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/ss_cce46eba03270e47fab2f955ec148c43f71fdb49.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Somewhere People Want to Be, with Harris Foster</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>58:20</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, online and off.



You can follow Good Trouble on Discord, TikTok, Instagram, Twitter, and Bluesky.
And you can follow Harris on Twitter and Bluesky.
———
• Drew did edit the first part of this episode in the air, but then finished it up on a train from Dublin to Belfast (for those interested in the host's mild globe-trotting; it does add flavor).



• The many-buttoned fighting game that Harris mentions is Centenntable.



• As Harris says, we had Sarah and Colin Northway on recently and talked about I Was a Teenage Exocolonist. We also had Ricky Haggett on to discuss Wilmot's Warehouse.



• Finji's new community manager is Aster. They're currently on Twitter, which currently exists.



• And here's the the etymology of inspiration.



———]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/07/ss_cce46eba03270e47fab2f955ec148c43f71fdb49.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Monsters and &#8216;Merica, LLMs and Luddites, with Ichiro Lambe</title>
	<link>https://etao.blog/2023/06/27/podcast-164/</link>
	<pubDate>Tue, 27 Jun 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8b351af8-f8df-5590-a115-cbc7068cb736</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Ichiro Lambe has been making games since the days of MUDs and Palm Pilots, and here he talks to Drew about <em>what's new</em>—from the possibilities of so-called AI (as exciting as they are fraught) to his strategic deck-builder of ramshackle autobattles, <em>Million Monster Militia.</em></p>



<p class="wp-block-paragraph"><strong>You can wishlist <a href="https://store.steampowered.com/app/2358770/Million_Monster_Militia/"><em>Million Monster Militia</em></a></strong>,<strong> along with <em><a href="https://store.steampowered.com/app/1149000/Monster_Loves_You_Too/">Monster Loves You Too!</a> </em>and <em><a href="https://store.steampowered.com/app/1372460/AaaaaAAaaaAAAaaAAAAaAAAAA/">AaaaaAAaaaAAAaaAAAAaAAAAA!!!</a></em>, on Steam.
</strong>You can find <a href="https://twitter.com/IchiroDejobaan">Ichiro on Twitter</a>, and see his work <a href="https://www.ichiro.ninja/">on his website</a> and <a href="https://www.dejobaan.com/">Dejobaan's</a>.
———
•&nbsp;It's <em>real, real hard</em> to find reliable numbers on power consumption in LLMs other other "AI." <a href="https://arxiv.org/pdf/2211.02001.pdf">Most existing research focuses on BLOOM</a>, simply because its operations are so much less opaque than what's going on at OpenAI or Google. M?l Hogan, whose past work has focused on the environmental impact of data centers more generally, recently <a href="https://www.thedatafix.net/episodes/009">discussed the specifics of "AI" energy consumption with Sasha Luccioni</a>, one of the authors of the paper linked above. (We should note, as they both do, that we're not just talking about energy here, but also water, "AI" being a driving factor behind <a href="https://journal.uptimeinstitute.com/cooling-to-play-a-more-active-role-in-it-performance-and-efficiency/">the escalating demand for industrial-scale liquid cooling</a>).</p>



<p class="wp-block-paragraph">• As Ichiro points out, these issues are specific to enormous, corporate run "AIs" such as GPT-4, Bard, DALL?E 2, and Midjourney—as distinct from models you can run on your own (beefy) PC.</p>



<p class="wp-block-paragraph">• Drew once again mentions <a href="https://www.youtube.com/watch?v=narjui3em1k">Emily Short's <em>Five Strategies for Collaborating with a Machine</em></a> and <a href="https://www.youtube.com/watch?v=OuaDbu_VBLY">Lily Alexandre's video essay on "post-human" content</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/@TotallyHumanRapper">Ichiro's <em>Totally Human Rapper</em></a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from the <em>Million Monster Militia </em>OST by Job Bellini.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ichiro Lambe has been making games since the days of MUDs and Palm Pilots, and here he talks to Drew about whats new—from the possibilities of so-called AI (as exciting as they are fraught) to his strategic deck-builder of ramshackle autobattles, Million]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Monsters and ?Merica, LLMs and Luddites, with Ichiro Lambe]]></itunes:title>
	<itunes:episode>164</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Ichiro Lambe has been making games since the days of MUDs and Palm Pilots, and here he talks to Drew about <em>what's new</em>—from the possibilities of so-called AI (as exciting as they are fraught) to his strategic deck-builder of ramshackle autobattles, <em>Million Monster Militia.</em></p>



<p class="wp-block-paragraph"><strong>You can wishlist <a href="https://store.steampowered.com/app/2358770/Million_Monster_Militia/"><em>Million Monster Militia</em></a></strong>,<strong> along with <em><a href="https://store.steampowered.com/app/1149000/Monster_Loves_You_Too/">Monster Loves You Too!</a> </em>and <em><a href="https://store.steampowered.com/app/1372460/AaaaaAAaaaAAAaaAAAAaAAAAA/">AaaaaAAaaaAAAaaAAAAaAAAAA!!!</a></em>, on Steam.
</strong>You can find <a href="https://twitter.com/IchiroDejobaan">Ichiro on Twitter</a>, and see his work <a href="https://www.ichiro.ninja/">on his website</a> and <a href="https://www.dejobaan.com/">Dejobaan's</a>.
———
•&nbsp;It's <em>real, real hard</em> to find reliable numbers on power consumption in LLMs other other "AI." <a href="https://arxiv.org/pdf/2211.02001.pdf">Most existing research focuses on BLOOM</a>, simply because its operations are so much less opaque than what's going on at OpenAI or Google. M?l Hogan, whose past work has focused on the environmental impact of data centers more generally, recently <a href="https://www.thedatafix.net/episodes/009">discussed the specifics of "AI" energy consumption with Sasha Luccioni</a>, one of the authors of the paper linked above. (We should note, as they both do, that we're not just talking about energy here, but also water, "AI" being a driving factor behind <a href="https://journal.uptimeinstitute.com/cooling-to-play-a-more-active-role-in-it-performance-and-efficiency/">the escalating demand for industrial-scale liquid cooling</a>).</p>



<p class="wp-block-paragraph">• As Ichiro points out, these issues are specific to enormous, corporate run "AIs" such as GPT-4, Bard, DALL?E 2, and Midjourney—as distinct from models you can run on your own (beefy) PC.</p>



<p class="wp-block-paragraph">• Drew once again mentions <a href="https://www.youtube.com/watch?v=narjui3em1k">Emily Short's <em>Five Strategies for Collaborating with a Machine</em></a> and <a href="https://www.youtube.com/watch?v=OuaDbu_VBLY">Lily Alexandre's video essay on "post-human" content</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/@TotallyHumanRapper">Ichiro's <em>Totally Human Rapper</em></a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
Some music from the <em>Million Monster Militia </em>OST by Job Bellini.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/06/etao-podcast-164-ichiro-lambe.mp3" length="121244923" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ichiro Lambe has been making games since the days of MUDs and Palm Pilots, and here he talks to Drew about what's new—from the possibilities of so-called AI (as exciting as they are fraught) to his strategic deck-builder of ramshackle autobattles, Million Monster Militia.



You can wishlist Million Monster Militia, along with Monster Loves You Too! and AaaaaAAaaaAAAaaAAAAaAAAAA!!!, on Steam.
You can find Ichiro on Twitter, and see his work on his website and Dejobaan's.
———
•&nbsp;It's real, real hard to find reliable numbers on power consumption in LLMs other other "AI." Most existing research focuses on BLOOM, simply because its operations are so much less opaque than what's going on at OpenAI or Google. M?l Hogan, whose past work has focused on the environmental impact of data centers more generally, recently discussed the specifics of "AI" energy consumption with Sasha Luccioni, one of the authors of the paper linked above. (We should note, as they both do, that we're not just talking about energy here, but also water, "AI" being a driving factor behind the escalating demand for industrial-scale liquid cooling).



• As Ichiro points out, these issues are specific to enormous, corporate run "AIs" such as GPT-4, Bard, DALL?E 2, and Midjourney—as distinct from models you can run on your own (beefy) PC.



• Drew once again mentions Emily Short's Five Strategies for Collaborating with a Machine and Lily Alexandre's video essay on "post-human" content.



• And here's Ichiro's Totally Human Rapper.



———



"All The People Say (Season 5)" by Carpe Demon.
Some music from the Million Monster Militia OST by Job Bellini.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/wide-capsule.jpg?fit=616%2C278&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/wide-capsule.jpg?fit=616%2C278&#038;ssl=1</url>
		<title>Monsters and &#8216;Merica, LLMs and Luddites, with Ichiro Lambe</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ichiro Lambe has been making games since the days of MUDs and Palm Pilots, and here he talks to Drew about what's new—from the possibilities of so-called AI (as exciting as they are fraught) to his strategic deck-builder of ramshackle autobattles, Million Monster Militia.



You can wishlist Million Monster Militia, along with Monster Loves You Too! and AaaaaAAaaaAAAaaAAAAaAAAAA!!!, on Steam.
You can find Ichiro on Twitter, and see his work on his website and Dejobaan's.
———
•&nbsp;It's real, real hard to find reliable numbers on power consumption in LLMs other other "AI." Most existing research focuses on BLOOM, simply because its operations are so much less opaque than what's going on at OpenAI or Google. M?l Hogan, whose past work has focused on the environmental impact of data centers more generally, recently discussed the specifics of "AI" energy consumption with Sasha Luccioni, one of the authors of the paper linked above. (We should note, as they both do, that we're not just ta]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/wide-capsule.jpg?fit=616%2C278&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Thing Nobody&#8217;s Talking About, with Andrew</title>
	<link>https://etao.blog/2023/06/13/podcast-163/</link>
	<pubDate>Tue, 13 Jun 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8c67f552-0031-5b00-9804-d2a58270a37e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Andrew anthologizes on by to talk about <em>Indiepocalypse, </em>as well as the alleged indiepocolypse. We talk about genre, curation, how to bring people together without Community-Building (capital C, capital B), and how to publish games without acting like a publisher.</p>



<p class="wp-block-paragraph"><strong>You can buy or subscribe to <em>Indiepocalypse </em>on <a href="https://itch.io/c/689872/indiepocalypse">Itch.io</a> and <a href="https://www.patreon.com/indiepocalypse/">Patreon</a>.
</strong>You can also follow <a href="https://twitter.com/PIZZAPRANKS">Andrew on Twitter</a>, and find all things <em>Indiepocalypse</em> on <a href="https://pizzapranks.com/">its website</a>.
———
•&nbsp;Here are our previous talks with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2023/05/16/podcast-161/">Tanya X. Short</a>, and <a href="http://etao.blog/2023/05/30/podcast-162/">Sarah and Colin Northway</a>, as well as with <em>Indiepocalypse </em>alums <a href="http://etao.blog/2023/02/21/podcast-155/">Esther Alter</a>, <a href="http://etao.blog/2022/05/31/podcast-136/">Damien Crawford</a>, and <a href="http://etao.blog/2022/03/22/podcast-131/">Glen Henry</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://melodicambient.neocities.org/posts/2021-01-10%20Deadgames%20and%20Alivegames.html">"Deadgames and Alivegames,"</a> as well as our interview with <a href="http://etao.blog/2022/04/19/podcast-133/">Melos Han-Tani and Marina Kittaka</a> (and <a href="http://etao.blog/2019/08/20/podcast-63/">our other interview with them</a>).</p>



<p class="wp-block-paragraph">•&nbsp;And here's Andrew's <a href="https://www.youtube.com/watch?v=ijy85W-spoM">Local Scene Showcase</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
Some music from <em>I'm Hungry! I'm Healthy! I'm Human! </em>by <a href="https://homieboon.itch.io/">lintilion</a>, the commissioned game from <em><a href="https://itch.io/queue/c/689872/indiepocalypse?game_id=2061074">Indiepocalypse #41</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Andrew anthologizes on by to talk about Indiepocalypse, as well as the alleged indiepocolypse. We talk about genre, curation, how to bring people together without Community-Building (capital C, capital B), and how to publish games without acting like a p]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Thing Nobody?s Talking About, with Andrew]]></itunes:title>
	<itunes:episode>163</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Andrew anthologizes on by to talk about <em>Indiepocalypse, </em>as well as the alleged indiepocolypse. We talk about genre, curation, how to bring people together without Community-Building (capital C, capital B), and how to publish games without acting like a publisher.</p>



<p class="wp-block-paragraph"><strong>You can buy or subscribe to <em>Indiepocalypse </em>on <a href="https://itch.io/c/689872/indiepocalypse">Itch.io</a> and <a href="https://www.patreon.com/indiepocalypse/">Patreon</a>.
</strong>You can also follow <a href="https://twitter.com/PIZZAPRANKS">Andrew on Twitter</a>, and find all things <em>Indiepocalypse</em> on <a href="https://pizzapranks.com/">its website</a>.
———
•&nbsp;Here are our previous talks with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2023/05/16/podcast-161/">Tanya X. Short</a>, and <a href="http://etao.blog/2023/05/30/podcast-162/">Sarah and Colin Northway</a>, as well as with <em>Indiepocalypse </em>alums <a href="http://etao.blog/2023/02/21/podcast-155/">Esther Alter</a>, <a href="http://etao.blog/2022/05/31/podcast-136/">Damien Crawford</a>, and <a href="http://etao.blog/2022/03/22/podcast-131/">Glen Henry</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://melodicambient.neocities.org/posts/2021-01-10%20Deadgames%20and%20Alivegames.html">"Deadgames and Alivegames,"</a> as well as our interview with <a href="http://etao.blog/2022/04/19/podcast-133/">Melos Han-Tani and Marina Kittaka</a> (and <a href="http://etao.blog/2019/08/20/podcast-63/">our other interview with them</a>).</p>



<p class="wp-block-paragraph">•&nbsp;And here's Andrew's <a href="https://www.youtube.com/watch?v=ijy85W-spoM">Local Scene Showcase</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
Some music from <em>I'm Hungry! I'm Healthy! I'm Human! </em>by <a href="https://homieboon.itch.io/">lintilion</a>, the commissioned game from <em><a href="https://itch.io/queue/c/689872/indiepocalypse?game_id=2061074">Indiepocalypse #41</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/06/etao-podcast-163-andrew.mp3" length="200130582" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Andrew anthologizes on by to talk about Indiepocalypse, as well as the alleged indiepocolypse. We talk about genre, curation, how to bring people together without Community-Building (capital C, capital B), and how to publish games without acting like a publisher.



You can buy or subscribe to Indiepocalypse on Itch.io and Patreon.
You can also follow Andrew on Twitter, and find all things Indiepocalypse on its website.
———
•&nbsp;Here are our previous talks with Megan Fox, Tanya X. Short, and Sarah and Colin Northway, as well as with Indiepocalypse alums Esther Alter, Damien Crawford, and Glen Henry.



•&nbsp;Here's "Deadgames and Alivegames," as well as our interview with Melos Han-Tani and Marina Kittaka (and our other interview with them).



•&nbsp;And here's Andrew's Local Scene Showcase.



———



"All The People Say (Season 5)" by Carpe Demon.
"Apple Blossoms" by Vernon Geyer.
Some music from I'm Hungry! I'm Healthy! I'm Human! by lintilion, the commissioned game from Indiepocalypse #41.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/zckle0.png?fit=955%2C1199&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/zckle0.png?fit=955%2C1199&#038;ssl=1</url>
		<title>The Thing Nobody&#8217;s Talking About, with Andrew</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:41:47</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Andrew anthologizes on by to talk about Indiepocalypse, as well as the alleged indiepocolypse. We talk about genre, curation, how to bring people together without Community-Building (capital C, capital B), and how to publish games without acting like a publisher.



You can buy or subscribe to Indiepocalypse on Itch.io and Patreon.
You can also follow Andrew on Twitter, and find all things Indiepocalypse on its website.
———
•&nbsp;Here are our previous talks with Megan Fox, Tanya X. Short, and Sarah and Colin Northway, as well as with Indiepocalypse alums Esther Alter, Damien Crawford, and Glen Henry.



•&nbsp;Here's "Deadgames and Alivegames," as well as our interview with Melos Han-Tani and Marina Kittaka (and our other interview with them).



•&nbsp;And here's Andrew's Local Scene Showcase.



———



"All The People Say (Season 5)" by Carpe Demon.
"Apple Blossoms" by Vernon Geyer.
Some music from I'm Hungry! I'm Healthy! I'm Human! by lintilion, the commissioned game from Indiepo]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/06/zckle0.png?fit=955%2C1199&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>I Was a Teenage VR Museum, with Sarah Northway and Colin Northway</title>
	<link>https://etao.blog/2023/05/30/podcast-162/</link>
	<pubDate>Tue, 30 May 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ad9d986b-ed77-53f3-8417-dcad69b3382d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about <em>The Museum of Other Realities</em>, <em>I Was a Teenage Exocolonist, </em>and <em>Fantastic Contraption</em> (as well as the spiritual successor to the latter, <em>The Legend of Zelda: Tears of the Kingdom).</em></p>



<p class="wp-block-paragraph"><strong>PRETTY BIG SPOILERS for <em>I Was A Teenage Exocolonist </em>from 24:30 to 30:10.</strong></p>



<p class="wp-block-paragraph"><strong><em>I Was a Teenage Exocolonist</em> is out now on <a href="https://store.steampowered.com/app/1148760/I_Was_a_Teenage_Exocolonist/">Steam</a>, <a href="https://finji.itch.io/exocolonist">Itch.io</a>, <a href="https://www.nintendo.com/store/products/i-was-a-teenage-exocolonist-switch/">Switch</a>, and <a href="https://store.playstation.com/en-us/concept/10005431/">Playstation</a>.</strong>
<strong>You can find the Northway Games catalog on <a href="https://northwaygames.com/">their website</a>, and <a href="https://www.museumor.com/">the MoR on its own site</a>.
</strong>You can also follow <a href="https://twitter.com/ColinNorthway">Colin</a> and <a href="https://twitter.com/Sarah_Northway">Sarah</a> on Twitter.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Exocolonist Theme Redux" by A Shell in the Pit, from <a href="https://northwaygames.bandcamp.com/album/i-was-a-teenage-exocolonist-original-soundtrack">the <em>I Was A Teenage Exocolonist </em>OST</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about The Museum of Other Realities, I Was a Teenage Exocolonist, and Fantastic Contraption (as well as the spiritual successor to the latter, The Legend of Zelda: ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[I Was a Teenage VR Museum, with Sarah Northway and Colin Northway]]></itunes:title>
	<itunes:episode>162</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about <em>The Museum of Other Realities</em>, <em>I Was a Teenage Exocolonist, </em>and <em>Fantastic Contraption</em> (as well as the spiritual successor to the latter, <em>The Legend of Zelda: Tears of the Kingdom).</em></p>



<p class="wp-block-paragraph"><strong>PRETTY BIG SPOILERS for <em>I Was A Teenage Exocolonist </em>from 24:30 to 30:10.</strong></p>



<p class="wp-block-paragraph"><strong><em>I Was a Teenage Exocolonist</em> is out now on <a href="https://store.steampowered.com/app/1148760/I_Was_a_Teenage_Exocolonist/">Steam</a>, <a href="https://finji.itch.io/exocolonist">Itch.io</a>, <a href="https://www.nintendo.com/store/products/i-was-a-teenage-exocolonist-switch/">Switch</a>, and <a href="https://store.playstation.com/en-us/concept/10005431/">Playstation</a>.</strong>
<strong>You can find the Northway Games catalog on <a href="https://northwaygames.com/">their website</a>, and <a href="https://www.museumor.com/">the MoR on its own site</a>.
</strong>You can also follow <a href="https://twitter.com/ColinNorthway">Colin</a> and <a href="https://twitter.com/Sarah_Northway">Sarah</a> on Twitter.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Exocolonist Theme Redux" by A Shell in the Pit, from <a href="https://northwaygames.bandcamp.com/album/i-was-a-teenage-exocolonist-original-soundtrack">the <em>I Was A Teenage Exocolonist </em>OST</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/05/etao-podcast-162-northway.mp3" length="112265865" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about The Museum of Other Realities, I Was a Teenage Exocolonist, and Fantastic Contraption (as well as the spiritual successor to the latter, The Legend of Zelda: Tears of the Kingdom).



PRETTY BIG SPOILERS for I Was A Teenage Exocolonist from 24:30 to 30:10.



I Was a Teenage Exocolonist is out now on Steam, Itch.io, Switch, and Playstation.
You can find the Northway Games catalog on their website, and the MoR on its own site.
You can also follow Colin and Sarah on Twitter.
———



"All The People Say (Season 5)" by Carpe Demon.
"Exocolonist Theme Redux" by A Shell in the Pit, from the I Was A Teenage Exocolonist OST.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/lofisol-anim.gif?fit=750%2C422&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/lofisol-anim.gif?fit=750%2C422&#038;ssl=1</url>
		<title>I Was a Teenage VR Museum, with Sarah Northway and Colin Northway</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>56:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Sarah and Colin Northway land on our own little art-loving exoplanet to wax philosophical about The Museum of Other Realities, I Was a Teenage Exocolonist, and Fantastic Contraption (as well as the spiritual successor to the latter, The Legend of Zelda: Tears of the Kingdom).



PRETTY BIG SPOILERS for I Was A Teenage Exocolonist from 24:30 to 30:10.



I Was a Teenage Exocolonist is out now on Steam, Itch.io, Switch, and Playstation.
You can find the Northway Games catalog on their website, and the MoR on its own site.
You can also follow Colin and Sarah on Twitter.
———



"All The People Say (Season 5)" by Carpe Demon.
"Exocolonist Theme Redux" by A Shell in the Pit, from the I Was A Teenage Exocolonist OST.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/lofisol-anim.gif?fit=750%2C422&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>There&#8217;s Heart in the Art and the Boat Is Afloat, with Tanya X. Short</title>
	<link>https://etao.blog/2023/05/16/podcast-161/</link>
	<pubDate>Tue, 16 May 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">863e36b1-1c57-59bd-a748-2e2120f0a93f</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch in all functional partnerships.

<strong>You can find the whole Kitfox Games catalog on <a href="https://www.kitfoxgames.com/en">their website</a>.</strong>
<strong>The deadline to <a href="https://pixelles.ca/pixelles-creator-fund/prototype-fund/">apply for the Pixelles Prototype Fund</a> is May 25.
</strong>You can also follow <a href="https://twitter.com/tanyaxshort">Tanya</a>, <a href="https://twitter.com/kitfoxgames">Kitfox</a>, and <a href="https://twitter.com/pixellesmtl">Pixelles</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here are our conversations of varyingly recent vintage with <a href="http://etao.blog/2021/05/04/podcast-108/">Santiago Zapata</a>, <a href="http://etao.blog/2022/01/25/podcast-127/">Star St. Germain</a>, <a href="http://etao.blog/2023/02/21/podcast-155/">Esther Alter</a>, <a href="http://etao.blog/2023/04/18/podcast-159/">Chris Hanney</a>, <a href="http://etao.blog/2023/05/02/podcast-160/">Anita Tung</a>, and <a href="http://etao.blog/2020/02/18/podcast-76/">Emma Kinema</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=narjui3em1k">Emily Short's <em>Five Strategies for Collaborating with a Machine.</em></a></p>



<p class="wp-block-paragraph">• We didn't get too deep into Emily M. Bender's work, but Tanya did make reference to a paper Bender co-authored, <em><a href="https://dl.acm.org/doi/10.1145/3442188.3445922">On the Dangers of Stochastic Parrots: Can Language Models Be Too Big?</a></em> And <a href="https://techwontsave.us/episode/163_chatgpt_is_not_intelligent_w_emily_m_bender">this recent interview</a> contains some of Bender's thoughts on present-day so-called AI.</p>



<p class="wp-block-paragraph">• The video essay Drew referenced, about humans being neither the artist nor the audience for a lot of current content, is <a href="https://www.youtube.com/watch?v=OuaDbu_VBLY">Lily Alexandre's <em>Everything Is Sludge: Art in the Post-Human Era</em></a><em>.</em></p>



<p class="wp-block-paragraph">• No one has really written a definitive history of <em>Boyfriend Maker</em>, unfortunately. For a related but largely distinct ethical nightmare, you could check out <a href="https://www.youtube.com/watch?v=3WSKKolgL2U&amp;t=5s">this other video essay, on Replika</a>.</p>



<p class="wp-block-paragraph">• We will indeed be looking into <a href="https://multiverse.com/">One More Multiverse</a>.</p>



<p class="wp-block-paragraph">• Regrettably, we didn't get a chance to talk about <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">that Kitfox blog post about messy design</a>?but it's something worth considering: elegance maybe being over.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Whipped Into Shape (feat. Madeleine McQueen)" from <em><a href="https://marskye.bandcamp.com/album/boyfriend-dungeon-secret-weapons">Boyfriend Dungeon: Secret Weapons</a></em>, the DLC addendum to <a href="https://marskye.bandcamp.com/album/boyfriend-dungeon">the <em>Boyfriend Dungeon </em>OST</a>, by Marskye.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[There?s Heart in the Art and the Boat Is Afloat, with Tanya X. Short]]></itunes:title>
	<itunes:episode>161</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch in all functional partnerships.

<strong>You can find the whole Kitfox Games catalog on <a href="https://www.kitfoxgames.com/en">their website</a>.</strong>
<strong>The deadline to <a href="https://pixelles.ca/pixelles-creator-fund/prototype-fund/">apply for the Pixelles Prototype Fund</a> is May 25.
</strong>You can also follow <a href="https://twitter.com/tanyaxshort">Tanya</a>, <a href="https://twitter.com/kitfoxgames">Kitfox</a>, and <a href="https://twitter.com/pixellesmtl">Pixelles</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here are our conversations of varyingly recent vintage with <a href="http://etao.blog/2021/05/04/podcast-108/">Santiago Zapata</a>, <a href="http://etao.blog/2022/01/25/podcast-127/">Star St. Germain</a>, <a href="http://etao.blog/2023/02/21/podcast-155/">Esther Alter</a>, <a href="http://etao.blog/2023/04/18/podcast-159/">Chris Hanney</a>, <a href="http://etao.blog/2023/05/02/podcast-160/">Anita Tung</a>, and <a href="http://etao.blog/2020/02/18/podcast-76/">Emma Kinema</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=narjui3em1k">Emily Short's <em>Five Strategies for Collaborating with a Machine.</em></a></p>



<p class="wp-block-paragraph">• We didn't get too deep into Emily M. Bender's work, but Tanya did make reference to a paper Bender co-authored, <em><a href="https://dl.acm.org/doi/10.1145/3442188.3445922">On the Dangers of Stochastic Parrots: Can Language Models Be Too Big?</a></em> And <a href="https://techwontsave.us/episode/163_chatgpt_is_not_intelligent_w_emily_m_bender">this recent interview</a> contains some of Bender's thoughts on present-day so-called AI.</p>



<p class="wp-block-paragraph">• The video essay Drew referenced, about humans being neither the artist nor the audience for a lot of current content, is <a href="https://www.youtube.com/watch?v=OuaDbu_VBLY">Lily Alexandre's <em>Everything Is Sludge: Art in the Post-Human Era</em></a><em>.</em></p>



<p class="wp-block-paragraph">• No one has really written a definitive history of <em>Boyfriend Maker</em>, unfortunately. For a related but largely distinct ethical nightmare, you could check out <a href="https://www.youtube.com/watch?v=3WSKKolgL2U&amp;t=5s">this other video essay, on Replika</a>.</p>



<p class="wp-block-paragraph">• We will indeed be looking into <a href="https://multiverse.com/">One More Multiverse</a>.</p>



<p class="wp-block-paragraph">• Regrettably, we didn't get a chance to talk about <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">that Kitfox blog post about messy design</a>?but it's something worth considering: elegance maybe being over.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Whipped Into Shape (feat. Madeleine McQueen)" from <em><a href="https://marskye.bandcamp.com/album/boyfriend-dungeon-secret-weapons">Boyfriend Dungeon: Secret Weapons</a></em>, the DLC addendum to <a href="https://marskye.bandcamp.com/album/boyfriend-dungeon">the <em>Boyfriend Dungeon </em>OST</a>, by Marskye.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/05/etao-podcast-161-tanya-x-short.mp3" length="111213836" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch in all functional partnerships.

You can find the whole Kitfox Games catalog on their website.
The deadline to apply for the Pixelles Prototype Fund is May 25.
You can also follow Tanya, Kitfox, and Pixelles on Twitter.



———



• Here are our conversations of varyingly recent vintage with Santiago Zapata, Star St. Germain, Esther Alter, Chris Hanney, Anita Tung, and Emma Kinema.



• And here's Emily Short's Five Strategies for Collaborating with a Machine.



• We didn't get too deep into Emily M. Bender's work, but Tanya did make reference to a paper Bender co-authored, On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? And this recent interview contains some of Bender's thoughts on present-day so-called AI.



• The video essay Drew referenced, about humans being neither the artist nor the audience for a lot of current content, is Lily Alexandre's Everything Is Sludge: Art in the Post-Human Era.



• No one has really written a definitive history of Boyfriend Maker, unfortunately. For a related but largely distinct ethical nightmare, you could check out this other video essay, on Replika.



• We will indeed be looking into One More Multiverse.



• Regrettably, we didn't get a chance to talk about that Kitfox blog post about messy design?but it's something worth considering: elegance maybe being over.
———



"All The People Say (Season 5)" by Carpe Demon.
"Whipped Into Shape (feat. Madeleine McQueen)" from Boyfriend Dungeon: Secret Weapons, the DLC addendum to the Boyfriend Dungeon OST, by Marskye.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/dfkeyart_1920horizontalnologo.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/dfkeyart_1920horizontalnologo.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>There&#8217;s Heart in the Art and the Boat Is Afloat, with Tanya X. Short</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>56:22</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Tanya X. Short descends to our dunj to talk about her ten years as the Captain of Kitfox Games. We talk about about long-term studio survival, what so-called AI really is, and making systems-driven games with heart—as well as the necessity of a tea-witch in all functional partnerships.

You can find the whole Kitfox Games catalog on their website.
The deadline to apply for the Pixelles Prototype Fund is May 25.
You can also follow Tanya, Kitfox, and Pixelles on Twitter.



———



• Here are our conversations of varyingly recent vintage with Santiago Zapata, Star St. Germain, Esther Alter, Chris Hanney, Anita Tung, and Emma Kinema.



• And here's Emily Short's Five Strategies for Collaborating with a Machine.



• We didn't get too deep into Emily M. Bender's work, but Tanya did make reference to a paper Bender co-authored, On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? And this recent interview contains some of Bender's thoughts on present-day so-called AI.



]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/dfkeyart_1920horizontalnologo.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Cozy Kind of Clutter, with Anita Tung</title>
	<link>https://etao.blog/2023/05/02/podcast-160/</link>
	<pubDate>Tue, 02 May 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">2d27ecfd-81a1-5099-a76a-f2c5823e3f91</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Anita Tung wends her way to us to talk about <em>The Last Clockwinder</em>, one of those VR games that really and truly could only be done in VR. (For another example, see <a href="http://etao.blog/2023/04/18/podcast-159/">our recent episode with Chris Hanney)</a>. On this week's show, we discuss the interdisciplinary joys of small teams, the aesthetics (and technical challenges) of clutter, and the persistent magics of VR.

<strong>CONTENT WARNING for discussions of death and grieving from 41:10 to 46:54.</strong></p>



<p class="wp-block-paragraph"><strong><em><a href="https://pontoco.com/the-last-clockwinder">The Last Clockwinder</a> </em>is out now on <a href="https://store.steampowered.com/app/1755100/The_Last_Clockwinder/">Steam</a>, <strong><a href="https://www.oculus.com/experiences/quest/4837365566303714/">Quest</a></strong></strong>, <strong>and <a href="https://store.playstation.com/en-us/product/UP3918-PPSA13386_00-0883744377329406">PSVR2</a>.</strong>
You can see what positions Pontoco has available on <a href="https://pontoco.com/jobs">their jobs page</a>.
You can also find lots of Anita's work on <a href="https://www.anitatung.com/">her website</a>, and follow her on <a href="https://twitter.com/anitatung">Twitter</a> and <a href="https://peoplemaking.games/@anita">Mastodon</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2018/02/15/podcast-33/">our conversation with Joel Corelitz</a>.</p>



<p class="wp-block-paragraph">• <em><a href="http://? And here's a fairly recent piece about Roger Morash and Shard.">Gathering Sky</a> </em>really is lovely, and it commits to the peculiarities of touch interfaces in about the same way that <em>The Last Clockwinder</em> commits to the peculiarities of VR.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gdcvault.com/play/1029182/Independent-Games-Summit-Fixing-Bugs">Matthew Blair's GDC talk</a> about <em>The Last Clockwinder</em>, as well as <a href="https://www.gdcvault.com/play/1029318/-Stuck-in-a-Loop">John Austin's</a>.</p>



<p class="wp-block-paragraph">• We've known about <a href="https://www.nature.com/articles/nature.2017.22231">the role of seawater in Roman concrete</a> since 2017 or so.</p>



<p class="wp-block-paragraph">• We'll also link <a href="https://www.gamedeveloper.com/design/after-tragedy-strikes-a-dev-s-friends-strive-to-complete-his-game">this fairly recent piece about Roger Morash and <em>Shard</em></a>.</p>



<p class="wp-block-paragraph">• For more on studio sustainability, we'd recommend our episodes with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2022/03/22/podcast-131/">Glen Henry</a>, <a href="http://etao.blog/2023/03/21/podcast-157/">Anya Combs</a>, and <a href="http://etao.blog/2022/05/03/podcast-134/">William Pugh</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Gardeners: Bomb Berry Laboratory" from <a href="https://joelcorelitz.bandcamp.com/album/the-last-clockwinder-original-soundtrack"><em>The Last Clockwinder</em> OST</a> by Joel Corelitz.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Anita Tung wends her way to us to talk about The Last Clockwinder, one of those VR games that really and truly could only be done in VR. (For another example, see our recent episode with Chris Hanney). On this weeks show, we discuss the interdisciplinary]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Cozy Kind of Clutter, with Anita Tung]]></itunes:title>
	<itunes:episode>160</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Anita Tung wends her way to us to talk about <em>The Last Clockwinder</em>, one of those VR games that really and truly could only be done in VR. (For another example, see <a href="http://etao.blog/2023/04/18/podcast-159/">our recent episode with Chris Hanney)</a>. On this week's show, we discuss the interdisciplinary joys of small teams, the aesthetics (and technical challenges) of clutter, and the persistent magics of VR.

<strong>CONTENT WARNING for discussions of death and grieving from 41:10 to 46:54.</strong></p>



<p class="wp-block-paragraph"><strong><em><a href="https://pontoco.com/the-last-clockwinder">The Last Clockwinder</a> </em>is out now on <a href="https://store.steampowered.com/app/1755100/The_Last_Clockwinder/">Steam</a>, <strong><a href="https://www.oculus.com/experiences/quest/4837365566303714/">Quest</a></strong></strong>, <strong>and <a href="https://store.playstation.com/en-us/product/UP3918-PPSA13386_00-0883744377329406">PSVR2</a>.</strong>
You can see what positions Pontoco has available on <a href="https://pontoco.com/jobs">their jobs page</a>.
You can also find lots of Anita's work on <a href="https://www.anitatung.com/">her website</a>, and follow her on <a href="https://twitter.com/anitatung">Twitter</a> and <a href="https://peoplemaking.games/@anita">Mastodon</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2018/02/15/podcast-33/">our conversation with Joel Corelitz</a>.</p>



<p class="wp-block-paragraph">• <em><a href="http://? And here's a fairly recent piece about Roger Morash and Shard.">Gathering Sky</a> </em>really is lovely, and it commits to the peculiarities of touch interfaces in about the same way that <em>The Last Clockwinder</em> commits to the peculiarities of VR.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gdcvault.com/play/1029182/Independent-Games-Summit-Fixing-Bugs">Matthew Blair's GDC talk</a> about <em>The Last Clockwinder</em>, as well as <a href="https://www.gdcvault.com/play/1029318/-Stuck-in-a-Loop">John Austin's</a>.</p>



<p class="wp-block-paragraph">• We've known about <a href="https://www.nature.com/articles/nature.2017.22231">the role of seawater in Roman concrete</a> since 2017 or so.</p>



<p class="wp-block-paragraph">• We'll also link <a href="https://www.gamedeveloper.com/design/after-tragedy-strikes-a-dev-s-friends-strive-to-complete-his-game">this fairly recent piece about Roger Morash and <em>Shard</em></a>.</p>



<p class="wp-block-paragraph">• For more on studio sustainability, we'd recommend our episodes with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox</a>, <a href="http://etao.blog/2022/03/22/podcast-131/">Glen Henry</a>, <a href="http://etao.blog/2023/03/21/podcast-157/">Anya Combs</a>, and <a href="http://etao.blog/2022/05/03/podcast-134/">William Pugh</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Gardeners: Bomb Berry Laboratory" from <a href="https://joelcorelitz.bandcamp.com/album/the-last-clockwinder-original-soundtrack"><em>The Last Clockwinder</em> OST</a> by Joel Corelitz.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/04/etao-podcast-160-anita-tung-1.mp3" length="111885182" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Anita Tung wends her way to us to talk about The Last Clockwinder, one of those VR games that really and truly could only be done in VR. (For another example, see our recent episode with Chris Hanney). On this week's show, we discuss the interdisciplinary joys of small teams, the aesthetics (and technical challenges) of clutter, and the persistent magics of VR.

CONTENT WARNING for discussions of death and grieving from 41:10 to 46:54.



The Last Clockwinder is out now on Steam, Quest, and PSVR2.
You can see what positions Pontoco has available on their jobs page.
You can also find lots of Anita's work on her website, and follow her on Twitter and Mastodon.



———



• Here's our conversation with Joel Corelitz.



• Gathering Sky really is lovely, and it commits to the peculiarities of touch interfaces in about the same way that The Last Clockwinder commits to the peculiarities of VR.



• Here's Matthew Blair's GDC talk about The Last Clockwinder, as well as John Austin's.



• We've known about the role of seawater in Roman concrete since 2017 or so.



• We'll also link this fairly recent piece about Roger Morash and Shard.



• For more on studio sustainability, we'd recommend our episodes with Megan Fox, Glen Henry, Anya Combs, and William Pugh.
———



"All The People Say (Season 5)" by Carpe Demon.
"Gardeners: Bomb Berry Laboratory" from The Last Clockwinder OST by Joel Corelitz.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/steamgif-buildcontraption.gif?fit=660%2C220&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/steamgif-buildcontraption.gif?fit=660%2C220&#038;ssl=1</url>
		<title>A Cozy Kind of Clutter, with Anita Tung</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:41</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Anita Tung wends her way to us to talk about The Last Clockwinder, one of those VR games that really and truly could only be done in VR. (For another example, see our recent episode with Chris Hanney). On this week's show, we discuss the interdisciplinary joys of small teams, the aesthetics (and technical challenges) of clutter, and the persistent magics of VR.

CONTENT WARNING for discussions of death and grieving from 41:10 to 46:54.



The Last Clockwinder is out now on Steam, Quest, and PSVR2.
You can see what positions Pontoco has available on their jobs page.
You can also find lots of Anita's work on her website, and follow her on Twitter and Mastodon.



———



• Here's our conversation with Joel Corelitz.



• Gathering Sky really is lovely, and it commits to the peculiarities of touch interfaces in about the same way that The Last Clockwinder commits to the peculiarities of VR.



• Here's Matthew Blair's GDC talk about The Last Clockwinder, as well as John Austin's.



• We']]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/05/steamgif-buildcontraption.gif?fit=660%2C220&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Spacefarers, Shredders, and In-Home Lasers, with Chris Hanney</title>
	<link>https://etao.blog/2023/04/18/podcast-159/</link>
	<pubDate>Tue, 18 Apr 2023 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">883f8076-a3bd-53e0-8e6b-b21777137354</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Chris Hanney is probably best known for his work on <em>Space Pirate Trainer</em>—and particularly on its multiplayer modes, from the <em>Tetris-Galaga</em>-<em>Max Payne </em>melange of <em>VERSUS</em> to the ambitious, tennis-court-scale hide-and-seek-'em-up of <em>ARENA</em>. Here's a project that walks right up to the edges of what has so far been possible in VR, and then finds ways to walk right past them.</p>



<p class="wp-block-paragraph">In this interview, Chris talks about the past, present, and (in his view, extremely exciting) future of VR. Along the way we discuss the technology's many strange tributaries. For the first time in recorded history, two bearded white dudes talk on a podcast.</p>



<p class="wp-block-paragraph"><em><strong><a href="https://i-illusions.com/games/spacepiratetrainerdx">Space Pirate Trainer DX</a></strong></em><strong> is out now on <a href="https://www.oculus.com/experiences/quest/1663790613725314/">Quest</a>.</strong>
<strong><em><a href="https://shreddersgame.com/">Shredders</a></em> is out now on <a href="https://store.steampowered.com/app/1874170/Shredders/">Steam</a>, <a href="https://store.playstation.com/en-us/concept/10002418/">Playstation 5</a>, <a href="https://www.xbox.com/en-US/games/store/shredders/9n4pgnqq7zfk">Xbox Series X|S, and Game Pass</a>.
</strong>You can also <a href="https://twitter.com/HanneyChris">follow Chris on Twitter, whatever that currently is</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://arstechnica.com/gaming/2021/09/vr-review-space-pirate-trainers-new-arena-is-massive-must-play-if-you-can/">This review</a> contains some really useful descriptions of what <em>Space Pirate ARENA</em> even <em>is</em> on a nuts-and-bolts, logistical level.</p>



<p class="wp-block-paragraph">• <a href="https://store.bigscreenvr.com/products/bigscreen-beyond">The Bigscreen Beyond</a> really does look like swim goggles when compared to the Quest 2 (though not quite so much when compared to, say, swim goggles, if we're honest).</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/HanneyChris/status/1640754330335674375">the Twitterthreadization of Chris' GDC 2023 talk about Steam forums and reviews</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2022/11/29/podcast-149/">our episode with Anton Hand</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Seventy-Four" from <em><a href="https://jennifur.bandcamp.com/album/nowhere-now-here-music-made-for-the-game-shredders">Nowhere, Now Here (music from the video game Shredders)</a></em> by Jennifur.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Chris Hanney is probably best known for his work on Space Pirate Trainer—and particularly on its multiplayer modes, from the Tetris-Galaga-Max Payne melange of VERSUS to the ambitious, tennis-court-scale hide-and-seek-em-up of ARENA. Heres a project that]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Spacefarers, Shredders, and In-Home Lasers, with Chris Hanney]]></itunes:title>
	<itunes:episode>159</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Chris Hanney is probably best known for his work on <em>Space Pirate Trainer</em>—and particularly on its multiplayer modes, from the <em>Tetris-Galaga</em>-<em>Max Payne </em>melange of <em>VERSUS</em> to the ambitious, tennis-court-scale hide-and-seek-'em-up of <em>ARENA</em>. Here's a project that walks right up to the edges of what has so far been possible in VR, and then finds ways to walk right past them.</p>



<p class="wp-block-paragraph">In this interview, Chris talks about the past, present, and (in his view, extremely exciting) future of VR. Along the way we discuss the technology's many strange tributaries. For the first time in recorded history, two bearded white dudes talk on a podcast.</p>



<p class="wp-block-paragraph"><em><strong><a href="https://i-illusions.com/games/spacepiratetrainerdx">Space Pirate Trainer DX</a></strong></em><strong> is out now on <a href="https://www.oculus.com/experiences/quest/1663790613725314/">Quest</a>.</strong>
<strong><em><a href="https://shreddersgame.com/">Shredders</a></em> is out now on <a href="https://store.steampowered.com/app/1874170/Shredders/">Steam</a>, <a href="https://store.playstation.com/en-us/concept/10002418/">Playstation 5</a>, <a href="https://www.xbox.com/en-US/games/store/shredders/9n4pgnqq7zfk">Xbox Series X|S, and Game Pass</a>.
</strong>You can also <a href="https://twitter.com/HanneyChris">follow Chris on Twitter, whatever that currently is</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://arstechnica.com/gaming/2021/09/vr-review-space-pirate-trainers-new-arena-is-massive-must-play-if-you-can/">This review</a> contains some really useful descriptions of what <em>Space Pirate ARENA</em> even <em>is</em> on a nuts-and-bolts, logistical level.</p>



<p class="wp-block-paragraph">• <a href="https://store.bigscreenvr.com/products/bigscreen-beyond">The Bigscreen Beyond</a> really does look like swim goggles when compared to the Quest 2 (though not quite so much when compared to, say, swim goggles, if we're honest).</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/HanneyChris/status/1640754330335674375">the Twitterthreadization of Chris' GDC 2023 talk about Steam forums and reviews</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2022/11/29/podcast-149/">our episode with Anton Hand</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em>
"Seventy-Four" from <em><a href="https://jennifur.bandcamp.com/album/nowhere-now-here-music-made-for-the-game-shredders">Nowhere, Now Here (music from the video game Shredders)</a></em> by Jennifur.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/04/etao-podcast-159-chris-hanney.mp3" length="161827868" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Chris Hanney is probably best known for his work on Space Pirate Trainer—and particularly on its multiplayer modes, from the Tetris-Galaga-Max Payne melange of VERSUS to the ambitious, tennis-court-scale hide-and-seek-'em-up of ARENA. Here's a project that walks right up to the edges of what has so far been possible in VR, and then finds ways to walk right past them.



In this interview, Chris talks about the past, present, and (in his view, extremely exciting) future of VR. Along the way we discuss the technology's many strange tributaries. For the first time in recorded history, two bearded white dudes talk on a podcast.



Space Pirate Trainer DX is out now on Quest.
Shredders is out now on Steam, Playstation 5, Xbox Series X|S, and Game Pass.
You can also follow Chris on Twitter, whatever that currently is.



———



• This review contains some really useful descriptions of what Space Pirate ARENA even is on a nuts-and-bolts, logistical level.



• The Bigscreen Beyond really does look like swim goggles when compared to the Quest 2 (though not quite so much when compared to, say, swim goggles, if we're honest).



• Here's the Twitterthreadization of Chris' GDC 2023 talk about Steam forums and reviews.



• And here's our episode with Anton Hand.
———



"All The People Say (Season 5)" by Carpe Demon.
"Seventy-Four" from Nowhere, Now Here (music from the video game Shredders) by Jennifur.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/shredders_screenshot_6-1.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/shredders_screenshot_6-1.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Spacefarers, Shredders, and In-Home Lasers, with Chris Hanney</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:20:29</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Chris Hanney is probably best known for his work on Space Pirate Trainer—and particularly on its multiplayer modes, from the Tetris-Galaga-Max Payne melange of VERSUS to the ambitious, tennis-court-scale hide-and-seek-'em-up of ARENA. Here's a project that walks right up to the edges of what has so far been possible in VR, and then finds ways to walk right past them.



In this interview, Chris talks about the past, present, and (in his view, extremely exciting) future of VR. Along the way we discuss the technology's many strange tributaries. For the first time in recorded history, two bearded white dudes talk on a podcast.



Space Pirate Trainer DX is out now on Quest.
Shredders is out now on Steam, Playstation 5, Xbox Series X|S, and Game Pass.
You can also follow Chris on Twitter, whatever that currently is.



———



• This review contains some really useful descriptions of what Space Pirate ARENA even is on a nuts-and-bolts, logistical level.



• The Bigscreen Beyond really doe]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/shredders_screenshot_6-1.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Hackers and Big Robots, with Paul Chamberlain</title>
	<link>https://etao.blog/2023/04/04/podcast-158/</link>
	<pubDate>Tue, 04 Apr 2023 13:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5b14ba8f-a158-5d74-b9d0-fd1709052587</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Paul Chamberlain originally wanted to be a hacker—which led him to work as a "technologist" (ooh) at the Signals Intelligence Agency and the Australian Federal Police, which led him to work in computer security and "information warfare" (ooh again) at Google, which led him to work on anti-cheat software for <em>League of Legends </em>and <em>Valorant</em> at Riot Games.</p>



<p class="wp-block-paragraph">That experience, in turn—the experience of getting to collaborate across disciplines, to be a bit of a generalist despite having been hired with a specialized skillset in mind—is what he's now trying to recreate at his studio, New Avalon.</p>



<p class="wp-block-paragraph"><strong>You can also <a href="https://twitter.com/arkem">follow Paul on Twitter</a>, and <a href="https://twitter.com/NewAvalonGames">do likewise for New Avalon</a>.
Likewise with <a href="https://twitter.com/OdysseyStudio">Odyssey Interactive</a> and <em><a href="https://twitter.com/PlayOmega">Omega Strikers</a>.</em></strong></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BKP1I7IocYU">that excellent Dan Olson video</a>, which is something of a sequel to <a href="https://www.youtube.com/watch?v=0RxQRswLAmI">this one</a>. Later in the conversation, <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">his video on <em>Fortnite</em></a> becomes relevant as well.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2020/06/09/podcast-85/">our conversation with Greg Haynes from AbleGamers</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://hypeddit.com/0l12xu">"Go Strike! (Karaoke Version)"</a> by James Landino, the theme from <em>Omega Strikers.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Paul Chamberlain originally wanted to be a hacker—which led him to work as a technologist (ooh) at the Signals Intelligence Agency and the Australian Federal Police, which led him to work in computer security and information warfare (ooh again) at Google]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Hackers and Big Robots, with Paul Chamberlain]]></itunes:title>
	<itunes:episode>158</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Paul Chamberlain originally wanted to be a hacker—which led him to work as a "technologist" (ooh) at the Signals Intelligence Agency and the Australian Federal Police, which led him to work in computer security and "information warfare" (ooh again) at Google, which led him to work on anti-cheat software for <em>League of Legends </em>and <em>Valorant</em> at Riot Games.</p>



<p class="wp-block-paragraph">That experience, in turn—the experience of getting to collaborate across disciplines, to be a bit of a generalist despite having been hired with a specialized skillset in mind—is what he's now trying to recreate at his studio, New Avalon.</p>



<p class="wp-block-paragraph"><strong>You can also <a href="https://twitter.com/arkem">follow Paul on Twitter</a>, and <a href="https://twitter.com/NewAvalonGames">do likewise for New Avalon</a>.
Likewise with <a href="https://twitter.com/OdysseyStudio">Odyssey Interactive</a> and <em><a href="https://twitter.com/PlayOmega">Omega Strikers</a>.</em></strong></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BKP1I7IocYU">that excellent Dan Olson video</a>, which is something of a sequel to <a href="https://www.youtube.com/watch?v=0RxQRswLAmI">this one</a>. Later in the conversation, <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">his video on <em>Fortnite</em></a> becomes relevant as well.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2020/06/09/podcast-85/">our conversation with Greg Haynes from AbleGamers</a>.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://hypeddit.com/0l12xu">"Go Strike! (Karaoke Version)"</a> by James Landino, the theme from <em>Omega Strikers.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/03/etao-podcast-158-paul-chamberlain.mp3" length="159533009" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Paul Chamberlain originally wanted to be a hacker—which led him to work as a "technologist" (ooh) at the Signals Intelligence Agency and the Australian Federal Police, which led him to work in computer security and "information warfare" (ooh again) at Google, which led him to work on anti-cheat software for League of Legends and Valorant at Riot Games.



That experience, in turn—the experience of getting to collaborate across disciplines, to be a bit of a generalist despite having been hired with a specialized skillset in mind—is what he's now trying to recreate at his studio, New Avalon.



You can also follow Paul on Twitter, and do likewise for New Avalon.
Likewise with Odyssey Interactive and Omega Strikers.



———



• Here's that excellent Dan Olson video, which is something of a sequel to this one. Later in the conversation, his video on Fortnite becomes relevant as well.



• And here's our conversation with Greg Haynes from AbleGamers.
———



"All The People Say (Season 5)" by Carpe Demon.
"Go Strike! (Karaoke Version)" by James Landino, the theme from Omega Strikers.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/omega-strikers-character-lineup.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/omega-strikers-character-lineup.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Hackers and Big Robots, with Paul Chamberlain</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:18:20</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Paul Chamberlain originally wanted to be a hacker—which led him to work as a "technologist" (ooh) at the Signals Intelligence Agency and the Australian Federal Police, which led him to work in computer security and "information warfare" (ooh again) at Google, which led him to work on anti-cheat software for League of Legends and Valorant at Riot Games.



That experience, in turn—the experience of getting to collaborate across disciplines, to be a bit of a generalist despite having been hired with a specialized skillset in mind—is what he's now trying to recreate at his studio, New Avalon.



You can also follow Paul on Twitter, and do likewise for New Avalon.
Likewise with Odyssey Interactive and Omega Strikers.



———



• Here's that excellent Dan Olson video, which is something of a sequel to this one. Later in the conversation, his video on Fortnite becomes relevant as well.



• And here's our conversation with Greg Haynes from AbleGamers.
———



"All The People Say (Season 5)" ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/04/omega-strikers-character-lineup.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>More Sleepier Goblins, Fewer Shorter Meetings, with Anya Combs</title>
	<link>https://etao.blog/2023/03/21/podcast-157/</link>
	<pubDate>Tue, 21 Mar 2023 13:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">de32c23b-ef66-58bb-a969-94a025f7628b</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Anya Combs joins our crowd (of guests) to talk about her work at Backerkit (and previously at Kickstarter and Nickelodeon), her saxophoning for the Funkrust Brass Band (among a fair many other bands), her love of tabletop, and her blood-feud with meeting culture.</p>



<p class="wp-block-paragraph"><strong><a href="https://www.backerkit.com/c">Backerkit's new crowdfunding section is live</a>, as so often is <a href="https://funkrust.bandcamp.com/">the music of Funkrust</a>.</strong>
You can also find Anya's socials on <a href="https://linktr.ee/anyayna">her Linktree</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Drew was referring to a premium (as in paywalled, and also as in excellent) <a href="https://www.patreon.com/posts/rhiannon-and-got-73568616">episode of the <em>5-4</em> podcast</a>, with that bit about having more culpability as one ascends a big company's hierarchy.

• Here's <em><a href="https://www.someonehasdiedgame.com/">Someone Has Died</a>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=FYP2l7MlZ_8">This talk </a>is a great introduction to Anya's thoughts on the nuts and bolts of crowdfunding. We'd also highly recommend <a href="https://www.listennotes.com/podcasts/what-else-do-you-do/ep-44-playing-the-sax-xqWXo0y4v1s/">Anya's episode of <em>What Else Do You Do?</em></a>
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://funkrust.bandcamp.com/track/riptide">"Riptide"</a> from <em>Dark City</em> by Funkrust Brass Band.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Anya Combs joins our crowd (of guests) to talk about her work at Backerkit (and previously at Kickstarter and Nickelodeon), her saxophoning for the Funkrust Brass Band (among a fair many other bands), her love of tabletop, and her blood-feud with meeting]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[More Sleepier Goblins, Fewer Shorter Meetings, with Anya Combs]]></itunes:title>
	<itunes:episode>157</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Anya Combs joins our crowd (of guests) to talk about her work at Backerkit (and previously at Kickstarter and Nickelodeon), her saxophoning for the Funkrust Brass Band (among a fair many other bands), her love of tabletop, and her blood-feud with meeting culture.</p>



<p class="wp-block-paragraph"><strong><a href="https://www.backerkit.com/c">Backerkit's new crowdfunding section is live</a>, as so often is <a href="https://funkrust.bandcamp.com/">the music of Funkrust</a>.</strong>
You can also find Anya's socials on <a href="https://linktr.ee/anyayna">her Linktree</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Drew was referring to a premium (as in paywalled, and also as in excellent) <a href="https://www.patreon.com/posts/rhiannon-and-got-73568616">episode of the <em>5-4</em> podcast</a>, with that bit about having more culpability as one ascends a big company's hierarchy.

• Here's <em><a href="https://www.someonehasdiedgame.com/">Someone Has Died</a>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=FYP2l7MlZ_8">This talk </a>is a great introduction to Anya's thoughts on the nuts and bolts of crowdfunding. We'd also highly recommend <a href="https://www.listennotes.com/podcasts/what-else-do-you-do/ep-44-playing-the-sax-xqWXo0y4v1s/">Anya's episode of <em>What Else Do You Do?</em></a>
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://funkrust.bandcamp.com/track/riptide">"Riptide"</a> from <em>Dark City</em> by Funkrust Brass Band.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/03/etao-podcast-157-anya-combs.mp3" length="174754067" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Anya Combs joins our crowd (of guests) to talk about her work at Backerkit (and previously at Kickstarter and Nickelodeon), her saxophoning for the Funkrust Brass Band (among a fair many other bands), her love of tabletop, and her blood-feud with meeting culture.



Backerkit's new crowdfunding section is live, as so often is the music of Funkrust.
You can also find Anya's socials on her Linktree.



———



• Drew was referring to a premium (as in paywalled, and also as in excellent) episode of the 5-4 podcast, with that bit about having more culpability as one ascends a big company's hierarchy.

• Here's Someone Has Died.



• This talk is a great introduction to Anya's thoughts on the nuts and bolts of crowdfunding. We'd also highly recommend Anya's episode of What Else Do You Do?
———



"All The People Say (Season 5)" by Carpe Demon.
"Riptide" from Dark City by Funkrust Brass Band.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/a1328373105_10.jpg?fit=1192%2C913&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/a1328373105_10.jpg?fit=1192%2C913&#038;ssl=1</url>
		<title>More Sleepier Goblins, Fewer Shorter Meetings, with Anya Combs</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:26:42</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Anya Combs joins our crowd (of guests) to talk about her work at Backerkit (and previously at Kickstarter and Nickelodeon), her saxophoning for the Funkrust Brass Band (among a fair many other bands), her love of tabletop, and her blood-feud with meeting culture.



Backerkit's new crowdfunding section is live, as so often is the music of Funkrust.
You can also find Anya's socials on her Linktree.



———



• Drew was referring to a premium (as in paywalled, and also as in excellent) episode of the 5-4 podcast, with that bit about having more culpability as one ascends a big company's hierarchy.

• Here's Someone Has Died.



• This talk is a great introduction to Anya's thoughts on the nuts and bolts of crowdfunding. We'd also highly recommend Anya's episode of What Else Do You Do?
———



"All The People Say (Season 5)" by Carpe Demon.
"Riptide" from Dark City by Funkrust Brass Band.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, M]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/a1328373105_10.jpg?fit=1192%2C913&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Adventures &#038; Ampersands, with Irwin Chen, Nathan Dummitt, &#038; Ed Chung</title>
	<link>https://etao.blog/2023/03/07/podcast-156/</link>
	<pubDate>Tue, 07 Mar 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">6ffacd67-5813-56f6-b0b6-25c92661b6c5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">A fair few of the kids who played <em>Dungeons &amp; Dragons</em> in the 1980s are now parents with kids old enough to play <em>Dungeons &amp; Dragons</em>. At the same time, and beyond that: Tabletop Role Playing Games, which were once firmly esoteric and counter-cultural pursuits (not to mention the target of frothy moral panic) are increasingly a visible, present part of pop culture.</p>



<p class="wp-block-paragraph">Which means that the time is right for TTRPGs that parents can play with their kids?including very young kids, and including parents who didn't play <em>D&amp;D</em> back in the day &amp; day. Irwin Chen, Nathan Dummitt, and Ed Chung developed their <em>Ampersand RPG</em> system to fulfill precisely those needs. Int his conversation, they talk about how their approach emphasizes tactility, creativity, collaboration, "classroom management," and investment without self-seriousness.</p>



<p class="wp-block-paragraph"><strong><a href="https://www.kickstarter.com/projects/ampersandrpg/ampersand-rpg-tabletop-games-for-kids-and-parents"><em>Snakes and Sarcophagi,</em> the newest Ampersand RPG adventure, is now on Kickstarter.</a></strong>
You can also <a href="https://twitter.com/AmpersandRpg">follow the project on Twitter</a>, and learn more on <a href="https://www.ampersandrpg.com/">the Ampersand RPG website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• The Satanic-panicky made-for-TV movie in which Tom Hanks joins a cult because of <em>Dungeons &amp; Dragons</em> is indeed, somewhat pitiably, called <em><a href="https://en.wikipedia.org/wiki/Mazes_and_Monsters">Mazes and Monsters</a>.</em> (They didn't even use an ampersand. Amateurs).</p>



<p class="wp-block-paragraph">• The reason that Drew defaulted to videogames when when he started talking about instrumental play was that <a href="https://www.youtube.com/watch?v=BKP1I7IocYU">this Dan Olson video</a> popped into his head.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
"Buckin' the Dice" by "Fats" Waller, <a href="https://archive.org/details/78_buckin-the-dice_fats-waller-and-his-rhythm-fats-waller-cedric-wallace-tiny-par_gbia0273183b">performed by "Fats" Waller and his Rhythm</a>.
"Snakes' Hips" by Spencer Williams, <a href="https://archive.org/details/1923-USA-Archives-1923-03-22-Original-Memphis-Five-Snakes-Hips">performed by the Original Memphis Five</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[A fair few of the kids who played Dungeons &amp; Dragons in the 1980s are now parents with kids old enough to play Dungeons &amp; Dragons. At the same time, and beyond that: Tabletop Role Playing Games, which were once firmly esoteric and counter-cultura]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Adventures & Ampersands, with Irwin Chen, Nathan Dummitt, & Ed Chung]]></itunes:title>
	<itunes:episode>156</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">A fair few of the kids who played <em>Dungeons &amp; Dragons</em> in the 1980s are now parents with kids old enough to play <em>Dungeons &amp; Dragons</em>. At the same time, and beyond that: Tabletop Role Playing Games, which were once firmly esoteric and counter-cultural pursuits (not to mention the target of frothy moral panic) are increasingly a visible, present part of pop culture.</p>



<p class="wp-block-paragraph">Which means that the time is right for TTRPGs that parents can play with their kids?including very young kids, and including parents who didn't play <em>D&amp;D</em> back in the day &amp; day. Irwin Chen, Nathan Dummitt, and Ed Chung developed their <em>Ampersand RPG</em> system to fulfill precisely those needs. Int his conversation, they talk about how their approach emphasizes tactility, creativity, collaboration, "classroom management," and investment without self-seriousness.</p>



<p class="wp-block-paragraph"><strong><a href="https://www.kickstarter.com/projects/ampersandrpg/ampersand-rpg-tabletop-games-for-kids-and-parents"><em>Snakes and Sarcophagi,</em> the newest Ampersand RPG adventure, is now on Kickstarter.</a></strong>
You can also <a href="https://twitter.com/AmpersandRpg">follow the project on Twitter</a>, and learn more on <a href="https://www.ampersandrpg.com/">the Ampersand RPG website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• The Satanic-panicky made-for-TV movie in which Tom Hanks joins a cult because of <em>Dungeons &amp; Dragons</em> is indeed, somewhat pitiably, called <em><a href="https://en.wikipedia.org/wiki/Mazes_and_Monsters">Mazes and Monsters</a>.</em> (They didn't even use an ampersand. Amateurs).</p>



<p class="wp-block-paragraph">• The reason that Drew defaulted to videogames when when he started talking about instrumental play was that <a href="https://www.youtube.com/watch?v=BKP1I7IocYU">this Dan Olson video</a> popped into his head.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
"Buckin' the Dice" by "Fats" Waller, <a href="https://archive.org/details/78_buckin-the-dice_fats-waller-and-his-rhythm-fats-waller-cedric-wallace-tiny-par_gbia0273183b">performed by "Fats" Waller and his Rhythm</a>.
"Snakes' Hips" by Spencer Williams, <a href="https://archive.org/details/1923-USA-Archives-1923-03-22-Original-Memphis-Five-Snakes-Hips">performed by the Original Memphis Five</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/03/etao-podcast-156-ampersand.mp3" length="118766896" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[A fair few of the kids who played Dungeons &amp; Dragons in the 1980s are now parents with kids old enough to play Dungeons &amp; Dragons. At the same time, and beyond that: Tabletop Role Playing Games, which were once firmly esoteric and counter-cultural pursuits (not to mention the target of frothy moral panic) are increasingly a visible, present part of pop culture.



Which means that the time is right for TTRPGs that parents can play with their kids?including very young kids, and including parents who didn't play D&amp;D back in the day &amp; day. Irwin Chen, Nathan Dummitt, and Ed Chung developed their Ampersand RPG system to fulfill precisely those needs. Int his conversation, they talk about how their approach emphasizes tactility, creativity, collaboration, "classroom management," and investment without self-seriousness.



Snakes and Sarcophagi, the newest Ampersand RPG adventure, is now on Kickstarter.
You can also follow the project on Twitter, and learn more on the Ampersand RPG website.



———



• The Satanic-panicky made-for-TV movie in which Tom Hanks joins a cult because of Dungeons &amp; Dragons is indeed, somewhat pitiably, called Mazes and Monsters. (They didn't even use an ampersand. Amateurs).



• The reason that Drew defaulted to videogames when when he started talking about instrumental play was that this Dan Olson video popped into his head.
———



"All The People Say (Season 5)" by Carpe Demon.
"Buckin' the Dice" by "Fats" Waller, performed by "Fats" Waller and his Rhythm.
"Snakes' Hips" by Spencer Williams, performed by the Original Memphis Five.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/5a2c68efada65419d604c0e7327248f5_original.gif?fit=670%2C377&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/5a2c68efada65419d604c0e7327248f5_original.gif?fit=670%2C377&#038;ssl=1</url>
		<title>Adventures &#038; Ampersands, with Irwin Chen, Nathan Dummitt, &#038; Ed Chung</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:04</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[A fair few of the kids who played Dungeons &amp; Dragons in the 1980s are now parents with kids old enough to play Dungeons &amp; Dragons. At the same time, and beyond that: Tabletop Role Playing Games, which were once firmly esoteric and counter-cultural pursuits (not to mention the target of frothy moral panic) are increasingly a visible, present part of pop culture.



Which means that the time is right for TTRPGs that parents can play with their kids?including very young kids, and including parents who didn't play D&amp;D back in the day &amp; day. Irwin Chen, Nathan Dummitt, and Ed Chung developed their Ampersand RPG system to fulfill precisely those needs. Int his conversation, they talk about how their approach emphasizes tactility, creativity, collaboration, "classroom management," and investment without self-seriousness.



Snakes and Sarcophagi, the newest Ampersand RPG adventure, is now on Kickstarter.
You can also follow the project on Twitter, and learn more on the Ampers]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/03/5a2c68efada65419d604c0e7327248f5_original.gif?fit=670%2C377&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Game Beyond the Game, with Esther Alter</title>
	<link>https://etao.blog/2023/02/21/podcast-155/</link>
	<pubDate>Tue, 21 Feb 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3167038f-c3d6-5fee-9aa4-fe7d309d780d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Esther Alter started out making games like <em>Neocolonialism </em>and <em>No Pineapple Left Behind</em>, which she now describes as "anti-fun." But her newest game <em>PRO<em>Ć</em>EMON</em> is unashemedly fun, in addition to being a thoughtful experiment in how far we can push procedural generation, and in what human-machine collaborations can looks like.</p>



<p class="wp-block-paragraph">Here Esther talks about <em>PRO<em>Ć</em>EMON</em> in terms of its inspirations, its tech, and how it fits into her broader artistic practice—which spans tabletop RPGs, non-game technical experiments and tools, and short-form fiction (much of it profoundly and unmistakably Jewish).</p>



<p class="wp-block-paragraph"><em><strong>PRO<em><em>Ć</em></em>EMON</strong></em><strong><em>: You Must Catch Them</em> is out now on <a href="https://subalterngames.itch.io/procemon">Itch.io</a> and <a href="https://store.steampowered.com/app/2058380/Procemon_You_Must_Catch_Them/">Steam</a>.</strong>
You can <a href="https://twitter.com/SubalternGames">follow Esther on Twitter</a>, and find a whole bunch of her work on <a href="https://subalterngames.com/">her website</a>.</p>



<p class="wp-block-paragraph">———
• The secondary antagonists who want to liberate Pokémon (those jerks) are Team Plasma from <em>Pokémon Black </em>and <em>White</em> (on the DS).</p>



<p class="wp-block-paragraph">• It's true enough that you wouldn't have read about <a href="https://bulbapedia.bulbagarden.net/wiki/MissingNo.">MissingNo.</a> in <em>Nintendo Power</em> at the time?though a year later, <a href="https://nintendo.fandom.com/wiki/Nintendo_Power_V100">the hundredth issue</a> did cover <a href="https://www.mariowiki.com/Minus_World">the Minus World in <em>Super Mario Bros</em></a> (a glitch that was then about a decade old).</p>



<p class="wp-block-paragraph">• Here's Esther's talk about <a href="https://www.youtube.com/watch?v=PlwawAzNVGg">the life and death and slippery definiton of <em>the indie game</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://pypi.org/project/procemon/">the collectable card game version of <em>Pro?emon</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here are <em><a href="https://www.benyehudapress.com/books/other-covenants/">Other Covenants</a></em> and <a href="https://www.khoreomag.com/issues/issue-1-3/cultureship/">"Cultureship."</a>
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
Some (genuinely procedural!) music from <em>PROĆEMON: You Must Catch Them</em> by Esther Alter.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Esther Alter started out making games like Neocolonialism and No Pineapple Left Behind, which she now describes as anti-fun. But her newest game PROĆEMON is unashemedly fun, in addition to being a thoughtful experiment in how far we can push procedural g]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Game Beyond the Game, with Esther Alter]]></itunes:title>
	<itunes:episode>155</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Esther Alter started out making games like <em>Neocolonialism </em>and <em>No Pineapple Left Behind</em>, which she now describes as "anti-fun." But her newest game <em>PRO<em>Ć</em>EMON</em> is unashemedly fun, in addition to being a thoughtful experiment in how far we can push procedural generation, and in what human-machine collaborations can looks like.</p>



<p class="wp-block-paragraph">Here Esther talks about <em>PRO<em>Ć</em>EMON</em> in terms of its inspirations, its tech, and how it fits into her broader artistic practice—which spans tabletop RPGs, non-game technical experiments and tools, and short-form fiction (much of it profoundly and unmistakably Jewish).</p>



<p class="wp-block-paragraph"><em><strong>PRO<em><em>Ć</em></em>EMON</strong></em><strong><em>: You Must Catch Them</em> is out now on <a href="https://subalterngames.itch.io/procemon">Itch.io</a> and <a href="https://store.steampowered.com/app/2058380/Procemon_You_Must_Catch_Them/">Steam</a>.</strong>
You can <a href="https://twitter.com/SubalternGames">follow Esther on Twitter</a>, and find a whole bunch of her work on <a href="https://subalterngames.com/">her website</a>.</p>



<p class="wp-block-paragraph">———
• The secondary antagonists who want to liberate Pokémon (those jerks) are Team Plasma from <em>Pokémon Black </em>and <em>White</em> (on the DS).</p>



<p class="wp-block-paragraph">• It's true enough that you wouldn't have read about <a href="https://bulbapedia.bulbagarden.net/wiki/MissingNo.">MissingNo.</a> in <em>Nintendo Power</em> at the time?though a year later, <a href="https://nintendo.fandom.com/wiki/Nintendo_Power_V100">the hundredth issue</a> did cover <a href="https://www.mariowiki.com/Minus_World">the Minus World in <em>Super Mario Bros</em></a> (a glitch that was then about a decade old).</p>



<p class="wp-block-paragraph">• Here's Esther's talk about <a href="https://www.youtube.com/watch?v=PlwawAzNVGg">the life and death and slippery definiton of <em>the indie game</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://pypi.org/project/procemon/">the collectable card game version of <em>Pro?emon</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here are <em><a href="https://www.benyehudapress.com/books/other-covenants/">Other Covenants</a></em> and <a href="https://www.khoreomag.com/issues/issue-1-3/cultureship/">"Cultureship."</a>
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
Some (genuinely procedural!) music from <em>PROĆEMON: You Must Catch Them</em> by Esther Alter.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Esther Alter started out making games like Neocolonialism and No Pineapple Left Behind, which she now describes as "anti-fun." But her newest game PROĆEMON is unashemedly fun, in addition to being a thoughtful experiment in how far we can push procedural generation, and in what human-machine collaborations can looks like.



Here Esther talks about PROĆEMON in terms of its inspirations, its tech, and how it fits into her broader artistic practice—which spans tabletop RPGs, non-game technical experiments and tools, and short-form fiction (much of it profoundly and unmistakably Jewish).



PROĆEMON: You Must Catch Them is out now on Itch.io and Steam.
You can follow Esther on Twitter, and find a whole bunch of her work on her website.



———
• The secondary antagonists who want to liberate Pokémon (those jerks) are Team Plasma from Pokémon Black and White (on the DS).



• It's true enough that you wouldn't have read about MissingNo. in Nintendo Power at the time?though a year later, the hundredth issue did cover the Minus World in Super Mario Bros (a glitch that was then about a decade old).



• Here's Esther's talk about the life and death and slippery definiton of the indie game.



• Here's the collectable card game version of Pro?emon.



• And here are Other Covenants and "Cultureship."
———



"All The People Say (Season 5)" by Carpe Demon.
Some (genuinely procedural!) music from PROĆEMON: You Must Catch Them by Esther Alter.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
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		<title>This Game Beyond the Game, with Esther Alter</title>
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	<itunes:duration>1:02:49</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Esther Alter started out making games like Neocolonialism and No Pineapple Left Behind, which she now describes as "anti-fun." But her newest game PROĆEMON is unashemedly fun, in addition to being a thoughtful experiment in how far we can push procedural generation, and in what human-machine collaborations can looks like.



Here Esther talks about PROĆEMON in terms of its inspirations, its tech, and how it fits into her broader artistic practice—which spans tabletop RPGs, non-game technical experiments and tools, and short-form fiction (much of it profoundly and unmistakably Jewish).



PROĆEMON: You Must Catch Them is out now on Itch.io and Steam.
You can follow Esther on Twitter, and find a whole bunch of her work on her website.



———
• The secondary antagonists who want to liberate Pokémon (those jerks) are Team Plasma from Pokémon Black and White (on the DS).



• It's true enough that you wouldn't have read about MissingNo. in Nintendo Power at the time?though a year later, th]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/02/procemon-2_2_2023-8_08_23-pm-1.png?fit=1439%2C1218&#038;ssl=1"></googleplay:image>
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<item>
	<title>Remake Us Whole, with Trevor Gureckis</title>
	<link>https://etao.blog/2023/02/07/podcast-154/</link>
	<pubDate>Tue, 07 Feb 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">de144352-c88e-5063-8ba7-b6f8a611dd0a</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Trevor Gureckis is a composer, multi-instrumentalist, and an increasingly prominent voice in horror scoring?most recently, in the remake of <em>DEAD SPACE</em>, a project that aims to flesh out an already quite fleshy (in more ways than one) sort of narrative. Here Trevor talks about the intriguing weirdness of remakes, the joys of making plot and backstory elements visceral, and how he makes music sound otherworldly (again, in multiple senses of the word).</p>



<p class="wp-block-paragraph"><strong><em>DEAD SPACE</em> is out now on <a href="https://store.steampowered.com/app/1693980/Dead_Space/">Steam</a>, <a href="https://store.epicgames.com/en-US/p/dead-space">Epic</a>, <a href="https://www.ea.com/games/dead-space/dead-space/buy/pc">The EA App,</a> <a href="https://www.xbox.com/en-us/games/store/dead-space/9nlb6v0gnc9p?rtc=1">Xbox Series X|S</a>, and <a href="https://store.playstation.com/en-us/product/UP0006-PPSA03845_00-BEYONDPS5GAME000/">Playstation 5</a>.</strong> <strong>Physical Collector's Editions are available at <a href="https://limitedrungames.com/collections/dead-space">Limited Run Games</a>.</strong>
You can also <a href="https://twitter.com/tgureckis">follow Trevor on Twitter</a>, and find a whole bunch of Trevor's work on <a href="https://www.gureckis.com/About">his website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://thespool.net/podcasts/trevor-gureckis-m-night-shymalan-servant-apple-tv-interview-podcast/">the episode of <em>Right on Cue</em> where Trevor talks about his time working for Philip Glass</a>.</p>



<p class="wp-block-paragraph">• <em>The Crowded Room</em> is due out on AppleTV+ sometime this year.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://www.youtube.com/watch?v=Y2Z8Jrzni_8">"Make Us Whole"</a> by Trevor Gureckis, from the score to <em>DEAD SPACE</em>.
"Seracs" from <em><a href="https://www.supertrainrecords.com/trevor-gureckis-cort">CORT?</a></em> by Trevor Gureckis.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Trevor Gureckis is a composer, multi-instrumentalist, and an increasingly prominent voice in horror scoring?most recently, in the remake of DEAD SPACE, a project that aims to flesh out an already quite fleshy (in more ways than one) sort of narrative. He]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Remake Us Whole, with Trevor Gureckis]]></itunes:title>
	<itunes:episode>154</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Trevor Gureckis is a composer, multi-instrumentalist, and an increasingly prominent voice in horror scoring?most recently, in the remake of <em>DEAD SPACE</em>, a project that aims to flesh out an already quite fleshy (in more ways than one) sort of narrative. Here Trevor talks about the intriguing weirdness of remakes, the joys of making plot and backstory elements visceral, and how he makes music sound otherworldly (again, in multiple senses of the word).</p>



<p class="wp-block-paragraph"><strong><em>DEAD SPACE</em> is out now on <a href="https://store.steampowered.com/app/1693980/Dead_Space/">Steam</a>, <a href="https://store.epicgames.com/en-US/p/dead-space">Epic</a>, <a href="https://www.ea.com/games/dead-space/dead-space/buy/pc">The EA App,</a> <a href="https://www.xbox.com/en-us/games/store/dead-space/9nlb6v0gnc9p?rtc=1">Xbox Series X|S</a>, and <a href="https://store.playstation.com/en-us/product/UP0006-PPSA03845_00-BEYONDPS5GAME000/">Playstation 5</a>.</strong> <strong>Physical Collector's Editions are available at <a href="https://limitedrungames.com/collections/dead-space">Limited Run Games</a>.</strong>
You can also <a href="https://twitter.com/tgureckis">follow Trevor on Twitter</a>, and find a whole bunch of Trevor's work on <a href="https://www.gureckis.com/About">his website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://thespool.net/podcasts/trevor-gureckis-m-night-shymalan-servant-apple-tv-interview-podcast/">the episode of <em>Right on Cue</em> where Trevor talks about his time working for Philip Glass</a>.</p>



<p class="wp-block-paragraph">• <em>The Crowded Room</em> is due out on AppleTV+ sometime this year.
———</p>



<p class="wp-block-paragraph"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
<a href="https://www.youtube.com/watch?v=Y2Z8Jrzni_8">"Make Us Whole"</a> by Trevor Gureckis, from the score to <em>DEAD SPACE</em>.
"Seracs" from <em><a href="https://www.supertrainrecords.com/trevor-gureckis-cort">CORT?</a></em> by Trevor Gureckis.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Trevor Gureckis is a composer, multi-instrumentalist, and an increasingly prominent voice in horror scoring?most recently, in the remake of DEAD SPACE, a project that aims to flesh out an already quite fleshy (in more ways than one) sort of narrative. Here Trevor talks about the intriguing weirdness of remakes, the joys of making plot and backstory elements visceral, and how he makes music sound otherworldly (again, in multiple senses of the word).



DEAD SPACE is out now on Steam, Epic, The EA App, Xbox Series X|S, and Playstation 5. Physical Collector's Editions are available at Limited Run Games.
You can also follow Trevor on Twitter, and find a whole bunch of Trevor's work on his website.



———



• Here's the episode of Right on Cue where Trevor talks about his time working for Philip Glass.



• The Crowded Room is due out on AppleTV+ sometime this year.
———



"All The People Say (Season 5)" by Carpe Demon.
"Make Us Whole" by Trevor Gureckis, from the score to DEAD SPACE.
"Seracs" from CORT? by Trevor Gureckis.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/02/ds-gp-hallway-04-no-watermark.jpg.adapt_.1920w.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
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		<title>Remake Us Whole, with Trevor Gureckis</title>
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	<itunes:duration>51:37</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Trevor Gureckis is a composer, multi-instrumentalist, and an increasingly prominent voice in horror scoring?most recently, in the remake of DEAD SPACE, a project that aims to flesh out an already quite fleshy (in more ways than one) sort of narrative. Here Trevor talks about the intriguing weirdness of remakes, the joys of making plot and backstory elements visceral, and how he makes music sound otherworldly (again, in multiple senses of the word).



DEAD SPACE is out now on Steam, Epic, The EA App, Xbox Series X|S, and Playstation 5. Physical Collector's Editions are available at Limited Run Games.
You can also follow Trevor on Twitter, and find a whole bunch of Trevor's work on his website.



———



• Here's the episode of Right on Cue where Trevor talks about his time working for Philip Glass.



• The Crowded Room is due out on AppleTV+ sometime this year.
———



"All The People Say (Season 5)" by Carpe Demon.
"Make Us Whole" by Trevor Gureckis, from the score to DEAD SPACE.
"Se]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/02/ds-gp-hallway-04-no-watermark.jpg.adapt_.1920w.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
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<item>
	<title>On Tropes and Triads, with Garry Schyman</title>
	<link>https://etao.blog/2023/01/24/podcast-153/</link>
	<pubDate>Tue, 24 Jan 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">98a9bac7-4241-58ae-9e73-a379f3757345</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Garry Schyman isekais his way back to the show to forspeak about his work on <em>FORSPOKEN</em>—which is out today—as well as his other recent scores for <a href="https://www.aspyr.com/games/torn"><em>Torn</em></a> and <a href="https://store.steampowered.com/app/1025410/Metamorphosis/"><em>Metamorphosis</em></a>. (If you want to hear about his work on the <em>BioShock </em>trilogy and the <em>Middle-earth</em> duology, we'd direct you to <a href="http://etao.blog/2017/10/10/podcast-32/">Garry's previous appearance</a>). Here we talk about the utility of tropes, the evocative power of tonality, and the unique pleasures of emotionally engaging blockbuster spectacles.</p>



<p class="wp-block-paragraph"><strong><em>FORSPOKEN</em> is out now for PC via <a href="https://store.steampowered.com/app/1680880/Forspoken/?">Steam</a>, <a href="https://store.epicgames.com/en-US/p/forspoken">Epic</a>, and <a href="https://www.xbox.com/en-us/games/store/forspoken/9pm80qjxxpmm?rtc=1">Xbox.com</a>, and for <a href="https://store.playstation.com/en-us/product/UP0082-PPSA03982_00-ATHIA00000000001">Playstation 5</a>.</strong>
You can learn more about Garry's rather large body of work on <a href="https://garryschyman.com/">his website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Viola_d%27amore">Viola d'amore</a> is a rad instrument indeed, with an awfully evocative sound to it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.thegamer.com/metamorphosis-interview-mikolaj-stroinski-garry-schyman/">a bit more from Garry and Mikolai on the <em>Metamorphosis </em>score</a>.</p>



<p class="wp-block-paragraph">• When Drew refers to music "theory," do always hear it in scare quotes. To say that "all theory comes from Bach" is obviously wrong on its face, but just as obviously right if you understand "music theory" as <a href="https://www.youtube.com/watch?v=Kr3quGh7pJA">a synonym for the harmonic style of 18th century European musicians</a>.</p>



<p class="wp-block-paragraph">• Relevant videosmith Adam Neely would, by the way, probably refer to the <a href="https://www.youtube.com/watch?v=3MhwGnq4N9o">triadic</a>, sometimes jazz-adjacent dissonances we're discussing as <a href="https://nebula.tv/videos/adam-neely-guillame-de-machauts-spicy-harmony-bonus-video">"spicy"</a> intonation.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Forspoken#:~:text=The%20game's%20writing%20team%20includes,composing%20music%20for%20the%20game.">As per Wikipedia</a>, "the game's writing team includes&nbsp;Gary Whitta, Amy Hennig, Allison Rymer, and Todd Stashwick."</p>



<p class="wp-block-paragraph">• To be emphatically, pedantically clear, "nobody knows nothin" is a guiding principle for art, and even a wryly humble aphorism about reality generally?but when it comes to climate change, we actually know sort of a lot. "Nobody knows nothin" is about being suspicious of professed authority and received wisdom, but it shouldn't curdle into spitefully ignoring genuine expertise.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gamerant.com/forspoken-final-fantasy-15-project-athia/">the story of how a cancelled DLC for <em>Final Fantasy XV</em> became <em>Project Athia</em>, which eventually got retitled as (you guessed it) <em>FORSPOKEN.</em></a>
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
"Junoon (Junoon World 1)" by Garry Schyman, from the score to <em>FORSPOKEN</em>.
<em>Le Sacre du printemps,</em> I. "Adoration de la Terre," by Igor Stravinsky, <a href="https://archive.org/details/STRAVINSKYLeSacreDuPrintemps1929-NEWTRANSFER">performed by the Walther Straram Concerts Orchestra, conducted by Igor Stravinsky</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Garry Schyman isekais his way back to the show to forspeak about his work on FORSPOKEN—which is out today—as well as his other recent scores for Torn and Metamorphosis. (If you want to hear about his work on the BioShock trilogy and the Middle-earth duol]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On Tropes and Triads, with Garry Schyman]]></itunes:title>
	<itunes:episode>153</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Garry Schyman isekais his way back to the show to forspeak about his work on <em>FORSPOKEN</em>—which is out today—as well as his other recent scores for <a href="https://www.aspyr.com/games/torn"><em>Torn</em></a> and <a href="https://store.steampowered.com/app/1025410/Metamorphosis/"><em>Metamorphosis</em></a>. (If you want to hear about his work on the <em>BioShock </em>trilogy and the <em>Middle-earth</em> duology, we'd direct you to <a href="http://etao.blog/2017/10/10/podcast-32/">Garry's previous appearance</a>). Here we talk about the utility of tropes, the evocative power of tonality, and the unique pleasures of emotionally engaging blockbuster spectacles.</p>



<p class="wp-block-paragraph"><strong><em>FORSPOKEN</em> is out now for PC via <a href="https://store.steampowered.com/app/1680880/Forspoken/?">Steam</a>, <a href="https://store.epicgames.com/en-US/p/forspoken">Epic</a>, and <a href="https://www.xbox.com/en-us/games/store/forspoken/9pm80qjxxpmm?rtc=1">Xbox.com</a>, and for <a href="https://store.playstation.com/en-us/product/UP0082-PPSA03982_00-ATHIA00000000001">Playstation 5</a>.</strong>
You can learn more about Garry's rather large body of work on <a href="https://garryschyman.com/">his website</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Viola_d%27amore">Viola d'amore</a> is a rad instrument indeed, with an awfully evocative sound to it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.thegamer.com/metamorphosis-interview-mikolaj-stroinski-garry-schyman/">a bit more from Garry and Mikolai on the <em>Metamorphosis </em>score</a>.</p>



<p class="wp-block-paragraph">• When Drew refers to music "theory," do always hear it in scare quotes. To say that "all theory comes from Bach" is obviously wrong on its face, but just as obviously right if you understand "music theory" as <a href="https://www.youtube.com/watch?v=Kr3quGh7pJA">a synonym for the harmonic style of 18th century European musicians</a>.</p>



<p class="wp-block-paragraph">• Relevant videosmith Adam Neely would, by the way, probably refer to the <a href="https://www.youtube.com/watch?v=3MhwGnq4N9o">triadic</a>, sometimes jazz-adjacent dissonances we're discussing as <a href="https://nebula.tv/videos/adam-neely-guillame-de-machauts-spicy-harmony-bonus-video">"spicy"</a> intonation.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Forspoken#:~:text=The%20game's%20writing%20team%20includes,composing%20music%20for%20the%20game.">As per Wikipedia</a>, "the game's writing team includes&nbsp;Gary Whitta, Amy Hennig, Allison Rymer, and Todd Stashwick."</p>



<p class="wp-block-paragraph">• To be emphatically, pedantically clear, "nobody knows nothin" is a guiding principle for art, and even a wryly humble aphorism about reality generally?but when it comes to climate change, we actually know sort of a lot. "Nobody knows nothin" is about being suspicious of professed authority and received wisdom, but it shouldn't curdle into spitefully ignoring genuine expertise.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gamerant.com/forspoken-final-fantasy-15-project-athia/">the story of how a cancelled DLC for <em>Final Fantasy XV</em> became <em>Project Athia</em>, which eventually got retitled as (you guessed it) <em>FORSPOKEN.</em></a>
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5"></a><a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon</a><em>.</em></a>
"Junoon (Junoon World 1)" by Garry Schyman, from the score to <em>FORSPOKEN</em>.
<em>Le Sacre du printemps,</em> I. "Adoration de la Terre," by Igor Stravinsky, <a href="https://archive.org/details/STRAVINSKYLeSacreDuPrintemps1929-NEWTRANSFER">performed by the Walther Straram Concerts Orchestra, conducted by Igor Stravinsky</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;<a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/01/etao-podcast-153-garry-schyman.mp3" length="128811042" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Garry Schyman isekais his way back to the show to forspeak about his work on FORSPOKEN—which is out today—as well as his other recent scores for Torn and Metamorphosis. (If you want to hear about his work on the BioShock trilogy and the Middle-earth duology, we'd direct you to Garry's previous appearance). Here we talk about the utility of tropes, the evocative power of tonality, and the unique pleasures of emotionally engaging blockbuster spectacles.



FORSPOKEN is out now for PC via Steam, Epic, and Xbox.com, and for Playstation 5.
You can learn more about Garry's rather large body of work on his website.



———



• Viola d'amore is a rad instrument indeed, with an awfully evocative sound to it.



• Here's a bit more from Garry and Mikolai on the Metamorphosis score.



• When Drew refers to music "theory," do always hear it in scare quotes. To say that "all theory comes from Bach" is obviously wrong on its face, but just as obviously right if you understand "music theory" as a synonym for the harmonic style of 18th century European musicians.



• Relevant videosmith Adam Neely would, by the way, probably refer to the triadic, sometimes jazz-adjacent dissonances we're discussing as "spicy" intonation.



• As per Wikipedia, "the game's writing team includes&nbsp;Gary Whitta, Amy Hennig, Allison Rymer, and Todd Stashwick."



• To be emphatically, pedantically clear, "nobody knows nothin" is a guiding principle for art, and even a wryly humble aphorism about reality generally?but when it comes to climate change, we actually know sort of a lot. "Nobody knows nothin" is about being suspicious of professed authority and received wisdom, but it shouldn't curdle into spitefully ignoring genuine expertise.



• Here's the story of how a cancelled DLC for Final Fantasy XV became Project Athia, which eventually got retitled as (you guessed it) FORSPOKEN.
———
"All The People Say (Season 5)" by Carpe Demon.
"Junoon (Junoon World 1)" by Garry Schyman, from the score to FORSPOKEN.
Le Sacre du printemps, I. "Adoration de la Terre," by Igor Stravinsky, performed by the Walther Straram Concerts Orchestra, conducted by Igor Stravinsky.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from&nbsp;the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/01/forspoken_20220218151833-cymmtkfxd.webp?fit=1440%2C810&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2023/01/forspoken_20220218151833-cymmtkfxd.webp?fit=1440%2C810&#038;ssl=1</url>
		<title>On Tropes and Triads, with Garry Schyman</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:41</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Garry Schyman isekais his way back to the show to forspeak about his work on FORSPOKEN—which is out today—as well as his other recent scores for Torn and Metamorphosis. (If you want to hear about his work on the BioShock trilogy and the Middle-earth duology, we'd direct you to Garry's previous appearance). Here we talk about the utility of tropes, the evocative power of tonality, and the unique pleasures of emotionally engaging blockbuster spectacles.



FORSPOKEN is out now for PC via Steam, Epic, and Xbox.com, and for Playstation 5.
You can learn more about Garry's rather large body of work on his website.



———



• Viola d'amore is a rad instrument indeed, with an awfully evocative sound to it.



• Here's a bit more from Garry and Mikolai on the Metamorphosis score.



• When Drew refers to music "theory," do always hear it in scare quotes. To say that "all theory comes from Bach" is obviously wrong on its face, but just as obviously right if you understand "music theory" as a s]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2023/01/forspoken_20220218151833-cymmtkfxd.webp?fit=1440%2C810&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>What We Heard and What We Learned in 2022</title>
	<link>https://etao.blog/2023/01/10/podcast-152/</link>
	<pubDate>Tue, 10 Jan 2023 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">86e315a7-d023-5ad0-9db5-9ae2375e3228</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Before we dive into this year's interviews, we thought we'd take stock of last year's, as has become tradition here on the 'cast?connect a few dots, and provide a sort of a digest for anyone who's missed some (or all!) of our 2022 episodes, and for first-time listeners.</p>



<p class="wp-block-paragraph">So join us once again as Drew plays some clips from the shows we've done this year, some lovely bits of music from the games we've talked about, and some scratchy old 78s besides.</p>



<p class="wp-block-paragraph">———
• <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
• Some music from the&nbsp;<em>Neko Ghost, Jump!</em>&nbsp;OST by Alec Weesner.
• "Apartment (Vodka Mix)" from&nbsp;<a href="https://mariode.bandcamp.com/album/holovista-original-soundtrack">the HoloVista Original Soundtrack</a>&nbsp;by Mariode.
• "Mid Morning" by Oscar Brittain, from <a href="https://store.steampowered.com/app/1888790/Kardboard_Kings__Soundtrack/">the&nbsp;<em>Kardboard Kings&nbsp;</em>OST</a>.
• "Tea Time" by George Schwartz,&nbsp;<a href="https://archive.org/details/78_tea-time_ray-linn-orchestra-ray-linn-joe-howard-deacon-dunn-harry-klee-mailman-clar_gbia0284373b">performed by the Ray Linn Orchestra</a>.
• "You Are a Memory" by <a href="https://messagetobears.com/">Message to Bears</a>.
• "Assault on Valor" <a href="https://chasebethea.bandcamp.com/album/questlike-pocket-original-soundtrack">the&nbsp;<em>Questlike: Pocket&nbsp;</em>OST</a> by by Chase Bethea.
• "Pulse of Sephonie Island" from the&nbsp;<a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack"><em>Sephonie&nbsp;</em>Original Soundtrack</a>&nbsp;by Melos Han-Tani.
• "C?est la Chanson sur La M?mory Zone (en Fran?ais)" by Alina Johann, Titouan Millet, and William Pugh, from&nbsp;<a href="https://crowscrowscrows.bandcamp.com/album/the-stanley-parable-ultra-deluxe-the-complete-soundtrack"><em>The Stanley Parable: Ultra Deluxe</em>&nbsp;OST</a> by Tom Schley (a.k.a.&nbsp;<a href="https://silkersoft.bandcamp.com/">Silkersoft</a>).
• "Found" from the forthcoming&nbsp;<em>Cook Serve Forever</em>&nbsp;OST by&nbsp;<a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.
• "SEALED ENVELOPE" from&nbsp;<a href="https://twitter.com/spellbang/status/1524358943681748994">the <em>Purgatory Dungeoneer</em>&nbsp;OST</a>&nbsp;by&nbsp;<a href="https://spellmynamewithabang.bandcamp.com/">rj lake</a>.
• "Mountain Time" (ft. Sarah Hubbard) from&nbsp;<a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-bound-by-ash-original-game-soundtrack">the&nbsp;<em>EXTREME MEATPUNKS FOREVER: BOUND BY ASH</em>&nbsp;OST</a>&nbsp;by&nbsp;<a href="http://etao.blog/2018/09/22/podcast-38/">Josie Brechner.</a>
• "Escape Gladiator" from the&nbsp;<em>Escape Academy&nbsp;</em>OST by Doseone.
• The <em>Sawayama Solitaire</em> BGM, from the&nbsp;<em>Last Call BBS</em>&nbsp;OST by&nbsp;<a href="https://zachtronics.bandcamp.com/">Matthew Seiiji Burns</a>.
• "Auntie Chandra?s Theme" from the&nbsp;<em>Thirsty Suitors&nbsp;</em>OST by&nbsp;<a href="https://marskye.com/listen">Ramsey Kharroubi</a>.
• "Zugspitz Station" from&nbsp;<a href="https://open.spotify.com/album/72iatovpFrTUeaa96qh2Or">the&nbsp;<em>Rollerdrome</em>&nbsp;OST</a>&nbsp;by ELECTRIC DRAGON.
• Some music from the&nbsp;<em>Moustachevania</em>&nbsp;OST (as it currently exists) by Aaron Nemoyten.
• "Get Thee Behind Me" from&nbsp;<em><a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374">Talking Union</a></em>&nbsp;by The Almanac Singers.
• "Crystal Paradise" by Joseph Sussman,&nbsp;<a href="https://archive.org/details/78_crystal-paradise_the-stardusters-phil-napoleon-and-his-orchestra-joseph-sussman_gbia0439258a">performed by The Stardusters with Phil Napoleon and His Orchestra</a>.
• <a href="https://archive.org/details/78_fairy-dance_teddy-edwards-robert-iggie-shevak-roy-porter-hampton-hawes-herb-harpe_gbia0059631a/">"Fairy Dance</a>"&nbsp;performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.
• "I Wish You Joy" from the&nbsp;<em>This Way Madness Lies&nbsp;</em>OST by&nbsp;<a href="https://joshuaqueen.rocks/">Joshua Queen</a>.
• <a href="https://www.youtube.com/watch?v=oqku81sgGCQ">"Meat Hunter</a>" by Joe Kataldo, from the&nbsp;<em>Hot Dogs, Horseshoes and Hand Grenades&nbsp;</em>OST.
• "The Lack of Color Out of Space" from <a href="https://ryanike.bandcamp.com/album/shadows-over-loathing-original-game-soundtrack">the <em>Shadows Over Loathing </em>OGST</a> by Ryan Ike.
• "Talking Boogie" by Cliff Stone, <a href="https://archive.org/details/78_talking-boogie_tex-williams-and-his-western-caravan-tex-williams-cliff-stone_gbia0085052a">performed by Tex Williams and His Western Caravan</a>.</p>



<p class="wp-block-paragraph">Header image from <em>The Stanley Parable: Ultra Deluxe.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Before we dive into this years interviews, we thought wed take stock of last years, as has become tradition here on the cast?connect a few dots, and provide a sort of a digest for anyone whos missed some (or all!) of our 2022 episodes, and for first-time]]></itunes:subtitle>
	<itunes:title><![CDATA[What We Heard and What We Learned in 2022]]></itunes:title>
	<itunes:episode>152</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Before we dive into this year's interviews, we thought we'd take stock of last year's, as has become tradition here on the 'cast?connect a few dots, and provide a sort of a digest for anyone who's missed some (or all!) of our 2022 episodes, and for first-time listeners.</p>



<p class="wp-block-paragraph">So join us once again as Drew plays some clips from the shows we've done this year, some lovely bits of music from the games we've talked about, and some scratchy old 78s besides.</p>



<p class="wp-block-paragraph">———
• <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
• Some music from the&nbsp;<em>Neko Ghost, Jump!</em>&nbsp;OST by Alec Weesner.
• "Apartment (Vodka Mix)" from&nbsp;<a href="https://mariode.bandcamp.com/album/holovista-original-soundtrack">the HoloVista Original Soundtrack</a>&nbsp;by Mariode.
• "Mid Morning" by Oscar Brittain, from <a href="https://store.steampowered.com/app/1888790/Kardboard_Kings__Soundtrack/">the&nbsp;<em>Kardboard Kings&nbsp;</em>OST</a>.
• "Tea Time" by George Schwartz,&nbsp;<a href="https://archive.org/details/78_tea-time_ray-linn-orchestra-ray-linn-joe-howard-deacon-dunn-harry-klee-mailman-clar_gbia0284373b">performed by the Ray Linn Orchestra</a>.
• "You Are a Memory" by <a href="https://messagetobears.com/">Message to Bears</a>.
• "Assault on Valor" <a href="https://chasebethea.bandcamp.com/album/questlike-pocket-original-soundtrack">the&nbsp;<em>Questlike: Pocket&nbsp;</em>OST</a> by by Chase Bethea.
• "Pulse of Sephonie Island" from the&nbsp;<a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack"><em>Sephonie&nbsp;</em>Original Soundtrack</a>&nbsp;by Melos Han-Tani.
• "C?est la Chanson sur La M?mory Zone (en Fran?ais)" by Alina Johann, Titouan Millet, and William Pugh, from&nbsp;<a href="https://crowscrowscrows.bandcamp.com/album/the-stanley-parable-ultra-deluxe-the-complete-soundtrack"><em>The Stanley Parable: Ultra Deluxe</em>&nbsp;OST</a> by Tom Schley (a.k.a.&nbsp;<a href="https://silkersoft.bandcamp.com/">Silkersoft</a>).
• "Found" from the forthcoming&nbsp;<em>Cook Serve Forever</em>&nbsp;OST by&nbsp;<a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.
• "SEALED ENVELOPE" from&nbsp;<a href="https://twitter.com/spellbang/status/1524358943681748994">the <em>Purgatory Dungeoneer</em>&nbsp;OST</a>&nbsp;by&nbsp;<a href="https://spellmynamewithabang.bandcamp.com/">rj lake</a>.
• "Mountain Time" (ft. Sarah Hubbard) from&nbsp;<a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-bound-by-ash-original-game-soundtrack">the&nbsp;<em>EXTREME MEATPUNKS FOREVER: BOUND BY ASH</em>&nbsp;OST</a>&nbsp;by&nbsp;<a href="http://etao.blog/2018/09/22/podcast-38/">Josie Brechner.</a>
• "Escape Gladiator" from the&nbsp;<em>Escape Academy&nbsp;</em>OST by Doseone.
• The <em>Sawayama Solitaire</em> BGM, from the&nbsp;<em>Last Call BBS</em>&nbsp;OST by&nbsp;<a href="https://zachtronics.bandcamp.com/">Matthew Seiiji Burns</a>.
• "Auntie Chandra?s Theme" from the&nbsp;<em>Thirsty Suitors&nbsp;</em>OST by&nbsp;<a href="https://marskye.com/listen">Ramsey Kharroubi</a>.
• "Zugspitz Station" from&nbsp;<a href="https://open.spotify.com/album/72iatovpFrTUeaa96qh2Or">the&nbsp;<em>Rollerdrome</em>&nbsp;OST</a>&nbsp;by ELECTRIC DRAGON.
• Some music from the&nbsp;<em>Moustachevania</em>&nbsp;OST (as it currently exists) by Aaron Nemoyten.
• "Get Thee Behind Me" from&nbsp;<em><a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374">Talking Union</a></em>&nbsp;by The Almanac Singers.
• "Crystal Paradise" by Joseph Sussman,&nbsp;<a href="https://archive.org/details/78_crystal-paradise_the-stardusters-phil-napoleon-and-his-orchestra-joseph-sussman_gbia0439258a">performed by The Stardusters with Phil Napoleon and His Orchestra</a>.
• <a href="https://archive.org/details/78_fairy-dance_teddy-edwards-robert-iggie-shevak-roy-porter-hampton-hawes-herb-harpe_gbia0059631a/">"Fairy Dance</a>"&nbsp;performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.
• "I Wish You Joy" from the&nbsp;<em>This Way Madness Lies&nbsp;</em>OST by&nbsp;<a href="https://joshuaqueen.rocks/">Joshua Queen</a>.
• <a href="https://www.youtube.com/watch?v=oqku81sgGCQ">"Meat Hunter</a>" by Joe Kataldo, from the&nbsp;<em>Hot Dogs, Horseshoes and Hand Grenades&nbsp;</em>OST.
• "The Lack of Color Out of Space" from <a href="https://ryanike.bandcamp.com/album/shadows-over-loathing-original-game-soundtrack">the <em>Shadows Over Loathing </em>OGST</a> by Ryan Ike.
• "Talking Boogie" by Cliff Stone, <a href="https://archive.org/details/78_talking-boogie_tex-williams-and-his-western-caravan-tex-williams-cliff-stone_gbia0085052a">performed by Tex Williams and His Western Caravan</a>.</p>



<p class="wp-block-paragraph">Header image from <em>The Stanley Parable: Ultra Deluxe.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/12/etao-podcast-152-2022-clipshow.mp3" length="114186335" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Before we dive into this year's interviews, we thought we'd take stock of last year's, as has become tradition here on the 'cast?connect a few dots, and provide a sort of a digest for anyone who's missed some (or all!) of our 2022 episodes, and for first-time listeners.



So join us once again as Drew plays some clips from the shows we've done this year, some lovely bits of music from the games we've talked about, and some scratchy old 78s besides.



———
• "All The People Say (Season 5)" by Carpe Demon.
• Some music from the&nbsp;Neko Ghost, Jump!&nbsp;OST by Alec Weesner.
• "Apartment (Vodka Mix)" from&nbsp;the HoloVista Original Soundtrack&nbsp;by Mariode.
• "Mid Morning" by Oscar Brittain, from the&nbsp;Kardboard Kings&nbsp;OST.
• "Tea Time" by George Schwartz,&nbsp;performed by the Ray Linn Orchestra.
• "You Are a Memory" by Message to Bears.
• "Assault on Valor" the&nbsp;Questlike: Pocket&nbsp;OST by by Chase Bethea.
• "Pulse of Sephonie Island" from the&nbsp;Sephonie&nbsp;Original Soundtrack&nbsp;by Melos Han-Tani.
• "C?est la Chanson sur La M?mory Zone (en Fran?ais)" by Alina Johann, Titouan Millet, and William Pugh, from&nbsp;The Stanley Parable: Ultra Deluxe&nbsp;OST by Tom Schley (a.k.a.&nbsp;Silkersoft).
• "Found" from the forthcoming&nbsp;Cook Serve Forever&nbsp;OST by&nbsp;Jonathan Greer.
• "SEALED ENVELOPE" from&nbsp;the Purgatory Dungeoneer&nbsp;OST&nbsp;by&nbsp;rj lake.
• "Mountain Time" (ft. Sarah Hubbard) from&nbsp;the&nbsp;EXTREME MEATPUNKS FOREVER: BOUND BY ASH&nbsp;OST&nbsp;by&nbsp;Josie Brechner.
• "Escape Gladiator" from the&nbsp;Escape Academy&nbsp;OST by Doseone.
• The Sawayama Solitaire BGM, from the&nbsp;Last Call BBS&nbsp;OST by&nbsp;Matthew Seiiji Burns.
• "Auntie Chandra?s Theme" from the&nbsp;Thirsty Suitors&nbsp;OST by&nbsp;Ramsey Kharroubi.
• "Zugspitz Station" from&nbsp;the&nbsp;Rollerdrome&nbsp;OST&nbsp;by ELECTRIC DRAGON.
• Some music from the&nbsp;Moustachevania&nbsp;OST (as it currently exists) by Aaron Nemoyten.
• "Get Thee Behind Me" from&nbsp;Talking Union&nbsp;by The Almanac Singers.
• "Crystal Paradise" by Joseph Sussman,&nbsp;performed by The Stardusters with Phil Napoleon and His Orchestra.
• "Fairy Dance"&nbsp;performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.
• "I Wish You Joy" from the&nbsp;This Way Madness Lies&nbsp;OST by&nbsp;Joshua Queen.
• "Meat Hunter" by Joe Kataldo, from the&nbsp;Hot Dogs, Horseshoes and Hand Grenades&nbsp;OST.
• "The Lack of Color Out of Space" from the Shadows Over Loathing OGST by Ryan Ike.
• "Talking Boogie" by Cliff Stone, performed by Tex Williams and His Western Caravan.



Header image from The Stanley Parable: Ultra Deluxe.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.51.02-pm.png?fit=2293%2C1290&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.51.02-pm.png?fit=2293%2C1290&#038;ssl=1</url>
		<title>What We Heard and What We Learned in 2022</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Before we dive into this year's interviews, we thought we'd take stock of last year's, as has become tradition here on the 'cast?connect a few dots, and provide a sort of a digest for anyone who's missed some (or all!) of our 2022 episodes, and for first-time listeners.



So join us once again as Drew plays some clips from the shows we've done this year, some lovely bits of music from the games we've talked about, and some scratchy old 78s besides.



———
• "All The People Say (Season 5)" by Carpe Demon.
• Some music from the&nbsp;Neko Ghost, Jump!&nbsp;OST by Alec Weesner.
• "Apartment (Vodka Mix)" from&nbsp;the HoloVista Original Soundtrack&nbsp;by Mariode.
• "Mid Morning" by Oscar Brittain, from the&nbsp;Kardboard Kings&nbsp;OST.
• "Tea Time" by George Schwartz,&nbsp;performed by the Ray Linn Orchestra.
• "You Are a Memory" by Message to Bears.
• "Assault on Valor" the&nbsp;Questlike: Pocket&nbsp;OST by by Chase Bethea.
• "Pulse of Sephonie Island" from the&nbsp;Sephonie&nbsp;Orig]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.51.02-pm.png?fit=2293%2C1290&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Played (and What We Didn&#8217;t) in 2022: ETAO Quarterly, Vol. 4</title>
	<link>https://etao.blog/2022/12/27/podcast-151/</link>
	<pubDate>Tue, 27 Dec 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">47376dd0-042e-5b9a-bf6c-554f6c23af3f</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Another year, and another 'cast in which to review said year. For (somehow!) the first time ever, Drew, Lucio, Franny, and L are all together to talk about what they've played, what they haven't, and what they're planning on playing?that last category covering both stuff that's currently in their to-read piles, and stuff that'll be out next year and beyond. (Soon, <em>Tears of the Kingdom</em>).</p>



<p class="wp-block-paragraph"><strong>SPOILERS for the ending of the first rebooted <em>God of War</em> from 25:22 to 26:28.
Some structure-level SPOILERS for <em>Pentiment</em> from</strong> <strong>50:33 to 52:18.</strong></p>



<p class="wp-block-paragraph">———
• The header image is from <em>Pentiment.</em> (Drew really likes <em>Pentiment,</em> if that wasn't clear).</p>



<p class="wp-block-paragraph">• <em>Potion Craft </em>is not yet on Switch, nor is it on Playstation, but it's coming to both.</p>



<p class="wp-block-paragraph">• Here are some details on <a href="https://www.ftc.gov/news-events/news/press-releases/2022/12/fortnite-video-game-maker-epic-games-pay-more-half-billion-dollars-over-ftc-allegations">the $520,000,000 Epic will have to pay for their various evil monetization shit</a> (our verbiage, not the Federal Trade Commission's).</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2018/05/18/god-of-war/">Drew's piece of about <em>Dad of Boy</em></a>, and <a href="https://www.youtube.com/watch?v=cZgjRcYGkY8">Mark Brown's video about <em>Dadr?k</em></a><em>.</em></p>



<p class="wp-block-paragraph">• L talked a bunch about <em>Arceus </em>in <a href="http://etao.blog/2022/04/05/podcast-132/">our first Quarterly of 2022</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/jesawyer/status/1604171903978962944">Josh Sawyer's thread about all the folks who worked on <em>Pentiment</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Drew threw some money at <a href="https://republic.com/digital-eclipse-fgs-de">a Digital Eclipse investment campaign</a> earlier this year?and the day after we recorded this episode, Digital Eclipse revealed that <em>Atari 50</em> was the first game they'd developed using the money from that campaign. Drew's praise for the game was sincere, but we did want to go ahead and be transparent, this being the golden age of shilling and all.</p>



<p class="wp-block-paragraph">• Additional to-reads for Drew include <em>NORCO, Citizen Sleeper, Tinykin, Chained Echoes, Steelrising, <em>古剑奇谭三</em></em>, <em>Heavenly Bodies,</em> and <em>Butterfly Soup 2</em>. Because we're continuing to do the quarterlies, we can give these the attention they deserve when the time is right.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"People Are Talking" by James Sheppard and William Miller, <a href="https://archive.org/details/78_people-are-talking_the-heartbeats-al-brownes-orch-sheppard-miller_gbia0472212b">performed by The Heartbeats with Al Browne's Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Another year, and another cast in which to review said year. For (somehow!) the first time ever, Drew, Lucio, Franny, and L are all together to talk about what theyve played, what they havent, and what theyre planning on playing?that last category coveri]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Played (and What We Didn?t) in 2022: ETAO Quarterly, Vol. 4]]></itunes:title>
	<itunes:episode>151</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Another year, and another 'cast in which to review said year. For (somehow!) the first time ever, Drew, Lucio, Franny, and L are all together to talk about what they've played, what they haven't, and what they're planning on playing?that last category covering both stuff that's currently in their to-read piles, and stuff that'll be out next year and beyond. (Soon, <em>Tears of the Kingdom</em>).</p>



<p class="wp-block-paragraph"><strong>SPOILERS for the ending of the first rebooted <em>God of War</em> from 25:22 to 26:28.
Some structure-level SPOILERS for <em>Pentiment</em> from</strong> <strong>50:33 to 52:18.</strong></p>



<p class="wp-block-paragraph">———
• The header image is from <em>Pentiment.</em> (Drew really likes <em>Pentiment,</em> if that wasn't clear).</p>



<p class="wp-block-paragraph">• <em>Potion Craft </em>is not yet on Switch, nor is it on Playstation, but it's coming to both.</p>



<p class="wp-block-paragraph">• Here are some details on <a href="https://www.ftc.gov/news-events/news/press-releases/2022/12/fortnite-video-game-maker-epic-games-pay-more-half-billion-dollars-over-ftc-allegations">the $520,000,000 Epic will have to pay for their various evil monetization shit</a> (our verbiage, not the Federal Trade Commission's).</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2018/05/18/god-of-war/">Drew's piece of about <em>Dad of Boy</em></a>, and <a href="https://www.youtube.com/watch?v=cZgjRcYGkY8">Mark Brown's video about <em>Dadr?k</em></a><em>.</em></p>



<p class="wp-block-paragraph">• L talked a bunch about <em>Arceus </em>in <a href="http://etao.blog/2022/04/05/podcast-132/">our first Quarterly of 2022</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/jesawyer/status/1604171903978962944">Josh Sawyer's thread about all the folks who worked on <em>Pentiment</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Drew threw some money at <a href="https://republic.com/digital-eclipse-fgs-de">a Digital Eclipse investment campaign</a> earlier this year?and the day after we recorded this episode, Digital Eclipse revealed that <em>Atari 50</em> was the first game they'd developed using the money from that campaign. Drew's praise for the game was sincere, but we did want to go ahead and be transparent, this being the golden age of shilling and all.</p>



<p class="wp-block-paragraph">• Additional to-reads for Drew include <em>NORCO, Citizen Sleeper, Tinykin, Chained Echoes, Steelrising, <em>古剑奇谭三</em></em>, <em>Heavenly Bodies,</em> and <em>Butterfly Soup 2</em>. Because we're continuing to do the quarterlies, we can give these the attention they deserve when the time is right.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"People Are Talking" by James Sheppard and William Miller, <a href="https://archive.org/details/78_people-are-talking_the-heartbeats-al-brownes-orch-sheppard-miller_gbia0472212b">performed by The Heartbeats with Al Browne's Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/12/etao-podcast-151-2022-in-review.mp3" length="151590655" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Another year, and another 'cast in which to review said year. For (somehow!) the first time ever, Drew, Lucio, Franny, and L are all together to talk about what they've played, what they haven't, and what they're planning on playing?that last category covering both stuff that's currently in their to-read piles, and stuff that'll be out next year and beyond. (Soon, Tears of the Kingdom).



SPOILERS for the ending of the first rebooted God of War from 25:22 to 26:28.
Some structure-level SPOILERS for Pentiment from 50:33 to 52:18.



———
• The header image is from Pentiment. (Drew really likes Pentiment, if that wasn't clear).



• Potion Craft is not yet on Switch, nor is it on Playstation, but it's coming to both.



• Here are some details on the $520,000,000 Epic will have to pay for their various evil monetization shit (our verbiage, not the Federal Trade Commission's).



• Here's Drew's piece of about Dad of Boy, and Mark Brown's video about Dadr?k.



• L talked a bunch about Arceus in our first Quarterly of 2022.



• Here's Josh Sawyer's thread about all the folks who worked on Pentiment.



• Drew threw some money at a Digital Eclipse investment campaign earlier this year?and the day after we recorded this episode, Digital Eclipse revealed that Atari 50 was the first game they'd developed using the money from that campaign. Drew's praise for the game was sincere, but we did want to go ahead and be transparent, this being the golden age of shilling and all.



• Additional to-reads for Drew include NORCO, Citizen Sleeper, Tinykin, Chained Echoes, Steelrising, 古剑奇谭三, Heavenly Bodies, and Butterfly Soup 2. Because we're continuing to do the quarterlies, we can give these the attention they deserve when the time is right.



———
"All The People Say (Season 5)" by Carpe Demon.
"People Are Talking" by James Sheppard and William Miller, performed by The Heartbeats with Al Browne's Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/pentiment-12_3_2022-4_02_44-pm.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/pentiment-12_3_2022-4_02_44-pm.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>What We Played (and What We Didn&#8217;t) in 2022: ETAO Quarterly, Vol. 4</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:15:43</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Another year, and another 'cast in which to review said year. For (somehow!) the first time ever, Drew, Lucio, Franny, and L are all together to talk about what they've played, what they haven't, and what they're planning on playing?that last category covering both stuff that's currently in their to-read piles, and stuff that'll be out next year and beyond. (Soon, Tears of the Kingdom).



SPOILERS for the ending of the first rebooted God of War from 25:22 to 26:28.
Some structure-level SPOILERS for Pentiment from 50:33 to 52:18.



———
• The header image is from Pentiment. (Drew really likes Pentiment, if that wasn't clear).



• Potion Craft is not yet on Switch, nor is it on Playstation, but it's coming to both.



• Here are some details on the $520,000,000 Epic will have to pay for their various evil monetization shit (our verbiage, not the Federal Trade Commission's).



• Here's Drew's piece of about Dad of Boy, and Mark Brown's video about Dadr?k.



• L talked a bunch about A]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/pentiment-12_3_2022-4_02_44-pm.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Episode Has Gone to the Shadow Realm</title>
	<link>https://etao.blog/2022/12/13/podcast-150/</link>
	<pubDate>Tue, 13 Dec 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">7d0f24ee-ae06-5a1d-8472-37438210a988</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Drew here, with an update. At the time I recorded this episode, I was not aware of <a href="https://docs.google.com/document/d/1biPfvghZ7R-XGLc3IytcXz9DGRymFB_ZDKxFcjkQOjk/edit#">A.M. Darke's accusations against Zack Johnson</a>. Among the numerous reasons this sucks (though by no means the most important one) is that it's <em>embarrassing</em>. Research is something I'm generally pretty good at, so missing a serious matter mentioned on the <a href="https://www.gamesindustry.biz/games-professor-accuses-kingdom-of-loathing-designer-of-abuse">first page of Google results</a> about the person I was interviewing, and on <a href="https://en.wikipedia.org/wiki/Asymmetric_Publications">his studio's Wikipedia page</a>, is beyond dumb.</p>



<p class="wp-block-paragraph">The thing is, I don't usually start out by Googling the guest, in this fallen age of SEO-optimized hyperspam. Rather, I start by seeking out their other podcast appearances on ListenNotes, and then their conference talks on YouTube. I read as much of what they've written as I can (which can be a lot of material, especially for someone like Zack, who's been exorbitantly online for about two decades). Most importantly, I play through the game we're going to talk about?in this case, a pretty long game, which I squeezed in while visiting family over the holidays.</p>



<p class="wp-block-paragraph">None of this is an excuse for missing something that was and is both important and obvious. Nor is the fact that I'm a one-person production team, nor that I was working on the show during a busy time. All of that is, obviously, on me.</p>



<p class="wp-block-paragraph">The point is just to make it clear that I simply, genuinely, fucked up. I apologize to anyone who felt uncomfortable being associated with the show as a result of my doing so, and I've taken the episode down.</p>]]></description>
	<itunes:subtitle><![CDATA[Drew here, with an update. At the time I recorded this episode, I was not aware of A.M. Darkes accusations against Zack Johnson. Among the numerous reasons this sucks (though by no means the most important one) is that its embarrassing. Research is somet]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Episode Has Gone to the Shadow Realm]]></itunes:title>
	<itunes:episode>150</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Drew here, with an update. At the time I recorded this episode, I was not aware of <a href="https://docs.google.com/document/d/1biPfvghZ7R-XGLc3IytcXz9DGRymFB_ZDKxFcjkQOjk/edit#">A.M. Darke's accusations against Zack Johnson</a>. Among the numerous reasons this sucks (though by no means the most important one) is that it's <em>embarrassing</em>. Research is something I'm generally pretty good at, so missing a serious matter mentioned on the <a href="https://www.gamesindustry.biz/games-professor-accuses-kingdom-of-loathing-designer-of-abuse">first page of Google results</a> about the person I was interviewing, and on <a href="https://en.wikipedia.org/wiki/Asymmetric_Publications">his studio's Wikipedia page</a>, is beyond dumb.</p>



<p class="wp-block-paragraph">The thing is, I don't usually start out by Googling the guest, in this fallen age of SEO-optimized hyperspam. Rather, I start by seeking out their other podcast appearances on ListenNotes, and then their conference talks on YouTube. I read as much of what they've written as I can (which can be a lot of material, especially for someone like Zack, who's been exorbitantly online for about two decades). Most importantly, I play through the game we're going to talk about?in this case, a pretty long game, which I squeezed in while visiting family over the holidays.</p>



<p class="wp-block-paragraph">None of this is an excuse for missing something that was and is both important and obvious. Nor is the fact that I'm a one-person production team, nor that I was working on the show during a busy time. All of that is, obviously, on me.</p>



<p class="wp-block-paragraph">The point is just to make it clear that I simply, genuinely, fucked up. I apologize to anyone who felt uncomfortable being associated with the show as a result of my doing so, and I've taken the episode down.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2023/03/etao-podcast-150-shadow-realmed.wav" length="4337694" type="audio/wav"></enclosure>
	<itunes:summary><![CDATA[Drew here, with an update. At the time I recorded this episode, I was not aware of A.M. Darke's accusations against Zack Johnson. Among the numerous reasons this sucks (though by no means the most important one) is that it's embarrassing. Research is something I'm generally pretty good at, so missing a serious matter mentioned on the first page of Google results about the person I was interviewing, and on his studio's Wikipedia page, is beyond dumb.



The thing is, I don't usually start out by Googling the guest, in this fallen age of SEO-optimized hyperspam. Rather, I start by seeking out their other podcast appearances on ListenNotes, and then their conference talks on YouTube. I read as much of what they've written as I can (which can be a lot of material, especially for someone like Zack, who's been exorbitantly online for about two decades). Most importantly, I play through the game we're going to talk about?in this case, a pretty long game, which I squeezed in while visiting family over the holidays.



None of this is an excuse for missing something that was and is both important and obvious. Nor is the fact that I'm a one-person production team, nor that I was working on the show during a busy time. All of that is, obviously, on me.



The point is just to make it clear that I simply, genuinely, fucked up. I apologize to anyone who felt uncomfortable being associated with the show as a result of my doing so, and I've taken the episode down.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/20221118123518_1.jpg?fit=1680%2C1050&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/20221118123518_1.jpg?fit=1680%2C1050&#038;ssl=1</url>
		<title>This Episode Has Gone to the Shadow Realm</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Drew here, with an update. At the time I recorded this episode, I was not aware of A.M. Darke's accusations against Zack Johnson. Among the numerous reasons this sucks (though by no means the most important one) is that it's embarrassing. Research is something I'm generally pretty good at, so missing a serious matter mentioned on the first page of Google results about the person I was interviewing, and on his studio's Wikipedia page, is beyond dumb.



The thing is, I don't usually start out by Googling the guest, in this fallen age of SEO-optimized hyperspam. Rather, I start by seeking out their other podcast appearances on ListenNotes, and then their conference talks on YouTube. I read as much of what they've written as I can (which can be a lot of material, especially for someone like Zack, who's been exorbitantly online for about two decades). Most importantly, I play through the game we're going to talk about?in this case, a pretty long game, which I squeezed in while visiting fa]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/12/20221118123518_1.jpg?fit=1680%2C1050&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Trust, Rust, Tech, and Meat, with Anton Hand</title>
	<link>https://etao.blog/2022/11/29/podcast-149/</link>
	<pubDate>Tue, 29 Nov 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">491f37ba-23dd-5f32-b92c-e87d455cb91c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">It would be quite the understatement to say that <em>things have changed in VR</em> in the six years Anton Hand has been working on <em>Hot Dogs, Horseshoes &amp; Hand Grenades.</em> Companies have entered and exited. Platforms have risen and fallen. Things have gotten vastly stupider in various ways—but all while VR enthusiasts have carved out fascinating niches. <a href="https://www.youtube.com/watch?v=4PHT-zBxKQQ"><em>VRChat </em>is one</a>. PC VR gaming is another, replete with wild little subcultures and big, ambitious experiments.</p>



<p class="wp-block-paragraph">In this episode, Anton physics-flops on by to talk about how his studio RUST LTD. came to be, what they're saying with their expansive, lushly simulationist VR opus about guns and hot dogs, and why they're not working with Facebook (like, ever).</p>



<p class="wp-block-paragraph"><strong><em>Hot Dogs, Horseshoes &amp; Hand Grenades</em> is currently in <a href="https://store.steampowered.com/app/450540/Hot_Dogs_Horseshoes__Hand_Grenades/">Early Access on Steam</a>.</strong>
You can also <a href="https://twitter.com/AntonHand">follow Anton on Twitter,</a> which still exists, and see <a href="https://www.youtube.com/c/AntonHand">his devlogs on YouTube</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• It's <em>sort of</em> correct to say that you can get <em>Overwatch 2</em> skins faster by playing <em>World of Warcraft</em> instead, <a href="https://www.polygon.com/23434652/overwatch-2-skins-coins-world-of-warcraft-gold-tokens">as Polygon reported</a>.</p>



<p class="wp-block-paragraph">• <a href="https://gimletmedia.com/shows/science-vs/emh53mv/mass-shootings-how-do-we-stop-them">The most recent <em>Science Vs </em>about gun violence</a> has a good summary (with sources) of what objectively works, gun control-wise, and why the U.S. almost certainly won't do any of it.</p>



<p class="wp-block-paragraph">• <a href="http://rijohnbrowngun.club/">The John Brown Gun Club</a> is worth knowing about.</p>



<p class="wp-block-paragraph">• Here's <a href="https://time.com/3987059/in-the-latest-issue-41/">the absolutely fucking ridiculous cover of <em>Time </em>Magazine</a> featuring Oculus founder Palmer Luckey posing on a pretend beach with faux-balletic physical implausibly.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
<a href="https://www.youtube.com/watch?v=oqku81sgGCQ">"Meat Hunter"</a> by Joe Kataldo, from the <em>Hot Dogs, Horseshoes and Hand Grenades </em>OST.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[It would be quite the understatement to say that things have changed in VR in the six years Anton Hand has been working on Hot Dogs, Horseshoes &amp; Hand Grenades. Companies have entered and exited. Platforms have risen and fallen. Things have gotten va]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Trust, Rust, Tech, and Meat, with Anton Hand]]></itunes:title>
	<itunes:episode>149</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">It would be quite the understatement to say that <em>things have changed in VR</em> in the six years Anton Hand has been working on <em>Hot Dogs, Horseshoes &amp; Hand Grenades.</em> Companies have entered and exited. Platforms have risen and fallen. Things have gotten vastly stupider in various ways—but all while VR enthusiasts have carved out fascinating niches. <a href="https://www.youtube.com/watch?v=4PHT-zBxKQQ"><em>VRChat </em>is one</a>. PC VR gaming is another, replete with wild little subcultures and big, ambitious experiments.</p>



<p class="wp-block-paragraph">In this episode, Anton physics-flops on by to talk about how his studio RUST LTD. came to be, what they're saying with their expansive, lushly simulationist VR opus about guns and hot dogs, and why they're not working with Facebook (like, ever).</p>



<p class="wp-block-paragraph"><strong><em>Hot Dogs, Horseshoes &amp; Hand Grenades</em> is currently in <a href="https://store.steampowered.com/app/450540/Hot_Dogs_Horseshoes__Hand_Grenades/">Early Access on Steam</a>.</strong>
You can also <a href="https://twitter.com/AntonHand">follow Anton on Twitter,</a> which still exists, and see <a href="https://www.youtube.com/c/AntonHand">his devlogs on YouTube</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• It's <em>sort of</em> correct to say that you can get <em>Overwatch 2</em> skins faster by playing <em>World of Warcraft</em> instead, <a href="https://www.polygon.com/23434652/overwatch-2-skins-coins-world-of-warcraft-gold-tokens">as Polygon reported</a>.</p>



<p class="wp-block-paragraph">• <a href="https://gimletmedia.com/shows/science-vs/emh53mv/mass-shootings-how-do-we-stop-them">The most recent <em>Science Vs </em>about gun violence</a> has a good summary (with sources) of what objectively works, gun control-wise, and why the U.S. almost certainly won't do any of it.</p>



<p class="wp-block-paragraph">• <a href="http://rijohnbrowngun.club/">The John Brown Gun Club</a> is worth knowing about.</p>



<p class="wp-block-paragraph">• Here's <a href="https://time.com/3987059/in-the-latest-issue-41/">the absolutely fucking ridiculous cover of <em>Time </em>Magazine</a> featuring Oculus founder Palmer Luckey posing on a pretend beach with faux-balletic physical implausibly.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
<a href="https://www.youtube.com/watch?v=oqku81sgGCQ">"Meat Hunter"</a> by Joe Kataldo, from the <em>Hot Dogs, Horseshoes and Hand Grenades </em>OST.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etoa.blog/wp-content/uploads/2022/11/etao-podcast-149-anton-hand.mp3" length="1" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[It would be quite the understatement to say that things have changed in VR in the six years Anton Hand has been working on Hot Dogs, Horseshoes &amp; Hand Grenades. Companies have entered and exited. Platforms have risen and fallen. Things have gotten vastly stupider in various ways—but all while VR enthusiasts have carved out fascinating niches. VRChat is one. PC VR gaming is another, replete with wild little subcultures and big, ambitious experiments.



In this episode, Anton physics-flops on by to talk about how his studio RUST LTD. came to be, what they're saying with their expansive, lushly simulationist VR opus about guns and hot dogs, and why they're not working with Facebook (like, ever).



Hot Dogs, Horseshoes &amp; Hand Grenades is currently in Early Access on Steam.
You can also follow Anton on Twitter, which still exists, and see his devlogs on YouTube.



———



• It's sort of correct to say that you can get Overwatch 2 skins faster by playing World of Warcraft instead, as Polygon reported.



• The most recent Science Vs about gun violence has a good summary (with sources) of what objectively works, gun control-wise, and why the U.S. almost certainly won't do any of it.



• The John Brown Gun Club is worth knowing about.



• Here's the absolutely fucking ridiculous cover of Time Magazine featuring Oculus founder Palmer Luckey posing on a pretend beach with faux-balletic physical implausibly.
———
"All The People Say (Season 5)" by Carpe Demon.
"Meat Hunter" by Joe Kataldo, from the Hot Dogs, Horseshoes and Hand Grenades OST.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/screenshot-2022-11-12-at-5.50.41-pm.png?fit=3360%2C1886&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/screenshot-2022-11-12-at-5.50.41-pm.png?fit=3360%2C1886&#038;ssl=1</url>
		<title>Trust, Rust, Tech, and Meat, with Anton Hand</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[It would be quite the understatement to say that things have changed in VR in the six years Anton Hand has been working on Hot Dogs, Horseshoes &amp; Hand Grenades. Companies have entered and exited. Platforms have risen and fallen. Things have gotten vastly stupider in various ways—but all while VR enthusiasts have carved out fascinating niches. VRChat is one. PC VR gaming is another, replete with wild little subcultures and big, ambitious experiments.



In this episode, Anton physics-flops on by to talk about how his studio RUST LTD. came to be, what they're saying with their expansive, lushly simulationist VR opus about guns and hot dogs, and why they're not working with Facebook (like, ever).



Hot Dogs, Horseshoes &amp; Hand Grenades is currently in Early Access on Steam.
You can also follow Anton on Twitter, which still exists, and see his devlogs on YouTube.



———



• It's sort of correct to say that you can get Overwatch 2 skins faster by playing World of Warcraft instead,]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/screenshot-2022-11-12-at-5.50.41-pm.png?fit=3360%2C1886&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Shakespearean Shōjo and Wholesome Horror, with Robert Boyd</title>
	<link>https://etao.blog/2022/11/15/podcast-148/</link>
	<pubDate>Tue, 15 Nov 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e3f461ab-2f18-5373-998b-1314e7f03950</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Robert Boyd takes our stage to talk about <em>This Way Madness Lies,</em> his studio's new "Shakespeare-themed magical girl JRPG" (a thing that there ought to be more of). The game isn't exactly <em>faithful</em> to its source material—but then, Shakespeare was never all that faithful to his, either. Frankly, we'll take enthusiasm and curiosity over reverence any old day.</p>



<p class="wp-block-paragraph">Here Robert talks about his long history in the indie JRPG space, and his longer history with the JRPG genre—he once endeavored to <em>play them all</em>, back when that felt possible—as well as comedy in games, and the the unique all-ages appeal of what he calls "wholesome horror."</p>



<p class="wp-block-paragraph"><strong><a href="https://store.steampowered.com/app/1318970/This_Way_Madness_Lies/"><em>This Way Madness Lies</em> is out now on Steam</a>.</strong>
You can also follow <a href="https://twitter.com/werezompire">Robert,</a> and <a href="https://twitter.com/ZeboydGames">Zeboyd Games</a>, on Twitter. (Twitter exists at time of posting).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•  Here's <em><a href="https://www.youtube.com/watch?v=tCeN2KjRHZk&amp;list=PLsiJPoHlPqEEA07AKMQ2Hm2oRLiGkR_uJ">Let's Mosey: A Slow Translation of Final Fantasy VII</a></em>.</p>



<p class="wp-block-paragraph">• There is indeed <a href="https://www.romhacking.net/translations/4654/">a fan translation of <em>Bish?jo Senshi Sailor Moon: Another Story</em></a> for the SNES.</p>



<p class="wp-block-paragraph">• Steam Coupons? <a href="https://help.steampowered.com/en/faqs/view/3145-C9BC-3E38-94F0">Totally still a thing, technically</a>.</p>



<p class="wp-block-paragraph">• It was indeed <a href="https://www.eurogamer.net/portal-2-lets-make-caddyshack-interview?page=3">Erick Wolpaw who said</a>,</p>




<p class="wp-block-paragraph">So I'd really like to make a really credible comedy game. People seem to be skipping straight to the pure art, and yet nobody's made the <em>Caddyshack</em> in games yet, right? So I'm like, woah woah woah, let's put on the brakes — let's make <em>Caddyshack</em>, and then we can make <em>Anna Karenina</em> or whatever.</p>




<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"I Wish You Joy" from the <em>This Way Madness Lies </em>OST by <a href="https://joshuaqueen.rocks/">Joshua Queen</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Robert Boyd takes our stage to talk about This Way Madness Lies, his studios new Shakespeare-themed magical girl JRPG (a thing that there ought to be more of). The game isnt exactly faithful to its source material—but then, Shakespeare was never all that]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Shakespearean Sh?jo and Wholesome Horror, with Robert Boyd]]></itunes:title>
	<itunes:episode>148</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Robert Boyd takes our stage to talk about <em>This Way Madness Lies,</em> his studio's new "Shakespeare-themed magical girl JRPG" (a thing that there ought to be more of). The game isn't exactly <em>faithful</em> to its source material—but then, Shakespeare was never all that faithful to his, either. Frankly, we'll take enthusiasm and curiosity over reverence any old day.</p>



<p class="wp-block-paragraph">Here Robert talks about his long history in the indie JRPG space, and his longer history with the JRPG genre—he once endeavored to <em>play them all</em>, back when that felt possible—as well as comedy in games, and the the unique all-ages appeal of what he calls "wholesome horror."</p>



<p class="wp-block-paragraph"><strong><a href="https://store.steampowered.com/app/1318970/This_Way_Madness_Lies/"><em>This Way Madness Lies</em> is out now on Steam</a>.</strong>
You can also follow <a href="https://twitter.com/werezompire">Robert,</a> and <a href="https://twitter.com/ZeboydGames">Zeboyd Games</a>, on Twitter. (Twitter exists at time of posting).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•  Here's <em><a href="https://www.youtube.com/watch?v=tCeN2KjRHZk&amp;list=PLsiJPoHlPqEEA07AKMQ2Hm2oRLiGkR_uJ">Let's Mosey: A Slow Translation of Final Fantasy VII</a></em>.</p>



<p class="wp-block-paragraph">• There is indeed <a href="https://www.romhacking.net/translations/4654/">a fan translation of <em>Bish?jo Senshi Sailor Moon: Another Story</em></a> for the SNES.</p>



<p class="wp-block-paragraph">• Steam Coupons? <a href="https://help.steampowered.com/en/faqs/view/3145-C9BC-3E38-94F0">Totally still a thing, technically</a>.</p>



<p class="wp-block-paragraph">• It was indeed <a href="https://www.eurogamer.net/portal-2-lets-make-caddyshack-interview?page=3">Erick Wolpaw who said</a>,</p>




<p class="wp-block-paragraph">So I'd really like to make a really credible comedy game. People seem to be skipping straight to the pure art, and yet nobody's made the <em>Caddyshack</em> in games yet, right? So I'm like, woah woah woah, let's put on the brakes — let's make <em>Caddyshack</em>, and then we can make <em>Anna Karenina</em> or whatever.</p>




<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"I Wish You Joy" from the <em>This Way Madness Lies </em>OST by <a href="https://joshuaqueen.rocks/">Joshua Queen</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/11/etao-podcast-148-robert-boyd.mp3" length="148786745" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Robert Boyd takes our stage to talk about This Way Madness Lies, his studio's new "Shakespeare-themed magical girl JRPG" (a thing that there ought to be more of). The game isn't exactly faithful to its source material—but then, Shakespeare was never all that faithful to his, either. Frankly, we'll take enthusiasm and curiosity over reverence any old day.



Here Robert talks about his long history in the indie JRPG space, and his longer history with the JRPG genre—he once endeavored to play them all, back when that felt possible—as well as comedy in games, and the the unique all-ages appeal of what he calls "wholesome horror."



This Way Madness Lies is out now on Steam.
You can also follow Robert, and Zeboyd Games, on Twitter. (Twitter exists at time of posting).



———



•  Here's Let's Mosey: A Slow Translation of Final Fantasy VII.



• There is indeed a fan translation of Bish?jo Senshi Sailor Moon: Another Story for the SNES.



• Steam Coupons? Totally still a thing, technically.



• It was indeed Erick Wolpaw who said,




So I'd really like to make a really credible comedy game. People seem to be skipping straight to the pure art, and yet nobody's made the Caddyshack in games yet, right? So I'm like, woah woah woah, let's put on the brakes — let's make Caddyshack, and then we can make Anna Karenina or whatever.




———
"All The People Say (Season 5)" by Carpe Demon.
"I Wish You Joy" from the This Way Madness Lies OST by Joshua Queen.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/20221106181438_1-1.jpg?fit=2880%2C1614&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/20221106181438_1-1.jpg?fit=2880%2C1614&#038;ssl=1</url>
		<title>Shakespearean Shōjo and Wholesome Horror, with Robert Boyd</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:18:08</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Robert Boyd takes our stage to talk about This Way Madness Lies, his studio's new "Shakespeare-themed magical girl JRPG" (a thing that there ought to be more of). The game isn't exactly faithful to its source material—but then, Shakespeare was never all that faithful to his, either. Frankly, we'll take enthusiasm and curiosity over reverence any old day.



Here Robert talks about his long history in the indie JRPG space, and his longer history with the JRPG genre—he once endeavored to play them all, back when that felt possible—as well as comedy in games, and the the unique all-ages appeal of what he calls "wholesome horror."



This Way Madness Lies is out now on Steam.
You can also follow Robert, and Zeboyd Games, on Twitter. (Twitter exists at time of posting).



———



•  Here's Let's Mosey: A Slow Translation of Final Fantasy VII.



• There is indeed a fan translation of Bish?jo Senshi Sailor Moon: Another Story for the SNES.



• Steam Coupons? Totally still a thing, technica]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/20221106181438_1-1.jpg?fit=2880%2C1614&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Past and Present of Sword &#038; Fairy, with Johnny Liu</title>
	<link>https://etao.blog/2022/11/01/podcast-147/</link>
	<pubDate>Tue, 01 Nov 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">2418bc3f-fad3-50e6-b6d3-1333b5579aca</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Johnny Liu schools us on the history of Chinese RPGs in general, and the long-running, massively impactful <em><em>仙劍奇俠傳</em></em> series in particular. It's been called <em>Sword &amp; Fairy</em> in the West (when it isn't being called <em>Chinese Paladin</em>), but that title doesn't fully capture what these games have to offer?and that simple fact serves as a great jumping-off point to talk about translation, cultural specificity, cultural exchange, and a whole games canon that has remained largely invisible outside of the Sinosphere, even after the immense success of <em>Genshin Impact</em>.</p>



<p class="wp-block-paragraph"><em>Path of Wuxia</em> is currently in <a href="https://store.steampowered.com/app/1189630/Path_Of_Wuxia/">Early Access on Steam</a>.
<em><a href="https://d3go.com/games/marvelpuzzlequest/">Marvel Puzzle Quest</a> </em>is out now on PC, Playstation, Xbox, iOS, and Android.
<strong><em>Sword &amp; Fairy 7</em> is out now on <a href="https://store.steampowered.com/app/1543030/Sword_and_Fairy_7/">Steam</a> and <a href="https://store.playstation.com/en-us/product/UP2005-PPSA07612_00-5540106463966137">Playstation</a>, and coming soon to <a href="https://www.xbox.com/en-US/games/store/sword-and-fairy-together-forever/9p8jhb7v4t5m">Xbox</a>.
<strong>You can get <a href="https://archive.org/details/paleng_v3.3">the original 1995 release of <em>仙劍奇俠傳</em> as freeware</a>, with <a href="https://www.romhacking.net/translations/2441/">a fan translation</a>.</strong></strong>
You can also follow Johnny on <a href="https://twitter.com/OrangePeelPanda">Twitter</a>, and see his archived Twitch streams on <a href="https://www.youtube.com/user/Ironchef33">YouTube</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <em>Uma Musume: Pretty Derby</em> is indeed a trip.</p>



<p class="wp-block-paragraph">• Here's <a href="https://felipepepe.medium.com/before-genshin-impact-a-brief-history-of-chinese-rpgs-bc962fc29908">that piece that Drew mentions, about the history of Chinese RPGs</a>.</p>



<p class="wp-block-paragraph">• Between the <a href="https://archive.org/details/paleng_v3.3">Internet Archive</a> and <a href="https://www.romhacking.net/translations/2441/">ROMHacking.net</a> (two of the finest sites to ever exist), you should be able to get the original <em>Sword &amp; Fairy</em> running in English with minimal effort and <a href="https://www.youtube.com/watch?v=4HY1WySb_sA">Johnny's Let's Play videos </a>do indeed make for great supplement, filling in the nuances that the (nonetheless commendable!) fan translation will tend to elide.</p>



<p class="wp-block-paragraph">• Here are our referred-to talks with <a href="http://etao.blog/2022/09/20/podcast-144/">Jessica Gonzalez</a>, <a href="http://etao.blog/2022/09/06/podcast-143/">Aaron Nemoyten</a>, and <a href="http://etao.blog/2022/10/04/podcast-145/">Aidan Moher</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
<a href="https://archive.org/details/78_fairy-dance_teddy-edwards-robert-iggie-shevak-roy-porter-hampton-hawes-herb-harpe_gbia0059631a/">"Fairy Dance"</a> performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Johnny Liu schools us on the history of Chinese RPGs in general, and the long-running, massively impactful 仙劍奇俠傳 series in particular. Its been called Sword &amp; Fairy in the West (when it isnt being called Chinese Paladin), but that title doesnt fully ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Past and Present of Sword & Fairy, with Johnny Liu]]></itunes:title>
	<itunes:episode>147</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Johnny Liu schools us on the history of Chinese RPGs in general, and the long-running, massively impactful <em><em>仙劍奇俠傳</em></em> series in particular. It's been called <em>Sword &amp; Fairy</em> in the West (when it isn't being called <em>Chinese Paladin</em>), but that title doesn't fully capture what these games have to offer?and that simple fact serves as a great jumping-off point to talk about translation, cultural specificity, cultural exchange, and a whole games canon that has remained largely invisible outside of the Sinosphere, even after the immense success of <em>Genshin Impact</em>.</p>



<p class="wp-block-paragraph"><em>Path of Wuxia</em> is currently in <a href="https://store.steampowered.com/app/1189630/Path_Of_Wuxia/">Early Access on Steam</a>.
<em><a href="https://d3go.com/games/marvelpuzzlequest/">Marvel Puzzle Quest</a> </em>is out now on PC, Playstation, Xbox, iOS, and Android.
<strong><em>Sword &amp; Fairy 7</em> is out now on <a href="https://store.steampowered.com/app/1543030/Sword_and_Fairy_7/">Steam</a> and <a href="https://store.playstation.com/en-us/product/UP2005-PPSA07612_00-5540106463966137">Playstation</a>, and coming soon to <a href="https://www.xbox.com/en-US/games/store/sword-and-fairy-together-forever/9p8jhb7v4t5m">Xbox</a>.
<strong>You can get <a href="https://archive.org/details/paleng_v3.3">the original 1995 release of <em>仙劍奇俠傳</em> as freeware</a>, with <a href="https://www.romhacking.net/translations/2441/">a fan translation</a>.</strong></strong>
You can also follow Johnny on <a href="https://twitter.com/OrangePeelPanda">Twitter</a>, and see his archived Twitch streams on <a href="https://www.youtube.com/user/Ironchef33">YouTube</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <em>Uma Musume: Pretty Derby</em> is indeed a trip.</p>



<p class="wp-block-paragraph">• Here's <a href="https://felipepepe.medium.com/before-genshin-impact-a-brief-history-of-chinese-rpgs-bc962fc29908">that piece that Drew mentions, about the history of Chinese RPGs</a>.</p>



<p class="wp-block-paragraph">• Between the <a href="https://archive.org/details/paleng_v3.3">Internet Archive</a> and <a href="https://www.romhacking.net/translations/2441/">ROMHacking.net</a> (two of the finest sites to ever exist), you should be able to get the original <em>Sword &amp; Fairy</em> running in English with minimal effort and <a href="https://www.youtube.com/watch?v=4HY1WySb_sA">Johnny's Let's Play videos </a>do indeed make for great supplement, filling in the nuances that the (nonetheless commendable!) fan translation will tend to elide.</p>



<p class="wp-block-paragraph">• Here are our referred-to talks with <a href="http://etao.blog/2022/09/20/podcast-144/">Jessica Gonzalez</a>, <a href="http://etao.blog/2022/09/06/podcast-143/">Aaron Nemoyten</a>, and <a href="http://etao.blog/2022/10/04/podcast-145/">Aidan Moher</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
<a href="https://archive.org/details/78_fairy-dance_teddy-edwards-robert-iggie-shevak-roy-porter-hampton-hawes-herb-harpe_gbia0059631a/">"Fairy Dance"</a> performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/10/etao-podcast-147-johnny-liu.mp3" length="139456607" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Johnny Liu schools us on the history of Chinese RPGs in general, and the long-running, massively impactful 仙劍奇俠傳 series in particular. It's been called Sword &amp; Fairy in the West (when it isn't being called Chinese Paladin), but that title doesn't fully capture what these games have to offer?and that simple fact serves as a great jumping-off point to talk about translation, cultural specificity, cultural exchange, and a whole games canon that has remained largely invisible outside of the Sinosphere, even after the immense success of Genshin Impact.



Path of Wuxia is currently in Early Access on Steam.
Marvel Puzzle Quest is out now on PC, Playstation, Xbox, iOS, and Android.
Sword &amp; Fairy 7 is out now on Steam and Playstation, and coming soon to Xbox.
You can get the original 1995 release of 仙劍奇俠傳 as freeware, with a fan translation.
You can also follow Johnny on Twitter, and see his archived Twitch streams on YouTube.



———



• Uma Musume: Pretty Derby is indeed a trip.



• Here's that piece that Drew mentions, about the history of Chinese RPGs.



• Between the Internet Archive and ROMHacking.net (two of the finest sites to ever exist), you should be able to get the original Sword &amp; Fairy running in English with minimal effort and Johnny's Let's Play videos do indeed make for great supplement, filling in the nuances that the (nonetheless commendable!) fan translation will tend to elide.



• Here are our referred-to talks with Jessica Gonzalez, Aaron Nemoyten, and Aidan Moher.
———
"All The People Say (Season 5)" by Carpe Demon.
"Fairy Dance" performed by Teddy Edwards, Robert "Iggie" Shevak, Roy Porter, Hampton Hawkes, and Herb Harper, supervised by Morrie Rapoport.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/e4bb99e58991e5a587e4bea0e4bca0e4b883-10_24_2022-4_09_30-pm.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/e4bb99e58991e5a587e4bea0e4bca0e4b883-10_24_2022-4_09_30-pm.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>The Past and Present of Sword &#038; Fairy, with Johnny Liu</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Johnny Liu schools us on the history of Chinese RPGs in general, and the long-running, massively impactful 仙劍奇俠傳 series in particular. It's been called Sword &amp; Fairy in the West (when it isn't being called Chinese Paladin), but that title doesn't fully capture what these games have to offer?and that simple fact serves as a great jumping-off point to talk about translation, cultural specificity, cultural exchange, and a whole games canon that has remained largely invisible outside of the Sinosphere, even after the immense success of Genshin Impact.



Path of Wuxia is currently in Early Access on Steam.
Marvel Puzzle Quest is out now on PC, Playstation, Xbox, iOS, and Android.
Sword &amp; Fairy 7 is out now on Steam and Playstation, and coming soon to Xbox.
You can get the original 1995 release of 仙劍奇俠傳 as freeware, with a fan translation.
You can also follow Johnny on Twitter, and see his archived Twitch streams on YouTube.



———



• Uma Musume: Pretty Derby is indeed a trip.


]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/11/e4bb99e58991e5a587e4bea0e4bca0e4b883-10_24_2022-4_09_30-pm.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>The ETAO Quarterly, Vol. 3</title>
	<link>https://etao.blog/2022/10/18/podcast-146/</link>
	<pubDate>Tue, 18 Oct 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">891e0b13-d998-563b-9469-d50963c72636</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Drew, Lucio, and L check in on what they've been playing these past few months. <em>Splatoon 3</em> naturally comes up, as does Drew's continuing project to catch up on <em>Final Fantasy XIV</em>. Meanwhile, L has been messing around with her new Steam Deck, so prepare to hear about <em>Rune Factory</em>, about <em>Capybara Spa</em>, and (whisper it) about exploring older games via emulation. (The Steam Deck is excellent for that, even unto <a href="https://kotaku.com/yuzu-nintendo-switch-emulator-steam-deck-dock-valve-1849632836">Valve themselves occasionally forgetting to pretend otherwise</a>).</p>



<p class="wp-block-paragraph">Ah, but the main event just might be the Drew and Lucio losing their minds (all over again) at the ill-advisedly twist-centric narrative of <em>A Way Out</em>—so <strong>MAJOR SPOILERS FOR THE ENDING OF <em>A WAY OUT </em>FROM 0:55:55 to 1:02:21,</strong> <strong>and a callback thereto from 1:13:54 to 01:14:26.</strong></p>



<p class="wp-block-paragraph">———
•&nbsp;The latest Tim Rogers mega-review (<a href="https://www.youtube.com/watch?v=779coR-XPTw">of&nbsp;<em>Boku no Natsuyasumi</em></a>, which we mentioned in the show notes last time as well) does include an aside about the <em>Animal Crossing </em>series, and a (surreal, nightmarish) foray into the original game particularly.</p>



<p class="wp-block-paragraph">•&nbsp;At time of posting, <a href="https://store.steampowered.com/steamdeck">you can in fact just go ahead and order a Steam Deck</a>. The <a href="https://shop.play.date/">Playdate still involves a waitlist</a>, however.</p>



<p class="wp-block-paragraph">•&nbsp;You can hear L eating babka at a few points in this episode. In her defense, Drew makes truly superlative babka. (Here's <a href="https://www.youtube.com/watch?v=phAOxT4UEzY">what she was referencing at the end</a>, by the way).</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=KsO44_tDrSQ&amp;list=PLi4hcMMgmPEJeETz6Ye7jQfW7euy7zRK4">our streaming series with Lucio and Drew playing <em>It Takes Two</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Dr. Holmes, the kinky, unwieldable lategame paramour-armament in <em>Boyfriend Dungeon</em> (designed by Ikumi "It's Spooky" Nakamura) is in fact a whip. Drew was conflating them with Rowan (who <em>is</em> a Scythe, and a bit spooky besides). The <em>ETAO Podcast </em>regrets the error.</p>



<p class="wp-block-paragraph">•&nbsp;Also! Drew wrote <a href="http://etao.blog/2020/11/27/demons-souls-remake/">a bit about camp-adjacent appreciation</a> of games a while back.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Way Out There" by Bob Nolan, <a href="https://archive.org/details/78_way-out-there_sons-of-the-pioneers-bob-nolan_gbia0351645a">performed by Sons of the Pioneers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Drew, Lucio, and L check in on what theyve been playing these past few months. Splatoon 3 naturally comes up, as does Drews continuing project to catch up on Final Fantasy XIV. Meanwhile, L has been messing around with her new Steam Deck, so prepare to h]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The ETAO Quarterly, Vol. 3]]></itunes:title>
	<itunes:episode>146</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Drew, Lucio, and L check in on what they've been playing these past few months. <em>Splatoon 3</em> naturally comes up, as does Drew's continuing project to catch up on <em>Final Fantasy XIV</em>. Meanwhile, L has been messing around with her new Steam Deck, so prepare to hear about <em>Rune Factory</em>, about <em>Capybara Spa</em>, and (whisper it) about exploring older games via emulation. (The Steam Deck is excellent for that, even unto <a href="https://kotaku.com/yuzu-nintendo-switch-emulator-steam-deck-dock-valve-1849632836">Valve themselves occasionally forgetting to pretend otherwise</a>).</p>



<p class="wp-block-paragraph">Ah, but the main event just might be the Drew and Lucio losing their minds (all over again) at the ill-advisedly twist-centric narrative of <em>A Way Out</em>—so <strong>MAJOR SPOILERS FOR THE ENDING OF <em>A WAY OUT </em>FROM 0:55:55 to 1:02:21,</strong> <strong>and a callback thereto from 1:13:54 to 01:14:26.</strong></p>



<p class="wp-block-paragraph">———
•&nbsp;The latest Tim Rogers mega-review (<a href="https://www.youtube.com/watch?v=779coR-XPTw">of&nbsp;<em>Boku no Natsuyasumi</em></a>, which we mentioned in the show notes last time as well) does include an aside about the <em>Animal Crossing </em>series, and a (surreal, nightmarish) foray into the original game particularly.</p>



<p class="wp-block-paragraph">•&nbsp;At time of posting, <a href="https://store.steampowered.com/steamdeck">you can in fact just go ahead and order a Steam Deck</a>. The <a href="https://shop.play.date/">Playdate still involves a waitlist</a>, however.</p>



<p class="wp-block-paragraph">•&nbsp;You can hear L eating babka at a few points in this episode. In her defense, Drew makes truly superlative babka. (Here's <a href="https://www.youtube.com/watch?v=phAOxT4UEzY">what she was referencing at the end</a>, by the way).</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=KsO44_tDrSQ&amp;list=PLi4hcMMgmPEJeETz6Ye7jQfW7euy7zRK4">our streaming series with Lucio and Drew playing <em>It Takes Two</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Dr. Holmes, the kinky, unwieldable lategame paramour-armament in <em>Boyfriend Dungeon</em> (designed by Ikumi "It's Spooky" Nakamura) is in fact a whip. Drew was conflating them with Rowan (who <em>is</em> a Scythe, and a bit spooky besides). The <em>ETAO Podcast </em>regrets the error.</p>



<p class="wp-block-paragraph">•&nbsp;Also! Drew wrote <a href="http://etao.blog/2020/11/27/demons-souls-remake/">a bit about camp-adjacent appreciation</a> of games a while back.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Way Out There" by Bob Nolan, <a href="https://archive.org/details/78_way-out-there_sons-of-the-pioneers-bob-nolan_gbia0351645a">performed by Sons of the Pioneers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/10/etao-podcast-146-2022-q3-2.mp3" length="141135453" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Drew, Lucio, and L check in on what they've been playing these past few months. Splatoon 3 naturally comes up, as does Drew's continuing project to catch up on Final Fantasy XIV. Meanwhile, L has been messing around with her new Steam Deck, so prepare to hear about Rune Factory, about Capybara Spa, and (whisper it) about exploring older games via emulation. (The Steam Deck is excellent for that, even unto Valve themselves occasionally forgetting to pretend otherwise).



Ah, but the main event just might be the Drew and Lucio losing their minds (all over again) at the ill-advisedly twist-centric narrative of A Way Out—so MAJOR SPOILERS FOR THE ENDING OF A WAY OUT FROM 0:55:55 to 1:02:21, and a callback thereto from 1:13:54 to 01:14:26.



———
•&nbsp;The latest Tim Rogers mega-review (of&nbsp;Boku no Natsuyasumi, which we mentioned in the show notes last time as well) does include an aside about the Animal Crossing series, and a (surreal, nightmarish) foray into the original game particularly.



•&nbsp;At time of posting, you can in fact just go ahead and order a Steam Deck. The Playdate still involves a waitlist, however.



•&nbsp;You can hear L eating babka at a few points in this episode. In her defense, Drew makes truly superlative babka. (Here's what she was referencing at the end, by the way).



•&nbsp;Here's our streaming series with Lucio and Drew playing It Takes Two.



•&nbsp;Dr. Holmes, the kinky, unwieldable lategame paramour-armament in Boyfriend Dungeon (designed by Ikumi "It's Spooky" Nakamura) is in fact a whip. Drew was conflating them with Rowan (who is a Scythe, and a bit spooky besides). The ETAO Podcast regrets the error.



•&nbsp;Also! Drew wrote a bit about camp-adjacent appreciation of games a while back.



———
"All The People Say (Season 5)" by Carpe Demon.
"Way Out There" by Bob Nolan, performed by Sons of the Pioneers.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/note.gif?fit=854%2C480&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/note.gif?fit=854%2C480&#038;ssl=1</url>
		<title>The ETAO Quarterly, Vol. 3</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:21:45</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Drew, Lucio, and L check in on what they've been playing these past few months. Splatoon 3 naturally comes up, as does Drew's continuing project to catch up on Final Fantasy XIV. Meanwhile, L has been messing around with her new Steam Deck, so prepare to hear about Rune Factory, about Capybara Spa, and (whisper it) about exploring older games via emulation. (The Steam Deck is excellent for that, even unto Valve themselves occasionally forgetting to pretend otherwise).



Ah, but the main event just might be the Drew and Lucio losing their minds (all over again) at the ill-advisedly twist-centric narrative of A Way Out—so MAJOR SPOILERS FOR THE ENDING OF A WAY OUT FROM 0:55:55 to 1:02:21, and a callback thereto from 1:13:54 to 01:14:26.



———
•&nbsp;The latest Tim Rogers mega-review (of&nbsp;Boku no Natsuyasumi, which we mentioned in the show notes last time as well) does include an aside about the Animal Crossing series, and a (surreal, nightmarish) foray into the original game parti]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/note.gif?fit=854%2C480&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Root and Branch, with Aidan Moher</title>
	<link>https://etao.blog/2022/10/04/podcast-145/</link>
	<pubDate>Tue, 04 Oct 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b61212c4-090d-5f1a-8999-0fae8324f7b8</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Aidan Moher is probably best known for his long-running, Hugo-winning blog <em>A Dribble of Ink</em> and its spiritual successor <em>Astrolabe</em>, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. Today, he releases his first non-fiction book, <em>FIGHT, MAGIC, ITEMS: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West</em>?and he stops by to attune to our aetheryte and have a chat.</p>



<p class="wp-block-paragraph"><strong>You can get <em>FIGHT, MAGIC, ITEMS</em>, both physically and digitally, <a href="https://fightmagicitems.rocks/#post-15">all the places listed here</a>.
</strong>You can also follow <a href="https://twitter.com/adribbleofink">Aidan on Twitter</a>, one of the places you can subscribe to <em><a href="https://astrolabe.aidanmoher.com/">Astrolabe</a>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://astrolabe.aidanmoher.com/issues/astrolabe-26-prerelease-jitters-a-paper-thin-debut-and-gaming-s-greatest-innovators-1340357">Aidan's <em>Astrolabe </em>post about "pre-release jitters"</a>.</p>



<p class="wp-block-paragraph">• <em>FIGHT, MAGIC, ITEMS</em> tells the full story of <em><a href="https://en.wikipedia.org/wiki/The_Portopia_Serial_Murder_Case">The Portopia Serial Murder Case</a></em>, but in short: It was one of <em>Dragon Quest</em> creator Yuji Horii's earliest games, and it was first released for the NEC PC-6001 was a visual novel controlled with a text parser. That wasn't going to work on the Famicom, both for storage reasons and for interface reasons—and in reworking the game for button-based menus, Horii laid the groundwork for the menu-based JRPG interfaces to come.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://gareth.itch.io/etad">Legend of Etad</a></em>, which was built for the Playdate.</p>



<p class="wp-block-paragraph">• The remastermeisters at M2 were involved in <em>Seiken Densetsu: Legend of Mana (Square Millennium Collection), </em>so at the risk of being reductive, that's probably why it's a good'n.</p>



<p class="wp-block-paragraph">• For a look at why the <em>Dragon Quest </em>games didn't come West for a while there, here's <a href="https://www.pastemagazine.com/games/dragon-quest-v-30th-anniversary/">a lovely <em>Paste </em>piece looking back at <em>Dragon Quest V</em> these 30 years on</a>. </p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=779coR-XPTw">the <em>Action Button </em>review of <em>Boku no Natsuyasumi</em></a> that discusses, among a great many other things, the radically combat-free opening hours of<em> Dragon Quest VII</em>.</p>



<p class="wp-block-paragraph">• And here's Aidan's first piece on <a href="https://medium.com/insert-cartridge/weaponized-nostalgia-final-fantasy-vii-remake-square-enix-playstation-4-e6ec40b8dbcd">"weaponized nostalgia" in <em>Final Fantasy VII Remake</em></a>. He talks about the game's remarkable highs and equally remarkable lows, and about the oddness of trying to write about or think about or even just <em>engage with</em> a work that's so ever-incomplete.</p>



<p class="wp-block-paragraph">• <a href="https://www.fanbyte.com/games/news/yoshida-on-making-ffxiv-a-final-fantasy-theme-park-and-fan-service-game/">Yoshi-P recently said</a> that he "decided to position&nbsp;<em>FFXIV</em>&nbsp;as a fan service title, and because it belonged to the MMORPG genre, I was able to run with an idea nobody had ever tried before and create a sort of&nbsp;<em>Final Fantasy</em>&nbsp;theme park." That's one half of <em>Final Fantasy's</em> relationship to its own past. The other half, <a href="http://etao.blog/2020/04/21/ffvii-remake-ending/">Drew has written about in the context of <em>Final Fantasy VII Remake</em></a><em>.</em> Drew and Lucio have also <a href="http://etao.blog/2021/06/15/podcast-111/">talked about remake culture</a> generally, and Drew has thought a bit about <a href="http://etao.blog/2020/11/27/demons-souls-remake/">remakes seeming simultaneously pious toward, and embarrassed by, their originals</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BIauSQ_hIgo">that <em>Digital Foundry </em>video on <em>DOOM</em> for SNES</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.wired.com/story/crt-tube-tv-hot-gaming-tech-retro-games/">Aidan's article for <em>Wired</em> about using CRTs to play games</a> here in the modern era.</p>



<p class="wp-block-paragraph">• <a href="https://www.pcgamer.com/atlus-is-suing-fans-for-reviving-its-long-dead-mmo/">Atlus' deeply anti-preservationist lawsuit against a "gray" <em>Shin Megami Tenei Imagine Online </em>server</a> is a pretty good example of why preservation often <em>has</em> to be, you know, extralegal.</p>



<p class="wp-block-paragraph">• If these ideas of genre (and sharing, and anti-gatekeeping) are intriguing to you, then do check out <a href="http://etao.blog/2021/05/04/podcast-108/">our conversation with Santiago Zapata</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Crystal Paradise" by Joseph Sussman, <a href="https://archive.org/details/78_crystal-paradise_the-stardusters-phil-napoleon-and-his-orchestra-joseph-sussman_gbia0439258a">performed by The Stardusters with Phil Napoleon and His Orchestra</a>.
"Draggin' the Dragon" by (W.C.?) Handy, <a href="https://archive.org/details/78_draggin-the-dragon_cotton-blossom-orchestra-handy_gbia0080826b">performed by the Cotton Blossom Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Aidan Moher is probably best known for his long-running, Hugo-winning blog A Dribble of Ink and its spiritual successor Astrolabe, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. Today, he releas]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Root and Branch, with Aidan Moher]]></itunes:title>
	<itunes:episode>145</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Aidan Moher is probably best known for his long-running, Hugo-winning blog <em>A Dribble of Ink</em> and its spiritual successor <em>Astrolabe</em>, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. Today, he releases his first non-fiction book, <em>FIGHT, MAGIC, ITEMS: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West</em>?and he stops by to attune to our aetheryte and have a chat.</p>



<p class="wp-block-paragraph"><strong>You can get <em>FIGHT, MAGIC, ITEMS</em>, both physically and digitally, <a href="https://fightmagicitems.rocks/#post-15">all the places listed here</a>.
</strong>You can also follow <a href="https://twitter.com/adribbleofink">Aidan on Twitter</a>, one of the places you can subscribe to <em><a href="https://astrolabe.aidanmoher.com/">Astrolabe</a>.</em></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="https://astrolabe.aidanmoher.com/issues/astrolabe-26-prerelease-jitters-a-paper-thin-debut-and-gaming-s-greatest-innovators-1340357">Aidan's <em>Astrolabe </em>post about "pre-release jitters"</a>.</p>



<p class="wp-block-paragraph">• <em>FIGHT, MAGIC, ITEMS</em> tells the full story of <em><a href="https://en.wikipedia.org/wiki/The_Portopia_Serial_Murder_Case">The Portopia Serial Murder Case</a></em>, but in short: It was one of <em>Dragon Quest</em> creator Yuji Horii's earliest games, and it was first released for the NEC PC-6001 was a visual novel controlled with a text parser. That wasn't going to work on the Famicom, both for storage reasons and for interface reasons—and in reworking the game for button-based menus, Horii laid the groundwork for the menu-based JRPG interfaces to come.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://gareth.itch.io/etad">Legend of Etad</a></em>, which was built for the Playdate.</p>



<p class="wp-block-paragraph">• The remastermeisters at M2 were involved in <em>Seiken Densetsu: Legend of Mana (Square Millennium Collection), </em>so at the risk of being reductive, that's probably why it's a good'n.</p>



<p class="wp-block-paragraph">• For a look at why the <em>Dragon Quest </em>games didn't come West for a while there, here's <a href="https://www.pastemagazine.com/games/dragon-quest-v-30th-anniversary/">a lovely <em>Paste </em>piece looking back at <em>Dragon Quest V</em> these 30 years on</a>. </p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=779coR-XPTw">the <em>Action Button </em>review of <em>Boku no Natsuyasumi</em></a> that discusses, among a great many other things, the radically combat-free opening hours of<em> Dragon Quest VII</em>.</p>



<p class="wp-block-paragraph">• And here's Aidan's first piece on <a href="https://medium.com/insert-cartridge/weaponized-nostalgia-final-fantasy-vii-remake-square-enix-playstation-4-e6ec40b8dbcd">"weaponized nostalgia" in <em>Final Fantasy VII Remake</em></a>. He talks about the game's remarkable highs and equally remarkable lows, and about the oddness of trying to write about or think about or even just <em>engage with</em> a work that's so ever-incomplete.</p>



<p class="wp-block-paragraph">• <a href="https://www.fanbyte.com/games/news/yoshida-on-making-ffxiv-a-final-fantasy-theme-park-and-fan-service-game/">Yoshi-P recently said</a> that he "decided to position&nbsp;<em>FFXIV</em>&nbsp;as a fan service title, and because it belonged to the MMORPG genre, I was able to run with an idea nobody had ever tried before and create a sort of&nbsp;<em>Final Fantasy</em>&nbsp;theme park." That's one half of <em>Final Fantasy's</em> relationship to its own past. The other half, <a href="http://etao.blog/2020/04/21/ffvii-remake-ending/">Drew has written about in the context of <em>Final Fantasy VII Remake</em></a><em>.</em> Drew and Lucio have also <a href="http://etao.blog/2021/06/15/podcast-111/">talked about remake culture</a> generally, and Drew has thought a bit about <a href="http://etao.blog/2020/11/27/demons-souls-remake/">remakes seeming simultaneously pious toward, and embarrassed by, their originals</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BIauSQ_hIgo">that <em>Digital Foundry </em>video on <em>DOOM</em> for SNES</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.wired.com/story/crt-tube-tv-hot-gaming-tech-retro-games/">Aidan's article for <em>Wired</em> about using CRTs to play games</a> here in the modern era.</p>



<p class="wp-block-paragraph">• <a href="https://www.pcgamer.com/atlus-is-suing-fans-for-reviving-its-long-dead-mmo/">Atlus' deeply anti-preservationist lawsuit against a "gray" <em>Shin Megami Tenei Imagine Online </em>server</a> is a pretty good example of why preservation often <em>has</em> to be, you know, extralegal.</p>



<p class="wp-block-paragraph">• If these ideas of genre (and sharing, and anti-gatekeeping) are intriguing to you, then do check out <a href="http://etao.blog/2021/05/04/podcast-108/">our conversation with Santiago Zapata</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Crystal Paradise" by Joseph Sussman, <a href="https://archive.org/details/78_crystal-paradise_the-stardusters-phil-napoleon-and-his-orchestra-joseph-sussman_gbia0439258a">performed by The Stardusters with Phil Napoleon and His Orchestra</a>.
"Draggin' the Dragon" by (W.C.?) Handy, <a href="https://archive.org/details/78_draggin-the-dragon_cotton-blossom-orchestra-handy_gbia0080826b">performed by the Cotton Blossom Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/09/etao-podcast-145-aidan-moher.mp3" length="152948679" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Aidan Moher is probably best known for his long-running, Hugo-winning blog A Dribble of Ink and its spiritual successor Astrolabe, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. Today, he releases his first non-fiction book, FIGHT, MAGIC, ITEMS: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West?and he stops by to attune to our aetheryte and have a chat.



You can get FIGHT, MAGIC, ITEMS, both physically and digitally, all the places listed here.
You can also follow Aidan on Twitter, one of the places you can subscribe to Astrolabe.



———



• Here's Aidan's Astrolabe post about "pre-release jitters".



• FIGHT, MAGIC, ITEMS tells the full story of The Portopia Serial Murder Case, but in short: It was one of Dragon Quest creator Yuji Horii's earliest games, and it was first released for the NEC PC-6001 was a visual novel controlled with a text parser. That wasn't going to work on the Famicom, both for storage reasons and for interface reasons—and in reworking the game for button-based menus, Horii laid the groundwork for the menu-based JRPG interfaces to come.



• Here's Legend of Etad, which was built for the Playdate.



• The remastermeisters at M2 were involved in Seiken Densetsu: Legend of Mana (Square Millennium Collection), so at the risk of being reductive, that's probably why it's a good'n.



• For a look at why the Dragon Quest games didn't come West for a while there, here's a lovely Paste piece looking back at Dragon Quest V these 30 years on. 



• Here's the Action Button review of Boku no Natsuyasumi that discusses, among a great many other things, the radically combat-free opening hours of Dragon Quest VII.



• And here's Aidan's first piece on "weaponized nostalgia" in Final Fantasy VII Remake. He talks about the game's remarkable highs and equally remarkable lows, and about the oddness of trying to write about or think about or even just engage with a work that's so ever-incomplete.



• Yoshi-P recently said that he "decided to position&nbsp;FFXIV&nbsp;as a fan service title, and because it belonged to the MMORPG genre, I was able to run with an idea nobody had ever tried before and create a sort of&nbsp;Final Fantasy&nbsp;theme park." That's one half of Final Fantasy's relationship to its own past. The other half, Drew has written about in the context of Final Fantasy VII Remake. Drew and Lucio have also talked about remake culture generally, and Drew has thought a bit about remakes seeming simultaneously pious toward, and embarrassed by, their originals.



• Here's that Digital Foundry video on DOOM for SNES.



• And here's Aidan's article for Wired about using CRTs to play games here in the modern era.



• Atlus' deeply anti-preservationist lawsuit against a "gray" Shin Megami Tenei Imagine Online server is a pretty good example of why preservation often has to be, you know, extralegal.



• If these ideas of genre (and sharing, and anti-gatekeeping) are intriguing to you, then do check out our conversation with Santiago Zapata.
———
"All The People Say (Season 5)" by Carpe Demon.
"Crystal Paradise" by Joseph Sussman, performed by The Stardusters with Phil Napoleon and His Orchestra.
"Draggin' the Dragon" by (W.C.?) Handy, performed by the Cotton Blossom Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/fd3cbdjagae_svk.jpeg?fit=1084%2C573&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/fd3cbdjagae_svk.jpeg?fit=1084%2C573&#038;ssl=1</url>
		<title>Root and Branch, with Aidan Moher</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:16:35</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Aidan Moher is probably best known for his long-running, Hugo-winning blog A Dribble of Ink and its spiritual successor Astrolabe, or else for his short-form fiction, which prods at the boundaries of various sci-fi and fantasy subgenres. Today, he releases his first non-fiction book, FIGHT, MAGIC, ITEMS: The History of Final Fantasy, Dragon Quest, and the Rise of Japanese RPGs in the West?and he stops by to attune to our aetheryte and have a chat.



You can get FIGHT, MAGIC, ITEMS, both physically and digitally, all the places listed here.
You can also follow Aidan on Twitter, one of the places you can subscribe to Astrolabe.



———



• Here's Aidan's Astrolabe post about "pre-release jitters".



• FIGHT, MAGIC, ITEMS tells the full story of The Portopia Serial Murder Case, but in short: It was one of Dragon Quest creator Yuji Horii's earliest games, and it was first released for the NEC PC-6001 was a visual novel controlled with a text parser. That wasn't going to work on the Fami]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/10/fd3cbdjagae_svk.jpeg?fit=1084%2C573&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Democracy at Work, with Jessica Rizzo</title>
	<link>https://etao.blog/2022/09/20/podcast-144/</link>
	<pubDate>Tue, 20 Sep 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b08da820-e801-554f-beb0-1722619ab40c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jessica Rizzo stops by to talk about the labor of making games—and specifically, the vitally important, structurally maligned discipline of Quality Assurance—in the context of her work with ABetterABK, Game Workers Unite, and CODE-CWA. Building on <a href="http://etao.blog/2020/02/18/podcast-76/">our previous conversation with Emma Kinema</a> here on the show, we discuss where game development fits into broader conversations about making work (and everything else) more democratic.</p>



<p class="wp-block-paragraph"><strong><em>The Weekly Standup Podcast</em> is <a href="https://twitter.com/weekly_standup">on Twitter</a>, and the show itself is on <a href="https://www.twitch.tv/weeklystandup">Twitch</a> and <a href="https://www.youtube.com/channel/UC-zoEkZwOCXWqC-nP8bMqAQ">YouTube</a>.</strong>
<strong>For Jessica's activist work and sundry social media mabobs, check out <a href="https://linktr.ee/_TechJess">her Linktree</a>.
You can also follow <a href="https://twitter.com/_TechJess">Jessica on Twitter</a>, along with <a href="https://twitter.com/ABetterABK">ABetterABK</a>, <a href="https://twitter.com/WeAreGWA">GWA</a>, and <a href="https://twitter.com/Code_CWA">CODE-CWA</a>.</strong></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Jessica was going by Jessica Gonzalez at the time of this interview.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <em><a href="https://en.wikipedia.org/wiki/Grandma%27s_Boy_(2006_film)">Grandma's Boy</a>.</em></p>



<p class="wp-block-paragraph">• When we talk about in-fighting on the left, we have to acknowledge that racism, sexism, homophobia, transphobia, and ableism all occur in leftist spaces, and that such spaces need a way of dealing with them. The issue comes when we focus more on dunking than on resolving the issue at hand?and Twitter is particularly good at making the former feel like the latter.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://www.simonandschuster.com/books/Fight-Like-Hell/Kim-Kelly/9781982171056">Fight Like Hell</a>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/Kotaku/status/1559579769909411841">the report Drew was referring to about Nintendo</a>, though as Jessica pointed out, the issue of <a href="https://www.polygon.com/features/2016/12/19/13878484/game-industry-worker-misclassification">contractors being treated abysmally is by no means unique to Nintendo of America</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Get Thee Behind Me" and "Union Maid" from <em><a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374">Talking Union</a></em> by The Almanac Singers.
"Boom Went the Boom" (lyrics by Joe Glazer, to the melody of <a href="https://en.wikipedia.org/wiki/Ta-ra-ra_Boom-de-ay">"Ta-ra-ra Boom-de-ay"</a>) performed by Joe Glazer and Bill Friedland, from&nbsp;<a href="https://archive.org/details/SongsOfTheWobblies"><em>Songs of the Wobblies</em></a><em>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jessica Rizzo stops by to talk about the labor of making games—and specifically, the vitally important, structurally maligned discipline of Quality Assurance—in the context of her work with ABetterABK, Game Workers Unite, and CODE-CWA. Building on our pr]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Democracy at Work, with Jessica Rizzo]]></itunes:title>
	<itunes:episode>144</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jessica Rizzo stops by to talk about the labor of making games—and specifically, the vitally important, structurally maligned discipline of Quality Assurance—in the context of her work with ABetterABK, Game Workers Unite, and CODE-CWA. Building on <a href="http://etao.blog/2020/02/18/podcast-76/">our previous conversation with Emma Kinema</a> here on the show, we discuss where game development fits into broader conversations about making work (and everything else) more democratic.</p>



<p class="wp-block-paragraph"><strong><em>The Weekly Standup Podcast</em> is <a href="https://twitter.com/weekly_standup">on Twitter</a>, and the show itself is on <a href="https://www.twitch.tv/weeklystandup">Twitch</a> and <a href="https://www.youtube.com/channel/UC-zoEkZwOCXWqC-nP8bMqAQ">YouTube</a>.</strong>
<strong>For Jessica's activist work and sundry social media mabobs, check out <a href="https://linktr.ee/_TechJess">her Linktree</a>.
You can also follow <a href="https://twitter.com/_TechJess">Jessica on Twitter</a>, along with <a href="https://twitter.com/ABetterABK">ABetterABK</a>, <a href="https://twitter.com/WeAreGWA">GWA</a>, and <a href="https://twitter.com/Code_CWA">CODE-CWA</a>.</strong></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Jessica was going by Jessica Gonzalez at the time of this interview.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <em><a href="https://en.wikipedia.org/wiki/Grandma%27s_Boy_(2006_film)">Grandma's Boy</a>.</em></p>



<p class="wp-block-paragraph">• When we talk about in-fighting on the left, we have to acknowledge that racism, sexism, homophobia, transphobia, and ableism all occur in leftist spaces, and that such spaces need a way of dealing with them. The issue comes when we focus more on dunking than on resolving the issue at hand?and Twitter is particularly good at making the former feel like the latter.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://www.simonandschuster.com/books/Fight-Like-Hell/Kim-Kelly/9781982171056">Fight Like Hell</a>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/Kotaku/status/1559579769909411841">the report Drew was referring to about Nintendo</a>, though as Jessica pointed out, the issue of <a href="https://www.polygon.com/features/2016/12/19/13878484/game-industry-worker-misclassification">contractors being treated abysmally is by no means unique to Nintendo of America</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Get Thee Behind Me" and "Union Maid" from <em><a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374">Talking Union</a></em> by The Almanac Singers.
"Boom Went the Boom" (lyrics by Joe Glazer, to the melody of <a href="https://en.wikipedia.org/wiki/Ta-ra-ra_Boom-de-ay">"Ta-ra-ra Boom-de-ay"</a>) performed by Joe Glazer and Bill Friedland, from&nbsp;<a href="https://archive.org/details/SongsOfTheWobblies"><em>Songs of the Wobblies</em></a><em>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/09/etao-podcast-144-jessica-gonzalez-1.mp3" length="135926799" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jessica Rizzo stops by to talk about the labor of making games—and specifically, the vitally important, structurally maligned discipline of Quality Assurance—in the context of her work with ABetterABK, Game Workers Unite, and CODE-CWA. Building on our previous conversation with Emma Kinema here on the show, we discuss where game development fits into broader conversations about making work (and everything else) more democratic.



The Weekly Standup Podcast is on Twitter, and the show itself is on Twitch and YouTube.
For Jessica's activist work and sundry social media mabobs, check out her Linktree.
You can also follow Jessica on Twitter, along with ABetterABK, GWA, and CODE-CWA.



———



• Jessica was going by Jessica Gonzalez at the time of this interview.



• For those unfamiliar with Grandma's Boy.



• When we talk about in-fighting on the left, we have to acknowledge that racism, sexism, homophobia, transphobia, and ableism all occur in leftist spaces, and that such spaces need a way of dealing with them. The issue comes when we focus more on dunking than on resolving the issue at hand?and Twitter is particularly good at making the former feel like the latter.



• Here's Fight Like Hell.



• Here's the report Drew was referring to about Nintendo, though as Jessica pointed out, the issue of contractors being treated abysmally is by no means unique to Nintendo of America.
———
"All The People Say (Season 5)" by Carpe Demon.
"Get Thee Behind Me" and "Union Maid" from Talking Union by The Almanac Singers.
"Boom Went the Boom" (lyrics by Joe Glazer, to the melody of "Ta-ra-ra Boom-de-ay") performed by Joe Glazer and Bill Friedland, from&nbsp;Songs of the Wobblies.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/09/screenshot-3-53aeb7e705.jpeg?fit=1200%2C750&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/09/screenshot-3-53aeb7e705.jpeg?fit=1200%2C750&#038;ssl=1</url>
		<title>Democracy at Work, with Jessica Rizzo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:08:20</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jessica Rizzo stops by to talk about the labor of making games—and specifically, the vitally important, structurally maligned discipline of Quality Assurance—in the context of her work with ABetterABK, Game Workers Unite, and CODE-CWA. Building on our previous conversation with Emma Kinema here on the show, we discuss where game development fits into broader conversations about making work (and everything else) more democratic.



The Weekly Standup Podcast is on Twitter, and the show itself is on Twitch and YouTube.
For Jessica's activist work and sundry social media mabobs, check out her Linktree.
You can also follow Jessica on Twitter, along with ABetterABK, GWA, and CODE-CWA.



———



• Jessica was going by Jessica Gonzalez at the time of this interview.



• For those unfamiliar with Grandma's Boy.



• When we talk about in-fighting on the left, we have to acknowledge that racism, sexism, homophobia, transphobia, and ableism all occur in leftist spaces, and that such spaces nee]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/09/screenshot-3-53aeb7e705.jpeg?fit=1200%2C750&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Levels Are Good, Actually, with Aaron Nemoyten</title>
	<link>https://etao.blog/2022/09/06/podcast-143/</link>
	<pubDate>Tue, 06 Sep 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b57fa9d6-902e-5f44-b6a5-d3b9758fde0a</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Aaron Nemoyten stops by to talk about his work on <em>Star Wars: Galaxy of Heroes</em> and <em>Heroes of Dragon Age</em>, which gives us a chance to talk about live ops and monetization—two topics that are core to how players experience games, but that only semi-seldomly get talked about <em>as game design.</em> We then dive into his newer, smaller, more experimental games.</p>



<p class="wp-block-paragraph">Also <em>Brazil</em>, <em>MDK, </em>and naturally, <em>DOOM.</em></p>



<p class="wp-block-paragraph"><strong>You can see a while bunch of Aaron's work on <a href="https://www.aaronnemoyten.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/nemo10">Aaron on Twitter</a>.</p>



<p class="wp-block-paragraph">———
• City Wave (probably more properly called City Pop) rules. <a href="https://www.youtube.com/watch?v=9Gj47G2e1Jc">"Plastic Love"</a> is probably the one that YouTube most famously surfaced to people algorithmically. Personally, Drew is partial to <a href="https://www.youtube.com/watch?v=JNHKBP27HMk">"Someday."</a> That bassline! Mariya Takeuchi and Tatsuro Yamashita are sort of the first couple of of the genre. And like a lot of people, Drew likely wouldn't have known much about any of the above if not for algorithmic curation.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/c/sandwichesofhistory"><em>Sandwiches of History</em> is also on YouTube</a>, for us olds. <a href="https://www.tiktok.com/@adventuresinaardia"><em>Roll for Sandwich</em>, not so much</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.schellgames.com/art-of-game-design/"><em>The Art of Game Design</em> (also known as The Book of Lenses)</a> is a foundational text to the way game design is currently taught in academia, and one that's weirdly unknown outside of it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=t2RNjC_kpdE">Aaron's talk on game design</a>, and <a href="http://www.aaronnemoyten.com/2018/03/18/monetization-design-the-basics/">his essay on <em>Mafia Wars </em>and <em>Team Fortress 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here are his postmortems on <em><a href="https://www.aaronnemoyten.com/heroes-of-dragon-age/">Heroes of Dragon Age</a></em>, and on <em><a href="https://www.aaronnemoyten.com/star-wars-galaxy-of-heroes/">Star Wars: Galaxy of Heroes</a>.</em> Oh, and let's not forget <a href="https://www.aaronnemoyten.com/design-portfolio-fork-and-knife-in-the-road-doom-2-level/">his <em>Doom 2</em> level</a> (or for that matter <a href="https://www.aaronnemoyten.com/portal-2-user-levels/">his <em>Portal 2</em> levels</a>).</p>



<p class="wp-block-paragraph">• Since we talked, Aaron did release <em><a href="https://itch.io/email2game/1675446/1.74325010/t6f4zHHrk35kDePTWF8KFExdVT1p">Idle Overlord</a></em>, and also published a bunch more write-ups, including on <em><a href="https://www.aaronnemoyten.com/superhero-city/">Superhero City</a>, <a href="https://www.aaronnemoyten.com/starbeard/">Starbeard</a>, </em><a href="https://www.aaronnemoyten.com/madagascar-ps2-gamecube-xbox/">that one <em>Madagascar </em>game</a>, and <a href="https://www.aaronnemoyten.com/dungeon-keeper-social-unreleased/">the unreleased <em>Dungeon Keeper Social</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=38zduHkwGcc">The <em>Action Button </em>review of <em>DOOM</em></a> clocks in at three hours, thirty minutes, and twenty-two seconds, for the record. (Svelte, by <a href="https://www.youtube.com/watch?v=xb-DtICmPTY">what turned out to be <em>Action Button</em> standards</a>).</p>



<p class="wp-block-paragraph">• Why did Drew say <em>As You Like It?</em> He clearly should have said <em>Hamlet: Citizen Kane</em> didn't get to be <em>Citizen Kane</em> by trying to be the <em>Hamlet </em>of movies.</p>



<p class="wp-block-paragraph">• The eternal problem of shiny new tech making games less flexible, less open, and perhaps even less uniquely games—that came up in a wonderfully weird way in <a href="https://gamehistory.org/ep-89-why-toonstruck-struck-out/">the recent episode of <em>The Video Games History Hour</em> about <em>Toonstruck </em>and Siliwood</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the <em>Moustachevania</em> OST (as it currently exists) by Aaron Nemoyten.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Aaron Nemoyten stops by to talk about his work on Star Wars: Galaxy of Heroes and Heroes of Dragon Age, which gives us a chance to talk about live ops and monetization—two topics that are core to how players experience games, but that only semi-seldomly ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Levels Are Good, Actually, with Aaron Nemoyten]]></itunes:title>
	<itunes:episode>143</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Aaron Nemoyten stops by to talk about his work on <em>Star Wars: Galaxy of Heroes</em> and <em>Heroes of Dragon Age</em>, which gives us a chance to talk about live ops and monetization—two topics that are core to how players experience games, but that only semi-seldomly get talked about <em>as game design.</em> We then dive into his newer, smaller, more experimental games.</p>



<p class="wp-block-paragraph">Also <em>Brazil</em>, <em>MDK, </em>and naturally, <em>DOOM.</em></p>



<p class="wp-block-paragraph"><strong>You can see a while bunch of Aaron's work on <a href="https://www.aaronnemoyten.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/nemo10">Aaron on Twitter</a>.</p>



<p class="wp-block-paragraph">———
• City Wave (probably more properly called City Pop) rules. <a href="https://www.youtube.com/watch?v=9Gj47G2e1Jc">"Plastic Love"</a> is probably the one that YouTube most famously surfaced to people algorithmically. Personally, Drew is partial to <a href="https://www.youtube.com/watch?v=JNHKBP27HMk">"Someday."</a> That bassline! Mariya Takeuchi and Tatsuro Yamashita are sort of the first couple of of the genre. And like a lot of people, Drew likely wouldn't have known much about any of the above if not for algorithmic curation.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/c/sandwichesofhistory"><em>Sandwiches of History</em> is also on YouTube</a>, for us olds. <a href="https://www.tiktok.com/@adventuresinaardia"><em>Roll for Sandwich</em>, not so much</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.schellgames.com/art-of-game-design/"><em>The Art of Game Design</em> (also known as The Book of Lenses)</a> is a foundational text to the way game design is currently taught in academia, and one that's weirdly unknown outside of it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=t2RNjC_kpdE">Aaron's talk on game design</a>, and <a href="http://www.aaronnemoyten.com/2018/03/18/monetization-design-the-basics/">his essay on <em>Mafia Wars </em>and <em>Team Fortress 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here are his postmortems on <em><a href="https://www.aaronnemoyten.com/heroes-of-dragon-age/">Heroes of Dragon Age</a></em>, and on <em><a href="https://www.aaronnemoyten.com/star-wars-galaxy-of-heroes/">Star Wars: Galaxy of Heroes</a>.</em> Oh, and let's not forget <a href="https://www.aaronnemoyten.com/design-portfolio-fork-and-knife-in-the-road-doom-2-level/">his <em>Doom 2</em> level</a> (or for that matter <a href="https://www.aaronnemoyten.com/portal-2-user-levels/">his <em>Portal 2</em> levels</a>).</p>



<p class="wp-block-paragraph">• Since we talked, Aaron did release <em><a href="https://itch.io/email2game/1675446/1.74325010/t6f4zHHrk35kDePTWF8KFExdVT1p">Idle Overlord</a></em>, and also published a bunch more write-ups, including on <em><a href="https://www.aaronnemoyten.com/superhero-city/">Superhero City</a>, <a href="https://www.aaronnemoyten.com/starbeard/">Starbeard</a>, </em><a href="https://www.aaronnemoyten.com/madagascar-ps2-gamecube-xbox/">that one <em>Madagascar </em>game</a>, and <a href="https://www.aaronnemoyten.com/dungeon-keeper-social-unreleased/">the unreleased <em>Dungeon Keeper Social</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=38zduHkwGcc">The <em>Action Button </em>review of <em>DOOM</em></a> clocks in at three hours, thirty minutes, and twenty-two seconds, for the record. (Svelte, by <a href="https://www.youtube.com/watch?v=xb-DtICmPTY">what turned out to be <em>Action Button</em> standards</a>).</p>



<p class="wp-block-paragraph">• Why did Drew say <em>As You Like It?</em> He clearly should have said <em>Hamlet: Citizen Kane</em> didn't get to be <em>Citizen Kane</em> by trying to be the <em>Hamlet </em>of movies.</p>



<p class="wp-block-paragraph">• The eternal problem of shiny new tech making games less flexible, less open, and perhaps even less uniquely games—that came up in a wonderfully weird way in <a href="https://gamehistory.org/ep-89-why-toonstruck-struck-out/">the recent episode of <em>The Video Games History Hour</em> about <em>Toonstruck </em>and Siliwood</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the <em>Moustachevania</em> OST (as it currently exists) by Aaron Nemoyten.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Aaron Nemoyten stops by to talk about his work on Star Wars: Galaxy of Heroes and Heroes of Dragon Age, which gives us a chance to talk about live ops and monetization—two topics that are core to how players experience games, but that only semi-seldomly get talked about as game design. We then dive into his newer, smaller, more experimental games.



Also Brazil, MDK, and naturally, DOOM.



You can see a while bunch of Aaron's work on his website.
You can also follow Aaron on Twitter.



———
• City Wave (probably more properly called City Pop) rules. "Plastic Love" is probably the one that YouTube most famously surfaced to people algorithmically. Personally, Drew is partial to "Someday." That bassline! Mariya Takeuchi and Tatsuro Yamashita are sort of the first couple of of the genre. And like a lot of people, Drew likely wouldn't have known much about any of the above if not for algorithmic curation.



• Sandwiches of History is also on YouTube, for us olds. Roll for Sandwich, not so much.



• The Art of Game Design (also known as The Book of Lenses) is a foundational text to the way game design is currently taught in academia, and one that's weirdly unknown outside of it.



• Here's Aaron's talk on game design, and his essay on Mafia Wars and Team Fortress 2.



• And here are his postmortems on Heroes of Dragon Age, and on Star Wars: Galaxy of Heroes. Oh, and let's not forget his Doom 2 level (or for that matter his Portal 2 levels).



• Since we talked, Aaron did release Idle Overlord, and also published a bunch more write-ups, including on Superhero City, Starbeard, that one Madagascar game, and the unreleased Dungeon Keeper Social.



• The Action Button review of DOOM clocks in at three hours, thirty minutes, and twenty-two seconds, for the record. (Svelte, by what turned out to be Action Button standards).



• Why did Drew say As You Like It? He clearly should have said Hamlet: Citizen Kane didn't get to be Citizen Kane by trying to be the Hamlet of movies.



• The eternal problem of shiny new tech making games less flexible, less open, and perhaps even less uniquely games—that came up in a wonderfully weird way in the recent episode of The Video Games History Hour about Toonstruck and Siliwood.
———
"All The People Say (Season 5)" by Carpe Demon.
Some music from the Moustachevania OST (as it currently exists) by Aaron Nemoyten.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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		<title>Levels Are Good, Actually, with Aaron Nemoyten</title>
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	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Aaron Nemoyten stops by to talk about his work on Star Wars: Galaxy of Heroes and Heroes of Dragon Age, which gives us a chance to talk about live ops and monetization—two topics that are core to how players experience games, but that only semi-seldomly get talked about as game design. We then dive into his newer, smaller, more experimental games.



Also Brazil, MDK, and naturally, DOOM.



You can see a while bunch of Aaron's work on his website.
You can also follow Aaron on Twitter.



———
• City Wave (probably more properly called City Pop) rules. "Plastic Love" is probably the one that YouTube most famously surfaced to people algorithmically. Personally, Drew is partial to "Someday." That bassline! Mariya Takeuchi and Tatsuro Yamashita are sort of the first couple of of the genre. And like a lot of people, Drew likely wouldn't have known much about any of the above if not for algorithmic curation.



• Sandwiches of History is also on YouTube, for us olds. Roll for Sandwich, not ]]></googleplay:description>
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<item>
	<title>Drome Sweet Drome, with Anisa Sanusi</title>
	<link>https://etao.blog/2022/08/23/podcast-142/</link>
	<pubDate>Tue, 23 Aug 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">6841340a-dd69-5b27-a439-a755b6106893</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><a href="http://etao.blog/2021/03/09/podcast-104/">Last time Anisa Sanusi was on the show,</a> she talked about <a href="https://www.limitbreak.co.uk/">the Limit Break mentorship program</a>, and her thoughtful, wide-ranging UI/UX work on <em>Planet Coaster </em>and <em>Elite Dangerous</em>. Now she's back to talk about her work on <em>Rollerdrome</em>, how it dovetails with her own newfound love of skating, and how she collaborated with the rest of the team to convey loads of timely information to the player without giving the game too <em>gamey</em> an aesthetic.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Rollerdrome</em> on <a href="https://store.steampowered.com/app/1294420/Rollerdrome/">Steam</a> and <a href="https://www.playstation.com/en-us/games/rollerdrome/">PlayStation</a>.</strong>
<strong>You can learn more about Limit Break on their&nbsp;<a href="https://twitter.com/LBMentorship">Twitter</a>, their&nbsp;<a href="https://www.instagram.com/LBMentorship/">Instagram</a>, and their&nbsp;<a href="https://www.limitbreak.co.uk/">website</a>.</strong>
And you can follow&nbsp;Anisa on <a href="https://twitter.com/studioanisa">Twitter</a>, <a href="https://www.instagram.com/studioanisa/">Instagram</a>, and <a href="https://www.tiktok.com/@studioanisa">TikTok</a>.</p>



<p class="wp-block-paragraph">———
• We cite our sources around here, so <a href="https://twitter.com/sinister_beard/status/1559572531421609984">here's where I got that pull quote</a>.</p>



<p class="wp-block-paragraph">• <a href="https://dicepunks.com/podcast/0-4/">"The Dice Punks go Meatpunk!"</a> is here, and everywhere else you want podcasts to be.</p>



<p class="wp-block-paragraph">• Here's <a href="https://pod.link/1550625254/episode/56ba162e9e09a0d901a6d085dabce02f">Anisa's episode of <em>What Else Do You Do?</em></a> wherein she talks about her skate crew and their specializations and such.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/02/04/podcast-75/"><em>Neo Cab</em> is another game with a comic-booky visual style</a>, albeit one with some more shading, and therefore distinct from <em>Rollerdrome </em>or <em>Sable.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/studioanisa/status/1532492282682920982">that joyful video of Anisa watching the <em>Rollerdrome </em>reveal</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Zugspitz Station" and "Kara's Theme" from <a href="https://open.spotify.com/album/72iatovpFrTUeaa96qh2Or">the <em>Rollerdrome</em> OST</a> by ELECTRIC DRAGON.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Last time Anisa Sanusi was on the show, she talked about the Limit Break mentorship program, and her thoughtful, wide-ranging UI/UX work on Planet Coaster and Elite Dangerous. Now shes back to talk about her work on Rollerdrome, how it dovetails with her]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Drome Sweet Drome, with Anisa Sanusi]]></itunes:title>
	<itunes:episode>142</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><a href="http://etao.blog/2021/03/09/podcast-104/">Last time Anisa Sanusi was on the show,</a> she talked about <a href="https://www.limitbreak.co.uk/">the Limit Break mentorship program</a>, and her thoughtful, wide-ranging UI/UX work on <em>Planet Coaster </em>and <em>Elite Dangerous</em>. Now she's back to talk about her work on <em>Rollerdrome</em>, how it dovetails with her own newfound love of skating, and how she collaborated with the rest of the team to convey loads of timely information to the player without giving the game too <em>gamey</em> an aesthetic.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Rollerdrome</em> on <a href="https://store.steampowered.com/app/1294420/Rollerdrome/">Steam</a> and <a href="https://www.playstation.com/en-us/games/rollerdrome/">PlayStation</a>.</strong>
<strong>You can learn more about Limit Break on their&nbsp;<a href="https://twitter.com/LBMentorship">Twitter</a>, their&nbsp;<a href="https://www.instagram.com/LBMentorship/">Instagram</a>, and their&nbsp;<a href="https://www.limitbreak.co.uk/">website</a>.</strong>
And you can follow&nbsp;Anisa on <a href="https://twitter.com/studioanisa">Twitter</a>, <a href="https://www.instagram.com/studioanisa/">Instagram</a>, and <a href="https://www.tiktok.com/@studioanisa">TikTok</a>.</p>



<p class="wp-block-paragraph">———
• We cite our sources around here, so <a href="https://twitter.com/sinister_beard/status/1559572531421609984">here's where I got that pull quote</a>.</p>



<p class="wp-block-paragraph">• <a href="https://dicepunks.com/podcast/0-4/">"The Dice Punks go Meatpunk!"</a> is here, and everywhere else you want podcasts to be.</p>



<p class="wp-block-paragraph">• Here's <a href="https://pod.link/1550625254/episode/56ba162e9e09a0d901a6d085dabce02f">Anisa's episode of <em>What Else Do You Do?</em></a> wherein she talks about her skate crew and their specializations and such.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2020/02/04/podcast-75/"><em>Neo Cab</em> is another game with a comic-booky visual style</a>, albeit one with some more shading, and therefore distinct from <em>Rollerdrome </em>or <em>Sable.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/studioanisa/status/1532492282682920982">that joyful video of Anisa watching the <em>Rollerdrome </em>reveal</a>.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Zugspitz Station" and "Kara's Theme" from <a href="https://open.spotify.com/album/72iatovpFrTUeaa96qh2Or">the <em>Rollerdrome</em> OST</a> by ELECTRIC DRAGON.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Last time Anisa Sanusi was on the show, she talked about the Limit Break mentorship program, and her thoughtful, wide-ranging UI/UX work on Planet Coaster and Elite Dangerous. Now she's back to talk about her work on Rollerdrome, how it dovetails with her own newfound love of skating, and how she collaborated with the rest of the team to convey loads of timely information to the player without giving the game too gamey an aesthetic.



You can get Rollerdrome on Steam and PlayStation.
You can learn more about Limit Break on their&nbsp;Twitter, their&nbsp;Instagram, and their&nbsp;website.
And you can follow&nbsp;Anisa on Twitter, Instagram, and TikTok.



———
• We cite our sources around here, so here's where I got that pull quote.



• "The Dice Punks go Meatpunk!" is here, and everywhere else you want podcasts to be.



• Here's Anisa's episode of What Else Do You Do? wherein she talks about her skate crew and their specializations and such.



• Neo Cab is another game with a comic-booky visual style, albeit one with some more shading, and therefore distinct from Rollerdrome or Sable.



• Here's that joyful video of Anisa watching the Rollerdrome reveal.
———
"All The People Say (Season 5)" by Carpe Demon.
"Zugspitz Station" and "Kara's Theme" from the Rollerdrome OST by ELECTRIC DRAGON.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Last time Anisa Sanusi was on the show, she talked about the Limit Break mentorship program, and her thoughtful, wide-ranging UI/UX work on Planet Coaster and Elite Dangerous. Now she's back to talk about her work on Rollerdrome, how it dovetails with her own newfound love of skating, and how she collaborated with the rest of the team to convey loads of timely information to the player without giving the game too gamey an aesthetic.



You can get Rollerdrome on Steam and PlayStation.
You can learn more about Limit Break on their&nbsp;Twitter, their&nbsp;Instagram, and their&nbsp;website.
And you can follow&nbsp;Anisa on Twitter, Instagram, and TikTok.



———
• We cite our sources around here, so here's where I got that pull quote.



• "The Dice Punks go Meatpunk!" is here, and everywhere else you want podcasts to be.



• Here's Anisa's episode of What Else Do You Do? wherein she talks about her skate crew and their specializations and such.



• Neo Cab is another game with a comic]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/08/rd_steam_01.gif?fit=533%2C300&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Things Worth Thirsting For, with Chandana Ekanayake</title>
	<link>https://etao.blog/2022/08/09/podcast-141/</link>
	<pubDate>Tue, 09 Aug 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8c6c724c-76ba-5393-a524-90e77db6e395</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Chandana Ekanayake has more than two decades' experience in the game industry, stretching from work on <em>The Elder Scrolls Adventures: Redguard</em> and <em>Enter the Matrix</em> to his projects at Outerloop Games, the studio he co-founded. Here he talks about the studio's anti-colonialist sci-fi falconry adventure <em>Falcon Age</em>, as well as their upcoming game <em>Thirsty Suitors</em>, an RPG about romance, family, cooking, skating, mutual understanding, and lots else besides.</p>



<p class="wp-block-paragraph"><strong>MINOR SPOILERS for <em>THE MATRIX RESURRECTIONS,</em> of all things, at 1:12:55.</strong></p>



<p class="wp-block-paragraph"><strong>You can wishlist</strong> <strong><em>Thirsty Suitors </em>on <a href="https://store.steampowered.com/app/1617220/Thirsty_Suitors/">Steam</a>.</strong>
You can get <em>Falcon Age</em> on <a href="https://store.steampowered.com/app/1075080/Falcon_Age/">Steam</a>, <a href="https://www.epicgames.com/store/product/falcon-age/">Epic</a>, <a href="https://www.oculus.com/experiences/quest/2327302830679091">Oculus</a>, <a href="https://store.playstation.com/en-us/product/UP4063-CUSA14498_00-OLGFALCONAGE0000">Playstation</a>, and <a href="https://www.nintendo.com/games/detail/falcon-age-switch/">Switch</a>.
You can also follow <a href="https://twitter.com/Ekanaut">Eka</a> (and <a href="https://twitter.com/outerloopgames">Outerloop Games</a>, and <a href="https://twitter.com/TakeThisOrg">Take This</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's the example Drew mentions of <a href="https://twitter.com/OuterloopGames/status/1538243025012285440">AZO using himself as a reference for the animation in <em>Thirsty Suitors</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's our conversation with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox about <em>SkateBIRD</em></a>, as well as our conversation with <a href="http://etao.blog/2020/05/05/podcast-82/">Shawn Alexander Allen about <em>Treachery in Beatdown City</em></a>, and while we're at it, our conversation with <a href="http://etao.blog/2018/12/29/podcast-46/">Greg Kasavin about <em>Hades</em></a><em>.</em></p>



<p class="wp-block-paragraph">• For those who haven't seen <em><a href="https://venbagame.com/">Venba</a></em>.</p>



<p class="wp-block-paragraph">• And for those who'd like to check out <a href="https://www.youtube.com/watch?v=FcQ7NoDUTGY">Eka's keynote at GCAP,</a> replete with a cutlet recipe.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Auntie Chandra's Theme" from the <em>Thirsty Suitors </em>OST by <a href="https://marskye.com/listen">Ramsey Kharroubi</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Chandana Ekanayake has more than two decades experience in the game industry, stretching from work on The Elder Scrolls Adventures: Redguard and Enter the Matrix to his projects at Outerloop Games, the studio he co-founded. Here he talks about the studio]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Things Worth Thirsting For, with Chandana Ekanayake]]></itunes:title>
	<itunes:episode>141</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Chandana Ekanayake has more than two decades' experience in the game industry, stretching from work on <em>The Elder Scrolls Adventures: Redguard</em> and <em>Enter the Matrix</em> to his projects at Outerloop Games, the studio he co-founded. Here he talks about the studio's anti-colonialist sci-fi falconry adventure <em>Falcon Age</em>, as well as their upcoming game <em>Thirsty Suitors</em>, an RPG about romance, family, cooking, skating, mutual understanding, and lots else besides.</p>



<p class="wp-block-paragraph"><strong>MINOR SPOILERS for <em>THE MATRIX RESURRECTIONS,</em> of all things, at 1:12:55.</strong></p>



<p class="wp-block-paragraph"><strong>You can wishlist</strong> <strong><em>Thirsty Suitors </em>on <a href="https://store.steampowered.com/app/1617220/Thirsty_Suitors/">Steam</a>.</strong>
You can get <em>Falcon Age</em> on <a href="https://store.steampowered.com/app/1075080/Falcon_Age/">Steam</a>, <a href="https://www.epicgames.com/store/product/falcon-age/">Epic</a>, <a href="https://www.oculus.com/experiences/quest/2327302830679091">Oculus</a>, <a href="https://store.playstation.com/en-us/product/UP4063-CUSA14498_00-OLGFALCONAGE0000">Playstation</a>, and <a href="https://www.nintendo.com/games/detail/falcon-age-switch/">Switch</a>.
You can also follow <a href="https://twitter.com/Ekanaut">Eka</a> (and <a href="https://twitter.com/outerloopgames">Outerloop Games</a>, and <a href="https://twitter.com/TakeThisOrg">Take This</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's the example Drew mentions of <a href="https://twitter.com/OuterloopGames/status/1538243025012285440">AZO using himself as a reference for the animation in <em>Thirsty Suitors</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's our conversation with <a href="http://etao.blog/2021/09/21/podcast-118/">Megan Fox about <em>SkateBIRD</em></a>, as well as our conversation with <a href="http://etao.blog/2020/05/05/podcast-82/">Shawn Alexander Allen about <em>Treachery in Beatdown City</em></a>, and while we're at it, our conversation with <a href="http://etao.blog/2018/12/29/podcast-46/">Greg Kasavin about <em>Hades</em></a><em>.</em></p>



<p class="wp-block-paragraph">• For those who haven't seen <em><a href="https://venbagame.com/">Venba</a></em>.</p>



<p class="wp-block-paragraph">• And for those who'd like to check out <a href="https://www.youtube.com/watch?v=FcQ7NoDUTGY">Eka's keynote at GCAP,</a> replete with a cutlet recipe.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Auntie Chandra's Theme" from the <em>Thirsty Suitors </em>OST by <a href="https://marskye.com/listen">Ramsey Kharroubi</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/08/etao-podcast-141-chandana-ekanayake-1.mp3" length="174129667" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Chandana Ekanayake has more than two decades' experience in the game industry, stretching from work on The Elder Scrolls Adventures: Redguard and Enter the Matrix to his projects at Outerloop Games, the studio he co-founded. Here he talks about the studio's anti-colonialist sci-fi falconry adventure Falcon Age, as well as their upcoming game Thirsty Suitors, an RPG about romance, family, cooking, skating, mutual understanding, and lots else besides.



MINOR SPOILERS for THE MATRIX RESURRECTIONS, of all things, at 1:12:55.



You can wishlist Thirsty Suitors on Steam.
You can get Falcon Age on Steam, Epic, Oculus, Playstation, and Switch.
You can also follow Eka (and Outerloop Games, and Take This) on Twitter.



———
• Here's the example Drew mentions of AZO using himself as a reference for the animation in Thirsty Suitors.



• Here's our conversation with Megan Fox about SkateBIRD, as well as our conversation with Shawn Alexander Allen about Treachery in Beatdown City, and while we're at it, our conversation with Greg Kasavin about Hades.



• For those who haven't seen Venba.



• And for those who'd like to check out Eka's keynote at GCAP, replete with a cutlet recipe.
———
"All The People Say (Season 5)" by Carpe Demon.
"Auntie Chandra's Theme" from the Thirsty Suitors OST by Ramsey Kharroubi.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/08/ts_cooking.gif?fit=500%2C281&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/08/ts_cooking.gif?fit=500%2C281&#038;ssl=1</url>
		<title>Things Worth Thirsting For, with Chandana Ekanayake</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Chandana Ekanayake has more than two decades' experience in the game industry, stretching from work on The Elder Scrolls Adventures: Redguard and Enter the Matrix to his projects at Outerloop Games, the studio he co-founded. Here he talks about the studio's anti-colonialist sci-fi falconry adventure Falcon Age, as well as their upcoming game Thirsty Suitors, an RPG about romance, family, cooking, skating, mutual understanding, and lots else besides.



MINOR SPOILERS for THE MATRIX RESURRECTIONS, of all things, at 1:12:55.



You can wishlist Thirsty Suitors on Steam.
You can get Falcon Age on Steam, Epic, Oculus, Playstation, and Switch.
You can also follow Eka (and Outerloop Games, and Take This) on Twitter.



———
• Here's the example Drew mentions of AZO using himself as a reference for the animation in Thirsty Suitors.



• Here's our conversation with Megan Fox about SkateBIRD, as well as our conversation with Shawn Alexander Allen about Treachery in Beatdown City, and while we']]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/08/ts_cooking.gif?fit=500%2C281&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The ETAO Quarterly, Vol. 2</title>
	<link>https://etao.blog/2022/07/26/podcast-140/</link>
	<pubDate>Tue, 26 Jul 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1da913bf-72ed-52ef-8aff-0f3b29333e75</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Franny, Lucio, and Drew check in on what they've been playing, including but by no means limited to <em>Elden Ring</em>. We talk <em>Neon Whit</em>e, <em>Tunic, Horizon: Forbidden West</em>, and <em>Stray, </em>as well as some of the games we're looking forward to later this year, from <em>God of War Ragnarök</em> and <em>Splatoon </em>3 to <em>Venba </em>and <em>We Are OFK.</em></p>



<p class="wp-block-paragraph">Also: What have Lucio's kids been playing? What are the kids into these days, we ask, sounding as old as we've ever sounded, and embracing it. (The kids are into <em>mods</em>, hearteningly!)</p>



<p class="wp-block-paragraph">———
•&nbsp;The game Drew and Lucio couldn't think of was <em>Bendy and the Ink Machine</em>, and the mod Drew mentions puts Bendy into <em>Poppy Playtime</em>.</p>



<p class="wp-block-paragraph">•&nbsp;Here once again is <a href="https://www.youtube.com/watch?v=_gXlauRB1EQ">the <em>People Make Games</em> investigation into <em>Roblox</em></a>, and their follow-up about the <em>Roblox </em>folks trying to get them to take the original video down.</p>



<p class="wp-block-paragraph">• Kirby Your Enthusiasm, basically as Drew described it? <a href="https://www.youtube.com/watch?v=OlZKgi_wW-g">Totally a thing</a>.</p>



<p class="wp-block-paragraph">• <a href="/podcast-139/">Zach Barth's most recent appearance on the show</a> was in fact his eighth.</p>



<p class="wp-block-paragraph">• For those who don't know, the Bryant in question is the Director of <em>OXENFREE II: Lost Signals</em>, so we do not claim that our excitement for that game is entirely objective.</p>



<p class="wp-block-paragraph">• We didn't really get to in it on the show, but the doubling of identities in <em>Elden Ring</em> isn't <em>just </em>about being confusing. It's thematic. It's about people playing different roles over long lives, to say nothing of <em>eternal </em>lives. (That said, it is also tremendously confusing).</p>



<p class="wp-block-paragraph">• The Teddy in question was <a href="https://twitter.com/TeddyDief?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Teddy Dief</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Pluckin' the Bass" by Roy Eldridge and Joe Eldridge, <a href="https://archive.org/details/78_pluckin-the-bass_cab-calloway-and-his-orchestra-milton-hinton-j-eldridge-r-eldri_gbia0318212a">performed by Cab Calloway and His Orchestra, featuring Milton Hinton</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Franny, Lucio, and Drew check in on what theyve been playing, including but by no means limited to Elden Ring. We talk Neon White, Tunic, Horizon: Forbidden West, and Stray, as well as some of the games were looking forward to later this year, from God o]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The ETAO Quarterly, Vol. 2]]></itunes:title>
	<itunes:episode>140</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Franny, Lucio, and Drew check in on what they've been playing, including but by no means limited to <em>Elden Ring</em>. We talk <em>Neon Whit</em>e, <em>Tunic, Horizon: Forbidden West</em>, and <em>Stray, </em>as well as some of the games we're looking forward to later this year, from <em>God of War Ragnarök</em> and <em>Splatoon </em>3 to <em>Venba </em>and <em>We Are OFK.</em></p>



<p class="wp-block-paragraph">Also: What have Lucio's kids been playing? What are the kids into these days, we ask, sounding as old as we've ever sounded, and embracing it. (The kids are into <em>mods</em>, hearteningly!)</p>



<p class="wp-block-paragraph">———
•&nbsp;The game Drew and Lucio couldn't think of was <em>Bendy and the Ink Machine</em>, and the mod Drew mentions puts Bendy into <em>Poppy Playtime</em>.</p>



<p class="wp-block-paragraph">•&nbsp;Here once again is <a href="https://www.youtube.com/watch?v=_gXlauRB1EQ">the <em>People Make Games</em> investigation into <em>Roblox</em></a>, and their follow-up about the <em>Roblox </em>folks trying to get them to take the original video down.</p>



<p class="wp-block-paragraph">• Kirby Your Enthusiasm, basically as Drew described it? <a href="https://www.youtube.com/watch?v=OlZKgi_wW-g">Totally a thing</a>.</p>



<p class="wp-block-paragraph">• <a href="/podcast-139/">Zach Barth's most recent appearance on the show</a> was in fact his eighth.</p>



<p class="wp-block-paragraph">• For those who don't know, the Bryant in question is the Director of <em>OXENFREE II: Lost Signals</em>, so we do not claim that our excitement for that game is entirely objective.</p>



<p class="wp-block-paragraph">• We didn't really get to in it on the show, but the doubling of identities in <em>Elden Ring</em> isn't <em>just </em>about being confusing. It's thematic. It's about people playing different roles over long lives, to say nothing of <em>eternal </em>lives. (That said, it is also tremendously confusing).</p>



<p class="wp-block-paragraph">• The Teddy in question was <a href="https://twitter.com/TeddyDief?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Teddy Dief</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Pluckin' the Bass" by Roy Eldridge and Joe Eldridge, <a href="https://archive.org/details/78_pluckin-the-bass_cab-calloway-and-his-orchestra-milton-hinton-j-eldridge-r-eldri_gbia0318212a">performed by Cab Calloway and His Orchestra, featuring Milton Hinton</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/07/etao-podcast-140-2022-q2-1.mp3" length="148696500" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Franny, Lucio, and Drew check in on what they've been playing, including but by no means limited to Elden Ring. We talk Neon White, Tunic, Horizon: Forbidden West, and Stray, as well as some of the games we're looking forward to later this year, from God of War Ragnarök and Splatoon 3 to Venba and We Are OFK.



Also: What have Lucio's kids been playing? What are the kids into these days, we ask, sounding as old as we've ever sounded, and embracing it. (The kids are into mods, hearteningly!)



———
•&nbsp;The game Drew and Lucio couldn't think of was Bendy and the Ink Machine, and the mod Drew mentions puts Bendy into Poppy Playtime.



•&nbsp;Here once again is the People Make Games investigation into Roblox, and their follow-up about the Roblox folks trying to get them to take the original video down.



• Kirby Your Enthusiasm, basically as Drew described it? Totally a thing.



• Zach Barth's most recent appearance on the show was in fact his eighth.



• For those who don't know, the Bryant in question is the Director of OXENFREE II: Lost Signals, so we do not claim that our excitement for that game is entirely objective.



• We didn't really get to in it on the show, but the doubling of identities in Elden Ring isn't just about being confusing. It's thematic. It's about people playing different roles over long lives, to say nothing of eternal lives. (That said, it is also tremendously confusing).



• The Teddy in question was Teddy Dief.



———
"All The People Say (Season 5)" by Carpe Demon.
"Pluckin' the Bass" by Roy Eldridge and Joe Eldridge, performed by Cab Calloway and His Orchestra, featuring Milton Hinton.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/frebmmgxsaitjs-.jpeg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/frebmmgxsaitjs-.jpeg?fit=3840%2C2160&#038;ssl=1</url>
		<title>The ETAO Quarterly, Vol. 2</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:25:10</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Franny, Lucio, and Drew check in on what they've been playing, including but by no means limited to Elden Ring. We talk Neon White, Tunic, Horizon: Forbidden West, and Stray, as well as some of the games we're looking forward to later this year, from God of War Ragnarök and Splatoon 3 to Venba and We Are OFK.



Also: What have Lucio's kids been playing? What are the kids into these days, we ask, sounding as old as we've ever sounded, and embracing it. (The kids are into mods, hearteningly!)



———
•&nbsp;The game Drew and Lucio couldn't think of was Bendy and the Ink Machine, and the mod Drew mentions puts Bendy into Poppy Playtime.



•&nbsp;Here once again is the People Make Games investigation into Roblox, and their follow-up about the Roblox folks trying to get them to take the original video down.



• Kirby Your Enthusiasm, basically as Drew described it? Totally a thing.



• Zach Barth's most recent appearance on the show was in fact his eighth.



• For those who don't know,]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/frebmmgxsaitjs-.jpeg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Last Call, with Zach Barth</title>
	<link>https://etao.blog/2022/07/12/podcast-139/</link>
	<pubDate>Tue, 12 Jul 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d4958b3e-58dc-5565-a5f8-6bf74fe1b4fa</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>Last Call BBS</em>, which is the last Zachtronics game, and also a collection of eight smaller—though not all especially small!—Zachtronics games, unified by the fictional hardware spec for which they were built and the fictional software pirate who distributed them. It's a celebration of pursuing weird ideas, messing with old computers, and various kinds of inevitable endings. Here Zach talks about why the studio is closing up shop, why they're choosing to end things on this particular note, and what might be next.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="http://store.steampowered.com/app/1511780"><em>Last Call BBS</em> on Steam</a> and on <a href="https://www.microsoft.com/en-us/p/last-call-bbs/9nf0snbqwn63?activetab=pivot:overviewtab">Game Pass for PC</a>.</strong>
You can see <a href="https://www.zachtronics.com/">the whole Zachtronics catalog on their website</a>.
You can also follow <a href="https://twitter.com/zachtronics">Zach(tronics) on Twitter</a>.</p>



<p class="wp-block-paragraph">———
• When Zach came on the podcast previously, he talked primarily about <em><em><a href="http://M?bius Front ?83">Möbius Front ?83</a></em></em>, about <em><a href="http://etao.blog/2019/12/10/podcast-71/">MOLEK-SYNTEZ</a></em>, about <em><a href="http://etao.blog/2018/08/25/podcast-36/">EXAPUNKS</a>, </em>and about <em><a href="http://etao.blog/2018/03/21/podcast-34/">Opus Magnum</a></em>?and before that, we had a trio of conversations about <em>Infinifactory</em>, focusing on <a href="http://etao.blog/2015/01/29/podcast-17/">puzzle design (and whether it's right to call Zach's "anti-puzzles" puzzles)</a>, then <a href="http://etao.blog/2015/05/04/podcast-19/">the narratives that people tend to ignore in non-<em>Eliza</em> Zachtronics games</a>, and then <a href="http://etao.blog/2015/07/14/podcast-21/">how Zachtornics came to make <em>TIS-100</em></a>.</p>



<p class="wp-block-paragraph">• As Drew mentions in the in intro, there's also <a href="https://www.youtube.com/watch?v=U4uH1ynH3Rs">this live interview from GDC 2019</a>. (The crowd was there to learn how to be Zach, which was not what Zach was there to teach, but hey).</p>



<p class="wp-block-paragraph">• Drew refers to flatgames generally and <em>Hypnospace Outlaw</em> specifically, so for more on that, check out <a href="http://etao.blog/2019/04/30/podcast-55/">our conversation with Jay Tholen</a>.</p>



<p class="wp-block-paragraph">• Episode 7 of <em><a href="https://www.zachtronics.com/podcast/">The Zachtronics Podcast</a></em> is the one where Zach and company play <em>Advanced Dungeons and Dragons</em>, and for which Zach originally made <em>Dungeons and Diagrams.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.twitch.tv/videos/1454395489">the interview where Zach first talked about <em>Last Call BBS</em> being the last Zachtronics game</a>, and also about teaching (if it's still there; Twitch is very weird and kind of bad that way).</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/Kotaku/status/1540131176744210432">the <em>Kotaku</em> piece</a> (which presumably <em>is</em> sticking around) where Zach goes into more detail about the decision to close the studio.</p>



<p class="wp-block-paragraph">• Zach mentions <a href="https://logicmag.io/"><em>Logic</em>, which rules</a>.</p>



<p class="wp-block-paragraph">• Zach also mentions <em><a href="https://yalebooks.yale.edu/book/9780300078152/seeing-like-a-state/">Seeing Like A State</a></em> and <a href="https://press.princeton.edu/books/hardcover/9780691174655/the-case-against-education"><em>The Case Against Education</em>.</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.ebay.com/itm/234583413907">the mook about expensive Japanese PCs from back in the day</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=EdU-ABucIjk">the stop-motion animated <em>Last Call BBS</em> trailer</a>.</p>



<p class="wp-block-paragraph">• The artist whose name we couldn't remember is Zdzisław Beksińsk.</p>



<p class="wp-block-paragraph">• And the podcast Zach mentioned is <em>Louder Than A Riot </em>(not really a pun), which uses the catchphrase "Rhyme and Punishment" (an excellent pun). <a href="https://www.npr.org/2020/10/27/928307301/the-day-the-mixtape-died-dj-drama">You can hear about the drama here</a>.</p>



<p class="wp-block-paragraph">• Thanks to The Mysterious Ian K. for the header gif (and the good conversation about the <em>Japanese-style model-making </em>in <em>Last Call BBS</em>).
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
The ending music from the original arcade version of <em>HACK*MATCH</em> and the sole BGM from <em>Sawayama Solitaire</em>, both from the <em>Last Call BBS</em> OST by <a href="https://zachtronics.bandcamp.com/">Matthew Seiiji Burns</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Zach Barth is back to talk about Last Call BBS, which is the last Zachtronics game, and also a collection of eight smaller—though not all especially small!—Zachtronics games, unified by the fictional hardware spec for which they were built and the fictio]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Last Call, with Zach Barth]]></itunes:title>
	<itunes:episode>139</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>Last Call BBS</em>, which is the last Zachtronics game, and also a collection of eight smaller—though not all especially small!—Zachtronics games, unified by the fictional hardware spec for which they were built and the fictional software pirate who distributed them. It's a celebration of pursuing weird ideas, messing with old computers, and various kinds of inevitable endings. Here Zach talks about why the studio is closing up shop, why they're choosing to end things on this particular note, and what might be next.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="http://store.steampowered.com/app/1511780"><em>Last Call BBS</em> on Steam</a> and on <a href="https://www.microsoft.com/en-us/p/last-call-bbs/9nf0snbqwn63?activetab=pivot:overviewtab">Game Pass for PC</a>.</strong>
You can see <a href="https://www.zachtronics.com/">the whole Zachtronics catalog on their website</a>.
You can also follow <a href="https://twitter.com/zachtronics">Zach(tronics) on Twitter</a>.</p>



<p class="wp-block-paragraph">———
• When Zach came on the podcast previously, he talked primarily about <em><em><a href="http://M?bius Front ?83">Möbius Front ?83</a></em></em>, about <em><a href="http://etao.blog/2019/12/10/podcast-71/">MOLEK-SYNTEZ</a></em>, about <em><a href="http://etao.blog/2018/08/25/podcast-36/">EXAPUNKS</a>, </em>and about <em><a href="http://etao.blog/2018/03/21/podcast-34/">Opus Magnum</a></em>?and before that, we had a trio of conversations about <em>Infinifactory</em>, focusing on <a href="http://etao.blog/2015/01/29/podcast-17/">puzzle design (and whether it's right to call Zach's "anti-puzzles" puzzles)</a>, then <a href="http://etao.blog/2015/05/04/podcast-19/">the narratives that people tend to ignore in non-<em>Eliza</em> Zachtronics games</a>, and then <a href="http://etao.blog/2015/07/14/podcast-21/">how Zachtornics came to make <em>TIS-100</em></a>.</p>



<p class="wp-block-paragraph">• As Drew mentions in the in intro, there's also <a href="https://www.youtube.com/watch?v=U4uH1ynH3Rs">this live interview from GDC 2019</a>. (The crowd was there to learn how to be Zach, which was not what Zach was there to teach, but hey).</p>



<p class="wp-block-paragraph">• Drew refers to flatgames generally and <em>Hypnospace Outlaw</em> specifically, so for more on that, check out <a href="http://etao.blog/2019/04/30/podcast-55/">our conversation with Jay Tholen</a>.</p>



<p class="wp-block-paragraph">• Episode 7 of <em><a href="https://www.zachtronics.com/podcast/">The Zachtronics Podcast</a></em> is the one where Zach and company play <em>Advanced Dungeons and Dragons</em>, and for which Zach originally made <em>Dungeons and Diagrams.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.twitch.tv/videos/1454395489">the interview where Zach first talked about <em>Last Call BBS</em> being the last Zachtronics game</a>, and also about teaching (if it's still there; Twitch is very weird and kind of bad that way).</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/Kotaku/status/1540131176744210432">the <em>Kotaku</em> piece</a> (which presumably <em>is</em> sticking around) where Zach goes into more detail about the decision to close the studio.</p>



<p class="wp-block-paragraph">• Zach mentions <a href="https://logicmag.io/"><em>Logic</em>, which rules</a>.</p>



<p class="wp-block-paragraph">• Zach also mentions <em><a href="https://yalebooks.yale.edu/book/9780300078152/seeing-like-a-state/">Seeing Like A State</a></em> and <a href="https://press.princeton.edu/books/hardcover/9780691174655/the-case-against-education"><em>The Case Against Education</em>.</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.ebay.com/itm/234583413907">the mook about expensive Japanese PCs from back in the day</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=EdU-ABucIjk">the stop-motion animated <em>Last Call BBS</em> trailer</a>.</p>



<p class="wp-block-paragraph">• The artist whose name we couldn't remember is Zdzisław Beksińsk.</p>



<p class="wp-block-paragraph">• And the podcast Zach mentioned is <em>Louder Than A Riot </em>(not really a pun), which uses the catchphrase "Rhyme and Punishment" (an excellent pun). <a href="https://www.npr.org/2020/10/27/928307301/the-day-the-mixtape-died-dj-drama">You can hear about the drama here</a>.</p>



<p class="wp-block-paragraph">• Thanks to The Mysterious Ian K. for the header gif (and the good conversation about the <em>Japanese-style model-making </em>in <em>Last Call BBS</em>).
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
The ending music from the original arcade version of <em>HACK*MATCH</em> and the sole BGM from <em>Sawayama Solitaire</em>, both from the <em>Last Call BBS</em> OST by <a href="https://zachtronics.bandcamp.com/">Matthew Seiiji Burns</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/06/etao-podcast-139-zach-barth.mp3" length="196902492" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Barth is back to talk about Last Call BBS, which is the last Zachtronics game, and also a collection of eight smaller—though not all especially small!—Zachtronics games, unified by the fictional hardware spec for which they were built and the fictional software pirate who distributed them. It's a celebration of pursuing weird ideas, messing with old computers, and various kinds of inevitable endings. Here Zach talks about why the studio is closing up shop, why they're choosing to end things on this particular note, and what might be next.



You can get Last Call BBS on Steam and on Game Pass for PC.
You can see the whole Zachtronics catalog on their website.
You can also follow Zach(tronics) on Twitter.



———
• When Zach came on the podcast previously, he talked primarily about Möbius Front ?83, about MOLEK-SYNTEZ, about EXAPUNKS, and about Opus Magnum?and before that, we had a trio of conversations about Infinifactory, focusing on puzzle design (and whether it's right to call Zach's "anti-puzzles" puzzles), then the narratives that people tend to ignore in non-Eliza Zachtronics games, and then how Zachtornics came to make TIS-100.



• As Drew mentions in the in intro, there's also this live interview from GDC 2019. (The crowd was there to learn how to be Zach, which was not what Zach was there to teach, but hey).



• Drew refers to flatgames generally and Hypnospace Outlaw specifically, so for more on that, check out our conversation with Jay Tholen.



• Episode 7 of The Zachtronics Podcast is the one where Zach and company play Advanced Dungeons and Dragons, and for which Zach originally made Dungeons and Diagrams.



• Here's the interview where Zach first talked about Last Call BBS being the last Zachtronics game, and also about teaching (if it's still there; Twitch is very weird and kind of bad that way).



• And here's the Kotaku piece (which presumably is sticking around) where Zach goes into more detail about the decision to close the studio.



• Zach mentions Logic, which rules.



• Zach also mentions Seeing Like A State and The Case Against Education.



• Here's the mook about expensive Japanese PCs from back in the day.



• And here's the stop-motion animated Last Call BBS trailer.



• The artist whose name we couldn't remember is Zdzisław Beksińsk.



• And the podcast Zach mentioned is Louder Than A Riot (not really a pun), which uses the catchphrase "Rhyme and Punishment" (an excellent pun). You can hear about the drama here.



• Thanks to The Mysterious Ian K. for the header gif (and the good conversation about the Japanese-style model-making in Last Call BBS).
———
"All The People Say (Season 5)" by Carpe Demon.
The ending music from the original arcade version of HACK*MATCH and the sole BGM from Sawayama Solitaire, both from the Last Call BBS OST by Matthew Seiiji Burns.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/steed_force_hobby_studio_-_pascal_2022-07-09-22-29-54.gif?fit=401%2C481&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/steed_force_hobby_studio_-_pascal_2022-07-09-22-29-54.gif?fit=401%2C481&#038;ssl=1</url>
		<title>Last Call, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:34:34</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Barth is back to talk about Last Call BBS, which is the last Zachtronics game, and also a collection of eight smaller—though not all especially small!—Zachtronics games, unified by the fictional hardware spec for which they were built and the fictional software pirate who distributed them. It's a celebration of pursuing weird ideas, messing with old computers, and various kinds of inevitable endings. Here Zach talks about why the studio is closing up shop, why they're choosing to end things on this particular note, and what might be next.



You can get Last Call BBS on Steam and on Game Pass for PC.
You can see the whole Zachtronics catalog on their website.
You can also follow Zach(tronics) on Twitter.



———
• When Zach came on the podcast previously, he talked primarily about Möbius Front ?83, about MOLEK-SYNTEZ, about EXAPUNKS, and about Opus Magnum?and before that, we had a trio of conversations about Infinifactory, focusing on puzzle design (and whether it's right to call ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/07/steed_force_hobby_studio_-_pascal_2022-07-09-22-29-54.gif?fit=401%2C481&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>At the Academy with Mike Salyh and Wyatt Bushnell</title>
	<link>https://etao.blog/2022/06/28/podcast-138/</link>
	<pubDate>Tue, 28 Jun 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">40b90163-a1cd-5313-af35-8a7121585ac7</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Wyatt Bushnell and Mike Salyh both have a background in physically extant escape rooms—not to mention arcade games, and other "out-of-home entertainment" <em>experiences</em>. (Gallery nerds would call them site-specific). As the co-founders of Coin Crew Games, they're now bringing that experience to a videogame for PC and consoles, in the form of <em>Escape Academy</em>.</p>



<p class="wp-block-paragraph">Here they talk about making the switch to at-home digital games, the importance of social play, and the tricky balance between exploring novel ideas on the one hand, and on the other, having your idea make instant, gut-level sense to players (including distracted and/or drunk ones).</p>



<p class="wp-block-paragraph"><strong>You can get <em>Escape Academy</em> on <a href="https://store.steampowered.com/app/1812090/Escape_Academy/">Steam</a>, <a href="https://t.co/63dfGuYgRU">Epic</a>, <a href="https://store.playstation.com/concept/10004502">Playstation</a>, and <a href="https://www.xbox.com/en-US/games/store/escape-academy/9p3nt9h51rmr">Xbox</a></strong> <strong>(including Game Pass).</strong>
You can see more of Coin Crew Games' work on <a href="https://www.coincrew.games/">their website</a>.
You can also follow <a href="https://twitter.com/mikesalyh">Mike</a>, <a href="https://twitter.com/wyattbushnell">Wyatt</a>, and <a href="https://twitter.com/CoinCrewGames">Coin Crew Games</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=2Sb5z5gtz-Y">Mike's really excellent talk on the process of building, and installing arcade games</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://twobitcircus.com/">Two Bit Circus</a>!</p>



<p class="wp-block-paragraph">• For more on arcade games (in and out of the time of COVID) check out <a href="http://etao.blog/2020/05/12/podcast-83/">our interview with Nik Mikros and Josh&nbsp;DeBonis of <em>Killer Queen</em> fame</a>.</p>



<p class="wp-block-paragraph">• Yes, <a href="https://en.wikipedia.org/wiki/Chuck_E._Cheese_(character)">Chuck E. Cheese (the character)</a> is properly named Charles Entertainment Cheese, and yes, Drew will bring this fact up at any opportunity.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Top Floor Feeling" and "Escape Academy" from the <em>Escape Academy </em>OST by Doseone.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Wyatt Bushnell and Mike Salyh both have a background in physically extant escape rooms—not to mention arcade games, and other out-of-home entertainment experiences. (Gallery nerds would call them site-specific). As the co-founders of Coin Crew Games, the]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[At the Academy with Mike Salyh and Wyatt Bushnell]]></itunes:title>
	<itunes:episode>138</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Wyatt Bushnell and Mike Salyh both have a background in physically extant escape rooms—not to mention arcade games, and other "out-of-home entertainment" <em>experiences</em>. (Gallery nerds would call them site-specific). As the co-founders of Coin Crew Games, they're now bringing that experience to a videogame for PC and consoles, in the form of <em>Escape Academy</em>.</p>



<p class="wp-block-paragraph">Here they talk about making the switch to at-home digital games, the importance of social play, and the tricky balance between exploring novel ideas on the one hand, and on the other, having your idea make instant, gut-level sense to players (including distracted and/or drunk ones).</p>



<p class="wp-block-paragraph"><strong>You can get <em>Escape Academy</em> on <a href="https://store.steampowered.com/app/1812090/Escape_Academy/">Steam</a>, <a href="https://t.co/63dfGuYgRU">Epic</a>, <a href="https://store.playstation.com/concept/10004502">Playstation</a>, and <a href="https://www.xbox.com/en-US/games/store/escape-academy/9p3nt9h51rmr">Xbox</a></strong> <strong>(including Game Pass).</strong>
You can see more of Coin Crew Games' work on <a href="https://www.coincrew.games/">their website</a>.
You can also follow <a href="https://twitter.com/mikesalyh">Mike</a>, <a href="https://twitter.com/wyattbushnell">Wyatt</a>, and <a href="https://twitter.com/CoinCrewGames">Coin Crew Games</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=2Sb5z5gtz-Y">Mike's really excellent talk on the process of building, and installing arcade games</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://twobitcircus.com/">Two Bit Circus</a>!</p>



<p class="wp-block-paragraph">• For more on arcade games (in and out of the time of COVID) check out <a href="http://etao.blog/2020/05/12/podcast-83/">our interview with Nik Mikros and Josh&nbsp;DeBonis of <em>Killer Queen</em> fame</a>.</p>



<p class="wp-block-paragraph">• Yes, <a href="https://en.wikipedia.org/wiki/Chuck_E._Cheese_(character)">Chuck E. Cheese (the character)</a> is properly named Charles Entertainment Cheese, and yes, Drew will bring this fact up at any opportunity.
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Top Floor Feeling" and "Escape Academy" from the <em>Escape Academy </em>OST by Doseone.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/06/etao-podcast-138-coin-crew-3.mp3" length="102407012" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Wyatt Bushnell and Mike Salyh both have a background in physically extant escape rooms—not to mention arcade games, and other "out-of-home entertainment" experiences. (Gallery nerds would call them site-specific). As the co-founders of Coin Crew Games, they're now bringing that experience to a videogame for PC and consoles, in the form of Escape Academy.



Here they talk about making the switch to at-home digital games, the importance of social play, and the tricky balance between exploring novel ideas on the one hand, and on the other, having your idea make instant, gut-level sense to players (including distracted and/or drunk ones).



You can get Escape Academy on Steam, Epic, Playstation, and Xbox (including Game Pass).
You can see more of Coin Crew Games' work on their website.
You can also follow Mike, Wyatt, and Coin Crew Games on Twitter.



———
• Here's Mike's really excellent talk on the process of building, and installing arcade games.



• And here's Two Bit Circus!



• For more on arcade games (in and out of the time of COVID) check out our interview with Nik Mikros and Josh&nbsp;DeBonis of Killer Queen fame.



• Yes, Chuck E. Cheese (the character) is properly named Charles Entertainment Cheese, and yes, Drew will bring this fact up at any opportunity.
———
"All The People Say (Season 5)" by Carpe Demon.
"Top Floor Feeling" and "Escape Academy" from the Escape Academy OST by Doseone.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen_02.jpeg?fit=1600%2C900&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen_02.jpeg?fit=1600%2C900&#038;ssl=1</url>
		<title>At the Academy with Mike Salyh and Wyatt Bushnell</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>58:53</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Wyatt Bushnell and Mike Salyh both have a background in physically extant escape rooms—not to mention arcade games, and other "out-of-home entertainment" experiences. (Gallery nerds would call them site-specific). As the co-founders of Coin Crew Games, they're now bringing that experience to a videogame for PC and consoles, in the form of Escape Academy.



Here they talk about making the switch to at-home digital games, the importance of social play, and the tricky balance between exploring novel ideas on the one hand, and on the other, having your idea make instant, gut-level sense to players (including distracted and/or drunk ones).



You can get Escape Academy on Steam, Epic, Playstation, and Xbox (including Game Pass).
You can see more of Coin Crew Games' work on their website.
You can also follow Mike, Wyatt, and Coin Crew Games on Twitter.



———
• Here's Mike's really excellent talk on the process of building, and installing arcade games.



• And here's Two Bit Circus!



• ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen_02.jpeg?fit=1600%2C900&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Neural Spike, with Heather Flowers and Aura Belle</title>
	<link>https://etao.blog/2022/06/14/podcast-137/</link>
	<pubDate>Tue, 14 Jun 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">09c4d623-92a9-58d5-a126-57a4ec5d9a74</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Heather Flowers has expanded the world of <em><a href="http://etao.blog/2018/12/01/podcast-44/">EXTREME MEATPUNKS FOREVER</a></em> into a TTRPG, in collaboration with Aura Belle. Here both of the authors talk about the rough-and-ready nature of the <em>Powered by the Apocalypse</em> system on which <em>MEATPUNKS</em> is based, and the thoroughly American nightmare that is Meatworld—plus, how to invite true improvisation for GMs and players alike, and "how to depict harm without causing it."</p>



<p class="wp-block-paragraph"><strong>Brief spoilers about a major villain in the <em>MEATPUNKS </em>sourcebook from 0:28:45 to 0:29:28.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://sinisterbeard.com/product/extreme-meatpunks-forever-the-roleplaying-game-quickstart-edition/">the free quickstart edition</a> of <em>EXTREME MEATPUNKS FOREVER</em> right now, and the full game soon, over at <a href="https://sinisterbeard.com/product-category/games/extreme-meatpunks-forever/">Sinister Beard Games</a>.</strong>
You can get the <em>MEATPUNKS</em> videogames, <em><a href="https://hthr.itch.io/extreme-meatpunks-forever">Powered by Blood</a> </em>and <em><a href="https://hthr.itch.io/extreme-meatpunks-forever-2">BOUND BY ASH</a></em>, on Itch.io.
You can also follow <a href="https://twitter.com/HTHRFLWRS">Heather</a> and <a href="https://twitter.com/droolhoney">Aura</a> (as well as <a href="https://twitter.com/sinister_beard">Oli from Sinister Beard</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• The header image is from Paulina Ganucheau's rather excellent cover art for the TTRPG of <em>EXTREME MEATPUNKS FOREVER</em>.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://www.drivethrurpg.com/product/297814/Quietus--A-roleplaying-game-of-melancholy-horror">Quietus</a></em>, and here's <em><a href="https://www.drivethrurpg.com/product/186728/Singularity">Singularity</a></em>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2022/03/08/podcast-130/">our conversation with Spenser Starke about <em>Alice Is Missing</em></a>.</p>



<p class="wp-block-paragraph">• And here's what the hell Drew meant by <a href="https://www.youtube.com/watch?v=005YAcpPxsw">"the Mormor thing on <em>Sherlock</em>."</a>
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"CRASH QUEEN" (ft. M Gewehr) from <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost">the <em>EXTREME MEATPUNKS FOREVER: Powered by Blood</em> OST</a> and "Mountain Time" (ft. Sarah Hubbard) from <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-bound-by-ash-original-game-soundtrack">the <em>EXTREME MEATPUNKS FOREVER: BOUND BY ASH</em> OST</a> by <a href="/podcast-38/">Josie Brechner.</a></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Heather Flowers has expanded the world of EXTREME MEATPUNKS FOREVER into a TTRPG, in collaboration with Aura Belle. Here both of the authors talk about the rough-and-ready nature of the Powered by the Apocalypse system on which MEATPUNKS is based, and th]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Neural Spike, with Heather Flowers and Aura Belle]]></itunes:title>
	<itunes:episode>137</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Heather Flowers has expanded the world of <em><a href="http://etao.blog/2018/12/01/podcast-44/">EXTREME MEATPUNKS FOREVER</a></em> into a TTRPG, in collaboration with Aura Belle. Here both of the authors talk about the rough-and-ready nature of the <em>Powered by the Apocalypse</em> system on which <em>MEATPUNKS</em> is based, and the thoroughly American nightmare that is Meatworld—plus, how to invite true improvisation for GMs and players alike, and "how to depict harm without causing it."</p>



<p class="wp-block-paragraph"><strong>Brief spoilers about a major villain in the <em>MEATPUNKS </em>sourcebook from 0:28:45 to 0:29:28.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://sinisterbeard.com/product/extreme-meatpunks-forever-the-roleplaying-game-quickstart-edition/">the free quickstart edition</a> of <em>EXTREME MEATPUNKS FOREVER</em> right now, and the full game soon, over at <a href="https://sinisterbeard.com/product-category/games/extreme-meatpunks-forever/">Sinister Beard Games</a>.</strong>
You can get the <em>MEATPUNKS</em> videogames, <em><a href="https://hthr.itch.io/extreme-meatpunks-forever">Powered by Blood</a> </em>and <em><a href="https://hthr.itch.io/extreme-meatpunks-forever-2">BOUND BY ASH</a></em>, on Itch.io.
You can also follow <a href="https://twitter.com/HTHRFLWRS">Heather</a> and <a href="https://twitter.com/droolhoney">Aura</a> (as well as <a href="https://twitter.com/sinister_beard">Oli from Sinister Beard</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• The header image is from Paulina Ganucheau's rather excellent cover art for the TTRPG of <em>EXTREME MEATPUNKS FOREVER</em>.</p>



<p class="wp-block-paragraph">• Here's <em><a href="https://www.drivethrurpg.com/product/297814/Quietus--A-roleplaying-game-of-melancholy-horror">Quietus</a></em>, and here's <em><a href="https://www.drivethrurpg.com/product/186728/Singularity">Singularity</a></em>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2022/03/08/podcast-130/">our conversation with Spenser Starke about <em>Alice Is Missing</em></a>.</p>



<p class="wp-block-paragraph">• And here's what the hell Drew meant by <a href="https://www.youtube.com/watch?v=005YAcpPxsw">"the Mormor thing on <em>Sherlock</em>."</a>
———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"CRASH QUEEN" (ft. M Gewehr) from <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost">the <em>EXTREME MEATPUNKS FOREVER: Powered by Blood</em> OST</a> and "Mountain Time" (ft. Sarah Hubbard) from <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-bound-by-ash-original-game-soundtrack">the <em>EXTREME MEATPUNKS FOREVER: BOUND BY ASH</em> OST</a> by <a href="/podcast-38/">Josie Brechner.</a></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/06/etao-podcast-137-heather-flowers-aura-belle.mp3" length="112915130" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Heather Flowers has expanded the world of EXTREME MEATPUNKS FOREVER into a TTRPG, in collaboration with Aura Belle. Here both of the authors talk about the rough-and-ready nature of the Powered by the Apocalypse system on which MEATPUNKS is based, and the thoroughly American nightmare that is Meatworld—plus, how to invite true improvisation for GMs and players alike, and "how to depict harm without causing it."



Brief spoilers about a major villain in the MEATPUNKS sourcebook from 0:28:45 to 0:29:28.



You can get the free quickstart edition of EXTREME MEATPUNKS FOREVER right now, and the full game soon, over at Sinister Beard Games.
You can get the MEATPUNKS videogames, Powered by Blood and BOUND BY ASH, on Itch.io.
You can also follow Heather and Aura (as well as Oli from Sinister Beard) on Twitter.



———
• The header image is from Paulina Ganucheau's rather excellent cover art for the TTRPG of EXTREME MEATPUNKS FOREVER.



• Here's Quietus, and here's Singularity.



• Here's our conversation with Spenser Starke about Alice Is Missing.



• And here's what the hell Drew meant by "the Mormor thing on Sherlock."
———
"All The People Say (Season 5)" by Carpe Demon.
"CRASH QUEEN" (ft. M Gewehr) from the EXTREME MEATPUNKS FOREVER: Powered by Blood OST and "Mountain Time" (ft. Sarah Hubbard) from the EXTREME MEATPUNKS FOREVER: BOUND BY ASH OST by Josie Brechner.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen-shot-2022-06-07-at-1.23.57-pm.png?fit=3336%2C1300&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen-shot-2022-06-07-at-1.23.57-pm.png?fit=3336%2C1300&#038;ssl=1</url>
		<title>Neural Spike, with Heather Flowers and Aura Belle</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:49</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Heather Flowers has expanded the world of EXTREME MEATPUNKS FOREVER into a TTRPG, in collaboration with Aura Belle. Here both of the authors talk about the rough-and-ready nature of the Powered by the Apocalypse system on which MEATPUNKS is based, and the thoroughly American nightmare that is Meatworld—plus, how to invite true improvisation for GMs and players alike, and "how to depict harm without causing it."



Brief spoilers about a major villain in the MEATPUNKS sourcebook from 0:28:45 to 0:29:28.



You can get the free quickstart edition of EXTREME MEATPUNKS FOREVER right now, and the full game soon, over at Sinister Beard Games.
You can get the MEATPUNKS videogames, Powered by Blood and BOUND BY ASH, on Itch.io.
You can also follow Heather and Aura (as well as Oli from Sinister Beard) on Twitter.



———
• The header image is from Paulina Ganucheau's rather excellent cover art for the TTRPG of EXTREME MEATPUNKS FOREVER.



• Here's Quietus, and here's Singularity.



• Here's o]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/06/screen-shot-2022-06-07-at-1.23.57-pm.png?fit=3336%2C1300&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Unwieldy Delights, with Damien Crawford</title>
	<link>https://etao.blog/2022/05/31/podcast-136/</link>
	<pubDate>Tue, 31 May 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">47f3b797-ccdc-547a-af39-75f3337d6e0d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Damien Crawford makes games that revel in experimentation, and in taking an idea arguably too far. Faer latest game <em>Purgatory Dungeoneer</em> isn't <em>not</em> that, but it's definitely something else, too: It's a reflection on trauma, and on being a hero well past when you're young and heedless.</p>



<p class="wp-block-paragraph">It's a strategic RPG, a roguelike-like, and a townbuilder. It sees Damien staking out some new territory, both mechanically and narratively, while also building on the classes fae started exploring in <em>It's Six Random Characters and a Single Floor Dungeon, That's the Whole Game</em>. </p>



<p class="wp-block-paragraph">Here Damien talks about the game in detail for the first time, and also reflects on more than half a decade of making <em>RPG Maker </em>do things it almost certainly shouldn't be able to do.</p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Purgatory Dungeoneer </em>on <a href="https://store.steampowered.com/app/1963010/Purgatory_Dungeoneer/">Steam</a></strong>.
A bunch of faer other games are on <a href="https://store.steampowered.com/search/?developer=Cannibal%20Interactive">Steam</a> and <a href="https://cannibalinteractive.itch.io/">Itch</a>.
You can also <a href="https://twitter.com/TheWorstRPGDev">follow Damien on Twitter</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from <a href="https://twitter.com/spellbang/status/1524358943681748994">the forthcoming <em>Purgatory Dungeoneer</em> OST</a> by <a href="https://spellmynamewithabang.bandcamp.com/">rj lake</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Damien Crawford makes games that revel in experimentation, and in taking an idea arguably too far. Faer latest game Purgatory Dungeoneer isnt not that, but its definitely something else, too: Its a reflection on trauma, and on being a hero well past when]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Unwieldy Delights, with Damien Crawford]]></itunes:title>
	<itunes:episode>136</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Damien Crawford makes games that revel in experimentation, and in taking an idea arguably too far. Faer latest game <em>Purgatory Dungeoneer</em> isn't <em>not</em> that, but it's definitely something else, too: It's a reflection on trauma, and on being a hero well past when you're young and heedless.</p>



<p class="wp-block-paragraph">It's a strategic RPG, a roguelike-like, and a townbuilder. It sees Damien staking out some new territory, both mechanically and narratively, while also building on the classes fae started exploring in <em>It's Six Random Characters and a Single Floor Dungeon, That's the Whole Game</em>. </p>



<p class="wp-block-paragraph">Here Damien talks about the game in detail for the first time, and also reflects on more than half a decade of making <em>RPG Maker </em>do things it almost certainly shouldn't be able to do.</p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Purgatory Dungeoneer </em>on <a href="https://store.steampowered.com/app/1963010/Purgatory_Dungeoneer/">Steam</a></strong>.
A bunch of faer other games are on <a href="https://store.steampowered.com/search/?developer=Cannibal%20Interactive">Steam</a> and <a href="https://cannibalinteractive.itch.io/">Itch</a>.
You can also <a href="https://twitter.com/TheWorstRPGDev">follow Damien on Twitter</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from <a href="https://twitter.com/spellbang/status/1524358943681748994">the forthcoming <em>Purgatory Dungeoneer</em> OST</a> by <a href="https://spellmynamewithabang.bandcamp.com/">rj lake</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/05/etao-podcast-136-damien-crawford.mp3" length="136305031" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Damien Crawford makes games that revel in experimentation, and in taking an idea arguably too far. Faer latest game Purgatory Dungeoneer isn't not that, but it's definitely something else, too: It's a reflection on trauma, and on being a hero well past when you're young and heedless.



It's a strategic RPG, a roguelike-like, and a townbuilder. It sees Damien staking out some new territory, both mechanically and narratively, while also building on the classes fae started exploring in It's Six Random Characters and a Single Floor Dungeon, That's the Whole Game. 



Here Damien talks about the game in detail for the first time, and also reflects on more than half a decade of making RPG Maker do things it almost certainly shouldn't be able to do.



You can wishlist Purgatory Dungeoneer on Steam.
A bunch of faer other games are on Steam and Itch.
You can also follow Damien on Twitter.



———
"All The People Say (Season 5)" by Carpe Demon.
Some music from the forthcoming Purgatory Dungeoneer OST by rj lake.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/ss_b371b4c606b5ab290c9f6b7b2551e9d671d1f3a0.1920x1080.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/ss_b371b4c606b5ab290c9f6b7b2551e9d671d1f3a0.1920x1080.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Unwieldy Delights, with Damien Crawford</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Damien Crawford makes games that revel in experimentation, and in taking an idea arguably too far. Faer latest game Purgatory Dungeoneer isn't not that, but it's definitely something else, too: It's a reflection on trauma, and on being a hero well past when you're young and heedless.



It's a strategic RPG, a roguelike-like, and a townbuilder. It sees Damien staking out some new territory, both mechanically and narratively, while also building on the classes fae started exploring in It's Six Random Characters and a Single Floor Dungeon, That's the Whole Game. 



Here Damien talks about the game in detail for the first time, and also reflects on more than half a decade of making RPG Maker do things it almost certainly shouldn't be able to do.



You can wishlist Purgatory Dungeoneer on Steam.
A bunch of faer other games are on Steam and Itch.
You can also follow Damien on Twitter.



———
"All The People Say (Season 5)" by Carpe Demon.
Some music from the forthcoming Purgatory Dungeon]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/ss_b371b4c606b5ab290c9f6b7b2551e9d671d1f3a0.1920x1080.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>After the End of Everything, with David Galindo</title>
	<link>https://etao.blog/2022/05/17/podcast-135/</link>
	<pubDate>Tue, 17 May 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">dd9410f2-1f66-55c5-b07e-43967b4b0e8d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">When David Galindo <a href="http://etao.blog/2021/10/21/podcast-120/">came by to reveal <em>ChefSquad</em></a>, he mentioned that his studio was working on its biggest game yet. We now know that the game in question is <em>Cook Serve Forever</em>, and game that <em>isn't</em> a continuation of the <em>Cook, Serve, Delicious!</em> trilogy—but it also isn't <em>not</em> a continuation of that series. <em>Cooke Serve Forever</em> is every which way an attempt to think beyond <a href="http://etao.blog/2020/01/21/podcast-74/">the <em>Cook, Serve, Delicious!</em> games</a>, carrying forward their apocalyptic timeline into a solarpunk post-post-apocolypse, while also rethinking what the mechanics of a cooking game can be.</p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Cook Serve Forever</em> on <a href="https://store.steampowered.com/app/1928090/Cook_Serve_Forever/">Steam</a></strong>.
The Vertigo Gaming catalog is on <a href="https://www.vertigogaming.net/">their website</a>.
You can also follow <a href="https://twitter.com/chubigans">David on Twitter</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;If you want some more from the mind of Xalavier Nelson Jr. (and who doesn't?) then do check out <a href="http://etao.blog/2021/06/01/podcast-110/">our interview with him, mostly about <em>An Airport for Aliens Currently Run by Dogs</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Likewise, if you want to hear about Masao Kobayashi's exploits on TikTok, in podcasting, and of course in game design, <a href="http://etao.blog/2021/11/16/podcast-122/">we had him on late last year</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2020/09/29/podcast-93/">us talking to Nils Deneken about the (long!) development process of <em>Mutazione</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="http://etao.blog/2022/03/08/podcast-130/">Spenser Starke talking to us about games never being more important than players</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Do check out <a href="https://charityepjam.bandcamp.com/album/geometry-vertex">this year's Charity EP Jam</a> as well!</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"We Don't Want the Dream to End" and "Found" from the forthcoming <em>Cook Serve Forever</em> OST by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[When David Galindo came by to reveal ChefSquad, he mentioned that his studio was working on its biggest game yet. We now know that the game in question is Cook Serve Forever, and game that isnt a continuation of the Cook, Serve, Delicious! trilogy—but it]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[After the End of Everything, with David Galindo]]></itunes:title>
	<itunes:episode>135</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">When David Galindo <a href="http://etao.blog/2021/10/21/podcast-120/">came by to reveal <em>ChefSquad</em></a>, he mentioned that his studio was working on its biggest game yet. We now know that the game in question is <em>Cook Serve Forever</em>, and game that <em>isn't</em> a continuation of the <em>Cook, Serve, Delicious!</em> trilogy—but it also isn't <em>not</em> a continuation of that series. <em>Cooke Serve Forever</em> is every which way an attempt to think beyond <a href="http://etao.blog/2020/01/21/podcast-74/">the <em>Cook, Serve, Delicious!</em> games</a>, carrying forward their apocalyptic timeline into a solarpunk post-post-apocolypse, while also rethinking what the mechanics of a cooking game can be.</p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Cook Serve Forever</em> on <a href="https://store.steampowered.com/app/1928090/Cook_Serve_Forever/">Steam</a></strong>.
The Vertigo Gaming catalog is on <a href="https://www.vertigogaming.net/">their website</a>.
You can also follow <a href="https://twitter.com/chubigans">David on Twitter</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;If you want some more from the mind of Xalavier Nelson Jr. (and who doesn't?) then do check out <a href="http://etao.blog/2021/06/01/podcast-110/">our interview with him, mostly about <em>An Airport for Aliens Currently Run by Dogs</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Likewise, if you want to hear about Masao Kobayashi's exploits on TikTok, in podcasting, and of course in game design, <a href="http://etao.blog/2021/11/16/podcast-122/">we had him on late last year</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2020/09/29/podcast-93/">us talking to Nils Deneken about the (long!) development process of <em>Mutazione</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="http://etao.blog/2022/03/08/podcast-130/">Spenser Starke talking to us about games never being more important than players</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Do check out <a href="https://charityepjam.bandcamp.com/album/geometry-vertex">this year's Charity EP Jam</a> as well!</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"We Don't Want the Dream to End" and "Found" from the forthcoming <em>Cook Serve Forever</em> OST by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/05/etao-podcast-135-david-galindo.mp3" length="140757636" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[When David Galindo came by to reveal ChefSquad, he mentioned that his studio was working on its biggest game yet. We now know that the game in question is Cook Serve Forever, and game that isn't a continuation of the Cook, Serve, Delicious! trilogy—but it also isn't not a continuation of that series. Cooke Serve Forever is every which way an attempt to think beyond the Cook, Serve, Delicious! games, carrying forward their apocalyptic timeline into a solarpunk post-post-apocolypse, while also rethinking what the mechanics of a cooking game can be.



You can wishlist Cook Serve Forever on Steam.
The Vertigo Gaming catalog is on their website.
You can also follow David on Twitter.



———



•&nbsp;If you want some more from the mind of Xalavier Nelson Jr. (and who doesn't?) then do check out our interview with him, mostly about An Airport for Aliens Currently Run by Dogs.



•&nbsp;Likewise, if you want to hear about Masao Kobayashi's exploits on TikTok, in podcasting, and of course in game design, we had him on late last year.



•&nbsp;Here's us talking to Nils Deneken about the (long!) development process of Mutazione.



•&nbsp;And here's Spenser Starke talking to us about games never being more important than players.



•&nbsp;Do check out this year's Charity EP Jam as well!



———
"All The People Say (Season 5)" by Carpe Demon.
"We Don't Want the Dream to End" and "Found" from the forthcoming Cook Serve Forever OST by Jonathan Greer.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/16-9.jpg?fit=4200%2C2363&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/16-9.jpg?fit=4200%2C2363&#038;ssl=1</url>
		<title>After the End of Everything, with David Galindo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:12:15</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[When David Galindo came by to reveal ChefSquad, he mentioned that his studio was working on its biggest game yet. We now know that the game in question is Cook Serve Forever, and game that isn't a continuation of the Cook, Serve, Delicious! trilogy—but it also isn't not a continuation of that series. Cooke Serve Forever is every which way an attempt to think beyond the Cook, Serve, Delicious! games, carrying forward their apocalyptic timeline into a solarpunk post-post-apocolypse, while also rethinking what the mechanics of a cooking game can be.



You can wishlist Cook Serve Forever on Steam.
The Vertigo Gaming catalog is on their website.
You can also follow David on Twitter.



———



•&nbsp;If you want some more from the mind of Xalavier Nelson Jr. (and who doesn't?) then do check out our interview with him, mostly about An Airport for Aliens Currently Run by Dogs.



•&nbsp;Likewise, if you want to hear about Masao Kobayashi's exploits on TikTok, in podcasting, and of course in ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/16-9.jpg?fit=4200%2C2363&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>New New Content, with William Pugh</title>
	<link>https://etao.blog/2022/05/03/podcast-134/</link>
	<pubDate>Tue, 03 May 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8895f92e-558e-5fd3-a1ff-456122bb136c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">William Pugh's studio Crows Crows Crows has just released <em>The Stanley Parable: Ultra Deluxe</em>. It's a remake. It's also a lot more than that. But like <em>The Stanley Parable</em> itself, what exactly it is can be slippery to explain, and slipperier still to talk around. Here William goes into that, as well as into Crows Crows Crows' other work, from <a href="https://crowscrowscrows.com/email/">their superlative newsletter</a>, to <em>The Temple of No,</em> to <em>Accounting+,</em> to <em>Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist.</em></p>



<p class="wp-block-paragraph"><strong>SPOILERS FOR <em>THE STANLEY PARABLE: ULTRA DELUXE</em> BEGIN AT 0:21:55.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <em>The Stanley Parable: Ultra Deluxe</em> on <a href="https://store.steampowered.com/app/1703340/The_Stanley_Parable_Ultra_Deluxe/">Steam</a>, <a href="https://store.playstation.com/en-us/concept/10003841">Playstation</a>, <a href="https://www.xbox.com/en-gb/games/store/the-stanley-parable-ultra-deluxe/9n62d9c2hzx3">Xbox</a>, and <a href="https://www.nintendo.com/store/products/the-stanley-parable-ultra-deluxe-switch/">Switch</a>.</strong>
Crows Crows Crows has <a href="https://crowscrowscrows.com/">a website</a>, <a href="https://discord.gg/crows">a Discord</a>, and again, <a href="https://crowscrowscrows.com/email/">about the finest newsletter there is</a>.
You can also follow <a href="https://twitter.com/HonestWilliam">William</a> (and <a href="https://twitter.com/crowsx3">Crows Crows Crows</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;For more on the 2013 version of <em>The Stanley Parable</em>, you can listen to <a href="http://etao.blog/2013/11/09/podcast-2/">our conversation with William's partner in all this <em>Stanley,</em> Davey Wreden</a>. Drew also <a href="http://etao.blog/2013/10/17/the-stanley-parable/">wrote about that version</a>, and the spoiler-avoiding striptease attendant thereto.</p>



<p class="wp-block-paragraph">•&nbsp;<a href="http://etao.blog/2020/07/21/podcast-88/">We also had Brendon Chung on, along with Laura Michet</a>, to talk about the past and future of Blendo Games (among, of course, myriad other topics). Do give that a listen if William's talk of <em>Gravity Bone </em>and <em>Thirty Flights of Loving</em> intrigued you.</p>



<p class="wp-block-paragraph">• A bunch of Justin Roiland's early "punk cartoons" are still findable. Lucio and I once watched <em><a href="https://www.youtube.com/watch?v=BbrwRcwtO_k">House of Cosbys</a></em> straight through, and emerged from that experience changed.</p>



<p class="wp-block-paragraph">• Tanya Watson is COO at Bad Robot.</p>



<p class="wp-block-paragraph">•&nbsp;Drew was trying to get at just how much of <em>The Stanley Parable: Ultra Deluxe</em>, as it currently exists, was reflected in the initial pitch documents. That remains a partial mystery, for now.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.trueachievements.com/n49448/stanley-parable-ultra-deluxe-crows-crows-crows-interview-achievements">the interview with <em>TrueAchievements</em></a> that Drew mentions.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=-cQUGeq461w">a good example</a> of William's press appearances trending toward performance art, and here specifically is the <a href="https://www.youtube.com/watch?v=L4Zx_lP4nxc">what Drew was referring to when he mentioned <em>The Witness</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here the hell is <em><a href="https://www.netflix.com/title/81271335">Cat Burglar</a></em>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://kotaku.com/indie-dev-removing-racially-charged-gag-from-game-after-1451111375">Davey Wreden talking about the removed gag</a> from the 2013 <em>Stanley Parable</em>, which remains removed in <em>Ultra Deluxe</em> (Let the record show that Davey is <em>not</em> the one who used that all-time hall-of-famer in the weasel-nonsense lexicon, "racially charged").</p>



<p class="wp-block-paragraph">•&nbsp;It was indeed <em>People Make Games</em> who did <a href="https://www.youtube.com/watch?v=_gXlauRB1EQ">a fairy scathing investigation into the exploitative aspects of <em>Roblox</em></a>, and then <a href="https://www.youtube.com/watch?v=vTMF6xEiAaY">a follow-up on the attempts to shut them up</a>.</p>



<p class="wp-block-paragraph">•&nbsp;<em><a href="https://www.youtube.com/c/MarkBrownGMT">Game Maker's Toolkit</a></em> is really good too, though.</p>



<p class="wp-block-paragraph">• Just about last and definitely least, here's <a href="https://www.youtube.com/watch?v=1HYEC_FlgAg">DJ Khaled's appearance on <em>Hot Ones</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;Actually-last, here's <a href="https://crowscrowscrows.com/email/37/">Issue #37 of the Crows Crows Crows Newsletter</a>, which is auditory-like.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the OST to <em>The Stanley Parable: Ultra Deluxe</em> by Tom Schley (a.k.a. <a href="https://silkersoft.bandcamp.com/">Silkersoft</a>).
Sounds of <a href="https://freesound.org/people/TRP/sounds/575211/">breaking glass</a> and <a href="https://freesound.org/people/Jwade722/sounds/534550/">sirens</a> from Freesound.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[William Pughs studio Crows Crows Crows has just released The Stanley Parable: Ultra Deluxe. Its a remake. Its also a lot more than that. But like The Stanley Parable itself, what exactly it is can be slippery to explain, and slipperier still to talk arou]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[New New Content, with William Pugh]]></itunes:title>
	<itunes:episode>134</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">William Pugh's studio Crows Crows Crows has just released <em>The Stanley Parable: Ultra Deluxe</em>. It's a remake. It's also a lot more than that. But like <em>The Stanley Parable</em> itself, what exactly it is can be slippery to explain, and slipperier still to talk around. Here William goes into that, as well as into Crows Crows Crows' other work, from <a href="https://crowscrowscrows.com/email/">their superlative newsletter</a>, to <em>The Temple of No,</em> to <em>Accounting+,</em> to <em>Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist.</em></p>



<p class="wp-block-paragraph"><strong>SPOILERS FOR <em>THE STANLEY PARABLE: ULTRA DELUXE</em> BEGIN AT 0:21:55.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <em>The Stanley Parable: Ultra Deluxe</em> on <a href="https://store.steampowered.com/app/1703340/The_Stanley_Parable_Ultra_Deluxe/">Steam</a>, <a href="https://store.playstation.com/en-us/concept/10003841">Playstation</a>, <a href="https://www.xbox.com/en-gb/games/store/the-stanley-parable-ultra-deluxe/9n62d9c2hzx3">Xbox</a>, and <a href="https://www.nintendo.com/store/products/the-stanley-parable-ultra-deluxe-switch/">Switch</a>.</strong>
Crows Crows Crows has <a href="https://crowscrowscrows.com/">a website</a>, <a href="https://discord.gg/crows">a Discord</a>, and again, <a href="https://crowscrowscrows.com/email/">about the finest newsletter there is</a>.
You can also follow <a href="https://twitter.com/HonestWilliam">William</a> (and <a href="https://twitter.com/crowsx3">Crows Crows Crows</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;For more on the 2013 version of <em>The Stanley Parable</em>, you can listen to <a href="http://etao.blog/2013/11/09/podcast-2/">our conversation with William's partner in all this <em>Stanley,</em> Davey Wreden</a>. Drew also <a href="http://etao.blog/2013/10/17/the-stanley-parable/">wrote about that version</a>, and the spoiler-avoiding striptease attendant thereto.</p>



<p class="wp-block-paragraph">•&nbsp;<a href="http://etao.blog/2020/07/21/podcast-88/">We also had Brendon Chung on, along with Laura Michet</a>, to talk about the past and future of Blendo Games (among, of course, myriad other topics). Do give that a listen if William's talk of <em>Gravity Bone </em>and <em>Thirty Flights of Loving</em> intrigued you.</p>



<p class="wp-block-paragraph">• A bunch of Justin Roiland's early "punk cartoons" are still findable. Lucio and I once watched <em><a href="https://www.youtube.com/watch?v=BbrwRcwtO_k">House of Cosbys</a></em> straight through, and emerged from that experience changed.</p>



<p class="wp-block-paragraph">• Tanya Watson is COO at Bad Robot.</p>



<p class="wp-block-paragraph">•&nbsp;Drew was trying to get at just how much of <em>The Stanley Parable: Ultra Deluxe</em>, as it currently exists, was reflected in the initial pitch documents. That remains a partial mystery, for now.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.trueachievements.com/n49448/stanley-parable-ultra-deluxe-crows-crows-crows-interview-achievements">the interview with <em>TrueAchievements</em></a> that Drew mentions.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=-cQUGeq461w">a good example</a> of William's press appearances trending toward performance art, and here specifically is the <a href="https://www.youtube.com/watch?v=L4Zx_lP4nxc">what Drew was referring to when he mentioned <em>The Witness</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here the hell is <em><a href="https://www.netflix.com/title/81271335">Cat Burglar</a></em>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://kotaku.com/indie-dev-removing-racially-charged-gag-from-game-after-1451111375">Davey Wreden talking about the removed gag</a> from the 2013 <em>Stanley Parable</em>, which remains removed in <em>Ultra Deluxe</em> (Let the record show that Davey is <em>not</em> the one who used that all-time hall-of-famer in the weasel-nonsense lexicon, "racially charged").</p>



<p class="wp-block-paragraph">•&nbsp;It was indeed <em>People Make Games</em> who did <a href="https://www.youtube.com/watch?v=_gXlauRB1EQ">a fairy scathing investigation into the exploitative aspects of <em>Roblox</em></a>, and then <a href="https://www.youtube.com/watch?v=vTMF6xEiAaY">a follow-up on the attempts to shut them up</a>.</p>



<p class="wp-block-paragraph">•&nbsp;<em><a href="https://www.youtube.com/c/MarkBrownGMT">Game Maker's Toolkit</a></em> is really good too, though.</p>



<p class="wp-block-paragraph">• Just about last and definitely least, here's <a href="https://www.youtube.com/watch?v=1HYEC_FlgAg">DJ Khaled's appearance on <em>Hot Ones</em></a>.</p>



<p class="wp-block-paragraph">•&nbsp;Actually-last, here's <a href="https://crowscrowscrows.com/email/37/">Issue #37 of the Crows Crows Crows Newsletter</a>, which is auditory-like.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the OST to <em>The Stanley Parable: Ultra Deluxe</em> by Tom Schley (a.k.a. <a href="https://silkersoft.bandcamp.com/">Silkersoft</a>).
Sounds of <a href="https://freesound.org/people/TRP/sounds/575211/">breaking glass</a> and <a href="https://freesound.org/people/Jwade722/sounds/534550/">sirens</a> from Freesound.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/05/etao-podcast-134-william-pugh-wco.mp3" length="180402873" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[William Pugh's studio Crows Crows Crows has just released The Stanley Parable: Ultra Deluxe. It's a remake. It's also a lot more than that. But like The Stanley Parable itself, what exactly it is can be slippery to explain, and slipperier still to talk around. Here William goes into that, as well as into Crows Crows Crows' other work, from their superlative newsletter, to The Temple of No, to Accounting+, to Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist.



SPOILERS FOR THE STANLEY PARABLE: ULTRA DELUXE BEGIN AT 0:21:55.



You can get The Stanley Parable: Ultra Deluxe on Steam, Playstation, Xbox, and Switch.
Crows Crows Crows has a website, a Discord, and again, about the finest newsletter there is.
You can also follow William (and Crows Crows Crows) on Twitter.



———



•&nbsp;For more on the 2013 version of The Stanley Parable, you can listen to our conversation with William's partner in all this Stanley, Davey Wreden. Drew also wrote about that version, and the spoiler-avoiding striptease attendant thereto.



•&nbsp;We also had Brendon Chung on, along with Laura Michet, to talk about the past and future of Blendo Games (among, of course, myriad other topics). Do give that a listen if William's talk of Gravity Bone and Thirty Flights of Loving intrigued you.



• A bunch of Justin Roiland's early "punk cartoons" are still findable. Lucio and I once watched House of Cosbys straight through, and emerged from that experience changed.



• Tanya Watson is COO at Bad Robot.



•&nbsp;Drew was trying to get at just how much of The Stanley Parable: Ultra Deluxe, as it currently exists, was reflected in the initial pitch documents. That remains a partial mystery, for now.



•&nbsp;Here's the interview with TrueAchievements that Drew mentions.



•&nbsp;Here's a good example of William's press appearances trending toward performance art, and here specifically is the what Drew was referring to when he mentioned The Witness.



•&nbsp;Here the hell is Cat Burglar.



•&nbsp;And here's Davey Wreden talking about the removed gag from the 2013 Stanley Parable, which remains removed in Ultra Deluxe (Let the record show that Davey is not the one who used that all-time hall-of-famer in the weasel-nonsense lexicon, "racially charged").



•&nbsp;It was indeed People Make Games who did a fairy scathing investigation into the exploitative aspects of Roblox, and then a follow-up on the attempts to shut them up.



•&nbsp;Game Maker's Toolkit is really good too, though.



• Just about last and definitely least, here's DJ Khaled's appearance on Hot Ones.



•&nbsp;Actually-last, here's Issue #37 of the Crows Crows Crows Newsletter, which is auditory-like.



———
"All The People Say (Season 5)" by Carpe Demon.
Some music from the OST to The Stanley Parable: Ultra Deluxe by Tom Schley (a.k.a. Silkersoft).
Sounds of breaking glass and sirens from Freesound.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.43.04-pm.png?fit=2313%2C1300&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.43.04-pm.png?fit=2313%2C1300&#038;ssl=1</url>
		<title>New New Content, with William Pugh</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[William Pugh's studio Crows Crows Crows has just released The Stanley Parable: Ultra Deluxe. It's a remake. It's also a lot more than that. But like The Stanley Parable itself, what exactly it is can be slippery to explain, and slipperier still to talk around. Here William goes into that, as well as into Crows Crows Crows' other work, from their superlative newsletter, to The Temple of No, to Accounting+, to Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald: A Whirlwind Heist.



SPOILERS FOR THE STANLEY PARABLE: ULTRA DELUXE BEGIN AT 0:21:55.



You can get The Stanley Parable: Ultra Deluxe on Steam, Playstation, Xbox, and Switch.
Crows Crows Crows has a website, a Discord, and again, about the finest newsletter there is.
You can also follow William (and Crows Crows Crows) on Twitter.



———



•&nbsp;For more on the 2013 version of The Stanley Parable, you can listen to our conversation with William's partner in all this Stanley, Davey Wreden. Drew also wrote about that vers]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/05/screen-shot-2022-04-24-at-7.43.04-pm.png?fit=2313%2C1300&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Organic Growth, with Marina Kittaka and Melos Han-Tani</title>
	<link>https://etao.blog/2022/04/19/podcast-133/</link>
	<pubDate>Tue, 19 Apr 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c944f893-bc40-526c-b098-c6c352d25d32</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Marina Kittaka and Melos Han-Tani return to talk about their narrative-rich platformer-but-also-more-than-that, <em>Sephonie</em>. It's quite a different game from <em>Anodyne 2</em>, and as such, this is a fairly different conversation than <a href="http://etao.blog/2019/08/20/podcast-63/">the one they had with Drew about <em>Anodyne 2</em></a>. It's equal parts a conversation about oscillating between hope and not-hope, and about the arcana of platformer design—from the flattening predominance of "mairoism" in platformers, to the mind-expanding exercise of reading Anor Londo and Sen's Fortress in <em>Dark Souls</em> as platformer levels, to the unique and sometimes revelatory pleasures of playing games with bad controls.</p>



<p class="wp-block-paragraph"><strong>We begin FLIRTING WITH SPOILERS for <em>Sephonie </em>at 36:16.</strong>
<strong>We then get into UNAMBIGUOUS SPOILER TERRITORY at 40:15.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <em>Seponie</em> on <a href="https://store.steampowered.com/app/1248840/Sephonie/">Steam</a>, <a href="https://www.gog.com/en/game/sephonie">GOG</a>, and <a href="https://han-tani.itch.io/sephonie">itch.io</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1925790/Sephonie_Soundtrack/">Steam</a> and <a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack">Bandcamp</a>.
You can follow <a href="https://twitter.com/even_kei">Marina</a>, <a href="https://twitter.com/han_tani">Melos</a>, and <a href="https://twitter.com/analgesicprod">Analgesic Productions</a> on Twitter, and <a href="https://discord.com/invite/analgesic">join their Discord</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;<a href="https://www.youtube.com/watch?v=XuUEk6e1LOE&amp;lc=Ugyf2Fqq0gBSfNNDqAt4AaABAg">This <em>Elden Ring </em>speedrun</a> prominently features "zipping," and is also notable for having a pinned comment that explains how exactly the zipping works in some detail.</p>



<p class="wp-block-paragraph">•&nbsp;Melos did in fact post <a href="https://github.com/analgesicproductions/sephonie-controllers">the code for player character movement in <em>Sephonie</em></a><em>!</em></p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=FKJRs-hW4pA">the interview where Marina and Melos talked about double-jumping</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/c/NitroRad">NitroRad's YouTube channel</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.myabandonware.com/game/20th-century-frog-34r"><em>20th Century Frog</em> on MyAbandonware</a>.</p>



<p class="wp-block-paragraph">•&nbsp;This is <a href="https://www.polygon.com/23021092/everything-everywhere-interview-daniel-kwan-daniel-scheinert-daniels">the <em>Everything Everywhere All At Once</em> interview that I was remembering</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"ONYX Link Connected," "Pulse of Sephonie Island," and "Chasm of Towering Oak," from the <a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack"><em>Sephonie </em>Original Soundtrack</a> by Melos Han-Tani.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Marina Kittaka and Melos Han-Tani return to talk about their narrative-rich platformer-but-also-more-than-that, Sephonie. Its quite a different game from Anodyne 2, and as such, this is a fairly different conversation than the one they had with Drew abou]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Organic Growth, with Marina Kittaka and Melos Han-Tani]]></itunes:title>
	<itunes:episode>133</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Marina Kittaka and Melos Han-Tani return to talk about their narrative-rich platformer-but-also-more-than-that, <em>Sephonie</em>. It's quite a different game from <em>Anodyne 2</em>, and as such, this is a fairly different conversation than <a href="http://etao.blog/2019/08/20/podcast-63/">the one they had with Drew about <em>Anodyne 2</em></a>. It's equal parts a conversation about oscillating between hope and not-hope, and about the arcana of platformer design—from the flattening predominance of "mairoism" in platformers, to the mind-expanding exercise of reading Anor Londo and Sen's Fortress in <em>Dark Souls</em> as platformer levels, to the unique and sometimes revelatory pleasures of playing games with bad controls.</p>



<p class="wp-block-paragraph"><strong>We begin FLIRTING WITH SPOILERS for <em>Sephonie </em>at 36:16.</strong>
<strong>We then get into UNAMBIGUOUS SPOILER TERRITORY at 40:15.</strong></p>



<p class="wp-block-paragraph"><strong>You can get <em>Seponie</em> on <a href="https://store.steampowered.com/app/1248840/Sephonie/">Steam</a>, <a href="https://www.gog.com/en/game/sephonie">GOG</a>, and <a href="https://han-tani.itch.io/sephonie">itch.io</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1925790/Sephonie_Soundtrack/">Steam</a> and <a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack">Bandcamp</a>.
You can follow <a href="https://twitter.com/even_kei">Marina</a>, <a href="https://twitter.com/han_tani">Melos</a>, and <a href="https://twitter.com/analgesicprod">Analgesic Productions</a> on Twitter, and <a href="https://discord.com/invite/analgesic">join their Discord</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;<a href="https://www.youtube.com/watch?v=XuUEk6e1LOE&amp;lc=Ugyf2Fqq0gBSfNNDqAt4AaABAg">This <em>Elden Ring </em>speedrun</a> prominently features "zipping," and is also notable for having a pinned comment that explains how exactly the zipping works in some detail.</p>



<p class="wp-block-paragraph">•&nbsp;Melos did in fact post <a href="https://github.com/analgesicproductions/sephonie-controllers">the code for player character movement in <em>Sephonie</em></a><em>!</em></p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=FKJRs-hW4pA">the interview where Marina and Melos talked about double-jumping</a>.</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/c/NitroRad">NitroRad's YouTube channel</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.myabandonware.com/game/20th-century-frog-34r"><em>20th Century Frog</em> on MyAbandonware</a>.</p>



<p class="wp-block-paragraph">•&nbsp;This is <a href="https://www.polygon.com/23021092/everything-everywhere-interview-daniel-kwan-daniel-scheinert-daniels">the <em>Everything Everywhere All At Once</em> interview that I was remembering</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"ONYX Link Connected," "Pulse of Sephonie Island," and "Chasm of Towering Oak," from the <a href="https://htch.bandcamp.com/album/sephonie-original-soundtrack"><em>Sephonie </em>Original Soundtrack</a> by Melos Han-Tani.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/04/etao-podcast-133-analgesic.mp3" length="115659482" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Marina Kittaka and Melos Han-Tani return to talk about their narrative-rich platformer-but-also-more-than-that, Sephonie. It's quite a different game from Anodyne 2, and as such, this is a fairly different conversation than the one they had with Drew about Anodyne 2. It's equal parts a conversation about oscillating between hope and not-hope, and about the arcana of platformer design—from the flattening predominance of "mairoism" in platformers, to the mind-expanding exercise of reading Anor Londo and Sen's Fortress in Dark Souls as platformer levels, to the unique and sometimes revelatory pleasures of playing games with bad controls.



We begin FLIRTING WITH SPOILERS for Sephonie at 36:16.
We then get into UNAMBIGUOUS SPOILER TERRITORY at 40:15.



You can get Seponie on Steam, GOG, and itch.io.
You can get the soundtrack on Steam and Bandcamp.
You can follow Marina, Melos, and Analgesic Productions on Twitter, and join their Discord.



———



•&nbsp;This Elden Ring speedrun prominently features "zipping," and is also notable for having a pinned comment that explains how exactly the zipping works in some detail.



•&nbsp;Melos did in fact post the code for player character movement in Sephonie!



•&nbsp;Here's the interview where Marina and Melos talked about double-jumping.



•&nbsp;Here's NitroRad's YouTube channel.



•&nbsp;And here's 20th Century Frog on MyAbandonware.



•&nbsp;This is the Everything Everywhere All At Once interview that I was remembering.



———
"All The People Say (Season 5)" by Carpe Demon.
"ONYX Link Connected," "Pulse of Sephonie Island," and "Chasm of Towering Oak," from the Sephonie Original Soundtrack by Melos Han-Tani.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/screen-shot-2022-04-26-at-12.52.31-pm.png?fit=2330%2C1730&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/screen-shot-2022-04-26-at-12.52.31-pm.png?fit=2330%2C1730&#038;ssl=1</url>
		<title>Organic Growth, with Marina Kittaka and Melos Han-Tani</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:05:35</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Marina Kittaka and Melos Han-Tani return to talk about their narrative-rich platformer-but-also-more-than-that, Sephonie. It's quite a different game from Anodyne 2, and as such, this is a fairly different conversation than the one they had with Drew about Anodyne 2. It's equal parts a conversation about oscillating between hope and not-hope, and about the arcana of platformer design—from the flattening predominance of "mairoism" in platformers, to the mind-expanding exercise of reading Anor Londo and Sen's Fortress in Dark Souls as platformer levels, to the unique and sometimes revelatory pleasures of playing games with bad controls.



We begin FLIRTING WITH SPOILERS for Sephonie at 36:16.
We then get into UNAMBIGUOUS SPOILER TERRITORY at 40:15.



You can get Seponie on Steam, GOG, and itch.io.
You can get the soundtrack on Steam and Bandcamp.
You can follow Marina, Melos, and Analgesic Productions on Twitter, and join their Discord.



———



•&nbsp;This Elden Ring speedrun promin]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/screen-shot-2022-04-26-at-12.52.31-pm.png?fit=2330%2C1730&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The ETAO Quarterly, Vol. 1</title>
	<link>https://etao.blog/2022/04/05/podcast-132/</link>
	<pubDate>Tue, 05 Apr 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">2da33c51-4277-5445-9369-634d72362c7f</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Rather than try to cram all of what we've been playing into a single year-end round-up, this year we've decided to check in every three months or so. This time around, Drew, Lucio, and L talk mostly about <em>Pokémon Legends: Arceus </em>(with the two main <em>Ni No Kuni</em> games on the side), <em>Graveyard Keeper</em>, <em>Death's Door,</em> <em>Dungeon Encounters</em>, and <em>Guilty Gear Strive</em>—plus a bit about <em>Yonder,</em> <em>Pupperazzi</em>, <em>Wytchwood,</em> <em>Littlewood,</em> and <em>Garden Story</em>, and <em>Nobody Saves the World</em>.</p>



<p class="wp-block-paragraph"><em>Elden Ring</em> is not a major topic here, but it does sort of <em>haunt</em> all of the other topics.</p>



<p class="wp-block-paragraph">———
•&nbsp;Here's the <a href="https://www.youtube.com/watch?v=FsCGlPw2Ds8"><em>Jimpressions</em> video about <em>Arceus</em></a><em> </em>that L mentions.</p>



<p class="wp-block-paragraph">•&nbsp;If you do want to hear Drew and Lucio lose their minds about <em>It Takes Two</em>, <a href="https://www.youtube.com/playlist?list=PLi4hcMMgmPEJeETz6Ye7jQfW7euy7zRK4">here's the stream</a> (with, once again, apologies for the first episode being more or less lost to time).</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.youtube.com/watch?v=RqyJMCcpOtU">Drew tidying his inventory in <em>Destiny 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2020/06/20/tlou-ii-violence/">a roundup I did about you-monstering, and the history and effect thereof</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.youtube.com/watch?v=O_KVCFxnpj4">that Noah Caldwell-Gervais megavideoessay on <em>Dark Souls</em></a>, as well as <a href="https://www.youtube.com/watch?v=-isSi419B4I&amp;list=PLi4hcMMgmPEJpXlOSYPFm04K7JG6Yeitz">the time Lucio and I played through <em>Dark Souls III</em> and mused on things</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Wood Nymphs" by Eric Coates, <a href="https://archive.org/details/78_wood-nymphs_reginald-burston-and-the-london-coliseum-orchestra-eric-coates_gbia0113929a/">performed by Reginald Burston and The London Coliseum Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Rather than try to cram all of what weve been playing into a single year-end round-up, this year weve decided to check in every three months or so. This time around, Drew, Lucio, and L talk mostly about Pokémon Legends: Arceus (with the two main Ni No Ku]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The ETAO Quarterly, Vol. 1]]></itunes:title>
	<itunes:episode>132</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Rather than try to cram all of what we've been playing into a single year-end round-up, this year we've decided to check in every three months or so. This time around, Drew, Lucio, and L talk mostly about <em>Pokémon Legends: Arceus </em>(with the two main <em>Ni No Kuni</em> games on the side), <em>Graveyard Keeper</em>, <em>Death's Door,</em> <em>Dungeon Encounters</em>, and <em>Guilty Gear Strive</em>—plus a bit about <em>Yonder,</em> <em>Pupperazzi</em>, <em>Wytchwood,</em> <em>Littlewood,</em> and <em>Garden Story</em>, and <em>Nobody Saves the World</em>.</p>



<p class="wp-block-paragraph"><em>Elden Ring</em> is not a major topic here, but it does sort of <em>haunt</em> all of the other topics.</p>



<p class="wp-block-paragraph">———
•&nbsp;Here's the <a href="https://www.youtube.com/watch?v=FsCGlPw2Ds8"><em>Jimpressions</em> video about <em>Arceus</em></a><em> </em>that L mentions.</p>



<p class="wp-block-paragraph">•&nbsp;If you do want to hear Drew and Lucio lose their minds about <em>It Takes Two</em>, <a href="https://www.youtube.com/playlist?list=PLi4hcMMgmPEJeETz6Ye7jQfW7euy7zRK4">here's the stream</a> (with, once again, apologies for the first episode being more or less lost to time).</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.youtube.com/watch?v=RqyJMCcpOtU">Drew tidying his inventory in <em>Destiny 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="http://etao.blog/2020/06/20/tlou-ii-violence/">a roundup I did about you-monstering, and the history and effect thereof</a>.</p>



<p class="wp-block-paragraph">•&nbsp;And here's <a href="https://www.youtube.com/watch?v=O_KVCFxnpj4">that Noah Caldwell-Gervais megavideoessay on <em>Dark Souls</em></a>, as well as <a href="https://www.youtube.com/watch?v=-isSi419B4I&amp;list=PLi4hcMMgmPEJpXlOSYPFm04K7JG6Yeitz">the time Lucio and I played through <em>Dark Souls III</em> and mused on things</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Wood Nymphs" by Eric Coates, <a href="https://archive.org/details/78_wood-nymphs_reginald-burston-and-the-london-coliseum-orchestra-eric-coates_gbia0113929a/">performed by Reginald Burston and The London Coliseum Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/04/etao-podcast-132-2022-q1v2.mp3" length="148738270" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Rather than try to cram all of what we've been playing into a single year-end round-up, this year we've decided to check in every three months or so. This time around, Drew, Lucio, and L talk mostly about Pokémon Legends: Arceus (with the two main Ni No Kuni games on the side), Graveyard Keeper, Death's Door, Dungeon Encounters, and Guilty Gear Strive—plus a bit about Yonder, Pupperazzi, Wytchwood, Littlewood, and Garden Story, and Nobody Saves the World.



Elden Ring is not a major topic here, but it does sort of haunt all of the other topics.



———
•&nbsp;Here's the Jimpressions video about Arceus that L mentions.



•&nbsp;If you do want to hear Drew and Lucio lose their minds about It Takes Two, here's the stream (with, once again, apologies for the first episode being more or less lost to time).



•&nbsp;And here's Drew tidying his inventory in Destiny 2.



•&nbsp;Here's a roundup I did about you-monstering, and the history and effect thereof.



•&nbsp;And here's that Noah Caldwell-Gervais megavideoessay on Dark Souls, as well as the time Lucio and I played through Dark Souls III and mused on things.



———
"All The People Say (Season 5)" by Carpe Demon.
"Wood Nymphs" by Eric Coates, performed by Reginald Burston and The London Coliseum Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/flxn-ujviaeqlu_.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/flxn-ujviaeqlu_.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>The ETAO Quarterly, Vol. 1</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:22:42</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Rather than try to cram all of what we've been playing into a single year-end round-up, this year we've decided to check in every three months or so. This time around, Drew, Lucio, and L talk mostly about Pokémon Legends: Arceus (with the two main Ni No Kuni games on the side), Graveyard Keeper, Death's Door, Dungeon Encounters, and Guilty Gear Strive—plus a bit about Yonder, Pupperazzi, Wytchwood, Littlewood, and Garden Story, and Nobody Saves the World.



Elden Ring is not a major topic here, but it does sort of haunt all of the other topics.



———
•&nbsp;Here's the Jimpressions video about Arceus that L mentions.



•&nbsp;If you do want to hear Drew and Lucio lose their minds about It Takes Two, here's the stream (with, once again, apologies for the first episode being more or less lost to time).



•&nbsp;And here's Drew tidying his inventory in Destiny 2.



•&nbsp;Here's a roundup I did about you-monstering, and the history and effect thereof.



•&nbsp;And here's that Noah C]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/04/flxn-ujviaeqlu_.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Playing with Genre and Building a Scene, with Glen Henry</title>
	<link>https://etao.blog/2022/03/22/podcast-131/</link>
	<pubDate>Tue, 22 Mar 2022 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">4e6118a6-71b5-583f-9240-c1f6f5c9b115</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Glen Henry is something of a leading voice in the Jamaican game development scene, partly by accident (by virtue of simply being a "persistent" voice in the space) and partly on purpose (by virtue of his own podcast <em>Build It and They Will Play, </em>where he talks to other creative folks in the Caribbean sphere about what they do, how they do it, and how they keep it sustainable).</p>



<p class="wp-block-paragraph">Here he talks about that role—and also, of course, about his own growing catalog of games, which take an experimental approach to genre, and to combinations of genres, in service of making things that his ten-year-old self would have found cool.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://play.google.com/store/apps/details?id=io.spritewrench.questlikepocket&amp;hl=en_US&amp;gl=US"><em>Questlike: Pocket</em> on Android</a>, and <a href="https://store.steampowered.com/curator/36084801">the rest of the Spritewrench catalog on Steam</a>.</strong>
You can follow <a href="https://twitter.com/SpriteWrench">Glen</a> (and <a href="https://twitter.com/BPlayit">his podcast</a>, and the <a href="https://twitter.com/JGDS_Official">Jamaica Game Developer Society</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=79d3mXX6vhA&amp;t=18900s">Glen's panel at PAX Online East 2021</a><a href="https://www.youtube.com/watch?v=hLwXxiJo50s&amp;t=3s">, </a>as well as <a href="https://www.youtube.com/watch?v=hLwXxiJo50s">his co-presentation with Graham Reid and Zane Francis for the IGDA</a>.</p>



<p class="wp-block-paragraph">• <a href="https://linktr.ee/streetboyja">For those who want to follow (and/or support) the development of <em>Street Boy</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some intro music by Chase Bethea, from the <em>Questlike: Pocket </em>OST.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Glen Henry is something of a leading voice in the Jamaican game development scene, partly by accident (by virtue of simply being a persistent voice in the space) and partly on purpose (by virtue of his own podcast Build It and They Will Play, where he ta]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Playing with Genre and Building a Scene, with Glen Henry]]></itunes:title>
	<itunes:episode>131</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Glen Henry is something of a leading voice in the Jamaican game development scene, partly by accident (by virtue of simply being a "persistent" voice in the space) and partly on purpose (by virtue of his own podcast <em>Build It and They Will Play, </em>where he talks to other creative folks in the Caribbean sphere about what they do, how they do it, and how they keep it sustainable).</p>



<p class="wp-block-paragraph">Here he talks about that role—and also, of course, about his own growing catalog of games, which take an experimental approach to genre, and to combinations of genres, in service of making things that his ten-year-old self would have found cool.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://play.google.com/store/apps/details?id=io.spritewrench.questlikepocket&amp;hl=en_US&amp;gl=US"><em>Questlike: Pocket</em> on Android</a>, and <a href="https://store.steampowered.com/curator/36084801">the rest of the Spritewrench catalog on Steam</a>.</strong>
You can follow <a href="https://twitter.com/SpriteWrench">Glen</a> (and <a href="https://twitter.com/BPlayit">his podcast</a>, and the <a href="https://twitter.com/JGDS_Official">Jamaica Game Developer Society</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">•&nbsp;Here's <a href="https://www.youtube.com/watch?v=79d3mXX6vhA&amp;t=18900s">Glen's panel at PAX Online East 2021</a><a href="https://www.youtube.com/watch?v=hLwXxiJo50s&amp;t=3s">, </a>as well as <a href="https://www.youtube.com/watch?v=hLwXxiJo50s">his co-presentation with Graham Reid and Zane Francis for the IGDA</a>.</p>



<p class="wp-block-paragraph">• <a href="https://linktr.ee/streetboyja">For those who want to follow (and/or support) the development of <em>Street Boy</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some intro music by Chase Bethea, from the <em>Questlike: Pocket </em>OST.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/03/etao-podcast-131-glen-henry.mp3" length="102919825" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Glen Henry is something of a leading voice in the Jamaican game development scene, partly by accident (by virtue of simply being a "persistent" voice in the space) and partly on purpose (by virtue of his own podcast Build It and They Will Play, where he talks to other creative folks in the Caribbean sphere about what they do, how they do it, and how they keep it sustainable).



Here he talks about that role—and also, of course, about his own growing catalog of games, which take an experimental approach to genre, and to combinations of genres, in service of making things that his ten-year-old self would have found cool.



You can get Questlike: Pocket on Android, and the rest of the Spritewrench catalog on Steam.
You can follow Glen (and his podcast, and the Jamaica Game Developer Society) on Twitter.



———



•&nbsp;Here's Glen's panel at PAX Online East 2021, as well as his co-presentation with Graham Reid and Zane Francis for the IGDA.



• For those who want to follow (and/or support) the development of Street Boy.



———
"All The People Say (Season 5)" by Carpe Demon.
Some intro music by Chase Bethea, from the Questlike: Pocket OST.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-12-at-1.35.48-pm.png?fit=3360%2C1884&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-12-at-1.35.48-pm.png?fit=3360%2C1884&#038;ssl=1</url>
		<title>Playing with Genre and Building a Scene, with Glen Henry</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:32</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Glen Henry is something of a leading voice in the Jamaican game development scene, partly by accident (by virtue of simply being a "persistent" voice in the space) and partly on purpose (by virtue of his own podcast Build It and They Will Play, where he talks to other creative folks in the Caribbean sphere about what they do, how they do it, and how they keep it sustainable).



Here he talks about that role—and also, of course, about his own growing catalog of games, which take an experimental approach to genre, and to combinations of genres, in service of making things that his ten-year-old self would have found cool.



You can get Questlike: Pocket on Android, and the rest of the Spritewrench catalog on Steam.
You can follow Glen (and his podcast, and the Jamaica Game Developer Society) on Twitter.



———



•&nbsp;Here's Glen's panel at PAX Online East 2021, as well as his co-presentation with Graham Reid and Zane Francis for the IGDA.



• For those who want to follow (and/or su]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-12-at-1.35.48-pm.png?fit=3360%2C1884&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What Do You Want the Players to Feel? (with Spenser Starke)</title>
	<link>https://etao.blog/2022/03/08/podcast-130/</link>
	<pubDate>Tue, 08 Mar 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a2212db4-92e3-527a-adf0-f81140b702a5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Spenser Starke stops by to talk about his "silent role-playing game" <em>Alice Is Missing</em>, the importance of players' emotional safety, tabletop systems as "subgenre generators," and the undersung virtue of finely crafted <em>vibes.</em></p>



<p class="wp-block-paragraph"><strong>You can get the digital version of <em>Alice Is Missing </em>on <a href="https://marketplace.roll20.net/browse/module/6051/alice-is-missing">Roll20</a> and <a href="http://drivethrurpg.com/product/321387/Alice-Is-Missing-A-Silent-Roleplaying-Game">DriveThruRPG</a>.</strong>
<strong>You can get the physical version at <a href="https://renegadegamestudios.com/alice-is-missing/">Renegade Game Studios.</a></strong></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=jVXAlCKFC48">the first live-recorded playthrough of <em>Alice Is Missing</em>, at Gen Con 2020</a>.</p>



<p class="wp-block-paragraph">• "Type 2 Fun," for those who don't know, refers to those kinds of fun that aren't <em>fun</em> in the traditional sense, but are still rewarding—experiences that are engaging in other ways in the moment, and/or that prove valuable and meaningful in retrospect.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"You Are a Memory" by Message to Bears.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Spenser Starke stops by to talk about his silent role-playing game Alice Is Missing, the importance of players emotional safety, tabletop systems as subgenre generators, and the undersung virtue of finely crafted vibes.



You can get the digital version]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What Do You Want the Players to Feel? (with Spenser Starke)]]></itunes:title>
	<itunes:episode>120</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Spenser Starke stops by to talk about his "silent role-playing game" <em>Alice Is Missing</em>, the importance of players' emotional safety, tabletop systems as "subgenre generators," and the undersung virtue of finely crafted <em>vibes.</em></p>



<p class="wp-block-paragraph"><strong>You can get the digital version of <em>Alice Is Missing </em>on <a href="https://marketplace.roll20.net/browse/module/6051/alice-is-missing">Roll20</a> and <a href="http://drivethrurpg.com/product/321387/Alice-Is-Missing-A-Silent-Roleplaying-Game">DriveThruRPG</a>.</strong>
<strong>You can get the physical version at <a href="https://renegadegamestudios.com/alice-is-missing/">Renegade Game Studios.</a></strong></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=jVXAlCKFC48">the first live-recorded playthrough of <em>Alice Is Missing</em>, at Gen Con 2020</a>.</p>



<p class="wp-block-paragraph">• "Type 2 Fun," for those who don't know, refers to those kinds of fun that aren't <em>fun</em> in the traditional sense, but are still rewarding—experiences that are engaging in other ways in the moment, and/or that prove valuable and meaningful in retrospect.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"You Are a Memory" by Message to Bears.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/03/etao-podcast-130-spenser-starke.mp3" length="178300553" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Spenser Starke stops by to talk about his "silent role-playing game" Alice Is Missing, the importance of players' emotional safety, tabletop systems as "subgenre generators," and the undersung virtue of finely crafted vibes.



You can get the digital version of Alice Is Missing on Roll20 and DriveThruRPG.
You can get the physical version at Renegade Game Studios.



———
• Here's the first live-recorded playthrough of Alice Is Missing, at Gen Con 2020.



• "Type 2 Fun," for those who don't know, refers to those kinds of fun that aren't fun in the traditional sense, but are still rewarding—experiences that are engaging in other ways in the moment, and/or that prove valuable and meaningful in retrospect.



———
"All The People Say (Season 5)" by Carpe Demon.
"You Are a Memory" by Message to Bears.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-05-at-5.03.43-pm.png?fit=1966%2C1810&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-05-at-5.03.43-pm.png?fit=1966%2C1810&#038;ssl=1</url>
		<title>What Do You Want the Players to Feel? (with Spenser Starke)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:27:59</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Spenser Starke stops by to talk about his "silent role-playing game" Alice Is Missing, the importance of players' emotional safety, tabletop systems as "subgenre generators," and the undersung virtue of finely crafted vibes.



You can get the digital version of Alice Is Missing on Roll20 and DriveThruRPG.
You can get the physical version at Renegade Game Studios.



———
• Here's the first live-recorded playthrough of Alice Is Missing, at Gen Con 2020.



• "Type 2 Fun," for those who don't know, refers to those kinds of fun that aren't fun in the traditional sense, but are still rewarding—experiences that are engaging in other ways in the moment, and/or that prove valuable and meaningful in retrospect.



———
"All The People Say (Season 5)" by Carpe Demon.
"You Are a Memory" by Message to Bears.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/03/screen-shot-2022-03-05-at-5.03.43-pm.png?fit=1966%2C1810&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Things Better, with Osama Dorias</title>
	<link>https://etao.blog/2022/02/22/podcast-129/</link>
	<pubDate>Tue, 22 Feb 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d1f20b30-d5ae-5dc2-a6aa-223d130bebe0</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Osama Dorias' career stretches back to the pre-iPhone days of mobile gaming, and on through a great many shifts in the industry—including shift he's been an instrumental part of, like improving Muslim repression in games and the teams that make them. (It's often two steps forward, one step back, as he says in this interview). He recent left WB Games after finishing up his work as Lead Designer on <em>Gotham Knights</em>, and while he emphatically cannot talk about that game just yet, this moment offered a great opportunity to talk to him about lots else.</p>



<p class="wp-block-paragraph"><strong>You can <a href="https://twitter.com/osamadorias">follow Osama on Twitter</a>, and listen to <a href="https://thehabibis.transistor.fm/"><em>The Habibis</em></a> wherever pods be cast.</strong></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=p4MHV15n-Lw">Osama's GDC talk about Muslim representation</a>.</p>



<p class="wp-block-paragraph">• <em>The Video Game History Hour</em> is definitely one of our favorite podcasts. <a href="https://gamehistory.org/ep-65-preservation-institutional-vs-non/">Their recent episode about different forms of preservation</a> is what I had in mind while talking to Osama.</p>



<p class="wp-block-paragraph">• <a href="https://www.vice.com/en/article/xgda4a/spicedao-roasted-for-spending-dollar38-million-on-jodorowskys-dune-book">Here's a decent summary of the DAO that bought a copy of the preproduction book</a> for Alejandro Jodorowsky's unmade <em>Dune</em> film. If that sentence only confused you more, which would be more than understandable, <a href="https://www.jodorowskysdune.com/">then here's a documentary about said unmade film</a>, and here's <a href="https://www.listennotes.com/podcasts/this-machine-kills/122-going-dao-the-rabbit-hole-FxhsJ6TQLRI/">an explanation of what DAOs (or Digital Autonomous Organizations) even are</a>.</p>



<p class="wp-block-paragraph">• And here's<em> </em><a href="https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/">the story of that unauthorized id Software PC port of <em>Super Mario Bros. 3</em> coming to light</a>. (That <em>Video Game History Hour</em> episode linked above touches on it a bit as well).</p>



<p class="wp-block-paragraph">• <em>The Nice Games Podcas</em>t also recently reposted <a href="https://player.fm/series/nice-games-club-a-gamedev-podcast-2731039/building-blocks-of-design-with-osama-dorias-nice-replay">their interview with Osama</a>, which is almost entirely about making games with his kids.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Té Para Dos" by Irving Ceasar and Vincent Youmans, <a href="https://archive.org/details/78_tea-for-two-t-para-dos_richard-himber-and-the-studebaker-champion-orch-joey-nas_gbia0387718a">performed by Richard Himber and the Studebaker Champion Orchestra</a>, featuring Joey Nash.
"Tea Time" by George Schwartz, <a href="https://archive.org/details/78_tea-time_ray-linn-orchestra-ray-linn-joe-howard-deacon-dunn-harry-klee-mailman-clar_gbia0284373b">performed by the Ray Linn Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Osama Dorias career stretches back to the pre-iPhone days of mobile gaming, and on through a great many shifts in the industry—including shift hes been an instrumental part of, like improving Muslim repression in games and the teams that make them. (Its ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Things Better, with Osama Dorias]]></itunes:title>
	<itunes:episode>129</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Osama Dorias' career stretches back to the pre-iPhone days of mobile gaming, and on through a great many shifts in the industry—including shift he's been an instrumental part of, like improving Muslim repression in games and the teams that make them. (It's often two steps forward, one step back, as he says in this interview). He recent left WB Games after finishing up his work as Lead Designer on <em>Gotham Knights</em>, and while he emphatically cannot talk about that game just yet, this moment offered a great opportunity to talk to him about lots else.</p>



<p class="wp-block-paragraph"><strong>You can <a href="https://twitter.com/osamadorias">follow Osama on Twitter</a>, and listen to <a href="https://thehabibis.transistor.fm/"><em>The Habibis</em></a> wherever pods be cast.</strong></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=p4MHV15n-Lw">Osama's GDC talk about Muslim representation</a>.</p>



<p class="wp-block-paragraph">• <em>The Video Game History Hour</em> is definitely one of our favorite podcasts. <a href="https://gamehistory.org/ep-65-preservation-institutional-vs-non/">Their recent episode about different forms of preservation</a> is what I had in mind while talking to Osama.</p>



<p class="wp-block-paragraph">• <a href="https://www.vice.com/en/article/xgda4a/spicedao-roasted-for-spending-dollar38-million-on-jodorowskys-dune-book">Here's a decent summary of the DAO that bought a copy of the preproduction book</a> for Alejandro Jodorowsky's unmade <em>Dune</em> film. If that sentence only confused you more, which would be more than understandable, <a href="https://www.jodorowskysdune.com/">then here's a documentary about said unmade film</a>, and here's <a href="https://www.listennotes.com/podcasts/this-machine-kills/122-going-dao-the-rabbit-hole-FxhsJ6TQLRI/">an explanation of what DAOs (or Digital Autonomous Organizations) even are</a>.</p>



<p class="wp-block-paragraph">• And here's<em> </em><a href="https://arstechnica.com/gaming/2021/07/museum-obtains-rare-demo-of-id-softwares-super-mario-bros-3-pc-port/">the story of that unauthorized id Software PC port of <em>Super Mario Bros. 3</em> coming to light</a>. (That <em>Video Game History Hour</em> episode linked above touches on it a bit as well).</p>



<p class="wp-block-paragraph">• <em>The Nice Games Podcas</em>t also recently reposted <a href="https://player.fm/series/nice-games-club-a-gamedev-podcast-2731039/building-blocks-of-design-with-osama-dorias-nice-replay">their interview with Osama</a>, which is almost entirely about making games with his kids.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Té Para Dos" by Irving Ceasar and Vincent Youmans, <a href="https://archive.org/details/78_tea-for-two-t-para-dos_richard-himber-and-the-studebaker-champion-orch-joey-nas_gbia0387718a">performed by Richard Himber and the Studebaker Champion Orchestra</a>, featuring Joey Nash.
"Tea Time" by George Schwartz, <a href="https://archive.org/details/78_tea-time_ray-linn-orchestra-ray-linn-joe-howard-deacon-dunn-harry-klee-mailman-clar_gbia0284373b">performed by the Ray Linn Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/02/etao-podcast-129-osama-dorias.mp3" length="170241919" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Osama Dorias' career stretches back to the pre-iPhone days of mobile gaming, and on through a great many shifts in the industry—including shift he's been an instrumental part of, like improving Muslim repression in games and the teams that make them. (It's often two steps forward, one step back, as he says in this interview). He recent left WB Games after finishing up his work as Lead Designer on Gotham Knights, and while he emphatically cannot talk about that game just yet, this moment offered a great opportunity to talk to him about lots else.



You can follow Osama on Twitter, and listen to The Habibis wherever pods be cast.



———
• Here's Osama's GDC talk about Muslim representation.



• The Video Game History Hour is definitely one of our favorite podcasts. Their recent episode about different forms of preservation is what I had in mind while talking to Osama.



• Here's a decent summary of the DAO that bought a copy of the preproduction book for Alejandro Jodorowsky's unmade Dune film. If that sentence only confused you more, which would be more than understandable, then here's a documentary about said unmade film, and here's an explanation of what DAOs (or Digital Autonomous Organizations) even are.



• And here's the story of that unauthorized id Software PC port of Super Mario Bros. 3 coming to light. (That Video Game History Hour episode linked above touches on it a bit as well).



• The Nice Games Podcast also recently reposted their interview with Osama, which is almost entirely about making games with his kids.



———
"All The People Say (Season 5)" by Carpe Demon.
"Té Para Dos" by Irving Ceasar and Vincent Youmans, performed by Richard Himber and the Studebaker Champion Orchestra, featuring Joey Nash.
"Tea Time" by George Schwartz, performed by the Ray Linn Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/screen-shot-2022-02-07-at-5.43.15-pm.png?fit=3000%2C1410&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/screen-shot-2022-02-07-at-5.43.15-pm.png?fit=3000%2C1410&#038;ssl=1</url>
		<title>Making Things Better, with Osama Dorias</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:26:08</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Osama Dorias' career stretches back to the pre-iPhone days of mobile gaming, and on through a great many shifts in the industry—including shift he's been an instrumental part of, like improving Muslim repression in games and the teams that make them. (It's often two steps forward, one step back, as he says in this interview). He recent left WB Games after finishing up his work as Lead Designer on Gotham Knights, and while he emphatically cannot talk about that game just yet, this moment offered a great opportunity to talk to him about lots else.



You can follow Osama on Twitter, and listen to The Habibis wherever pods be cast.



———
• Here's Osama's GDC talk about Muslim representation.



• The Video Game History Hour is definitely one of our favorite podcasts. Their recent episode about different forms of preservation is what I had in mind while talking to Osama.



• Here's a decent summary of the DAO that bought a copy of the preproduction book for Alejandro Jodorowsky's unmade]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/screen-shot-2022-02-07-at-5.43.15-pm.png?fit=3000%2C1410&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>An Indie for Indies, with Dean Razavi</title>
	<link>https://etao.blog/2022/02/08/podcast-128/</link>
	<pubDate>Tue, 08 Feb 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">fbb71c99-db05-53b1-b4e9-ad002d220b6f</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Dean Razavi is an indie-developer-turned-indie-producer, currently working at Akupara Games. Here is talks about that studio's newest release, <em>Kardboard Kings</em>, as well the "indies for indies" ethos that drives his work. Along the way, we talk about the importance of collaboration even on solo projects, the challenge of building and rebuilding communities around games, and the gravitation pull of games that become genres (or at least genre touchpoints) unto themselves.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://store.steampowered.com/app/1298480/Kardboard_Kings_Card_Shop_Simulator/"><em>Kardboard Kings</em> on Steam</a> starting February 10.</strong>
<strong>You can see <a href="https://www.akuparagames.com/games/">the entire Akupara Games catalog on their website</a>.</strong></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Mid Morning" by Oscar Brittain, from the <em>Kardboard Kings </em>Original Soundtrack.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dean Razavi is an indie-developer-turned-indie-producer, currently working at Akupara Games. Here is talks about that studios newest release, Kardboard Kings, as well the indies for indies ethos that drives his work. Along the way, we talk about the impo]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[An Indie for Indies, with Dean Razavi]]></itunes:title>
	<itunes:episode>128</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Dean Razavi is an indie-developer-turned-indie-producer, currently working at Akupara Games. Here is talks about that studio's newest release, <em>Kardboard Kings</em>, as well the "indies for indies" ethos that drives his work. Along the way, we talk about the importance of collaboration even on solo projects, the challenge of building and rebuilding communities around games, and the gravitation pull of games that become genres (or at least genre touchpoints) unto themselves.</p>



<p class="wp-block-paragraph"><strong>You can get <a href="https://store.steampowered.com/app/1298480/Kardboard_Kings_Card_Shop_Simulator/"><em>Kardboard Kings</em> on Steam</a> starting February 10.</strong>
<strong>You can see <a href="https://www.akuparagames.com/games/">the entire Akupara Games catalog on their website</a>.</strong></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Mid Morning" by Oscar Brittain, from the <em>Kardboard Kings </em>Original Soundtrack.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/02/etao-podcast-128-dean-razavi.mp3" length="120656957" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dean Razavi is an indie-developer-turned-indie-producer, currently working at Akupara Games. Here is talks about that studio's newest release, Kardboard Kings, as well the "indies for indies" ethos that drives his work. Along the way, we talk about the importance of collaboration even on solo projects, the challenge of building and rebuilding communities around games, and the gravitation pull of games that become genres (or at least genre touchpoints) unto themselves.



You can get Kardboard Kings on Steam starting February 10.
You can see the entire Akupara Games catalog on their website.



———
"All The People Say (Season 5)" by Carpe Demon.
"Mid Morning" by Oscar Brittain, from the Kardboard Kings Original Soundtrack.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/kk_sellingcards_752x423_80.gif?fit=752%2C423&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/kk_sellingcards_752x423_80.gif?fit=752%2C423&#038;ssl=1</url>
		<title>An Indie for Indies, with Dean Razavi</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Dean Razavi is an indie-developer-turned-indie-producer, currently working at Akupara Games. Here is talks about that studio's newest release, Kardboard Kings, as well the "indies for indies" ethos that drives his work. Along the way, we talk about the importance of collaboration even on solo projects, the challenge of building and rebuilding communities around games, and the gravitation pull of games that become genres (or at least genre touchpoints) unto themselves.



You can get Kardboard Kings on Steam starting February 10.
You can see the entire Akupara Games catalog on their website.



———
"All The People Say (Season 5)" by Carpe Demon.
"Mid Morning" by Oscar Brittain, from the Kardboard Kings Original Soundtrack.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/02/kk_sellingcards_752x423_80.gif?fit=752%2C423&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Reality-Adjacency, with Star St. Germain</title>
	<link>https://etao.blog/2022/01/25/podcast-127/</link>
	<pubDate>Tue, 25 Jan 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">532f35e7-87e4-51e4-b80e-73b01075e882</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Star St. Germain has worked in an uncommonly wide variety of media, from music to comics to gallery art—all within a consistent and unified practice, which she talks us through here, and which she also brings to ArcaniteCo's debut game <em>HoloVista</em>. In talking about that project, we also talk about the existential perils of social media saturation, the unique possibilities of generative image-making, the real technologies and possibilities behind the Web3 hype, and the many things we mean when we say <em>mixed reality</em>.</p>



<p class="wp-block-paragraph"><strong>You can get <em>HoloVista</em> for iPhone and iPad in the <a href="https://apps.apple.com/us/app/holovista/id1474114304">Apple App Store</a>.</strong>
You can also follow <a href="https://twitter.com/thisisstar">Star</a> (and <a href="https://twitter.com/aconiteco">Aconite</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://eggplant.show/73-constructing-your-dreams-with-holovista">Star's episode of <em>Eggplant</em> about <em>HoloVista</em></a>, as well as <a href="https://eggplant.show/84-digging-the-rabbit-hole-with-daniel-mullins-inscryption">the episode about <em>Inscryption</em> that she guest co-hosted</a>.</p>



<p class="wp-block-paragraph">•  <a href="https://nicktierce.com/experiencedesign/">Nick Tierce</a> and <a href="https://www.stevepeters.org/experiences">Steve Peters</a> are indeed genuine luminaries of the ARG scene.</p>



<p class="wp-block-paragraph">• <a href="https://tenderclaws.com/tempest">Tender Claws' <em>Tempest</em></a> has more or less come and gone, as Star says.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2019/05/14/podcast-56/">Our conversation with Jordan Thomas about <em>The Blackout Club</em></a> doesn't touch on the game's theatrical/mixed reality elements, because those hadn't started —but it does offer an interesting look of what the game looked like <em>before</em> it became what it eventually became.</p>



<p class="wp-block-paragraph">•  <a href="http://etao.blog/2021/04/06/podcast-106/">Our talk with Russel Quinn</a> is definitely closely related to Star's more expansive, tech-and-medium-agnostic definition of mixed reality.</p>



<p class="wp-block-paragraph">• <a href="https://www.cagesdtla.com/">Here's <em>CAGES</em></a>, which Wolf and the Wondershow is currently putting on in Los Angeles.</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/tha_rami/status/1480404367459168258">Rami Ismail's thread about dice</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.wnycstudios.org/podcasts/otm/segments/nft-origin-story-on-the-media">Monographs, the precursors to NFTs, were indeed created by Anil Dash and Kevin McCoy</a> as a solution to the quite specific problem of wealthy art collectors wanting to "own" digital art.</p>



<p class="wp-block-paragraph">• Thinking though that notion of commissions on aftermarket sales of the NFTs associated with artworks, yeah, that's absolutely something that we could achieve without the blockchain, using ordinary contracts, royalties, and chains of trust—but it's also an example of a potentially useful idea that <em>could</em> get normalized in the course of our current, NFT-crazed market moment.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=YQ_xWvX1n9g">Dan Olson's truly excellent video on NFTs</a> wasn't out at time of recording. Drew did however have his then-recent conversation with <a href="https://anchor.fm/digitallyrare/episodes/wb3--and-NFTs--w-Dan-Olson-e1a7r2u">Matt Condon and Jonathan Mann</a> in mind. (Also, the Foldable Human himself had already read <a href="https://www.twitch.tv/videos/1239131032">a draft of the script for his video</a> on stream).</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Generative_adversarial_network">Generative Adversarial Networks</a> are utterly fascinating, and they have enormous potential.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Underwater (ft. Star St. Germain)," "Apartment (Vodka Mix)," and "Art Room" from <a href="https://mariode.bandcamp.com/album/holovista-original-soundtrack">the HoloVista Original Soundtrack</a> by Mariode.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Star St. Germain has worked in an uncommonly wide variety of media, from music to comics to gallery art—all within a consistent and unified practice, which she talks us through here, and which she also brings to ArcaniteCos debut game HoloVista. In talki]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Reality-Adjacency, with Star St. Germain]]></itunes:title>
	<itunes:episode>127</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Star St. Germain has worked in an uncommonly wide variety of media, from music to comics to gallery art—all within a consistent and unified practice, which she talks us through here, and which she also brings to ArcaniteCo's debut game <em>HoloVista</em>. In talking about that project, we also talk about the existential perils of social media saturation, the unique possibilities of generative image-making, the real technologies and possibilities behind the Web3 hype, and the many things we mean when we say <em>mixed reality</em>.</p>



<p class="wp-block-paragraph"><strong>You can get <em>HoloVista</em> for iPhone and iPad in the <a href="https://apps.apple.com/us/app/holovista/id1474114304">Apple App Store</a>.</strong>
You can also follow <a href="https://twitter.com/thisisstar">Star</a> (and <a href="https://twitter.com/aconiteco">Aconite</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://eggplant.show/73-constructing-your-dreams-with-holovista">Star's episode of <em>Eggplant</em> about <em>HoloVista</em></a>, as well as <a href="https://eggplant.show/84-digging-the-rabbit-hole-with-daniel-mullins-inscryption">the episode about <em>Inscryption</em> that she guest co-hosted</a>.</p>



<p class="wp-block-paragraph">•  <a href="https://nicktierce.com/experiencedesign/">Nick Tierce</a> and <a href="https://www.stevepeters.org/experiences">Steve Peters</a> are indeed genuine luminaries of the ARG scene.</p>



<p class="wp-block-paragraph">• <a href="https://tenderclaws.com/tempest">Tender Claws' <em>Tempest</em></a> has more or less come and gone, as Star says.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2019/05/14/podcast-56/">Our conversation with Jordan Thomas about <em>The Blackout Club</em></a> doesn't touch on the game's theatrical/mixed reality elements, because those hadn't started —but it does offer an interesting look of what the game looked like <em>before</em> it became what it eventually became.</p>



<p class="wp-block-paragraph">•  <a href="http://etao.blog/2021/04/06/podcast-106/">Our talk with Russel Quinn</a> is definitely closely related to Star's more expansive, tech-and-medium-agnostic definition of mixed reality.</p>



<p class="wp-block-paragraph">• <a href="https://www.cagesdtla.com/">Here's <em>CAGES</em></a>, which Wolf and the Wondershow is currently putting on in Los Angeles.</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/tha_rami/status/1480404367459168258">Rami Ismail's thread about dice</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.wnycstudios.org/podcasts/otm/segments/nft-origin-story-on-the-media">Monographs, the precursors to NFTs, were indeed created by Anil Dash and Kevin McCoy</a> as a solution to the quite specific problem of wealthy art collectors wanting to "own" digital art.</p>



<p class="wp-block-paragraph">• Thinking though that notion of commissions on aftermarket sales of the NFTs associated with artworks, yeah, that's absolutely something that we could achieve without the blockchain, using ordinary contracts, royalties, and chains of trust—but it's also an example of a potentially useful idea that <em>could</em> get normalized in the course of our current, NFT-crazed market moment.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=YQ_xWvX1n9g">Dan Olson's truly excellent video on NFTs</a> wasn't out at time of recording. Drew did however have his then-recent conversation with <a href="https://anchor.fm/digitallyrare/episodes/wb3--and-NFTs--w-Dan-Olson-e1a7r2u">Matt Condon and Jonathan Mann</a> in mind. (Also, the Foldable Human himself had already read <a href="https://www.twitch.tv/videos/1239131032">a draft of the script for his video</a> on stream).</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Generative_adversarial_network">Generative Adversarial Networks</a> are utterly fascinating, and they have enormous potential.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
"Underwater (ft. Star St. Germain)," "Apartment (Vodka Mix)," and "Art Room" from <a href="https://mariode.bandcamp.com/album/holovista-original-soundtrack">the HoloVista Original Soundtrack</a> by Mariode.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etoa.blog/wp-content/uploads/2022/01/etao-podcast-127-star-st-germain.mp3" length="1" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Star St. Germain has worked in an uncommonly wide variety of media, from music to comics to gallery art—all within a consistent and unified practice, which she talks us through here, and which she also brings to ArcaniteCo's debut game HoloVista. In talking about that project, we also talk about the existential perils of social media saturation, the unique possibilities of generative image-making, the real technologies and possibilities behind the Web3 hype, and the many things we mean when we say mixed reality.



You can get HoloVista for iPhone and iPad in the Apple App Store.
You can also follow Star (and Aconite) on Twitter.



———
• Here's Star's episode of Eggplant about HoloVista, as well as the episode about Inscryption that she guest co-hosted.



•  Nick Tierce and Steve Peters are indeed genuine luminaries of the ARG scene.



• Tender Claws' Tempest has more or less come and gone, as Star says.



• Our conversation with Jordan Thomas about The Blackout Club doesn't touch on the game's theatrical/mixed reality elements, because those hadn't started —but it does offer an interesting look of what the game looked like before it became what it eventually became.



•  Our talk with Russel Quinn is definitely closely related to Star's more expansive, tech-and-medium-agnostic definition of mixed reality.



• Here's CAGES, which Wolf and the Wondershow is currently putting on in Los Angeles.



• And here's Rami Ismail's thread about dice.



• Monographs, the precursors to NFTs, were indeed created by Anil Dash and Kevin McCoy as a solution to the quite specific problem of wealthy art collectors wanting to "own" digital art.



• Thinking though that notion of commissions on aftermarket sales of the NFTs associated with artworks, yeah, that's absolutely something that we could achieve without the blockchain, using ordinary contracts, royalties, and chains of trust—but it's also an example of a potentially useful idea that could get normalized in the course of our current, NFT-crazed market moment.



• Dan Olson's truly excellent video on NFTs wasn't out at time of recording. Drew did however have his then-recent conversation with Matt Condon and Jonathan Mann in mind. (Also, the Foldable Human himself had already read a draft of the script for his video on stream).



• Generative Adversarial Networks are utterly fascinating, and they have enormous potential.



———
"All The People Say (Season 5)" by Carpe Demon.
"Underwater (ft. Star St. Germain)," "Apartment (Vodka Mix)," and "Art Room" from the HoloVista Original Soundtrack by Mariode.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/aconite_hands_1080x.gif?fit=600%2C335&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/aconite_hands_1080x.gif?fit=600%2C335&#038;ssl=1</url>
		<title>Reality-Adjacency, with Star St. Germain</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Star St. Germain has worked in an uncommonly wide variety of media, from music to comics to gallery art—all within a consistent and unified practice, which she talks us through here, and which she also brings to ArcaniteCo's debut game HoloVista. In talking about that project, we also talk about the existential perils of social media saturation, the unique possibilities of generative image-making, the real technologies and possibilities behind the Web3 hype, and the many things we mean when we say mixed reality.



You can get HoloVista for iPhone and iPad in the Apple App Store.
You can also follow Star (and Aconite) on Twitter.



———
• Here's Star's episode of Eggplant about HoloVista, as well as the episode about Inscryption that she guest co-hosted.



•  Nick Tierce and Steve Peters are indeed genuine luminaries of the ARG scene.



• Tender Claws' Tempest has more or less come and gone, as Star says.



• Our conversation with Jordan Thomas about The Blackout Club doesn't touch]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/aconite_hands_1080x.gif?fit=600%2C335&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Being Real with Victor Burgos</title>
	<link>https://etao.blog/2022/01/11/podcast-126/</link>
	<pubDate>Tue, 11 Jan 2022 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e2dbdd44-90d8-5d4a-a023-9f0933e16541</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Victor Burgos stops by to talk about his studio's debut game, <em>Neko Ghost, Jump!</em> We get into the difficulty of figuring out who your game is <em>for</em>, the challenge of controlling scope and scale when working with a small, part-time team, and the perils of trying to live and work in the frankly-sometimes-pretty-hellish social space the internet has become.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Neko Ghost, Jump!</em> now on in Early Access on</strong> <strong><a href="https://store.steampowered.com/app/1194750/Neko_Ghost_Jump/">Steam</a> and <a href="https://www.epicgames.com/store/en-US/p/neko-ghost-jump">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/VictorBurgosG3">Victor</a> (and <a href="https://twitter.com/BurgosGames">Burgos Games</a>, and <a href="https://twitter.com/nekoghostjump">the game itself</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=sL7v9ct6Gis">that recent GDC talk about <em>Spelunky 2</em></a>, wherein Derek Yu talks about "spikey" games.</p>



<p class="wp-block-paragraph">• One could of course argue that making a game that is both 2D and 3D is less an example of spikiness and more an example of <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">shagginess</a>.</p>



<p class="wp-block-paragraph">• For those who missed <a href="https://www.hd.square-enix.com/eng/news/2022/html/a_new_years_letter_from_the_president_2.html">that fathomlessly bleak New Year's letter from Yosuke Matsuda</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=gthftG8rcFw">that "GameJam and Now" version comparison</a> for <em>Neko Ghost, Jump!</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.listennotes.com/podcasts/indie-pod-an-indie/victor-burgos-neko-ghost-jXWzstEvdxC/">that interview that Victor did</a> during the <em>Neko Ghost, Jump!</em> Kickstarter.</p>



<p class="wp-block-paragraph">• When Drew made that comment about marginalized people being especially susceptible to unjust social consequences, he definitely had <a href="https://thenewinquiry.com/hot-allostatic-load/">"Hot Allostatic Load"</a> in mind. This is not to say that what Victor is describing is the same as what Porpentine went through, but simply to reiterate: "Don't be part of spaces that place an ideal or 'community leader' above people."</p>



<p class="wp-block-paragraph">• For more on the genuine difficulties of building an inclusive community that makes room for people to learn and improve, and for conflicts to get resolved, here's <a href="http://etao.blog/2019/01/26/podcast-48/">our talk with Rami Ismail</a>.</p>



<p class="wp-block-paragraph">• We'd also direct you to <a href="http://etao.blog/2021/03/09/podcast-104/">Anisa Sanusi's episode</a> for more about healthy community dynamics, and to <a href="http://etao.blog/2020/02/18/podcast-76/">Emma Kinema's episode</a> for more about fostering <em>democracy</em> in every area of our lives.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the <em>Neko Ghost, Jump!</em> OST by Alec Weesner.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Victor Burgos stops by to talk about his studios debut game, Neko Ghost, Jump! We get into the difficulty of figuring out who your game is for, the challenge of controlling scope and scale when working with a small, part-time team, and the perils of tryi]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Being Real with Victor Burgos]]></itunes:title>
	<itunes:episode>126</itunes:episode>
	<itunes:season>5</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Victor Burgos stops by to talk about his studio's debut game, <em>Neko Ghost, Jump!</em> We get into the difficulty of figuring out who your game is <em>for</em>, the challenge of controlling scope and scale when working with a small, part-time team, and the perils of trying to live and work in the frankly-sometimes-pretty-hellish social space the internet has become.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Neko Ghost, Jump!</em> now on in Early Access on</strong> <strong><a href="https://store.steampowered.com/app/1194750/Neko_Ghost_Jump/">Steam</a> and <a href="https://www.epicgames.com/store/en-US/p/neko-ghost-jump">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/VictorBurgosG3">Victor</a> (and <a href="https://twitter.com/BurgosGames">Burgos Games</a>, and <a href="https://twitter.com/nekoghostjump">the game itself</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=sL7v9ct6Gis">that recent GDC talk about <em>Spelunky 2</em></a>, wherein Derek Yu talks about "spikey" games.</p>



<p class="wp-block-paragraph">• One could of course argue that making a game that is both 2D and 3D is less an example of spikiness and more an example of <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">shagginess</a>.</p>



<p class="wp-block-paragraph">• For those who missed <a href="https://www.hd.square-enix.com/eng/news/2022/html/a_new_years_letter_from_the_president_2.html">that fathomlessly bleak New Year's letter from Yosuke Matsuda</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=gthftG8rcFw">that "GameJam and Now" version comparison</a> for <em>Neko Ghost, Jump!</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.listennotes.com/podcasts/indie-pod-an-indie/victor-burgos-neko-ghost-jXWzstEvdxC/">that interview that Victor did</a> during the <em>Neko Ghost, Jump!</em> Kickstarter.</p>



<p class="wp-block-paragraph">• When Drew made that comment about marginalized people being especially susceptible to unjust social consequences, he definitely had <a href="https://thenewinquiry.com/hot-allostatic-load/">"Hot Allostatic Load"</a> in mind. This is not to say that what Victor is describing is the same as what Porpentine went through, but simply to reiterate: "Don't be part of spaces that place an ideal or 'community leader' above people."</p>



<p class="wp-block-paragraph">• For more on the genuine difficulties of building an inclusive community that makes room for people to learn and improve, and for conflicts to get resolved, here's <a href="http://etao.blog/2019/01/26/podcast-48/">our talk with Rami Ismail</a>.</p>



<p class="wp-block-paragraph">• We'd also direct you to <a href="http://etao.blog/2021/03/09/podcast-104/">Anisa Sanusi's episode</a> for more about healthy community dynamics, and to <a href="http://etao.blog/2020/02/18/podcast-76/">Emma Kinema's episode</a> for more about fostering <em>democracy</em> in every area of our lives.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-5">"All The People Say (Season 5)" by Carpe Demon.</a>
Some music from the <em>Neko Ghost, Jump!</em> OST by Alec Weesner.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2022/01/etao-podcast-126-victor-burgos.mp3" length="164380440" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Victor Burgos stops by to talk about his studio's debut game, Neko Ghost, Jump! We get into the difficulty of figuring out who your game is for, the challenge of controlling scope and scale when working with a small, part-time team, and the perils of trying to live and work in the frankly-sometimes-pretty-hellish social space the internet has become.



You can get Neko Ghost, Jump! now on in Early Access on Steam and Epic.
You can also follow Victor (and Burgos Games, and the game itself) on Twitter.



———
• Here's that recent GDC talk about Spelunky 2, wherein Derek Yu talks about "spikey" games.



• One could of course argue that making a game that is both 2D and 3D is less an example of spikiness and more an example of shagginess.



• For those who missed that fathomlessly bleak New Year's letter from Yosuke Matsuda.



• Here's that "GameJam and Now" version comparison for Neko Ghost, Jump!



• Here's that interview that Victor did during the Neko Ghost, Jump! Kickstarter.



• When Drew made that comment about marginalized people being especially susceptible to unjust social consequences, he definitely had "Hot Allostatic Load" in mind. This is not to say that what Victor is describing is the same as what Porpentine went through, but simply to reiterate: "Don't be part of spaces that place an ideal or 'community leader' above people."



• For more on the genuine difficulties of building an inclusive community that makes room for people to learn and improve, and for conflicts to get resolved, here's our talk with Rami Ismail.



• We'd also direct you to Anisa Sanusi's episode for more about healthy community dynamics, and to Emma Kinema's episode for more about fostering democracy in every area of our lives.



———
"All The People Say (Season 5)" by Carpe Demon.
Some music from the Neko Ghost, Jump! OST by Alec Weesner.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/neko-ghost-jump-1_7_2022-11_05_02-pm-1.png?fit=3822%2C1779&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/neko-ghost-jump-1_7_2022-11_05_02-pm-1.png?fit=3822%2C1779&#038;ssl=1</url>
		<title>Being Real with Victor Burgos</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Victor Burgos stops by to talk about his studio's debut game, Neko Ghost, Jump! We get into the difficulty of figuring out who your game is for, the challenge of controlling scope and scale when working with a small, part-time team, and the perils of trying to live and work in the frankly-sometimes-pretty-hellish social space the internet has become.



You can get Neko Ghost, Jump! now on in Early Access on Steam and Epic.
You can also follow Victor (and Burgos Games, and the game itself) on Twitter.



———
• Here's that recent GDC talk about Spelunky 2, wherein Derek Yu talks about "spikey" games.



• One could of course argue that making a game that is both 2D and 3D is less an example of spikiness and more an example of shagginess.



• For those who missed that fathomlessly bleak New Year's letter from Yosuke Matsuda.



• Here's that "GameJam and Now" version comparison for Neko Ghost, Jump!



• Here's that interview that Victor did during the Neko Ghost, Jump! Kickstarter.


]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2022/01/neko-ghost-jump-1_7_2022-11_05_02-pm-1.png?fit=3822%2C1779&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>What We Played (and What We Didn&#8217;t) in 2021</title>
	<link>https://etao.blog/2021/12/28/podcast-125/</link>
	<pubDate>Tue, 28 Dec 2021 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">660dbc08-b79d-52f5-882f-7858f46e52c9</guid>
	<description><![CDATA[<p class="wp-block-paragraph">It's the Year in Review 'cast! Drew, Lucio, and Franny (along with her alter-ego Michelle) have gathered 'round to reflect on the games we played this year, the games we didn't quite get to, and the games we're definitely going to play once they're available to be played.</p>



<p class="wp-block-paragraph">2021 has truly been the sequel no one asked for, from the protracted coronavirus crisis, to the Cambrian explosion of crypto-scams, to <em>all the usual stuff</em> (like neoliberalism being both unwilling and unable to do much about climate catastrophe, rising authoritarianism, or even the stuff it's supposed to be great at and indeed <em>organized around, </em>like supply chains and shit).</p>



<p class="wp-block-paragraph">But there've been games! Great ones, and in abundance. As we take stock of the stupidest year since last year, let's also take stock of the vibrant art form that this here podcast was built to celebrate, explore, and explain. Will the team be <a href="/podcast-99/">as slap-happy as they were last year?</a> (Yes).</p>





<p class="wp-block-paragraph">———
• The header image is from <em>Solar Ash</em>, and the body image is from <em>Sable.</em></p>



<p class="wp-block-paragraph">• There are in fact 900 Korok seeds in <em>Breath of the Wild.</em></p>



<p class="wp-block-paragraph">• The <em>Luigi's Mansion 3 DLC</em> did come out in 2020.</p>



<p class="wp-block-paragraph">• <em><a href="http://etao.blog/2021/05/06/nier-replicant/">NieR Replicant</a> </em>does also contain a not-insubstantial quality of literal <a href="https://www.youtube.com/watch?v=W1ZKcZbi1rg">egg delivery</a>.</p>



<p class="wp-block-paragraph">• There are in fact <a href="https://www.polygon.com/gaming/22763606/unpacking-audio-files-indie-game">1,400 unique foley sound effects</a> in <em>Unpacking.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=bm7KUE1Kwts">that <em>People Make Games </em>episode</a> on the intersection of outsourcing and crunch. </p>



<p class="wp-block-paragraph">• You can indeed still play <a href="https://store.steampowered.com/app/1546100/A_Musical_Story/">the demo to <em>A Musical Story</em></a>, as well as <em><a href="https://store.steampowered.com/app/1290490/UNBEATABLE_white_label/">UNBEATABLE [white label]</a></em> and the <em>Linda &amp; Joan </em>prologue, "<a href="https://www.lindajoan.com/four-months-earlier">Four Months Earlier</a>."</p>



<p class="wp-block-paragraph">• Do consider <a href="http://etao.blog/2020/09/02/moon/">playing <em>moon</em></a>.</p>



<p class="wp-block-paragraph">• We didn't get into the TTRPGs that Drew played this year, but those were <em>Reign, Nobilis, Psionics, Flying Circus,</em> and <em>Tricks, Treats, and Spooky Streets. </em>If you want to heat him <em>playing </em>those, and get a lovely story or two besides, then you can <a href="https://dicepunks.com/">check out <em>Dice Punks</em></a>.</p>



<p class="wp-block-paragraph">• I did in fact miss <em>Skin Deep</em>, so thanks to Franny for catching that. I should also mention <em>Sephonine</em>, the next game from the creators of <em>Anodyne, Anodyne 2,</em> and <em>Even the Ocean</em>.</p>



<p class="wp-block-paragraph">• And since we did long ago abandon any pretense of being comprehensive here, we'll note here that Drew's to-read pile does also include <em>Unsighted, Eastward</em>, <em>The Forgotten City, The Artful Escape, Moonglow Bay, Wild at Heart, Serious Sam 4, </em>and (once it has co-op) <em>Halo Infinite.</em></p>



<p class="wp-block-paragraph">• Jorge and Scott at <em>Experience Points</em> were sourer on the back two thirds of <em>Inscryption</em> than we were, and <a href="http://www.experiencepoints.net/2021/12/exp-podcast-645-inscryption-debrief.html">they did a thorough, thoughtful breakdown of why</a>. (We should also note that we recorded our roundup before the publishing of <a href="http://www.experiencepoints.net/2021/12/exp-podcast-647-2021-gamey-awards.html">this year's Gameys</a>).</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a>&nbsp;by Vernon Geyer.
"Muskrat Ramble" by Kid Ory, <a href="https://archive.org/details/78_muskrat-ramble_the-lions-jazz-band-ory-max-kaminsky-frank-orchard-rod-cless-willie_gbia0113628b/">performed by The Lion's Jazz Band</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Its the Year in Review cast! Drew, Lucio, and Franny (along with her alter-ego Michelle) have gathered round to reflect on the games we played this year, the games we didnt quite get to, and the games were definitely going to play once theyre available t]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Played (and What We Didn?t) in 2021]]></itunes:title>
	<itunes:episode>125</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">It's the Year in Review 'cast! Drew, Lucio, and Franny (along with her alter-ego Michelle) have gathered 'round to reflect on the games we played this year, the games we didn't quite get to, and the games we're definitely going to play once they're available to be played.</p>



<p class="wp-block-paragraph">2021 has truly been the sequel no one asked for, from the protracted coronavirus crisis, to the Cambrian explosion of crypto-scams, to <em>all the usual stuff</em> (like neoliberalism being both unwilling and unable to do much about climate catastrophe, rising authoritarianism, or even the stuff it's supposed to be great at and indeed <em>organized around, </em>like supply chains and shit).</p>



<p class="wp-block-paragraph">But there've been games! Great ones, and in abundance. As we take stock of the stupidest year since last year, let's also take stock of the vibrant art form that this here podcast was built to celebrate, explore, and explain. Will the team be <a href="/podcast-99/">as slap-happy as they were last year?</a> (Yes).</p>





<p class="wp-block-paragraph">———
• The header image is from <em>Solar Ash</em>, and the body image is from <em>Sable.</em></p>



<p class="wp-block-paragraph">• There are in fact 900 Korok seeds in <em>Breath of the Wild.</em></p>



<p class="wp-block-paragraph">• The <em>Luigi's Mansion 3 DLC</em> did come out in 2020.</p>



<p class="wp-block-paragraph">• <em><a href="http://etao.blog/2021/05/06/nier-replicant/">NieR Replicant</a> </em>does also contain a not-insubstantial quality of literal <a href="https://www.youtube.com/watch?v=W1ZKcZbi1rg">egg delivery</a>.</p>



<p class="wp-block-paragraph">• There are in fact <a href="https://www.polygon.com/gaming/22763606/unpacking-audio-files-indie-game">1,400 unique foley sound effects</a> in <em>Unpacking.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=bm7KUE1Kwts">that <em>People Make Games </em>episode</a> on the intersection of outsourcing and crunch. </p>



<p class="wp-block-paragraph">• You can indeed still play <a href="https://store.steampowered.com/app/1546100/A_Musical_Story/">the demo to <em>A Musical Story</em></a>, as well as <em><a href="https://store.steampowered.com/app/1290490/UNBEATABLE_white_label/">UNBEATABLE [white label]</a></em> and the <em>Linda &amp; Joan </em>prologue, "<a href="https://www.lindajoan.com/four-months-earlier">Four Months Earlier</a>."</p>



<p class="wp-block-paragraph">• Do consider <a href="http://etao.blog/2020/09/02/moon/">playing <em>moon</em></a>.</p>



<p class="wp-block-paragraph">• We didn't get into the TTRPGs that Drew played this year, but those were <em>Reign, Nobilis, Psionics, Flying Circus,</em> and <em>Tricks, Treats, and Spooky Streets. </em>If you want to heat him <em>playing </em>those, and get a lovely story or two besides, then you can <a href="https://dicepunks.com/">check out <em>Dice Punks</em></a>.</p>



<p class="wp-block-paragraph">• I did in fact miss <em>Skin Deep</em>, so thanks to Franny for catching that. I should also mention <em>Sephonine</em>, the next game from the creators of <em>Anodyne, Anodyne 2,</em> and <em>Even the Ocean</em>.</p>



<p class="wp-block-paragraph">• And since we did long ago abandon any pretense of being comprehensive here, we'll note here that Drew's to-read pile does also include <em>Unsighted, Eastward</em>, <em>The Forgotten City, The Artful Escape, Moonglow Bay, Wild at Heart, Serious Sam 4, </em>and (once it has co-op) <em>Halo Infinite.</em></p>



<p class="wp-block-paragraph">• Jorge and Scott at <em>Experience Points</em> were sourer on the back two thirds of <em>Inscryption</em> than we were, and <a href="http://www.experiencepoints.net/2021/12/exp-podcast-645-inscryption-debrief.html">they did a thorough, thoughtful breakdown of why</a>. (We should also note that we recorded our roundup before the publishing of <a href="http://www.experiencepoints.net/2021/12/exp-podcast-647-2021-gamey-awards.html">this year's Gameys</a>).</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a>&nbsp;by Vernon Geyer.
"Muskrat Ramble" by Kid Ory, <a href="https://archive.org/details/78_muskrat-ramble_the-lions-jazz-band-ory-max-kaminsky-frank-orchard-rod-cless-willie_gbia0113628b/">performed by The Lion's Jazz Band</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/12/etao-podcast-125-2021.mp3" length="164504409" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[It's the Year in Review 'cast! Drew, Lucio, and Franny (along with her alter-ego Michelle) have gathered 'round to reflect on the games we played this year, the games we didn't quite get to, and the games we're definitely going to play once they're available to be played.



2021 has truly been the sequel no one asked for, from the protracted coronavirus crisis, to the Cambrian explosion of crypto-scams, to all the usual stuff (like neoliberalism being both unwilling and unable to do much about climate catastrophe, rising authoritarianism, or even the stuff it's supposed to be great at and indeed organized around, like supply chains and shit).



But there've been games! Great ones, and in abundance. As we take stock of the stupidest year since last year, let's also take stock of the vibrant art form that this here podcast was built to celebrate, explore, and explain. Will the team be as slap-happy as they were last year? (Yes).





———
• The header image is from Solar Ash, and the body image is from Sable.



• There are in fact 900 Korok seeds in Breath of the Wild.



• The Luigi's Mansion 3 DLC did come out in 2020.



• NieR Replicant does also contain a not-insubstantial quality of literal egg delivery.



• There are in fact 1,400 unique foley sound effects in Unpacking.



• Here's that People Make Games episode on the intersection of outsourcing and crunch. 



• You can indeed still play the demo to A Musical Story, as well as UNBEATABLE [white label] and the Linda &amp; Joan prologue, "Four Months Earlier."



• Do consider playing moon.



• We didn't get into the TTRPGs that Drew played this year, but those were Reign, Nobilis, Psionics, Flying Circus, and Tricks, Treats, and Spooky Streets. If you want to heat him playing those, and get a lovely story or two besides, then you can check out Dice Punks.



• I did in fact miss Skin Deep, so thanks to Franny for catching that. I should also mention Sephonine, the next game from the creators of Anodyne, Anodyne 2, and Even the Ocean.



• And since we did long ago abandon any pretense of being comprehensive here, we'll note here that Drew's to-read pile does also include Unsighted, Eastward, The Forgotten City, The Artful Escape, Moonglow Bay, Wild at Heart, Serious Sam 4, and (once it has co-op) Halo Infinite.



• Jorge and Scott at Experience Points were sourer on the back two thirds of Inscryption than we were, and they did a thorough, thoughtful breakdown of why. (We should also note that we recorded our roundup before the publishing of this year's Gameys).



———
"All The People Say (Season 4)" by Carpe Demon.
"Apple Blossoms"&nbsp;by Vernon Geyer.
"Muskrat Ramble" by Kid Ory, performed by The Lion's Jazz Band.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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		<title>What We Played (and What We Didn&#8217;t) in 2021</title>
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	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[It's the Year in Review 'cast! Drew, Lucio, and Franny (along with her alter-ego Michelle) have gathered 'round to reflect on the games we played this year, the games we didn't quite get to, and the games we're definitely going to play once they're available to be played.



2021 has truly been the sequel no one asked for, from the protracted coronavirus crisis, to the Cambrian explosion of crypto-scams, to all the usual stuff (like neoliberalism being both unwilling and unable to do much about climate catastrophe, rising authoritarianism, or even the stuff it's supposed to be great at and indeed organized around, like supply chains and shit).



But there've been games! Great ones, and in abundance. As we take stock of the stupidest year since last year, let's also take stock of the vibrant art form that this here podcast was built to celebrate, explore, and explain. Will the team be as slap-happy as they were last year? (Yes).





———
• The header image is from Solar Ash, and the b]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/12/solar-ash-12_2_2021-6_45_59-pm.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Heard and What We Learned in 2021</title>
	<link>https://etao.blog/2021/12/14/podcast-124/</link>
	<pubDate>Tue, 14 Dec 2021 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">233cb0f4-d794-5279-bd66-93f89227d6aa</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Whether you're a longtime listener or just tuning in—either way, thanks for that!—here's a roundup of our conversations from 2021. These are of course just samples, especially insightful or funny or surprising moments from their respective episodes. If you want the full context, and a whole lot more good conversation, then do check out the full shows.</p>



<p class="wp-block-paragraph">This is of course also a golden opportunity to feature a whole lot of incredible music from the games under discussion, so see below for the list (with a few copyright limbo-dwelling 78s thrown in where the guest didn't have a music-bearing project to share right at the moment).</p>





<p class="wp-block-paragraph">———
• <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
• "Cream Tea" from the <em><a href="https://chelwong.bandcamp.com/album/onlycans-hot-and-steamy-ost">OnlyCans Hot and Steamy OST</a></em> by Chel Wong.
• "Never Settle" (with lyrics and vocals by Marcus Abundis)" by Camilo Velez.
• "Atomichron (Clockzone)" from <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">the <em>30XX</em> OST</a> by Cityfires.
• "Roller Coaster" by Delugg Busch, <a href="https://archive.org/details/78_roller-coaster_henri-ren-and-his-orchestra-busch-delugg_gbia7000877b">performed by Henri René &amp; His Orchestra</a>.
• "Stuck Together" from <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">the <em>Ikenfell</em> OST</a> by aivi &amp; surasshu.
• <a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">"Nice Day for a Walk"</a> by <a href="https://twitter.com/jwojwo">Jeremy Warmsley</a>, from <em>Linda &amp; Joan Prologue: ?Four Months Earlier.?</em>
• "Landlord's Super (Theme)" from <a href="https://jeremywarmsley.bandcamp.com/album/landlords-super-official-soundtrack">the <em>Landlord's Super</em> OST</a> by Jeremy Warmsley.
• Some exploration music from the <em>NovaMundi: The Spear of Chaqu?n</em> Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).
• "Groovy Drive" from <a href="https://yadu.itch.io/mini-loops">Yadu Rajiv?s collection of Mini Loops</a>.
• "definitely marinara sauce (not blood) (marinara trench game loop version)" from <a href="https://spellmynamewithabang.bandcamp.com/album/dog-music-an-album-made-by-a-human-currently-named-rj-lake-that-makes-up-the-official-soundtrack-for-a-game-by-strange-scaffold-called-an-airport-for-aliens-currently-run-by-dogs-and-is-good-musi"><em>DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called ?An Airport for Aliens Currently Run by Dogs? and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing)</em></a> by RJ Lake.
• "Crimson Skies" from <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">the <em>Umurangi Generation Macro</em> OST</a>, by Adolf Nomura (a.k.a. ThorHighHeels).
• "Sweet Home Sargasso" from the <em>Ratchet &amp; Clank: Rift Apart </em>OST by Mark Mothersbaugh and Wataru Hokoyama.
• "PROPER RHYTHM" from <em><a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">UNBEATABLE: DEMO TAPES</a></em> by peak divide.
• "Pinewood, Here We Come" and from the <em>A Musical Story</em> soundtrack by Charles Bardin and Valentin Ducloux.
• "Skymelt" from the <a href="https://skymelt.bandcamp.com/album/black-future-88-ost"><em>Black Future ?88 </em>OST</a> by Don Bellenger.
• Some music from the <em>Fighters of Fate</em> OST by Gary Kuo.
• "Strut" from <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">the <em>SkateBIRD</em> OST</a> by Nathan Madsen.
• Some boss music, from the <em>Whisker Squadron</em> OST by <a href="https://www.chelwongaudio.com/">Chel Wong</a>.
• "ChefSquad" from <a href="https://jonathangeer.bandcamp.com/album/chefsquad">the <em>ChefSquad </em>OST</a> by Jonathan Greer.
• "The Secret in Paradise" from <em>The Mechanical World of Dr. Gearbox</em> OST by <a href="https://billbressler.bandcamp.com/">Bill Bressler</a>.
• <a href="https://archive.org/details/78_the-old-blues_the-three-bits-of-rhythm-williams_gbia0155401a/">?The Old Blues?</a> by The Three Bits of Rhythm.
• "Sunrise with Rings" from the soundtrack to <em>The Eternal Cylinder</em> by Patricio Meneses.
• <a href="https://archive.org/details/78_for-no-rhyme-or-reason_kay-kyser-and-his-orchestra-ginny-simms-harry-babbitt-cole_gbia0097016b/">"For No Rhyme or Reason"</a> by Cole Porter, performed by Kay Kyser and His Orchestra.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Whether youre a longtime listener or just tuning in—either way, thanks for that!—heres a roundup of our conversations from 2021. These are of course just samples, especially insightful or funny or surprising moments from their respective episodes. If you]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Heard and What We Learned in 2021]]></itunes:title>
	<itunes:episode>124</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Whether you're a longtime listener or just tuning in—either way, thanks for that!—here's a roundup of our conversations from 2021. These are of course just samples, especially insightful or funny or surprising moments from their respective episodes. If you want the full context, and a whole lot more good conversation, then do check out the full shows.</p>



<p class="wp-block-paragraph">This is of course also a golden opportunity to feature a whole lot of incredible music from the games under discussion, so see below for the list (with a few copyright limbo-dwelling 78s thrown in where the guest didn't have a music-bearing project to share right at the moment).</p>





<p class="wp-block-paragraph">———
• <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
• "Cream Tea" from the <em><a href="https://chelwong.bandcamp.com/album/onlycans-hot-and-steamy-ost">OnlyCans Hot and Steamy OST</a></em> by Chel Wong.
• "Never Settle" (with lyrics and vocals by Marcus Abundis)" by Camilo Velez.
• "Atomichron (Clockzone)" from <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">the <em>30XX</em> OST</a> by Cityfires.
• "Roller Coaster" by Delugg Busch, <a href="https://archive.org/details/78_roller-coaster_henri-ren-and-his-orchestra-busch-delugg_gbia7000877b">performed by Henri René &amp; His Orchestra</a>.
• "Stuck Together" from <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">the <em>Ikenfell</em> OST</a> by aivi &amp; surasshu.
• <a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">"Nice Day for a Walk"</a> by <a href="https://twitter.com/jwojwo">Jeremy Warmsley</a>, from <em>Linda &amp; Joan Prologue: ?Four Months Earlier.?</em>
• "Landlord's Super (Theme)" from <a href="https://jeremywarmsley.bandcamp.com/album/landlords-super-official-soundtrack">the <em>Landlord's Super</em> OST</a> by Jeremy Warmsley.
• Some exploration music from the <em>NovaMundi: The Spear of Chaqu?n</em> Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).
• "Groovy Drive" from <a href="https://yadu.itch.io/mini-loops">Yadu Rajiv?s collection of Mini Loops</a>.
• "definitely marinara sauce (not blood) (marinara trench game loop version)" from <a href="https://spellmynamewithabang.bandcamp.com/album/dog-music-an-album-made-by-a-human-currently-named-rj-lake-that-makes-up-the-official-soundtrack-for-a-game-by-strange-scaffold-called-an-airport-for-aliens-currently-run-by-dogs-and-is-good-musi"><em>DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called ?An Airport for Aliens Currently Run by Dogs? and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing)</em></a> by RJ Lake.
• "Crimson Skies" from <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">the <em>Umurangi Generation Macro</em> OST</a>, by Adolf Nomura (a.k.a. ThorHighHeels).
• "Sweet Home Sargasso" from the <em>Ratchet &amp; Clank: Rift Apart </em>OST by Mark Mothersbaugh and Wataru Hokoyama.
• "PROPER RHYTHM" from <em><a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">UNBEATABLE: DEMO TAPES</a></em> by peak divide.
• "Pinewood, Here We Come" and from the <em>A Musical Story</em> soundtrack by Charles Bardin and Valentin Ducloux.
• "Skymelt" from the <a href="https://skymelt.bandcamp.com/album/black-future-88-ost"><em>Black Future ?88 </em>OST</a> by Don Bellenger.
• Some music from the <em>Fighters of Fate</em> OST by Gary Kuo.
• "Strut" from <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">the <em>SkateBIRD</em> OST</a> by Nathan Madsen.
• Some boss music, from the <em>Whisker Squadron</em> OST by <a href="https://www.chelwongaudio.com/">Chel Wong</a>.
• "ChefSquad" from <a href="https://jonathangeer.bandcamp.com/album/chefsquad">the <em>ChefSquad </em>OST</a> by Jonathan Greer.
• "The Secret in Paradise" from <em>The Mechanical World of Dr. Gearbox</em> OST by <a href="https://billbressler.bandcamp.com/">Bill Bressler</a>.
• <a href="https://archive.org/details/78_the-old-blues_the-three-bits-of-rhythm-williams_gbia0155401a/">?The Old Blues?</a> by The Three Bits of Rhythm.
• "Sunrise with Rings" from the soundtrack to <em>The Eternal Cylinder</em> by Patricio Meneses.
• <a href="https://archive.org/details/78_for-no-rhyme-or-reason_kay-kyser-and-his-orchestra-ginny-simms-harry-babbitt-cole_gbia0097016b/">"For No Rhyme or Reason"</a> by Cole Porter, performed by Kay Kyser and His Orchestra.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/12/etao-podcast-124-clipshow.mp3" length="164378691" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Whether you're a longtime listener or just tuning in—either way, thanks for that!—here's a roundup of our conversations from 2021. These are of course just samples, especially insightful or funny or surprising moments from their respective episodes. If you want the full context, and a whole lot more good conversation, then do check out the full shows.



This is of course also a golden opportunity to feature a whole lot of incredible music from the games under discussion, so see below for the list (with a few copyright limbo-dwelling 78s thrown in where the guest didn't have a music-bearing project to share right at the moment).





———
• "All The People Say (Season 4)" by Carpe Demon.
• "Cream Tea" from the OnlyCans Hot and Steamy OST by Chel Wong.
• "Never Settle" (with lyrics and vocals by Marcus Abundis)" by Camilo Velez.
• "Atomichron (Clockzone)" from the 30XX OST by Cityfires.
• "Roller Coaster" by Delugg Busch, performed by Henri René &amp; His Orchestra.
• "Stuck Together" from the Ikenfell OST by aivi &amp; surasshu.
• "Nice Day for a Walk" by Jeremy Warmsley, from Linda &amp; Joan Prologue: ?Four Months Earlier.?
• "Landlord's Super (Theme)" from the Landlord's Super OST by Jeremy Warmsley.
• Some exploration music from the NovaMundi: The Spear of Chaqu?n Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).
• "Groovy Drive" from Yadu Rajiv?s collection of Mini Loops.
• "definitely marinara sauce (not blood) (marinara trench game loop version)" from DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called ?An Airport for Aliens Currently Run by Dogs? and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing) by RJ Lake.
• "Crimson Skies" from the Umurangi Generation Macro OST, by Adolf Nomura (a.k.a. ThorHighHeels).
• "Sweet Home Sargasso" from the Ratchet &amp; Clank: Rift Apart OST by Mark Mothersbaugh and Wataru Hokoyama.
• "PROPER RHYTHM" from UNBEATABLE: DEMO TAPES by peak divide.
• "Pinewood, Here We Come" and from the A Musical Story soundtrack by Charles Bardin and Valentin Ducloux.
• "Skymelt" from the Black Future ?88 OST by Don Bellenger.
• Some music from the Fighters of Fate OST by Gary Kuo.
• "Strut" from the SkateBIRD OST by Nathan Madsen.
• Some boss music, from the Whisker Squadron OST by Chel Wong.
• "ChefSquad" from the ChefSquad OST by Jonathan Greer.
• "The Secret in Paradise" from The Mechanical World of Dr. Gearbox OST by Bill Bressler.
• ?The Old Blues? by The Three Bits of Rhythm.
• "Sunrise with Rings" from the soundtrack to The Eternal Cylinder by Patricio Meneses.
• "For No Rhyme or Reason" by Cole Porter, performed by Kay Kyser and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e3poa28weaen1qk.jpeg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e3poa28weaen1qk.jpeg?fit=3840%2C2160&#038;ssl=1</url>
		<title>What We Heard and What We Learned in 2021</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:27:53</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Whether you're a longtime listener or just tuning in—either way, thanks for that!—here's a roundup of our conversations from 2021. These are of course just samples, especially insightful or funny or surprising moments from their respective episodes. If you want the full context, and a whole lot more good conversation, then do check out the full shows.



This is of course also a golden opportunity to feature a whole lot of incredible music from the games under discussion, so see below for the list (with a few copyright limbo-dwelling 78s thrown in where the guest didn't have a music-bearing project to share right at the moment).





———
• "All The People Say (Season 4)" by Carpe Demon.
• "Cream Tea" from the OnlyCans Hot and Steamy OST by Chel Wong.
• "Never Settle" (with lyrics and vocals by Marcus Abundis)" by Camilo Velez.
• "Atomichron (Clockzone)" from the 30XX OST by Cityfires.
• "Roller Coaster" by Delugg Busch, performed by Henri René &amp; His Orchestra.
• "Stuck Together" f]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e3poa28weaen1qk.jpeg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Behind the Cylinder, with Carlos Bordeu</title>
	<link>https://etao.blog/2021/11/30/podcast-123/</link>
	<pubDate>Tue, 30 Nov 2021 15:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3e49f1bc-e970-5ee4-a5d9-d638971e3991</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Carlos Bordeu is the <em>C</em> in ACE Team, the studio behind <em>Rock of Ages,</em> <em>Zeno Clash, The Deadly Tower of Monsters, SolSeraph, Abyss Odyssey, </em>and most recently, <em>The Eternal Cylinder.</em> The studio's projects are reliably-original-unto-earnestly-bizarre, going full-tilt at strange, wondrous ideas and preoccupations. They're fascinating when they fail in places (Carlos' own main example being <em>Zeno Clash II)</em> and thrilling when they succeed, as <em>The Eternal Cylinder</em> does.</p>



<p class="wp-block-paragraph">Here Carlos talks about the game's themes (and multifarious fan interpretations thereof), its slow-boiling narrative, and the absurd, ambitious tech behind its core conceit of a world that is lush, credible, and <em>entirely describable</em>, indeed doomed to be destroyed.</p>





<p class="wp-block-paragraph"><strong>You can get <em>The Eternal Cylinder </em>on <a href="https://www.epicgames.com/store/en-US/p/the-eternal-cylinder">Epic</a>, <a href="https://www.xbox.com/en-us/games/store/the-eternal-cylinder/9n4jcpgq5f8h">Xbox</a>, and <a href="https://store.playstation.com/en-us/product/UP1050-CUSA13108_00-ENDLESSCYLINUS01">Playstation</a>.</strong>
And you can find the rest of ACE Team's catalog on <a href="https://www.aceteam.cl/">their website</a>.
You can also follow <a href="https://twitter.com/carlosbordeu">Carlos</a> (and <a href="https://twitter.com/theACETeam">ACE Team</a>, and <em><a href="https://twitter.com/ClashAOC">Clash: Artifacts of Chaos</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———
• You can watch Carlos' livestreams on the <a href="https://www.youtube.com/playlist?list=PLOvUdrXsVWM4xlqNYe6_qfh95uIVCGIzF">Good Shepherd Entertainment YouTube channel</a>.</p>



<p class="wp-block-paragraph">• Here's that blog post by <a href="http://www.jonas-kyratzes.net/2021/03/15/news-news-news/">Jonas Kyratzes, who wrote <em>The Eternal Cylinder's </em>story</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
"The Mathematician" and "Sunrise with Rings" from the soundtrack to <em>The Eternal Cylinder</em> by Patricio Meneses.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Carlos Bordeu is the C in ACE Team, the studio behind Rock of Ages, Zeno Clash, The Deadly Tower of Monsters, SolSeraph, Abyss Odyssey, and most recently, The Eternal Cylinder. The studios projects are reliably-original-unto-earnestly-bizarre, going full]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Behind the Cylinder, with Carlos Bordeu]]></itunes:title>
	<itunes:episode>123</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Carlos Bordeu is the <em>C</em> in ACE Team, the studio behind <em>Rock of Ages,</em> <em>Zeno Clash, The Deadly Tower of Monsters, SolSeraph, Abyss Odyssey, </em>and most recently, <em>The Eternal Cylinder.</em> The studio's projects are reliably-original-unto-earnestly-bizarre, going full-tilt at strange, wondrous ideas and preoccupations. They're fascinating when they fail in places (Carlos' own main example being <em>Zeno Clash II)</em> and thrilling when they succeed, as <em>The Eternal Cylinder</em> does.</p>



<p class="wp-block-paragraph">Here Carlos talks about the game's themes (and multifarious fan interpretations thereof), its slow-boiling narrative, and the absurd, ambitious tech behind its core conceit of a world that is lush, credible, and <em>entirely describable</em>, indeed doomed to be destroyed.</p>





<p class="wp-block-paragraph"><strong>You can get <em>The Eternal Cylinder </em>on <a href="https://www.epicgames.com/store/en-US/p/the-eternal-cylinder">Epic</a>, <a href="https://www.xbox.com/en-us/games/store/the-eternal-cylinder/9n4jcpgq5f8h">Xbox</a>, and <a href="https://store.playstation.com/en-us/product/UP1050-CUSA13108_00-ENDLESSCYLINUS01">Playstation</a>.</strong>
And you can find the rest of ACE Team's catalog on <a href="https://www.aceteam.cl/">their website</a>.
You can also follow <a href="https://twitter.com/carlosbordeu">Carlos</a> (and <a href="https://twitter.com/theACETeam">ACE Team</a>, and <em><a href="https://twitter.com/ClashAOC">Clash: Artifacts of Chaos</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———
• You can watch Carlos' livestreams on the <a href="https://www.youtube.com/playlist?list=PLOvUdrXsVWM4xlqNYe6_qfh95uIVCGIzF">Good Shepherd Entertainment YouTube channel</a>.</p>



<p class="wp-block-paragraph">• Here's that blog post by <a href="http://www.jonas-kyratzes.net/2021/03/15/news-news-news/">Jonas Kyratzes, who wrote <em>The Eternal Cylinder's </em>story</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)" by Carpe Demon.</a>
"The Mathematician" and "Sunrise with Rings" from the soundtrack to <em>The Eternal Cylinder</em> by Patricio Meneses.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/11/etao-podcast-123-carlos-bordeu.mp3" length="111686227" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Carlos Bordeu is the C in ACE Team, the studio behind Rock of Ages, Zeno Clash, The Deadly Tower of Monsters, SolSeraph, Abyss Odyssey, and most recently, The Eternal Cylinder. The studio's projects are reliably-original-unto-earnestly-bizarre, going full-tilt at strange, wondrous ideas and preoccupations. They're fascinating when they fail in places (Carlos' own main example being Zeno Clash II) and thrilling when they succeed, as The Eternal Cylinder does.



Here Carlos talks about the game's themes (and multifarious fan interpretations thereof), its slow-boiling narrative, and the absurd, ambitious tech behind its core conceit of a world that is lush, credible, and entirely describable, indeed doomed to be destroyed.





You can get The Eternal Cylinder on Epic, Xbox, and Playstation.
And you can find the rest of ACE Team's catalog on their website.
You can also follow Carlos (and ACE Team, and Clash: Artifacts of Chaos) on Twitter.



———
• You can watch Carlos' livestreams on the Good Shepherd Entertainment YouTube channel.



• Here's that blog post by Jonas Kyratzes, who wrote The Eternal Cylinder's story.



———
"All The People Say (Season 4)" by Carpe Demon.
"The Mathematician" and "Sunrise with Rings" from the soundtrack to The Eternal Cylinder by Patricio Meneses.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/2021-11-06.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/2021-11-06.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>Behind the Cylinder, with Carlos Bordeu</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Carlos Bordeu is the C in ACE Team, the studio behind Rock of Ages, Zeno Clash, The Deadly Tower of Monsters, SolSeraph, Abyss Odyssey, and most recently, The Eternal Cylinder. The studio's projects are reliably-original-unto-earnestly-bizarre, going full-tilt at strange, wondrous ideas and preoccupations. They're fascinating when they fail in places (Carlos' own main example being Zeno Clash II) and thrilling when they succeed, as The Eternal Cylinder does.



Here Carlos talks about the game's themes (and multifarious fan interpretations thereof), its slow-boiling narrative, and the absurd, ambitious tech behind its core conceit of a world that is lush, credible, and entirely describable, indeed doomed to be destroyed.





You can get The Eternal Cylinder on Epic, Xbox, and Playstation.
And you can find the rest of ACE Team's catalog on their website.
You can also follow Carlos (and ACE Team, and Clash: Artifacts of Chaos) on Twitter.



———
• You can watch Carlos' livestreams on t]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/2021-11-06.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What Else Game Devs Do, with Masao Kobayashi</title>
	<link>https://etao.blog/2021/11/16/podcast-122/</link>
	<pubDate>Tue, 16 Nov 2021 15:10:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">6b318c1d-94c6-5c63-8074-8c68d9cac5c1</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Masao Kobayashi co-founded the indie studio Cut to Bits after about 15 years at Ubisoft, where he worked in a wide range of roles that often redounded to some form of project management and/or being a liaison between North American and Japanese teams and companies. That, and community management about as early as that became a thing, during which time (fun fact) he may have made the first <em>page</em> about a videogame in the history of Facebook.</p>



<p class="wp-block-paragraph">Here he talks a bit about all of that, but just as much about the sheer surreality of late stage capitalism, with some perhaps-inevitable attention to the hypebeastly griftstravaganza that is the current NFT bubble—as well as the (sometimes only magically) less insane world of investors and studio structures.</p>





<p class="wp-block-paragraph"><strong>You can learn more about Cut to Bits on <a href="https://www.cuttobits.com/">their website</a>.</strong>
You can find the <em>What Else Do You Do?</em> podcast <a href="https://pod.link/1550625254">where pods get cast</a>.
Also, you can follow <a href="https://twitter.com/MegaMasao">Masao</a> (and <a href="https://twitter.com/CutToBits">Cut to Bits</a>) on Twitter.
Oh, and you can watch Masao open bottles with things other than bottle openers on <a href="https://www.tiktok.com/@megamasao">his TikTo</a><a href="https://www.tiktok.com/@megamasao?">k</a>.</p>



<p class="wp-block-paragraph">———
• If you're looking for an explanation of gold bricking (and other olde-timey scams) and of how they get run in the context of NFTs, <a href="https://twitter.com/Foone/status/1457749433844568066">this thread</a> is a good place to start.</p>



<p class="wp-block-paragraph">• As far as I can <a href="https://www.ibtimes.com/gta-5-costs-265-million-develop-market-making-it-most-expensive-video-game-ever-produced-report">verify, <em>Grand Theft Auto V</em> cost about $265 million to make and market</a>, and <a href="https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time">has now brought in more than $6 billion in revenue</a>. If it's not both the most expensive and the most profitable game of all time, then it certainly does occupy a high spot on both of those lists.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
<a href="https://archive.org/details/78_bronzeville-jump_the-three-bits-of-rhythm-williams-rudolph-longeneur-nance_gbia0155401b/">"Bronzeville Jump"</a> and <a href="https://archive.org/details/78_the-old-blues_the-three-bits-of-rhythm-williams_gbia0155401a/">"The Old Blues"</a> by The Three Bits of Rhythm.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Masao Kobayashi co-founded the indie studio Cut to Bits after about 15 years at Ubisoft, where he worked in a wide range of roles that often redounded to some form of project management and/or being a liaison between North American and Japanese teams and]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What Else Game Devs Do, with Masao Kobayashi]]></itunes:title>
	<itunes:episode>122</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Masao Kobayashi co-founded the indie studio Cut to Bits after about 15 years at Ubisoft, where he worked in a wide range of roles that often redounded to some form of project management and/or being a liaison between North American and Japanese teams and companies. That, and community management about as early as that became a thing, during which time (fun fact) he may have made the first <em>page</em> about a videogame in the history of Facebook.</p>



<p class="wp-block-paragraph">Here he talks a bit about all of that, but just as much about the sheer surreality of late stage capitalism, with some perhaps-inevitable attention to the hypebeastly griftstravaganza that is the current NFT bubble—as well as the (sometimes only magically) less insane world of investors and studio structures.</p>





<p class="wp-block-paragraph"><strong>You can learn more about Cut to Bits on <a href="https://www.cuttobits.com/">their website</a>.</strong>
You can find the <em>What Else Do You Do?</em> podcast <a href="https://pod.link/1550625254">where pods get cast</a>.
Also, you can follow <a href="https://twitter.com/MegaMasao">Masao</a> (and <a href="https://twitter.com/CutToBits">Cut to Bits</a>) on Twitter.
Oh, and you can watch Masao open bottles with things other than bottle openers on <a href="https://www.tiktok.com/@megamasao">his TikTo</a><a href="https://www.tiktok.com/@megamasao?">k</a>.</p>



<p class="wp-block-paragraph">———
• If you're looking for an explanation of gold bricking (and other olde-timey scams) and of how they get run in the context of NFTs, <a href="https://twitter.com/Foone/status/1457749433844568066">this thread</a> is a good place to start.</p>



<p class="wp-block-paragraph">• As far as I can <a href="https://www.ibtimes.com/gta-5-costs-265-million-develop-market-making-it-most-expensive-video-game-ever-produced-report">verify, <em>Grand Theft Auto V</em> cost about $265 million to make and market</a>, and <a href="https://www.gamesindustry.biz/articles/2018-04-09-gta-v-is-the-most-profitable-entertainment-product-of-all-time">has now brought in more than $6 billion in revenue</a>. If it's not both the most expensive and the most profitable game of all time, then it certainly does occupy a high spot on both of those lists.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
<a href="https://archive.org/details/78_bronzeville-jump_the-three-bits-of-rhythm-williams-rudolph-longeneur-nance_gbia0155401b/">"Bronzeville Jump"</a> and <a href="https://archive.org/details/78_the-old-blues_the-three-bits-of-rhythm-williams_gbia0155401a/">"The Old Blues"</a> by The Three Bits of Rhythm.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/11/etao-podcast-122-masao-kobayashi-1.mp3" length="113101959" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Masao Kobayashi co-founded the indie studio Cut to Bits after about 15 years at Ubisoft, where he worked in a wide range of roles that often redounded to some form of project management and/or being a liaison between North American and Japanese teams and companies. That, and community management about as early as that became a thing, during which time (fun fact) he may have made the first page about a videogame in the history of Facebook.



Here he talks a bit about all of that, but just as much about the sheer surreality of late stage capitalism, with some perhaps-inevitable attention to the hypebeastly griftstravaganza that is the current NFT bubble—as well as the (sometimes only magically) less insane world of investors and studio structures.





You can learn more about Cut to Bits on their website.
You can find the What Else Do You Do? podcast where pods get cast.
Also, you can follow Masao (and Cut to Bits) on Twitter.
Oh, and you can watch Masao open bottles with things other than bottle openers on his TikTok.



———
• If you're looking for an explanation of gold bricking (and other olde-timey scams) and of how they get run in the context of NFTs, this thread is a good place to start.



• As far as I can verify, Grand Theft Auto V cost about $265 million to make and market, and has now brought in more than $6 billion in revenue. If it's not both the most expensive and the most profitable game of all time, then it certainly does occupy a high spot on both of those lists.



———
"All The People Say (Season 4)" by Carpe Demon.
"Bronzeville Jump" and "The Old Blues" by The Three Bits of Rhythm.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/20211113174745_1.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/20211113174745_1.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>What Else Game Devs Do, with Masao Kobayashi</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>55:16</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Masao Kobayashi co-founded the indie studio Cut to Bits after about 15 years at Ubisoft, where he worked in a wide range of roles that often redounded to some form of project management and/or being a liaison between North American and Japanese teams and companies. That, and community management about as early as that became a thing, during which time (fun fact) he may have made the first page about a videogame in the history of Facebook.



Here he talks a bit about all of that, but just as much about the sheer surreality of late stage capitalism, with some perhaps-inevitable attention to the hypebeastly griftstravaganza that is the current NFT bubble—as well as the (sometimes only magically) less insane world of investors and studio structures.





You can learn more about Cut to Bits on their website.
You can find the What Else Do You Do? podcast where pods get cast.
Also, you can follow Masao (and Cut to Bits) on Twitter.
Oh, and you can watch Masao open bottles with things other]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/11/20211113174745_1.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Changing World and How to Change It, with Mike Grieci</title>
	<link>https://etao.blog/2021/11/02/podcast-121/</link>
	<pubDate>Tue, 02 Nov 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c0412909-5fe7-56be-b10f-0d2f70c79537</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>The Mechanical World of Dr. Gearbox </em>is first and foremost an attempt to rethink educational games, and specifically to rethink them into something that kids would actually want and choose to play. This is of course far from the first time that a game developer has attempted that lofty, elusive goal—so in this interview, Mike Grieci explains Flamehawk Studios' plan for building a game that not only takes the edge off kids doing their actual homework, but simultaneously provides a space for socializing and tells a meaningful, memorable story.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em><a href="https://store.steampowered.com/app/1218220/The_Mechanical_World_of_Dr_Gearbox/">The Mechanical World of Dr. Gearbox</a></em>, and play the demo, on Steam.</strong>
You can also follow <a href="https://twitter.com/TheGreech35">Mike</a> (and <a href="https://twitter.com/flamehawkstudio">Flamehawk</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• The future (or a part of it) will certainly look a little something <em><a href="https://education.minecraft.net/en-us/homepage">Minecraft Education Edition</a></em> and/or <a href="https://www.zachtronics.com/zachademics/">Zachtronics' Zachademics initiative</a>.</p>



<p class="wp-block-paragraph">• We talk a fair bit about <a href="https://www.magicwheelchair.org/">Magic Wheelchair</a>.</p>



<p class="wp-block-paragraph">• For more on AbleGamers—as well as on the idea of many disabilities being invisible, and on the importance (and limits) of representation, and on the harmful trope of disabled folks supposedly wanting to "escape" their disabilities—do check out <a href="http://etao.blog/2020/06/09/podcast-85/">our talk with Greg Haynes</a>.</p>



<p class="wp-block-paragraph">• And for more on the character of Gustav in <em>Spiritfarer</em>, and on listening to feedback as an artist, you can give a listen to <a href="http://etao.blog/2020/11/10/podcast-96/">our conversation with Nick Guérin</a>.</p>



<p class="wp-block-paragraph">• There do indeed seem to be no notable videogame characters with cochlear implants (hype about how <a href="https://www.polygon.com/comics/2020/7/30/21347897/marvels-avengers-game-hawkeye-deaf-comics-vs-movies-explained">various versions of Hawkeye <em>might</em> be hearing impaired</a> notwithstanding). Hayley from the recent Miles Morales game does bear mentioning, though, since she uses a hearing aid, talks to Miles in ASL, and (says the text) is very cool while doing so.</p>



<p class="wp-block-paragraph">• Sarah Chayes calls infinite-acquisitiveness-for-its-own-sake "the Midas disease" in her book <em><a href="https://www.penguinrandomhouse.com/books/585789/on-corruption-in-america-by-sarah-chayes/">On Corruption in America: And What Is at Stake</a>.</em></p>



<p class="wp-block-paragraph">• For those interested, here's the <a href="https://dicepunks.com/podcast/0-3/">Dice Punks Spooky Streets spectacular</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Magmadon's Moment," "Snow and Ice," and "The Secret in Paradise," from <em>The Mechanical World of Dr. Gearbox</em> OST by <a href="https://billbressler.bandcamp.com/">Bill Bressler</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The Mechanical World of Dr. Gearbox is first and foremost an attempt to rethink educational games, and specifically to rethink them into something that kids would actually want and choose to play. This is of course far from the first time that a game dev]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Changing World and How to Change It, with Mike Grieci]]></itunes:title>
	<itunes:episode>121</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>The Mechanical World of Dr. Gearbox </em>is first and foremost an attempt to rethink educational games, and specifically to rethink them into something that kids would actually want and choose to play. This is of course far from the first time that a game developer has attempted that lofty, elusive goal—so in this interview, Mike Grieci explains Flamehawk Studios' plan for building a game that not only takes the edge off kids doing their actual homework, but simultaneously provides a space for socializing and tells a meaningful, memorable story.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em><a href="https://store.steampowered.com/app/1218220/The_Mechanical_World_of_Dr_Gearbox/">The Mechanical World of Dr. Gearbox</a></em>, and play the demo, on Steam.</strong>
You can also follow <a href="https://twitter.com/TheGreech35">Mike</a> (and <a href="https://twitter.com/flamehawkstudio">Flamehawk</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• The future (or a part of it) will certainly look a little something <em><a href="https://education.minecraft.net/en-us/homepage">Minecraft Education Edition</a></em> and/or <a href="https://www.zachtronics.com/zachademics/">Zachtronics' Zachademics initiative</a>.</p>



<p class="wp-block-paragraph">• We talk a fair bit about <a href="https://www.magicwheelchair.org/">Magic Wheelchair</a>.</p>



<p class="wp-block-paragraph">• For more on AbleGamers—as well as on the idea of many disabilities being invisible, and on the importance (and limits) of representation, and on the harmful trope of disabled folks supposedly wanting to "escape" their disabilities—do check out <a href="http://etao.blog/2020/06/09/podcast-85/">our talk with Greg Haynes</a>.</p>



<p class="wp-block-paragraph">• And for more on the character of Gustav in <em>Spiritfarer</em>, and on listening to feedback as an artist, you can give a listen to <a href="http://etao.blog/2020/11/10/podcast-96/">our conversation with Nick Guérin</a>.</p>



<p class="wp-block-paragraph">• There do indeed seem to be no notable videogame characters with cochlear implants (hype about how <a href="https://www.polygon.com/comics/2020/7/30/21347897/marvels-avengers-game-hawkeye-deaf-comics-vs-movies-explained">various versions of Hawkeye <em>might</em> be hearing impaired</a> notwithstanding). Hayley from the recent Miles Morales game does bear mentioning, though, since she uses a hearing aid, talks to Miles in ASL, and (says the text) is very cool while doing so.</p>



<p class="wp-block-paragraph">• Sarah Chayes calls infinite-acquisitiveness-for-its-own-sake "the Midas disease" in her book <em><a href="https://www.penguinrandomhouse.com/books/585789/on-corruption-in-america-by-sarah-chayes/">On Corruption in America: And What Is at Stake</a>.</em></p>



<p class="wp-block-paragraph">• For those interested, here's the <a href="https://dicepunks.com/podcast/0-3/">Dice Punks Spooky Streets spectacular</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Magmadon's Moment," "Snow and Ice," and "The Secret in Paradise," from <em>The Mechanical World of Dr. Gearbox</em> OST by <a href="https://billbressler.bandcamp.com/">Bill Bressler</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/10/etao-podcast-121-mike-grieci-1.mp3" length="142976545" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The Mechanical World of Dr. Gearbox is first and foremost an attempt to rethink educational games, and specifically to rethink them into something that kids would actually want and choose to play. This is of course far from the first time that a game developer has attempted that lofty, elusive goal—so in this interview, Mike Grieci explains Flamehawk Studios' plan for building a game that not only takes the edge off kids doing their actual homework, but simultaneously provides a space for socializing and tells a meaningful, memorable story.





You can wishlist The Mechanical World of Dr. Gearbox, and play the demo, on Steam.
You can also follow Mike (and Flamehawk) on Twitter.



———
• The future (or a part of it) will certainly look a little something Minecraft Education Edition and/or Zachtronics' Zachademics initiative.



• We talk a fair bit about Magic Wheelchair.



• For more on AbleGamers—as well as on the idea of many disabilities being invisible, and on the importance (and limits) of representation, and on the harmful trope of disabled folks supposedly wanting to "escape" their disabilities—do check out our talk with Greg Haynes.



• And for more on the character of Gustav in Spiritfarer, and on listening to feedback as an artist, you can give a listen to our conversation with Nick Guérin.



• There do indeed seem to be no notable videogame characters with cochlear implants (hype about how various versions of Hawkeye might be hearing impaired notwithstanding). Hayley from the recent Miles Morales game does bear mentioning, though, since she uses a hearing aid, talks to Miles in ASL, and (says the text) is very cool while doing so.



• Sarah Chayes calls infinite-acquisitiveness-for-its-own-sake "the Midas disease" in her book On Corruption in America: And What Is at Stake.



• For those interested, here's the Dice Punks Spooky Streets spectacular.



———
"All The People Say (Season 4)" by Carpe Demon.
"Magmadon's Moment," "Snow and Ice," and "The Secret in Paradise," from The Mechanical World of Dr. Gearbox OST by Bill Bressler.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/battleshot01.png?fit=2000%2C844&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/battleshot01.png?fit=2000%2C844&#038;ssl=1</url>
		<title>A Changing World and How to Change It, with Mike Grieci</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:14:17</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[The Mechanical World of Dr. Gearbox is first and foremost an attempt to rethink educational games, and specifically to rethink them into something that kids would actually want and choose to play. This is of course far from the first time that a game developer has attempted that lofty, elusive goal—so in this interview, Mike Grieci explains Flamehawk Studios' plan for building a game that not only takes the edge off kids doing their actual homework, but simultaneously provides a space for socializing and tells a meaningful, memorable story.





You can wishlist The Mechanical World of Dr. Gearbox, and play the demo, on Steam.
You can also follow Mike (and Flamehawk) on Twitter.



———
• The future (or a part of it) will certainly look a little something Minecraft Education Edition and/or Zachtronics' Zachademics initiative.



• We talk a fair bit about Magic Wheelchair.



• For more on AbleGamers—as well as on the idea of many disabilities being invisible, and on the importance (an]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/battleshot01.png?fit=2000%2C844&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>(Chef)Squad Goals, with David Galindo</title>
	<link>https://etao.blog/2021/10/21/podcast-120/</link>
	<pubDate>Thu, 21 Oct 2021 15:11:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">741d2d7d-d00e-578f-a32d-172667bdc292</guid>
	<description><![CDATA[<p class="wp-block-paragraph">At midnight tonight, David Galindo and his team are surprise-releasing <em>ChefSquad</em>, a collaborative cooking game that can only be played on Twitch. <em>"Wait, what?"</em> you might reasonably ask—and by way of answering you there, David has kindly stopped by to give us the scoop on this weird, joyful, formally inventive, genuinely <em>new</em> creation.</p>



<p class="wp-block-paragraph"><em>ChefSquad</em> shares some DNA with David's <em>Cook! Serve! Delicious!</em> trilogy, but as much as it's a spin-off of those, it's also a foil to other stream-only games—games that, in David's view, pretty fundamentally misunderstand the technical peculiarities and cultural priorities of Twitch.</p>



<p class="wp-block-paragraph">What does it mean for a game to be built not just for streaming but <em>on the relationship between streamers and their audiences? </em>In asking that, we also ask what kinds of games are better suited for a stream-centric media ecosystem in the first place, how developers can try and thrive in that brave new world, and how to even talk about <em>the value of games</em> nowadays.</p>





<p class="wp-block-paragraph"><strong>You can play <em>ChefSquad</em> on <a href="https://www.twitch.tv/directory/game/ChefSquad">Twitch</a>.</strong>
If you're a streamer, you can download the game for free on <a href="https://store.steampowered.com/app/1501980/ChefSquad/">Steam</a> and <a href="https://chubigans.itch.io/chefsquad">Itch</a>.
And don't you dare forget <a href="https://www.cookservedelicious.com/yum/">the <em>Cook! Serve! Delicious!</em> trilogy</a>.
You can also follow <a href="https://twitter.com/chubigans">David</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• <a href="http://etao.blog/2020/01/21/podcast-74/">David talked more about the <em>Cook! Serve! Delicious! </em>trilogy last time he was on the show</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.artemisspaceshipbridge.com/#/">That game about a starship bridge is <em>Artemis</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here are WhatifJulia's <a href="https://www.twitch.tv/whatifjulia">Twitch</a> and <a href="https://twitter.com/WhatifJulia">Twitter</a>.</p>



<p class="wp-block-paragraph">• It does seem like <em><a href="https://twitter.com/search?q=the%20bell%20is%20right%20(from%3Achubigans)&amp;src=typed_query&amp;f=top">The Bell Is Right</a></em> is all but lost to time, sadly.</p>



<p class="wp-block-paragraph">• For those who haven't heard about <a href="https://www.techradar.com/news/when-action-leads-to-inaction-the-twitch-hate-raids">hate raids</a>, or the massive Twitch leak.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"ChefSquad" and "Intermission" from <a href="https://jonathangeer.bandcamp.com/album/chefsquad">the <em>ChefSquad </em>OST</a> by Jonathan Greer.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[At midnight tonight, David Galindo and his team are surprise-releasing ChefSquad, a collaborative cooking game that can only be played on Twitch. Wait, what? you might reasonably ask—and by way of answering you there, David has kindly stopped by to give ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[(Chef)Squad Goals, with David Galindo]]></itunes:title>
	<itunes:episode>120</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">At midnight tonight, David Galindo and his team are surprise-releasing <em>ChefSquad</em>, a collaborative cooking game that can only be played on Twitch. <em>"Wait, what?"</em> you might reasonably ask—and by way of answering you there, David has kindly stopped by to give us the scoop on this weird, joyful, formally inventive, genuinely <em>new</em> creation.</p>



<p class="wp-block-paragraph"><em>ChefSquad</em> shares some DNA with David's <em>Cook! Serve! Delicious!</em> trilogy, but as much as it's a spin-off of those, it's also a foil to other stream-only games—games that, in David's view, pretty fundamentally misunderstand the technical peculiarities and cultural priorities of Twitch.</p>



<p class="wp-block-paragraph">What does it mean for a game to be built not just for streaming but <em>on the relationship between streamers and their audiences? </em>In asking that, we also ask what kinds of games are better suited for a stream-centric media ecosystem in the first place, how developers can try and thrive in that brave new world, and how to even talk about <em>the value of games</em> nowadays.</p>





<p class="wp-block-paragraph"><strong>You can play <em>ChefSquad</em> on <a href="https://www.twitch.tv/directory/game/ChefSquad">Twitch</a>.</strong>
If you're a streamer, you can download the game for free on <a href="https://store.steampowered.com/app/1501980/ChefSquad/">Steam</a> and <a href="https://chubigans.itch.io/chefsquad">Itch</a>.
And don't you dare forget <a href="https://www.cookservedelicious.com/yum/">the <em>Cook! Serve! Delicious!</em> trilogy</a>.
You can also follow <a href="https://twitter.com/chubigans">David</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• <a href="http://etao.blog/2020/01/21/podcast-74/">David talked more about the <em>Cook! Serve! Delicious! </em>trilogy last time he was on the show</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.artemisspaceshipbridge.com/#/">That game about a starship bridge is <em>Artemis</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here are WhatifJulia's <a href="https://www.twitch.tv/whatifjulia">Twitch</a> and <a href="https://twitter.com/WhatifJulia">Twitter</a>.</p>



<p class="wp-block-paragraph">• It does seem like <em><a href="https://twitter.com/search?q=the%20bell%20is%20right%20(from%3Achubigans)&amp;src=typed_query&amp;f=top">The Bell Is Right</a></em> is all but lost to time, sadly.</p>



<p class="wp-block-paragraph">• For those who haven't heard about <a href="https://www.techradar.com/news/when-action-leads-to-inaction-the-twitch-hate-raids">hate raids</a>, or the massive Twitch leak.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"ChefSquad" and "Intermission" from <a href="https://jonathangeer.bandcamp.com/album/chefsquad">the <em>ChefSquad </em>OST</a> by Jonathan Greer.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/10/etao-podcast-120-david-galindo.mp3" length="147379912" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[At midnight tonight, David Galindo and his team are surprise-releasing ChefSquad, a collaborative cooking game that can only be played on Twitch. "Wait, what?" you might reasonably ask—and by way of answering you there, David has kindly stopped by to give us the scoop on this weird, joyful, formally inventive, genuinely new creation.



ChefSquad shares some DNA with David's Cook! Serve! Delicious! trilogy, but as much as it's a spin-off of those, it's also a foil to other stream-only games—games that, in David's view, pretty fundamentally misunderstand the technical peculiarities and cultural priorities of Twitch.



What does it mean for a game to be built not just for streaming but on the relationship between streamers and their audiences? In asking that, we also ask what kinds of games are better suited for a stream-centric media ecosystem in the first place, how developers can try and thrive in that brave new world, and how to even talk about the value of games nowadays.





You can play ChefSquad on Twitch.
If you're a streamer, you can download the game for free on Steam and Itch.
And don't you dare forget the Cook! Serve! Delicious! trilogy.
You can also follow David on Twitter.



———
• David talked more about the Cook! Serve! Delicious! trilogy last time he was on the show.



• That game about a starship bridge is Artemis.



• Here are WhatifJulia's Twitch and Twitter.



• It does seem like The Bell Is Right is all but lost to time, sadly.



• For those who haven't heard about hate raids, or the massive Twitch leak.



———
"All The People Say (Season 4)" by Carpe Demon.
"ChefSquad" and "Intermission" from the ChefSquad OST by Jonathan Greer.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/uidesign_c-copy_crop-1.png?fit=959%2C919&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/uidesign_c-copy_crop-1.png?fit=959%2C919&#038;ssl=1</url>
		<title>(Chef)Squad Goals, with David Galindo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:20:03</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[At midnight tonight, David Galindo and his team are surprise-releasing ChefSquad, a collaborative cooking game that can only be played on Twitch. "Wait, what?" you might reasonably ask—and by way of answering you there, David has kindly stopped by to give us the scoop on this weird, joyful, formally inventive, genuinely new creation.



ChefSquad shares some DNA with David's Cook! Serve! Delicious! trilogy, but as much as it's a spin-off of those, it's also a foil to other stream-only games—games that, in David's view, pretty fundamentally misunderstand the technical peculiarities and cultural priorities of Twitch.



What does it mean for a game to be built not just for streaming but on the relationship between streamers and their audiences? In asking that, we also ask what kinds of games are better suited for a stream-centric media ecosystem in the first place, how developers can try and thrive in that brave new world, and how to even talk about the value of games nowadays.





You]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/10/uidesign_c-copy_crop-1.png?fit=959%2C919&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>An Approachable Roguelike Full of Cats, with Aaron San Filippo</title>
	<link>https://etao.blog/2021/10/05/podcast-119/</link>
	<pubDate>Tue, 05 Oct 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">db3ec0a4-02eb-5f8b-8bc0-4d168025b87e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Aaron San Filippo is currently working on <em>Whisker Squadron</em>, a roguelike-alike riff on the arcadey corridor space-shooter genre (of which there are fewer examples than you might expect, given how large <em>Star Fox </em>looms). Before that, <a href="http://flippfly.com/">his studio Fippfly</a> put out the similarly low-poly purist flight game <em>Race the Sun,</em> the console reimagining of minimalist overhead racer <em>Absolute Drift</em>, and the similar-yet-wildly-different puzzle games <em>Evergarden</em> and <em>Twelvesmith</em>.</p>



<p class="wp-block-paragraph">Here Aaron talks not only about Flippfly's completed and in-progress projects, but also about some of the ones that didn't work out, including an open-world, physics-heavy romp about a cat flying a helicopter. Why did cats flying space fighter-ships work when a game about a single cat flying a single helicopter didn't? The answer turns out to answer a lot of additional questions about scope, collaboration, and how and why studios build on their previous work.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em>Whisker Squadron</em> on <a href="https://store.steampowered.com/app/1303400/Whisker_Squadron/">Steam</a>.</strong>
You find most of Flippfly's catalog on <a href="http://flippfly.com/">their website</a>, with the notable exception of <em>Twelvesmith</em>?which you can find on <a href="https://twelvesmith.com/">its own site</a>, as well as in the <a href="https://apps.apple.com/us/app/twelvesmith/id1454405829">Apple App Store</a> and the <a href="https://play.google.com/store/apps/details?id=com.flippfly.twelvesmithpremium">Google Play Store</a>.
You can also follow <a href="https://twitter.com/AeornFlippout">Aaron</a> (and <a href="https://twitter.com/Flippfly">Flippfly</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• For more on the history of roguelikes, and specially the emotional importance of metaprogression (or lack thereof), check <a href="http://etao.blog/2021/05/04/podcast-108/">our talk with Santiago Zapata</a>.</p>



<p class="wp-block-paragraph">• For more on character-based metaprogression (and how that can be not merely cosmetic, but also not strictly an escalation in player power), here's <a href="http://etao.blog/2021/08/24/podcast-116/">our talk with Don Bellenger</a>.</p>



<p class="wp-block-paragraph">• And for more about what we mean by "chunks," and more on the rigors and rewards of level editors, you are hereby cordially invited to dig <a href="http://etao.blog/2021/02/23/podcast-103/">our talk with Chris King</a>.</p>



<p class="wp-block-paragraph">• And for more on <em>Whisker Squadron</em>—as well as her other work on <em>Kine</em>, <em>Watch This Space,</em> and <em>OnlyCans: Thirst Date</em>—do give a listen to <a href="/podcast-101/">our talk with Chel Wong</a>.</p>



<p class="wp-block-paragraph">• I can now confirm that <em>Twelvesmith </em>too is a good time.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
The main theme, and some boss music, from the <em>Whisker Squadron</em> OST by <a href="https://www.chelwongaudio.com/">Chel Wong</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Aaron San Filippo is currently working on Whisker Squadron, a roguelike-alike riff on the arcadey corridor space-shooter genre (of which there are fewer examples than you might expect, given how large Star Fox looms). Before that, his studio Fippfly put ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[An Approachable Roguelike Full of Cats, with Aaron San Filippo]]></itunes:title>
	<itunes:episode>119</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Aaron San Filippo is currently working on <em>Whisker Squadron</em>, a roguelike-alike riff on the arcadey corridor space-shooter genre (of which there are fewer examples than you might expect, given how large <em>Star Fox </em>looms). Before that, <a href="http://flippfly.com/">his studio Fippfly</a> put out the similarly low-poly purist flight game <em>Race the Sun,</em> the console reimagining of minimalist overhead racer <em>Absolute Drift</em>, and the similar-yet-wildly-different puzzle games <em>Evergarden</em> and <em>Twelvesmith</em>.</p>



<p class="wp-block-paragraph">Here Aaron talks not only about Flippfly's completed and in-progress projects, but also about some of the ones that didn't work out, including an open-world, physics-heavy romp about a cat flying a helicopter. Why did cats flying space fighter-ships work when a game about a single cat flying a single helicopter didn't? The answer turns out to answer a lot of additional questions about scope, collaboration, and how and why studios build on their previous work.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em>Whisker Squadron</em> on <a href="https://store.steampowered.com/app/1303400/Whisker_Squadron/">Steam</a>.</strong>
You find most of Flippfly's catalog on <a href="http://flippfly.com/">their website</a>, with the notable exception of <em>Twelvesmith</em>?which you can find on <a href="https://twelvesmith.com/">its own site</a>, as well as in the <a href="https://apps.apple.com/us/app/twelvesmith/id1454405829">Apple App Store</a> and the <a href="https://play.google.com/store/apps/details?id=com.flippfly.twelvesmithpremium">Google Play Store</a>.
You can also follow <a href="https://twitter.com/AeornFlippout">Aaron</a> (and <a href="https://twitter.com/Flippfly">Flippfly</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• For more on the history of roguelikes, and specially the emotional importance of metaprogression (or lack thereof), check <a href="http://etao.blog/2021/05/04/podcast-108/">our talk with Santiago Zapata</a>.</p>



<p class="wp-block-paragraph">• For more on character-based metaprogression (and how that can be not merely cosmetic, but also not strictly an escalation in player power), here's <a href="http://etao.blog/2021/08/24/podcast-116/">our talk with Don Bellenger</a>.</p>



<p class="wp-block-paragraph">• And for more about what we mean by "chunks," and more on the rigors and rewards of level editors, you are hereby cordially invited to dig <a href="http://etao.blog/2021/02/23/podcast-103/">our talk with Chris King</a>.</p>



<p class="wp-block-paragraph">• And for more on <em>Whisker Squadron</em>—as well as her other work on <em>Kine</em>, <em>Watch This Space,</em> and <em>OnlyCans: Thirst Date</em>—do give a listen to <a href="/podcast-101/">our talk with Chel Wong</a>.</p>



<p class="wp-block-paragraph">• I can now confirm that <em>Twelvesmith </em>too is a good time.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
The main theme, and some boss music, from the <em>Whisker Squadron</em> OST by <a href="https://www.chelwongaudio.com/">Chel Wong</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/09/etao-podcast-119-aaron-san-filippo.mp3" length="130688405" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Aaron San Filippo is currently working on Whisker Squadron, a roguelike-alike riff on the arcadey corridor space-shooter genre (of which there are fewer examples than you might expect, given how large Star Fox looms). Before that, his studio Fippfly put out the similarly low-poly purist flight game Race the Sun, the console reimagining of minimalist overhead racer Absolute Drift, and the similar-yet-wildly-different puzzle games Evergarden and Twelvesmith.



Here Aaron talks not only about Flippfly's completed and in-progress projects, but also about some of the ones that didn't work out, including an open-world, physics-heavy romp about a cat flying a helicopter. Why did cats flying space fighter-ships work when a game about a single cat flying a single helicopter didn't? The answer turns out to answer a lot of additional questions about scope, collaboration, and how and why studios build on their previous work.





You can wishlist Whisker Squadron on Steam.
You find most of Flippfly's catalog on their website, with the notable exception of Twelvesmith?which you can find on its own site, as well as in the Apple App Store and the Google Play Store.
You can also follow Aaron (and Flippfly) on Twitter.



———
• For more on the history of roguelikes, and specially the emotional importance of metaprogression (or lack thereof), check our talk with Santiago Zapata.



• For more on character-based metaprogression (and how that can be not merely cosmetic, but also not strictly an escalation in player power), here's our talk with Don Bellenger.



• And for more about what we mean by "chunks," and more on the rigors and rewards of level editors, you are hereby cordially invited to dig our talk with Chris King.



• And for more on Whisker Squadron—as well as her other work on Kine, Watch This Space, and OnlyCans: Thirst Date—do give a listen to our talk with Chel Wong.



• I can now confirm that Twelvesmith too is a good time.



———
"All The People Say (Season 4)" by Carpe Demon.
The main theme, and some boss music, from the Whisker Squadron OST by Chel Wong.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/procboss.gif?fit=600%2C338&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/procboss.gif?fit=600%2C338&#038;ssl=1</url>
		<title>An Approachable Roguelike Full of Cats, with Aaron San Filippo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:01</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Aaron San Filippo is currently working on Whisker Squadron, a roguelike-alike riff on the arcadey corridor space-shooter genre (of which there are fewer examples than you might expect, given how large Star Fox looms). Before that, his studio Fippfly put out the similarly low-poly purist flight game Race the Sun, the console reimagining of minimalist overhead racer Absolute Drift, and the similar-yet-wildly-different puzzle games Evergarden and Twelvesmith.



Here Aaron talks not only about Flippfly's completed and in-progress projects, but also about some of the ones that didn't work out, including an open-world, physics-heavy romp about a cat flying a helicopter. Why did cats flying space fighter-ships work when a game about a single cat flying a single helicopter didn't? The answer turns out to answer a lot of additional questions about scope, collaboration, and how and why studios build on their previous work.





You can wishlist Whisker Squadron on Steam.
You find most of Flipp]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/procboss.gif?fit=600%2C338&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Trying Your Best and Helping Somehow, with Megan Fox</title>
	<link>https://etao.blog/2021/09/21/podcast-118/</link>
	<pubDate>Tue, 21 Sep 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">78260253-dcd1-5cf5-949e-ecfe7294df82</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Megan Fox heads up Glass Bottom Games, the small-core-team-and-a-cloud-of-contractors behind<em>SkateBIRD</em>. (They were a larger core team for their first-person brawler/roguelike <em>Spartan Fist,</em> it should be noted). Here Megan talks about how <em>SkateBIRD</em> first came to be, and the nuts and bolts of bringing it to life—not only from a technical and artistic perspective, but also in terms of running a studio in a fair, equitable, robust, and sustainable manner.</p>



<p class="wp-block-paragraph">We don't talk much about Glass Bottom Games' previous works (the cat-rescuing auto-runner <em>Jones on Fire</em>, the first-person brawler/roguelike <em>Spartan Fist</em>, and the comedy-noir adventure game platformer <em>Hot Tin Roof: The Cat that Wore a Fedora).</em> But that makes a certain sense, given how close to <em>SkateBIRD's</em> launch we were speaking. Megan was (and is) <em>in it.</em></p>





<p class="wp-block-paragraph"><strong>You can get <em>SkateBIRD </em>on <a href="https://store.steampowered.com/app/971030/SkateBIRD/">Steam</a>, <a href="https://www.nintendo.com/games/detail/skatebird-switch/">Switch</a>, <a href="https://glassbottommeg.itch.io/skatebird">Itch</a>, <a href="https://www.amazon.com/luna/landing-page">Luna</a>, and <a href="https://www.microsoft.com/en-us/p/skatebird/9pn7nk4d9vch?activetab=pivot:overviewtab">Xbox</a> (where it's on Game Pass).</strong>
You can hear the game's soundtrack on <a href="https://open.spotify.com/album/2SE6jnP8Ly0sOHN4E3hGYr">Spotify</a>, <a href="https://store.steampowered.com/app/1206890/SkateBIRD_Original_Soundtrack/?curator_clanid=4777282">Steam</a>, and <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/glassbottommeg">Megan</a> (and <a href="https://twitter.com/GlassBottomGame">Glass Bottom Games</a>, and <em><a href="https://twitter.com/skatebirb">SkateBIRD</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/Der_Kevin">prototype maestro KevKev on Twitter</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">the Kitfox crew on the baggy, the shaggy, and the craggy in game design</a>.</p>



<p class="wp-block-paragraph">• If you haven't already, do check out <a href="http://etao.blog/2021/06/01/podcast-110/">our talk with Xalavier Nelson Jr.</a></p>



<p class="wp-block-paragraph">• And for more about how Blendo Games is operating these days, here are <a href="http://etao.blog/2020/07/21/podcast-88/">Laura Michet and Brendon&nbsp;Chung talking about <em>Skin Deep</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Meanwhile, <a href="http://etao.blog/2021/09/07/podcast-117/">our talk with Laia Bee </a>covers the topic of why small studios generally can't juggle two games at once was not (among a whole lot of other topics).</p>



<p class="wp-block-paragraph">• We didn't get to talk about Ultima, even though I wanted to. So regardless, here's <a href="https://gibiz.libsyn.com/the-game-developers-playlist-ultima-7-with-megan-fox">Megan talking about <em>Ultima VII</em></a><em>.</em></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Atlas' Gospel" and "Strut" from <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">the <em>SkateBIRD</em> OST</a> by Nathan Madsen.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Megan Fox heads up Glass Bottom Games, the small-core-team-and-a-cloud-of-contractors behindSkateBIRD. (They were a larger core team for their first-person brawler/roguelike Spartan Fist, it should be noted). Here Megan talks about how SkateBIRD first ca]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Trying Your Best and Helping Somehow, with Megan Fox]]></itunes:title>
	<itunes:episode>118</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Megan Fox heads up Glass Bottom Games, the small-core-team-and-a-cloud-of-contractors behind<em>SkateBIRD</em>. (They were a larger core team for their first-person brawler/roguelike <em>Spartan Fist,</em> it should be noted). Here Megan talks about how <em>SkateBIRD</em> first came to be, and the nuts and bolts of bringing it to life—not only from a technical and artistic perspective, but also in terms of running a studio in a fair, equitable, robust, and sustainable manner.</p>



<p class="wp-block-paragraph">We don't talk much about Glass Bottom Games' previous works (the cat-rescuing auto-runner <em>Jones on Fire</em>, the first-person brawler/roguelike <em>Spartan Fist</em>, and the comedy-noir adventure game platformer <em>Hot Tin Roof: The Cat that Wore a Fedora).</em> But that makes a certain sense, given how close to <em>SkateBIRD's</em> launch we were speaking. Megan was (and is) <em>in it.</em></p>





<p class="wp-block-paragraph"><strong>You can get <em>SkateBIRD </em>on <a href="https://store.steampowered.com/app/971030/SkateBIRD/">Steam</a>, <a href="https://www.nintendo.com/games/detail/skatebird-switch/">Switch</a>, <a href="https://glassbottommeg.itch.io/skatebird">Itch</a>, <a href="https://www.amazon.com/luna/landing-page">Luna</a>, and <a href="https://www.microsoft.com/en-us/p/skatebird/9pn7nk4d9vch?activetab=pivot:overviewtab">Xbox</a> (where it's on Game Pass).</strong>
You can hear the game's soundtrack on <a href="https://open.spotify.com/album/2SE6jnP8Ly0sOHN4E3hGYr">Spotify</a>, <a href="https://store.steampowered.com/app/1206890/SkateBIRD_Original_Soundtrack/?curator_clanid=4777282">Steam</a>, and <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/glassbottommeg">Megan</a> (and <a href="https://twitter.com/GlassBottomGame">Glass Bottom Games</a>, and <em><a href="https://twitter.com/skatebirb">SkateBIRD</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/Der_Kevin">prototype maestro KevKev on Twitter</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://medium.com/kitfox-games/in-praise-of-messy-design-62722b88258e">the Kitfox crew on the baggy, the shaggy, and the craggy in game design</a>.</p>



<p class="wp-block-paragraph">• If you haven't already, do check out <a href="http://etao.blog/2021/06/01/podcast-110/">our talk with Xalavier Nelson Jr.</a></p>



<p class="wp-block-paragraph">• And for more about how Blendo Games is operating these days, here are <a href="http://etao.blog/2020/07/21/podcast-88/">Laura Michet and Brendon&nbsp;Chung talking about <em>Skin Deep</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Meanwhile, <a href="http://etao.blog/2021/09/07/podcast-117/">our talk with Laia Bee </a>covers the topic of why small studios generally can't juggle two games at once was not (among a whole lot of other topics).</p>



<p class="wp-block-paragraph">• We didn't get to talk about Ultima, even though I wanted to. So regardless, here's <a href="https://gibiz.libsyn.com/the-game-developers-playlist-ultima-7-with-megan-fox">Megan talking about <em>Ultima VII</em></a><em>.</em></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Atlas' Gospel" and "Strut" from <a href="https://madsenstudios.bandcamp.com/album/skatebird-official-video-game-soundtrack">the <em>SkateBIRD</em> OST</a> by Nathan Madsen.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/09/etao-podcast-118-megan-fox.mp3" length="152524871" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Megan Fox heads up Glass Bottom Games, the small-core-team-and-a-cloud-of-contractors behindSkateBIRD. (They were a larger core team for their first-person brawler/roguelike Spartan Fist, it should be noted). Here Megan talks about how SkateBIRD first came to be, and the nuts and bolts of bringing it to life—not only from a technical and artistic perspective, but also in terms of running a studio in a fair, equitable, robust, and sustainable manner.



We don't talk much about Glass Bottom Games' previous works (the cat-rescuing auto-runner Jones on Fire, the first-person brawler/roguelike Spartan Fist, and the comedy-noir adventure game platformer Hot Tin Roof: The Cat that Wore a Fedora). But that makes a certain sense, given how close to SkateBIRD's launch we were speaking. Megan was (and is) in it.





You can get SkateBIRD on Steam, Switch, Itch, Luna, and Xbox (where it's on Game Pass).
You can hear the game's soundtrack on Spotify, Steam, and Bandcamp.
You can also follow Megan (and Glass Bottom Games, and SkateBIRD) on Twitter.



———
• Here's prototype maestro KevKev on Twitter.



• Here's the Kitfox crew on the baggy, the shaggy, and the craggy in game design.



• If you haven't already, do check out our talk with Xalavier Nelson Jr.



• And for more about how Blendo Games is operating these days, here are Laura Michet and Brendon&nbsp;Chung talking about Skin Deep.



• Meanwhile, our talk with Laia Bee covers the topic of why small studios generally can't juggle two games at once was not (among a whole lot of other topics).



• We didn't get to talk about Ultima, even though I wanted to. So regardless, here's Megan talking about Ultima VII.



———
"All The People Say (Season 4)" by Carpe Demon.
"Atlas' Gospel" and "Strut" from the SkateBIRD OST by Nathan Madsen.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/20210918194901_1.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/20210918194901_1.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>Trying Your Best and Helping Somehow, with Megan Fox</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:11:35</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Megan Fox heads up Glass Bottom Games, the small-core-team-and-a-cloud-of-contractors behindSkateBIRD. (They were a larger core team for their first-person brawler/roguelike Spartan Fist, it should be noted). Here Megan talks about how SkateBIRD first came to be, and the nuts and bolts of bringing it to life—not only from a technical and artistic perspective, but also in terms of running a studio in a fair, equitable, robust, and sustainable manner.



We don't talk much about Glass Bottom Games' previous works (the cat-rescuing auto-runner Jones on Fire, the first-person brawler/roguelike Spartan Fist, and the comedy-noir adventure game platformer Hot Tin Roof: The Cat that Wore a Fedora). But that makes a certain sense, given how close to SkateBIRD's launch we were speaking. Megan was (and is) in it.





You can get SkateBIRD on Steam, Switch, Itch, Luna, and Xbox (where it's on Game Pass).
You can hear the game's soundtrack on Spotify, Steam, and Bandcamp.
You can also follow Mega]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/20210918194901_1.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Pop Culture Belongs to Everyone, with Laia Bee</title>
	<link>https://etao.blog/2021/09/07/podcast-117/</link>
	<pubDate>Tue, 07 Sep 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">7c2fcbcb-07b0-5e48-a835-b0dd8f7ae48a</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Laia Bee is one of the three co-founders of <a href="https://www.pincergames.com/">Pincer Games</a>, who've debuted with the card-based brawler <em>Fighters of Fate</em>. She's also deeply involved in the project of fostering a sense of community in the Uruguayan game development scene, and among South American game developers more broadly, and even more broadly than that, among Latinx game developers.</p>



<p class="wp-block-paragraph">Here she talks about the process of launching a game—a multiplayer game, no less—as a team of three, the cooperative spirit of game development in Uruguay, and her approach to moderating #1ReasonToBe at this year's GDC.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Fighters of Fate </em>on <a href="https://play.google.com/store/apps/details?id=com.Pincer.FofAlpha">Google Play</a>.</strong>
You can also follow <a href="https://twitter.com/Laiabee">Laia</a> (and <em><a href="https://twitter.com/Fightersoffate">Fighters of Fate</a></em>, and <a href="https://twitter.com/PincerGames">Pincer Games</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• You can hear more about <em>NovaMundi: The Spear of Chaquén</em> in <a href="http://etao.blog/2021/05/04/podcast-108/">our conversation with Santiago Zapata</a>, and more about <em>Ghost of Tsushima </em>in <a href="http://etao.blog/2020/08/04/podcast-89/">our conversation with Ilan Eskeri</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.ironhidegames.com/Games">Ironhide</a> and <a href="http://www.pomelogames.com/">Pomelo</a> are two notable Uruguayan game studio success stories.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=NJ1xPGMu6vY">a video on Pincer Games' time at the Google Play Academy</a>.</p>



<p class="wp-block-paragraph">• The #1ReasonToBe panel that Laia moderated this past year is <a href="https://www.gdcvault.com/play/1027138/">free to all in the GDC vault</a>.</p>



<p class="wp-block-paragraph">• You can hear more about the previous phase of #1ReasonToBe in <a href="http://etao.blog/2019/01/26/podcast-48/">our talk with Rami Ismial</a>.</p>



<p class="wp-block-paragraph">• And I mean, <a href="https://www.youtube.com/watch?v=c5CQgsFJm0c">yeah, <em>The Simpsons</em></a> on how Americans see the world.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
Some music from the <em>Fighters of Fate</em> OST by Gary Kuo.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Laia Bee is one of the three co-founders of Pincer Games, whove debuted with the card-based brawler Fighters of Fate. Shes also deeply involved in the project of fostering a sense of community in the Uruguayan game development scene, and among South Amer]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Pop Culture Belongs to Everyone, with Laia Bee]]></itunes:title>
	<itunes:episode>117</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Laia Bee is one of the three co-founders of <a href="https://www.pincergames.com/">Pincer Games</a>, who've debuted with the card-based brawler <em>Fighters of Fate</em>. She's also deeply involved in the project of fostering a sense of community in the Uruguayan game development scene, and among South American game developers more broadly, and even more broadly than that, among Latinx game developers.</p>



<p class="wp-block-paragraph">Here she talks about the process of launching a game—a multiplayer game, no less—as a team of three, the cooperative spirit of game development in Uruguay, and her approach to moderating #1ReasonToBe at this year's GDC.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Fighters of Fate </em>on <a href="https://play.google.com/store/apps/details?id=com.Pincer.FofAlpha">Google Play</a>.</strong>
You can also follow <a href="https://twitter.com/Laiabee">Laia</a> (and <em><a href="https://twitter.com/Fightersoffate">Fighters of Fate</a></em>, and <a href="https://twitter.com/PincerGames">Pincer Games</a>) on Twitter.</p>



<p class="wp-block-paragraph">———
• You can hear more about <em>NovaMundi: The Spear of Chaquén</em> in <a href="http://etao.blog/2021/05/04/podcast-108/">our conversation with Santiago Zapata</a>, and more about <em>Ghost of Tsushima </em>in <a href="http://etao.blog/2020/08/04/podcast-89/">our conversation with Ilan Eskeri</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.ironhidegames.com/Games">Ironhide</a> and <a href="http://www.pomelogames.com/">Pomelo</a> are two notable Uruguayan game studio success stories.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=NJ1xPGMu6vY">a video on Pincer Games' time at the Google Play Academy</a>.</p>



<p class="wp-block-paragraph">• The #1ReasonToBe panel that Laia moderated this past year is <a href="https://www.gdcvault.com/play/1027138/">free to all in the GDC vault</a>.</p>



<p class="wp-block-paragraph">• You can hear more about the previous phase of #1ReasonToBe in <a href="http://etao.blog/2019/01/26/podcast-48/">our talk with Rami Ismial</a>.</p>



<p class="wp-block-paragraph">• And I mean, <a href="https://www.youtube.com/watch?v=c5CQgsFJm0c">yeah, <em>The Simpsons</em></a> on how Americans see the world.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
Some music from the <em>Fighters of Fate</em> OST by Gary Kuo.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/09/etao-podcast-117-laia-bee-1.mp3" length="119977967" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Laia Bee is one of the three co-founders of Pincer Games, who've debuted with the card-based brawler Fighters of Fate. She's also deeply involved in the project of fostering a sense of community in the Uruguayan game development scene, and among South American game developers more broadly, and even more broadly than that, among Latinx game developers.



Here she talks about the process of launching a game—a multiplayer game, no less—as a team of three, the cooperative spirit of game development in Uruguay, and her approach to moderating #1ReasonToBe at this year's GDC.





You can get Fighters of Fate on Google Play.
You can also follow Laia (and Fighters of Fate, and Pincer Games) on Twitter.



———
• You can hear more about NovaMundi: The Spear of Chaquén in our conversation with Santiago Zapata, and more about Ghost of Tsushima in our conversation with Ilan Eskeri.



• Ironhide and Pomelo are two notable Uruguayan game studio success stories.



• Here's a video on Pincer Games' time at the Google Play Academy.



• The #1ReasonToBe panel that Laia moderated this past year is free to all in the GDC vault.



• You can hear more about the previous phase of #1ReasonToBe in our talk with Rami Ismial.



• And I mean, yeah, The Simpsons on how Americans see the world.



———
"All The People Say (Season 4)" by Carpe Demon.
Some music from the Fighters of Fate OST by Gary Kuo.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/screenshot_20210831-102220_fighters-of-fate.jpg?fit=2322%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/screenshot_20210831-102220_fighters-of-fate.jpg?fit=2322%2C1080&#038;ssl=1</url>
		<title>Pop Culture Belongs to Everyone, with Laia Bee</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:00:36</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Laia Bee is one of the three co-founders of Pincer Games, who've debuted with the card-based brawler Fighters of Fate. She's also deeply involved in the project of fostering a sense of community in the Uruguayan game development scene, and among South American game developers more broadly, and even more broadly than that, among Latinx game developers.



Here she talks about the process of launching a game—a multiplayer game, no less—as a team of three, the cooperative spirit of game development in Uruguay, and her approach to moderating #1ReasonToBe at this year's GDC.





You can get Fighters of Fate on Google Play.
You can also follow Laia (and Fighters of Fate, and Pincer Games) on Twitter.



———
• You can hear more about NovaMundi: The Spear of Chaquén in our conversation with Santiago Zapata, and more about Ghost of Tsushima in our conversation with Ilan Eskeri.



• Ironhide and Pomelo are two notable Uruguayan game studio success stories.



• Here's a video on Pincer Games']]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/09/screenshot_20210831-102220_fighters-of-fate.jpg?fit=2322%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Better and Weirder World Than This One, with Don Bellenger</title>
	<link>https://etao.blog/2021/08/24/podcast-116/</link>
	<pubDate>Tue, 24 Aug 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e4ef5dd5-0db4-521f-bd37-5d53d8395a28</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Don Bellenger stops by to talk about his upcoming "open-world gardenvania," <em>The Beauty Cult</em>, as well as his cyberpunk roguelike-shooter-platformer (and nihilistic synthwave multi-media project) <em>Black Future '88.</em> Along the way, we discuss the importance of game developers taking inspiration from things other than games, the joys of disengaging from monoculture, the unique appeals of disreputable art, and the difficulties of crafting non-murder-based gameplay and game genresAlso, making music exclusively for yourself, sometimes. Also, briefly, bread.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Black Future '88 </em>on <a href="https://skymelt.bandcamp.com/album/black-future-88-ost">Steam</a> and <a href="https://www.nintendo.com/games/detail/black-future-88-switch/">Switch</a>, and the OST on <a href="https://store.steampowered.com/app/1195600/Black_Future_88__Soundtrack/">Steam</a> and <a href="https://skymelt.bandcamp.com/album/black-future-88-ost">Bandcamp</a>.</strong>
You can also follow <a href="https://twitter.com/superscarysnake">Don</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• Here once again is <a href="https://www.youtube.com/watch?v=LD6xCLlF5dY">that Yoko Taro "Philosophies of Violence" video</a>.</p>



<p class="wp-block-paragraph">• That incredible power pop album I mentioned is <a href="https://digital.anoarecs.com/album/alright"><em>Alright</em> by Zzuf</a>.</p>



<p class="wp-block-paragraph">• When Don mentions "the Ghost Ship fire," he's referring to <a href="https://en.wikipedia.org/wiki/Ghost_Ship_warehouse_fire">this absolutely horrific event</a>.</p>



<p class="wp-block-paragraph">• Like I said, before this conversation, I only knew of <em><a href="https://en.wikipedia.org/wiki/Harry_Potter_and_the_Methods_of_Rationality">Harry Potter and the Methods of Rationality</a></em> from Elizabeth Sandifer's analysis of it (and of Eliezer Yudkowsky's influence more broadly) in <em><a href="https://bookshop.org/books/neoreaction-a-basilisk-essays-on-and-around-the-alt-right/9781986913997">Neoreaction a Basillisk: Essays on and around the Alt-Right</a></em>.</p>



<p class="wp-block-paragraph">• That book also contains a thorough explanation of Roko's Basilisk—but if you're looking for something shorter and more focused, <a href="https://www.youtube.com/watch?v=wUkHSPdudn4">this Thought Slime video</a> covers it pretty well, too (albeit with absolutely no attempt (like, whatsoever) to be charitable to Yudkowsky's overall project).</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Skymelt" and "Intruder in the Dark" from the <a href="https://skymelt.bandcamp.com/album/black-future-88-ost"><em>Black Future '88 </em>OST</a> by Don Bellenger. </p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Don Bellenger stops by to talk about his upcoming open-world gardenvania, The Beauty Cult, as well as his cyberpunk roguelike-shooter-platformer (and nihilistic synthwave multi-media project) Black Future 88. Along the way, we discuss the importance of g]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Better and Weirder World Than This One, with Don Bellenger]]></itunes:title>
	<itunes:episode>116</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Don Bellenger stops by to talk about his upcoming "open-world gardenvania," <em>The Beauty Cult</em>, as well as his cyberpunk roguelike-shooter-platformer (and nihilistic synthwave multi-media project) <em>Black Future '88.</em> Along the way, we discuss the importance of game developers taking inspiration from things other than games, the joys of disengaging from monoculture, the unique appeals of disreputable art, and the difficulties of crafting non-murder-based gameplay and game genresAlso, making music exclusively for yourself, sometimes. Also, briefly, bread.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Black Future '88 </em>on <a href="https://skymelt.bandcamp.com/album/black-future-88-ost">Steam</a> and <a href="https://www.nintendo.com/games/detail/black-future-88-switch/">Switch</a>, and the OST on <a href="https://store.steampowered.com/app/1195600/Black_Future_88__Soundtrack/">Steam</a> and <a href="https://skymelt.bandcamp.com/album/black-future-88-ost">Bandcamp</a>.</strong>
You can also follow <a href="https://twitter.com/superscarysnake">Don</a> on Twitter.</p>



<p class="wp-block-paragraph">———
• Here once again is <a href="https://www.youtube.com/watch?v=LD6xCLlF5dY">that Yoko Taro "Philosophies of Violence" video</a>.</p>



<p class="wp-block-paragraph">• That incredible power pop album I mentioned is <a href="https://digital.anoarecs.com/album/alright"><em>Alright</em> by Zzuf</a>.</p>



<p class="wp-block-paragraph">• When Don mentions "the Ghost Ship fire," he's referring to <a href="https://en.wikipedia.org/wiki/Ghost_Ship_warehouse_fire">this absolutely horrific event</a>.</p>



<p class="wp-block-paragraph">• Like I said, before this conversation, I only knew of <em><a href="https://en.wikipedia.org/wiki/Harry_Potter_and_the_Methods_of_Rationality">Harry Potter and the Methods of Rationality</a></em> from Elizabeth Sandifer's analysis of it (and of Eliezer Yudkowsky's influence more broadly) in <em><a href="https://bookshop.org/books/neoreaction-a-basilisk-essays-on-and-around-the-alt-right/9781986913997">Neoreaction a Basillisk: Essays on and around the Alt-Right</a></em>.</p>



<p class="wp-block-paragraph">• That book also contains a thorough explanation of Roko's Basilisk—but if you're looking for something shorter and more focused, <a href="https://www.youtube.com/watch?v=wUkHSPdudn4">this Thought Slime video</a> covers it pretty well, too (albeit with absolutely no attempt (like, whatsoever) to be charitable to Yudkowsky's overall project).</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by <a href="https://carpedemon.bandcamp.com/">Carpe Demon</a>.
"Skymelt" and "Intruder in the Dark" from the <a href="https://skymelt.bandcamp.com/album/black-future-88-ost"><em>Black Future '88 </em>OST</a> by Don Bellenger. </p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/08/etao-podcast-116-don-bellenger-1.mp3" length="102894919" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Don Bellenger stops by to talk about his upcoming "open-world gardenvania," The Beauty Cult, as well as his cyberpunk roguelike-shooter-platformer (and nihilistic synthwave multi-media project) Black Future '88. Along the way, we discuss the importance of game developers taking inspiration from things other than games, the joys of disengaging from monoculture, the unique appeals of disreputable art, and the difficulties of crafting non-murder-based gameplay and game genresAlso, making music exclusively for yourself, sometimes. Also, briefly, bread.





You can get Black Future '88 on Steam and Switch, and the OST on Steam and Bandcamp.
You can also follow Don on Twitter.



———
• Here once again is that Yoko Taro "Philosophies of Violence" video.



• That incredible power pop album I mentioned is Alright by Zzuf.



• When Don mentions "the Ghost Ship fire," he's referring to this absolutely horrific event.



• Like I said, before this conversation, I only knew of Harry Potter and the Methods of Rationality from Elizabeth Sandifer's analysis of it (and of Eliezer Yudkowsky's influence more broadly) in Neoreaction a Basillisk: Essays on and around the Alt-Right.



• That book also contains a thorough explanation of Roko's Basilisk—but if you're looking for something shorter and more focused, this Thought Slime video covers it pretty well, too (albeit with absolutely no attempt (like, whatsoever) to be charitable to Yudkowsky's overall project).



———
"All The People Say (Season 4)" by Carpe Demon.
"Skymelt" and "Intruder in the Dark" from the Black Future '88 OST by Don Bellenger. 



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/royals_pontiffs.png?fit=1920%2C1483&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/royals_pontiffs.png?fit=1920%2C1483&#038;ssl=1</url>
		<title>A Better and Weirder World Than This One, with Don Bellenger</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:02:33</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Don Bellenger stops by to talk about his upcoming "open-world gardenvania," The Beauty Cult, as well as his cyberpunk roguelike-shooter-platformer (and nihilistic synthwave multi-media project) Black Future '88. Along the way, we discuss the importance of game developers taking inspiration from things other than games, the joys of disengaging from monoculture, the unique appeals of disreputable art, and the difficulties of crafting non-murder-based gameplay and game genresAlso, making music exclusively for yourself, sometimes. Also, briefly, bread.





You can get Black Future '88 on Steam and Switch, and the OST on Steam and Bandcamp.
You can also follow Don on Twitter.



———
• Here once again is that Yoko Taro "Philosophies of Violence" video.



• That incredible power pop album I mentioned is Alright by Zzuf.



• When Don mentions "the Ghost Ship fire," he's referring to this absolutely horrific event.



• Like I said, before this conversation, I only knew of Harry Potter and ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/royals_pontiffs.png?fit=1920%2C1483&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Sense of Freedom, with Charles Bardin</title>
	<link>https://etao.blog/2021/08/10/podcast-115/</link>
	<pubDate>Tue, 10 Aug 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">13cde5be-652c-58e4-bdbe-1ca891f98542</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>A Musical Story</em> takes place in the mind of a musician, and it also takes place in an era when rock as a wide-open experimental space, and the album was the thing, and every album was in some sense a concept album. The game is likewise an experiment in telling a story—here a wordless, internal, emotionally raw one. It's a work about how music relates to memory, and what both music and memory mean, individually and in combination.</p>



<p class="wp-block-paragraph">In this interview, Charles Bardin talks about <em>A Musical Story</em> both as a game and as a larger art project—and about his longstanding love for 70s rock, his soundtracking work on other games like <em>Overloop</em> and <em>Stellar Overload</em>, and the undersung genius of the <em>Rhythm Heaven </em>games.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em>A Musical Story</em>, and play the demo, on <a href="https://store.steampowered.com/app/1546100/A_Musical_Story/">Steam</a></strong>.
<strong>And you can wishlist <em>Overloop</em> on <a href="https://store.steampowered.com/app/720660/Overloop/">Steam</a> too.</strong>
You can hear a bunch of Charles' music on <a href="https://charlesbardin.weebly.com/">his website</a>.
You can also follow <a href="https://twitter.com/GleeCheese">the team</a>, and <a href="https://twitter.com/A_Musical_Story">the game</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <em><a href="https://www.youtube.com/channel/UCDGRapplQAgv19GxEAejpDw">After Bit</a></em> is a wonderful channel across the board if you're a French-speaker—and if you're not, then hey, there are English subtitles on <a href="https://www.youtube.com/watch?v=k740zGE7Msc">their excellent <em>Fez</em> video</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=2u6HTG8LuXQ"><em>Game Maker's Tool Kit</em> did a fine essay</a> on what Charles refers to as "the Nintendo way."</p>



<p class="wp-block-paragraph">• You can, if you're so inclined, check out the <a href="https://carpedemon.bandcamp.com/"><em>When This Ends</em> on Bandcamp</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Dream When You Can't" from the <em>Overloop</em> soundtrack by Charles Bardin.
"Pinewood, Here We Come" and "Back on Tracks" from the <em>A Musical Story</em> soundtrack by Charles Bardin and Valentin Ducloux.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[A Musical Story takes place in the mind of a musician, and it also takes place in an era when rock as a wide-open experimental space, and the album was the thing, and every album was in some sense a concept album. The game is likewise an experiment in te]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Sense of Freedom, with Charles Bardin]]></itunes:title>
	<itunes:episode>115</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>A Musical Story</em> takes place in the mind of a musician, and it also takes place in an era when rock as a wide-open experimental space, and the album was the thing, and every album was in some sense a concept album. The game is likewise an experiment in telling a story—here a wordless, internal, emotionally raw one. It's a work about how music relates to memory, and what both music and memory mean, individually and in combination.</p>



<p class="wp-block-paragraph">In this interview, Charles Bardin talks about <em>A Musical Story</em> both as a game and as a larger art project—and about his longstanding love for 70s rock, his soundtracking work on other games like <em>Overloop</em> and <em>Stellar Overload</em>, and the undersung genius of the <em>Rhythm Heaven </em>games.</p>





<p class="wp-block-paragraph"><strong>You can wishlist <em>A Musical Story</em>, and play the demo, on <a href="https://store.steampowered.com/app/1546100/A_Musical_Story/">Steam</a></strong>.
<strong>And you can wishlist <em>Overloop</em> on <a href="https://store.steampowered.com/app/720660/Overloop/">Steam</a> too.</strong>
You can hear a bunch of Charles' music on <a href="https://charlesbardin.weebly.com/">his website</a>.
You can also follow <a href="https://twitter.com/GleeCheese">the team</a>, and <a href="https://twitter.com/A_Musical_Story">the game</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <em><a href="https://www.youtube.com/channel/UCDGRapplQAgv19GxEAejpDw">After Bit</a></em> is a wonderful channel across the board if you're a French-speaker—and if you're not, then hey, there are English subtitles on <a href="https://www.youtube.com/watch?v=k740zGE7Msc">their excellent <em>Fez</em> video</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=2u6HTG8LuXQ"><em>Game Maker's Tool Kit</em> did a fine essay</a> on what Charles refers to as "the Nintendo way."</p>



<p class="wp-block-paragraph">• You can, if you're so inclined, check out the <a href="https://carpedemon.bandcamp.com/"><em>When This Ends</em> on Bandcamp</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Dream When You Can't" from the <em>Overloop</em> soundtrack by Charles Bardin.
"Pinewood, Here We Come" and "Back on Tracks" from the <em>A Musical Story</em> soundtrack by Charles Bardin and Valentin Ducloux.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/08/etao-podcast-115-charles-bardin-1.mp3" length="147416791" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[A Musical Story takes place in the mind of a musician, and it also takes place in an era when rock as a wide-open experimental space, and the album was the thing, and every album was in some sense a concept album. The game is likewise an experiment in telling a story—here a wordless, internal, emotionally raw one. It's a work about how music relates to memory, and what both music and memory mean, individually and in combination.



In this interview, Charles Bardin talks about A Musical Story both as a game and as a larger art project—and about his longstanding love for 70s rock, his soundtracking work on other games like Overloop and Stellar Overload, and the undersung genius of the Rhythm Heaven games.





You can wishlist A Musical Story, and play the demo, on Steam.
And you can wishlist Overloop on Steam too.
You can hear a bunch of Charles' music on his website.
You can also follow the team, and the game on Twitter.



———



• After Bit is a wonderful channel across the board if you're a French-speaker—and if you're not, then hey, there are English subtitles on their excellent Fez video.



• Game Maker's Tool Kit did a fine essay on what Charles refers to as "the Nintendo way."



• You can, if you're so inclined, check out the When This Ends on Bandcamp.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"Dream When You Can't" from the Overloop soundtrack by Charles Bardin.
"Pinewood, Here We Come" and "Back on Tracks" from the A Musical Story soundtrack by Charles Bardin and Valentin Ducloux.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/20210720191957_1.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/20210720191957_1.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>This Sense of Freedom, with Charles Bardin</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:14:21</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[A Musical Story takes place in the mind of a musician, and it also takes place in an era when rock as a wide-open experimental space, and the album was the thing, and every album was in some sense a concept album. The game is likewise an experiment in telling a story—here a wordless, internal, emotionally raw one. It's a work about how music relates to memory, and what both music and memory mean, individually and in combination.



In this interview, Charles Bardin talks about A Musical Story both as a game and as a larger art project—and about his longstanding love for 70s rock, his soundtracking work on other games like Overloop and Stellar Overload, and the undersung genius of the Rhythm Heaven games.





You can wishlist A Musical Story, and play the demo, on Steam.
And you can wishlist Overloop on Steam too.
You can hear a bunch of Charles' music on his website.
You can also follow the team, and the game on Twitter.



———



• After Bit is a wonderful channel across the board i]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/08/20210720191957_1.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Make Art, Do Crimes, with D-Cell Games</title>
	<link>https://etao.blog/2021/07/27/podcast-114/</link>
	<pubDate>Tue, 27 Jul 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1a12fd0a-018a-557d-ab75-b517c1a994ca</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>UNBEATABLE</em> is a rhythm game, and an adventure game, and it's serious about being fully both. More than that, it's a game about the emotional truths of music, and of being in a band, and a piece of art about the connection between <em>making art</em> and <em>doing crimes</em>.</p>



<p class="wp-block-paragraph">In this episode, to get at some of those truths,  Andrew Tsai, RJ Lake, Rachel Lake, Jeffrey Chiao, TJ Maddux, and Mireille Arseneault from D-Cell games all stop by to talk about <em>UNBEATABLE</em> (as well as <em>[white label],</em> the side story/demo/OVA that goes along with it).</p>





<p class="wp-block-paragraph"><strong>You can play the <em>UNBEATABLE [white label]</em> demo on <a href="https://store.steampowered.com/app/1290490/UNBEATABLE_white_label/">Steam</a>, and back the full game on <a href="https://www.unbeatablegame.com/slackerbacker">the Slacker Backer section of the <em>UNBEATABLE</em> website</a>.</strong>
You can get the Demo Tapes for the music in <em>[white label]</em> on <a href="https://store.steampowered.com/app/1578030/UNBEATABLE_DEMO_TAPES/">Steam</a> and <a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">Bandcamp</a>.
You can also follow <a href="https://twitter.com/PixelHavokk">Andrew</a>, <a href="https://twitter.com/spellbang">RJ</a>, <a href="https://twitter.com/comet_melting">Jeffrey</a>, <a href="https://twitter.com/ProgramGamer">Mireille</a>, <a href="https://twitter.com/rachelklake">Rachel</a>, and <a href="https://twitter.com/respinmusic">TJ</a> (as well as <a href="https://twitter.com/dcellgames">D-Cell</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• That game about entropy and suchlike is <em><a href="https://droqen.itch.io/cruel-world">Cruel World (blame everyone else)</a>.</em></p>



<p class="wp-block-paragraph">• I am not aware of a non-one-shot version of <em><a href="https://alienmelon.itch.io/runonce">RUNONCE (remember me)</a></em>.</p>



<p class="wp-block-paragraph">• Truly, madly, deeply, and from the bottom of my heart, <a href="https://www.rollingstone.com/politics/politics-lists/songs-on-trial-12-landmark-music-copyright-cases-166396/led-zeppelin-vs-willie-dixon-1972-64390/">fuck Led Zeppelin.</a></p>



<p class="wp-block-paragraph">• If you want more nuance than "fuck Led Zeppelin," then fair enough. <a href="https://www.currentaffairs.org/2017/09/the-question-of-cultural-appropriation">Here's a bit of that</a>.</p>



<p class="wp-block-paragraph">• <a href="http://Eastern Mind: The Lost Souls of Tong Nou">Osamu Sato's <em>Eastern Mind: The Lost Souls of Tong Nou</em></a><em> </em>is, um, a trip.</p>



<p class="wp-block-paragraph">• Here's <a href="https://ez.substack.com/p/the-burnout-conversation-is-a-corporate">that article about burnout</a>.</p>



<p class="wp-block-paragraph">• Here are the basics of <a href="https://kotaku.com/respawn-dev-apex-legends-hackers-failed-at-anything-bu-1847245949">that whole ugly business that happened at Respawn</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.lexaloffle.com/bbs/?tid=39517doom%20pico-8"><em>Sonic 2</em> in PICO-8</a>, and also <a href="https://freds72.itch.io/poom"><em>DOOM </em>in PICO-8 (also known as <em>POOM)</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
"PROPER RHYTHM" and "EMPTY DIARY (instrumental)" from <em><a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">UNBEATABLE: DEMO TAPES</a></em> by peak divide.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[UNBEATABLE is a rhythm game, and an adventure game, and its serious about being fully both. More than that, its a game about the emotional truths of music, and of being in a band, and a piece of art about the connection between making art and doing crime]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Make Art, Do Crimes, with D-Cell Games]]></itunes:title>
	<itunes:episode>114</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>UNBEATABLE</em> is a rhythm game, and an adventure game, and it's serious about being fully both. More than that, it's a game about the emotional truths of music, and of being in a band, and a piece of art about the connection between <em>making art</em> and <em>doing crimes</em>.</p>



<p class="wp-block-paragraph">In this episode, to get at some of those truths,  Andrew Tsai, RJ Lake, Rachel Lake, Jeffrey Chiao, TJ Maddux, and Mireille Arseneault from D-Cell games all stop by to talk about <em>UNBEATABLE</em> (as well as <em>[white label],</em> the side story/demo/OVA that goes along with it).</p>





<p class="wp-block-paragraph"><strong>You can play the <em>UNBEATABLE [white label]</em> demo on <a href="https://store.steampowered.com/app/1290490/UNBEATABLE_white_label/">Steam</a>, and back the full game on <a href="https://www.unbeatablegame.com/slackerbacker">the Slacker Backer section of the <em>UNBEATABLE</em> website</a>.</strong>
You can get the Demo Tapes for the music in <em>[white label]</em> on <a href="https://store.steampowered.com/app/1578030/UNBEATABLE_DEMO_TAPES/">Steam</a> and <a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">Bandcamp</a>.
You can also follow <a href="https://twitter.com/PixelHavokk">Andrew</a>, <a href="https://twitter.com/spellbang">RJ</a>, <a href="https://twitter.com/comet_melting">Jeffrey</a>, <a href="https://twitter.com/ProgramGamer">Mireille</a>, <a href="https://twitter.com/rachelklake">Rachel</a>, and <a href="https://twitter.com/respinmusic">TJ</a> (as well as <a href="https://twitter.com/dcellgames">D-Cell</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• That game about entropy and suchlike is <em><a href="https://droqen.itch.io/cruel-world">Cruel World (blame everyone else)</a>.</em></p>



<p class="wp-block-paragraph">• I am not aware of a non-one-shot version of <em><a href="https://alienmelon.itch.io/runonce">RUNONCE (remember me)</a></em>.</p>



<p class="wp-block-paragraph">• Truly, madly, deeply, and from the bottom of my heart, <a href="https://www.rollingstone.com/politics/politics-lists/songs-on-trial-12-landmark-music-copyright-cases-166396/led-zeppelin-vs-willie-dixon-1972-64390/">fuck Led Zeppelin.</a></p>



<p class="wp-block-paragraph">• If you want more nuance than "fuck Led Zeppelin," then fair enough. <a href="https://www.currentaffairs.org/2017/09/the-question-of-cultural-appropriation">Here's a bit of that</a>.</p>



<p class="wp-block-paragraph">• <a href="http://Eastern Mind: The Lost Souls of Tong Nou">Osamu Sato's <em>Eastern Mind: The Lost Souls of Tong Nou</em></a><em> </em>is, um, a trip.</p>



<p class="wp-block-paragraph">• Here's <a href="https://ez.substack.com/p/the-burnout-conversation-is-a-corporate">that article about burnout</a>.</p>



<p class="wp-block-paragraph">• Here are the basics of <a href="https://kotaku.com/respawn-dev-apex-legends-hackers-failed-at-anything-bu-1847245949">that whole ugly business that happened at Respawn</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.lexaloffle.com/bbs/?tid=39517doom%20pico-8"><em>Sonic 2</em> in PICO-8</a>, and also <a href="https://freds72.itch.io/poom"><em>DOOM </em>in PICO-8 (also known as <em>POOM)</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
"PROPER RHYTHM" and "EMPTY DIARY (instrumental)" from <em><a href="https://peakdivide.bandcamp.com/album/unbeatable-demo-tapes">UNBEATABLE: DEMO TAPES</a></em> by peak divide.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/07/etao-podcast-114-d-cell-1.mp3" length="201798879" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[UNBEATABLE is a rhythm game, and an adventure game, and it's serious about being fully both. More than that, it's a game about the emotional truths of music, and of being in a band, and a piece of art about the connection between making art and doing crimes.



In this episode, to get at some of those truths,  Andrew Tsai, RJ Lake, Rachel Lake, Jeffrey Chiao, TJ Maddux, and Mireille Arseneault from D-Cell games all stop by to talk about UNBEATABLE (as well as [white label], the side story/demo/OVA that goes along with it).





You can play the UNBEATABLE [white label] demo on Steam, and back the full game on the Slacker Backer section of the UNBEATABLE website.
You can get the Demo Tapes for the music in [white label] on Steam and Bandcamp.
You can also follow Andrew, RJ, Jeffrey, Mireille, Rachel, and TJ (as well as D-Cell) on Twitter.



———



• That game about entropy and suchlike is Cruel World (blame everyone else).



• I am not aware of a non-one-shot version of RUNONCE (remember me).



• Truly, madly, deeply, and from the bottom of my heart, fuck Led Zeppelin.



• If you want more nuance than "fuck Led Zeppelin," then fair enough. Here's a bit of that.



• Osamu Sato's Eastern Mind: The Lost Souls of Tong Nou is, um, a trip.



• Here's that article about burnout.



• Here are the basics of that whole ugly business that happened at Respawn.



• Here's Sonic 2 in PICO-8, and also DOOM in PICO-8 (also known as POOM).



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"Apple Blossoms" by Vernon Geyer.
"PROPER RHYTHM" and "EMPTY DIARY (instrumental)" from UNBEATABLE: DEMO TAPES by peak divide.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/20210617220154_1.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/20210617220154_1.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>Make Art, Do Crimes, with D-Cell Games</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[UNBEATABLE is a rhythm game, and an adventure game, and it's serious about being fully both. More than that, it's a game about the emotional truths of music, and of being in a band, and a piece of art about the connection between making art and doing crimes.



In this episode, to get at some of those truths,  Andrew Tsai, RJ Lake, Rachel Lake, Jeffrey Chiao, TJ Maddux, and Mireille Arseneault from D-Cell games all stop by to talk about UNBEATABLE (as well as [white label], the side story/demo/OVA that goes along with it).





You can play the UNBEATABLE [white label] demo on Steam, and back the full game on the Slacker Backer section of the UNBEATABLE website.
You can get the Demo Tapes for the music in [white label] on Steam and Bandcamp.
You can also follow Andrew, RJ, Jeffrey, Mireille, Rachel, and TJ (as well as D-Cell) on Twitter.



———



• That game about entropy and suchlike is Cruel World (blame everyone else).



• I am not aware of a non-one-shot version of RUNONCE (reme]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/20210617220154_1.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Hope Too Is Rad, with Lauren Mee</title>
	<link>https://etao.blog/2021/07/13/podcast-113/</link>
	<pubDate>Wed, 14 Jul 2021 00:48:58 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a8f4bc5d-0668-5944-9983-a750f920eda8</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Ratchet &amp; Clank: Rift Apart</em> is a big heartfelt spectacle of a game—you've likely seen some of its dream-vibrant, mirror-polished visuals, and a bit of its cartoony gunplay—and as the game's Lead Writer, Lauren Mee had a huge amount to do with the <em>heartfelt</em> part of that equation.</p>



<p class="wp-block-paragraph"><em>Rift Apart </em>is a game about blowing stuff up <em>and</em> about difficult friendships. It's wacky and warm, at once a relentless sugar rush and a contemplation on who else we could have been, and who we might yet be. That's quite a balance to strike, and in this conversation, Lauren talks us through the process of striking it.</p>





<p class="wp-block-paragraph"><strong>You can play <em>Ratchet &amp; Clan</em></strong><em><strong>k: Rift Apart</strong></em><strong><em> </em>on <a href="https://store.playstation.com/en-us/product/UP9000-PPSA01473_00-RATCHETCLANKRIFT">PS5</a>.</strong>
You can hear the soundtrack on <a href="https://music.apple.com/us/album/ratchet-clank-rift-apart-original-soundtrack/1569269951">Apple</a>, <a href="https://www.amazon.com/Ratchet-Clank-Apart-Original-Soundtrack/dp/B095VLLJX9">Amazon</a>, and <a href="https://open.spotify.com/playlist/3lnaZvEbWBN61nTXpTD7sN">Spotify</a>.
You can also follow <a href="https://twitter.com/itsgunnabemee">Lauren</a> (and <a href="https://twitter.com/insomniacgames">Insomniac Games</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• It was <a href="https://www.theguardian.com/games/2021/jun/08/ratchet-and-clank-rift-apart-review-playstation-5-insomniac-games-sony">Keza MacDonald in <em>The Guardian</em></a><em> </em>who said that <em>Rift Apart</em> is "the video game equivalent of eating an entire packet of Haribo at once, or reading a book written entirely in all-caps."</p>



<p class="wp-block-paragraph">• For more on latter-day Telltale, do check out <a href="http://etao.blog/2019/07/09/podcast-60/">our conversation with Juan Vaca</a>.</p>



<p class="wp-block-paragraph">• Here's where <a href="https://www.pastemagazine.com/games/ratchet-clank/ratchet-clank-rift-apart-review/">Dia Lacina said</a> that "this is a game about friendship and games about friendship fucking rule. <em>Rift Apart</em> is better than action figures."</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Ode to Nefarious" and "Sweet Home Sargasso" from the <em>Ratchet &amp; Clank: Rift Apart </em>OST by Mark Mothersbaugh and Wataru Hokoyama.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ratchet &amp; Clank: Rift Apart is a big heartfelt spectacle of a game—youve likely seen some of its dream-vibrant, mirror-polished visuals, and a bit of its cartoony gunplay—and as the games Lead Writer, Lauren Mee had a huge amount to do with the heart]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Hope Too Is Rad, with Lauren Mee]]></itunes:title>
	<itunes:episode>113</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Ratchet &amp; Clank: Rift Apart</em> is a big heartfelt spectacle of a game—you've likely seen some of its dream-vibrant, mirror-polished visuals, and a bit of its cartoony gunplay—and as the game's Lead Writer, Lauren Mee had a huge amount to do with the <em>heartfelt</em> part of that equation.</p>



<p class="wp-block-paragraph"><em>Rift Apart </em>is a game about blowing stuff up <em>and</em> about difficult friendships. It's wacky and warm, at once a relentless sugar rush and a contemplation on who else we could have been, and who we might yet be. That's quite a balance to strike, and in this conversation, Lauren talks us through the process of striking it.</p>





<p class="wp-block-paragraph"><strong>You can play <em>Ratchet &amp; Clan</em></strong><em><strong>k: Rift Apart</strong></em><strong><em> </em>on <a href="https://store.playstation.com/en-us/product/UP9000-PPSA01473_00-RATCHETCLANKRIFT">PS5</a>.</strong>
You can hear the soundtrack on <a href="https://music.apple.com/us/album/ratchet-clank-rift-apart-original-soundtrack/1569269951">Apple</a>, <a href="https://www.amazon.com/Ratchet-Clank-Apart-Original-Soundtrack/dp/B095VLLJX9">Amazon</a>, and <a href="https://open.spotify.com/playlist/3lnaZvEbWBN61nTXpTD7sN">Spotify</a>.
You can also follow <a href="https://twitter.com/itsgunnabemee">Lauren</a> (and <a href="https://twitter.com/insomniacgames">Insomniac Games</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• It was <a href="https://www.theguardian.com/games/2021/jun/08/ratchet-and-clank-rift-apart-review-playstation-5-insomniac-games-sony">Keza MacDonald in <em>The Guardian</em></a><em> </em>who said that <em>Rift Apart</em> is "the video game equivalent of eating an entire packet of Haribo at once, or reading a book written entirely in all-caps."</p>



<p class="wp-block-paragraph">• For more on latter-day Telltale, do check out <a href="http://etao.blog/2019/07/09/podcast-60/">our conversation with Juan Vaca</a>.</p>



<p class="wp-block-paragraph">• Here's where <a href="https://www.pastemagazine.com/games/ratchet-clank/ratchet-clank-rift-apart-review/">Dia Lacina said</a> that "this is a game about friendship and games about friendship fucking rule. <em>Rift Apart</em> is better than action figures."</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Ode to Nefarious" and "Sweet Home Sargasso" from the <em>Ratchet &amp; Clank: Rift Apart </em>OST by Mark Mothersbaugh and Wataru Hokoyama.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/07/etao-podcast-113-lauren-mee-1.mp3" length="149091879" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ratchet &amp; Clank: Rift Apart is a big heartfelt spectacle of a game—you've likely seen some of its dream-vibrant, mirror-polished visuals, and a bit of its cartoony gunplay—and as the game's Lead Writer, Lauren Mee had a huge amount to do with the heartfelt part of that equation.



Rift Apart is a game about blowing stuff up and about difficult friendships. It's wacky and warm, at once a relentless sugar rush and a contemplation on who else we could have been, and who we might yet be. That's quite a balance to strike, and in this conversation, Lauren talks us through the process of striking it.





You can play Ratchet &amp; Clank: Rift Apart on PS5.
You can hear the soundtrack on Apple, Amazon, and Spotify.
You can also follow Lauren (and Insomniac Games) on Twitter.



———



• It was Keza MacDonald in The Guardian who said that Rift Apart is "the video game equivalent of eating an entire packet of Haribo at once, or reading a book written entirely in all-caps."



• For more on latter-day Telltale, do check out our conversation with Juan Vaca.



• Here's where Dia Lacina said that "this is a game about friendship and games about friendship fucking rule. Rift Apart is better than action figures."



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"Ode to Nefarious" and "Sweet Home Sargasso" from the Ratchet &amp; Clank: Rift Apart OST by Mark Mothersbaugh and Wataru Hokoyama.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e38dtjqxmaecg6n.jpeg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e38dtjqxmaecg6n.jpeg?fit=3840%2C2160&#038;ssl=1</url>
		<title>Hope Too Is Rad, with Lauren Mee</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:22:14</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ratchet &amp; Clank: Rift Apart is a big heartfelt spectacle of a game—you've likely seen some of its dream-vibrant, mirror-polished visuals, and a bit of its cartoony gunplay—and as the game's Lead Writer, Lauren Mee had a huge amount to do with the heartfelt part of that equation.



Rift Apart is a game about blowing stuff up and about difficult friendships. It's wacky and warm, at once a relentless sugar rush and a contemplation on who else we could have been, and who we might yet be. That's quite a balance to strike, and in this conversation, Lauren talks us through the process of striking it.





You can play Ratchet &amp; Clank: Rift Apart on PS5.
You can hear the soundtrack on Apple, Amazon, and Spotify.
You can also follow Lauren (and Insomniac Games) on Twitter.



———



• It was Keza MacDonald in The Guardian who said that Rift Apart is "the video game equivalent of eating an entire packet of Haribo at once, or reading a book written entirely in all-caps."



• For more o]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e38dtjqxmaecg6n.jpeg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How to See Everything Neoliberalism Ignores, with Tali Faulkner (a.k.a. Veselekov)</title>
	<link>https://etao.blog/2021/06/29/podcast-112/</link>
	<pubDate>Tue, 29 Jun 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5a98defd-bdf3-51b0-978a-c7e235e45a6e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Tali Faulkner (better known in internet circles as Veselekov) knew he had something timely on his hands when he made <em>Umurangi Generation, </em>but he couldn't have known <em>how</em> timely. The base game was inspired by the fires in Australia in 2019, not the COVID-19 pandemic in 2020—but with its themes of friendship and creativity in the face of apocalypse, and neoliberalism ruining <em>everything,</em> it did speak pretty urgently to the latter. Then the game's DLC took that once-accidental resonance on an even more intentional, direct, unmistakably, morally urgent way.</p>



<p class="wp-block-paragraph">How screwed are we, in fact? What do do, given that? Where's hope, and just as importantly, in what seemingly obvious places <em>won't</em> we find it? How do we make a better new world rather than a worse one now that the old world is gone for good in any case? <em>Umurangi Generation </em>tackles these themes through (of all things) a loving, reverent, technically rigorous simulation of DSLR photography. The game takes creativity and <em>bearing witness</em> seriously as radical acts.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Umurangi Generation </em>on <a href="https://store.steampowered.com/app/1223500/Umurangi_Generation/">Steam</a> and <a href="https://www.nintendo.com/games/detail/umurangi-generation-special-edition-switch/">Switch</a><em>.</em></strong>
The base game soundtrack is on <a href="https://store.steampowered.com/app/1320820/Umurangi_Generation_Soundtrack/">Steam</a> and <a href="https://open.spotify.com/album/02iIjzyhAlM7b5MlnuUdtb">Spotify</a>, and the soundtrack to the "Macro" DLC is on <a href="https://store.steampowered.com/app/1435580/Umurangi_Generation_Macro/">Steam</a>, <a href="https://music.apple.com/gb/album/umurangi-generation-macro-original-game-soundtrack/1538563538">Apple</a>, and <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/Veselekov">Veselekov</a> (and <em><a href="https://twitter.com/UmurangiGame">Umurangi Generation</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=JfyVglFDZrA">Robin Enrico's Game of the Month Club presentation on <em>The Flame in the Flood</em></a> and the history of survival games (especially weird ones) is a fine thing indeed.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="https://www.adobe.com/creativecloud/photography/discover/posterize-photo.html">what posterizing does in Photoshop</a>.</p>



<p class="wp-block-paragraph">• <em>Umurangi</em> is an ultimately untranslatable Te Reo word. It literally means something like "red sky," but contextually means something more like "witnessing the end of the world." (The word also refers to the Huia, a bird that was hunted to extinction).</p>



<p class="wp-block-paragraph">• I found <a href="https://www.wnycstudios.org/podcasts/otm/segments/deplatforming-fox-news-on-the-media">this episode of <em>On the Media</em></a> to a really good summation of Fox News as it currently exists, from the ways it does harm to the ways it makes money.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://www.lifeafterhate.org/">Life After Hate</a> organization, which was indeed founded by <a href="https://en.wikipedia.org/wiki/Christian_Picciolini">Christian Picciolini</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.michaelparenti.org/BlackShirts.html">Michael Parenti's <em>Blackshirts and Reds</em></a>, and <a href="https://www.youtube.com/watch?v=xZTIs268HXA">the audiobook thereof</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://direct.mit.edu/desi/article/27/4/68/69058/Indigenous-Knowledge-and-Respectful-Design-An">that paper on respectful design</a> and Indigenous Knowledge.</p>



<p class="wp-block-paragraph">• The other authors/academics Tali mentioned in the context of Indigenous Knowledge were <a href="https://polsis.uq.edu.au/profile/5547/lyndon-murphy">Lyndon Murphy</a>, <a href="https://polsis.uq.edu.au/profile/2235/mary-graham">Mary Graham</a>, and <a href="https://education.uq.edu.au/profile/3964/norm-sheehan">Norm Sheehan</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.twitch.tv/videos/1061605141">that stream that Tali was recently on</a>, on which he mentioned <a href="https://www.listennotes.com/podcasts/dad-sons/dad-sons-168-apolitical-VHYGXA3T4pI/">his recent conversation with Super Bunnyhop</a>, who in turn just did <a href="https://www.youtube.com/watch?v=FhcYszdVRsw">a video on <em>Umurangi Generation</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"[katikati] Toad Savage" from the <a href="https://open.spotify.com/artist/0iDqn417kRnYSjbUAkibvu"><em>Umurangi Generation</em> OST</a>, and then "Vermillion Sun" and "Crimson Skies" from <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">the <em>Umurangi Generation Macro</em> OST</a>, by Adolf Nomura (a.k.a. ThorHighHeels).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Tali Faulkner (better known in internet circles as Veselekov) knew he had something timely on his hands when he made Umurangi Generation, but he couldnt have known how timely. The base game was inspired by the fires in Australia in 2019, not the COVID-19]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[How to See Everything Neoliberalism Ignores, with Tali Faulkner (a.k.a. Veselekov)]]></itunes:title>
	<itunes:episode>112</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Tali Faulkner (better known in internet circles as Veselekov) knew he had something timely on his hands when he made <em>Umurangi Generation, </em>but he couldn't have known <em>how</em> timely. The base game was inspired by the fires in Australia in 2019, not the COVID-19 pandemic in 2020—but with its themes of friendship and creativity in the face of apocalypse, and neoliberalism ruining <em>everything,</em> it did speak pretty urgently to the latter. Then the game's DLC took that once-accidental resonance on an even more intentional, direct, unmistakably, morally urgent way.</p>



<p class="wp-block-paragraph">How screwed are we, in fact? What do do, given that? Where's hope, and just as importantly, in what seemingly obvious places <em>won't</em> we find it? How do we make a better new world rather than a worse one now that the old world is gone for good in any case? <em>Umurangi Generation </em>tackles these themes through (of all things) a loving, reverent, technically rigorous simulation of DSLR photography. The game takes creativity and <em>bearing witness</em> seriously as radical acts.</p>





<p class="wp-block-paragraph"><strong>You can get <em>Umurangi Generation </em>on <a href="https://store.steampowered.com/app/1223500/Umurangi_Generation/">Steam</a> and <a href="https://www.nintendo.com/games/detail/umurangi-generation-special-edition-switch/">Switch</a><em>.</em></strong>
The base game soundtrack is on <a href="https://store.steampowered.com/app/1320820/Umurangi_Generation_Soundtrack/">Steam</a> and <a href="https://open.spotify.com/album/02iIjzyhAlM7b5MlnuUdtb">Spotify</a>, and the soundtrack to the "Macro" DLC is on <a href="https://store.steampowered.com/app/1435580/Umurangi_Generation_Macro/">Steam</a>, <a href="https://music.apple.com/gb/album/umurangi-generation-macro-original-game-soundtrack/1538563538">Apple</a>, and <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/Veselekov">Veselekov</a> (and <em><a href="https://twitter.com/UmurangiGame">Umurangi Generation</a></em>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=JfyVglFDZrA">Robin Enrico's Game of the Month Club presentation on <em>The Flame in the Flood</em></a> and the history of survival games (especially weird ones) is a fine thing indeed.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="https://www.adobe.com/creativecloud/photography/discover/posterize-photo.html">what posterizing does in Photoshop</a>.</p>



<p class="wp-block-paragraph">• <em>Umurangi</em> is an ultimately untranslatable Te Reo word. It literally means something like "red sky," but contextually means something more like "witnessing the end of the world." (The word also refers to the Huia, a bird that was hunted to extinction).</p>



<p class="wp-block-paragraph">• I found <a href="https://www.wnycstudios.org/podcasts/otm/segments/deplatforming-fox-news-on-the-media">this episode of <em>On the Media</em></a> to a really good summation of Fox News as it currently exists, from the ways it does harm to the ways it makes money.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://www.lifeafterhate.org/">Life After Hate</a> organization, which was indeed founded by <a href="https://en.wikipedia.org/wiki/Christian_Picciolini">Christian Picciolini</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.michaelparenti.org/BlackShirts.html">Michael Parenti's <em>Blackshirts and Reds</em></a>, and <a href="https://www.youtube.com/watch?v=xZTIs268HXA">the audiobook thereof</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://direct.mit.edu/desi/article/27/4/68/69058/Indigenous-Knowledge-and-Respectful-Design-An">that paper on respectful design</a> and Indigenous Knowledge.</p>



<p class="wp-block-paragraph">• The other authors/academics Tali mentioned in the context of Indigenous Knowledge were <a href="https://polsis.uq.edu.au/profile/5547/lyndon-murphy">Lyndon Murphy</a>, <a href="https://polsis.uq.edu.au/profile/2235/mary-graham">Mary Graham</a>, and <a href="https://education.uq.edu.au/profile/3964/norm-sheehan">Norm Sheehan</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.twitch.tv/videos/1061605141">that stream that Tali was recently on</a>, on which he mentioned <a href="https://www.listennotes.com/podcasts/dad-sons/dad-sons-168-apolitical-VHYGXA3T4pI/">his recent conversation with Super Bunnyhop</a>, who in turn just did <a href="https://www.youtube.com/watch?v=FhcYszdVRsw">a video on <em>Umurangi Generation</em></a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"[katikati] Toad Savage" from the <a href="https://open.spotify.com/artist/0iDqn417kRnYSjbUAkibvu"><em>Umurangi Generation</em> OST</a>, and then "Vermillion Sun" and "Crimson Skies" from <a href="https://thorhighheels.bandcamp.com/album/umurangi-generation-macro-original-game-soundtrack">the <em>Umurangi Generation Macro</em> OST</a>, by Adolf Nomura (a.k.a. ThorHighHeels).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/06/etao-podcast-112-veselekov.mp3" length="107988167" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Tali Faulkner (better known in internet circles as Veselekov) knew he had something timely on his hands when he made Umurangi Generation, but he couldn't have known how timely. The base game was inspired by the fires in Australia in 2019, not the COVID-19 pandemic in 2020—but with its themes of friendship and creativity in the face of apocalypse, and neoliberalism ruining everything, it did speak pretty urgently to the latter. Then the game's DLC took that once-accidental resonance on an even more intentional, direct, unmistakably, morally urgent way.



How screwed are we, in fact? What do do, given that? Where's hope, and just as importantly, in what seemingly obvious places won't we find it? How do we make a better new world rather than a worse one now that the old world is gone for good in any case? Umurangi Generation tackles these themes through (of all things) a loving, reverent, technically rigorous simulation of DSLR photography. The game takes creativity and bearing witness seriously as radical acts.





You can get Umurangi Generation on Steam and Switch.
The base game soundtrack is on Steam and Spotify, and the soundtrack to the "Macro" DLC is on Steam, Apple, and Bandcamp.
You can also follow Veselekov (and Umurangi Generation) on Twitter.



———



• Robin Enrico's Game of the Month Club presentation on The Flame in the Flood and the history of survival games (especially weird ones) is a fine thing indeed.



• For those unfamiliar with what posterizing does in Photoshop.



• Umurangi is an ultimately untranslatable Te Reo word. It literally means something like "red sky," but contextually means something more like "witnessing the end of the world." (The word also refers to the Huia, a bird that was hunted to extinction).



• I found this episode of On the Media to a really good summation of Fox News as it currently exists, from the ways it does harm to the ways it makes money.



• Here's the Life After Hate organization, which was indeed founded by Christian Picciolini.



• Here's Michael Parenti's Blackshirts and Reds, and the audiobook thereof.



• And here's that paper on respectful design and Indigenous Knowledge.



• The other authors/academics Tali mentioned in the context of Indigenous Knowledge were Lyndon Murphy, Mary Graham, and Norm Sheehan.



• Here's that stream that Tali was recently on, on which he mentioned his recent conversation with Super Bunnyhop, who in turn just did a video on Umurangi Generation.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"[katikati] Toad Savage" from the Umurangi Generation OST, and then "Vermillion Sun" and "Crimson Skies" from the Umurangi Generation Macro OST, by Adolf Nomura (a.k.a. ThorHighHeels).



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/photo25109370.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/photo25109370.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>How to See Everything Neoliberalism Ignores, with Tali Faulkner (a.k.a. Veselekov)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:21</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Tali Faulkner (better known in internet circles as Veselekov) knew he had something timely on his hands when he made Umurangi Generation, but he couldn't have known how timely. The base game was inspired by the fires in Australia in 2019, not the COVID-19 pandemic in 2020—but with its themes of friendship and creativity in the face of apocalypse, and neoliberalism ruining everything, it did speak pretty urgently to the latter. Then the game's DLC took that once-accidental resonance on an even more intentional, direct, unmistakably, morally urgent way.



How screwed are we, in fact? What do do, given that? Where's hope, and just as importantly, in what seemingly obvious places won't we find it? How do we make a better new world rather than a worse one now that the old world is gone for good in any case? Umurangi Generation tackles these themes through (of all things) a loving, reverent, technically rigorous simulation of DSLR photography. The game takes creativity and bearing witness ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/photo25109370.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>On Replays, Remasters, and Remakes</title>
	<link>https://etao.blog/2021/06/15/podcast-111/</link>
	<pubDate>Tue, 15 Jun 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a0296517-4982-5272-aefa-578abd8af0bb</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Amid the E3 madness, this crush of new games and games yet to be, we thought we'd take a moment and think a bit about games that are, in one way or another, not new. Let's talk about games that we replay, and especially the ones that we keep revisiting at different points in life.</p>



<p class="wp-block-paragraph">Why do we replay games? What kinds of play aren't quite <em>replaying</em>, but are closely related? Certainly there are lots of games wherein you're expected to never stop playing, or to come back frequently, but that's a bit different—or is it? Where do remakes, remasters, and straight-up rereleases fit in? Is there something special about replaying a game <em>without</em> much of a reason?</p>





<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• A bunch of the changes made in <em>Super Mario All-Stars </em>were arguably minor, but some weren't, and in any case <a href="https://www.mariowiki.com/Super_Mario_All-Stars">there were a <em>bunch </em>of them</a>.</p>



<p class="wp-block-paragraph">• The handheld rerelease/remake of <em>Final Fantasy Tactics</em> was called <em>Final Fantasy Tactics: The War of the Lions.</em> The biggest addition was multiplayer.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.blog.radiator.debacle.us/2017/07/toward-honesty-of-pixels-on-final.html">Robert Yang's piece on the textures in the <em>Final Fantasy XII </em>remake</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.rpgsite.net/feature/11321-what-exactly-is-the-final-fantasy-pixel-remaster-series-here-s-what-we-ve-managed-to-find-out">an example of uniquely bad stewardship</a> that happened since we recorded, even.</p>



<p class="wp-block-paragraph">• Nobody on the podcast crew has ever played the Electronica 60 version of <em>Tetris</em>. The GameBoy version is pretty gettable, albeit not my straightforward, fully legal means.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://newsletter.gamediscover.co/">Game Discoverability Weekly</a> newsletter.</p>



<p class="wp-block-paragraph">• The interview with Jordan Thomas on this here pod<a href="http://etao.blog/2019/05/14/podcast-56/">cast</a> took place right at the beginning of <em>The Blackout Club's</em> Early Access period.</p>



<p class="wp-block-paragraph">• The <em>very Jewish</em> tabletop RPG I referred to is <em><a href="https://subalterngames.itch.io/a-great-miracle-happened-here">A Great Miracle Happened Here</a>.</em></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"If I Love Again" by J.P. Marry and Ben Oakland, and "I'm in Love Again" by Cole Porter, <a href="https://archive.org/details/PaulWhiteman1920-1935CompleteCollection">performed by Paul Whiteman and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Amid the E3 madness, this crush of new games and games yet to be, we thought wed take a moment and think a bit about games that are, in one way or another, not new. Lets talk about games that we replay, and especially the ones that we keep revisiting at ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On Replays, Remasters, and Remakes]]></itunes:title>
	<itunes:episode>111</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Amid the E3 madness, this crush of new games and games yet to be, we thought we'd take a moment and think a bit about games that are, in one way or another, not new. Let's talk about games that we replay, and especially the ones that we keep revisiting at different points in life.</p>



<p class="wp-block-paragraph">Why do we replay games? What kinds of play aren't quite <em>replaying</em>, but are closely related? Certainly there are lots of games wherein you're expected to never stop playing, or to come back frequently, but that's a bit different—or is it? Where do remakes, remasters, and straight-up rereleases fit in? Is there something special about replaying a game <em>without</em> much of a reason?</p>





<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• A bunch of the changes made in <em>Super Mario All-Stars </em>were arguably minor, but some weren't, and in any case <a href="https://www.mariowiki.com/Super_Mario_All-Stars">there were a <em>bunch </em>of them</a>.</p>



<p class="wp-block-paragraph">• The handheld rerelease/remake of <em>Final Fantasy Tactics</em> was called <em>Final Fantasy Tactics: The War of the Lions.</em> The biggest addition was multiplayer.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.blog.radiator.debacle.us/2017/07/toward-honesty-of-pixels-on-final.html">Robert Yang's piece on the textures in the <em>Final Fantasy XII </em>remake</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.rpgsite.net/feature/11321-what-exactly-is-the-final-fantasy-pixel-remaster-series-here-s-what-we-ve-managed-to-find-out">an example of uniquely bad stewardship</a> that happened since we recorded, even.</p>



<p class="wp-block-paragraph">• Nobody on the podcast crew has ever played the Electronica 60 version of <em>Tetris</em>. The GameBoy version is pretty gettable, albeit not my straightforward, fully legal means.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://newsletter.gamediscover.co/">Game Discoverability Weekly</a> newsletter.</p>



<p class="wp-block-paragraph">• The interview with Jordan Thomas on this here pod<a href="http://etao.blog/2019/05/14/podcast-56/">cast</a> took place right at the beginning of <em>The Blackout Club's</em> Early Access period.</p>



<p class="wp-block-paragraph">• The <em>very Jewish</em> tabletop RPG I referred to is <em><a href="https://subalterngames.itch.io/a-great-miracle-happened-here">A Great Miracle Happened Here</a>.</em></p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"If I Love Again" by J.P. Marry and Ben Oakland, and "I'm in Love Again" by Cole Porter, <a href="https://archive.org/details/PaulWhiteman1920-1935CompleteCollection">performed by Paul Whiteman and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etalo.blog/wp-content/uploads/2021/06/etao-podcast-111-rrr.mp3" length="1" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Amid the E3 madness, this crush of new games and games yet to be, we thought we'd take a moment and think a bit about games that are, in one way or another, not new. Let's talk about games that we replay, and especially the ones that we keep revisiting at different points in life.



Why do we replay games? What kinds of play aren't quite replaying, but are closely related? Certainly there are lots of games wherein you're expected to never stop playing, or to come back frequently, but that's a bit different—or is it? Where do remakes, remasters, and straight-up rereleases fit in? Is there something special about replaying a game without much of a reason?





———



• A bunch of the changes made in Super Mario All-Stars were arguably minor, but some weren't, and in any case there were a bunch of them.



• The handheld rerelease/remake of Final Fantasy Tactics was called Final Fantasy Tactics: The War of the Lions. The biggest addition was multiplayer.



• Here's Robert Yang's piece on the textures in the Final Fantasy XII remake.



• And here's an example of uniquely bad stewardship that happened since we recorded, even.



• Nobody on the podcast crew has ever played the Electronica 60 version of Tetris. The GameBoy version is pretty gettable, albeit not my straightforward, fully legal means.



• Here's the Game Discoverability Weekly newsletter.



• The interview with Jordan Thomas on this here podcast took place right at the beginning of The Blackout Club's Early Access period.



• The very Jewish tabletop RPG I referred to is A Great Miracle Happened Here.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"If I Love Again" by J.P. Marry and Ben Oakland, and "I'm in Love Again" by Cole Porter, performed by Paul Whiteman and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e3osbsmveaex0hx.jpeg?fit=768%2C455&#038;ssl=1"></itunes:image>
	<image>
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		<title>On Replays, Remasters, and Remakes</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Amid the E3 madness, this crush of new games and games yet to be, we thought we'd take a moment and think a bit about games that are, in one way or another, not new. Let's talk about games that we replay, and especially the ones that we keep revisiting at different points in life.



Why do we replay games? What kinds of play aren't quite replaying, but are closely related? Certainly there are lots of games wherein you're expected to never stop playing, or to come back frequently, but that's a bit different—or is it? Where do remakes, remasters, and straight-up rereleases fit in? Is there something special about replaying a game without much of a reason?





———



• A bunch of the changes made in Super Mario All-Stars were arguably minor, but some weren't, and in any case there were a bunch of them.



• The handheld rerelease/remake of Final Fantasy Tactics was called Final Fantasy Tactics: The War of the Lions. The biggest addition was multiplayer.



• Here's Robert Yang's piece ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/e3osbsmveaex0hx.jpeg?fit=768%2C455&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>As Joyously and Explicitly as You Can, into the Fleshy Breach, with Xalavier Nelson Jr.</title>
	<link>https://etao.blog/2021/06/01/podcast-110/</link>
	<pubDate>Tue, 01 Jun 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">df12ec8c-64ad-51d1-aca5-7cd364b992a4</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Xalavier Nelson Jr. is an absurdly prolific artist and an inveterate collaborator, having left his creative stamp on <em>Hypnospace Outlaw,</em> <em>We Are The Caretakers, Can Androids Pray, Mr. Bucket Told Me To, </em>and so, so much else, from tabletop RPG systems to comics to games journalism. Currently he's working on <em>SkateBIRD </em>and <em>Space Warlord Organ Trading Simulator</em>, plus something else that he'll be announcing this week. [EDIT: Oh hey, <em><a href="https://store.steampowered.com/app/1546310/El_Paso_Elsewhere/">El Paso Elsewhere!</a></em>]</p>



<p class="wp-block-paragraph">Just this past week, he unleashed (sorry-not-sorry) a ridiculous, beautiful adventure game called <em>An Airport for Aliens Currently Run by Dogs</em>. The game is exactly what it says on the tin, but it's also a lot more thoughtful, heartfelt, and political than its goofy premise might suggest.</p>



<p class="wp-block-paragraph">In the course of discussing his dog airport sci-fi opus with us, Xalavier talks about the sometimes-competing goals of consistency and continuity, how his interest in dogs is really more <em>existential</em>, and what Drew has been missing about <em>Solo</em>—not to mention the utopian impulse behind the Dog Occupied Galaxies (D.O.G. for short), and perhaps most importantly, how to steep the development process in <em>joy</em> rather than in an unsustainable series of grinds.</p>





<p class="wp-block-paragraph"><strong>You can get <em>An Airport for Aliens Currently Run by Dogs</em> on <a href="https://store.steampowered.com/app/1246250/An_Airport_for_Aliens_Currently_Run_by_Dogs/">Steam</a> and in the <a href="https://www.microsoft.com/en-us/p/an-airport-for-aliens-currently-run-by-dogs/9n7647pbrxq6?activetab=pivot:overviewtab">Microsoft Store</a>. You can also wishlist <em><a href="https://store.steampowered.com/app/1507780/Space_Warlord_Organ_Trading_Simulator/">Space Warlord Organ Trading Simulator</a> </em>and <em><a href="https://store.steampowered.com/app/971030/SkateBIRD/">StakeBIRD</a></em> on Steam. </strong><a href="https://www.hypnospace.net/"><em>Hypnospace Outlaw</em></a> and <em><a href="https://store.steampowered.com/app/1042960/We_Are_The_Caretakers/">We Are the Caretakers</a></em> come highly recommended as well, and a bunch of other Xalavier's other games<em> </em>and comics and such are on <a href="https://xalaviermakeswords.itch.io/">Itch</a>.
And you can follow <a href="https://twitter.com/WritNelson">Xalavier</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://www.pcgamer.com/author/xalavier-nelson-jr/">Xalavier's work at <em>PC Gamer</em></a> included the utterly wonderful series <em>Inside Development</em> (originally pitched title: <em>Making Games Is Really Fucking Hard).</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=R66MJr45y4I">the "buck-wild launch trailer" for <em>An Airport for Aliens Currently Run by Dogs</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Andy Weir wrote <em>The Martian</em> (as well as, more recently, <em>Project Hail Mary).</em> The quote I was thinking of came from <a href="https://www.imaginaryworldspodcast.org/episodes/weir-science">this episode of <em>Imaginary Worlds</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Xalavier's talk from <a href="https://www.handeyesociety.com/wordplay/">WordPlay</a> isn't available online, but, here's <a href="https://www.youtube.com/watch?v=JZCqNvjPT3k">"Reuse Everything,"</a> from GDC 2019, and here's <a href="https://www.youtube.com/watch?v=zQW6DKI2zGk">"KILL YOUR DREAM GAME AND USE ITS BODY FOR PARTS"</a> from GDoC 2020.</p>



<p class="wp-block-paragraph">• I know I'll be picking up the omnibus of <a href="https://en.wikipedia.org/wiki/All-New_Wolverine">Tom Taylor's <em>All-New Wolverine</em></a>, and <a href="https://en.wikipedia.org/wiki/Jeff_Lemire#The_World_of_Black_Hammer">Jeff Lamire's expansive series, <em>The World of Black Hammer</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>Mr. Bucket Told Me To</em> is part of <a href="https://store.steampowered.com/app/1296510/Dread_X_Collection/">the <em>Dread X Collection</em></a><em>.</em></p>



<p class="wp-block-paragraph">• When I alluded to guests talking about making art without harming themselves, I was thinking primarily of <a href="http://etao.blog/2021/04/20/podcast-107/">Jeremy Warmsley</a> and, even moreso, <a href="http://etao.blog/2021/03/09/podcast-104/">Anisa Sanusi</a> (who put it so succinctly that we used her version of the idea in <a href="https://twitter.com/etaopod/status/1369302455222235138/video/1">this clip</a>).</p>



<p class="wp-block-paragraph">• <a href="http://www.nathalielawhead.com/candybox/i-want-shorter-games-with-worse-graphics-made-by-people-who-are-paid-more-to-work-less-and-im-not-kidding">"I want shorter games with worse graphics made by people who are paid more to work less and I'm not kidding"</a> is worthy as hell for reasons well beyond its snappy, tweet-length title.</p>



<p class="wp-block-paragraph">• We only talk a very little bit about <em>Hypnospace Outlaw</em> in this episode, so if you'd like to go deeper on that one, check out <a href="http://etao.blog/2019/04/30/podcast-55/">our talk with Jay Tholen</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"dogtoggle" and "definitely marinara sauce (not blood) (marinara trench game loop version)" (and also the other version) from <a href="https://spellmynamewithabang.bandcamp.com/album/dog-music-an-album-made-by-a-human-currently-named-rj-lake-that-makes-up-the-official-soundtrack-for-a-game-by-strange-scaffold-called-an-airport-for-aliens-currently-run-by-dogs-and-is-good-musi"><em>DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called "An Airport for Aliens Currently Run by Dogs" and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing)</em></a> by RJ Lake.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Xalavier Nelson Jr. is an absurdly prolific artist and an inveterate collaborator, having left his creative stamp on Hypnospace Outlaw, We Are The Caretakers, Can Androids Pray, Mr. Bucket Told Me To, and so, so much else, from tabletop RPG systems to co]]></itunes:subtitle>
	<itunes:title><![CDATA[As Joyously and Explicitly as You Can, into the Fleshy Breach, with Xalavier Nelson Jr.]]></itunes:title>
	<itunes:episode>110</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Xalavier Nelson Jr. is an absurdly prolific artist and an inveterate collaborator, having left his creative stamp on <em>Hypnospace Outlaw,</em> <em>We Are The Caretakers, Can Androids Pray, Mr. Bucket Told Me To, </em>and so, so much else, from tabletop RPG systems to comics to games journalism. Currently he's working on <em>SkateBIRD </em>and <em>Space Warlord Organ Trading Simulator</em>, plus something else that he'll be announcing this week. [EDIT: Oh hey, <em><a href="https://store.steampowered.com/app/1546310/El_Paso_Elsewhere/">El Paso Elsewhere!</a></em>]</p>



<p class="wp-block-paragraph">Just this past week, he unleashed (sorry-not-sorry) a ridiculous, beautiful adventure game called <em>An Airport for Aliens Currently Run by Dogs</em>. The game is exactly what it says on the tin, but it's also a lot more thoughtful, heartfelt, and political than its goofy premise might suggest.</p>



<p class="wp-block-paragraph">In the course of discussing his dog airport sci-fi opus with us, Xalavier talks about the sometimes-competing goals of consistency and continuity, how his interest in dogs is really more <em>existential</em>, and what Drew has been missing about <em>Solo</em>—not to mention the utopian impulse behind the Dog Occupied Galaxies (D.O.G. for short), and perhaps most importantly, how to steep the development process in <em>joy</em> rather than in an unsustainable series of grinds.</p>





<p class="wp-block-paragraph"><strong>You can get <em>An Airport for Aliens Currently Run by Dogs</em> on <a href="https://store.steampowered.com/app/1246250/An_Airport_for_Aliens_Currently_Run_by_Dogs/">Steam</a> and in the <a href="https://www.microsoft.com/en-us/p/an-airport-for-aliens-currently-run-by-dogs/9n7647pbrxq6?activetab=pivot:overviewtab">Microsoft Store</a>. You can also wishlist <em><a href="https://store.steampowered.com/app/1507780/Space_Warlord_Organ_Trading_Simulator/">Space Warlord Organ Trading Simulator</a> </em>and <em><a href="https://store.steampowered.com/app/971030/SkateBIRD/">StakeBIRD</a></em> on Steam. </strong><a href="https://www.hypnospace.net/"><em>Hypnospace Outlaw</em></a> and <em><a href="https://store.steampowered.com/app/1042960/We_Are_The_Caretakers/">We Are the Caretakers</a></em> come highly recommended as well, and a bunch of other Xalavier's other games<em> </em>and comics and such are on <a href="https://xalaviermakeswords.itch.io/">Itch</a>.
And you can follow <a href="https://twitter.com/WritNelson">Xalavier</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="https://www.pcgamer.com/author/xalavier-nelson-jr/">Xalavier's work at <em>PC Gamer</em></a> included the utterly wonderful series <em>Inside Development</em> (originally pitched title: <em>Making Games Is Really Fucking Hard).</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=R66MJr45y4I">the "buck-wild launch trailer" for <em>An Airport for Aliens Currently Run by Dogs</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Andy Weir wrote <em>The Martian</em> (as well as, more recently, <em>Project Hail Mary).</em> The quote I was thinking of came from <a href="https://www.imaginaryworldspodcast.org/episodes/weir-science">this episode of <em>Imaginary Worlds</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Xalavier's talk from <a href="https://www.handeyesociety.com/wordplay/">WordPlay</a> isn't available online, but, here's <a href="https://www.youtube.com/watch?v=JZCqNvjPT3k">"Reuse Everything,"</a> from GDC 2019, and here's <a href="https://www.youtube.com/watch?v=zQW6DKI2zGk">"KILL YOUR DREAM GAME AND USE ITS BODY FOR PARTS"</a> from GDoC 2020.</p>



<p class="wp-block-paragraph">• I know I'll be picking up the omnibus of <a href="https://en.wikipedia.org/wiki/All-New_Wolverine">Tom Taylor's <em>All-New Wolverine</em></a>, and <a href="https://en.wikipedia.org/wiki/Jeff_Lemire#The_World_of_Black_Hammer">Jeff Lamire's expansive series, <em>The World of Black Hammer</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>Mr. Bucket Told Me To</em> is part of <a href="https://store.steampowered.com/app/1296510/Dread_X_Collection/">the <em>Dread X Collection</em></a><em>.</em></p>



<p class="wp-block-paragraph">• When I alluded to guests talking about making art without harming themselves, I was thinking primarily of <a href="http://etao.blog/2021/04/20/podcast-107/">Jeremy Warmsley</a> and, even moreso, <a href="http://etao.blog/2021/03/09/podcast-104/">Anisa Sanusi</a> (who put it so succinctly that we used her version of the idea in <a href="https://twitter.com/etaopod/status/1369302455222235138/video/1">this clip</a>).</p>



<p class="wp-block-paragraph">• <a href="http://www.nathalielawhead.com/candybox/i-want-shorter-games-with-worse-graphics-made-by-people-who-are-paid-more-to-work-less-and-im-not-kidding">"I want shorter games with worse graphics made by people who are paid more to work less and I'm not kidding"</a> is worthy as hell for reasons well beyond its snappy, tweet-length title.</p>



<p class="wp-block-paragraph">• We only talk a very little bit about <em>Hypnospace Outlaw</em> in this episode, so if you'd like to go deeper on that one, check out <a href="http://etao.blog/2019/04/30/podcast-55/">our talk with Jay Tholen</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"dogtoggle" and "definitely marinara sauce (not blood) (marinara trench game loop version)" (and also the other version) from <a href="https://spellmynamewithabang.bandcamp.com/album/dog-music-an-album-made-by-a-human-currently-named-rj-lake-that-makes-up-the-official-soundtrack-for-a-game-by-strange-scaffold-called-an-airport-for-aliens-currently-run-by-dogs-and-is-good-musi"><em>DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called "An Airport for Aliens Currently Run by Dogs" and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing)</em></a> by RJ Lake.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/05/etao-podcast-110-xalavier-nelson-jr.mp3" length="194168395" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Xalavier Nelson Jr. is an absurdly prolific artist and an inveterate collaborator, having left his creative stamp on Hypnospace Outlaw, We Are The Caretakers, Can Androids Pray, Mr. Bucket Told Me To, and so, so much else, from tabletop RPG systems to comics to games journalism. Currently he's working on SkateBIRD and Space Warlord Organ Trading Simulator, plus something else that he'll be announcing this week. [EDIT: Oh hey, El Paso Elsewhere!]



Just this past week, he unleashed (sorry-not-sorry) a ridiculous, beautiful adventure game called An Airport for Aliens Currently Run by Dogs. The game is exactly what it says on the tin, but it's also a lot more thoughtful, heartfelt, and political than its goofy premise might suggest.



In the course of discussing his dog airport sci-fi opus with us, Xalavier talks about the sometimes-competing goals of consistency and continuity, how his interest in dogs is really more existential, and what Drew has been missing about Solo—not to mention the utopian impulse behind the Dog Occupied Galaxies (D.O.G. for short), and perhaps most importantly, how to steep the development process in joy rather than in an unsustainable series of grinds.





You can get An Airport for Aliens Currently Run by Dogs on Steam and in the Microsoft Store. You can also wishlist Space Warlord Organ Trading Simulator and StakeBIRD on Steam. Hypnospace Outlaw and We Are the Caretakers come highly recommended as well, and a bunch of other Xalavier's other games and comics and such are on Itch.
And you can follow Xalavier on Twitter.



———



• Xalavier's work at PC Gamer included the utterly wonderful series Inside Development (originally pitched title: Making Games Is Really Fucking Hard).



• Here's the "buck-wild launch trailer" for An Airport for Aliens Currently Run by Dogs.



• Andy Weir wrote The Martian (as well as, more recently, Project Hail Mary). The quote I was thinking of came from this episode of Imaginary Worlds.



• Xalavier's talk from WordPlay isn't available online, but, here's "Reuse Everything," from GDC 2019, and here's "KILL YOUR DREAM GAME AND USE ITS BODY FOR PARTS" from GDoC 2020.



• I know I'll be picking up the omnibus of Tom Taylor's All-New Wolverine, and Jeff Lamire's expansive series, The World of Black Hammer.



• Mr. Bucket Told Me To is part of the Dread X Collection.



• When I alluded to guests talking about making art without harming themselves, I was thinking primarily of Jeremy Warmsley and, even moreso, Anisa Sanusi (who put it so succinctly that we used her version of the idea in this clip).



• "I want shorter games with worse graphics made by people who are paid more to work less and I'm not kidding" is worthy as hell for reasons well beyond its snappy, tweet-length title.



• We only talk a very little bit about Hypnospace Outlaw in this episode, so if you'd like to go deeper on that one, check out our talk with Jay Tholen.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"dogtoggle" and "definitely marinara sauce (not blood) (marinara trench game loop version)" (and also the other version) from DOG MUSIC (An Album Made by a Human Currently Named RJ Lake That Makes Up the Official Soundtrack for a Game by Strange Scaffold Called "An Airport for Aliens Currently Run by Dogs" and is Good Music for Humans Who Like Music That Sounds Like the Kind Dogs Would Make If They Did That Kind of Thing) by RJ Lake.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/20210528215553_1.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
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		<title>As Joyously and Explicitly as You Can, into the Fleshy Breach, with Xalavier Nelson Jr.</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:38:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Xalavier Nelson Jr. is an absurdly prolific artist and an inveterate collaborator, having left his creative stamp on Hypnospace Outlaw, We Are The Caretakers, Can Androids Pray, Mr. Bucket Told Me To, and so, so much else, from tabletop RPG systems to comics to games journalism. Currently he's working on SkateBIRD and Space Warlord Organ Trading Simulator, plus something else that he'll be announcing this week. [EDIT: Oh hey, El Paso Elsewhere!]



Just this past week, he unleashed (sorry-not-sorry) a ridiculous, beautiful adventure game called An Airport for Aliens Currently Run by Dogs. The game is exactly what it says on the tin, but it's also a lot more thoughtful, heartfelt, and political than its goofy premise might suggest.



In the course of discussing his dog airport sci-fi opus with us, Xalavier talks about the sometimes-competing goals of consistency and continuity, how his interest in dogs is really more existential, and what Drew has been missing about Solo—not to mentio]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/06/20210528215553_1.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Making Space to Make Games, with Yadu Rajiv</title>
	<link>https://etao.blog/2021/05/18/podcast-109/</link>
	<pubDate>Tue, 18 May 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">581f7182-1368-5a89-944a-c61d645e1492</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Yadu Rajiv does a whole lot of different things, all of them to do with games and the people and technologies that make them possible. By day, he's a Lead Game Designer at BYJU'S, working on educational games that toe the line between physical and digital, and the rest of the time he acts as an ambassador and an organizer for India's fast-growing indie scene.</p>



<p class="wp-block-paragraph">Here he talks about what it means to wear those different hats, the unique pressures of running a community in times of isolation, and the odd, undeniable role of bootlegs and piracy in game history—as well as what it means for a game to be <em>recognizably Indian</em>, given both the cross-cultural nature of games as a medium and the extreme heterogeneity of Indian cultural identity.</p>





<p class="wp-block-paragraph"><strong>You can find Yadu's work on <a href="https://yadurajiv.com/">his website</a>, and the community he's building at <a href="https://gamedev.in/">gamedev.in</a>.</strong>
You can also follow <a href="https://twitter.com/yadurajiv">Yadu</a>&nbsp;(and <a href="https://twitter.com/BYJUS">BYJU'S</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• The header image is from <a href="https://yadurajiv.com/2017/05/28/spelldown-devlog-3-weekly-roundup/">Yadu's excellent development blog post, about <em>SpellDown</em></a>, and the body image is from <em><a href="https://www.ups.com/track?loc=en_US&amp;tracknum=1Z5F0R720497328328&amp;requester=WT/trackdetails">Venba</a></em> by <a href="https://venbagame.com/">Visai Games</a>.</p>



<p class="wp-block-paragraph">• You can see Osmo's games on <a href="https://www.playosmo.com/en/">their website</a>.</p>



<p class="wp-block-paragraph">• You can find the BYOG 2020 games I mentioned <a href="https://itch.io/jam/byog/results">right here</a>.</p>



<p class="wp-block-paragraph">• Do definitely check out the <a href="https://gamehistory.org/">Video Game History Foundation</a> and the utterly wonderful <a href="https://gamehistory.org/the-video-game-history-hour/">Video Game History Hour podcast</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gamedev.substack.com/p/games-from-indian-creators-2021">that post Yadu mentions, about recent and upcoming indie games by Indian developers</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Groovy Drive" and "Low Growl" from <a href="https://yadu.itch.io/mini-loops">Yadu Rajiv's collection of Mini Loops</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Yadu Rajiv does a whole lot of different things, all of them to do with games and the people and technologies that make them possible. By day, hes a Lead Game Designer at BYJUS, working on educational games that toe the line between physical and digital,]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Space to Make Games, with Yadu Rajiv]]></itunes:title>
	<itunes:episode>109</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Yadu Rajiv does a whole lot of different things, all of them to do with games and the people and technologies that make them possible. By day, he's a Lead Game Designer at BYJU'S, working on educational games that toe the line between physical and digital, and the rest of the time he acts as an ambassador and an organizer for India's fast-growing indie scene.</p>



<p class="wp-block-paragraph">Here he talks about what it means to wear those different hats, the unique pressures of running a community in times of isolation, and the odd, undeniable role of bootlegs and piracy in game history—as well as what it means for a game to be <em>recognizably Indian</em>, given both the cross-cultural nature of games as a medium and the extreme heterogeneity of Indian cultural identity.</p>





<p class="wp-block-paragraph"><strong>You can find Yadu's work on <a href="https://yadurajiv.com/">his website</a>, and the community he's building at <a href="https://gamedev.in/">gamedev.in</a>.</strong>
You can also follow <a href="https://twitter.com/yadurajiv">Yadu</a>&nbsp;(and <a href="https://twitter.com/BYJUS">BYJU'S</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• The header image is from <a href="https://yadurajiv.com/2017/05/28/spelldown-devlog-3-weekly-roundup/">Yadu's excellent development blog post, about <em>SpellDown</em></a>, and the body image is from <em><a href="https://www.ups.com/track?loc=en_US&amp;tracknum=1Z5F0R720497328328&amp;requester=WT/trackdetails">Venba</a></em> by <a href="https://venbagame.com/">Visai Games</a>.</p>



<p class="wp-block-paragraph">• You can see Osmo's games on <a href="https://www.playosmo.com/en/">their website</a>.</p>



<p class="wp-block-paragraph">• You can find the BYOG 2020 games I mentioned <a href="https://itch.io/jam/byog/results">right here</a>.</p>



<p class="wp-block-paragraph">• Do definitely check out the <a href="https://gamehistory.org/">Video Game History Foundation</a> and the utterly wonderful <a href="https://gamehistory.org/the-video-game-history-hour/">Video Game History Hour podcast</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gamedev.substack.com/p/games-from-indian-creators-2021">that post Yadu mentions, about recent and upcoming indie games by Indian developers</a>.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
"Groovy Drive" and "Low Growl" from <a href="https://yadu.itch.io/mini-loops">Yadu Rajiv's collection of Mini Loops</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/05/etao-podcast-109-yadu-rajiv.mp3" length="153465494" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Yadu Rajiv does a whole lot of different things, all of them to do with games and the people and technologies that make them possible. By day, he's a Lead Game Designer at BYJU'S, working on educational games that toe the line between physical and digital, and the rest of the time he acts as an ambassador and an organizer for India's fast-growing indie scene.



Here he talks about what it means to wear those different hats, the unique pressures of running a community in times of isolation, and the odd, undeniable role of bootlegs and piracy in game history—as well as what it means for a game to be recognizably Indian, given both the cross-cultural nature of games as a medium and the extreme heterogeneity of Indian cultural identity.





You can find Yadu's work on his website, and the community he's building at gamedev.in.
You can also follow Yadu&nbsp;(and BYJU'S) on Twitter.



———



• The header image is from Yadu's excellent development blog post, about SpellDown, and the body image is from Venba by Visai Games.



• You can see Osmo's games on their website.



• You can find the BYOG 2020 games I mentioned right here.



• Do definitely check out the Video Game History Foundation and the utterly wonderful Video Game History Hour podcast.



• Here's that post Yadu mentions, about recent and upcoming indie games by Indian developers.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
"Groovy Drive" and "Low Growl" from Yadu Rajiv's collection of Mini Loops.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/dm_tunnels_0.png?fit=820%2C812&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/dm_tunnels_0.png?fit=820%2C812&#038;ssl=1</url>
		<title>Making Space to Make Games, with Yadu Rajiv</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:22:31</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Yadu Rajiv does a whole lot of different things, all of them to do with games and the people and technologies that make them possible. By day, he's a Lead Game Designer at BYJU'S, working on educational games that toe the line between physical and digital, and the rest of the time he acts as an ambassador and an organizer for India's fast-growing indie scene.



Here he talks about what it means to wear those different hats, the unique pressures of running a community in times of isolation, and the odd, undeniable role of bootlegs and piracy in game history—as well as what it means for a game to be recognizably Indian, given both the cross-cultural nature of games as a medium and the extreme heterogeneity of Indian cultural identity.





You can find Yadu's work on his website, and the community he's building at gamedev.in.
You can also follow Yadu&nbsp;(and BYJU'S) on Twitter.



———



• The header image is from Yadu's excellent development blog post, about SpellDown, and the body ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/dm_tunnels_0.png?fit=820%2C812&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>An Accidental Genre, with Santiago Zapata (a.k.a. Slashie)</title>
	<link>https://etao.blog/2021/05/04/podcast-108/</link>
	<pubDate>Tue, 04 May 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5b07488f-6df8-5881-9ce7-e416eb8a6c35</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Santago Zapata stops by to talk about the history of roguelikes, his own expansive body of small works for <a href="https://7drl.com/">the 7-Day Roguelike Challenge</a>, and his larger works, from <em>Castlevania Roguelike, </em>to <em>Ananias</em>, to his current project <em>NovaMundi: The Spear of Chaquén.</em></p>



<p class="wp-block-paragraph">Is it a roguelike, this new game? The purists would say (and have said) no, but it's certainly philosophically adjacent to roguelikes—with its focus on learning from failed runs, its emphasis on exploring procedurally-generated environments, and its infinity of emergent micronarratives.</p>



<p class="wp-block-paragraph">It's also a game steeped in Muisca culture, and as such a great way to talk about the process of research, the semiotics of art direction, and the ethics of using procedural generation in stories about real places and cultures.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>NovaMundi: The Spear of Chaquén</em> on <a href="https://store.steampowered.com/app/1370940/NovaMundi_The_Spear_of_Chaqun/">Steam</a>.
</strong>You can find a whole lot of Santiago's other work on <a href="https://slashie.net/">his website</a>.<strong>
</strong>You can also follow <a href="https://twitter.com/slashie_">Santiago</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.roguebasin.com/index.php?title=Berlin_Interpretation">the Berlin Interpretation, as documented on RogueBasin</a>,&nbsp;and here are <a href="http://etao.blog/2016/04/07/no-berlin/">my weird musings thereupon</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/tha_rami/status/1374448997876736011?lang=en">Rami Ismail's thread on <em>Six Days in Fallujah</em></a>, and here's <a href="http://etao.blog/2019/01/26/podcast-48/">his episode of this here podcast</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=ZMdxP7fO6wE">Santiago's talk on roguelikes as "automated dungeon masters"</a> is fantastic, as are all of his <a href="https://roguelike.club/">Roguelike Celebration</a> presentations.</p>



<p class="wp-block-paragraph">• And speaking of Roguelike Celebration, here's <a href="https://www.youtube.com/watch?v=Zh6dnx9FM1g">that recently-posted talk about <em>Dwarf Fortress</em></a>. If you're new to&nbsp;<em>Dwarf Fortress&nbsp;</em>(as a game, and like, as a concept), then <a href="https://www.youtube.com/watch?v=VAhHkJQ3KgY">the Noclip interview with Tarn Adams</a> comes highly recommended as well.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
Some exploration music from the <em>NovaMundi: The Spear of Chaquén</em> Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Santago Zapata stops by to talk about the history of roguelikes, his own expansive body of small works for the 7-Day Roguelike Challenge, and his larger works, from Castlevania Roguelike, to Ananias, to his current project NovaMundi: The Spear of Chaquén]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[An Accidental Genre, with Santiago Zapata (a.k.a. Slashie)]]></itunes:title>
	<itunes:episode>108</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Santago Zapata stops by to talk about the history of roguelikes, his own expansive body of small works for <a href="https://7drl.com/">the 7-Day Roguelike Challenge</a>, and his larger works, from <em>Castlevania Roguelike, </em>to <em>Ananias</em>, to his current project <em>NovaMundi: The Spear of Chaquén.</em></p>



<p class="wp-block-paragraph">Is it a roguelike, this new game? The purists would say (and have said) no, but it's certainly philosophically adjacent to roguelikes—with its focus on learning from failed runs, its emphasis on exploring procedurally-generated environments, and its infinity of emergent micronarratives.</p>



<p class="wp-block-paragraph">It's also a game steeped in Muisca culture, and as such a great way to talk about the process of research, the semiotics of art direction, and the ethics of using procedural generation in stories about real places and cultures.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>NovaMundi: The Spear of Chaquén</em> on <a href="https://store.steampowered.com/app/1370940/NovaMundi_The_Spear_of_Chaqun/">Steam</a>.
</strong>You can find a whole lot of Santiago's other work on <a href="https://slashie.net/">his website</a>.<strong>
</strong>You can also follow <a href="https://twitter.com/slashie_">Santiago</a> on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.roguebasin.com/index.php?title=Berlin_Interpretation">the Berlin Interpretation, as documented on RogueBasin</a>,&nbsp;and here are <a href="http://etao.blog/2016/04/07/no-berlin/">my weird musings thereupon</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/tha_rami/status/1374448997876736011?lang=en">Rami Ismail's thread on <em>Six Days in Fallujah</em></a>, and here's <a href="http://etao.blog/2019/01/26/podcast-48/">his episode of this here podcast</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=ZMdxP7fO6wE">Santiago's talk on roguelikes as "automated dungeon masters"</a> is fantastic, as are all of his <a href="https://roguelike.club/">Roguelike Celebration</a> presentations.</p>



<p class="wp-block-paragraph">• And speaking of Roguelike Celebration, here's <a href="https://www.youtube.com/watch?v=Zh6dnx9FM1g">that recently-posted talk about <em>Dwarf Fortress</em></a>. If you're new to&nbsp;<em>Dwarf Fortress&nbsp;</em>(as a game, and like, as a concept), then <a href="https://www.youtube.com/watch?v=VAhHkJQ3KgY">the Noclip interview with Tarn Adams</a> comes highly recommended as well.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
Some exploration music from the <em>NovaMundi: The Spear of Chaquén</em> Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/05/etao-podcast-108-santiago-zapata.mp3" length="146916009" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Santago Zapata stops by to talk about the history of roguelikes, his own expansive body of small works for the 7-Day Roguelike Challenge, and his larger works, from Castlevania Roguelike, to Ananias, to his current project NovaMundi: The Spear of Chaquén.



Is it a roguelike, this new game? The purists would say (and have said) no, but it's certainly philosophically adjacent to roguelikes—with its focus on learning from failed runs, its emphasis on exploring procedurally-generated environments, and its infinity of emergent micronarratives.



It's also a game steeped in Muisca culture, and as such a great way to talk about the process of research, the semiotics of art direction, and the ethics of using procedural generation in stories about real places and cultures.







You can get NovaMundi: The Spear of Chaquén on Steam.
You can find a whole lot of Santiago's other work on his website.
You can also follow Santiago on Twitter.



———



• Here's the Berlin Interpretation, as documented on RogueBasin,&nbsp;and here are my weird musings thereupon.



• Here's Rami Ismail's thread on Six Days in Fallujah, and here's his episode of this here podcast.



• Santiago's talk on roguelikes as "automated dungeon masters" is fantastic, as are all of his Roguelike Celebration presentations.



• And speaking of Roguelike Celebration, here's that recently-posted talk about Dwarf Fortress. If you're new to&nbsp;Dwarf Fortress&nbsp;(as a game, and like, as a concept), then the Noclip interview with Tarn Adams comes highly recommended as well.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
Some exploration music from the NovaMundi: The Spear of Chaquén Original Soundtrack by Juan Carlos Garcia (a.k.a. Quiet Gecko).



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/2021-04-22-1.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/2021-04-22-1.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>An Accidental Genre, with Santiago Zapata (a.k.a. Slashie)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:18:50</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Santago Zapata stops by to talk about the history of roguelikes, his own expansive body of small works for the 7-Day Roguelike Challenge, and his larger works, from Castlevania Roguelike, to Ananias, to his current project NovaMundi: The Spear of Chaquén.



Is it a roguelike, this new game? The purists would say (and have said) no, but it's certainly philosophically adjacent to roguelikes—with its focus on learning from failed runs, its emphasis on exploring procedurally-generated environments, and its infinity of emergent micronarratives.



It's also a game steeped in Muisca culture, and as such a great way to talk about the process of research, the semiotics of art direction, and the ethics of using procedural generation in stories about real places and cultures.







You can get NovaMundi: The Spear of Chaquén on Steam.
You can find a whole lot of Santiago's other work on his website.
You can also follow Santiago on Twitter.



———



• Here's the Berlin Interpretation, as docu]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/05/2021-04-22-1.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Mayonnaise Allegory, with Jeremy Warmsley</title>
	<link>https://etao.blog/2021/04/20/podcast-107/</link>
	<pubDate>Tue, 20 Apr 2021 14:01:00 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e5851c56-e573-5fed-9f59-046444034dbe</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jeremy Warmsley's music has spanned pop (or more broadly, <em>the whole touring band thing</em>), film, television, radio, and recently, games. He's an inventive, thoughtful, ever-expressive voice wherever he shows up (including on podcasts, as it happens).</p>



<p class="wp-block-paragraph">Here we mostly talk about his game soundtracking work on Russell's Quinn's <em>Linda &amp; Joan</em>, and on Minskworks' historically situated, abstract-yet-simulationist opuses, <em>Jalopy </em>and <em>Landlord's Super</em>. But of course, we do also find time to talk about the joys and perils of using stylistic touchpoints, the ever-thorny question of separating artists from their art, and the strange, intense relationship that players can form to the music in the games they (come to) love. </p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find Jeremy's entire portfolio on <a href="https://jeremywarmsley.com/">his website</a>.</strong>
You can get his work fo<em>r Jalopy, Landlord's Super, </em>and <em>Linda &amp; Joan</em> on <a href="https://jeremywarmsley.bandcamp.com/">Bandcamp</a>.
You can also follow <a href="https://twitter.com/jwojwo">Jeremy</a> (and <a href="https://twitter.com/summercampband">his band Summer Camp</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.limitbreak.co.uk/">the Limit Break Mentorship Program</a> if you want to get involved! Applications close May 2. And do check out <a href="http://etao.blog/2021/03/09/podcast-104/">my talk with Anisa Sanusi</a> if you'd like to hear more about the program's goals (and how they've grown and changed).</p>



<p class="wp-block-paragraph">• Here's <a href="https://carpedemon.bandcamp.com/">my upcoming record</a>, and here's <a href="https://dicepunks.com/">the Dice Punks podcast</a>.</p>



<p class="wp-block-paragraph">• Here's that podcast about Terry Pratchett books that Jeremy did, and here's <a href="https://www.90minfilmfest.com/episodes/9-this-is-spinal-tap">the one about movies under ninety minutes that he did alongside his wife and bandmate Elizabeth Sankey</a>. They were on that one twice actually, <a href="https://www.90minfilmfest.com/episodes/romantic-comedy-with-elizabeth-sankey-and-jeremy-warmsley">the second time to promote and discuss Elizabeth's essay film <em>Romantic Comedy</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=OrXLgH2WSOk">"I Don't Like Cricket (I Love It)"</a> is a song that my American ass had never heard, I'll admit.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=Kr3quGh7pJA">Adam Neely talking about "the harmonic style of 18th Century European musicians"</a> (better known as music theory).</p>



<p class="wp-block-paragraph">• You can hear some of those "remastered" SNES (and now N64!) tracks on <a href="https://www.youtube.com/channel/UCdJnVvZwukFbTn56fRMBHEw">The Brickster's YouTube channel</a>, and you can hear his reaction to the technical bizarreness of the <em>Earthbound</em> soundtrack on <a href="https://anchor.fm/gamehistorypodcast/episodes/Ep--24-Reliving-Nintendo-Soundtracks-with-The-Brickster-et83q1">his episode of&nbsp;<em>The Video Game History Hour.</em></a></p>



<p class="wp-block-paragraph">• We both mispronounced <a href="https://art21.org/artist/marina-abramovic/">Marina Abramović</a>'s name, but not, to be clear, out of any disrespect for her work.</p>



<p class="wp-block-paragraph"><em>• <a href="https://en.wikipedia.org/wiki/Curiosity:_What%27s_Inside_the_Cube%3F">Curiosity </a></em>was quite the project, and so too is <a href="https://twitter.com/petermolydeux?lang=en">petermolydeux</a>.</p>



<p class="wp-block-paragraph">• I had definitely never heard of <a href="https://en.wikipedia.org/wiki/Countdown_(game_show)"><em>Countdown</em></a>, hopelessly American fellow that I am.</p>



<p class="wp-block-paragraph"><em>• </em>Do check out <a href="http://etao.blog/2019/04/16/podcast-54/">our conversation with Brian Handy</a>, as well as the plenitudinous audioludic compendium that is <a href="https://audiogames.net/">AudioGames.net</a>.</p>



<p class="wp-block-paragraph"><em>• </em>For the record, <a href="https://omny.fm/shows/politically-re-active-with-w-kamau-bell-hari-kon-1/chase-strangio-dr-connie-wun-derek-delgaudio">no less an authority than Chase Strangio would argue</a> that tweeting against transphobia <em>is</em> productive, actually.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
Some music from the bench scene in the <em>Linda &amp; Joan </em>Prologue, and from a forthcoming in-universe <em>Landlord's Super</em>&nbsp;mixtape, both by&nbsp;<a href="https://jeremywarmsley.bandcamp.com/">Jeremy Warmsley</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jeremy Warmsleys music has spanned pop (or more broadly, the whole touring band thing), film, television, radio, and recently, games. Hes an inventive, thoughtful, ever-expressive voice wherever he shows up (including on podcasts, as it happens).



Here]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Mayonnaise Allegory, with Jeremy Warmsley]]></itunes:title>
	<itunes:episode>107</itunes:episode>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jeremy Warmsley's music has spanned pop (or more broadly, <em>the whole touring band thing</em>), film, television, radio, and recently, games. He's an inventive, thoughtful, ever-expressive voice wherever he shows up (including on podcasts, as it happens).</p>



<p class="wp-block-paragraph">Here we mostly talk about his game soundtracking work on Russell's Quinn's <em>Linda &amp; Joan</em>, and on Minskworks' historically situated, abstract-yet-simulationist opuses, <em>Jalopy </em>and <em>Landlord's Super</em>. But of course, we do also find time to talk about the joys and perils of using stylistic touchpoints, the ever-thorny question of separating artists from their art, and the strange, intense relationship that players can form to the music in the games they (come to) love. </p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find Jeremy's entire portfolio on <a href="https://jeremywarmsley.com/">his website</a>.</strong>
You can get his work fo<em>r Jalopy, Landlord's Super, </em>and <em>Linda &amp; Joan</em> on <a href="https://jeremywarmsley.bandcamp.com/">Bandcamp</a>.
You can also follow <a href="https://twitter.com/jwojwo">Jeremy</a> (and <a href="https://twitter.com/summercampband">his band Summer Camp</a>) on Twitter.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.limitbreak.co.uk/">the Limit Break Mentorship Program</a> if you want to get involved! Applications close May 2. And do check out <a href="http://etao.blog/2021/03/09/podcast-104/">my talk with Anisa Sanusi</a> if you'd like to hear more about the program's goals (and how they've grown and changed).</p>



<p class="wp-block-paragraph">• Here's <a href="https://carpedemon.bandcamp.com/">my upcoming record</a>, and here's <a href="https://dicepunks.com/">the Dice Punks podcast</a>.</p>



<p class="wp-block-paragraph">• Here's that podcast about Terry Pratchett books that Jeremy did, and here's <a href="https://www.90minfilmfest.com/episodes/9-this-is-spinal-tap">the one about movies under ninety minutes that he did alongside his wife and bandmate Elizabeth Sankey</a>. They were on that one twice actually, <a href="https://www.90minfilmfest.com/episodes/romantic-comedy-with-elizabeth-sankey-and-jeremy-warmsley">the second time to promote and discuss Elizabeth's essay film <em>Romantic Comedy</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=OrXLgH2WSOk">"I Don't Like Cricket (I Love It)"</a> is a song that my American ass had never heard, I'll admit.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=Kr3quGh7pJA">Adam Neely talking about "the harmonic style of 18th Century European musicians"</a> (better known as music theory).</p>



<p class="wp-block-paragraph">• You can hear some of those "remastered" SNES (and now N64!) tracks on <a href="https://www.youtube.com/channel/UCdJnVvZwukFbTn56fRMBHEw">The Brickster's YouTube channel</a>, and you can hear his reaction to the technical bizarreness of the <em>Earthbound</em> soundtrack on <a href="https://anchor.fm/gamehistorypodcast/episodes/Ep--24-Reliving-Nintendo-Soundtracks-with-The-Brickster-et83q1">his episode of&nbsp;<em>The Video Game History Hour.</em></a></p>



<p class="wp-block-paragraph">• We both mispronounced <a href="https://art21.org/artist/marina-abramovic/">Marina Abramović</a>'s name, but not, to be clear, out of any disrespect for her work.</p>



<p class="wp-block-paragraph"><em>• <a href="https://en.wikipedia.org/wiki/Curiosity:_What%27s_Inside_the_Cube%3F">Curiosity </a></em>was quite the project, and so too is <a href="https://twitter.com/petermolydeux?lang=en">petermolydeux</a>.</p>



<p class="wp-block-paragraph">• I had definitely never heard of <a href="https://en.wikipedia.org/wiki/Countdown_(game_show)"><em>Countdown</em></a>, hopelessly American fellow that I am.</p>



<p class="wp-block-paragraph"><em>• </em>Do check out <a href="http://etao.blog/2019/04/16/podcast-54/">our conversation with Brian Handy</a>, as well as the plenitudinous audioludic compendium that is <a href="https://audiogames.net/">AudioGames.net</a>.</p>



<p class="wp-block-paragraph"><em>• </em>For the record, <a href="https://omny.fm/shows/politically-re-active-with-w-kamau-bell-hari-kon-1/chase-strangio-dr-connie-wun-derek-delgaudio">no less an authority than Chase Strangio would argue</a> that tweeting against transphobia <em>is</em> productive, actually.</p>



<p class="wp-block-paragraph">———
<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
Some music from the bench scene in the <em>Linda &amp; Joan </em>Prologue, and from a forthcoming in-universe <em>Landlord's Super</em>&nbsp;mixtape, both by&nbsp;<a href="https://jeremywarmsley.bandcamp.com/">Jeremy Warmsley</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/04/etao-podcast-107-jeremy-warmsley.mp3" length="213368520" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jeremy Warmsley's music has spanned pop (or more broadly, the whole touring band thing), film, television, radio, and recently, games. He's an inventive, thoughtful, ever-expressive voice wherever he shows up (including on podcasts, as it happens).



Here we mostly talk about his game soundtracking work on Russell's Quinn's Linda &amp; Joan, and on Minskworks' historically situated, abstract-yet-simulationist opuses, Jalopy and Landlord's Super. But of course, we do also find time to talk about the joys and perils of using stylistic touchpoints, the ever-thorny question of separating artists from their art, and the strange, intense relationship that players can form to the music in the games they (come to) love. 







You can find Jeremy's entire portfolio on his website.
You can get his work for Jalopy, Landlord's Super, and Linda &amp; Joan on Bandcamp.
You can also follow Jeremy (and his band Summer Camp) on Twitter.



———



• Do check out the Limit Break Mentorship Program if you want to get involved! Applications close May 2. And do check out my talk with Anisa Sanusi if you'd like to hear more about the program's goals (and how they've grown and changed).



• Here's my upcoming record, and here's the Dice Punks podcast.



• Here's that podcast about Terry Pratchett books that Jeremy did, and here's the one about movies under ninety minutes that he did alongside his wife and bandmate Elizabeth Sankey. They were on that one twice actually, the second time to promote and discuss Elizabeth's essay film Romantic Comedy.



• "I Don't Like Cricket (I Love It)" is a song that my American ass had never heard, I'll admit.



• Here's Adam Neely talking about "the harmonic style of 18th Century European musicians" (better known as music theory).



• You can hear some of those "remastered" SNES (and now N64!) tracks on The Brickster's YouTube channel, and you can hear his reaction to the technical bizarreness of the Earthbound soundtrack on his episode of&nbsp;The Video Game History Hour.



• We both mispronounced Marina Abramović's name, but not, to be clear, out of any disrespect for her work.



• Curiosity was quite the project, and so too is petermolydeux.



• I had definitely never heard of Countdown, hopelessly American fellow that I am.



• Do check out our conversation with Brian Handy, as well as the plenitudinous audioludic compendium that is AudioGames.net.



• For the record, no less an authority than Chase Strangio would argue that tweeting against transphobia is productive, actually.



———
"All The People Say (Season 4)" by Drew Messinger-Michaels.
Some music from the bench scene in the Linda &amp; Joan Prologue, and from a forthcoming in-universe Landlord's Super&nbsp;mixtape, both by&nbsp;Jeremy Warmsley.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/landlords_super_tape_smaller.gif?fit=640%2C360&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/landlords_super_tape_smaller.gif?fit=640%2C360&#038;ssl=1</url>
		<title>The Mayonnaise Allegory, with Jeremy Warmsley</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:45:50</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jeremy Warmsley's music has spanned pop (or more broadly, the whole touring band thing), film, television, radio, and recently, games. He's an inventive, thoughtful, ever-expressive voice wherever he shows up (including on podcasts, as it happens).



Here we mostly talk about his game soundtracking work on Russell's Quinn's Linda &amp; Joan, and on Minskworks' historically situated, abstract-yet-simulationist opuses, Jalopy and Landlord's Super. But of course, we do also find time to talk about the joys and perils of using stylistic touchpoints, the ever-thorny question of separating artists from their art, and the strange, intense relationship that players can form to the music in the games they (come to) love. 







You can find Jeremy's entire portfolio on his website.
You can get his work for Jalopy, Landlord's Super, and Linda &amp; Joan on Bandcamp.
You can also follow Jeremy (and his band Summer Camp) on Twitter.



———



• Do check out the Limit Break Mentorship Program if]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/landlords_super_tape_smaller.gif?fit=640%2C360&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Futures of Stories, with Russell Quinn</title>
	<link>https://etao.blog/2021/04/06/podcast-106/</link>
	<pubDate>Tue, 06 Apr 2021 14:01:52 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">44f51ff5-7b4d-5afa-b795-ae0e3c820d57</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Russell Quinn has had a unique career as a technologist enabling stories, building the underlying systems for the ahead-of-its time <em>McSweeney's</em> app, as well as for the equally-ahead-of-theirs, novel-adjacent multimedia projects <em>The Silent History</em> and <em>The Pickle Index.</em> He's brought remarkably inventive and playful stories to the world, though not <em>as a storyteller,</em> exactly.</p>



<p class="wp-block-paragraph">That is, until his current solo project <em>Linda &amp; Joan,</em> which tells an intensely personal story about family, loss, and what people can do for each other when things get truly bad. (Given the subject matter, as I say in the intro, this episode does definitely come with a <strong>CONTENT WARNING</strong> for illness, death, and trauma). Here Russell talks about the desire to make something that is recognizably and definitively <em>a game</em> while still being as thoughtful as ever about form—and about the healing that can come with making art out of awful experiences.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Linda &amp; Joan</em> on <a href="https://store.steampowered.com/app/1270760/Linda__Joan/">Steam</a> and <a href="https://falsevacuum.itch.io/linda-joan">Itch</a>, get the "Four Months Earlier" prologue on <a href="https://store.steampowered.com/app/1267770/Linda__Joan_Prologue_Four_Months_Earlier/">Steam</a>, <a href="https://falsevacuum.itch.io/linda-joan-prologue">Itch</a>, and <a href="https://apps.apple.com/us/app/four-months-earlier/id1487715097">Apple,</a> and check out the <a href="https://www.lindajoan.com/zine-club">Zine Club</a> and <a href="https://www.lindajoan.com/the-candle">The Candle</a> on <a href="https://www.lindajoan.com/">the project's website</a>.</strong>
You can get "Nice Day for a Walk," the song from "Four Months Earlier," on <a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">Bandcamp</a>
You can also follow <a href="https://twitter.com/russellquinn">Russell</a> (and <a href="https://twitter.com/FalseVacGames">the project itself</a>) on Twitter.
 ———
• <a href="http://www.thesilenthistory.com/"><em>The Silent History</em></a> and <a href="http://www.thepickleindex.com/"><em>The Pickle Index</em></a> are wonderful as well.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.mirandajuly.com/im-the-president-baby/">that Miranda July piece that Russell worked on</a>.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

<a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">"Nice Day for a Walk"</a> by <a href="https://twitter.com/jwojwo">Jeremy Warmsley</a>, from <em>Linda &amp; Joan Prologue: "Four Months Earlier."</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Russell Quinn has had a unique career as a technologist enabling stories, building the underlying systems for the ahead-of-its time McSweeneys app, as well as for the equally-ahead-of-theirs, novel-adjacent multimedia projects The Silent History and The ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Futures of Stories, with Russell Quinn]]></itunes:title>
	<itunes:episode>106</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Russell Quinn has had a unique career as a technologist enabling stories, building the underlying systems for the ahead-of-its time <em>McSweeney's</em> app, as well as for the equally-ahead-of-theirs, novel-adjacent multimedia projects <em>The Silent History</em> and <em>The Pickle Index.</em> He's brought remarkably inventive and playful stories to the world, though not <em>as a storyteller,</em> exactly.</p>



<p class="wp-block-paragraph">That is, until his current solo project <em>Linda &amp; Joan,</em> which tells an intensely personal story about family, loss, and what people can do for each other when things get truly bad. (Given the subject matter, as I say in the intro, this episode does definitely come with a <strong>CONTENT WARNING</strong> for illness, death, and trauma). Here Russell talks about the desire to make something that is recognizably and definitively <em>a game</em> while still being as thoughtful as ever about form—and about the healing that can come with making art out of awful experiences.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can wishlist <em>Linda &amp; Joan</em> on <a href="https://store.steampowered.com/app/1270760/Linda__Joan/">Steam</a> and <a href="https://falsevacuum.itch.io/linda-joan">Itch</a>, get the "Four Months Earlier" prologue on <a href="https://store.steampowered.com/app/1267770/Linda__Joan_Prologue_Four_Months_Earlier/">Steam</a>, <a href="https://falsevacuum.itch.io/linda-joan-prologue">Itch</a>, and <a href="https://apps.apple.com/us/app/four-months-earlier/id1487715097">Apple,</a> and check out the <a href="https://www.lindajoan.com/zine-club">Zine Club</a> and <a href="https://www.lindajoan.com/the-candle">The Candle</a> on <a href="https://www.lindajoan.com/">the project's website</a>.</strong>
You can get "Nice Day for a Walk," the song from "Four Months Earlier," on <a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">Bandcamp</a>
You can also follow <a href="https://twitter.com/russellquinn">Russell</a> (and <a href="https://twitter.com/FalseVacGames">the project itself</a>) on Twitter.
 ———
• <a href="http://www.thesilenthistory.com/"><em>The Silent History</em></a> and <a href="http://www.thepickleindex.com/"><em>The Pickle Index</em></a> are wonderful as well.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.mirandajuly.com/im-the-president-baby/">that Miranda July piece that Russell worked on</a>.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

<a href="https://jeremywarmsley.bandcamp.com/track/nice-day-for-a-walk">"Nice Day for a Walk"</a> by <a href="https://twitter.com/jwojwo">Jeremy Warmsley</a>, from <em>Linda &amp; Joan Prologue: "Four Months Earlier."</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/04/etao-podcast-106-russell-quinn.mp3" length="78233466" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Russell Quinn has had a unique career as a technologist enabling stories, building the underlying systems for the ahead-of-its time McSweeney's app, as well as for the equally-ahead-of-theirs, novel-adjacent multimedia projects The Silent History and The Pickle Index. He's brought remarkably inventive and playful stories to the world, though not as a storyteller, exactly.



That is, until his current solo project Linda &amp; Joan, which tells an intensely personal story about family, loss, and what people can do for each other when things get truly bad. (Given the subject matter, as I say in the intro, this episode does definitely come with a CONTENT WARNING for illness, death, and trauma). Here Russell talks about the desire to make something that is recognizably and definitively a game while still being as thoughtful as ever about form—and about the healing that can come with making art out of awful experiences.







You can wishlist Linda &amp; Joan on Steam and Itch, get the "Four Months Earlier" prologue on Steam, Itch, and Apple, and check out the Zine Club and The Candle on the project's website.
You can get "Nice Day for a Walk," the song from "Four Months Earlier," on Bandcamp
You can also follow Russell (and the project itself) on Twitter.
 ———
• The Silent History and The Pickle Index are wonderful as well.



• Here's that Miranda July piece that Russell worked on.

———

"All The People Say (Season 4)" by Drew Messinger-Michaels.

"Nice Day for a Walk" by Jeremy Warmsley, from Linda &amp; Joan Prologue: "Four Months Earlier."



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/four-months-earlier-3_22_2021-8_02_12-pm.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/four-months-earlier-3_22_2021-8_02_12-pm.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>The Futures of Stories, with Russell Quinn</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:15:26</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Russell Quinn has had a unique career as a technologist enabling stories, building the underlying systems for the ahead-of-its time McSweeney's app, as well as for the equally-ahead-of-theirs, novel-adjacent multimedia projects The Silent History and The Pickle Index. He's brought remarkably inventive and playful stories to the world, though not as a storyteller, exactly.



That is, until his current solo project Linda &amp; Joan, which tells an intensely personal story about family, loss, and what people can do for each other when things get truly bad. (Given the subject matter, as I say in the intro, this episode does definitely come with a CONTENT WARNING for illness, death, and trauma). Here Russell talks about the desire to make something that is recognizably and definitively a game while still being as thoughtful as ever about form—and about the healing that can come with making art out of awful experiences.







You can wishlist Linda &amp; Joan on Steam and Itch, get the "F]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/04/four-months-earlier-3_22_2021-8_02_12-pm.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Nuanced Critique of Subtlety, with Chevy Ray</title>
	<link>https://etao.blog/2021/03/23/podcast-105/</link>
	<pubDate>Tue, 23 Mar 2021 14:01:24 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3e65050a-1ece-5066-bdf5-2523a4ea7498</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Chevy Ray has been making games for a long time now—though most of them are currently tough to play; RIP Flash—but is probably best known for <em>Ikenfell,</em> a tactical RPG about going to magic school, working through difficult relationships, and petting a great many cats.</p>



<p class="wp-block-paragraph">Here Chevy talks about what it means to keep an RPG character-focused, the difference between nuance and subtlety, his love of "setpiece games," and the significant hidden benefits of pursuing accessibility.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Ikenfell</em> on <a href="https://store.steampowered.com/app/854940/Ikenfell/">Steam</a> <a href="https://www.humblebundle.com/store/ikenfell">Humble</a>, <a href="https://www.gog.com/game/ikenfell">GOG</a>, <a href="https://store.playstation.com/en-us/product/UP3864-CUSA23936_00-IKENFELL0000000A">PlayStation</a>, <a href="https://www.microsoft.com/en-us/p/Ikenfell/9P91S5ZL1P4D">Xbox</a> (where it's included in GamePass), and <a href="https://www.nintendo.com/games/detail/ikenfell-switch/">Switch</a>.</strong> You can get the soundtrack on <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">Bandcamp</a>.
 ———
• Here's <a href="https://hthr.itch.io/meatpunk-manifesto">THE MEATPUNK MANIFESTO</a>.</p>



<p class="wp-block-paragraph">• That game Chevy was talking about was <em>Genital Jousting.</em></p>



<p class="wp-block-paragraph">• <a href="https://eggplant.show/59-making-magic-with-chevy-ray-johnston">Chevy's episode of <em>Eggplant</em></a> is just wonderful.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/cherryrae?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Cherry Thompson</a> is definitely a person you should know.</p>



<p class="wp-block-paragraph">• As is <em>Ikenfell's</em> lead sensitivity consultant, <a href="https://twitter.com/JoannaBlackhart">Joanna Blackheart</a>.</p>



<p class="wp-block-paragraph">• Those interested in accessibility in games can also check out <a href="https://caniplaythat.com/"><em>Can I Play That?</em></a> and these <a href="http://gameaccessibilityguidelines.com/">game accessibility guidelines</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=UlJ8EV6tOL4">that Bryce Johnson talk</a>.</p>



<p class="wp-block-paragraph">• If you do want to play the <em>Linda &amp; Joan</em> prologue, "Four Months Earlier," before listening to the next episode, <a href="https://www.lindajoan.com/four-months-earlier">you can do so here</a>.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Stuck Together 2" and "Paint the Future - Ima's Theme - Battle 3 (Instrumental)" from <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">the <em>Ikenfell</em> OST</a> by aivi &amp; surasshu.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Chevy Ray has been making games for a long time now—though most of them are currently tough to play; RIP Flash—but is probably best known for Ikenfell, a tactical RPG about going to magic school, working through difficult relationships, and petting a gre]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Nuanced Critique of Subtlety, with Chevy Ray]]></itunes:title>
	<itunes:episode>105</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Chevy Ray has been making games for a long time now—though most of them are currently tough to play; RIP Flash—but is probably best known for <em>Ikenfell,</em> a tactical RPG about going to magic school, working through difficult relationships, and petting a great many cats.</p>



<p class="wp-block-paragraph">Here Chevy talks about what it means to keep an RPG character-focused, the difference between nuance and subtlety, his love of "setpiece games," and the significant hidden benefits of pursuing accessibility.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Ikenfell</em> on <a href="https://store.steampowered.com/app/854940/Ikenfell/">Steam</a> <a href="https://www.humblebundle.com/store/ikenfell">Humble</a>, <a href="https://www.gog.com/game/ikenfell">GOG</a>, <a href="https://store.playstation.com/en-us/product/UP3864-CUSA23936_00-IKENFELL0000000A">PlayStation</a>, <a href="https://www.microsoft.com/en-us/p/Ikenfell/9P91S5ZL1P4D">Xbox</a> (where it's included in GamePass), and <a href="https://www.nintendo.com/games/detail/ikenfell-switch/">Switch</a>.</strong> You can get the soundtrack on <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">Bandcamp</a>.
 ———
• Here's <a href="https://hthr.itch.io/meatpunk-manifesto">THE MEATPUNK MANIFESTO</a>.</p>



<p class="wp-block-paragraph">• That game Chevy was talking about was <em>Genital Jousting.</em></p>



<p class="wp-block-paragraph">• <a href="https://eggplant.show/59-making-magic-with-chevy-ray-johnston">Chevy's episode of <em>Eggplant</em></a> is just wonderful.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/cherryrae?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Cherry Thompson</a> is definitely a person you should know.</p>



<p class="wp-block-paragraph">• As is <em>Ikenfell's</em> lead sensitivity consultant, <a href="https://twitter.com/JoannaBlackhart">Joanna Blackheart</a>.</p>



<p class="wp-block-paragraph">• Those interested in accessibility in games can also check out <a href="https://caniplaythat.com/"><em>Can I Play That?</em></a> and these <a href="http://gameaccessibilityguidelines.com/">game accessibility guidelines</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=UlJ8EV6tOL4">that Bryce Johnson talk</a>.</p>



<p class="wp-block-paragraph">• If you do want to play the <em>Linda &amp; Joan</em> prologue, "Four Months Earlier," before listening to the next episode, <a href="https://www.lindajoan.com/four-months-earlier">you can do so here</a>.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Stuck Together 2" and "Paint the Future - Ima's Theme - Battle 3 (Instrumental)" from <a href="https://aivi-surasshu.bandcamp.com/album/ikenfell-original-game-soundtrack">the <em>Ikenfell</em> OST</a> by aivi &amp; surasshu.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/03/etao-podcast-105-chevy-ray.mp3" length="100692014" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Chevy Ray has been making games for a long time now—though most of them are currently tough to play; RIP Flash—but is probably best known for Ikenfell, a tactical RPG about going to magic school, working through difficult relationships, and petting a great many cats.



Here Chevy talks about what it means to keep an RPG character-focused, the difference between nuance and subtlety, his love of "setpiece games," and the significant hidden benefits of pursuing accessibility.







You can get Ikenfell on Steam Humble, GOG, PlayStation, Xbox (where it's included in GamePass), and Switch. You can get the soundtrack on Bandcamp.
 ———
• Here's THE MEATPUNK MANIFESTO.



• That game Chevy was talking about was Genital Jousting.



• Chevy's episode of Eggplant is just wonderful.



• Cherry Thompson is definitely a person you should know.



• As is Ikenfell's lead sensitivity consultant, Joanna Blackheart.



• Those interested in accessibility in games can also check out Can I Play That? and these game accessibility guidelines.



• And here's that Bryce Johnson talk.



• If you do want to play the Linda &amp; Joan prologue, "Four Months Earlier," before listening to the next episode, you can do so here.

———

"All The People Say (Season 4)" by Drew Messinger-Michaels.

"Stuck Together 2" and "Paint the Future - Ima's Theme - Battle 3 (Instrumental)" from the Ikenfell OST by aivi &amp; surasshu.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/ewqedx8viae4ark-1-1.jpeg?fit=935%2C518&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/ewqedx8viae4ark-1-1.jpeg?fit=935%2C518&#038;ssl=1</url>
		<title>A Nuanced Critique of Subtlety, with Chevy Ray</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:08:53</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Chevy Ray has been making games for a long time now—though most of them are currently tough to play; RIP Flash—but is probably best known for Ikenfell, a tactical RPG about going to magic school, working through difficult relationships, and petting a great many cats.



Here Chevy talks about what it means to keep an RPG character-focused, the difference between nuance and subtlety, his love of "setpiece games," and the significant hidden benefits of pursuing accessibility.







You can get Ikenfell on Steam Humble, GOG, PlayStation, Xbox (where it's included in GamePass), and Switch. You can get the soundtrack on Bandcamp.
 ———
• Here's THE MEATPUNK MANIFESTO.



• That game Chevy was talking about was Genital Jousting.



• Chevy's episode of Eggplant is just wonderful.



• Cherry Thompson is definitely a person you should know.



• As is Ikenfell's lead sensitivity consultant, Joanna Blackheart.



• Those interested in accessibility in games can also check out Can I Play That?]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/ewqedx8viae4ark-1-1.jpeg?fit=935%2C518&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Designing for Empathy, with Anisa Sanusi</title>
	<link>https://etao.blog/2021/03/09/podcast-104/</link>
	<pubDate>Tue, 09 Mar 2021 15:01:17 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">42247dbb-abde-5642-8134-52f285603cf4</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Anisa Sanusi is an accomplished UI/UX designer, probably best known for her work on <em>Elite Dangerous</em> and <em>Planet Coaster</em>—two utterly different games that bring with them utterly different challenges in terms of usability, accessibility, tone, and scope. She's also the founder of the Limit Break mentorship program, an organization dedicated to providing guidance, access, and support to underrepresented genders (and in this new year, BIPOC and LGBT+ folx) in the UK games industry.</p>



<p class="wp-block-paragraph">Here Anisa talks about the difficulty of doing as much good as she can with Limit Break without allowing the scope of it to expand beyond what she can feasibly achieve, her approach to UI/UX, and how those two kinds of work potentially overlap.</p>



<p class="wp-block-paragraph">Also: Marveling at <em>Hades'</em> incredible UX despite the absence of a dedicated UX person on the project. Also-also: Undoing the myth of misery making for better art.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can learn more about Limit Break on their <a href="https://twitter.com/LBMentorship">Twitter</a>, their <a href="https://www.instagram.com/LBMentorship/">Instagram</a>, and their <a href="https://www.limitbreak.co.uk/">website</a>.</strong>
You can get <em>Elite Dangerous</em> on <a href="https://store.steampowered.com/app/359320/Elite_Dangerous/">Steam</a>, <a href="https://store.playstation.com/?resolve=UP2514-CUSA06362_00-EDBASEGAME000000">PlayStation</a>, and <a href="https://www.microsoft.com/p/elite-dangerous-standard-edition/c3lw50bqj878">Xbox</a>.
You can also get <em>Planet Coaster</em> on <a href="https://store.steampowered.com/app/493340/Planet_Coaster/">Steam</a>, <a href="https://store.steampowered.com/app/493340/Planet_Coaster/">PlayStation</a>, and <a href="https://www.microsoft.com/en-us/p/planet-coaster-console-edition-pre-order/9nvz8wmfkjj9?activetab=pivot:overviewtab">Xbox</a>.
And you can follow <a href="https://twitter.com/studioanisa">Anisa</a> (and <a href="https://twitter.com/LBMentorship">Limit Break</a>) on Twitter.
 ———
• Here's <a href="http://etao.blog/2020/02/18/podcast-76/">the conversation with Emma Kinema that I mention repeatedly</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2019/06/25/podcast-59/">my conversation with Greg Batha</a>—a good one to check out if you want to hear about what UI and UX <em>are,</em> even.</p>



<p class="wp-block-paragraph">• As I say in the outro: Applications for Limit Break will be open next month, and we'll be sure to remind interested would-be applicants when the time comes.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "Roller Coaster" by Delugg Busch, <a href="https://archive.org/details/78_roller-coaster_henri-ren-and-his-orchestra-busch-delugg_gbia7000877b">performed by Henri René &amp; His Orchestra</a>.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 "You're the Limit" by Sidney Bechet, <a href="https://archive.org/details/78_11576-Youre-the-limit">performed by Sidney Bechet and The Sidney Bechet Trio with Willie "the Lion" Smith</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Anisa Sanusi is an accomplished UI/UX designer, probably best known for her work on Elite Dangerous and Planet Coaster—two utterly different games that bring with them utterly different challenges in terms of usability, accessibility, tone, and scope. Sh]]></itunes:subtitle>
	<itunes:title><![CDATA[Designing for Empathy, with Anisa Sanusi]]></itunes:title>
	<itunes:episode>104</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Anisa Sanusi is an accomplished UI/UX designer, probably best known for her work on <em>Elite Dangerous</em> and <em>Planet Coaster</em>—two utterly different games that bring with them utterly different challenges in terms of usability, accessibility, tone, and scope. She's also the founder of the Limit Break mentorship program, an organization dedicated to providing guidance, access, and support to underrepresented genders (and in this new year, BIPOC and LGBT+ folx) in the UK games industry.</p>



<p class="wp-block-paragraph">Here Anisa talks about the difficulty of doing as much good as she can with Limit Break without allowing the scope of it to expand beyond what she can feasibly achieve, her approach to UI/UX, and how those two kinds of work potentially overlap.</p>



<p class="wp-block-paragraph">Also: Marveling at <em>Hades'</em> incredible UX despite the absence of a dedicated UX person on the project. Also-also: Undoing the myth of misery making for better art.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can learn more about Limit Break on their <a href="https://twitter.com/LBMentorship">Twitter</a>, their <a href="https://www.instagram.com/LBMentorship/">Instagram</a>, and their <a href="https://www.limitbreak.co.uk/">website</a>.</strong>
You can get <em>Elite Dangerous</em> on <a href="https://store.steampowered.com/app/359320/Elite_Dangerous/">Steam</a>, <a href="https://store.playstation.com/?resolve=UP2514-CUSA06362_00-EDBASEGAME000000">PlayStation</a>, and <a href="https://www.microsoft.com/p/elite-dangerous-standard-edition/c3lw50bqj878">Xbox</a>.
You can also get <em>Planet Coaster</em> on <a href="https://store.steampowered.com/app/493340/Planet_Coaster/">Steam</a>, <a href="https://store.steampowered.com/app/493340/Planet_Coaster/">PlayStation</a>, and <a href="https://www.microsoft.com/en-us/p/planet-coaster-console-edition-pre-order/9nvz8wmfkjj9?activetab=pivot:overviewtab">Xbox</a>.
And you can follow <a href="https://twitter.com/studioanisa">Anisa</a> (and <a href="https://twitter.com/LBMentorship">Limit Break</a>) on Twitter.
 ———
• Here's <a href="http://etao.blog/2020/02/18/podcast-76/">the conversation with Emma Kinema that I mention repeatedly</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2019/06/25/podcast-59/">my conversation with Greg Batha</a>—a good one to check out if you want to hear about what UI and UX <em>are,</em> even.</p>



<p class="wp-block-paragraph">• As I say in the outro: Applications for Limit Break will be open next month, and we'll be sure to remind interested would-be applicants when the time comes.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "Roller Coaster" by Delugg Busch, <a href="https://archive.org/details/78_roller-coaster_henri-ren-and-his-orchestra-busch-delugg_gbia7000877b">performed by Henri René &amp; His Orchestra</a>.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 "You're the Limit" by Sidney Bechet, <a href="https://archive.org/details/78_11576-Youre-the-limit">performed by Sidney Bechet and The Sidney Bechet Trio with Willie "the Lion" Smith</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/03/etao-podcast-104-anisa-sanusi.mp3" length="138271918" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Anisa Sanusi is an accomplished UI/UX designer, probably best known for her work on Elite Dangerous and Planet Coaster—two utterly different games that bring with them utterly different challenges in terms of usability, accessibility, tone, and scope. She's also the founder of the Limit Break mentorship program, an organization dedicated to providing guidance, access, and support to underrepresented genders (and in this new year, BIPOC and LGBT+ folx) in the UK games industry.



Here Anisa talks about the difficulty of doing as much good as she can with Limit Break without allowing the scope of it to expand beyond what she can feasibly achieve, her approach to UI/UX, and how those two kinds of work potentially overlap.



Also: Marveling at Hades' incredible UX despite the absence of a dedicated UX person on the project. Also-also: Undoing the myth of misery making for better art.







You can learn more about Limit Break on their Twitter, their Instagram, and their website.
You can get Elite Dangerous on Steam, PlayStation, and Xbox.
You can also get Planet Coaster on Steam, PlayStation, and Xbox.
And you can follow Anisa (and Limit Break) on Twitter.
 ———
• Here's the conversation with Emma Kinema that I mention repeatedly.



• And here's my conversation with Greg Batha—a good one to check out if you want to hear about what UI and UX are, even.



• As I say in the outro: Applications for Limit Break will be open next month, and we'll be sure to remind interested would-be applicants when the time comes.
 ———
 "All The People Say (Season 4)" by Drew Messinger-Michaels.
 "Roller Coaster" by Delugg Busch, performed by Henri René &amp; His Orchestra.
 "Apple Blossoms" by Vernon Geyer.
 "You're the Limit" by Sidney Bechet, performed by Sidney Bechet and The Sidney Bechet Trio with Willie "the Lion" Smith.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/screen-shot-2021-03-06-at-11.57.30-am.png?fit=3360%2C1438&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/screen-shot-2021-03-06-at-11.57.30-am.png?fit=3360%2C1438&#038;ssl=1</url>
		<title>Designing for Empathy, with Anisa Sanusi</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:34:52</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Anisa Sanusi is an accomplished UI/UX designer, probably best known for her work on Elite Dangerous and Planet Coaster—two utterly different games that bring with them utterly different challenges in terms of usability, accessibility, tone, and scope. She's also the founder of the Limit Break mentorship program, an organization dedicated to providing guidance, access, and support to underrepresented genders (and in this new year, BIPOC and LGBT+ folx) in the UK games industry.



Here Anisa talks about the difficulty of doing as much good as she can with Limit Break without allowing the scope of it to expand beyond what she can feasibly achieve, her approach to UI/UX, and how those two kinds of work potentially overlap.



Also: Marveling at Hades' incredible UX despite the absence of a dedicated UX person on the project. Also-also: Undoing the myth of misery making for better art.







You can learn more about Limit Break on their Twitter, their Instagram, and their website.
You ca]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/03/screen-shot-2021-03-06-at-11.57.30-am.png?fit=3360%2C1438&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Rogue Chunks, with Chris King</title>
	<link>https://etao.blog/2021/02/23/podcast-103/</link>
	<pubDate>Tue, 23 Feb 2021 15:01:19 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c6809508-ce3b-5201-a43e-b8beb3c9fb6a</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Chris King of Batterystaple Games shares a chunk of his time to discuss <em>30XX,</em> the reimagined, souped-up sequel to the <em>Mega Man X</em>-esque roguelike-alike <em>20XX.</em></p>



<p class="wp-block-paragraph">We get pretty far into the weeds as far as the differences between the two games, the double-edged beam-sword of encouraging player-created content from day one, the advantages and disadvantages of working with an engine built from scratch, and why <a href="http://etao.blog/2013/10/21/roguelikes/">roguelike design patterns</a> are likely <a href="http://etao.blog/2016/04/07/no-berlin/">here to stay</a>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>30XX</em> on <a href="https://store.steampowered.com/app/1029210/30XX/">Steam</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1553350/30XX_Original_Soundtrack/">Steam</a> and <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/batterystaple_g">Chris</a> on Twitter.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "30XX (Main Theme)" and "Atomichron (Clockzone)" from <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">the <em>30XX</em> OST</a> by Cityfires.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Chris King of Batterystaple Games shares a chunk of his time to discuss 30XX, the reimagined, souped-up sequel to the Mega Man X-esque roguelike-alike 20XX.



We get pretty far into the weeds as far as the differences between the two games, the double-e]]></itunes:subtitle>
	<itunes:title><![CDATA[Rogue Chunks, with Chris King]]></itunes:title>
	<itunes:episode>103</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Chris King of Batterystaple Games shares a chunk of his time to discuss <em>30XX,</em> the reimagined, souped-up sequel to the <em>Mega Man X</em>-esque roguelike-alike <em>20XX.</em></p>



<p class="wp-block-paragraph">We get pretty far into the weeds as far as the differences between the two games, the double-edged beam-sword of encouraging player-created content from day one, the advantages and disadvantages of working with an engine built from scratch, and why <a href="http://etao.blog/2013/10/21/roguelikes/">roguelike design patterns</a> are likely <a href="http://etao.blog/2016/04/07/no-berlin/">here to stay</a>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>30XX</em> on <a href="https://store.steampowered.com/app/1029210/30XX/">Steam</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1553350/30XX_Original_Soundtrack/">Steam</a> and <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/batterystaple_g">Chris</a> on Twitter.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "30XX (Main Theme)" and "Atomichron (Clockzone)" from <a href="https://cityfires.bandcamp.com/album/30xx-original-soundtrack">the <em>30XX</em> OST</a> by Cityfires.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/02/etao-podcast-103-chris-king.mp3" length="111451643" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Chris King of Batterystaple Games shares a chunk of his time to discuss 30XX, the reimagined, souped-up sequel to the Mega Man X-esque roguelike-alike 20XX.



We get pretty far into the weeds as far as the differences between the two games, the double-edged beam-sword of encouraging player-created content from day one, the advantages and disadvantages of working with an engine built from scratch, and why roguelike design patterns are likely here to stay.







You can get 30XX on Steam.
You can get the soundtrack on Steam and Bandcamp.
You can also follow Chris on Twitter.
 ———
 "All The People Say (Season 4)" by Drew Messinger-Michaels.
 "30XX (Main Theme)" and "Atomichron (Clockzone)" from the 30XX OST by Cityfires.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/30xx_date_11.gif?fit=600%2C200&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/30xx_date_11.gif?fit=600%2C200&#038;ssl=1</url>
		<title>Rogue Chunks, with Chris King</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Chris King of Batterystaple Games shares a chunk of his time to discuss 30XX, the reimagined, souped-up sequel to the Mega Man X-esque roguelike-alike 20XX.



We get pretty far into the weeds as far as the differences between the two games, the double-edged beam-sword of encouraging player-created content from day one, the advantages and disadvantages of working with an engine built from scratch, and why roguelike design patterns are likely here to stay.







You can get 30XX on Steam.
You can get the soundtrack on Steam and Bandcamp.
You can also follow Chris on Twitter.
 ———
 "All The People Say (Season 4)" by Drew Messinger-Michaels.
 "30XX (Main Theme)" and "Atomichron (Clockzone)" from the 30XX OST by Cityfires.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/30xx_date_11.gif?fit=600%2C200&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Experiencing America, with Bryant Young</title>
	<link>https://etao.blog/2021/02/09/podcast-102/</link>
	<pubDate>Tue, 09 Feb 2021 15:01:40 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d1dfd6b8-cea5-5ef7-a535-0bf207f18a61</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Our America</em> puts you in the shoes of a Black father driving his son to school—and if that <em>doesn't</em> sound potentially harrowing to you, then you might be exactly the project's intended audience. It's a work that means to illuminate, instruct, challenge, and speak simple, difficult truths. In this interview, Bryant Young talks about why he started developing <em>Our America,</em> who hopes will hear its message, and what he hopes they'll walk away with.</p>



<p class="wp-block-paragraph"><strong>CONTENT WARNING for racism, police violence, and murder.</strong></p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong><a href="https://www.ouramericavr.com/">Here's where you can download the <em>Our America,</em> alpha/demo, and support the project</a>.</strong>
You can also follow <a href="https://twitter.com/FisheanStudio">Bryant</a> on Twitter.
 ———
• <a href="https://medium.com/@OfcrACab/confessions-of-a-former-bastard-cop-bb14d17bc759">This piece</a> covers the viscous absurdity of American police training really well, as do <a href="https://www.youtube.com/watch?v=HZ3SSNJIQ2k">the YouTube stylings of That Dang Dad</a>.</p>



<p class="wp-block-paragraph">• And I seriously cannot recommend <a href="https://www.penguinrandomhouse.com/books/213837/are-prisons-obsolete-by-angela-y-davis/"><em>Are Prisons Obsolete?</em></a> highly enough.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Never Settle" (with lyrics and vocals by Marcus Abundis) and "Rooting" by Camilo Velez.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Our America puts you in the shoes of a Black father driving his son to school—and if that doesnt sound potentially harrowing to you, then you might be exactly the projects intended audience. Its a work that means to illuminate, instruct, challenge, and s]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Experiencing America, with Bryant Young]]></itunes:title>
	<itunes:episode>107</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Our America</em> puts you in the shoes of a Black father driving his son to school—and if that <em>doesn't</em> sound potentially harrowing to you, then you might be exactly the project's intended audience. It's a work that means to illuminate, instruct, challenge, and speak simple, difficult truths. In this interview, Bryant Young talks about why he started developing <em>Our America,</em> who hopes will hear its message, and what he hopes they'll walk away with.</p>



<p class="wp-block-paragraph"><strong>CONTENT WARNING for racism, police violence, and murder.</strong></p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong><a href="https://www.ouramericavr.com/">Here's where you can download the <em>Our America,</em> alpha/demo, and support the project</a>.</strong>
You can also follow <a href="https://twitter.com/FisheanStudio">Bryant</a> on Twitter.
 ———
• <a href="https://medium.com/@OfcrACab/confessions-of-a-former-bastard-cop-bb14d17bc759">This piece</a> covers the viscous absurdity of American police training really well, as do <a href="https://www.youtube.com/watch?v=HZ3SSNJIQ2k">the YouTube stylings of That Dang Dad</a>.</p>



<p class="wp-block-paragraph">• And I seriously cannot recommend <a href="https://www.penguinrandomhouse.com/books/213837/are-prisons-obsolete-by-angela-y-davis/"><em>Are Prisons Obsolete?</em></a> highly enough.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Never Settle" (with lyrics and vocals by Marcus Abundis) and "Rooting" by Camilo Velez.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/02/etao-podcast-102-bryant-young.mp3" length="105253077" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Our America puts you in the shoes of a Black father driving his son to school—and if that doesn't sound potentially harrowing to you, then you might be exactly the project's intended audience. It's a work that means to illuminate, instruct, challenge, and speak simple, difficult truths. In this interview, Bryant Young talks about why he started developing Our America, who hopes will hear its message, and what he hopes they'll walk away with.



CONTENT WARNING for racism, police violence, and murder.



 



Here's where you can download the Our America, alpha/demo, and support the project.
You can also follow Bryant on Twitter.
 ———
• This piece covers the viscous absurdity of American police training really well, as do the YouTube stylings of That Dang Dad.



• And I seriously cannot recommend Are Prisons Obsolete? highly enough.

———

"All The People Say (Season 4)" by Drew Messinger-Michaels.

"Never Settle" (with lyrics and vocals by Marcus Abundis) and "Rooting" by Camilo Velez.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/biuucm.jpg?fit=1920%2C2560&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/biuucm.jpg?fit=1920%2C2560&#038;ssl=1</url>
		<title>Experiencing America, with Bryant Young</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:12:15</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Our America puts you in the shoes of a Black father driving his son to school—and if that doesn't sound potentially harrowing to you, then you might be exactly the project's intended audience. It's a work that means to illuminate, instruct, challenge, and speak simple, difficult truths. In this interview, Bryant Young talks about why he started developing Our America, who hopes will hear its message, and what he hopes they'll walk away with.



CONTENT WARNING for racism, police violence, and murder.



 



Here's where you can download the Our America, alpha/demo, and support the project.
You can also follow Bryant on Twitter.
 ———
• This piece covers the viscous absurdity of American police training really well, as do the YouTube stylings of That Dang Dad.



• And I seriously cannot recommend Are Prisons Obsolete? highly enough.

———

"All The People Say (Season 4)" by Drew Messinger-Michaels.

"Never Settle" (with lyrics and vocals by Marcus Abundis) and "Rooting" by Camilo Velez]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/02/biuucm.jpg?fit=1920%2C2560&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Communities and Modularities, with Chel Wong</title>
	<link>https://etao.blog/2021/01/26/podcast-101/</link>
	<pubDate>Tue, 26 Jan 2021 15:01:34 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">827efc98-9abd-5d4c-a1ab-beebf7f16b56</guid>
	<description><![CDATA[<p class="wp-block-paragraph">You might know Chel Wong from her rightly-celebrated, highly modular soundtrack to <em>Kine,</em> and some more people are about to know her from <em>Watch This Space.</em> But you definitely already know her if you're even tangentially involved in the Boston-area indie scene (or for that matter, the New England <em>Smash</em> scene). She's in some ways as accomplished at fostering community as she as at crafting intricate, reactive soundscapes.</p>



<p class="wp-block-paragraph">Here we talk about Chel's music-making process, how her approach to networking has changes, and the specific difficulties of being an extrovert in these long, hug-deprived COVID months. Also, we goof around a fair bit.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can find <em>Watch This Space</em> on <a href="https://store.steampowered.com/app/941890/Watch_This_Space/">Steam</a>.
You can get Chel's music, gamic and otherwise, on <a href="https://chelwong.bandcamp.com/">Bandcamp</a>.</strong>
You can also follow <a href="https://twitter.com/ChelWongAudio">Chel</a> on Twitter.
 ———
• Here's <a href="http://etao.blog/2019/02/09/podcast-49/">the episode wherein we talk to Philip Buchanan</a>, previously of <em>39 Days to Mars</em> and lately of <em>Watch This Space.</em></p>



<p class="wp-block-paragraph">• <a href="https://oxyoxspring.itch.io/onlycans"><em>Only Cans</em> is a hoot,</a> as is <a href="https://www.youtube.com/watch?v=JddXKDfBtiE&amp;feature=emb_logo">Chel's chill-ass Shize™️ jingle</a>.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "Helpful Hydra" and "WATCH THIS MENU" from the <em>Watch This Space</em> Original Soundtrack by Chel Wong.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[You might know Chel Wong from her rightly-celebrated, highly modular soundtrack to Kine, and some more people are about to know her from Watch This Space. But you definitely already know her if youre even tangentially involved in the Boston-area indie sc]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Communities and Modularities, with Chel Wong]]></itunes:title>
	<itunes:episode>101</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">You might know Chel Wong from her rightly-celebrated, highly modular soundtrack to <em>Kine,</em> and some more people are about to know her from <em>Watch This Space.</em> But you definitely already know her if you're even tangentially involved in the Boston-area indie scene (or for that matter, the New England <em>Smash</em> scene). She's in some ways as accomplished at fostering community as she as at crafting intricate, reactive soundscapes.</p>



<p class="wp-block-paragraph">Here we talk about Chel's music-making process, how her approach to networking has changes, and the specific difficulties of being an extrovert in these long, hug-deprived COVID months. Also, we goof around a fair bit.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can find <em>Watch This Space</em> on <a href="https://store.steampowered.com/app/941890/Watch_This_Space/">Steam</a>.
You can get Chel's music, gamic and otherwise, on <a href="https://chelwong.bandcamp.com/">Bandcamp</a>.</strong>
You can also follow <a href="https://twitter.com/ChelWongAudio">Chel</a> on Twitter.
 ———
• Here's <a href="http://etao.blog/2019/02/09/podcast-49/">the episode wherein we talk to Philip Buchanan</a>, previously of <em>39 Days to Mars</em> and lately of <em>Watch This Space.</em></p>



<p class="wp-block-paragraph">• <a href="https://oxyoxspring.itch.io/onlycans"><em>Only Cans</em> is a hoot,</a> as is <a href="https://www.youtube.com/watch?v=JddXKDfBtiE&amp;feature=emb_logo">Chel's chill-ass Shize™️ jingle</a>.
 ———
 <a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.
 "Helpful Hydra" and "WATCH THIS MENU" from the <em>Watch This Space</em> Original Soundtrack by Chel Wong.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/01/etao-podcast-101-chel-wong.mp3" length="77504714" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[You might know Chel Wong from her rightly-celebrated, highly modular soundtrack to Kine, and some more people are about to know her from Watch This Space. But you definitely already know her if you're even tangentially involved in the Boston-area indie scene (or for that matter, the New England Smash scene). She's in some ways as accomplished at fostering community as she as at crafting intricate, reactive soundscapes.



Here we talk about Chel's music-making process, how her approach to networking has changes, and the specific difficulties of being an extrovert in these long, hug-deprived COVID months. Also, we goof around a fair bit.



 



You can find Watch This Space on Steam.
You can get Chel's music, gamic and otherwise, on Bandcamp.
You can also follow Chel on Twitter.
 ———
• Here's the episode wherein we talk to Philip Buchanan, previously of 39 Days to Mars and lately of Watch This Space.



• Only Cans is a hoot, as is Chel's chill-ass Shize™️ jingle.
 ———
 "All The People Say (Season 4)" by Drew Messinger-Michaels.
 "Helpful Hydra" and "WATCH THIS MENU" from the Watch This Space Original Soundtrack by Chel Wong.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/01/watchthisspace_gif5.gif?fit=800%2C450&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2021/01/watchthisspace_gif5.gif?fit=800%2C450&#038;ssl=1</url>
		<title>Communities and Modularities, with Chel Wong</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>50:31</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[You might know Chel Wong from her rightly-celebrated, highly modular soundtrack to Kine, and some more people are about to know her from Watch This Space. But you definitely already know her if you're even tangentially involved in the Boston-area indie scene (or for that matter, the New England Smash scene). She's in some ways as accomplished at fostering community as she as at crafting intricate, reactive soundscapes.



Here we talk about Chel's music-making process, how her approach to networking has changes, and the specific difficulties of being an extrovert in these long, hug-deprived COVID months. Also, we goof around a fair bit.



 



You can find Watch This Space on Steam.
You can get Chel's music, gamic and otherwise, on Bandcamp.
You can also follow Chel on Twitter.
 ———
• Here's the episode wherein we talk to Philip Buchanan, previously of 39 Days to Mars and lately of Watch This Space.



• Only Cans is a hoot, as is Chel's chill-ass Shize™️ jingle.
 ———
 "All The Peopl]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2021/01/watchthisspace_gif5.gif?fit=800%2C450&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Heard and What We Learned in 2020</title>
	<link>https://etao.blog/2021/01/05/podcast-100/</link>
	<pubDate>Tue, 05 Jan 2021 15:01:26 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ee209fb0-5e22-50a6-8c67-c40414965b52</guid>
	<description><![CDATA[<p class="wp-block-paragraph">For our hundredth episode, we're trying something a little different and editing together some of our favorite moments from the past year of the 'cast. If you've been looking to catch up but haven't had the time to dive into entire longform interviews, then this should provide a good place to start?and even if you've already heard these clips and the episodes they come from, this format should highlight some themes that our interviews have shared in common.</p>



<p class="wp-block-paragraph">This episode features clips from:</p>




<p class="wp-block-paragraph">98. <a href="/podcast-98/"><strong>The Work of War, with Zach Barth</strong></a>
 74. <a href="/podcast-74/"><strong>Delicious to the (Mad) Max, with David Galindo</strong></a>
 85. <a href="/podcast-85/"><strong>Access and Challenge, with Greg Haynes</strong></a>
 76. <a href="/podcast-76/"><strong>That Real Genuine Connection, with Emma Kinema</strong></a>
 93. <a href="/podcast-93/"><strong>Utopia by Necessity, with Nils Deneken</strong></a>
 86. <a href="/podcast-86/"><strong>Talking about Way More than Coding, with Moo Yu</strong></a>
 82. <a href="/podcast-82/"><strong>When It's Right to Fight, with Shawn Alexander Allen</strong></a>
 75. <a href="/podcast-75/"><strong>Emotional Survival, with Paula Rogers and Vincent Perea</strong></a>
 79. <a href="/podcast-79/"><strong>Arvi Is Talk, with Arvi Teikari</strong></a>
 92. <a href="/podcast-92/"><strong>All Things Liminal and Bespoke, with Damon Reece</strong></a></p>




<p class="wp-block-paragraph">
 ———
• The header image is from <em>Necrobarista.</em></p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="https://fireemblem.fandom.com/wiki/Weapon_Triangle">the weapons triangle</a>.</p>



<p class="wp-block-paragraph">• The "XAC" that Greg refers to is the Xbox Adaptive Controller. </p>



<p class="wp-block-paragraph">• The Patrick, Duncan, and Robin that Paula refers to are her fellow Chance Agency team members, Patrick Ewing, Duncan Fyfe, and Robin Sloan.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Killing Time" from <a href="https://zachtronics.bandcamp.com/album/m-bius-front-83">the <em>M?bius Front '83</em> OST</a> by Matthew Seiji Burns.

"A la Idavay!" from <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">the <em>Cook, Serve, Delicious! 3?!</em> soundtrack</a> by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.

"Cherry" by Don Redman, <a href="https://archive.org/details/78_cherry_harry-james-and-his-orchestra-redman_gbia0014453a/">performed by Harry James and His Orchestra</a>.

"Union Maid" and "Talking Union" from <a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374"><em>Talking Union</em></a> by The Almanac Singers.

"Title Theme" from the <a href="https://akuparagames.bandcamp.com/album/mutazione-original-game-soundtrack"><em>Mutazione</em> Original Soundtrack</a> by Alessandro Coronas.

"Theme from <em>Knights and Bikes"</em> from <a href="https://store.steampowered.com/app/1276380/Knights_And_Bikes_Soundtrack/">the <em>Knights and Bikes</em> soundtrack</a> by <a href="https://twitter.com/DANIELPEMBERTON">Daniel Pemberton</a>.

"Use Words, Not Fists" from the <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep"><em>Treachery in Beatdown City Episode 1 EP</em></a> by Inverse Phase.

"Stay Human" (feat. Vincent Perea) from <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">the <em>Neo Cab</em> soundtrack</a> by Obfusc.

"Baba Is You" from <a href="https://hempuli.itch.io/baba-is-you-soundtrack">the <em>Baba Is You</em> OST</a> by Arvi Teikari.

"Optimism" from <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">the <em>Necrobarista</em> Original Soundtrack</a> by Kevin Penkin.

"Tea Time" by George Schwartz, <a href="https://archive.org/details/78_tea-time_ray-linn-and-his-orchestra-george-schwartz_gbia0025377b/">performed by Ray Linn and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[For our hundredth episode, were trying something a little different and editing together some of our favorite moments from the past year of the cast. If youve been looking to catch up but havent had the time to dive into entire longform interviews, then ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Heard and What We Learned in 2020]]></itunes:title>
	<itunes:episode>100</itunes:episode>
	<itunes:season>4</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">For our hundredth episode, we're trying something a little different and editing together some of our favorite moments from the past year of the 'cast. If you've been looking to catch up but haven't had the time to dive into entire longform interviews, then this should provide a good place to start?and even if you've already heard these clips and the episodes they come from, this format should highlight some themes that our interviews have shared in common.</p>



<p class="wp-block-paragraph">This episode features clips from:</p>




<p class="wp-block-paragraph">98. <a href="/podcast-98/"><strong>The Work of War, with Zach Barth</strong></a>
 74. <a href="/podcast-74/"><strong>Delicious to the (Mad) Max, with David Galindo</strong></a>
 85. <a href="/podcast-85/"><strong>Access and Challenge, with Greg Haynes</strong></a>
 76. <a href="/podcast-76/"><strong>That Real Genuine Connection, with Emma Kinema</strong></a>
 93. <a href="/podcast-93/"><strong>Utopia by Necessity, with Nils Deneken</strong></a>
 86. <a href="/podcast-86/"><strong>Talking about Way More than Coding, with Moo Yu</strong></a>
 82. <a href="/podcast-82/"><strong>When It's Right to Fight, with Shawn Alexander Allen</strong></a>
 75. <a href="/podcast-75/"><strong>Emotional Survival, with Paula Rogers and Vincent Perea</strong></a>
 79. <a href="/podcast-79/"><strong>Arvi Is Talk, with Arvi Teikari</strong></a>
 92. <a href="/podcast-92/"><strong>All Things Liminal and Bespoke, with Damon Reece</strong></a></p>




<p class="wp-block-paragraph">
 ———
• The header image is from <em>Necrobarista.</em></p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="https://fireemblem.fandom.com/wiki/Weapon_Triangle">the weapons triangle</a>.</p>



<p class="wp-block-paragraph">• The "XAC" that Greg refers to is the Xbox Adaptive Controller. </p>



<p class="wp-block-paragraph">• The Patrick, Duncan, and Robin that Paula refers to are her fellow Chance Agency team members, Patrick Ewing, Duncan Fyfe, and Robin Sloan.

———

<a href="https://soundcloud.com/carpe-demon/all-the-people-say-season-4">"All The People Say (Season 4)"</a> by Drew Messinger-Michaels.

"Killing Time" from <a href="https://zachtronics.bandcamp.com/album/m-bius-front-83">the <em>M?bius Front '83</em> OST</a> by Matthew Seiji Burns.

"A la Idavay!" from <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">the <em>Cook, Serve, Delicious! 3?!</em> soundtrack</a> by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.

"Cherry" by Don Redman, <a href="https://archive.org/details/78_cherry_harry-james-and-his-orchestra-redman_gbia0014453a/">performed by Harry James and His Orchestra</a>.

"Union Maid" and "Talking Union" from <a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374"><em>Talking Union</em></a> by The Almanac Singers.

"Title Theme" from the <a href="https://akuparagames.bandcamp.com/album/mutazione-original-game-soundtrack"><em>Mutazione</em> Original Soundtrack</a> by Alessandro Coronas.

"Theme from <em>Knights and Bikes"</em> from <a href="https://store.steampowered.com/app/1276380/Knights_And_Bikes_Soundtrack/">the <em>Knights and Bikes</em> soundtrack</a> by <a href="https://twitter.com/DANIELPEMBERTON">Daniel Pemberton</a>.

"Use Words, Not Fists" from the <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep"><em>Treachery in Beatdown City Episode 1 EP</em></a> by Inverse Phase.

"Stay Human" (feat. Vincent Perea) from <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">the <em>Neo Cab</em> soundtrack</a> by Obfusc.

"Baba Is You" from <a href="https://hempuli.itch.io/baba-is-you-soundtrack">the <em>Baba Is You</em> OST</a> by Arvi Teikari.

"Optimism" from <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">the <em>Necrobarista</em> Original Soundtrack</a> by Kevin Penkin.

"Tea Time" by George Schwartz, <a href="https://archive.org/details/78_tea-time_ray-linn-and-his-orchestra-george-schwartz_gbia0025377b/">performed by Ray Linn and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2021/01/etao-podcast-100-clipshow.mp3" length="86476073" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[For our hundredth episode, we're trying something a little different and editing together some of our favorite moments from the past year of the 'cast. If you've been looking to catch up but haven't had the time to dive into entire longform interviews, then this should provide a good place to start?and even if you've already heard these clips and the episodes they come from, this format should highlight some themes that our interviews have shared in common.



This episode features clips from:




98. The Work of War, with Zach Barth
 74. Delicious to the (Mad) Max, with David Galindo
 85. Access and Challenge, with Greg Haynes
 76. That Real Genuine Connection, with Emma Kinema
 93. Utopia by Necessity, with Nils Deneken
 86. Talking about Way More than Coding, with Moo Yu
 82. When It's Right to Fight, with Shawn Alexander Allen
 75. Emotional Survival, with Paula Rogers and Vincent Perea
 79. Arvi Is Talk, with Arvi Teikari
 92. All Things Liminal and Bespoke, with Damon Reece





 ———
• The header image is from Necrobarista.



• For those unfamiliar with the weapons triangle.



• The "XAC" that Greg refers to is the Xbox Adaptive Controller. 



• The Patrick, Duncan, and Robin that Paula refers to are her fellow Chance Agency team members, Patrick Ewing, Duncan Fyfe, and Robin Sloan.

———

"All The People Say (Season 4)" by Drew Messinger-Michaels.

"Killing Time" from the M?bius Front '83 OST by Matthew Seiji Burns.

"A la Idavay!" from the Cook, Serve, Delicious! 3?! soundtrack by Jonathan Greer.

"Cherry" by Don Redman, performed by Harry James and His Orchestra.

"Union Maid" and "Talking Union" from Talking Union by The Almanac Singers.

"Title Theme" from the Mutazione Original Soundtrack by Alessandro Coronas.

"Theme from Knights and Bikes" from the Knights and Bikes soundtrack by Daniel Pemberton.

"Use Words, Not Fists" from the Treachery in Beatdown City Episode 1 EP by Inverse Phase.

"Stay Human" (feat. Vincent Perea) from the Neo Cab soundtrack by Obfusc.

"Baba Is You" from the Baba Is You OST by Arvi Teikari.

"Optimism" from the Necrobarista Original Soundtrack by Kevin Penkin.

"Tea Time" by George Schwartz, performed by Ray Linn and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-11.02.49-pm.png?fit=3360%2C1886&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-11.02.49-pm.png?fit=3360%2C1886&#038;ssl=1</url>
		<title>What We Heard and What We Learned in 2020</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:10</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[For our hundredth episode, we're trying something a little different and editing together some of our favorite moments from the past year of the 'cast. If you've been looking to catch up but haven't had the time to dive into entire longform interviews, then this should provide a good place to start?and even if you've already heard these clips and the episodes they come from, this format should highlight some themes that our interviews have shared in common.



This episode features clips from:




98. The Work of War, with Zach Barth
 74. Delicious to the (Mad) Max, with David Galindo
 85. Access and Challenge, with Greg Haynes
 76. That Real Genuine Connection, with Emma Kinema
 93. Utopia by Necessity, with Nils Deneken
 86. Talking about Way More than Coding, with Moo Yu
 82. When It's Right to Fight, with Shawn Alexander Allen
 75. Emotional Survival, with Paula Rogers and Vincent Perea
 79. Arvi Is Talk, with Arvi Teikari
 92. All Things Liminal and Bespoke, with Damon Reece




]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-11.02.49-pm.png?fit=3360%2C1886&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Played (and What We Didn&#8217;t) in 2020</title>
	<link>https://etao.blog/2020/12/22/podcast-99/</link>
	<pubDate>Tue, 22 Dec 2020 15:01:38 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8c91059c-a177-584f-a4dc-c54b1ba619b7</guid>
	<description><![CDATA[<p class="wp-block-paragraph">2020, everybody. It was a weird year for lots of things, we think it's fair to say—including but by no means limited to games. So in this episode, we take a moment to recap the games we played this year, the games currently glistening atop (or languishing deep within) our to-read piles, and the <em>games of the future</em> we're anticipating.</p>



<p class="wp-block-paragraph">From the blockbusters to the altgames, and from the newest newnesses to the remasters and remakes, we compare our notes, clarify our disagreements, and celebrate the games and gameoids we found so very worth celebrating through this stupid, stupid year.</p>



<p class="wp-block-paragraph">
 ———
• Can you believe that we've never actually had Drew, Lucio, and Michelle on the show <em>at the same time?</em> Drew was incredulous, but the data bears it out. So this is an occasion, and a silly, slap-happy dynamic besides.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2020/02/20/death-stranding-botw/">Drew's piece on <em>Death Stranding</em> and <em>Breath of the Wild</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=RWQcuBigOj0">Mark Brown's video on accessibility in games in 2020</a> talks a fair bit about <em>The Last of Us Part II's</em> next-levelness in that department.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2020/11/27/demons-souls-remake/">Drew's piece on <em>Demon's Souls</em> and the irresolvable weirdness of remakes</a>, and here's <a href="">his piece on <em>moon</em> (among other things)</a>.</p>



<p class="wp-block-paragraph">• <a href="https://davemakes.itch.io/mixolumia"><em>Mixolumia</em></a> blew up Drew's timeline, but didn't win any Game Awards or whatever. Check it out.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"Truly Madly Deeply" by Savage Garden, <a href="https://www.youtube.com/watch?v=ZQJi7hlak5M">performed by some hard lads in a PUMA commercial</a>, roughly as the recording appears in <em><a href="https://radiatoryang.itch.io/hardlads">Hard Lads</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[2020, everybody. It was a weird year for lots of things, we think its fair to say—including but by no means limited to games. So in this episode, we take a moment to recap the games we played this year, the games currently glistening atop (or languishing]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Played (and What We Didn't) in 2020]]></itunes:title>
	<itunes:episode>99</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">2020, everybody. It was a weird year for lots of things, we think it's fair to say—including but by no means limited to games. So in this episode, we take a moment to recap the games we played this year, the games currently glistening atop (or languishing deep within) our to-read piles, and the <em>games of the future</em> we're anticipating.</p>



<p class="wp-block-paragraph">From the blockbusters to the altgames, and from the newest newnesses to the remasters and remakes, we compare our notes, clarify our disagreements, and celebrate the games and gameoids we found so very worth celebrating through this stupid, stupid year.</p>



<p class="wp-block-paragraph">
 ———
• Can you believe that we've never actually had Drew, Lucio, and Michelle on the show <em>at the same time?</em> Drew was incredulous, but the data bears it out. So this is an occasion, and a silly, slap-happy dynamic besides.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2020/02/20/death-stranding-botw/">Drew's piece on <em>Death Stranding</em> and <em>Breath of the Wild</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=RWQcuBigOj0">Mark Brown's video on accessibility in games in 2020</a> talks a fair bit about <em>The Last of Us Part II's</em> next-levelness in that department.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2020/11/27/demons-souls-remake/">Drew's piece on <em>Demon's Souls</em> and the irresolvable weirdness of remakes</a>, and here's <a href="">his piece on <em>moon</em> (among other things)</a>.</p>



<p class="wp-block-paragraph">• <a href="https://davemakes.itch.io/mixolumia"><em>Mixolumia</em></a> blew up Drew's timeline, but didn't win any Game Awards or whatever. Check it out.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"Truly Madly Deeply" by Savage Garden, <a href="https://www.youtube.com/watch?v=ZQJi7hlak5M">performed by some hard lads in a PUMA commercial</a>, roughly as the recording appears in <em><a href="https://radiatoryang.itch.io/hardlads">Hard Lads</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/12/etao-podcast-99-2020.mp3" length="128547859" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[2020, everybody. It was a weird year for lots of things, we think it's fair to say—including but by no means limited to games. So in this episode, we take a moment to recap the games we played this year, the games currently glistening atop (or languishing deep within) our to-read piles, and the games of the future we're anticipating.



From the blockbusters to the altgames, and from the newest newnesses to the remasters and remakes, we compare our notes, clarify our disagreements, and celebrate the games and gameoids we found so very worth celebrating through this stupid, stupid year.




 ———
• Can you believe that we've never actually had Drew, Lucio, and Michelle on the show at the same time? Drew was incredulous, but the data bears it out. So this is an occasion, and a silly, slap-happy dynamic besides.



• Here's Drew's piece on Death Stranding and Breath of the Wild.



• Mark Brown's video on accessibility in games in 2020 talks a fair bit about The Last of Us Part II's next-levelness in that department.



• Here's Drew's piece on Demon's Souls and the irresolvable weirdness of remakes, and here's his piece on moon (among other things).



• Mixolumia blew up Drew's timeline, but didn't win any Game Awards or whatever. Check it out.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Apple Blossoms" by Vernon Geyer.

"Truly Madly Deeply" by Savage Garden, performed by some hard lads in a PUMA commercial, roughly as the recording appears in Hard Lads.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/12/epkll8yxmaayhkk.jpeg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/12/epkll8yxmaayhkk.jpeg?fit=3840%2C2160&#038;ssl=1</url>
		<title>What We Played (and What We Didn&#8217;t) in 2020</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:41:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[2020, everybody. It was a weird year for lots of things, we think it's fair to say—including but by no means limited to games. So in this episode, we take a moment to recap the games we played this year, the games currently glistening atop (or languishing deep within) our to-read piles, and the games of the future we're anticipating.



From the blockbusters to the altgames, and from the newest newnesses to the remasters and remakes, we compare our notes, clarify our disagreements, and celebrate the games and gameoids we found so very worth celebrating through this stupid, stupid year.




 ———
• Can you believe that we've never actually had Drew, Lucio, and Michelle on the show at the same time? Drew was incredulous, but the data bears it out. So this is an occasion, and a silly, slap-happy dynamic besides.



• Here's Drew's piece on Death Stranding and Breath of the Wild.



• Mark Brown's video on accessibility in games in 2020 talks a fair bit about The Last of Us Part II's next-]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/12/epkll8yxmaayhkk.jpeg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Work of War, with Zach Barth</title>
	<link>https://etao.blog/2020/12/08/podcast-98/</link>
	<pubDate>Tue, 08 Dec 2020 15:01:41 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">43d8688b-2e77-5893-8a81-0083243e74bb</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Like <em>Eliza</em> before it, <em>Möbius Front '83</em> is a Zachtornics game that longtime Zachtronics fans probably didn't expect—though also like <em>Eliza,</em> it has more than a few themes in common with the rest of the catalog, and beyond that, <em>Möbius Front '83</em> adheres to Zach-like conventions more closely than you might expect. Like a lot of the studio's recent work, it's at once familiar and unfamiliar. For that matter, it's recognizably a war game, but it clearly means to be a from-first principles reinvention of war games. It's all of that, and if Zachtronics games are all about <em>work,</em> then it's also a game about <em>war as work.</em></p>



<p class="wp-block-paragraph">Zach Barth is back to cover all of that ground, the importance of doing passionate research, the perils of thereafter considering yourself an expert, the "the tyranny of space."</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Möbius Front '83</em> on <a href="//store.steampowered.com/app/971160">Steam</a>, <a href="https://www.gog.com/game/mobius_front_83">GOG</a>, and <a href="https://zachtronics.itch.io/mobius-front-83">Itch</a>.</strong>
You can get the original soundtrack on <a href="https://zachtronics.bandcamp.com/track/m-bius-front">Bandcamp</a>.
You can also follow <a href="https://twitter.com/zachtronics">Zachtronics</a> on Twitter.
 ———
• Zach and Kieth's conversation with Chris Crawford took place on <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a>, episode nine.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Valley_of_Tears_(TV_series)"><em>Valley of Tears</em></a> is that HBO show about the Yom Kippur War.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.c-span.org/video/?c4616565/user-clip-david-shaw-seymour-papert-debate">that C-SPAN clip of David Shaw and Seymour Papert debating</a>.</p>



<p class="wp-block-paragraph">• The story about the water treatment expert/chemical engineer comes from Richard G. Mitchell's book on doomsday preppers, <em>Dancing at Armageddon.</em></p>



<p class="wp-block-paragraph">• When Zach was talking about the war museums in Europe and Asia, I definitely thought about <a href="http://generalpattonmuseum.com/tank-yard/">the tank yard at the Patton Museum in California</a>.</p>



<p class="wp-block-paragraph">• The John Keegan book that Zach was primarily talking about is <a href="https://www.amazon.com/History-Warfare-John-Keegan/dp/0679730826"><em>A History of Warfare</em></a><em>.</em></p>



<p class="wp-block-paragraph">• If you've never seen <a href="https://en.wikipedia.org/wiki/The_Disasters_of_War">Francisco Goya's <em>Disasters of War</em> series</a>, then well, goddamn.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2019/07/09/podcast-60/">Our episode with Juan Vaca</a> does get into his time in the military a little, but he went into the story in more detail <a href="https://podcasts.apple.com/us/podcast/58-juan-vaca/id690947328?i=1000404857819&amp;mt=2">here</a>. (Also, having nothing directly to do with Juan, there's <a href="https://www.reddit.com/r/WatchPeopleDieInside/comments/j7t4bg/if_you_could_say_one_thing_to_your_recruiter_what/">this</a>).
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Worry" and "Killing Time" from <a href="https://zachtronics.bandcamp.com/album/m-bius-front-83">the <em>Möbius Front '83</em> OST</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Like Eliza before it, Möbius Front 83 is a Zachtornics game that longtime Zachtronics fans probably didnt expect—though also like Eliza, it has more than a few themes in common with the rest of the catalog, and beyond that, Möbius Front 83 adheres to Zac]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Work of War, with Zach Barth]]></itunes:title>
	<itunes:episode>98</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Like <em>Eliza</em> before it, <em>Möbius Front '83</em> is a Zachtornics game that longtime Zachtronics fans probably didn't expect—though also like <em>Eliza,</em> it has more than a few themes in common with the rest of the catalog, and beyond that, <em>Möbius Front '83</em> adheres to Zach-like conventions more closely than you might expect. Like a lot of the studio's recent work, it's at once familiar and unfamiliar. For that matter, it's recognizably a war game, but it clearly means to be a from-first principles reinvention of war games. It's all of that, and if Zachtronics games are all about <em>work,</em> then it's also a game about <em>war as work.</em></p>



<p class="wp-block-paragraph">Zach Barth is back to cover all of that ground, the importance of doing passionate research, the perils of thereafter considering yourself an expert, the "the tyranny of space."</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Möbius Front '83</em> on <a href="//store.steampowered.com/app/971160">Steam</a>, <a href="https://www.gog.com/game/mobius_front_83">GOG</a>, and <a href="https://zachtronics.itch.io/mobius-front-83">Itch</a>.</strong>
You can get the original soundtrack on <a href="https://zachtronics.bandcamp.com/track/m-bius-front">Bandcamp</a>.
You can also follow <a href="https://twitter.com/zachtronics">Zachtronics</a> on Twitter.
 ———
• Zach and Kieth's conversation with Chris Crawford took place on <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a>, episode nine.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Valley_of_Tears_(TV_series)"><em>Valley of Tears</em></a> is that HBO show about the Yom Kippur War.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.c-span.org/video/?c4616565/user-clip-david-shaw-seymour-papert-debate">that C-SPAN clip of David Shaw and Seymour Papert debating</a>.</p>



<p class="wp-block-paragraph">• The story about the water treatment expert/chemical engineer comes from Richard G. Mitchell's book on doomsday preppers, <em>Dancing at Armageddon.</em></p>



<p class="wp-block-paragraph">• When Zach was talking about the war museums in Europe and Asia, I definitely thought about <a href="http://generalpattonmuseum.com/tank-yard/">the tank yard at the Patton Museum in California</a>.</p>



<p class="wp-block-paragraph">• The John Keegan book that Zach was primarily talking about is <a href="https://www.amazon.com/History-Warfare-John-Keegan/dp/0679730826"><em>A History of Warfare</em></a><em>.</em></p>



<p class="wp-block-paragraph">• If you've never seen <a href="https://en.wikipedia.org/wiki/The_Disasters_of_War">Francisco Goya's <em>Disasters of War</em> series</a>, then well, goddamn.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2019/07/09/podcast-60/">Our episode with Juan Vaca</a> does get into his time in the military a little, but he went into the story in more detail <a href="https://podcasts.apple.com/us/podcast/58-juan-vaca/id690947328?i=1000404857819&amp;mt=2">here</a>. (Also, having nothing directly to do with Juan, there's <a href="https://www.reddit.com/r/WatchPeopleDieInside/comments/j7t4bg/if_you_could_say_one_thing_to_your_recruiter_what/">this</a>).
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Worry" and "Killing Time" from <a href="https://zachtronics.bandcamp.com/album/m-bius-front-83">the <em>Möbius Front '83</em> OST</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/12/etao-podcast-98-zach-barth.mp3" length="142059031" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Like Eliza before it, Möbius Front '83 is a Zachtornics game that longtime Zachtronics fans probably didn't expect—though also like Eliza, it has more than a few themes in common with the rest of the catalog, and beyond that, Möbius Front '83 adheres to Zach-like conventions more closely than you might expect. Like a lot of the studio's recent work, it's at once familiar and unfamiliar. For that matter, it's recognizably a war game, but it clearly means to be a from-first principles reinvention of war games. It's all of that, and if Zachtronics games are all about work, then it's also a game about war as work.



Zach Barth is back to cover all of that ground, the importance of doing passionate research, the perils of thereafter considering yourself an expert, the "the tyranny of space."







You can get Möbius Front '83 on Steam, GOG, and Itch.
You can get the original soundtrack on Bandcamp.
You can also follow Zachtronics on Twitter.
 ———
• Zach and Kieth's conversation with Chris Crawford took place on The Zachtronics Podcast, episode nine.



• Valley of Tears is that HBO show about the Yom Kippur War.



• Here's that C-SPAN clip of David Shaw and Seymour Papert debating.



• The story about the water treatment expert/chemical engineer comes from Richard G. Mitchell's book on doomsday preppers, Dancing at Armageddon.



• When Zach was talking about the war museums in Europe and Asia, I definitely thought about the tank yard at the Patton Museum in California.



• The John Keegan book that Zach was primarily talking about is A History of Warfare.



• If you've never seen Francisco Goya's Disasters of War series, then well, goddamn.



• Our episode with Juan Vaca does get into his time in the military a little, but he went into the story in more detail here. (Also, having nothing directly to do with Juan, there's this).
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "Worry" and "Killing Time" from the Möbius Front '83 OST by Matthew Seiji Burns.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/screen-shot-2020-11-30-at-4.05.49-pm-1.png?fit=3360%2C1885&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/screen-shot-2020-11-30-at-4.05.49-pm-1.png?fit=3360%2C1885&#038;ssl=1</url>
		<title>The Work of War, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:47:42</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Like Eliza before it, Möbius Front '83 is a Zachtornics game that longtime Zachtronics fans probably didn't expect—though also like Eliza, it has more than a few themes in common with the rest of the catalog, and beyond that, Möbius Front '83 adheres to Zach-like conventions more closely than you might expect. Like a lot of the studio's recent work, it's at once familiar and unfamiliar. For that matter, it's recognizably a war game, but it clearly means to be a from-first principles reinvention of war games. It's all of that, and if Zachtronics games are all about work, then it's also a game about war as work.



Zach Barth is back to cover all of that ground, the importance of doing passionate research, the perils of thereafter considering yourself an expert, the "the tyranny of space."







You can get Möbius Front '83 on Steam, GOG, and Itch.
You can get the original soundtrack on Bandcamp.
You can also follow Zachtronics on Twitter.
 ———
• Zach and Kieth's conversation with Chri]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/screen-shot-2020-11-30-at-4.05.49-pm-1.png?fit=3360%2C1885&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Latest Generation</title>
	<link>https://etao.blog/2020/11/24/podcast-97/</link>
	<pubDate>Tue, 24 Nov 2020 15:01:20 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">13782b3c-0ba9-549a-9f59-112dc24b3322</guid>
	<description><![CDATA[<p class="wp-block-paragraph">The PlayStation 5 is out, as is the Xbox Series X and Series S Series! That's exciting, at least for those of us who can get our hands on them. Drew's been PS5ing, and he and Lucio both built new PCs this year, so now seemed like a fairly ideal time to take stock of the state of consoles, and of gaming machines more generally—what they mean to us now, what they meant to us growing up, and what they mean (or don't) to the next generation (of people, not consoles).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">• We only touched briefly on the overall idea of console generations, and of which machines and works belong to each, so <a href="https://en.wikipedia.org/wiki/History_of_video_game_consoles#Console_generation_timeline">here's an overview and a timeline</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="">that <em>Movies with Mikey</em> about Nintendo's Gen 3 escapades</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Teenage Machine Age" by Marguerite Johnson and Clarence Micheal, <a href="https://archive.org/details/78_teen-age-machine-age_the-travelers-bumps-blackwell-orch-marguerite-johnson-clarenc_gbia0073208b">performed by The Travelers with the Bumps Blackwell Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[The PlayStation 5 is out, as is the Xbox Series X and Series S Series! Thats exciting, at least for those of us who can get our hands on them. Drews been PS5ing, and he and Lucio both built new PCs this year, so now seemed like a fairly ideal time to tak]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Latest Generation]]></itunes:title>
	<itunes:episode>97</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">The PlayStation 5 is out, as is the Xbox Series X and Series S Series! That's exciting, at least for those of us who can get our hands on them. Drew's been PS5ing, and he and Lucio both built new PCs this year, so now seemed like a fairly ideal time to take stock of the state of consoles, and of gaming machines more generally—what they mean to us now, what they meant to us growing up, and what they mean (or don't) to the next generation (of people, not consoles).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">• We only touched briefly on the overall idea of console generations, and of which machines and works belong to each, so <a href="https://en.wikipedia.org/wiki/History_of_video_game_consoles#Console_generation_timeline">here's an overview and a timeline</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="">that <em>Movies with Mikey</em> about Nintendo's Gen 3 escapades</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Teenage Machine Age" by Marguerite Johnson and Clarence Micheal, <a href="https://archive.org/details/78_teen-age-machine-age_the-travelers-bumps-blackwell-orch-marguerite-johnson-clarenc_gbia0073208b">performed by The Travelers with the Bumps Blackwell Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/11/etao-podcast-97-console-gen-9.mp3" length="96618476" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The PlayStation 5 is out, as is the Xbox Series X and Series S Series! That's exciting, at least for those of us who can get our hands on them. Drew's been PS5ing, and he and Lucio both built new PCs this year, so now seemed like a fairly ideal time to take stock of the state of consoles, and of gaming machines more generally—what they mean to us now, what they meant to us growing up, and what they mean (or don't) to the next generation (of people, not consoles).







• We only touched briefly on the overall idea of console generations, and of which machines and works belong to each, so here's an overview and a timeline.



• Here's that Movies with Mikey about Nintendo's Gen 3 escapades.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Teenage Machine Age" by Marguerite Johnson and Clarence Micheal, performed by The Travelers with the Bumps Blackwell Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/eneusuoxcaatses.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/eneusuoxcaatses.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>The Latest Generation</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:11:17</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[The PlayStation 5 is out, as is the Xbox Series X and Series S Series! That's exciting, at least for those of us who can get our hands on them. Drew's been PS5ing, and he and Lucio both built new PCs this year, so now seemed like a fairly ideal time to take stock of the state of consoles, and of gaming machines more generally—what they mean to us now, what they meant to us growing up, and what they mean (or don't) to the next generation (of people, not consoles).







• We only touched briefly on the overall idea of console generations, and of which machines and works belong to each, so here's an overview and a timeline.



• Here's that Movies with Mikey about Nintendo's Gen 3 escapades.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Teenage Machine Age" by Marguerite Johnson and Clarence Micheal, performed by The Travelers with the Bumps Blackwell Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, J]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/11/eneusuoxcaatses.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Kindness unto Death, with Nick Guérin</title>
	<link>https://etao.blog/2020/11/10/podcast-96/</link>
	<pubDate>Tue, 10 Nov 2020 15:01:39 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">580381c6-0afb-5968-ab26-0de4136f08fa</guid>
	<description><![CDATA[<p class="wp-block-paragraph">After a decade working on the <em>Assassin's Creed</em> games, Nick Guérin joined Thunder Lotus Games as the Creative Director on <em>Spiritfarer,</em> a farming and management sim about death, kindness, labor, wants, needs, and all manner of other things that <em>Assassin's Creed</em> (venerable though it is) rarely finds the space to explore. (What a moment it is, going indie).</p>



<p class="wp-block-paragraph">Here we talk about the thrills and pitfalls of inventing an afterlife?or a liminal space between life and death, as in <a href="/podcast-92/"><em>Necrobarista</em></a>—the importance of getting little human details right, and the enormous difference between a game that merely contains death and one that's thoughtful about the process of dying. And yes, we do also talk about the whole Gustav thing.</p>



<p class="wp-block-paragraph">A <strong>content warning</strong> is in order for a (largely death-positive) conversation about death and dying. <strong>And a TRIGGER WARNING for a discussion of sexual assault from to 00:44:24 to 00:46:50.</strong></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Spiritfarer</em> on <a href="https://store.steampowered.com/app/972660/Spiritfarer/">Steam</a>, <a href="https://www.gog.com/game/spiritfarer">GOG</a>, <a href="https://www.epicgames.com/store/en-US/product/spiritfarer/home">Epic</a>, <a href="https://thunderlotus.itch.io/spiritfarer">Itch</a>, <a href="https://www.nintendo.com/games/detail/spiritfarer-switch/">Switch</a>, <a href="https://store.playstation.com/en-us/product/UP2388-CUSA20182_00-0000000000000000">PS4</a>, and <a href="https://www.microsoft.com/en-us/p/spiritfarer/9ng5l58fd3x5?activetab=pivot:overviewtab">Xbox</a> (with also includes PC access via the Microsoft Store, and GamePass, and all that).</strong>
You can hear the <em>Spiritfarer</em> OST on <a href="https://maxll.bandcamp.com/album/spiritfarer-original-soundtrack">Bandcamp</a>, <a href="https://open.spotify.com/album/4F0pkUhnyUTPDw3Xqor0Pa">Spotify</a>, <a href="https://music.apple.com/ca/album/spiritfarer-original-soundtrack/1527431360">Apple</a>, <a href="https://www.deezer.com/en/album/166959782">Deezer</a>, and <a href="https://www.youtube.com/watch?v=JZTKFiCMA-o">YouTube</a>.
And you can get the <a href="https://thunderlotus.itch.io/spiritfarer-art-book"><em>Spiritfarer Digital Artbook</em></a> on Itch.
You can also follow <a href="https://twitter.com/ThunderLotus">Thunder Lotus</a> on Twitter.
 ———
• Here once again is <a href="https://www.youtube.com/watch?v=LD6xCLlF5dY">that Yoko Taro "Philosophies of Violence" video</a>.</p>



<p class="wp-block-paragraph">• For more on fostering a sense of closeness and community in games, check out <a href="http://etao.blog/2020/09/29/podcast-93/">our talk with Nils Deneken</a>, and for more on death positivity (in and out of games), check out <a href="http://etao.blog/2019/01/12/podcast-47/">our talk with Gabby DaRienzo</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://en.wikipedia.org/wiki/File:Gustave_Dor%C3%A9_-_Dante_Alighieri_-_Inferno_-_Plate_9_(Canto_III_-_Charon).jpg">Gustave Doré's etching of Charon</a> from his illustrations of <em>The Divine Comedy.</em> This is the image that Nick mentions as one of the three main original points of inspiration for <em>Spiritfarer,</em> the other two being Studio Ghibli films like <em>My Neighbor Totoro,</em> and farm sims like <em>Harvest Moon</em> and <em>Stardew Valley.</em></p>



<p class="wp-block-paragraph">• Here I thought I'd found an honest-to-God example of <a href="https://en.wikipedia.org/wiki/%27Pataphysics#Pataphor">a pataphor</a> in the wild, but that remains a tricky thing to do <em>definitively.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Dust Bunnies" and "Oxbury" from <a href="https://maxll.bandcamp.com/album/spiritfarer-original-soundtrack">the <em>Spiritfarer</em> Original Soundtrack</a> by Max LL.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[After a decade working on the Assassins Creed games, Nick Guérin joined Thunder Lotus Games as the Creative Director on Spiritfarer, a farming and management sim about death, kindness, labor, wants, needs, and all manner of other things that Assassins Cr]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Kindness unto Death, with Nick Guérin]]></itunes:title>
	<itunes:episode>96</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">After a decade working on the <em>Assassin's Creed</em> games, Nick Guérin joined Thunder Lotus Games as the Creative Director on <em>Spiritfarer,</em> a farming and management sim about death, kindness, labor, wants, needs, and all manner of other things that <em>Assassin's Creed</em> (venerable though it is) rarely finds the space to explore. (What a moment it is, going indie).</p>



<p class="wp-block-paragraph">Here we talk about the thrills and pitfalls of inventing an afterlife?or a liminal space between life and death, as in <a href="/podcast-92/"><em>Necrobarista</em></a>—the importance of getting little human details right, and the enormous difference between a game that merely contains death and one that's thoughtful about the process of dying. And yes, we do also talk about the whole Gustav thing.</p>



<p class="wp-block-paragraph">A <strong>content warning</strong> is in order for a (largely death-positive) conversation about death and dying. <strong>And a TRIGGER WARNING for a discussion of sexual assault from to 00:44:24 to 00:46:50.</strong></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Spiritfarer</em> on <a href="https://store.steampowered.com/app/972660/Spiritfarer/">Steam</a>, <a href="https://www.gog.com/game/spiritfarer">GOG</a>, <a href="https://www.epicgames.com/store/en-US/product/spiritfarer/home">Epic</a>, <a href="https://thunderlotus.itch.io/spiritfarer">Itch</a>, <a href="https://www.nintendo.com/games/detail/spiritfarer-switch/">Switch</a>, <a href="https://store.playstation.com/en-us/product/UP2388-CUSA20182_00-0000000000000000">PS4</a>, and <a href="https://www.microsoft.com/en-us/p/spiritfarer/9ng5l58fd3x5?activetab=pivot:overviewtab">Xbox</a> (with also includes PC access via the Microsoft Store, and GamePass, and all that).</strong>
You can hear the <em>Spiritfarer</em> OST on <a href="https://maxll.bandcamp.com/album/spiritfarer-original-soundtrack">Bandcamp</a>, <a href="https://open.spotify.com/album/4F0pkUhnyUTPDw3Xqor0Pa">Spotify</a>, <a href="https://music.apple.com/ca/album/spiritfarer-original-soundtrack/1527431360">Apple</a>, <a href="https://www.deezer.com/en/album/166959782">Deezer</a>, and <a href="https://www.youtube.com/watch?v=JZTKFiCMA-o">YouTube</a>.
And you can get the <a href="https://thunderlotus.itch.io/spiritfarer-art-book"><em>Spiritfarer Digital Artbook</em></a> on Itch.
You can also follow <a href="https://twitter.com/ThunderLotus">Thunder Lotus</a> on Twitter.
 ———
• Here once again is <a href="https://www.youtube.com/watch?v=LD6xCLlF5dY">that Yoko Taro "Philosophies of Violence" video</a>.</p>



<p class="wp-block-paragraph">• For more on fostering a sense of closeness and community in games, check out <a href="http://etao.blog/2020/09/29/podcast-93/">our talk with Nils Deneken</a>, and for more on death positivity (in and out of games), check out <a href="http://etao.blog/2019/01/12/podcast-47/">our talk with Gabby DaRienzo</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://en.wikipedia.org/wiki/File:Gustave_Dor%C3%A9_-_Dante_Alighieri_-_Inferno_-_Plate_9_(Canto_III_-_Charon).jpg">Gustave Doré's etching of Charon</a> from his illustrations of <em>The Divine Comedy.</em> This is the image that Nick mentions as one of the three main original points of inspiration for <em>Spiritfarer,</em> the other two being Studio Ghibli films like <em>My Neighbor Totoro,</em> and farm sims like <em>Harvest Moon</em> and <em>Stardew Valley.</em></p>



<p class="wp-block-paragraph">• Here I thought I'd found an honest-to-God example of <a href="https://en.wikipedia.org/wiki/%27Pataphysics#Pataphor">a pataphor</a> in the wild, but that remains a tricky thing to do <em>definitively.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Dust Bunnies" and "Oxbury" from <a href="https://maxll.bandcamp.com/album/spiritfarer-original-soundtrack">the <em>Spiritfarer</em> Original Soundtrack</a> by Max LL.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/11/etao-podcast-96-nick-guerin.mp3" length="155173621" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[After a decade working on the Assassin's Creed games, Nick Guérin joined Thunder Lotus Games as the Creative Director on Spiritfarer, a farming and management sim about death, kindness, labor, wants, needs, and all manner of other things that Assassin's Creed (venerable though it is) rarely finds the space to explore. (What a moment it is, going indie).



Here we talk about the thrills and pitfalls of inventing an afterlife?or a liminal space between life and death, as in Necrobarista—the importance of getting little human details right, and the enormous difference between a game that merely contains death and one that's thoughtful about the process of dying. And yes, we do also talk about the whole Gustav thing.



A content warning is in order for a (largely death-positive) conversation about death and dying. And a TRIGGER WARNING for a discussion of sexual assault from to 00:44:24 to 00:46:50.







You can get Spiritfarer on Steam, GOG, Epic, Itch, Switch, PS4, and Xbox (with also includes PC access via the Microsoft Store, and GamePass, and all that).
You can hear the Spiritfarer OST on Bandcamp, Spotify, Apple, Deezer, and YouTube.
And you can get the Spiritfarer Digital Artbook on Itch.
You can also follow Thunder Lotus on Twitter.
 ———
• Here once again is that Yoko Taro "Philosophies of Violence" video.



• For more on fostering a sense of closeness and community in games, check out our talk with Nils Deneken, and for more on death positivity (in and out of games), check out our talk with Gabby DaRienzo.



• Here's Gustave Doré's etching of Charon from his illustrations of The Divine Comedy. This is the image that Nick mentions as one of the three main original points of inspiration for Spiritfarer, the other two being Studio Ghibli films like My Neighbor Totoro, and farm sims like Harvest Moon and Stardew Valley.



• Here I thought I'd found an honest-to-God example of a pataphor in the wild, but that remains a tricky thing to do definitively.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Dust Bunnies" and "Oxbury" from the Spiritfarer Original Soundtrack by Max LL.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/10/2020-10-11-38.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/10/2020-10-11-38.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>This Kindness unto Death, with Nick Guérin</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:33:08</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[After a decade working on the Assassin's Creed games, Nick Guérin joined Thunder Lotus Games as the Creative Director on Spiritfarer, a farming and management sim about death, kindness, labor, wants, needs, and all manner of other things that Assassin's Creed (venerable though it is) rarely finds the space to explore. (What a moment it is, going indie).



Here we talk about the thrills and pitfalls of inventing an afterlife?or a liminal space between life and death, as in Necrobarista—the importance of getting little human details right, and the enormous difference between a game that merely contains death and one that's thoughtful about the process of dying. And yes, we do also talk about the whole Gustav thing.



A content warning is in order for a (largely death-positive) conversation about death and dying. And a TRIGGER WARNING for a discussion of sexual assault from to 00:44:24 to 00:46:50.







You can get Spiritfarer on Steam, GOG, Epic, Itch, Switch, PS4, and Xbox (with al]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/10/2020-10-11-38.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Art, Honestly, with Brian Handy</title>
	<link>https://etao.blog/2020/10/27/podcast-95/</link>
	<pubDate>Tue, 27 Oct 2020 14:01:19 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">fcaf1e7a-e54f-547c-99d7-d391bcdbbc67</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Brian Handy stops by to discuss <em>Wild Honesty,</em> his game of, well, wild honesty. Just how do you design an experience of radical openness and ever-expanding intimacy? How do you then adapt that networked play, with all its extra layers of isolation and all the kinds of human connection it lack by default? (Brian would argue that it means intentionally <em>not</em> drawing in the player into the game's fiction?which takes an usual quantity <em>and</em> quality of design discipline).</p>



<p class="wp-block-paragraph">Here we talk about all of that, as well as about design, linguistics, artificial intelligence, the kinds of conversations people of faith might be more used to having, and believe it or not, even an interesting angle on the ageless games-as-art debate.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wild Honesty</em> on <a href="https://store.steampowered.com/app/1354520/Wild_Honesty_A_party_game_for_deeper_conversations/">Steam</a> and <a href="https://thatsnotagame.itch.io/wildhonesty">Itch</a>.</strong>
You can also follow <a href="https://twitter.com/BlinksTalek">Brian</a> on Twitter.
 ———
• Here's that lovely Spry Fox talk, <a href="https://www.youtube.com/watch?v=voz6S7ryWC0"><em>Game Design Patterns for Building Friendships</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>TableTopics,</em> for the record, is one of the tabletop conversation games that I'd encountered before and kind of bounced off of. (This is not a review of <em>TableTopics,</em> however).</p>



<p class="wp-block-paragraph">• Here's <a href="https://podcasts.apple.com/us/podcast/money-democracy-and-john-maynard-keynes-with-zach-carter/id1382983397?i=1000493767506">the conversation that got me thinking about Keynes recently</a>.</p>



<p class="wp-block-paragraph">• Sure, I'll link to <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk">John Berger's <em>Ways of Seeing</em></a> again. What am I gonna do, <em>not</em> link to it again?</p>



<p class="wp-block-paragraph">• And here's <a href="https://discobeargame.com/"><em>Disco Bear</em></a><em>!</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Be Honest with Me" by Gene Autry and Fred Rose, <a href="https://archive.org/details/78_be-honest-with-me_horace-heidt-and-his-musical-knights-gordon-mac-rae-with-don-juan_gbia0010114a/">performed by Horace Heidt and his Musical Knights, Gordon Mac Rae with the Don Juans, and Fred Lowry</a>.

"Bossa Antigua" by Kevin MacLeod, as heard in <em>Wild Honesty.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Brian Handy stops by to discuss Wild Honesty, his game of, well, wild honesty. Just how do you design an experience of radical openness and ever-expanding intimacy? How do you then adapt that networked play, with all its extra layers of isolation and all]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Art, Honestly, with Brian Handy]]></itunes:title>
	<itunes:episode>95</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Brian Handy stops by to discuss <em>Wild Honesty,</em> his game of, well, wild honesty. Just how do you design an experience of radical openness and ever-expanding intimacy? How do you then adapt that networked play, with all its extra layers of isolation and all the kinds of human connection it lack by default? (Brian would argue that it means intentionally <em>not</em> drawing in the player into the game's fiction?which takes an usual quantity <em>and</em> quality of design discipline).</p>



<p class="wp-block-paragraph">Here we talk about all of that, as well as about design, linguistics, artificial intelligence, the kinds of conversations people of faith might be more used to having, and believe it or not, even an interesting angle on the ageless games-as-art debate.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wild Honesty</em> on <a href="https://store.steampowered.com/app/1354520/Wild_Honesty_A_party_game_for_deeper_conversations/">Steam</a> and <a href="https://thatsnotagame.itch.io/wildhonesty">Itch</a>.</strong>
You can also follow <a href="https://twitter.com/BlinksTalek">Brian</a> on Twitter.
 ———
• Here's that lovely Spry Fox talk, <a href="https://www.youtube.com/watch?v=voz6S7ryWC0"><em>Game Design Patterns for Building Friendships</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>TableTopics,</em> for the record, is one of the tabletop conversation games that I'd encountered before and kind of bounced off of. (This is not a review of <em>TableTopics,</em> however).</p>



<p class="wp-block-paragraph">• Here's <a href="https://podcasts.apple.com/us/podcast/money-democracy-and-john-maynard-keynes-with-zach-carter/id1382983397?i=1000493767506">the conversation that got me thinking about Keynes recently</a>.</p>



<p class="wp-block-paragraph">• Sure, I'll link to <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk">John Berger's <em>Ways of Seeing</em></a> again. What am I gonna do, <em>not</em> link to it again?</p>



<p class="wp-block-paragraph">• And here's <a href="https://discobeargame.com/"><em>Disco Bear</em></a><em>!</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Be Honest with Me" by Gene Autry and Fred Rose, <a href="https://archive.org/details/78_be-honest-with-me_horace-heidt-and-his-musical-knights-gordon-mac-rae-with-don-juan_gbia0010114a/">performed by Horace Heidt and his Musical Knights, Gordon Mac Rae with the Don Juans, and Fred Lowry</a>.

"Bossa Antigua" by Kevin MacLeod, as heard in <em>Wild Honesty.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Brian Handy stops by to discuss Wild Honesty, his game of, well, wild honesty. Just how do you design an experience of radical openness and ever-expanding intimacy? How do you then adapt that networked play, with all its extra layers of isolation and all the kinds of human connection it lack by default? (Brian would argue that it means intentionally not drawing in the player into the game's fiction?which takes an usual quantity and quality of design discipline).



Here we talk about all of that, as well as about design, linguistics, artificial intelligence, the kinds of conversations people of faith might be more used to having, and believe it or not, even an interesting angle on the ageless games-as-art debate.







You can get Wild Honesty on Steam and Itch.
You can also follow Brian on Twitter.
 ———
• Here's that lovely Spry Fox talk, Game Design Patterns for Building Friendships.



• TableTopics, for the record, is one of the tabletop conversation games that I'd encountered before and kind of bounced off of. (This is not a review of TableTopics, however).



• Here's the conversation that got me thinking about Keynes recently.



• Sure, I'll link to John Berger's Ways of Seeing again. What am I gonna do, not link to it again?



• And here's Disco Bear!

———

"All The People Say (Season 3)" by Holly Hyperion.

"Be Honest with Me" by Gene Autry and Fred Rose, performed by Horace Heidt and his Musical Knights, Gordon Mac Rae with the Don Juans, and Fred Lowry.

"Bossa Antigua" by Kevin MacLeod, as heard in Wild Honesty.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Brian Handy stops by to discuss Wild Honesty, his game of, well, wild honesty. Just how do you design an experience of radical openness and ever-expanding intimacy? How do you then adapt that networked play, with all its extra layers of isolation and all the kinds of human connection it lack by default? (Brian would argue that it means intentionally not drawing in the player into the game's fiction?which takes an usual quantity and quality of design discipline).



Here we talk about all of that, as well as about design, linguistics, artificial intelligence, the kinds of conversations people of faith might be more used to having, and believe it or not, even an interesting angle on the ageless games-as-art debate.







You can get Wild Honesty on Steam and Itch.
You can also follow Brian on Twitter.
 ———
• Here's that lovely Spry Fox talk, Game Design Patterns for Building Friendships.



• TableTopics, for the record, is one of the tabletop conversation games that I'd encountered be]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/10/screen-shot-2020-10-24-at-5.34.56-pm.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Math and Art, with Oskar Stålberg</title>
	<link>https://etao.blog/2020/10/13/podcast-94/</link>
	<pubDate>Tue, 13 Oct 2020 14:01:31 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8b8de87a-e9f6-5b20-a60f-415f26d50288</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Oskar Stålberg builds little town dioramas, as he puts it?or more exactly, he builds the procedural generation tools that allow him, and his algorithms, and you the player to build little town dioramas together. You could call this an extension of his work on the "megamap" in <em>The Division,</em> and certainly of his smaller projects such as <a href="http://www.oskarstalberg.com/game/house/Index.html"><em>Brick Block</em></a><em>,</em> and of the elegant map generation in his first commercial indie game <em>Bad North.</em> But in some ways, <em>Townscaper</em> is the purest and most focused expression of his sensibility, his skill, and his aesthetical and technical preoccupations.</p>



<p class="wp-block-paragraph">Here Oskar talks about the allure of procedural generation, the oft-unsung joys of <em>toys</em> (as distinct from games or tools), and the vital emotional difference between encountering randomness and embracing wonk.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Townscaper</em> on <a href="https://store.steampowered.com/app/1291340/Townscaper/">Steam</a>.</strong>
You can also follow <a href="https://twitter.com/OskStak">Oskar</a> on Twitter.
 ———
• I sort of conflate European and Scandinavian names (and by extension, cultures) in the intro—but in the interview, Oskar talks a bit about those very distinctions (and overlaps), so I'll call this a case of me sounding dumb but you being informed nonetheless. (On-brand, in other words).</p>



<p class="wp-block-paragraph">• "Don't be a sucker" is a reference to <a href="https://www.youtube.com/watch?v=vGAqYNFQdZ4">this</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=1hqt8JkYRdI">Oskar getting deeper into the technical side of the wonky quad grid in <em>Townscaper</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here he is <a href="https://www.youtube.com/watch?v=0bcZb-SsnrA">talking about the procedural generation in <em>Bad North</em></a><em>,</em> and specifically about that game's use of wave function collapse.</p>



<p class="wp-block-paragraph">• Martin Kvale's work really is wonderful.</p>



<p class="wp-block-paragraph">• The best summary of that research on intrinsic and extrinsic rewards is probably <a href="https://www.youtube.com/watch?v=1ypOUn6rThM">this episode of <em>Game Maker's Toolkit</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The study that I mentioned, and that Mark Brown uses as a source in that video, is <a href="https://psycnet.apa.org/record/1974-10497-001">this one</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Copenhagen" by Walter Melrose and Charlie Davis, <a href="//archive.org/details/78_copenhagen_artie-shaw-and-his-orchestra-walter-melrose-charlie-davis_gbia0015196b/">performed by Artie Shaw and his Orchestra</a>.

"Mush Mouth" by Buddy Johnson, performed by <a href="https://archive.org/details/78_mush-mouth_buddy-johnson-and-his-orchestra-purvis-henson-buddy-johnson_gbia0075222b">Buddy Johnson and his Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Oskar Stålberg builds little town dioramas, as he puts it?or more exactly, he builds the procedural generation tools that allow him, and his algorithms, and you the player to build little town dioramas together. You could call this an extension of his wo]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Math and Art, with Oskar Stålberg]]></itunes:title>
	<itunes:episode>94</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Oskar Stålberg builds little town dioramas, as he puts it?or more exactly, he builds the procedural generation tools that allow him, and his algorithms, and you the player to build little town dioramas together. You could call this an extension of his work on the "megamap" in <em>The Division,</em> and certainly of his smaller projects such as <a href="http://www.oskarstalberg.com/game/house/Index.html"><em>Brick Block</em></a><em>,</em> and of the elegant map generation in his first commercial indie game <em>Bad North.</em> But in some ways, <em>Townscaper</em> is the purest and most focused expression of his sensibility, his skill, and his aesthetical and technical preoccupations.</p>



<p class="wp-block-paragraph">Here Oskar talks about the allure of procedural generation, the oft-unsung joys of <em>toys</em> (as distinct from games or tools), and the vital emotional difference between encountering randomness and embracing wonk.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Townscaper</em> on <a href="https://store.steampowered.com/app/1291340/Townscaper/">Steam</a>.</strong>
You can also follow <a href="https://twitter.com/OskStak">Oskar</a> on Twitter.
 ———
• I sort of conflate European and Scandinavian names (and by extension, cultures) in the intro—but in the interview, Oskar talks a bit about those very distinctions (and overlaps), so I'll call this a case of me sounding dumb but you being informed nonetheless. (On-brand, in other words).</p>



<p class="wp-block-paragraph">• "Don't be a sucker" is a reference to <a href="https://www.youtube.com/watch?v=vGAqYNFQdZ4">this</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=1hqt8JkYRdI">Oskar getting deeper into the technical side of the wonky quad grid in <em>Townscaper</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here he is <a href="https://www.youtube.com/watch?v=0bcZb-SsnrA">talking about the procedural generation in <em>Bad North</em></a><em>,</em> and specifically about that game's use of wave function collapse.</p>



<p class="wp-block-paragraph">• Martin Kvale's work really is wonderful.</p>



<p class="wp-block-paragraph">• The best summary of that research on intrinsic and extrinsic rewards is probably <a href="https://www.youtube.com/watch?v=1ypOUn6rThM">this episode of <em>Game Maker's Toolkit</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The study that I mentioned, and that Mark Brown uses as a source in that video, is <a href="https://psycnet.apa.org/record/1974-10497-001">this one</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Copenhagen" by Walter Melrose and Charlie Davis, <a href="//archive.org/details/78_copenhagen_artie-shaw-and-his-orchestra-walter-melrose-charlie-davis_gbia0015196b/">performed by Artie Shaw and his Orchestra</a>.

"Mush Mouth" by Buddy Johnson, performed by <a href="https://archive.org/details/78_mush-mouth_buddy-johnson-and-his-orchestra-purvis-henson-buddy-johnson_gbia0075222b">Buddy Johnson and his Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Oskar Stålberg builds little town dioramas, as he puts it?or more exactly, he builds the procedural generation tools that allow him, and his algorithms, and you the player to build little town dioramas together. You could call this an extension of his work on the "megamap" in The Division, and certainly of his smaller projects such as Brick Block, and of the elegant map generation in his first commercial indie game Bad North. But in some ways, Townscaper is the purest and most focused expression of his sensibility, his skill, and his aesthetical and technical preoccupations.



Here Oskar talks about the allure of procedural generation, the oft-unsung joys of toys (as distinct from games or tools), and the vital emotional difference between encountering randomness and embracing wonk.







You can get Townscaper on Steam.
You can also follow Oskar on Twitter.
 ———
• I sort of conflate European and Scandinavian names (and by extension, cultures) in the intro—but in the interview, Oskar talks a bit about those very distinctions (and overlaps), so I'll call this a case of me sounding dumb but you being informed nonetheless. (On-brand, in other words).



• "Don't be a sucker" is a reference to this.



• Here's Oskar getting deeper into the technical side of the wonky quad grid in Townscaper.



• And here he is talking about the procedural generation in Bad North, and specifically about that game's use of wave function collapse.



• Martin Kvale's work really is wonderful.



• The best summary of that research on intrinsic and extrinsic rewards is probably this episode of Game Maker's Toolkit.



• The study that I mentioned, and that Mark Brown uses as a source in that video, is this one.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Copenhagen" by Walter Melrose and Charlie Davis, performed by Artie Shaw and his Orchestra.

"Mush Mouth" by Buddy Johnson, performed by Buddy Johnson and his Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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	<image>
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	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Oskar Stålberg builds little town dioramas, as he puts it?or more exactly, he builds the procedural generation tools that allow him, and his algorithms, and you the player to build little town dioramas together. You could call this an extension of his work on the "megamap" in The Division, and certainly of his smaller projects such as Brick Block, and of the elegant map generation in his first commercial indie game Bad North. But in some ways, Townscaper is the purest and most focused expression of his sensibility, his skill, and his aesthetical and technical preoccupations.



Here Oskar talks about the allure of procedural generation, the oft-unsung joys of toys (as distinct from games or tools), and the vital emotional difference between encountering randomness and embracing wonk.







You can get Townscaper on Steam.
You can also follow Oskar on Twitter.
 ———
• I sort of conflate European and Scandinavian names (and by extension, cultures) in the intro—but in the interview, Oska]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Utopia by Necessity, with Nils Deneken</title>
	<link>https://etao.blog/2020/09/29/podcast-93/</link>
	<pubDate>Tue, 29 Sep 2020 14:01:26 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">989768d3-566b-5027-86be-2a6e04dd2e66</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Nils Deneken has been working on <em>Mutazione</em> in one way or another since 2008. (You might have heard 2009, but in this interview, we set that particular misconception straight!) Through more than a decade of reinvention and revision, the game has retained its core of ensemble-cast intimacy and gorgeous mutated nature (rendered in desaturated vectors and a sense of figure that it at once weighty and abstract).</p>



<p class="wp-block-paragraph">In this conversation, Nils talks about the emotional and thematic center of <em>Mutazione</em>—from decentering the player-character, to celebrating our complicated relationship to the natural world, to depicting a utopian community where people can, like, you know, talk stuff out.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Mutazione</em> on <a href="https://www.playstation.com/en-us/games/mutazione-ps4/">PS4</a>, <a href="https://store.steampowered.com/app/1080750/Mutazione/">Steam</a>, <a href="https://www.gog.com/game/mutazione">GOG</a>, <a href="https://gamejolt.com/games/mutazione/428565">Game Jolt</a>, <a href="https://akuparagames.itch.io/mutazione">Itch</a>, and <a href="https://apps.apple.com/us/app/mutazione/id1466920014?itscg=30800&amp;itsct=mutazione">Apple Arcade</a>.</strong>
You can hear the soundtrack on <a href="https://materia.to/mutazioneWE">most places where music gets sold and/or streamed</a>.
You can also follow <a href="https://twitter.com/gutefabrik">Die Gute Dabrik</a> on Twitter.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Title Theme," "Day One Evening Suite," and "The Trip" from the <a href="https://akuparagames.bandcamp.com/album/mutazione-original-game-soundtrack"><em>Mutazione</em> Original Soundtrack</a> by Alessandro Coronas.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Nils Deneken has been working on Mutazione in one way or another since 2008. (You might have heard 2009, but in this interview, we set that particular misconception straight!) Through more than a decade of reinvention and revision, the game has retained ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Utopia by Necessity, with Nils Deneken]]></itunes:title>
	<itunes:episode>93</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Nils Deneken has been working on <em>Mutazione</em> in one way or another since 2008. (You might have heard 2009, but in this interview, we set that particular misconception straight!) Through more than a decade of reinvention and revision, the game has retained its core of ensemble-cast intimacy and gorgeous mutated nature (rendered in desaturated vectors and a sense of figure that it at once weighty and abstract).</p>



<p class="wp-block-paragraph">In this conversation, Nils talks about the emotional and thematic center of <em>Mutazione</em>—from decentering the player-character, to celebrating our complicated relationship to the natural world, to depicting a utopian community where people can, like, you know, talk stuff out.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Mutazione</em> on <a href="https://www.playstation.com/en-us/games/mutazione-ps4/">PS4</a>, <a href="https://store.steampowered.com/app/1080750/Mutazione/">Steam</a>, <a href="https://www.gog.com/game/mutazione">GOG</a>, <a href="https://gamejolt.com/games/mutazione/428565">Game Jolt</a>, <a href="https://akuparagames.itch.io/mutazione">Itch</a>, and <a href="https://apps.apple.com/us/app/mutazione/id1466920014?itscg=30800&amp;itsct=mutazione">Apple Arcade</a>.</strong>
You can hear the soundtrack on <a href="https://materia.to/mutazioneWE">most places where music gets sold and/or streamed</a>.
You can also follow <a href="https://twitter.com/gutefabrik">Die Gute Dabrik</a> on Twitter.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Title Theme," "Day One Evening Suite," and "The Trip" from the <a href="https://akuparagames.bandcamp.com/album/mutazione-original-game-soundtrack"><em>Mutazione</em> Original Soundtrack</a> by Alessandro Coronas.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/09/etao-podcast-93-nils-deneken.mp3" length="123942557" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Nils Deneken has been working on Mutazione in one way or another since 2008. (You might have heard 2009, but in this interview, we set that particular misconception straight!) Through more than a decade of reinvention and revision, the game has retained its core of ensemble-cast intimacy and gorgeous mutated nature (rendered in desaturated vectors and a sense of figure that it at once weighty and abstract).



In this conversation, Nils talks about the emotional and thematic center of Mutazione—from decentering the player-character, to celebrating our complicated relationship to the natural world, to depicting a utopian community where people can, like, you know, talk stuff out.







You can play Mutazione on PS4, Steam, GOG, Game Jolt, Itch, and Apple Arcade.
You can hear the soundtrack on most places where music gets sold and/or streamed.
You can also follow Die Gute Dabrik on Twitter.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "Title Theme," "Day One Evening Suite," and "The Trip" from the Mutazione Original Soundtrack by Alessandro Coronas.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/2020-09-20-4.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/2020-09-20-4.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>Utopia by Necessity, with Nils Deneken</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:25:46</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Nils Deneken has been working on Mutazione in one way or another since 2008. (You might have heard 2009, but in this interview, we set that particular misconception straight!) Through more than a decade of reinvention and revision, the game has retained its core of ensemble-cast intimacy and gorgeous mutated nature (rendered in desaturated vectors and a sense of figure that it at once weighty and abstract).



In this conversation, Nils talks about the emotional and thematic center of Mutazione—from decentering the player-character, to celebrating our complicated relationship to the natural world, to depicting a utopian community where people can, like, you know, talk stuff out.







You can play Mutazione on PS4, Steam, GOG, Game Jolt, Itch, and Apple Arcade.
You can hear the soundtrack on most places where music gets sold and/or streamed.
You can also follow Die Gute Dabrik on Twitter.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "Title Theme," "Day One Evening Suite,]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/2020-09-20-4.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>All Things Liminal and Bespoke, with Damon Reece</title>
	<link>https://etao.blog/2020/09/15/podcast-92/</link>
	<pubDate>Tue, 15 Sep 2020 14:01:10 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">6d5a0c66-e9cc-58fb-ac7c-9fe2ea30d066</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Damon Reece is the lead writer on <em>Necrobarista,</em> a visual novel about death and coffee (and therefore the rest of life) rendered in a bespoke-unto-madness 3D anime style and set very definitively in Melbourne, Australia. It's in most ways a visual novel, but there are key ways in which it couldn't be written or built like an ordinary one of those?or indeed like a movie, or quite like anything else.</p>



<p class="wp-block-paragraph">In this conversation, Damon tells me how this wonderful game was made, why Route 59 probably wouldn't make a game like this again, why <em>Metroid Prime</em> rules, and all sorts of stuff that Australian players don't need explained to them even though I most definitely did?like the fact that <em>Necrobarista</em> isn <em>not</em> set in the future, and what the hell Goon of Fortune is.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Necrobarista</em> on <a href="https://store.steampowered.com/app/725270/Necrobarista/">Steam</a> and <a href="https://apps.apple.com/us/app/necrobarista/id1474617416">Apple Arcade</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1368740/Necrobarista__OST/">Steam</a> and <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/demanrisu">Damon</a> (and <a href="https://twitter.com/route59games">Route 59</a>) on Twitter.
 ———
• Early on, I attribute to Damon a thought that actually came from one of his Route 59 colleagues, namely that a story about death is a bit similar to a story about teenagers, in terms of emotional register.</p>



<p class="wp-block-paragraph">• Here's <a href="http://channelendgame.com/2019/06/30/party-loaded-183-trouble-brewing/">the profoundly Australian interview I mentioned</a>.</p>



<p class="wp-block-paragraph">• If you do want to hear more about indigenous Australian (or "Australian") representation in games, do check out <a href="http://etao.blog/2019/12/24/podcast-72/">our talk with Phoebe Watson about <em>Chaos Tavern</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Starbucks has made a bit more headway in Colombia, but the fight has not been lost as yet.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Optimism," "Confluence," and "Nostalgia Trip" from <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">the <em>Necrobarista</em> Original Soundtrack</a> by Kevin Penkin, with additional production by Jeremy Lim.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Damon Reece is the lead writer on Necrobarista, a visual novel about death and coffee (and therefore the rest of life) rendered in a bespoke-unto-madness 3D anime style and set very definitively in Melbourne, Australia. Its in most ways a visual novel, b]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[All Things Liminal and Bespoke, with Damon Reece]]></itunes:title>
	<itunes:episode>92</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Damon Reece is the lead writer on <em>Necrobarista,</em> a visual novel about death and coffee (and therefore the rest of life) rendered in a bespoke-unto-madness 3D anime style and set very definitively in Melbourne, Australia. It's in most ways a visual novel, but there are key ways in which it couldn't be written or built like an ordinary one of those?or indeed like a movie, or quite like anything else.</p>



<p class="wp-block-paragraph">In this conversation, Damon tells me how this wonderful game was made, why Route 59 probably wouldn't make a game like this again, why <em>Metroid Prime</em> rules, and all sorts of stuff that Australian players don't need explained to them even though I most definitely did?like the fact that <em>Necrobarista</em> isn <em>not</em> set in the future, and what the hell Goon of Fortune is.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Necrobarista</em> on <a href="https://store.steampowered.com/app/725270/Necrobarista/">Steam</a> and <a href="https://apps.apple.com/us/app/necrobarista/id1474617416">Apple Arcade</a>.</strong>
You can get the soundtrack on <a href="https://store.steampowered.com/app/1368740/Necrobarista__OST/">Steam</a> and <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">Bandcamp</a>.
You can also follow <a href="https://twitter.com/demanrisu">Damon</a> (and <a href="https://twitter.com/route59games">Route 59</a>) on Twitter.
 ———
• Early on, I attribute to Damon a thought that actually came from one of his Route 59 colleagues, namely that a story about death is a bit similar to a story about teenagers, in terms of emotional register.</p>



<p class="wp-block-paragraph">• Here's <a href="http://channelendgame.com/2019/06/30/party-loaded-183-trouble-brewing/">the profoundly Australian interview I mentioned</a>.</p>



<p class="wp-block-paragraph">• If you do want to hear more about indigenous Australian (or "Australian") representation in games, do check out <a href="http://etao.blog/2019/12/24/podcast-72/">our talk with Phoebe Watson about <em>Chaos Tavern</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Starbucks has made a bit more headway in Colombia, but the fight has not been lost as yet.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Optimism," "Confluence," and "Nostalgia Trip" from <a href="https://kevinpenkin.bandcamp.com/album/necrobarista-original-soundtrack">the <em>Necrobarista</em> Original Soundtrack</a> by Kevin Penkin, with additional production by Jeremy Lim.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/09/etao-podcast-92-damon-reece.mp3" length="158768919" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Damon Reece is the lead writer on Necrobarista, a visual novel about death and coffee (and therefore the rest of life) rendered in a bespoke-unto-madness 3D anime style and set very definitively in Melbourne, Australia. It's in most ways a visual novel, but there are key ways in which it couldn't be written or built like an ordinary one of those?or indeed like a movie, or quite like anything else.



In this conversation, Damon tells me how this wonderful game was made, why Route 59 probably wouldn't make a game like this again, why Metroid Prime rules, and all sorts of stuff that Australian players don't need explained to them even though I most definitely did?like the fact that Necrobarista isn not set in the future, and what the hell Goon of Fortune is.







You can play Necrobarista on Steam and Apple Arcade.
You can get the soundtrack on Steam and Bandcamp.
You can also follow Damon (and Route 59) on Twitter.
 ———
• Early on, I attribute to Damon a thought that actually came from one of his Route 59 colleagues, namely that a story about death is a bit similar to a story about teenagers, in terms of emotional register.



• Here's the profoundly Australian interview I mentioned.



• If you do want to hear more about indigenous Australian (or "Australian") representation in games, do check out our talk with Phoebe Watson about Chaos Tavern.



• Starbucks has made a bit more headway in Colombia, but the fight has not been lost as yet.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Optimism," "Confluence," and "Nostalgia Trip" from the Necrobarista Original Soundtrack by Kevin Penkin, with additional production by Jeremy Lim.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-10.50.12-pm.png?fit=3360%2C1898&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-10.50.12-pm.png?fit=3360%2C1898&#038;ssl=1</url>
		<title>All Things Liminal and Bespoke, with Damon Reece</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:48:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Damon Reece is the lead writer on Necrobarista, a visual novel about death and coffee (and therefore the rest of life) rendered in a bespoke-unto-madness 3D anime style and set very definitively in Melbourne, Australia. It's in most ways a visual novel, but there are key ways in which it couldn't be written or built like an ordinary one of those?or indeed like a movie, or quite like anything else.



In this conversation, Damon tells me how this wonderful game was made, why Route 59 probably wouldn't make a game like this again, why Metroid Prime rules, and all sorts of stuff that Australian players don't need explained to them even though I most definitely did?like the fact that Necrobarista isn not set in the future, and what the hell Goon of Fortune is.







You can play Necrobarista on Steam and Apple Arcade.
You can get the soundtrack on Steam and Bandcamp.
You can also follow Damon (and Route 59) on Twitter.
 ———
• Early on, I attribute to Damon a thought that actually came fr]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/screen-shot-2020-09-02-at-10.50.12-pm.png?fit=3360%2C1898&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Refusing to Compete, Choosing to Cooperate</title>
	<link>https://etao.blog/2020/09/01/podcast-91/</link>
	<pubDate>Tue, 01 Sep 2020 14:01:03 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3422df20-7d5f-5218-a0fa-a06cbb415317</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Drew and Lucio check in on the state of co-op games, especially online ones, in this strange isolated times. How has co-op changed over the past few decades, both in character and in quantity? Why are we so drawn to cooperative games, and why (for us) does team competition just not scratch that same itch? And when you get right down to it, what the hell is up with the guys who grab you and throw you off in <em>Fall Guys?</em></p>



<p class="wp-block-paragraph">It's a conversation about cooperation in games, and the broader, deeper value of cooperation in general. Plus, we talk about <em>Goemon's Great Adventure,</em> because of course we do!</p>



<p class="wp-block-paragraph">
 ———
• I didn't have my footage handy, so the image above is from <a href="https://www.youtube.com/watch?v=jcnOjTNQf_g">this longplay of <em>Goemon's Great Adventure</em></a>. We salute you, longplayers!</p>



<p class="wp-block-paragraph">• You can indeed go all the way back to our <a href="http://etao.blog/podcast-1/">first</a> and <a href="http://etao.blog/podcast-2/">second</a> episodes (interviews with Jake Kazdal and Davey Wreden, respectively) and our <a href="http://etao.blog/podcast-3/">third</a> (Lucio's debut) though the magic of the archive.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2018/04/18/podcast-35/">Drew's conversation with Kenny Lee, of Cellar Door Games</a>.</p>



<p class="wp-block-paragraph">• The <em>Final Fantasy: Crystal Chronicles Remastered Edition</em> has online co-op, but <em>not</em> couch co-op. Apologies if that wasn't clear.</p>



<p class="wp-block-paragraph">• A few times in this episode, we mention the streams that we've been doing lately. Like Lucio says, they've been on at odd hours, but they're good stuff?and you can watch them, if you're so inclined, on <a href="https://www.youtube.com/channel/UCqAjeirDa9QfE9Spi0BC65Q">YouTube</a> and <a href="https://www.twitch.tv/etaopod">Twitch</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=dbEiVrnhwlU">that video about <em>Call of Duty</em></a>.</p>



<p class="wp-block-paragraph">• <em>Unravel,</em> not unravelled.</p>



<p class="wp-block-paragraph">• <em>Streets of Fire</em> is the movie I was thinking of. D'oh.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Burning My Soul (Flaming Edo Castle)" from the <em>Goemon's Great Adventure</em> OST, by Shigeru Araki, Yasumasa Kitagawa, Hirotaka Kurita, Yusuke Kato and Nobuyuki Akena, produced by the GOEMON Sound Team.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Drew and Lucio check in on the state of co-op games, especially online ones, in this strange isolated times. How has co-op changed over the past few decades, both in character and in quantity? Why are we so drawn to cooperative games, and why (for us) do]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Refusing to Compete, Choosing to Cooperate]]></itunes:title>
	<itunes:episode>91</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Drew and Lucio check in on the state of co-op games, especially online ones, in this strange isolated times. How has co-op changed over the past few decades, both in character and in quantity? Why are we so drawn to cooperative games, and why (for us) does team competition just not scratch that same itch? And when you get right down to it, what the hell is up with the guys who grab you and throw you off in <em>Fall Guys?</em></p>



<p class="wp-block-paragraph">It's a conversation about cooperation in games, and the broader, deeper value of cooperation in general. Plus, we talk about <em>Goemon's Great Adventure,</em> because of course we do!</p>



<p class="wp-block-paragraph">
 ———
• I didn't have my footage handy, so the image above is from <a href="https://www.youtube.com/watch?v=jcnOjTNQf_g">this longplay of <em>Goemon's Great Adventure</em></a>. We salute you, longplayers!</p>



<p class="wp-block-paragraph">• You can indeed go all the way back to our <a href="http://etao.blog/podcast-1/">first</a> and <a href="http://etao.blog/podcast-2/">second</a> episodes (interviews with Jake Kazdal and Davey Wreden, respectively) and our <a href="http://etao.blog/podcast-3/">third</a> (Lucio's debut) though the magic of the archive.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2018/04/18/podcast-35/">Drew's conversation with Kenny Lee, of Cellar Door Games</a>.</p>



<p class="wp-block-paragraph">• The <em>Final Fantasy: Crystal Chronicles Remastered Edition</em> has online co-op, but <em>not</em> couch co-op. Apologies if that wasn't clear.</p>



<p class="wp-block-paragraph">• A few times in this episode, we mention the streams that we've been doing lately. Like Lucio says, they've been on at odd hours, but they're good stuff?and you can watch them, if you're so inclined, on <a href="https://www.youtube.com/channel/UCqAjeirDa9QfE9Spi0BC65Q">YouTube</a> and <a href="https://www.twitch.tv/etaopod">Twitch</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=dbEiVrnhwlU">that video about <em>Call of Duty</em></a>.</p>



<p class="wp-block-paragraph">• <em>Unravel,</em> not unravelled.</p>



<p class="wp-block-paragraph">• <em>Streets of Fire</em> is the movie I was thinking of. D'oh.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Burning My Soul (Flaming Edo Castle)" from the <em>Goemon's Great Adventure</em> OST, by Shigeru Araki, Yasumasa Kitagawa, Hirotaka Kurita, Yusuke Kato and Nobuyuki Akena, produced by the GOEMON Sound Team.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/08/etao-podcast-91-co-op.mp3" length="141981308" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Drew and Lucio check in on the state of co-op games, especially online ones, in this strange isolated times. How has co-op changed over the past few decades, both in character and in quantity? Why are we so drawn to cooperative games, and why (for us) does team competition just not scratch that same itch? And when you get right down to it, what the hell is up with the guys who grab you and throw you off in Fall Guys?



It's a conversation about cooperation in games, and the broader, deeper value of cooperation in general. Plus, we talk about Goemon's Great Adventure, because of course we do!




 ———
• I didn't have my footage handy, so the image above is from this longplay of Goemon's Great Adventure. We salute you, longplayers!



• You can indeed go all the way back to our first and second episodes (interviews with Jake Kazdal and Davey Wreden, respectively) and our third (Lucio's debut) though the magic of the archive.



• And here's Drew's conversation with Kenny Lee, of Cellar Door Games.



• The Final Fantasy: Crystal Chronicles Remastered Edition has online co-op, but not couch co-op. Apologies if that wasn't clear.



• A few times in this episode, we mention the streams that we've been doing lately. Like Lucio says, they've been on at odd hours, but they're good stuff?and you can watch them, if you're so inclined, on YouTube and Twitch.



• Here's that video about Call of Duty.



• Unravel, not unravelled.



• Streets of Fire is the movie I was thinking of. D'oh.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Burning My Soul (Flaming Edo Castle)" from the Goemon's Great Adventure OST, by Shigeru Araki, Yasumasa Kitagawa, Hirotaka Kurita, Yusuke Kato and Nobuyuki Akena, produced by the GOEMON Sound Team.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/egrktnqwsamf943.jpeg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/egrktnqwsamf943.jpeg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Refusing to Compete, Choosing to Cooperate</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Drew and Lucio check in on the state of co-op games, especially online ones, in this strange isolated times. How has co-op changed over the past few decades, both in character and in quantity? Why are we so drawn to cooperative games, and why (for us) does team competition just not scratch that same itch? And when you get right down to it, what the hell is up with the guys who grab you and throw you off in Fall Guys?



It's a conversation about cooperation in games, and the broader, deeper value of cooperation in general. Plus, we talk about Goemon's Great Adventure, because of course we do!




 ———
• I didn't have my footage handy, so the image above is from this longplay of Goemon's Great Adventure. We salute you, longplayers!



• You can indeed go all the way back to our first and second episodes (interviews with Jake Kazdal and Davey Wreden, respectively) and our third (Lucio's debut) though the magic of the archive.



• And here's Drew's conversation with Kenny Lee, of Cellar]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/09/egrktnqwsamf943.jpeg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>We All Just Want Attention, with Warren Arnold</title>
	<link>https://etao.blog/2020/08/18/podcast-90/</link>
	<pubDate>Tue, 18 Aug 2020 14:01:24 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8c6268cb-6f1c-5373-8263-257db2748c7e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Warren Arnold has been with Jackbox Games since they were Jellyvision, having worked first on the Facebook iteration of <em>You Don't Know Jack,</em> and later on every <em>Jackbox Party Pack,</em> including the forthcoming seventh one. Here he talks about the peculiarities of Jackbox Games' design process, the finer points of comedy writing in big, collaborative projects, and the ethical mandates of moderation—with special attention to his work on <em>Push the Button,</em> <em>Patently Stupid,</em> and <em>Quiplash 3.</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>The Jacbkbox Party Packs</em> on Steam, Epic, PS4, Xbox One, Switch, Apple TV, Amazon Fire TV, Android TV, Xfinity, and the Mac App Store, with links to all those storefronts on <a href="https://www.jackboxgames.com/games/">the Jackbox Games website</a>.</strong>
The Jackbox Games folks also stream on <a href="https://www.twitch.tv/jackboxgames">Twitch</a> and <a href="https://www.youtube.com/user/JackboxGames">YouTube</a>.
You can also follow <a href="https://twitter.com/warreng76s">Warren</a> (and <a href="https://twitter.com/jackboxgames">Jackbox</a>) on Twitter.
 ———
• The header image is from <a href="https://www.youtube.com/watch?v=e9-km3Ie9lg">the glorious absurd <em>Quiplash 3</em> trailer.</a><a href="https://www.youtube.com/watch?v=e9-km3Ie9lg"></a></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=e9-km3Ie9lg">Here's </a><a href="https://vimeo.com/320948439">"People Are Alike All Over,"</a> the <em>Twilight Zone</em> episode that inspired <em>Push the Button.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.jackboxgames.com/combating-hateful-speech-and-harassment-in-jackbox-games/">a blog post on the new moderation features in <em>Party Pack 7</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's the current state of <a href="https://www.theverge.com/2020/8/6/21356771/us-army-esports-stream-unbans-resinstates-commenters-asking-questions-war-crimes">the profoundly bizarre U.S. Army Esports Team situation</a>, with its bannings and unbannings.</p>



<p class="wp-block-paragraph">• And here's <a href="jackboxgames.com/get-your-first-look-at-an-early-version-of-quiplash-3/">that stream that showed an early version of <em>Quiplash 3</em> specifically</a>, and <a href="https://www.youtube.com/watch?v=cZGqdQCykYg">a more recent stream showing a slightly less early version!</a>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from the <em>Quiplash 3</em> Original Soundtrack, by Andy Poland.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Warren Arnold has been with Jackbox Games since they were Jellyvision, having worked first on the Facebook iteration of You Dont Know Jack, and later on every Jackbox Party Pack, including the forthcoming seventh one. Here he talks about the peculiaritie]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[We All Just Want Attention, with Warren Arnold]]></itunes:title>
	<itunes:episode>90</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Warren Arnold has been with Jackbox Games since they were Jellyvision, having worked first on the Facebook iteration of <em>You Don't Know Jack,</em> and later on every <em>Jackbox Party Pack,</em> including the forthcoming seventh one. Here he talks about the peculiarities of Jackbox Games' design process, the finer points of comedy writing in big, collaborative projects, and the ethical mandates of moderation—with special attention to his work on <em>Push the Button,</em> <em>Patently Stupid,</em> and <em>Quiplash 3.</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>The Jacbkbox Party Packs</em> on Steam, Epic, PS4, Xbox One, Switch, Apple TV, Amazon Fire TV, Android TV, Xfinity, and the Mac App Store, with links to all those storefronts on <a href="https://www.jackboxgames.com/games/">the Jackbox Games website</a>.</strong>
The Jackbox Games folks also stream on <a href="https://www.twitch.tv/jackboxgames">Twitch</a> and <a href="https://www.youtube.com/user/JackboxGames">YouTube</a>.
You can also follow <a href="https://twitter.com/warreng76s">Warren</a> (and <a href="https://twitter.com/jackboxgames">Jackbox</a>) on Twitter.
 ———
• The header image is from <a href="https://www.youtube.com/watch?v=e9-km3Ie9lg">the glorious absurd <em>Quiplash 3</em> trailer.</a><a href="https://www.youtube.com/watch?v=e9-km3Ie9lg"></a></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=e9-km3Ie9lg">Here's </a><a href="https://vimeo.com/320948439">"People Are Alike All Over,"</a> the <em>Twilight Zone</em> episode that inspired <em>Push the Button.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.jackboxgames.com/combating-hateful-speech-and-harassment-in-jackbox-games/">a blog post on the new moderation features in <em>Party Pack 7</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's the current state of <a href="https://www.theverge.com/2020/8/6/21356771/us-army-esports-stream-unbans-resinstates-commenters-asking-questions-war-crimes">the profoundly bizarre U.S. Army Esports Team situation</a>, with its bannings and unbannings.</p>



<p class="wp-block-paragraph">• And here's <a href="jackboxgames.com/get-your-first-look-at-an-early-version-of-quiplash-3/">that stream that showed an early version of <em>Quiplash 3</em> specifically</a>, and <a href="https://www.youtube.com/watch?v=cZGqdQCykYg">a more recent stream showing a slightly less early version!</a>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from the <em>Quiplash 3</em> Original Soundtrack, by Andy Poland.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/08/etao-podcast-90-warren-arnold.mp3" length="82005440" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Warren Arnold has been with Jackbox Games since they were Jellyvision, having worked first on the Facebook iteration of You Don't Know Jack, and later on every Jackbox Party Pack, including the forthcoming seventh one. Here he talks about the peculiarities of Jackbox Games' design process, the finer points of comedy writing in big, collaborative projects, and the ethical mandates of moderation—with special attention to his work on Push the Button, Patently Stupid, and Quiplash 3.







You can play The Jacbkbox Party Packs on Steam, Epic, PS4, Xbox One, Switch, Apple TV, Amazon Fire TV, Android TV, Xfinity, and the Mac App Store, with links to all those storefronts on the Jackbox Games website.
The Jackbox Games folks also stream on Twitch and YouTube.
You can also follow Warren (and Jackbox) on Twitter.
 ———
• The header image is from the glorious absurd Quiplash 3 trailer.



• Here's "People Are Alike All Over," the Twilight Zone episode that inspired Push the Button.



• Here's a blog post on the new moderation features in Party Pack 7.



• Here's the current state of the profoundly bizarre U.S. Army Esports Team situation, with its bannings and unbannings.



• And here's that stream that showed an early version of Quiplash 3 specifically, and a more recent stream showing a slightly less early version!

———

"All The People Say (Season 3)" by Holly Hyperion.

Some music from the Quiplash 3 Original Soundtrack, by Andy Poland.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/08/screen-shot-2020-08-15-at-3.47.10-pm.png?fit=3360%2C1858&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/08/screen-shot-2020-08-15-at-3.47.10-pm.png?fit=3360%2C1858&#038;ssl=1</url>
		<title>We All Just Want Attention, with Warren Arnold</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:01:49</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Warren Arnold has been with Jackbox Games since they were Jellyvision, having worked first on the Facebook iteration of You Don't Know Jack, and later on every Jackbox Party Pack, including the forthcoming seventh one. Here he talks about the peculiarities of Jackbox Games' design process, the finer points of comedy writing in big, collaborative projects, and the ethical mandates of moderation—with special attention to his work on Push the Button, Patently Stupid, and Quiplash 3.







You can play The Jacbkbox Party Packs on Steam, Epic, PS4, Xbox One, Switch, Apple TV, Amazon Fire TV, Android TV, Xfinity, and the Mac App Store, with links to all those storefronts on the Jackbox Games website.
The Jackbox Games folks also stream on Twitch and YouTube.
You can also follow Warren (and Jackbox) on Twitter.
 ———
• The header image is from the glorious absurd Quiplash 3 trailer.



• Here's "People Are Alike All Over," the Twilight Zone episode that inspired Push the Button.



• Here's ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/08/screen-shot-2020-08-15-at-3.47.10-pm.png?fit=3360%2C1858&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How Conflict Sounds, with Ilan Eshkeri</title>
	<link>https://etao.blog/2020/08/04/podcast-89/</link>
	<pubDate>Tue, 04 Aug 2020 14:01:51 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c9c774eb-62c1-58ca-9d5b-da86afbd784d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Ilan Eshkeri has had a storied career in film and television—from <em>Layer Cake, 47 Ronin,</em> and <em>Ninja Assassin,</em> to <em>Black Sea, Still Alice, Austenland,</em> and the <em>Shaun the Sheep Movie</em>—and has recently been working in video games as well. He's now taken the playful reactive soundtracking tricks he honed on <em>The Sims 4</em> and applied them to the samurai-epic hypercinema of <em>Ghost of Tsushima.</em></p>



<p class="wp-block-paragraph">This score, a collaboration with Shigeru Umebayashi (who Ilan worked with on <em>Hannibal Rising</em> as well) showcases Ilan's penchant for research, and for letting individual instrumentalists leave their stamp on the pieces they play. Here he talks about his process, his goals on this particular work, and the discoveries he made along the way.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Ghost of Tsushima</em> on <a href="https://store.playstation.com/en-us/product/UP9000-CUSA11456_00-GHOSTSHIP0000001">PS4</a>.
<a href="https://soundtracks.lnk.to/ghostoftsushima">The original score is out now on Milan Records</a>.
You can hear more of Ilan's work on <a href="https://www.ilaneshkeri.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/ilaneshkeri">Ilan</a> on Twitter.
 ———
• Here (once again) is <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk about <em>Bloodborne</em></a><em>.</em></p>



<p class="wp-block-paragraph">• If you've never seen Junko Ueda perform, <a href="https://www.youtube.com/watch?v=hlHMvLFvM9M">you should probably go ahead and fix that</a>.</p>



<p class="wp-block-paragraph">• I'm pretty sure it was Raymond Chandler who said that "there is no art without resistance to the medium."

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Heart of the Jito" and "Lord Shimura" from the Original Score to <em>Ghost of Tsushima</em> by Ilan Eshkeri and Shigeru Umebayashi.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ilan Eshkeri has had a storied career in film and television—from Layer Cake, 47 Ronin, and Ninja Assassin, to Black Sea, Still Alice, Austenland, and the Shaun the Sheep Movie—and has recently been working in video games as well. Hes now taken the playf]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[How Conflict Sounds, with Ilan Eshkeri]]></itunes:title>
	<itunes:episode>89</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Ilan Eshkeri has had a storied career in film and television—from <em>Layer Cake, 47 Ronin,</em> and <em>Ninja Assassin,</em> to <em>Black Sea, Still Alice, Austenland,</em> and the <em>Shaun the Sheep Movie</em>—and has recently been working in video games as well. He's now taken the playful reactive soundtracking tricks he honed on <em>The Sims 4</em> and applied them to the samurai-epic hypercinema of <em>Ghost of Tsushima.</em></p>



<p class="wp-block-paragraph">This score, a collaboration with Shigeru Umebayashi (who Ilan worked with on <em>Hannibal Rising</em> as well) showcases Ilan's penchant for research, and for letting individual instrumentalists leave their stamp on the pieces they play. Here he talks about his process, his goals on this particular work, and the discoveries he made along the way.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can play <em>Ghost of Tsushima</em> on <a href="https://store.playstation.com/en-us/product/UP9000-CUSA11456_00-GHOSTSHIP0000001">PS4</a>.
<a href="https://soundtracks.lnk.to/ghostoftsushima">The original score is out now on Milan Records</a>.
You can hear more of Ilan's work on <a href="https://www.ilaneshkeri.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/ilaneshkeri">Ilan</a> on Twitter.
 ———
• Here (once again) is <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk about <em>Bloodborne</em></a><em>.</em></p>



<p class="wp-block-paragraph">• If you've never seen Junko Ueda perform, <a href="https://www.youtube.com/watch?v=hlHMvLFvM9M">you should probably go ahead and fix that</a>.</p>



<p class="wp-block-paragraph">• I'm pretty sure it was Raymond Chandler who said that "there is no art without resistance to the medium."

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Heart of the Jito" and "Lord Shimura" from the Original Score to <em>Ghost of Tsushima</em> by Ilan Eshkeri and Shigeru Umebayashi.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/08/etao-podcast-89-ilan-eshkeri.mp3" length="69043363" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ilan Eshkeri has had a storied career in film and television—from Layer Cake, 47 Ronin, and Ninja Assassin, to Black Sea, Still Alice, Austenland, and the Shaun the Sheep Movie—and has recently been working in video games as well. He's now taken the playful reactive soundtracking tricks he honed on The Sims 4 and applied them to the samurai-epic hypercinema of Ghost of Tsushima.



This score, a collaboration with Shigeru Umebayashi (who Ilan worked with on Hannibal Rising as well) showcases Ilan's penchant for research, and for letting individual instrumentalists leave their stamp on the pieces they play. Here he talks about his process, his goals on this particular work, and the discoveries he made along the way.







You can play Ghost of Tsushima on PS4.
The original score is out now on Milan Records.
You can hear more of Ilan's work on his website.
You can also follow Ilan on Twitter.
 ———
• Here (once again) is that GDC talk about Bloodborne.



• If you've never seen Junko Ueda perform, you should probably go ahead and fix that.



• I'm pretty sure it was Raymond Chandler who said that "there is no art without resistance to the medium."

———

"All The People Say (Season 3)" by Holly Hyperion.

"Heart of the Jito" and "Lord Shimura" from the Original Score to Ghost of Tsushima by Ilan Eshkeri and Shigeru Umebayashi.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/eeea_gewoaah3uh.jpeg?fit=1920%2C818&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/eeea_gewoaah3uh.jpeg?fit=1920%2C818&#038;ssl=1</url>
		<title>How Conflict Sounds, with Ilan Eshkeri</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>54:35</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ilan Eshkeri has had a storied career in film and television—from Layer Cake, 47 Ronin, and Ninja Assassin, to Black Sea, Still Alice, Austenland, and the Shaun the Sheep Movie—and has recently been working in video games as well. He's now taken the playful reactive soundtracking tricks he honed on The Sims 4 and applied them to the samurai-epic hypercinema of Ghost of Tsushima.



This score, a collaboration with Shigeru Umebayashi (who Ilan worked with on Hannibal Rising as well) showcases Ilan's penchant for research, and for letting individual instrumentalists leave their stamp on the pieces they play. Here he talks about his process, his goals on this particular work, and the discoveries he made along the way.







You can play Ghost of Tsushima on PS4.
The original score is out now on Milan Records.
You can hear more of Ilan's work on his website.
You can also follow Ilan on Twitter.
 ———
• Here (once again) is that GDC talk about Bloodborne.



• If you've never seen Junko Ue]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/eeea_gewoaah3uh.jpeg?fit=1920%2C818&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Workdays in Hell Dimension, with Laura Michet and Brendon Chung</title>
	<link>https://etao.blog/2020/07/21/podcast-88/</link>
	<pubDate>Tue, 21 Jul 2020 14:01:36 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c86b105c-2ae9-5d5c-8f20-7a44e0c98ad9</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Brendon Chung is the main creative force behind <em>Atom Zombie Smasher, Gravity Bone, Thirty Flights of Loving, Flotilla, Flotilla 2, Quadrilateral Cowboy,</em> and the upcoming <em>Skin Deep.</em> Laura Michet is an accomplished writer, and a perhaps equally accomplished editor, having lent her talents to <em>Industries of Titan, Frog Fractions 2,</em> and <em>Where The Water Tastes Like Wine?</em>not to mention <a href="https://lauramichet.itch.io/">her really excellent noncommercial work,</a> which includes one of the greatest Twine games ever made, <a href="https://lauramichet.itch.io/swan-hill"><em>Swan Hill</em></a><em>.</em> Now they're making games together, beginning with <a href="https://lauramichet.itch.io/planetfriend"><em>Planetfriend</em></a><em>.</em></p>



<p class="wp-block-paragraph">Here Brendon and Laura discuss their work, the actual process of working during (and through) our current hellish historical moment, and the infinite solace to be found in movies.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find Brendon's work on <a href="https://almostagame.com/">the Blendo Games website</a>, and wishlist <em>Skin Deep</em> on <a href="https://store.steampowered.com/app/301280/Skin_Deep/">Steam</a>.
You can find Laura's work, and her write-ups thereof, on <a href="http://lauramichet.com/">her website</a>.
<em>Planetfriend</em> is available on <a href="https://lauramichet.itch.io/planetfriend">Itch</a>.
<em>Industries of Titan</em> is available on <a href="https://www.epicgames.com/store/en-US/product/industries-of-titan/">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/BlendoGames">Brendon</a> and <a href="https://twitter.com/lmichet">Laura</a> on Twitter.
 ———
• Here's <em><a href="https://vimeo.com/179779722">Scavengers</a>.</em> It's good.</p>



<p class="wp-block-paragraph">• And the movies Brendan and Laura mentioned were <em>The 36th Chamber of Shaolin, Summer Wars, Artemis Fowl, Heist, Da 5 Bloods,</em> and <em>Why Don't You Play in Hell?</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_forbidden-planet_david-rose-and-his-orchestra-rose_gbia0072949b">"Forbidden Planet"</a> by David Rose and His Orchestra.

"Leap Frog" by Joe Garland, <a href="https://archive.org/details/78_leap-frog_les-brown-and-his-band-of-renown-joe-garland_gbia0066384a">performed by Les Brown and His Band of Renown.</a></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Brendon Chung is the main creative force behind Atom Zombie Smasher, Gravity Bone, Thirty Flights of Loving, Flotilla, Flotilla 2, Quadrilateral Cowboy, and the upcoming Skin Deep. Laura Michet is an accomplished writer, and a perhaps equally accomplishe]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Workdays in Hell Dimension, with Laura Michet and Brendon Chung]]></itunes:title>
	<itunes:episode>88</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Brendon Chung is the main creative force behind <em>Atom Zombie Smasher, Gravity Bone, Thirty Flights of Loving, Flotilla, Flotilla 2, Quadrilateral Cowboy,</em> and the upcoming <em>Skin Deep.</em> Laura Michet is an accomplished writer, and a perhaps equally accomplished editor, having lent her talents to <em>Industries of Titan, Frog Fractions 2,</em> and <em>Where The Water Tastes Like Wine?</em>not to mention <a href="https://lauramichet.itch.io/">her really excellent noncommercial work,</a> which includes one of the greatest Twine games ever made, <a href="https://lauramichet.itch.io/swan-hill"><em>Swan Hill</em></a><em>.</em> Now they're making games together, beginning with <a href="https://lauramichet.itch.io/planetfriend"><em>Planetfriend</em></a><em>.</em></p>



<p class="wp-block-paragraph">Here Brendon and Laura discuss their work, the actual process of working during (and through) our current hellish historical moment, and the infinite solace to be found in movies.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find Brendon's work on <a href="https://almostagame.com/">the Blendo Games website</a>, and wishlist <em>Skin Deep</em> on <a href="https://store.steampowered.com/app/301280/Skin_Deep/">Steam</a>.
You can find Laura's work, and her write-ups thereof, on <a href="http://lauramichet.com/">her website</a>.
<em>Planetfriend</em> is available on <a href="https://lauramichet.itch.io/planetfriend">Itch</a>.
<em>Industries of Titan</em> is available on <a href="https://www.epicgames.com/store/en-US/product/industries-of-titan/">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/BlendoGames">Brendon</a> and <a href="https://twitter.com/lmichet">Laura</a> on Twitter.
 ———
• Here's <em><a href="https://vimeo.com/179779722">Scavengers</a>.</em> It's good.</p>



<p class="wp-block-paragraph">• And the movies Brendan and Laura mentioned were <em>The 36th Chamber of Shaolin, Summer Wars, Artemis Fowl, Heist, Da 5 Bloods,</em> and <em>Why Don't You Play in Hell?</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_forbidden-planet_david-rose-and-his-orchestra-rose_gbia0072949b">"Forbidden Planet"</a> by David Rose and His Orchestra.

"Leap Frog" by Joe Garland, <a href="https://archive.org/details/78_leap-frog_les-brown-and-his-band-of-renown-joe-garland_gbia0066384a">performed by Les Brown and His Band of Renown.</a></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/07/etao-podcast-88-laura-michet-brendon-chung-1.mp3" length="94555982" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Brendon Chung is the main creative force behind Atom Zombie Smasher, Gravity Bone, Thirty Flights of Loving, Flotilla, Flotilla 2, Quadrilateral Cowboy, and the upcoming Skin Deep. Laura Michet is an accomplished writer, and a perhaps equally accomplished editor, having lent her talents to Industries of Titan, Frog Fractions 2, and Where The Water Tastes Like Wine?not to mention her really excellent noncommercial work, which includes one of the greatest Twine games ever made, Swan Hill. Now they're making games together, beginning with Planetfriend.



Here Brendon and Laura discuss their work, the actual process of working during (and through) our current hellish historical moment, and the infinite solace to be found in movies.







You can find Brendon's work on the Blendo Games website, and wishlist Skin Deep on Steam.
You can find Laura's work, and her write-ups thereof, on her website.
Planetfriend is available on Itch.
Industries of Titan is available on Epic.
You can also follow Brendon and Laura on Twitter.
 ———
• Here's Scavengers. It's good.



• And the movies Brendan and Laura mentioned were The 36th Chamber of Shaolin, Summer Wars, Artemis Fowl, Heist, Da 5 Bloods, and Why Don't You Play in Hell?

———

"All The People Say (Season 3)" by Holly Hyperion.

"Forbidden Planet" by David Rose and His Orchestra.

"Leap Frog" by Joe Garland, performed by Les Brown and His Band of Renown.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/screen-shot-2020-07-19-at-3.16.36-pm-1.png?fit=3360%2C1892&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/screen-shot-2020-07-19-at-3.16.36-pm-1.png?fit=3360%2C1892&#038;ssl=1</url>
		<title>Workdays in Hell Dimension, with Laura Michet and Brendon Chung</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Brendon Chung is the main creative force behind Atom Zombie Smasher, Gravity Bone, Thirty Flights of Loving, Flotilla, Flotilla 2, Quadrilateral Cowboy, and the upcoming Skin Deep. Laura Michet is an accomplished writer, and a perhaps equally accomplished editor, having lent her talents to Industries of Titan, Frog Fractions 2, and Where The Water Tastes Like Wine?not to mention her really excellent noncommercial work, which includes one of the greatest Twine games ever made, Swan Hill. Now they're making games together, beginning with Planetfriend.



Here Brendon and Laura discuss their work, the actual process of working during (and through) our current hellish historical moment, and the infinite solace to be found in movies.







You can find Brendon's work on the Blendo Games website, and wishlist Skin Deep on Steam.
You can find Laura's work, and her write-ups thereof, on her website.
Planetfriend is available on Itch.
Industries of Titan is available on Epic.
You can also fol]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/07/screen-shot-2020-07-19-at-3.16.36-pm-1.png?fit=3360%2C1892&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Space Chasing Together, Apart, with Bobby Fowler and Brenda Noiseux</title>
	<link>https://etao.blog/2020/07/07/podcast-87/</link>
	<pubDate>Tue, 07 Jul 2020 14:01:54 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">10d9eb30-a2a5-5359-bdd9-d383c531134d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Bobby Fowler and Brenda Noiseux outrun the Hunter to join us again and talk about <em>Space Chase,</em> their co-op tabletop map-'em-up and the delightful follow-up to their <em>assiduously</em> PvP card game <em>Wicked Apples.</em> This is, to put it mildly, a strange time to be making indie tabletop games—not only because tabletop games are irresolvably social (much to the fear-then-joy of introverts such as myself) but also because the way these things usually get sold is <em>by players and developers playing together.</em> That's intimate, and wonderful, and <em>keenly</em> missing from our lives right now (but hopefully, <em>hopefully</em> not for <em>too</em> much longer).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Space Chase</em> and <em>Wicked Apples</em> on <a href="https://almostagame.com/">the Almost A Game website</a>.</strong>
You can also follow <a href="https://twitter.com/almostagame">Almost A Game</a> on Twitter.
 ———
• For some more of Bobby and Brenda, do consider <a href="http://etao.blog/2018/10/31/podcast-41/">the episode on <em>Wicked Apples</em></a> (which was something of a Halloween special, even!)</p>



<p class="wp-block-paragraph">• PAX East was indeed February 27 to March 1 this year.</p>



<p class="wp-block-paragraph">• The Jason Rohrer game I was thinking of was <em><a href="https://en.wikipedia.org/wiki/Diamond_Trust_of_London">Diamond Trust of London</a>.</em></p>



<p class="wp-block-paragraph">• <em><a href="https://en.wikipedia.org/wiki/Pipe_Mania">Pipe Mania</a>!</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=E5XXbd5NvuQ">that message from Toby Fox</a>.</p>



<p class="wp-block-paragraph">• At time of posting, <a href="https://unplugged.paxsite.com/">PAX Unplugged</a> is still on.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_space-command_dallas-frazier-cousin-herb-hensons-orchestra-cousin-herb-henson_gbia0007844a/">"Space Command"</a> by Cousin Herb Henson, performed by Dallas Frazier with Cousin Herb Henson's Orchestra.

<a href="https://archive.org/details/78_the-chase_the-tadd-dameron-sextet-fats-navarro-tadd-dameron-ernie-henry-charlie-rou_gbia0076877a">"The Chase"</a> by Tadd Dameron, performed by The Tadd Dameron Sextet featuring Fats Navarro.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Bobby Fowler and Brenda Noiseux outrun the Hunter to join us again and talk about Space Chase, their co-op tabletop map-em-up and the delightful follow-up to their assiduously PvP card game Wicked Apples. This is, to put it mildly, a strange time to be m]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Space Chasing Together, Apart, with Bobby Fowler and Brenda Noiseux]]></itunes:title>
	<itunes:episode>87</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Bobby Fowler and Brenda Noiseux outrun the Hunter to join us again and talk about <em>Space Chase,</em> their co-op tabletop map-'em-up and the delightful follow-up to their <em>assiduously</em> PvP card game <em>Wicked Apples.</em> This is, to put it mildly, a strange time to be making indie tabletop games—not only because tabletop games are irresolvably social (much to the fear-then-joy of introverts such as myself) but also because the way these things usually get sold is <em>by players and developers playing together.</em> That's intimate, and wonderful, and <em>keenly</em> missing from our lives right now (but hopefully, <em>hopefully</em> not for <em>too</em> much longer).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Space Chase</em> and <em>Wicked Apples</em> on <a href="https://almostagame.com/">the Almost A Game website</a>.</strong>
You can also follow <a href="https://twitter.com/almostagame">Almost A Game</a> on Twitter.
 ———
• For some more of Bobby and Brenda, do consider <a href="http://etao.blog/2018/10/31/podcast-41/">the episode on <em>Wicked Apples</em></a> (which was something of a Halloween special, even!)</p>



<p class="wp-block-paragraph">• PAX East was indeed February 27 to March 1 this year.</p>



<p class="wp-block-paragraph">• The Jason Rohrer game I was thinking of was <em><a href="https://en.wikipedia.org/wiki/Diamond_Trust_of_London">Diamond Trust of London</a>.</em></p>



<p class="wp-block-paragraph">• <em><a href="https://en.wikipedia.org/wiki/Pipe_Mania">Pipe Mania</a>!</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=E5XXbd5NvuQ">that message from Toby Fox</a>.</p>



<p class="wp-block-paragraph">• At time of posting, <a href="https://unplugged.paxsite.com/">PAX Unplugged</a> is still on.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_space-command_dallas-frazier-cousin-herb-hensons-orchestra-cousin-herb-henson_gbia0007844a/">"Space Command"</a> by Cousin Herb Henson, performed by Dallas Frazier with Cousin Herb Henson's Orchestra.

<a href="https://archive.org/details/78_the-chase_the-tadd-dameron-sextet-fats-navarro-tadd-dameron-ernie-henry-charlie-rou_gbia0076877a">"The Chase"</a> by Tadd Dameron, performed by The Tadd Dameron Sextet featuring Fats Navarro.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Bobby Fowler and Brenda Noiseux outrun the Hunter to join us again and talk about Space Chase, their co-op tabletop map-'em-up and the delightful follow-up to their assiduously PvP card game Wicked Apples. This is, to put it mildly, a strange time to be making indie tabletop games—not only because tabletop games are irresolvably social (much to the fear-then-joy of introverts such as myself) but also because the way these things usually get sold is by players and developers playing together. That's intimate, and wonderful, and keenly missing from our lives right now (but hopefully, hopefully not for too much longer).







You can get Space Chase and Wicked Apples on the Almost A Game website.
You can also follow Almost A Game on Twitter.
 ———
• For some more of Bobby and Brenda, do consider the episode on Wicked Apples (which was something of a Halloween special, even!)



• PAX East was indeed February 27 to March 1 this year.



• The Jason Rohrer game I was thinking of was Diamond Trust of London.



• Pipe Mania!



• Here's that message from Toby Fox.



• At time of posting, PAX Unplugged is still on.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Space Command" by Cousin Herb Henson, performed by Dallas Frazier with Cousin Herb Henson's Orchestra.

"The Chase" by Tadd Dameron, performed by The Tadd Dameron Sextet featuring Fats Navarro.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/spacechase_board_1800x1200.jpg?fit=1800%2C1200&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/spacechase_board_1800x1200.jpg?fit=1800%2C1200&#038;ssl=1</url>
		<title>Space Chasing Together, Apart, with Bobby Fowler and Brenda Noiseux</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:09:07</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Bobby Fowler and Brenda Noiseux outrun the Hunter to join us again and talk about Space Chase, their co-op tabletop map-'em-up and the delightful follow-up to their assiduously PvP card game Wicked Apples. This is, to put it mildly, a strange time to be making indie tabletop games—not only because tabletop games are irresolvably social (much to the fear-then-joy of introverts such as myself) but also because the way these things usually get sold is by players and developers playing together. That's intimate, and wonderful, and keenly missing from our lives right now (but hopefully, hopefully not for too much longer).







You can get Space Chase and Wicked Apples on the Almost A Game website.
You can also follow Almost A Game on Twitter.
 ———
• For some more of Bobby and Brenda, do consider the episode on Wicked Apples (which was something of a Halloween special, even!)



• PAX East was indeed February 27 to March 1 this year.



• The Jason Rohrer game I was thinking of was Diamon]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/spacechase_board_1800x1200.jpg?fit=1800%2C1200&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Talking about Way More than Coding, with Moo Yu</title>
	<link>https://etao.blog/2020/06/23/podcast-86/</link>
	<pubDate>Tue, 23 Jun 2020 14:01:21 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">27edb2a3-d805-5f87-ac4f-a88f3cfe789d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Moo Yu stops by to talk about his work on <em>Knights and Bikes,</em> <em>Subsurface Circular,</em> <em>LittleBigPlanet,</em> and several of the <em>Ratchet &amp; Clank</em> games?plus his advocacy, activism, and mentorship via <a href="https://www.pocplay.org/">POC in Play</a>. Beyond that, he gets into a deep, generous discussion about the strange position of <em>the code itself</em> in how we understand games. Obviously the code is <em>necessary</em> and <em>important,</em> but it's not necessarily what we talk about when we talk about games, exactly. So how do we talk about the work a programmer does on a game, without necessarily going all the way down some highly technical, domain-specific rabbit hole or other? That seems important.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Knights and Bikes</em> on <a href="https://store.steampowered.com/app/592480/Knights_And_Bikes/">Steam</a>, <a href="https://www.gog.com/game/knights_and_bikes">GOG</a>, <a href="https://store.playstation.com/en-us/product/UP2154-CUSA13266_00-KNIGHTSBIKESSIEA">PS4</a>, and <a href="https://www.nintendo.com/games/detail/knights-and-bikes-switch/">Switch</a>.
You can learn more about POC in Play on <a href="https://www.pocplay.org/">their website</a>.</strong>
You can also follow <a href="https://twitter.com/oneofmoo">Moo</a> (and <a href="https://twitter.com/foamswordgames">Foam Sword</a>) on Twitter.
 ———
• Here's <a href="https://www.youtube.com/watch?v=EHj_MFVwNXs&amp;t=2378s">Moo's talk at GduX.me</a>.</p>



<p class="wp-block-paragraph">• The video I was thinking of was not <a href="https://youtu.be/XR0hk700H_4?t=2389">the big player-facing PlayStation 5 hardware reveal</a>, but <a href="https://www.youtube.com/watch?v=qC5KtatMcUw">that vastly more developer-facing Unreal Engine 5 demo</a>.</p>



<p class="wp-block-paragraph">• In the spirit of keeping the notes quasi--game-related, here's <a href="https://www.polygon.com/2020/6/2/21278117/how-to-support-black-lives-matter-george-floyd-protests-donate-volunteer-police-brutality">Polygon's roundup of ways to support the current protests</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Theme from <em>Knights and Bikes"</em> by <a href="https://twitter.com/DANIELPEMBERTON">Daniel Pemberton</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Moo Yu stops by to talk about his work on Knights and Bikes, Subsurface Circular, LittleBigPlanet, and several of the Ratchet &amp; Clank games?plus his advocacy, activism, and mentorship via POC in Play. Beyond that, he gets into a deep, generous discus]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Talking about Way More than Coding, with Moo Yu]]></itunes:title>
	<itunes:episode>86</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Moo Yu stops by to talk about his work on <em>Knights and Bikes,</em> <em>Subsurface Circular,</em> <em>LittleBigPlanet,</em> and several of the <em>Ratchet &amp; Clank</em> games?plus his advocacy, activism, and mentorship via <a href="https://www.pocplay.org/">POC in Play</a>. Beyond that, he gets into a deep, generous discussion about the strange position of <em>the code itself</em> in how we understand games. Obviously the code is <em>necessary</em> and <em>important,</em> but it's not necessarily what we talk about when we talk about games, exactly. So how do we talk about the work a programmer does on a game, without necessarily going all the way down some highly technical, domain-specific rabbit hole or other? That seems important.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Knights and Bikes</em> on <a href="https://store.steampowered.com/app/592480/Knights_And_Bikes/">Steam</a>, <a href="https://www.gog.com/game/knights_and_bikes">GOG</a>, <a href="https://store.playstation.com/en-us/product/UP2154-CUSA13266_00-KNIGHTSBIKESSIEA">PS4</a>, and <a href="https://www.nintendo.com/games/detail/knights-and-bikes-switch/">Switch</a>.
You can learn more about POC in Play on <a href="https://www.pocplay.org/">their website</a>.</strong>
You can also follow <a href="https://twitter.com/oneofmoo">Moo</a> (and <a href="https://twitter.com/foamswordgames">Foam Sword</a>) on Twitter.
 ———
• Here's <a href="https://www.youtube.com/watch?v=EHj_MFVwNXs&amp;t=2378s">Moo's talk at GduX.me</a>.</p>



<p class="wp-block-paragraph">• The video I was thinking of was not <a href="https://youtu.be/XR0hk700H_4?t=2389">the big player-facing PlayStation 5 hardware reveal</a>, but <a href="https://www.youtube.com/watch?v=qC5KtatMcUw">that vastly more developer-facing Unreal Engine 5 demo</a>.</p>



<p class="wp-block-paragraph">• In the spirit of keeping the notes quasi--game-related, here's <a href="https://www.polygon.com/2020/6/2/21278117/how-to-support-black-lives-matter-george-floyd-protests-donate-volunteer-police-brutality">Polygon's roundup of ways to support the current protests</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Theme from <em>Knights and Bikes"</em> by <a href="https://twitter.com/DANIELPEMBERTON">Daniel Pemberton</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/06/etao-podcast-86-moo-yu.mp3" length="125949580" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Moo Yu stops by to talk about his work on Knights and Bikes, Subsurface Circular, LittleBigPlanet, and several of the Ratchet &amp; Clank games?plus his advocacy, activism, and mentorship via POC in Play. Beyond that, he gets into a deep, generous discussion about the strange position of the code itself in how we understand games. Obviously the code is necessary and important, but it's not necessarily what we talk about when we talk about games, exactly. So how do we talk about the work a programmer does on a game, without necessarily going all the way down some highly technical, domain-specific rabbit hole or other? That seems important.







You can get Knights and Bikes on Steam, GOG, PS4, and Switch.
You can learn more about POC in Play on their website.
You can also follow Moo (and Foam Sword) on Twitter.
 ———
• Here's Moo's talk at GduX.me.



• The video I was thinking of was not the big player-facing PlayStation 5 hardware reveal, but that vastly more developer-facing Unreal Engine 5 demo.



• In the spirit of keeping the notes quasi--game-related, here's Polygon's roundup of ways to support the current protests.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Theme from Knights and Bikes" by Daniel Pemberton.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/etp7kioueaaorrm.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/etp7kioueaaorrm.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>Talking about Way More than Coding, with Moo Yu</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:37:26</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Moo Yu stops by to talk about his work on Knights and Bikes, Subsurface Circular, LittleBigPlanet, and several of the Ratchet &amp; Clank games?plus his advocacy, activism, and mentorship via POC in Play. Beyond that, he gets into a deep, generous discussion about the strange position of the code itself in how we understand games. Obviously the code is necessary and important, but it's not necessarily what we talk about when we talk about games, exactly. So how do we talk about the work a programmer does on a game, without necessarily going all the way down some highly technical, domain-specific rabbit hole or other? That seems important.







You can get Knights and Bikes on Steam, GOG, PS4, and Switch.
You can learn more about POC in Play on their website.
You can also follow Moo (and Foam Sword) on Twitter.
 ———
• Here's Moo's talk at GduX.me.



• The video I was thinking of was not the big player-facing PlayStation 5 hardware reveal, but that vastly more developer-facing Unreal]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/06/etp7kioueaaorrm.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Access and Challenge, with Greg Haynes</title>
	<link>https://etao.blog/2020/06/09/podcast-85/</link>
	<pubDate>Tue, 09 Jun 2020 14:01:02 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">50ebe664-cb9a-5485-95d9-69828d61da15</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Greg Haynes is the Lead Games User Researcher at AbleGamers, an organization dedicated, simply but profoundly, to making sure that everyone can play video games, regardless of disability. That's a huge mandate, serving a dauntingly large and diverse group of players. So in this interview, Greg talks us through AbleGamers' philosophy and approach, from research via Player Panels, to workshops and consultancy matching with developers, to their rightly-celebrated work on what is now known as <a href="https://www.xbox.com/en-US/accessories/controllers/xbox-adaptive-controller">the Xbox Adaptive Controller</a> (controller formerly known as the Adroit Switchblade), to what might be next.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find out more about AbleGamers on <a href="https://ablegamers.org/">their website</a>.</strong>
You can also follow <a href="https://twitter.com/GregJHazy">Greg</a> (and <a href="https://twitter.com/AbleGamers">AbleGamers</a>) on Twitter.
 ———
• Here's <a href="https://ablegamers.org/the-potency-of-unity-an-open-letter-from-a-black-gamer/">Greg's piece for the AbleGamers site, with its timely addendum</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://itch.io/b/520/bundle-for-racial-justice-and-equality">that stunning Bundle for Racial Justice and Equality on itch.io</a>.</p>



<p class="wp-block-paragraph">• Here's some context on <a href="https://square-enix-games.com/en_US/news/accessibility-marvels-avengers">AbleGames' work with Crystal Dynamics on <em>Marvel's Avengers,</em> and specifically Cherry Thompson's work on the game</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=vi98rAn4uXE">the Game Maker's Toolkit "2019 in Accessibility" video</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=84V6zqXHFEc">that Noclip podcast about <em>Sekiro</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The golden strawberries in <em>Celeste</em> do count, but they count exactly the same as regular-ass strawberries—so there's absolutely nothing in the entire game, including the best ending, that <em>requires</em> a player to mess around with the golden strawberries at all.</p>



<p class="wp-block-paragraph">• And Brolylegs is impressive as hell. <a href="https://www.youtube.com/watch?v=s1MYSgy4QMw"><em>Street Fighter</em> is the game he plays at a tournament level</a>, and he recently beat <em>Dark Souls</em>—with his face, he <a href="https://twitter.com/Brolylegs/status/1267021790431399937">hastens to point out</a>—on <a href="https://www.twitch.tv/brolylegs">his Twitch channel</a>.</p>



<p class="wp-block-paragraph">• <a href="http://irrationalpassions.com/pax-east-2020-interview-with-greg-haynes-of-ablegamers/">Here's the other interview with Greg that I mentioned</a>.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Hobson Street Blues" by Bob Zurke, arranged by Fud Livingston, <a href="https://archive.org/details/78_hobson-street-blues_bob-zurke-fud-livingston-bob-zurke-and-his-delta-river-band_gbia0000211b/">performed by Bob Zurke and His Delta River Band</a>.

"Cherry" by Don Redman, <a href="https://archive.org/details/78_cherry_harry-james-and-his-orchestra-redman_gbia0014453a/">performed by Harry James and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Greg Haynes is the Lead Games User Researcher at AbleGamers, an organization dedicated, simply but profoundly, to making sure that everyone can play video games, regardless of disability. Thats a huge mandate, serving a dauntingly large and diverse group]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Access and Challenge, with Greg Haynes]]></itunes:title>
	<itunes:episode>85</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Greg Haynes is the Lead Games User Researcher at AbleGamers, an organization dedicated, simply but profoundly, to making sure that everyone can play video games, regardless of disability. That's a huge mandate, serving a dauntingly large and diverse group of players. So in this interview, Greg talks us through AbleGamers' philosophy and approach, from research via Player Panels, to workshops and consultancy matching with developers, to their rightly-celebrated work on what is now known as <a href="https://www.xbox.com/en-US/accessories/controllers/xbox-adaptive-controller">the Xbox Adaptive Controller</a> (controller formerly known as the Adroit Switchblade), to what might be next.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can find out more about AbleGamers on <a href="https://ablegamers.org/">their website</a>.</strong>
You can also follow <a href="https://twitter.com/GregJHazy">Greg</a> (and <a href="https://twitter.com/AbleGamers">AbleGamers</a>) on Twitter.
 ———
• Here's <a href="https://ablegamers.org/the-potency-of-unity-an-open-letter-from-a-black-gamer/">Greg's piece for the AbleGamers site, with its timely addendum</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://itch.io/b/520/bundle-for-racial-justice-and-equality">that stunning Bundle for Racial Justice and Equality on itch.io</a>.</p>



<p class="wp-block-paragraph">• Here's some context on <a href="https://square-enix-games.com/en_US/news/accessibility-marvels-avengers">AbleGames' work with Crystal Dynamics on <em>Marvel's Avengers,</em> and specifically Cherry Thompson's work on the game</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=vi98rAn4uXE">the Game Maker's Toolkit "2019 in Accessibility" video</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=84V6zqXHFEc">that Noclip podcast about <em>Sekiro</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The golden strawberries in <em>Celeste</em> do count, but they count exactly the same as regular-ass strawberries—so there's absolutely nothing in the entire game, including the best ending, that <em>requires</em> a player to mess around with the golden strawberries at all.</p>



<p class="wp-block-paragraph">• And Brolylegs is impressive as hell. <a href="https://www.youtube.com/watch?v=s1MYSgy4QMw"><em>Street Fighter</em> is the game he plays at a tournament level</a>, and he recently beat <em>Dark Souls</em>—with his face, he <a href="https://twitter.com/Brolylegs/status/1267021790431399937">hastens to point out</a>—on <a href="https://www.twitch.tv/brolylegs">his Twitch channel</a>.</p>



<p class="wp-block-paragraph">• <a href="http://irrationalpassions.com/pax-east-2020-interview-with-greg-haynes-of-ablegamers/">Here's the other interview with Greg that I mentioned</a>.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Hobson Street Blues" by Bob Zurke, arranged by Fud Livingston, <a href="https://archive.org/details/78_hobson-street-blues_bob-zurke-fud-livingston-bob-zurke-and-his-delta-river-band_gbia0000211b/">performed by Bob Zurke and His Delta River Band</a>.

"Cherry" by Don Redman, <a href="https://archive.org/details/78_cherry_harry-james-and-his-orchestra-redman_gbia0014453a/">performed by Harry James and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/06/etao-podcast-85-greg-haynes.mp3" length="129597733" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Greg Haynes is the Lead Games User Researcher at AbleGamers, an organization dedicated, simply but profoundly, to making sure that everyone can play video games, regardless of disability. That's a huge mandate, serving a dauntingly large and diverse group of players. So in this interview, Greg talks us through AbleGamers' philosophy and approach, from research via Player Panels, to workshops and consultancy matching with developers, to their rightly-celebrated work on what is now known as the Xbox Adaptive Controller (controller formerly known as the Adroit Switchblade), to what might be next.







You can find out more about AbleGamers on their website.
You can also follow Greg (and AbleGamers) on Twitter.
 ———
• Here's Greg's piece for the AbleGamers site, with its timely addendum.



• Here's that stunning Bundle for Racial Justice and Equality on itch.io.



• Here's some context on AbleGames' work with Crystal Dynamics on Marvel's Avengers, and specifically Cherry Thompson's work on the game.



• Here's the Game Maker's Toolkit "2019 in Accessibility" video.



• And here's that Noclip podcast about Sekiro.



• The golden strawberries in Celeste do count, but they count exactly the same as regular-ass strawberries—so there's absolutely nothing in the entire game, including the best ending, that requires a player to mess around with the golden strawberries at all.



• And Brolylegs is impressive as hell. Street Fighter is the game he plays at a tournament level, and he recently beat Dark Souls—with his face, he hastens to point out—on his Twitch channel.



• Here's the other interview with Greg that I mentioned.

———



"All The People Say (Season 3)" by Holly Hyperion.

"Hobson Street Blues" by Bob Zurke, arranged by Fud Livingston, performed by Bob Zurke and His Delta River Band.

"Cherry" by Don Redman, performed by Harry James and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/avengers-t-poses.png?fit=2281%2C1578&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/avengers-t-poses.png?fit=2281%2C1578&#038;ssl=1</url>
		<title>Access and Challenge, with Greg Haynes</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:24:11</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Greg Haynes is the Lead Games User Researcher at AbleGamers, an organization dedicated, simply but profoundly, to making sure that everyone can play video games, regardless of disability. That's a huge mandate, serving a dauntingly large and diverse group of players. So in this interview, Greg talks us through AbleGamers' philosophy and approach, from research via Player Panels, to workshops and consultancy matching with developers, to their rightly-celebrated work on what is now known as the Xbox Adaptive Controller (controller formerly known as the Adroit Switchblade), to what might be next.







You can find out more about AbleGamers on their website.
You can also follow Greg (and AbleGamers) on Twitter.
 ———
• Here's Greg's piece for the AbleGamers site, with its timely addendum.



• Here's that stunning Bundle for Racial Justice and Equality on itch.io.



• Here's some context on AbleGames' work with Crystal Dynamics on Marvel's Avengers, and specifically Cherry Thompson's wo]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/avengers-t-poses.png?fit=2281%2C1578&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Everything Animal Crossing, and Everything Else</title>
	<link>https://etao.blog/2020/05/26/podcast-84/</link>
	<pubDate>Tue, 26 May 2020 14:01:03 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1a4ea04f-f904-5610-b5b8-4e2c373f5ff6</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Animal Crossing: New Horizons</em> has been stealing hearts, blowing up timelines, and filling in blanks in our shared social fabric for about two surreally protracted months now. For once, the zeitgeist hasn't outrun our goofy, research-heavy way of picking topics!</p>



<p class="wp-block-paragraph">So in this episode, Lauren Villegas joins in to talk about <em>Animal Crossing,</em> inclusivity, games-as-platforms, our shifting notions of gendered play, and some 90s miscellany.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>We don't need to tell you that you can get <em>Animal Crossing: New Horizons</em> on <a href="https://www.nintendo.com/games/detail/animal-crossing-new-horizons-switch/">Switch</a>.</strong>
You can also follow <a href="https://twitter.com/veeYAYgahs">Lauren</a> on Twitter.
 ———
• Here's <a href="https://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed">that Polygon piece about how the "games are for boys" idea crystalized</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=6GMybmWHzfU">Shigeru Miyamoto's talk about the wife-o-meter</a>.</p>



<p class="wp-block-paragraph">• By way of decoding the 90s references, <a href="https://www.youtube.com/watch?v=uCBTGK_bXEU">Polly Pocket</a> (for girls!) and <a href="https://www.youtube.com/watch?v=xrvFDNA6LUc">Mighty Max</a> (for boys!)</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=Va9tq81Tazw">a full playthrough of <em>Rockett's New School</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And <a href="https://www.youtube.com/watch?v=vET5Sc47VSI">an IndieCade interview with Brenda Laurel of Purple Moon, as well as a few of her "games for girls" contemporaries</a>. She gets into how some of her research back in the day (which Lauren and I do feel has some stereotypey gendered assumptions in retrospect) is "historically situated," and very much a direct response to the videogames market of the time. <a href="https://mitpress.mit.edu/books/utopian-entrepreneur">Her book</a> is something I'll definitely give a read at some point, too.</p>



<p class="wp-block-paragraph">• <a href="http://femicom.org/">FEMICOM is a fascinating resource, too</a>.</p>



<p class="wp-block-paragraph">• I think about <a href="https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types">the Bartle taxonomy of player types</a> kind of a lot.</p>



<p class="wp-block-paragraph">• As a contrast to <em>Animal Crossing</em>-as-platform, here's <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">Dan Olson's piece on the hellscape that is (was?) <em>Fortnite</em>-as-platform</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=gIob77bGg0k">the episode of <em>Animal Talking</em> with Danny Trejo and Elijah Wood</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://hyperallergic.com/557371/animal-crossing-new-horizons-getty/">a story about the Getty putting a bunch of its collection online in <em>Animal Crossing</em> form. </a><a href="https://animalcrossingworld.com/2020/04/the-largest-us-museum-adds-animal-crossing-pattern-buttons-to-over-400000-art-pieces-on-their-website/">The Metropolitan Museum of Art in New York did something similar, too</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.polygon.com/2020/4/13/21218993/animal-crossing-new-horizons-real-museum-curation-tour">the Monterey Bay Aquarium's collaboration with the Chicago Field Museum</a>.</p>



<p class="wp-block-paragraph">• Kurt Vonnegut did indeed do <a href="https://www.youtube.com/watch?v=crPrPpAaRXo">an interview in <em>Second Life</em></a><em>.</em></p>



<p class="wp-block-paragraph">• In case you're not sure what I meant about <a href="https://www.youtube.com/watch?v=W1ZKcZbi1rg"><em>seeing the true ending</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.polygon.com/2020/5/16/21258908/animal-crossing-island-reset-second-run-twitter">Here's that story about FOMO-fueled <em>Animal Crossing</em> save deletion</a>, as well as <a href="https://kotaku.com/im-playing-animal-crossing-wrong-and-its-good-actuall-1843135886">Nathan Grayson's piece</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2019/08/16/destiny-konmari-1/">my <em>Destiny 2</em> tidying stream</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.gamespot.com/articles/finally-i-can-be-me-in-animal-crossing-but-im-exha/1100-6476749/">that piece about skin tones and representation in <em>Animal Crossing</em></a><em>.</em>

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Sand" by Andy Iona and Billy Abrams, <a href="https://archive.org/details/78_sand_andy-iona-and-his-orchestra-abrams-iona_gbia0017548a/"> performed by Andy Iona and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Animal Crossing: New Horizons has been stealing hearts, blowing up timelines, and filling in blanks in our shared social fabric for about two surreally protracted months now. For once, the zeitgeist hasnt outrun our goofy, research-heavy way of picking t]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Everything Animal Crossing, and Everything Else]]></itunes:title>
	<itunes:episode>84</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Animal Crossing: New Horizons</em> has been stealing hearts, blowing up timelines, and filling in blanks in our shared social fabric for about two surreally protracted months now. For once, the zeitgeist hasn't outrun our goofy, research-heavy way of picking topics!</p>



<p class="wp-block-paragraph">So in this episode, Lauren Villegas joins in to talk about <em>Animal Crossing,</em> inclusivity, games-as-platforms, our shifting notions of gendered play, and some 90s miscellany.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>We don't need to tell you that you can get <em>Animal Crossing: New Horizons</em> on <a href="https://www.nintendo.com/games/detail/animal-crossing-new-horizons-switch/">Switch</a>.</strong>
You can also follow <a href="https://twitter.com/veeYAYgahs">Lauren</a> on Twitter.
 ———
• Here's <a href="https://www.polygon.com/features/2013/12/2/5143856/no-girls-allowed">that Polygon piece about how the "games are for boys" idea crystalized</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=6GMybmWHzfU">Shigeru Miyamoto's talk about the wife-o-meter</a>.</p>



<p class="wp-block-paragraph">• By way of decoding the 90s references, <a href="https://www.youtube.com/watch?v=uCBTGK_bXEU">Polly Pocket</a> (for girls!) and <a href="https://www.youtube.com/watch?v=xrvFDNA6LUc">Mighty Max</a> (for boys!)</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=Va9tq81Tazw">a full playthrough of <em>Rockett's New School</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And <a href="https://www.youtube.com/watch?v=vET5Sc47VSI">an IndieCade interview with Brenda Laurel of Purple Moon, as well as a few of her "games for girls" contemporaries</a>. She gets into how some of her research back in the day (which Lauren and I do feel has some stereotypey gendered assumptions in retrospect) is "historically situated," and very much a direct response to the videogames market of the time. <a href="https://mitpress.mit.edu/books/utopian-entrepreneur">Her book</a> is something I'll definitely give a read at some point, too.</p>



<p class="wp-block-paragraph">• <a href="http://femicom.org/">FEMICOM is a fascinating resource, too</a>.</p>



<p class="wp-block-paragraph">• I think about <a href="https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types">the Bartle taxonomy of player types</a> kind of a lot.</p>



<p class="wp-block-paragraph">• As a contrast to <em>Animal Crossing</em>-as-platform, here's <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">Dan Olson's piece on the hellscape that is (was?) <em>Fortnite</em>-as-platform</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=gIob77bGg0k">the episode of <em>Animal Talking</em> with Danny Trejo and Elijah Wood</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://hyperallergic.com/557371/animal-crossing-new-horizons-getty/">a story about the Getty putting a bunch of its collection online in <em>Animal Crossing</em> form. </a><a href="https://animalcrossingworld.com/2020/04/the-largest-us-museum-adds-animal-crossing-pattern-buttons-to-over-400000-art-pieces-on-their-website/">The Metropolitan Museum of Art in New York did something similar, too</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.polygon.com/2020/4/13/21218993/animal-crossing-new-horizons-real-museum-curation-tour">the Monterey Bay Aquarium's collaboration with the Chicago Field Museum</a>.</p>



<p class="wp-block-paragraph">• Kurt Vonnegut did indeed do <a href="https://www.youtube.com/watch?v=crPrPpAaRXo">an interview in <em>Second Life</em></a><em>.</em></p>



<p class="wp-block-paragraph">• In case you're not sure what I meant about <a href="https://www.youtube.com/watch?v=W1ZKcZbi1rg"><em>seeing the true ending</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.polygon.com/2020/5/16/21258908/animal-crossing-island-reset-second-run-twitter">Here's that story about FOMO-fueled <em>Animal Crossing</em> save deletion</a>, as well as <a href="https://kotaku.com/im-playing-animal-crossing-wrong-and-its-good-actuall-1843135886">Nathan Grayson's piece</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://etao.blog/2019/08/16/destiny-konmari-1/">my <em>Destiny 2</em> tidying stream</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.gamespot.com/articles/finally-i-can-be-me-in-animal-crossing-but-im-exha/1100-6476749/">that piece about skin tones and representation in <em>Animal Crossing</em></a><em>.</em>

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Sand" by Andy Iona and Billy Abrams, <a href="https://archive.org/details/78_sand_andy-iona-and-his-orchestra-abrams-iona_gbia0017548a/"> performed by Andy Iona and His Orchestra</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/05/etao-podcast-84-acnh.mp3" length="86827582" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Animal Crossing: New Horizons has been stealing hearts, blowing up timelines, and filling in blanks in our shared social fabric for about two surreally protracted months now. For once, the zeitgeist hasn't outrun our goofy, research-heavy way of picking topics!



So in this episode, Lauren Villegas joins in to talk about Animal Crossing, inclusivity, games-as-platforms, our shifting notions of gendered play, and some 90s miscellany.







We don't need to tell you that you can get Animal Crossing: New Horizons on Switch.
You can also follow Lauren on Twitter.
 ———
• Here's that Polygon piece about how the "games are for boys" idea crystalized.



• And here's Shigeru Miyamoto's talk about the wife-o-meter.



• By way of decoding the 90s references, Polly Pocket (for girls!) and Mighty Max (for boys!)



• Here's a full playthrough of Rockett's New School.



• And an IndieCade interview with Brenda Laurel of Purple Moon, as well as a few of her "games for girls" contemporaries. She gets into how some of her research back in the day (which Lauren and I do feel has some stereotypey gendered assumptions in retrospect) is "historically situated," and very much a direct response to the videogames market of the time. Her book is something I'll definitely give a read at some point, too.



• FEMICOM is a fascinating resource, too.



• I think about the Bartle taxonomy of player types kind of a lot.



• As a contrast to Animal Crossing-as-platform, here's Dan Olson's piece on the hellscape that is (was?) Fortnite-as-platform.



• Here's the episode of Animal Talking with Danny Trejo and Elijah Wood.



• Here's a story about the Getty putting a bunch of its collection online in Animal Crossing form. The Metropolitan Museum of Art in New York did something similar, too.



• And here's the Monterey Bay Aquarium's collaboration with the Chicago Field Museum.



• Kurt Vonnegut did indeed do an interview in Second Life.



• In case you're not sure what I meant about seeing the true ending.



• Here's that story about FOMO-fueled Animal Crossing save deletion, as well as Nathan Grayson's piece.



• Here's my Destiny 2 tidying stream.



• And here's that piece about skin tones and representation in Animal Crossing.

———



"All The People Say (Season 3)" by Holly Hyperion.

"Sand" by Andy Iona and Billy Abrams,  performed by Andy Iona and His Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/ev7fhkjueaeotoz.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/ev7fhkjueaeotoz.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>Everything Animal Crossing, and Everything Else</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Animal Crossing: New Horizons has been stealing hearts, blowing up timelines, and filling in blanks in our shared social fabric for about two surreally protracted months now. For once, the zeitgeist hasn't outrun our goofy, research-heavy way of picking topics!



So in this episode, Lauren Villegas joins in to talk about Animal Crossing, inclusivity, games-as-platforms, our shifting notions of gendered play, and some 90s miscellany.







We don't need to tell you that you can get Animal Crossing: New Horizons on Switch.
You can also follow Lauren on Twitter.
 ———
• Here's that Polygon piece about how the "games are for boys" idea crystalized.



• And here's Shigeru Miyamoto's talk about the wife-o-meter.



• By way of decoding the 90s references, Polly Pocket (for girls!) and Mighty Max (for boys!)



• Here's a full playthrough of Rockett's New School.



• And an IndieCade interview with Brenda Laurel of Purple Moon, as well as a few of her "games for girls" contemporaries. She]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/ev7fhkjueaeotoz.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Arcade Games in Isolation, with Nikita Mikros and Josh DeBonis</title>
	<link>https://etao.blog/2020/05/12/podcast-83/</link>
	<pubDate>Tue, 12 May 2020 14:01:15 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ef9dc24f-58b0-59e1-bccd-6c0e41dc677e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Nikita Mikros and Josh DeBonis created the original field game <em>Killer Queen,</em> before adapting it into the venerable indie arcade esport institution that it is today. They were a bit less involved in the home game adaptation, <em>Killer Queen Black,</em> since to them, <em>Killer Queen</em> was a fundamentally face-to-face experience, communitarian to the point of being politically radical in its own way.</p>



<p class="wp-block-paragraph">But then the world went all weird. So now Nik and Josh are working on a new, single-player game for <em>Killer Queen</em> fans in the time of COVID-19. <em>ABS vs THE BLOOD QUEEN</em> [which was later retitled <em>ZOMBEEZ: A Killer Queen Remix] </em>is a way for <em>Killer Queen</em> aficionados to keep their skills sharp while staying home, sure, but it's also a vivid creation in its own right, sticking with the same world while tonally shifting to a sort of frantic horror that can't help but feel like a product of our strange, strange times through and through.</p>



<p class="wp-block-paragraph">They're also making the thing <em>fast,</em> but they did take some time to stop by and talk about the new project (as well as the legacy of <em>Killer Queen</em> more broadly) with us.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can play <em>Killer Queen</em> <a href="https://killerqueenarcade.com/locations">at an arcade maybe-near you</a> once the world is a shade less insane.
[UPDATE: The game was retitled <em>ZOMBEEZ: A Killer Queen Remix</em>. You can get it on <a href="_wp_link_placeholder">Steam</a>.]
You can get <em>Killer Queen Black</em> on <a href="https://store.steampowered.com/app/663670/Killer_Queen_Black/">Steam</a> and <a href="https://www.nintendo.com/games/detail/killer-queen-black-switch/">Switch</a>.</strong>
You can also follow <a href="https://twitter.com/nmikros">Nik</a>, <a href="https://twitter.com/joshdebonis">Josh</a>, and <a href="https://twitter.com/bumblebeargames">Bumblebear</a> on Twitter.
 ———
• For more on <em>Killer Queen Arcade,</em> give a listen to <a href="http://etao.blog/2019/08/06/podcast-62/">our episode with Alan Dang</a>, and for more on <em>Killer Queen Black,</em> check out <a href="http://etao.blog/2019/11/26/podcast-70/">our episode with cs wallace</a>.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.jackboxgames.com/celebrity-jackbox-games-giving-launches-friday-at-9-pm-et-on-twitch-youtube-more/">Jackbox Games' most recent charitable endeavors</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.twitch.tv/kqtv">Killer Quarantine TV</a> (which does indeed include cooking shows, cosplay-adjacent makeup, and lots else besides).

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some fanfare from <em>Killer Queen Arcade.</em>

<a href="https://www.youtube.com/watch?v=pD6qyup6NaU">Some bossa nova by Gilbertos Job</a>, as featured in the <em>ABS vs THE BLOOD QUEEN</em> trailer.

And then a whole bunch more <em>Killer Queen Arcade</em> music.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Nikita Mikros and Josh DeBonis created the original field game Killer Queen, before adapting it into the venerable indie arcade esport institution that it is today. They were a bit less involved in the home game adaptation, Killer Queen Black, since to t]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Arcade Games in Isolation, with Nikita Mikros and Josh DeBonis]]></itunes:title>
	<itunes:episode>83</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Nikita Mikros and Josh DeBonis created the original field game <em>Killer Queen,</em> before adapting it into the venerable indie arcade esport institution that it is today. They were a bit less involved in the home game adaptation, <em>Killer Queen Black,</em> since to them, <em>Killer Queen</em> was a fundamentally face-to-face experience, communitarian to the point of being politically radical in its own way.</p>



<p class="wp-block-paragraph">But then the world went all weird. So now Nik and Josh are working on a new, single-player game for <em>Killer Queen</em> fans in the time of COVID-19. <em>ABS vs THE BLOOD QUEEN</em> [which was later retitled <em>ZOMBEEZ: A Killer Queen Remix] </em>is a way for <em>Killer Queen</em> aficionados to keep their skills sharp while staying home, sure, but it's also a vivid creation in its own right, sticking with the same world while tonally shifting to a sort of frantic horror that can't help but feel like a product of our strange, strange times through and through.</p>



<p class="wp-block-paragraph">They're also making the thing <em>fast,</em> but they did take some time to stop by and talk about the new project (as well as the legacy of <em>Killer Queen</em> more broadly) with us.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can play <em>Killer Queen</em> <a href="https://killerqueenarcade.com/locations">at an arcade maybe-near you</a> once the world is a shade less insane.
[UPDATE: The game was retitled <em>ZOMBEEZ: A Killer Queen Remix</em>. You can get it on <a href="_wp_link_placeholder">Steam</a>.]
You can get <em>Killer Queen Black</em> on <a href="https://store.steampowered.com/app/663670/Killer_Queen_Black/">Steam</a> and <a href="https://www.nintendo.com/games/detail/killer-queen-black-switch/">Switch</a>.</strong>
You can also follow <a href="https://twitter.com/nmikros">Nik</a>, <a href="https://twitter.com/joshdebonis">Josh</a>, and <a href="https://twitter.com/bumblebeargames">Bumblebear</a> on Twitter.
 ———
• For more on <em>Killer Queen Arcade,</em> give a listen to <a href="http://etao.blog/2019/08/06/podcast-62/">our episode with Alan Dang</a>, and for more on <em>Killer Queen Black,</em> check out <a href="http://etao.blog/2019/11/26/podcast-70/">our episode with cs wallace</a>.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.jackboxgames.com/celebrity-jackbox-games-giving-launches-friday-at-9-pm-et-on-twitch-youtube-more/">Jackbox Games' most recent charitable endeavors</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.twitch.tv/kqtv">Killer Quarantine TV</a> (which does indeed include cooking shows, cosplay-adjacent makeup, and lots else besides).

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some fanfare from <em>Killer Queen Arcade.</em>

<a href="https://www.youtube.com/watch?v=pD6qyup6NaU">Some bossa nova by Gilbertos Job</a>, as featured in the <em>ABS vs THE BLOOD QUEEN</em> trailer.

And then a whole bunch more <em>Killer Queen Arcade</em> music.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/05/etao-podcast-83-bumblebear.mp3" length="110232303" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Nikita Mikros and Josh DeBonis created the original field game Killer Queen, before adapting it into the venerable indie arcade esport institution that it is today. They were a bit less involved in the home game adaptation, Killer Queen Black, since to them, Killer Queen was a fundamentally face-to-face experience, communitarian to the point of being politically radical in its own way.



But then the world went all weird. So now Nik and Josh are working on a new, single-player game for Killer Queen fans in the time of COVID-19. ABS vs THE BLOOD QUEEN [which was later retitled ZOMBEEZ: A Killer Queen Remix] is a way for Killer Queen aficionados to keep their skills sharp while staying home, sure, but it's also a vivid creation in its own right, sticking with the same world while tonally shifting to a sort of frantic horror that can't help but feel like a product of our strange, strange times through and through.



They're also making the thing fast, but they did take some time to stop by and talk about the new project (as well as the legacy of Killer Queen more broadly) with us.



 



You can play Killer Queen at an arcade maybe-near you once the world is a shade less insane.
[UPDATE: The game was retitled ZOMBEEZ: A Killer Queen Remix. You can get it on Steam.]
You can get Killer Queen Black on Steam and Switch.
You can also follow Nik, Josh, and Bumblebear on Twitter.
 ———
• For more on Killer Queen Arcade, give a listen to our episode with Alan Dang, and for more on Killer Queen Black, check out our episode with cs wallace.



• Here are Jackbox Games' most recent charitable endeavors.



• And here's Killer Quarantine TV (which does indeed include cooking shows, cosplay-adjacent makeup, and lots else besides).

———



"All The People Say (Season 3)" by Holly Hyperion.

Some fanfare from Killer Queen Arcade.

Some bossa nova by Gilbertos Job, as featured in the ABS vs THE BLOOD QUEEN trailer.

And then a whole bunch more Killer Queen Arcade music.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/screen-shot-2020-05-04-at-5.14.14-pm.png?fit=3360%2C1883&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/screen-shot-2020-05-04-at-5.14.14-pm.png?fit=3360%2C1883&#038;ssl=1</url>
		<title>Arcade Games in Isolation, with Nikita Mikros and Josh DeBonis</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Nikita Mikros and Josh DeBonis created the original field game Killer Queen, before adapting it into the venerable indie arcade esport institution that it is today. They were a bit less involved in the home game adaptation, Killer Queen Black, since to them, Killer Queen was a fundamentally face-to-face experience, communitarian to the point of being politically radical in its own way.



But then the world went all weird. So now Nik and Josh are working on a new, single-player game for Killer Queen fans in the time of COVID-19. ABS vs THE BLOOD QUEEN [which was later retitled ZOMBEEZ: A Killer Queen Remix] is a way for Killer Queen aficionados to keep their skills sharp while staying home, sure, but it's also a vivid creation in its own right, sticking with the same world while tonally shifting to a sort of frantic horror that can't help but feel like a product of our strange, strange times through and through.



They're also making the thing fast, but they did take some time to sto]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/05/screen-shot-2020-05-04-at-5.14.14-pm.png?fit=3360%2C1883&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>When It&#8217;s Right to Fight, with Shawn Alexander Allen</title>
	<link>https://etao.blog/2020/05/05/podcast-82/</link>
	<pubDate>Tue, 05 May 2020 14:01:43 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d71d44db-17c7-537d-a11c-8fb349f0f0ca</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Treachery in Beatdown City</em> is a beat-'em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allen's preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations with an ever-gentrifying New York. It's a game about the world going strange, and about when violence is not only justified but necessary, and not only cathartic but <em>productive.</em> It's a power fantasy, to be sure, but by no means a callow one. It's got stuff on its mind. It uses the seductive qualities inherent in power fantasies to broaden the player's horizons. It also, not incidentally, does the whole turn-based/realtime hybrid combat thing one whole hell of a lot more successfully than the <em>Final Fantasy VII Remake</em> does (in my opinion, not Shawn's; @ me, not him).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Treachery in Beatdown City</em> on <a href="https://store.steampowered.com/app/762180/Treachery_in_Beatdown_City/">Steam</a> and <a href="https://www.nintendo.com/games/detail/treachery-in-beatdown-city-switch/">Switch</a>.</strong>
You can get the first volume of the soundtrack on <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep">Bandcamp</a>.
You can also visit Shawn's <a href="http://anewchallengerawaits.com/general/">website</a>, and follow <a href="https://twitter.com/aNuChallenger">him</a> (and <a href="https://twitter.com/Beatdown_City">the game</a>) on Twitter.
 ———
• Here's Shawn's piece, <a href="https://twitter.com/aNuChallenger/status/607956318545014784?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E607956318545014784&amp;ref_url=http%3A%2F%2Fanewchallengerawaits.com%2Fgeneral%2Fabout"><em>Being Black in America</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=QssJ4A5eEo0">his A.MAZE talk, "Put Your Glock Away, I've Got a Stronger Weapon for You."</a></p>



<p class="wp-block-paragraph">• There does not seem to be a publicly-available recording of <a href="https://schedule.sxsw.com/2015/2015/events/event_IAP43781">"Building Better Beat 'Em Ups,"</a> unfortunately. (I will of course update the show notes if I find one).</p>



<p class="wp-block-paragraph">• Three interviews that I consulted a bunch while prepping for my talk with Shawn were <a href="https://www.rockpapershotgun.com/2014/04/30/brawl-talk-treachery-in-beatdown-city-interview/">this one in Rock, Paper, Shotgun</a>, <a href="https://www.gamasutra.com/view/news/217522/Treachery_in_Beatdown_City_New_York_through_the_eyes_of_Shawn_Allen.php">this one in Gamasutra</a>, and <a href="https://monstervine.com/2018/08/shawn-alexander-allen-treachery-in-beatdown-city-developer-interview/">this one in Monster Vine</a>.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://www.youtube.com/watch?v=mcM3MKN92O0">DJ Premier Verzuz RZA</a> madness that Shawn mentioned.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=SW7T71Ath3Q">the beyond-excellent trailer for <em>Treachery in Beatdown City</em></a> featuring a cut of <a href="https://www.youtube.com/watch?v=mfQcGIH9RLo">Open Mike Eagle's incredible song for the game</a> (and here's <a href="https://www.patreon.com/openmikeeagle">Open Mike Eagle's Patreon</a>).</p>



<p class="wp-block-paragraph">• <a href="https://gamedevsofcolorexpo.com/">Game Devs of Color</a> is a cool-as hell event, and I do talk to Phoebe Watson about it a bit in <a href="http://etao.blog/2019/12/24/podcast-72/">her episode of this here podcast</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php">a great piece about <em>Shovel Knight's</em> selective, purposeful breaking of the rules of NES color palettes and suchlike</a>.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/diaplaysgames/status/1249658136467771393">Dia Lacina did indeed make the connection</a> between <em>Treachery in Beatdown City's</em> elegant blending of real-time and turn-based combat on the one hand, and <em>Final Fantasy VII Remake's...</em> less elegant blending on the other.</p>



<p class="wp-block-paragraph">• And last but not least, here are Hbomberguy's videos on <a href="https://www.youtube.com/watch?v=mLJ1gyIzg78"><em>Fallout 3</em></a> and <a href="https://www.youtube.com/watch?v=4E-0sjkDnkc"><em>Undertale</em></a><em>,</em> for those who haven't seen them.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Use Words, Not Fists (Friendly Conversation)" and "Energetic Fist (Stage Theme)" from the <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep"><em>Treachery in Beatdown City Episode 1 EP</em></a> by Inverse Phase.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Treachery in Beatdown City is a beat-em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allens preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[When It's Right to Fight, with Shawn Alexander Allen]]></itunes:title>
	<itunes:episode>82</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Treachery in Beatdown City</em> is a beat-'em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allen's preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations with an ever-gentrifying New York. It's a game about the world going strange, and about when violence is not only justified but necessary, and not only cathartic but <em>productive.</em> It's a power fantasy, to be sure, but by no means a callow one. It's got stuff on its mind. It uses the seductive qualities inherent in power fantasies to broaden the player's horizons. It also, not incidentally, does the whole turn-based/realtime hybrid combat thing one whole hell of a lot more successfully than the <em>Final Fantasy VII Remake</em> does (in my opinion, not Shawn's; @ me, not him).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Treachery in Beatdown City</em> on <a href="https://store.steampowered.com/app/762180/Treachery_in_Beatdown_City/">Steam</a> and <a href="https://www.nintendo.com/games/detail/treachery-in-beatdown-city-switch/">Switch</a>.</strong>
You can get the first volume of the soundtrack on <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep">Bandcamp</a>.
You can also visit Shawn's <a href="http://anewchallengerawaits.com/general/">website</a>, and follow <a href="https://twitter.com/aNuChallenger">him</a> (and <a href="https://twitter.com/Beatdown_City">the game</a>) on Twitter.
 ———
• Here's Shawn's piece, <a href="https://twitter.com/aNuChallenger/status/607956318545014784?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E607956318545014784&amp;ref_url=http%3A%2F%2Fanewchallengerawaits.com%2Fgeneral%2Fabout"><em>Being Black in America</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=QssJ4A5eEo0">his A.MAZE talk, "Put Your Glock Away, I've Got a Stronger Weapon for You."</a></p>



<p class="wp-block-paragraph">• There does not seem to be a publicly-available recording of <a href="https://schedule.sxsw.com/2015/2015/events/event_IAP43781">"Building Better Beat 'Em Ups,"</a> unfortunately. (I will of course update the show notes if I find one).</p>



<p class="wp-block-paragraph">• Three interviews that I consulted a bunch while prepping for my talk with Shawn were <a href="https://www.rockpapershotgun.com/2014/04/30/brawl-talk-treachery-in-beatdown-city-interview/">this one in Rock, Paper, Shotgun</a>, <a href="https://www.gamasutra.com/view/news/217522/Treachery_in_Beatdown_City_New_York_through_the_eyes_of_Shawn_Allen.php">this one in Gamasutra</a>, and <a href="https://monstervine.com/2018/08/shawn-alexander-allen-treachery-in-beatdown-city-developer-interview/">this one in Monster Vine</a>.</p>



<p class="wp-block-paragraph">• Here's the <a href="https://www.youtube.com/watch?v=mcM3MKN92O0">DJ Premier Verzuz RZA</a> madness that Shawn mentioned.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=SW7T71Ath3Q">the beyond-excellent trailer for <em>Treachery in Beatdown City</em></a> featuring a cut of <a href="https://www.youtube.com/watch?v=mfQcGIH9RLo">Open Mike Eagle's incredible song for the game</a> (and here's <a href="https://www.patreon.com/openmikeeagle">Open Mike Eagle's Patreon</a>).</p>



<p class="wp-block-paragraph">• <a href="https://gamedevsofcolorexpo.com/">Game Devs of Color</a> is a cool-as hell event, and I do talk to Phoebe Watson about it a bit in <a href="http://etao.blog/2019/12/24/podcast-72/">her episode of this here podcast</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php">a great piece about <em>Shovel Knight's</em> selective, purposeful breaking of the rules of NES color palettes and suchlike</a>.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/diaplaysgames/status/1249658136467771393">Dia Lacina did indeed make the connection</a> between <em>Treachery in Beatdown City's</em> elegant blending of real-time and turn-based combat on the one hand, and <em>Final Fantasy VII Remake's...</em> less elegant blending on the other.</p>



<p class="wp-block-paragraph">• And last but not least, here are Hbomberguy's videos on <a href="https://www.youtube.com/watch?v=mLJ1gyIzg78"><em>Fallout 3</em></a> and <a href="https://www.youtube.com/watch?v=4E-0sjkDnkc"><em>Undertale</em></a><em>,</em> for those who haven't seen them.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Use Words, Not Fists (Friendly Conversation)" and "Energetic Fist (Stage Theme)" from the <a href="https://inversephase.bandcamp.com/album/treachery-in-beatdown-city-episode-1-ep"><em>Treachery in Beatdown City Episode 1 EP</em></a> by Inverse Phase.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/05/etao-podcast-82-shawn-alexander-allen.mp3" length="143507403" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Treachery in Beatdown City is a beat-'em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allen's preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations with an ever-gentrifying New York. It's a game about the world going strange, and about when violence is not only justified but necessary, and not only cathartic but productive. It's a power fantasy, to be sure, but by no means a callow one. It's got stuff on its mind. It uses the seductive qualities inherent in power fantasies to broaden the player's horizons. It also, not incidentally, does the whole turn-based/realtime hybrid combat thing one whole hell of a lot more successfully than the Final Fantasy VII Remake does (in my opinion, not Shawn's; @ me, not him).







You can get Treachery in Beatdown City on Steam and Switch.
You can get the first volume of the soundtrack on Bandcamp.
You can also visit Shawn's website, and follow him (and the game) on Twitter.
 ———
• Here's Shawn's piece, Being Black in America.



• And here's his A.MAZE talk, "Put Your Glock Away, I've Got a Stronger Weapon for You."



• There does not seem to be a publicly-available recording of "Building Better Beat 'Em Ups," unfortunately. (I will of course update the show notes if I find one).



• Three interviews that I consulted a bunch while prepping for my talk with Shawn were this one in Rock, Paper, Shotgun, this one in Gamasutra, and this one in Monster Vine.



• Here's the DJ Premier Verzuz RZA madness that Shawn mentioned.



• And here's the beyond-excellent trailer for Treachery in Beatdown City featuring a cut of Open Mike Eagle's incredible song for the game (and here's Open Mike Eagle's Patreon).



• Game Devs of Color is a cool-as hell event, and I do talk to Phoebe Watson about it a bit in her episode of this here podcast.



• Here's a great piece about Shovel Knight's selective, purposeful breaking of the rules of NES color palettes and suchlike.



• Dia Lacina did indeed make the connection between Treachery in Beatdown City's elegant blending of real-time and turn-based combat on the one hand, and Final Fantasy VII Remake's... less elegant blending on the other.



• And last but not least, here are Hbomberguy's videos on Fallout 3 and Undertale, for those who haven't seen them.

———



"All The People Say (Season 3)" by Holly Hyperion.

"Use Words, Not Fists (Friendly Conversation)" and "Energetic Fist (Stage Theme)" from the Treachery in Beatdown City Episode 1 EP by Inverse Phase.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/evntsulu0ayjct_.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/evntsulu0ayjct_.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>When It&#8217;s Right to Fight, with Shawn Alexander Allen</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:51:34</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Treachery in Beatdown City is a beat-'em-up/turn-based RPG mashup that combines a vast array of Shawn Alexander Allen's preoccupations, from a shifting and in some ways radicalizing political consciousness, to questions of hybrid identity, to frustrations with an ever-gentrifying New York. It's a game about the world going strange, and about when violence is not only justified but necessary, and not only cathartic but productive. It's a power fantasy, to be sure, but by no means a callow one. It's got stuff on its mind. It uses the seductive qualities inherent in power fantasies to broaden the player's horizons. It also, not incidentally, does the whole turn-based/realtime hybrid combat thing one whole hell of a lot more successfully than the Final Fantasy VII Remake does (in my opinion, not Shawn's; @ me, not him).







You can get Treachery in Beatdown City on Steam and Switch.
You can get the first volume of the soundtrack on Bandcamp.
You can also visit Shawn's website, and foll]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/evntsulu0ayjct_.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>In Sokpop We Trust, with Tijmen Tio</title>
	<link>https://etao.blog/2020/04/28/podcast-81/</link>
	<pubDate>Tue, 28 Apr 2020 14:01:21 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">fa31c457-8ca0-5218-8620-140923d716d7</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, who've been putting out a game every two weeks since 2018. It's a way of working that requires a great deal of <em>trust</em> among the developers, and between them and their audience—which makes it unique, and beautiful, and especially worth exploring as the world continues to go fully nuts.</p>



<p class="wp-block-paragraph">We talk about how Sokpop started doing what they do, the "stupid ideas" (Tijmen's term) that they floated and rejected along the way, and some of the truly lovely work that Tijmen has made for the subscribers, from <em>simmiland</em> to <em>Doler</em> to <em>Featherfall.</em> (I do wish we'd also gotten to talk about <em>Sproots</em> and <em>Bandapes,</em> but that's the whole thing. right? <em>There's just so much,</em> and so much of it is so strange, and so, so good).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get Sokpop's games on <a href="https://sokpop.itch.io/">itch.io</a>, <a href="https://store.steampowered.com/developer/sokpop">Steam</a>, and of course, <a href="https://www.patreon.com/sokpop/">their Patreon</a>.</strong>
You can also follow <a href="https://twitter.com/TijmenTio">Tijmen</a> (and <a href="https://twitter.com/sokpopco">Sokpop</a>) on Twitter.
 ———
• <a href="https://www.youtube.com/watch?v=7c2lYRWNxyY">That GDC talk that Tijmen and Ruben did</a> is a good one.</p>



<p class="wp-block-paragraph">• As is <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0">the one that Zach Gage and Bennett Foddy did</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=qQ7eNEoJY0I">Brian David Gilbert's video, which introduced a whole lot of new folks to Sokpop</a>, remains a goofy delight as well.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from <em>Fishy,</em> and from a few other Sokpop creations.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, whove been putting out a game every two weeks since 2018. Its a way of working that requires a great deal of trust among the developers, and between them and their audience—which makes ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[In Sokpop We Trust, with Tijmen Tio]]></itunes:title>
	<itunes:episode>81</itunes:episode>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, who've been putting out a game every two weeks since 2018. It's a way of working that requires a great deal of <em>trust</em> among the developers, and between them and their audience—which makes it unique, and beautiful, and especially worth exploring as the world continues to go fully nuts.</p>



<p class="wp-block-paragraph">We talk about how Sokpop started doing what they do, the "stupid ideas" (Tijmen's term) that they floated and rejected along the way, and some of the truly lovely work that Tijmen has made for the subscribers, from <em>simmiland</em> to <em>Doler</em> to <em>Featherfall.</em> (I do wish we'd also gotten to talk about <em>Sproots</em> and <em>Bandapes,</em> but that's the whole thing. right? <em>There's just so much,</em> and so much of it is so strange, and so, so good).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get Sokpop's games on <a href="https://sokpop.itch.io/">itch.io</a>, <a href="https://store.steampowered.com/developer/sokpop">Steam</a>, and of course, <a href="https://www.patreon.com/sokpop/">their Patreon</a>.</strong>
You can also follow <a href="https://twitter.com/TijmenTio">Tijmen</a> (and <a href="https://twitter.com/sokpopco">Sokpop</a>) on Twitter.
 ———
• <a href="https://www.youtube.com/watch?v=7c2lYRWNxyY">That GDC talk that Tijmen and Ruben did</a> is a good one.</p>



<p class="wp-block-paragraph">• As is <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0">the one that Zach Gage and Bennett Foddy did</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=qQ7eNEoJY0I">Brian David Gilbert's video, which introduced a whole lot of new folks to Sokpop</a>, remains a goofy delight as well.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from <em>Fishy,</em> and from a few other Sokpop creations.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/04/etao-podcast-81-tijmen-tio.mp3" length="91823390" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, who've been putting out a game every two weeks since 2018. It's a way of working that requires a great deal of trust among the developers, and between them and their audience—which makes it unique, and beautiful, and especially worth exploring as the world continues to go fully nuts.



We talk about how Sokpop started doing what they do, the "stupid ideas" (Tijmen's term) that they floated and rejected along the way, and some of the truly lovely work that Tijmen has made for the subscribers, from simmiland to Doler to Featherfall. (I do wish we'd also gotten to talk about Sproots and Bandapes, but that's the whole thing. right? There's just so much, and so much of it is so strange, and so, so good).







You can get Sokpop's games on itch.io, Steam, and of course, their Patreon.
You can also follow Tijmen (and Sokpop) on Twitter.
 ———
• That GDC talk that Tijmen and Ruben did is a good one.



• As is the one that Zach Gage and Bennett Foddy did.



• Brian David Gilbert's video, which introduced a whole lot of new folks to Sokpop, remains a goofy delight as well.

———

"All The People Say (Season 3)" by Holly Hyperion.

Some music from Fishy, and from a few other Sokpop creations.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/screen-shot-2020-04-13-at-10.28.40-pm-e1587927382397.png?fit=3360%2C1873&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/screen-shot-2020-04-13-at-10.28.40-pm-e1587927382397.png?fit=3360%2C1873&#038;ssl=1</url>
		<title>In Sokpop We Trust, with Tijmen Tio</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:13</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Tijmen Tio is one quarter of the game dev collective/boyband Sokpop, who've been putting out a game every two weeks since 2018. It's a way of working that requires a great deal of trust among the developers, and between them and their audience—which makes it unique, and beautiful, and especially worth exploring as the world continues to go fully nuts.



We talk about how Sokpop started doing what they do, the "stupid ideas" (Tijmen's term) that they floated and rejected along the way, and some of the truly lovely work that Tijmen has made for the subscribers, from simmiland to Doler to Featherfall. (I do wish we'd also gotten to talk about Sproots and Bandapes, but that's the whole thing. right? There's just so much, and so much of it is so strange, and so, so good).







You can get Sokpop's games on itch.io, Steam, and of course, their Patreon.
You can also follow Tijmen (and Sokpop) on Twitter.
 ———
• That GDC talk that Tijmen and Ruben did is a good one.



• As is the one that]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/screen-shot-2020-04-13-at-10.28.40-pm-e1587927382397.png?fit=3360%2C1873&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What a Wunderlingful World, with Olof Karlsson</title>
	<link>https://etao.blog/2020/04/14/podcast-80/</link>
	<pubDate>Tue, 14 Apr 2020 14:01:13 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">85d12de3-f8a4-5c61-8846-36eb5e1cf1cb</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Olof Karlsson autoruns on over to talk about <em>Wunderling,</em> the puzzle-platformer where you're a not-a-goomba with some ambition (or maybe just some especially good-bad luck). We talk about the finer points of movement code (and the oft-subliminal nature of gamefeel), the art of building on what you like in other games (and excising what you don't), and how to design in collectables in ways that are compelling as well as compulsive.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wunderling</em> on <a href="https://store.steampowered.com/app/732930/Wunderling/">Steam</a> and <a href="https://www.nintendo.com/games/detail/wunderling-switch/">Switch</a>.</strong>
You can get the soundtrack on <a href="https://open.spotify.com/album/3QAGZNHJnYAXzKHluQSb0A">Spotify</a>, <a href="https://ratvader.bandcamp.com/album/wunderling-original-game-soundtrack">Bandcamp</a>, <a href="https://www.youtube.com/watch?v=blTHepdCzJE">YouTube</a>, <a href="https://music.apple.com/us/album/wunderling-original-game-soundtrack/1499342519?app=music&amp;ign-mpt=uo%3D4">Apple Music</a>, <a href="">iTunes</a>, and <a href="https://www.deezer.com/us/album/132143462">Deezer</a>.
You can also follow <a href="https://twitter.com/mrpigma">Olof</a> (and <a href="https://twitter.com/retroidofficial">Retroid</a>) on Twitter.
 ———
• Simultaneity isn't the right word for what I was thinking of. <a href="https://en.wikipedia.org/wiki/Multiple_discovery">Multiple discovery</a> is more like it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=O71__ki3rYw">a longplay of <em>Gimmick!</em></a><em>,</em> as well as <a href="http://www.hardcoregaming101.net/gimmick/">a great Hardcore Gaming 101 piece about the game</a>.</p>



<p class="wp-block-paragraph">• Giant Bomb also did <a href="https://www.giantbomb.com/bergsala/3010-7120/">a little piece on Bergsala</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=dBmIkEvEBtA">the best intro to that "four-step level design" in <em>Mario</em> games</a>.</p>



<p class="wp-block-paragraph">• As I say in the intro, that incredible game by Camila Gormaz is called <a href="https://laburatory.itch.io/nanopesos"><em>Nanopesos</em></a><em>.</em> It's playable for free in English, Spanish, and (for some reason) Esperanto.</p>



<p class="wp-block-paragraph">• That Yoko Taro quote I referred to comes from <a href="https://www.youtube.com/watch?v=LD6xCLlF5d">this promotional video</a>, which I learned about because of <a href="https://medium.com/mammon-machine-zeal/yoko-taro-weird-feelings-for-weird-people-60400cba83b1">this excellent article</a>.</p>



<p class="wp-block-paragraph">• I've shared <a href="https://github.com/NoelFB/Celeste/tree/master/Source/Player"><em>Celeste's</em> movement code</a> a fair few times before, but hey.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Automated Flutter" and "Caravan Shake" from <a href="https://ratvader.bandcamp.com/album/wunderling-original-game-soundtrack">the <em>Wunderling</em> OST</a> by Ratvader.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Olof Karlsson autoruns on over to talk about Wunderling, the puzzle-platformer where youre a not-a-goomba with some ambition (or maybe just some especially good-bad luck). We talk about the finer points of movement code (and the oft-subliminal nature of ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What a Wunderlingful World, with Olof Karlsson]]></itunes:title>
	<itunes:episode>80</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Olof Karlsson autoruns on over to talk about <em>Wunderling,</em> the puzzle-platformer where you're a not-a-goomba with some ambition (or maybe just some especially good-bad luck). We talk about the finer points of movement code (and the oft-subliminal nature of gamefeel), the art of building on what you like in other games (and excising what you don't), and how to design in collectables in ways that are compelling as well as compulsive.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wunderling</em> on <a href="https://store.steampowered.com/app/732930/Wunderling/">Steam</a> and <a href="https://www.nintendo.com/games/detail/wunderling-switch/">Switch</a>.</strong>
You can get the soundtrack on <a href="https://open.spotify.com/album/3QAGZNHJnYAXzKHluQSb0A">Spotify</a>, <a href="https://ratvader.bandcamp.com/album/wunderling-original-game-soundtrack">Bandcamp</a>, <a href="https://www.youtube.com/watch?v=blTHepdCzJE">YouTube</a>, <a href="https://music.apple.com/us/album/wunderling-original-game-soundtrack/1499342519?app=music&amp;ign-mpt=uo%3D4">Apple Music</a>, <a href="">iTunes</a>, and <a href="https://www.deezer.com/us/album/132143462">Deezer</a>.
You can also follow <a href="https://twitter.com/mrpigma">Olof</a> (and <a href="https://twitter.com/retroidofficial">Retroid</a>) on Twitter.
 ———
• Simultaneity isn't the right word for what I was thinking of. <a href="https://en.wikipedia.org/wiki/Multiple_discovery">Multiple discovery</a> is more like it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=O71__ki3rYw">a longplay of <em>Gimmick!</em></a><em>,</em> as well as <a href="http://www.hardcoregaming101.net/gimmick/">a great Hardcore Gaming 101 piece about the game</a>.</p>



<p class="wp-block-paragraph">• Giant Bomb also did <a href="https://www.giantbomb.com/bergsala/3010-7120/">a little piece on Bergsala</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=dBmIkEvEBtA">the best intro to that "four-step level design" in <em>Mario</em> games</a>.</p>



<p class="wp-block-paragraph">• As I say in the intro, that incredible game by Camila Gormaz is called <a href="https://laburatory.itch.io/nanopesos"><em>Nanopesos</em></a><em>.</em> It's playable for free in English, Spanish, and (for some reason) Esperanto.</p>



<p class="wp-block-paragraph">• That Yoko Taro quote I referred to comes from <a href="https://www.youtube.com/watch?v=LD6xCLlF5d">this promotional video</a>, which I learned about because of <a href="https://medium.com/mammon-machine-zeal/yoko-taro-weird-feelings-for-weird-people-60400cba83b1">this excellent article</a>.</p>



<p class="wp-block-paragraph">• I've shared <a href="https://github.com/NoelFB/Celeste/tree/master/Source/Player"><em>Celeste's</em> movement code</a> a fair few times before, but hey.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Automated Flutter" and "Caravan Shake" from <a href="https://ratvader.bandcamp.com/album/wunderling-original-game-soundtrack">the <em>Wunderling</em> OST</a> by Ratvader.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/04/etao-podcast-80-olof-karlsson.mp3" length="75301293" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Olof Karlsson autoruns on over to talk about Wunderling, the puzzle-platformer where you're a not-a-goomba with some ambition (or maybe just some especially good-bad luck). We talk about the finer points of movement code (and the oft-subliminal nature of gamefeel), the art of building on what you like in other games (and excising what you don't), and how to design in collectables in ways that are compelling as well as compulsive.







You can get Wunderling on Steam and Switch.
You can get the soundtrack on Spotify, Bandcamp, YouTube, Apple Music, iTunes, and Deezer.
You can also follow Olof (and Retroid) on Twitter.
 ———
• Simultaneity isn't the right word for what I was thinking of. Multiple discovery is more like it.



• Here's a longplay of Gimmick!, as well as a great Hardcore Gaming 101 piece about the game.



• Giant Bomb also did a little piece on Bergsala.



• Here's the best intro to that "four-step level design" in Mario games.



• As I say in the intro, that incredible game by Camila Gormaz is called Nanopesos. It's playable for free in English, Spanish, and (for some reason) Esperanto.



• That Yoko Taro quote I referred to comes from this promotional video, which I learned about because of this excellent article.



• I've shared Celeste's movement code a fair few times before, but hey.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Automated Flutter" and "Caravan Shake" from the Wunderling OST by Ratvader.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/2020-04-12-4.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/2020-04-12-4.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>What a Wunderlingful World, with Olof Karlsson</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Olof Karlsson autoruns on over to talk about Wunderling, the puzzle-platformer where you're a not-a-goomba with some ambition (or maybe just some especially good-bad luck). We talk about the finer points of movement code (and the oft-subliminal nature of gamefeel), the art of building on what you like in other games (and excising what you don't), and how to design in collectables in ways that are compelling as well as compulsive.







You can get Wunderling on Steam and Switch.
You can get the soundtrack on Spotify, Bandcamp, YouTube, Apple Music, iTunes, and Deezer.
You can also follow Olof (and Retroid) on Twitter.
 ———
• Simultaneity isn't the right word for what I was thinking of. Multiple discovery is more like it.



• Here's a longplay of Gimmick!, as well as a great Hardcore Gaming 101 piece about the game.



• Giant Bomb also did a little piece on Bergsala.



• Here's the best intro to that "four-step level design" in Mario games.



• As I say in the intro, that incredib]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/04/2020-04-12-4.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Arvi Is Talk, with Arvi Teikari</title>
	<link>https://etao.blog/2020/03/31/podcast-79/</link>
	<pubDate>Tue, 31 Mar 2020 14:01:54 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c56ec2c3-e449-5183-9217-b271720cce49</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Arvi Teikari is here to talk about <em>Baba Is You,</em> as well as <em>Environmental Station Alpha,</em> its forthcoming sequel, and the bonny pile of other gamic delights that he's made and is making. Along the way we also talk about the function of criticism and reviews, the ever-befuddling burlesque of spoiler avoidance, and icebergvanias (a semi-obscure maybe-genre that I'll definitely revisit in more detail in our blog sometime, for those who want a primer).</p>



<p class="wp-block-paragraph"><strong>SPOILERS about Baba's late-game surprises from 48:05 to 59:03 and 1:35:46 to 1:37:12.</strong></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Baba Is You</em> on <a href="https://store.steampowered.com/app/736260/Baba_Is_You/">Steam</a>, <a href="https://hempuli.itch.io/baba">itch.io</a>, <a href="https://www.humblebundle.com/g/baba_is_you">Humble</a>, and <a href="https://www.nintendo.com/games/detail/baba-is-you-switch">Switch</a>.
You can get <em>Noita</em> on <a href="https://store.steampowered.com/app/881100/Noita/">Steam</a>, <a href="https://nollagames.itch.io/noita">itch.io</a>, <a href="https://www.gog.com/game/noita">GOG</a>, and <a href="https://www.humblebundle.com/store/noita">Humble</a>.
You can get the <em>Baba Is You</em> soundtrack on <a href="https://store.steampowered.com/app/955710/Baba_Is_You_Soundtrack/">Steam</a> and <a href="https://hempuli.itch.io/baba-is-you-soundtrack">itch.io</a>.
And you can get a whole bunch of Arvi's other games on <a href="https://hempuli.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/ESAdevlog">Arvi</a> (and <a href="https://twitter.com/babaisyou_">Baba</a>) on Twitter, and watch Arvi develop on <a href="https://www.twitch.tv/hempuli">his Twitch stream</a>.
 ———
• I had a lovely time checking out <a href="http://tinyworld.spacebar.org/"><em>T in Y World</em></a><em>.</em></p>



<p class="wp-block-paragraph">• I believe it was Heather Flowers who said that thing about world-building, and I believe that she said it on Twitter, but I'm having a hell of a time finding the Tweet.</p>



<p class="wp-block-paragraph">• It was actually <a href="https://www.youtube.com/watch?v=8eTFea_UZcc">at the Gamelab Conference</a> that Arvi talked about designing "Entropy" fairly early in the game's design process. </p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=RCk0bipJx84">His disembodied voice time with the GDC folks</a> is lovely too, though, and it gets a shade more technical besides.<a href="https://www.youtube.com/watch?v=RCk0bipJx84"></a></p>



<p class="wp-block-paragraph">• And here's <a href="https://en.wikipedia.org/wiki/Bouba/kiki_effect">why Baba's name is Baba</a>. (Just so soft and round is Baba). This is of course also why Keke's name is Keke.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Baba Is You" and "Fruit On Grass - Garden" from <a href="https://hempuli.itch.io/baba-is-you-soundtrack">the <em>Baba Is You</em> OST</a> by Arvi Teikari.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Arvi Teikari is here to talk about Baba Is You, as well as Environmental Station Alpha, its forthcoming sequel, and the bonny pile of other gamic delights that hes made and is making. Along the way we also talk about the function of criticism and reviews]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Arvi Is Talk, with Arvi Teikari]]></itunes:title>
	<itunes:episode>79</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Arvi Teikari is here to talk about <em>Baba Is You,</em> as well as <em>Environmental Station Alpha,</em> its forthcoming sequel, and the bonny pile of other gamic delights that he's made and is making. Along the way we also talk about the function of criticism and reviews, the ever-befuddling burlesque of spoiler avoidance, and icebergvanias (a semi-obscure maybe-genre that I'll definitely revisit in more detail in our blog sometime, for those who want a primer).</p>



<p class="wp-block-paragraph"><strong>SPOILERS about Baba's late-game surprises from 48:05 to 59:03 and 1:35:46 to 1:37:12.</strong></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Baba Is You</em> on <a href="https://store.steampowered.com/app/736260/Baba_Is_You/">Steam</a>, <a href="https://hempuli.itch.io/baba">itch.io</a>, <a href="https://www.humblebundle.com/g/baba_is_you">Humble</a>, and <a href="https://www.nintendo.com/games/detail/baba-is-you-switch">Switch</a>.
You can get <em>Noita</em> on <a href="https://store.steampowered.com/app/881100/Noita/">Steam</a>, <a href="https://nollagames.itch.io/noita">itch.io</a>, <a href="https://www.gog.com/game/noita">GOG</a>, and <a href="https://www.humblebundle.com/store/noita">Humble</a>.
You can get the <em>Baba Is You</em> soundtrack on <a href="https://store.steampowered.com/app/955710/Baba_Is_You_Soundtrack/">Steam</a> and <a href="https://hempuli.itch.io/baba-is-you-soundtrack">itch.io</a>.
And you can get a whole bunch of Arvi's other games on <a href="https://hempuli.com/">his website</a>.</strong>
You can also follow <a href="https://twitter.com/ESAdevlog">Arvi</a> (and <a href="https://twitter.com/babaisyou_">Baba</a>) on Twitter, and watch Arvi develop on <a href="https://www.twitch.tv/hempuli">his Twitch stream</a>.
 ———
• I had a lovely time checking out <a href="http://tinyworld.spacebar.org/"><em>T in Y World</em></a><em>.</em></p>



<p class="wp-block-paragraph">• I believe it was Heather Flowers who said that thing about world-building, and I believe that she said it on Twitter, but I'm having a hell of a time finding the Tweet.</p>



<p class="wp-block-paragraph">• It was actually <a href="https://www.youtube.com/watch?v=8eTFea_UZcc">at the Gamelab Conference</a> that Arvi talked about designing "Entropy" fairly early in the game's design process. </p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=RCk0bipJx84">His disembodied voice time with the GDC folks</a> is lovely too, though, and it gets a shade more technical besides.<a href="https://www.youtube.com/watch?v=RCk0bipJx84"></a></p>



<p class="wp-block-paragraph">• And here's <a href="https://en.wikipedia.org/wiki/Bouba/kiki_effect">why Baba's name is Baba</a>. (Just so soft and round is Baba). This is of course also why Keke's name is Keke.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Baba Is You" and "Fruit On Grass - Garden" from <a href="https://hempuli.itch.io/baba-is-you-soundtrack">the <em>Baba Is You</em> OST</a> by Arvi Teikari.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/03/etao-podcast-79-arvi-teikari.mp3" length="183369876" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Arvi Teikari is here to talk about Baba Is You, as well as Environmental Station Alpha, its forthcoming sequel, and the bonny pile of other gamic delights that he's made and is making. Along the way we also talk about the function of criticism and reviews, the ever-befuddling burlesque of spoiler avoidance, and icebergvanias (a semi-obscure maybe-genre that I'll definitely revisit in more detail in our blog sometime, for those who want a primer).



SPOILERS about Baba's late-game surprises from 48:05 to 59:03 and 1:35:46 to 1:37:12.







You can get Baba Is You on Steam, itch.io, Humble, and Switch.
You can get Noita on Steam, itch.io, GOG, and Humble.
You can get the Baba Is You soundtrack on Steam and itch.io.
And you can get a whole bunch of Arvi's other games on his website.
You can also follow Arvi (and Baba) on Twitter, and watch Arvi develop on his Twitch stream.
 ———
• I had a lovely time checking out T in Y World.



• I believe it was Heather Flowers who said that thing about world-building, and I believe that she said it on Twitter, but I'm having a hell of a time finding the Tweet.



• It was actually at the Gamelab Conference that Arvi talked about designing "Entropy" fairly early in the game's design process. 



• His disembodied voice time with the GDC folks is lovely too, though, and it gets a shade more technical besides.



• And here's why Baba's name is Baba. (Just so soft and round is Baba). This is of course also why Keke's name is Keke.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Baba Is You" and "Fruit On Grass - Garden" from the Baba Is You OST by Arvi Teikari.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/etudzsiucae2h43.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/etudzsiucae2h43.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>Arvi Is Talk, with Arvi Teikari</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>2:03:51</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Arvi Teikari is here to talk about Baba Is You, as well as Environmental Station Alpha, its forthcoming sequel, and the bonny pile of other gamic delights that he's made and is making. Along the way we also talk about the function of criticism and reviews, the ever-befuddling burlesque of spoiler avoidance, and icebergvanias (a semi-obscure maybe-genre that I'll definitely revisit in more detail in our blog sometime, for those who want a primer).



SPOILERS about Baba's late-game surprises from 48:05 to 59:03 and 1:35:46 to 1:37:12.







You can get Baba Is You on Steam, itch.io, Humble, and Switch.
You can get Noita on Steam, itch.io, GOG, and Humble.
You can get the Baba Is You soundtrack on Steam and itch.io.
And you can get a whole bunch of Arvi's other games on his website.
You can also follow Arvi (and Baba) on Twitter, and watch Arvi develop on his Twitch stream.
 ———
• I had a lovely time checking out T in Y World.



• I believe it was Heather Flowers who said that thing a]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/etudzsiucae2h43.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Getting Back on Track, with Adriel Wallick</title>
	<link>https://etao.blog/2020/03/17/podcast-78/</link>
	<pubDate>Tue, 17 Mar 2020 14:01:21 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">56f87866-561d-50ef-b067-97a9b3383983</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced <a href="https://trainjam.com/games">a truly staggering number of weird and wonderful creations</a>, and just as importantly, it's been creatively and socially reinvigorating foe a whole lot of people who make games.</p>



<p class="wp-block-paragraph">This year, though, Train Jam has had to be cancelled (along with GDC, E3, and um, the NBA season) due to COVID-19. So in this episode, you'll hear Adriel talk about Train Jam 2020 both before and after she had to make the call to cancel it—and along the way, you'll also hear her talk about the value of jams more generally, the importance of <em>Mischief Makers,</em> and dogs.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong><a href="https://trainjam.com/games">You can play the previous Train Jam games here</a>.</strong>
You can also follow <a href="https://twitter.com/MsMinotaur">Adriel</a>, and <a href="https://twitter.com/IndieTrainJam">Train Jam itself</a>, on Twitter.
 ———
• The header image is from <a href="https://itch.io/jam/train-jam-2018/rate/235957"><em>Track Trek</em></a><em>,</em> and the body image is from <a href="https://itch.io/jam/train-jam-2018/rate/236123"><em>Freeze the Core</em></a><em>.</em> Both games are from Train Jam 2018.</p>



<p class="wp-block-paragraph">• I couldn't find a treatment of the Vatican's exorcist convention that lacked both snark <em>and</em> slack-jawed credulity, so here's <a href="https://www.thedailybeast.com/speak-of-the-devil-the-vatican-hosts-an-exorcist-convention">a medium-snarky one</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.argtrainjam.com/">Argentina Train Jam</a>.</p>



<p class="wp-block-paragraph">• And here's some documentation of the A MAZE. Train Jam in South Africa in <a href="https://www.youtube.com/watch?v=8bmIgeKAOtg">2018</a> and <a href="https://www.youtube.com/watch?v=hcPeKP9xQrE">2019</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Midnight_Rescue!"><em>Midnight Rescue!</em></a> is the game Adriel was thinking of that wasn't <a href="https://en.wikipedia.org/wiki/Mischief_Makers"><em>Mischief Makers</em></a><em>.</em> </p>



<p class="wp-block-paragraph">• Also, <a href="https://en.wikipedia.org/wiki/The_Astyanax"><em>The Astyanax</em></a><em>.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Train, Train, Train" by Danny Overbea, <a href="https://archive.org/details/78_train-train-train_danny-overbea-and-his-combo-danny-overbea_gbia0073411a">performed by Danny Overbea and his Combo</a>, then <a href="https://archive.org/details/78_train-train-train_buddy-morrow-and-his-orchestra-frankie-lester-danny-overbea_gbia0108508a">performed by Buddy Morrow and his Orchestra</a>.

"Night Train" by Jimmy Forrest, Oscar Washington, and Lewis P. Simpkins, <a href="https://archive.org/details/78_night-train_ernie-englund-forrest-washington-simpkins_gbia0007628b">performed by Ernie Englund</a> (and some uncredited band or other).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced a truly staggering number of weird and wonderful creations, and just as]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Relatively Manifold, with William Chyr]]></itunes:title>
	<itunes:episode>78</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced <a href="https://trainjam.com/games">a truly staggering number of weird and wonderful creations</a>, and just as importantly, it's been creatively and socially reinvigorating foe a whole lot of people who make games.</p>



<p class="wp-block-paragraph">This year, though, Train Jam has had to be cancelled (along with GDC, E3, and um, the NBA season) due to COVID-19. So in this episode, you'll hear Adriel talk about Train Jam 2020 both before and after she had to make the call to cancel it—and along the way, you'll also hear her talk about the value of jams more generally, the importance of <em>Mischief Makers,</em> and dogs.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong><a href="https://trainjam.com/games">You can play the previous Train Jam games here</a>.</strong>
You can also follow <a href="https://twitter.com/MsMinotaur">Adriel</a>, and <a href="https://twitter.com/IndieTrainJam">Train Jam itself</a>, on Twitter.
 ———
• The header image is from <a href="https://itch.io/jam/train-jam-2018/rate/235957"><em>Track Trek</em></a><em>,</em> and the body image is from <a href="https://itch.io/jam/train-jam-2018/rate/236123"><em>Freeze the Core</em></a><em>.</em> Both games are from Train Jam 2018.</p>



<p class="wp-block-paragraph">• I couldn't find a treatment of the Vatican's exorcist convention that lacked both snark <em>and</em> slack-jawed credulity, so here's <a href="https://www.thedailybeast.com/speak-of-the-devil-the-vatican-hosts-an-exorcist-convention">a medium-snarky one</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.argtrainjam.com/">Argentina Train Jam</a>.</p>



<p class="wp-block-paragraph">• And here's some documentation of the A MAZE. Train Jam in South Africa in <a href="https://www.youtube.com/watch?v=8bmIgeKAOtg">2018</a> and <a href="https://www.youtube.com/watch?v=hcPeKP9xQrE">2019</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Midnight_Rescue!"><em>Midnight Rescue!</em></a> is the game Adriel was thinking of that wasn't <a href="https://en.wikipedia.org/wiki/Mischief_Makers"><em>Mischief Makers</em></a><em>.</em> </p>



<p class="wp-block-paragraph">• Also, <a href="https://en.wikipedia.org/wiki/The_Astyanax"><em>The Astyanax</em></a><em>.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Train, Train, Train" by Danny Overbea, <a href="https://archive.org/details/78_train-train-train_danny-overbea-and-his-combo-danny-overbea_gbia0073411a">performed by Danny Overbea and his Combo</a>, then <a href="https://archive.org/details/78_train-train-train_buddy-morrow-and-his-orchestra-frankie-lester-danny-overbea_gbia0108508a">performed by Buddy Morrow and his Orchestra</a>.

"Night Train" by Jimmy Forrest, Oscar Washington, and Lewis P. Simpkins, <a href="https://archive.org/details/78_night-train_ernie-englund-forrest-washington-simpkins_gbia0007628b">performed by Ernie Englund</a> (and some uncredited band or other).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/03/etao-podcast-78-adriel-wallick-1.mp3" length="185006139" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced a truly staggering number of weird and wonderful creations, and just as importantly, it's been creatively and socially reinvigorating foe a whole lot of people who make games.



This year, though, Train Jam has had to be cancelled (along with GDC, E3, and um, the NBA season) due to COVID-19. So in this episode, you'll hear Adriel talk about Train Jam 2020 both before and after she had to make the call to cancel it—and along the way, you'll also hear her talk about the value of jams more generally, the importance of Mischief Makers, and dogs.







You can play the previous Train Jam games here.
You can also follow Adriel, and Train Jam itself, on Twitter.
 ———
• The header image is from Track Trek, and the body image is from Freeze the Core. Both games are from Train Jam 2018.



• I couldn't find a treatment of the Vatican's exorcist convention that lacked both snark and slack-jawed credulity, so here's a medium-snarky one.



• Here's Argentina Train Jam.



• And here's some documentation of the A MAZE. Train Jam in South Africa in 2018 and 2019.



• Midnight Rescue! is the game Adriel was thinking of that wasn't Mischief Makers. 



• Also, The Astyanax.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Train, Train, Train" by Danny Overbea, performed by Danny Overbea and his Combo, then performed by Buddy Morrow and his Orchestra.

"Night Train" by Jimmy Forrest, Oscar Washington, and Lewis P. Simpkins, performed by Ernie Englund (and some uncredited band or other).



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/sbgwls.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/sbgwls.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Getting Back on Track, with Adriel Wallick</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:57:31</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Adriel Wallick has been running Train Jam, a game-make-a-thon on a train traveling from Chicago to the Game Developers Conference in San Francisco, since 2014. The event has produced a truly staggering number of weird and wonderful creations, and just as importantly, it's been creatively and socially reinvigorating foe a whole lot of people who make games.



This year, though, Train Jam has had to be cancelled (along with GDC, E3, and um, the NBA season) due to COVID-19. So in this episode, you'll hear Adriel talk about Train Jam 2020 both before and after she had to make the call to cancel it—and along the way, you'll also hear her talk about the value of jams more generally, the importance of Mischief Makers, and dogs.







You can play the previous Train Jam games here.
You can also follow Adriel, and Train Jam itself, on Twitter.
 ———
• The header image is from Track Trek, and the body image is from Freeze the Core. Both games are from Train Jam 2018.



• I couldn't find a tre]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/03/sbgwls.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Relatively Manifold, with William Chyr</title>
	<link>https://etao.blog/2020/03/03/podcast-77/</link>
	<pubDate>Tue, 03 Mar 2020 15:01:08 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">6f62fd9e-d43f-55d9-b4d8-1222ed0fb7b5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">William Chyr's long-in-the-works puzzle-exploration art installation of a game, <em>Manifold Garden,</em> has been out in the world for a few months now—which means it's the perfect time to talk through how the game came to be, how it changed over the past seven years, and how it fits into the tradition of mysterious garden games (let's call them) like <em>Starseed Pilgrim.</em></p>



<p class="wp-block-paragraph">Along the way, we discuss the questionable orthodoxies of puzzle design, how to listen for what a game <em>wants,</em> and why your project needs a producer—and more specifically, why an adversarial relationship between producer and artist can actually be healthy and necessary.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Manifold Garden</em> on <a href="https://apps.apple.com/app/manifold-garden/id1468951050?ign-itsct=manifoldgarden&amp;ign-itscg=30800">Apple Arcade</a> and <a href="https://www.epicgames.com/store/en-US/product/manifold-garden/home?sessionInvalidated=true">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/WilliamChyr">William</a>, and <a href="https://twitter.com/ManifoldGarden">the game itself</a>, on Twitter.
 ———
• I found <a href="https://www.wnycstudios.org/podcasts/otm/episodes/on-the-media-black-swans">this week's <em>On The Media</em></a> really helpful in regards to COVID-19 (not to mention the presidential primaries here in the States).</p>



<p class="wp-block-paragraph">• If you haven't played <em>Starseed Pilgrim,</em> give it a go. And if you'd like to hear more about why it's interesting—before, after, or instead of playing it—then do check out <a href="http://starseedobservatory.com/">Starseed Observatory</a>. (Full disclosure: One of the pieces featured there is <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">mine</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/DroqenIswhoIam/20130617/194467/Whyproof_to_5000_feet.php">Droqen's piece on whyproofing</a>.</p>



<p class="wp-block-paragraph">• Honestly at this point it's a running gag, how often I point people toward <em><a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk">Ways of Seeing</a>,</em> but it just makes so very many otherwise nonsensical things make sense.</p>



<p class="wp-block-paragraph">• And do consider giving <a href="https://twitter.com/ArthurBrussee">Arthur Brussee</a> a follow as well.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Mise En Abyme" and "Sky &amp; Water" from the <em>Manifold Garden</em> Soundtrack by Laryssa Okada.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[William Chyrs long-in-the-works puzzle-exploration art installation of a game, Manifold Garden, has been out in the world for a few months now—which means its the perfect time to talk through how the game came to be, how it changed over the past seven ye]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Relatively Manifold, with William Chyr]]></itunes:title>
	<itunes:episode>77</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">William Chyr's long-in-the-works puzzle-exploration art installation of a game, <em>Manifold Garden,</em> has been out in the world for a few months now—which means it's the perfect time to talk through how the game came to be, how it changed over the past seven years, and how it fits into the tradition of mysterious garden games (let's call them) like <em>Starseed Pilgrim.</em></p>



<p class="wp-block-paragraph">Along the way, we discuss the questionable orthodoxies of puzzle design, how to listen for what a game <em>wants,</em> and why your project needs a producer—and more specifically, why an adversarial relationship between producer and artist can actually be healthy and necessary.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Manifold Garden</em> on <a href="https://apps.apple.com/app/manifold-garden/id1468951050?ign-itsct=manifoldgarden&amp;ign-itscg=30800">Apple Arcade</a> and <a href="https://www.epicgames.com/store/en-US/product/manifold-garden/home?sessionInvalidated=true">Epic</a>.</strong>
You can also follow <a href="https://twitter.com/WilliamChyr">William</a>, and <a href="https://twitter.com/ManifoldGarden">the game itself</a>, on Twitter.
 ———
• I found <a href="https://www.wnycstudios.org/podcasts/otm/episodes/on-the-media-black-swans">this week's <em>On The Media</em></a> really helpful in regards to COVID-19 (not to mention the presidential primaries here in the States).</p>



<p class="wp-block-paragraph">• If you haven't played <em>Starseed Pilgrim,</em> give it a go. And if you'd like to hear more about why it's interesting—before, after, or instead of playing it—then do check out <a href="http://starseedobservatory.com/">Starseed Observatory</a>. (Full disclosure: One of the pieces featured there is <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">mine</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/DroqenIswhoIam/20130617/194467/Whyproof_to_5000_feet.php">Droqen's piece on whyproofing</a>.</p>



<p class="wp-block-paragraph">• Honestly at this point it's a running gag, how often I point people toward <em><a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk">Ways of Seeing</a>,</em> but it just makes so very many otherwise nonsensical things make sense.</p>



<p class="wp-block-paragraph">• And do consider giving <a href="https://twitter.com/ArthurBrussee">Arthur Brussee</a> a follow as well.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Mise En Abyme" and "Sky &amp; Water" from the <em>Manifold Garden</em> Soundtrack by Laryssa Okada.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/03/etao-podcast-77-william-chyr.mp3" length="95828995" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[William Chyr's long-in-the-works puzzle-exploration art installation of a game, Manifold Garden, has been out in the world for a few months now—which means it's the perfect time to talk through how the game came to be, how it changed over the past seven years, and how it fits into the tradition of mysterious garden games (let's call them) like Starseed Pilgrim.



Along the way, we discuss the questionable orthodoxies of puzzle design, how to listen for what a game wants, and why your project needs a producer—and more specifically, why an adversarial relationship between producer and artist can actually be healthy and necessary.







You can get Manifold Garden on Apple Arcade and Epic.
You can also follow William, and the game itself, on Twitter.
 ———
• I found this week's On The Media really helpful in regards to COVID-19 (not to mention the presidential primaries here in the States).



• If you haven't played Starseed Pilgrim, give it a go. And if you'd like to hear more about why it's interesting—before, after, or instead of playing it—then do check out Starseed Observatory. (Full disclosure: One of the pieces featured there is mine).



• Here's Droqen's piece on whyproofing.



• Honestly at this point it's a running gag, how often I point people toward Ways of Seeing, but it just makes so very many otherwise nonsensical things make sense.



• And do consider giving Arthur Brussee a follow as well.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Mise En Abyme" and "Sky &amp; Water" from the Manifold Garden Soundtrack by Laryssa Okada.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-27-at-8.50.16-pm.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-27-at-8.50.16-pm.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>Relatively Manifold, with William Chyr</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:09:17</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[William Chyr's long-in-the-works puzzle-exploration art installation of a game, Manifold Garden, has been out in the world for a few months now—which means it's the perfect time to talk through how the game came to be, how it changed over the past seven years, and how it fits into the tradition of mysterious garden games (let's call them) like Starseed Pilgrim.



Along the way, we discuss the questionable orthodoxies of puzzle design, how to listen for what a game wants, and why your project needs a producer—and more specifically, why an adversarial relationship between producer and artist can actually be healthy and necessary.







You can get Manifold Garden on Apple Arcade and Epic.
You can also follow William, and the game itself, on Twitter.
 ———
• I found this week's On The Media really helpful in regards to COVID-19 (not to mention the presidential primaries here in the States).



• If you haven't played Starseed Pilgrim, give it a go. And if you'd like to hear more about w]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-27-at-8.50.16-pm.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>That Real Genuine Connection, with Emma Kinema</title>
	<link>https://etao.blog/2020/02/18/podcast-76/</link>
	<pubDate>Tue, 18 Feb 2020 15:01:12 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a132be3d-703c-5272-98a3-8e263239f53f</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><a href="https://www.gameworkersunite.org/">Game Workers Unite</a> is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it <em>as an industry,</em> organized under a single union rather than broken up by role or discipline. Why is that the way to go? How could the change improve game development, not to mention games themselves?</p>



<p class="wp-block-paragraph">Emma is one of the most recognizable and convincing voices for the movement, and here she talks us through the conditions under which games get made, the history of labor and markets, and how we can use lessons from the latter to make the former better and more democratic.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>The <a href="https://www.gameworkersunite.org/">Game Workers Unite</a> and <a href="https://www.code-cwa.org/?gclid=Cj0KCQiApt_xBRDxARIsAAMUMu9haKYLRER3v9ict-5RoAql4PJAHzYMQZWMAUhcosctOemOVHuKH6QaAodoEALw_wcB">CODA-CWA</a> websites both have lots more information.
You can also follow <a href="https://twitter.com/GameWorkers">Game Workers Unite</a>, the <a href="https://twitter.com/CWAUnion">Communications Workers of America</a>, and <a href="https://twitter.com/CODE_CWA">CODE-CWA</a>, as well as <a href="https://twitter.com/EmmaKinema">Emma herself</a>, on Twitter.</strong>
 ———
• That header image is from <em>KIDS</em>. That image of the skeleton in the bubble bath is from <a href="https://www.gameworkersunite.org/gwu-literature">the Game Workers Unite GDC 2019 Zine</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2020/1/9/21058485/game-worker-unionization-cwa-code-emma-kinema">a piece about Game Workers Unite making common cause with the Communications Workers of America</a>.</p>



<p class="wp-block-paragraph">• Do check out the Game Workers Unite episode of <a href="https://starburns.audio/podcasts/humans-who-make-games/">the Humans Who Make Games podcast</a>, as well as <a href="http://www.yourgeekygalpal.com/palin-around-episode-eight-solidarity-forever/">Emma's episode of Your Geeky Gal Pal</a>.</p>



<p class="wp-block-paragraph">• You can find out more about the workings of co-op game studios—including <a href="https://talespinners.co.uk/">Motion Twin</a>, <a href="http://www.pixelpushersunion-512.com/">Pixel Pushers Union 512</a>, <a href="https://talespinners.co.uk/">Talespinners</a>, <a href="http://spek.work/">Spek Work</a>, <a href="https://wildbluestudios.net/">Wild Blue Studios</a>, <a href="http://theglorysociety.com/">The Glory Society</a>, <a href="https://static.wixstatic.com/media/416797_5b87ec5d98184536b16c39bfffb908e5~mv2.png/v1/fill/w_403,h_135,al_c,lg_1,q_85/tesa_collective.webp">TESA</a>, <a href="http://studioblackflag.com/">Black Flag</a>, <a href="http://makebigthings.com/">Make Big Things</a>, and <a href="https://static.wixstatic.com/media/d7abb2_8f25738b9eb94a8db9a191940bb26683~mv2_d_7275_9794_s_4_2.png/v1/fill/w_298,h_400,al_c,q_85,usm_0.66_1.00_0.01/logo.webp">La Poule Noire</a>—<a href="https://www.gameworkersunite.org/worker-co-op-resource">on the Game Workers Unite website</a>.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Talking Union" from <a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374"><em>Talking Union</em></a> by The Almanac Singers.
 "The Commonwealth of Toil" by Ralph Chaplin, performed by Joe Glazer and Bill Friedland, from <a href="https://archive.org/details/SongsOfTheWobblies"><em>Songs of the Wobblies</em></a><em>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Game Workers Unite is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it as an industry, organized under a single union rather than broken up by role or discipline. Why is th]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[That Real Genuine Connection, with Emma Kinema]]></itunes:title>
	<itunes:episode>76</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><a href="https://www.gameworkersunite.org/">Game Workers Unite</a> is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it <em>as an industry,</em> organized under a single union rather than broken up by role or discipline. Why is that the way to go? How could the change improve game development, not to mention games themselves?</p>



<p class="wp-block-paragraph">Emma is one of the most recognizable and convincing voices for the movement, and here she talks us through the conditions under which games get made, the history of labor and markets, and how we can use lessons from the latter to make the former better and more democratic.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>The <a href="https://www.gameworkersunite.org/">Game Workers Unite</a> and <a href="https://www.code-cwa.org/?gclid=Cj0KCQiApt_xBRDxARIsAAMUMu9haKYLRER3v9ict-5RoAql4PJAHzYMQZWMAUhcosctOemOVHuKH6QaAodoEALw_wcB">CODA-CWA</a> websites both have lots more information.
You can also follow <a href="https://twitter.com/GameWorkers">Game Workers Unite</a>, the <a href="https://twitter.com/CWAUnion">Communications Workers of America</a>, and <a href="https://twitter.com/CODE_CWA">CODE-CWA</a>, as well as <a href="https://twitter.com/EmmaKinema">Emma herself</a>, on Twitter.</strong>
 ———
• That header image is from <em>KIDS</em>. That image of the skeleton in the bubble bath is from <a href="https://www.gameworkersunite.org/gwu-literature">the Game Workers Unite GDC 2019 Zine</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2020/1/9/21058485/game-worker-unionization-cwa-code-emma-kinema">a piece about Game Workers Unite making common cause with the Communications Workers of America</a>.</p>



<p class="wp-block-paragraph">• Do check out the Game Workers Unite episode of <a href="https://starburns.audio/podcasts/humans-who-make-games/">the Humans Who Make Games podcast</a>, as well as <a href="http://www.yourgeekygalpal.com/palin-around-episode-eight-solidarity-forever/">Emma's episode of Your Geeky Gal Pal</a>.</p>



<p class="wp-block-paragraph">• You can find out more about the workings of co-op game studios—including <a href="https://talespinners.co.uk/">Motion Twin</a>, <a href="http://www.pixelpushersunion-512.com/">Pixel Pushers Union 512</a>, <a href="https://talespinners.co.uk/">Talespinners</a>, <a href="http://spek.work/">Spek Work</a>, <a href="https://wildbluestudios.net/">Wild Blue Studios</a>, <a href="http://theglorysociety.com/">The Glory Society</a>, <a href="https://static.wixstatic.com/media/416797_5b87ec5d98184536b16c39bfffb908e5~mv2.png/v1/fill/w_403,h_135,al_c,lg_1,q_85/tesa_collective.webp">TESA</a>, <a href="http://studioblackflag.com/">Black Flag</a>, <a href="http://makebigthings.com/">Make Big Things</a>, and <a href="https://static.wixstatic.com/media/d7abb2_8f25738b9eb94a8db9a191940bb26683~mv2_d_7275_9794_s_4_2.png/v1/fill/w_298,h_400,al_c,q_85,usm_0.66_1.00_0.01/logo.webp">La Poule Noire</a>—<a href="https://www.gameworkersunite.org/worker-co-op-resource">on the Game Workers Unite website</a>.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "Talking Union" from <a href="https://archive.org/details/78_talking-union_the-almanac-singers_gbia0003374"><em>Talking Union</em></a> by The Almanac Singers.
 "The Commonwealth of Toil" by Ralph Chaplin, performed by Joe Glazer and Bill Friedland, from <a href="https://archive.org/details/SongsOfTheWobblies"><em>Songs of the Wobblies</em></a><em>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/02/etao-podcast-76-emma-kinema.mp3" length="164791097" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Game Workers Unite is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it as an industry, organized under a single union rather than broken up by role or discipline. Why is that the way to go? How could the change improve game development, not to mention games themselves?



Emma is one of the most recognizable and convincing voices for the movement, and here she talks us through the conditions under which games get made, the history of labor and markets, and how we can use lessons from the latter to make the former better and more democratic.







The Game Workers Unite and CODA-CWA websites both have lots more information.
You can also follow Game Workers Unite, the Communications Workers of America, and CODE-CWA, as well as Emma herself, on Twitter.
 ———
• That header image is from KIDS. That image of the skeleton in the bubble bath is from the Game Workers Unite GDC 2019 Zine.



• Here's a piece about Game Workers Unite making common cause with the Communications Workers of America.



• Do check out the Game Workers Unite episode of the Humans Who Make Games podcast, as well as Emma's episode of Your Geeky Gal Pal.



• You can find out more about the workings of co-op game studios—including Motion Twin, Pixel Pushers Union 512, Talespinners, Spek Work, Wild Blue Studios, The Glory Society, TESA, Black Flag, Make Big Things, and La Poule Noire—on the Game Workers Unite website.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "Talking Union" from Talking Union by The Almanac Singers.
 "The Commonwealth of Toil" by Ralph Chaplin, performed by Joe Glazer and Bill Friedland, from Songs of the Wobblies.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-23-at-2.35.18-pm.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-23-at-2.35.18-pm.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>That Real Genuine Connection, with Emma Kinema</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:41:22</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Game Workers Unite is at the forefront of the effort to unionize the games industry—and according to Emma Kinema, the best way to do that is to treat it as an industry, organized under a single union rather than broken up by role or discipline. Why is that the way to go? How could the change improve game development, not to mention games themselves?



Emma is one of the most recognizable and convincing voices for the movement, and here she talks us through the conditions under which games get made, the history of labor and markets, and how we can use lessons from the latter to make the former better and more democratic.







The Game Workers Unite and CODA-CWA websites both have lots more information.
You can also follow Game Workers Unite, the Communications Workers of America, and CODE-CWA, as well as Emma herself, on Twitter.
 ———
• That header image is from KIDS. That image of the skeleton in the bubble bath is from the Game Workers Unite GDC 2019 Zine.



• Here's a piece abou]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-23-at-2.35.18-pm.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Emotional Survival, with Paula Rogers and Vincent Perea</title>
	<link>https://etao.blog/2020/02/04/podcast-75/</link>
	<pubDate>Tue, 04 Feb 2020 15:01:23 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">49093c1c-e2dd-525a-b376-2f053801115a</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Neo Cab</em> is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the game's visuals (a masterclass in scale, scope, and focus), and Paula Rogers discusses the game's writing process (which, by design, more closely resembled a TV writers' room than a traditional game pipeline). More than that, both talk about how <em>Neo Cab's</em> various elements are inextricably linked, the challenges of character-focused narratives—and of extensive branching—and the fertile grounds of richly simulating characters' emotions.</p>



<p class="wp-block-paragraph">Stay human, friends. And also: <em>RISE!</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Neo Cab</em> on <a href="https://store.steampowered.com/app/794540/Neo_Cab/">Steam</a>, <a href="https://www.nintendo.com/games/detail/neo-cab-switch/">Switch</a>, and <a href="https://apps.apple.com/app/neo-cab/id1464869565?ign-itsct=neocab&amp;ign-itscg=30800">Apple Arcade</a>.
You can get the soundtrack on <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">Bandcamp</a>, <a href="https://open.spotify.com/album/3x2knhsDNvWSf6cXnTJswT">Spotify</a>, <a href="https://play.google.com/music/preview/Bjnbkaknlnjw3uqdltlaubbwmoq">Google Play Music</a>, and <a href="https://music.apple.com/bn/album/neo-cab-original-game-soundtrack/1485811275">iTunes</a>.</strong>
You can also follow <a href="https://twitter.com/paula_bot">Paula</a>, <a href="https://twitter.com/VincentPerea">Vincent</a>, and <a href="https://twitter.com/neocabgame">the game itself</a> on Twitter.
 ———
• <a href="https://www.criterionchannel.com/night-on-earth"><em>Night on Earth</em> is on the Criterion Channel</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.rockpapershotgun.com/2019/04/22/nowpunk-and-the-politics-of-the-personal-in-neo-cab/">a RockPaperShotgun piece about <em>Neo Cab</em> and nowpunk</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=NmLPpcVQFJM">my favorite video on the challenges of dialogue animation</a>.</p>



<p class="wp-block-paragraph">• <a href="http://www.ovarianpsycosdocumentary.com/the-film">That documentary about the Ovarian Psychos</a> will be on PBS this March.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.washingtonpost.com/wp-dyn/content/article/2006/09/13/AR2006091302271.html?nav=E8">an introduction to the cause of Claudia Mitchell</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://blog.neocabgame.com/post/187444316961/anatomy-of-a-neo-cab-character">Paula's "Anatomy of a Character" post</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Stay Human" (feat. Vincent Perea), Halogen Mosaic, and "Neon Moon" (feat. The Saxophone Warrior) from <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">the <em>Neo Cab</em> soundtrack</a> by Obfusc.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Neo Cab is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the games visuals (a masterclass in scale, scop]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Emotional Survival, with Paula Rogers and Vincent Perea]]></itunes:title>
	<itunes:episode>75</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Neo Cab</em> is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the game's visuals (a masterclass in scale, scope, and focus), and Paula Rogers discusses the game's writing process (which, by design, more closely resembled a TV writers' room than a traditional game pipeline). More than that, both talk about how <em>Neo Cab's</em> various elements are inextricably linked, the challenges of character-focused narratives—and of extensive branching—and the fertile grounds of richly simulating characters' emotions.</p>



<p class="wp-block-paragraph">Stay human, friends. And also: <em>RISE!</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Neo Cab</em> on <a href="https://store.steampowered.com/app/794540/Neo_Cab/">Steam</a>, <a href="https://www.nintendo.com/games/detail/neo-cab-switch/">Switch</a>, and <a href="https://apps.apple.com/app/neo-cab/id1464869565?ign-itsct=neocab&amp;ign-itscg=30800">Apple Arcade</a>.
You can get the soundtrack on <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">Bandcamp</a>, <a href="https://open.spotify.com/album/3x2knhsDNvWSf6cXnTJswT">Spotify</a>, <a href="https://play.google.com/music/preview/Bjnbkaknlnjw3uqdltlaubbwmoq">Google Play Music</a>, and <a href="https://music.apple.com/bn/album/neo-cab-original-game-soundtrack/1485811275">iTunes</a>.</strong>
You can also follow <a href="https://twitter.com/paula_bot">Paula</a>, <a href="https://twitter.com/VincentPerea">Vincent</a>, and <a href="https://twitter.com/neocabgame">the game itself</a> on Twitter.
 ———
• <a href="https://www.criterionchannel.com/night-on-earth"><em>Night on Earth</em> is on the Criterion Channel</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.rockpapershotgun.com/2019/04/22/nowpunk-and-the-politics-of-the-personal-in-neo-cab/">a RockPaperShotgun piece about <em>Neo Cab</em> and nowpunk</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=NmLPpcVQFJM">my favorite video on the challenges of dialogue animation</a>.</p>



<p class="wp-block-paragraph">• <a href="http://www.ovarianpsycosdocumentary.com/the-film">That documentary about the Ovarian Psychos</a> will be on PBS this March.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.washingtonpost.com/wp-dyn/content/article/2006/09/13/AR2006091302271.html?nav=E8">an introduction to the cause of Claudia Mitchell</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://blog.neocabgame.com/post/187444316961/anatomy-of-a-neo-cab-character">Paula's "Anatomy of a Character" post</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Stay Human" (feat. Vincent Perea), Halogen Mosaic, and "Neon Moon" (feat. The Saxophone Warrior) from <a href="https://obfusc.bandcamp.com/album/neo-cab-original-soundtrack">the <em>Neo Cab</em> soundtrack</a> by Obfusc.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/02/etao-podcast-75-chance-agency.mp3" length="139716550" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Neo Cab is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the game's visuals (a masterclass in scale, scope, and focus), and Paula Rogers discusses the game's writing process (which, by design, more closely resembled a TV writers' room than a traditional game pipeline). More than that, both talk about how Neo Cab's various elements are inextricably linked, the challenges of character-focused narratives—and of extensive branching—and the fertile grounds of richly simulating characters' emotions.



Stay human, friends. And also: RISE!







You can get Neo Cab on Steam, Switch, and Apple Arcade.
You can get the soundtrack on Bandcamp, Spotify, Google Play Music, and iTunes.
You can also follow Paula, Vincent, and the game itself on Twitter.
 ———
• Night on Earth is on the Criterion Channel.



• Here's a RockPaperShotgun piece about Neo Cab and nowpunk.



• And here's my favorite video on the challenges of dialogue animation.



• That documentary about the Ovarian Psychos will be on PBS this March.



• Here's an introduction to the cause of Claudia Mitchell.



• And here's Paula's "Anatomy of a Character" post.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Stay Human" (feat. Vincent Perea), Halogen Mosaic, and "Neon Moon" (feat. The Saxophone Warrior) from the Neo Cab soundtrack by Obfusc.

"Apple Blossoms" by Vernon Geyer.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-25-at-8.25.05-pm.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-25-at-8.25.05-pm.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>Emotional Survival, with Paula Rogers and Vincent Perea</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:41:53</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Neo Cab is the debut game from Chance Agency, about the last human rideshare cabbie in an aggressively automated, vertically integrated, near-future California city. In this episode, Vincent Perea discusses the game's visuals (a masterclass in scale, scope, and focus), and Paula Rogers discusses the game's writing process (which, by design, more closely resembled a TV writers' room than a traditional game pipeline). More than that, both talk about how Neo Cab's various elements are inextricably linked, the challenges of character-focused narratives—and of extensive branching—and the fertile grounds of richly simulating characters' emotions.



Stay human, friends. And also: RISE!







You can get Neo Cab on Steam, Switch, and Apple Arcade.
You can get the soundtrack on Bandcamp, Spotify, Google Play Music, and iTunes.
You can also follow Paula, Vincent, and the game itself on Twitter.
 ———
• Night on Earth is on the Criterion Channel.



• Here's a RockPaperShotgun piece about Neo C]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/02/screen-shot-2020-01-25-at-8.25.05-pm.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Delicious to the (Mad) Max, with David Galindo</title>
	<link>https://etao.blog/2020/01/21/podcast-74/</link>
	<pubDate>Tue, 21 Jan 2020 15:01:45 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">acc16962-1659-5b04-91e5-e6ed99838e9d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">David Galindo's exacting, deadpan-absurdist <em>Cook, Serve, Delicious!</em> series is officially a trilogy, with <em>Cook, Serve, Delicious! 3?!</em> taking the at-the-margins dystopian elements from <em>2</em> (or <em>2!!</em> actually) and running with them, full-tilt into a tale of human-robot partnership and combat-ready foodtrucks. In this episode, David talks about the difficulties of balancing difficulty, the importance of a healthy, sustainable working process, and making sequels fresh and exciting (both for players and for him and his team).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong><em>Cook, Serve, Delicious! 3?!</em> will be in Early Access on <a href="https://store.steampowered.com/app/1000030/Cook_Serve_Delicious_3/">Steam</a> and <a>GOG</a> on January 29.
You can preorder the soundtrack on <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">Bandcamp</a>.
The whole delicious trilogy also has <a href="http://www.cookservedelicious.com/yum/">Steam</a>, you can <a href="https://twitter.com/chubigans">follow David on Twitter</a>.</strong>
 ———
• David did a fantastic episode of <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a>. (RIP, again, maybe?)</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.gamasutra.com/blogs/author/DavidGalindo/880867/">David's writing on Gamasutra</a> if you want some (sometimes painfully) honest thoughts on the realities of being an independent developer, and some insights into what his process looked like <em>before</em> he made it healthier.</p>



<p class="wp-block-paragraph">• <em>DOOM Eternal</em> is, at time of posting, still scheduled for March, unlike <em>Animal Crossing</em> and <em>Final Fantasy VII</em> and <em>Cyberpunk.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/twobitart">Sara G's estimable Twitter feed</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"A la Idavay!" and some other music from <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">the <em>Cook, Serve, Delicious! 3?!</em> soundtrack</a> by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[David Galindos exacting, deadpan-absurdist Cook, Serve, Delicious! series is officially a trilogy, with Cook, Serve, Delicious! 3?! taking the at-the-margins dystopian elements from 2 (or 2!! actually) and running with them, full-tilt into a tale of huma]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Delicious to the (Mad) Max, with David Galindo]]></itunes:title>
	<itunes:episode>74</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">David Galindo's exacting, deadpan-absurdist <em>Cook, Serve, Delicious!</em> series is officially a trilogy, with <em>Cook, Serve, Delicious! 3?!</em> taking the at-the-margins dystopian elements from <em>2</em> (or <em>2!!</em> actually) and running with them, full-tilt into a tale of human-robot partnership and combat-ready foodtrucks. In this episode, David talks about the difficulties of balancing difficulty, the importance of a healthy, sustainable working process, and making sequels fresh and exciting (both for players and for him and his team).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong><em>Cook, Serve, Delicious! 3?!</em> will be in Early Access on <a href="https://store.steampowered.com/app/1000030/Cook_Serve_Delicious_3/">Steam</a> and <a>GOG</a> on January 29.
You can preorder the soundtrack on <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">Bandcamp</a>.
The whole delicious trilogy also has <a href="http://www.cookservedelicious.com/yum/">Steam</a>, you can <a href="https://twitter.com/chubigans">follow David on Twitter</a>.</strong>
 ———
• David did a fantastic episode of <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a>. (RIP, again, maybe?)</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.gamasutra.com/blogs/author/DavidGalindo/880867/">David's writing on Gamasutra</a> if you want some (sometimes painfully) honest thoughts on the realities of being an independent developer, and some insights into what his process looked like <em>before</em> he made it healthier.</p>



<p class="wp-block-paragraph">• <em>DOOM Eternal</em> is, at time of posting, still scheduled for March, unlike <em>Animal Crossing</em> and <em>Final Fantasy VII</em> and <em>Cyberpunk.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/twobitart">Sara G's estimable Twitter feed</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"A la Idavay!" and some other music from <a href="https://jonathangeer.bandcamp.com/album/cook-serve-delicious-3">the <em>Cook, Serve, Delicious! 3?!</em> soundtrack</a> by <a href="https://jonathangeer.bandcamp.com/">Jonathan Greer</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/01/etao-podcast-74-david-galindo.mp3" length="75595035" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[David Galindo's exacting, deadpan-absurdist Cook, Serve, Delicious! series is officially a trilogy, with Cook, Serve, Delicious! 3?! taking the at-the-margins dystopian elements from 2 (or 2!! actually) and running with them, full-tilt into a tale of human-robot partnership and combat-ready foodtrucks. In this episode, David talks about the difficulties of balancing difficulty, the importance of a healthy, sustainable working process, and making sequels fresh and exciting (both for players and for him and his team).







Cook, Serve, Delicious! 3?! will be in Early Access on Steam and GOG on January 29.
You can preorder the soundtrack on Bandcamp.
The whole delicious trilogy also has Steam, you can follow David on Twitter.
 ———
• David did a fantastic episode of The Zachtronics Podcast. (RIP, again, maybe?)



• Do check out David's writing on Gamasutra if you want some (sometimes painfully) honest thoughts on the realities of being an independent developer, and some insights into what his process looked like before he made it healthier.



• DOOM Eternal is, at time of posting, still scheduled for March, unlike Animal Crossing and Final Fantasy VII and Cyberpunk.



• Here's Sara G's estimable Twitter feed.

———

"All The People Say (Season 3)" by Holly Hyperion.

"A la Idavay!" and some other music from the Cook, Serve, Delicious! 3?! soundtrack by Jonathan Greer.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/2020-01-18-24.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/2020-01-18-24.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>Delicious to the (Mad) Max, with David Galindo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[David Galindo's exacting, deadpan-absurdist Cook, Serve, Delicious! series is officially a trilogy, with Cook, Serve, Delicious! 3?! taking the at-the-margins dystopian elements from 2 (or 2!! actually) and running with them, full-tilt into a tale of human-robot partnership and combat-ready foodtrucks. In this episode, David talks about the difficulties of balancing difficulty, the importance of a healthy, sustainable working process, and making sequels fresh and exciting (both for players and for him and his team).







Cook, Serve, Delicious! 3?! will be in Early Access on Steam and GOG on January 29.
You can preorder the soundtrack on Bandcamp.
The whole delicious trilogy also has Steam, you can follow David on Twitter.
 ———
• David did a fantastic episode of The Zachtronics Podcast. (RIP, again, maybe?)



• Do check out David's writing on Gamasutra if you want some (sometimes painfully) honest thoughts on the realities of being an independent developer, and some insights into w]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/2020-01-18-24.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Played and &#8216;Casted (and What We Didn&#8217;t) in 2019</title>
	<link>https://etao.blog/2020/01/07/podcast-73/</link>
	<pubDate>Tue, 07 Jan 2020 20:05:56 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">c96aa2ba-e68e-553b-a237-aa0fc0044e99</guid>
	<description><![CDATA[<p class="wp-block-paragraph">In this episode, we take stock of what we played this year, what we didn't get to, and what we're looking forward to playing next (<a href="http://etao.blog/2018/12/15/podcast-45/">just like we did last year</a>).</p>



<p class="wp-block-paragraph">Our lists here aren't comprehensive, because <em>wow</em> there are a lot of games worth playing, but we do try to highlight some of our favorites, and especially some of the games that we think deserve more attention and love than they've gotten.</p>



<p class="wp-block-paragraph">Come join us as we look back, forward, and all around, and propose some totally hypothetical games we'd love to see. (I'm looking in your direction, Untitled Goose MMO).</p>



<p class="wp-block-paragraph">
 ———
• <em>Baba Is You</em> does indeed have a level editor incoming.</p>



<p class="wp-block-paragraph">• If you're able to contribute a little money to help out with the wildfires in Australia, then please consider donating to <a href="https://quickweb.westpac.com.au/OnlinePaymentServlet?cd_community=NSWRFS&amp;cd_currency=AUD&amp;cd_supplier_business=DONATIONS&amp;action=EnterDetails">rural firefighters</a>, <a href="https://www.gofundme.com/f/fire-relief-fund-for-first-nations-communities?utm_source=twitter&amp;utm_medium=social&amp;utm_campaign=m_pd+share-sheet">indigenous recovery efforts</a>, and/or <a href="https://www.wires.org.au/?fbclid=IwAR3TL35NNOpfra0GLB3XfQFPnrV-V31F4RESvOacYkXAnQey2wOx7UpZ_xU">wildlife relief</a>.</p>



<p class="wp-block-paragraph">• Media Molecule was the developer we couldn't think of, they of <em>LittleBigPlanet</em> games, and <em>Dreams.</em> Some of those folks are now working on <em>Knights and Bikes.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=vi98rAn4uXE">the Game Maker's Toolkit Year in Accessibility</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Soft Focus" and "Lavender" from <a href="https://clarkaboudmusic.bandcamp.com/album/kind-words-lo-fi-chill-beats-to-write-to">the <em>Kind Words (lo fi chill beats to write to)</em> soundtrack</a> by <a href="https://clarkaboudmusic.bandcamp.com/">Clark Aboud</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[In this episode, we take stock of what we played this year, what we didnt get to, and what were looking forward to playing next (just like we did last year).



Our lists here arent comprehensive, because wow there are a lot of games worth playing, but w]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Played and 'Casted (and What We Didn't) in 2019]]></itunes:title>
	<itunes:episode>73</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">In this episode, we take stock of what we played this year, what we didn't get to, and what we're looking forward to playing next (<a href="http://etao.blog/2018/12/15/podcast-45/">just like we did last year</a>).</p>



<p class="wp-block-paragraph">Our lists here aren't comprehensive, because <em>wow</em> there are a lot of games worth playing, but we do try to highlight some of our favorites, and especially some of the games that we think deserve more attention and love than they've gotten.</p>



<p class="wp-block-paragraph">Come join us as we look back, forward, and all around, and propose some totally hypothetical games we'd love to see. (I'm looking in your direction, Untitled Goose MMO).</p>



<p class="wp-block-paragraph">
 ———
• <em>Baba Is You</em> does indeed have a level editor incoming.</p>



<p class="wp-block-paragraph">• If you're able to contribute a little money to help out with the wildfires in Australia, then please consider donating to <a href="https://quickweb.westpac.com.au/OnlinePaymentServlet?cd_community=NSWRFS&amp;cd_currency=AUD&amp;cd_supplier_business=DONATIONS&amp;action=EnterDetails">rural firefighters</a>, <a href="https://www.gofundme.com/f/fire-relief-fund-for-first-nations-communities?utm_source=twitter&amp;utm_medium=social&amp;utm_campaign=m_pd+share-sheet">indigenous recovery efforts</a>, and/or <a href="https://www.wires.org.au/?fbclid=IwAR3TL35NNOpfra0GLB3XfQFPnrV-V31F4RESvOacYkXAnQey2wOx7UpZ_xU">wildlife relief</a>.</p>



<p class="wp-block-paragraph">• Media Molecule was the developer we couldn't think of, they of <em>LittleBigPlanet</em> games, and <em>Dreams.</em> Some of those folks are now working on <em>Knights and Bikes.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=vi98rAn4uXE">the Game Maker's Toolkit Year in Accessibility</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Soft Focus" and "Lavender" from <a href="https://clarkaboudmusic.bandcamp.com/album/kind-words-lo-fi-chill-beats-to-write-to">the <em>Kind Words (lo fi chill beats to write to)</em> soundtrack</a> by <a href="https://clarkaboudmusic.bandcamp.com/">Clark Aboud</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2020/01/etao-podcast-73-2019.mp3" length="157447956" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In this episode, we take stock of what we played this year, what we didn't get to, and what we're looking forward to playing next (just like we did last year).



Our lists here aren't comprehensive, because wow there are a lot of games worth playing, but we do try to highlight some of our favorites, and especially some of the games that we think deserve more attention and love than they've gotten.



Come join us as we look back, forward, and all around, and propose some totally hypothetical games we'd love to see. (I'm looking in your direction, Untitled Goose MMO).




 ———
• Baba Is You does indeed have a level editor incoming.



• If you're able to contribute a little money to help out with the wildfires in Australia, then please consider donating to rural firefighters, indigenous recovery efforts, and/or wildlife relief.



• Media Molecule was the developer we couldn't think of, they of LittleBigPlanet games, and Dreams. Some of those folks are now working on Knights and Bikes.



• Here's the Game Maker's Toolkit Year in Accessibility.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Soft Focus" and "Lavender" from the Kind Words (lo fi chill beats to write to) soundtrack by Clark Aboud.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/enonwtvxsaeuhld.jpeg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/enonwtvxsaeuhld.jpeg?fit=1920%2C1080&#038;ssl=1</url>
		<title>What We Played and &#8216;Casted (and What We Didn&#8217;t) in 2019</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:40:34</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[In this episode, we take stock of what we played this year, what we didn't get to, and what we're looking forward to playing next (just like we did last year).



Our lists here aren't comprehensive, because wow there are a lot of games worth playing, but we do try to highlight some of our favorites, and especially some of the games that we think deserve more attention and love than they've gotten.



Come join us as we look back, forward, and all around, and propose some totally hypothetical games we'd love to see. (I'm looking in your direction, Untitled Goose MMO).




 ———
• Baba Is You does indeed have a level editor incoming.



• If you're able to contribute a little money to help out with the wildfires in Australia, then please consider donating to rural firefighters, indigenous recovery efforts, and/or wildlife relief.



• Media Molecule was the developer we couldn't think of, they of LittleBigPlanet games, and Dreams. Some of those folks are now working on Knights and Bikes]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2020/01/enonwtvxsaeuhld.jpeg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Beautiful Places, with Phoebe Watson</title>
	<link>https://etao.blog/2019/12/24/podcast-72/</link>
	<pubDate>Tue, 24 Dec 2019 13:48:18 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">9b1b427c-68ff-5853-9b1d-09c92b9d805d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in <em>Chaos Tavern</em> are meaningful and on-point—and that's meant everything from discussing aesthetics with the rest of the team, to shaping culturally syncretic (yet specific) <em>lore,</em> to soliciting the opinions of elders (and therefore having to explain to said elders what video games even are these days, and why they matter, and why they have the potential to matter in even more ways).</p>



<p class="wp-block-paragraph">It's an unusual role, but a necessary one for the sort of game that DragonBear is trying to make. In this episode, Phoebe walks us through her day-to-day, rhapsodizes her foundational love for <em>Skyrim,</em> and talks about the drive to make unreal places and stories richer and <em>truer.</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can follow <a href="https://twitter.com/PhoebeJaneW">Phoebe</a>, as well as <a href="https://twitter.com/ChaosTavern">DragonBear Studios</a>, on Twitter.</strong>
 ———
• Here's <a href="https://switchaboo.com/2019/10/20/interview-with-dragonbear-studios-chaos-tavern/">that interview with Ben that I refer to</a>.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/ckjong/status/1096518742920572928"><em>Solidarity</em> is that game about unionizing a potion factory</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.newgameplus.tv/videos/ngp_interviews/phoebe-watson-talks-chaos-tavern-and-indigenous-games">another interview that Phoebe did since we spoke</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.acmi.net.au/ideas/read/old-stories-new-tech-indigenous-storytelling-videogames/">an article on games that feature indigenous culture (including <em>Never Alone)</em></a> in which she gets quoted.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=EjzooDHWw5w">a talk she did last summer on the importance (and the challenges) of putting indigenous culture in games</a>.</p>



<p class="wp-block-paragraph">• Phoebe mentions that her specific indigenous cultural group is the Yarrer Gunditj clan of the Maar Nation. I'm typing that out here in case you (like me) weren't sure how to spell those names when she said them.</p>



<p class="wp-block-paragraph">• Last but not least, here's a little background on <a href="https://en.wikipedia.org/wiki/Wurundjeri">on the Wurundjeri people</a>, with whom Phoebe also works a great deal.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from <em>Chaos Tavern.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in Chaos Tavern are meaningful and on-point—and thats meant everything from discussing aesthetics with the rest of the team]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Beautiful Places, with Phoebe Watson]]></itunes:title>
	<itunes:episode>72</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in <em>Chaos Tavern</em> are meaningful and on-point—and that's meant everything from discussing aesthetics with the rest of the team, to shaping culturally syncretic (yet specific) <em>lore,</em> to soliciting the opinions of elders (and therefore having to explain to said elders what video games even are these days, and why they matter, and why they have the potential to matter in even more ways).</p>



<p class="wp-block-paragraph">It's an unusual role, but a necessary one for the sort of game that DragonBear is trying to make. In this episode, Phoebe walks us through her day-to-day, rhapsodizes her foundational love for <em>Skyrim,</em> and talks about the drive to make unreal places and stories richer and <em>truer.</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can follow <a href="https://twitter.com/PhoebeJaneW">Phoebe</a>, as well as <a href="https://twitter.com/ChaosTavern">DragonBear Studios</a>, on Twitter.</strong>
 ———
• Here's <a href="https://switchaboo.com/2019/10/20/interview-with-dragonbear-studios-chaos-tavern/">that interview with Ben that I refer to</a>.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/ckjong/status/1096518742920572928"><em>Solidarity</em> is that game about unionizing a potion factory</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.newgameplus.tv/videos/ngp_interviews/phoebe-watson-talks-chaos-tavern-and-indigenous-games">another interview that Phoebe did since we spoke</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.acmi.net.au/ideas/read/old-stories-new-tech-indigenous-storytelling-videogames/">an article on games that feature indigenous culture (including <em>Never Alone)</em></a> in which she gets quoted.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=EjzooDHWw5w">a talk she did last summer on the importance (and the challenges) of putting indigenous culture in games</a>.</p>



<p class="wp-block-paragraph">• Phoebe mentions that her specific indigenous cultural group is the Yarrer Gunditj clan of the Maar Nation. I'm typing that out here in case you (like me) weren't sure how to spell those names when she said them.</p>



<p class="wp-block-paragraph">• Last but not least, here's a little background on <a href="https://en.wikipedia.org/wiki/Wurundjeri">on the Wurundjeri people</a>, with whom Phoebe also works a great deal.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music from <em>Chaos Tavern.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/12/etao-podcast-72-phoebe-watson.mp3" length="120829080" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in Chaos Tavern are meaningful and on-point—and that's meant everything from discussing aesthetics with the rest of the team, to shaping culturally syncretic (yet specific) lore, to soliciting the opinions of elders (and therefore having to explain to said elders what video games even are these days, and why they matter, and why they have the potential to matter in even more ways).



It's an unusual role, but a necessary one for the sort of game that DragonBear is trying to make. In this episode, Phoebe walks us through her day-to-day, rhapsodizes her foundational love for Skyrim, and talks about the drive to make unreal places and stories richer and truer.







You can follow Phoebe, as well as DragonBear Studios, on Twitter.
 ———
• Here's that interview with Ben that I refer to.



• Solidarity is that game about unionizing a potion factory.



• Here's another interview that Phoebe did since we spoke.



• Here's an article on games that feature indigenous culture (including Never Alone) in which she gets quoted.



• And here's a talk she did last summer on the importance (and the challenges) of putting indigenous culture in games.



• Phoebe mentions that her specific indigenous cultural group is the Yarrer Gunditj clan of the Maar Nation. I'm typing that out here in case you (like me) weren't sure how to spell those names when she said them.



• Last but not least, here's a little background on on the Wurundjeri people, with whom Phoebe also works a great deal.

———

"All The People Say (Season 3)" by Holly Hyperion.

Some music from Chaos Tavern.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/12/screen-shot-2019-12-18-at-10.59.11-pm.png?fit=3360%2C1891&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/12/screen-shot-2019-12-18-at-10.59.11-pm.png?fit=3360%2C1891&#038;ssl=1</url>
		<title>Making Beautiful Places, with Phoebe Watson</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:15:22</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Phoebe Watson joined the team at DragonBear Studios for the expressed purpose of making sure that the indigenous cultural elements in Chaos Tavern are meaningful and on-point—and that's meant everything from discussing aesthetics with the rest of the team, to shaping culturally syncretic (yet specific) lore, to soliciting the opinions of elders (and therefore having to explain to said elders what video games even are these days, and why they matter, and why they have the potential to matter in even more ways).



It's an unusual role, but a necessary one for the sort of game that DragonBear is trying to make. In this episode, Phoebe walks us through her day-to-day, rhapsodizes her foundational love for Skyrim, and talks about the drive to make unreal places and stories richer and truer.







You can follow Phoebe, as well as DragonBear Studios, on Twitter.
 ———
• Here's that interview with Ben that I refer to.



• Solidarity is that game about unionizing a potion factory.



• Here]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/12/screen-shot-2019-12-18-at-10.59.11-pm.png?fit=3360%2C1891&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Hyper-Focused Antifragile Games as Drugs as Puzzles, with Zach Barth</title>
	<link>https://etao.blog/2019/12/10/podcast-71/</link>
	<pubDate>Tue, 10 Dec 2019 11:16:21 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">9ba3c455-c91f-5380-ab3b-a47b107153ff</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Another dose of Zach Barth, this time focused on <em>MOLEK-SYNTEZ,</em> a Zachtronics game that plays a bit like <em>Opus Magnum</em> but was made more in the spirit of <em>TIS-100</em>—which is to say quickly, with extreme focus, and driven by Zach's primordial <em>need</em> to make games, games forever, games all the time. (Also, like <em>TIS-100</em> before it, it's presented in purest, starkest black and white, to the confusion of some and the delight of me).</p>



<p class="wp-block-paragraph">We talk about the thematic connections between drug-making and game development, the slippery-as-hell nature of defining success, and the complexities of creating a Zachtronics game that's closer than ever to real science (though as Zach says, "it's still pretty fake").</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>MOLEK-SYNTEZ</em> on <a href="http://store.steampowered.com/app/1168880/">Steam</a>, <a href="https://www.gog.com/game/moleksyntez">GOG</a>, and <a href="https://zachtronics.itch.io/molek-syntez">Itch</a>.
You can get <em>ZACH-LIKE</em> on <a href="https://store.steampowered.com/app/1098840/ZACHLIKE/">Steam</a>, replete with links to the educational games.
The <em>MOLEK-SYNTEZ</em> OST is on <a href="https://zachtronics.bandcamp.com/album/molek-syntez">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/zachtronics">follow Zach and/or Zachtronics</a> (the distinction gets blurry) on Twitter.
 ———
• Thanks to The Mysterious Ian K. for the <em>MOLEK-SYNTEZ</em> solution gif. I found it a little cooler-looking than any of mine, and asked to use it, and he was a stand-up cat as per always.</p>



<p class="wp-block-paragraph">• I thought about linking to <em>Antifragile,</em> but honestly Zach's summary probably has you covered. If you really want more, watch <a href="https://www.youtube.com/watch?v=k4MhC5tcEv0">this weird ramble</a>.</p>



<p class="wp-block-paragraph">• My crack about <em>Fortnite</em> was definitely influenced by/ripped off from <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">this Dan Olson video</a> (which was also recently referenced in <a href="https://www.youtube.com/watch?v=IYkLVU5UGM8">this Oliver Thorn video</a>).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://zachtronics.bandcamp.com/album/molek-syntez">The <em>MOLEK-SYNTEZ</em> OST</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Another dose of Zach Barth, this time focused on MOLEK-SYNTEZ, a Zachtronics game that plays a bit like Opus Magnum but was made more in the spirit of TIS-100—which is to say quickly, with extreme focus, and driven by Zachs primordial need to make games,]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Hyper-Focused Antifragile Games as Drugs as Puzzles, with Zach Barth]]></itunes:title>
	<itunes:episode>71</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Another dose of Zach Barth, this time focused on <em>MOLEK-SYNTEZ,</em> a Zachtronics game that plays a bit like <em>Opus Magnum</em> but was made more in the spirit of <em>TIS-100</em>—which is to say quickly, with extreme focus, and driven by Zach's primordial <em>need</em> to make games, games forever, games all the time. (Also, like <em>TIS-100</em> before it, it's presented in purest, starkest black and white, to the confusion of some and the delight of me).</p>



<p class="wp-block-paragraph">We talk about the thematic connections between drug-making and game development, the slippery-as-hell nature of defining success, and the complexities of creating a Zachtronics game that's closer than ever to real science (though as Zach says, "it's still pretty fake").</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>MOLEK-SYNTEZ</em> on <a href="http://store.steampowered.com/app/1168880/">Steam</a>, <a href="https://www.gog.com/game/moleksyntez">GOG</a>, and <a href="https://zachtronics.itch.io/molek-syntez">Itch</a>.
You can get <em>ZACH-LIKE</em> on <a href="https://store.steampowered.com/app/1098840/ZACHLIKE/">Steam</a>, replete with links to the educational games.
The <em>MOLEK-SYNTEZ</em> OST is on <a href="https://zachtronics.bandcamp.com/album/molek-syntez">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/zachtronics">follow Zach and/or Zachtronics</a> (the distinction gets blurry) on Twitter.
 ———
• Thanks to The Mysterious Ian K. for the <em>MOLEK-SYNTEZ</em> solution gif. I found it a little cooler-looking than any of mine, and asked to use it, and he was a stand-up cat as per always.</p>



<p class="wp-block-paragraph">• I thought about linking to <em>Antifragile,</em> but honestly Zach's summary probably has you covered. If you really want more, watch <a href="https://www.youtube.com/watch?v=k4MhC5tcEv0">this weird ramble</a>.</p>



<p class="wp-block-paragraph">• My crack about <em>Fortnite</em> was definitely influenced by/ripped off from <a href="https://www.youtube.com/watch?v=dPHPNgIihR0">this Dan Olson video</a> (which was also recently referenced in <a href="https://www.youtube.com/watch?v=IYkLVU5UGM8">this Oliver Thorn video</a>).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://zachtronics.bandcamp.com/album/molek-syntez">The <em>MOLEK-SYNTEZ</em> OST</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/12/etao-podcast-71-zach-barth.mp3" length="122118482" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Another dose of Zach Barth, this time focused on MOLEK-SYNTEZ, a Zachtronics game that plays a bit like Opus Magnum but was made more in the spirit of TIS-100—which is to say quickly, with extreme focus, and driven by Zach's primordial need to make games, games forever, games all the time. (Also, like TIS-100 before it, it's presented in purest, starkest black and white, to the confusion of some and the delight of me).



We talk about the thematic connections between drug-making and game development, the slippery-as-hell nature of defining success, and the complexities of creating a Zachtronics game that's closer than ever to real science (though as Zach says, "it's still pretty fake").







You can get MOLEK-SYNTEZ on Steam, GOG, and Itch.
You can get ZACH-LIKE on Steam, replete with links to the educational games.
The MOLEK-SYNTEZ OST is on Bandcamp.
You can also follow Zach and/or Zachtronics (the distinction gets blurry) on Twitter.
 ———
• Thanks to The Mysterious Ian K. for the MOLEK-SYNTEZ solution gif. I found it a little cooler-looking than any of mine, and asked to use it, and he was a stand-up cat as per always.



• I thought about linking to Antifragile, but honestly Zach's summary probably has you covered. If you really want more, watch this weird ramble.



• My crack about Fortnite was definitely influenced by/ripped off from this Dan Olson video (which was also recently referenced in this Oliver Thorn video).

———

"All The People Say (Season 3)" by Holly Hyperion.

The MOLEK-SYNTEZ OST by Matthew Seiji Burns.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/2019-11-29.gif?fit=550%2C550&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/2019-11-29.gif?fit=550%2C550&#038;ssl=1</url>
		<title>Hyper-Focused Antifragile Games as Drugs as Puzzles, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:20:32</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Another dose of Zach Barth, this time focused on MOLEK-SYNTEZ, a Zachtronics game that plays a bit like Opus Magnum but was made more in the spirit of TIS-100—which is to say quickly, with extreme focus, and driven by Zach's primordial need to make games, games forever, games all the time. (Also, like TIS-100 before it, it's presented in purest, starkest black and white, to the confusion of some and the delight of me).



We talk about the thematic connections between drug-making and game development, the slippery-as-hell nature of defining success, and the complexities of creating a Zachtronics game that's closer than ever to real science (though as Zach says, "it's still pretty fake").







You can get MOLEK-SYNTEZ on Steam, GOG, and Itch.
You can get ZACH-LIKE on Steam, replete with links to the educational games.
The MOLEK-SYNTEZ OST is on Bandcamp.
You can also follow Zach and/or Zachtronics (the distinction gets blurry) on Twitter.
 ———
• Thanks to The Mysterious Ian K. for th]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/2019-11-29.gif?fit=550%2C550&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Black Queen&#8217;s Tutorial, with cs wallace</title>
	<link>https://etao.blog/2019/11/26/podcast-70/</link>
	<pubDate>Tue, 26 Nov 2019 12:12:01 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a699a6a9-aeb6-5948-999b-5c724997b531</guid>
	<description><![CDATA[<p class="wp-block-paragraph">If you only know the arcade version <em>Killer Queen</em> by reputation, then you might assume <em>Killer Queen Black</em> is simply a home port of the same game?but in fact is <em>Black</em> another game entirely, albeit one that carries over many core mechanics from what is now officially called <em>Killer Queen Arcade,</em> and one taking place in the same surreal universe. It's not a port, nor is it really a sequel, nor it it exactly an adaptation. It's a thoughtfully designed oddball offshoot, meant to give longtime players something new and, perhaps even moreso, to bring new players into the bumble-fold.</p>



<p class="wp-block-paragraph">Among cs wallace's responsibilities for <em>Killer Queen Black</em> was fashioning the game's tutorial?not a trivial task for a game (or now, a series) famed for social learning and multithreaded team strategy. Here he talks about his goals when crafting that (pretty darn punchy) tutorial, the overall philosophy behind <em>Black,</em> and a whole lot of inside baseball <em>Killer Queen</em> arcana.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Killer Queen Black</em> on <a href="https://store.steampowered.com/app/663670/Killer_Queen_Black/">Steam</a> and <a href="https://www.nintendo.com/games/detail/killer-queen-black-switch/">Switch</a>, you can get <em>3 Nights in Chicago</em> on <a href="https://3nights.itch.io/3-nights-in-chicago">Itch</a>, and you can find find <em>Killer Queen Arcade</em> <a href="https://killerqueenarcade.com/locations">all over these United States of ours</a>.</strong>
You can also <a href="https://twitter.com/Hengde">follow cs</a> (<a href="https://twitter.com/killerqueenblk">and the game itself</a>) on Twitter.
 ———
• For more on <em>Killer Queen Arcade,</em> do check out <a href="http://etao.blog/2019/08/06/podcast-62/">the episode with Alan Dang</a>.</p>



<p class="wp-block-paragraph">• <a href="https://deathbyaudio.com/pages/about-timeline">Death By Audio has undergone a lot of changes, produced a lot of offshoots, and left one hell of a mark</a>.</p>



<p class="wp-block-paragraph">• <a href="https://withfriends.co/wonderville">Wonderville</a> and <a href="https://withfriends.co/babycastles">Babycastles</a> are indeed both on <a href="https://withfriends.co/">WithFriends</a> (which, as I say in the intro, is more like Patreon for than Kickstarter).</p>



<p class="wp-block-paragraph">• Charles Pratt's talk at this most recent Bumble Bash has yet to surface online, but <a href="https://medium.com/@charlesjpratt/some-numbers-from-bumble-bash-the-first-national-killer-queen-arcade-tournament-c7a40893c19f#.21qjaswf6">his mathy analysis of Bumble Bash as an institution</a> is ripe for the reading.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some fanfare from <em>Killer Queen Black.</em>

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

Some additional rock from <em>Killer Queen Black.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[If you only know the arcade version Killer Queen by reputation, then you might assume Killer Queen Black is simply a home port of the same game?but in fact is Black another game entirely, albeit one that carries over many core mechanics from what is now ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Black Queen?s Tutorial, with cs wallace]]></itunes:title>
	<itunes:episode>70</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">If you only know the arcade version <em>Killer Queen</em> by reputation, then you might assume <em>Killer Queen Black</em> is simply a home port of the same game?but in fact is <em>Black</em> another game entirely, albeit one that carries over many core mechanics from what is now officially called <em>Killer Queen Arcade,</em> and one taking place in the same surreal universe. It's not a port, nor is it really a sequel, nor it it exactly an adaptation. It's a thoughtfully designed oddball offshoot, meant to give longtime players something new and, perhaps even moreso, to bring new players into the bumble-fold.</p>



<p class="wp-block-paragraph">Among cs wallace's responsibilities for <em>Killer Queen Black</em> was fashioning the game's tutorial?not a trivial task for a game (or now, a series) famed for social learning and multithreaded team strategy. Here he talks about his goals when crafting that (pretty darn punchy) tutorial, the overall philosophy behind <em>Black,</em> and a whole lot of inside baseball <em>Killer Queen</em> arcana.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Killer Queen Black</em> on <a href="https://store.steampowered.com/app/663670/Killer_Queen_Black/">Steam</a> and <a href="https://www.nintendo.com/games/detail/killer-queen-black-switch/">Switch</a>, you can get <em>3 Nights in Chicago</em> on <a href="https://3nights.itch.io/3-nights-in-chicago">Itch</a>, and you can find find <em>Killer Queen Arcade</em> <a href="https://killerqueenarcade.com/locations">all over these United States of ours</a>.</strong>
You can also <a href="https://twitter.com/Hengde">follow cs</a> (<a href="https://twitter.com/killerqueenblk">and the game itself</a>) on Twitter.
 ———
• For more on <em>Killer Queen Arcade,</em> do check out <a href="http://etao.blog/2019/08/06/podcast-62/">the episode with Alan Dang</a>.</p>



<p class="wp-block-paragraph">• <a href="https://deathbyaudio.com/pages/about-timeline">Death By Audio has undergone a lot of changes, produced a lot of offshoots, and left one hell of a mark</a>.</p>



<p class="wp-block-paragraph">• <a href="https://withfriends.co/wonderville">Wonderville</a> and <a href="https://withfriends.co/babycastles">Babycastles</a> are indeed both on <a href="https://withfriends.co/">WithFriends</a> (which, as I say in the intro, is more like Patreon for than Kickstarter).</p>



<p class="wp-block-paragraph">• Charles Pratt's talk at this most recent Bumble Bash has yet to surface online, but <a href="https://medium.com/@charlesjpratt/some-numbers-from-bumble-bash-the-first-national-killer-queen-arcade-tournament-c7a40893c19f#.21qjaswf6">his mathy analysis of Bumble Bash as an institution</a> is ripe for the reading.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some fanfare from <em>Killer Queen Black.</em>

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

Some additional rock from <em>Killer Queen Black.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/11/etao-podcast-70-cs-wallace-1.mp3" length="87090216" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[If you only know the arcade version Killer Queen by reputation, then you might assume Killer Queen Black is simply a home port of the same game?but in fact is Black another game entirely, albeit one that carries over many core mechanics from what is now officially called Killer Queen Arcade, and one taking place in the same surreal universe. It's not a port, nor is it really a sequel, nor it it exactly an adaptation. It's a thoughtfully designed oddball offshoot, meant to give longtime players something new and, perhaps even moreso, to bring new players into the bumble-fold.



Among cs wallace's responsibilities for Killer Queen Black was fashioning the game's tutorial?not a trivial task for a game (or now, a series) famed for social learning and multithreaded team strategy. Here he talks about his goals when crafting that (pretty darn punchy) tutorial, the overall philosophy behind Black, and a whole lot of inside baseball Killer Queen arcana.







You can get Killer Queen Black on Steam and Switch, you can get 3 Nights in Chicago on Itch, and you can find find Killer Queen Arcade all over these United States of ours.
You can also follow cs (and the game itself) on Twitter.
 ———
• For more on Killer Queen Arcade, do check out the episode with Alan Dang.



• Death By Audio has undergone a lot of changes, produced a lot of offshoots, and left one hell of a mark.



• Wonderville and Babycastles are indeed both on WithFriends (which, as I say in the intro, is more like Patreon for than Kickstarter).



• Charles Pratt's talk at this most recent Bumble Bash has yet to surface online, but his mathy analysis of Bumble Bash as an institution is ripe for the reading.

———

"All The People Say (Season 3)" by Holly Hyperion.

Some fanfare from Killer Queen Black.

"Apple Blossoms" by Vernon Geyer.

Some additional rock from Killer Queen Black.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/ejnem22u0aaqh7o.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/ejnem22u0aaqh7o.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>The Black Queen&#8217;s Tutorial, with cs wallace</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[If you only know the arcade version Killer Queen by reputation, then you might assume Killer Queen Black is simply a home port of the same game?but in fact is Black another game entirely, albeit one that carries over many core mechanics from what is now officially called Killer Queen Arcade, and one taking place in the same surreal universe. It's not a port, nor is it really a sequel, nor it it exactly an adaptation. It's a thoughtfully designed oddball offshoot, meant to give longtime players something new and, perhaps even moreso, to bring new players into the bumble-fold.



Among cs wallace's responsibilities for Killer Queen Black was fashioning the game's tutorial?not a trivial task for a game (or now, a series) famed for social learning and multithreaded team strategy. Here he talks about his goals when crafting that (pretty darn punchy) tutorial, the overall philosophy behind Black, and a whole lot of inside baseball Killer Queen arcana.







You can get Killer Queen Black o]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/11/ejnem22u0aaqh7o.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Mysteries More Mysterious, with Joe Russ</title>
	<link>https://etao.blog/2019/11/12/podcast-69/</link>
	<pubDate>Tue, 12 Nov 2019 15:01:50 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8ad83a37-9186-5892-820a-c7a9c175fb99</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Joe Russ is deeply invested in narrative, and also in animation—so it makes all the sense in the world that he would co-create something like <em>Jenny LeClue,</em> a lovingly and distinctively animated, meta-meta-narrative detective adventure. (And yes, I do mean that it's in large part a narrative about narratives about narratives).</p>



<p class="wp-block-paragraph">In today's episode, Joe sits down to discuss the intent behind the hame, the strangeness of videogame genre designations, and the cultural expectations for what a game (and specifically a <em>whole-ass game</em> as distinct from an episodic one) is, even.</p>



<p class="wp-block-paragraph">Also, The Door Problem.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Jenny LeClue</em> on <a href="https://store.steampowered.com/app/319870/Jenny_LeClue__Detectivu/">Steam,</a> <a href="https://www.gog.com/game/jenny_leclue_detectivu">GOG</a>, and <a href="https://apps.apple.com/us/app/jenny-leclue-detectivu/id882562699">Apple Arcade</a>.</strong>
<strong>The soundtrack is available on <a href="https://scntfc.bandcamp.com/album/jenny-leclue-detectivu">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/Mografi_Joe">follow Joe</a> (<a href="https://twitter.com/JennyLeClue">and the game itself</a>) on Twitter.
 ———
• Sadism is indeed among <a href="http://www.openculture.com/2015/04/kurt-vonneguts-8-tips-on-how-to-write-a-good-short-story.html">Kurt Vonnegut's rules for storytelling</a>.</p>



<p class="wp-block-paragraph">• There actually only six years between <em>Oryx and Crake</em> and <em>The Year of the Flood,</em> but there were more like <em>thirty-four years</em> between <em>The Handmaid's Tale</em> and <em>The Testaments,</em> so that's definitely what I was thinking of.</p>



<p class="wp-block-paragraph">• <em>Get Out</em> was made for 4.5 million bucks, and it made about 255.5 million worldwide, <a href="https://www.boxofficemojo.com/release/rl256280065/?landingModalImageUrl=https%3A%2F%2Fm.media-amazon.com%2Fimages%2FG%2F01%2FIMDbPro%2Fimages%2Fhome%2FwelcomeToBomojov2._CB1571421611_.png">says the main site that tracks that sort of thing</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=45p0FsrMGCw">that interview with Ben Tillett</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/view/news/351361/Designing_the_personalitybased_narrative_system_of_Jenny_LeClue.php">a piece on the personality system humming beneath your decisions in <em>Jenny LeClue</em></a><em>.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Crystal Cavern" and "Best Friends Forever (I'd Rather Be Burned To Death)" from <a href="https://scntfc.bandcamp.com/album/jenny-leclue-detectivu">the </a><a><em>Jenny LeClue, Detectivu</em> Original Soundtrack</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Joe Russ is deeply invested in narrative, and also in animation—so it makes all the sense in the world that he would co-create something like Jenny LeClue, a lovingly and distinctively animated, meta-meta-narrative detective adventure. (And yes, I do mea]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Mysteries More Mysterious, with Joe Russ]]></itunes:title>
	<itunes:episode>69</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Joe Russ is deeply invested in narrative, and also in animation—so it makes all the sense in the world that he would co-create something like <em>Jenny LeClue,</em> a lovingly and distinctively animated, meta-meta-narrative detective adventure. (And yes, I do mean that it's in large part a narrative about narratives about narratives).</p>



<p class="wp-block-paragraph">In today's episode, Joe sits down to discuss the intent behind the hame, the strangeness of videogame genre designations, and the cultural expectations for what a game (and specifically a <em>whole-ass game</em> as distinct from an episodic one) is, even.</p>



<p class="wp-block-paragraph">Also, The Door Problem.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Jenny LeClue</em> on <a href="https://store.steampowered.com/app/319870/Jenny_LeClue__Detectivu/">Steam,</a> <a href="https://www.gog.com/game/jenny_leclue_detectivu">GOG</a>, and <a href="https://apps.apple.com/us/app/jenny-leclue-detectivu/id882562699">Apple Arcade</a>.</strong>
<strong>The soundtrack is available on <a href="https://scntfc.bandcamp.com/album/jenny-leclue-detectivu">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/Mografi_Joe">follow Joe</a> (<a href="https://twitter.com/JennyLeClue">and the game itself</a>) on Twitter.
 ———
• Sadism is indeed among <a href="http://www.openculture.com/2015/04/kurt-vonneguts-8-tips-on-how-to-write-a-good-short-story.html">Kurt Vonnegut's rules for storytelling</a>.</p>



<p class="wp-block-paragraph">• There actually only six years between <em>Oryx and Crake</em> and <em>The Year of the Flood,</em> but there were more like <em>thirty-four years</em> between <em>The Handmaid's Tale</em> and <em>The Testaments,</em> so that's definitely what I was thinking of.</p>



<p class="wp-block-paragraph">• <em>Get Out</em> was made for 4.5 million bucks, and it made about 255.5 million worldwide, <a href="https://www.boxofficemojo.com/release/rl256280065/?landingModalImageUrl=https%3A%2F%2Fm.media-amazon.com%2Fimages%2FG%2F01%2FIMDbPro%2Fimages%2Fhome%2FwelcomeToBomojov2._CB1571421611_.png">says the main site that tracks that sort of thing</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=45p0FsrMGCw">that interview with Ben Tillett</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/view/news/351361/Designing_the_personalitybased_narrative_system_of_Jenny_LeClue.php">a piece on the personality system humming beneath your decisions in <em>Jenny LeClue</em></a><em>.</em>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Crystal Cavern" and "Best Friends Forever (I'd Rather Be Burned To Death)" from <a href="https://scntfc.bandcamp.com/album/jenny-leclue-detectivu">the </a><a><em>Jenny LeClue, Detectivu</em> Original Soundtrack</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/11/etao-podcast-69-joe-russ.mp3" length="128942476" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Joe Russ is deeply invested in narrative, and also in animation—so it makes all the sense in the world that he would co-create something like Jenny LeClue, a lovingly and distinctively animated, meta-meta-narrative detective adventure. (And yes, I do mean that it's in large part a narrative about narratives about narratives).



In today's episode, Joe sits down to discuss the intent behind the hame, the strangeness of videogame genre designations, and the cultural expectations for what a game (and specifically a whole-ass game as distinct from an episodic one) is, even.



Also, The Door Problem.







You can get Jenny LeClue on Steam, GOG, and Apple Arcade.
The soundtrack is available on Bandcamp.
You can also follow Joe (and the game itself) on Twitter.
 ———
• Sadism is indeed among Kurt Vonnegut's rules for storytelling.



• There actually only six years between Oryx and Crake and The Year of the Flood, but there were more like thirty-four years between The Handmaid's Tale and The Testaments, so that's definitely what I was thinking of.



• Get Out was made for 4.5 million bucks, and it made about 255.5 million worldwide, says the main site that tracks that sort of thing.



• Here's that interview with Ben Tillett.



• Here's a piece on the personality system humming beneath your decisions in Jenny LeClue.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Crystal Cavern" and "Best Friends Forever (I'd Rather Be Burned To Death)" from the Jenny LeClue, Detectivu Original Soundtrack by scntfc.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/screen-shot-2019-10-16-at-10.11.42-pm.png?fit=3360%2C1887&#038;ssl=1"></itunes:image>
	<image>
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		<title>Making Mysteries More Mysterious, with Joe Russ</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:31:13</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Joe Russ is deeply invested in narrative, and also in animation—so it makes all the sense in the world that he would co-create something like Jenny LeClue, a lovingly and distinctively animated, meta-meta-narrative detective adventure. (And yes, I do mean that it's in large part a narrative about narratives about narratives).



In today's episode, Joe sits down to discuss the intent behind the hame, the strangeness of videogame genre designations, and the cultural expectations for what a game (and specifically a whole-ass game as distinct from an episodic one) is, even.



Also, The Door Problem.







You can get Jenny LeClue on Steam, GOG, and Apple Arcade.
The soundtrack is available on Bandcamp.
You can also follow Joe (and the game itself) on Twitter.
 ———
• Sadism is indeed among Kurt Vonnegut's rules for storytelling.



• There actually only six years between Oryx and Crake and The Year of the Flood, but there were more like thirty-four years between The Handmaid's Tale and ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/screen-shot-2019-10-16-at-10.11.42-pm.png?fit=3360%2C1887&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
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<item>
	<title>Skating on Water and Swimming in Menus, with kalin</title>
	<link>https://etao.blog/2019/10/29/podcast-68/</link>
	<pubDate>Tue, 29 Oct 2019 14:01:38 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">71f4ab08-7fa0-5374-a1ec-81364252d840</guid>
	<description><![CDATA[<p class="wp-block-paragraph">kalin is the co-founder of Funktronic Labs, best known for their ambitious VR fare, from the consummately simulated garden-'em-up <em>Fujii</em> to the real-ass-RTS-but-in-VR <em>Cosmic Trip.</em> Here he stops by to talk about <em>Wave Break,</em> which began its life as a VR <em>Wave Race</em>-alike and gradually morphed into <em>Tony Hawk</em> on jet skis, by aesthetic way of <em>Miami Vice.</em></p>



<p class="wp-block-paragraph">We talk about how the game has changed over its unconventional, semi-public alpha, how Funktronic's team juggles their multiple projects, and how Kalin's previous work on the <em>PixelJunk</em> series (and on MMOs prior to that) informs his approach to development.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>The <em>Wave Break</em> alpha is <a href="https://store.steampowered.com/app/761010/Wave_Break/">currently on Steam,</a> but only by way of <a href="https://discord.gg/QuuZht6">the game's Discord server</a>.</strong>
You can also <a href="https://twitter.com/kalin_t">follow kalin</a> (and <a href="https://twitter.com/funktroniclabs">Funktronic</a>) on Twitter.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 Some music from <em>Wave Break.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[kalin is the co-founder of Funktronic Labs, best known for their ambitious VR fare, from the consummately simulated garden-em-up Fujii to the real-ass-RTS-but-in-VR Cosmic Trip. Here he stops by to talk about Wave Break, which began its life as a VR Wave]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Skating on Water and Swimming in Menus, with kalin]]></itunes:title>
	<itunes:episode>68</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">kalin is the co-founder of Funktronic Labs, best known for their ambitious VR fare, from the consummately simulated garden-'em-up <em>Fujii</em> to the real-ass-RTS-but-in-VR <em>Cosmic Trip.</em> Here he stops by to talk about <em>Wave Break,</em> which began its life as a VR <em>Wave Race</em>-alike and gradually morphed into <em>Tony Hawk</em> on jet skis, by aesthetic way of <em>Miami Vice.</em></p>



<p class="wp-block-paragraph">We talk about how the game has changed over its unconventional, semi-public alpha, how Funktronic's team juggles their multiple projects, and how Kalin's previous work on the <em>PixelJunk</em> series (and on MMOs prior to that) informs his approach to development.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>The <em>Wave Break</em> alpha is <a href="https://store.steampowered.com/app/761010/Wave_Break/">currently on Steam,</a> but only by way of <a href="https://discord.gg/QuuZht6">the game's Discord server</a>.</strong>
You can also <a href="https://twitter.com/kalin_t">follow kalin</a> (and <a href="https://twitter.com/funktroniclabs">Funktronic</a>) on Twitter.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 Some music from <em>Wave Break.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/10/etao-podcast-68-kalin.mp3" length="109901287" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[kalin is the co-founder of Funktronic Labs, best known for their ambitious VR fare, from the consummately simulated garden-'em-up Fujii to the real-ass-RTS-but-in-VR Cosmic Trip. Here he stops by to talk about Wave Break, which began its life as a VR Wave Race-alike and gradually morphed into Tony Hawk on jet skis, by aesthetic way of Miami Vice.



We talk about how the game has changed over its unconventional, semi-public alpha, how Funktronic's team juggles their multiple projects, and how Kalin's previous work on the PixelJunk series (and on MMOs prior to that) informs his approach to development.



 



The Wave Break alpha is currently on Steam, but only by way of the game's Discord server.
You can also follow kalin (and Funktronic) on Twitter.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 Some music from Wave Break.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/2019-10-23-47.png?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/2019-10-23-47.png?fit=3840%2C2160&#038;ssl=1</url>
		<title>Skating on Water and Swimming in Menus, with kalin</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[kalin is the co-founder of Funktronic Labs, best known for their ambitious VR fare, from the consummately simulated garden-'em-up Fujii to the real-ass-RTS-but-in-VR Cosmic Trip. Here he stops by to talk about Wave Break, which began its life as a VR Wave Race-alike and gradually morphed into Tony Hawk on jet skis, by aesthetic way of Miami Vice.



We talk about how the game has changed over its unconventional, semi-public alpha, how Funktronic's team juggles their multiple projects, and how Kalin's previous work on the PixelJunk series (and on MMOs prior to that) informs his approach to development.



 



The Wave Break alpha is currently on Steam, but only by way of the game's Discord server.
You can also follow kalin (and Funktronic) on Twitter.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 Some music from Wave Break.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/2019-10-23-47.png?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Where the Die Had Not Yet Been Cast, with Max Krieger</title>
	<link>https://etao.blog/2019/10/15/podcast-67/</link>
	<pubDate>Tue, 15 Oct 2019 14:01:47 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">2099518f-1839-54c3-973b-ecf727685c27</guid>
	<description><![CDATA[<p class="wp-block-paragraph">We cross paths with Max Krieger and talk <em>CROSSNIQ+</em> and the so-called, much-lately-in-vogue Y2K aesthetic. Come for the discussion of how aesthetics and attitudes toward technology are inextricable from history and politics, stay for a spirited endorsement of the indie game development scene in Cleveland (and of Cleveland in general).</p>



<p class="wp-block-paragraph"><em>Let's Cross! Aim for THE TOP!</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>CROSSNIQ+</em> on <a href="https://store.steampowered.com/app/1128180/CROSSNIQ/">Steam,</a> <a href="https://maxkrieger.itch.io/crossniqplus">Itch</a>, and <a href="https://www.nintendo.com/games/detail/crossniq-plus-switch/">Switch</a>.</strong>
<strong>The soundtrack is available on <a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/MaxKriegerVG">follow Max</a> (<a href="https://twitter.com/CROSSNIQ">and the game itself</a>) on Twitter.
 ———
 • At time of posting, Blizzard is still bravely trying to appear to stand for the right things while also trying to insist that they don't stand for anything at all. We'll give that show thing some more airtime once it's clearer what it's all going to <em>mean.</em></p>



<p class="wp-block-paragraph">• The <a href="https://twitter.com/y2k_aesthetic?lang=en">Y2K Aesthetic Institute</a> Twitter account is indeed a solid follow.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.youtube.com/watch?v=0P4A1K4lXDo">the "Scream" video</a> and <a href="https://www.youtube.com/watch?v=9yV3R0fj988">the "Blue" video</a>.</p>



<p class="wp-block-paragraph">• Yes, yes, <a href="https://en.wikipedia.org/wiki/The_Designers_Republic">The Designer's Republic</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://hackaday.com/2019/01/17/win-back-some-privacy-with-a-cone-of-silence-for-your-smart-speaker/">some hackery coverage of the Alexa-baffling white noise blob</a></p>



<p class="wp-block-paragraph">• <a href="https://gamejolt.com/games/train/235477">Here's <em>Train</em></a><em>,</em> should you want to try it out, as well as <a href="https://www.gamasutra.com/blogs/MaxKrieger/20170801/302822/Train_and_why_I_had_to_try_Part_1.php">Max's writeup thereof</a>.</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.meetup.com/clevelandgamedev/">The Cleveland Game Developers</a>, game developers in and around Cleveland!</p>



<p class="wp-block-paragraph">• <a href="http://ingenuitycleveland.com/">Ingenuity</a>, too!</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/MaxKriegerVG/status/931373170791198720">that blessed and accursed Cheesecake Factory thread</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"CROSS TO THE LIMIT" by DV-i from <em><a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">UPLINK - CROSSNIQ+ Original Sound</a>.</em>

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"MECHANIQ" by ViRiX Dreamcore from <em><a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">UPLINK - CROSSNIQ+ Original Sound</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[We cross paths with Max Krieger and talk CROSSNIQ+ and the so-called, much-lately-in-vogue Y2K aesthetic. Come for the discussion of how aesthetics and attitudes toward technology are inextricable from history and politics, stay for a spirited endorsemen]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Where the Die Had Not Yet Been Cast, with Max Krieger]]></itunes:title>
	<itunes:episode>67</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">We cross paths with Max Krieger and talk <em>CROSSNIQ+</em> and the so-called, much-lately-in-vogue Y2K aesthetic. Come for the discussion of how aesthetics and attitudes toward technology are inextricable from history and politics, stay for a spirited endorsement of the indie game development scene in Cleveland (and of Cleveland in general).</p>



<p class="wp-block-paragraph"><em>Let's Cross! Aim for THE TOP!</em></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>CROSSNIQ+</em> on <a href="https://store.steampowered.com/app/1128180/CROSSNIQ/">Steam,</a> <a href="https://maxkrieger.itch.io/crossniqplus">Itch</a>, and <a href="https://www.nintendo.com/games/detail/crossniq-plus-switch/">Switch</a>.</strong>
<strong>The soundtrack is available on <a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">Bandcamp</a>.</strong>
You can also <a href="https://twitter.com/MaxKriegerVG">follow Max</a> (<a href="https://twitter.com/CROSSNIQ">and the game itself</a>) on Twitter.
 ———
 • At time of posting, Blizzard is still bravely trying to appear to stand for the right things while also trying to insist that they don't stand for anything at all. We'll give that show thing some more airtime once it's clearer what it's all going to <em>mean.</em></p>



<p class="wp-block-paragraph">• The <a href="https://twitter.com/y2k_aesthetic?lang=en">Y2K Aesthetic Institute</a> Twitter account is indeed a solid follow.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.youtube.com/watch?v=0P4A1K4lXDo">the "Scream" video</a> and <a href="https://www.youtube.com/watch?v=9yV3R0fj988">the "Blue" video</a>.</p>



<p class="wp-block-paragraph">• Yes, yes, <a href="https://en.wikipedia.org/wiki/The_Designers_Republic">The Designer's Republic</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://hackaday.com/2019/01/17/win-back-some-privacy-with-a-cone-of-silence-for-your-smart-speaker/">some hackery coverage of the Alexa-baffling white noise blob</a></p>



<p class="wp-block-paragraph">• <a href="https://gamejolt.com/games/train/235477">Here's <em>Train</em></a><em>,</em> should you want to try it out, as well as <a href="https://www.gamasutra.com/blogs/MaxKrieger/20170801/302822/Train_and_why_I_had_to_try_Part_1.php">Max's writeup thereof</a>.</p>



<p class="wp-block-paragraph">• Do check out <a href="https://www.meetup.com/clevelandgamedev/">The Cleveland Game Developers</a>, game developers in and around Cleveland!</p>



<p class="wp-block-paragraph">• <a href="http://ingenuitycleveland.com/">Ingenuity</a>, too!</p>



<p class="wp-block-paragraph">• And here's <a href="https://twitter.com/MaxKriegerVG/status/931373170791198720">that blessed and accursed Cheesecake Factory thread</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"CROSS TO THE LIMIT" by DV-i from <em><a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">UPLINK - CROSSNIQ+ Original Sound</a>.</em>

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"MECHANIQ" by ViRiX Dreamcore from <em><a href="https://crossniqplus.bandcamp.com/album/uplink-crossniq-original-sound">UPLINK - CROSSNIQ+ Original Sound</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blogwp-content/uploads/2019/10/etao-podcast-67-max-krieger.mp3" length="1" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[We cross paths with Max Krieger and talk CROSSNIQ+ and the so-called, much-lately-in-vogue Y2K aesthetic. Come for the discussion of how aesthetics and attitudes toward technology are inextricable from history and politics, stay for a spirited endorsement of the indie game development scene in Cleveland (and of Cleveland in general).



Let's Cross! Aim for THE TOP!







You can get CROSSNIQ+ on Steam, Itch, and Switch.
The soundtrack is available on Bandcamp.
You can also follow Max (and the game itself) on Twitter.
 ———
 • At time of posting, Blizzard is still bravely trying to appear to stand for the right things while also trying to insist that they don't stand for anything at all. We'll give that show thing some more airtime once it's clearer what it's all going to mean.



• The Y2K Aesthetic Institute Twitter account is indeed a solid follow.



• Here are the "Scream" video and the "Blue" video.



• Yes, yes, The Designer's Republic.



• Here's some hackery coverage of the Alexa-baffling white noise blob



• Here's Train, should you want to try it out, as well as Max's writeup thereof.



• Do check out The Cleveland Game Developers, game developers in and around Cleveland!



• Ingenuity, too!



• And here's that blessed and accursed Cheesecake Factory thread.

———

"All The People Say (Season 3)" by Holly Hyperion.

"CROSS TO THE LIMIT" by DV-i from UPLINK - CROSSNIQ+ Original Sound.

"Apple Blossoms" by Vernon Geyer.

"MECHANIQ" by ViRiX Dreamcore from UPLINK - CROSSNIQ+ Original Sound.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/screen-shot-2019-09-30-at-7.29.33-pm.png?fit=3358%2C1889&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/screen-shot-2019-09-30-at-7.29.33-pm.png?fit=3358%2C1889&#038;ssl=1</url>
		<title>Where the Die Had Not Yet Been Cast, with Max Krieger</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[We cross paths with Max Krieger and talk CROSSNIQ+ and the so-called, much-lately-in-vogue Y2K aesthetic. Come for the discussion of how aesthetics and attitudes toward technology are inextricable from history and politics, stay for a spirited endorsement of the indie game development scene in Cleveland (and of Cleveland in general).



Let's Cross! Aim for THE TOP!







You can get CROSSNIQ+ on Steam, Itch, and Switch.
The soundtrack is available on Bandcamp.
You can also follow Max (and the game itself) on Twitter.
 ———
 • At time of posting, Blizzard is still bravely trying to appear to stand for the right things while also trying to insist that they don't stand for anything at all. We'll give that show thing some more airtime once it's clearer what it's all going to mean.



• The Y2K Aesthetic Institute Twitter account is indeed a solid follow.



• Here are the "Scream" video and the "Blue" video.



• Yes, yes, The Designer's Republic.



• Here's some hackery coverage of the]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/screen-shot-2019-09-30-at-7.29.33-pm.png?fit=3358%2C1889&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Everything That Could Possibly Be More Complicated, with Sam Rosenthal</title>
	<link>https://etao.blog/2019/10/01/podcast-66/</link>
	<pubDate>Tue, 01 Oct 2019 14:01:05 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b9e71583-f0e2-5dab-b6fc-1381b0c2dda2</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Sam Rosenthal shuffles on over to talk about <em>Where Cards Fall,</em> a reflective, touch-native narrative puzzle game almost a decade in the making—as well as his previous work on the fiercely and rightly beloved <em>What Remains of Edith Finch.</em></p>



<p class="wp-block-paragraph">Along the way, Sam talks about how Apple Arcade could offer new opportunities for smaller, weirder games, how working on <em>Skylanders</em> taught him the finer points of gamefeel, and how book clubs might just offer a better discursive model than the game press currently does.</p>



<p class="wp-block-paragraph">Also: Robert Frost and Radiohead.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can play <em>Where Cards Fall</em> via <a href="https://apps.apple.com/app/where-cards-fall/id1466331487?ign-itsct=wherecardsfall&amp;ign-itscg=30800">Apple Arcade</a> on iOS and iPadOS now, and macOS soon.</strong>
The soundtrack isn't out yet, but <a href="http://torinborrowdale.com/">composer Torin Borrowdale's website</a> is worth checking out.
You can also <a href="https://twitter.com/samrosenthal">follow Sam</a> (<a href="https://twitter.com/wherecardsfall">and the game itself</a>) on Twitter.
 ———
 • Here's <a href="https://twitter.com/kaelanDM/status/1176707871591084034">that thread I mentioned, about <em>Untitled Goose Game</em> and theme-first game design and analysis</a>, which is after what Sam ends up gesturing at toward the end of the interview.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.cnet.com/news/where-cards-fall-lets-you-rethink-your-life-path-in-a-unique-apple-arcade-game/">that other interview Sam did about <em>Where Cards Fall</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=oP3c1h8v2ZQ">Kurt Vonnegut on "the shapes of stories."</a></p>



<p class="wp-block-paragraph">• And sure, I'll share <a href="https://github.com/NoelFB/Celeste"><em>Celeste's</em> movement code</a> yet again. (The new levels are <em>lovely,</em> by the way).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_you-cant-hold-a-memory-in-your-arms_art-jarrett-and-his-orchestra-brad-henry-zaret_gbia0050886a/You+Can't+Hold+a+Memory+in+-+Art+Jarrett+and+his+Orchestra.flac">"You Can't Hold a Memory in Your Arms"</a> by Hy Zaret, Arthur Altman, and Thekla Hollingsworth, performed by Art Jarrett and His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

Some music from the <em>Where Cards Fall</em> Original Soundtrack by <a href="http://torinborrowdale.com/">Torin Borrowdale</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Sam Rosenthal shuffles on over to talk about Where Cards Fall, a reflective, touch-native narrative puzzle game almost a decade in the making—as well as his previous work on the fiercely and rightly beloved What Remains of Edith Finch.



Along the way, ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Everything That Could Possibly Be More Complicated, with Sam Rosenthal]]></itunes:title>
	<itunes:episode>66</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Sam Rosenthal shuffles on over to talk about <em>Where Cards Fall,</em> a reflective, touch-native narrative puzzle game almost a decade in the making—as well as his previous work on the fiercely and rightly beloved <em>What Remains of Edith Finch.</em></p>



<p class="wp-block-paragraph">Along the way, Sam talks about how Apple Arcade could offer new opportunities for smaller, weirder games, how working on <em>Skylanders</em> taught him the finer points of gamefeel, and how book clubs might just offer a better discursive model than the game press currently does.</p>



<p class="wp-block-paragraph">Also: Robert Frost and Radiohead.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph"><strong>You can play <em>Where Cards Fall</em> via <a href="https://apps.apple.com/app/where-cards-fall/id1466331487?ign-itsct=wherecardsfall&amp;ign-itscg=30800">Apple Arcade</a> on iOS and iPadOS now, and macOS soon.</strong>
The soundtrack isn't out yet, but <a href="http://torinborrowdale.com/">composer Torin Borrowdale's website</a> is worth checking out.
You can also <a href="https://twitter.com/samrosenthal">follow Sam</a> (<a href="https://twitter.com/wherecardsfall">and the game itself</a>) on Twitter.
 ———
 • Here's <a href="https://twitter.com/kaelanDM/status/1176707871591084034">that thread I mentioned, about <em>Untitled Goose Game</em> and theme-first game design and analysis</a>, which is after what Sam ends up gesturing at toward the end of the interview.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.cnet.com/news/where-cards-fall-lets-you-rethink-your-life-path-in-a-unique-apple-arcade-game/">that other interview Sam did about <em>Where Cards Fall</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=oP3c1h8v2ZQ">Kurt Vonnegut on "the shapes of stories."</a></p>



<p class="wp-block-paragraph">• And sure, I'll share <a href="https://github.com/NoelFB/Celeste"><em>Celeste's</em> movement code</a> yet again. (The new levels are <em>lovely,</em> by the way).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_you-cant-hold-a-memory-in-your-arms_art-jarrett-and-his-orchestra-brad-henry-zaret_gbia0050886a/You+Can't+Hold+a+Memory+in+-+Art+Jarrett+and+his+Orchestra.flac">"You Can't Hold a Memory in Your Arms"</a> by Hy Zaret, Arthur Altman, and Thekla Hollingsworth, performed by Art Jarrett and His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

Some music from the <em>Where Cards Fall</em> Original Soundtrack by <a href="http://torinborrowdale.com/">Torin Borrowdale</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/10/etao-podcast-66-sam-rosenthal.mp3" length="109248579" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Sam Rosenthal shuffles on over to talk about Where Cards Fall, a reflective, touch-native narrative puzzle game almost a decade in the making—as well as his previous work on the fiercely and rightly beloved What Remains of Edith Finch.



Along the way, Sam talks about how Apple Arcade could offer new opportunities for smaller, weirder games, how working on Skylanders taught him the finer points of gamefeel, and how book clubs might just offer a better discursive model than the game press currently does.



Also: Robert Frost and Radiohead.



 



You can play Where Cards Fall via Apple Arcade on iOS and iPadOS now, and macOS soon.
The soundtrack isn't out yet, but composer Torin Borrowdale's website is worth checking out.
You can also follow Sam (and the game itself) on Twitter.
 ———
 • Here's that thread I mentioned, about Untitled Goose Game and theme-first game design and analysis, which is after what Sam ends up gesturing at toward the end of the interview.



• Here's that other interview Sam did about Where Cards Fall.



• Here's Kurt Vonnegut on "the shapes of stories."



• And sure, I'll share Celeste's movement code yet again. (The new levels are lovely, by the way).

———

"All The People Say (Season 3)" by Holly Hyperion.

"You Can't Hold a Memory in Your Arms" by Hy Zaret, Arthur Altman, and Thekla Hollingsworth, performed by Art Jarrett and His Orchestra.

"Apple Blossoms" by Vernon Geyer.

Some music from the Where Cards Fall Original Soundtrack by Torin Borrowdale.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/img_1388.png?fit=640%2C360&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/img_1388.png?fit=640%2C360&#038;ssl=1</url>
		<title>Everything That Could Possibly Be More Complicated, with Sam Rosenthal</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:17:02</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Sam Rosenthal shuffles on over to talk about Where Cards Fall, a reflective, touch-native narrative puzzle game almost a decade in the making—as well as his previous work on the fiercely and rightly beloved What Remains of Edith Finch.



Along the way, Sam talks about how Apple Arcade could offer new opportunities for smaller, weirder games, how working on Skylanders taught him the finer points of gamefeel, and how book clubs might just offer a better discursive model than the game press currently does.



Also: Robert Frost and Radiohead.



 



You can play Where Cards Fall via Apple Arcade on iOS and iPadOS now, and macOS soon.
The soundtrack isn't out yet, but composer Torin Borrowdale's website is worth checking out.
You can also follow Sam (and the game itself) on Twitter.
 ———
 • Here's that thread I mentioned, about Untitled Goose Game and theme-first game design and analysis, which is after what Sam ends up gesturing at toward the end of the interview.



• Here's that othe]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/10/img_1388.png?fit=640%2C360&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Just a Big Old Mess, with Ricky Haggett</title>
	<link>https://etao.blog/2019/09/17/podcast-65/</link>
	<pubDate>Tue, 17 Sep 2019 14:01:51 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">72899b47-5993-56a1-a2d4-52956013f833</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Ricky Haggett takes stock of his work on <em>Wilmot's Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens,</em> and his other odd, wondrous work. We talk about the primacy of <em>collaboration</em> in his games, the importance of making game development rewarding (practically and financially as well as creatively), the "repetitive stress injury for your brain" that prevents developers from enjoying their own games after release, and the intrinsic joy of putting things in order and deciding how to do so.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wilmot's Warehouse</em> on <a href="https://store.steampowered.com/app/839870/Wilmots_Warehouse/">Steam,</a> <a href="https://finji.itch.io/wilmots">Itch</a>, and <a href="https://www.nintendo.com/games/detail/wilmots-warehouse-switch/">Switch</a>.</strong>
<strong>The soundtrack is available on <a href="https://elirainsberry.bandcamp.com/album/wilmots-warehouse-ost">Bandcamp</a>, <a href="https://elirainsberry.itch.io/wilmots-warehouse-ost">Itch</a>, and <a href="https://www.youtube.com/playlist?list=PLnHKOilMP-9ORt6XTbBjgKWXP9tAkWcO9">YouTube</a>.</strong>
You can also <a href="https://twitter.com//KommanderKlobb">follow Ricky</a> (<a href="https://twitter.com/WilmotsGame">and Wilmot</a>) on Twitter.
 ———
 • For those unfamiliar with <a href="https://www.gdcvault.com/play/1019340/Cloned-at-Birth-The-Story">the saga of <em>Ridiculous Fishing's</em> vexsome clones</a>.</p>



<p class="wp-block-paragraph">• For those who would know <a href="https://www.gdcvault.com/play/1025668/Put-Your-Name-on-Your">why Bennet Foddy and Zach Gage put their names on their games</a>.</p>



<p class="wp-block-paragraph">• <a href="https://amanita-design.net/games/chuchel.html"><em>Chuchel</em></a> is really something of "a masterpiece of comic timing and animation and audio design," as Ricky says.</p>



<p class="wp-block-paragraph">• <a href="https://thewildrumpus.co.uk/games">So many lovely little projects have come out of <em>Wild Rumpus</em> and its offshoot <em>Mild Rumpus</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://shakethatbutton.com/hellcouch/"><em>Hellcouch</em> is a game you should very much play if you can</a>.</p>



<p class="wp-block-paragraph">• <a href="https://github.com/NoelFB/Celeste">Behold <em>Celeste's</em> movement code</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Time for a Stocktake" and "The Sorting Process" from the <a href="https://elirainsberry.bandcamp.com/album/wilmots-warehouse-ost"><em>Wilmot's Warehouse</em> Original Soundtrack</a> by <a href="https://elirainsberry.bandcamp.com/">Eli Rainsberry</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Ricky Haggett takes stock of his work on Wilmots Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens, and his other odd, wondrous work. We talk about the primacy of collaboration in his games, the importance of making game development rew]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Just a Big Old Mess, with Ricky Haggett]]></itunes:title>
	<itunes:episode>65</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Ricky Haggett takes stock of his work on <em>Wilmot's Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens,</em> and his other odd, wondrous work. We talk about the primacy of <em>collaboration</em> in his games, the importance of making game development rewarding (practically and financially as well as creatively), the "repetitive stress injury for your brain" that prevents developers from enjoying their own games after release, and the intrinsic joy of putting things in order and deciding how to do so.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Wilmot's Warehouse</em> on <a href="https://store.steampowered.com/app/839870/Wilmots_Warehouse/">Steam,</a> <a href="https://finji.itch.io/wilmots">Itch</a>, and <a href="https://www.nintendo.com/games/detail/wilmots-warehouse-switch/">Switch</a>.</strong>
<strong>The soundtrack is available on <a href="https://elirainsberry.bandcamp.com/album/wilmots-warehouse-ost">Bandcamp</a>, <a href="https://elirainsberry.itch.io/wilmots-warehouse-ost">Itch</a>, and <a href="https://www.youtube.com/playlist?list=PLnHKOilMP-9ORt6XTbBjgKWXP9tAkWcO9">YouTube</a>.</strong>
You can also <a href="https://twitter.com//KommanderKlobb">follow Ricky</a> (<a href="https://twitter.com/WilmotsGame">and Wilmot</a>) on Twitter.
 ———
 • For those unfamiliar with <a href="https://www.gdcvault.com/play/1019340/Cloned-at-Birth-The-Story">the saga of <em>Ridiculous Fishing's</em> vexsome clones</a>.</p>



<p class="wp-block-paragraph">• For those who would know <a href="https://www.gdcvault.com/play/1025668/Put-Your-Name-on-Your">why Bennet Foddy and Zach Gage put their names on their games</a>.</p>



<p class="wp-block-paragraph">• <a href="https://amanita-design.net/games/chuchel.html"><em>Chuchel</em></a> is really something of "a masterpiece of comic timing and animation and audio design," as Ricky says.</p>



<p class="wp-block-paragraph">• <a href="https://thewildrumpus.co.uk/games">So many lovely little projects have come out of <em>Wild Rumpus</em> and its offshoot <em>Mild Rumpus</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://shakethatbutton.com/hellcouch/"><em>Hellcouch</em> is a game you should very much play if you can</a>.</p>



<p class="wp-block-paragraph">• <a href="https://github.com/NoelFB/Celeste">Behold <em>Celeste's</em> movement code</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Time for a Stocktake" and "The Sorting Process" from the <a href="https://elirainsberry.bandcamp.com/album/wilmots-warehouse-ost"><em>Wilmot's Warehouse</em> Original Soundtrack</a> by <a href="https://elirainsberry.bandcamp.com/">Eli Rainsberry</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/09/etao-podcast-65-ricky-haggett-1.mp3" length="96781892" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Ricky Haggett takes stock of his work on Wilmot's Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens, and his other odd, wondrous work. We talk about the primacy of collaboration in his games, the importance of making game development rewarding (practically and financially as well as creatively), the "repetitive stress injury for your brain" that prevents developers from enjoying their own games after release, and the intrinsic joy of putting things in order and deciding how to do so.







You can get Wilmot's Warehouse on Steam, Itch, and Switch.
The soundtrack is available on Bandcamp, Itch, and YouTube.
You can also follow Ricky (and Wilmot) on Twitter.
 ———
 • For those unfamiliar with the saga of Ridiculous Fishing's vexsome clones.



• For those who would know why Bennet Foddy and Zach Gage put their names on their games.



• Chuchel is really something of "a masterpiece of comic timing and animation and audio design," as Ricky says.



• So many lovely little projects have come out of Wild Rumpus and its offshoot Mild Rumpus.



• Hellcouch is a game you should very much play if you can.



• Behold Celeste's movement code.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Time for a Stocktake" and "The Sorting Process" from the Wilmot's Warehouse Original Soundtrack by Eli Rainsberry.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/09/eei-jzbu0amqbeg.jpeg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/09/eei-jzbu0amqbeg.jpeg?fit=1280%2C720&#038;ssl=1</url>
		<title>Just a Big Old Mess, with Ricky Haggett</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Ricky Haggett takes stock of his work on Wilmot's Warehouse, Hohokum, Loot Rascals, Frobisher Says, Tenya Wanya Teens, and his other odd, wondrous work. We talk about the primacy of collaboration in his games, the importance of making game development rewarding (practically and financially as well as creatively), the "repetitive stress injury for your brain" that prevents developers from enjoying their own games after release, and the intrinsic joy of putting things in order and deciding how to do so.







You can get Wilmot's Warehouse on Steam, Itch, and Switch.
The soundtrack is available on Bandcamp, Itch, and YouTube.
You can also follow Ricky (and Wilmot) on Twitter.
 ———
 • For those unfamiliar with the saga of Ridiculous Fishing's vexsome clones.



• For those who would know why Bennet Foddy and Zach Gage put their names on their games.



• Chuchel is really something of "a masterpiece of comic timing and animation and audio design," as Ricky says.



• So many lovely litt]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/09/eei-jzbu0amqbeg.jpeg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>When You&#8217;re in It, with Matthew Seiji Burns</title>
	<link>https://etao.blog/2019/09/03/podcast-64/</link>
	<pubDate>Tue, 03 Sep 2019 14:01:23 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3da64c72-1ec6-5a84-acba-74b4bfbef7df</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Matthew Seiji Burns is responsible for some of the best and least-discussed narratives and soundtracks in games, namely those in the beloved-for-other-reasons Zachtronics works <em>Infinifactory,</em> <em>TIS-100,</em> <em>SHENZHEN I/O,</em> and <em>Opus Magnum?</em>not to mention the generally under-discussed <em>Where the Water Tastes Like Wine,</em> <a href="https://matthewseiji.itch.io/">his Twine work</a>, and his past-life AAA work on the <em>Call of Duty, Halo,</em> and <em>Destiny</em> series.</p>



<p class="wp-block-paragraph">In this interview, we talk about basically none of those.</p>



<p class="wp-block-paragraph">Instead we focus on <em>Eliza,</em> the new Zachtronics-published visual novel that finally puts his writing (and to a lesser, though significant degree, his audio) front and center. It's a game about human connections, moral responsibility, burnout, and the problems that technology and futurism are ill-equipped to solve. So mostly, that's what we talk about.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Eliza</em> on <a href="http://store.steampowered.com/app/716500">Steam,</a> <a href="https://zachtronics.itch.io/eliza">Itch</a>, <a href="https://www.gog.com/game/eliza">GOG</a>, and <a href="https://www.humblebundle.com/store/eliza">Humble</a>.</strong>
You can also <a href="https://twitter.com/matthewseiji">follow Matthew on Twitter</a>, and <a href="https://www.reddit.com/r/eliza">discuss <em>Eliza</em> on its dedicated subreddit</a>.</p>



<p class="wp-block-paragraph">And if you want to hear way more about Zachtronics, here are the episodes featuring the one and only Zach Barth:</p>




<p class="wp-block-paragraph">17. <strong><a href="http://etao.blog/2019/09/03/podcast-64/" data-type="post" data-id="13716">On the Art of the Anti-Puzzle</a></strong>
 19. <strong><a href="http://etao.blog/2019/09/03/podcast-64/" data-type="post" data-id="13716">On the Semi-Unspoilability of Infinifactory</a></strong>
 21. <strong><a href="/podcast-21/">A Pseudo-Instruction That Has No Effect</a></strong>
 34. <strong><a href="/podcast-34/">You Can Feel Great All The Time Solving Problems</a></strong>
 36. <strong><a href="/podcast-36/">REPL PUNK</a></strong></p>




<p class="wp-block-paragraph">———

? Thanks again to The Mysterious Ian K. for helping me get my thoughts together on this game.</p>



<p class="wp-block-paragraph">• Here's <a href="//www.masswerk.at/elizabot/">the web-based version of the original Eliza</a>.</p>



<p class="wp-block-paragraph">• It was Arlie Russell Hochschild who first talked about emotional labor, most famously in <em>The Managed Heart.</em> What the hell was I thinking when I said Donna Haraway? "Manifesto for Cyborgs," probably, since that's relevant to <em>Eliza</em> for other, gender-and-tech reasons.</p>



<p class="wp-block-paragraph">• Homosexuality became officially not-a-pathology in 1973.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gimletmedia.com/shows/science-vs/o2ho5g">that <em>Science Vs</em> about eugenics</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://matthewseiji.itch.io/arboretum">Matthew's game <em>The Arboretum</em></a>.</p>



<p class="wp-block-paragraph">• <strong>Full disclosure, for those who consider saying nice things about a video game to be the most sacred of trusts: I did some testing/proofreading/incredibly minor script consulting for <em>Eliza.</em></strong>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Reflection" and "Unease" from <a href="https://zachtronics.bandcamp.com/album/eliza-original-soundtrack">the <em>Eliza</em> Original Soundtrack</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Matthew Seiji Burns is responsible for some of the best and least-discussed narratives and soundtracks in games, namely those in the beloved-for-other-reasons Zachtronics works Infinifactory, TIS-100, SHENZHEN I/O, and Opus Magnum?not to mention the gene]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[When You?re in It, with Matthew Seiji Burns]]></itunes:title>
	<itunes:episode>64</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Matthew Seiji Burns is responsible for some of the best and least-discussed narratives and soundtracks in games, namely those in the beloved-for-other-reasons Zachtronics works <em>Infinifactory,</em> <em>TIS-100,</em> <em>SHENZHEN I/O,</em> and <em>Opus Magnum?</em>not to mention the generally under-discussed <em>Where the Water Tastes Like Wine,</em> <a href="https://matthewseiji.itch.io/">his Twine work</a>, and his past-life AAA work on the <em>Call of Duty, Halo,</em> and <em>Destiny</em> series.</p>



<p class="wp-block-paragraph">In this interview, we talk about basically none of those.</p>



<p class="wp-block-paragraph">Instead we focus on <em>Eliza,</em> the new Zachtronics-published visual novel that finally puts his writing (and to a lesser, though significant degree, his audio) front and center. It's a game about human connections, moral responsibility, burnout, and the problems that technology and futurism are ill-equipped to solve. So mostly, that's what we talk about.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><strong>You can get <em>Eliza</em> on <a href="http://store.steampowered.com/app/716500">Steam,</a> <a href="https://zachtronics.itch.io/eliza">Itch</a>, <a href="https://www.gog.com/game/eliza">GOG</a>, and <a href="https://www.humblebundle.com/store/eliza">Humble</a>.</strong>
You can also <a href="https://twitter.com/matthewseiji">follow Matthew on Twitter</a>, and <a href="https://www.reddit.com/r/eliza">discuss <em>Eliza</em> on its dedicated subreddit</a>.</p>



<p class="wp-block-paragraph">And if you want to hear way more about Zachtronics, here are the episodes featuring the one and only Zach Barth:</p>




<p class="wp-block-paragraph">17. <strong><a href="http://etao.blog/2019/09/03/podcast-64/" data-type="post" data-id="13716">On the Art of the Anti-Puzzle</a></strong>
 19. <strong><a href="http://etao.blog/2019/09/03/podcast-64/" data-type="post" data-id="13716">On the Semi-Unspoilability of Infinifactory</a></strong>
 21. <strong><a href="/podcast-21/">A Pseudo-Instruction That Has No Effect</a></strong>
 34. <strong><a href="/podcast-34/">You Can Feel Great All The Time Solving Problems</a></strong>
 36. <strong><a href="/podcast-36/">REPL PUNK</a></strong></p>




<p class="wp-block-paragraph">———

? Thanks again to The Mysterious Ian K. for helping me get my thoughts together on this game.</p>



<p class="wp-block-paragraph">• Here's <a href="//www.masswerk.at/elizabot/">the web-based version of the original Eliza</a>.</p>



<p class="wp-block-paragraph">• It was Arlie Russell Hochschild who first talked about emotional labor, most famously in <em>The Managed Heart.</em> What the hell was I thinking when I said Donna Haraway? "Manifesto for Cyborgs," probably, since that's relevant to <em>Eliza</em> for other, gender-and-tech reasons.</p>



<p class="wp-block-paragraph">• Homosexuality became officially not-a-pathology in 1973.</p>



<p class="wp-block-paragraph">• Here's <a href="https://gimletmedia.com/shows/science-vs/o2ho5g">that <em>Science Vs</em> about eugenics</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://matthewseiji.itch.io/arboretum">Matthew's game <em>The Arboretum</em></a>.</p>



<p class="wp-block-paragraph">• <strong>Full disclosure, for those who consider saying nice things about a video game to be the most sacred of trusts: I did some testing/proofreading/incredibly minor script consulting for <em>Eliza.</em></strong>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Reflection" and "Unease" from <a href="https://zachtronics.bandcamp.com/album/eliza-original-soundtrack">the <em>Eliza</em> Original Soundtrack</a> by Matthew Seiji Burns.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/09/etao-podcast-64-matthew-seiji-burns.mp3" length="103341936" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Matthew Seiji Burns is responsible for some of the best and least-discussed narratives and soundtracks in games, namely those in the beloved-for-other-reasons Zachtronics works Infinifactory, TIS-100, SHENZHEN I/O, and Opus Magnum?not to mention the generally under-discussed Where the Water Tastes Like Wine, his Twine work, and his past-life AAA work on the Call of Duty, Halo, and Destiny series.



In this interview, we talk about basically none of those.



Instead we focus on Eliza, the new Zachtronics-published visual novel that finally puts his writing (and to a lesser, though significant degree, his audio) front and center. It's a game about human connections, moral responsibility, burnout, and the problems that technology and futurism are ill-equipped to solve. So mostly, that's what we talk about.







You can get Eliza on Steam, Itch, GOG, and Humble.
You can also follow Matthew on Twitter, and discuss Eliza on its dedicated subreddit.



And if you want to hear way more about Zachtronics, here are the episodes featuring the one and only Zach Barth:




17. On the Art of the Anti-Puzzle
 19. On the Semi-Unspoilability of Infinifactory
 21. A Pseudo-Instruction That Has No Effect
 34. You Can Feel Great All The Time Solving Problems
 36. REPL PUNK




———

? Thanks again to The Mysterious Ian K. for helping me get my thoughts together on this game.



• Here's the web-based version of the original Eliza.



• It was Arlie Russell Hochschild who first talked about emotional labor, most famously in The Managed Heart. What the hell was I thinking when I said Donna Haraway? "Manifesto for Cyborgs," probably, since that's relevant to Eliza for other, gender-and-tech reasons.



• Homosexuality became officially not-a-pathology in 1973.



• Here's that Science Vs about eugenics.



• And here's Matthew's game The Arboretum.



• Full disclosure, for those who consider saying nice things about a video game to be the most sacred of trusts: I did some testing/proofreading/incredibly minor script consulting for Eliza.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Reflection" and "Unease" from the Eliza Original Soundtrack by Matthew Seiji Burns.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screen-shot-2019-08-12-at-10.47.06-am.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screen-shot-2019-08-12-at-10.47.06-am.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>When You&#8217;re in It, with Matthew Seiji Burns</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Matthew Seiji Burns is responsible for some of the best and least-discussed narratives and soundtracks in games, namely those in the beloved-for-other-reasons Zachtronics works Infinifactory, TIS-100, SHENZHEN I/O, and Opus Magnum?not to mention the generally under-discussed Where the Water Tastes Like Wine, his Twine work, and his past-life AAA work on the Call of Duty, Halo, and Destiny series.



In this interview, we talk about basically none of those.



Instead we focus on Eliza, the new Zachtronics-published visual novel that finally puts his writing (and to a lesser, though significant degree, his audio) front and center. It's a game about human connections, moral responsibility, burnout, and the problems that technology and futurism are ill-equipped to solve. So mostly, that's what we talk about.







You can get Eliza on Steam, Itch, GOG, and Humble.
You can also follow Matthew on Twitter, and discuss Eliza on its dedicated subreddit.



And if you want to hear way more ab]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screen-shot-2019-08-12-at-10.47.06-am.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Welcoming Surrealism, with Melos Han-Tani and Marina Kittaka</title>
	<link>https://etao.blog/2019/08/20/podcast-63/</link>
	<pubDate>Tue, 20 Aug 2019 14:01:29 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b9e2024a-ebe8-5093-8e3f-fefe65a8fcaa</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Melos Han-Tani and Marina Kittaka worked together on the original <em>Anodyne,</em> its under-appreciated follow-up <em>Even the Ocean,</em> and now their latest Analgesic Productions joint, <a href=""><em>Anodyne 2: Return to Dust</em></a><em>.</em> It's a game about getting to know the world in its infinite strangeness, acquiring and shedding preconceptions, and meeting new people who radically alter your sense of what's right, what's wrong, and who you are. It's also a game about every possible meaning of the words <em>fidelity</em> and <em>scale.</em></p>



<p class="wp-block-paragraph">Of course, it's not <em>only</em> about any one of those things. It's looser and more expansive than that, which is exactly why, like the previous <em>Anodyne</em> before, it offers such a nourishing meal for players' imaginations. In this interview, Melos and Marina shrink to <em>ETAO</em> scale to talk about how they build worlds in not much time, the eternal duality of canon and meta, and plenty else.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Anodyne 2: Return to Dust</em> on <a href="https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/">Steam,</a> <a href="https://sean-han-tani.itch.io/anodyne-2">Itch</a>, <a href="https://www.gog.com/game/anodyne_2_return_to_dust">GOG</a>, <a href="https://www.humblebundle.com/store/anodyne-2-return-to-dust">Humble</a>, and <a href="https://www.kartridge.com/games/SeanHanTani/anodyne-2-return-to-dust">Kartridge</a>.</strong>
You can also follow <a href="https://twitter.com/han_tani">Melos</a> and <a href="https://twitter.com/even_kei">Marina</a> on Twitter, and <a href="https://discord.gg/7snxjmj">join the Analgesic Productions Discord</a>.
 ———
 • Melos was going by Sean at the time of this interview.</p>



<p class="wp-block-paragraph">• The archive of my <em>Destiny 2</em> tidying stream lives <a href="https://www.youtube.com/watch?v=RqyJMCcpOtU">on YouTube</a>, and of course, <a href="http://etao.blog/2019/08/16/destiny-konmari-1/">here on the site</a>.</p>



<p class="wp-block-paragraph">• I poked at capital-s Surrealism a bunch, thinking of André Breton's ideas of automatic writing and Salvador Dalí's approach to surrealist subject matter, both of which I'd say are relevant to Melos and Marina's approach.</p>



<p class="wp-block-paragraph">• In case you're never read about <a href="https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php"><em>Shovel Knight's</em> selective faithfulness to the NES and SNES</a>. <em>Anodyne 2</em> really does take almost exactly the opposite approach, in some ways.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.stitcher.com/podcast/nice-games-club/e/62893171">Marina on the <em>Nice Games Club</em> podcast</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://glitch.mn/">GLITCH, the co-working space in Minneapolis that Marina mentioned</a>.</p>



<p class="wp-block-paragraph">• Just as importantly, here's <a href="https://www.youtube.com/watch?v=YIAoIOLVayg">a look at <a href="https://www.youtube.com/watch?v=YIAoIOLVayg"><em>七ツ風の島物語</em></a></a><em>.</em>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "~*~Sparkle~*~Sparkle~*~Neuromaze~*~," "Yummy Sippy Cozy," "Tree Master Fan Cave," and "City Center Cenote," from the <a href="https://htch.bandcamp.com/album/anodyne-2-return-to-dust-original-soundtrack"><em>Anodyne 2: Return to Dust</em> Original Soundtrack</a> by Melos Han-Tani.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Melos Han-Tani and Marina Kittaka worked together on the original Anodyne, its under-appreciated follow-up Even the Ocean, and now their latest Analgesic Productions joint, Anodyne 2: Return to Dust. Its a game about getting to know the world in its infi]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Welcoming Surrealism, with Melos Han-Tani and Marina Kittaka]]></itunes:title>
	<itunes:episode>63</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Melos Han-Tani and Marina Kittaka worked together on the original <em>Anodyne,</em> its under-appreciated follow-up <em>Even the Ocean,</em> and now their latest Analgesic Productions joint, <a href=""><em>Anodyne 2: Return to Dust</em></a><em>.</em> It's a game about getting to know the world in its infinite strangeness, acquiring and shedding preconceptions, and meeting new people who radically alter your sense of what's right, what's wrong, and who you are. It's also a game about every possible meaning of the words <em>fidelity</em> and <em>scale.</em></p>



<p class="wp-block-paragraph">Of course, it's not <em>only</em> about any one of those things. It's looser and more expansive than that, which is exactly why, like the previous <em>Anodyne</em> before, it offers such a nourishing meal for players' imaginations. In this interview, Melos and Marina shrink to <em>ETAO</em> scale to talk about how they build worlds in not much time, the eternal duality of canon and meta, and plenty else.</p>



<p class="wp-block-paragraph"><strong>You can get <em>Anodyne 2: Return to Dust</em> on <a href="https://store.steampowered.com/app/877810/Anodyne_2_Return_to_Dust/">Steam,</a> <a href="https://sean-han-tani.itch.io/anodyne-2">Itch</a>, <a href="https://www.gog.com/game/anodyne_2_return_to_dust">GOG</a>, <a href="https://www.humblebundle.com/store/anodyne-2-return-to-dust">Humble</a>, and <a href="https://www.kartridge.com/games/SeanHanTani/anodyne-2-return-to-dust">Kartridge</a>.</strong>
You can also follow <a href="https://twitter.com/han_tani">Melos</a> and <a href="https://twitter.com/even_kei">Marina</a> on Twitter, and <a href="https://discord.gg/7snxjmj">join the Analgesic Productions Discord</a>.
 ———
 • Melos was going by Sean at the time of this interview.</p>



<p class="wp-block-paragraph">• The archive of my <em>Destiny 2</em> tidying stream lives <a href="https://www.youtube.com/watch?v=RqyJMCcpOtU">on YouTube</a>, and of course, <a href="http://etao.blog/2019/08/16/destiny-konmari-1/">here on the site</a>.</p>



<p class="wp-block-paragraph">• I poked at capital-s Surrealism a bunch, thinking of André Breton's ideas of automatic writing and Salvador Dalí's approach to surrealist subject matter, both of which I'd say are relevant to Melos and Marina's approach.</p>



<p class="wp-block-paragraph">• In case you're never read about <a href="https://www.gamasutra.com/blogs/DavidDAngelo/20140625/219383/Breaking_the_NES_for_Shovel_Knight.php"><em>Shovel Knight's</em> selective faithfulness to the NES and SNES</a>. <em>Anodyne 2</em> really does take almost exactly the opposite approach, in some ways.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.stitcher.com/podcast/nice-games-club/e/62893171">Marina on the <em>Nice Games Club</em> podcast</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://glitch.mn/">GLITCH, the co-working space in Minneapolis that Marina mentioned</a>.</p>



<p class="wp-block-paragraph">• Just as importantly, here's <a href="https://www.youtube.com/watch?v=YIAoIOLVayg">a look at <a href="https://www.youtube.com/watch?v=YIAoIOLVayg"><em>七ツ風の島物語</em></a></a><em>.</em>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "~*~Sparkle~*~Sparkle~*~Neuromaze~*~," "Yummy Sippy Cozy," "Tree Master Fan Cave," and "City Center Cenote," from the <a href="https://htch.bandcamp.com/album/anodyne-2-return-to-dust-original-soundtrack"><em>Anodyne 2: Return to Dust</em> Original Soundtrack</a> by Melos Han-Tani.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/08/etao-podcast-63-analgesic-1.mp3" length="62887888" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Melos Han-Tani and Marina Kittaka worked together on the original Anodyne, its under-appreciated follow-up Even the Ocean, and now their latest Analgesic Productions joint, Anodyne 2: Return to Dust. It's a game about getting to know the world in its infinite strangeness, acquiring and shedding preconceptions, and meeting new people who radically alter your sense of what's right, what's wrong, and who you are. It's also a game about every possible meaning of the words fidelity and scale.



Of course, it's not only about any one of those things. It's looser and more expansive than that, which is exactly why, like the previous Anodyne before, it offers such a nourishing meal for players' imaginations. In this interview, Melos and Marina shrink to ETAO scale to talk about how they build worlds in not much time, the eternal duality of canon and meta, and plenty else.



You can get Anodyne 2: Return to Dust on Steam, Itch, GOG, Humble, and Kartridge.
You can also follow Melos and Marina on Twitter, and join the Analgesic Productions Discord.
 ———
 • Melos was going by Sean at the time of this interview.



• The archive of my Destiny 2 tidying stream lives on YouTube, and of course, here on the site.



• I poked at capital-s Surrealism a bunch, thinking of André Breton's ideas of automatic writing and Salvador Dalí's approach to surrealist subject matter, both of which I'd say are relevant to Melos and Marina's approach.



• In case you're never read about Shovel Knight's selective faithfulness to the NES and SNES. Anodyne 2 really does take almost exactly the opposite approach, in some ways.



• Here's Marina on the Nice Games Club podcast.



• And here's GLITCH, the co-working space in Minneapolis that Marina mentioned.



• Just as importantly, here's a look at 七ツ風の島物語.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "~*~Sparkle~*~Sparkle~*~Neuromaze~*~," "Yummy Sippy Cozy," "Tree Master Fan Cave," and "City Center Cenote," from the Anodyne 2: Return to Dust Original Soundtrack by Melos Han-Tani.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/2019-07-28-10.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/2019-07-28-10.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Welcoming Surrealism, with Melos Han-Tani and Marina Kittaka</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>49:47</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Melos Han-Tani and Marina Kittaka worked together on the original Anodyne, its under-appreciated follow-up Even the Ocean, and now their latest Analgesic Productions joint, Anodyne 2: Return to Dust. It's a game about getting to know the world in its infinite strangeness, acquiring and shedding preconceptions, and meeting new people who radically alter your sense of what's right, what's wrong, and who you are. It's also a game about every possible meaning of the words fidelity and scale.



Of course, it's not only about any one of those things. It's looser and more expansive than that, which is exactly why, like the previous Anodyne before, it offers such a nourishing meal for players' imaginations. In this interview, Melos and Marina shrink to ETAO scale to talk about how they build worlds in not much time, the eternal duality of canon and meta, and plenty else.



You can get Anodyne 2: Return to Dust on Steam, Itch, GOG, Humble, and Kartridge.
You can also follow Melos and Marina ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/2019-07-28-10.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Consigliere&#8217;s Life for Me, with Alan Dang</title>
	<link>https://etao.blog/2019/08/06/podcast-62/</link>
	<pubDate>Tue, 06 Aug 2019 21:05:06 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">521e856c-48b9-5190-8a2a-f6ce6c11e67e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Alan Dang emerges from the shadows to talk about his work on the <em>Skullgirls</em> mobile game, the VR garden-'em-up <em>Fujii,</em> and the indie arcade esport stalwart <em>Killer Queen.</em> Plus, we talk about the broader possibilities for virtual reality, the criminally ignored potential of games for education, and the fact that a gimmick is only a gimmick until someone uses it <em>really well.</em></p>



<p class="wp-block-paragraph">
 ———
•  <a href="http://etao.blog/2019/06/03/guilty-gear/"><em>Guilty Gear XX Accent Core Plus R</em></a><em>,</em> was the title I couldn't remember.</p>



<p class="wp-block-paragraph">• Nintendo's first-party Pro controller for Switch does not in fact have a turbo button. What Alan saw at Evo, he later realized, was <a href="https://www.pdp.com/en/faceofftm-wired-controller-ns-black-camo-na">this Third-party Pro-ish controller</a>.</p>



<p class="wp-block-paragraph">• I'm pretty sure it was Chris Hecker who said the thing about how games are where cinema was when it was filming Fred Ott sneezing, but I can't find the source. If you can, hit me up.</p>



<p class="wp-block-paragraph">• That description of Yoko Taro's work was, on reflection, a paraphrase of <a href="https://twitter.com/sokareemie/status/1079450971535695872">this immortal tweet</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://xkcd.com/323/">the <em>XKCD</em> I was referring to</a>, about the Ballmer Peak and all.</p>



<p class="wp-block-paragraph">• Here's <a href="https://medium.com/@alanwdang/an-introduction-to-everything-killer-queen-arcade-ad6034be047f">Alan's excellent <em>Killer Queen Arcade</em> explainer</a>. I'd post his GDC talk as well, if not for that fact that it's currently locked away in the Vault.</p>



<p class="wp-block-paragraph">• For more on the positive effects of putting a human face and name on your game, see <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0"> Bennett Foddy and Zach Gage's wonderful GDC talk</a> (by Bennett Foddy and Zach Gage).</p>



<p class="wp-block-paragraph">• Here's <a href="https://store.steampowered.com/app/1098840/ZACHLIKE/">the Zachtronics book that Alan mentions</a>.</p>



<p class="wp-block-paragraph">• And here's to <a href="http://www.zachtronics.com/zachademics/">Zacademics</a>.</p>



<p class="wp-block-paragraph">• <a href="https://tocaboca.com/">Toca Boca</a>, meanwhile, is indeed quite the phenomenon.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"In a Moment's Time" by Michiru Yamane, from the <a href="http://skullgirls.com/media/music/"><em>Skullgirls</em> Original Soundtrack</a>.

"Gnome" from <a href="https://normanbambi.bandcamp.com/album/fujii">the <em>Fujii</em> Original soundtrack</a> by Norman Bambi.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Alan Dang emerges from the shadows to talk about his work on the Skullgirls mobile game, the VR garden-em-up Fujii, and the indie arcade esport stalwart Killer Queen. Plus, we talk about the broader possibilities for virtual reality, the criminally ignor]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Consigliere's Life for Me, with Alan Dang]]></itunes:title>
	<itunes:episode>62</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Alan Dang emerges from the shadows to talk about his work on the <em>Skullgirls</em> mobile game, the VR garden-'em-up <em>Fujii,</em> and the indie arcade esport stalwart <em>Killer Queen.</em> Plus, we talk about the broader possibilities for virtual reality, the criminally ignored potential of games for education, and the fact that a gimmick is only a gimmick until someone uses it <em>really well.</em></p>



<p class="wp-block-paragraph">
 ———
•  <a href="http://etao.blog/2019/06/03/guilty-gear/"><em>Guilty Gear XX Accent Core Plus R</em></a><em>,</em> was the title I couldn't remember.</p>



<p class="wp-block-paragraph">• Nintendo's first-party Pro controller for Switch does not in fact have a turbo button. What Alan saw at Evo, he later realized, was <a href="https://www.pdp.com/en/faceofftm-wired-controller-ns-black-camo-na">this Third-party Pro-ish controller</a>.</p>



<p class="wp-block-paragraph">• I'm pretty sure it was Chris Hecker who said the thing about how games are where cinema was when it was filming Fred Ott sneezing, but I can't find the source. If you can, hit me up.</p>



<p class="wp-block-paragraph">• That description of Yoko Taro's work was, on reflection, a paraphrase of <a href="https://twitter.com/sokareemie/status/1079450971535695872">this immortal tweet</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://xkcd.com/323/">the <em>XKCD</em> I was referring to</a>, about the Ballmer Peak and all.</p>



<p class="wp-block-paragraph">• Here's <a href="https://medium.com/@alanwdang/an-introduction-to-everything-killer-queen-arcade-ad6034be047f">Alan's excellent <em>Killer Queen Arcade</em> explainer</a>. I'd post his GDC talk as well, if not for that fact that it's currently locked away in the Vault.</p>



<p class="wp-block-paragraph">• For more on the positive effects of putting a human face and name on your game, see <a href="https://www.youtube.com/watch?v=N4UFC0y1tY0"> Bennett Foddy and Zach Gage's wonderful GDC talk</a> (by Bennett Foddy and Zach Gage).</p>



<p class="wp-block-paragraph">• Here's <a href="https://store.steampowered.com/app/1098840/ZACHLIKE/">the Zachtronics book that Alan mentions</a>.</p>



<p class="wp-block-paragraph">• And here's to <a href="http://www.zachtronics.com/zachademics/">Zacademics</a>.</p>



<p class="wp-block-paragraph">• <a href="https://tocaboca.com/">Toca Boca</a>, meanwhile, is indeed quite the phenomenon.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"In a Moment's Time" by Michiru Yamane, from the <a href="http://skullgirls.com/media/music/"><em>Skullgirls</em> Original Soundtrack</a>.

"Gnome" from <a href="https://normanbambi.bandcamp.com/album/fujii">the <em>Fujii</em> Original soundtrack</a> by Norman Bambi.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/08/etao-podcast-62-alan-dang.mp3" length="167289168" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Alan Dang emerges from the shadows to talk about his work on the Skullgirls mobile game, the VR garden-'em-up Fujii, and the indie arcade esport stalwart Killer Queen. Plus, we talk about the broader possibilities for virtual reality, the criminally ignored potential of games for education, and the fact that a gimmick is only a gimmick until someone uses it really well.




 ———
•  Guilty Gear XX Accent Core Plus R, was the title I couldn't remember.



• Nintendo's first-party Pro controller for Switch does not in fact have a turbo button. What Alan saw at Evo, he later realized, was this Third-party Pro-ish controller.



• I'm pretty sure it was Chris Hecker who said the thing about how games are where cinema was when it was filming Fred Ott sneezing, but I can't find the source. If you can, hit me up.



• That description of Yoko Taro's work was, on reflection, a paraphrase of this immortal tweet.



• Here's the XKCD I was referring to, about the Ballmer Peak and all.



• Here's Alan's excellent Killer Queen Arcade explainer. I'd post his GDC talk as well, if not for that fact that it's currently locked away in the Vault.



• For more on the positive effects of putting a human face and name on your game, see  Bennett Foddy and Zach Gage's wonderful GDC talk (by Bennett Foddy and Zach Gage).



• Here's the Zachtronics book that Alan mentions.



• And here's to Zacademics.



• Toca Boca, meanwhile, is indeed quite the phenomenon.



———

"All The People Say (Season 3)" by Holly Hyperion.

"In a Moment's Time" by Michiru Yamane, from the Skullgirls Original Soundtrack.

"Gnome" from the Fujii Original soundtrack by Norman Bambi.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screenshot_20190806-160423.png?fit=2160%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screenshot_20190806-160423.png?fit=2160%2C1080&#038;ssl=1</url>
		<title>A Consigliere&#8217;s Life for Me, with Alan Dang</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:53:44</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Alan Dang emerges from the shadows to talk about his work on the Skullgirls mobile game, the VR garden-'em-up Fujii, and the indie arcade esport stalwart Killer Queen. Plus, we talk about the broader possibilities for virtual reality, the criminally ignored potential of games for education, and the fact that a gimmick is only a gimmick until someone uses it really well.




 ———
•  Guilty Gear XX Accent Core Plus R, was the title I couldn't remember.



• Nintendo's first-party Pro controller for Switch does not in fact have a turbo button. What Alan saw at Evo, he later realized, was this Third-party Pro-ish controller.



• I'm pretty sure it was Chris Hecker who said the thing about how games are where cinema was when it was filming Fred Ott sneezing, but I can't find the source. If you can, hit me up.



• That description of Yoko Taro's work was, on reflection, a paraphrase of this immortal tweet.



• Here's the XKCD I was referring to, about the Ballmer Peak and all.



• Here']]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/08/screenshot_20190806-160423.png?fit=2160%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Better Ways to Build Better Stories, with Bryant Cannon</title>
	<link>https://etao.blog/2019/07/23/podcast-61/</link>
	<pubDate>Tue, 23 Jul 2019 14:01:47 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">7643353a-4494-5501-bd30-bbd58a1b817b</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Bryant Cannon joins us to discuss <em>Oxenfree,</em> its follow-up <em>Afterparty,</em> and the licensed, now-delisted Night School games that came in between—not to mention his previous mobile work, much of it also now delisted. As such, we talk about the melancholy weirdness of games being delisted, and more broadly, of games being treated as products first and foremost.</p>



<p class="wp-block-paragraph">But mostly we talk about narratives, and how to weave them into every part of games, and Bryant's "design-first" engineering approach as one way of achieving that aim. If story is gameplay, then the narrative designers have to be able to iterate on stories quickly, without getting bogged down in technical particulars they only half understand—and likewise, developers shouldn't need to hard-code each individual plot point as something unique and irreducible. Bryant's work at Night School has largely been about striking that balance, threading that needle.</p>



<p class="wp-block-paragraph">We also talk Zelda. Life's too short not to.</p>



<p class="wp-block-paragraph">
 ———
•  Here's <a href="https://www.youtube.com/watch?v=Sr6_2kxfWjc">Bryant's talk about the importance of NightScript (and ambitions of NightDraft, which we didn't discuss on the episode)</a>.</p>



<p class="wp-block-paragraph">• See <a href="https://www.youtube.com/watch?v=dp-DRU24J18">Frank Cifaldi's GDC talk</a> for more on the state of game preservation.</p>



<p class="wp-block-paragraph">• So, as I say in the intro: If we go to the katakana, It's ムジュラ, which you'd pronounce as ma-jō-ra, and which is probably a pun on 魔女 (which means <em>witch</em> and is pronounced ma-jo). So yeah, I'm wrong.</p>



<p class="wp-block-paragraph">• Here's that blog post on the radio in <em><a href="http://nightschoolstudio.com/radio-days-inside-the-oxenfree-radio/">Oxenfree</a>.</em></p>



<p class="wp-block-paragraph">• That quote about art never being finished, only abandoned, is <a href="https://quoteinvestigator.com/2019/03/01/abandon/">probably originally attributable to Paul Valéry</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/King_of_Kings:_The_Early_Years"><em>King of Kings: The Early Years</em></a> is indeed a Wisdom Tree joint, just like <em>Bible Adventures,</em> and a Christian bookstore would indeed have been where one would have encountered both.</p>



<p class="wp-block-paragraph">• That flower in <em>Breath of the Wild</em> are called the silent princess, for the record.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/drewmmichaels/status/1086035454909128704">me plahying through <em>Zelda II</em></a><em>,</em> in tweet form.</p>



<p class="wp-block-paragraph">• I flipped the color scheme in <em>4 Minutes, 33 Seconds of Uniqueness.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=l9TzqNQBmr0">that recent <em>Game Maker's Tool Kit</em> about conversation <em>as gameplay</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The new Klei game is called <em>Griftlands,</em> and I have no excuse for forgetting that, since <a href="http://etao.blog/2019/06/11/podcast-58/">Jim Guthrie talked to me about his musical contributions to it</a> not too long ago.</p>



<p class="wp-block-paragraph">• Do check out <em>Who Shot GuyBrush Threepwood?</em>—not only <a href="https://www.youtube.com/watch?v=tMVl5U3SlS0">the most recent episode, but also episodes </a><a href="https://www.youtube.com/watch?v=xOPiSYUSrQ0">one</a> and <a href="https://www.youtube.com/watch?v=udOR6tcsHqo">two</a>.</p>



<p class="wp-block-paragraph">• Last but not least, here's <a href="https://www.youtube.com/watch?v=ngpmR0Bxi08">one of Bryant's other talks, with a focus on Switch porting</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

As-yet-unnamed music from the <em>Afterparty</em> Original Soundtrack by scntfc.

"Epiphany Fields" from the <a href="https://scntfc.bandcamp.com/album/oxenfree"><em>Oxenfree</em> Original Soundtrack</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Bryant Cannon joins us to discuss Oxenfree, its follow-up Afterparty, and the licensed, now-delisted Night School games that came in between—not to mention his previous mobile work, much of it also now delisted. As such, we talk about the melancholy weir]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Better Ways to Build Better Stories, with Bryant Cannon]]></itunes:title>
	<itunes:episode>61</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Bryant Cannon joins us to discuss <em>Oxenfree,</em> its follow-up <em>Afterparty,</em> and the licensed, now-delisted Night School games that came in between—not to mention his previous mobile work, much of it also now delisted. As such, we talk about the melancholy weirdness of games being delisted, and more broadly, of games being treated as products first and foremost.</p>



<p class="wp-block-paragraph">But mostly we talk about narratives, and how to weave them into every part of games, and Bryant's "design-first" engineering approach as one way of achieving that aim. If story is gameplay, then the narrative designers have to be able to iterate on stories quickly, without getting bogged down in technical particulars they only half understand—and likewise, developers shouldn't need to hard-code each individual plot point as something unique and irreducible. Bryant's work at Night School has largely been about striking that balance, threading that needle.</p>



<p class="wp-block-paragraph">We also talk Zelda. Life's too short not to.</p>



<p class="wp-block-paragraph">
 ———
•  Here's <a href="https://www.youtube.com/watch?v=Sr6_2kxfWjc">Bryant's talk about the importance of NightScript (and ambitions of NightDraft, which we didn't discuss on the episode)</a>.</p>



<p class="wp-block-paragraph">• See <a href="https://www.youtube.com/watch?v=dp-DRU24J18">Frank Cifaldi's GDC talk</a> for more on the state of game preservation.</p>



<p class="wp-block-paragraph">• So, as I say in the intro: If we go to the katakana, It's ムジュラ, which you'd pronounce as ma-jō-ra, and which is probably a pun on 魔女 (which means <em>witch</em> and is pronounced ma-jo). So yeah, I'm wrong.</p>



<p class="wp-block-paragraph">• Here's that blog post on the radio in <em><a href="http://nightschoolstudio.com/radio-days-inside-the-oxenfree-radio/">Oxenfree</a>.</em></p>



<p class="wp-block-paragraph">• That quote about art never being finished, only abandoned, is <a href="https://quoteinvestigator.com/2019/03/01/abandon/">probably originally attributable to Paul Valéry</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/King_of_Kings:_The_Early_Years"><em>King of Kings: The Early Years</em></a> is indeed a Wisdom Tree joint, just like <em>Bible Adventures,</em> and a Christian bookstore would indeed have been where one would have encountered both.</p>



<p class="wp-block-paragraph">• That flower in <em>Breath of the Wild</em> are called the silent princess, for the record.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/drewmmichaels/status/1086035454909128704">me plahying through <em>Zelda II</em></a><em>,</em> in tweet form.</p>



<p class="wp-block-paragraph">• I flipped the color scheme in <em>4 Minutes, 33 Seconds of Uniqueness.</em></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=l9TzqNQBmr0">that recent <em>Game Maker's Tool Kit</em> about conversation <em>as gameplay</em></a><em>.</em></p>



<p class="wp-block-paragraph">• The new Klei game is called <em>Griftlands,</em> and I have no excuse for forgetting that, since <a href="http://etao.blog/2019/06/11/podcast-58/">Jim Guthrie talked to me about his musical contributions to it</a> not too long ago.</p>



<p class="wp-block-paragraph">• Do check out <em>Who Shot GuyBrush Threepwood?</em>—not only <a href="https://www.youtube.com/watch?v=tMVl5U3SlS0">the most recent episode, but also episodes </a><a href="https://www.youtube.com/watch?v=xOPiSYUSrQ0">one</a> and <a href="https://www.youtube.com/watch?v=udOR6tcsHqo">two</a>.</p>



<p class="wp-block-paragraph">• Last but not least, here's <a href="https://www.youtube.com/watch?v=ngpmR0Bxi08">one of Bryant's other talks, with a focus on Switch porting</a>.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

As-yet-unnamed music from the <em>Afterparty</em> Original Soundtrack by scntfc.

"Epiphany Fields" from the <a href="https://scntfc.bandcamp.com/album/oxenfree"><em>Oxenfree</em> Original Soundtrack</a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/07/etao-podcast-61-bryant-cannon.mp3" length="148361556" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Bryant Cannon joins us to discuss Oxenfree, its follow-up Afterparty, and the licensed, now-delisted Night School games that came in between—not to mention his previous mobile work, much of it also now delisted. As such, we talk about the melancholy weirdness of games being delisted, and more broadly, of games being treated as products first and foremost.



But mostly we talk about narratives, and how to weave them into every part of games, and Bryant's "design-first" engineering approach as one way of achieving that aim. If story is gameplay, then the narrative designers have to be able to iterate on stories quickly, without getting bogged down in technical particulars they only half understand—and likewise, developers shouldn't need to hard-code each individual plot point as something unique and irreducible. Bryant's work at Night School has largely been about striking that balance, threading that needle.



We also talk Zelda. Life's too short not to.




 ———
•  Here's Bryant's talk about the importance of NightScript (and ambitions of NightDraft, which we didn't discuss on the episode).



• See Frank Cifaldi's GDC talk for more on the state of game preservation.



• So, as I say in the intro: If we go to the katakana, It's ムジュラ, which you'd pronounce as ma-jō-ra, and which is probably a pun on 魔女 (which means witch and is pronounced ma-jo). So yeah, I'm wrong.



• Here's that blog post on the radio in Oxenfree.



• That quote about art never being finished, only abandoned, is probably originally attributable to Paul Valéry.



• King of Kings: The Early Years is indeed a Wisdom Tree joint, just like Bible Adventures, and a Christian bookstore would indeed have been where one would have encountered both.



• That flower in Breath of the Wild are called the silent princess, for the record.



• Here's me plahying through Zelda II, in tweet form.



• I flipped the color scheme in 4 Minutes, 33 Seconds of Uniqueness.



• Here's that recent Game Maker's Tool Kit about conversation as gameplay.



• The new Klei game is called Griftlands, and I have no excuse for forgetting that, since Jim Guthrie talked to me about his musical contributions to it not too long ago.



• Do check out Who Shot GuyBrush Threepwood?—not only the most recent episode, but also episodes one and two.



• Last but not least, here's one of Bryant's other talks, with a focus on Switch porting.

———

"All The People Say (Season 3)" by Holly Hyperion.

As-yet-unnamed music from the Afterparty Original Soundtrack by scntfc.

"Epiphany Fields" from the Oxenfree Original Soundtrack by scntfc.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-22-at-3.32.58-pm-1.png?fit=3360%2C1888&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-22-at-3.32.58-pm-1.png?fit=3360%2C1888&#038;ssl=1</url>
		<title>Better Ways to Build Better Stories, with Bryant Cannon</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:36:58</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Bryant Cannon joins us to discuss Oxenfree, its follow-up Afterparty, and the licensed, now-delisted Night School games that came in between—not to mention his previous mobile work, much of it also now delisted. As such, we talk about the melancholy weirdness of games being delisted, and more broadly, of games being treated as products first and foremost.



But mostly we talk about narratives, and how to weave them into every part of games, and Bryant's "design-first" engineering approach as one way of achieving that aim. If story is gameplay, then the narrative designers have to be able to iterate on stories quickly, without getting bogged down in technical particulars they only half understand—and likewise, developers shouldn't need to hard-code each individual plot point as something unique and irreducible. Bryant's work at Night School has largely been about striking that balance, threading that needle.



We also talk Zelda. Life's too short not to.




 ———
•  Here's Bryant's t]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-22-at-3.32.58-pm-1.png?fit=3360%2C1888&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Choices and Games and Stories, with Juan Vaca</title>
	<link>https://etao.blog/2019/07/09/podcast-60/</link>
	<pubDate>Tue, 09 Jul 2019 14:01:06 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">600dc326-94ea-53de-8fc3-cde2afa4afc4</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juan's approach to narrative, <a href="https://www.youtube.com/watch?v=hys_m3BPTS8">the oft-ignored importance of theme</a>, and his longstanding interest in using existing characters and worlds to tell original stories. We also talk about Juan's life as a veteran, the emptiness of "supporting the troops" without offering any, um, <em>support,</em> and the reality of the military as both a very large, very close family <em>and</em> an ice-cold bureaucracy.</p>



<p class="wp-block-paragraph"><em>And</em> we talk about Juan's work at <a href="https://twitter.com/latinosingaming?lang=en">Latinx in Gaming</a>. Oh, and <a href="http://www.rivertownskifflers.com/">his rather good jug band</a>.</p>



<p class="wp-block-paragraph">
 ———
• If you're looking to hear the tale of Telltale's shuttering, then as I say in the intro, you won't find it here—but <a href="https://www.youtube.com/watch?v=s-2nNksMBpg">this <em>NoClip</em> documentary</a> has you oh-so-covered.</p>



<p class="wp-block-paragraph">• <a href="https://www.newyorker.com/culture/personal-history/what-about-the-breakfast-club-molly-ringwald-metoo-john-hughes-pretty-in-pink">Molly Ringwald's excellent essay</a> was framed around <em>The Breakfast Club</em> and <em>Pretty in Pink</em> as much as <em>Sixteen Candles.</em> Recommended reading, albeit with trigger warnings aplenty.</p>



<p class="wp-block-paragraph">• Here's <a href="https://justinmsloan.wordpress.com/2015/04/20/juanvaca/">Juan being interviewed by another veteran</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://podcasts.apple.com/us/podcast/58-juan-vaca/id690947328?i=1000404857819&amp;mt=2">the interview wherein Juan recounts the good, the bad, and the institutionally broken of his time in the Marine Corps</a>.</p>



<p class="wp-block-paragraph">• Few would argue that <em>Southland Tales</em> is the best movie, but it might well be the most movie.</p>



<p class="wp-block-paragraph">• The 2019 Latinx in Gaming roundtable at GDC doesn't seem to be public, (and <a href="https://indiecadefest2015.sched.com/event/4BPI/gameu-session-6-you-belong-here-overcoming-impostor-syndrome-to-expand-your-opportunities">that IndieCade panel about imposter syndrome</a> doesn't seem to live online anywhere either, sad to say), but here's <a href="https://butwhythopodcast.com/2018/10/15/interview-latinx-in-gaming-with-juan-vaca-elaine-gomez-judy-jetset/">another recent Latinx in Gaming roundtable, in podcast form</a>.</p>



<p class="wp-block-paragraph">• Behold <a href="https://www.jimkweskin.com">Jim Kweskin</a>!

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Washington at Valley Forge" by Milton Ager and Jack Yellen, performed by <a href="http://www.rivertownskifflers.com/">Rivertown Skifflers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juans approach to narrative, the oft-ignored importance of theme, and his longstanding ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Choices and Games and Stories, with Juan Vaca]]></itunes:title>
	<itunes:episode>60</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juan's approach to narrative, <a href="https://www.youtube.com/watch?v=hys_m3BPTS8">the oft-ignored importance of theme</a>, and his longstanding interest in using existing characters and worlds to tell original stories. We also talk about Juan's life as a veteran, the emptiness of "supporting the troops" without offering any, um, <em>support,</em> and the reality of the military as both a very large, very close family <em>and</em> an ice-cold bureaucracy.</p>



<p class="wp-block-paragraph"><em>And</em> we talk about Juan's work at <a href="https://twitter.com/latinosingaming?lang=en">Latinx in Gaming</a>. Oh, and <a href="http://www.rivertownskifflers.com/">his rather good jug band</a>.</p>



<p class="wp-block-paragraph">
 ———
• If you're looking to hear the tale of Telltale's shuttering, then as I say in the intro, you won't find it here—but <a href="https://www.youtube.com/watch?v=s-2nNksMBpg">this <em>NoClip</em> documentary</a> has you oh-so-covered.</p>



<p class="wp-block-paragraph">• <a href="https://www.newyorker.com/culture/personal-history/what-about-the-breakfast-club-molly-ringwald-metoo-john-hughes-pretty-in-pink">Molly Ringwald's excellent essay</a> was framed around <em>The Breakfast Club</em> and <em>Pretty in Pink</em> as much as <em>Sixteen Candles.</em> Recommended reading, albeit with trigger warnings aplenty.</p>



<p class="wp-block-paragraph">• Here's <a href="https://justinmsloan.wordpress.com/2015/04/20/juanvaca/">Juan being interviewed by another veteran</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://podcasts.apple.com/us/podcast/58-juan-vaca/id690947328?i=1000404857819&amp;mt=2">the interview wherein Juan recounts the good, the bad, and the institutionally broken of his time in the Marine Corps</a>.</p>



<p class="wp-block-paragraph">• Few would argue that <em>Southland Tales</em> is the best movie, but it might well be the most movie.</p>



<p class="wp-block-paragraph">• The 2019 Latinx in Gaming roundtable at GDC doesn't seem to be public, (and <a href="https://indiecadefest2015.sched.com/event/4BPI/gameu-session-6-you-belong-here-overcoming-impostor-syndrome-to-expand-your-opportunities">that IndieCade panel about imposter syndrome</a> doesn't seem to live online anywhere either, sad to say), but here's <a href="https://butwhythopodcast.com/2018/10/15/interview-latinx-in-gaming-with-juan-vaca-elaine-gomez-judy-jetset/">another recent Latinx in Gaming roundtable, in podcast form</a>.</p>



<p class="wp-block-paragraph">• Behold <a href="https://www.jimkweskin.com">Jim Kweskin</a>!

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Washington at Valley Forge" by Milton Ager and Jack Yellen, performed by <a href="http://www.rivertownskifflers.com/">Rivertown Skifflers</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/07/etao-podcast-60-juan-vaca-1.mp3" length="98942210" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juan's approach to narrative, the oft-ignored importance of theme, and his longstanding interest in using existing characters and worlds to tell original stories. We also talk about Juan's life as a veteran, the emptiness of "supporting the troops" without offering any, um, support, and the reality of the military as both a very large, very close family and an ice-cold bureaucracy.



And we talk about Juan's work at Latinx in Gaming. Oh, and his rather good jug band.




 ———
• If you're looking to hear the tale of Telltale's shuttering, then as I say in the intro, you won't find it here—but this NoClip documentary has you oh-so-covered.



• Molly Ringwald's excellent essay was framed around The Breakfast Club and Pretty in Pink as much as Sixteen Candles. Recommended reading, albeit with trigger warnings aplenty.



• Here's Juan being interviewed by another veteran.



• And here's the interview wherein Juan recounts the good, the bad, and the institutionally broken of his time in the Marine Corps.



• Few would argue that Southland Tales is the best movie, but it might well be the most movie.



• The 2019 Latinx in Gaming roundtable at GDC doesn't seem to be public, (and that IndieCade panel about imposter syndrome doesn't seem to live online anywhere either, sad to say), but here's another recent Latinx in Gaming roundtable, in podcast form.



• Behold Jim Kweskin!

———

"All The People Say (Season 3)" by Holly Hyperion.

"Washington at Valley Forge" by Milton Ager and Jack Yellen, performed by Rivertown Skifflers.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-05-at-6.25.38-pm.png?fit=3360%2C1580&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-05-at-6.25.38-pm.png?fit=3360%2C1580&#038;ssl=1</url>
		<title>Choices and Games and Stories, with Juan Vaca</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:04:42</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Juan Vaca chooses to adventure with us—into his work at Telltale Games, at Endless Entertainment, and now at the burgeoning interactive team at Netflix. We talk about Juan's approach to narrative, the oft-ignored importance of theme, and his longstanding interest in using existing characters and worlds to tell original stories. We also talk about Juan's life as a veteran, the emptiness of "supporting the troops" without offering any, um, support, and the reality of the military as both a very large, very close family and an ice-cold bureaucracy.



And we talk about Juan's work at Latinx in Gaming. Oh, and his rather good jug band.




 ———
• If you're looking to hear the tale of Telltale's shuttering, then as I say in the intro, you won't find it here—but this NoClip documentary has you oh-so-covered.



• Molly Ringwald's excellent essay was framed around The Breakfast Club and Pretty in Pink as much as Sixteen Candles. Recommended reading, albeit with trigger warnings aplenty.



•]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/07/screen-shot-2019-07-05-at-6.25.38-pm.png?fit=3360%2C1580&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Art of Design(ing Art), with Greg Batha</title>
	<link>https://etao.blog/2019/06/25/podcast-59/</link>
	<pubDate>Tue, 25 Jun 2019 18:54:38 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3f3562a5-7dfa-5f87-95a1-3f0b89d7128b</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Greg Batha has done a remarkable variety of creative/technical work, from the interface of <em>Dream Daddy,</em> to live visualizations for touring musicians, to the hectic and adorable puzzle battler <em>bit bit blocks.</em> What brings it all together, he explains in this wide-ranging interview, is the desire to do things in a given medium that can <em>only</em> be done in that medium. Come for the actually quite workable distinction between art and design, stay for the discussion of <a href="https://en.wikipedia.org/wiki/Godfellas">that one <em>Futurama</em> where Bender meets God (after being God)</a> as a metaphor for good UX and UI!</p>



<p class="wp-block-paragraph">
 <em>Images from <a href="http://cargocollective.com/gregbatha">Greg Batha's portfolio on the Cargo Collective site</a>.</em>
 ———
• <a href="https://www.youtube.com/watch?v=fB8qvx0HOlI"><em>Homecoming: A Film By Beyoncé</em></a> chronicles utter devotion to showwomanship, and is required viewing for anyone who doesn't get what all the Beyoncé-fuss is about (as is <em>Lemonade,</em> of course).</p>



<p class="wp-block-paragraph">• I don't think there is yet a definitive single source for the astonishing tech behind <em>Spider-Man: Into the Spider-Verse,</em> but for whatever it's worth, I had <a href="https://www.youtube.com/watch?v=DPpjdU2MhUQ">this video</a> in mind when I mentioned those glorious, all-important dots.</p>



<p class="wp-block-paragraph">• "Springs fully forth" is a dumb malapropy phrase of mine that I actually kind of dig, upon listening back to it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=PbBzhqJK3bg">the fantastic <em>Contrapoints</em> video about the fraught and often awful way that straight cis men too often imagine trans women</a>. (It's not just about that, mind you, specifically because it's not all about our infinitely fragile cismale feelings, my dudes).</p>



<p class="wp-block-paragraph">• The notion of "The 8 Kinds of Fun" comes mostly from <a href="http://algorithmancy.8kindsoffun.com/">Marc "MAHK" MeBlanc's sundry self-styled "rants."</a>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Dream Daddy" by Louis Herscher and George Keefe, <a href="https://archive.org/details/78_dream-daddy_the-ambassadors-herscher-keefer-ernest-hare_gbia0045654a">performed by The Ambassadors and Ernest Hare</a>, then <a href="https://archive.org/details/TedLewisCollection1919-1934/DreamDaddy.mp3">performed by Ted Lewis and His Band</a>, and then <a href="https://archive.org/details/LewisJamesCollection1925-1931/ZDreamDaddy1924LewisJamescolumbia72-d.mp3">performed by Lewis James</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Greg Batha has done a remarkable variety of creative/technical work, from the interface of Dream Daddy, to live visualizations for touring musicians, to the hectic and adorable puzzle battler bit bit blocks. What brings it all together, he explains in th]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Art of Design(ing Art), with Greg Batha]]></itunes:title>
	<itunes:episode>59</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Greg Batha has done a remarkable variety of creative/technical work, from the interface of <em>Dream Daddy,</em> to live visualizations for touring musicians, to the hectic and adorable puzzle battler <em>bit bit blocks.</em> What brings it all together, he explains in this wide-ranging interview, is the desire to do things in a given medium that can <em>only</em> be done in that medium. Come for the actually quite workable distinction between art and design, stay for the discussion of <a href="https://en.wikipedia.org/wiki/Godfellas">that one <em>Futurama</em> where Bender meets God (after being God)</a> as a metaphor for good UX and UI!</p>



<p class="wp-block-paragraph">
 <em>Images from <a href="http://cargocollective.com/gregbatha">Greg Batha's portfolio on the Cargo Collective site</a>.</em>
 ———
• <a href="https://www.youtube.com/watch?v=fB8qvx0HOlI"><em>Homecoming: A Film By Beyoncé</em></a> chronicles utter devotion to showwomanship, and is required viewing for anyone who doesn't get what all the Beyoncé-fuss is about (as is <em>Lemonade,</em> of course).</p>



<p class="wp-block-paragraph">• I don't think there is yet a definitive single source for the astonishing tech behind <em>Spider-Man: Into the Spider-Verse,</em> but for whatever it's worth, I had <a href="https://www.youtube.com/watch?v=DPpjdU2MhUQ">this video</a> in mind when I mentioned those glorious, all-important dots.</p>



<p class="wp-block-paragraph">• "Springs fully forth" is a dumb malapropy phrase of mine that I actually kind of dig, upon listening back to it.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=PbBzhqJK3bg">the fantastic <em>Contrapoints</em> video about the fraught and often awful way that straight cis men too often imagine trans women</a>. (It's not just about that, mind you, specifically because it's not all about our infinitely fragile cismale feelings, my dudes).</p>



<p class="wp-block-paragraph">• The notion of "The 8 Kinds of Fun" comes mostly from <a href="http://algorithmancy.8kindsoffun.com/">Marc "MAHK" MeBlanc's sundry self-styled "rants."</a>

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Dream Daddy" by Louis Herscher and George Keefe, <a href="https://archive.org/details/78_dream-daddy_the-ambassadors-herscher-keefer-ernest-hare_gbia0045654a">performed by The Ambassadors and Ernest Hare</a>, then <a href="https://archive.org/details/TedLewisCollection1919-1934/DreamDaddy.mp3">performed by Ted Lewis and His Band</a>, and then <a href="https://archive.org/details/LewisJamesCollection1925-1931/ZDreamDaddy1924LewisJamescolumbia72-d.mp3">performed by Lewis James</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/06/etao-podcast-59-greg-batha.mp3" length="113321880" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Greg Batha has done a remarkable variety of creative/technical work, from the interface of Dream Daddy, to live visualizations for touring musicians, to the hectic and adorable puzzle battler bit bit blocks. What brings it all together, he explains in this wide-ranging interview, is the desire to do things in a given medium that can only be done in that medium. Come for the actually quite workable distinction between art and design, stay for the discussion of that one Futurama where Bender meets God (after being God) as a metaphor for good UX and UI!




 Images from Greg Batha's portfolio on the Cargo Collective site.
 ———
• Homecoming: A Film By Beyoncé chronicles utter devotion to showwomanship, and is required viewing for anyone who doesn't get what all the Beyoncé-fuss is about (as is Lemonade, of course).



• I don't think there is yet a definitive single source for the astonishing tech behind Spider-Man: Into the Spider-Verse, but for whatever it's worth, I had this video in mind when I mentioned those glorious, all-important dots.



• "Springs fully forth" is a dumb malapropy phrase of mine that I actually kind of dig, upon listening back to it.



• Here's the fantastic Contrapoints video about the fraught and often awful way that straight cis men too often imagine trans women. (It's not just about that, mind you, specifically because it's not all about our infinitely fragile cismale feelings, my dudes).



• The notion of "The 8 Kinds of Fun" comes mostly from Marc "MAHK" MeBlanc's sundry self-styled "rants."

———

"All The People Say (Season 3)" by Holly Hyperion.

"Dream Daddy" by Louis Herscher and George Keefe, performed by The Ambassadors and Ernest Hare, then performed by Ted Lewis and His Band, and then performed by Lewis James.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/img_0226_site_576.png?fit=768%2C576&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/img_0226_site_576.png?fit=768%2C576&#038;ssl=1</url>
		<title>The Art of Design(ing Art), with Greg Batha</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:27</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Greg Batha has done a remarkable variety of creative/technical work, from the interface of Dream Daddy, to live visualizations for touring musicians, to the hectic and adorable puzzle battler bit bit blocks. What brings it all together, he explains in this wide-ranging interview, is the desire to do things in a given medium that can only be done in that medium. Come for the actually quite workable distinction between art and design, stay for the discussion of that one Futurama where Bender meets God (after being God) as a metaphor for good UX and UI!




 Images from Greg Batha's portfolio on the Cargo Collective site.
 ———
• Homecoming: A Film By Beyoncé chronicles utter devotion to showwomanship, and is required viewing for anyone who doesn't get what all the Beyoncé-fuss is about (as is Lemonade, of course).



• I don't think there is yet a definitive single source for the astonishing tech behind Spider-Man: Into the Spider-Verse, but for whatever it's worth, I had this video in m]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/img_0226_site_576.png?fit=768%2C576&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Now Game Music Is Just Music, with Jim Guthrie</title>
	<link>https://etao.blog/2019/06/11/podcast-58/</link>
	<pubDate>Tue, 11 Jun 2019 14:01:05 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">99d14eaf-0e3d-5ea9-aea6-226f8344c1bd</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jim Guthrie joins us to reflect on his storied soundtracking career, from <em>Superbrothers: Sword &amp; Sworcery EP</em> and <em>BELOW,</em> to <em>Indie Game: The Movie,</em> to (implicitly, here) <em>Reigns: Her Majesty</em> and <em>Planet Coaster</em>—not to mention his auspicious and only-semi-separate indie rock career, the joys and sorrows of playing live, and Bandcamp's mad scheme to press its own vinyl (with <a href="https://jimguthrie.bandcamp.com/campaign/below-original-soundtrack">the <em>BELOW</em> OST</a> being an early and obvious and opulent candidate for the endeavor).</p>



<p class="wp-block-paragraph">
 ———
•  <a href="https://invisiblepublishing.com/product/jim-guthrie/">Andrew Hood's book <em>Who Needs What</em></a> is odd and emotionally specific and recommended if our discussion about it piqued your interest.</p>



<p class="wp-block-paragraph">• Here are three of my favorite interviews with Jim that I read while getting ready: <a href="https://www.relyonhorror.com/in-depth/interview-the-playful-darkness-of-composer-jim-guthrie/">One about tone and intent</a>, <a href="https://blog.native-instruments.com/jim-guthrie-from-guitar-music-to-scoring-games/">one about gear and production</a>, and <a href="https://www.cgmagonline.com/2019/05/11/revisiting-sword-sworcery-a-talk-with-jim-guthrie/">one about the sheer aesthetic joys of pretty, pretty vinyl</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.polygon.com/features/2018/12/24/18152360/jim-guthrie-the-music-from-below">That <em>Polygon</em> interview about <em>BELOW</em></a> was great too, but you don't need me to tell you that.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2019/03/05/podcast-51/">the episode where C. Andrew Rohrmann talks about "anonymous ubiquity."</a></p>



<p class="wp-block-paragraph">• Like I said, since recording this conversation, I've seen <em>Bathtubs Over Broadway</em> (which was produced by Focus Features, not Netflix, but which is nonetheless <em>on Netflix)</em> and gone down <a href="https://www.industrialmusicals.com/">the rabbit hole of industrial musicals</a>. Said rabbit hole goes pretty deep, as WFMU has explored <a href="https://blog.wfmu.org/freeform/2007/07/365-days-194---.html">here</a> and <a href="https://blog.wfmu.org/freeform/2006/08/product_music_m.html">here</a> and <a href="https://blog.wfmu.org/freeform/2007/02/365_days_50_gen.html">here</a> and <a href="https://blog.wfmu.org/freeform/2007/01/365_days_30_goo.html">here</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=MRiYOrxnI8Q">The <em>Griftlands</em> trailer</a> does promise much (and does, on reflection, sound very Jim Guthrie).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Proof of Something" from the <a href="https://jimguthrie.bandcamp.com/album/indie-game-the-movie-soundtrack"><em>Indie Game: The Movie</em> Original Soundtrack</a> by Jim Guthrie.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"Moth to a Flame (Reprised)" from <a href="https://jimguthrie.bandcamp.com/album/below-original-soundtrack">the <em>BELOW</em> Original Soundtrack</a> by Jim Guthrie.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jim Guthrie joins us to reflect on his storied soundtracking career, from Superbrothers: Sword &amp; Sworcery EP and BELOW, to Indie Game: The Movie, to (implicitly, here) Reigns: Her Majesty and Planet Coaster—not to mention his auspicious and only-semi]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Now Game Music Is Just Music, with Jim Guthrie]]></itunes:title>
	<itunes:episode>58</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jim Guthrie joins us to reflect on his storied soundtracking career, from <em>Superbrothers: Sword &amp; Sworcery EP</em> and <em>BELOW,</em> to <em>Indie Game: The Movie,</em> to (implicitly, here) <em>Reigns: Her Majesty</em> and <em>Planet Coaster</em>—not to mention his auspicious and only-semi-separate indie rock career, the joys and sorrows of playing live, and Bandcamp's mad scheme to press its own vinyl (with <a href="https://jimguthrie.bandcamp.com/campaign/below-original-soundtrack">the <em>BELOW</em> OST</a> being an early and obvious and opulent candidate for the endeavor).</p>



<p class="wp-block-paragraph">
 ———
•  <a href="https://invisiblepublishing.com/product/jim-guthrie/">Andrew Hood's book <em>Who Needs What</em></a> is odd and emotionally specific and recommended if our discussion about it piqued your interest.</p>



<p class="wp-block-paragraph">• Here are three of my favorite interviews with Jim that I read while getting ready: <a href="https://www.relyonhorror.com/in-depth/interview-the-playful-darkness-of-composer-jim-guthrie/">One about tone and intent</a>, <a href="https://blog.native-instruments.com/jim-guthrie-from-guitar-music-to-scoring-games/">one about gear and production</a>, and <a href="https://www.cgmagonline.com/2019/05/11/revisiting-sword-sworcery-a-talk-with-jim-guthrie/">one about the sheer aesthetic joys of pretty, pretty vinyl</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.polygon.com/features/2018/12/24/18152360/jim-guthrie-the-music-from-below">That <em>Polygon</em> interview about <em>BELOW</em></a> was great too, but you don't need me to tell you that.</p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/2019/03/05/podcast-51/">the episode where C. Andrew Rohrmann talks about "anonymous ubiquity."</a></p>



<p class="wp-block-paragraph">• Like I said, since recording this conversation, I've seen <em>Bathtubs Over Broadway</em> (which was produced by Focus Features, not Netflix, but which is nonetheless <em>on Netflix)</em> and gone down <a href="https://www.industrialmusicals.com/">the rabbit hole of industrial musicals</a>. Said rabbit hole goes pretty deep, as WFMU has explored <a href="https://blog.wfmu.org/freeform/2007/07/365-days-194---.html">here</a> and <a href="https://blog.wfmu.org/freeform/2006/08/product_music_m.html">here</a> and <a href="https://blog.wfmu.org/freeform/2007/02/365_days_50_gen.html">here</a> and <a href="https://blog.wfmu.org/freeform/2007/01/365_days_30_goo.html">here</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=MRiYOrxnI8Q">The <em>Griftlands</em> trailer</a> does promise much (and does, on reflection, sound very Jim Guthrie).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Proof of Something" from the <a href="https://jimguthrie.bandcamp.com/album/indie-game-the-movie-soundtrack"><em>Indie Game: The Movie</em> Original Soundtrack</a> by Jim Guthrie.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

"Moth to a Flame (Reprised)" from <a href="https://jimguthrie.bandcamp.com/album/below-original-soundtrack">the <em>BELOW</em> Original Soundtrack</a> by Jim Guthrie.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/06/etao-podcast-58-jim-guthrie.mp3" length="102190299" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jim Guthrie joins us to reflect on his storied soundtracking career, from Superbrothers: Sword &amp; Sworcery EP and BELOW, to Indie Game: The Movie, to (implicitly, here) Reigns: Her Majesty and Planet Coaster—not to mention his auspicious and only-semi-separate indie rock career, the joys and sorrows of playing live, and Bandcamp's mad scheme to press its own vinyl (with the BELOW OST being an early and obvious and opulent candidate for the endeavor).




 ———
•  Andrew Hood's book Who Needs What is odd and emotionally specific and recommended if our discussion about it piqued your interest.



• Here are three of my favorite interviews with Jim that I read while getting ready: One about tone and intent, one about gear and production, and one about the sheer aesthetic joys of pretty, pretty vinyl.



• That Polygon interview about BELOW was great too, but you don't need me to tell you that.



• And here's the episode where C. Andrew Rohrmann talks about "anonymous ubiquity."



• Like I said, since recording this conversation, I've seen Bathtubs Over Broadway (which was produced by Focus Features, not Netflix, but which is nonetheless on Netflix) and gone down the rabbit hole of industrial musicals. Said rabbit hole goes pretty deep, as WFMU has explored here and here and here and here.



• The Griftlands trailer does promise much (and does, on reflection, sound very Jim Guthrie).

———

"All The People Say (Season 3)" by Holly Hyperion.

"Proof of Something" from the Indie Game: The Movie Original Soundtrack by Jim Guthrie.

"Apple Blossoms" by Vernon Geyer.

"Moth to a Flame (Reprised)" from the BELOW Original Soundtrack by Jim Guthrie.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/d8g2e_kvuaanb-d.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/d8g2e_kvuaanb-d.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Now Game Music Is Just Music, with Jim Guthrie</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:14:02</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jim Guthrie joins us to reflect on his storied soundtracking career, from Superbrothers: Sword &amp; Sworcery EP and BELOW, to Indie Game: The Movie, to (implicitly, here) Reigns: Her Majesty and Planet Coaster—not to mention his auspicious and only-semi-separate indie rock career, the joys and sorrows of playing live, and Bandcamp's mad scheme to press its own vinyl (with the BELOW OST being an early and obvious and opulent candidate for the endeavor).




 ———
•  Andrew Hood's book Who Needs What is odd and emotionally specific and recommended if our discussion about it piqued your interest.



• Here are three of my favorite interviews with Jim that I read while getting ready: One about tone and intent, one about gear and production, and one about the sheer aesthetic joys of pretty, pretty vinyl.



• That Polygon interview about BELOW was great too, but you don't need me to tell you that.



• And here's the episode where C. Andrew Rohrmann talks about "anonymous ubiquity."



• L]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/06/d8g2e_kvuaanb-d.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Weird Mad Stuff, with Zachariah Chandler</title>
	<link>https://etao.blog/2019/05/28/podcast-57/</link>
	<pubDate>Tue, 28 May 2019 14:01:12 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">7d0e313b-b5ab-545d-840b-70645e7b3dab</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Chandler catches the bus with us and talks about <em>Nth Dimension[al] Hiking,</em> his gently arcane spectral traverse-'em-up. We discuss Zach's guiding principle, namely that if you're going to make a game that isn't <em>obvious,</em> then you'd better be sure that it's nonetheless <em>truthful.</em> That's easier said than done, of course, and we spend some time talking about the doing, and about why it matters. And furthermore:</p>



<p class="wp-block-paragraph"><em>horror : comedy :: Bennet Foddy games : kaizo hacks</em></p>



<p class="wp-block-paragraph">
 ———
• <a href="https://zachariah-chandler.itch.io/ndh">The alpha version of <em>Nth Dimension[al] Hiking</em></a> is the one I've played.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/view/news/336848/Road_to_the_IGF_Zachariah_Chandlers_Nth_Dimensional_Hiking.php">a lovely little <em>Gamasutra</em> interview with Zach</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2019/4/22/18298277/red-dead-redemption-2-review-rdr2-story-design-criticism">Film Crit Hulk on <em>Red Dead Redemption 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://www.dogme95.dk/the-vow-of-chastity/">For those unfamiliar with Dogme 95 and their "vow of chastity."</a></p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/World_of_Ghost_in_the_Shell#Think_tanks"><a href="https://en.wikipedia.org/wiki/World_of_Ghost_in_the_Shell#Think_tanks">多脚戦車</a> </a> were indeed those tank-things from the <em>Ghost in the Shell</em> PS1 game.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.blog.radiator.debacle.us/2017/07/toward-honesty-of-pixels-on-final.html">my favorite piece on the texture work in <em>Final Fantasy XII</em></a><em>.</em></p>



<p class="wp-block-paragraph">• I too am <em>so excited to make stupid garbage.</em></p>



<p class="wp-block-paragraph">• <a href="https://connor-sherlock.itch.io/">Connor Sherlock's games</a> are lovely things indeed.</p>



<p class="wp-block-paragraph">• My love for <em>Starseed Pilgrim</em> is <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">well documented</a>, and its <a href="https://www.gamasutra.com/blogs/DroqenIswhoIam/20130617/194467/Whyproof_to_5000_feet.php">whyproffness</a> is endlessly inspiring.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

A bit of Brownian noise from <em>Nth Dimension[al] Hiking,</em> by Zachariah Chandler.

<a href="https://archive.org/details/78_ghost-town_don-cherry-ray-conniff-and-his-orchestra-and-chorus-varnick-acquaviva_gbia0066320b">"Ghost Town"</a> by Ted Varnick and Nick Acquaviva, performed by Don Cherry with Ray Conniff and His Orchestra and Chorus.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_ghost-train_joe-morris-blues-cavalcade-morris_gbia0076638a">"Ghost Train"</a> by Joe Morris, performed by Joe Morris' Blues Cavalcade.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Zach Chandler catches the bus with us and talks about Nth Dimension[al] Hiking, his gently arcane spectral traverse-em-up. We discuss Zachs guiding principle, namely that if youre going to make a game that isnt obvious, then youd better be sure that its ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Weird Mad Stuff, with Zachariah Chandler]]></itunes:title>
	<itunes:episode>57</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Chandler catches the bus with us and talks about <em>Nth Dimension[al] Hiking,</em> his gently arcane spectral traverse-'em-up. We discuss Zach's guiding principle, namely that if you're going to make a game that isn't <em>obvious,</em> then you'd better be sure that it's nonetheless <em>truthful.</em> That's easier said than done, of course, and we spend some time talking about the doing, and about why it matters. And furthermore:</p>



<p class="wp-block-paragraph"><em>horror : comedy :: Bennet Foddy games : kaizo hacks</em></p>



<p class="wp-block-paragraph">
 ———
• <a href="https://zachariah-chandler.itch.io/ndh">The alpha version of <em>Nth Dimension[al] Hiking</em></a> is the one I've played.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/view/news/336848/Road_to_the_IGF_Zachariah_Chandlers_Nth_Dimensional_Hiking.php">a lovely little <em>Gamasutra</em> interview with Zach</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2019/4/22/18298277/red-dead-redemption-2-review-rdr2-story-design-criticism">Film Crit Hulk on <em>Red Dead Redemption 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://www.dogme95.dk/the-vow-of-chastity/">For those unfamiliar with Dogme 95 and their "vow of chastity."</a></p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/World_of_Ghost_in_the_Shell#Think_tanks"><a href="https://en.wikipedia.org/wiki/World_of_Ghost_in_the_Shell#Think_tanks">多脚戦車</a> </a> were indeed those tank-things from the <em>Ghost in the Shell</em> PS1 game.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.blog.radiator.debacle.us/2017/07/toward-honesty-of-pixels-on-final.html">my favorite piece on the texture work in <em>Final Fantasy XII</em></a><em>.</em></p>



<p class="wp-block-paragraph">• I too am <em>so excited to make stupid garbage.</em></p>



<p class="wp-block-paragraph">• <a href="https://connor-sherlock.itch.io/">Connor Sherlock's games</a> are lovely things indeed.</p>



<p class="wp-block-paragraph">• My love for <em>Starseed Pilgrim</em> is <a href="http://etao.blog/2013/04/28/starseed-pilgrim/">well documented</a>, and its <a href="https://www.gamasutra.com/blogs/DroqenIswhoIam/20130617/194467/Whyproof_to_5000_feet.php">whyproffness</a> is endlessly inspiring.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

A bit of Brownian noise from <em>Nth Dimension[al] Hiking,</em> by Zachariah Chandler.

<a href="https://archive.org/details/78_ghost-town_don-cherry-ray-conniff-and-his-orchestra-and-chorus-varnick-acquaviva_gbia0066320b">"Ghost Town"</a> by Ted Varnick and Nick Acquaviva, performed by Don Cherry with Ray Conniff and His Orchestra and Chorus.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_ghost-train_joe-morris-blues-cavalcade-morris_gbia0076638a">"Ghost Train"</a> by Joe Morris, performed by Joe Morris' Blues Cavalcade.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/05/etao-podcast-57-zachariah-chandler.mp3" length="119068317" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Chandler catches the bus with us and talks about Nth Dimension[al] Hiking, his gently arcane spectral traverse-'em-up. We discuss Zach's guiding principle, namely that if you're going to make a game that isn't obvious, then you'd better be sure that it's nonetheless truthful. That's easier said than done, of course, and we spend some time talking about the doing, and about why it matters. And furthermore:



horror : comedy :: Bennet Foddy games : kaizo hacks




 ———
• The alpha version of Nth Dimension[al] Hiking is the one I've played.



• Here's a lovely little Gamasutra interview with Zach.



• Here's Film Crit Hulk on Red Dead Redemption 2.



• For those unfamiliar with Dogme 95 and their "vow of chastity."



• 多脚戦車  were indeed those tank-things from the Ghost in the Shell PS1 game.



• Here's my favorite piece on the texture work in Final Fantasy XII.



• I too am so excited to make stupid garbage.



• Connor Sherlock's games are lovely things indeed.



• My love for Starseed Pilgrim is well documented, and its whyproffness is endlessly inspiring.

———

"All The People Say (Season 3)" by Holly Hyperion.

A bit of Brownian noise from Nth Dimension[al] Hiking, by Zachariah Chandler.

"Ghost Town" by Ted Varnick and Nick Acquaviva, performed by Don Cherry with Ray Conniff and His Orchestra and Chorus.

"Apple Blossoms" by Vernon Geyer.

"Ghost Train" by Joe Morris, performed by Joe Morris' Blues Cavalcade.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-01-21.png?fit=1080%2C1079&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-01-21.png?fit=1080%2C1079&#038;ssl=1</url>
		<title>Weird Mad Stuff, with Zachariah Chandler</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:20:15</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Chandler catches the bus with us and talks about Nth Dimension[al] Hiking, his gently arcane spectral traverse-'em-up. We discuss Zach's guiding principle, namely that if you're going to make a game that isn't obvious, then you'd better be sure that it's nonetheless truthful. That's easier said than done, of course, and we spend some time talking about the doing, and about why it matters. And furthermore:



horror : comedy :: Bennet Foddy games : kaizo hacks




 ———
• The alpha version of Nth Dimension[al] Hiking is the one I've played.



• Here's a lovely little Gamasutra interview with Zach.



• Here's Film Crit Hulk on Red Dead Redemption 2.



• For those unfamiliar with Dogme 95 and their "vow of chastity."



• 多脚戦車  were indeed those tank-things from the Ghost in the Shell PS1 game.



• Here's my favorite piece on the texture work in Final Fantasy XII.



• I too am so excited to make stupid garbage.



• Connor Sherlock's games are lovely things indeed.



• My love ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-01-21.png?fit=1080%2C1079&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Something Bigger Than We Are, with Jordan Thomas</title>
	<link>https://etao.blog/2019/05/14/podcast-56/</link>
	<pubDate>Tue, 14 May 2019 14:01:09 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">380da03c-f266-509e-b7ae-b7aee0a9f08c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jordan Thomas hides out with us to talk about <em>The Blackout Club.</em> It's a game that is at once an "infinite meaning machine" <em>and</em> an authored narrative, a game about "extremely rewarding movement" <em>but not</em> "physical combat with a clear victor," an early access experience that shares much of the appeal of ARGs, <em>but not</em> an ARG as such—and being a horror co-op game about teenagers, it's scary <em>and</em> it's funny; it's cosmic-horror-vast <em>and</em> it's small-town-intimate.</p>



<p class="wp-block-paragraph">Talking about it means talking about providing catharsis without "killing the mystery" as a developer, and being "comfortable with negative space" as a player. It also means talking about Question Games' previous effort, <em>The Magic Circle,</em> and about Jordan's previous work on the <em>Bioshock</em> series. That, and: A man, riding a horse, riding a lizard.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://etao.blog/2015/08/03/podcast-22/">my previous conversation with Jordan, along with Kain Shin and Stephen Alexander</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamecrate.com/interview-question-co-founder-jordan-thomas-discusses-blackout-club/20615">that other interview with Jordan</a> (not on this here podcast) that I mention.</p>



<p class="wp-block-paragraph">• <a href="https://discord.gg/theblackoutclub">The Discord for <em>The Blackout Club</em></a> is indeed the place to be.</p>



<p class="wp-block-paragraph">• Those <em>NiER:Automata</em> articles I was thinking of are <a href="https://www.theguardian.com/technology/2017/may/04/nier-automata-sci-fi-game-sleeper-hit-designer-yoko-taro">this one</a> and <a href="https://www.rockpapershotgun.com/2018/11/14/the-robots-of-nier-automata-deserve-our-planet/">this one</a>.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2013/10/23/eldritch/"><em>Eldritch</em> was and is so, so good</a>.</p>



<p class="wp-block-paragraph">• <em>Only incidentally of any promotional value</em> is our new catchphrase. Truth in advertising.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

A bit of music from <em>The Blackout Club,</em> by Patrick Balthrop.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_the-shape-my-hearts-in_paul--roy-the-tennessee-river-boys-butler_gbia0007449b">"The Shape My Heart's In"</a> by Paul &amp; Roy with the Tennessee River Boys.

Main Theme from <em>The Blackout Club,</em> by Nathan Moody.

Some additional bits of music from <em>The Blackout Club,</em> by Patrick Balthrop.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jordan Thomas hides out with us to talk about The Blackout Club. Its a game that is at once an infinite meaning machine and an authored narrative, a game about extremely rewarding movement but not physical combat with a clear victor, an early access expe]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Something Bigger Than We Are, with Jordan Thomas]]></itunes:title>
	<itunes:episode>56</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jordan Thomas hides out with us to talk about <em>The Blackout Club.</em> It's a game that is at once an "infinite meaning machine" <em>and</em> an authored narrative, a game about "extremely rewarding movement" <em>but not</em> "physical combat with a clear victor," an early access experience that shares much of the appeal of ARGs, <em>but not</em> an ARG as such—and being a horror co-op game about teenagers, it's scary <em>and</em> it's funny; it's cosmic-horror-vast <em>and</em> it's small-town-intimate.</p>



<p class="wp-block-paragraph">Talking about it means talking about providing catharsis without "killing the mystery" as a developer, and being "comfortable with negative space" as a player. It also means talking about Question Games' previous effort, <em>The Magic Circle,</em> and about Jordan's previous work on the <em>Bioshock</em> series. That, and: A man, riding a horse, riding a lizard.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://etao.blog/2015/08/03/podcast-22/">my previous conversation with Jordan, along with Kain Shin and Stephen Alexander</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamecrate.com/interview-question-co-founder-jordan-thomas-discusses-blackout-club/20615">that other interview with Jordan</a> (not on this here podcast) that I mention.</p>



<p class="wp-block-paragraph">• <a href="https://discord.gg/theblackoutclub">The Discord for <em>The Blackout Club</em></a> is indeed the place to be.</p>



<p class="wp-block-paragraph">• Those <em>NiER:Automata</em> articles I was thinking of are <a href="https://www.theguardian.com/technology/2017/may/04/nier-automata-sci-fi-game-sleeper-hit-designer-yoko-taro">this one</a> and <a href="https://www.rockpapershotgun.com/2018/11/14/the-robots-of-nier-automata-deserve-our-planet/">this one</a>.</p>



<p class="wp-block-paragraph">• <a href="http://etao.blog/2013/10/23/eldritch/"><em>Eldritch</em> was and is so, so good</a>.</p>



<p class="wp-block-paragraph">• <em>Only incidentally of any promotional value</em> is our new catchphrase. Truth in advertising.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

A bit of music from <em>The Blackout Club,</em> by Patrick Balthrop.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_the-shape-my-hearts-in_paul--roy-the-tennessee-river-boys-butler_gbia0007449b">"The Shape My Heart's In"</a> by Paul &amp; Roy with the Tennessee River Boys.

Main Theme from <em>The Blackout Club,</em> by Nathan Moody.

Some additional bits of music from <em>The Blackout Club,</em> by Patrick Balthrop.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/05/etao-podcast-56-jordan-thomas.mp3" length="144451661" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jordan Thomas hides out with us to talk about The Blackout Club. It's a game that is at once an "infinite meaning machine" and an authored narrative, a game about "extremely rewarding movement" but not "physical combat with a clear victor," an early access experience that shares much of the appeal of ARGs, but not an ARG as such—and being a horror co-op game about teenagers, it's scary and it's funny; it's cosmic-horror-vast and it's small-town-intimate.



Talking about it means talking about providing catharsis without "killing the mystery" as a developer, and being "comfortable with negative space" as a player. It also means talking about Question Games' previous effort, The Magic Circle, and about Jordan's previous work on the Bioshock series. That, and: A man, riding a horse, riding a lizard.




 ———
• Here's my previous conversation with Jordan, along with Kain Shin and Stephen Alexander.



• Here's that other interview with Jordan (not on this here podcast) that I mention.



• The Discord for The Blackout Club is indeed the place to be.



• Those NiER:Automata articles I was thinking of are this one and this one.



• Eldritch was and is so, so good.



• Only incidentally of any promotional value is our new catchphrase. Truth in advertising.

———

"All The People Say (Season 3)" by Holly Hyperion.

A bit of music from The Blackout Club, by Patrick Balthrop.

"Apple Blossoms" by Vernon Geyer.

"The Shape My Heart's In" by Paul &amp; Roy with the Tennessee River Boys.

Main Theme from The Blackout Club, by Nathan Moody.

Some additional bits of music from The Blackout Club, by Patrick Balthrop.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-05-28.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-05-28.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Something Bigger Than We Are, with Jordan Thomas</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:35:15</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jordan Thomas hides out with us to talk about The Blackout Club. It's a game that is at once an "infinite meaning machine" and an authored narrative, a game about "extremely rewarding movement" but not "physical combat with a clear victor," an early access experience that shares much of the appeal of ARGs, but not an ARG as such—and being a horror co-op game about teenagers, it's scary and it's funny; it's cosmic-horror-vast and it's small-town-intimate.



Talking about it means talking about providing catharsis without "killing the mystery" as a developer, and being "comfortable with negative space" as a player. It also means talking about Question Games' previous effort, The Magic Circle, and about Jordan's previous work on the Bioshock series. That, and: A man, riding a horse, riding a lizard.




 ———
• Here's my previous conversation with Jordan, along with Kain Shin and Stephen Alexander.



• Here's that other interview with Jordan (not on this here podcast) that I mention.


]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/05/2019-05-05-28.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Living Online Thing, with Jay Tholen</title>
	<link>https://etao.blog/2019/04/30/podcast-55/</link>
	<pubDate>Tue, 30 Apr 2019 14:01:21 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1ecdf1aa-869a-5243-9b53-6f563ba38a6b</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Jay Tholen remembers the internet of the '90s, when things were a few shades dorkier, and whole lot less smoothed-over and centrally managed—and especially the internet of the <em>late</em> 90s, when an end-of-days urgency and paranoia hung over all of that. <a href="http://www.hypnospace.net/"><em>Hypnospace Outlaw</em></a> is in some ways his attempt to capture that time, but it's also about the travails of the present-day internet, and about our relationship to technology more generally.</p>



<p class="wp-block-paragraph">In this episode, Jay talks through his sci-fi alt history online detective game, and the fictional people that populate its equally fictional (and equally plausible) somnambulant network.</p>



<p class="wp-block-paragraph">
 ———
• <em>When Prophesy Fails: A Social and Psychological Study of a Modern Group That Predicted the Destruction of the World</em> is indeed, so far as I can tell, the origin point of the term <em>cognitive dissonance.</em></p>



<p class="wp-block-paragraph">• Here's <a href="http://videogameshotdog.com/">the <em>Video Games Hot Dog</em> podcast</a>, and you'll find Zach Johnson's episode of <em>The Zachtronics Podcast</em> at the bottom of <a href="http://www.zachtronics.com/podcast/">this here page.</a></p>



<p class="wp-block-paragraph">And then there are the other "operating systemsey" games that Jay and I briefly discussed:
• <a href="http://www.brokenrealityvg.com/"><em>Broken Reality</em></a> (which, as Jay says, is more just vaporwavey)
• <a href="https://alienmelon.itch.io/">Everything by Nathalie Lawhead</a>
• <a href="https://cass.itch.io/blackroom"><em>Black Room</em></a>
• <a href="https://www.adultswim.com/games/pc-console/kingsway/"><em>Kingsway</em></a>
• <a href="https://rebelephant.itch.io/mainlining"><em>Mainlining</em></a>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a> (feat. HypnOS text-to-speech).
 "Global Groove" from the <a href="https://jtholen.bandcamp.com/album/hypnospace-outlaw-ost-vol-2"><em>Hypnospace Outlaw OST Vol. 2</em></a> by Jay Tholen.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 "Ready to Shave" from <a href="https://hotdad.bandcamp.com/album/the-chowder-man"><em>The Chowder Man</em></a> by Hot Dad (feat. Dave Pino).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Jay Tholen remembers the internet of the 90s, when things were a few shades dorkier, and whole lot less smoothed-over and centrally managed—and especially the internet of the late 90s, when an end-of-days urgency and paranoia hung over all of that. Hypno]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Living Online Thing, with Jay Tholen]]></itunes:title>
	<itunes:episode>55</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Jay Tholen remembers the internet of the '90s, when things were a few shades dorkier, and whole lot less smoothed-over and centrally managed—and especially the internet of the <em>late</em> 90s, when an end-of-days urgency and paranoia hung over all of that. <a href="http://www.hypnospace.net/"><em>Hypnospace Outlaw</em></a> is in some ways his attempt to capture that time, but it's also about the travails of the present-day internet, and about our relationship to technology more generally.</p>



<p class="wp-block-paragraph">In this episode, Jay talks through his sci-fi alt history online detective game, and the fictional people that populate its equally fictional (and equally plausible) somnambulant network.</p>



<p class="wp-block-paragraph">
 ———
• <em>When Prophesy Fails: A Social and Psychological Study of a Modern Group That Predicted the Destruction of the World</em> is indeed, so far as I can tell, the origin point of the term <em>cognitive dissonance.</em></p>



<p class="wp-block-paragraph">• Here's <a href="http://videogameshotdog.com/">the <em>Video Games Hot Dog</em> podcast</a>, and you'll find Zach Johnson's episode of <em>The Zachtronics Podcast</em> at the bottom of <a href="http://www.zachtronics.com/podcast/">this here page.</a></p>



<p class="wp-block-paragraph">And then there are the other "operating systemsey" games that Jay and I briefly discussed:
• <a href="http://www.brokenrealityvg.com/"><em>Broken Reality</em></a> (which, as Jay says, is more just vaporwavey)
• <a href="https://alienmelon.itch.io/">Everything by Nathalie Lawhead</a>
• <a href="https://cass.itch.io/blackroom"><em>Black Room</em></a>
• <a href="https://www.adultswim.com/games/pc-console/kingsway/"><em>Kingsway</em></a>
• <a href="https://rebelephant.itch.io/mainlining"><em>Mainlining</em></a>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a> (feat. HypnOS text-to-speech).
 "Global Groove" from the <a href="https://jtholen.bandcamp.com/album/hypnospace-outlaw-ost-vol-2"><em>Hypnospace Outlaw OST Vol. 2</em></a> by Jay Tholen.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 "Ready to Shave" from <a href="https://hotdad.bandcamp.com/album/the-chowder-man"><em>The Chowder Man</em></a> by Hot Dad (feat. Dave Pino).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/04/etao-podcast-55-jay-tholen.mp3" length="125905774" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Jay Tholen remembers the internet of the '90s, when things were a few shades dorkier, and whole lot less smoothed-over and centrally managed—and especially the internet of the late 90s, when an end-of-days urgency and paranoia hung over all of that. Hypnospace Outlaw is in some ways his attempt to capture that time, but it's also about the travails of the present-day internet, and about our relationship to technology more generally.



In this episode, Jay talks through his sci-fi alt history online detective game, and the fictional people that populate its equally fictional (and equally plausible) somnambulant network.




 ———
• When Prophesy Fails: A Social and Psychological Study of a Modern Group That Predicted the Destruction of the World is indeed, so far as I can tell, the origin point of the term cognitive dissonance.



• Here's the Video Games Hot Dog podcast, and you'll find Zach Johnson's episode of The Zachtronics Podcast at the bottom of this here page.



And then there are the other "operating systemsey" games that Jay and I briefly discussed:
• Broken Reality (which, as Jay says, is more just vaporwavey)
• Everything by Nathalie Lawhead
• Black Room
• Kingsway
• Mainlining
 ———
 "All The People Say (Season 3)" by Holly Hyperion (feat. HypnOS text-to-speech).
 "Global Groove" from the Hypnospace Outlaw OST Vol. 2 by Jay Tholen.
 "Apple Blossoms" by Vernon Geyer.
 "Ready to Shave" from The Chowder Man by Hot Dad (feat. Dave Pino).



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/screen-shot-2019-04-07-at-7.48.35-pm.png?fit=2881%2C1619&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/screen-shot-2019-04-07-at-7.48.35-pm.png?fit=2881%2C1619&#038;ssl=1</url>
		<title>This Living Online Thing, with Jay Tholen</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:22:08</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Jay Tholen remembers the internet of the '90s, when things were a few shades dorkier, and whole lot less smoothed-over and centrally managed—and especially the internet of the late 90s, when an end-of-days urgency and paranoia hung over all of that. Hypnospace Outlaw is in some ways his attempt to capture that time, but it's also about the travails of the present-day internet, and about our relationship to technology more generally.



In this episode, Jay talks through his sci-fi alt history online detective game, and the fictional people that populate its equally fictional (and equally plausible) somnambulant network.




 ———
• When Prophesy Fails: A Social and Psychological Study of a Modern Group That Predicted the Destruction of the World is indeed, so far as I can tell, the origin point of the term cognitive dissonance.



• Here's the Video Games Hot Dog podcast, and you'll find Zach Johnson's episode of The Zachtronics Podcast at the bottom of this here page.



And then ther]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/screen-shot-2019-04-07-at-7.48.35-pm.png?fit=2881%2C1619&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Accessibility and Joy (also Dogs), with Brian Fairbanks</title>
	<link>https://etao.blog/2019/04/16/podcast-54/</link>
	<pubDate>Tue, 16 Apr 2019 14:01:39 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">704d6b50-d121-5ed7-b6d0-a73fbba612c8</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Brian Fairbanks' game <em>Lost and Hound</em> brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about <em>Host and Hound</em> and end up talking about mainstream games that are (often, accidentally) accessible, <em>audiogames</em> that are build from the ground up for blind players (and are pretty compelling to sighted players, too), and the importance of empathy and compassion in everything, always. And yes, Brian and I do both have scalding-hot takes on <em>Sekiro.</em></p>



<p class="wp-block-paragraph">Speaking of: <strong>There's one pretty specific mechanical SPOILER for (the New Game Plus part of) <em>Sekiro: Shadows Die Twice</em> from 37:47 to 39:40.</strong></p>



<p class="wp-block-paragraph">
 ———
• Hayley uses <a href="https://www.thingiverse.com/thing:2443517">this 3D-printable doodad by Vexelius</a> for one-handed Switch play. I got hers printed for her by <a href="https://www.hubs.com/talk/u/Perry_1">Perry1 on Hubs</a>.</p>



<p class="wp-block-paragraph">• It looks like the part about <em>Babel</em> in <a href="https://birthmoviesdeath.com/2015/03/26/film-crit-hulk-smash-ignorance-the-expected-virtue-of-birdman">Film Crit Hulk's Iñárritu essay</a> may have been disappeared for some reason—and if there's some good reason for its disappearance, please do @ me—but said section lives on in <a href="https://www.reddit.com/r/TrueFilm/comments/31g5fa/the_filmcrithulk_on_the_assumptive_nature_of/">this Reddit post</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://outofsightgames.com/a-heros-call/"><em>A Hero's Call</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.kaldobsky.com/ssl/audiogames.php"><em>Swamp</em> and Aprone's other accessible games and tools</a>.</p>



<p class="wp-block-paragraph">• <a href="https://audiogames.net/">AudioGames.net</a> is imminently worth taking out in general.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/MattThorson/status/1113534763564826624">Matt Thorson's tweet about what a <em>Celeste</em>-style Assist Mode might look like in <em>Sekiro</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://allinaccess.com/pca/">Pokémon Crystal Access</a> takes an accidentally pretty accessible game and makes it that much more accessible, which rules.</p>



<p class="wp-block-paragraph">• <a href="https://www.ea.com/able">EA's commitment to accessibility is indeed laudable</a>, and <a href="https://twitter.com/ea_accessible">Karen Stevens' Twitter feed</a> is indeed an excellent way to keep up with said initiative.</p>



<p class="wp-block-paragraph">• And here's a link to <a href="https://www.twitch.tv/wgrates">the Twitch channel that streamed <em>Lost and Hound</em></a><em>.</em> It does seem to sometimes feature a Shiba Inu instead of, or as well as, a Pembroke Welsh Corgi. The <em>Everybody's Talking At Once Podcast</em> regrets the error.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music-in-progress from <em>Lost and Hound</em> by Brian Fairbanks.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Brian Fairbanks game Lost and Hound brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about Host and Hound and end up talking about mainstream games that are (often, a]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Accessibility and Joy (also Dogs), with Brian Fairbanks]]></itunes:title>
	<itunes:episode>54</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Brian Fairbanks' game <em>Lost and Hound</em> brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about <em>Host and Hound</em> and end up talking about mainstream games that are (often, accidentally) accessible, <em>audiogames</em> that are build from the ground up for blind players (and are pretty compelling to sighted players, too), and the importance of empathy and compassion in everything, always. And yes, Brian and I do both have scalding-hot takes on <em>Sekiro.</em></p>



<p class="wp-block-paragraph">Speaking of: <strong>There's one pretty specific mechanical SPOILER for (the New Game Plus part of) <em>Sekiro: Shadows Die Twice</em> from 37:47 to 39:40.</strong></p>



<p class="wp-block-paragraph">
 ———
• Hayley uses <a href="https://www.thingiverse.com/thing:2443517">this 3D-printable doodad by Vexelius</a> for one-handed Switch play. I got hers printed for her by <a href="https://www.hubs.com/talk/u/Perry_1">Perry1 on Hubs</a>.</p>



<p class="wp-block-paragraph">• It looks like the part about <em>Babel</em> in <a href="https://birthmoviesdeath.com/2015/03/26/film-crit-hulk-smash-ignorance-the-expected-virtue-of-birdman">Film Crit Hulk's Iñárritu essay</a> may have been disappeared for some reason—and if there's some good reason for its disappearance, please do @ me—but said section lives on in <a href="https://www.reddit.com/r/TrueFilm/comments/31g5fa/the_filmcrithulk_on_the_assumptive_nature_of/">this Reddit post</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://outofsightgames.com/a-heros-call/"><em>A Hero's Call</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.kaldobsky.com/ssl/audiogames.php"><em>Swamp</em> and Aprone's other accessible games and tools</a>.</p>



<p class="wp-block-paragraph">• <a href="https://audiogames.net/">AudioGames.net</a> is imminently worth taking out in general.</p>



<p class="wp-block-paragraph">• Here's <a href="https://twitter.com/MattThorson/status/1113534763564826624">Matt Thorson's tweet about what a <em>Celeste</em>-style Assist Mode might look like in <em>Sekiro</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://allinaccess.com/pca/">Pokémon Crystal Access</a> takes an accidentally pretty accessible game and makes it that much more accessible, which rules.</p>



<p class="wp-block-paragraph">• <a href="https://www.ea.com/able">EA's commitment to accessibility is indeed laudable</a>, and <a href="https://twitter.com/ea_accessible">Karen Stevens' Twitter feed</a> is indeed an excellent way to keep up with said initiative.</p>



<p class="wp-block-paragraph">• And here's a link to <a href="https://www.twitch.tv/wgrates">the Twitch channel that streamed <em>Lost and Hound</em></a><em>.</em> It does seem to sometimes feature a Shiba Inu instead of, or as well as, a Pembroke Welsh Corgi. The <em>Everybody's Talking At Once Podcast</em> regrets the error.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Some music-in-progress from <em>Lost and Hound</em> by Brian Fairbanks.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/04/etao-podcast-54-brian-fairbanks.mp3" length="103638636" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Brian Fairbanks' game Lost and Hound brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about Host and Hound and end up talking about mainstream games that are (often, accidentally) accessible, audiogames that are build from the ground up for blind players (and are pretty compelling to sighted players, too), and the importance of empathy and compassion in everything, always. And yes, Brian and I do both have scalding-hot takes on Sekiro.



Speaking of: There's one pretty specific mechanical SPOILER for (the New Game Plus part of) Sekiro: Shadows Die Twice from 37:47 to 39:40.




 ———
• Hayley uses this 3D-printable doodad by Vexelius for one-handed Switch play. I got hers printed for her by Perry1 on Hubs.



• It looks like the part about Babel in Film Crit Hulk's Iñárritu essay may have been disappeared for some reason—and if there's some good reason for its disappearance, please do @ me—but said section lives on in this Reddit post.



• Here's A Hero's Call.



• And here's Swamp and Aprone's other accessible games and tools.



• AudioGames.net is imminently worth taking out in general.



• Here's Matt Thorson's tweet about what a Celeste-style Assist Mode might look like in Sekiro.



• Pokémon Crystal Access takes an accidentally pretty accessible game and makes it that much more accessible, which rules.



• EA's commitment to accessibility is indeed laudable, and Karen Stevens' Twitter feed is indeed an excellent way to keep up with said initiative.



• And here's a link to the Twitch channel that streamed Lost and Hound. It does seem to sometimes feature a Shiba Inu instead of, or as well as, a Pembroke Welsh Corgi. The Everybody's Talking At Once Podcast regrets the error.

———

"All The People Say (Season 3)" by Holly Hyperion.

Some music-in-progress from Lost and Hound by Brian Fairbanks.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/ss_9460dddccc3aad1640090f7896be97561b983658.1920x1080.jpg?fit=1917%2C1078&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/ss_9460dddccc3aad1640090f7896be97561b983658.1920x1080.jpg?fit=1917%2C1078&#038;ssl=1</url>
		<title>Accessibility and Joy (also Dogs), with Brian Fairbanks</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:41</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Brian Fairbanks' game Lost and Hound brings together a whole lot of his passions—from meaningful soundscapes, to accessibility, to dogs. In this episode, we start by talking about Host and Hound and end up talking about mainstream games that are (often, accidentally) accessible, audiogames that are build from the ground up for blind players (and are pretty compelling to sighted players, too), and the importance of empathy and compassion in everything, always. And yes, Brian and I do both have scalding-hot takes on Sekiro.



Speaking of: There's one pretty specific mechanical SPOILER for (the New Game Plus part of) Sekiro: Shadows Die Twice from 37:47 to 39:40.




 ———
• Hayley uses this 3D-printable doodad by Vexelius for one-handed Switch play. I got hers printed for her by Perry1 on Hubs.



• It looks like the part about Babel in Film Crit Hulk's Iñárritu essay may have been disappeared for some reason—and if there's some good reason for its disappearance, please do @ me—but said]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/ss_9460dddccc3aad1640090f7896be97561b983658.1920x1080.jpg?fit=1917%2C1078&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How to Play Games Wrong</title>
	<link>https://etao.blog/2019/04/02/podcast-53/</link>
	<pubDate>Tue, 02 Apr 2019 14:01:52 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a444152d-12d0-5947-982c-305b05e9fadd</guid>
	<description><![CDATA[<p class="wp-block-paragraph">In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game <em>wrong</em>?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding one's own layer of rules for tournament play or speedruning.</p>



<p class="wp-block-paragraph">Playing wrong can be a joyful, exciting, healthy-as-hell thing. It can reveal thematic and mechanical corners of a game that might otherwise remain hidden. It can even, maybe, allow us to transcend the boring or abusive aspects of long-running games-as-services and refocus on what we found joyful in <em>Destiny</em> or <em>Anthem,</em> say, in the first place.</p>



<p class="wp-block-paragraph">And no, we don't totally tease out the fact that <em>Bloodborne</em> and <em>Sekiro</em> are forcing you to play <em>right</em> and are better for it. Next time, next time.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">Hbomberguy on <em>Bloodborne</em></a> and Big Joel on <a href="https://www.youtube.com/watch?v=OFbhDs_8k1A"><em>Sinistar</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here again is Travis Day, of <em>Diablo III's</em> 2.0-era lootsmith, talking about <a href="https://www.reddit.com/r/AnthemTheGame/comments/ato54p/reward_structure_issues_and_ideas/"><em>Anthem</em></a> loot<a href="https://www.youtube.com/watch?v=urijgWXLYck"></a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Chuck_Wendig">Chuck Wendig</a> has written a whole lot of stuff, screenplays included, but his <em>Star Wars</em> work has been on the novels side of things, not the movies side.</p>



<p class="wp-block-paragraph">• In addition to <a href="https://www.youtube.com/watch?v=xIz8XOsDMrA&amp;list=PLUXp-Uz1In_lIXBc97fzOSgTsfhBFFEcl">the much-rightly-lauded charity "nightmare stream</a>," Hbomberguy did <a href="https://www.youtube.com/watch?v=I5auJOBC828">a great piece on speedrunning generally and <em>Donkey Kong 64</em> specifically</a>. (And yes, yes, the category is called 101%, not 100%).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=I5auJOBC828">The <em>Baten Kaitos</em> speedrun is in fact over 100 hours, and for that matter, well over 300 hours</a>.</p>



<p class="wp-block-paragraph">• The chance of getting across the bridge in <em>Mario 3</em> without getting grabbed is 12.5% (so not <em>quite</em> as dire as I'd remembered).</p>



<p class="wp-block-paragraph">• You unlocked the Item Switch in the original <em>Super Smash Bros.</em> by playing 100 Versus Mode matches—which, interestingly enough, makes it something that was explicitly set aside for experienced, maybe even <em>serious</em> players.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/channel/UCtUbO6rBht0daVIOGML3c8w">Summoning Salt</a> is <em>the</em> place to be if you want to get deep into the intricacies, controversies, and quirks of various speedruns.</p>



<p class="wp-block-paragraph">• I regret not owning it when I almost coined the neologism "wackward."</p>



<p class="wp-block-paragraph">• "Or is it genius?" is always the question with <em>Spec Ops: The Line,</em> as <a href="http://tinysubversions.com/2012/11/review-killing-is-harmless-by-brendan-keogh/">Darius Kazemi has pointed out</a>.</p>



<p class="wp-block-paragraph">• Kintsugi. That is indeed the word for the blessed unpatchednes of <em>Melee</em> and <em>Starcraft.</em></p>



<p class="wp-block-paragraph">• Discussing <em>The Stanley Parable</em> and <em>Undertale</em> in the same breath reminded me, after the fact, of another important text that we failed to mention, namely <a href="https://www.youtube.com/watch?v=ZHmivGmkjJw">Dan Olson's excellent video on "intended play</a>."</p>



<p class="wp-block-paragraph">• Nathalie Lawhead's game <a href="https://alienmelon.itch.io/runonce">RUNONCE</a> is bracing.</p>



<p class="wp-block-paragraph">• Thanks again to <a href="http://www.thelocalalameda.com/">The Local</a> for letting us mess around (while, to be fair, drinking a goodly amount of coffee).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Various stuff in the background that hopefully won't be too recognizable or problematic.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game wrong?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding ones own]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[How to Play Games Wrong]]></itunes:title>
	<itunes:episode>53</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game <em>wrong</em>?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding one's own layer of rules for tournament play or speedruning.</p>



<p class="wp-block-paragraph">Playing wrong can be a joyful, exciting, healthy-as-hell thing. It can reveal thematic and mechanical corners of a game that might otherwise remain hidden. It can even, maybe, allow us to transcend the boring or abusive aspects of long-running games-as-services and refocus on what we found joyful in <em>Destiny</em> or <em>Anthem,</em> say, in the first place.</p>



<p class="wp-block-paragraph">And no, we don't totally tease out the fact that <em>Bloodborne</em> and <em>Sekiro</em> are forcing you to play <em>right</em> and are better for it. Next time, next time.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">Hbomberguy on <em>Bloodborne</em></a> and Big Joel on <a href="https://www.youtube.com/watch?v=OFbhDs_8k1A"><em>Sinistar</em></a><em>.</em></p>



<p class="wp-block-paragraph">• Here again is Travis Day, of <em>Diablo III's</em> 2.0-era lootsmith, talking about <a href="https://www.reddit.com/r/AnthemTheGame/comments/ato54p/reward_structure_issues_and_ideas/"><em>Anthem</em></a> loot<a href="https://www.youtube.com/watch?v=urijgWXLYck"></a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Chuck_Wendig">Chuck Wendig</a> has written a whole lot of stuff, screenplays included, but his <em>Star Wars</em> work has been on the novels side of things, not the movies side.</p>



<p class="wp-block-paragraph">• In addition to <a href="https://www.youtube.com/watch?v=xIz8XOsDMrA&amp;list=PLUXp-Uz1In_lIXBc97fzOSgTsfhBFFEcl">the much-rightly-lauded charity "nightmare stream</a>," Hbomberguy did <a href="https://www.youtube.com/watch?v=I5auJOBC828">a great piece on speedrunning generally and <em>Donkey Kong 64</em> specifically</a>. (And yes, yes, the category is called 101%, not 100%).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=I5auJOBC828">The <em>Baten Kaitos</em> speedrun is in fact over 100 hours, and for that matter, well over 300 hours</a>.</p>



<p class="wp-block-paragraph">• The chance of getting across the bridge in <em>Mario 3</em> without getting grabbed is 12.5% (so not <em>quite</em> as dire as I'd remembered).</p>



<p class="wp-block-paragraph">• You unlocked the Item Switch in the original <em>Super Smash Bros.</em> by playing 100 Versus Mode matches—which, interestingly enough, makes it something that was explicitly set aside for experienced, maybe even <em>serious</em> players.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/channel/UCtUbO6rBht0daVIOGML3c8w">Summoning Salt</a> is <em>the</em> place to be if you want to get deep into the intricacies, controversies, and quirks of various speedruns.</p>



<p class="wp-block-paragraph">• I regret not owning it when I almost coined the neologism "wackward."</p>



<p class="wp-block-paragraph">• "Or is it genius?" is always the question with <em>Spec Ops: The Line,</em> as <a href="http://tinysubversions.com/2012/11/review-killing-is-harmless-by-brendan-keogh/">Darius Kazemi has pointed out</a>.</p>



<p class="wp-block-paragraph">• Kintsugi. That is indeed the word for the blessed unpatchednes of <em>Melee</em> and <em>Starcraft.</em></p>



<p class="wp-block-paragraph">• Discussing <em>The Stanley Parable</em> and <em>Undertale</em> in the same breath reminded me, after the fact, of another important text that we failed to mention, namely <a href="https://www.youtube.com/watch?v=ZHmivGmkjJw">Dan Olson's excellent video on "intended play</a>."</p>



<p class="wp-block-paragraph">• Nathalie Lawhead's game <a href="https://alienmelon.itch.io/runonce">RUNONCE</a> is bracing.</p>



<p class="wp-block-paragraph">• Thanks again to <a href="http://www.thelocalalameda.com/">The Local</a> for letting us mess around (while, to be fair, drinking a goodly amount of coffee).

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

Various stuff in the background that hopefully won't be too recognizable or problematic.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/04/etao-podcast-53.mp3" length="113576764" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game wrong?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding one's own layer of rules for tournament play or speedruning.



Playing wrong can be a joyful, exciting, healthy-as-hell thing. It can reveal thematic and mechanical corners of a game that might otherwise remain hidden. It can even, maybe, allow us to transcend the boring or abusive aspects of long-running games-as-services and refocus on what we found joyful in Destiny or Anthem, say, in the first place.



And no, we don't totally tease out the fact that Bloodborne and Sekiro are forcing you to play right and are better for it. Next time, next time.




 ———
• Here's Hbomberguy on Bloodborne and Big Joel on Sinistar.



• Here again is Travis Day, of Diablo III's 2.0-era lootsmith, talking about Anthem loot.



• Chuck Wendig has written a whole lot of stuff, screenplays included, but his Star Wars work has been on the novels side of things, not the movies side.



• In addition to the much-rightly-lauded charity "nightmare stream," Hbomberguy did a great piece on speedrunning generally and Donkey Kong 64 specifically. (And yes, yes, the category is called 101%, not 100%).



• The Baten Kaitos speedrun is in fact over 100 hours, and for that matter, well over 300 hours.



• The chance of getting across the bridge in Mario 3 without getting grabbed is 12.5% (so not quite as dire as I'd remembered).



• You unlocked the Item Switch in the original Super Smash Bros. by playing 100 Versus Mode matches—which, interestingly enough, makes it something that was explicitly set aside for experienced, maybe even serious players.



• Summoning Salt is the place to be if you want to get deep into the intricacies, controversies, and quirks of various speedruns.



• I regret not owning it when I almost coined the neologism "wackward."



• "Or is it genius?" is always the question with Spec Ops: The Line, as Darius Kazemi has pointed out.



• Kintsugi. That is indeed the word for the blessed unpatchednes of Melee and Starcraft.



• Discussing The Stanley Parable and Undertale in the same breath reminded me, after the fact, of another important text that we failed to mention, namely Dan Olson's excellent video on "intended play."



• Nathalie Lawhead's game RUNONCE is bracing.



• Thanks again to The Local for letting us mess around (while, to be fair, drinking a goodly amount of coffee).

———

"All The People Say (Season 3)" by Holly Hyperion.

Various stuff in the background that hopefully won't be too recognizable or problematic.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/2019-03-30-45.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/2019-03-30-45.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>How to Play Games Wrong</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:13:41</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[In lieu of a guest this week, we humbly present a conversation that Drew and Lucio recorded just before GDC, all about what it means to play a game wrong?from misunderstanding mechanics, to knowingly ignoring objectives and incentives, to adding one's own layer of rules for tournament play or speedruning.



Playing wrong can be a joyful, exciting, healthy-as-hell thing. It can reveal thematic and mechanical corners of a game that might otherwise remain hidden. It can even, maybe, allow us to transcend the boring or abusive aspects of long-running games-as-services and refocus on what we found joyful in Destiny or Anthem, say, in the first place.



And no, we don't totally tease out the fact that Bloodborne and Sekiro are forcing you to play right and are better for it. Next time, next time.




 ———
• Here's Hbomberguy on Bloodborne and Big Joel on Sinistar.



• Here again is Travis Day, of Diablo III's 2.0-era lootsmith, talking about Anthem loot.



• Chuck Wendig has written a w]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/04/2019-03-30-45.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What Level Designers Design, with Evan Hill</title>
	<link>https://etao.blog/2019/03/19/podcast-52/</link>
	<pubDate>Tue, 19 Mar 2019 14:01:30 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3e660f5b-7c54-5371-bd00-b3dd70b63c7e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Evan Hill drops in to talk a little about <em>Solar Ash Kingdom</em> and <em>Torment: Tides of Numenera,</em> and a whole lot about his current work at Naughty Dog—though don't expect any new details on <em>The Last of Us Part II</em> itself. Evan keeps that close, and fair enough. What he <em>does</em> talk about is just what a level designer <em>designs,</em> thereby frustrating our casual notions of auteur theory on the one hand, and of design-by-committee on the other. Level designers show us the inadequacies of both those frameworks, as far as understanding how games actually get made.</p>



<p class="wp-block-paragraph">Aside from that, this episode covers the ugly magic of loot tables, Evan's abiding love of <em>Liz and the Blue Bird,</em> and the oft-underappreciated usefulness of mediocre criticism.</p>



<p class="wp-block-paragraph">
 ———
• Here are <a href="https://ehilldesign.com/">Evan's two <em>Extra Credits</em> episodes, as well as a few of his talks</a>.</p>



<p class="wp-block-paragraph">• Here's Travis Day, of <em>Diablo III</em> Loot 2.0 fame, talking about <a href="https://www.reddit.com/r/AnthemTheGame/comments/ato54p/reward_structure_issues_and_ideas/">how to fix the loot in <em>Anthem</em></a> and thereby in darkness bind us, <a href="https://www.youtube.com/watch?v=urijgWXLYck">as grindsmiths are wont to do</a>.</p>



<p class="wp-block-paragraph">• And <a href="https://www.youtube.com/watch?v=RWtt3Tmnij4">here's how I, like a lot of folks, learned about bumping the lamp</a>.</p>



<p class="wp-block-paragraph">• Also, here's <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">Hbomberguy on <em>Bloodborne</em></a> and <a href="https://www.youtube.com/watch?v=OFbhDs_8k1A">Big Joel on <em>Sinistar</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And I will never shut up about <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk"><em>Ways of Seeing</em></a><em>,</em> so there.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_bit-by-bit-youre-breaking-my-heart-atormentandome-a-pedazos_charles-dornberger-a_gbia0016046a">"Bit by Bit You're Breaking My Heart"</a> by Murray Bloom, preformed by Charles Dornberger and His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_dog-on-the-piano-el-perro-en-el-piano_isham-jones-orchestra-shapiro_gbia0098842a">"Dog on the Piano"</a> by Ted Shapiro, performed by the Isham Jones Orchestra.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Evan Hill drops in to talk a little about Solar Ash Kingdom and Torment: Tides of Numenera, and a whole lot about his current work at Naughty Dog—though dont expect any new details on The Last of Us Part II itself. Evan keeps that close, and fair enough.]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What Level Designers Design, with Evan Hill]]></itunes:title>
	<itunes:episode>52</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Evan Hill drops in to talk a little about <em>Solar Ash Kingdom</em> and <em>Torment: Tides of Numenera,</em> and a whole lot about his current work at Naughty Dog—though don't expect any new details on <em>The Last of Us Part II</em> itself. Evan keeps that close, and fair enough. What he <em>does</em> talk about is just what a level designer <em>designs,</em> thereby frustrating our casual notions of auteur theory on the one hand, and of design-by-committee on the other. Level designers show us the inadequacies of both those frameworks, as far as understanding how games actually get made.</p>



<p class="wp-block-paragraph">Aside from that, this episode covers the ugly magic of loot tables, Evan's abiding love of <em>Liz and the Blue Bird,</em> and the oft-underappreciated usefulness of mediocre criticism.</p>



<p class="wp-block-paragraph">
 ———
• Here are <a href="https://ehilldesign.com/">Evan's two <em>Extra Credits</em> episodes, as well as a few of his talks</a>.</p>



<p class="wp-block-paragraph">• Here's Travis Day, of <em>Diablo III</em> Loot 2.0 fame, talking about <a href="https://www.reddit.com/r/AnthemTheGame/comments/ato54p/reward_structure_issues_and_ideas/">how to fix the loot in <em>Anthem</em></a> and thereby in darkness bind us, <a href="https://www.youtube.com/watch?v=urijgWXLYck">as grindsmiths are wont to do</a>.</p>



<p class="wp-block-paragraph">• And <a href="https://www.youtube.com/watch?v=RWtt3Tmnij4">here's how I, like a lot of folks, learned about bumping the lamp</a>.</p>



<p class="wp-block-paragraph">• Also, here's <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">Hbomberguy on <em>Bloodborne</em></a> and <a href="https://www.youtube.com/watch?v=OFbhDs_8k1A">Big Joel on <em>Sinistar</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And I will never shut up about <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk"><em>Ways of Seeing</em></a><em>,</em> so there.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_bit-by-bit-youre-breaking-my-heart-atormentandome-a-pedazos_charles-dornberger-a_gbia0016046a">"Bit by Bit You're Breaking My Heart"</a> by Murray Bloom, preformed by Charles Dornberger and His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_dog-on-the-piano-el-perro-en-el-piano_isham-jones-orchestra-shapiro_gbia0098842a">"Dog on the Piano"</a> by Ted Shapiro, performed by the Isham Jones Orchestra.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/03/etao-podcast-52-evan-hill.mp3" length="147657290" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Evan Hill drops in to talk a little about Solar Ash Kingdom and Torment: Tides of Numenera, and a whole lot about his current work at Naughty Dog—though don't expect any new details on The Last of Us Part II itself. Evan keeps that close, and fair enough. What he does talk about is just what a level designer designs, thereby frustrating our casual notions of auteur theory on the one hand, and of design-by-committee on the other. Level designers show us the inadequacies of both those frameworks, as far as understanding how games actually get made.



Aside from that, this episode covers the ugly magic of loot tables, Evan's abiding love of Liz and the Blue Bird, and the oft-underappreciated usefulness of mediocre criticism.




 ———
• Here are Evan's two Extra Credits episodes, as well as a few of his talks.



• Here's Travis Day, of Diablo III Loot 2.0 fame, talking about how to fix the loot in Anthem and thereby in darkness bind us, as grindsmiths are wont to do.



• And here's how I, like a lot of folks, learned about bumping the lamp.



• Also, here's Hbomberguy on Bloodborne and Big Joel on Sinistar.



• And I will never shut up about Ways of Seeing, so there.

———



"All The People Say (Season 3)" by Holly Hyperion.

"Bit by Bit You're Breaking My Heart" by Murray Bloom, preformed by Charles Dornberger and His Orchestra.

"Apple Blossoms" by Vernon Geyer.

"Dog on the Piano" by Ted Shapiro, performed by the Isham Jones Orchestra.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/screen-shot-2019-03-14-at-9.27.00-pm-1.png?fit=3359%2C1886&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/screen-shot-2019-03-14-at-9.27.00-pm-1.png?fit=3359%2C1886&#038;ssl=1</url>
		<title>What Level Designers Design, with Evan Hill</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:32:24</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Evan Hill drops in to talk a little about Solar Ash Kingdom and Torment: Tides of Numenera, and a whole lot about his current work at Naughty Dog—though don't expect any new details on The Last of Us Part II itself. Evan keeps that close, and fair enough. What he does talk about is just what a level designer designs, thereby frustrating our casual notions of auteur theory on the one hand, and of design-by-committee on the other. Level designers show us the inadequacies of both those frameworks, as far as understanding how games actually get made.



Aside from that, this episode covers the ugly magic of loot tables, Evan's abiding love of Liz and the Blue Bird, and the oft-underappreciated usefulness of mediocre criticism.




 ———
• Here are Evan's two Extra Credits episodes, as well as a few of his talks.



• Here's Travis Day, of Diablo III Loot 2.0 fame, talking about how to fix the loot in Anthem and thereby in darkness bind us, as grindsmiths are wont to do.



• And here's how]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/screen-shot-2019-03-14-at-9.27.00-pm-1.png?fit=3359%2C1886&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Thing Is the Thing It Is, with C. Andrew Rohrmann (a.k.a. scntfc)</title>
	<link>https://etao.blog/2019/03/05/podcast-51/</link>
	<pubDate>Tue, 05 Mar 2019 15:01:28 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">20b95265-1715-5ef6-8f56-1ae611a71c28</guid>
	<description><![CDATA[<p class="wp-block-paragraph">C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that we're not at liberty to disclose) stops by to talk about reactive soundtracks, "the mutability of music," his notion of "anonymous ubiquity," and his work on games like <em>Oxenfree, Afterparty, Old Man's Journey, ELOH, GALAK-Z, Virtual Virtual Reality, Crackdown 2,</em> and <em>Superbrothers: Sword &amp; Sworcery EP</em>—not to mention his work on things-that-are-not-games, from his extensive DJing and his solo electronic albums, to his music for commercials, to his contributions to the ambiance of the Xbox Dashboard.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://theannotator.net/post/178651963311/c-andrew-rohrmann-scntfc-old-mans-journey">Andrew's episode of <em>The Annotator</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.gdcvault.com/play/1021886/Creating-Hyper-Adaptive-Music-on">Andrew's GDC talk about using the <em>the grid</em> in game music, and doing so on "an indie budget" to boot</a>.</p>



<p class="wp-block-paragraph">• Here's (Part One of) <a href="https://www.youtube.com/watch?v=G54tllj-SKI">Sigur Rós' 24-hour stream-thing, <em>Route One</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://musopen.org/music/3704-toccata-and-fugue-in-d-minor-bwv-565/">"Toccata and Fugue in Dm, BWV 565,"</a> baby.</p>



<p class="wp-block-paragraph">• I talk about <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk about <em>Bloodborne</em></a> kind of a lot, but hey, it's good.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.xlr8r.com/features/qa-c-andrew-rohrmann-and-the-galak-z-soundtrack">the other interview with Andrew</a> that I quoted from.</p>



<p class="wp-block-paragraph">• <a href="http://bubsy3d.com/"><em>Bubsy 3D: Bubsy Visits the James Turrell Retrospective</em></a> is indeed an <a href="http://arcanekids.com/">Arcane Kids</a> joint.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_all-wrong_isham-jones-orchestra-martin-jones_gbia0010168b">"All Wrong"</a> performed by the Isham Jones Orchestra.

"Celestial Scrapyard (A-Tak's 8-track)" from <a href="https://scntfc.bandcamp.com/album/galak-z-the-dimensional">the original soundtrack to <em>GALAK-K: The Dimensional</em></a> and "Oceanside" from <a href="https://scntfc.bandcamp.com/album/old-mans-journey">the original soundtrack to <em>Old Man's Journey</em></a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that were not at liberty to disclose) stops by to talk about reactive soundtracks, the mutability of music, his notion of anonymou]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Thing Is the Thing It Is, with C. Andrew Rohrmann (a.k.a. scntfc)]]></itunes:title>
	<itunes:episode>51</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that we're not at liberty to disclose) stops by to talk about reactive soundtracks, "the mutability of music," his notion of "anonymous ubiquity," and his work on games like <em>Oxenfree, Afterparty, Old Man's Journey, ELOH, GALAK-Z, Virtual Virtual Reality, Crackdown 2,</em> and <em>Superbrothers: Sword &amp; Sworcery EP</em>—not to mention his work on things-that-are-not-games, from his extensive DJing and his solo electronic albums, to his music for commercials, to his contributions to the ambiance of the Xbox Dashboard.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://theannotator.net/post/178651963311/c-andrew-rohrmann-scntfc-old-mans-journey">Andrew's episode of <em>The Annotator</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And here's <a href="https://www.gdcvault.com/play/1021886/Creating-Hyper-Adaptive-Music-on">Andrew's GDC talk about using the <em>the grid</em> in game music, and doing so on "an indie budget" to boot</a>.</p>



<p class="wp-block-paragraph">• Here's (Part One of) <a href="https://www.youtube.com/watch?v=G54tllj-SKI">Sigur Rós' 24-hour stream-thing, <em>Route One</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="https://musopen.org/music/3704-toccata-and-fugue-in-d-minor-bwv-565/">"Toccata and Fugue in Dm, BWV 565,"</a> baby.</p>



<p class="wp-block-paragraph">• I talk about <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk about <em>Bloodborne</em></a> kind of a lot, but hey, it's good.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.xlr8r.com/features/qa-c-andrew-rohrmann-and-the-galak-z-soundtrack">the other interview with Andrew</a> that I quoted from.</p>



<p class="wp-block-paragraph">• <a href="http://bubsy3d.com/"><em>Bubsy 3D: Bubsy Visits the James Turrell Retrospective</em></a> is indeed an <a href="http://arcanekids.com/">Arcane Kids</a> joint.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_all-wrong_isham-jones-orchestra-martin-jones_gbia0010168b">"All Wrong"</a> performed by the Isham Jones Orchestra.

"Celestial Scrapyard (A-Tak's 8-track)" from <a href="https://scntfc.bandcamp.com/album/galak-z-the-dimensional">the original soundtrack to <em>GALAK-K: The Dimensional</em></a> and "Oceanside" from <a href="https://scntfc.bandcamp.com/album/old-mans-journey">the original soundtrack to <em>Old Man's Journey</em></a> by scntfc.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/03/etao-podcast-51-scntfc.mp3" length="163323047" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that we're not at liberty to disclose) stops by to talk about reactive soundtracks, "the mutability of music," his notion of "anonymous ubiquity," and his work on games like Oxenfree, Afterparty, Old Man's Journey, ELOH, GALAK-Z, Virtual Virtual Reality, Crackdown 2, and Superbrothers: Sword &amp; Sworcery EP—not to mention his work on things-that-are-not-games, from his extensive DJing and his solo electronic albums, to his music for commercials, to his contributions to the ambiance of the Xbox Dashboard.




 ———
• Here's Andrew's episode of The Annotator.



• And here's Andrew's GDC talk about using the the grid in game music, and doing so on "an indie budget" to boot.



• Here's (Part One of) Sigur Rós' 24-hour stream-thing, Route One.



• "Toccata and Fugue in Dm, BWV 565," baby.



• I talk about that GDC talk about Bloodborne kind of a lot, but hey, it's good.



• Here's the other interview with Andrew that I quoted from.



• Bubsy 3D: Bubsy Visits the James Turrell Retrospective is indeed an Arcane Kids joint.

———



"All The People Say (Season 3)" by Holly Hyperion.

"All Wrong" performed by the Isham Jones Orchestra.

"Celestial Scrapyard (A-Tak's 8-track)" from the original soundtrack to GALAK-K: The Dimensional and "Oceanside" from the original soundtrack to Old Man's Journey by scntfc.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/d0xa0smu8aaxczh.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/d0xa0smu8aaxczh.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>The Thing Is the Thing It Is, with C. Andrew Rohrmann (a.k.a. scntfc)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:46:56</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[C. Andrew Rohrmann (also known as scntfc, previously known as Scientific American, and alternately known by some pseudonyms that we're not at liberty to disclose) stops by to talk about reactive soundtracks, "the mutability of music," his notion of "anonymous ubiquity," and his work on games like Oxenfree, Afterparty, Old Man's Journey, ELOH, GALAK-Z, Virtual Virtual Reality, Crackdown 2, and Superbrothers: Sword &amp; Sworcery EP—not to mention his work on things-that-are-not-games, from his extensive DJing and his solo electronic albums, to his music for commercials, to his contributions to the ambiance of the Xbox Dashboard.




 ———
• Here's Andrew's episode of The Annotator.



• And here's Andrew's GDC talk about using the the grid in game music, and doing so on "an indie budget" to boot.



• Here's (Part One of) Sigur Rós' 24-hour stream-thing, Route One.



• "Toccata and Fugue in Dm, BWV 565," baby.



• I talk about that GDC talk about Bloodborne kind of a lot, but hey, it']]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/03/d0xa0smu8aaxczh.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Quantum of Wobble, with Robin Baumgarten</title>
	<link>https://etao.blog/2019/02/23/podcast-50/</link>
	<pubDate>Sat, 23 Feb 2019 15:01:41 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e8e5e9e1-72b4-5586-8d7b-f7ebbe934598</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Robin Baumgarten's work doesn't fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—simply <em>objects</em> that make the world a little stranger a little more beautiful whenever and wherever you encounter them.</p>



<p class="wp-block-paragraph">In this episode, Robin wobbles on over to talk about <em>Line Wobbler, Wobble Garden, Quantum Garden,</em> and all the weird questions that they raise about what the hell games and art and arcades and galleries even are at this point in history.</p>





<p class="wp-block-paragraph">———
• Here's <a href="https://schedule.gdconf.com/session/open-ended-puzzle-design-at-zachtronics/864980">some information on what I'll be doing with Zach Barth at GDC this year</a>! Come by if you're attending!</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=ofz-BJI2bu4">Zach at the NYU Game Center last year, talking about how math sucks (among other things)</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=TTJmfhR12ys">Robin talking about the build process for <em>Line Wobbler</em></a>, fellow spring nerds.</p>



<p class="wp-block-paragraph">• Here's <a href="https://ohsqueezy.itch.io/line-wobbler-advance">the emulator-friendly version of <em>Line Wobbler Advance</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://www.wonder-tonic.com/wolf1d/"><em>Wolfenstein 1D</em></a> is a good'n.</p>



<p class="wp-block-paragraph">• As is <a href="http://www.getlamp.com/"><em>Get Lamp</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And as is <a href="https://twobitcircus.com/">Two Bit Circus</a>.</p>



<p class="wp-block-paragraph">• Also, here's <a href="https://www.thrillist.com/eat/portland/stanichs-closed-will-it-reopen-burger-quest">that piece on the perils of social media vanity, and the scored-earth modes of consumption attendant thereto</a>. I should mention that this story as <a href="https://www.newyorker.com/culture/annals-of-gastronomy/its-never-just-about-the-burger">continued developing, and taken a fairly dark turn</a> between the recording and the release of my interview with Robin.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_the-spring-is-in-my-garden_hill-carmen-anon">"The Spring Is in My Garden"</a> by H.M. Tennent, performed by Carmen Hill.

<a href="https://archive.org/details/78_naiads-at-the-spring-najaden-im-quell_olga-samaroff-paul-juon_gbia0012552a">"Naiads at the Spring"</a> by Paul Juon, performed by Olga Samaroff.

Sounds from <a href="https://wobblylabs.com/projects/wobbler"><em>Line Wobbler</em></a>, by Robin Baumgarten, <a href="https://www.youtube.com/watch?v=e2h8AtDR85Y">played at STUGEN</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Robin Baumgartens work doesnt fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—sim]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Quantum of Wobble, with Robin Baumgarten]]></itunes:title>
	<itunes:episode>50</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Robin Baumgarten's work doesn't fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—simply <em>objects</em> that make the world a little stranger a little more beautiful whenever and wherever you encounter them.</p>



<p class="wp-block-paragraph">In this episode, Robin wobbles on over to talk about <em>Line Wobbler, Wobble Garden, Quantum Garden,</em> and all the weird questions that they raise about what the hell games and art and arcades and galleries even are at this point in history.</p>





<p class="wp-block-paragraph">———
• Here's <a href="https://schedule.gdconf.com/session/open-ended-puzzle-design-at-zachtronics/864980">some information on what I'll be doing with Zach Barth at GDC this year</a>! Come by if you're attending!</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=ofz-BJI2bu4">Zach at the NYU Game Center last year, talking about how math sucks (among other things)</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=TTJmfhR12ys">Robin talking about the build process for <em>Line Wobbler</em></a>, fellow spring nerds.</p>



<p class="wp-block-paragraph">• Here's <a href="https://ohsqueezy.itch.io/line-wobbler-advance">the emulator-friendly version of <em>Line Wobbler Advance</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <a href="http://www.wonder-tonic.com/wolf1d/"><em>Wolfenstein 1D</em></a> is a good'n.</p>



<p class="wp-block-paragraph">• As is <a href="http://www.getlamp.com/"><em>Get Lamp</em></a><em>.</em></p>



<p class="wp-block-paragraph">• And as is <a href="https://twobitcircus.com/">Two Bit Circus</a>.</p>



<p class="wp-block-paragraph">• Also, here's <a href="https://www.thrillist.com/eat/portland/stanichs-closed-will-it-reopen-burger-quest">that piece on the perils of social media vanity, and the scored-earth modes of consumption attendant thereto</a>. I should mention that this story as <a href="https://www.newyorker.com/culture/annals-of-gastronomy/its-never-just-about-the-burger">continued developing, and taken a fairly dark turn</a> between the recording and the release of my interview with Robin.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_the-spring-is-in-my-garden_hill-carmen-anon">"The Spring Is in My Garden"</a> by H.M. Tennent, performed by Carmen Hill.

<a href="https://archive.org/details/78_naiads-at-the-spring-najaden-im-quell_olga-samaroff-paul-juon_gbia0012552a">"Naiads at the Spring"</a> by Paul Juon, performed by Olga Samaroff.

Sounds from <a href="https://wobblylabs.com/projects/wobbler"><em>Line Wobbler</em></a>, by Robin Baumgarten, <a href="https://www.youtube.com/watch?v=e2h8AtDR85Y">played at STUGEN</a>.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/02/etao-podcast-50-robin-baumgarten.mp3" length="117213959" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Robin Baumgarten's work doesn't fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—simply objects that make the world a little stranger a little more beautiful whenever and wherever you encounter them.



In this episode, Robin wobbles on over to talk about Line Wobbler, Wobble Garden, Quantum Garden, and all the weird questions that they raise about what the hell games and art and arcades and galleries even are at this point in history.





———
• Here's some information on what I'll be doing with Zach Barth at GDC this year! Come by if you're attending!



• And here's Zach at the NYU Game Center last year, talking about how math sucks (among other things).



• Here's Robin talking about the build process for Line Wobbler, fellow spring nerds.



• Here's the emulator-friendly version of Line Wobbler Advance.



• Wolfenstein 1D is a good'n.



• As is Get Lamp.



• And as is Two Bit Circus.



• Also, here's that piece on the perils of social media vanity, and the scored-earth modes of consumption attendant thereto. I should mention that this story as continued developing, and taken a fairly dark turn between the recording and the release of my interview with Robin.

———



"All The People Say (Season 3)" by Holly Hyperion.

"The Spring Is in My Garden" by H.M. Tennent, performed by Carmen Hill.

"Naiads at the Spring" by Paul Juon, performed by Olga Samaroff.

Sounds from Line Wobbler, by Robin Baumgarten, played at STUGEN.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/22548860_10159529317950717_6732259017420619552_o.jpg?fit=1440%2C1019&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/22548860_10159529317950717_6732259017420619552_o.jpg?fit=1440%2C1019&#038;ssl=1</url>
		<title>A Quantum of Wobble, with Robin Baumgarten</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:19:29</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Robin Baumgarten's work doesn't fit neatly into any single category or tradition. He makes games that are also toys, and also art installations, and also unusually beguiling lamps, and also—most straightforward to experience, most difficult to describe—simply objects that make the world a little stranger a little more beautiful whenever and wherever you encounter them.



In this episode, Robin wobbles on over to talk about Line Wobbler, Wobble Garden, Quantum Garden, and all the weird questions that they raise about what the hell games and art and arcades and galleries even are at this point in history.





———
• Here's some information on what I'll be doing with Zach Barth at GDC this year! Come by if you're attending!



• And here's Zach at the NYU Game Center last year, talking about how math sucks (among other things).



• Here's Robin talking about the build process for Line Wobbler, fellow spring nerds.



• Here's the emulator-friendly version of Line Wobbler Advance.



• ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/22548860_10159529317950717_6732259017420619552_o.jpg?fit=1440%2C1019&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>There Is Co-Op on Mars, with Philip Buchanan</title>
	<link>https://etao.blog/2019/02/09/podcast-49/</link>
	<pubDate>Sat, 09 Feb 2019 15:01:29 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5e90e498-5eb3-53ef-a8f4-5d0f141eb03f</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Philip Buchanan went indie so that he could finish <em>39 Days to Mars,</em> a consummately silly co-op-as-comedy physics-and-gadgets puzzle-'em-up rendered in florid trichromatic line drawings and bone-dry Britishisms. The result is as delightful as any cuppa could hope to be be.</p>



<p class="wp-block-paragraph">In this episode, Philip stops by to talk about the joys of being a solo developer, the importance of collaborating even so, and the occasional social perils of frank, unwinking Kiwi humor.</p>



<p class="wp-block-paragraph">
 ———
 <strong>Intro:</strong> "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.</p>



<p class="wp-block-paragraph"><strong>Corrections:</strong> <a href="https://archive.org/details/78_all-wrong_isham-jones-orchestra-martin-jones_gbia0010168b">"All Wrong"</a> performed by the Isham Jones Orchestra.</p>



<p class="wp-block-paragraph"><strong>Segue:</strong> "The Temperature of the Air on the Bow of the Kaleetan" by <a href="https://chriszabriskie.bandcamp.com/">Chris Zabriskie</a>, from <a href="https://chriszabriskie.bandcamp.com/album/undercover-vampire-policeman"><em>Undercover Vampire Policeman</em></a> (and the <em>39 Days to Mars</em> soundtrack).</p>



<p class="wp-block-paragraph"><strong>Technical Difficulties:</strong> <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.</p>



<p class="wp-block-paragraph"><strong>Outro:</strong> "That Kid in Fourth Grade Who Really Liked the Denver Broncos" by <a href="https://chriszabriskie.bandcamp.com/">Chris Zabriskie</a>, from <a href="https://chriszabriskie.bandcamp.com/album/undercover-vampire-policeman"><em>Undercover Vampire Policeman</em></a> (and the <em>39 Days to Mars</em> soundtrack).

———</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Philip Buchanan went indie so that he could finish 39 Days to Mars, a consummately silly co-op-as-comedy physics-and-gadgets puzzle-em-up rendered in florid trichromatic line drawings and bone-dry Britishisms. The result is as delightful as any cuppa cou]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[There Is Co-Op on Mars, with Philip Buchanan]]></itunes:title>
	<itunes:episode>49</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Philip Buchanan went indie so that he could finish <em>39 Days to Mars,</em> a consummately silly co-op-as-comedy physics-and-gadgets puzzle-'em-up rendered in florid trichromatic line drawings and bone-dry Britishisms. The result is as delightful as any cuppa could hope to be be.</p>



<p class="wp-block-paragraph">In this episode, Philip stops by to talk about the joys of being a solo developer, the importance of collaborating even so, and the occasional social perils of frank, unwinking Kiwi humor.</p>



<p class="wp-block-paragraph">
 ———
 <strong>Intro:</strong> "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.</p>



<p class="wp-block-paragraph"><strong>Corrections:</strong> <a href="https://archive.org/details/78_all-wrong_isham-jones-orchestra-martin-jones_gbia0010168b">"All Wrong"</a> performed by the Isham Jones Orchestra.</p>



<p class="wp-block-paragraph"><strong>Segue:</strong> "The Temperature of the Air on the Bow of the Kaleetan" by <a href="https://chriszabriskie.bandcamp.com/">Chris Zabriskie</a>, from <a href="https://chriszabriskie.bandcamp.com/album/undercover-vampire-policeman"><em>Undercover Vampire Policeman</em></a> (and the <em>39 Days to Mars</em> soundtrack).</p>



<p class="wp-block-paragraph"><strong>Technical Difficulties:</strong> <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.</p>



<p class="wp-block-paragraph"><strong>Outro:</strong> "That Kid in Fourth Grade Who Really Liked the Denver Broncos" by <a href="https://chriszabriskie.bandcamp.com/">Chris Zabriskie</a>, from <a href="https://chriszabriskie.bandcamp.com/album/undercover-vampire-policeman"><em>Undercover Vampire Policeman</em></a> (and the <em>39 Days to Mars</em> soundtrack).

———</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2017/10/etao-podcast-32.mp3" length="95807688" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Philip Buchanan went indie so that he could finish 39 Days to Mars, a consummately silly co-op-as-comedy physics-and-gadgets puzzle-'em-up rendered in florid trichromatic line drawings and bone-dry Britishisms. The result is as delightful as any cuppa could hope to be be.



In this episode, Philip stops by to talk about the joys of being a solo developer, the importance of collaborating even so, and the occasional social perils of frank, unwinking Kiwi humor.




 ———
 Intro: "All The People Say (Season 3)" by Holly Hyperion.



Corrections: "All Wrong" performed by the Isham Jones Orchestra.



Segue: "The Temperature of the Air on the Bow of the Kaleetan" by Chris Zabriskie, from Undercover Vampire Policeman (and the 39 Days to Mars soundtrack).



Technical Difficulties: "Apple Blossoms" by Vernon Geyer.



Outro: "That Kid in Fourth Grade Who Really Liked the Denver Broncos" by Chris Zabriskie, from Undercover Vampire Policeman (and the 39 Days to Mars soundtrack).

———



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/2019-01-26-2.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/2019-01-26-2.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>There Is Co-Op on Mars, with Philip Buchanan</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Philip Buchanan went indie so that he could finish 39 Days to Mars, a consummately silly co-op-as-comedy physics-and-gadgets puzzle-'em-up rendered in florid trichromatic line drawings and bone-dry Britishisms. The result is as delightful as any cuppa could hope to be be.



In this episode, Philip stops by to talk about the joys of being a solo developer, the importance of collaborating even so, and the occasional social perils of frank, unwinking Kiwi humor.




 ———
 Intro: "All The People Say (Season 3)" by Holly Hyperion.



Corrections: "All Wrong" performed by the Isham Jones Orchestra.



Segue: "The Temperature of the Air on the Bow of the Kaleetan" by Chris Zabriskie, from Undercover Vampire Policeman (and the 39 Days to Mars soundtrack).



Technical Difficulties: "Apple Blossoms" by Vernon Geyer.



Outro: "That Kid in Fourth Grade Who Really Liked the Denver Broncos" by Chris Zabriskie, from Undercover Vampire Policeman (and the 39 Days to Mars soundtrack).

———



Logo b]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/2019-01-26-2.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Literally Anybody Anywhere, with Rami Ismail</title>
	<link>https://etao.blog/2019/01/26/podcast-48/</link>
	<pubDate>Sat, 26 Jan 2019 15:01:38 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d6356c07-7c75-5eb3-b890-1c1e57e2d4a7</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Rami Ismail wants everyone to be able to make games. "Literally anybody anywhere" should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but <em>language.</em> The work of including <em>everyone</em> is, of course, not trivial—but Rami is attempting to do the work, and the collaborative, yearlong game-a-day project <a href="http://meditations.games/"><em>Meditations</em></a> serves as one particularly ambitious example of how.</p>



<p class="wp-block-paragraph">We talk about Rami's current work, as well as his time making <em>Super Crate Box, Ridiculous Fishing, Nuclear Throne,</em> and <em>LUFTRAUSERS.</em> Plus I get to tell him my weird-ass <em>Ridiculous Fishing</em> story, and we get to discuss the value of traveling. (I travel a fair bit, but Rami makes me—and just about anybody, really—look like a wanderlust dilettante).</p>



<p class="wp-block-paragraph">
 ———
• The image above is from <em>Ashes</em> by <a href="https://twitter.com/OwenTheBell">Owen Bell</a>, the <a href="http://meditations.games/index.php"><em>Meditations</em></a> game for January 15.</p>



<p class="wp-block-paragraph">• Here's <a>Rami on the difference between diversity and inclusion, and the issues with the English language that the former fails to address</a>.</p>



<p class="wp-block-paragraph">• Here are links to <a href="https://tak.itch.io/tempres"><em>TEMPRES</em></a> and <a href="http://mightyvision.blogspot.com/2012/08/vesper5.html"><em>VESPER.5</em></a>.</p>



<p class="wp-block-paragraph">• And here's a link to <a href="http://www.stfj.net/art/2009/loselose/">Lose/Lose</a>—<strong>which, FAIR WARNING, will seriously actually delete files on your computer at mostly-random, for real.</strong>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 <a href="https://archive.org/details/DuoHofmannHotelDeGroeneWeideOdeonA31613XBe3654">"Hotel de groene Weide"</a> by Duo Hofmann.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 <a href="https://archive.org/details/McKinneysCottonPickersMilenbergJoys1928">"Milenberg Joys"</a> by Jelly Roll Morton, performed by McKinney's Cotton Pickers.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Rami Ismail wants everyone to be able to make games. Literally anybody anywhere should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but language. The work of including everyone is, of cours]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Literally Anybody Anywhere, with Rami Ismail]]></itunes:title>
	<itunes:episode>44</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Rami Ismail wants everyone to be able to make games. "Literally anybody anywhere" should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but <em>language.</em> The work of including <em>everyone</em> is, of course, not trivial—but Rami is attempting to do the work, and the collaborative, yearlong game-a-day project <a href="http://meditations.games/"><em>Meditations</em></a> serves as one particularly ambitious example of how.</p>



<p class="wp-block-paragraph">We talk about Rami's current work, as well as his time making <em>Super Crate Box, Ridiculous Fishing, Nuclear Throne,</em> and <em>LUFTRAUSERS.</em> Plus I get to tell him my weird-ass <em>Ridiculous Fishing</em> story, and we get to discuss the value of traveling. (I travel a fair bit, but Rami makes me—and just about anybody, really—look like a wanderlust dilettante).</p>



<p class="wp-block-paragraph">
 ———
• The image above is from <em>Ashes</em> by <a href="https://twitter.com/OwenTheBell">Owen Bell</a>, the <a href="http://meditations.games/index.php"><em>Meditations</em></a> game for January 15.</p>



<p class="wp-block-paragraph">• Here's <a>Rami on the difference between diversity and inclusion, and the issues with the English language that the former fails to address</a>.</p>



<p class="wp-block-paragraph">• Here are links to <a href="https://tak.itch.io/tempres"><em>TEMPRES</em></a> and <a href="http://mightyvision.blogspot.com/2012/08/vesper5.html"><em>VESPER.5</em></a>.</p>



<p class="wp-block-paragraph">• And here's a link to <a href="http://www.stfj.net/art/2009/loselose/">Lose/Lose</a>—<strong>which, FAIR WARNING, will seriously actually delete files on your computer at mostly-random, for real.</strong>
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 <a href="https://archive.org/details/DuoHofmannHotelDeGroeneWeideOdeonA31613XBe3654">"Hotel de groene Weide"</a> by Duo Hofmann.
 <a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.
 <a href="https://archive.org/details/McKinneysCottonPickersMilenbergJoys1928">"Milenberg Joys"</a> by Jelly Roll Morton, performed by McKinney's Cotton Pickers.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/01/etao-podcast-48-rami-ismail.mp3" length="108911521" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Rami Ismail wants everyone to be able to make games. "Literally anybody anywhere" should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but language. The work of including everyone is, of course, not trivial—but Rami is attempting to do the work, and the collaborative, yearlong game-a-day project Meditations serves as one particularly ambitious example of how.



We talk about Rami's current work, as well as his time making Super Crate Box, Ridiculous Fishing, Nuclear Throne, and LUFTRAUSERS. Plus I get to tell him my weird-ass Ridiculous Fishing story, and we get to discuss the value of traveling. (I travel a fair bit, but Rami makes me—and just about anybody, really—look like a wanderlust dilettante).




 ———
• The image above is from Ashes by Owen Bell, the Meditations game for January 15.



• Here's Rami on the difference between diversity and inclusion, and the issues with the English language that the former fails to address.



• Here are links to TEMPRES and VESPER.5.



• And here's a link to Lose/Lose—which, FAIR WARNING, will seriously actually delete files on your computer at mostly-random, for real.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "Hotel de groene Weide" by Duo Hofmann.
 "Apple Blossoms" by Vernon Geyer.
 "Milenberg Joys" by Jelly Roll Morton, performed by McKinney's Cotton Pickers.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/screen-shot-2019-01-14-at-8.10.31-pm.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/screen-shot-2019-01-14-at-8.10.31-pm.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>Literally Anybody Anywhere, with Rami Ismail</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:15:31</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Rami Ismail wants everyone to be able to make games. "Literally anybody anywhere" should be able to work in this medium that has the potential to transcend not only cultural and national boundaries, but language. The work of including everyone is, of course, not trivial—but Rami is attempting to do the work, and the collaborative, yearlong game-a-day project Meditations serves as one particularly ambitious example of how.



We talk about Rami's current work, as well as his time making Super Crate Box, Ridiculous Fishing, Nuclear Throne, and LUFTRAUSERS. Plus I get to tell him my weird-ass Ridiculous Fishing story, and we get to discuss the value of traveling. (I travel a fair bit, but Rami makes me—and just about anybody, really—look like a wanderlust dilettante).




 ———
• The image above is from Ashes by Owen Bell, the Meditations game for January 15.



• Here's Rami on the difference between diversity and inclusion, and the issues with the English language that the former fails ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2019/02/screen-shot-2019-01-14-at-8.10.31-pm.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Food, Death, and Everything Else Worth Talking About, with Gabby DaRienzo</title>
	<link>https://etao.blog/2019/01/12/podcast-47/</link>
	<pubDate>Sat, 12 Jan 2019 15:01:33 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">67a51f80-8110-5b18-8237-afb671a0a3c8</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from <em>A Mortician's Tale</em> (and <em>Tracktoons</em>) to their still-in-its-early-days next project—as well as <a href="https://thatshelf.com/category/playdead/">her excellent, now-concluded podcast <em>Play Dead</em></a><em>,</em> and her extensive and varied freelance work on <em>Celeste, Parkitect, Graceful Explosion Machine,</em> and the upcoming <em>Super Crush K.O.</em> (<a href="http://gabdar.com/">among other fine videogamic works</a>).</p>



<p class="wp-block-paragraph">I do of course also take the chance to talk to Gabby about death in games (and in general), on account of her well and truly knowing her shit in that arena—and I pick her brain about the upscaled visuals in <em>Katamari Damacy REROLL,</em> for that very same reason.</p>



<p class="wp-block-paragraph">
 ———
• <a href="http://www.orderofthegooddeath.com/">The Order of the Good Death</a> and <em>Smoke Gets in Your Eyes</em> are very much worth checking out, and <a href="https://www.youtube.com/watch?v=9r3NdPaLn6c">this video here is a pretty excellent introduction to Caitlin Doughty's ideas and work</a>.</p>



<p class="wp-block-paragraph">• I'm more or less here for the Toronto Indie Scene Extended Universe.</p>



<p class="wp-block-paragraph">• The show is in fact called <em>The Great British Bake Off.</em> And no, we've never spoken about it before on this 'cast, I don't think.</p>



<p class="wp-block-paragraph">• Latrice Motherfuckin' Royale. D:

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Rose and Daughters" and "Magnolia Forest" from <a href="https://hlnhrn.itch.io/a-morticians-tale-soundtrack">the Original Soundtrack to <em>A Mortician's Tale</em></a> by Halina Heron.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from A Morticians Tale (and Tracktoons) to their still-in-its-early-days next project—as well as her excellent, now-concluded podcast Play Dead, and her exten]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Food, Death, and Everything Else Worth Talking About, with Gabby DaRienzo]]></itunes:title>
	<itunes:episode>47</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from <em>A Mortician's Tale</em> (and <em>Tracktoons</em>) to their still-in-its-early-days next project—as well as <a href="https://thatshelf.com/category/playdead/">her excellent, now-concluded podcast <em>Play Dead</em></a><em>,</em> and her extensive and varied freelance work on <em>Celeste, Parkitect, Graceful Explosion Machine,</em> and the upcoming <em>Super Crush K.O.</em> (<a href="http://gabdar.com/">among other fine videogamic works</a>).</p>



<p class="wp-block-paragraph">I do of course also take the chance to talk to Gabby about death in games (and in general), on account of her well and truly knowing her shit in that arena—and I pick her brain about the upscaled visuals in <em>Katamari Damacy REROLL,</em> for that very same reason.</p>



<p class="wp-block-paragraph">
 ———
• <a href="http://www.orderofthegooddeath.com/">The Order of the Good Death</a> and <em>Smoke Gets in Your Eyes</em> are very much worth checking out, and <a href="https://www.youtube.com/watch?v=9r3NdPaLn6c">this video here is a pretty excellent introduction to Caitlin Doughty's ideas and work</a>.</p>



<p class="wp-block-paragraph">• I'm more or less here for the Toronto Indie Scene Extended Universe.</p>



<p class="wp-block-paragraph">• The show is in fact called <em>The Great British Bake Off.</em> And no, we've never spoken about it before on this 'cast, I don't think.</p>



<p class="wp-block-paragraph">• Latrice Motherfuckin' Royale. D:

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

"Rose and Daughters" and "Magnolia Forest" from <a href="https://hlnhrn.itch.io/a-morticians-tale-soundtrack">the Original Soundtrack to <em>A Mortician's Tale</em></a> by Halina Heron.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2019/01/etao-podcast-47.mp3" length="132124926" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from A Mortician's Tale (and Tracktoons) to their still-in-its-early-days next project—as well as her excellent, now-concluded podcast Play Dead, and her extensive and varied freelance work on Celeste, Parkitect, Graceful Explosion Machine, and the upcoming Super Crush K.O. (among other fine videogamic works).



I do of course also take the chance to talk to Gabby about death in games (and in general), on account of her well and truly knowing her shit in that arena—and I pick her brain about the upscaled visuals in Katamari Damacy REROLL, for that very same reason.




 ———
• The Order of the Good Death and Smoke Gets in Your Eyes are very much worth checking out, and this video here is a pretty excellent introduction to Caitlin Doughty's ideas and work.



• I'm more or less here for the Toronto Indie Scene Extended Universe.



• The show is in fact called The Great British Bake Off. And no, we've never spoken about it before on this 'cast, I don't think.



• Latrice Motherfuckin' Royale. D:

———

"All The People Say (Season 3)" by Holly Hyperion.

"Rose and Daughters" and "Magnolia Forest" from the Original Soundtrack to A Mortician's Tale by Halina Heron.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-166.png?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-166.png?fit=1920%2C1080&#038;ssl=1</url>
		<title>Food, Death, and Everything Else Worth Talking About, with Gabby DaRienzo</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:26:23</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Gabby DaRienzo stops by to talk about her work as one half of the core Laundry Bear Games team, from A Mortician's Tale (and Tracktoons) to their still-in-its-early-days next project—as well as her excellent, now-concluded podcast Play Dead, and her extensive and varied freelance work on Celeste, Parkitect, Graceful Explosion Machine, and the upcoming Super Crush K.O. (among other fine videogamic works).



I do of course also take the chance to talk to Gabby about death in games (and in general), on account of her well and truly knowing her shit in that arena—and I pick her brain about the upscaled visuals in Katamari Damacy REROLL, for that very same reason.




 ———
• The Order of the Good Death and Smoke Gets in Your Eyes are very much worth checking out, and this video here is a pretty excellent introduction to Caitlin Doughty's ideas and work.



• I'm more or less here for the Toronto Indie Scene Extended Universe.



• The show is in fact called The Great British Bake Off. And]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-166.png?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>One Hell of a Not-Hell, with Greg Kasavin</title>
	<link>https://etao.blog/2018/12/29/podcast-46/</link>
	<pubDate>Sat, 29 Dec 2018 15:01:14 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d08d6d32-68bc-5097-918d-e1840cea688c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Greg Kasavin descends and/or ascends to our realm to talk about <em>Hades,</em> Supergiant's roguelike recently surprise-released into Early Access on Epic Games' brand new storefront. We talk about how <em>Hades</em> both builds on and departs from Supergiant's previous games <em>(Bastion, Transistor,</em> and <em>Pyre),</em> and then we talk a great deal about the infinite applicability of Greek myth to daily life—as stories about power, sure, and as stories about family, definitely, but also as stories about class, about immigration, and about studying competing accounts of history.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://etao.blog/2017/07/24/podcast-31/">the last time I talked to Greg</a> (and here's <a href="http://etao.blog/2011/07/19/interviews/">the time before that</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=JzyE9hi912c">the first episode of NoClip's <em>Hades</em> documentary</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=9LykrwmUu8I">Greg's <em>Hades</em> interview with Gamasutra</a>.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "No Escape" and "The House of Hades" from <a href="https://www.youtube.com/watch?v=oksESAMg7WM&amp;list=PL53mjgVKFq7yu0LdAvpp42ZGLzRCkFKuz">the <em>Hades</em> soundtrack</a> by Darren Korb.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></description>
	<itunes:subtitle><![CDATA[Greg Kasavin descends and/or ascends to our realm to talk about Hades, Supergiants roguelike recently surprise-released into Early Access on Epic Games brand new storefront. We talk about how Hades both builds on and departs from Supergiants previous gam]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[One Hell of a Not-Hell, with Greg Kasavin]]></itunes:title>
	<itunes:episode>46</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Greg Kasavin descends and/or ascends to our realm to talk about <em>Hades,</em> Supergiant's roguelike recently surprise-released into Early Access on Epic Games' brand new storefront. We talk about how <em>Hades</em> both builds on and departs from Supergiant's previous games <em>(Bastion, Transistor,</em> and <em>Pyre),</em> and then we talk a great deal about the infinite applicability of Greek myth to daily life—as stories about power, sure, and as stories about family, definitely, but also as stories about class, about immigration, and about studying competing accounts of history.</p>



<p class="wp-block-paragraph">
 ———
• Here's <a href="http://etao.blog/2017/07/24/podcast-31/">the last time I talked to Greg</a> (and here's <a href="http://etao.blog/2011/07/19/interviews/">the time before that</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=JzyE9hi912c">the first episode of NoClip's <em>Hades</em> documentary</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=9LykrwmUu8I">Greg's <em>Hades</em> interview with Gamasutra</a>.
 ———
 "All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.
 "No Escape" and "The House of Hades" from <a href="https://www.youtube.com/watch?v=oksESAMg7WM&amp;list=PL53mjgVKFq7yu0LdAvpp42ZGLzRCkFKuz">the <em>Hades</em> soundtrack</a> by Darren Korb.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>



<p class="wp-block-paragraph"></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/12/etao-podcast-46.mp3" length="98312662" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Greg Kasavin descends and/or ascends to our realm to talk about Hades, Supergiant's roguelike recently surprise-released into Early Access on Epic Games' brand new storefront. We talk about how Hades both builds on and departs from Supergiant's previous games (Bastion, Transistor, and Pyre), and then we talk a great deal about the infinite applicability of Greek myth to daily life—as stories about power, sure, and as stories about family, definitely, but also as stories about class, about immigration, and about studying competing accounts of history.




 ———
• Here's the last time I talked to Greg (and here's the time before that).



• Here's the first episode of NoClip's Hades documentary.



• And here's Greg's Hades interview with Gamasutra.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "No Escape" and "The House of Hades" from the Hades soundtrack by Darren Korb.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-139.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-139.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>One Hell of a Not-Hell, with Greg Kasavin</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:06:54</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Greg Kasavin descends and/or ascends to our realm to talk about Hades, Supergiant's roguelike recently surprise-released into Early Access on Epic Games' brand new storefront. We talk about how Hades both builds on and departs from Supergiant's previous games (Bastion, Transistor, and Pyre), and then we talk a great deal about the infinite applicability of Greek myth to daily life—as stories about power, sure, and as stories about family, definitely, but also as stories about class, about immigration, and about studying competing accounts of history.




 ———
• Here's the last time I talked to Greg (and here's the time before that).



• Here's the first episode of NoClip's Hades documentary.



• And here's Greg's Hades interview with Gamasutra.
 ———
 "All The People Say (Season 3)" by Holly Hyperion.
 "No Escape" and "The House of Hades" from the Hades soundtrack by Darren Korb.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/2018-12-21-139.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What We Played and &#8216;Casted (and What We Didn&#8217;t) in 2018</title>
	<link>https://etao.blog/2018/12/15/podcast-45/</link>
	<pubDate>Sat, 15 Dec 2018 15:01:14 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1483a49b-04e4-5d89-9493-0193af5cc686</guid>
	<description><![CDATA[<p class="wp-block-paragraph">As 2018 winds down, esteemed <em>ETAO Podcast</em> producer Frances Michelle Lopez sits down to talk about what we played in 2018, what we're looking forward to playing in 2019, and what's currently sitting in our to-read piles. We couldn't get to everything, during this conversation <em>or</em> throughout this year. We never can. There are too many games, too many excellent games, games forever and everywhere and for all seasons.</p>



<p class="wp-block-paragraph">Not all of the games we played in 2018 were <em>released</em> in 2018, of course, but that's part of the point. We want to get better at talking about games outside of their prescribed press windows—because the medium deserves it, and because hey, it's not like anyone knows how games media are <em>supposed</em> to work anymore anyway. Let's rewrite the rules.</p>



<p class="wp-block-paragraph"></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• <a href="https://babycastles.com/">Babycastles</a> rules, and their <a href="https://www.facebook.com/groups/gameofthemonthclub/?source_id=203170207375">Game of the Month Club</a> is just one part of why, and <a href="https://www.twitch.tv/babycastles">there's a Twitch channel</a> is you're not in New York.</p>



<p class="wp-block-paragraph">• Speaking of ruling, <a href="https://www.youtube.com/watch?v=aJ0nAkXOkMs">Maggie Mae Fish</a> does that, too. She rules.</p>



<p class="wp-block-paragraph">• Ben Kuchera said the thing about <em>Spelunky's</em> leveling system, but I guess he said it on the now-defunct <em>Penny Arcade Report,</em> so a direct link is hard to come by.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=zmuJyykzLwI">the <em>New Frame Plus</em> about the animations in <em>Red Dead Redemption 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>The Jackbox Party Pack 5!</em> Even in the what-we-forgot section, I forgot that.</p>



<p class="wp-block-paragraph">• @ us, Toby Fox.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_celeste_red-nichols-and-his-penny-symphony-bobby-hammack-ian-hennessy_gbia0008276a">"Celeste"</a> by Bobby Hammack, arranged by Ian Hennessy, performed by Red Nichols and His Penny Symphony.

<a href="https://archive.org/details/78_year-after-year_tommy-sosebee-the-voice-of-the-hills-sidney-kessel-tommy-sosebee_gbia0008686b">"Year After Year"</a> by Sidney Kessel and Tommy Sosebee, performed by Tommy Sosebee.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[As 2018 winds down, esteemed ETAO Podcast producer Frances Michelle Lopez sits down to talk about what we played in 2018, what were looking forward to playing in 2019, and whats currently sitting in our to-read piles. We couldnt get to everything, during]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[What We Played and 'Casted (and What We Didn't) in 2018]]></itunes:title>
	<itunes:episode>45</itunes:episode>
	<itunes:season>3</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">As 2018 winds down, esteemed <em>ETAO Podcast</em> producer Frances Michelle Lopez sits down to talk about what we played in 2018, what we're looking forward to playing in 2019, and what's currently sitting in our to-read piles. We couldn't get to everything, during this conversation <em>or</em> throughout this year. We never can. There are too many games, too many excellent games, games forever and everywhere and for all seasons.</p>



<p class="wp-block-paragraph">Not all of the games we played in 2018 were <em>released</em> in 2018, of course, but that's part of the point. We want to get better at talking about games outside of their prescribed press windows—because the medium deserves it, and because hey, it's not like anyone knows how games media are <em>supposed</em> to work anymore anyway. Let's rewrite the rules.</p>



<p class="wp-block-paragraph"></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• <a href="https://babycastles.com/">Babycastles</a> rules, and their <a href="https://www.facebook.com/groups/gameofthemonthclub/?source_id=203170207375">Game of the Month Club</a> is just one part of why, and <a href="https://www.twitch.tv/babycastles">there's a Twitch channel</a> is you're not in New York.</p>



<p class="wp-block-paragraph">• Speaking of ruling, <a href="https://www.youtube.com/watch?v=aJ0nAkXOkMs">Maggie Mae Fish</a> does that, too. She rules.</p>



<p class="wp-block-paragraph">• Ben Kuchera said the thing about <em>Spelunky's</em> leveling system, but I guess he said it on the now-defunct <em>Penny Arcade Report,</em> so a direct link is hard to come by.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=zmuJyykzLwI">the <em>New Frame Plus</em> about the animations in <em>Red Dead Redemption 2</em></a><em>.</em></p>



<p class="wp-block-paragraph">• <em>The Jackbox Party Pack 5!</em> Even in the what-we-forgot section, I forgot that.</p>



<p class="wp-block-paragraph">• @ us, Toby Fox.

———

"All The People Say (Season 3)" by <a href="http://hollyhyperion.com/">Holly Hyperion</a>.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://archive.org/details/78_celeste_red-nichols-and-his-penny-symphony-bobby-hammack-ian-hennessy_gbia0008276a">"Celeste"</a> by Bobby Hammack, arranged by Ian Hennessy, performed by Red Nichols and His Penny Symphony.

<a href="https://archive.org/details/78_year-after-year_tommy-sosebee-the-voice-of-the-hills-sidney-kessel-tommy-sosebee_gbia0008686b">"Year After Year"</a> by Sidney Kessel and Tommy Sosebee, performed by Tommy Sosebee.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/12/etao-podcast-45.mp3" length="134914764" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[As 2018 winds down, esteemed ETAO Podcast producer Frances Michelle Lopez sits down to talk about what we played in 2018, what we're looking forward to playing in 2019, and what's currently sitting in our to-read piles. We couldn't get to everything, during this conversation or throughout this year. We never can. There are too many games, too many excellent games, games forever and everywhere and for all seasons.



Not all of the games we played in 2018 were released in 2018, of course, but that's part of the point. We want to get better at talking about games outside of their prescribed press windows—because the medium deserves it, and because hey, it's not like anyone knows how games media are supposed to work anymore anyway. Let's rewrite the rules.













———
• Babycastles rules, and their Game of the Month Club is just one part of why, and there's a Twitch channel is you're not in New York.



• Speaking of ruling, Maggie Mae Fish does that, too. She rules.



• Ben Kuchera said the thing about Spelunky's leveling system, but I guess he said it on the now-defunct Penny Arcade Report, so a direct link is hard to come by.



• Here's the New Frame Plus about the animations in Red Dead Redemption 2.



• The Jackbox Party Pack 5! Even in the what-we-forgot section, I forgot that.



• @ us, Toby Fox.

———

"All The People Say (Season 3)" by Holly Hyperion.

"Apple Blossoms" by Vernon Geyer.

"Celeste" by Bobby Hammack, arranged by Ian Hennessy, performed by Red Nichols and His Penny Symphony.

"Year After Year" by Sidney Kessel and Tommy Sosebee, performed by Tommy Sosebee.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/Djud-GiU4AAAnUf.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/Djud-GiU4AAAnUf.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>What We Played and &#8216;Casted (and What We Didn&#8217;t) in 2018</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:24:23</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[As 2018 winds down, esteemed ETAO Podcast producer Frances Michelle Lopez sits down to talk about what we played in 2018, what we're looking forward to playing in 2019, and what's currently sitting in our to-read piles. We couldn't get to everything, during this conversation or throughout this year. We never can. There are too many games, too many excellent games, games forever and everywhere and for all seasons.



Not all of the games we played in 2018 were released in 2018, of course, but that's part of the point. We want to get better at talking about games outside of their prescribed press windows—because the medium deserves it, and because hey, it's not like anyone knows how games media are supposed to work anymore anyway. Let's rewrite the rules.













———
• Babycastles rules, and their Game of the Month Club is just one part of why, and there's a Twitch channel is you're not in New York.



• Speaking of ruling, Maggie Mae Fish does that, too. She rules.



• Ben Kucher]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/12/Djud-GiU4AAAnUf.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Perfidy of THE SUN, with Heather Flowers</title>
	<link>https://etao.blog/2018/12/01/podcast-44/</link>
	<pubDate>Sat, 01 Dec 2018 15:01:39 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ef12fd56-2956-5e6b-8c79-51413c84a8ab</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Heather Flowers talks <em>EXTREME MEATPUNKS FOREVER: Powered by Blood</em> (and the MEATPUNKS material beyond). We talk about body horror, episodic storytelling and serialization, the anger and clarity of punk, the multiplicity and illegibility of punk, and the process of creating <em>EXTREME MEATPUNKS FOREVER</em> on a schedule that's more MODERATE MEATPUNKS SOME OF THE TIME.</p>



<p class="wp-block-paragraph"><strong>SIGNIFICANT SPOILERS START AT 20:14.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• It was Anne Washburn who said <a href="https://www.wnycstudios.org/story/what-simpsons-can-teach-us-about-nuclear-apocalypse">that thing about not having to worry about the end of the world once the world has gone ahead and ended</a>. Why do I always forget that?</p>



<p class="wp-block-paragraph">• Here once again is <a href="https://hthr.itch.io/meatpunk-manifesto">Heather's MEATPUNK MANIFESTO</a>.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"THE SUN" and "The Edge of Hope" from the <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost"><em>EXTREME MEATPUNKS FOREVER: Powered by Blood OST</em></a> by Visager.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Heather Flowers talks EXTREME MEATPUNKS FOREVER: Powered by Blood (and the MEATPUNKS material beyond). We talk about body horror, episodic storytelling and serialization, the anger and clarity of punk, the multiplicity and illegibility of punk, and the p]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Perfidy of THE SUN, with Heather Flowers]]></itunes:title>
	<itunes:episode>44</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Heather Flowers talks <em>EXTREME MEATPUNKS FOREVER: Powered by Blood</em> (and the MEATPUNKS material beyond). We talk about body horror, episodic storytelling and serialization, the anger and clarity of punk, the multiplicity and illegibility of punk, and the process of creating <em>EXTREME MEATPUNKS FOREVER</em> on a schedule that's more MODERATE MEATPUNKS SOME OF THE TIME.</p>



<p class="wp-block-paragraph"><strong>SIGNIFICANT SPOILERS START AT 20:14.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• It was Anne Washburn who said <a href="https://www.wnycstudios.org/story/what-simpsons-can-teach-us-about-nuclear-apocalypse">that thing about not having to worry about the end of the world once the world has gone ahead and ended</a>. Why do I always forget that?</p>



<p class="wp-block-paragraph">• Here once again is <a href="https://hthr.itch.io/meatpunk-manifesto">Heather's MEATPUNK MANIFESTO</a>.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"THE SUN" and "The Edge of Hope" from the <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost"><em>EXTREME MEATPUNKS FOREVER: Powered by Blood OST</em></a> by Visager.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/12/etao-podcast-44.mp3" length="67875049" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Heather Flowers talks EXTREME MEATPUNKS FOREVER: Powered by Blood (and the MEATPUNKS material beyond). We talk about body horror, episodic storytelling and serialization, the anger and clarity of punk, the multiplicity and illegibility of punk, and the process of creating EXTREME MEATPUNKS FOREVER on a schedule that's more MODERATE MEATPUNKS SOME OF THE TIME.



SIGNIFICANT SPOILERS START AT 20:14.









———
• It was Anne Washburn who said that thing about not having to worry about the end of the world once the world has gone ahead and ended. Why do I always forget that?



• Here once again is Heather's MEATPUNK MANIFESTO.

———

"All The People Say (Season 2)" by Carpe Demon.

"THE SUN" and "The Edge of Hope" from the EXTREME MEATPUNKS FOREVER: Powered by Blood OST by Visager.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/screen-shot-2018-11-23-at-10-53-56-am.png?fit=3360%2C2100&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/screen-shot-2018-11-23-at-10-53-56-am.png?fit=3360%2C2100&#038;ssl=1</url>
		<title>The Perfidy of THE SUN, with Heather Flowers</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>49:02</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Heather Flowers talks EXTREME MEATPUNKS FOREVER: Powered by Blood (and the MEATPUNKS material beyond). We talk about body horror, episodic storytelling and serialization, the anger and clarity of punk, the multiplicity and illegibility of punk, and the process of creating EXTREME MEATPUNKS FOREVER on a schedule that's more MODERATE MEATPUNKS SOME OF THE TIME.



SIGNIFICANT SPOILERS START AT 20:14.









———
• It was Anne Washburn who said that thing about not having to worry about the end of the world once the world has gone ahead and ended. Why do I always forget that?



• Here once again is Heather's MEATPUNK MANIFESTO.

———

"All The People Say (Season 2)" by Carpe Demon.

"THE SUN" and "The Edge of Hope" from the EXTREME MEATPUNKS FOREVER: Powered by Blood OST by Visager.



Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/screen-shot-2018-11-23-at-10-53-56-am.png?fit=3360%2C2100&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Is a Call (Back) to ARMS</title>
	<link>https://etao.blog/2018/11/17/podcast-43/</link>
	<pubDate>Sat, 17 Nov 2018 15:01:18 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">4721c380-d999-598f-b645-f7d3222af71f</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>ARMS</em> got announced with the Switch, and it launched with the Switch, and it's been <a href="https://compete.kotaku.com/a-pocket-of-passionate-players-is-the-only-thing-keepin-1821777320">both passionately loved and broadly ignored</a>. Lucio was late to the Switch party, and thus late to the <em>ARMS</em> party, but he's been pretty taken with the game. We've played together a bunch, and had about as much fun as we've ever had with a 3D fighting game.</p>



<p class="wp-block-paragraph">Almost a year and a half on, what exactly is <em>ARMS'</em> place in the fighting game scene, in Nintendo's oeuvre, and in games more broadly? What's its place anywhere? Why didn't it make more of a splash when it was new, and what might it signal about what we expect from games—as in, how much do we expect games to change after release, and how long do we expect them to stay relevant, whatever that means?</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=pS5peqApgUA">that immortal moment in <em>Street Fighter Alpha 3</em> history</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.destructoid.com/smash-bros-champ-says-tripping-in-brawl-was-bad-but-in-smash-4-rage-is-a-much-worse-mechanic--526253.phtml">"Tripping probably lost me 2 games or so in a span of 6 years playing the game competitively, and probably won me 3 games or even less. But in <em>Smash 4</em>, rage is a much, much worse mechanic."</a></p>



<p class="wp-block-paragraph">• <a href="https://qz.com/150577/an-average-nfl-game-more-than-100-commercials-and-just-11-minutes-of-play/">You actually see about 11 minutes of football when you watch a football game on TV, apparently</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=8qxVDOc-oV8">that video about <em>Super Smash Bros. Melee</em> as a spectator sport</a>.</p>



<p class="wp-block-paragraph">• <em>Splatoon</em> was indeed the last new series that Iwata insisted on Nintendo proceeding with.</p>



<p class="wp-block-paragraph">• That line from <a href="http://www.nightvalepresents.com/ionlylistentothemountaingoats/"><em>I Only Listen to the Mountain Goats</em></a> is actually about <em>treasuring</em> the unknown, not cherishing it, but you get the idea.</p>



<p class="wp-block-paragraph">• The original <em>Animal Crossing</em> did come out on the N64, but only in Japan. It was remade for the GameCube soonafter, and that's the version that made it stateside.</p>



<p class="wp-block-paragraph">• <a href="https://kotaku.com/nintendo-s-new-post-apocalyptic-game-is-weird-even-for-1826331537"><em>Dillon's Dead-Heat Breakers</em> is that very strange 3DS game I was thinking of</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.nintendo.co.jp/ir/en/finance/software/index.html"><em>ARMS</em> has sold about 2.1 million copies, or 0.276 <em>Ocarinas of Time,</em> worldwide</a>.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_here-are-my-arms_al-martino-les-baxter-bob-russell_gbia0028418a">"Here Are My Arms"</a> by Les Baxter and Bob Russell, performed by Al Martino and [an] Orchestra conducted by Les Baxter.

<a href="https://archive.org/details/78_let-me-linger-longer-in-your-arms_peerless-quartet-cliff-friend-abel-baer_gbia0041815a">"Let Me Linger Longer in Your Arms"</a> by Cliff Friend and Abel Baer, performed by the Peerless Quartet.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[ARMS got announced with the Switch, and it launched with the Switch, and its been both passionately loved and broadly ignored. Lucio was late to the Switch party, and thus late to the ARMS party, but hes been pretty taken with the game. Weve played toget]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Is a Call (Back) to ARMS]]></itunes:title>
	<itunes:episode>43</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>ARMS</em> got announced with the Switch, and it launched with the Switch, and it's been <a href="https://compete.kotaku.com/a-pocket-of-passionate-players-is-the-only-thing-keepin-1821777320">both passionately loved and broadly ignored</a>. Lucio was late to the Switch party, and thus late to the <em>ARMS</em> party, but he's been pretty taken with the game. We've played together a bunch, and had about as much fun as we've ever had with a 3D fighting game.</p>



<p class="wp-block-paragraph">Almost a year and a half on, what exactly is <em>ARMS'</em> place in the fighting game scene, in Nintendo's oeuvre, and in games more broadly? What's its place anywhere? Why didn't it make more of a splash when it was new, and what might it signal about what we expect from games—as in, how much do we expect games to change after release, and how long do we expect them to stay relevant, whatever that means?</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=pS5peqApgUA">that immortal moment in <em>Street Fighter Alpha 3</em> history</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.destructoid.com/smash-bros-champ-says-tripping-in-brawl-was-bad-but-in-smash-4-rage-is-a-much-worse-mechanic--526253.phtml">"Tripping probably lost me 2 games or so in a span of 6 years playing the game competitively, and probably won me 3 games or even less. But in <em>Smash 4</em>, rage is a much, much worse mechanic."</a></p>



<p class="wp-block-paragraph">• <a href="https://qz.com/150577/an-average-nfl-game-more-than-100-commercials-and-just-11-minutes-of-play/">You actually see about 11 minutes of football when you watch a football game on TV, apparently</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=8qxVDOc-oV8">that video about <em>Super Smash Bros. Melee</em> as a spectator sport</a>.</p>



<p class="wp-block-paragraph">• <em>Splatoon</em> was indeed the last new series that Iwata insisted on Nintendo proceeding with.</p>



<p class="wp-block-paragraph">• That line from <a href="http://www.nightvalepresents.com/ionlylistentothemountaingoats/"><em>I Only Listen to the Mountain Goats</em></a> is actually about <em>treasuring</em> the unknown, not cherishing it, but you get the idea.</p>



<p class="wp-block-paragraph">• The original <em>Animal Crossing</em> did come out on the N64, but only in Japan. It was remade for the GameCube soonafter, and that's the version that made it stateside.</p>



<p class="wp-block-paragraph">• <a href="https://kotaku.com/nintendo-s-new-post-apocalyptic-game-is-weird-even-for-1826331537"><em>Dillon's Dead-Heat Breakers</em> is that very strange 3DS game I was thinking of</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.nintendo.co.jp/ir/en/finance/software/index.html"><em>ARMS</em> has sold about 2.1 million copies, or 0.276 <em>Ocarinas of Time,</em> worldwide</a>.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_here-are-my-arms_al-martino-les-baxter-bob-russell_gbia0028418a">"Here Are My Arms"</a> by Les Baxter and Bob Russell, performed by Al Martino and [an] Orchestra conducted by Les Baxter.

<a href="https://archive.org/details/78_let-me-linger-longer-in-your-arms_peerless-quartet-cliff-friend-abel-baer_gbia0041815a">"Let Me Linger Longer in Your Arms"</a> by Cliff Friend and Abel Baer, performed by the Peerless Quartet.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/11/etao-podcast-43.mp3" length="161353282" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[ARMS got announced with the Switch, and it launched with the Switch, and it's been both passionately loved and broadly ignored. Lucio was late to the Switch party, and thus late to the ARMS party, but he's been pretty taken with the game. We've played together a bunch, and had about as much fun as we've ever had with a 3D fighting game.



Almost a year and a half on, what exactly is ARMS' place in the fighting game scene, in Nintendo's oeuvre, and in games more broadly? What's its place anywhere? Why didn't it make more of a splash when it was new, and what might it signal about what we expect from games—as in, how much do we expect games to change after release, and how long do we expect them to stay relevant, whatever that means?









———
• Here's that immortal moment in Street Fighter Alpha 3 history.



• "Tripping probably lost me 2 games or so in a span of 6 years playing the game competitively, and probably won me 3 games or even less. But in Smash 4, rage is a much, much worse mechanic."



• You actually see about 11 minutes of football when you watch a football game on TV, apparently.



• Here's that video about Super Smash Bros. Melee as a spectator sport.



• Splatoon was indeed the last new series that Iwata insisted on Nintendo proceeding with.



• That line from I Only Listen to the Mountain Goats is actually about treasuring the unknown, not cherishing it, but you get the idea.



• The original Animal Crossing did come out on the N64, but only in Japan. It was remade for the GameCube soonafter, and that's the version that made it stateside.



• Dillon's Dead-Heat Breakers is that very strange 3DS game I was thinking of.



• ARMS has sold about 2.1 million copies, or 0.276 Ocarinas of Time, worldwide.

———

"All The People Say (Season 2)" by Carpe Demon.

"Here Are My Arms" by Les Baxter and Bob Russell, performed by Al Martino and [an] Orchestra conducted by Les Baxter.

"Let Me Linger Longer in Your Arms" by Cliff Friend and Abel Baer, performed by the Peerless Quartet.



Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/dkihqebv4aabf-k.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/dkihqebv4aabf-k.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>This Is a Call (Back) to ARMS</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:42:48</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[ARMS got announced with the Switch, and it launched with the Switch, and it's been both passionately loved and broadly ignored. Lucio was late to the Switch party, and thus late to the ARMS party, but he's been pretty taken with the game. We've played together a bunch, and had about as much fun as we've ever had with a 3D fighting game.



Almost a year and a half on, what exactly is ARMS' place in the fighting game scene, in Nintendo's oeuvre, and in games more broadly? What's its place anywhere? Why didn't it make more of a splash when it was new, and what might it signal about what we expect from games—as in, how much do we expect games to change after release, and how long do we expect them to stay relevant, whatever that means?









———
• Here's that immortal moment in Street Fighter Alpha 3 history.



• "Tripping probably lost me 2 games or so in a span of 6 years playing the game competitively, and probably won me 3 games or even less. But in Smash 4, rage is a much, much ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/dkihqebv4aabf-k.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Be a Part of the World You&#8217;re Changing, with Jakub Kasztalski</title>
	<link>https://etao.blog/2018/11/03/podcast-42/</link>
	<pubDate>Sat, 03 Nov 2018 14:01:11 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ef07866e-9dcb-513a-b677-6d1f9af84750</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Headliner: NoviNews</em> puts you in the shoes of he/she/xe who curates the news in a country that is rapidly going strange, and just as rapidly becoming politically unstable. It's a game about information as a tool, news as a product, and ideology as a career.</p>



<p class="wp-block-paragraph">We talk about the process of being even-handed and open minded without slipping into being anything so soppy and unhelpful as <em>neutral</em> or, for that matter, <em>centrist.</em> We talk about the world-building connections between <em>NoviNews</em> and the first <em>HEADLINER,</em> not to mention Jakub's other games. We talk about biases more pervasive in the news than oft-cited left/right biases. We talk about late night comedy and TED Talks, and unavoidably, we talk about capital-P Politics.</p>



<p class="wp-block-paragraph"></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
•  <a href="https://www.nybooks.com/articles/1995/06/22/ur-fascism/">In case you weren't sure what I meant by "ur-facism"</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=eVT0aYgX-mU">Samantha Bee on Watergate</a>.</p>



<p class="wp-block-paragraph">• A lot of what I'm saying about frequently-undiscussed media biases comes from Brooke Gladstone's <em>The Influencing Machine.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=iFTWM7HV2UI">The TED talk Jakub mentions</a> was not what I was thinking of. <a href="https://www.wnycstudios.org/story/where-facebook-goes-from-here">Nor was this</a>. Hm.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/JakubKasztalski/20171009/307212/Making_Your_Game_Relevant__how_I_Mined_Facebook_and_Google_Data_for_my_quotFakeNews_the_Video_Gamequot.php">Jakub talking about his data-mining back when he was making the first <em>HEADLINER</em></a><em>.</em></p>



<p class="wp-block-paragraph">• There are <a href="https://www.vox.com/policy-and-politics/2018/10/16/17980820/trump-obama-2016-race-racism-class-economy-2018-midterm">some better predictors of voting for Trump, and specifically for the being an Obama/Trump voter, than <em>Apprentice</em> viewership</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Operation_Wetback">Yes, Operation Wetback was a thing, and yes, it was called that</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.nytimes.com/2014/11/23/us/texas-approves-disputed-history-texts-for-schools.html">The exportation of Texan biases too all of U.S. public education</a> is a hell of a thing.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.wnycstudios.org/story/on-the-media-2018-09-07">an excellent retrospective of the nuances of free speech in the United States</a>.</p>



<p class="wp-block-paragraph">• Do actually get out there and vote, yeah?

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_the-headlines-of-my-heart_lee-ferebee-jimmy-leyden-and-his-orchestra_gbia0006666b">"The Headlines of My Heart"</a> by Lee Ferebee, performed by Jimmy Leyden And His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://soundclick.com/share.cfm?id=13541205">"Do not worry baby"</a> by Antti Luode (as it appears in the <em>Headliner: NoviNews</em> soundtrack).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Headliner: NoviNews puts you in the shoes of he/she/xe who curates the news in a country that is rapidly going strange, and just as rapidly becoming politically unstable. Its a game about information as a tool, news as a product, and ideology as a career]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Be a Part of the World You're Changing, with Jakub Kasztalski]]></itunes:title>
	<itunes:episode>42</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Headliner: NoviNews</em> puts you in the shoes of he/she/xe who curates the news in a country that is rapidly going strange, and just as rapidly becoming politically unstable. It's a game about information as a tool, news as a product, and ideology as a career.</p>



<p class="wp-block-paragraph">We talk about the process of being even-handed and open minded without slipping into being anything so soppy and unhelpful as <em>neutral</em> or, for that matter, <em>centrist.</em> We talk about the world-building connections between <em>NoviNews</em> and the first <em>HEADLINER,</em> not to mention Jakub's other games. We talk about biases more pervasive in the news than oft-cited left/right biases. We talk about late night comedy and TED Talks, and unavoidably, we talk about capital-P Politics.</p>



<p class="wp-block-paragraph"></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
•  <a href="https://www.nybooks.com/articles/1995/06/22/ur-fascism/">In case you weren't sure what I meant by "ur-facism"</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=eVT0aYgX-mU">Samantha Bee on Watergate</a>.</p>



<p class="wp-block-paragraph">• A lot of what I'm saying about frequently-undiscussed media biases comes from Brooke Gladstone's <em>The Influencing Machine.</em></p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=iFTWM7HV2UI">The TED talk Jakub mentions</a> was not what I was thinking of. <a href="https://www.wnycstudios.org/story/where-facebook-goes-from-here">Nor was this</a>. Hm.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.gamasutra.com/blogs/JakubKasztalski/20171009/307212/Making_Your_Game_Relevant__how_I_Mined_Facebook_and_Google_Data_for_my_quotFakeNews_the_Video_Gamequot.php">Jakub talking about his data-mining back when he was making the first <em>HEADLINER</em></a><em>.</em></p>



<p class="wp-block-paragraph">• There are <a href="https://www.vox.com/policy-and-politics/2018/10/16/17980820/trump-obama-2016-race-racism-class-economy-2018-midterm">some better predictors of voting for Trump, and specifically for the being an Obama/Trump voter, than <em>Apprentice</em> viewership</a>.</p>



<p class="wp-block-paragraph">• <a href="https://en.wikipedia.org/wiki/Operation_Wetback">Yes, Operation Wetback was a thing, and yes, it was called that</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.nytimes.com/2014/11/23/us/texas-approves-disputed-history-texts-for-schools.html">The exportation of Texan biases too all of U.S. public education</a> is a hell of a thing.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.wnycstudios.org/story/on-the-media-2018-09-07">an excellent retrospective of the nuances of free speech in the United States</a>.</p>



<p class="wp-block-paragraph">• Do actually get out there and vote, yeah?

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_the-headlines-of-my-heart_lee-ferebee-jimmy-leyden-and-his-orchestra_gbia0006666b">"The Headlines of My Heart"</a> by Lee Ferebee, performed by Jimmy Leyden And His Orchestra.

<a href="https://archive.org/details/78_apple-blossoms_vernon-geyer_gbia0062673b">"Apple Blossoms"</a> by Vernon Geyer.

<a href="https://soundclick.com/share.cfm?id=13541205">"Do not worry baby"</a> by Antti Luode (as it appears in the <em>Headliner: NoviNews</em> soundtrack).</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/11/etao-podcast-42.mp3" length="161760426" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Headliner: NoviNews puts you in the shoes of he/she/xe who curates the news in a country that is rapidly going strange, and just as rapidly becoming politically unstable. It's a game about information as a tool, news as a product, and ideology as a career.



We talk about the process of being even-handed and open minded without slipping into being anything so soppy and unhelpful as neutral or, for that matter, centrist. We talk about the world-building connections between NoviNews and the first HEADLINER, not to mention Jakub's other games. We talk about biases more pervasive in the news than oft-cited left/right biases. We talk about late night comedy and TED Talks, and unavoidably, we talk about capital-P Politics.













———
•  In case you weren't sure what I meant by "ur-facism".



• Here's Samantha Bee on Watergate.



• A lot of what I'm saying about frequently-undiscussed media biases comes from Brooke Gladstone's The Influencing Machine.



• The TED talk Jakub mentions was not what I was thinking of. Nor was this. Hm.



• Here's Jakub talking about his data-mining back when he was making the first HEADLINER.



• There are some better predictors of voting for Trump, and specifically for the being an Obama/Trump voter, than Apprentice viewership.



• Yes, Operation Wetback was a thing, and yes, it was called that.



• The exportation of Texan biases too all of U.S. public education is a hell of a thing.



• And here's an excellent retrospective of the nuances of free speech in the United States.



• Do actually get out there and vote, yeah?

———

"All The People Say (Season 2)" by Carpe Demon.

"The Headlines of My Heart" by Lee Ferebee, performed by Jimmy Leyden And His Orchestra.

"Apple Blossoms" by Vernon Geyer.

"Do not worry baby" by Antti Luode (as it appears in the Headliner: NoviNews soundtrack).



Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/20181023203047_1.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/20181023203047_1.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Be a Part of the World You&#8217;re Changing, with Jakub Kasztalski</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:52:45</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Headliner: NoviNews puts you in the shoes of he/she/xe who curates the news in a country that is rapidly going strange, and just as rapidly becoming politically unstable. It's a game about information as a tool, news as a product, and ideology as a career.



We talk about the process of being even-handed and open minded without slipping into being anything so soppy and unhelpful as neutral or, for that matter, centrist. We talk about the world-building connections between NoviNews and the first HEADLINER, not to mention Jakub's other games. We talk about biases more pervasive in the news than oft-cited left/right biases. We talk about late night comedy and TED Talks, and unavoidably, we talk about capital-P Politics.













———
•  In case you weren't sure what I meant by "ur-facism".



• Here's Samantha Bee on Watergate.



• A lot of what I'm saying about frequently-undiscussed media biases comes from Brooke Gladstone's The Influencing Machine.



• The TED talk Jakub mention]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/11/20181023203047_1.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Something Wicked This Way Apples, with Bobby Fowler and Brenda Noiseux</title>
	<link>https://etao.blog/2018/10/31/podcast-41/</link>
	<pubDate>Wed, 31 Oct 2018 14:01:44 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">84958b33-ba14-54a9-b126-6b2d3abde767</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Bobby Fowler and Brenda Noiseux (collectively known as Almost A Game) stop by for a Halloween-as-hell chat about their whimsical tabletop skulduggery simulator, <em>Wicked Apples.</em> We talk about the unique joys of tabletop games—and of digital game, for that matter, and about translating each to the other. We also discuss the ever-rewarding oh-so-fine-line of making all-ages macabre: making it less grim than Grimm, you might say, not to mention less archly moralistic.
</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• <a href="https://beastsofbalance.com/us/?"><em>Beasts of Balance</em></a> is that game I couldn't think of.</p>



<p class="wp-block-paragraph">• <em>Immortal Defense</em> was excellent, but I believe that I was actually thinking of <em>Defender's Quest: Valley of the Forgotten.</em> (Sorry, Adam).</p>



<p class="wp-block-paragraph">• Here's that one <a href="https://www.imaginaryworldspodcast.org/atari-vs-the-imagination-gap.html"><em>Imaginary Worlds</em> about "the imagination gap"</a>.</p>



<p class="wp-block-paragraph">• It was <a href="https://www.rockpapershotgun.com/2017/07/14/antihero-review/">Alec Meer who argued</a>, "the quintessential element of boardgaming, I would argue, is the OH YOU BASTARD moment."

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_haunted-house-boogie_jack-rivers-happy-wilson-ruth-keener_gbia0028925a">"Haunted House Boogie"</a> by Happy Wilson and Ruth Keener, performed by Jack Rivers.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Bobby Fowler and Brenda Noiseux (collectively known as Almost A Game) stop by for a Halloween-as-hell chat about their whimsical tabletop skulduggery simulator, Wicked Apples. We talk about the unique joys of tabletop games—and of digital game, for that ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Something Wicked This Way Apples, with Bobby Fowler and Brenda Noiseux]]></itunes:title>
	<itunes:episode>41</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Bobby Fowler and Brenda Noiseux (collectively known as Almost A Game) stop by for a Halloween-as-hell chat about their whimsical tabletop skulduggery simulator, <em>Wicked Apples.</em> We talk about the unique joys of tabletop games—and of digital game, for that matter, and about translating each to the other. We also discuss the ever-rewarding oh-so-fine-line of making all-ages macabre: making it less grim than Grimm, you might say, not to mention less archly moralistic.
</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• <a href="https://beastsofbalance.com/us/?"><em>Beasts of Balance</em></a> is that game I couldn't think of.</p>



<p class="wp-block-paragraph">• <em>Immortal Defense</em> was excellent, but I believe that I was actually thinking of <em>Defender's Quest: Valley of the Forgotten.</em> (Sorry, Adam).</p>



<p class="wp-block-paragraph">• Here's that one <a href="https://www.imaginaryworldspodcast.org/atari-vs-the-imagination-gap.html"><em>Imaginary Worlds</em> about "the imagination gap"</a>.</p>



<p class="wp-block-paragraph">• It was <a href="https://www.rockpapershotgun.com/2017/07/14/antihero-review/">Alec Meer who argued</a>, "the quintessential element of boardgaming, I would argue, is the OH YOU BASTARD moment."

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/78_haunted-house-boogie_jack-rivers-happy-wilson-ruth-keener_gbia0028925a">"Haunted House Boogie"</a> by Happy Wilson and Ruth Keener, performed by Jack Rivers.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/10/etao-podcast-41.mp3" length="93455859" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Bobby Fowler and Brenda Noiseux (collectively known as Almost A Game) stop by for a Halloween-as-hell chat about their whimsical tabletop skulduggery simulator, Wicked Apples. We talk about the unique joys of tabletop games—and of digital game, for that matter, and about translating each to the other. We also discuss the ever-rewarding oh-so-fine-line of making all-ages macabre: making it less grim than Grimm, you might say, not to mention less archly moralistic.








———
• Beasts of Balance is that game I couldn't think of.



• Immortal Defense was excellent, but I believe that I was actually thinking of Defender's Quest: Valley of the Forgotten. (Sorry, Adam).



• Here's that one Imaginary Worlds about "the imagination gap".



• It was Alec Meer who argued, "the quintessential element of boardgaming, I would argue, is the OH YOU BASTARD moment."

———

"All The People Say (Season 2)" by Carpe Demon.

"Haunted House Boogie" by Happy Wilson and Ruth Keener, performed by Jack Rivers.



Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/wicked_apples_6_small_bright_close.jpg?fit=1399%2C1248&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/wicked_apples_6_small_bright_close.jpg?fit=1399%2C1248&#038;ssl=1</url>
		<title>Something Wicked This Way Apples, with Bobby Fowler and Brenda Noiseux</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:08:01</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Bobby Fowler and Brenda Noiseux (collectively known as Almost A Game) stop by for a Halloween-as-hell chat about their whimsical tabletop skulduggery simulator, Wicked Apples. We talk about the unique joys of tabletop games—and of digital game, for that matter, and about translating each to the other. We also discuss the ever-rewarding oh-so-fine-line of making all-ages macabre: making it less grim than Grimm, you might say, not to mention less archly moralistic.








———
• Beasts of Balance is that game I couldn't think of.



• Immortal Defense was excellent, but I believe that I was actually thinking of Defender's Quest: Valley of the Forgotten. (Sorry, Adam).



• Here's that one Imaginary Worlds about "the imagination gap".



• It was Alec Meer who argued, "the quintessential element of boardgaming, I would argue, is the OH YOU BASTARD moment."

———

"All The People Say (Season 2)" by Carpe Demon.

"Haunted House Boogie" by Happy Wilson and Ruth Keener, performed by Jack Rive]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/wicked_apples_6_small_bright_close.jpg?fit=1399%2C1248&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Persistence of (Stories about) Memory, with Henrik Pettersson</title>
	<link>https://etao.blog/2018/10/20/podcast-40/</link>
	<pubDate>Sat, 20 Oct 2018 14:01:42 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">08c74e86-c547-5195-b6b2-c5b95d4e0b78</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Henrik Pettersson introduces us to <em>The Gardens Between,</em> a wordless narrative puzzle game in which you play as time itself. We talk about themes surrounding memory, the quest to make complicated games simple (and vice-versa), the seemingly-ever-in-progress indiepocolypse, and a few untranslatable Swedish words.</p>



<p class="wp-block-paragraph">Oh, and <strong>SPOILERS for <em>Persona 5</em> from 01:03:38 to 01:05:15, for some damn reason.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• Did you know that the Swedish language has 100 discrete words for "insufficiently soundproof?" It's a fact, probably!</p>



<p class="wp-block-paragraph">• Here are <a href="https://knowledgeplus.nejm.org/blog/learning-and-memory/">some of those ideas about memory and retention</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2018/9/28/17911372/there-are-too-many-video-games-what-now-indiepocalypse">that <em>Polygon</em> article on there being "too many games."</a></p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/category/kentucky-route-zero-by-night/">my sleepy-ass playthrough of <em>Kentucky Route Zero</em></a>.</p>



<p class="wp-block-paragraph">• And <em>here's</em> <a href="http://etao.blog/2018/02/15/podcast-33/">my interview with Joel Corelitz about <em>GOROGOA</em></a>.</p>



<p class="wp-block-paragraph">• We don't talk about it in the interview, but <a href="http://relax.thegardensbetween.com/">the game's "ambient slow trailer"</a> is just lovely.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Between Friends" and "Weight of Air (feat. Leah Kardos &amp; mara)" from <a href="https://timshiel.bandcamp.com/album/glowing-pains-music-from-the-gardens-between"><em>Glowing Pains: Music from The Gardens Between</em></a> by Tim Shiel.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Henrik Pettersson introduces us to The Gardens Between, a wordless narrative puzzle game in which you play as time itself. We talk about themes surrounding memory, the quest to make complicated games simple (and vice-versa), the seemingly-ever-in-progres]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Persistence of (Stories about) Memory, with Henrik Pettersson]]></itunes:title>
	<itunes:episode>40</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Henrik Pettersson introduces us to <em>The Gardens Between,</em> a wordless narrative puzzle game in which you play as time itself. We talk about themes surrounding memory, the quest to make complicated games simple (and vice-versa), the seemingly-ever-in-progress indiepocolypse, and a few untranslatable Swedish words.</p>



<p class="wp-block-paragraph">Oh, and <strong>SPOILERS for <em>Persona 5</em> from 01:03:38 to 01:05:15, for some damn reason.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">———
• Did you know that the Swedish language has 100 discrete words for "insufficiently soundproof?" It's a fact, probably!</p>



<p class="wp-block-paragraph">• Here are <a href="https://knowledgeplus.nejm.org/blog/learning-and-memory/">some of those ideas about memory and retention</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.polygon.com/2018/9/28/17911372/there-are-too-many-video-games-what-now-indiepocalypse">that <em>Polygon</em> article on there being "too many games."</a></p>



<p class="wp-block-paragraph">• And here's <a href="http://etao.blog/category/kentucky-route-zero-by-night/">my sleepy-ass playthrough of <em>Kentucky Route Zero</em></a>.</p>



<p class="wp-block-paragraph">• And <em>here's</em> <a href="http://etao.blog/2018/02/15/podcast-33/">my interview with Joel Corelitz about <em>GOROGOA</em></a>.</p>



<p class="wp-block-paragraph">• We don't talk about it in the interview, but <a href="http://relax.thegardensbetween.com/">the game's "ambient slow trailer"</a> is just lovely.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Between Friends" and "Weight of Air (feat. Leah Kardos &amp; mara)" from <a href="https://timshiel.bandcamp.com/album/glowing-pains-music-from-the-gardens-between"><em>Glowing Pains: Music from The Gardens Between</em></a> by Tim Shiel.</p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/10/etao-podcast-40.mp3" length="125315518" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Henrik Pettersson introduces us to The Gardens Between, a wordless narrative puzzle game in which you play as time itself. We talk about themes surrounding memory, the quest to make complicated games simple (and vice-versa), the seemingly-ever-in-progress indiepocolypse, and a few untranslatable Swedish words.



Oh, and SPOILERS for Persona 5 from 01:03:38 to 01:05:15, for some damn reason.









———
• Did you know that the Swedish language has 100 discrete words for "insufficiently soundproof?" It's a fact, probably!



• Here are some of those ideas about memory and retention.



• Here's that Polygon article on there being "too many games."



• And here's my sleepy-ass playthrough of Kentucky Route Zero.



• And here's my interview with Joel Corelitz about GOROGOA.



• We don't talk about it in the interview, but the game's "ambient slow trailer" is just lovely.

———



"All The People Say (Season 2)" by Carpe Demon.

"Between Friends" and "Weight of Air (feat. Leah Kardos &amp; mara)" from Glowing Pains: Music from The Gardens Between by Tim Shiel.



Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
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		<title>The Persistence of (Stories about) Memory, with Henrik Pettersson</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:21:19</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Henrik Pettersson introduces us to The Gardens Between, a wordless narrative puzzle game in which you play as time itself. We talk about themes surrounding memory, the quest to make complicated games simple (and vice-versa), the seemingly-ever-in-progress indiepocolypse, and a few untranslatable Swedish words.



Oh, and SPOILERS for Persona 5 from 01:03:38 to 01:05:15, for some damn reason.









———
• Did you know that the Swedish language has 100 discrete words for "insufficiently soundproof?" It's a fact, probably!



• Here are some of those ideas about memory and retention.



• Here's that Polygon article on there being "too many games."



• And here's my sleepy-ass playthrough of Kentucky Route Zero.



• And here's my interview with Joel Corelitz about GOROGOA.



• We don't talk about it in the interview, but the game's "ambient slow trailer" is just lovely.

———



"All The People Say (Season 2)" by Carpe Demon.

"Between Friends" and "Weight of Air (feat. Leah Kardos &]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/20180926220743_1.jpg?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Let&#8217;s Be Bards, with Greg Lobanov</title>
	<link>https://etao.blog/2018/10/06/podcast-39/</link>
	<pubDate>Sat, 06 Oct 2018 14:01:18 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">21eb569f-d2e6-5af3-9586-fa5a4688f5d8</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Greg Lobanov swings by to walk about <em>Wandersong,</em> with its happy-go-lucky approach to world-in-the-balance storytelling, its massive 110-tune soundtrack, and its uncommonly rich sound<em>scapes.</em> We talk about the collaborate process that brought the game to life, the thinking behind a music-driven game, and how our emotional connections to games—both in the moment and in retrospect—can be so utterly driven by music and sound in any case.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also talk a bit about the "needlessly time-consuming" elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It's not a given that all games get more interesting as they get more difficult or demanding, after all. Let's make room for the silly and the chill and the simply joyful, too.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Late Night Coffee" from <a href="https://ashellinthepit.bandcamp.com/album/wandersongs-volume-1"><em>Wandersongs: Volume 1</em></a> by A Shell in the Pit and and Adrian Talen's version of "The Bard" from <em><a href="https://ashellinthepit.bandcamp.com/album/wandersong-friends-the-wandersong-remix-album">Wandersong &amp; Friends - the Wandersong Remix Album</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Greg Lobanov swings by to walk about Wandersong, with its happy-go-lucky approach to world-in-the-balance storytelling, its massive 110-tune soundtrack, and its uncommonly rich soundscapes. We talk about the collaborate process that brought the game to l]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Let's Be Bards, with Greg Lobanov]]></itunes:title>
	<itunes:episode>39</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Greg Lobanov swings by to walk about <em>Wandersong,</em> with its happy-go-lucky approach to world-in-the-balance storytelling, its massive 110-tune soundtrack, and its uncommonly rich sound<em>scapes.</em> We talk about the collaborate process that brought the game to life, the thinking behind a music-driven game, and how our emotional connections to games—both in the moment and in retrospect—can be so utterly driven by music and sound in any case.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also talk a bit about the "needlessly time-consuming" elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It's not a given that all games get more interesting as they get more difficult or demanding, after all. Let's make room for the silly and the chill and the simply joyful, too.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Late Night Coffee" from <a href="https://ashellinthepit.bandcamp.com/album/wandersongs-volume-1"><em>Wandersongs: Volume 1</em></a> by A Shell in the Pit and and Adrian Talen's version of "The Bard" from <em><a href="https://ashellinthepit.bandcamp.com/album/wandersong-friends-the-wandersong-remix-album">Wandersong &amp; Friends - the Wandersong Remix Album</a>.</em></p>



<p class="wp-block-paragraph">Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from <a href="https://thenounproject.com/">the Noun Project</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/10/etao-podcast-39.mp3" length="99775334" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Greg Lobanov swings by to walk about Wandersong, with its happy-go-lucky approach to world-in-the-balance storytelling, its massive 110-tune soundtrack, and its uncommonly rich soundscapes. We talk about the collaborate process that brought the game to life, the thinking behind a music-driven game, and how our emotional connections to games—both in the moment and in retrospect—can be so utterly driven by music and sound in any case.









We also talk a bit about the "needlessly time-consuming" elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It's not a given that all games get more interesting as they get more difficult or demanding, after all. Let's make room for the silly and the chill and the simply joyful, too.



———



"All The People Say (Season 2)" by Carpe Demon.

"Late Night Coffee" from Wandersongs: Volume 1 by A Shell in the Pit and and Adrian Talen's version of "The Bard" from Wandersong &amp; Friends - the Wandersong Remix Album.



Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/20180922001413_1.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/20180922001413_1.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Let&#8217;s Be Bards, with Greg Lobanov</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:10:41</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Greg Lobanov swings by to walk about Wandersong, with its happy-go-lucky approach to world-in-the-balance storytelling, its massive 110-tune soundtrack, and its uncommonly rich soundscapes. We talk about the collaborate process that brought the game to life, the thinking behind a music-driven game, and how our emotional connections to games—both in the moment and in retrospect—can be so utterly driven by music and sound in any case.









We also talk a bit about the "needlessly time-consuming" elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It's not a given that all games get more interesting as they get more difficult or demanding, after all. Let's make room for the silly and the chill and the simply joyful, too.



———



"All The People Say (Season 2)" by Carpe Dem]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/10/20180922001413_1.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>This Is MEATPUNK and I&#8217;m Telling Everyone, with Josie Brechner (a.k.a. Visager)</title>
	<link>https://etao.blog/2018/09/22/podcast-38/</link>
	<pubDate>Sat, 22 Sep 2018 14:01:09 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">ecbe8871-e004-559e-bde7-575213e0a9f5</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Josie Brechner (a.k.a. Visager) talks about her OST work in <em>EXTREME MEATPUNKS FOREVER, Blossom Tales, Spice of Life, Gay Monster Kiss Club,</em> and <em>my electric heart,</em> not to mention her other music, including the <em>Songs for Unmade Worlds</em> series. She makes <a href="https://visager.bandcamp.com/music">wonderful music, for games both real and imagined (as well for for things that are not games, and for its own sake)</a>.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about how <a href="https://hthr.itch.io/meatpunk-manifesto">subtlety is for fuckers</a>. We talk about why trans folks tend to be interested in body horror. We talk about punching Nazis (and more broadly, excluding them), but also about the positive flip-side of that, namely building a community.</p>



<p class="wp-block-paragraph">And of course, we talk about punk.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://hthr.itch.io/meatpunk-manifesto">the MEATPUNK MANIFESTO</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://psmag.com/education/nazis-love-taylor-swift-and-also-the-crusades">the best article (half-)about the whole Taylor Swift thing</a>.</p>



<p class="wp-block-paragraph">• <a href="https://radiatoryang.itch.io/">Robert Yang's work</a> rules.</p>



<p class="wp-block-paragraph">• As does <a href="https://rooksfeather.bandcamp.com/">rook's work</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.gameworkersunite.org/">Game Workers Unite!</a> is doing important work all around.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=UaUR6u8nHoM&amp;list=PL2Ub1rILTl2pkRKXv4_f75mggWw_Fe-we">Helixsnake's <em>Skate 3</em> videos</a> are things of beauty.</p>



<p class="wp-block-paragraph">• Petter Coffin's worldview has some confusing/confounding elements, but <a href="https://www.youtube.com/watch?v=ATFyBRhCQvw">the fish hook thing</a> is useful, in my estimation.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/user/ContraPoints">Contrapoints</a> and <a href="https://www.youtube.com/user/mrskimps">Innuendo Studios</a> were the YouTube channels that got me thinking about how (and when, and to whom) we should talk about fascism on This Here Internet.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/RepYvetteClarke?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Yvette Clarke</a> and <a href="https://twitter.com/JerryNadler">Jerry Nadler</a> are great. <a>Chuck Schumer is not, especially</a>.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"CRASH QUEEN" (feat. M Gewehr) and "Hellzone Time" from the <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost"><em>EXTREME MEATPUNKS FOREVER: Powered by Blood OST</em></a> by Visager.</p>]]></description>
	<itunes:subtitle><![CDATA[Josie Brechner (a.k.a. Visager) talks about her OST work in EXTREME MEATPUNKS FOREVER, Blossom Tales, Spice of Life, Gay Monster Kiss Club, and my electric heart, not to mention her other music, including the Songs for Unmade Worlds series. She makes won]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[This Is MEATPUNK and I'm Telling Everyone, with Josie Brechner (a.k.a. Visager)]]></itunes:title>
	<itunes:episode>38</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Josie Brechner (a.k.a. Visager) talks about her OST work in <em>EXTREME MEATPUNKS FOREVER, Blossom Tales, Spice of Life, Gay Monster Kiss Club,</em> and <em>my electric heart,</em> not to mention her other music, including the <em>Songs for Unmade Worlds</em> series. She makes <a href="https://visager.bandcamp.com/music">wonderful music, for games both real and imagined (as well for for things that are not games, and for its own sake)</a>.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about how <a href="https://hthr.itch.io/meatpunk-manifesto">subtlety is for fuckers</a>. We talk about why trans folks tend to be interested in body horror. We talk about punching Nazis (and more broadly, excluding them), but also about the positive flip-side of that, namely building a community.</p>



<p class="wp-block-paragraph">And of course, we talk about punk.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://hthr.itch.io/meatpunk-manifesto">the MEATPUNK MANIFESTO</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://psmag.com/education/nazis-love-taylor-swift-and-also-the-crusades">the best article (half-)about the whole Taylor Swift thing</a>.</p>



<p class="wp-block-paragraph">• <a href="https://radiatoryang.itch.io/">Robert Yang's work</a> rules.</p>



<p class="wp-block-paragraph">• As does <a href="https://rooksfeather.bandcamp.com/">rook's work</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.gameworkersunite.org/">Game Workers Unite!</a> is doing important work all around.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=UaUR6u8nHoM&amp;list=PL2Ub1rILTl2pkRKXv4_f75mggWw_Fe-we">Helixsnake's <em>Skate 3</em> videos</a> are things of beauty.</p>



<p class="wp-block-paragraph">• Petter Coffin's worldview has some confusing/confounding elements, but <a href="https://www.youtube.com/watch?v=ATFyBRhCQvw">the fish hook thing</a> is useful, in my estimation.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/user/ContraPoints">Contrapoints</a> and <a href="https://www.youtube.com/user/mrskimps">Innuendo Studios</a> were the YouTube channels that got me thinking about how (and when, and to whom) we should talk about fascism on This Here Internet.</p>



<p class="wp-block-paragraph">• <a href="https://twitter.com/RepYvetteClarke?ref_src=twsrc%5Egoogle%7Ctwcamp%5Eserp%7Ctwgr%5Eauthor">Yvette Clarke</a> and <a href="https://twitter.com/JerryNadler">Jerry Nadler</a> are great. <a>Chuck Schumer is not, especially</a>.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"CRASH QUEEN" (feat. M Gewehr) and "Hellzone Time" from the <a href="https://visager.bandcamp.com/album/extreme-meatpunks-forever-powered-by-blood-ost"><em>EXTREME MEATPUNKS FOREVER: Powered by Blood OST</em></a> by Visager.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/09/etao-podcast-38.mp3" length="73124916" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Josie Brechner (a.k.a. Visager) talks about her OST work in EXTREME MEATPUNKS FOREVER, Blossom Tales, Spice of Life, Gay Monster Kiss Club, and my electric heart, not to mention her other music, including the Songs for Unmade Worlds series. She makes wonderful music, for games both real and imagined (as well for for things that are not games, and for its own sake).









We talk about how subtlety is for fuckers. We talk about why trans folks tend to be interested in body horror. We talk about punching Nazis (and more broadly, excluding them), but also about the positive flip-side of that, namely building a community.



And of course, we talk about punk.



———
• Here's the MEATPUNK MANIFESTO.



• And here's the best article (half-)about the whole Taylor Swift thing.



• Robert Yang's work rules.



• As does rook's work.



• Game Workers Unite! is doing important work all around.



• Helixsnake's Skate 3 videos are things of beauty.



• Petter Coffin's worldview has some confusing/confounding elements, but the fish hook thing is useful, in my estimation.



• Contrapoints and Innuendo Studios were the YouTube channels that got me thinking about how (and when, and to whom) we should talk about fascism on This Here Internet.



• Yvette Clarke and Jerry Nadler are great. Chuck Schumer is not, especially.



———

"All The People Say (Season 2)" by Carpe Demon.

"CRASH QUEEN" (feat. M Gewehr) and "Hellzone Time" from the EXTREME MEATPUNKS FOREVER: Powered by Blood OST by Visager.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/09/2018-09-10-6.png?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/09/2018-09-10-6.png?fit=2560%2C1440&#038;ssl=1</url>
		<title>This Is MEATPUNK and I&#8217;m Telling Everyone, with Josie Brechner (a.k.a. Visager)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>50:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Josie Brechner (a.k.a. Visager) talks about her OST work in EXTREME MEATPUNKS FOREVER, Blossom Tales, Spice of Life, Gay Monster Kiss Club, and my electric heart, not to mention her other music, including the Songs for Unmade Worlds series. She makes wonderful music, for games both real and imagined (as well for for things that are not games, and for its own sake).









We talk about how subtlety is for fuckers. We talk about why trans folks tend to be interested in body horror. We talk about punching Nazis (and more broadly, excluding them), but also about the positive flip-side of that, namely building a community.



And of course, we talk about punk.



———
• Here's the MEATPUNK MANIFESTO.



• And here's the best article (half-)about the whole Taylor Swift thing.



• Robert Yang's work rules.



• As does rook's work.



• Game Workers Unite! is doing important work all around.



• Helixsnake's Skate 3 videos are things of beauty.



• Petter Coffin's worldview has some con]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/09/2018-09-10-6.png?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Singing Dunes and Wandering Creatures, with Max Arocena</title>
	<link>https://etao.blog/2018/09/08/podcast-37/</link>
	<pubDate>Sat, 08 Sep 2018 14:01:22 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">f11eb151-2eec-53dc-b335-31715baeee50</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Max Arocena (a.k.a. Colorfiction) hangs out on his porch, amid a rising squall of crickets, to discuss <em>0°N 0°W</em> (a.k.a. <em>Zero North Zero West</em>), his carefully crafted new dream-'em-up. We discuss the rich possibilities of games without <em>gameplay</em> as such, the incomparable surreality of roadtrips, and the odd connections between working at an architecture firm—Max's old job—and creating spaces in video games. Max also talks through the process of making <em>0°N 0°W</em> as a one-person team, the game's kitchen-sink approach to graphics techniques, and the emerging, divergent places of VR and the Switch in our game diets.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also discuss the beauty of making <em>one</em> program you can run on your computer that won't phone your data home, game engines as <em>philosophies of creation,</em> and the inescapable woes of version compatibility.</p>



<p class="wp-block-paragraph">And dreams. We talk a lot about dreams.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/chainedchaos31/status/1014026367879479296">that gif that shows the world popping into existence as it becomes visible to the player</a>.</p>



<p class="wp-block-paragraph">• Get your asses to national (and state!) parks, my fellow Americans.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=4mbypyJjqhk">Singing dunes</a>, man.</p>



<p class="wp-block-paragraph">• <em>The Kingkiller Chronicle,</em> singular. Just the one.
 ———
 "All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 "Ionosphere Delay" and "0°N 0°W" from the <a href="https://store.steampowered.com/app/830570/0N_0W_Soundtrack/"><em>0°N 0°W Soundtrack</em></a> by Colorfiction.</p>]]></description>
	<itunes:subtitle><![CDATA[Max Arocena (a.k.a. Colorfiction) hangs out on his porch, amid a rising squall of crickets, to discuss 0°N 0°W (a.k.a. Zero North Zero West), his carefully crafted new dream-em-up. We discuss the rich possibilities of games without gameplay as such, the ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Singing Dunes and Wandering Creatures, with Max Arocena]]></itunes:title>
	<itunes:episode>37</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Max Arocena (a.k.a. Colorfiction) hangs out on his porch, amid a rising squall of crickets, to discuss <em>0°N 0°W</em> (a.k.a. <em>Zero North Zero West</em>), his carefully crafted new dream-'em-up. We discuss the rich possibilities of games without <em>gameplay</em> as such, the incomparable surreality of roadtrips, and the odd connections between working at an architecture firm—Max's old job—and creating spaces in video games. Max also talks through the process of making <em>0°N 0°W</em> as a one-person team, the game's kitchen-sink approach to graphics techniques, and the emerging, divergent places of VR and the Switch in our game diets.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also discuss the beauty of making <em>one</em> program you can run on your computer that won't phone your data home, game engines as <em>philosophies of creation,</em> and the inescapable woes of version compatibility.</p>



<p class="wp-block-paragraph">And dreams. We talk a lot about dreams.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/chainedchaos31/status/1014026367879479296">that gif that shows the world popping into existence as it becomes visible to the player</a>.</p>



<p class="wp-block-paragraph">• Get your asses to national (and state!) parks, my fellow Americans.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=4mbypyJjqhk">Singing dunes</a>, man.</p>



<p class="wp-block-paragraph">• <em>The Kingkiller Chronicle,</em> singular. Just the one.
 ———
 "All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 "Ionosphere Delay" and "0°N 0°W" from the <a href="https://store.steampowered.com/app/830570/0N_0W_Soundtrack/"><em>0°N 0°W Soundtrack</em></a> by Colorfiction.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/09/etao-podcast-37.mp3" length="108223427" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Max Arocena (a.k.a. Colorfiction) hangs out on his porch, amid a rising squall of crickets, to discuss 0°N 0°W (a.k.a. Zero North Zero West), his carefully crafted new dream-'em-up. We discuss the rich possibilities of games without gameplay as such, the incomparable surreality of roadtrips, and the odd connections between working at an architecture firm—Max's old job—and creating spaces in video games. Max also talks through the process of making 0°N 0°W as a one-person team, the game's kitchen-sink approach to graphics techniques, and the emerging, divergent places of VR and the Switch in our game diets.









We also discuss the beauty of making one program you can run on your computer that won't phone your data home, game engines as philosophies of creation, and the inescapable woes of version compatibility.



And dreams. We talk a lot about dreams.



———
• Here's that gif that shows the world popping into existence as it becomes visible to the player.



• Get your asses to national (and state!) parks, my fellow Americans.



• Singing dunes, man.



• The Kingkiller Chronicle, singular. Just the one.
 ———
 "All The People Say (Season 2)" by Carpe Demon.
 "Ionosphere Delay" and "0°N 0°W" from the 0°N 0°W Soundtrack by Colorfiction.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180821121355_1.jpg?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180821121355_1.jpg?fit=2560%2C1440&#038;ssl=1</url>
		<title>Singing Dunes and Wandering Creatures, with Max Arocena</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:31:07</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Max Arocena (a.k.a. Colorfiction) hangs out on his porch, amid a rising squall of crickets, to discuss 0°N 0°W (a.k.a. Zero North Zero West), his carefully crafted new dream-'em-up. We discuss the rich possibilities of games without gameplay as such, the incomparable surreality of roadtrips, and the odd connections between working at an architecture firm—Max's old job—and creating spaces in video games. Max also talks through the process of making 0°N 0°W as a one-person team, the game's kitchen-sink approach to graphics techniques, and the emerging, divergent places of VR and the Switch in our game diets.









We also discuss the beauty of making one program you can run on your computer that won't phone your data home, game engines as philosophies of creation, and the inescapable woes of version compatibility.



And dreams. We talk a lot about dreams.



———
• Here's that gif that shows the world popping into existence as it becomes visible to the player.



• Get your asses to ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180821121355_1.jpg?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>REPL PUNK, with Zach Barth</title>
	<link>https://etao.blog/2018/08/25/podcast-36/</link>
	<pubDate>Sat, 25 Aug 2018 14:01:22 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">f0ab9041-3533-50e3-9ad3-feb057f1a83c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>EXAPUNKS,</em> and the cyber-lanche (always create new hyphenate words, in accordance with the <em>WIRED</em> style guide) of questions that the game raises: Do we miss something by wringing our hands about <em>privacy</em> when what's really at stake in an increasingly computerized world is <em>agency?</em> Is our reality going weirder, or do we just think that because we're getting older (or are we gaslighting ourselves if we ascribe the increasing weirdness of the world to our getting older?) Am I not punk, and are you telling everyone?</p>



<p class="wp-block-paragraph">We discuss the cultural position of hackers (and of the movie <em>Hackers</em>), the importance of doing primary research even (or especially) about historical periods that we ourselves lived through, and the uniquely cool uncoolness of punks (cyber and otherwise).</p>



<p class="wp-block-paragraph">Plus, we speculate as to what manner of reprobate would <em>open the Secret Envelope before it's time to do so.</em> Speaking of which, <strong>heavy SPOILERS begin at 36:06.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Also! As I mention in the intro, we're now on a regular release schedule, once again, at last, as if for the first time. Look for new episodes every other Saturday, come rain or shine or singularity.</p>



<p class="wp-block-paragraph">———
• The <em>EXAPUNKS</em> playthrough that's I keep talking about is <a href="https://www.youtube.com/watch?v=kb5SsFWZAto&amp;list=PLYu7z3I8tdEnp9hozXY3Jv7RtfVS50vzY">this one, by Scott Manley</a>.</p>



<p class="wp-block-paragraph">• Yeah, at one point I said <em>TIS-100</em> when I meant <em>SHENZHEN I/O.</em> Shame. Shame.</p>



<p class="wp-block-paragraph">• And talking about a game with <em>punks</em> in the name sure did show that my pop filter is less than perfectly effective. Noted.</p>



<p class="wp-block-paragraph">• If you're interested in modern, real, aspirational hacker culture, do consider reading <a href="https://www.2600.com/"><em>2600</em></a> and/or following <a href="https://www.defcon.org/">DEFCON</a>.</p>



<p class="wp-block-paragraph">• If you have some Steam friends playing <em>EXAPUNKS,</em> then the hacker battles in the game are in fact asymmetrical PVP (which all Zachtronics puzzles kind of are anyway, thanks to the heuristics, though this does take that a step or two further).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.wired.com/author/marc-laidlaw/">Marc Laidlaw's writing for <em>WIRED</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.goodreads.com/book/show/302702.Mirrorshades"><em>Mirrorshades: The Cyberpunk Anthology</em></a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theatlantic.com/technology/archive/2013/02/whatever-happened-to-the-phone-phreaks/273332/">a decent introduction to the history and legacy of phone phreaking</a>.</p>



<p class="wp-block-paragraph">• Ah! And here's <a href="https://www.goodreads.com/book/show/722414.Computer_Lib_Dream_Machines"><em>Computer Lib</em></a>.</p>



<p class="wp-block-paragraph">• N.K. Jemisin's <em>Broken Earth</em> trilogy is good as hell, and <a href="https://boingboing.net/2018/08/20/the-stone-sky.html">just became the first book ever to win three Hugo Awards in a row</a>.</p>



<p class="wp-block-paragraph">• <a href="https://nishi.momofuku.com/">David Chang's Italian spot</a> rather rules, in my humble opinion.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.slate.com/articles/podcasts/lexicon_valley/2015/05/lexicon_valley_dothraki_and_valyrian_inventor_david_j_peterson_on_creating.html">an interview with David J. Peterson, the dude who built out the Dothraki language</a>.</p>



<p class="wp-block-paragraph">• <em>Tetris Attack</em> has not been released on anything since the Super Nintendo and Game Boy days. Put that fact in your pipes and smoke it, anti-emulation hardliners.</p>



<p class="wp-block-paragraph">• <a href="https://www.reddit.com/r/IAmA/comments/994t8l/im_zach_barth_the_creative_director_of_the_game/">Zach's AMA</a> was and is a good'n.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"EXAPUNKS" and "Behind the Scenes" from the <a href="https://zachtronics.bandcamp.com/album/exapunks-ost"><em>EXAPUNKS OST</em></a> by Matthew S. Burns.</p>]]></description>
	<itunes:subtitle><![CDATA[Zach Barth is back to talk about EXAPUNKS, and the cyber-lanche (always create new hyphenate words, in accordance with the WIRED style guide) of questions that the game raises: Do we miss something by wringing our hands about privacy when whats really at]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[REPL PUNK, with Zach Barth]]></itunes:title>
	<itunes:episode>36</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>EXAPUNKS,</em> and the cyber-lanche (always create new hyphenate words, in accordance with the <em>WIRED</em> style guide) of questions that the game raises: Do we miss something by wringing our hands about <em>privacy</em> when what's really at stake in an increasingly computerized world is <em>agency?</em> Is our reality going weirder, or do we just think that because we're getting older (or are we gaslighting ourselves if we ascribe the increasing weirdness of the world to our getting older?) Am I not punk, and are you telling everyone?</p>



<p class="wp-block-paragraph">We discuss the cultural position of hackers (and of the movie <em>Hackers</em>), the importance of doing primary research even (or especially) about historical periods that we ourselves lived through, and the uniquely cool uncoolness of punks (cyber and otherwise).</p>



<p class="wp-block-paragraph">Plus, we speculate as to what manner of reprobate would <em>open the Secret Envelope before it's time to do so.</em> Speaking of which, <strong>heavy SPOILERS begin at 36:06.</strong></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Also! As I mention in the intro, we're now on a regular release schedule, once again, at last, as if for the first time. Look for new episodes every other Saturday, come rain or shine or singularity.</p>



<p class="wp-block-paragraph">———
• The <em>EXAPUNKS</em> playthrough that's I keep talking about is <a href="https://www.youtube.com/watch?v=kb5SsFWZAto&amp;list=PLYu7z3I8tdEnp9hozXY3Jv7RtfVS50vzY">this one, by Scott Manley</a>.</p>



<p class="wp-block-paragraph">• Yeah, at one point I said <em>TIS-100</em> when I meant <em>SHENZHEN I/O.</em> Shame. Shame.</p>



<p class="wp-block-paragraph">• And talking about a game with <em>punks</em> in the name sure did show that my pop filter is less than perfectly effective. Noted.</p>



<p class="wp-block-paragraph">• If you're interested in modern, real, aspirational hacker culture, do consider reading <a href="https://www.2600.com/"><em>2600</em></a> and/or following <a href="https://www.defcon.org/">DEFCON</a>.</p>



<p class="wp-block-paragraph">• If you have some Steam friends playing <em>EXAPUNKS,</em> then the hacker battles in the game are in fact asymmetrical PVP (which all Zachtronics puzzles kind of are anyway, thanks to the heuristics, though this does take that a step or two further).</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.wired.com/author/marc-laidlaw/">Marc Laidlaw's writing for <em>WIRED</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.goodreads.com/book/show/302702.Mirrorshades"><em>Mirrorshades: The Cyberpunk Anthology</em></a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theatlantic.com/technology/archive/2013/02/whatever-happened-to-the-phone-phreaks/273332/">a decent introduction to the history and legacy of phone phreaking</a>.</p>



<p class="wp-block-paragraph">• Ah! And here's <a href="https://www.goodreads.com/book/show/722414.Computer_Lib_Dream_Machines"><em>Computer Lib</em></a>.</p>



<p class="wp-block-paragraph">• N.K. Jemisin's <em>Broken Earth</em> trilogy is good as hell, and <a href="https://boingboing.net/2018/08/20/the-stone-sky.html">just became the first book ever to win three Hugo Awards in a row</a>.</p>



<p class="wp-block-paragraph">• <a href="https://nishi.momofuku.com/">David Chang's Italian spot</a> rather rules, in my humble opinion.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.slate.com/articles/podcasts/lexicon_valley/2015/05/lexicon_valley_dothraki_and_valyrian_inventor_david_j_peterson_on_creating.html">an interview with David J. Peterson, the dude who built out the Dothraki language</a>.</p>



<p class="wp-block-paragraph">• <em>Tetris Attack</em> has not been released on anything since the Super Nintendo and Game Boy days. Put that fact in your pipes and smoke it, anti-emulation hardliners.</p>



<p class="wp-block-paragraph">• <a href="https://www.reddit.com/r/IAmA/comments/994t8l/im_zach_barth_the_creative_director_of_the_game/">Zach's AMA</a> was and is a good'n.</p>



<p class="wp-block-paragraph">———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"EXAPUNKS" and "Behind the Scenes" from the <a href="https://zachtronics.bandcamp.com/album/exapunks-ost"><em>EXAPUNKS OST</em></a> by Matthew S. Burns.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/08/etao-podcast-36.mp3" length="117711607" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Barth is back to talk about EXAPUNKS, and the cyber-lanche (always create new hyphenate words, in accordance with the WIRED style guide) of questions that the game raises: Do we miss something by wringing our hands about privacy when what's really at stake in an increasingly computerized world is agency? Is our reality going weirder, or do we just think that because we're getting older (or are we gaslighting ourselves if we ascribe the increasing weirdness of the world to our getting older?) Am I not punk, and are you telling everyone?



We discuss the cultural position of hackers (and of the movie Hackers), the importance of doing primary research even (or especially) about historical periods that we ourselves lived through, and the uniquely cool uncoolness of punks (cyber and otherwise).



Plus, we speculate as to what manner of reprobate would open the Secret Envelope before it's time to do so. Speaking of which, heavy SPOILERS begin at 36:06.









Also! As I mention in the intro, we're now on a regular release schedule, once again, at last, as if for the first time. Look for new episodes every other Saturday, come rain or shine or singularity.



———
• The EXAPUNKS playthrough that's I keep talking about is this one, by Scott Manley.



• Yeah, at one point I said TIS-100 when I meant SHENZHEN I/O. Shame. Shame.



• And talking about a game with punks in the name sure did show that my pop filter is less than perfectly effective. Noted.



• If you're interested in modern, real, aspirational hacker culture, do consider reading 2600 and/or following DEFCON.



• If you have some Steam friends playing EXAPUNKS, then the hacker battles in the game are in fact asymmetrical PVP (which all Zachtronics puzzles kind of are anyway, thanks to the heuristics, though this does take that a step or two further).



• Here's Marc Laidlaw's writing for WIRED.



• And here's Mirrorshades: The Cyberpunk Anthology.



• Here's a decent introduction to the history and legacy of phone phreaking.



• Ah! And here's Computer Lib.



• N.K. Jemisin's Broken Earth trilogy is good as hell, and just became the first book ever to win three Hugo Awards in a row.



• David Chang's Italian spot rather rules, in my humble opinion.



• Here's an interview with David J. Peterson, the dude who built out the Dothraki language.



• Tetris Attack has not been released on anything since the Super Nintendo and Game Boy days. Put that fact in your pipes and smoke it, anti-emulation hardliners.



• Zach's AMA was and is a good'n.



———

"All The People Say (Season 2)" by Carpe Demon.

"EXAPUNKS" and "Behind the Scenes" from the EXAPUNKS OST by Matthew S. Burns.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180817151044_1.jpg?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180817151044_1.jpg?fit=2560%2C1440&#038;ssl=1</url>
		<title>REPL PUNK, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>2:01:04</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Barth is back to talk about EXAPUNKS, and the cyber-lanche (always create new hyphenate words, in accordance with the WIRED style guide) of questions that the game raises: Do we miss something by wringing our hands about privacy when what's really at stake in an increasingly computerized world is agency? Is our reality going weirder, or do we just think that because we're getting older (or are we gaslighting ourselves if we ascribe the increasing weirdness of the world to our getting older?) Am I not punk, and are you telling everyone?



We discuss the cultural position of hackers (and of the movie Hackers), the importance of doing primary research even (or especially) about historical periods that we ourselves lived through, and the uniquely cool uncoolness of punks (cyber and otherwise).



Plus, we speculate as to what manner of reprobate would open the Secret Envelope before it's time to do so. Speaking of which, heavy SPOILERS begin at 36:06.









Also! As I mention in ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/08/20180817151044_1.jpg?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Co-Op Hath Four Furies, with Kenny Lee</title>
	<link>https://etao.blog/2018/04/18/podcast-35/</link>
	<pubDate>Wed, 18 Apr 2018 14:01:18 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">75c7d5e0-3b9d-5a37-9585-5b1997311417</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Kenny Lee is the less-frequently-interviewed half of the two-brother team that founded Cellar Door Games, the studio behind (most famously) <em>Rogue Legacy</em> and (most recently) <em>Full Metal Furies.</em> He's also a fan of <em>Ganbare Goemon</em> and <em>Mischief Makers</em> and therefore a megaconnoisseur and the greatest game—so people should really interview him more, happy as I am to get the scoop.</p>



<p class="wp-block-paragraph">We discuss the remarkable design, rocky launch, and hopefully resurgent future of <em>Full Metal Furies,</em> the difficulty of marketing small-but-meaningful bits of game-feel, and the challenge of designing around (<a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">or against</a>) players' compulsive tendencies to keep playing the same way even when they're not having a lick of fun.</p>



<p class="wp-block-paragraph">———
• <em>Castle Crashers</em> does indeed have a regenerating mana system.</p>



<p class="wp-block-paragraph">• <a href="https://www.destructoid.com/why-is-rogue-legacy-s-follow-up-considered-a-pretty-massive-failure--487156.phtml">The specific Teddy Interview that Kenny mentions</a> is here.</p>



<p class="wp-block-paragraph">• The Fucking Champs started making music in the mid-90s, actually. I'm old.</p>



<p class="wp-block-paragraph">• So it was actually in a series of Twitter DMs that Richard Terrell informed me <a href="http://etao.blog/2016/10/24/paper-mario-color-splash/">I'd been playing <em>Paper Mario: Color Splash</em> wrong</a>. I guess this was the first time I'd discussed it publicly, and that I owe Richard a podcasty mea culpa sometime.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=W7ukNgw0CK0">Mikey's thing on sequels</a> comes highly recommended.</p>



<p class="wp-block-paragraph">• <a href="https://gaming.stackexchange.com/questions/142865/what-is-the-difference-between-spelunky-and-spelunky-hd?utm_medium=organic&amp;utm_source=google_rich_qa&amp;utm_campaign=google_rich_qa">The differences between what we sometimes call <em>Spelunky</em> and what we sometimes call <em>Spelunky HD</em> (both of which we sometimes just call <em>Spelunky</em></a>) are a bit more numerous than I'd realized.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Full Metal Furies" from the <a href="https://ashellinthepit.bandcamp.com/album/full-metal-furies"><em>Full Metal Furies</em> OST</a> by A Shell in the Pit.</p>]]></description>
	<itunes:subtitle><![CDATA[Kenny Lee is the less-frequently-interviewed half of the two-brother team that founded Cellar Door Games, the studio behind (most famously) Rogue Legacy and (most recently) Full Metal Furies. Hes also a fan of Ganbare Goemon and Mischief Makers and there]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Co-Op Hath Four Furies, with Kenny Lee]]></itunes:title>
	<itunes:episode>35</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Kenny Lee is the less-frequently-interviewed half of the two-brother team that founded Cellar Door Games, the studio behind (most famously) <em>Rogue Legacy</em> and (most recently) <em>Full Metal Furies.</em> He's also a fan of <em>Ganbare Goemon</em> and <em>Mischief Makers</em> and therefore a megaconnoisseur and the greatest game—so people should really interview him more, happy as I am to get the scoop.</p>



<p class="wp-block-paragraph">We discuss the remarkable design, rocky launch, and hopefully resurgent future of <em>Full Metal Furies,</em> the difficulty of marketing small-but-meaningful bits of game-feel, and the challenge of designing around (<a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">or against</a>) players' compulsive tendencies to keep playing the same way even when they're not having a lick of fun.</p>



<p class="wp-block-paragraph">———
• <em>Castle Crashers</em> does indeed have a regenerating mana system.</p>



<p class="wp-block-paragraph">• <a href="https://www.destructoid.com/why-is-rogue-legacy-s-follow-up-considered-a-pretty-massive-failure--487156.phtml">The specific Teddy Interview that Kenny mentions</a> is here.</p>



<p class="wp-block-paragraph">• The Fucking Champs started making music in the mid-90s, actually. I'm old.</p>



<p class="wp-block-paragraph">• So it was actually in a series of Twitter DMs that Richard Terrell informed me <a href="http://etao.blog/2016/10/24/paper-mario-color-splash/">I'd been playing <em>Paper Mario: Color Splash</em> wrong</a>. I guess this was the first time I'd discussed it publicly, and that I owe Richard a podcasty mea culpa sometime.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=W7ukNgw0CK0">Mikey's thing on sequels</a> comes highly recommended.</p>



<p class="wp-block-paragraph">• <a href="https://gaming.stackexchange.com/questions/142865/what-is-the-difference-between-spelunky-and-spelunky-hd?utm_medium=organic&amp;utm_source=google_rich_qa&amp;utm_campaign=google_rich_qa">The differences between what we sometimes call <em>Spelunky</em> and what we sometimes call <em>Spelunky HD</em> (both of which we sometimes just call <em>Spelunky</em></a>) are a bit more numerous than I'd realized.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Full Metal Furies" from the <a href="https://ashellinthepit.bandcamp.com/album/full-metal-furies"><em>Full Metal Furies</em> OST</a> by A Shell in the Pit.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/04/etao-podcast-351.mp3" length="168537236" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Kenny Lee is the less-frequently-interviewed half of the two-brother team that founded Cellar Door Games, the studio behind (most famously) Rogue Legacy and (most recently) Full Metal Furies. He's also a fan of Ganbare Goemon and Mischief Makers and therefore a megaconnoisseur and the greatest game—so people should really interview him more, happy as I am to get the scoop.



We discuss the remarkable design, rocky launch, and hopefully resurgent future of Full Metal Furies, the difficulty of marketing small-but-meaningful bits of game-feel, and the challenge of designing around (or against) players' compulsive tendencies to keep playing the same way even when they're not having a lick of fun.



———
• Castle Crashers does indeed have a regenerating mana system.



• The specific Teddy Interview that Kenny mentions is here.



• The Fucking Champs started making music in the mid-90s, actually. I'm old.



• So it was actually in a series of Twitter DMs that Richard Terrell informed me I'd been playing Paper Mario: Color Splash wrong. I guess this was the first time I'd discussed it publicly, and that I owe Richard a podcasty mea culpa sometime.



• Mikey's thing on sequels comes highly recommended.



• The differences between what we sometimes call Spelunky and what we sometimes call Spelunky HD (both of which we sometimes just call Spelunky) are a bit more numerous than I'd realized.

———

"All The People Say (Season 2)" by Carpe Demon.

"Full Metal Furies" from the Full Metal Furies OST by A Shell in the Pit.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/04/2018-04-17-2.png?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/04/2018-04-17-2.png?fit=2560%2C1440&#038;ssl=1</url>
		<title>Co-Op Hath Four Furies, with Kenny Lee</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:59:11</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Kenny Lee is the less-frequently-interviewed half of the two-brother team that founded Cellar Door Games, the studio behind (most famously) Rogue Legacy and (most recently) Full Metal Furies. He's also a fan of Ganbare Goemon and Mischief Makers and therefore a megaconnoisseur and the greatest game—so people should really interview him more, happy as I am to get the scoop.



We discuss the remarkable design, rocky launch, and hopefully resurgent future of Full Metal Furies, the difficulty of marketing small-but-meaningful bits of game-feel, and the challenge of designing around (or against) players' compulsive tendencies to keep playing the same way even when they're not having a lick of fun.



———
• Castle Crashers does indeed have a regenerating mana system.



• The specific Teddy Interview that Kenny mentions is here.



• The Fucking Champs started making music in the mid-90s, actually. I'm old.



• So it was actually in a series of Twitter DMs that Richard Terrell informed me]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/04/2018-04-17-2.png?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>You Can Feel Great All The Time Solving Problems, with Zach Barth</title>
	<link>https://etao.blog/2018/03/21/podcast-34/</link>
	<pubDate>Wed, 21 Mar 2018 14:01:04 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">2d9e05ef-2604-5a4b-aad1-4dee812c30b1</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>Opus Magnum</em> and <em>SHENZHEN I/O,</em> the latest in each of Zachtronics' semi-distinct trademark genres: games where you make things that makes things, and games where you <em>actually code or script,</em> respectively. We talk about how these two parallel tracks came to be, where their audiences do and don't overlap, and what some yet-to-emerge third order of zachlikes might look like. (We also talk about maybe not using the word <a href="https://www.rockpapershotgun.com/tag/zachlike/">zachlike</a> anymore).</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph">We also discuss the good and bad of otaku storytelling, parents playing Zachtronics games with their kids, and <em>Opus Magnum</em> being studiously and emphatically <em>not</em> steampunk. And again, and always, whether Zach is a real game designer. That, too. And yes, William Gibson comes up. How could he not?</p>



<p class="wp-block-paragraph">As I say in the into, if you haven't heard my triptych of interviews with Zach from 2015, then you might want to give those a listen too/first/simultaneously:</p>




<p class="wp-block-paragraph">17. <strong><a href="/podcast-17/">On the Art of the Anti-Puzzle</a></strong>
 19. <strong><a href="/podcast-19/">On the Semi-Unspoilability of Infinifactory</a></strong>
 21. <strong><a href="/podcast-21/">A Pseudo-Instruction That Has No Effect</a></strong></p>




<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=ofz-BJI2bu4">that talk that Zach did at the NYU Game Center</a>, which I briefly mixed up with <a>his previous NYU lecture</a>.</p>



<p class="wp-block-paragraph">• Some notable non-Zachtronics zachlikes include <a><em>MHRD</em></a> and <a href="http://store.steampowered.com/app/684270/Silicon_Zeroes/"><em>Silicon Zeroes</em></a>, though Zach will be delighted to know that neither is tagged "zachlike" on Steam.</p>



<p class="wp-block-paragraph">• I <em>think</em> that this is <a href="http://grail.cs.washington.edu/projects/game-abtesting/chi2012/chi2012.pdf">the University of Washington paper about tutorials</a> that Zach was referring to.</p>



<p class="wp-block-paragraph">• <a href="https://you-died.com/book/">You can get <em>You Died</em> right here</a>, if you're so inclined.</p>



<p class="wp-block-paragraph">• Dick Dastardly is the villain on <em>Wacky Races</em>. Am I really going to tag this episode <em>"Wacky Races?"</em> Am I really going to make a tag for <em>Wacky Races?</em></p>



<p class="wp-block-paragraph">• Bear witness to <a href="https://www.youtube.com/watch?v=Uj689znjxpg">the diamond ad grandeur of the <em>Opus Magnum</em> trailer</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/playlist?list=PLaDrN74SfdT7gNxHr_hEtyaaCj0PN0O_j">Griffin McElroy's Nuzlocke Run of <em>Pokémon Y</em></a> is a joyous thing.</p>



<p class="wp-block-paragraph">• RIP (for now) <a href="http://www.zachtronics.com/podcast/">Zachtronics Podcast</a>. If you only listen to one episode, make it the <em>Zoop</em> episode.</p>



<p class="wp-block-paragraph">• Truly, truly, no shade to <a href="http://www.maximumfun.org/shows/can-i-pet-your-dog"><em>Can I Pet Your Dog?</em></a></p>



<p class="wp-block-paragraph">• The original version of <a href="https://en.wikipedia.org/wiki/Chron_X"><em>Chron X</em> </a>does seem to be lost to time. Interestingly enough, a publisher by the name Darkened Sky Studios currently owns the rights, and they say they're planning a spiritual successor of some kind.</p>



<p class="wp-block-paragraph">• <a href="https://www.gamesindustry.biz/articles/2017-05-12-a-limited-history-of-castle-infinity"><em>Castle Infinity,</em> however, straight up lives!</a></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">• I referred to sympathy in <em>The Name of the Wind</em> as magic. We at the <em>Everybody's Talking At Once Podcast</em> regret the error.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=g6vDoPq6fBQ">Hercules and Maui fighting</a>, and also <a href="https://www.youtube.com/watch?v=vT_4jf02wsU&amp;t=616s">the <em>Souls</em> timeline thing</a>.</p>



<p class="wp-block-paragraph">• And right, right, <a href="https://en.wikipedia.org/wiki/Animal_spirits_(Keynes)#Use_by_Keynes">Keynes</a>:</p>




<p class="wp-block-paragraph">"Even apart from the instability due to speculation, there is the instability due to the characteristic of human nature that a large proportion of our positive activities depend on spontaneous optimism rather than mathematical expectations, whether moral or hedonistic or economic. Most, probably, of our decisions to do something positive, the full consequences of which will be drawn out over many days to come, can only be taken as the result of animal spirits—a spontaneous urge to action rather than inaction, and not as the outcome of a weighted average of quantitative benefits multiplied by quantitative probabilities."</p>




<p class="wp-block-paragraph">• I have no idea what the original source is for the idea that "Humanity can endure anything but unfairness" aphorism is, if I'm honest. <a href="http://etao.blog/2010/11/06/smb/">I stole it</a> from <a href="https://www.rockpapershotgun.com/2010/01/12/wot-i-think-vvvvvv/">Kieron Gillen</a> forever ago.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Brainstorming" from the <a href="https://zachtronics.bandcamp.com/album/shenzhen-i-o-ost"><em>SHENZHEN I/O</em> OST</a> and "Sigmar's Garden" from the <a href="https://zachtronics.bandcamp.com/album/opus-magnum-ost"><em>Opus Magnum</em> OST</a>, by Matthew S. Burns.</p>]]></description>
	<itunes:subtitle><![CDATA[Zach Barth is back to talk about Opus Magnum and SHENZHEN I/O, the latest in each of Zachtronics semi-distinct trademark genres: games where you make things that makes things, and games where you actually code or script, respectively. We talk about how t]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[You Can Feel Great All The Time Solving Problems, with Zach Barth]]></itunes:title>
	<itunes:episode>34</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Barth is back to talk about <em>Opus Magnum</em> and <em>SHENZHEN I/O,</em> the latest in each of Zachtronics' semi-distinct trademark genres: games where you make things that makes things, and games where you <em>actually code or script,</em> respectively. We talk about how these two parallel tracks came to be, where their audiences do and don't overlap, and what some yet-to-emerge third order of zachlikes might look like. (We also talk about maybe not using the word <a href="https://www.rockpapershotgun.com/tag/zachlike/">zachlike</a> anymore).</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph">We also discuss the good and bad of otaku storytelling, parents playing Zachtronics games with their kids, and <em>Opus Magnum</em> being studiously and emphatically <em>not</em> steampunk. And again, and always, whether Zach is a real game designer. That, too. And yes, William Gibson comes up. How could he not?</p>



<p class="wp-block-paragraph">As I say in the into, if you haven't heard my triptych of interviews with Zach from 2015, then you might want to give those a listen too/first/simultaneously:</p>




<p class="wp-block-paragraph">17. <strong><a href="/podcast-17/">On the Art of the Anti-Puzzle</a></strong>
 19. <strong><a href="/podcast-19/">On the Semi-Unspoilability of Infinifactory</a></strong>
 21. <strong><a href="/podcast-21/">A Pseudo-Instruction That Has No Effect</a></strong></p>




<p class="wp-block-paragraph">———
• Here's <a href="https://www.youtube.com/watch?v=ofz-BJI2bu4">that talk that Zach did at the NYU Game Center</a>, which I briefly mixed up with <a>his previous NYU lecture</a>.</p>



<p class="wp-block-paragraph">• Some notable non-Zachtronics zachlikes include <a><em>MHRD</em></a> and <a href="http://store.steampowered.com/app/684270/Silicon_Zeroes/"><em>Silicon Zeroes</em></a>, though Zach will be delighted to know that neither is tagged "zachlike" on Steam.</p>



<p class="wp-block-paragraph">• I <em>think</em> that this is <a href="http://grail.cs.washington.edu/projects/game-abtesting/chi2012/chi2012.pdf">the University of Washington paper about tutorials</a> that Zach was referring to.</p>



<p class="wp-block-paragraph">• <a href="https://you-died.com/book/">You can get <em>You Died</em> right here</a>, if you're so inclined.</p>



<p class="wp-block-paragraph">• Dick Dastardly is the villain on <em>Wacky Races</em>. Am I really going to tag this episode <em>"Wacky Races?"</em> Am I really going to make a tag for <em>Wacky Races?</em></p>



<p class="wp-block-paragraph">• Bear witness to <a href="https://www.youtube.com/watch?v=Uj689znjxpg">the diamond ad grandeur of the <em>Opus Magnum</em> trailer</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/playlist?list=PLaDrN74SfdT7gNxHr_hEtyaaCj0PN0O_j">Griffin McElroy's Nuzlocke Run of <em>Pokémon Y</em></a> is a joyous thing.</p>



<p class="wp-block-paragraph">• RIP (for now) <a href="http://www.zachtronics.com/podcast/">Zachtronics Podcast</a>. If you only listen to one episode, make it the <em>Zoop</em> episode.</p>



<p class="wp-block-paragraph">• Truly, truly, no shade to <a href="http://www.maximumfun.org/shows/can-i-pet-your-dog"><em>Can I Pet Your Dog?</em></a></p>



<p class="wp-block-paragraph">• The original version of <a href="https://en.wikipedia.org/wiki/Chron_X"><em>Chron X</em> </a>does seem to be lost to time. Interestingly enough, a publisher by the name Darkened Sky Studios currently owns the rights, and they say they're planning a spiritual successor of some kind.</p>



<p class="wp-block-paragraph">• <a href="https://www.gamesindustry.biz/articles/2017-05-12-a-limited-history-of-castle-infinity"><em>Castle Infinity,</em> however, straight up lives!</a></p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">• I referred to sympathy in <em>The Name of the Wind</em> as magic. We at the <em>Everybody's Talking At Once Podcast</em> regret the error.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=g6vDoPq6fBQ">Hercules and Maui fighting</a>, and also <a href="https://www.youtube.com/watch?v=vT_4jf02wsU&amp;t=616s">the <em>Souls</em> timeline thing</a>.</p>



<p class="wp-block-paragraph">• And right, right, <a href="https://en.wikipedia.org/wiki/Animal_spirits_(Keynes)#Use_by_Keynes">Keynes</a>:</p>




<p class="wp-block-paragraph">"Even apart from the instability due to speculation, there is the instability due to the characteristic of human nature that a large proportion of our positive activities depend on spontaneous optimism rather than mathematical expectations, whether moral or hedonistic or economic. Most, probably, of our decisions to do something positive, the full consequences of which will be drawn out over many days to come, can only be taken as the result of animal spirits—a spontaneous urge to action rather than inaction, and not as the outcome of a weighted average of quantitative benefits multiplied by quantitative probabilities."</p>




<p class="wp-block-paragraph">• I have no idea what the original source is for the idea that "Humanity can endure anything but unfairness" aphorism is, if I'm honest. <a href="http://etao.blog/2010/11/06/smb/">I stole it</a> from <a href="https://www.rockpapershotgun.com/2010/01/12/wot-i-think-vvvvvv/">Kieron Gillen</a> forever ago.

———

"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Brainstorming" from the <a href="https://zachtronics.bandcamp.com/album/shenzhen-i-o-ost"><em>SHENZHEN I/O</em> OST</a> and "Sigmar's Garden" from the <a href="https://zachtronics.bandcamp.com/album/opus-magnum-ost"><em>Opus Magnum</em> OST</a>, by Matthew S. Burns.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/03/etao-podcast-34.mp3" length="195298607" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Barth is back to talk about Opus Magnum and SHENZHEN I/O, the latest in each of Zachtronics' semi-distinct trademark genres: games where you make things that makes things, and games where you actually code or script, respectively. We talk about how these two parallel tracks came to be, where their audiences do and don't overlap, and what some yet-to-emerge third order of zachlikes might look like. (We also talk about maybe not using the word zachlike anymore).



 



We also discuss the good and bad of otaku storytelling, parents playing Zachtronics games with their kids, and Opus Magnum being studiously and emphatically not steampunk. And again, and always, whether Zach is a real game designer. That, too. And yes, William Gibson comes up. How could he not?



As I say in the into, if you haven't heard my triptych of interviews with Zach from 2015, then you might want to give those a listen too/first/simultaneously:




17. On the Art of the Anti-Puzzle
 19. On the Semi-Unspoilability of Infinifactory
 21. A Pseudo-Instruction That Has No Effect




———
• Here's that talk that Zach did at the NYU Game Center, which I briefly mixed up with his previous NYU lecture.



• Some notable non-Zachtronics zachlikes include MHRD and Silicon Zeroes, though Zach will be delighted to know that neither is tagged "zachlike" on Steam.



• I think that this is the University of Washington paper about tutorials that Zach was referring to.



• You can get You Died right here, if you're so inclined.



• Dick Dastardly is the villain on Wacky Races. Am I really going to tag this episode "Wacky Races?" Am I really going to make a tag for Wacky Races?



• Bear witness to the diamond ad grandeur of the Opus Magnum trailer.



• Griffin McElroy's Nuzlocke Run of Pokémon Y is a joyous thing.



• RIP (for now) Zachtronics Podcast. If you only listen to one episode, make it the Zoop episode.



• Truly, truly, no shade to Can I Pet Your Dog?



• The original version of Chron X does seem to be lost to time. Interestingly enough, a publisher by the name Darkened Sky Studios currently owns the rights, and they say they're planning a spiritual successor of some kind.



• Castle Infinity, however, straight up lives!









• I referred to sympathy in The Name of the Wind as magic. We at the Everybody's Talking At Once Podcast regret the error.



• Here's Hercules and Maui fighting, and also the Souls timeline thing.



• And right, right, Keynes:




"Even apart from the instability due to speculation, there is the instability due to the characteristic of human nature that a large proportion of our positive activities depend on spontaneous optimism rather than mathematical expectations, whether moral or hedonistic or economic. Most, probably, of our decisions to do something positive, the full consequences of which will be drawn out over many days to come, can only be taken as the result of animal spirits—a spontaneous urge to action rather than inaction, and not as the outcome of a weighted average of quantitative benefits multiplied by quantitative probabilities."




• I have no idea what the original source is for the idea that "Humanity can endure anything but unfairness" aphorism is, if I'm honest. I stole it from Kieron Gillen forever ago.

———

"All The People Say (Season 2)" by Carpe Demon.

"Brainstorming" from the SHENZHEN I/O OST and "Sigmar's Garden" from the Opus Magnum OST, by Matthew S. Burns.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/03/opus-magnum-alcohol-separation-2018-03-04-19-54-53.gif?fit=826%2C647&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/03/opus-magnum-alcohol-separation-2018-03-04-19-54-53.gif?fit=826%2C647&#038;ssl=1</url>
		<title>You Can Feel Great All The Time Solving Problems, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>2:01:19</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Barth is back to talk about Opus Magnum and SHENZHEN I/O, the latest in each of Zachtronics' semi-distinct trademark genres: games where you make things that makes things, and games where you actually code or script, respectively. We talk about how these two parallel tracks came to be, where their audiences do and don't overlap, and what some yet-to-emerge third order of zachlikes might look like. (We also talk about maybe not using the word zachlike anymore).



 



We also discuss the good and bad of otaku storytelling, parents playing Zachtronics games with their kids, and Opus Magnum being studiously and emphatically not steampunk. And again, and always, whether Zach is a real game designer. That, too. And yes, William Gibson comes up. How could he not?



As I say in the into, if you haven't heard my triptych of interviews with Zach from 2015, then you might want to give those a listen too/first/simultaneously:




17. On the Art of the Anti-Puzzle
 19. On the Semi-Unspoila]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/03/opus-magnum-alcohol-separation-2018-03-04-19-54-53.gif?fit=826%2C647&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Thumbprints and Thunder, with Joel Corelitz</title>
	<link>https://etao.blog/2018/02/15/podcast-33/</link>
	<pubDate>Thu, 15 Feb 2018 15:01:50 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">297ec06a-09ae-5d83-9f69-1ff19942d2b2</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Joel Corelitz drops in to discuss his work on <em>GOROGOA, TumbleSeed, The Unfinished Swan,</em> and <em>Eastward,</em> along with the broader design philosophies behind those games. Even more broadly than that, we talk about the layers of audience engagement in music, in games, and especially in music in games—not to mention the good, bad, and ugly of conservatory culture, the (excellent) reasons why <em>TumbleSeed</em> doesn't have motion controls, and the as-yet-unrealized dream of a truly procedural videogame score.</p>



<p class="wp-block-paragraph">It keeps coming back to <em>Dark Souls</em> and the original <em>Zelda,</em> as these discussions are so often wont to do.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">For the especially spoiler-cautious, there is a significant <strong> <em>Demon's Souls</em> SPOILER (albeit one that may not even be a spoiler anymore by the time you hear this) at 00:49:54.</strong></p>



<p class="wp-block-paragraph">———
• <a href="http://www.inbflat.net/">InBFlat.Net</a> is a bizarre and lovely thing.</p>



<p class="wp-block-paragraph">• If you don't know Wendy Carlos' <em>Switched-On Bach,</em> then you might know her scores to <em>A Clockwork Orange, The Shining,</em> and <em>Tron.</em></p>



<p class="wp-block-paragraph">• Here's Joel on <a href="https://www.hardcoregamer.com/2018/01/04/joel-corelitz-i-tried-to-figure-out-how-each-place-in-gorogoa-felt-and-expressed-that-musically/285290/">the process of creating the <em>GOROGOA</em> soundtrack</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.classicalmpr.org/story/2013/02/12/the-unfinished-swan-composer-joel-corelitz-on-top-score">Joel talking about his score for <em>The Unfinished Swan</em></a> (and Wendy Carlos, and lots else, with a lovely collage of music from the game underneath).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=5yncMReF8QA">On <em>Bloodborne's</em> music, and the rules and techniques behind it</a>.</p>



<p class="wp-block-paragraph">• Small correction: In <em>Demon's Souls,</em> the Storm King is the boss; the Storm Ruler is the weapon that you use to kill the boss. And the stark, is-that-music-or-is-it-the-monsters scoring <a href="https://www.youtube.com/watch?v=tENmFe09bOE">when you begin the fight</a> does take my breath away.</p>



<p class="wp-block-paragraph">• As mentioned, Joel did the music for two "art explainers" for The Art Institute of Chicago. <a href="https://www.youtube.com/watch?time_continue=3&amp;v=SqeY2ZYh3t0">Here's the first</a>, and <a href="https://www.youtube.com/watch?v=WZKqr1Wy45w">here's the second</a>. They're exactly the kind of inclusive, playful introductions to museum-going that we need <em>so</em> much more of.</p>



<p class="wp-block-paragraph">• At long last, an excuse to link you fine folks to <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk&amp;list=PLlhSx0L1hpaGKfq1qXe1vWUhG1EgIN9Yf">John Berger's <em>Ways of Seeing</em> series for the BBC</a>.</p>



<p class="wp-block-paragraph">• What you (and I, and lots of people) think of as "the <em>Star Wars</em> theme" is more properly called "The Force Theme."</p>



<p class="wp-block-paragraph">• If you've never heard <a href="https://archive.org/details/Holst-ThePlanets">Gustav Holst's <em>The Planets</em></a>, then please do so and enjoy its status as proto-<em>Star Wars,</em> as well as its own unique charms.</p>



<p class="wp-block-paragraph">• <em>GOROGOA's</em> visuals echo a lot—from aniconic Muslim art, to Byzantine architecture, to Egyptian hieroglyphs, to Chinese dragons, to Aztec gods—without explicitly <em>referencing</em> much. It's a feast of allusion.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=L-PUhZclsmo">the video wherein Mikey of <em>Movies with Mikey</em> fame got me thinking about hitboxes and other forms of collision</a>. And yes, hitboxes are necessarily square, which is pretty precisely why <em>Dark Souls,</em> for example, doesn't use them.</p>



<p class="wp-block-paragraph">• Yep, it's a bummer <a href="https://twitter.com/joelcorelitz/status/961080402814226432">to see and <em>Ice Cold Beer</em> machine but not be able to try it</a>.</p>



<p class="wp-block-paragraph">• As Joel points out, <a href="https://radicaldreamland.bandcamp.com/album/celeste-original-soundtrack">the absolutely wonderful score to <em>Celeste</em></a> was written and performed by Lena Raine. (Thanks much for not letting me off the hook on that one, Joel).</p>



<p class="wp-block-paragraph">• And nope, Disasterpiece didn't do any of <a href="https://radicaldreamland.bandcamp.com/album/celeste-b-sides">the excellent <em>Celeste</em> B-Sides</a>. (So yeah, no I'm on the hook. The hook is my home).</p>



<p class="wp-block-paragraph">• George Carlin did say that <a href="https://www.youtube.com/watch?v=BdthHuAyhx8">"there are too many fuckin' songs"</a>. I didn't remember the bit getting quite as dark as it does, but hey, I don't have much of a right to be surprised, really.</p>



<p class="wp-block-paragraph">• <a href="http://pixpil.com/">Pixpil</a> is the developer making <em>Eastward.</em> <a href="https://twitter.com/pixpilgames">Here's their Twitter feed</a>.</p>



<p class="wp-block-paragraph">• Last but not least, <a href="https://www.youtube.com/watch?v=bmqy-Sp0txY">ZHAIF 4 LAIF</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Pilgrimage" from the <a href="http://joelcorelitz.com/Gorogoa"><em>GOROGOA</em> Original Soundtrack</a> by Joel Corelitz.</p>]]></description>
	<itunes:subtitle><![CDATA[Joel Corelitz drops in to discuss his work on GOROGOA, TumbleSeed, The Unfinished Swan, and Eastward, along with the broader design philosophies behind those games. Even more broadly than that, we talk about the layers of audience engagement in music, in]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Thumbprints and Thunder, with Joel Corelitz]]></itunes:title>
	<itunes:episode>33</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Joel Corelitz drops in to discuss his work on <em>GOROGOA, TumbleSeed, The Unfinished Swan,</em> and <em>Eastward,</em> along with the broader design philosophies behind those games. Even more broadly than that, we talk about the layers of audience engagement in music, in games, and especially in music in games—not to mention the good, bad, and ugly of conservatory culture, the (excellent) reasons why <em>TumbleSeed</em> doesn't have motion controls, and the as-yet-unrealized dream of a truly procedural videogame score.</p>



<p class="wp-block-paragraph">It keeps coming back to <em>Dark Souls</em> and the original <em>Zelda,</em> as these discussions are so often wont to do.</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">For the especially spoiler-cautious, there is a significant <strong> <em>Demon's Souls</em> SPOILER (albeit one that may not even be a spoiler anymore by the time you hear this) at 00:49:54.</strong></p>



<p class="wp-block-paragraph">———
• <a href="http://www.inbflat.net/">InBFlat.Net</a> is a bizarre and lovely thing.</p>



<p class="wp-block-paragraph">• If you don't know Wendy Carlos' <em>Switched-On Bach,</em> then you might know her scores to <em>A Clockwork Orange, The Shining,</em> and <em>Tron.</em></p>



<p class="wp-block-paragraph">• Here's Joel on <a href="https://www.hardcoregamer.com/2018/01/04/joel-corelitz-i-tried-to-figure-out-how-each-place-in-gorogoa-felt-and-expressed-that-musically/285290/">the process of creating the <em>GOROGOA</em> soundtrack</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.classicalmpr.org/story/2013/02/12/the-unfinished-swan-composer-joel-corelitz-on-top-score">Joel talking about his score for <em>The Unfinished Swan</em></a> (and Wendy Carlos, and lots else, with a lovely collage of music from the game underneath).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=5yncMReF8QA">On <em>Bloodborne's</em> music, and the rules and techniques behind it</a>.</p>



<p class="wp-block-paragraph">• Small correction: In <em>Demon's Souls,</em> the Storm King is the boss; the Storm Ruler is the weapon that you use to kill the boss. And the stark, is-that-music-or-is-it-the-monsters scoring <a href="https://www.youtube.com/watch?v=tENmFe09bOE">when you begin the fight</a> does take my breath away.</p>



<p class="wp-block-paragraph">• As mentioned, Joel did the music for two "art explainers" for The Art Institute of Chicago. <a href="https://www.youtube.com/watch?time_continue=3&amp;v=SqeY2ZYh3t0">Here's the first</a>, and <a href="https://www.youtube.com/watch?v=WZKqr1Wy45w">here's the second</a>. They're exactly the kind of inclusive, playful introductions to museum-going that we need <em>so</em> much more of.</p>



<p class="wp-block-paragraph">• At long last, an excuse to link you fine folks to <a href="https://www.youtube.com/watch?v=0pDE4VX_9Kk&amp;list=PLlhSx0L1hpaGKfq1qXe1vWUhG1EgIN9Yf">John Berger's <em>Ways of Seeing</em> series for the BBC</a>.</p>



<p class="wp-block-paragraph">• What you (and I, and lots of people) think of as "the <em>Star Wars</em> theme" is more properly called "The Force Theme."</p>



<p class="wp-block-paragraph">• If you've never heard <a href="https://archive.org/details/Holst-ThePlanets">Gustav Holst's <em>The Planets</em></a>, then please do so and enjoy its status as proto-<em>Star Wars,</em> as well as its own unique charms.</p>



<p class="wp-block-paragraph">• <em>GOROGOA's</em> visuals echo a lot—from aniconic Muslim art, to Byzantine architecture, to Egyptian hieroglyphs, to Chinese dragons, to Aztec gods—without explicitly <em>referencing</em> much. It's a feast of allusion.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=L-PUhZclsmo">the video wherein Mikey of <em>Movies with Mikey</em> fame got me thinking about hitboxes and other forms of collision</a>. And yes, hitboxes are necessarily square, which is pretty precisely why <em>Dark Souls,</em> for example, doesn't use them.</p>



<p class="wp-block-paragraph">• Yep, it's a bummer <a href="https://twitter.com/joelcorelitz/status/961080402814226432">to see and <em>Ice Cold Beer</em> machine but not be able to try it</a>.</p>



<p class="wp-block-paragraph">• As Joel points out, <a href="https://radicaldreamland.bandcamp.com/album/celeste-original-soundtrack">the absolutely wonderful score to <em>Celeste</em></a> was written and performed by Lena Raine. (Thanks much for not letting me off the hook on that one, Joel).</p>



<p class="wp-block-paragraph">• And nope, Disasterpiece didn't do any of <a href="https://radicaldreamland.bandcamp.com/album/celeste-b-sides">the excellent <em>Celeste</em> B-Sides</a>. (So yeah, no I'm on the hook. The hook is my home).</p>



<p class="wp-block-paragraph">• George Carlin did say that <a href="https://www.youtube.com/watch?v=BdthHuAyhx8">"there are too many fuckin' songs"</a>. I didn't remember the bit getting quite as dark as it does, but hey, I don't have much of a right to be surprised, really.</p>



<p class="wp-block-paragraph">• <a href="http://pixpil.com/">Pixpil</a> is the developer making <em>Eastward.</em> <a href="https://twitter.com/pixpilgames">Here's their Twitter feed</a>.</p>



<p class="wp-block-paragraph">• Last but not least, <a href="https://www.youtube.com/watch?v=bmqy-Sp0txY">ZHAIF 4 LAIF</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Pilgrimage" from the <a href="http://joelcorelitz.com/Gorogoa"><em>GOROGOA</em> Original Soundtrack</a> by Joel Corelitz.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2018/02/etao-podcast-33.mp3" length="132216121" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Joel Corelitz drops in to discuss his work on GOROGOA, TumbleSeed, The Unfinished Swan, and Eastward, along with the broader design philosophies behind those games. Even more broadly than that, we talk about the layers of audience engagement in music, in games, and especially in music in games—not to mention the good, bad, and ugly of conservatory culture, the (excellent) reasons why TumbleSeed doesn't have motion controls, and the as-yet-unrealized dream of a truly procedural videogame score.



It keeps coming back to Dark Souls and the original Zelda, as these discussions are so often wont to do.









For the especially spoiler-cautious, there is a significant  Demon's Souls SPOILER (albeit one that may not even be a spoiler anymore by the time you hear this) at 00:49:54.



———
• InBFlat.Net is a bizarre and lovely thing.



• If you don't know Wendy Carlos' Switched-On Bach, then you might know her scores to A Clockwork Orange, The Shining, and Tron.



• Here's Joel on the process of creating the GOROGOA soundtrack.



• Here's Joel talking about his score for The Unfinished Swan (and Wendy Carlos, and lots else, with a lovely collage of music from the game underneath).



• On Bloodborne's music, and the rules and techniques behind it.



• Small correction: In Demon's Souls, the Storm King is the boss; the Storm Ruler is the weapon that you use to kill the boss. And the stark, is-that-music-or-is-it-the-monsters scoring when you begin the fight does take my breath away.



• As mentioned, Joel did the music for two "art explainers" for The Art Institute of Chicago. Here's the first, and here's the second. They're exactly the kind of inclusive, playful introductions to museum-going that we need so much more of.



• At long last, an excuse to link you fine folks to John Berger's Ways of Seeing series for the BBC.



• What you (and I, and lots of people) think of as "the Star Wars theme" is more properly called "The Force Theme."



• If you've never heard Gustav Holst's The Planets, then please do so and enjoy its status as proto-Star Wars, as well as its own unique charms.



• GOROGOA's visuals echo a lot—from aniconic Muslim art, to Byzantine architecture, to Egyptian hieroglyphs, to Chinese dragons, to Aztec gods—without explicitly referencing much. It's a feast of allusion.



• Here's the video wherein Mikey of Movies with Mikey fame got me thinking about hitboxes and other forms of collision. And yes, hitboxes are necessarily square, which is pretty precisely why Dark Souls, for example, doesn't use them.



• Yep, it's a bummer to see and Ice Cold Beer machine but not be able to try it.



• As Joel points out, the absolutely wonderful score to Celeste was written and performed by Lena Raine. (Thanks much for not letting me off the hook on that one, Joel).



• And nope, Disasterpiece didn't do any of the excellent Celeste B-Sides. (So yeah, no I'm on the hook. The hook is my home).



• George Carlin did say that "there are too many fuckin' songs". I didn't remember the bit getting quite as dark as it does, but hey, I don't have much of a right to be surprised, really.



• Pixpil is the developer making Eastward. Here's their Twitter feed.



• Last but not least, ZHAIF 4 LAIF.



———



"All The People Say (Season 2)" by Carpe Demon.
"Pilgrimage" from the GOROGOA Original Soundtrack by Joel Corelitz.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/02/dvpiag5v4aaj5z4.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2018/02/dvpiag5v4aaj5z4.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Thumbprints and Thunder, with Joel Corelitz</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:28:06</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Joel Corelitz drops in to discuss his work on GOROGOA, TumbleSeed, The Unfinished Swan, and Eastward, along with the broader design philosophies behind those games. Even more broadly than that, we talk about the layers of audience engagement in music, in games, and especially in music in games—not to mention the good, bad, and ugly of conservatory culture, the (excellent) reasons why TumbleSeed doesn't have motion controls, and the as-yet-unrealized dream of a truly procedural videogame score.



It keeps coming back to Dark Souls and the original Zelda, as these discussions are so often wont to do.









For the especially spoiler-cautious, there is a significant  Demon's Souls SPOILER (albeit one that may not even be a spoiler anymore by the time you hear this) at 00:49:54.



———
• InBFlat.Net is a bizarre and lovely thing.



• If you don't know Wendy Carlos' Switched-On Bach, then you might know her scores to A Clockwork Orange, The Shining, and Tron.



• Here's Joel on the p]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2018/02/dvpiag5v4aaj5z4.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>On Orcs and Orchestras, with Garry Schyman</title>
	<link>https://etao.blog/2017/10/10/podcast-32/</link>
	<pubDate>Tue, 10 Oct 2017 14:01:34 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">5c3ec005-e05c-575f-9e84-c0d836bd018e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Garry Schyman scored all three <em>Bioshocks,</em> all three <em>Destroy All Humans</em> games, <em>Resistance: Retribution,</em> <em>Front Mission Evolved,</em> and that oddly engrossing <em>God of War</em> clone based on Dante's <em>Inferno</em>—and that's just scratching the surface of his video game music, to say nothing of his enormous body of work for film and television. <a href="http://www.imdb.com/name/nm0778019/">Peep the gentleman's IMDB page, if ye doubt the claim</a>.</p>



<p class="wp-block-paragraph">In this episode, Garry stops by to discuss his work on <em>Middle-earth: Shadow of War,</em> the sequel to <em>Middle-earth: Shadow of Mordor.</em> He composed both games scores' alongside Monolith Productions' in-house soundtracksmith Nathan Grigg, and here he talks about expanding on the the first game's tone and style, giving the music new dimensions—<a href="https://www.youtube.com/watch?v=I9QuO09z-SI">Aztec Death Whistles</a> are certainly new to the series, and perhaps to games overall—without reinventing the wheel.</p>



<p class="wp-block-paragraph">[<strong>UPDATE:</strong> <a href="http://blog.ubi.com/far-cry-primal-how-to-create-a-stone-age-soundtrack/">Jason Graves' score for <em>Far Cry Primal</em> did in fact do the Death Whistle thing before <em>Shadow of War</em></a>. Thanks for the fact-check, anonymous listener.]</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about John Williams (because it's all but impossible not to). We talk about P.D.Q. Bach (both in and out of his Bruce Banner form, as Peter Schickele). We talk about Garry's probable status as the first composer ever to write and record an orchestral score for a game (that game being the Phillips CD-i video tree oddity <em>Voyeur).</em> And beyond that, we discuss what it's like to be an outside contractor for a creative venture in flux, the importance of scoring for a given <em>scene</em> even within a sprawling franchise, and genre fiction's underused opportunities for cross-cultural admixing.</p>



<p class="wp-block-paragraph">———
• One key exception to the rule that cartooniness will result from reacting to every small player action is, if course, <em>Thumper.</em> But hey, the grotesque and the comedic have always been close cousins.</p>



<p class="wp-block-paragraph">• The way I ended up <em>having</em> a Phillips CD-i, by the by, was that the friend in question found my fascination with the thing so bemusing (and/or annoying) that he eventually just gave the thing to me.</p>



<p class="wp-block-paragraph">• To my mind, there's still no single definitive text on the saga of the "Nintendo Playstation," more officially known as the <a href="https://en.wikipedia.org/wiki/Super_NES_CD-ROM">SUPER NES CD-ROM</a>. If you know of a source that tells the story uncommonly well, please do send it my way!</p>



<p class="wp-block-paragraph">• There are, however, some definitive playthroughs of <em><a href="https://www.youtube.com/watch?v=yjDk3acxy5Q&amp;list=PLRQGRBgN_EnpqQ0UL5rBZXtMNvXoANrPR">Link: The Faces of Evil</a>,</em> <em><a href="https://www.youtube.com/watch?v=VM0sBhZbXS0&amp;list=PLRQGRBgN_Enrbj34_9q4EwY5Qlr65knqG">Link: The Wand of Gamelon</a>,</em> and <em><a href="https://www.youtube.com/watch?v=UmNl5sM24qc&amp;list=PLRQGRBgN_EnpTrip4YR51DnoaTpSz-siK">Zelda's Adventure</a>.</em></p>



<p class="wp-block-paragraph">• Garry mentions his time "<em>at</em> USC" because he now <em>teaches</em> at USC, in the Scoring for Motion Pictures and Television program.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.wnyc.org/story/united-states-anxiety-podcast-aaron-copland-mccarthy-politics/">one of the best introductions ever to Aaron Copland and the idea of making music "sound American,"</a> and the fraught politics thereof.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk on the music from <em>Bloodborne</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.dualshockers.com/middle-earth-shadow-war-interview-composer-garry-schyman-talks-difference-working-games-film/">that other interview Garry did recently</a>. The one after which the interviewer sent him a bunch of soundtracks from the myriad masterpieces of 2017.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://musopen.org/music/1304/gustav-mahler/symphony-no-2-in-cm-resurrection/">Symphony no. 2 in Cm "Resurrection," III. in ruhig fliessender bewegung, by Gustav Mahler, from the <em>European Archive</em></a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Garry Schyman scored all three Bioshocks, all three Destroy All Humans games, Resistance: Retribution, Front Mission Evolved, and that oddly engrossing God of War clone based on Dantes Inferno—and thats just scratching the surface of his video game music]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On Orcs and Orchestras, with Garry Schyman]]></itunes:title>
	<itunes:episode>32</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Garry Schyman scored all three <em>Bioshocks,</em> all three <em>Destroy All Humans</em> games, <em>Resistance: Retribution,</em> <em>Front Mission Evolved,</em> and that oddly engrossing <em>God of War</em> clone based on Dante's <em>Inferno</em>—and that's just scratching the surface of his video game music, to say nothing of his enormous body of work for film and television. <a href="http://www.imdb.com/name/nm0778019/">Peep the gentleman's IMDB page, if ye doubt the claim</a>.</p>



<p class="wp-block-paragraph">In this episode, Garry stops by to discuss his work on <em>Middle-earth: Shadow of War,</em> the sequel to <em>Middle-earth: Shadow of Mordor.</em> He composed both games scores' alongside Monolith Productions' in-house soundtracksmith Nathan Grigg, and here he talks about expanding on the the first game's tone and style, giving the music new dimensions—<a href="https://www.youtube.com/watch?v=I9QuO09z-SI">Aztec Death Whistles</a> are certainly new to the series, and perhaps to games overall—without reinventing the wheel.</p>



<p class="wp-block-paragraph">[<strong>UPDATE:</strong> <a href="http://blog.ubi.com/far-cry-primal-how-to-create-a-stone-age-soundtrack/">Jason Graves' score for <em>Far Cry Primal</em> did in fact do the Death Whistle thing before <em>Shadow of War</em></a>. Thanks for the fact-check, anonymous listener.]</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about John Williams (because it's all but impossible not to). We talk about P.D.Q. Bach (both in and out of his Bruce Banner form, as Peter Schickele). We talk about Garry's probable status as the first composer ever to write and record an orchestral score for a game (that game being the Phillips CD-i video tree oddity <em>Voyeur).</em> And beyond that, we discuss what it's like to be an outside contractor for a creative venture in flux, the importance of scoring for a given <em>scene</em> even within a sprawling franchise, and genre fiction's underused opportunities for cross-cultural admixing.</p>



<p class="wp-block-paragraph">———
• One key exception to the rule that cartooniness will result from reacting to every small player action is, if course, <em>Thumper.</em> But hey, the grotesque and the comedic have always been close cousins.</p>



<p class="wp-block-paragraph">• The way I ended up <em>having</em> a Phillips CD-i, by the by, was that the friend in question found my fascination with the thing so bemusing (and/or annoying) that he eventually just gave the thing to me.</p>



<p class="wp-block-paragraph">• To my mind, there's still no single definitive text on the saga of the "Nintendo Playstation," more officially known as the <a href="https://en.wikipedia.org/wiki/Super_NES_CD-ROM">SUPER NES CD-ROM</a>. If you know of a source that tells the story uncommonly well, please do send it my way!</p>



<p class="wp-block-paragraph">• There are, however, some definitive playthroughs of <em><a href="https://www.youtube.com/watch?v=yjDk3acxy5Q&amp;list=PLRQGRBgN_EnpqQ0UL5rBZXtMNvXoANrPR">Link: The Faces of Evil</a>,</em> <em><a href="https://www.youtube.com/watch?v=VM0sBhZbXS0&amp;list=PLRQGRBgN_Enrbj34_9q4EwY5Qlr65knqG">Link: The Wand of Gamelon</a>,</em> and <em><a href="https://www.youtube.com/watch?v=UmNl5sM24qc&amp;list=PLRQGRBgN_EnpTrip4YR51DnoaTpSz-siK">Zelda's Adventure</a>.</em></p>



<p class="wp-block-paragraph">• Garry mentions his time "<em>at</em> USC" because he now <em>teaches</em> at USC, in the Scoring for Motion Pictures and Television program.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.wnyc.org/story/united-states-anxiety-podcast-aaron-copland-mccarthy-politics/">one of the best introductions ever to Aaron Copland and the idea of making music "sound American,"</a> and the fraught politics thereof.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=5yncMReF8QA">that GDC talk on the music from <em>Bloodborne</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.dualshockers.com/middle-earth-shadow-war-interview-composer-garry-schyman-talks-difference-working-games-film/">that other interview Garry did recently</a>. The one after which the interviewer sent him a bunch of soundtracks from the myriad masterpieces of 2017.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://musopen.org/music/1304/gustav-mahler/symphony-no-2-in-cm-resurrection/">Symphony no. 2 in Cm "Resurrection," III. in ruhig fliessender bewegung, by Gustav Mahler, from the <em>European Archive</em></a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2017/10/etao-podcast-32.mp3" length="95807688" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Garry Schyman scored all three Bioshocks, all three Destroy All Humans games, Resistance: Retribution, Front Mission Evolved, and that oddly engrossing God of War clone based on Dante's Inferno—and that's just scratching the surface of his video game music, to say nothing of his enormous body of work for film and television. Peep the gentleman's IMDB page, if ye doubt the claim.



In this episode, Garry stops by to discuss his work on Middle-earth: Shadow of War, the sequel to Middle-earth: Shadow of Mordor. He composed both games scores' alongside Monolith Productions' in-house soundtracksmith Nathan Grigg, and here he talks about expanding on the the first game's tone and style, giving the music new dimensions—Aztec Death Whistles are certainly new to the series, and perhaps to games overall—without reinventing the wheel.



[UPDATE: Jason Graves' score for Far Cry Primal did in fact do the Death Whistle thing before Shadow of War. Thanks for the fact-check, anonymous listener.]









We talk about John Williams (because it's all but impossible not to). We talk about P.D.Q. Bach (both in and out of his Bruce Banner form, as Peter Schickele). We talk about Garry's probable status as the first composer ever to write and record an orchestral score for a game (that game being the Phillips CD-i video tree oddity Voyeur). And beyond that, we discuss what it's like to be an outside contractor for a creative venture in flux, the importance of scoring for a given scene even within a sprawling franchise, and genre fiction's underused opportunities for cross-cultural admixing.



———
• One key exception to the rule that cartooniness will result from reacting to every small player action is, if course, Thumper. But hey, the grotesque and the comedic have always been close cousins.



• The way I ended up having a Phillips CD-i, by the by, was that the friend in question found my fascination with the thing so bemusing (and/or annoying) that he eventually just gave the thing to me.



• To my mind, there's still no single definitive text on the saga of the "Nintendo Playstation," more officially known as the SUPER NES CD-ROM. If you know of a source that tells the story uncommonly well, please do send it my way!



• There are, however, some definitive playthroughs of Link: The Faces of Evil, Link: The Wand of Gamelon, and Zelda's Adventure.



• Garry mentions his time "at USC" because he now teaches at USC, in the Scoring for Motion Pictures and Television program.



• Here's one of the best introductions ever to Aaron Copland and the idea of making music "sound American," and the fraught politics thereof.



• Here's that GDC talk on the music from Bloodborne.



• And here's that other interview Garry did recently. The one after which the interviewer sent him a bunch of soundtracks from the myriad masterpieces of 2017.



———



"All The People Say (Season 2)" by Carpe Demon.

Symphony no. 2 in Cm "Resurrection," III. in ruhig fliessender bewegung, by Gustav Mahler, from the European Archive.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/10/gorgoroth_wide-1146fcb970.jpg?fit=3840%2C2160&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2017/10/gorgoroth_wide-1146fcb970.jpg?fit=3840%2C2160&#038;ssl=1</url>
		<title>On Orcs and Orchestras, with Garry Schyman</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:05:33</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Garry Schyman scored all three Bioshocks, all three Destroy All Humans games, Resistance: Retribution, Front Mission Evolved, and that oddly engrossing God of War clone based on Dante's Inferno—and that's just scratching the surface of his video game music, to say nothing of his enormous body of work for film and television. Peep the gentleman's IMDB page, if ye doubt the claim.



In this episode, Garry stops by to discuss his work on Middle-earth: Shadow of War, the sequel to Middle-earth: Shadow of Mordor. He composed both games scores' alongside Monolith Productions' in-house soundtracksmith Nathan Grigg, and here he talks about expanding on the the first game's tone and style, giving the music new dimensions—Aztec Death Whistles are certainly new to the series, and perhaps to games overall—without reinventing the wheel.



[UPDATE: Jason Graves' score for Far Cry Primal did in fact do the Death Whistle thing before Shadow of War. Thanks for the fact-check, anonymous listener.]


]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/10/gorgoroth_wide-1146fcb970.jpg?fit=3840%2C2160&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Pyre, Purgatories, Prison Dramas, and Talking Dogs, with Greg Kasavin</title>
	<link>https://etao.blog/2017/07/24/podcast-31/</link>
	<pubDate>Mon, 24 Jul 2017 14:01:44 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">290a40e6-2ecc-5a7b-b6d3-f2d4d4a17c5e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Greg Kasavin stops by to discuss Supergiant's latest, the party-based purgatory-escape-'em-up <em>Pyre.</em> We also find some time to discuss <em>Bastion</em> and <em>Transistor,</em> not to mention the limits of "naked allegory," the largely untapped potential of diegetic Game Over states—and more generally, of game designs that allow for and accommodate failure—and the ballsy magic of filling a game with material that most players will never see.</p>





<p class="wp-block-paragraph">Ah, and of course, Greg does mention the unique mixture of terror and pride that comes with releasing a game into the swirling masterpiece-maelstrom that is 2017. Quite a year for games, this year of ours.</p>



<p class="wp-block-paragraph">———
• <a href="http://etao.blog/2011/07/19/interviews/">Here's my 2011 interview with Greg</a>, which is almost entirely about the Shrines and the (then very novel!) "reactive narrator" in <em>Bastion</em>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.giantbomb.com/greg-kasavin/3040-78340/forums/new-greg-kasavin-interview-1779787/">the Giant Bomb interview that I refer to a few times</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.marxists.org/reference/subject/ethics/de-beauvoir/ambiguity/ch03.htm">In <em>The Ethics of Ambiguity,</em> Simone de Beauvoir wrote</a>: "The slave is submissive when one has succeeded in mystifying him in such a way that his situation does not seem to him to be imposed by men, but to be immediately given by nature, by the gods, by the powers against whom revolt has no meaning; thus, he does not accept his condition through a resignation of his freedom since he can not even dream of any other; and in his relationships with his friends, for example, he can live as a free and moral man within this world where his ignorance has enclosed him."

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/WithinThePrisonOfMyDreams">"Within the Prison of My Dreams"</a> by Jessie Crawford.

<a href="https://archive.org/details/78_purgatory_deep-river-boys-jenny-lou-carson_gbia0007887b">"Purgatory"</a> by Jenny-Lou Carson, performed by the Deep River Boys.</p>]]></description>
	<itunes:subtitle><![CDATA[Greg Kasavin stops by to discuss Supergiants latest, the party-based purgatory-escape-em-up Pyre. We also find some time to discuss Bastion and Transistor, not to mention the limits of naked allegory, the largely untapped potential of diegetic Game Over ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Pyre, Purgatories, Prison Dramas, and Talking Dogs, with Greg Kasavin]]></itunes:title>
	<itunes:episode>31</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Greg Kasavin stops by to discuss Supergiant's latest, the party-based purgatory-escape-'em-up <em>Pyre.</em> We also find some time to discuss <em>Bastion</em> and <em>Transistor,</em> not to mention the limits of "naked allegory," the largely untapped potential of diegetic Game Over states—and more generally, of game designs that allow for and accommodate failure—and the ballsy magic of filling a game with material that most players will never see.</p>





<p class="wp-block-paragraph">Ah, and of course, Greg does mention the unique mixture of terror and pride that comes with releasing a game into the swirling masterpiece-maelstrom that is 2017. Quite a year for games, this year of ours.</p>



<p class="wp-block-paragraph">———
• <a href="http://etao.blog/2011/07/19/interviews/">Here's my 2011 interview with Greg</a>, which is almost entirely about the Shrines and the (then very novel!) "reactive narrator" in <em>Bastion</em>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.giantbomb.com/greg-kasavin/3040-78340/forums/new-greg-kasavin-interview-1779787/">the Giant Bomb interview that I refer to a few times</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.marxists.org/reference/subject/ethics/de-beauvoir/ambiguity/ch03.htm">In <em>The Ethics of Ambiguity,</em> Simone de Beauvoir wrote</a>: "The slave is submissive when one has succeeded in mystifying him in such a way that his situation does not seem to him to be imposed by men, but to be immediately given by nature, by the gods, by the powers against whom revolt has no meaning; thus, he does not accept his condition through a resignation of his freedom since he can not even dream of any other; and in his relationships with his friends, for example, he can live as a free and moral man within this world where his ignorance has enclosed him."

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/WithinThePrisonOfMyDreams">"Within the Prison of My Dreams"</a> by Jessie Crawford.

<a href="https://archive.org/details/78_purgatory_deep-river-boys-jenny-lou-carson_gbia0007887b">"Purgatory"</a> by Jenny-Lou Carson, performed by the Deep River Boys.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2017/07/etao-podcast-31.mp3" length="100022643" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Greg Kasavin stops by to discuss Supergiant's latest, the party-based purgatory-escape-'em-up Pyre. We also find some time to discuss Bastion and Transistor, not to mention the limits of "naked allegory," the largely untapped potential of diegetic Game Over states—and more generally, of game designs that allow for and accommodate failure—and the ballsy magic of filling a game with material that most players will never see.





Ah, and of course, Greg does mention the unique mixture of terror and pride that comes with releasing a game into the swirling masterpiece-maelstrom that is 2017. Quite a year for games, this year of ours.



———
• Here's my 2011 interview with Greg, which is almost entirely about the Shrines and the (then very novel!) "reactive narrator" in Bastion.



• And here's the Giant Bomb interview that I refer to a few times.



• In The Ethics of Ambiguity, Simone de Beauvoir wrote: "The slave is submissive when one has succeeded in mystifying him in such a way that his situation does not seem to him to be imposed by men, but to be immediately given by nature, by the gods, by the powers against whom revolt has no meaning; thus, he does not accept his condition through a resignation of his freedom since he can not even dream of any other; and in his relationships with his friends, for example, he can live as a free and moral man within this world where his ignorance has enclosed him."

———



"All The People Say (Season 2)" by Carpe Demon.

"Within the Prison of My Dreams" by Jessie Crawford.

"Purgatory" by Jenny-Lou Carson, performed by the Deep River Boys.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/07/screen-shot-2017-07-18-at-1-29-45-pm.png?fit=3358%2C1888&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2017/07/screen-shot-2017-07-18-at-1-29-45-pm.png?fit=3358%2C1888&#038;ssl=1</url>
		<title>Pyre, Purgatories, Prison Dramas, and Talking Dogs, with Greg Kasavin</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:14:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Greg Kasavin stops by to discuss Supergiant's latest, the party-based purgatory-escape-'em-up Pyre. We also find some time to discuss Bastion and Transistor, not to mention the limits of "naked allegory," the largely untapped potential of diegetic Game Over states—and more generally, of game designs that allow for and accommodate failure—and the ballsy magic of filling a game with material that most players will never see.





Ah, and of course, Greg does mention the unique mixture of terror and pride that comes with releasing a game into the swirling masterpiece-maelstrom that is 2017. Quite a year for games, this year of ours.



———
• Here's my 2011 interview with Greg, which is almost entirely about the Shrines and the (then very novel!) "reactive narrator" in Bastion.



• And here's the Giant Bomb interview that I refer to a few times.



• In The Ethics of Ambiguity, Simone de Beauvoir wrote: "The slave is submissive when one has succeeded in mystifying him in such a way that ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/07/screen-shot-2017-07-18-at-1-29-45-pm.png?fit=3358%2C1888&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Persona 5 and the Punk of Pope Joan, with Adam Osborn</title>
	<link>https://etao.blog/2017/06/09/podcast-30/</link>
	<pubDate>Fri, 09 Jun 2017 14:01:13 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">28272ea9-ae96-5752-a63f-041f9d2ad930</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Medievalist, archnerd, and outspoken <em>Persona</em>-enjoyer Adam Osborn returns to discuss <em>Persona 5</em>—as well as visual novels, waifus, and Pope Joan, though not always at the same time and not necessarily in that order. Thrill as we trip over each other trying to remark on everything remarkable about this mad JRPG opus.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Persona 5</em> is an odd beast, even by the series' lofty standards of oddness. It's at once a refined version of existing <em>Persona</em> and <em>Shin Megami Tensei</em> conventions, a savage assessment of Japanese (and global) small-and-large-p politics, and a parable about the indispensable role of <em>punk</em> in everything from education to religion.</p>



<p class="wp-block-paragraph">If you're new to <em>Persona,</em> and if you've got a few extra hours on your hands, then <a href="http://etao.blog/2017/03/28/podcast-29/">our previous discussion about <em>3</em> and <em>4</em></a> might be a better entry point. And while we have some minor <strong>SPOILERS</strong> throughout, the really heavy ones start at <strong>01:31:31</strong>.</p>



<p class="wp-block-paragraph">There is also one final boss-related detour from <strong>00:09:05</strong> to <strong>00:10:12</strong>.</p>



<p class="wp-block-paragraph">———
 • I was experimenting with a new microphone this week, and I'm not sure that the experiment was entirely successful, but hey, it's listenable.</p>



<p class="wp-block-paragraph">• <em>Shoji Meguro.</em> I can't think of anyone else whose work I like that much whose name I forget that often.</p>



<p class="wp-block-paragraph">• There's a surprisingly straightforward connection between <em>Persona 5's</em> final boss, by the way, and <a href="http://www.oxfordscholarship.com/view/10.1093/acprof:oso/9780190467166.001.0001/acprof-9780190467166-chapter-4">a certain figure from Gnosticism</a>. (Now, go outside of Gnosticism, and the reference <a href="https://en.wikipedia.org/wiki/Demiurge#Yaldabaoth">remains relevant but gets a little harder to read</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.eurogamer.net/articles/2017-05-17-persona-5s-translation-is-a-black-mark-on-a-brilliant-game">a translator's take on the irksome aspects of the English-language script for <em>Persona 5</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.usgamer.net/articles/hashino-persona-5-interview">the interview with Katsura Hashino that I mentioned</a>.</p>



<p class="wp-block-paragraph">• Adam called me out, kindly and succinctly, on my constant use of the word "interesting" as, like, interrogative punctuation.</p>



<p class="wp-block-paragraph">• Here's <a href="http://birthmoviesdeath.com/2012/08/06/film-crit-hulk-smash-a-few-words-on-the-ending-of-mass-effect-3">that Film Crit Hulk Article again</a>.</p>



<p class="wp-block-paragraph">• It was indeed Jeremy Bentham who first designed panoptic prisons, and who <a href="http://oll.libertyfund.org/titles/bentham-the-works-of-jeremy-bentham-vol-4#lf0872-04_head_004">wrote about the Panopticon</a> as "A new mode of obtaining power of mind over mind, in a quantity hitherto without example: and that, to a degree equally without example, secured by whoever chooses to have it so, against abuse." So that's <em>more than a little relevant</em> to <em>Persona 5's</em> heart-stealing business, not to mention its imagery, I daresay.</p>



<p class="wp-block-paragraph">• Michel Foucault did then, of course, write extensively about panopticons, most famously in <em>Discipline and Punish.</em> I was weirdly ready to believe that Foucault had somehow been the one to inspire Bentham, not vice-versa, despite Bentham having lived and worked about two hundred years earlier. That's how large Foucault looms (if you've been to grad school, anyway).</p>



<p class="wp-block-paragraph">• Lastly, but my no means leastly, here's <a href="http://www.skeptic.com/podcasts/monstertalk/13/11/13/">that <em>MonsterTalk</em> episode wherein Robert M. Price talks about Satan, the Devil, and how those two figures became one and the same</a>. A moniker <em>very</em> close to Satanael comes up, even!

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Life Will Change (Instrumental)" from the <em>Persona 5 OST</em> by Shoji Meguro.</p>]]></description>
	<itunes:subtitle><![CDATA[Medievalist, archnerd, and outspoken Persona-enjoyer Adam Osborn returns to discuss Persona 5—as well as visual novels, waifus, and Pope Joan, though not always at the same time and not necessarily in that order. Thrill as we trip over each other trying ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Persona 5 and the Punk of Pope Joan, with Adam Osborn]]></itunes:title>
	<itunes:episode>30</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Medievalist, archnerd, and outspoken <em>Persona</em>-enjoyer Adam Osborn returns to discuss <em>Persona 5</em>—as well as visual novels, waifus, and Pope Joan, though not always at the same time and not necessarily in that order. Thrill as we trip over each other trying to remark on everything remarkable about this mad JRPG opus.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Persona 5</em> is an odd beast, even by the series' lofty standards of oddness. It's at once a refined version of existing <em>Persona</em> and <em>Shin Megami Tensei</em> conventions, a savage assessment of Japanese (and global) small-and-large-p politics, and a parable about the indispensable role of <em>punk</em> in everything from education to religion.</p>



<p class="wp-block-paragraph">If you're new to <em>Persona,</em> and if you've got a few extra hours on your hands, then <a href="http://etao.blog/2017/03/28/podcast-29/">our previous discussion about <em>3</em> and <em>4</em></a> might be a better entry point. And while we have some minor <strong>SPOILERS</strong> throughout, the really heavy ones start at <strong>01:31:31</strong>.</p>



<p class="wp-block-paragraph">There is also one final boss-related detour from <strong>00:09:05</strong> to <strong>00:10:12</strong>.</p>



<p class="wp-block-paragraph">———
 • I was experimenting with a new microphone this week, and I'm not sure that the experiment was entirely successful, but hey, it's listenable.</p>



<p class="wp-block-paragraph">• <em>Shoji Meguro.</em> I can't think of anyone else whose work I like that much whose name I forget that often.</p>



<p class="wp-block-paragraph">• There's a surprisingly straightforward connection between <em>Persona 5's</em> final boss, by the way, and <a href="http://www.oxfordscholarship.com/view/10.1093/acprof:oso/9780190467166.001.0001/acprof-9780190467166-chapter-4">a certain figure from Gnosticism</a>. (Now, go outside of Gnosticism, and the reference <a href="https://en.wikipedia.org/wiki/Demiurge#Yaldabaoth">remains relevant but gets a little harder to read</a>).</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.eurogamer.net/articles/2017-05-17-persona-5s-translation-is-a-black-mark-on-a-brilliant-game">a translator's take on the irksome aspects of the English-language script for <em>Persona 5</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.usgamer.net/articles/hashino-persona-5-interview">the interview with Katsura Hashino that I mentioned</a>.</p>



<p class="wp-block-paragraph">• Adam called me out, kindly and succinctly, on my constant use of the word "interesting" as, like, interrogative punctuation.</p>



<p class="wp-block-paragraph">• Here's <a href="http://birthmoviesdeath.com/2012/08/06/film-crit-hulk-smash-a-few-words-on-the-ending-of-mass-effect-3">that Film Crit Hulk Article again</a>.</p>



<p class="wp-block-paragraph">• It was indeed Jeremy Bentham who first designed panoptic prisons, and who <a href="http://oll.libertyfund.org/titles/bentham-the-works-of-jeremy-bentham-vol-4#lf0872-04_head_004">wrote about the Panopticon</a> as "A new mode of obtaining power of mind over mind, in a quantity hitherto without example: and that, to a degree equally without example, secured by whoever chooses to have it so, against abuse." So that's <em>more than a little relevant</em> to <em>Persona 5's</em> heart-stealing business, not to mention its imagery, I daresay.</p>



<p class="wp-block-paragraph">• Michel Foucault did then, of course, write extensively about panopticons, most famously in <em>Discipline and Punish.</em> I was weirdly ready to believe that Foucault had somehow been the one to inspire Bentham, not vice-versa, despite Bentham having lived and worked about two hundred years earlier. That's how large Foucault looms (if you've been to grad school, anyway).</p>



<p class="wp-block-paragraph">• Lastly, but my no means leastly, here's <a href="http://www.skeptic.com/podcasts/monstertalk/13/11/13/">that <em>MonsterTalk</em> episode wherein Robert M. Price talks about Satan, the Devil, and how those two figures became one and the same</a>. A moniker <em>very</em> close to Satanael comes up, even!

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

"Life Will Change (Instrumental)" from the <em>Persona 5 OST</em> by Shoji Meguro.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2017/06/etao-podcast-30.mp3" length="217555667" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Medievalist, archnerd, and outspoken Persona-enjoyer Adam Osborn returns to discuss Persona 5—as well as visual novels, waifus, and Pope Joan, though not always at the same time and not necessarily in that order. Thrill as we trip over each other trying to remark on everything remarkable about this mad JRPG opus.







Persona 5 is an odd beast, even by the series' lofty standards of oddness. It's at once a refined version of existing Persona and Shin Megami Tensei conventions, a savage assessment of Japanese (and global) small-and-large-p politics, and a parable about the indispensable role of punk in everything from education to religion.



If you're new to Persona, and if you've got a few extra hours on your hands, then our previous discussion about 3 and 4 might be a better entry point. And while we have some minor SPOILERS throughout, the really heavy ones start at 01:31:31.



There is also one final boss-related detour from 00:09:05 to 00:10:12.



———
 • I was experimenting with a new microphone this week, and I'm not sure that the experiment was entirely successful, but hey, it's listenable.



• Shoji Meguro. I can't think of anyone else whose work I like that much whose name I forget that often.



• There's a surprisingly straightforward connection between Persona 5's final boss, by the way, and a certain figure from Gnosticism. (Now, go outside of Gnosticism, and the reference remains relevant but gets a little harder to read).



• Here's a translator's take on the irksome aspects of the English-language script for Persona 5.



• And here's the interview with Katsura Hashino that I mentioned.



• Adam called me out, kindly and succinctly, on my constant use of the word "interesting" as, like, interrogative punctuation.



• Here's that Film Crit Hulk Article again.



• It was indeed Jeremy Bentham who first designed panoptic prisons, and who wrote about the Panopticon as "A new mode of obtaining power of mind over mind, in a quantity hitherto without example: and that, to a degree equally without example, secured by whoever chooses to have it so, against abuse." So that's more than a little relevant to Persona 5's heart-stealing business, not to mention its imagery, I daresay.



• Michel Foucault did then, of course, write extensively about panopticons, most famously in Discipline and Punish. I was weirdly ready to believe that Foucault had somehow been the one to inspire Bentham, not vice-versa, despite Bentham having lived and worked about two hundred years earlier. That's how large Foucault looms (if you've been to grad school, anyway).



• Lastly, but my no means leastly, here's that MonsterTalk episode wherein Robert M. Price talks about Satan, the Devil, and how those two figures became one and the same. A moniker very close to Satanael comes up, even!

———



"All The People Say (Season 2)" by Carpe Demon.

"Life Will Change (Instrumental)" from the Persona 5 OST by Shoji Meguro.]]></itunes:summary>
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		<title>Persona 5 and the Punk of Pope Joan, with Adam Osborn</title>
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	<itunes:duration>2:36:34</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Medievalist, archnerd, and outspoken Persona-enjoyer Adam Osborn returns to discuss Persona 5—as well as visual novels, waifus, and Pope Joan, though not always at the same time and not necessarily in that order. Thrill as we trip over each other trying to remark on everything remarkable about this mad JRPG opus.







Persona 5 is an odd beast, even by the series' lofty standards of oddness. It's at once a refined version of existing Persona and Shin Megami Tensei conventions, a savage assessment of Japanese (and global) small-and-large-p politics, and a parable about the indispensable role of punk in everything from education to religion.



If you're new to Persona, and if you've got a few extra hours on your hands, then our previous discussion about 3 and 4 might be a better entry point. And while we have some minor SPOILERS throughout, the really heavy ones start at 01:31:31.



There is also one final boss-related detour from 00:09:05 to 00:10:12.



———
 • I was experimenting ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/06/screen-shot-2017-06-04-at-3-58-48-pm2.png?fit=3360%2C1887&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>A Seminar (Just Bearly) on Persona 3 and 4, with Adam Osborn</title>
	<link>https://etao.blog/2017/03/28/podcast-29/</link>
	<pubDate>Tue, 28 Mar 2017 14:01:49 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">0d675243-ccd2-5d58-97e1-ad227579bde9</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Drew's good buddy Adam Osborn, PhD-pursuer and self-described archnerd, stops by the discuss the <em>Persona</em> games in anticipation of <em>Persona 5</em> finally coming out next week (but no, <a href="https://en.wikipedia.org/wiki/Persona_5#Release">really for real this time</a>).</p>



<p class="wp-block-paragraph">Starting at the <strong>01:08:24</strong> mark, I should mention, this one does get a <strong>TRIGGER WARNING</strong> for suicide ideation, because there's no way to do <em>Persona 3's</em> imagery justice without going there. And once it comes up, it does keep right on coming up.</p>



<p class="wp-block-paragraph">Less importantly (but still not unimportantly, I know, nerds), heavy <strong>SPOILERS</strong> for <em>Persona 3</em> and beyond begin at <strong>00:47:00</strong>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">From <em>Revelations: Persona,</em> through <em>Personas 2</em> (not a type-o), on through the series' breakout moment with <em>Persona 3</em> and <em>4</em> and their numerous spin-offs, Adam walks us through the legacy of these literate, resonant, bizarre, and not-even-slightly-subtle creations. We read the latter-day <em>Personas</em> as psychologically rich coming-of-age tales, commentaries on JRPG and anime conventions, devastating simulations of social anxiety, and plenty else.</p>



<p class="wp-block-paragraph">If you've never played a <em>Persona</em> game (and especially if you're considering making <em>Persona 5</em> your first), then consider this a primer. If you have, then consider this a retrospective—a bit like <a href="http://etao.blog/2016/11/08/podcast-26/">what Drew and Lucio recently did with the <em>Dark Souls</em> games</a>—with, yes, some sketchy Jungian analysis thrown into the bargain.</p>



<p class="wp-block-paragraph">———
• <a href="http://soundreasoningreviews.blogspot.com/2009/12/persona-3-reminds-me-why-i-play-video.html">Adam wrote about <em>Persona 3 FES</em> at length a while back</a>, and it's a fine, fine read.</p>



<p class="wp-block-paragraph">• Joseph Campbell is often called a "mythologist," which is about as badass a job title as one could ask for.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theguardian.com/music/2016/jan/21/final-mysteries-david-bowie-blackstar-elvis-crowley-villa-of-ormen">that primer on Aleister Crowley by way of David Bowie</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://lparchive.org/Persona-3/Update%201/">that excellent Persona 3 Let's Play by one Monsieur Schildkrote</a>.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 "巌戸台分寮" from the <em>Persona 3 OST</em> by Shoji Meguro.</p>]]></description>
	<itunes:subtitle><![CDATA[Drews good buddy Adam Osborn, PhD-pursuer and self-described archnerd, stops by the discuss the Persona games in anticipation of Persona 5 finally coming out next week (but no, really for real this time).



Starting at the 01:08:24 mark, I should mentio]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Seminar (Just Bearly) on Persona 3 and 4, with Adam Osborn]]></itunes:title>
	<itunes:episode>29</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Drew's good buddy Adam Osborn, PhD-pursuer and self-described archnerd, stops by the discuss the <em>Persona</em> games in anticipation of <em>Persona 5</em> finally coming out next week (but no, <a href="https://en.wikipedia.org/wiki/Persona_5#Release">really for real this time</a>).</p>



<p class="wp-block-paragraph">Starting at the <strong>01:08:24</strong> mark, I should mention, this one does get a <strong>TRIGGER WARNING</strong> for suicide ideation, because there's no way to do <em>Persona 3's</em> imagery justice without going there. And once it comes up, it does keep right on coming up.</p>



<p class="wp-block-paragraph">Less importantly (but still not unimportantly, I know, nerds), heavy <strong>SPOILERS</strong> for <em>Persona 3</em> and beyond begin at <strong>00:47:00</strong>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">From <em>Revelations: Persona,</em> through <em>Personas 2</em> (not a type-o), on through the series' breakout moment with <em>Persona 3</em> and <em>4</em> and their numerous spin-offs, Adam walks us through the legacy of these literate, resonant, bizarre, and not-even-slightly-subtle creations. We read the latter-day <em>Personas</em> as psychologically rich coming-of-age tales, commentaries on JRPG and anime conventions, devastating simulations of social anxiety, and plenty else.</p>



<p class="wp-block-paragraph">If you've never played a <em>Persona</em> game (and especially if you're considering making <em>Persona 5</em> your first), then consider this a primer. If you have, then consider this a retrospective—a bit like <a href="http://etao.blog/2016/11/08/podcast-26/">what Drew and Lucio recently did with the <em>Dark Souls</em> games</a>—with, yes, some sketchy Jungian analysis thrown into the bargain.</p>



<p class="wp-block-paragraph">———
• <a href="http://soundreasoningreviews.blogspot.com/2009/12/persona-3-reminds-me-why-i-play-video.html">Adam wrote about <em>Persona 3 FES</em> at length a while back</a>, and it's a fine, fine read.</p>



<p class="wp-block-paragraph">• Joseph Campbell is often called a "mythologist," which is about as badass a job title as one could ask for.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.theguardian.com/music/2016/jan/21/final-mysteries-david-bowie-blackstar-elvis-crowley-villa-of-ormen">that primer on Aleister Crowley by way of David Bowie</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://lparchive.org/Persona-3/Update%201/">that excellent Persona 3 Let's Play by one Monsieur Schildkrote</a>.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 "巌戸台分寮" from the <em>Persona 3 OST</em> by Shoji Meguro.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2017/03/etao-podcast-29.mp3" length="238974171" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Drew's good buddy Adam Osborn, PhD-pursuer and self-described archnerd, stops by the discuss the Persona games in anticipation of Persona 5 finally coming out next week (but no, really for real this time).



Starting at the 01:08:24 mark, I should mention, this one does get a TRIGGER WARNING for suicide ideation, because there's no way to do Persona 3's imagery justice without going there. And once it comes up, it does keep right on coming up.



Less importantly (but still not unimportantly, I know, nerds), heavy SPOILERS for Persona 3 and beyond begin at 00:47:00.







From Revelations: Persona, through Personas 2 (not a type-o), on through the series' breakout moment with Persona 3 and 4 and their numerous spin-offs, Adam walks us through the legacy of these literate, resonant, bizarre, and not-even-slightly-subtle creations. We read the latter-day Personas as psychologically rich coming-of-age tales, commentaries on JRPG and anime conventions, devastating simulations of social anxiety, and plenty else.



If you've never played a Persona game (and especially if you're considering making Persona 5 your first), then consider this a primer. If you have, then consider this a retrospective—a bit like what Drew and Lucio recently did with the Dark Souls games—with, yes, some sketchy Jungian analysis thrown into the bargain.



———
• Adam wrote about Persona 3 FES at length a while back, and it's a fine, fine read.



• Joseph Campbell is often called a "mythologist," which is about as badass a job title as one could ask for.



• Here's that primer on Aleister Crowley by way of David Bowie.



• And here's that excellent Persona 3 Let's Play by one Monsieur Schildkrote.

———



"All The People Say (Season 2)" by Carpe Demon.
 "巌戸台分寮" from the Persona 3 OST by Shoji Meguro.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/03/persona_3_anime.png?fit=3360%2C1887&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2017/03/persona_3_anime.png?fit=3360%2C1887&#038;ssl=1</url>
		<title>A Seminar (Just Bearly) on Persona 3 and 4, with Adam Osborn</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>2:41:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Drew's good buddy Adam Osborn, PhD-pursuer and self-described archnerd, stops by the discuss the Persona games in anticipation of Persona 5 finally coming out next week (but no, really for real this time).



Starting at the 01:08:24 mark, I should mention, this one does get a TRIGGER WARNING for suicide ideation, because there's no way to do Persona 3's imagery justice without going there. And once it comes up, it does keep right on coming up.



Less importantly (but still not unimportantly, I know, nerds), heavy SPOILERS for Persona 3 and beyond begin at 00:47:00.







From Revelations: Persona, through Personas 2 (not a type-o), on through the series' breakout moment with Persona 3 and 4 and their numerous spin-offs, Adam walks us through the legacy of these literate, resonant, bizarre, and not-even-slightly-subtle creations. We read the latter-day Personas as psychologically rich coming-of-age tales, commentaries on JRPG and anime conventions, devastating simulations of social ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2017/03/persona_3_anime.png?fit=3360%2C1887&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Criticizing Videogame Critique, Part 2, with Richard Terrell</title>
	<link>https://etao.blog/2016/11/22/podcast-28/</link>
	<pubDate>Tue, 22 Nov 2016 15:01:35 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">11a483c9-0150-577d-a0c0-3d422315b929</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Last week, Richard Terrell outlined his framework for taxonomizing and evaluating game criticism, and we spent some time <a href="http://etao.blog/2016/11/15/podcast-27/">using that framework to disagree vociferously about whether Arin Hanson is any damn good at talking about <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph">This week we get into the weeds about the <em>Zeldas</em> themselves, and here's the crux of the issue: Richard feels about <em>Dark Souls</em> <a href="http://etao.blog/2013/12/26/podcast-6/">the way that I feel about <em>Skyward Sword</em></a>, and vice-versa. Where he sees rawness and jank in the <em>Souls</em> games, I see a certain stark, boneheaded elegance (as well as jank). Where I feel patronized and slowed to a crawl by the last few <em>Zeldas</em>, he feels nourished by them: "I accept that that stuff is good for me," he says, meaning the descriptive text and careful tutorializing and all.</p>



<p class="wp-block-paragraph">That might be an unbridgeable gap of taste. But is taste what we're talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).</p>



<p class="wp-block-paragraph">———
• Here again is <a href="http://www.vgthought.com/do/sunburst3.html">the Design Wheel</a> that Richard refers to, as well as <a href="http://www.designoriented.net/">the <em>Design Oriented</em> search engine</a>.</p>



<p class="wp-block-paragraph">• Here again is <a href="https://www.youtube.com/playlist?list=PLN0mTaxV4-fR_1GykNzA1eRn4_-SrYsZO">Richard's <em>Design Over Time</em> series</a>.</p>



<p class="wp-block-paragraph">• And Richard was also good enough to share <a href="https://docs.google.com/document/d/1-lnLobFSD02mEvLyVozvmqF7iTvBSYEVeEzTRjCR7FE/edit">his notes for this conversation, including the ones on Egoraptor</a>.</p>



<p class="wp-block-paragraph">• When researchers talk about people overestimating their own competence, they usually discuss it in terms of <a href="https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect">Dunning-Kruger effect</a>.</p>



<p class="wp-block-paragraph">• Unthinkingly and in the heat of the moment, I used the word <em>gamer.</em> Icky.</p>



<p class="wp-block-paragraph">• I'm honestly not sure whether the hey-player-here's-what-a-bomb-is-again thing in <em>Twilight Princess</em> and <em>Skyward Sword</em> is a bug or a feature. Richard remembers hearing that it was a bug in an <a href="http://iwataasks.nintendo.com/">Iwata Asks</a>, but neither of us can find the quote (or one that says the opposite, for that matter). Interestingly enough, if it <em>is</em> a bug, then I suppose Richard would say it's a <em>useful</em> bug—accidentally prodiving the player with helpful refreshers, kind of like how the slowdown in the first <em>Zelda</em> accidentally makes hectic rooms a shade more approachable.</p>



<p class="wp-block-paragraph">• David Hellman wrote <a href="http://www.davidhellman.net/blog/archives/260">the seminal piece on fussy long-windedness in <em>Zelda</em> games</a>.</p>



<p class="wp-block-paragraph">• Innuendo Studios did <a href="https://www.youtube.com/watch?v=4N6y6LEwsKc">a fantastic piece about semiotics in games and game criticism, using <em>The Beginner's Guide</em> as a jumping off point</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=K4zmO9EX8jY&amp;list=PLswVJ_e2AEzmii8VlEcAJHAdH7eT5gh76"><em>Cogwatch</em></a>.</p>



<p class="wp-block-paragraph">• Richard did <a href="https://www.youtube.com/watch?v=aDhXwBqg91g">a <em>Design Over Time</em> about <em>Bloodborne</em></a>, in direct response to <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">a video by one Monsieur HBomberguy</a>. He was still working on his video at the time of our conversation, which is why we didn't discuss his critique of <em>Bloodborne</em> (and/or of the <em>Souls</em> fandom) in more specific terms.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/AnsonWeeksCollection1925-1935">"Shut That Gate"</a> by Dick James and Ted Daffan, performed by Dick James and the Coast Ranch Hands.</p>]]></description>
	<itunes:subtitle><![CDATA[Last week, Richard Terrell outlined his framework for taxonomizing and evaluating game criticism, and we spent some time using that framework to disagree vociferously about whether Arin Hanson is any damn good at talking about Zelda.



 



This week we]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Criticizing Videogame Critique, Part 2, with Richard Terrell]]></itunes:title>
	<itunes:episode>28</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Last week, Richard Terrell outlined his framework for taxonomizing and evaluating game criticism, and we spent some time <a href="http://etao.blog/2016/11/15/podcast-27/">using that framework to disagree vociferously about whether Arin Hanson is any damn good at talking about <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph"> </p>



<p class="wp-block-paragraph">This week we get into the weeds about the <em>Zeldas</em> themselves, and here's the crux of the issue: Richard feels about <em>Dark Souls</em> <a href="http://etao.blog/2013/12/26/podcast-6/">the way that I feel about <em>Skyward Sword</em></a>, and vice-versa. Where he sees rawness and jank in the <em>Souls</em> games, I see a certain stark, boneheaded elegance (as well as jank). Where I feel patronized and slowed to a crawl by the last few <em>Zeldas</em>, he feels nourished by them: "I accept that that stuff is good for me," he says, meaning the descriptive text and careful tutorializing and all.</p>



<p class="wp-block-paragraph">That might be an unbridgeable gap of taste. But is taste what we're talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).</p>



<p class="wp-block-paragraph">———
• Here again is <a href="http://www.vgthought.com/do/sunburst3.html">the Design Wheel</a> that Richard refers to, as well as <a href="http://www.designoriented.net/">the <em>Design Oriented</em> search engine</a>.</p>



<p class="wp-block-paragraph">• Here again is <a href="https://www.youtube.com/playlist?list=PLN0mTaxV4-fR_1GykNzA1eRn4_-SrYsZO">Richard's <em>Design Over Time</em> series</a>.</p>



<p class="wp-block-paragraph">• And Richard was also good enough to share <a href="https://docs.google.com/document/d/1-lnLobFSD02mEvLyVozvmqF7iTvBSYEVeEzTRjCR7FE/edit">his notes for this conversation, including the ones on Egoraptor</a>.</p>



<p class="wp-block-paragraph">• When researchers talk about people overestimating their own competence, they usually discuss it in terms of <a href="https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect">Dunning-Kruger effect</a>.</p>



<p class="wp-block-paragraph">• Unthinkingly and in the heat of the moment, I used the word <em>gamer.</em> Icky.</p>



<p class="wp-block-paragraph">• I'm honestly not sure whether the hey-player-here's-what-a-bomb-is-again thing in <em>Twilight Princess</em> and <em>Skyward Sword</em> is a bug or a feature. Richard remembers hearing that it was a bug in an <a href="http://iwataasks.nintendo.com/">Iwata Asks</a>, but neither of us can find the quote (or one that says the opposite, for that matter). Interestingly enough, if it <em>is</em> a bug, then I suppose Richard would say it's a <em>useful</em> bug—accidentally prodiving the player with helpful refreshers, kind of like how the slowdown in the first <em>Zelda</em> accidentally makes hectic rooms a shade more approachable.</p>



<p class="wp-block-paragraph">• David Hellman wrote <a href="http://www.davidhellman.net/blog/archives/260">the seminal piece on fussy long-windedness in <em>Zelda</em> games</a>.</p>



<p class="wp-block-paragraph">• Innuendo Studios did <a href="https://www.youtube.com/watch?v=4N6y6LEwsKc">a fantastic piece about semiotics in games and game criticism, using <em>The Beginner's Guide</em> as a jumping off point</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=K4zmO9EX8jY&amp;list=PLswVJ_e2AEzmii8VlEcAJHAdH7eT5gh76"><em>Cogwatch</em></a>.</p>



<p class="wp-block-paragraph">• Richard did <a href="https://www.youtube.com/watch?v=aDhXwBqg91g">a <em>Design Over Time</em> about <em>Bloodborne</em></a>, in direct response to <a href="https://www.youtube.com/watch?v=AC3OuLU5XCw">a video by one Monsieur HBomberguy</a>. He was still working on his video at the time of our conversation, which is why we didn't discuss his critique of <em>Bloodborne</em> (and/or of the <em>Souls</em> fandom) in more specific terms.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.

<a href="https://archive.org/details/AnsonWeeksCollection1925-1935">"Shut That Gate"</a> by Dick James and Ted Daffan, performed by Dick James and the Coast Ranch Hands.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/11/etao-podcast-28.mp3" length="85064066" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Last week, Richard Terrell outlined his framework for taxonomizing and evaluating game criticism, and we spent some time using that framework to disagree vociferously about whether Arin Hanson is any damn good at talking about Zelda.



 



This week we get into the weeds about the Zeldas themselves, and here's the crux of the issue: Richard feels about Dark Souls the way that I feel about Skyward Sword, and vice-versa. Where he sees rawness and jank in the Souls games, I see a certain stark, boneheaded elegance (as well as jank). Where I feel patronized and slowed to a crawl by the last few Zeldas, he feels nourished by them: "I accept that that stuff is good for me," he says, meaning the descriptive text and careful tutorializing and all.



That might be an unbridgeable gap of taste. But is taste what we're talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).



———
• Here again is the Design Wheel that Richard refers to, as well as the Design Oriented search engine.



• Here again is Richard's Design Over Time series.



• And Richard was also good enough to share his notes for this conversation, including the ones on Egoraptor.



• When researchers talk about people overestimating their own competence, they usually discuss it in terms of Dunning-Kruger effect.



• Unthinkingly and in the heat of the moment, I used the word gamer. Icky.



• I'm honestly not sure whether the hey-player-here's-what-a-bomb-is-again thing in Twilight Princess and Skyward Sword is a bug or a feature. Richard remembers hearing that it was a bug in an Iwata Asks, but neither of us can find the quote (or one that says the opposite, for that matter). Interestingly enough, if it is a bug, then I suppose Richard would say it's a useful bug—accidentally prodiving the player with helpful refreshers, kind of like how the slowdown in the first Zelda accidentally makes hectic rooms a shade more approachable.



• David Hellman wrote the seminal piece on fussy long-windedness in Zelda games.



• Innuendo Studios did a fantastic piece about semiotics in games and game criticism, using The Beginner's Guide as a jumping off point.



• And here's Cogwatch.



• Richard did a Design Over Time about Bloodborne, in direct response to a video by one Monsieur HBomberguy. He was still working on his video at the time of our conversation, which is why we didn't discuss his critique of Bloodborne (and/or of the Souls fandom) in more specific terms.

———



"All The People Say (Season 2)" by Carpe Demon.

"Shut That Gate" by Dick James and Ted Daffan, performed by Dick James and the Coast Ranch Hands.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/11/cxpjdfzusaaereu.jpg?fit=901%2C676&#038;ssl=1"></itunes:image>
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		<title>Criticizing Videogame Critique, Part 2, with Richard Terrell</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:36</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Last week, Richard Terrell outlined his framework for taxonomizing and evaluating game criticism, and we spent some time using that framework to disagree vociferously about whether Arin Hanson is any damn good at talking about Zelda.



 



This week we get into the weeds about the Zeldas themselves, and here's the crux of the issue: Richard feels about Dark Souls the way that I feel about Skyward Sword, and vice-versa. Where he sees rawness and jank in the Souls games, I see a certain stark, boneheaded elegance (as well as jank). Where I feel patronized and slowed to a crawl by the last few Zeldas, he feels nourished by them: "I accept that that stuff is good for me," he says, meaning the descriptive text and careful tutorializing and all.



That might be an unbridgeable gap of taste. But is taste what we're talking about here, or is there something more objective at play? (It will not shock you to learn that Richard thinks there is, and that I disagree).



———
• Here again is the]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/11/cxpjdfzusaaereu.jpg?fit=901%2C676&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Criticizing Videogame Critique, Part 1, with Richard Terrell</title>
	<link>https://etao.blog/2016/11/15/podcast-27/</link>
	<pubDate>Tue, 15 Nov 2016 15:01:05 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">b5c1ae3e-ee6d-55ae-9634-61c97f446000</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Richard Terrell returns to talk about <em>Design Oriented,</em> his attempt to categorize, catalog, and (here's where things get interesting) <em>rate</em> game critique. What's being measured there, and how is he measuring it, and to what end?
</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Last time, we talked about <a href="http://etao.blog/2014/01/14/podcast-7/">what games are, what art is</a>, and why he considers those questions so different (whereas I really don't). This time we discuss the purpose of critique, and indeed whether critique even has a singular purpose or an ideal shape. (It won't shock you to learn that Richard thinks it does, and that I disagree).</p>



<p class="wp-block-paragraph">This discussion got big, so this will be a two-parter. This time, we take <a href="https://www.youtube.com/watch?v=XOC3vixnj_0">Egoraptor's video about the <em>Legend of Zelda</em> series</a> as an example of criticism that I find useful, but that rates poorly (to put it mildly) on Richard's metrics. Where's the disconnect, above and beyond my obviously terrible taste?</p>



<p class="wp-block-paragraph">———
• Here's <a href="http://www.vgthought.com/do/sunburst3.html">the Design Wheel</a> that Richard refers to, as well as <a href="http://www.designoriented.net/">the <em>Design Oriented</em> search engine</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/playlist?list=PLN0mTaxV4-fR_1GykNzA1eRn4_-SrYsZO">the <em>Design Over Time</em> series</a>, which contains some of my favorite stuff Richard's ever done.</p>



<p class="wp-block-paragraph">• The Ian Bogost book in question is <a href="http://bogost.com/books/play-anything/"><em>Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games</em></a>.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.youtube.com/watch?v=Q8skzjsaJc8">those GEICO Raccoons</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.blog.radiator.debacle.us/2015/10/the-beginners-guide-by-davey-wreden-et.html">Robert Yang on <em>The Beginner's Guide</em></a>.</p>



<p class="wp-block-paragraph">• Richard did indeed share <a href="https://docs.google.com/document/d/1-lnLobFSD02mEvLyVozvmqF7iTvBSYEVeEzTRjCR7FE/edit">his notes on the Egoraptor <em>Zelda</em> video</a>.</p>



<p class="wp-block-paragraph">• That magical mirror in <em>A Link to the Past</em> is called "The Magic Mirror." Yup.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 <a href="https://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
 <a href="https://archive.org/details/WontYouWaitNellieDearByByronG.Harlan1905">"Won't You Wait, Nellie Dear"</a> by Byron G. Harlan</p>]]></description>
	<itunes:subtitle><![CDATA[Richard Terrell returns to talk about Design Oriented, his attempt to categorize, catalog, and (heres where things get interesting) rate game critique. Whats being measured there, and how is he measuring it, and to what end?








Last time, we talked ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Criticizing Videogame Critique, Part 1, with Richard Terrell]]></itunes:title>
	<itunes:episode>27</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Richard Terrell returns to talk about <em>Design Oriented,</em> his attempt to categorize, catalog, and (here's where things get interesting) <em>rate</em> game critique. What's being measured there, and how is he measuring it, and to what end?
</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Last time, we talked about <a href="http://etao.blog/2014/01/14/podcast-7/">what games are, what art is</a>, and why he considers those questions so different (whereas I really don't). This time we discuss the purpose of critique, and indeed whether critique even has a singular purpose or an ideal shape. (It won't shock you to learn that Richard thinks it does, and that I disagree).</p>



<p class="wp-block-paragraph">This discussion got big, so this will be a two-parter. This time, we take <a href="https://www.youtube.com/watch?v=XOC3vixnj_0">Egoraptor's video about the <em>Legend of Zelda</em> series</a> as an example of criticism that I find useful, but that rates poorly (to put it mildly) on Richard's metrics. Where's the disconnect, above and beyond my obviously terrible taste?</p>



<p class="wp-block-paragraph">———
• Here's <a href="http://www.vgthought.com/do/sunburst3.html">the Design Wheel</a> that Richard refers to, as well as <a href="http://www.designoriented.net/">the <em>Design Oriented</em> search engine</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/playlist?list=PLN0mTaxV4-fR_1GykNzA1eRn4_-SrYsZO">the <em>Design Over Time</em> series</a>, which contains some of my favorite stuff Richard's ever done.</p>



<p class="wp-block-paragraph">• The Ian Bogost book in question is <a href="http://bogost.com/books/play-anything/"><em>Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games</em></a>.</p>



<p class="wp-block-paragraph">• Here are <a href="https://www.youtube.com/watch?v=Q8skzjsaJc8">those GEICO Raccoons</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.blog.radiator.debacle.us/2015/10/the-beginners-guide-by-davey-wreden-et.html">Robert Yang on <em>The Beginner's Guide</em></a>.</p>



<p class="wp-block-paragraph">• Richard did indeed share <a href="https://docs.google.com/document/d/1-lnLobFSD02mEvLyVozvmqF7iTvBSYEVeEzTRjCR7FE/edit">his notes on the Egoraptor <em>Zelda</em> video</a>.</p>



<p class="wp-block-paragraph">• That magical mirror in <em>A Link to the Past</em> is called "The Magic Mirror." Yup.

———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
 <a href="https://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
 <a href="https://archive.org/details/WontYouWaitNellieDearByByronG.Harlan1905">"Won't You Wait, Nellie Dear"</a> by Byron G. Harlan</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/11/etao-podcast-27.mp3" length="156250673" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Richard Terrell returns to talk about Design Oriented, his attempt to categorize, catalog, and (here's where things get interesting) rate game critique. What's being measured there, and how is he measuring it, and to what end?








Last time, we talked about what games are, what art is, and why he considers those questions so different (whereas I really don't). This time we discuss the purpose of critique, and indeed whether critique even has a singular purpose or an ideal shape. (It won't shock you to learn that Richard thinks it does, and that I disagree).



This discussion got big, so this will be a two-parter. This time, we take Egoraptor's video about the Legend of Zelda series as an example of criticism that I find useful, but that rates poorly (to put it mildly) on Richard's metrics. Where's the disconnect, above and beyond my obviously terrible taste?



———
• Here's the Design Wheel that Richard refers to, as well as the Design Oriented search engine.



• Here's the Design Over Time series, which contains some of my favorite stuff Richard's ever done.



• The Ian Bogost book in question is Play Anything: The Pleasure of Limits, the Uses of Boredom, and the Secret of Games.



• Here are those GEICO Raccoons.



• And here's Robert Yang on The Beginner's Guide.



• Richard did indeed share his notes on the Egoraptor Zelda video.



• That magical mirror in A Link to the Past is called "The Magic Mirror." Yup.

———



"All The People Say (Season 2)" by Carpe Demon.
 "I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
 "Won't You Wait, Nellie Dear" by Byron G. Harlan]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/11/cxmpv_suqaaf8dm.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2016/11/cxmpv_suqaaf8dm.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Criticizing Videogame Critique, Part 1, with Richard Terrell</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:45:20</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Richard Terrell returns to talk about Design Oriented, his attempt to categorize, catalog, and (here's where things get interesting) rate game critique. What's being measured there, and how is he measuring it, and to what end?








Last time, we talked about what games are, what art is, and why he considers those questions so different (whereas I really don't). This time we discuss the purpose of critique, and indeed whether critique even has a singular purpose or an ideal shape. (It won't shock you to learn that Richard thinks it does, and that I disagree).



This discussion got big, so this will be a two-parter. This time, we take Egoraptor's video about the Legend of Zelda series as an example of criticism that I find useful, but that rates poorly (to put it mildly) on Richard's metrics. Where's the disconnect, above and beyond my obviously terrible taste?



———
• Here's the Design Wheel that Richard refers to, as well as the Design Oriented search engine.



• Here's the Desi]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/11/cxmpv_suqaaf8dm.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Dark Souls of Increasingly Unhelpful Analogies</title>
	<link>https://etao.blog/2016/11/08/podcast-26/</link>
	<pubDate>Tue, 08 Nov 2016 15:01:02 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">81e46a6e-7e1b-5501-a077-77d12d48da2a</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Following on our <a href="http://etao.blog/2016/11/01/podcast-25/">bummer of a conversation about the most joyful show on television</a>, this week we have an exuberant and hopeful conversation about a series of games focused on violence, failure, and ends of days. Go figure.</p>



<p class="wp-block-paragraph">Yes, it's time to discuss <em>Dark Souls,</em> and the fandoms attendant thereto.</p>



<p class="wp-block-paragraph">This week's episode unfortunately comes with a <strong>TRIGGER WARNING</strong> for sexual assault, since we follow up on the whole Devin Feraci situation, and more broadly, on the complications that arise when an episode sits in cold storage for a few weeks, the world ticking on without our acknowledgement. <strong>If you want to skip past that and get right to the <em>Souls</em> talk, then you can jump to 00:03:43.</strong></p>



<p class="wp-block-paragraph">I'll also mention that <strong>SPOILERS ABOUND ONCE AGAIN</strong>, in case you care about that kind of thing. (If you find yourself caring more about spoiler warnings than about trigger warnings, do consider taking a quick look in the mirror, though).</p>



<p class="wp-block-paragraph">
———
• Oh, <a href="http://ian-albert.com/games/legend_of_zelda_maps/">the maps from the first <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph">• <em>Ocarina of Time</em> did come out in 1998.</p>



<p class="wp-block-paragraph">• There are definitely some games embracing the low-plygon, low-res texture style, but I've still encountered far fewer of those than games based built around <a href="https://medium.com/retronator-magazine/pixels-and-voxels-the-long-answer-5889ecc18190#.c7qemjmly">pixels and voxels</a>. If you feel that I'm missing out on some exemplary and/or beautiful example(s), then by all means, let me know!</p>



<p class="wp-block-paragraph">• I said that Rab Florence made the <em>Fail Forward</em> series, which is not true at all. <a href="https://www.youtube.com/playlist?list=PL8bDjLl3h2vcU1pgbXWZK9QbDCkw4S1Yt">Rab Florence made <em>Memory System Aging</em></a>.</p>



<p class="wp-block-paragraph">• It is in fact Marsh Davies who has blessed us with <a href="https://www.youtube.com/playlist?list=PL8bDjLl3h2veC8dJ0Fv5mkOCsBbrxHsyD"><em>Fail Forward</em></a>, including <a href="https://www.youtube.com/watch?v=Y7Td0aesimw">the entirely excellent episode on <em>Dark Souls</em> and <em>Dark Souls 2</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=4_ZLoHl5UH8">Super Bunnyhop on what the first <em>Dark Souls</em> has to say about mortality</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/user/VaatiVidya">VaatiVidya's work</a> is singularly detailed and fascinating, especially the "lore" and <em>Prepare to Cry</em> stuff.</p>



<p class="wp-block-paragraph">• Here's what the hell it means to say that "<a href="https://www.youtube.com/watch?v=iaJb5juMiNY"><em>Dark Souls</em> creates its own precursors.</a>"</p>



<p class="wp-block-paragraph">• And here's <a href="http://kotaku.com/the-journey-to-kill-everyone-in-dark-souls-yes-everyo-479806481">"The Journey To Kill Everyone In <em>Dark Souls.</em> Yes, Everyone."</a>
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/78_wealth-wont-save-your-soul_williams-milton-estes-the-musical-millers_gbia0000495a">"Wealth Won't Save Your Soul"</a> by Hank Williams, performed by Milton Estes.</p>]]></description>
	<itunes:subtitle><![CDATA[Following on our bummer of a conversation about the most joyful show on television, this week we have an exuberant and hopeful conversation about a series of games focused on violence, failure, and ends of days. Go figure.



Yes, its time to discuss Dar]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Dark Souls of Increasingly Unhelpful Analogies]]></itunes:title>
	<itunes:episode>26</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Following on our <a href="http://etao.blog/2016/11/01/podcast-25/">bummer of a conversation about the most joyful show on television</a>, this week we have an exuberant and hopeful conversation about a series of games focused on violence, failure, and ends of days. Go figure.</p>



<p class="wp-block-paragraph">Yes, it's time to discuss <em>Dark Souls,</em> and the fandoms attendant thereto.</p>



<p class="wp-block-paragraph">This week's episode unfortunately comes with a <strong>TRIGGER WARNING</strong> for sexual assault, since we follow up on the whole Devin Feraci situation, and more broadly, on the complications that arise when an episode sits in cold storage for a few weeks, the world ticking on without our acknowledgement. <strong>If you want to skip past that and get right to the <em>Souls</em> talk, then you can jump to 00:03:43.</strong></p>



<p class="wp-block-paragraph">I'll also mention that <strong>SPOILERS ABOUND ONCE AGAIN</strong>, in case you care about that kind of thing. (If you find yourself caring more about spoiler warnings than about trigger warnings, do consider taking a quick look in the mirror, though).</p>



<p class="wp-block-paragraph">
———
• Oh, <a href="http://ian-albert.com/games/legend_of_zelda_maps/">the maps from the first <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph">• <em>Ocarina of Time</em> did come out in 1998.</p>



<p class="wp-block-paragraph">• There are definitely some games embracing the low-plygon, low-res texture style, but I've still encountered far fewer of those than games based built around <a href="https://medium.com/retronator-magazine/pixels-and-voxels-the-long-answer-5889ecc18190#.c7qemjmly">pixels and voxels</a>. If you feel that I'm missing out on some exemplary and/or beautiful example(s), then by all means, let me know!</p>



<p class="wp-block-paragraph">• I said that Rab Florence made the <em>Fail Forward</em> series, which is not true at all. <a href="https://www.youtube.com/playlist?list=PL8bDjLl3h2vcU1pgbXWZK9QbDCkw4S1Yt">Rab Florence made <em>Memory System Aging</em></a>.</p>



<p class="wp-block-paragraph">• It is in fact Marsh Davies who has blessed us with <a href="https://www.youtube.com/playlist?list=PL8bDjLl3h2veC8dJ0Fv5mkOCsBbrxHsyD"><em>Fail Forward</em></a>, including <a href="https://www.youtube.com/watch?v=Y7Td0aesimw">the entirely excellent episode on <em>Dark Souls</em> and <em>Dark Souls 2</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="https://www.youtube.com/watch?v=4_ZLoHl5UH8">Super Bunnyhop on what the first <em>Dark Souls</em> has to say about mortality</a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/user/VaatiVidya">VaatiVidya's work</a> is singularly detailed and fascinating, especially the "lore" and <em>Prepare to Cry</em> stuff.</p>



<p class="wp-block-paragraph">• Here's what the hell it means to say that "<a href="https://www.youtube.com/watch?v=iaJb5juMiNY"><em>Dark Souls</em> creates its own precursors.</a>"</p>



<p class="wp-block-paragraph">• And here's <a href="http://kotaku.com/the-journey-to-kill-everyone-in-dark-souls-yes-everyo-479806481">"The Journey To Kill Everyone In <em>Dark Souls.</em> Yes, Everyone."</a>
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/78_wealth-wont-save-your-soul_williams-milton-estes-the-musical-millers_gbia0000495a">"Wealth Won't Save Your Soul"</a> by Hank Williams, performed by Milton Estes.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/11/etao-podcast-26.mp3" length="134414120" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Following on our bummer of a conversation about the most joyful show on television, this week we have an exuberant and hopeful conversation about a series of games focused on violence, failure, and ends of days. Go figure.



Yes, it's time to discuss Dark Souls, and the fandoms attendant thereto.



This week's episode unfortunately comes with a TRIGGER WARNING for sexual assault, since we follow up on the whole Devin Feraci situation, and more broadly, on the complications that arise when an episode sits in cold storage for a few weeks, the world ticking on without our acknowledgement. If you want to skip past that and get right to the Souls talk, then you can jump to 00:03:43.



I'll also mention that SPOILERS ABOUND ONCE AGAIN, in case you care about that kind of thing. (If you find yourself caring more about spoiler warnings than about trigger warnings, do consider taking a quick look in the mirror, though).




———
• Oh, the maps from the first Zelda.



• Ocarina of Time did come out in 1998.



• There are definitely some games embracing the low-plygon, low-res texture style, but I've still encountered far fewer of those than games based built around pixels and voxels. If you feel that I'm missing out on some exemplary and/or beautiful example(s), then by all means, let me know!



• I said that Rab Florence made the Fail Forward series, which is not true at all. Rab Florence made Memory System Aging.



• It is in fact Marsh Davies who has blessed us with Fail Forward, including the entirely excellent episode on Dark Souls and Dark Souls 2.



• And here's Super Bunnyhop on what the first Dark Souls has to say about mortality.



• VaatiVidya's work is singularly detailed and fascinating, especially the "lore" and Prepare to Cry stuff.



• Here's what the hell it means to say that "Dark Souls creates its own precursors."



• And here's "The Journey To Kill Everyone In Dark Souls. Yes, Everyone."
———



"All The People Say (Season 2)" by Carpe Demon.
"Wealth Won't Save Your Soul" by Hank Williams, performed by Milton Estes.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/20161016122806_1.jpg?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/20161016122806_1.jpg?fit=2560%2C1440&#038;ssl=1</url>
		<title>The Dark Souls of Increasingly Unhelpful Analogies</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Following on our bummer of a conversation about the most joyful show on television, this week we have an exuberant and hopeful conversation about a series of games focused on violence, failure, and ends of days. Go figure.



Yes, it's time to discuss Dark Souls, and the fandoms attendant thereto.



This week's episode unfortunately comes with a TRIGGER WARNING for sexual assault, since we follow up on the whole Devin Feraci situation, and more broadly, on the complications that arise when an episode sits in cold storage for a few weeks, the world ticking on without our acknowledgement. If you want to skip past that and get right to the Souls talk, then you can jump to 00:03:43.



I'll also mention that SPOILERS ABOUND ONCE AGAIN, in case you care about that kind of thing. (If you find yourself caring more about spoiler warnings than about trigger warnings, do consider taking a quick look in the mirror, though).




———
• Oh, the maps from the first Zelda.



• Ocarina of Time did c]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/20161016122806_1.jpg?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Gem Fusions and Fandom Fissions in the Universe of Steven Universe</title>
	<link>https://etao.blog/2016/11/01/podcast-25/</link>
	<pubDate>Tue, 01 Nov 2016 14:01:53 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d6322e40-e1a6-5f55-b1ea-432328ae61ee</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Lucio and I are both fans of <em>Steven Universe</em>, but we're not exactly members of the Steven Universe fandom—or <em>fandoms</em>, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the story is headed. The people most conspicuously enthusiastic about <em>Steven Universe</em> sometimes seem to be watching a different show than we are. Which can make fandom into something distressingly sectarian, prickly, and alienating.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">In practice, fandoms sometimes run counter to what I called "utopian" geekiness <a href="http://etao.blog/2013/08/26/podcast-1/">way back in the very first episode of this podcast</a>. Being a geek should be an earnest search for the weird and the wonderful, in my estimation. It should be open-hearted, radically inclusive. Enthusiasm in one thing should lead to enthusiasm in more things, one's world growing larger as a direct result of being peopled by geeks.</p>



<p class="wp-block-paragraph">A serious fandom frequently has the opposite effect. Fandoms can isolate us. They can laser-focus our passions and calcify our biases. We can all find ourselves having perpendicular conversations, every interpretation incompatible with every other interpretation because each is so leaden with unalterable baseline assumptions.</p>



<p class="wp-block-paragraph">Here we take a first pass at figuring out how to learn from fandoms that aren't for us, and that may not even have any interest in talking to us. (And if you think we can't, we'll always find a way, and all that).&nbsp;<strong>SPOILERS WILL OCCUR.</strong></p>



<p class="wp-block-paragraph">And stay tuned at the end for some <em>Dark Souls</em> talk, with more to come next time. ("Ashes of Ariandel" is out!)</p>



<p class="wp-block-paragraph">———
• We recorded this episode before the Summer of Steven had concluded, so no talk about Onion's friends or Quentin Frowney.</p>



<p class="wp-block-paragraph">• This week's discussion is centered largely on <a href="https://medium.com/@dtwps/all-these-black-characters-and-0-done-right-how-steven-universe-fails-its-black-fanbase-part-i-81e0b0b8c3fe#.dy7cyl599">"All These Black Characters and 0 Done Right———How Steven Universe Fails Its Black Fanbase, Part I"</a> by Riley H. [UPDATE: We say in this episode that Riley H.'s pronouns are he/him, which was true at time of recording, at least according to Twitter and Medium. Riley H. now goes by they/them.]</p>



<p class="wp-block-paragraph">• For thoughts on the toxic aspects of fandom, we refer to <a href="http://birthmoviesdeath.com/2016/05/30/fandom-is-broken">"Fandom Is Broken"</a> by Devin Feraci. (And we recorded this before he stepped down as editor of Birth.Movies.Death, so we don't mention those rather horrific happenings).</p>



<p class="wp-block-paragraph">• And for some thoughts on the mechanics of 'shipping, we turn to <a href="http://www.vox.com/2016/8/7/11950648/fandom-shipping-social-justice-ideological-warfare?utm_campaign=vox&amp;utm_content=chorus&amp;utm_medium=social">"Social Justice, Shipping, and Ideology"</a> by Aja Romano.</p>



<p class="wp-block-paragraph">• Lauren is doing excellent, important work with Project Am I Right, if I may say so. You can learn more on <a href="http://projectamiright.com/">the organization's website</a><a> and on </a><a href="https://twitter.com/ProjectAmIRight">its Twitter</a><a>.</a></p>



<p class="wp-block-paragraph">• I stand by my definition of <em>woke</em>, and the nuances I was describing were all at work in the phrase "woke-ass white man," but it's worth mentioning that people of color and queer folks definitely do refer to one another as <em>woke</em>—only sometimes tinged with the sarcasm that we <em>woke-ass straight white cismen</em> tend to elicit.</p>



<p class="wp-block-paragraph">• <a href="http://steven-universe.wikia.com/wiki/Sugilite">That quote that Lucio couldn't quite remember</a>, in which Garnet explains to Amethyst why they shouldn't fuse into Sugilite, went like this: "I can be brash, and you can be reckless, and we can both get carried away."</p>



<p class="wp-block-paragraph">• And Kofi's mom is <a href="http://stevenuniverse-fanon.wikia.com/wiki/Nanafua">Nanafua</a>.</p>



<p class="wp-block-paragraph">• <a href="http://steven-universe.wikia.com/wiki/Natasha_Lyonne">Smokey Quartz is voiced by Natasha Lyonne</a> (yes, of <em>Orange Is the New Black</em> fame).</p>



<p class="wp-block-paragraph">• J.K. Rowling's first post-<em>Potter,</em> non-<em>Potter</em> book was <em>The Casual Vacancy.</em></p>



<p class="wp-block-paragraph">• It was indeed <a href="http://birthmoviesdeath.com/2012/08/06/film-crit-hulk-smash-a-few-words-on-the-ending-of-mass-effect-3">Film Crit Hulk who said</a>, "YOU WANT TO BE INDULGED. YOU WANT OPTIONS. YOU WANT GLUTTONY. WE HAVE A WORD FOR THAT KIND OF VIDEO ENTERTAINMENT AND IT'S CALLED PORNOGRAPHY. AND IT'S PERFECT AT SATISFYING YOUR EMOTIONAL AND PHYSICAL IMPULSES SO HAVE AT IT."</p>



<p class="wp-block-paragraph">• And yeah, the <em>Pokémon GO</em> talk is already pretty dated. Likewise the Google Play Podcasts stuff.
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/OrpheusQuartetwithHarryMacDonough-">"Turn Back The Universe and Give Me Yesterday"</a> by the Orpheus Quartet with Harry MacDonough.</p>]]></description>
	<itunes:subtitle><![CDATA[Lucio and I are both fans of Steven Universe, but were not exactly members of the Steven Universe fandom—or fandoms, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the st]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Gem Fusions and Fandom Fissions in the Universe of Steven Universe]]></itunes:title>
	<itunes:episode>25</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Lucio and I are both fans of <em>Steven Universe</em>, but we're not exactly members of the Steven Universe fandom—or <em>fandoms</em>, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the story is headed. The people most conspicuously enthusiastic about <em>Steven Universe</em> sometimes seem to be watching a different show than we are. Which can make fandom into something distressingly sectarian, prickly, and alienating.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">In practice, fandoms sometimes run counter to what I called "utopian" geekiness <a href="http://etao.blog/2013/08/26/podcast-1/">way back in the very first episode of this podcast</a>. Being a geek should be an earnest search for the weird and the wonderful, in my estimation. It should be open-hearted, radically inclusive. Enthusiasm in one thing should lead to enthusiasm in more things, one's world growing larger as a direct result of being peopled by geeks.</p>



<p class="wp-block-paragraph">A serious fandom frequently has the opposite effect. Fandoms can isolate us. They can laser-focus our passions and calcify our biases. We can all find ourselves having perpendicular conversations, every interpretation incompatible with every other interpretation because each is so leaden with unalterable baseline assumptions.</p>



<p class="wp-block-paragraph">Here we take a first pass at figuring out how to learn from fandoms that aren't for us, and that may not even have any interest in talking to us. (And if you think we can't, we'll always find a way, and all that).&nbsp;<strong>SPOILERS WILL OCCUR.</strong></p>



<p class="wp-block-paragraph">And stay tuned at the end for some <em>Dark Souls</em> talk, with more to come next time. ("Ashes of Ariandel" is out!)</p>



<p class="wp-block-paragraph">———
• We recorded this episode before the Summer of Steven had concluded, so no talk about Onion's friends or Quentin Frowney.</p>



<p class="wp-block-paragraph">• This week's discussion is centered largely on <a href="https://medium.com/@dtwps/all-these-black-characters-and-0-done-right-how-steven-universe-fails-its-black-fanbase-part-i-81e0b0b8c3fe#.dy7cyl599">"All These Black Characters and 0 Done Right———How Steven Universe Fails Its Black Fanbase, Part I"</a> by Riley H. [UPDATE: We say in this episode that Riley H.'s pronouns are he/him, which was true at time of recording, at least according to Twitter and Medium. Riley H. now goes by they/them.]</p>



<p class="wp-block-paragraph">• For thoughts on the toxic aspects of fandom, we refer to <a href="http://birthmoviesdeath.com/2016/05/30/fandom-is-broken">"Fandom Is Broken"</a> by Devin Feraci. (And we recorded this before he stepped down as editor of Birth.Movies.Death, so we don't mention those rather horrific happenings).</p>



<p class="wp-block-paragraph">• And for some thoughts on the mechanics of 'shipping, we turn to <a href="http://www.vox.com/2016/8/7/11950648/fandom-shipping-social-justice-ideological-warfare?utm_campaign=vox&amp;utm_content=chorus&amp;utm_medium=social">"Social Justice, Shipping, and Ideology"</a> by Aja Romano.</p>



<p class="wp-block-paragraph">• Lauren is doing excellent, important work with Project Am I Right, if I may say so. You can learn more on <a href="http://projectamiright.com/">the organization's website</a><a> and on </a><a href="https://twitter.com/ProjectAmIRight">its Twitter</a><a>.</a></p>



<p class="wp-block-paragraph">• I stand by my definition of <em>woke</em>, and the nuances I was describing were all at work in the phrase "woke-ass white man," but it's worth mentioning that people of color and queer folks definitely do refer to one another as <em>woke</em>—only sometimes tinged with the sarcasm that we <em>woke-ass straight white cismen</em> tend to elicit.</p>



<p class="wp-block-paragraph">• <a href="http://steven-universe.wikia.com/wiki/Sugilite">That quote that Lucio couldn't quite remember</a>, in which Garnet explains to Amethyst why they shouldn't fuse into Sugilite, went like this: "I can be brash, and you can be reckless, and we can both get carried away."</p>



<p class="wp-block-paragraph">• And Kofi's mom is <a href="http://stevenuniverse-fanon.wikia.com/wiki/Nanafua">Nanafua</a>.</p>



<p class="wp-block-paragraph">• <a href="http://steven-universe.wikia.com/wiki/Natasha_Lyonne">Smokey Quartz is voiced by Natasha Lyonne</a> (yes, of <em>Orange Is the New Black</em> fame).</p>



<p class="wp-block-paragraph">• J.K. Rowling's first post-<em>Potter,</em> non-<em>Potter</em> book was <em>The Casual Vacancy.</em></p>



<p class="wp-block-paragraph">• It was indeed <a href="http://birthmoviesdeath.com/2012/08/06/film-crit-hulk-smash-a-few-words-on-the-ending-of-mass-effect-3">Film Crit Hulk who said</a>, "YOU WANT TO BE INDULGED. YOU WANT OPTIONS. YOU WANT GLUTTONY. WE HAVE A WORD FOR THAT KIND OF VIDEO ENTERTAINMENT AND IT'S CALLED PORNOGRAPHY. AND IT'S PERFECT AT SATISFYING YOUR EMOTIONAL AND PHYSICAL IMPULSES SO HAVE AT IT."</p>



<p class="wp-block-paragraph">• And yeah, the <em>Pokémon GO</em> talk is already pretty dated. Likewise the Google Play Podcasts stuff.
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/OrpheusQuartetwithHarryMacDonough-">"Turn Back The Universe and Give Me Yesterday"</a> by the Orpheus Quartet with Harry MacDonough.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/10/etao-podcast-25.mp3" length="155799192" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Lucio and I are both fans of Steven Universe, but we're not exactly members of the Steven Universe fandom—or fandoms, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the story is headed. The people most conspicuously enthusiastic about Steven Universe sometimes seem to be watching a different show than we are. Which can make fandom into something distressingly sectarian, prickly, and alienating.







In practice, fandoms sometimes run counter to what I called "utopian" geekiness way back in the very first episode of this podcast. Being a geek should be an earnest search for the weird and the wonderful, in my estimation. It should be open-hearted, radically inclusive. Enthusiasm in one thing should lead to enthusiasm in more things, one's world growing larger as a direct result of being peopled by geeks.



A serious fandom frequently has the opposite effect. Fandoms can isolate us. They can laser-focus our passions and calcify our biases. We can all find ourselves having perpendicular conversations, every interpretation incompatible with every other interpretation because each is so leaden with unalterable baseline assumptions.



Here we take a first pass at figuring out how to learn from fandoms that aren't for us, and that may not even have any interest in talking to us. (And if you think we can't, we'll always find a way, and all that).&nbsp;SPOILERS WILL OCCUR.



And stay tuned at the end for some Dark Souls talk, with more to come next time. ("Ashes of Ariandel" is out!)



———
• We recorded this episode before the Summer of Steven had concluded, so no talk about Onion's friends or Quentin Frowney.



• This week's discussion is centered largely on "All These Black Characters and 0 Done Right———How Steven Universe Fails Its Black Fanbase, Part I" by Riley H. [UPDATE: We say in this episode that Riley H.'s pronouns are he/him, which was true at time of recording, at least according to Twitter and Medium. Riley H. now goes by they/them.]



• For thoughts on the toxic aspects of fandom, we refer to "Fandom Is Broken" by Devin Feraci. (And we recorded this before he stepped down as editor of Birth.Movies.Death, so we don't mention those rather horrific happenings).



• And for some thoughts on the mechanics of 'shipping, we turn to "Social Justice, Shipping, and Ideology" by Aja Romano.



• Lauren is doing excellent, important work with Project Am I Right, if I may say so. You can learn more on the organization's website and on its Twitter.



• I stand by my definition of woke, and the nuances I was describing were all at work in the phrase "woke-ass white man," but it's worth mentioning that people of color and queer folks definitely do refer to one another as woke—only sometimes tinged with the sarcasm that we woke-ass straight white cismen tend to elicit.



• That quote that Lucio couldn't quite remember, in which Garnet explains to Amethyst why they shouldn't fuse into Sugilite, went like this: "I can be brash, and you can be reckless, and we can both get carried away."



• And Kofi's mom is Nanafua.



• Smokey Quartz is voiced by Natasha Lyonne (yes, of Orange Is the New Black fame).



• J.K. Rowling's first post-Potter, non-Potter book was The Casual Vacancy.



• It was indeed Film Crit Hulk who said, "YOU WANT TO BE INDULGED. YOU WANT OPTIONS. YOU WANT GLUTTONY. WE HAVE A WORD FOR THAT KIND OF VIDEO ENTERTAINMENT AND IT'S CALLED PORNOGRAPHY. AND IT'S PERFECT AT SATISFYING YOUR EMOTIONAL AND PHYSICAL IMPULSES SO HAVE AT IT."



• And yeah, the Pokémon GO talk is already pretty dated. Likewise the Google Play Podcasts stuff.
———



"All The People Say (Season 2)" by Carpe Demon.
"Turn Back The Universe and Give Me Yesterday" by the Orpheus Quartet with Harry MacDonough.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/08/capture31.png?fit=2556%2C1368&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2016/08/capture31.png?fit=2556%2C1368&#038;ssl=1</url>
		<title>Gem Fusions and Fandom Fissions in the Universe of Steven Universe</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:31:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Lucio and I are both fans of Steven Universe, but we're not exactly members of the Steven Universe fandom—or fandoms, plural, each with its own social norms, its own orthodoxies about what the series means, and its own articles of faith about where the story is headed. The people most conspicuously enthusiastic about Steven Universe sometimes seem to be watching a different show than we are. Which can make fandom into something distressingly sectarian, prickly, and alienating.







In practice, fandoms sometimes run counter to what I called "utopian" geekiness way back in the very first episode of this podcast. Being a geek should be an earnest search for the weird and the wonderful, in my estimation. It should be open-hearted, radically inclusive. Enthusiasm in one thing should lead to enthusiasm in more things, one's world growing larger as a direct result of being peopled by geeks.



A serious fandom frequently has the opposite effect. Fandoms can isolate us. They can laser-focu]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/08/capture31.png?fit=2556%2C1368&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Virtual Realities and Pretend Robots, with Dan Teasdale (and Cassie)</title>
	<link>https://etao.blog/2016/10/25/podcast-24/</link>
	<pubDate>Tue, 25 Oct 2016 14:01:58 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">570278dd-941d-5aba-942d-7d0fcc2e9b5c</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Dan Teasdale returns to discuss No Goblin's sophomore effort, <em>100ft Robot Golf,</em> a game about (wait for it) hundred-foot-high robots playing golf. This being a No Goblin game, of course, there's more to it than that. It's a deeply personal and proudly goofy admixture of influences that maybe shouldn't even be called an indie game so much as a <em>farm to table</em> game, as Dan jokingly said. (Joking aside, it might be a better term than indie, though).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about the exciting possibilities of Virtual Reality, the equally exciting differences between this first generation of home VR, and the value of unwinking, internally consistent tonal absurdity—running gags become lore, and vice-versa—not to mention the value of <em>not</em> perusing "perfect design" in games.</p>



<p class="wp-block-paragraph">We also discuss the "unsolvable problem" of having voiced commentary without having that commentary get repetitive—and how having <a href="http://mcelroyshows.com/">The McElroys</a> in the booth, and therefore being able to use just about every take, certainly helps with that.</p>



<p class="wp-block-paragraph">———
• For those unfamiliar with <a href="https://www.playstation.com/en-us/games/headmaster-ps4/"><em>Headmaster</em></a> and/or <a href="http://accountingvr.com/"><em>Accounting</em></a>.</p>



<p class="wp-block-paragraph">• Well, <a href="http://chrishecker.com/Can_a_Computer_Make_You_Cry%3F">"<em>Can</em> A Computer Make You Cry?"</a> (Emphasis mine).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=wWOVS0XQmPM">For those who don't know why I say "kiss the egg" when I putt,</a> or who generally have yet to enjoy <em>Monster Factory.</em></p>



<p class="wp-block-paragraph">• James Whitbrook was the one who <a href="http://gizmodo.com/im-sick-of-saving-the-world-the-case-for-smaller-scale-1631918032">said that he was sick of saving the world.</a></p>



<p class="wp-block-paragraph">• Patrick Lee also talked about <a href="http://www.avclub.com/article/players-fight-armageddon-save-their-townnot-world--210664">that idea in the context of <em>Persona 3</em></a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/playlist?list=PL6yl3JaTz_TVKcvrlUZ1yepfZSxNbVZyC">The Cheffo Chronicles</a> are pure entertainment.
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/AHighSilkHatAndAGoldTopWalkingCane1929FrankCrumit">"And Then He Took Up Golf"</a> by Frank Crumit.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan Teasdale returns to discuss No Goblins sophomore effort, 100ft Robot Golf, a game about (wait for it) hundred-foot-high robots playing golf. This being a No Goblin game, of course, theres more to it than that. Its a deeply personal and proudly goofy ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Virtual Realities and Pretend Robots, with Dan Teasdale (and Cassie)]]></itunes:title>
	<itunes:episode>24</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Dan Teasdale returns to discuss No Goblin's sophomore effort, <em>100ft Robot Golf,</em> a game about (wait for it) hundred-foot-high robots playing golf. This being a No Goblin game, of course, there's more to it than that. It's a deeply personal and proudly goofy admixture of influences that maybe shouldn't even be called an indie game so much as a <em>farm to table</em> game, as Dan jokingly said. (Joking aside, it might be a better term than indie, though).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk about the exciting possibilities of Virtual Reality, the equally exciting differences between this first generation of home VR, and the value of unwinking, internally consistent tonal absurdity—running gags become lore, and vice-versa—not to mention the value of <em>not</em> perusing "perfect design" in games.</p>



<p class="wp-block-paragraph">We also discuss the "unsolvable problem" of having voiced commentary without having that commentary get repetitive—and how having <a href="http://mcelroyshows.com/">The McElroys</a> in the booth, and therefore being able to use just about every take, certainly helps with that.</p>



<p class="wp-block-paragraph">———
• For those unfamiliar with <a href="https://www.playstation.com/en-us/games/headmaster-ps4/"><em>Headmaster</em></a> and/or <a href="http://accountingvr.com/"><em>Accounting</em></a>.</p>



<p class="wp-block-paragraph">• Well, <a href="http://chrishecker.com/Can_a_Computer_Make_You_Cry%3F">"<em>Can</em> A Computer Make You Cry?"</a> (Emphasis mine).</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/watch?v=wWOVS0XQmPM">For those who don't know why I say "kiss the egg" when I putt,</a> or who generally have yet to enjoy <em>Monster Factory.</em></p>



<p class="wp-block-paragraph">• James Whitbrook was the one who <a href="http://gizmodo.com/im-sick-of-saving-the-world-the-case-for-smaller-scale-1631918032">said that he was sick of saving the world.</a></p>



<p class="wp-block-paragraph">• Patrick Lee also talked about <a href="http://www.avclub.com/article/players-fight-armageddon-save-their-townnot-world--210664">that idea in the context of <em>Persona 3</em></a>.</p>



<p class="wp-block-paragraph">• <a href="https://www.youtube.com/playlist?list=PL6yl3JaTz_TVKcvrlUZ1yepfZSxNbVZyC">The Cheffo Chronicles</a> are pure entertainment.
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/AHighSilkHatAndAGoldTopWalkingCane1929FrankCrumit">"And Then He Took Up Golf"</a> by Frank Crumit.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/10/etao-podcast-24.mp3" length="100810304" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan Teasdale returns to discuss No Goblin's sophomore effort, 100ft Robot Golf, a game about (wait for it) hundred-foot-high robots playing golf. This being a No Goblin game, of course, there's more to it than that. It's a deeply personal and proudly goofy admixture of influences that maybe shouldn't even be called an indie game so much as a farm to table game, as Dan jokingly said. (Joking aside, it might be a better term than indie, though).







We talk about the exciting possibilities of Virtual Reality, the equally exciting differences between this first generation of home VR, and the value of unwinking, internally consistent tonal absurdity—running gags become lore, and vice-versa—not to mention the value of not perusing "perfect design" in games.



We also discuss the "unsolvable problem" of having voiced commentary without having that commentary get repetitive—and how having The McElroys in the booth, and therefore being able to use just about every take, certainly helps with that.



———
• For those unfamiliar with Headmaster and/or Accounting.



• Well, "Can A Computer Make You Cry?" (Emphasis mine).



• For those who don't know why I say "kiss the egg" when I putt, or who generally have yet to enjoy Monster Factory.



• James Whitbrook was the one who said that he was sick of saving the world.



• Patrick Lee also talked about that idea in the context of Persona 3.



• The Cheffo Chronicles are pure entertainment.
———



"All The People Say (Season 2)" by Carpe Demon.
"And Then He Took Up Golf" by Frank Crumit.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cveiedtvuaauh9z.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
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		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cveiedtvuaauh9z.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Virtual Realities and Pretend Robots, with Dan Teasdale (and Cassie)</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>59:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Dan Teasdale returns to discuss No Goblin's sophomore effort, 100ft Robot Golf, a game about (wait for it) hundred-foot-high robots playing golf. This being a No Goblin game, of course, there's more to it than that. It's a deeply personal and proudly goofy admixture of influences that maybe shouldn't even be called an indie game so much as a farm to table game, as Dan jokingly said. (Joking aside, it might be a better term than indie, though).







We talk about the exciting possibilities of Virtual Reality, the equally exciting differences between this first generation of home VR, and the value of unwinking, internally consistent tonal absurdity—running gags become lore, and vice-versa—not to mention the value of not perusing "perfect design" in games.



We also discuss the "unsolvable problem" of having voiced commentary without having that commentary get repetitive—and how having The McElroys in the booth, and therefore being able to use just about every take, certainly helps wi]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cveiedtvuaauh9z.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Node-Crawling and Puzzle-Fighting, with Chris McQuinn</title>
	<link>https://etao.blog/2016/10/20/podcast-23/</link>
	<pubDate>Thu, 20 Oct 2016 14:01:39 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">955a9c21-42f4-5841-a3c7-5d52da822177</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Chris McQuinn stops by to discuss DrinkBox Studios' latest, the touch-based first-person dungeon-crawling amputate-'em-up <em>Severed.</em> You're a warrior named Sasha, seeking out your lost family in an ever-threatening and arrestingly otherworldly environment. Monstrosities stand in your way (of course) and monster parts get sliced off (as the title suggests) and things only get weirder from there.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Chris and I discuss why it felt right to tell this story of loss and perseverance with bold dreamy color palettes, <em>Punch-Out!!</em>-style puzzle mêlées, and older-than-old-school RPG exploration. We also talk a bit about how the game's faux-3D spaces work under the hood, and the innate complications of a multi-platform release.</p>



<p class="wp-block-paragraph">And Chris divulges his own favorite control scheme for <em>Severed,</em> which happens to be the Wii U controller. (Yes, of course with a stylus. Dude wasn't raised in a barn).</p>



<p class="wp-block-paragraph">———
• We're back! This is the longest hiatus we've ever taken, and the longest we ever plan to take. Expect new episodes aplenty and much enjoyment for all concerned.</p>



<p class="wp-block-paragraph">• Here's <a href="http://ramiismail.com/2016/08/patch-the-process/">that great Rami Ismail piece</a> on submission processes for console games, day one patches, and (tangentially) <em>No Man's Sky.</em>
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Death" and "Mountain Ghost Town" by YAMANTAKA // SONIC TITAN, from the <a href="http://ytstlabs.com/album/severed-ost"><em>Severed</em> OST</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Chris McQuinn stops by to discuss DrinkBox Studios latest, the touch-based first-person dungeon-crawling amputate-em-up Severed. Youre a warrior named Sasha, seeking out your lost family in an ever-threatening and arrestingly otherworldly environment. Mo]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Node-Crawling and Puzzle-Fighting, with Chris McQuinn]]></itunes:title>
	<itunes:episode>23</itunes:episode>
	<itunes:season>2</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Chris McQuinn stops by to discuss DrinkBox Studios' latest, the touch-based first-person dungeon-crawling amputate-'em-up <em>Severed.</em> You're a warrior named Sasha, seeking out your lost family in an ever-threatening and arrestingly otherworldly environment. Monstrosities stand in your way (of course) and monster parts get sliced off (as the title suggests) and things only get weirder from there.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Chris and I discuss why it felt right to tell this story of loss and perseverance with bold dreamy color palettes, <em>Punch-Out!!</em>-style puzzle mêlées, and older-than-old-school RPG exploration. We also talk a bit about how the game's faux-3D spaces work under the hood, and the innate complications of a multi-platform release.</p>



<p class="wp-block-paragraph">And Chris divulges his own favorite control scheme for <em>Severed,</em> which happens to be the Wii U controller. (Yes, of course with a stylus. Dude wasn't raised in a barn).</p>



<p class="wp-block-paragraph">———
• We're back! This is the longest hiatus we've ever taken, and the longest we ever plan to take. Expect new episodes aplenty and much enjoyment for all concerned.</p>



<p class="wp-block-paragraph">• Here's <a href="http://ramiismail.com/2016/08/patch-the-process/">that great Rami Ismail piece</a> on submission processes for console games, day one patches, and (tangentially) <em>No Man's Sky.</em>
———</p>



<p class="wp-block-paragraph">"All The People Say (Season 2)" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Death" and "Mountain Ghost Town" by YAMANTAKA // SONIC TITAN, from the <a href="http://ytstlabs.com/album/severed-ost"><em>Severed</em> OST</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2016/10/etao-podcast-23-201610201.mp3" length="37952804" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Chris McQuinn stops by to discuss DrinkBox Studios' latest, the touch-based first-person dungeon-crawling amputate-'em-up Severed. You're a warrior named Sasha, seeking out your lost family in an ever-threatening and arrestingly otherworldly environment. Monstrosities stand in your way (of course) and monster parts get sliced off (as the title suggests) and things only get weirder from there.







Chris and I discuss why it felt right to tell this story of loss and perseverance with bold dreamy color palettes, Punch-Out!!-style puzzle mêlées, and older-than-old-school RPG exploration. We also talk a bit about how the game's faux-3D spaces work under the hood, and the innate complications of a multi-platform release.



And Chris divulges his own favorite control scheme for Severed, which happens to be the Wii U controller. (Yes, of course with a stylus. Dude wasn't raised in a barn).



———
• We're back! This is the longest hiatus we've ever taken, and the longest we ever plan to take. Expect new episodes aplenty and much enjoyment for all concerned.



• Here's that great Rami Ismail piece on submission processes for console games, day one patches, and (tangentially) No Man's Sky.
———



"All The People Say (Season 2)" by Carpe Demon.
"Death" and "Mountain Ghost Town" by YAMANTAKA // SONIC TITAN, from the Severed OST.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cu7d9opvuaaqe1s.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cu7d9opvuaaqe1s.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Node-Crawling and Puzzle-Fighting, with Chris McQuinn</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>25:03</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Chris McQuinn stops by to discuss DrinkBox Studios' latest, the touch-based first-person dungeon-crawling amputate-'em-up Severed. You're a warrior named Sasha, seeking out your lost family in an ever-threatening and arrestingly otherworldly environment. Monstrosities stand in your way (of course) and monster parts get sliced off (as the title suggests) and things only get weirder from there.







Chris and I discuss why it felt right to tell this story of loss and perseverance with bold dreamy color palettes, Punch-Out!!-style puzzle mêlées, and older-than-old-school RPG exploration. We also talk a bit about how the game's faux-3D spaces work under the hood, and the innate complications of a multi-platform release.



And Chris divulges his own favorite control scheme for Severed, which happens to be the Wii U controller. (Yes, of course with a stylus. Dude wasn't raised in a barn).



———
• We're back! This is the longest hiatus we've ever taken, and the longest we ever plan to ta]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2016/10/cu7d9opvuaaqe1s.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
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<item>
	<title>Squaring The Magic Circle, with Jordan Thomas, Kain Shin, and Stephen Alexander</title>
	<link>https://etao.blog/2015/08/03/podcast-22/</link>
	<pubDate>Mon, 03 Aug 2015 15:01:56 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">e5ad57ee-25dd-532d-a865-323a91002754</guid>
	<description><![CDATA[<p class="wp-block-paragraph">The whole <a href="http://www.questiongames.com/">Question Games</a> team stops by to discuss (and to discuss the discussion surrounding) their debut project, <a href="http://www.questiongames.com/"><em>The Magic Circle</em></a>. Their debut project as a team, that is. It's not the kind of game that anybody would or could make without some experience in the world of making games, and specifically of making them on an ambitious, possibly-even-impossible scale.</p>



<p class="wp-block-paragraph">The game tries to balance between vitriol and affection, despair and hope, and to direct a little of each at developers, players, critics, and pretty much everybody else. As we get into the nuts and bolts of all that, <strong>beware the spoilers</strong> (or don't; your call).</p>



<p class="wp-block-paragraph">Having worked on productions as grand and singular as <em>Thief: Deadly Shadows, Dishonored, South Park: The Stick of Truth,</em> all three <em>BioShocks</em> (with Jordan acting as director on the second one), this is a team that knows how games are made, sold, and played?and about all of the things that can and do go wrong at every step of that process, and about why the medium is worth it even so.

Jordan, Kain, and Stephen talk about their experience at Irrational Games before its dissolution, <a href="http://etao.blog/2013/04/13/bioshock-infinite/">the complicated legacy of the <em>BioShock</em> series</a>, the "no meetings" efficiency of being a three-person team, the increasing-by-the-day uselessness of the "indie" moniker, and the problem of talking up a game full of surprises without giving too much away on the one hand or <a href="https://www.youtube.com/watch?v=o7YBhM1qrY8">going full J.J. Abrams</a> on the other.</p>



<p class="wp-block-paragraph">That, and the player as "the lead actor who walks onstage without knowing their lines, and you need to still canonize whatever it is they say," ? la <a href="https://en.wikipedia.org/wiki/Point_Break_Live!"><em>Point Break Live!</em></a></p>



<p class="wp-block-paragraph">And no, we did not talk about <a href="http://etao.blog/2013/09/18/ludonarrative-dissonance/">ludonarrative dissonance</a>. But we did talk about <a href="https://en.wikipedia.org/wiki/Magic_Circle_%28virtual_worlds%29">the magic circle as a game design concept</a>. ("You've hooked us with your meta dance," Jordan said to me, thereby making my month).</p>



<p class="wp-block-paragraph">———
• A capacitor in my machine really did start billowing white smoke. That is apparently a thing that can happen. My rig lives, though.</p>



<p class="wp-block-paragraph">• I love me some <em><a href="http://etao.blog/2013/11/20/fjords/">FJORDS</a>,</em> and I'm excited and intrigued by the upcoming, co-op-centric sequel <a href="http://lazercatz.com/?p=977"><em>FJOREVER</em></a>?and also, I am The Idiot Of The Year for not mentioning <a href="http://etao.blog/2014/05/12/hack-n-slash/"><em>Hack 'n' Slash</em></a>, since that's still the most ambitious examples to date of the program-the-game-from-inside-the-game genre.</p>



<p class="wp-block-paragraph">• <a href="http://www.washingtonpost.com/news/the-intersect/wp/2015/07/20/men-who-harass-women-online-are-quite-literally-losers-new-study-finds/">That recent research on the relationship between losing at gaming and harrassing women in-game</a> comes from Michael Kasumovic and Jeffrey Kuznekoff and their observations of online multiplayer in <em>Halo 3</em>.</p>



<p class="wp-block-paragraph">• Have I mentioned that I think <a href="http://www.magicalwasteland.com/notes/2014/8/22/the-king-and-his-objects">"The King and His Objects"</a> is a hugely useful piece of writing? Oh, I have? About a thousand times? Cool.</p>



<p class="wp-block-paragraph">• Here's Anna Anthropy's <a href="http://auntiepixelante.com/?p=433">scratchware manifesto</a>.</p>



<p class="wp-block-paragraph">• Around the same time, Edmund McMillen wrote what he called <a href="http://www.gamasutra.com/view/news/117521/Opinion_Indie_Game_Design_Dos_and_Donts_A_Manifesto.php">"a manifesto"</a>.</p>



<p class="wp-block-paragraph">• And here's what I referred to as "the notgames manifesto," the words turning to ash in my mouth as I recalled that it is pretty specifically <a href="http://notgames.org/blog/2010/03/19/not-a-manifesto/">"not a manifesto"</a>.</p>



<p class="wp-block-paragraph">• Turning "punk rock into elevator music" is a turn of phrase from <a href="https://gimletmedia.com/episode/29-the-takeover/">this particularly excellent episode</a> of the generally quite excellent <a href="https://gimletmedia.com/show/reply-all/">Reply All</a> podcast.
———
</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"In The Woods Revision 1," "Buried in the Credits," and "Groupthink" from <a href="http://www.stevepardo.com/?page_id=769">the score to <em>The Magic Circle</em></a> by Steve Pardo, performed by the Videri String Quartet.</p>]]></description>
	<itunes:subtitle><![CDATA[The whole Question Games team stops by to discuss (and to discuss the discussion surrounding) their debut project, The Magic Circle. Their debut project as a team, that is. Its not the kind of game that anybody would or could make without some experience]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Squaring The Magic Circle, with Jordan Thomas, Kain Shin, and Stephen Alexander]]></itunes:title>
	<itunes:episode>22</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">The whole <a href="http://www.questiongames.com/">Question Games</a> team stops by to discuss (and to discuss the discussion surrounding) their debut project, <a href="http://www.questiongames.com/"><em>The Magic Circle</em></a>. Their debut project as a team, that is. It's not the kind of game that anybody would or could make without some experience in the world of making games, and specifically of making them on an ambitious, possibly-even-impossible scale.</p>



<p class="wp-block-paragraph">The game tries to balance between vitriol and affection, despair and hope, and to direct a little of each at developers, players, critics, and pretty much everybody else. As we get into the nuts and bolts of all that, <strong>beware the spoilers</strong> (or don't; your call).</p>



<p class="wp-block-paragraph">Having worked on productions as grand and singular as <em>Thief: Deadly Shadows, Dishonored, South Park: The Stick of Truth,</em> all three <em>BioShocks</em> (with Jordan acting as director on the second one), this is a team that knows how games are made, sold, and played?and about all of the things that can and do go wrong at every step of that process, and about why the medium is worth it even so.

Jordan, Kain, and Stephen talk about their experience at Irrational Games before its dissolution, <a href="http://etao.blog/2013/04/13/bioshock-infinite/">the complicated legacy of the <em>BioShock</em> series</a>, the "no meetings" efficiency of being a three-person team, the increasing-by-the-day uselessness of the "indie" moniker, and the problem of talking up a game full of surprises without giving too much away on the one hand or <a href="https://www.youtube.com/watch?v=o7YBhM1qrY8">going full J.J. Abrams</a> on the other.</p>



<p class="wp-block-paragraph">That, and the player as "the lead actor who walks onstage without knowing their lines, and you need to still canonize whatever it is they say," ? la <a href="https://en.wikipedia.org/wiki/Point_Break_Live!"><em>Point Break Live!</em></a></p>



<p class="wp-block-paragraph">And no, we did not talk about <a href="http://etao.blog/2013/09/18/ludonarrative-dissonance/">ludonarrative dissonance</a>. But we did talk about <a href="https://en.wikipedia.org/wiki/Magic_Circle_%28virtual_worlds%29">the magic circle as a game design concept</a>. ("You've hooked us with your meta dance," Jordan said to me, thereby making my month).</p>



<p class="wp-block-paragraph">———
• A capacitor in my machine really did start billowing white smoke. That is apparently a thing that can happen. My rig lives, though.</p>



<p class="wp-block-paragraph">• I love me some <em><a href="http://etao.blog/2013/11/20/fjords/">FJORDS</a>,</em> and I'm excited and intrigued by the upcoming, co-op-centric sequel <a href="http://lazercatz.com/?p=977"><em>FJOREVER</em></a>?and also, I am The Idiot Of The Year for not mentioning <a href="http://etao.blog/2014/05/12/hack-n-slash/"><em>Hack 'n' Slash</em></a>, since that's still the most ambitious examples to date of the program-the-game-from-inside-the-game genre.</p>



<p class="wp-block-paragraph">• <a href="http://www.washingtonpost.com/news/the-intersect/wp/2015/07/20/men-who-harass-women-online-are-quite-literally-losers-new-study-finds/">That recent research on the relationship between losing at gaming and harrassing women in-game</a> comes from Michael Kasumovic and Jeffrey Kuznekoff and their observations of online multiplayer in <em>Halo 3</em>.</p>



<p class="wp-block-paragraph">• Have I mentioned that I think <a href="http://www.magicalwasteland.com/notes/2014/8/22/the-king-and-his-objects">"The King and His Objects"</a> is a hugely useful piece of writing? Oh, I have? About a thousand times? Cool.</p>



<p class="wp-block-paragraph">• Here's Anna Anthropy's <a href="http://auntiepixelante.com/?p=433">scratchware manifesto</a>.</p>



<p class="wp-block-paragraph">• Around the same time, Edmund McMillen wrote what he called <a href="http://www.gamasutra.com/view/news/117521/Opinion_Indie_Game_Design_Dos_and_Donts_A_Manifesto.php">"a manifesto"</a>.</p>



<p class="wp-block-paragraph">• And here's what I referred to as "the notgames manifesto," the words turning to ash in my mouth as I recalled that it is pretty specifically <a href="http://notgames.org/blog/2010/03/19/not-a-manifesto/">"not a manifesto"</a>.</p>



<p class="wp-block-paragraph">• Turning "punk rock into elevator music" is a turn of phrase from <a href="https://gimletmedia.com/episode/29-the-takeover/">this particularly excellent episode</a> of the generally quite excellent <a href="https://gimletmedia.com/show/reply-all/">Reply All</a> podcast.
———
</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"In The Woods Revision 1," "Buried in the Credits," and "Groupthink" from <a href="http://www.stevepardo.com/?page_id=769">the score to <em>The Magic Circle</em></a> by Steve Pardo, performed by the Videri String Quartet.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/08/etao-podcast-22-20150803.mp3" length="163257147" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The whole Question Games team stops by to discuss (and to discuss the discussion surrounding) their debut project, The Magic Circle. Their debut project as a team, that is. It's not the kind of game that anybody would or could make without some experience in the world of making games, and specifically of making them on an ambitious, possibly-even-impossible scale.



The game tries to balance between vitriol and affection, despair and hope, and to direct a little of each at developers, players, critics, and pretty much everybody else. As we get into the nuts and bolts of all that, beware the spoilers (or don't; your call).



Having worked on productions as grand and singular as Thief: Deadly Shadows, Dishonored, South Park: The Stick of Truth, all three BioShocks (with Jordan acting as director on the second one), this is a team that knows how games are made, sold, and played?and about all of the things that can and do go wrong at every step of that process, and about why the medium is worth it even so.

Jordan, Kain, and Stephen talk about their experience at Irrational Games before its dissolution, the complicated legacy of the BioShock series, the "no meetings" efficiency of being a three-person team, the increasing-by-the-day uselessness of the "indie" moniker, and the problem of talking up a game full of surprises without giving too much away on the one hand or going full J.J. Abrams on the other.



That, and the player as "the lead actor who walks onstage without knowing their lines, and you need to still canonize whatever it is they say," ? la Point Break Live!



And no, we did not talk about ludonarrative dissonance. But we did talk about the magic circle as a game design concept. ("You've hooked us with your meta dance," Jordan said to me, thereby making my month).



———
• A capacitor in my machine really did start billowing white smoke. That is apparently a thing that can happen. My rig lives, though.



• I love me some FJORDS, and I'm excited and intrigued by the upcoming, co-op-centric sequel FJOREVER?and also, I am The Idiot Of The Year for not mentioning Hack 'n' Slash, since that's still the most ambitious examples to date of the program-the-game-from-inside-the-game genre.



• That recent research on the relationship between losing at gaming and harrassing women in-game comes from Michael Kasumovic and Jeffrey Kuznekoff and their observations of online multiplayer in Halo 3.



• Have I mentioned that I think "The King and His Objects" is a hugely useful piece of writing? Oh, I have? About a thousand times? Cool.



• Here's Anna Anthropy's scratchware manifesto.



• Around the same time, Edmund McMillen wrote what he called "a manifesto".



• And here's what I referred to as "the notgames manifesto," the words turning to ash in my mouth as I recalled that it is pretty specifically "not a manifesto".



• Turning "punk rock into elevator music" is a turn of phrase from this particularly excellent episode of the generally quite excellent Reply All podcast.
———




"All The People Say" by Carpe Demon.
"In The Woods Revision 1," "Buried in the Credits," and "Groupthink" from the score to The Magic Circle by Steve Pardo, performed by the Videri String Quartet.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/08/2015-07-11_00028.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
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		<title>Squaring The Magic Circle, with Jordan Thomas, Kain Shin, and Stephen Alexander</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[The whole Question Games team stops by to discuss (and to discuss the discussion surrounding) their debut project, The Magic Circle. Their debut project as a team, that is. It's not the kind of game that anybody would or could make without some experience in the world of making games, and specifically of making them on an ambitious, possibly-even-impossible scale.



The game tries to balance between vitriol and affection, despair and hope, and to direct a little of each at developers, players, critics, and pretty much everybody else. As we get into the nuts and bolts of all that, beware the spoilers (or don't; your call).



Having worked on productions as grand and singular as Thief: Deadly Shadows, Dishonored, South Park: The Stick of Truth, all three BioShocks (with Jordan acting as director on the second one), this is a team that knows how games are made, sold, and played?and about all of the things that can and do go wrong at every step of that process, and about why the medium ]]></googleplay:description>
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<item>
	<title>A Pseudo-Instruction That Has No Effect, with Zach Barth</title>
	<link>https://etao.blog/2015/07/14/podcast-21/</link>
	<pubDate>Tue, 14 Jul 2015 15:01:04 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d8f3a29f-d649-5299-8203-7cab447ad66b</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Barth sits down to complete our interview triptych. Having already covered <a href="http://etao.blog/2015/01/29/podcast-17/">the art of the anti-puzzle</a> and <a href="http://etao.blog/2015/05/04/podcast-19/">the question of whether it's even possible to spoil <em>Infinifactory</em></a>, we focus this time on the softer launch that Steam Early Access provides, the conversation alchemy of developers discussing development with developers on <a href="http://www.zachtronics.com/podcast/"><em>The Zachtronics Podcast</em></a>, and Zach's fearlessly esoteric new project, <em><a href="http://www.zachtronics.com/tis-100/">TIS-100</a>,</em> "the assembly language programming game you never asked for!"</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Zach describes <em>TIS-100</em> as "kind of a terrible game," and says "it's abusive" and that "it barely makes sense at all." And yet, as he's well-aware, <a href="https://www.reddit.com/r/IAmA/comments/3brxcs/i_am_zach_barth_the_creative_director_of_the_game/">it's more than a few people's now-favorite Zachtronics game</a>. There's probably a lot to learn from that, as far as received wisdom in the realm of designing and selling games. One of those insights might be that we should stop thinking about elevator pitches and start think about loglines, or better yet, truthful and sincerely self-effacing <em>jokes</em> that players and would-be players can pass around.</p>



<p class="wp-block-paragraph">We also talk about the small, oft-ignored potential value of Achievements, the annoyances of editing podcasts—trés meta—and choosing to "aggressively" ignore the uncanny valley dog and pony show that is E3.</p>



<p class="wp-block-paragraph">———
• As clarified in the intro, it's not correct so say that I "don't read much stuff about games." I read all the game-related books that <a href="https://storybundle.com/games">StoryBundle</a> offers, and I've mentioned my appreciation for <a href="http://bossfightbooks.com/">Boss Fight Books</a> on a couple of occasions. Plus, I read all manner of blogs and blogesque pseudomagazines. I've been devouring <a href="http://offworld.com/">Offworld</a> (which I mention in the intro) and <a href="https://medium.com/mammon-machine-zeal">ZEAL</a> (which I don't). But, to the point that Zach and I were making, none of those estimable sources really take the form of news or reviews, like the enthusiast press of old so often did.</p>



<p class="wp-block-paragraph">• Steve Gaynor was talking up <em>Tacoma</em> at <a>Microsoft's E3 press conference</a>, and the weirdness of that moment figured into <a href="http://www.experiencepoints.net/2015/06/exp-podcast-334-e3-2015-debrief.html">Experience Points' E3 debrief</a>.</p>



<p class="wp-block-paragraph">• In case you missed it, <a href="http://e3.nintendo.com/videos/#digital-event/">Nintendo's "Digital Event" for E3</a> was exceptionally and welcomely puppet-centric, as described.</p>



<p class="wp-block-paragraph">• Here once again is <a href="https://www.youtube.com/watch?v=FolqIgQRtl0">that DoubleFine video about hacking <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph">• Slate did a great piece on <a href="http://www.slate.com/articles/arts/culturebox/2013/07/hollywood_and_blake_snyder_s_screenwriting_book_save_the_cat.html">the terrible power of <em>Save The Cat</em></a>.</p>



<p class="wp-block-paragraph">• And <a href="https://www.reddit.com/r/IAmA/comments/3brxcs/i_am_zach_barth_the_creative_director_of_the_game/">Zach's recent AMA</a> is good reading.</p>



<p class="wp-block-paragraph">• As is <a href="http://www.esrb.org/ratings/synopsis.jsp?Certificate=33231&amp;Title=South%20Park%3A%20The%20Stick%20of%20Truth">the ESRB's summary page for <em>South Park: The Stick of Truth</em></a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
Some machine noise and a melancholy beep by <a href="http://www.magicalwasteland.com/">Matthew S. Burns</a>, from <em>TIS-100.</em>
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
"Research and Development" from <a href="http://mrwasteland.bandcamp.com/album/infinifactory-ost">the <em>Infinifactory OST</em></a>, by Matthew S. Burns.</p>]]></description>
	<itunes:subtitle><![CDATA[Zach Barth sits down to complete our interview triptych. Having already covered the art of the anti-puzzle and the question of whether its even possible to spoil Infinifactory, we focus this time on the softer launch that Steam Early Access provides, the]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[A Pseudo-Instruction That Has No Effect, with Zach Barth]]></itunes:title>
	<itunes:episode>21</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Barth sits down to complete our interview triptych. Having already covered <a href="http://etao.blog/2015/01/29/podcast-17/">the art of the anti-puzzle</a> and <a href="http://etao.blog/2015/05/04/podcast-19/">the question of whether it's even possible to spoil <em>Infinifactory</em></a>, we focus this time on the softer launch that Steam Early Access provides, the conversation alchemy of developers discussing development with developers on <a href="http://www.zachtronics.com/podcast/"><em>The Zachtronics Podcast</em></a>, and Zach's fearlessly esoteric new project, <em><a href="http://www.zachtronics.com/tis-100/">TIS-100</a>,</em> "the assembly language programming game you never asked for!"</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Zach describes <em>TIS-100</em> as "kind of a terrible game," and says "it's abusive" and that "it barely makes sense at all." And yet, as he's well-aware, <a href="https://www.reddit.com/r/IAmA/comments/3brxcs/i_am_zach_barth_the_creative_director_of_the_game/">it's more than a few people's now-favorite Zachtronics game</a>. There's probably a lot to learn from that, as far as received wisdom in the realm of designing and selling games. One of those insights might be that we should stop thinking about elevator pitches and start think about loglines, or better yet, truthful and sincerely self-effacing <em>jokes</em> that players and would-be players can pass around.</p>



<p class="wp-block-paragraph">We also talk about the small, oft-ignored potential value of Achievements, the annoyances of editing podcasts—trés meta—and choosing to "aggressively" ignore the uncanny valley dog and pony show that is E3.</p>



<p class="wp-block-paragraph">———
• As clarified in the intro, it's not correct so say that I "don't read much stuff about games." I read all the game-related books that <a href="https://storybundle.com/games">StoryBundle</a> offers, and I've mentioned my appreciation for <a href="http://bossfightbooks.com/">Boss Fight Books</a> on a couple of occasions. Plus, I read all manner of blogs and blogesque pseudomagazines. I've been devouring <a href="http://offworld.com/">Offworld</a> (which I mention in the intro) and <a href="https://medium.com/mammon-machine-zeal">ZEAL</a> (which I don't). But, to the point that Zach and I were making, none of those estimable sources really take the form of news or reviews, like the enthusiast press of old so often did.</p>



<p class="wp-block-paragraph">• Steve Gaynor was talking up <em>Tacoma</em> at <a>Microsoft's E3 press conference</a>, and the weirdness of that moment figured into <a href="http://www.experiencepoints.net/2015/06/exp-podcast-334-e3-2015-debrief.html">Experience Points' E3 debrief</a>.</p>



<p class="wp-block-paragraph">• In case you missed it, <a href="http://e3.nintendo.com/videos/#digital-event/">Nintendo's "Digital Event" for E3</a> was exceptionally and welcomely puppet-centric, as described.</p>



<p class="wp-block-paragraph">• Here once again is <a href="https://www.youtube.com/watch?v=FolqIgQRtl0">that DoubleFine video about hacking <em>Zelda</em></a>.</p>



<p class="wp-block-paragraph">• Slate did a great piece on <a href="http://www.slate.com/articles/arts/culturebox/2013/07/hollywood_and_blake_snyder_s_screenwriting_book_save_the_cat.html">the terrible power of <em>Save The Cat</em></a>.</p>



<p class="wp-block-paragraph">• And <a href="https://www.reddit.com/r/IAmA/comments/3brxcs/i_am_zach_barth_the_creative_director_of_the_game/">Zach's recent AMA</a> is good reading.</p>



<p class="wp-block-paragraph">• As is <a href="http://www.esrb.org/ratings/synopsis.jsp?Certificate=33231&amp;Title=South%20Park%3A%20The%20Stick%20of%20Truth">the ESRB's summary page for <em>South Park: The Stick of Truth</em></a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
Some machine noise and a melancholy beep by <a href="http://www.magicalwasteland.com/">Matthew S. Burns</a>, from <em>TIS-100.</em>
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
"Research and Development" from <a href="http://mrwasteland.bandcamp.com/album/infinifactory-ost">the <em>Infinifactory OST</em></a>, by Matthew S. Burns.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/07/etao-podcast-21-20150714.mp3" length="132336710" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Barth sits down to complete our interview triptych. Having already covered the art of the anti-puzzle and the question of whether it's even possible to spoil Infinifactory, we focus this time on the softer launch that Steam Early Access provides, the conversation alchemy of developers discussing development with developers on The Zachtronics Podcast, and Zach's fearlessly esoteric new project, TIS-100, "the assembly language programming game you never asked for!"







Zach describes TIS-100 as "kind of a terrible game," and says "it's abusive" and that "it barely makes sense at all." And yet, as he's well-aware, it's more than a few people's now-favorite Zachtronics game. There's probably a lot to learn from that, as far as received wisdom in the realm of designing and selling games. One of those insights might be that we should stop thinking about elevator pitches and start think about loglines, or better yet, truthful and sincerely self-effacing jokes that players and would-be players can pass around.



We also talk about the small, oft-ignored potential value of Achievements, the annoyances of editing podcasts—trés meta—and choosing to "aggressively" ignore the uncanny valley dog and pony show that is E3.



———
• As clarified in the intro, it's not correct so say that I "don't read much stuff about games." I read all the game-related books that StoryBundle offers, and I've mentioned my appreciation for Boss Fight Books on a couple of occasions. Plus, I read all manner of blogs and blogesque pseudomagazines. I've been devouring Offworld (which I mention in the intro) and ZEAL (which I don't). But, to the point that Zach and I were making, none of those estimable sources really take the form of news or reviews, like the enthusiast press of old so often did.



• Steve Gaynor was talking up Tacoma at Microsoft's E3 press conference, and the weirdness of that moment figured into Experience Points' E3 debrief.



• In case you missed it, Nintendo's "Digital Event" for E3 was exceptionally and welcomely puppet-centric, as described.



• Here once again is that DoubleFine video about hacking Zelda.



• Slate did a great piece on the terrible power of Save The Cat.



• And Zach's recent AMA is good reading.



• As is the ESRB's summary page for South Park: The Stick of Truth.
———



"All The People Say" by Carpe Demon.
Some machine noise and a melancholy beep by Matthew S. Burns, from TIS-100.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
"Research and Development" from the Infinifactory OST, by Matthew S. Burns.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/07/2015-07-02_00001.jpg?fit=1366%2C768&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/07/2015-07-02_00001.jpg?fit=1366%2C768&#038;ssl=1</url>
		<title>A Pseudo-Instruction That Has No Effect, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:20:13</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Barth sits down to complete our interview triptych. Having already covered the art of the anti-puzzle and the question of whether it's even possible to spoil Infinifactory, we focus this time on the softer launch that Steam Early Access provides, the conversation alchemy of developers discussing development with developers on The Zachtronics Podcast, and Zach's fearlessly esoteric new project, TIS-100, "the assembly language programming game you never asked for!"







Zach describes TIS-100 as "kind of a terrible game," and says "it's abusive" and that "it barely makes sense at all." And yet, as he's well-aware, it's more than a few people's now-favorite Zachtronics game. There's probably a lot to learn from that, as far as received wisdom in the realm of designing and selling games. One of those insights might be that we should stop thinking about elevator pitches and start think about loglines, or better yet, truthful and sincerely self-effacing jokes that players and would-b]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/07/2015-07-02_00001.jpg?fit=1366%2C768&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Toys in Games, Games as Toys, and Action Henk as Both, with Roel Ezendam</title>
	<link>https://etao.blog/2015/05/11/podcast-20/</link>
	<pubDate>Mon, 11 May 2015 16:11:07 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">9e8950fb-45da-5a1e-8475-b4cf6e329556</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><a href="http://actionhenk.com/"><em>Action Henk</em></a> is out (of Steam Early Access) today, and to celebrate, here's my conversation with Roel Ezendam of <a href="http://ragesquid.com/">RageSquid Games</a>.</p>



<p class="wp-block-paragraph"><em>Action Henk</em> is a game about momentum, perfectionism, and making things that actually are as amazing as we remember things being in our childhoods—not just recapturing former glory, but surpassing it. Or to put it another way, <em>Action Henk</em> is the game that we all expect <em>Sonic the Hedgehog</em> to be, but that it never quite is. Or it's <em>Sonic</em> by way of <em>Trials,</em> maybe.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Roel is the kind of guy who gets <a href="https://vimeo.com/114664152">deep into the nerdery of in-game physics</a> (albeit mostly in Dutch rather than English), and who talks consummately and lucidly about the hard science behind that most squishily of goals, <em>making it feel good to control a character</em>. (For Roel, this comes down to thinking of the player-character as a "toy" within the game, compelling even without gameplay context).</p>



<p class="wp-block-paragraph">It's such a tough thing to pin down, and yet it's what puts <em>Action Henk</em> a cut above—and for that matter, it's the main thing that separates <em>Super Mario World</em> from <a href="https://www.youtube.com/watch?v=GsuXEJ6e87k"><em>Shaq-Fu</em></a>. Powerful stuff, then.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/BenKuchera/status/365619820470878208">that thing Ben Kuchera said about <em>Spelunky</em></a>. That quote was on my mind because Gabe Durham used it in <a href="http://bossfightbooks.com/products/bible-adventures-by-gabe-durham">his work on <em>Bible Adventures</em></a> for Boss Fight Books (which he also runs, and which is quite worth checking out).</p>



<p class="wp-block-paragraph">• I haven't written about <em>Lethal League</em> (yet), but it and <a href="http://etao.blog/2014/09/04/gang-beasts/"><em>Gang Beasts</em></a> do both come highly recommended.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Henk's Theme" from the <em>Action Henk</em> original soundtrack, by <a href="https://twitter.com/alexwiklund">Wiklund</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Action Henk is out (of Steam Early Access) today, and to celebrate, heres my conversation with Roel Ezendam of RageSquid Games.



Action Henk is a game about momentum, perfectionism, and making things that actually are as amazing as we remember things b]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Toys in Games, Games as Toys, and Action Henk as Both, with Roel Ezendam]]></itunes:title>
	<itunes:episode>20</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><a href="http://actionhenk.com/"><em>Action Henk</em></a> is out (of Steam Early Access) today, and to celebrate, here's my conversation with Roel Ezendam of <a href="http://ragesquid.com/">RageSquid Games</a>.</p>



<p class="wp-block-paragraph"><em>Action Henk</em> is a game about momentum, perfectionism, and making things that actually are as amazing as we remember things being in our childhoods—not just recapturing former glory, but surpassing it. Or to put it another way, <em>Action Henk</em> is the game that we all expect <em>Sonic the Hedgehog</em> to be, but that it never quite is. Or it's <em>Sonic</em> by way of <em>Trials,</em> maybe.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Roel is the kind of guy who gets <a href="https://vimeo.com/114664152">deep into the nerdery of in-game physics</a> (albeit mostly in Dutch rather than English), and who talks consummately and lucidly about the hard science behind that most squishily of goals, <em>making it feel good to control a character</em>. (For Roel, this comes down to thinking of the player-character as a "toy" within the game, compelling even without gameplay context).</p>



<p class="wp-block-paragraph">It's such a tough thing to pin down, and yet it's what puts <em>Action Henk</em> a cut above—and for that matter, it's the main thing that separates <em>Super Mario World</em> from <a href="https://www.youtube.com/watch?v=GsuXEJ6e87k"><em>Shaq-Fu</em></a>. Powerful stuff, then.</p>



<p class="wp-block-paragraph">———
• Here's <a href="https://twitter.com/BenKuchera/status/365619820470878208">that thing Ben Kuchera said about <em>Spelunky</em></a>. That quote was on my mind because Gabe Durham used it in <a href="http://bossfightbooks.com/products/bible-adventures-by-gabe-durham">his work on <em>Bible Adventures</em></a> for Boss Fight Books (which he also runs, and which is quite worth checking out).</p>



<p class="wp-block-paragraph">• I haven't written about <em>Lethal League</em> (yet), but it and <a href="http://etao.blog/2014/09/04/gang-beasts/"><em>Gang Beasts</em></a> do both come highly recommended.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Henk's Theme" from the <em>Action Henk</em> original soundtrack, by <a href="https://twitter.com/alexwiklund">Wiklund</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/05/etao-podcast-20-20150511.mp3" length="80542016" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Action Henk is out (of Steam Early Access) today, and to celebrate, here's my conversation with Roel Ezendam of RageSquid Games.



Action Henk is a game about momentum, perfectionism, and making things that actually are as amazing as we remember things being in our childhoods—not just recapturing former glory, but surpassing it. Or to put it another way, Action Henk is the game that we all expect Sonic the Hedgehog to be, but that it never quite is. Or it's Sonic by way of Trials, maybe.







Roel is the kind of guy who gets deep into the nerdery of in-game physics (albeit mostly in Dutch rather than English), and who talks consummately and lucidly about the hard science behind that most squishily of goals, making it feel good to control a character. (For Roel, this comes down to thinking of the player-character as a "toy" within the game, compelling even without gameplay context).



It's such a tough thing to pin down, and yet it's what puts Action Henk a cut above—and for that matter, it's the main thing that separates Super Mario World from Shaq-Fu. Powerful stuff, then.



———
• Here's that thing Ben Kuchera said about Spelunky. That quote was on my mind because Gabe Durham used it in his work on Bible Adventures for Boss Fight Books (which he also runs, and which is quite worth checking out).



• I haven't written about Lethal League (yet), but it and Gang Beasts do both come highly recommended.
———



"All The People Say" by Carpe Demon.
"Henk's Theme" from the Action Henk original soundtrack, by Wiklund.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-03-07_00010.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-03-07_00010.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Toys in Games, Games as Toys, and Action Henk as Both, with Roel Ezendam</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>56:03</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Action Henk is out (of Steam Early Access) today, and to celebrate, here's my conversation with Roel Ezendam of RageSquid Games.



Action Henk is a game about momentum, perfectionism, and making things that actually are as amazing as we remember things being in our childhoods—not just recapturing former glory, but surpassing it. Or to put it another way, Action Henk is the game that we all expect Sonic the Hedgehog to be, but that it never quite is. Or it's Sonic by way of Trials, maybe.







Roel is the kind of guy who gets deep into the nerdery of in-game physics (albeit mostly in Dutch rather than English), and who talks consummately and lucidly about the hard science behind that most squishily of goals, making it feel good to control a character. (For Roel, this comes down to thinking of the player-character as a "toy" within the game, compelling even without gameplay context).



It's such a tough thing to pin down, and yet it's what puts Action Henk a cut above—and for that m]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-03-07_00010.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>On the Semi-Unspoilability of Infinifactory, with Zach Barth</title>
	<link>https://etao.blog/2015/05/04/podcast-19/</link>
	<pubDate>Mon, 04 May 2015 15:01:06 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">01e0e99f-a0da-55d6-94e8-20f9dcd84316</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zach Barth returns for a <strong>spoiler-centric</strong> look at a game where spoilers arguably don't even matter, his absolutely delightful engineer-'em-up <em>Infinifactory</em>. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes an open-ended head-scratcher and turns it into a set of IKEA furniture, but there's still a process of building, and at least potentially a process of learning. And you're only ever seeing <em>a</em> solution, never <em>the</em> solution.</p>



<p class="wp-block-paragraph">The issue of narrative spoilers gets a bit more complicated. Just as <em>SpaceChem</em> offers a an allegory for humanist thought (as <a href="http://etao.blog/2015/01/29/podcast-17/">Zach said last time we talked</a>), so too does <em>Infinifactory</em> offer and allegory for—well, again, that would be <strong>spoiling it</strong>.</p>





<p class="wp-block-paragraph"><a href="http://www.zachtronics.com/infinifactory/"><em>Infinifactory</em></a> is about to be officially released from early access, but given that you've been able to play the game in near-finished form for quite a while now, what does it mean, really, that it's about to be "released?"</p>



<p class="wp-block-paragraph">The experience of releasing a game from Early Access into Right On Time Access is something that Zach and I will save for Part 3 in our series of interviews—did I mention that we're going to do a Part 3 in our series of interviews?—while this time 'round we talk about the Early Access experience itself, the drive to build beautiful things in a game ostensibly about utilitarian efficiency, and the origins of <a href="http://www.reddit.com/r/infinifactory/comments/2u9sua/gifs_are_here_heres_some_of_mine_spoilers/">handsome animated <em>Infinifactory</em> gifs</a> like the one above.</p>



<p class="wp-block-paragraph">Seriously, by the way, in case you care: <strong>brimming with spoilers.</strong></p>



<p class="wp-block-paragraph">———
• <a href="http://www.reddit.com/r/infinifactory/">The <em>Infinifactory</em> subreddit</a> really is a thing of wonder.</p>



<p class="wp-block-paragraph">• And <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a> really is off to a rollicking start.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/IllBuildAStairwayToParadise">"I'll Build a Stairway to Paradise"</a> by George and Ira Gershwin, performed by Richard Glazier.
<a href="https://archive.org/details/Conways_Band-Ragging_The_Scale">"Ragging the Scale"</a> by Edward B. Claypoole, performed by Conway's Band.</p>



<p class="wp-block-paragraph">We're on <a href="https://itunes.apple.com/us/podcast/everybodys-talking-at-once/id699052673">iTunes</a>. We're also on <a href="http://www.stitcher.com/podcast/everybodys-talking-at-once-podcast/everybodys-talking-at-once">Stitcher</a>. And let's not forget <a href="http://podbay.fm/show/699052673">Podbay</a>.
You can also subscribe using <a href="http://feeds.feedburner.com/etao">good old-fashioned RSS</a>.</p>



<p class="wp-block-paragraph"><strong><a href="/wp-content/uploads/2015/05/etao-podcast-19-20150504.mp3">Left click to play. Right-click to download.</a></strong></p>]]></description>
	<itunes:subtitle><![CDATA[Zach Barth returns for a spoiler-centric look at a game where spoilers arguably dont even matter, his absolutely delightful engineer-em-up Infinifactory. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On the Semi-Unspoilability of Infinifactory, with Zach Barth]]></itunes:title>
	<itunes:episode>19</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zach Barth returns for a <strong>spoiler-centric</strong> look at a game where spoilers arguably don't even matter, his absolutely delightful engineer-'em-up <em>Infinifactory</em>. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes an open-ended head-scratcher and turns it into a set of IKEA furniture, but there's still a process of building, and at least potentially a process of learning. And you're only ever seeing <em>a</em> solution, never <em>the</em> solution.</p>



<p class="wp-block-paragraph">The issue of narrative spoilers gets a bit more complicated. Just as <em>SpaceChem</em> offers a an allegory for humanist thought (as <a href="http://etao.blog/2015/01/29/podcast-17/">Zach said last time we talked</a>), so too does <em>Infinifactory</em> offer and allegory for—well, again, that would be <strong>spoiling it</strong>.</p>





<p class="wp-block-paragraph"><a href="http://www.zachtronics.com/infinifactory/"><em>Infinifactory</em></a> is about to be officially released from early access, but given that you've been able to play the game in near-finished form for quite a while now, what does it mean, really, that it's about to be "released?"</p>



<p class="wp-block-paragraph">The experience of releasing a game from Early Access into Right On Time Access is something that Zach and I will save for Part 3 in our series of interviews—did I mention that we're going to do a Part 3 in our series of interviews?—while this time 'round we talk about the Early Access experience itself, the drive to build beautiful things in a game ostensibly about utilitarian efficiency, and the origins of <a href="http://www.reddit.com/r/infinifactory/comments/2u9sua/gifs_are_here_heres_some_of_mine_spoilers/">handsome animated <em>Infinifactory</em> gifs</a> like the one above.</p>



<p class="wp-block-paragraph">Seriously, by the way, in case you care: <strong>brimming with spoilers.</strong></p>



<p class="wp-block-paragraph">———
• <a href="http://www.reddit.com/r/infinifactory/">The <em>Infinifactory</em> subreddit</a> really is a thing of wonder.</p>



<p class="wp-block-paragraph">• And <a href="http://www.zachtronics.com/podcast/">The Zachtronics Podcast</a> really is off to a rollicking start.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/IllBuildAStairwayToParadise">"I'll Build a Stairway to Paradise"</a> by George and Ira Gershwin, performed by Richard Glazier.
<a href="https://archive.org/details/Conways_Band-Ragging_The_Scale">"Ragging the Scale"</a> by Edward B. Claypoole, performed by Conway's Band.</p>



<p class="wp-block-paragraph">We're on <a href="https://itunes.apple.com/us/podcast/everybodys-talking-at-once/id699052673">iTunes</a>. We're also on <a href="http://www.stitcher.com/podcast/everybodys-talking-at-once-podcast/everybodys-talking-at-once">Stitcher</a>. And let's not forget <a href="http://podbay.fm/show/699052673">Podbay</a>.
You can also subscribe using <a href="http://feeds.feedburner.com/etao">good old-fashioned RSS</a>.</p>



<p class="wp-block-paragraph"><strong><a href="/wp-content/uploads/2015/05/etao-podcast-19-20150504.mp3">Left click to play. Right-click to download.</a></strong></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/05/etao-podcast-19-20150504.mp3" length="99100211" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zach Barth returns for a spoiler-centric look at a game where spoilers arguably don't even matter, his absolutely delightful engineer-'em-up Infinifactory. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes an open-ended head-scratcher and turns it into a set of IKEA furniture, but there's still a process of building, and at least potentially a process of learning. And you're only ever seeing a solution, never the solution.



The issue of narrative spoilers gets a bit more complicated. Just as SpaceChem offers a an allegory for humanist thought (as Zach said last time we talked), so too does Infinifactory offer and allegory for—well, again, that would be spoiling it.





Infinifactory is about to be officially released from early access, but given that you've been able to play the game in near-finished form for quite a while now, what does it mean, really, that it's about to be "released?"



The experience of releasing a game from Early Access into Right On Time Access is something that Zach and I will save for Part 3 in our series of interviews—did I mention that we're going to do a Part 3 in our series of interviews?—while this time 'round we talk about the Early Access experience itself, the drive to build beautiful things in a game ostensibly about utilitarian efficiency, and the origins of handsome animated Infinifactory gifs like the one above.



Seriously, by the way, in case you care: brimming with spoilers.



———
• The Infinifactory subreddit really is a thing of wonder.



• And The Zachtronics Podcast really is off to a rollicking start.
———



"All The People Say" by Carpe Demon.
"I'll Build a Stairway to Paradise" by George and Ira Gershwin, performed by Richard Glazier.
"Ragging the Scale" by Edward B. Claypoole, performed by Conway's Band.



We're on iTunes. We're also on Stitcher. And let's not forget Podbay.
You can also subscribe using good old-fashioned RSS.



Left click to play. Right-click to download.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-04-30-15-45-02.gif?fit=569%2C320&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-04-30-15-45-02.gif?fit=569%2C320&#038;ssl=1</url>
		<title>On the Semi-Unspoilability of Infinifactory, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>57:11</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zach Barth returns for a spoiler-centric look at a game where spoilers arguably don't even matter, his absolutely delightful engineer-'em-up Infinifactory. Mechanically, the game is in one sense unspoilable. Sure, seeing a solution to a given puzzle takes an open-ended head-scratcher and turns it into a set of IKEA furniture, but there's still a process of building, and at least potentially a process of learning. And you're only ever seeing a solution, never the solution.



The issue of narrative spoilers gets a bit more complicated. Just as SpaceChem offers a an allegory for humanist thought (as Zach said last time we talked), so too does Infinifactory offer and allegory for—well, again, that would be spoiling it.





Infinifactory is about to be officially released from early access, but given that you've been able to play the game in near-finished form for quite a while now, what does it mean, really, that it's about to be "released?"



The experience of releasing a game from Ea]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/04/2015-04-30-15-45-02.gif?fit=569%2C320&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Games That Don&#8217;t Exclude and Foxes That Don&#8217;t Talk, with Erin Robinson</title>
	<link>https://etao.blog/2015/03/02/podcast-18/</link>
	<pubDate>Mon, 02 Mar 2015 16:01:51 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a8756f4c-284f-5cd4-9aa2-c3debebafe4e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Erin Robinson of <a href="http://livelyivy.com/?page_id=122">Ivy Games</a> stops by to discuss <a href="http://gravityghost.com/"><em>Gravity Ghost</em></a>, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of <a href="https://twitter.com/reverendanthony/status/558837438727335936">terraforming planets with one's long, beautiful hair</a>.</p>



<p class="wp-block-paragraph">I was really taken with <em>Gravity Ghost</em> from <a href="http://etao.blog/2015/01/25/gravity-ghost/">the first time I played it</a> and, as I mention in the interview, the ending made me feel the need to snuggle <a href="http://etao.blog/tag/stick-tag/">my beloved game-designing dog</a> for quite a while. It's affecting, this game.</p>



<p class="wp-block-paragraph">And not to put too fine a point on it, but my hair really is quite stunning.</p>



<p class="wp-block-paragraph">
———
• David Sedaris made that comment about talking-animals-as-shorthand in <a href="http://thedailyshow.cc.com/guests/david-sedaris/c6kf73/david-sedaris">this <em>Daily Show</em> interview</a> on his book <em>Squirrel Seeks Chipmunk</em>.</p>



<p class="wp-block-paragraph">• And that <em>BoJack Horseman</em> quote came from <a href="https://www.reddit.com/r/IAmA/comments/2hgqsi/hi_we_are_the_creator_designer_of_bojack_horseman/">this AMA</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.examiner.com/article/gravity-ghost-releases-with-high-praise">that interview that Erin did with the <em>Phoenix Examiner</em></a>.</p>



<p class="wp-block-paragraph">• Yep, <em>Frozen Synapse</em> is <a href="http://store.steampowered.com/app/98200/">still two-for-one</a>, presumably forever. So that's neat.</p>



<p class="wp-block-paragraph">• I'll go ahead and link <a href="http://new.livestream.com/accounts/6845410/gamesnow/videos/74254711">that incredible Leigh Alexander talk</a> again.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="http://www.coryarcangel.com/things-i-made/supermarioclouds">Cory Archangel's <em>Super Mario Clouds</em></a>. (Seeing a screening of that in a class at UChicago was a surreal experience, to say the least).</p>



<p class="wp-block-paragraph">• Ian Bogost's <a href="http://bogost.com/books/how_to_do_things_with_videogam_1/"><em>How To Do Things With Videogames</em></a> contains useful definitions of artgames and prodecuralism, a reframing of the <a href="http://www.npr.org/templates/story/story.php?storyId=127370598">David Carr/</a><a href="http://www.shirky.com/">Clay Shirky</a><a href="http://www.npr.org/templates/story/story.php?storyId=127370598"> dichotomy, and </a><a href="https://twitter.com/ibogost/status/506252139057123328">some helpful, hopeful words on the issue of "gamer identity."</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BX9yRWe1Ois">Don Cheadle telling you not to be an actor</a> and <a href="http://www.brainpickings.org/2013/08/09/charles-bukowski-reads-friendly-advice-to-a-lot-of-young-men/">Charles Bukowski instructing "young men" not to be poets</a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Terraforming" / "Flower Girl" from the <a href="http://benprunty.bandcamp.com/album/gravity-ghost-soundtrack"><em>Gravity Ghost Soundtrack</em></a> by Ben Prunty.</p>]]></description>
	<itunes:subtitle><![CDATA[Erin Robinson of Ivy Games stops by to discuss Gravity Ghost, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of terraforming planets with ones long, beautiful hai]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Games That Don't Exclude and Foxes That Don't Talk, with Erin Robinson]]></itunes:title>
	<itunes:episode>18</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Erin Robinson of <a href="http://livelyivy.com/?page_id=122">Ivy Games</a> stops by to discuss <a href="http://gravityghost.com/"><em>Gravity Ghost</em></a>, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of <a href="https://twitter.com/reverendanthony/status/558837438727335936">terraforming planets with one's long, beautiful hair</a>.</p>



<p class="wp-block-paragraph">I was really taken with <em>Gravity Ghost</em> from <a href="http://etao.blog/2015/01/25/gravity-ghost/">the first time I played it</a> and, as I mention in the interview, the ending made me feel the need to snuggle <a href="http://etao.blog/tag/stick-tag/">my beloved game-designing dog</a> for quite a while. It's affecting, this game.</p>



<p class="wp-block-paragraph">And not to put too fine a point on it, but my hair really is quite stunning.</p>



<p class="wp-block-paragraph">
———
• David Sedaris made that comment about talking-animals-as-shorthand in <a href="http://thedailyshow.cc.com/guests/david-sedaris/c6kf73/david-sedaris">this <em>Daily Show</em> interview</a> on his book <em>Squirrel Seeks Chipmunk</em>.</p>



<p class="wp-block-paragraph">• And that <em>BoJack Horseman</em> quote came from <a href="https://www.reddit.com/r/IAmA/comments/2hgqsi/hi_we_are_the_creator_designer_of_bojack_horseman/">this AMA</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.examiner.com/article/gravity-ghost-releases-with-high-praise">that interview that Erin did with the <em>Phoenix Examiner</em></a>.</p>



<p class="wp-block-paragraph">• Yep, <em>Frozen Synapse</em> is <a href="http://store.steampowered.com/app/98200/">still two-for-one</a>, presumably forever. So that's neat.</p>



<p class="wp-block-paragraph">• I'll go ahead and link <a href="http://new.livestream.com/accounts/6845410/gamesnow/videos/74254711">that incredible Leigh Alexander talk</a> again.</p>



<p class="wp-block-paragraph">• For those unfamiliar with <a href="http://www.coryarcangel.com/things-i-made/supermarioclouds">Cory Archangel's <em>Super Mario Clouds</em></a>. (Seeing a screening of that in a class at UChicago was a surreal experience, to say the least).</p>



<p class="wp-block-paragraph">• Ian Bogost's <a href="http://bogost.com/books/how_to_do_things_with_videogam_1/"><em>How To Do Things With Videogames</em></a> contains useful definitions of artgames and prodecuralism, a reframing of the <a href="http://www.npr.org/templates/story/story.php?storyId=127370598">David Carr/</a><a href="http://www.shirky.com/">Clay Shirky</a><a href="http://www.npr.org/templates/story/story.php?storyId=127370598"> dichotomy, and </a><a href="https://twitter.com/ibogost/status/506252139057123328">some helpful, hopeful words on the issue of "gamer identity."</a></p>



<p class="wp-block-paragraph">• Here's <a href="https://www.youtube.com/watch?v=BX9yRWe1Ois">Don Cheadle telling you not to be an actor</a> and <a href="http://www.brainpickings.org/2013/08/09/charles-bukowski-reads-friendly-advice-to-a-lot-of-young-men/">Charles Bukowski instructing "young men" not to be poets</a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Terraforming" / "Flower Girl" from the <a href="http://benprunty.bandcamp.com/album/gravity-ghost-soundtrack"><em>Gravity Ghost Soundtrack</em></a> by Ben Prunty.</p>]]></content:encoded>
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	<itunes:summary><![CDATA[Erin Robinson of Ivy Games stops by to discuss Gravity Ghost, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of terraforming planets with one's long, beautiful hair.



I was really taken with Gravity Ghost from the first time I played it and, as I mention in the interview, the ending made me feel the need to snuggle my beloved game-designing dog for quite a while. It's affecting, this game.



And not to put too fine a point on it, but my hair really is quite stunning.




———
• David Sedaris made that comment about talking-animals-as-shorthand in this Daily Show interview on his book Squirrel Seeks Chipmunk.



• And that BoJack Horseman quote came from this AMA.



• And here's that interview that Erin did with the Phoenix Examiner.



• Yep, Frozen Synapse is still two-for-one, presumably forever. So that's neat.



• I'll go ahead and link that incredible Leigh Alexander talk again.



• For those unfamiliar with Cory Archangel's Super Mario Clouds. (Seeing a screening of that in a class at UChicago was a surreal experience, to say the least).



• Ian Bogost's How To Do Things With Videogames contains useful definitions of artgames and prodecuralism, a reframing of the David Carr/Clay Shirky dichotomy, and some helpful, hopeful words on the issue of "gamer identity."



• Here's Don Cheadle telling you not to be an actor and Charles Bukowski instructing "young men" not to be poets.
———



"All The People Say" by Carpe Demon.
"Terraforming" / "Flower Girl" from the Gravity Ghost Soundtrack by Ben Prunty.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/02/2015-01-28_00023.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/02/2015-01-28_00023.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Games That Don&#8217;t Exclude and Foxes That Don&#8217;t Talk, with Erin Robinson</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Erin Robinson of Ivy Games stops by to discuss Gravity Ghost, her work teaching game design at Columbia College Chicago, talking animals, not-talking animals, and the previously untapped power fantasy of terraforming planets with one's long, beautiful hair.



I was really taken with Gravity Ghost from the first time I played it and, as I mention in the interview, the ending made me feel the need to snuggle my beloved game-designing dog for quite a while. It's affecting, this game.



And not to put too fine a point on it, but my hair really is quite stunning.




———
• David Sedaris made that comment about talking-animals-as-shorthand in this Daily Show interview on his book Squirrel Seeks Chipmunk.



• And that BoJack Horseman quote came from this AMA.



• And here's that interview that Erin did with the Phoenix Examiner.



• Yep, Frozen Synapse is still two-for-one, presumably forever. So that's neat.



• I'll go ahead and link that incredible Leigh Alexander talk again.



• F]]></googleplay:description>
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	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>On the Art of the Anti-Puzzle, with Zach Barth</title>
	<link>https://etao.blog/2015/01/29/podcast-17/</link>
	<pubDate>Thu, 29 Jan 2015 16:01:32 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">aece56c9-1805-5d28-abc4-ff70e6dddd78</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><a href="http://www.zachtronics.com/infinifactory/"><em>Infinifactory</em></a> feels like <em>SpaceChem</em> for the world that <em>Minecraft</em> hath wrought—which makes sense, given that it's the latest from Zach Barth, who both masterminded <em>SpaceChem</em> and ushered in the Blocks 'n Voxels Age with his seminal "infinifranchise" (Zach's competitive mine-'em-up <em>Infiniminer</em> was <a href="http://minecraft.gamepedia.com/Infiniminer">the direct inspiration</a> for <em>Minecraft,</em> and well, after <em>Minecraft</em> came the flood).</p>



<p class="wp-block-paragraph">"They're all terrible," Zach said of his infinigames when I spoke to him. I respectfully disagree (and he's at least half-joking anyway), but his larger point stands: Notch took <em>Infiniminer</em> and made "something totally different and totally better." <em>Infiniminer</em> sees Zach attempting something totally different and totally better, as well, building on his older work in unexpected ways.</p>



<p class="wp-block-paragraph">


Zach has been making games since those murky, pre-Kickstarter, "pre-<em>Braid</em>" days when, in his words, "nobody made money on indie games." We're now living in a world very different from that world, and <em>Infinifactory</em> sees Zach diving into the latter day indie development space with aplomb. (This means adding a layer of audiovisual and interface polish—again in his words, "making a game that doesn't look like crap, and actually looks like something that you might like to give a shot to." Zach is a self-deprecating guy).</p>



<p class="wp-block-paragraph">And also, Zach is a very chill guy.</p>



<p class="wp-block-paragraph">You may quote me.</p>



<p class="wp-block-paragraph">———
• Matthew S. Burns did in fact give us both <a href="http://www.magicalwasteland.com/notes/2014/8/22/the-king-and-his-objects">that remarkable and highly useful article on "consumer-kings"</a> and the <em>Infinifactory</em> soundtrack.</p>



<p class="wp-block-paragraph">• Here's Jay Allen on <a href="http://boingboing.net/2014/12/31/how-imageboard-culture-shaped.html">"this clash of anonymous imageboard culture with the parts of social media where people live and work"</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://new.livestream.com/accounts/6845410/gamesnow/videos/74254711">Leigh Alexander on how gamer culture is sort of stuck in 1990</a>, and what specifically she means by that is utterly fascinating and hugely important.</p>



<p class="wp-block-paragraph">• I grabbed <a href="http://www.amazon.com/Lexicon-A-Novel-Max-Barry/dp/0143125427">Max Barry's <em>Lexicon</em></a> and <a href="http://www.amazon.com/The-Magicians-Novel-Trilogy/dp/0452296293">Lev Grossman's <em>The Magicians</em></a>. I'm excited to read both. Do also consider checking out <a href="http://www.amazon.com/Wolf-White-Van-A-Novel/dp/0374292086">John Darnielle's fairly spectacular novel, <em>Wolf in White Van</em></a>. And pretty much everything by William Gibson, obviously.</p>



<p class="wp-block-paragraph">• And people, <a href="http://www.cartoonnetwork.com/tv_shows/over-the-garden-wall/video/index.html"><em>Over the Garden Wall</em></a> really is just amazing.</p>



<p class="wp-block-paragraph">• Toni Morrison was indeed the one who said the thing about being a conduit. <a href="https://www.youtube.com/watch?v=GygHIWc0WbM">Here's what got me thinking about that idea recently</a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Powerhouse" by Raymond Scott, <a href="https://archive.org/details/SpikeJones-81-100">performed by Spike Jones and His City Slickers</a>.
"Powerhouse" by Raymond Scott, performed by The Raymond Scott Quintette, from <a href="http://www.amazon.com/Microphone-Music-Raymond-Scott/dp/B000R01JW6/ref=sr_1_3?ie=UTF8&amp;qid=1422205516&amp;sr=8-3&amp;keywords=Microphone+Music+raymond+scott&amp;pebp=1422205519684&amp;peasin=B000R01JW6">the <em>Microphone Music</em> anthology</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Infinifactory feels like SpaceChem for the world that Minecraft hath wrought—which makes sense, given that its the latest from Zach Barth, who both masterminded SpaceChem and ushered in the Blocks n Voxels Age with his seminal infinifranchise (Zachs comp]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On the Art of the Anti-Puzzle, with Zach Barth]]></itunes:title>
	<itunes:episode>17</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><a href="http://www.zachtronics.com/infinifactory/"><em>Infinifactory</em></a> feels like <em>SpaceChem</em> for the world that <em>Minecraft</em> hath wrought—which makes sense, given that it's the latest from Zach Barth, who both masterminded <em>SpaceChem</em> and ushered in the Blocks 'n Voxels Age with his seminal "infinifranchise" (Zach's competitive mine-'em-up <em>Infiniminer</em> was <a href="http://minecraft.gamepedia.com/Infiniminer">the direct inspiration</a> for <em>Minecraft,</em> and well, after <em>Minecraft</em> came the flood).</p>



<p class="wp-block-paragraph">"They're all terrible," Zach said of his infinigames when I spoke to him. I respectfully disagree (and he's at least half-joking anyway), but his larger point stands: Notch took <em>Infiniminer</em> and made "something totally different and totally better." <em>Infiniminer</em> sees Zach attempting something totally different and totally better, as well, building on his older work in unexpected ways.</p>



<p class="wp-block-paragraph">


Zach has been making games since those murky, pre-Kickstarter, "pre-<em>Braid</em>" days when, in his words, "nobody made money on indie games." We're now living in a world very different from that world, and <em>Infinifactory</em> sees Zach diving into the latter day indie development space with aplomb. (This means adding a layer of audiovisual and interface polish—again in his words, "making a game that doesn't look like crap, and actually looks like something that you might like to give a shot to." Zach is a self-deprecating guy).</p>



<p class="wp-block-paragraph">And also, Zach is a very chill guy.</p>



<p class="wp-block-paragraph">You may quote me.</p>



<p class="wp-block-paragraph">———
• Matthew S. Burns did in fact give us both <a href="http://www.magicalwasteland.com/notes/2014/8/22/the-king-and-his-objects">that remarkable and highly useful article on "consumer-kings"</a> and the <em>Infinifactory</em> soundtrack.</p>



<p class="wp-block-paragraph">• Here's Jay Allen on <a href="http://boingboing.net/2014/12/31/how-imageboard-culture-shaped.html">"this clash of anonymous imageboard culture with the parts of social media where people live and work"</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://new.livestream.com/accounts/6845410/gamesnow/videos/74254711">Leigh Alexander on how gamer culture is sort of stuck in 1990</a>, and what specifically she means by that is utterly fascinating and hugely important.</p>



<p class="wp-block-paragraph">• I grabbed <a href="http://www.amazon.com/Lexicon-A-Novel-Max-Barry/dp/0143125427">Max Barry's <em>Lexicon</em></a> and <a href="http://www.amazon.com/The-Magicians-Novel-Trilogy/dp/0452296293">Lev Grossman's <em>The Magicians</em></a>. I'm excited to read both. Do also consider checking out <a href="http://www.amazon.com/Wolf-White-Van-A-Novel/dp/0374292086">John Darnielle's fairly spectacular novel, <em>Wolf in White Van</em></a>. And pretty much everything by William Gibson, obviously.</p>



<p class="wp-block-paragraph">• And people, <a href="http://www.cartoonnetwork.com/tv_shows/over-the-garden-wall/video/index.html"><em>Over the Garden Wall</em></a> really is just amazing.</p>



<p class="wp-block-paragraph">• Toni Morrison was indeed the one who said the thing about being a conduit. <a href="https://www.youtube.com/watch?v=GygHIWc0WbM">Here's what got me thinking about that idea recently</a>.
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Powerhouse" by Raymond Scott, <a href="https://archive.org/details/SpikeJones-81-100">performed by Spike Jones and His City Slickers</a>.
"Powerhouse" by Raymond Scott, performed by The Raymond Scott Quintette, from <a href="http://www.amazon.com/Microphone-Music-Raymond-Scott/dp/B000R01JW6/ref=sr_1_3?ie=UTF8&amp;qid=1422205516&amp;sr=8-3&amp;keywords=Microphone+Music+raymond+scott&amp;pebp=1422205519684&amp;peasin=B000R01JW6">the <em>Microphone Music</em> anthology</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/01/etao-podcast-17-20150129.mp3" length="124768720" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Infinifactory feels like SpaceChem for the world that Minecraft hath wrought—which makes sense, given that it's the latest from Zach Barth, who both masterminded SpaceChem and ushered in the Blocks 'n Voxels Age with his seminal "infinifranchise" (Zach's competitive mine-'em-up Infiniminer was the direct inspiration for Minecraft, and well, after Minecraft came the flood).



"They're all terrible," Zach said of his infinigames when I spoke to him. I respectfully disagree (and he's at least half-joking anyway), but his larger point stands: Notch took Infiniminer and made "something totally different and totally better." Infiniminer sees Zach attempting something totally different and totally better, as well, building on his older work in unexpected ways.






Zach has been making games since those murky, pre-Kickstarter, "pre-Braid" days when, in his words, "nobody made money on indie games." We're now living in a world very different from that world, and Infinifactory sees Zach diving into the latter day indie development space with aplomb. (This means adding a layer of audiovisual and interface polish—again in his words, "making a game that doesn't look like crap, and actually looks like something that you might like to give a shot to." Zach is a self-deprecating guy).



And also, Zach is a very chill guy.



You may quote me.



———
• Matthew S. Burns did in fact give us both that remarkable and highly useful article on "consumer-kings" and the Infinifactory soundtrack.



• Here's Jay Allen on "this clash of anonymous imageboard culture with the parts of social media where people live and work".



• And here's Leigh Alexander on how gamer culture is sort of stuck in 1990, and what specifically she means by that is utterly fascinating and hugely important.



• I grabbed Max Barry's Lexicon and Lev Grossman's The Magicians. I'm excited to read both. Do also consider checking out John Darnielle's fairly spectacular novel, Wolf in White Van. And pretty much everything by William Gibson, obviously.



• And people, Over the Garden Wall really is just amazing.



• Toni Morrison was indeed the one who said the thing about being a conduit. Here's what got me thinking about that idea recently.
———



"All The People Say" by Carpe Demon.
"Powerhouse" by Raymond Scott, performed by Spike Jones and His City Slickers.
"Powerhouse" by Raymond Scott, performed by The Raymond Scott Quintette, from the Microphone Music anthology.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00053.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00053.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>On the Art of the Anti-Puzzle, with Zach Barth</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:13:01</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Infinifactory feels like SpaceChem for the world that Minecraft hath wrought—which makes sense, given that it's the latest from Zach Barth, who both masterminded SpaceChem and ushered in the Blocks 'n Voxels Age with his seminal "infinifranchise" (Zach's competitive mine-'em-up Infiniminer was the direct inspiration for Minecraft, and well, after Minecraft came the flood).



"They're all terrible," Zach said of his infinigames when I spoke to him. I respectfully disagree (and he's at least half-joking anyway), but his larger point stands: Notch took Infiniminer and made "something totally different and totally better." Infiniminer sees Zach attempting something totally different and totally better, as well, building on his older work in unexpected ways.






Zach has been making games since those murky, pre-Kickstarter, "pre-Braid" days when, in his words, "nobody made money on indie games." We're now living in a world very different from that world, and Infinifactory sees Zach divi]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00053.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>All That Glitters Is Not Goblin, with Dan Teasdale</title>
	<link>https://etao.blog/2015/01/27/podcast-16/</link>
	<pubDate>Tue, 27 Jan 2015 16:01:12 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3100a630-c674-5f35-9198-c0051e87c327</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Dan Teasdale stops by to talk about <a href="http://roundaboutgame.com/"><em>Roundabout</em></a>, the debut game from his newly-founded two-person indie studio <a href="http://nogoblin.com/about">No Goblin</a>. We discuss the game (which is awfully good), his previous work on <em>Destroy All Humans!</em> and the <em>Rock Band</em> series, and why we both love <em>The Jackbox Party Pack</em>.</p>



<p class="wp-block-paragraph">And yes, he does divulge the origins of the name "No Goblin." I then proceed to get kind of obsessed with Dan's colloquial use for the word "goblin."</p>



<p class="wp-block-paragraph">Sorry again if that got weird for you, Dan.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Roundabout</em> is a game about driving an ever-revolving stretch limousine through an open urban/suburban landscape—an activity that is amusing as hell to learn, remarkably satisfying to master, and physically nonsensical in the videogamiest of ways—with a sweeping story in the style of <em>Behind the Music,</em> told through purposefully dodgy full motion video.</p>



<p class="wp-block-paragraph">There's really nothing at all like <em>Roundabout,</em> in other words. It's funny, heartfelt, genuinely original, and audaciously weird. Count me all the way in.</p>



<p class="wp-block-paragraph">———
• Here are <a href="http://www.giantbomb.com/articles/dan-teasdale-s-top-10-games-of-2014/1100-5127/">Dan's ten favorite games of 2014</a>, as written up for Giant Bomb.</p>



<p class="wp-block-paragraph">• I hunted down a (definitely totally not emulated) copy of <a href="http://en.wikipedia.org/wiki/Kuru_Kuru_Kururin"><em>Kuru Kuru Kururin</em></a>, and just as Dan says, it's exacting beyond all reason. Like, seriously.</p>



<p class="wp-block-paragraph">• The <a href="http://nogoblinstore.com/collections/frontpage/products/men-of-game-development-2015-calendar">Men of Game Dev Calendars for 2014 and 2015 are still available.</a>
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Walking Sunshine," from the <a href="http://store.steampowered.com/app/309920/"><em>Roundabout</em> Original Soundtrack</a>.
"Bass Groove 01 " by Brendan O'Shea, from the <a href="http://store.steampowered.com/app/309920/"><em>Roundabout</em> Original Soundtrack</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Dan Teasdale stops by to talk about Roundabout, the debut game from his newly-founded two-person indie studio No Goblin. We discuss the game (which is awfully good), his previous work on Destroy All Humans! and the Rock Band series, and why we both love ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[All That Glitters Is Not Goblin, with Dan Teasdale]]></itunes:title>
	<itunes:episode>16</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Dan Teasdale stops by to talk about <a href="http://roundaboutgame.com/"><em>Roundabout</em></a>, the debut game from his newly-founded two-person indie studio <a href="http://nogoblin.com/about">No Goblin</a>. We discuss the game (which is awfully good), his previous work on <em>Destroy All Humans!</em> and the <em>Rock Band</em> series, and why we both love <em>The Jackbox Party Pack</em>.</p>



<p class="wp-block-paragraph">And yes, he does divulge the origins of the name "No Goblin." I then proceed to get kind of obsessed with Dan's colloquial use for the word "goblin."</p>



<p class="wp-block-paragraph">Sorry again if that got weird for you, Dan.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Roundabout</em> is a game about driving an ever-revolving stretch limousine through an open urban/suburban landscape—an activity that is amusing as hell to learn, remarkably satisfying to master, and physically nonsensical in the videogamiest of ways—with a sweeping story in the style of <em>Behind the Music,</em> told through purposefully dodgy full motion video.</p>



<p class="wp-block-paragraph">There's really nothing at all like <em>Roundabout,</em> in other words. It's funny, heartfelt, genuinely original, and audaciously weird. Count me all the way in.</p>



<p class="wp-block-paragraph">———
• Here are <a href="http://www.giantbomb.com/articles/dan-teasdale-s-top-10-games-of-2014/1100-5127/">Dan's ten favorite games of 2014</a>, as written up for Giant Bomb.</p>



<p class="wp-block-paragraph">• I hunted down a (definitely totally not emulated) copy of <a href="http://en.wikipedia.org/wiki/Kuru_Kuru_Kururin"><em>Kuru Kuru Kururin</em></a>, and just as Dan says, it's exacting beyond all reason. Like, seriously.</p>



<p class="wp-block-paragraph">• The <a href="http://nogoblinstore.com/collections/frontpage/products/men-of-game-development-2015-calendar">Men of Game Dev Calendars for 2014 and 2015 are still available.</a>
———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Walking Sunshine," from the <a href="http://store.steampowered.com/app/309920/"><em>Roundabout</em> Original Soundtrack</a>.
"Bass Groove 01 " by Brendan O'Shea, from the <a href="http://store.steampowered.com/app/309920/"><em>Roundabout</em> Original Soundtrack</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2015/01/etao-podcast-16-20150127.mp3" length="96191521" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Dan Teasdale stops by to talk about Roundabout, the debut game from his newly-founded two-person indie studio No Goblin. We discuss the game (which is awfully good), his previous work on Destroy All Humans! and the Rock Band series, and why we both love The Jackbox Party Pack.



And yes, he does divulge the origins of the name "No Goblin." I then proceed to get kind of obsessed with Dan's colloquial use for the word "goblin."



Sorry again if that got weird for you, Dan.







Roundabout is a game about driving an ever-revolving stretch limousine through an open urban/suburban landscape—an activity that is amusing as hell to learn, remarkably satisfying to master, and physically nonsensical in the videogamiest of ways—with a sweeping story in the style of Behind the Music, told through purposefully dodgy full motion video.



There's really nothing at all like Roundabout, in other words. It's funny, heartfelt, genuinely original, and audaciously weird. Count me all the way in.



———
• Here are Dan's ten favorite games of 2014, as written up for Giant Bomb.



• I hunted down a (definitely totally not emulated) copy of Kuru Kuru Kururin, and just as Dan says, it's exacting beyond all reason. Like, seriously.



• The Men of Game Dev Calendars for 2014 and 2015 are still available.
———



"All The People Say" by Carpe Demon.
"Walking Sunshine," from the Roundabout Original Soundtrack.
"Bass Groove 01 " by Brendan O'Shea, from the Roundabout Original Soundtrack.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00010.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00010.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>All That Glitters Is Not Goblin, with Dan Teasdale</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>55:24</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Dan Teasdale stops by to talk about Roundabout, the debut game from his newly-founded two-person indie studio No Goblin. We discuss the game (which is awfully good), his previous work on Destroy All Humans! and the Rock Band series, and why we both love The Jackbox Party Pack.



And yes, he does divulge the origins of the name "No Goblin." I then proceed to get kind of obsessed with Dan's colloquial use for the word "goblin."



Sorry again if that got weird for you, Dan.







Roundabout is a game about driving an ever-revolving stretch limousine through an open urban/suburban landscape—an activity that is amusing as hell to learn, remarkably satisfying to master, and physically nonsensical in the videogamiest of ways—with a sweeping story in the style of Behind the Music, told through purposefully dodgy full motion video.



There's really nothing at all like Roundabout, in other words. It's funny, heartfelt, genuinely original, and audaciously weird. Count me all the way in.



—]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2015/01/2015-01-24_00010.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Work-of-Art-as-Gateway-Drug (and How the Internet Will Hopefully Solve Everything), with Jack Lawrence Mayer</title>
	<link>https://etao.blog/2014/10/03/podcast-15/</link>
	<pubDate>Fri, 03 Oct 2014 15:01:38 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">7e6f32fd-98f2-52f4-9c08-749b3c4f5cde</guid>
	<description><![CDATA[<p class="wp-block-paragraph">When I interviewed <a href="http://jacklawrencemayer.com/">Jack Lawrence Mayer</a> for <a href="http://arts.uchicago.edu/article/2012-edes-prize-emerging-artists-awarded-film-and-theater-collaborators">UChicago Arts back in 2102</a>, he was about to launch <em><a href="http://www.hbo.com/comedy/single-long#/">Single Long</a>,</em> his seven-episode digital series for HBO. His latest project, <a href="http://lafamousseries.com/"><em>LA Famous</em></a>, follows the same basic format—but he's produced it without the backing of HBO or, for that matter, any other network or studio.</p>



<p class="wp-block-paragraph">So this week, Jack Lawrence Mayer stops by to discuss his work, his overall mission "to do shows without permission," and the implications of that mission: Isn't it exciting that we can make things and put them out there without anybody having to put up huge amounts of money? Definitely. But also, isn't it a little terrifying that so much work now gets produced without any expectation of money changing hands, like, ever? Again, definitely, definitely.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also take some time to discuss the Jack's new <a href="https://soundcloud.com/monday-morning-movies">Monday Morning Movies</a> podcast, the importance of being told <em>no,</em> how a lower budget is something that's easier to hear than to see, and the utterly indefensible ending of <em>Grease!</em></p>



<p class="wp-block-paragraph">Plus, we tear into the noxious archetype of the good guy—or rather, the <em>nice guy</em>—protagonist who's just been dumped by some cruel, incomprehensible woman. <a href="http://www.theroommovie.com/">She is tearing [the straight male protagonist] apart, Lisa!</a></p>



<p class="wp-block-paragraph">Yeah, Jack wants to react against that trope. Fuck that trope.</p>



<p class="wp-block-paragraph">———
• I use the terms "digital series" and "web series" interchangeably in the intro, but Jack does mention that he prefers the former for <em>LA Famous</em> and <em>Single Long.</em></p>



<p class="wp-block-paragraph">• That period of wakefulness was sometimes called "dorveille." <a href="http://en.wikipedia.org/wiki/Segmented_sleep#Segmented_sleep_as_a_historical_norm">Quoth WikiPedia</a>, "This was also a favorite time for scholars and poets to write uninterrupted, whereas still others visited neighbors, had sex, or engaged in petty crime."</p>



<p class="wp-block-paragraph">• <a href="http://en.wikipedia.org/wiki/Autonomous_sensory_meridian_response">WikiPedia also tells us</a> that "the nature and classification of the ASMR phenomenon is controversial, with a considerable cult following and strong anecdotal evidence to support the phenomenon but little or no scientific explanation or verified data."</p>



<p class="wp-block-paragraph">• "There have been eras that took a far more intense interest in spectacles of cruelty than ours, but none that was so transfixed by watching people act like assholes," <a href="http://www.slate.com/articles/podcasts/lexicon_valley/2012/09/the_rise_of_the_asshole_lexicon_valley_talks_with_linguist_geoffrey_nunberg_.html">says Geoffrey Nunberg</a> of the UC Berkeley School of Information.</p>



<p class="wp-block-paragraph">• Shane Carruth's second film is called <a href="http://erbpfilm.com/film/upstreamcolor"><em>Upstream Color</em></a>, and it's just as weird and wonderful as I'm describing, I promise.</p>



<p class="wp-block-paragraph">• Louis CK's first movie (before <em>Pootie Tang,</em> even) was <a href="https://www.louisck.net/purchase/tomorrow-night"><em>Tomorrow Night</em></a>.</p>



<p class="wp-block-paragraph">• The only Magic Johnson Theater still open for business is <a href="https://www.amctheatres.com/movie-theatres/amc-magic-johnson-harlem-9">the one in Harlem</a>. It's currently owned and operated by AMC.</p>



<p class="wp-block-paragraph">• I think I combined "glib" with "gloom and doom" to form "gloob and doom." You heard it here first.</p>



<p class="wp-block-paragraph">• As Jack says, <a href="http://vimeo.com/channels/highmaintenance"><em>High Maintenance</em></a> is very much worth checking out.</p>



<p class="wp-block-paragraph">• And do absolutely give <a href="http://en.wikipedia.org/wiki/Yasujir%C5%8D_Ozu">Yasujirō Ozu</a> a go.</p>



<p class="wp-block-paragraph">———</p>





<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/EarlFullersFamousJazzBand-JazzDeLuxe1919">"Jazz De Luxe (1919)"</a> by Earl Fuller's Famous Jazz Band.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="https://archive.org/details/CharlieBarnetOrchestra-KnockinAtTheFamousDoor">"Knockin' at the Famous Door"</a> by Charlie Barnet and His Orchestra.
"Do What You Can To Shine" by <a href="https://soundcloud.com/the-kajillions/">Steven Brent</a>, performed by <a href="https://jennro.bandcamp.com/">Jenn Romero.</a></p>]]></description>
	<itunes:subtitle><![CDATA[When I interviewed Jack Lawrence Mayer for UChicago Arts back in 2102, he was about to launch Single Long, his seven-episode digital series for HBO. His latest project, LA Famous, follows the same basic format—but hes produced it without the backing of H]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Work-of-Art-as-Gateway-Drug (and How the Internet Will Hopefully Solve Everything), with Jack Lawrence Mayer]]></itunes:title>
	<itunes:episode>15</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">When I interviewed <a href="http://jacklawrencemayer.com/">Jack Lawrence Mayer</a> for <a href="http://arts.uchicago.edu/article/2012-edes-prize-emerging-artists-awarded-film-and-theater-collaborators">UChicago Arts back in 2102</a>, he was about to launch <em><a href="http://www.hbo.com/comedy/single-long#/">Single Long</a>,</em> his seven-episode digital series for HBO. His latest project, <a href="http://lafamousseries.com/"><em>LA Famous</em></a>, follows the same basic format—but he's produced it without the backing of HBO or, for that matter, any other network or studio.</p>



<p class="wp-block-paragraph">So this week, Jack Lawrence Mayer stops by to discuss his work, his overall mission "to do shows without permission," and the implications of that mission: Isn't it exciting that we can make things and put them out there without anybody having to put up huge amounts of money? Definitely. But also, isn't it a little terrifying that so much work now gets produced without any expectation of money changing hands, like, ever? Again, definitely, definitely.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We also take some time to discuss the Jack's new <a href="https://soundcloud.com/monday-morning-movies">Monday Morning Movies</a> podcast, the importance of being told <em>no,</em> how a lower budget is something that's easier to hear than to see, and the utterly indefensible ending of <em>Grease!</em></p>



<p class="wp-block-paragraph">Plus, we tear into the noxious archetype of the good guy—or rather, the <em>nice guy</em>—protagonist who's just been dumped by some cruel, incomprehensible woman. <a href="http://www.theroommovie.com/">She is tearing [the straight male protagonist] apart, Lisa!</a></p>



<p class="wp-block-paragraph">Yeah, Jack wants to react against that trope. Fuck that trope.</p>



<p class="wp-block-paragraph">———
• I use the terms "digital series" and "web series" interchangeably in the intro, but Jack does mention that he prefers the former for <em>LA Famous</em> and <em>Single Long.</em></p>



<p class="wp-block-paragraph">• That period of wakefulness was sometimes called "dorveille." <a href="http://en.wikipedia.org/wiki/Segmented_sleep#Segmented_sleep_as_a_historical_norm">Quoth WikiPedia</a>, "This was also a favorite time for scholars and poets to write uninterrupted, whereas still others visited neighbors, had sex, or engaged in petty crime."</p>



<p class="wp-block-paragraph">• <a href="http://en.wikipedia.org/wiki/Autonomous_sensory_meridian_response">WikiPedia also tells us</a> that "the nature and classification of the ASMR phenomenon is controversial, with a considerable cult following and strong anecdotal evidence to support the phenomenon but little or no scientific explanation or verified data."</p>



<p class="wp-block-paragraph">• "There have been eras that took a far more intense interest in spectacles of cruelty than ours, but none that was so transfixed by watching people act like assholes," <a href="http://www.slate.com/articles/podcasts/lexicon_valley/2012/09/the_rise_of_the_asshole_lexicon_valley_talks_with_linguist_geoffrey_nunberg_.html">says Geoffrey Nunberg</a> of the UC Berkeley School of Information.</p>



<p class="wp-block-paragraph">• Shane Carruth's second film is called <a href="http://erbpfilm.com/film/upstreamcolor"><em>Upstream Color</em></a>, and it's just as weird and wonderful as I'm describing, I promise.</p>



<p class="wp-block-paragraph">• Louis CK's first movie (before <em>Pootie Tang,</em> even) was <a href="https://www.louisck.net/purchase/tomorrow-night"><em>Tomorrow Night</em></a>.</p>



<p class="wp-block-paragraph">• The only Magic Johnson Theater still open for business is <a href="https://www.amctheatres.com/movie-theatres/amc-magic-johnson-harlem-9">the one in Harlem</a>. It's currently owned and operated by AMC.</p>



<p class="wp-block-paragraph">• I think I combined "glib" with "gloom and doom" to form "gloob and doom." You heard it here first.</p>



<p class="wp-block-paragraph">• As Jack says, <a href="http://vimeo.com/channels/highmaintenance"><em>High Maintenance</em></a> is very much worth checking out.</p>



<p class="wp-block-paragraph">• And do absolutely give <a href="http://en.wikipedia.org/wiki/Yasujir%C5%8D_Ozu">Yasujirō Ozu</a> a go.</p>



<p class="wp-block-paragraph">———</p>





<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/EarlFullersFamousJazzBand-JazzDeLuxe1919">"Jazz De Luxe (1919)"</a> by Earl Fuller's Famous Jazz Band.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="https://archive.org/details/CharlieBarnetOrchestra-KnockinAtTheFamousDoor">"Knockin' at the Famous Door"</a> by Charlie Barnet and His Orchestra.
"Do What You Can To Shine" by <a href="https://soundcloud.com/the-kajillions/">Steven Brent</a>, performed by <a href="https://jennro.bandcamp.com/">Jenn Romero.</a></p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/10/etao-podcast-15-20141003.mp3" length="170664594" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[When I interviewed Jack Lawrence Mayer for UChicago Arts back in 2102, he was about to launch Single Long, his seven-episode digital series for HBO. His latest project, LA Famous, follows the same basic format—but he's produced it without the backing of HBO or, for that matter, any other network or studio.



So this week, Jack Lawrence Mayer stops by to discuss his work, his overall mission "to do shows without permission," and the implications of that mission: Isn't it exciting that we can make things and put them out there without anybody having to put up huge amounts of money? Definitely. But also, isn't it a little terrifying that so much work now gets produced without any expectation of money changing hands, like, ever? Again, definitely, definitely.







We also take some time to discuss the Jack's new Monday Morning Movies podcast, the importance of being told no, how a lower budget is something that's easier to hear than to see, and the utterly indefensible ending of Grease!



Plus, we tear into the noxious archetype of the good guy—or rather, the nice guy—protagonist who's just been dumped by some cruel, incomprehensible woman. She is tearing [the straight male protagonist] apart, Lisa!



Yeah, Jack wants to react against that trope. Fuck that trope.



———
• I use the terms "digital series" and "web series" interchangeably in the intro, but Jack does mention that he prefers the former for LA Famous and Single Long.



• That period of wakefulness was sometimes called "dorveille." Quoth WikiPedia, "This was also a favorite time for scholars and poets to write uninterrupted, whereas still others visited neighbors, had sex, or engaged in petty crime."



• WikiPedia also tells us that "the nature and classification of the ASMR phenomenon is controversial, with a considerable cult following and strong anecdotal evidence to support the phenomenon but little or no scientific explanation or verified data."



• "There have been eras that took a far more intense interest in spectacles of cruelty than ours, but none that was so transfixed by watching people act like assholes," says Geoffrey Nunberg of the UC Berkeley School of Information.



• Shane Carruth's second film is called Upstream Color, and it's just as weird and wonderful as I'm describing, I promise.



• Louis CK's first movie (before Pootie Tang, even) was Tomorrow Night.



• The only Magic Johnson Theater still open for business is the one in Harlem. It's currently owned and operated by AMC.



• I think I combined "glib" with "gloom and doom" to form "gloob and doom." You heard it here first.



• As Jack says, High Maintenance is very much worth checking out.



• And do absolutely give Yasujirō Ozu a go.



———





"All The People Say" by Carpe Demon.
"Jazz De Luxe (1919)" by Earl Fuller's Famous Jazz Band.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
"Knockin' at the Famous Door" by Charlie Barnet and His Orchestra.
"Do What You Can To Shine" by Steven Brent, performed by Jenn Romero.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/09/screen-shot-2014-09-30-at-10-40-13-pm.png?fit=2872%2C1620&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/09/screen-shot-2014-09-30-at-10-40-13-pm.png?fit=2872%2C1620&#038;ssl=1</url>
		<title>Work-of-Art-as-Gateway-Drug (and How the Internet Will Hopefully Solve Everything), with Jack Lawrence Mayer</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:30:43</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[When I interviewed Jack Lawrence Mayer for UChicago Arts back in 2102, he was about to launch Single Long, his seven-episode digital series for HBO. His latest project, LA Famous, follows the same basic format—but he's produced it without the backing of HBO or, for that matter, any other network or studio.



So this week, Jack Lawrence Mayer stops by to discuss his work, his overall mission "to do shows without permission," and the implications of that mission: Isn't it exciting that we can make things and put them out there without anybody having to put up huge amounts of money? Definitely. But also, isn't it a little terrifying that so much work now gets produced without any expectation of money changing hands, like, ever? Again, definitely, definitely.







We also take some time to discuss the Jack's new Monday Morning Movies podcast, the importance of being told no, how a lower budget is something that's easier to hear than to see, and the utterly indefensible ending of Grease]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/09/screen-shot-2014-09-30-at-10-40-13-pm.png?fit=2872%2C1620&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making a Sequel to Chess and Making Sense of IP Law, with Zac Burns</title>
	<link>https://etao.blog/2014/08/19/podcast-14/</link>
	<pubDate>Tue, 19 Aug 2014 15:01:42 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8cb58ac9-f8e0-5dd3-a567-d18853098b57</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Zac Burns of <a href="http://ludemegames.com/">Ludeme Games</a> joins me to discuss his studio's digital adaptation of <em>Chess 2,</em> which is out on OUYA, and as of today, on Steam as well. Along the way, we talk about the challenges of translating tabletop games into videogames, the (many) problems with modern intellectual property and copyright law, and why the OUYA has been and remains such a welcoming space for first-time independent game developers.</p>



<p class="wp-block-paragraph">That, and why free-to-play is not, in and of itself, the devil.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Chess 2: The Sequel</em> is just what it purports to be, namely a sequel to Chess. Not just <a href="http://www.chessvariants.org/">a variant of Chess</a>, mind you, but an attempt at an iterative <em>sequel</em> that builds on the original game's much-lauded merits (deep, chance-free, intellectually demanding one-one-one confrontation) while eliminating or mitigating its key deficiency (an emphasis on strategic stasis and rote memorization).</p>



<p class="wp-block-paragraph">Chess doesn't have an author as such. <a href="http://www.sirlin.net/blog/2013/5/30/announcing-chess-2.html"><em>Chess 2</em> does</a>. Which raises all manner of odd questions about ownership, tradition, culture, subculture, and yes, sequels.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="http://www.sirlingames.com/products/chess-2-print-and-play">Here are the rules of <em>Chess 2</em></a>. You can download them for free, or kick in a $5 "tip" if you so choose—and as Zac says, you can try the game out with nothing more exotic than a regular old Chess set and some loose change.</p>



<p class="wp-block-paragraph">• As Zac says, we recorded this interview on Independence Day. Yay America.</p>



<p class="wp-block-paragraph">• For those interested in <a href="http://www.scotusblog.com/case-files/cases/american-broadcasting-companies-inc-v-aereo-inc/">the Aereo case</a>.</p>



<p class="wp-block-paragraph">• WordPress was indeed hiding some of the older episodes from iTunes, Stitcher, Podbay, and so on. That should be fixed now, and you can always see <a href="http://etao.blog/category/podcast/">our whole back catalog of podcasty delights right here on ye olde blog</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://musopen.org/music/318/claude-debussy/preludes-book-2/">"General Lavine" from <em>Preludes, Book 2</em></a>, by Claude Debussy.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="https://musopen.org/music/302/frederic-chopin/nocturne-no-2-from-nocturnes-op-27/">Nocture in D Flat Major, Op. 27, No. 2</a>, by Frédéric Chopin.</p>



<p class="wp-block-paragraph">Both piano pieces were performed by Paul Pitman, and the recordings are <a href="https://musopen.org/">available for free on Musopen</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Zac Burns of Ludeme Games joins me to discuss his studios digital adaptation of Chess 2, which is out on OUYA, and as of today, on Steam as well. Along the way, we talk about the challenges of translating tabletop games into videogames, the (many) proble]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making a Sequel to Chess and Making Sense of IP Law, with Zac Burns]]></itunes:title>
	<itunes:episode>14</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Zac Burns of <a href="http://ludemegames.com/">Ludeme Games</a> joins me to discuss his studio's digital adaptation of <em>Chess 2,</em> which is out on OUYA, and as of today, on Steam as well. Along the way, we talk about the challenges of translating tabletop games into videogames, the (many) problems with modern intellectual property and copyright law, and why the OUYA has been and remains such a welcoming space for first-time independent game developers.</p>



<p class="wp-block-paragraph">That, and why free-to-play is not, in and of itself, the devil.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph"><em>Chess 2: The Sequel</em> is just what it purports to be, namely a sequel to Chess. Not just <a href="http://www.chessvariants.org/">a variant of Chess</a>, mind you, but an attempt at an iterative <em>sequel</em> that builds on the original game's much-lauded merits (deep, chance-free, intellectually demanding one-one-one confrontation) while eliminating or mitigating its key deficiency (an emphasis on strategic stasis and rote memorization).</p>



<p class="wp-block-paragraph">Chess doesn't have an author as such. <a href="http://www.sirlin.net/blog/2013/5/30/announcing-chess-2.html"><em>Chess 2</em> does</a>. Which raises all manner of odd questions about ownership, tradition, culture, subculture, and yes, sequels.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="http://www.sirlingames.com/products/chess-2-print-and-play">Here are the rules of <em>Chess 2</em></a>. You can download them for free, or kick in a $5 "tip" if you so choose—and as Zac says, you can try the game out with nothing more exotic than a regular old Chess set and some loose change.</p>



<p class="wp-block-paragraph">• As Zac says, we recorded this interview on Independence Day. Yay America.</p>



<p class="wp-block-paragraph">• For those interested in <a href="http://www.scotusblog.com/case-files/cases/american-broadcasting-companies-inc-v-aereo-inc/">the Aereo case</a>.</p>



<p class="wp-block-paragraph">• WordPress was indeed hiding some of the older episodes from iTunes, Stitcher, Podbay, and so on. That should be fixed now, and you can always see <a href="http://etao.blog/category/podcast/">our whole back catalog of podcasty delights right here on ye olde blog</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://musopen.org/music/318/claude-debussy/preludes-book-2/">"General Lavine" from <em>Preludes, Book 2</em></a>, by Claude Debussy.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="https://musopen.org/music/302/frederic-chopin/nocturne-no-2-from-nocturnes-op-27/">Nocture in D Flat Major, Op. 27, No. 2</a>, by Frédéric Chopin.</p>



<p class="wp-block-paragraph">Both piano pieces were performed by Paul Pitman, and the recordings are <a href="https://musopen.org/">available for free on Musopen</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/08/etao-podcast-14-201408191.mp3" length="85220665" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Zac Burns of Ludeme Games joins me to discuss his studio's digital adaptation of Chess 2, which is out on OUYA, and as of today, on Steam as well. Along the way, we talk about the challenges of translating tabletop games into videogames, the (many) problems with modern intellectual property and copyright law, and why the OUYA has been and remains such a welcoming space for first-time independent game developers.



That, and why free-to-play is not, in and of itself, the devil.







Chess 2: The Sequel is just what it purports to be, namely a sequel to Chess. Not just a variant of Chess, mind you, but an attempt at an iterative sequel that builds on the original game's much-lauded merits (deep, chance-free, intellectually demanding one-one-one confrontation) while eliminating or mitigating its key deficiency (an emphasis on strategic stasis and rote memorization).



Chess doesn't have an author as such. Chess 2 does. Which raises all manner of odd questions about ownership, tradition, culture, subculture, and yes, sequels.



———



• Here are the rules of Chess 2. You can download them for free, or kick in a $5 "tip" if you so choose—and as Zac says, you can try the game out with nothing more exotic than a regular old Chess set and some loose change.



• As Zac says, we recorded this interview on Independence Day. Yay America.



• For those interested in the Aereo case.



• WordPress was indeed hiding some of the older episodes from iTunes, Stitcher, Podbay, and so on. That should be fixed now, and you can always see our whole back catalog of podcasty delights right here on ye olde blog.



———



"All The People Say" by Carpe Demon.
"General Lavine" from Preludes, Book 2, by Claude Debussy.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
Nocture in D Flat Major, Op. 27, No. 2, by Frédéric Chopin.



Both piano pieces were performed by Paul Pitman, and the recordings are available for free on Musopen.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/animalsvsclassicnowatermark720p.jpg?fit=1280%2C720&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/animalsvsclassicnowatermark720p.jpg?fit=1280%2C720&#038;ssl=1</url>
		<title>Making a Sequel to Chess and Making Sense of IP Law, with Zac Burns</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:08:54</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Zac Burns of Ludeme Games joins me to discuss his studio's digital adaptation of Chess 2, which is out on OUYA, and as of today, on Steam as well. Along the way, we talk about the challenges of translating tabletop games into videogames, the (many) problems with modern intellectual property and copyright law, and why the OUYA has been and remains such a welcoming space for first-time independent game developers.



That, and why free-to-play is not, in and of itself, the devil.







Chess 2: The Sequel is just what it purports to be, namely a sequel to Chess. Not just a variant of Chess, mind you, but an attempt at an iterative sequel that builds on the original game's much-lauded merits (deep, chance-free, intellectually demanding one-one-one confrontation) while eliminating or mitigating its key deficiency (an emphasis on strategic stasis and rote memorization).



Chess doesn't have an author as such. Chess 2 does. Which raises all manner of odd questions about ownership, traditi]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/animalsvsclassicnowatermark720p.jpg?fit=1280%2C720&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Lizardry, Technology, and What to Call Roguelikes, with Geoff Blair and Matt Hackett</title>
	<link>https://etao.blog/2014/07/15/podcast-13/</link>
	<pubDate>Tue, 15 Jul 2014 15:01:40 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">8eff5885-5f06-5fdb-8353-95e672231ea7</guid>
	<description><![CDATA[<p class="wp-block-paragraph">At first glance, <em>A Wizard's Lizard</em> doesn't seem like a <a href="http://etao.blog/category/arts-and-media/games/two-weeks-with-roguelike-alikes/">roguelike-alike</a>, but more specifically like a <a href="http://etao.blog/tag/the-binding-of-isaac/"><em>Binding of Isaac</em>-alike</a>, what with its distinctive combination of <em>Zelda</em> and <em>Smash TV</em>. But on closer inspection, <em>A Wizard's Lizard</em> is a fairly different beast, owing more to <em>A Link to the Past</em> than to the original <em>Legend of Zelda,</em> and not exactly riding <em>Isacc's</em> nightmarish coattails—more drawing from a common pool of <a href="http://etao.blog/2012/07/02/spelunky-xbla/"><em>Spelunky</em>-afflicted design DNA</a>.</p>



<p class="wp-block-paragraph">Geoff Blair and Matt Hackett, the team behind <em>A Wizard's Lizard</em> and <a href="http://www.lostdecadegames.com/lostcast/">the Lostcast</a>, stop by to discuss their creation, the lizardry (sorry) behind its systems, the cult of <em>Spelunky,</em> and all manner of things that the three of us all really roguelike. (I'm so, so sorry).</p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Tiny Speck did indeed put <a href="http://www.glitchthegame.com/public-domain-game-art/">all of Glitch's assets</a> not just into Creative Commons, but into the public domain.</p>



<p class="wp-block-paragraph">• That <a href="http://www.shirky.com/">Clay Shirky</a> quote is from <em>Here Comes Everybody</em>.</p>



<p class="wp-block-paragraph">• <a href="http://www.gamasutra.com/blogs/LarsDoucet/20131203/206159/On_Procedural_Death_Labyrinths.php">Lars Doucet coined the term "Procedural Death Labyrinth."</a></p>



<p class="wp-block-paragraph">• For more about how games teach through their level design, take a gander at <a href="http://auntiepixelante.com/?s=%22level+design+lesson%22&amp;searchsubmit=find">Anna Anthropy's "Level Design Lesson" series</a>, and also <a href="https://www.youtube.com/playlist?list=PLhyKYa0YJ_5CH8BA8XcqReieXLFf4afI0">Extra Credits' new "Design Club" series</a>.</p>



<p class="wp-block-paragraph">• Great Caesar's ghost! <a href="https://www.youtube.com/watch?v=XOC3vixnj_0">There <em>is</em> a new Sequelitis about <em>Zelda!</em></a>  (And it was in fact just two days old when we recorded this podcast).</p>



<p class="wp-block-paragraph">• If you're keeping score, Egoraptor hates <em>Skyward Sword</em> considerably more than I do, but still probably less than <a href="http://etao.blog/2013/12/26/podcast-6/">Alx Preston does</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"A Wizard's Lizard" and "Buy Me Something!" from the <a href="http://joshuamorse.bandcamp.com/album/a-wizards-lizard-original-soundtrack"><em>A Wizard's Lizard Original Soundtrack</em></a> by Joshua Morse.</p>]]></description>
	<itunes:subtitle><![CDATA[At first glance, A Wizards Lizard doesnt seem like a roguelike-alike, but more specifically like a Binding of Isaac-alike, what with its distinctive combination of Zelda and Smash TV. But on closer inspection, A Wizards Lizard is a fairly different beast]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Lizardry, Technology, and What to Call Roguelikes, with Geoff Blair and Matt Hackett]]></itunes:title>
	<itunes:episode>13</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">At first glance, <em>A Wizard's Lizard</em> doesn't seem like a <a href="http://etao.blog/category/arts-and-media/games/two-weeks-with-roguelike-alikes/">roguelike-alike</a>, but more specifically like a <a href="http://etao.blog/tag/the-binding-of-isaac/"><em>Binding of Isaac</em>-alike</a>, what with its distinctive combination of <em>Zelda</em> and <em>Smash TV</em>. But on closer inspection, <em>A Wizard's Lizard</em> is a fairly different beast, owing more to <em>A Link to the Past</em> than to the original <em>Legend of Zelda,</em> and not exactly riding <em>Isacc's</em> nightmarish coattails—more drawing from a common pool of <a href="http://etao.blog/2012/07/02/spelunky-xbla/"><em>Spelunky</em>-afflicted design DNA</a>.</p>



<p class="wp-block-paragraph">Geoff Blair and Matt Hackett, the team behind <em>A Wizard's Lizard</em> and <a href="http://www.lostdecadegames.com/lostcast/">the Lostcast</a>, stop by to discuss their creation, the lizardry (sorry) behind its systems, the cult of <em>Spelunky,</em> and all manner of things that the three of us all really roguelike. (I'm so, so sorry).</p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Tiny Speck did indeed put <a href="http://www.glitchthegame.com/public-domain-game-art/">all of Glitch's assets</a> not just into Creative Commons, but into the public domain.</p>



<p class="wp-block-paragraph">• That <a href="http://www.shirky.com/">Clay Shirky</a> quote is from <em>Here Comes Everybody</em>.</p>



<p class="wp-block-paragraph">• <a href="http://www.gamasutra.com/blogs/LarsDoucet/20131203/206159/On_Procedural_Death_Labyrinths.php">Lars Doucet coined the term "Procedural Death Labyrinth."</a></p>



<p class="wp-block-paragraph">• For more about how games teach through their level design, take a gander at <a href="http://auntiepixelante.com/?s=%22level+design+lesson%22&amp;searchsubmit=find">Anna Anthropy's "Level Design Lesson" series</a>, and also <a href="https://www.youtube.com/playlist?list=PLhyKYa0YJ_5CH8BA8XcqReieXLFf4afI0">Extra Credits' new "Design Club" series</a>.</p>



<p class="wp-block-paragraph">• Great Caesar's ghost! <a href="https://www.youtube.com/watch?v=XOC3vixnj_0">There <em>is</em> a new Sequelitis about <em>Zelda!</em></a>  (And it was in fact just two days old when we recorded this podcast).</p>



<p class="wp-block-paragraph">• If you're keeping score, Egoraptor hates <em>Skyward Sword</em> considerably more than I do, but still probably less than <a href="http://etao.blog/2013/12/26/podcast-6/">Alx Preston does</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"A Wizard's Lizard" and "Buy Me Something!" from the <a href="http://joshuamorse.bandcamp.com/album/a-wizards-lizard-original-soundtrack"><em>A Wizard's Lizard Original Soundtrack</em></a> by Joshua Morse.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/07/etao-podcast-13-20140715.mp3" length="82747185" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[At first glance, A Wizard's Lizard doesn't seem like a roguelike-alike, but more specifically like a Binding of Isaac-alike, what with its distinctive combination of Zelda and Smash TV. But on closer inspection, A Wizard's Lizard is a fairly different beast, owing more to A Link to the Past than to the original Legend of Zelda, and not exactly riding Isacc's nightmarish coattails—more drawing from a common pool of Spelunky-afflicted design DNA.



Geoff Blair and Matt Hackett, the team behind A Wizard's Lizard and the Lostcast, stop by to discuss their creation, the lizardry (sorry) behind its systems, the cult of Spelunky, and all manner of things that the three of us all really roguelike. (I'm so, so sorry).




———



• Tiny Speck did indeed put all of Glitch's assets not just into Creative Commons, but into the public domain.



• That Clay Shirky quote is from Here Comes Everybody.



• Lars Doucet coined the term "Procedural Death Labyrinth."



• For more about how games teach through their level design, take a gander at Anna Anthropy's "Level Design Lesson" series, and also Extra Credits' new "Design Club" series.



• Great Caesar's ghost! There is a new Sequelitis about Zelda!  (And it was in fact just two days old when we recorded this podcast).



• If you're keeping score, Egoraptor hates Skyward Sword considerably more than I do, but still probably less than Alx Preston does.



———



"All The People Say" by Carpe Demon.
"A Wizard's Lizard" and "Buy Me Something!" from the A Wizard's Lizard Original Soundtrack by Joshua Morse.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/2014-07-02_000071.jpg?fit=1619%2C1075&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/2014-07-02_000071.jpg?fit=1619%2C1075&#038;ssl=1</url>
		<title>Lizardry, Technology, and What to Call Roguelikes, with Geoff Blair and Matt Hackett</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>48:22</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[At first glance, A Wizard's Lizard doesn't seem like a roguelike-alike, but more specifically like a Binding of Isaac-alike, what with its distinctive combination of Zelda and Smash TV. But on closer inspection, A Wizard's Lizard is a fairly different beast, owing more to A Link to the Past than to the original Legend of Zelda, and not exactly riding Isacc's nightmarish coattails—more drawing from a common pool of Spelunky-afflicted design DNA.



Geoff Blair and Matt Hackett, the team behind A Wizard's Lizard and the Lostcast, stop by to discuss their creation, the lizardry (sorry) behind its systems, the cult of Spelunky, and all manner of things that the three of us all really roguelike. (I'm so, so sorry).




———



• Tiny Speck did indeed put all of Glitch's assets not just into Creative Commons, but into the public domain.



• That Clay Shirky quote is from Here Comes Everybody.



• Lars Doucet coined the term "Procedural Death Labyrinth."



• For more about how games teach ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/2014-07-02_000071.jpg?fit=1619%2C1075&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>The Oddness of Art and the Forgotten History of Sound, with Lila Newman</title>
	<link>https://etao.blog/2014/07/08/podcast-12/</link>
	<pubDate>Tue, 08 Jul 2014 15:01:20 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">d32a761b-a29d-5d45-ad2e-557f4150938e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Self-described Actor/Writer/Comedian/Musician/Plant-Owner <a href="http://www.lilanewman.com/">Lila Newman</a> stops by to discuss her piece-in-progress about Ora B. Nichols—one of the most influential artists of early radio, and specifically of early radio sound effects.</p>



<p class="wp-block-paragraph">You've heard Nichols' work if you've ever heard the the 1938 version of <em>The War of the Worlds.</em> You know, the one produced by Orson Welles and <a href="http://www.mercurytheatre.info/">The Mercury Theater on the Air</a>. The one that <a href="http://www.radiolab.org/story/91622-war-of-the-worlds/">may or may not have freaked people all the way out when it was first broadcast</a>. That one.</p>



<p class="wp-block-paragraph">But despite being involved in something so iconic, Nichols herself is largely unknown and borderline-ungoogleable. At least in part, that's because we don't talk nearly enough about the history of radio, or of sound in general—and <em>that's</em> because the aesthetics of radio have taught us all how to hear, to the point that we take those aesthetics for granted.</p>



<p class="wp-block-paragraph"></p>



<p class="has-text-align-center wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Lila Newman walks me through a bit of that history, and along the way we talk about her work on <em>A Prairie Home Companion,</em> the endless oddness of making art (for lack of a better term) for a living, why not all performance art consists of "crying and punching meat," and the importance of discussing women who did great work without essentializing or over-emphasizing their gender.</p>



<p class="wp-block-paragraph">Also, we talk about Imposer Syndrome, which is quickly becoming a theme around here. (<a href="http://etao.blog/2013/11/09/podcast-2/">Ahem</a>, and <a href="http://etao.blog/2014/03/11/podcast-10/">also-ahem</a>).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• As I mention in the intro, <a href="http://arts.uchicago.edu/">arts.uchicago.edu</a> made this interview possible. You can read <a href="http://arts.uchicago.edu/article/edes-prize-winner-depicts-woman-who-pioneered-radio-sound-effects">my piece on Lila's work and the Edes Prize</a> over there, and <a href="https://soundcloud.com/uchicagoarts/201415-edes-prize-winner-lila-newman-ab09">the edited, narrative version of the interview is on SoundCloud</a>.</p>



<p class="wp-block-paragraph">• I mispronounce Descartes as "Dis cart" and Edes as "Eddie's. And I say "Nakobov." Ah well.</p>



<p class="wp-block-paragraph">• Here again—hard to post it too often, really—is a link to <a href="http://www.radiolab.org/story/91622-war-of-the-worlds/">the live <em>Radiolab</em> about <em>The War of the Worlds</em></a>.</p>



<p class="wp-block-paragraph">• If you're so inclined, you can go and listen to <a href="http://sounds.mercurytheatre.info/mercury/381030.mp3">the 1938 <em>War of the Worlds</em> broadcast</a>, as well as some of <a href="http://www.mercurytheatre.info/">The Mercury Theater on the Air's other productions</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.johncage.org/4_33.html">that perform-your-own-4'33" app.</a></p>



<p class="wp-block-paragraph">• On the topic of trading in unhealthy compulsions for health(ier) compulsions, see also: <a href="http://www.nerdist.com/pepisode/the-indoor-kids-13-video-game-addiction-episode-with-tom-lennon/">Thomas Lennon talking about video game addiction/compulsion with The Indoor Kids</a>.</p>



<p class="wp-block-paragraph">• The interview mentions that Lila's dad is a sound effects man, but neglects to mention that he is <a href="http://www.imdb.com/name/nm0628091/">the rather great Fred Newman</a>.</p>



<p class="wp-block-paragraph">• <a href="http://en.wikipedia.org/wiki/Binaural_recording">Binaural recording</a> is interesting stuff, and more people than you might think are <a href="https://soundcloud.com/groups/binaural-recording">giving it a whirl</a>.</p>



<p class="wp-block-paragraph">• Seriously, <strong>get out a pair of headphones to listen to Lila's binaural recordings</strong>.</p>







<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
Sound effects and ambient binaural recordings by <a href="http://www.lilanewman.com/">Lila Newman</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Self-described Actor/Writer/Comedian/Musician/Plant-Owner Lila Newman stops by to discuss her piece-in-progress about Ora B. Nichols—one of the most influential artists of early radio, and specifically of early radio sound effects.



Youve heard Nichols]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[The Oddness of Art and the Forgotten History of Sound, with Lila Newman]]></itunes:title>
	<itunes:episode>12</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Self-described Actor/Writer/Comedian/Musician/Plant-Owner <a href="http://www.lilanewman.com/">Lila Newman</a> stops by to discuss her piece-in-progress about Ora B. Nichols—one of the most influential artists of early radio, and specifically of early radio sound effects.</p>



<p class="wp-block-paragraph">You've heard Nichols' work if you've ever heard the the 1938 version of <em>The War of the Worlds.</em> You know, the one produced by Orson Welles and <a href="http://www.mercurytheatre.info/">The Mercury Theater on the Air</a>. The one that <a href="http://www.radiolab.org/story/91622-war-of-the-worlds/">may or may not have freaked people all the way out when it was first broadcast</a>. That one.</p>



<p class="wp-block-paragraph">But despite being involved in something so iconic, Nichols herself is largely unknown and borderline-ungoogleable. At least in part, that's because we don't talk nearly enough about the history of radio, or of sound in general—and <em>that's</em> because the aesthetics of radio have taught us all how to hear, to the point that we take those aesthetics for granted.</p>



<p class="wp-block-paragraph"></p>



<p class="has-text-align-center wp-block-paragraph"></p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Lila Newman walks me through a bit of that history, and along the way we talk about her work on <em>A Prairie Home Companion,</em> the endless oddness of making art (for lack of a better term) for a living, why not all performance art consists of "crying and punching meat," and the importance of discussing women who did great work without essentializing or over-emphasizing their gender.</p>



<p class="wp-block-paragraph">Also, we talk about Imposer Syndrome, which is quickly becoming a theme around here. (<a href="http://etao.blog/2013/11/09/podcast-2/">Ahem</a>, and <a href="http://etao.blog/2014/03/11/podcast-10/">also-ahem</a>).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• As I mention in the intro, <a href="http://arts.uchicago.edu/">arts.uchicago.edu</a> made this interview possible. You can read <a href="http://arts.uchicago.edu/article/edes-prize-winner-depicts-woman-who-pioneered-radio-sound-effects">my piece on Lila's work and the Edes Prize</a> over there, and <a href="https://soundcloud.com/uchicagoarts/201415-edes-prize-winner-lila-newman-ab09">the edited, narrative version of the interview is on SoundCloud</a>.</p>



<p class="wp-block-paragraph">• I mispronounce Descartes as "Dis cart" and Edes as "Eddie's. And I say "Nakobov." Ah well.</p>



<p class="wp-block-paragraph">• Here again—hard to post it too often, really—is a link to <a href="http://www.radiolab.org/story/91622-war-of-the-worlds/">the live <em>Radiolab</em> about <em>The War of the Worlds</em></a>.</p>



<p class="wp-block-paragraph">• If you're so inclined, you can go and listen to <a href="http://sounds.mercurytheatre.info/mercury/381030.mp3">the 1938 <em>War of the Worlds</em> broadcast</a>, as well as some of <a href="http://www.mercurytheatre.info/">The Mercury Theater on the Air's other productions</a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://www.johncage.org/4_33.html">that perform-your-own-4'33" app.</a></p>



<p class="wp-block-paragraph">• On the topic of trading in unhealthy compulsions for health(ier) compulsions, see also: <a href="http://www.nerdist.com/pepisode/the-indoor-kids-13-video-game-addiction-episode-with-tom-lennon/">Thomas Lennon talking about video game addiction/compulsion with The Indoor Kids</a>.</p>



<p class="wp-block-paragraph">• The interview mentions that Lila's dad is a sound effects man, but neglects to mention that he is <a href="http://www.imdb.com/name/nm0628091/">the rather great Fred Newman</a>.</p>



<p class="wp-block-paragraph">• <a href="http://en.wikipedia.org/wiki/Binaural_recording">Binaural recording</a> is interesting stuff, and more people than you might think are <a href="https://soundcloud.com/groups/binaural-recording">giving it a whirl</a>.</p>



<p class="wp-block-paragraph">• Seriously, <strong>get out a pair of headphones to listen to Lila's binaural recordings</strong>.</p>







<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
Sound effects and ambient binaural recordings by <a href="http://www.lilanewman.com/">Lila Newman</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/07/etao-podcast-12-20140708.mp3" length="143921417" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Self-described Actor/Writer/Comedian/Musician/Plant-Owner Lila Newman stops by to discuss her piece-in-progress about Ora B. Nichols—one of the most influential artists of early radio, and specifically of early radio sound effects.



You've heard Nichols' work if you've ever heard the the 1938 version of The War of the Worlds. You know, the one produced by Orson Welles and The Mercury Theater on the Air. The one that may or may not have freaked people all the way out when it was first broadcast. That one.



But despite being involved in something so iconic, Nichols herself is largely unknown and borderline-ungoogleable. At least in part, that's because we don't talk nearly enough about the history of radio, or of sound in general—and that's because the aesthetics of radio have taught us all how to hear, to the point that we take those aesthetics for granted.















Lila Newman walks me through a bit of that history, and along the way we talk about her work on A Prairie Home Companion, the endless oddness of making art (for lack of a better term) for a living, why not all performance art consists of "crying and punching meat," and the importance of discussing women who did great work without essentializing or over-emphasizing their gender.



Also, we talk about Imposer Syndrome, which is quickly becoming a theme around here. (Ahem, and also-ahem).



———



• As I mention in the intro, arts.uchicago.edu made this interview possible. You can read my piece on Lila's work and the Edes Prize over there, and the edited, narrative version of the interview is on SoundCloud.



• I mispronounce Descartes as "Dis cart" and Edes as "Eddie's. And I say "Nakobov." Ah well.



• Here again—hard to post it too often, really—is a link to the live Radiolab about The War of the Worlds.



• If you're so inclined, you can go and listen to the 1938 War of the Worlds broadcast, as well as some of The Mercury Theater on the Air's other productions.



• And here's that perform-your-own-4'33" app.



• On the topic of trading in unhealthy compulsions for health(ier) compulsions, see also: Thomas Lennon talking about video game addiction/compulsion with The Indoor Kids.



• The interview mentions that Lila's dad is a sound effects man, but neglects to mention that he is the rather great Fred Newman.



• Binaural recording is interesting stuff, and more people than you might think are giving it a whirl.



• Seriously, get out a pair of headphones to listen to Lila's binaural recordings.







———



"All The People Say" by Carpe Demon.
Sound effects and ambient binaural recordings by Lila Newman.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/marchoftime2.jpg?fit=800%2C503&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/marchoftime2.jpg?fit=800%2C503&#038;ssl=1</url>
		<title>The Oddness of Art and the Forgotten History of Sound, with Lila Newman</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:31:32</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Self-described Actor/Writer/Comedian/Musician/Plant-Owner Lila Newman stops by to discuss her piece-in-progress about Ora B. Nichols—one of the most influential artists of early radio, and specifically of early radio sound effects.



You've heard Nichols' work if you've ever heard the the 1938 version of The War of the Worlds. You know, the one produced by Orson Welles and The Mercury Theater on the Air. The one that may or may not have freaked people all the way out when it was first broadcast. That one.



But despite being involved in something so iconic, Nichols herself is largely unknown and borderline-ungoogleable. At least in part, that's because we don't talk nearly enough about the history of radio, or of sound in general—and that's because the aesthetics of radio have taught us all how to hear, to the point that we take those aesthetics for granted.















Lila Newman walks me through a bit of that history, and along the way we talk about her work on A Prairie Home ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/07/marchoftime2.jpg?fit=800%2C503&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Evaluating Transistor</title>
	<link>https://etao.blog/2014/06/27/podcast-11/</link>
	<pubDate>Fri, 27 Jun 2014 15:01:07 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">9902b273-05ce-5e33-b70f-2e7adedd0cc5</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>Transistor</em> is Supergiant Games' follow-up to <em>Bastion</em>—not a sequel, and definitely not a rehash, but just as definitely an iteration, a more refined approach to the same set of themes and gameplay ideas.</p>



<p class="wp-block-paragraph">This time, the the skill system is a dizzyingly intricate mutation of <a href="http://finalfantasy.wikia.com/wiki/Materia_(Final_Fantasy_VII)">Materia</a>, rather than a more standard weapon combination system. This time, the beautiful ruined environment is a cohesive cyberpunk maybe-machine world, rather than a catch-all ersatz frontier setting. This time, Logan Cunningham is talking to —well, <strong>spoilers follow</strong>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Lucio refers several times to <a href="http://etao.blog/2013/12/26/podcast-6/">me interviewing Alx Preston</a> of <a href="http://www.heart-machine.com/">Heart Machine</a>, and also to <a href="http://etao.blog/2014/01/14/podcast-7/">my conversation with Richard Terrell</a> of <a href="http://critical-gaming.com/">Critical Gaming</a>.</p>



<p class="wp-block-paragraph">• I refer several times to <a href="http://www.experiencepoints.net/2014/05/exp-podcast-278-transistor-debrief.html">Experience Points' excellent <em>Transistor</em> debrief</a>.</p>



<p class="wp-block-paragraph">• For more on Apple-as-the-death-of-technoegalitarianism, look into <a href="http://www.loper-os.org/?p=568">the ignominious death of HyperCard</a>.</p>



<p class="wp-block-paragraph">• I didn't know a damn thing about HyperCard until I read <a href="http://bossfightbooks.com/products/zzt-by-anna-anthropy">Anna Anthropy's superb book</a> on <em>ZZT</em> and the half-forgotten history of homemade videogames.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Impossible" from the <a href="http://supergiantgames.bandcamp.com/album/transistor-original-soundtrack"><em>Transistor Original Soundtrack</em></a> by Darren Korb.</p>]]></description>
	<itunes:subtitle><![CDATA[Transistor is Supergiant Games follow-up to Bastion—not a sequel, and definitely not a rehash, but just as definitely an iteration, a more refined approach to the same set of themes and gameplay ideas.



This time, the the skill system is a dizzyingly i]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Evaluating Transistor]]></itunes:title>
	<itunes:episode>11</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>Transistor</em> is Supergiant Games' follow-up to <em>Bastion</em>—not a sequel, and definitely not a rehash, but just as definitely an iteration, a more refined approach to the same set of themes and gameplay ideas.</p>



<p class="wp-block-paragraph">This time, the the skill system is a dizzyingly intricate mutation of <a href="http://finalfantasy.wikia.com/wiki/Materia_(Final_Fantasy_VII)">Materia</a>, rather than a more standard weapon combination system. This time, the beautiful ruined environment is a cohesive cyberpunk maybe-machine world, rather than a catch-all ersatz frontier setting. This time, Logan Cunningham is talking to —well, <strong>spoilers follow</strong>.</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Lucio refers several times to <a href="http://etao.blog/2013/12/26/podcast-6/">me interviewing Alx Preston</a> of <a href="http://www.heart-machine.com/">Heart Machine</a>, and also to <a href="http://etao.blog/2014/01/14/podcast-7/">my conversation with Richard Terrell</a> of <a href="http://critical-gaming.com/">Critical Gaming</a>.</p>



<p class="wp-block-paragraph">• I refer several times to <a href="http://www.experiencepoints.net/2014/05/exp-podcast-278-transistor-debrief.html">Experience Points' excellent <em>Transistor</em> debrief</a>.</p>



<p class="wp-block-paragraph">• For more on Apple-as-the-death-of-technoegalitarianism, look into <a href="http://www.loper-os.org/?p=568">the ignominious death of HyperCard</a>.</p>



<p class="wp-block-paragraph">• I didn't know a damn thing about HyperCard until I read <a href="http://bossfightbooks.com/products/zzt-by-anna-anthropy">Anna Anthropy's superb book</a> on <em>ZZT</em> and the half-forgotten history of homemade videogames.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Impossible" from the <a href="http://supergiantgames.bandcamp.com/album/transistor-original-soundtrack"><em>Transistor Original Soundtrack</em></a> by Darren Korb.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/06/etao-podcast-11-20140627.mp3" length="126134233" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Transistor is Supergiant Games' follow-up to Bastion—not a sequel, and definitely not a rehash, but just as definitely an iteration, a more refined approach to the same set of themes and gameplay ideas.



This time, the the skill system is a dizzyingly intricate mutation of Materia, rather than a more standard weapon combination system. This time, the beautiful ruined environment is a cohesive cyberpunk maybe-machine world, rather than a catch-all ersatz frontier setting. This time, Logan Cunningham is talking to —well, spoilers follow.








———



• Lucio refers several times to me interviewing Alx Preston of Heart Machine, and also to my conversation with Richard Terrell of Critical Gaming.



• I refer several times to Experience Points' excellent Transistor debrief.



• For more on Apple-as-the-death-of-technoegalitarianism, look into the ignominious death of HyperCard.



• I didn't know a damn thing about HyperCard until I read Anna Anthropy's superb book on ZZT and the half-forgotten history of homemade videogames.



———



"All The People Say" by Carpe Demon.
"Impossible" from the Transistor Original Soundtrack by Darren Korb.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-05-22_00001.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-05-22_00001.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Evaluating Transistor</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>1:14:39</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Transistor is Supergiant Games' follow-up to Bastion—not a sequel, and definitely not a rehash, but just as definitely an iteration, a more refined approach to the same set of themes and gameplay ideas.



This time, the the skill system is a dizzyingly intricate mutation of Materia, rather than a more standard weapon combination system. This time, the beautiful ruined environment is a cohesive cyberpunk maybe-machine world, rather than a catch-all ersatz frontier setting. This time, Logan Cunningham is talking to —well, spoilers follow.








———



• Lucio refers several times to me interviewing Alx Preston of Heart Machine, and also to my conversation with Richard Terrell of Critical Gaming.



• I refer several times to Experience Points' excellent Transistor debrief.



• For more on Apple-as-the-death-of-technoegalitarianism, look into the ignominious death of HyperCard.



• I didn't know a damn thing about HyperCard until I read Anna Anthropy's superb book on ZZT and the hal]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-05-22_00001.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>It&#8217;s a Dad, Dad, Dad, Dad World, with Phil Tibitoski</title>
	<link>https://etao.blog/2014/03/11/podcast-10/</link>
	<pubDate>Tue, 11 Mar 2014 15:01:58 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">47d95f5d-6640-592d-ba7e-34963f37520d</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Phil Tibitoski stops by to talk about <a href="http://www.octodadgame.com/"><em>Octodad: Dadliest Catch</em></a>, the upcoming update and PS4 release thereof, and what's next for <a href="http://www.octodadgame.com/#team">the Young Horses team</a>.</p>



<p class="wp-block-paragraph">We also discuss the dissonance and melancholy of review scores, the perils of balancing games without letting outsiders play them, and <a href="http://www.twitch.tv/twitchplayspokemon"><em>Twitch Plays Pok?mon</em></a> (which may serve as the inspiration for Young Horses' next project, though not in a <em>Twitch Plays Octotdad</em> kind of way; that would be sheer unbridled chaos, and probably not the right kind of sheer unbridled chaos).</p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Other classics of the unwieldy-controls-as-comedy genre include <a href="http://www.foddy.net/Athletics.html"><em>QWOP</em></a>, its sorta-sequel <a href="http://www.foddy.net/CLOP.html"><em>CLOP</em></a>, <a href="http://www.surgeonsimulator2013.com/"><em>Surgeon Simulator 2013</em></a>, and <a href="http://probablyarchery.com/"><em>Probably Archery</em></a>.</p>



<p class="wp-block-paragraph">• <a href="http://www.wolfire.com/receiver"><em>Receiver</em></a> takes the same basic idea and plays if for intensity rather than yuks.</p>



<p class="wp-block-paragraph">• If you haven't seen <em>All of Me,</em> consider doing so. <a href="http://www.youtube.com/watch?v=g56frzoM4SQ">It's really good</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.polygon.com/2014/1/31/5357722/octodad-is-a-secret-hero-for-the-oppressed-the-hidden-and-the-hurting">Polygon talking about impostor syndromes in <em>Octodad</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://killscreendaily.com/articles/articles/why-kill-screen-running-review-scores-again/">Kill Screen pretending</a> that they're using reviews scores again for some purpose other than getting more clicks (which miffs me mainly because they've been so thoughtful and transparent about the topic <a href="http://killscreendaily.com/articles/note-reviews/">in the past</a>, and also because review scores really are <a href="http://etao.blog/2013/05/12/review-scores/">kind of fucked up and broken</a>).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="http://ianmckinney.bandcamp.com/track/octodad-nobody-suspects-a-thing">"Octodad (Nobody Suspects a Thing)"</a> by Ian McKinney.</p>]]></description>
	<itunes:subtitle><![CDATA[Phil Tibitoski stops by to talk about Octodad: Dadliest Catch, the upcoming update and PS4 release thereof, and whats next for the Young Horses team.



We also discuss the dissonance and melancholy of review scores, the perils of balancing games without]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[It's a Dad, Dad, Dad, Dad World, with Phil Tibitoski]]></itunes:title>
	<itunes:episode>10</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Phil Tibitoski stops by to talk about <a href="http://www.octodadgame.com/"><em>Octodad: Dadliest Catch</em></a>, the upcoming update and PS4 release thereof, and what's next for <a href="http://www.octodadgame.com/#team">the Young Horses team</a>.</p>



<p class="wp-block-paragraph">We also discuss the dissonance and melancholy of review scores, the perils of balancing games without letting outsiders play them, and <a href="http://www.twitch.tv/twitchplayspokemon"><em>Twitch Plays Pok?mon</em></a> (which may serve as the inspiration for Young Horses' next project, though not in a <em>Twitch Plays Octotdad</em> kind of way; that would be sheer unbridled chaos, and probably not the right kind of sheer unbridled chaos).</p>



<p class="wp-block-paragraph">
———</p>



<p class="wp-block-paragraph">• Other classics of the unwieldy-controls-as-comedy genre include <a href="http://www.foddy.net/Athletics.html"><em>QWOP</em></a>, its sorta-sequel <a href="http://www.foddy.net/CLOP.html"><em>CLOP</em></a>, <a href="http://www.surgeonsimulator2013.com/"><em>Surgeon Simulator 2013</em></a>, and <a href="http://probablyarchery.com/"><em>Probably Archery</em></a>.</p>



<p class="wp-block-paragraph">• <a href="http://www.wolfire.com/receiver"><em>Receiver</em></a> takes the same basic idea and plays if for intensity rather than yuks.</p>



<p class="wp-block-paragraph">• If you haven't seen <em>All of Me,</em> consider doing so. <a href="http://www.youtube.com/watch?v=g56frzoM4SQ">It's really good</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.polygon.com/2014/1/31/5357722/octodad-is-a-secret-hero-for-the-oppressed-the-hidden-and-the-hurting">Polygon talking about impostor syndromes in <em>Octodad</em></a>.</p>



<p class="wp-block-paragraph">• And here's <a href="http://killscreendaily.com/articles/articles/why-kill-screen-running-review-scores-again/">Kill Screen pretending</a> that they're using reviews scores again for some purpose other than getting more clicks (which miffs me mainly because they've been so thoughtful and transparent about the topic <a href="http://killscreendaily.com/articles/note-reviews/">in the past</a>, and also because review scores really are <a href="http://etao.blog/2013/05/12/review-scores/">kind of fucked up and broken</a>).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="http://ianmckinney.bandcamp.com/track/octodad-nobody-suspects-a-thing">"Octodad (Nobody Suspects a Thing)"</a> by Ian McKinney.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/03/etao-podcast-10-201403113.mp3" length="63522201" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Phil Tibitoski stops by to talk about Octodad: Dadliest Catch, the upcoming update and PS4 release thereof, and what's next for the Young Horses team.



We also discuss the dissonance and melancholy of review scores, the perils of balancing games without letting outsiders play them, and Twitch Plays Pok?mon (which may serve as the inspiration for Young Horses' next project, though not in a Twitch Plays Octotdad kind of way; that would be sheer unbridled chaos, and probably not the right kind of sheer unbridled chaos).




———



• Other classics of the unwieldy-controls-as-comedy genre include QWOP, its sorta-sequel CLOP, Surgeon Simulator 2013, and Probably Archery.



• Receiver takes the same basic idea and plays if for intensity rather than yuks.



• If you haven't seen All of Me, consider doing so. It's really good.



• Here's Polygon talking about impostor syndromes in Octodad.



• And here's Kill Screen pretending that they're using reviews scores again for some purpose other than getting more clicks (which miffs me mainly because they've been so thoughtful and transparent about the topic in the past, and also because review scores really are kind of fucked up and broken).



———



"All The People Say" by Carpe Demon.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
"Octodad (Nobody Suspects a Thing)" by Ian McKinney.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/03/2014-02-01_00001.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/03/2014-02-01_00001.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>It&#8217;s a Dad, Dad, Dad, Dad World, with Phil Tibitoski</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>36:58</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Phil Tibitoski stops by to talk about Octodad: Dadliest Catch, the upcoming update and PS4 release thereof, and what's next for the Young Horses team.



We also discuss the dissonance and melancholy of review scores, the perils of balancing games without letting outsiders play them, and Twitch Plays Pok?mon (which may serve as the inspiration for Young Horses' next project, though not in a Twitch Plays Octotdad kind of way; that would be sheer unbridled chaos, and probably not the right kind of sheer unbridled chaos).




———



• Other classics of the unwieldy-controls-as-comedy genre include QWOP, its sorta-sequel CLOP, Surgeon Simulator 2013, and Probably Archery.



• Receiver takes the same basic idea and plays if for intensity rather than yuks.



• If you haven't seen All of Me, consider doing so. It's really good.



• Here's Polygon talking about impostor syndromes in Octodad.



• And here's Kill Screen pretending that they're using reviews scores again for some purpose oth]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/03/2014-02-01_00001.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Sense of the Macklemore Backlash, Part 2</title>
	<link>https://etao.blog/2014/02/11/podcast-9/</link>
	<pubDate>Tue, 11 Feb 2014 16:01:10 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">fc7d4ad1-f969-57d3-ba20-8d4588dfc3f4</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Unproductively hating Macklemore: It's not just for Kendrick Lamar fans anymore! Last week, <a href="http://etao.blog/2014/02/04/podcast-8/">we talked about the backlash against Macklemore in the hip-hop community</a>—which meant we also talked about cultural appropriation, race, and the surprisingly slippery issue of who's more mainstream than whom.</p>



<p class="wp-block-paragraph">This week, we talk about the backlash against Macklemore in the queer community (and why we consider the topic such shaky ground for two marriedstraightcisfellows such as ourselves).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Is "Same Love" a well-meaning misfire at best, and a cynical fame-grab at worst?</p>



<p class="wp-block-paragraph">Is it unseemly for a straight white cisgender man to be the public face of marriage equality in hip-hop when there are <a href="http://mykkiblancoworld.com/">queer rappers doing amazing work outside of the Top 40 limelight</a>?</p>



<p class="wp-block-paragraph">And speaking of queer rappers, <a href="http://www.out.com/entertainment/popnography/2013/08/27/rapper-le1f-vs-macklemore-straight-white-dude-stole-song">did Macklemore and/or Ryan Lewis brazenly steal a beat from a (really damn good) artist by the name of Le1f</a> (pictured above in the midst of being really damn good)?</p>



<p class="wp-block-paragraph">(The answers are, respectively: no, yes-but-that's-not-really-Macklemore's-fault, and pretty definitely not).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• There's the L again, and other assorted room noise. Double-d'oh.</p>



<p class="wp-block-paragraph">• The Ugandan anti-gay bill did pass, but without the death penalty provision. <a href="http://www.bloomberg.com/apps/news?pid=newsarchive&amp;sid=aU6JnNOFJv64">The penalty is now life in prison instead</a>.</p>



<p class="wp-block-paragraph">• For those who'd like an update on <a href="http://www.thedailyshow.com/watch/tue-january-21-2014/2014-sochi-homophobic-olympics">the sorry state of gay rights around the world</a>.</p>



<p class="wp-block-paragraph">• For those who've been lucky enough to have never encountered the vicious lunacy that is <a href="http://www.dailykos.com/story/2010/12/11/927796/-Deconstructing-the-Gay-Recruitment-Myth">the "gay recruitment" myth</a>.</p>



<p class="wp-block-paragraph">• For those who doubt that <a href="http://www.youtube.com/watch?v=FKncOLyhA20">an apparently functional adult human</a> could possibly believe in (and act on) the "gay recruitment" myth.</p>



<p class="wp-block-paragraph">• For those who aren't familiar with <a href="http://www.youtube.com/watch?v=AQt2inyxNNg">"The Black Page"</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://www.youtube.com/watch?v=QK8mJJJvaes">"Thrift Shop"</a> by Macklemore and <a href="http://www.youtube.com/watch?v=Nrnq4SZ0luc">"Wut"</a> by Le1f, as cut by <a href="http://www.youtube.com/watch?v=7A8E08b1Jrg">this helpful YouTuber</a>.
"The Purple Lagoon" from <a href="http://www.amazon.com/Zappa-New-York-digital-booklet/dp/B00B31D1LU/ref=sr_1_3?ie=UTF8&amp;qid=1391573826&amp;sr=8-3&amp;keywords=zappa+in+new+york"><em>Zappa in New York</em></a> by Frank Zappa.</p>]]></description>
	<itunes:subtitle><![CDATA[Unproductively hating Macklemore: Its not just for Kendrick Lamar fans anymore! Last week, we talked about the backlash against Macklemore in the hip-hop community—which meant we also talked about cultural appropriation, race, and the surprisingly slippe]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Sense of the Macklemore Backlash, Part 2]]></itunes:title>
	<itunes:episode>9</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Unproductively hating Macklemore: It's not just for Kendrick Lamar fans anymore! Last week, <a href="http://etao.blog/2014/02/04/podcast-8/">we talked about the backlash against Macklemore in the hip-hop community</a>—which meant we also talked about cultural appropriation, race, and the surprisingly slippery issue of who's more mainstream than whom.</p>



<p class="wp-block-paragraph">This week, we talk about the backlash against Macklemore in the queer community (and why we consider the topic such shaky ground for two marriedstraightcisfellows such as ourselves).</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Is "Same Love" a well-meaning misfire at best, and a cynical fame-grab at worst?</p>



<p class="wp-block-paragraph">Is it unseemly for a straight white cisgender man to be the public face of marriage equality in hip-hop when there are <a href="http://mykkiblancoworld.com/">queer rappers doing amazing work outside of the Top 40 limelight</a>?</p>



<p class="wp-block-paragraph">And speaking of queer rappers, <a href="http://www.out.com/entertainment/popnography/2013/08/27/rapper-le1f-vs-macklemore-straight-white-dude-stole-song">did Macklemore and/or Ryan Lewis brazenly steal a beat from a (really damn good) artist by the name of Le1f</a> (pictured above in the midst of being really damn good)?</p>



<p class="wp-block-paragraph">(The answers are, respectively: no, yes-but-that's-not-really-Macklemore's-fault, and pretty definitely not).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• There's the L again, and other assorted room noise. Double-d'oh.</p>



<p class="wp-block-paragraph">• The Ugandan anti-gay bill did pass, but without the death penalty provision. <a href="http://www.bloomberg.com/apps/news?pid=newsarchive&amp;sid=aU6JnNOFJv64">The penalty is now life in prison instead</a>.</p>



<p class="wp-block-paragraph">• For those who'd like an update on <a href="http://www.thedailyshow.com/watch/tue-january-21-2014/2014-sochi-homophobic-olympics">the sorry state of gay rights around the world</a>.</p>



<p class="wp-block-paragraph">• For those who've been lucky enough to have never encountered the vicious lunacy that is <a href="http://www.dailykos.com/story/2010/12/11/927796/-Deconstructing-the-Gay-Recruitment-Myth">the "gay recruitment" myth</a>.</p>



<p class="wp-block-paragraph">• For those who doubt that <a href="http://www.youtube.com/watch?v=FKncOLyhA20">an apparently functional adult human</a> could possibly believe in (and act on) the "gay recruitment" myth.</p>



<p class="wp-block-paragraph">• For those who aren't familiar with <a href="http://www.youtube.com/watch?v=AQt2inyxNNg">"The Black Page"</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://www.youtube.com/watch?v=QK8mJJJvaes">"Thrift Shop"</a> by Macklemore and <a href="http://www.youtube.com/watch?v=Nrnq4SZ0luc">"Wut"</a> by Le1f, as cut by <a href="http://www.youtube.com/watch?v=7A8E08b1Jrg">this helpful YouTuber</a>.
"The Purple Lagoon" from <a href="http://www.amazon.com/Zappa-New-York-digital-booklet/dp/B00B31D1LU/ref=sr_1_3?ie=UTF8&amp;qid=1391573826&amp;sr=8-3&amp;keywords=zappa+in+new+york"><em>Zappa in New York</em></a> by Frank Zappa.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/02/etao-podcast-09-210402112.mp3" length="67908895" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Unproductively hating Macklemore: It's not just for Kendrick Lamar fans anymore! Last week, we talked about the backlash against Macklemore in the hip-hop community—which meant we also talked about cultural appropriation, race, and the surprisingly slippery issue of who's more mainstream than whom.



This week, we talk about the backlash against Macklemore in the queer community (and why we consider the topic such shaky ground for two marriedstraightcisfellows such as ourselves).







Is "Same Love" a well-meaning misfire at best, and a cynical fame-grab at worst?



Is it unseemly for a straight white cisgender man to be the public face of marriage equality in hip-hop when there are queer rappers doing amazing work outside of the Top 40 limelight?



And speaking of queer rappers, did Macklemore and/or Ryan Lewis brazenly steal a beat from a (really damn good) artist by the name of Le1f (pictured above in the midst of being really damn good)?



(The answers are, respectively: no, yes-but-that's-not-really-Macklemore's-fault, and pretty definitely not).



———



• There's the L again, and other assorted room noise. Double-d'oh.



• The Ugandan anti-gay bill did pass, but without the death penalty provision. The penalty is now life in prison instead.



• For those who'd like an update on the sorry state of gay rights around the world.



• For those who've been lucky enough to have never encountered the vicious lunacy that is the "gay recruitment" myth.



• For those who doubt that an apparently functional adult human could possibly believe in (and act on) the "gay recruitment" myth.



• For those who aren't familiar with "The Black Page".



———



"All The People Say" by Carpe Demon.
"Thrift Shop" by Macklemore and "Wut" by Le1f, as cut by this helpful YouTuber.
"The Purple Lagoon" from Zappa in New York by Frank Zappa.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-04-at-11-13-38-pm-copy.jpg?fit=2880%2C1616&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-04-at-11-13-38-pm-copy.jpg?fit=2880%2C1616&#038;ssl=1</url>
		<title>Making Sense of the Macklemore Backlash, Part 2</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>41:30</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Unproductively hating Macklemore: It's not just for Kendrick Lamar fans anymore! Last week, we talked about the backlash against Macklemore in the hip-hop community—which meant we also talked about cultural appropriation, race, and the surprisingly slippery issue of who's more mainstream than whom.



This week, we talk about the backlash against Macklemore in the queer community (and why we consider the topic such shaky ground for two marriedstraightcisfellows such as ourselves).







Is "Same Love" a well-meaning misfire at best, and a cynical fame-grab at worst?



Is it unseemly for a straight white cisgender man to be the public face of marriage equality in hip-hop when there are queer rappers doing amazing work outside of the Top 40 limelight?



And speaking of queer rappers, did Macklemore and/or Ryan Lewis brazenly steal a beat from a (really damn good) artist by the name of Le1f (pictured above in the midst of being really damn good)?



(The answers are, respectively: no,]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-04-at-11-13-38-pm-copy.jpg?fit=2880%2C1616&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Making Sense of the Macklemore Backlash, Part 1</title>
	<link>https://etao.blog/2014/02/04/podcast-8/</link>
	<pubDate>Tue, 04 Feb 2014 16:01:29 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">4bb87765-4109-57dc-bb56-3a1c1c995d9c</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><em>The Heist</em> is a really good album. <em>good kid, m.A.A.d. city</em> is a really good album. How did we get to the point where those two statements sound contradictory?</p>



<p class="wp-block-paragraph">In these next two episodes, Lucio and I will dig deep into the current, Internet-wide backlash against Macklemore, by which we're more than a little baffled. It seems to come down to one core question (the first half of which we'll cover this week, and the second half of which we'll cover next week). The question is, who the hell is this straight white guy to be winning hip-hop Grammys and staging <a href="http://www.youtube.com/watch?v=CUM6JKkcYH4">massive spectacles in support of gay rights</a>?</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Well, he's an independent artist out of Seattle, in a fairly classic M.C. role, who's having huge success without the participation of any label, and using his soapbox to talk about some important issues. His story seems like a rare case of unequivocal pop-cultural good news, so how did so many people decide that Macklemore is history's greatest monster?</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Yes, that is a Chicago L train you can hear in the background now and then. D'oh.</p>



<p class="wp-block-paragraph">• <em>The Heist</em> has had a total of <a href="http://en.wikipedia.org/wiki/The_Heist_(album)#Singles">six singles</a>.</p>



<p class="wp-block-paragraph">• <em>good kid, m.A.A.d city</em> has had a total of <a href="http://en.wikipedia.org/wiki/Good_Kid,_M.A.A.D_City#Singles">four singles</a>.</p>



<p class="wp-block-paragraph">• Here's where I heard <a href="http://www.hiphopdx.com/index/news/id.27250/title.macklemore-says-he-had-an-unfair-advantage-due-to-race-at-the-grammys">that thing Macklemore said about race and the Grammys</a>.</p>



<p class="wp-block-paragraph">• I must have been thinking about <a href="http://en.wikipedia.org/wiki/Eric_Clapton_discography#With_other_artists">Eric Clapton's collaboration with Buddy Guy and Junior Wells</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.youtube.com/watch?v=dw_mRaIHb-M">everything that ever needs to be said on the topic of reverse racism.</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Coppin' Some Fronts for the Sets" from <a href="http://www.amazon.com/Hustlers-Convention-Lightnin-Rod/dp/B004K2IGX2/ref=tmm_other_meta_binding_title_0"><em>Hustlers Convention</em></a> by Lightnin' Rod.</p>]]></description>
	<itunes:subtitle><![CDATA[The Heist is a really good album. good kid, m.A.A.d. city is a really good album. How did we get to the point where those two statements sound contradictory?



In these next two episodes, Lucio and I will dig deep into the current, Internet-wide backlas]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Making Sense of the Macklemore Backlash, Part 1]]></itunes:title>
	<itunes:episode>8</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><em>The Heist</em> is a really good album. <em>good kid, m.A.A.d. city</em> is a really good album. How did we get to the point where those two statements sound contradictory?</p>



<p class="wp-block-paragraph">In these next two episodes, Lucio and I will dig deep into the current, Internet-wide backlash against Macklemore, by which we're more than a little baffled. It seems to come down to one core question (the first half of which we'll cover this week, and the second half of which we'll cover next week). The question is, who the hell is this straight white guy to be winning hip-hop Grammys and staging <a href="http://www.youtube.com/watch?v=CUM6JKkcYH4">massive spectacles in support of gay rights</a>?</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">Well, he's an independent artist out of Seattle, in a fairly classic M.C. role, who's having huge success without the participation of any label, and using his soapbox to talk about some important issues. His story seems like a rare case of unequivocal pop-cultural good news, so how did so many people decide that Macklemore is history's greatest monster?</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• Yes, that is a Chicago L train you can hear in the background now and then. D'oh.</p>



<p class="wp-block-paragraph">• <em>The Heist</em> has had a total of <a href="http://en.wikipedia.org/wiki/The_Heist_(album)#Singles">six singles</a>.</p>



<p class="wp-block-paragraph">• <em>good kid, m.A.A.d city</em> has had a total of <a href="http://en.wikipedia.org/wiki/Good_Kid,_M.A.A.D_City#Singles">four singles</a>.</p>



<p class="wp-block-paragraph">• Here's where I heard <a href="http://www.hiphopdx.com/index/news/id.27250/title.macklemore-says-he-had-an-unfair-advantage-due-to-race-at-the-grammys">that thing Macklemore said about race and the Grammys</a>.</p>



<p class="wp-block-paragraph">• I must have been thinking about <a href="http://en.wikipedia.org/wiki/Eric_Clapton_discography#With_other_artists">Eric Clapton's collaboration with Buddy Guy and Junior Wells</a>.</p>



<p class="wp-block-paragraph">• Here's <a href="http://www.youtube.com/watch?v=dw_mRaIHb-M">everything that ever needs to be said on the topic of reverse racism.</a></p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Coppin' Some Fronts for the Sets" from <a href="http://www.amazon.com/Hustlers-Convention-Lightnin-Rod/dp/B004K2IGX2/ref=tmm_other_meta_binding_title_0"><em>Hustlers Convention</em></a> by Lightnin' Rod.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/02/etao-podcast-08-20140204.mp3" length="62957624" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[The Heist is a really good album. good kid, m.A.A.d. city is a really good album. How did we get to the point where those two statements sound contradictory?



In these next two episodes, Lucio and I will dig deep into the current, Internet-wide backlash against Macklemore, by which we're more than a little baffled. It seems to come down to one core question (the first half of which we'll cover this week, and the second half of which we'll cover next week). The question is, who the hell is this straight white guy to be winning hip-hop Grammys and staging massive spectacles in support of gay rights?







Well, he's an independent artist out of Seattle, in a fairly classic M.C. role, who's having huge success without the participation of any label, and using his soapbox to talk about some important issues. His story seems like a rare case of unequivocal pop-cultural good news, so how did so many people decide that Macklemore is history's greatest monster?



———



• Yes, that is a Chicago L train you can hear in the background now and then. D'oh.



• The Heist has had a total of six singles.



• good kid, m.A.A.d city has had a total of four singles.



• Here's where I heard that thing Macklemore said about race and the Grammys.



• I must have been thinking about Eric Clapton's collaboration with Buddy Guy and Junior Wells.



• Here's everything that ever needs to be said on the topic of reverse racism.



———



"All The People Say" by Carpe Demon.
"Coppin' Some Fronts for the Sets" from Hustlers Convention by Lightnin' Rod.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-02-at-9-32-36-pm.png?fit=2880%2C1596&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-02-at-9-32-36-pm.png?fit=2880%2C1596&#038;ssl=1</url>
		<title>Making Sense of the Macklemore Backlash, Part 1</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>37:20</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[The Heist is a really good album. good kid, m.A.A.d. city is a really good album. How did we get to the point where those two statements sound contradictory?



In these next two episodes, Lucio and I will dig deep into the current, Internet-wide backlash against Macklemore, by which we're more than a little baffled. It seems to come down to one core question (the first half of which we'll cover this week, and the second half of which we'll cover next week). The question is, who the hell is this straight white guy to be winning hip-hop Grammys and staging massive spectacles in support of gay rights?







Well, he's an independent artist out of Seattle, in a fairly classic M.C. role, who's having huge success without the participation of any label, and using his soapbox to talk about some important issues. His story seems like a rare case of unequivocal pop-cultural good news, so how did so many people decide that Macklemore is history's greatest monster?



———



• Yes, that is a C]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/02/screen-shot-2014-02-02-at-9-32-36-pm.png?fit=2880%2C1596&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Defining Games (But Not Art) with Richard Terrell</title>
	<link>https://etao.blog/2014/01/14/podcast-7/</link>
	<pubDate>Tue, 14 Jan 2014 16:01:59 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">3768de65-a5ef-58d3-b536-f4008dd2947e</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Richard Terrell of <a href="http://critical-gaming.com/">Critical-Gaming</a> stops by to discuss <a href="http://etao.blog/2013/03/13/the-cost/">something I wrote</a> in response to <a href="http://critical-gaming.squarespace.com/blog/2013/3/3/trigon-times-a-prodigious-weight-pt1.html">something he wrote</a> in response to <a href="http://www.visitproteus.com/what-are-game/">something Ed Key wrote</a> about whether <em>Proteus</em> is a game. (Still with me?)</p>



<p class="wp-block-paragraph">Just how much work <em>should</em> we be doing to decide what is and isn't a game, and why? Where does an attempt at clear, precise language become an unproductive terminological sword-measuring contest? Where does an attempt at broad inclusion become a mushy lack of useful definitions?</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We spend some time mapping out the middle ground between those extremes, and coming to understand one another's positions a little better.</p>



<p class="wp-block-paragraph">Plus, a few words on what Richard is up to next (<a href="http://starseedobservatory.com/">a close reading of Droqen's <em>Starseed Pilgrim</em></a>), and just how cold it's been in Chicago (very damn cold).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• If you want to know where Richard is coming from, his <a href="http://critical-gaming.com/blog/2013/2/4/critical-casts-episode-3-trigon.html">Trigon Theory</a> and his <a href="http://critical-gaming.com/blog/2012/4/4/a-defense-of-gameplay-pt1.html">"Defense of Gameplay"</a> are good places to start, as is <a href="http://critical-gaming.com/critical-glossary/">his personal glossary</a>.</p>



<p class="wp-block-paragraph">• Skyyyyyyyyyyyyyyyyyyyyyype!! (Said like "Kaaaaaaaaaaaaaaaaaaahn!!")</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Ach Ja," from <a href="https://archive.org/details/InternationalFolkDances">some collection of folk dances</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
Allegro marziale animato, <a href="https://archive.org/details/LisztConcertoForPianoNo.1InEFlatMajor">Franz Liszt's <em>Concerto for Piano No.1 in E flat major</em></a>, performed by Artur Rubinstein and the Dallas Symphony Orchestra.</p>]]></description>
	<itunes:subtitle><![CDATA[Richard Terrell of Critical-Gaming stops by to discuss something I wrote in response to something he wrote in response to something Ed Key wrote about whether Proteus is a game. (Still with me?)



Just how much work should we be doing to decide what is ]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Defining Games (But Not Art) with Richard Terrell]]></itunes:title>
	<itunes:episode>7</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Richard Terrell of <a href="http://critical-gaming.com/">Critical-Gaming</a> stops by to discuss <a href="http://etao.blog/2013/03/13/the-cost/">something I wrote</a> in response to <a href="http://critical-gaming.squarespace.com/blog/2013/3/3/trigon-times-a-prodigious-weight-pt1.html">something he wrote</a> in response to <a href="http://www.visitproteus.com/what-are-game/">something Ed Key wrote</a> about whether <em>Proteus</em> is a game. (Still with me?)</p>



<p class="wp-block-paragraph">Just how much work <em>should</em> we be doing to decide what is and isn't a game, and why? Where does an attempt at clear, precise language become an unproductive terminological sword-measuring contest? Where does an attempt at broad inclusion become a mushy lack of useful definitions?</p>



<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We spend some time mapping out the middle ground between those extremes, and coming to understand one another's positions a little better.</p>



<p class="wp-block-paragraph">Plus, a few words on what Richard is up to next (<a href="http://starseedobservatory.com/">a close reading of Droqen's <em>Starseed Pilgrim</em></a>), and just how cold it's been in Chicago (very damn cold).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• If you want to know where Richard is coming from, his <a href="http://critical-gaming.com/blog/2013/2/4/critical-casts-episode-3-trigon.html">Trigon Theory</a> and his <a href="http://critical-gaming.com/blog/2012/4/4/a-defense-of-gameplay-pt1.html">"Defense of Gameplay"</a> are good places to start, as is <a href="http://critical-gaming.com/critical-glossary/">his personal glossary</a>.</p>



<p class="wp-block-paragraph">• Skyyyyyyyyyyyyyyyyyyyyyype!! (Said like "Kaaaaaaaaaaaaaaaaaaahn!!")</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Ach Ja," from <a href="https://archive.org/details/InternationalFolkDances">some collection of folk dances</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
Allegro marziale animato, <a href="https://archive.org/details/LisztConcertoForPianoNo.1InEFlatMajor">Franz Liszt's <em>Concerto for Piano No.1 in E flat major</em></a>, performed by Artur Rubinstein and the Dallas Symphony Orchestra.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2014/01/20140114_episode_07.mp3" length="62472938" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Richard Terrell of Critical-Gaming stops by to discuss something I wrote in response to something he wrote in response to something Ed Key wrote about whether Proteus is a game. (Still with me?)



Just how much work should we be doing to decide what is and isn't a game, and why? Where does an attempt at clear, precise language become an unproductive terminological sword-measuring contest? Where does an attempt at broad inclusion become a mushy lack of useful definitions?







We spend some time mapping out the middle ground between those extremes, and coming to understand one another's positions a little better.



Plus, a few words on what Richard is up to next (a close reading of Droqen's Starseed Pilgrim), and just how cold it's been in Chicago (very damn cold).



———



• If you want to know where Richard is coming from, his Trigon Theory and his "Defense of Gameplay" are good places to start, as is his personal glossary.



• Skyyyyyyyyyyyyyyyyyyyyyype!! (Said like "Kaaaaaaaaaaaaaaaaaaahn!!")



———



"All The People Say" by Carpe Demon.
"Ach Ja," from some collection of folk dances.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
Allegro marziale animato, Franz Liszt's Concerto for Piano No.1 in E flat major, performed by Artur Rubinstein and the Dallas Symphony Orchestra.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/01/2013-04-30_00038.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/01/2013-04-30_00038.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>Defining Games (But Not Art) with Richard Terrell</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>42:38</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Richard Terrell of Critical-Gaming stops by to discuss something I wrote in response to something he wrote in response to something Ed Key wrote about whether Proteus is a game. (Still with me?)



Just how much work should we be doing to decide what is and isn't a game, and why? Where does an attempt at clear, precise language become an unproductive terminological sword-measuring contest? Where does an attempt at broad inclusion become a mushy lack of useful definitions?







We spend some time mapping out the middle ground between those extremes, and coming to understand one another's positions a little better.



Plus, a few words on what Richard is up to next (a close reading of Droqen's Starseed Pilgrim), and just how cold it's been in Chicago (very damn cold).



———



• If you want to know where Richard is coming from, his Trigon Theory and his "Defense of Gameplay" are good places to start, as is his personal glossary.



• Skyyyyyyyyyyyyyyyyyyyyyype!! (Said like "Kaaaaaaaa]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/01/2013-04-30_00038.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Enthusing and Kvetching with Alx Preston</title>
	<link>https://etao.blog/2013/12/26/podcast-6/</link>
	<pubDate>Thu, 26 Dec 2013 16:01:31 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">f661a711-daf7-581a-b32c-214e7eb47405</guid>
	<description><![CDATA[<p class="wp-block-paragraph"><a href="http://alxpreston.com/">Alx Preston</a>, Lead Designer of <a href="http://www.kickstarter.com/projects/1661802484/hyper-light-drifter"><em>Hyper Light Drifter</em></a>, stops by to discuss how limitations foster and enable creativity, how videogames could learn a thing or two from Ernest Hemingway, and how growing up with a treatable-but-undiagnosable illness has left him with zero patience for glib, oversimplified views of life, the universe, and everything.</p>



<p class="wp-block-paragraph">("The stars don't care about your love life" is about as succinct a philosophical position as I've ever heard from anybody, about anything, ever).</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk videogame violence (and how it's different in <em>God of War III</em> than it is in the new <em>Tomb Raider</em>). We talk <a href="http://etao.blog/?s=Minimalism&amp;submit=Search">minimalism</a> (and how it's not necessarily the same thing as simply working within constraints). We talk <a href="http://etao.blog/2013/03/13/the-cost/">games-as-art-or-whatever</a> (and why Alx is still <a href="http://etao.blog/2010/08/04/roger-eberts-lawn/">genuinely angry at Roger Ebert</a>). And we talk Kickstarter, and the joys and perils thereof.</p>



<p class="wp-block-paragraph">Also, Alx explains why he adores <em>A Link Between Worlds</em> but cannot abide <em>Skyward Sword</em>, and then he flat-out tells me to go buy a 3DS.</p>



<p class="wp-block-paragraph">I still haven't bought a 3DS, but I've thought about it a whole lot.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="http://www.rockpapershotgun.com/2013/12/21/lets-chattersplatter-over-hyper-light-drifter/">Here's that video that got posted the morning that Alx and I talked</a>.</p>



<p class="wp-block-paragraph">• Colombia's pretty fucking cool, in case you're wondering.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" (and other assorted silliness) by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/DjangoReinhardt-01-10">"Body and Soul"</a> by Django Reinhardt.
"What Am I Here For?" by <a href="http://www.amazon.com/The-Hottest-New-Group-Jazz/dp/B000002ADR">Lambert, Hendricks &amp; Ross</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Alx Preston, Lead Designer of Hyper Light Drifter, stops by to discuss how limitations foster and enable creativity, how videogames could learn a thing or two from Ernest Hemingway, and how growing up with a treatable-but-undiagnosable illness has left h]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Enthusing and Kvetching with Alx Preston]]></itunes:title>
	<itunes:episode>6</itunes:episode>
	<itunes:season>01</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph"><a href="http://alxpreston.com/">Alx Preston</a>, Lead Designer of <a href="http://www.kickstarter.com/projects/1661802484/hyper-light-drifter"><em>Hyper Light Drifter</em></a>, stops by to discuss how limitations foster and enable creativity, how videogames could learn a thing or two from Ernest Hemingway, and how growing up with a treatable-but-undiagnosable illness has left him with zero patience for glib, oversimplified views of life, the universe, and everything.</p>



<p class="wp-block-paragraph">("The stars don't care about your love life" is about as succinct a philosophical position as I've ever heard from anybody, about anything, ever).</p>





<p class="wp-block-paragraph"></p>



<p class="wp-block-paragraph">We talk videogame violence (and how it's different in <em>God of War III</em> than it is in the new <em>Tomb Raider</em>). We talk <a href="http://etao.blog/?s=Minimalism&amp;submit=Search">minimalism</a> (and how it's not necessarily the same thing as simply working within constraints). We talk <a href="http://etao.blog/2013/03/13/the-cost/">games-as-art-or-whatever</a> (and why Alx is still <a href="http://etao.blog/2010/08/04/roger-eberts-lawn/">genuinely angry at Roger Ebert</a>). And we talk Kickstarter, and the joys and perils thereof.</p>



<p class="wp-block-paragraph">Also, Alx explains why he adores <em>A Link Between Worlds</em> but cannot abide <em>Skyward Sword</em>, and then he flat-out tells me to go buy a 3DS.</p>



<p class="wp-block-paragraph">I still haven't bought a 3DS, but I've thought about it a whole lot.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">• <a href="http://www.rockpapershotgun.com/2013/12/21/lets-chattersplatter-over-hyper-light-drifter/">Here's that video that got posted the morning that Alx and I talked</a>.</p>



<p class="wp-block-paragraph">• Colombia's pretty fucking cool, in case you're wondering.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" (and other assorted silliness) by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="https://archive.org/details/DjangoReinhardt-01-10">"Body and Soul"</a> by Django Reinhardt.
"What Am I Here For?" by <a href="http://www.amazon.com/The-Hottest-New-Group-Jazz/dp/B000002ADR">Lambert, Hendricks &amp; Ross</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/12/etao-podcast-06-201312261.mp3" length="135854060" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Alx Preston, Lead Designer of Hyper Light Drifter, stops by to discuss how limitations foster and enable creativity, how videogames could learn a thing or two from Ernest Hemingway, and how growing up with a treatable-but-undiagnosable illness has left him with zero patience for glib, oversimplified views of life, the universe, and everything.



("The stars don't care about your love life" is about as succinct a philosophical position as I've ever heard from anybody, about anything, ever).









We talk videogame violence (and how it's different in God of War III than it is in the new Tomb Raider). We talk minimalism (and how it's not necessarily the same thing as simply working within constraints). We talk games-as-art-or-whatever (and why Alx is still genuinely angry at Roger Ebert). And we talk Kickstarter, and the joys and perils thereof.



Also, Alx explains why he adores A Link Between Worlds but cannot abide Skyward Sword, and then he flat-out tells me to go buy a 3DS.



I still haven't bought a 3DS, but I've thought about it a whole lot.



———



• Here's that video that got posted the morning that Alx and I talked.



• Colombia's pretty fucking cool, in case you're wondering.



———



"All The People Say" (and other assorted silliness) by Carpe Demon.
"Body and Soul" by Django Reinhardt.
"What Am I Here For?" by Lambert, Hendricks &amp; Ross.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/12/9966ed679c84b8d97846724643acc29e_large.gif?fit=620%2C413&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2013/12/9966ed679c84b8d97846724643acc29e_large.gif?fit=620%2C413&#038;ssl=1</url>
		<title>Enthusing and Kvetching with Alx Preston</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Alx Preston, Lead Designer of Hyper Light Drifter, stops by to discuss how limitations foster and enable creativity, how videogames could learn a thing or two from Ernest Hemingway, and how growing up with a treatable-but-undiagnosable illness has left him with zero patience for glib, oversimplified views of life, the universe, and everything.



("The stars don't care about your love life" is about as succinct a philosophical position as I've ever heard from anybody, about anything, ever).









We talk videogame violence (and how it's different in God of War III than it is in the new Tomb Raider). We talk minimalism (and how it's not necessarily the same thing as simply working within constraints). We talk games-as-art-or-whatever (and why Alx is still genuinely angry at Roger Ebert). And we talk Kickstarter, and the joys and perils thereof.



Also, Alx explains why he adores A Link Between Worlds but cannot abide Skyward Sword, and then he flat-out tells me to go buy a 3DS.



]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/12/9966ed679c84b8d97846724643acc29e_large.gif?fit=620%2C413&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>How Steam Became the Most/Only Acceptable DRM</title>
	<link>https://etao.blog/2013/12/10/podcast-5/</link>
	<pubDate>Tue, 10 Dec 2013 16:01:29 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">1e3bf7f1-773f-5841-8e1c-6e4a7a7cf590</guid>
	<description><![CDATA[<p class="wp-block-paragraph">
<a href="http://etao.blog/2013/12/03/podcast-4/">When last we left the saga of SteamOS</a>, Lucio and I were envisioning a future owned and operated by Valve, and for the most part, we were comfortable with that idea to a degree that made us, well, uncomfortable.</p>



<p class="wp-block-paragraph">So this time around, we dig deep into the topic of DRM. We both <em>hate</em> DRM, yet we both kind of love Steam. Does that mean we love DRM? The horror. Now we are become Death, destroyer of fair use.</p>



<p class="wp-block-paragraph">Steam does a lot right. Maybe that's worth giving up some freedom, especially with greater evils roaming the world of videogame publishing. (We're looking at you, pre-orders and season passes and <a href="http://store.steampowered.com/app/115300">overabundant cash-in DLC</a>). Is a world where every book is on Kindle really that different from a world where every game is on Steam? (It probably is, yeah).</p>



<p class="wp-block-paragraph">We also discuss the ambiguity and complexity of voting with our wallets—who or what are we voting for, exactly?—and we ask whether it's simply too late to put DRM on music. (It probably is, yeah).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Fact-checking ahoy:</p>



<p class="wp-block-paragraph">• All of the <em>Mass Effects</em> and <em>Dragon Ages</em> were developed, or at least released, <a href="http://www.1up.com/news/acquires-bioware-pandemic">after Electronic Arts acquired BioWare</a>.</p>



<p class="wp-block-paragraph">• Valve released <em>Half-Life</em> on November 19, 1998.</p>



<p class="wp-block-paragraph">• <a href="http://www.rockpapershotgun.com/2013/10/30/0-9-of-the-global-population-have-steam-accounts/">"0.9% of the Global Population Have Steam Accounts"</a>.</p>



<p class="wp-block-paragraph">• At time of posting, the Xbox 360 version of <em>Angry Birds Star Wars</em> is <a href="http://marketplace.xbox.com/en-US/Product/Angry-Birds-Star-Wars/66acd000-77fe-1000-9115-d80241560901">forty freakin' dollars</a>. <em>Fruit Ninja Kinnect</em> costs $10, but has <a href="http://marketplace.xbox.com/en-US/Product/Fruit-Ninja-Kinect/66acd000-77fe-1000-9115-d80258410b79">jillions of piecemeal DLCs</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/XavierCugat-Brazil">"Brazil"</a> by Xavier Cugat.</p>]]></description>
	<itunes:subtitle><![CDATA[When last we left the saga of SteamOS, Lucio and I were envisioning a future owned and operated by Valve, and for the most part, we were comfortable with that idea to a degree that made us, well, uncomfortable.



So this time around, we dig deep into th]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[How Steam Became the Most/Only Acceptable DRM]]></itunes:title>
	<itunes:episode>5</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">
<a href="http://etao.blog/2013/12/03/podcast-4/">When last we left the saga of SteamOS</a>, Lucio and I were envisioning a future owned and operated by Valve, and for the most part, we were comfortable with that idea to a degree that made us, well, uncomfortable.</p>



<p class="wp-block-paragraph">So this time around, we dig deep into the topic of DRM. We both <em>hate</em> DRM, yet we both kind of love Steam. Does that mean we love DRM? The horror. Now we are become Death, destroyer of fair use.</p>



<p class="wp-block-paragraph">Steam does a lot right. Maybe that's worth giving up some freedom, especially with greater evils roaming the world of videogame publishing. (We're looking at you, pre-orders and season passes and <a href="http://store.steampowered.com/app/115300">overabundant cash-in DLC</a>). Is a world where every book is on Kindle really that different from a world where every game is on Steam? (It probably is, yeah).</p>



<p class="wp-block-paragraph">We also discuss the ambiguity and complexity of voting with our wallets—who or what are we voting for, exactly?—and we ask whether it's simply too late to put DRM on music. (It probably is, yeah).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Fact-checking ahoy:</p>



<p class="wp-block-paragraph">• All of the <em>Mass Effects</em> and <em>Dragon Ages</em> were developed, or at least released, <a href="http://www.1up.com/news/acquires-bioware-pandemic">after Electronic Arts acquired BioWare</a>.</p>



<p class="wp-block-paragraph">• Valve released <em>Half-Life</em> on November 19, 1998.</p>



<p class="wp-block-paragraph">• <a href="http://www.rockpapershotgun.com/2013/10/30/0-9-of-the-global-population-have-steam-accounts/">"0.9% of the Global Population Have Steam Accounts"</a>.</p>



<p class="wp-block-paragraph">• At time of posting, the Xbox 360 version of <em>Angry Birds Star Wars</em> is <a href="http://marketplace.xbox.com/en-US/Product/Angry-Birds-Star-Wars/66acd000-77fe-1000-9115-d80241560901">forty freakin' dollars</a>. <em>Fruit Ninja Kinnect</em> costs $10, but has <a href="http://marketplace.xbox.com/en-US/Product/Fruit-Ninja-Kinect/66acd000-77fe-1000-9115-d80258410b79">jillions of piecemeal DLCs</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/XavierCugat-Brazil">"Brazil"</a> by Xavier Cugat.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/11/etao-podcast-05-201312101.mp3" length="60997765" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[When last we left the saga of SteamOS, Lucio and I were envisioning a future owned and operated by Valve, and for the most part, we were comfortable with that idea to a degree that made us, well, uncomfortable.



So this time around, we dig deep into the topic of DRM. We both hate DRM, yet we both kind of love Steam. Does that mean we love DRM? The horror. Now we are become Death, destroyer of fair use.



Steam does a lot right. Maybe that's worth giving up some freedom, especially with greater evils roaming the world of videogame publishing. (We're looking at you, pre-orders and season passes and overabundant cash-in DLC). Is a world where every book is on Kindle really that different from a world where every game is on Steam? (It probably is, yeah).



We also discuss the ambiguity and complexity of voting with our wallets—who or what are we voting for, exactly?—and we ask whether it's simply too late to put DRM on music. (It probably is, yeah).



———



Fact-checking ahoy:



• All of the Mass Effects and Dragon Ages were developed, or at least released, after Electronic Arts acquired BioWare.



• Valve released Half-Life on November 19, 1998.



• "0.9% of the Global Population Have Steam Accounts".



• At time of posting, the Xbox 360 version of Angry Birds Star Wars is forty freakin' dollars. Fruit Ninja Kinnect costs $10, but has jillions of piecemeal DLCs.



———



"All The People Say" by Carpe Demon.
"Brazil" by Xavier Cugat.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-06-21_00011.jpg?fit=1920%2C1080&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-06-21_00011.jpg?fit=1920%2C1080&#038;ssl=1</url>
		<title>How Steam Became the Most/Only Acceptable DRM</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>37:55</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[When last we left the saga of SteamOS, Lucio and I were envisioning a future owned and operated by Valve, and for the most part, we were comfortable with that idea to a degree that made us, well, uncomfortable.



So this time around, we dig deep into the topic of DRM. We both hate DRM, yet we both kind of love Steam. Does that mean we love DRM? The horror. Now we are become Death, destroyer of fair use.



Steam does a lot right. Maybe that's worth giving up some freedom, especially with greater evils roaming the world of videogame publishing. (We're looking at you, pre-orders and season passes and overabundant cash-in DLC). Is a world where every book is on Kindle really that different from a world where every game is on Steam? (It probably is, yeah).



We also discuss the ambiguity and complexity of voting with our wallets—who or what are we voting for, exactly?—and we ask whether it's simply too late to put DRM on music. (It probably is, yeah).



———



Fact-checking ahoy:



• ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2014/06/2014-06-21_00011.jpg?fit=1920%2C1080&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Will SteamOS Kill Consoles and/or Save Christmas?</title>
	<link>https://etao.blog/2013/12/03/podcast-4/</link>
	<pubDate>Tue, 03 Dec 2013 16:01:53 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">cff33d65-c386-537b-aa43-d9d80ea66c89</guid>
	<description><![CDATA[<p class="wp-block-paragraph">
<a href="http://store.steampowered.com/livingroom/">Steam wants into your living room</a>, in the guise of a gadget that's <a href="http://www.rockpapershotgun.com/2013/10/05/steam-box-specs-revealed/#more-171489">not quite a PC</a> and <a href="http://www.rockpapershotgun.com/2013/11/05/valve-shows-off-steam-hardware-promises-no-exclusives/">not quite a console</a>. That could have a moderately apocalyptic effect on the console market, not to mention the long-taken-for-granted dominance of Windows as PC gaming platform.</p>



<p class="wp-block-paragraph">In this moment between big announcements (and big Steam Sales), Lucio and I take some time to discuss what's in it for Valve, what's in it for developers and publishers, and what's in it for, you know, us.</p>



<p class="wp-block-paragraph">More to the point, we start to seriously wonder whether the Windows machines we're currently using will be our <em>last</em> Windows machines, and why we would bother buying a Sony or Microsoft console in a world where every damn thing comes out on Steam. (We're assuming that Nintendo will hold out as long as possible, and then some. <em>Mario</em> and <em>Zelda</em> on PC, in oficially sanctioned, non-emulator form? <a href="http://www.imsdb.com/scripts/Princess-Bride,-The.html">DEATH FIRST!</a>)</p>



<p class="wp-block-paragraph">It's all good news, more or less, as long as we're comfortable with Valve having a hand in simply everything. How comfortable are we with that?</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Quick post-recording fact checks:</p>



<p class="wp-block-paragraph">• Valve did in fact port pretty much all of their games to Sony and Microsoft consoles, going back to a 2001 version of <em>Half-Life</em> for the PlayStation 2 and a 2005 version of <em>Half-Life 2</em> for the Xbox, respectively.</p>



<p class="wp-block-paragraph">• Sony Online Entertainment is very much still making games. <em>Planetside 2</em>, <em>EverQuest Next</em>. Those.</p>



<p class="wp-block-paragraph">• The <em>Killzone</em> series is published by Sony, but developed by Guerrilla Games.</p>



<p class="wp-block-paragraph">• The first Mac OS release (1984) predates the first Windows release by one year, and the first Linux release by nine. Though it's a bit more complicated than that, since Unix—the common ancestor of the Mac OSes <em>and</em> of Linux, not to mention Android—dates back to 1982.</p>



<p class="wp-block-paragraph">• Windows 8.1 is called "Blue," not "Azure." <a href="http://en.wikipedia.org/wiki/Windows_Azure">Azure is something else</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/AndrewsSisters-01-10">"Money Is the Root of All Evil"</a> by The Andrews Sisters.</p>]]></description>
	<itunes:subtitle><![CDATA[Steam wants into your living room, in the guise of a gadget thats not quite a PC and not quite a console. That could have a moderately apocalyptic effect on the console market, not to mention the long-taken-for-granted dominance of Windows as PC gaming p]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Will SteamOS Kill Consoles and/or Save Christmas?]]></itunes:title>
	<itunes:episode>4</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">
<a href="http://store.steampowered.com/livingroom/">Steam wants into your living room</a>, in the guise of a gadget that's <a href="http://www.rockpapershotgun.com/2013/10/05/steam-box-specs-revealed/#more-171489">not quite a PC</a> and <a href="http://www.rockpapershotgun.com/2013/11/05/valve-shows-off-steam-hardware-promises-no-exclusives/">not quite a console</a>. That could have a moderately apocalyptic effect on the console market, not to mention the long-taken-for-granted dominance of Windows as PC gaming platform.</p>



<p class="wp-block-paragraph">In this moment between big announcements (and big Steam Sales), Lucio and I take some time to discuss what's in it for Valve, what's in it for developers and publishers, and what's in it for, you know, us.</p>



<p class="wp-block-paragraph">More to the point, we start to seriously wonder whether the Windows machines we're currently using will be our <em>last</em> Windows machines, and why we would bother buying a Sony or Microsoft console in a world where every damn thing comes out on Steam. (We're assuming that Nintendo will hold out as long as possible, and then some. <em>Mario</em> and <em>Zelda</em> on PC, in oficially sanctioned, non-emulator form? <a href="http://www.imsdb.com/scripts/Princess-Bride,-The.html">DEATH FIRST!</a>)</p>



<p class="wp-block-paragraph">It's all good news, more or less, as long as we're comfortable with Valve having a hand in simply everything. How comfortable are we with that?</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Quick post-recording fact checks:</p>



<p class="wp-block-paragraph">• Valve did in fact port pretty much all of their games to Sony and Microsoft consoles, going back to a 2001 version of <em>Half-Life</em> for the PlayStation 2 and a 2005 version of <em>Half-Life 2</em> for the Xbox, respectively.</p>



<p class="wp-block-paragraph">• Sony Online Entertainment is very much still making games. <em>Planetside 2</em>, <em>EverQuest Next</em>. Those.</p>



<p class="wp-block-paragraph">• The <em>Killzone</em> series is published by Sony, but developed by Guerrilla Games.</p>



<p class="wp-block-paragraph">• The first Mac OS release (1984) predates the first Windows release by one year, and the first Linux release by nine. Though it's a bit more complicated than that, since Unix—the common ancestor of the Mac OSes <em>and</em> of Linux, not to mention Android—dates back to 1982.</p>



<p class="wp-block-paragraph">• Windows 8.1 is called "Blue," not "Azure." <a href="http://en.wikipedia.org/wiki/Windows_Azure">Azure is something else</a>.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/AndrewsSisters-01-10">"Money Is the Root of All Evil"</a> by The Andrews Sisters.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/11/etao-podcast-04-20131203.mp3" length="50632268" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Steam wants into your living room, in the guise of a gadget that's not quite a PC and not quite a console. That could have a moderately apocalyptic effect on the console market, not to mention the long-taken-for-granted dominance of Windows as PC gaming platform.



In this moment between big announcements (and big Steam Sales), Lucio and I take some time to discuss what's in it for Valve, what's in it for developers and publishers, and what's in it for, you know, us.



More to the point, we start to seriously wonder whether the Windows machines we're currently using will be our last Windows machines, and why we would bother buying a Sony or Microsoft console in a world where every damn thing comes out on Steam. (We're assuming that Nintendo will hold out as long as possible, and then some. Mario and Zelda on PC, in oficially sanctioned, non-emulator form? DEATH FIRST!)



It's all good news, more or less, as long as we're comfortable with Valve having a hand in simply everything. How comfortable are we with that?



———



Quick post-recording fact checks:



• Valve did in fact port pretty much all of their games to Sony and Microsoft consoles, going back to a 2001 version of Half-Life for the PlayStation 2 and a 2005 version of Half-Life 2 for the Xbox, respectively.



• Sony Online Entertainment is very much still making games. Planetside 2, EverQuest Next. Those.



• The Killzone series is published by Sony, but developed by Guerrilla Games.



• The first Mac OS release (1984) predates the first Windows release by one year, and the first Linux release by nine. Though it's a bit more complicated than that, since Unix—the common ancestor of the Mac OSes and of Linux, not to mention Android—dates back to 1982.



• Windows 8.1 is called "Blue," not "Azure." Azure is something else.



———



"All The People Say" by Carpe Demon.
"Money Is the Root of All Evil" by The Andrews Sisters.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/03/207690_screenshots_2012-09-01_00002.jpg?fit=1440%2C900&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2013/03/207690_screenshots_2012-09-01_00002.jpg?fit=1440%2C900&#038;ssl=1</url>
		<title>Will SteamOS Kill Consoles and/or Save Christmas?</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>31:01</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Steam wants into your living room, in the guise of a gadget that's not quite a PC and not quite a console. That could have a moderately apocalyptic effect on the console market, not to mention the long-taken-for-granted dominance of Windows as PC gaming platform.



In this moment between big announcements (and big Steam Sales), Lucio and I take some time to discuss what's in it for Valve, what's in it for developers and publishers, and what's in it for, you know, us.



More to the point, we start to seriously wonder whether the Windows machines we're currently using will be our last Windows machines, and why we would bother buying a Sony or Microsoft console in a world where every damn thing comes out on Steam. (We're assuming that Nintendo will hold out as long as possible, and then some. Mario and Zelda on PC, in oficially sanctioned, non-emulator form? DEATH FIRST!)



It's all good news, more or less, as long as we're comfortable with Valve having a hand in simply everything. Ho]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/03/207690_screenshots_2012-09-01_00002.jpg?fit=1440%2C900&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>Unpacking the Indie Custom Cube</title>
	<link>https://etao.blog/2013/11/26/podcast-3/</link>
	<pubDate>Tue, 26 Nov 2013 16:01:49 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">a20cb495-3f07-5d32-bf86-9359cedae950</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Can we separate what <em>black</em> means in <em>Magic</em> from what blackness means in everyday life? Should we? Can it be done in a way that's intelligible to outsiders?

Some independent game developers made a set of jokey, rollickingly broken <em>Magic</em> cards. An awful lot of people found the jokes therein sexist, racist, and generally objectionable. Which is where it gets complicated.</p>



<p class="wp-block-paragraph">Does the Indie Custom Cube get a pass, as far as race or gender issues, because it's so esoteric, nerdy, and emphatically personal, and because it was created for and by a specific in-group? Or does that mean giving a pass to all sorts of things that truly don't deserve one?</p>



<p class="wp-block-paragraph">In this episode, Lucio and I try to untangle those questions, and along the way we discuss racial slurs, <a href="https://www.youtube.com/watch?v=MbdxeFcQtaU">the mechanics of prejudice</a>, white privilege, white guilt, and yes, <em>Magic</em> cards (white and otherwise).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Ah, and before I forget: We keep mentioning <em>that one other podcast that Lucio and I were on together</em>. That would be <a href="http://downloadableconflict.b1.jcink.com/index.php?showtopic=47">this one right here</a>.</p>



<p class="wp-block-paragraph">And that one game developer whose name I couldn't remember was <a href="http://en.wikipedia.org/wiki/Danielle_Bunten_Berry">Danielle Bunten Berry</a>, probably best-known for her work on <em>M.U.L.E.</em></p>



<p class="wp-block-paragraph">And yes, my throat is feeling much better now, thanks.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="http://archive.org/details/RobertMaxwellOrch-ThatOldBlackMagic">"That Old Black Magic"</a> by the Robert Maxwell Orchestra.</p>]]></description>
	<itunes:subtitle><![CDATA[Can we separate what black means in Magic from what blackness means in everyday life? Should we? Can it be done in a way thats intelligible to outsiders?

Some independent game developers made a set of jokey, rollickingly broken Magic cards. An awful lot]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[Unpacking the Indie Custom Cube]]></itunes:title>
	<itunes:episode>3</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Can we separate what <em>black</em> means in <em>Magic</em> from what blackness means in everyday life? Should we? Can it be done in a way that's intelligible to outsiders?

Some independent game developers made a set of jokey, rollickingly broken <em>Magic</em> cards. An awful lot of people found the jokes therein sexist, racist, and generally objectionable. Which is where it gets complicated.</p>



<p class="wp-block-paragraph">Does the Indie Custom Cube get a pass, as far as race or gender issues, because it's so esoteric, nerdy, and emphatically personal, and because it was created for and by a specific in-group? Or does that mean giving a pass to all sorts of things that truly don't deserve one?</p>



<p class="wp-block-paragraph">In this episode, Lucio and I try to untangle those questions, and along the way we discuss racial slurs, <a href="https://www.youtube.com/watch?v=MbdxeFcQtaU">the mechanics of prejudice</a>, white privilege, white guilt, and yes, <em>Magic</em> cards (white and otherwise).</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Ah, and before I forget: We keep mentioning <em>that one other podcast that Lucio and I were on together</em>. That would be <a href="http://downloadableconflict.b1.jcink.com/index.php?showtopic=47">this one right here</a>.</p>



<p class="wp-block-paragraph">And that one game developer whose name I couldn't remember was <a href="http://en.wikipedia.org/wiki/Danielle_Bunten_Berry">Danielle Bunten Berry</a>, probably best-known for her work on <em>M.U.L.E.</em></p>



<p class="wp-block-paragraph">And yes, my throat is feeling much better now, thanks.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
<a href="http://archive.org/details/VeraLynnW.TheCasiniClubOrchestraImInTheMoodForLove">"I'm in the Mood for Love"</a> by Vera Lynn with The Casini Club Orchestra.
<a href="http://archive.org/details/RobertMaxwellOrch-ThatOldBlackMagic">"That Old Black Magic"</a> by the Robert Maxwell Orchestra.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/11/etao-podcast-03-201311261.mp3" length="51821302" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Can we separate what black means in Magic from what blackness means in everyday life? Should we? Can it be done in a way that's intelligible to outsiders?

Some independent game developers made a set of jokey, rollickingly broken Magic cards. An awful lot of people found the jokes therein sexist, racist, and generally objectionable. Which is where it gets complicated.



Does the Indie Custom Cube get a pass, as far as race or gender issues, because it's so esoteric, nerdy, and emphatically personal, and because it was created for and by a specific in-group? Or does that mean giving a pass to all sorts of things that truly don't deserve one?



In this episode, Lucio and I try to untangle those questions, and along the way we discuss racial slurs, the mechanics of prejudice, white privilege, white guilt, and yes, Magic cards (white and otherwise).



———



Ah, and before I forget: We keep mentioning that one other podcast that Lucio and I were on together. That would be this one right here.



And that one game developer whose name I couldn't remember was Danielle Bunten Berry, probably best-known for her work on M.U.L.E.



And yes, my throat is feeling much better now, thanks.



———



"All The People Say" by Carpe Demon.
"I'm in the Mood for Love" by Vera Lynn with The Casini Club Orchestra.
"That Old Black Magic" by the Robert Maxwell Orchestra.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/11/card357.jpg?fit=375%2C523&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2013/11/card357.jpg?fit=375%2C523&#038;ssl=1</url>
		<title>Unpacking the Indie Custom Cube</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>31:50</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Can we separate what black means in Magic from what blackness means in everyday life? Should we? Can it be done in a way that's intelligible to outsiders?

Some independent game developers made a set of jokey, rollickingly broken Magic cards. An awful lot of people found the jokes therein sexist, racist, and generally objectionable. Which is where it gets complicated.



Does the Indie Custom Cube get a pass, as far as race or gender issues, because it's so esoteric, nerdy, and emphatically personal, and because it was created for and by a specific in-group? Or does that mean giving a pass to all sorts of things that truly don't deserve one?



In this episode, Lucio and I try to untangle those questions, and along the way we discuss racial slurs, the mechanics of prejudice, white privilege, white guilt, and yes, Magic cards (white and otherwise).



———



Ah, and before I forget: We keep mentioning that one other podcast that Lucio and I were on together. That would be this one righ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/11/card357.jpg?fit=375%2C523&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>What Happens After Success, with Davey Wreden</title>
	<link>https://etao.blog/2013/11/09/podcast-2/</link>
	<pubDate>Sat, 09 Nov 2013 16:01:47 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">beff8d36-5739-5e04-af2b-50554e0e0b81</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Davey Wreden discusses life after the release of <a href="http://etao.blog/2013/10/17/the-stanley-parable/">his vividly realized, genuinely unique first game, <em>The Stanley Parable</em></a>—the problems that come with success, the guilt that comes with admitting that success comes with problems, endlessly recurring impostor syndromes, oscillating egomania, all that.</p>



<p class="wp-block-paragraph">We also discuss the ongoing process of becoming an adult, our shared love of <em>Spelunky</em>, and the importance of (sometimes) being unsure of what you'll work on next. The need to be surprised. And then <em>Spelunky</em> again. (Davey Wreden really likes <em>Spelunky</em>).</p>



<p class="wp-block-paragraph">One quick show note. The interview itself starts off a little clunkily. There are odd pauses, and odder noise; it sounds for all the world like Davey is cutting carrots for a minute there. But it's smooth sailing after about the 10-minute mark, and if you stick with it, I daresay it'll be worth it.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Intro music and segues by <a href="https://soundcloud.com/carpe-demon">Carpe Demon</a>.
Outro music: "Following Stanley," from <a href="http://syntheticorchestra.bandcamp.com/album/bits-of-music-from-the-stanley-parable"><em>Bits of Music from They Stanley Parable</em></a>, by <a href="http://syntheticorchestra.com/">The Blake Robinson Synthetic Orchestra</a>.</p>]]></description>
	<itunes:subtitle><![CDATA[Davey Wreden discusses life after the release of his vividly realized, genuinely unique first game, The Stanley Parable—the problems that come with success, the guilt that comes with admitting that success comes with problems, endlessly recurring imposto]]></itunes:subtitle>
	<itunes:episodeType>trailer</itunes:episodeType>
	<itunes:title><![CDATA[What Happens After Success, with Davey Wreden]]></itunes:title>
	<itunes:episode>2</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Davey Wreden discusses life after the release of <a href="http://etao.blog/2013/10/17/the-stanley-parable/">his vividly realized, genuinely unique first game, <em>The Stanley Parable</em></a>—the problems that come with success, the guilt that comes with admitting that success comes with problems, endlessly recurring impostor syndromes, oscillating egomania, all that.</p>



<p class="wp-block-paragraph">We also discuss the ongoing process of becoming an adult, our shared love of <em>Spelunky</em>, and the importance of (sometimes) being unsure of what you'll work on next. The need to be surprised. And then <em>Spelunky</em> again. (Davey Wreden really likes <em>Spelunky</em>).</p>



<p class="wp-block-paragraph">One quick show note. The interview itself starts off a little clunkily. There are odd pauses, and odder noise; it sounds for all the world like Davey is cutting carrots for a minute there. But it's smooth sailing after about the 10-minute mark, and if you stick with it, I daresay it'll be worth it.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">Intro music and segues by <a href="https://soundcloud.com/carpe-demon">Carpe Demon</a>.
Outro music: "Following Stanley," from <a href="http://syntheticorchestra.bandcamp.com/album/bits-of-music-from-the-stanley-parable"><em>Bits of Music from They Stanley Parable</em></a>, by <a href="http://syntheticorchestra.com/">The Blake Robinson Synthetic Orchestra</a>.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/11/etao-podcast-02-20131109.mp3" length="110960382" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Davey Wreden discusses life after the release of his vividly realized, genuinely unique first game, The Stanley Parable—the problems that come with success, the guilt that comes with admitting that success comes with problems, endlessly recurring impostor syndromes, oscillating egomania, all that.



We also discuss the ongoing process of becoming an adult, our shared love of Spelunky, and the importance of (sometimes) being unsure of what you'll work on next. The need to be surprised. And then Spelunky again. (Davey Wreden really likes Spelunky).



One quick show note. The interview itself starts off a little clunkily. There are odd pauses, and odder noise; it sounds for all the world like Davey is cutting carrots for a minute there. But it's smooth sailing after about the 10-minute mark, and if you stick with it, I daresay it'll be worth it.



———



Intro music and segues by Carpe Demon.
Outro music: "Following Stanley," from Bits of Music from They Stanley Parable, by The Blake Robinson Synthetic Orchestra.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/10/2013-10-09_00009.jpg?fit=1440%2C900&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2013/10/2013-10-09_00009.jpg?fit=1440%2C900&#038;ssl=1</url>
		<title>What Happens After Success, with Davey Wreden</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>56:40</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Davey Wreden discusses life after the release of his vividly realized, genuinely unique first game, The Stanley Parable—the problems that come with success, the guilt that comes with admitting that success comes with problems, endlessly recurring impostor syndromes, oscillating egomania, all that.



We also discuss the ongoing process of becoming an adult, our shared love of Spelunky, and the importance of (sometimes) being unsure of what you'll work on next. The need to be surprised. And then Spelunky again. (Davey Wreden really likes Spelunky).



One quick show note. The interview itself starts off a little clunkily. There are odd pauses, and odder noise; it sounds for all the world like Davey is cutting carrots for a minute there. But it's smooth sailing after about the 10-minute mark, and if you stick with it, I daresay it'll be worth it.



———



Intro music and segues by Carpe Demon.
Outro music: "Following Stanley," from Bits of Music from They Stanley Parable, by The Blake ]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/10/2013-10-09_00009.jpg?fit=1440%2C900&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>

<item>
	<title>On Weirdness and Geek Culture, with Jake Kazdal</title>
	<link>https://etao.blog/2013/08/26/podcast-1/</link>
	<pubDate>Tue, 27 Aug 2013 01:56:29 +0000</pubDate>
	<dc:creator><![CDATA[Drew Messinger-Michaels]]></dc:creator>
	<guid isPermaLink="false">cf295f5d-0abd-584c-a2db-6fec432020fa</guid>
	<description><![CDATA[<p class="wp-block-paragraph">Game developer and graphic artist Jake Kazdal, who you might know from his work on <em>Rez</em> and <em>Space Channel 5 Part 2</em>, joins us for our inaugural podcast. He discusses the finer points of his studio's first release, <a href="http://skullsoftheshogun.com/"><em>Skulls of the Shogun</em></a>, and shares the (crazily ambitious) plan for their next game, a roguelike-alike space shooter called <em>Galak-Z: The Dimensional</em>.</p>



<p class="wp-block-paragraph">Plus, I talk about cultural consensus (and opting out of it), and the role of so-called "geek culture" in a world where even the mainstream loves superheroes and dragons and ice zombies and whatnot.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Beach" by Makyo, from the <a href="http://makyo.bandcamp.com/album/skulls-of-the-shogun-soundtrack">Skulls of the Shogun Soundtrack</a>.
Harmonica segues by Hayley Roveda.</p>]]></description>
	<itunes:subtitle><![CDATA[Game developer and graphic artist Jake Kazdal, who you might know from his work on Rez and Space Channel 5 Part 2, joins us for our inaugural podcast. He discusses the finer points of his studios first release, Skulls of the Shogun, and shares the (crazi]]></itunes:subtitle>
	<itunes:episodeType>full</itunes:episodeType>
	<itunes:title><![CDATA[On Weirdness and Geek Culture, with Jake Kazdal]]></itunes:title>
	<itunes:episode>1</itunes:episode>
	<itunes:season>1</itunes:season>
	<content:encoded><![CDATA[<p class="wp-block-paragraph">Game developer and graphic artist Jake Kazdal, who you might know from his work on <em>Rez</em> and <em>Space Channel 5 Part 2</em>, joins us for our inaugural podcast. He discusses the finer points of his studio's first release, <a href="http://skullsoftheshogun.com/"><em>Skulls of the Shogun</em></a>, and shares the (crazily ambitious) plan for their next game, a roguelike-alike space shooter called <em>Galak-Z: The Dimensional</em>.</p>



<p class="wp-block-paragraph">Plus, I talk about cultural consensus (and opting out of it), and the role of so-called "geek culture" in a world where even the mainstream loves superheroes and dragons and ice zombies and whatnot.</p>



<p class="wp-block-paragraph">———</p>



<p class="wp-block-paragraph">"All The People Say" by <a href="http://soundcloud.com/carpe-demon">Carpe Demon</a>.
"Beach" by Makyo, from the <a href="http://makyo.bandcamp.com/album/skulls-of-the-shogun-soundtrack">Skulls of the Shogun Soundtrack</a>.
Harmonica segues by Hayley Roveda.</p>]]></content:encoded>
	<enclosure url="https://dts.podtrac.com/redirect.mp3/etao.blog/wp-content/uploads/2013/08/etao-podcast-01-jake-kazdal.mp3" length="48900399" type="audio/mpeg"></enclosure>
	<itunes:summary><![CDATA[Game developer and graphic artist Jake Kazdal, who you might know from his work on Rez and Space Channel 5 Part 2, joins us for our inaugural podcast. He discusses the finer points of his studio's first release, Skulls of the Shogun, and shares the (crazily ambitious) plan for their next game, a roguelike-alike space shooter called Galak-Z: The Dimensional.



Plus, I talk about cultural consensus (and opting out of it), and the role of so-called "geek culture" in a world where even the mainstream loves superheroes and dragons and ice zombies and whatnot.



———



"All The People Say" by Carpe Demon.
"Beach" by Makyo, from the Skulls of the Shogun Soundtrack.
Harmonica segues by Hayley Roveda.]]></itunes:summary>
	<itunes:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/08/20160730154449_1.jpg?fit=2560%2C1440&#038;ssl=1"></itunes:image>
	<image>
		<url>https://i0.wp.com/etao.blog/wp-content/uploads/2013/08/20160730154449_1.jpg?fit=2560%2C1440&#038;ssl=1</url>
		<title>On Weirdness and Geek Culture, with Jake Kazdal</title>
	</image>
	<itunes:explicit>false</itunes:explicit>
	<itunes:block>no</itunes:block>
	<itunes:duration>0:00</itunes:duration>
	<itunes:author><![CDATA[Drew Messinger-Michaels]]></itunes:author>	<googleplay:description><![CDATA[Game developer and graphic artist Jake Kazdal, who you might know from his work on Rez and Space Channel 5 Part 2, joins us for our inaugural podcast. He discusses the finer points of his studio's first release, Skulls of the Shogun, and shares the (crazily ambitious) plan for their next game, a roguelike-alike space shooter called Galak-Z: The Dimensional.



Plus, I talk about cultural consensus (and opting out of it), and the role of so-called "geek culture" in a world where even the mainstream loves superheroes and dragons and ice zombies and whatnot.



———



"All The People Say" by Carpe Demon.
"Beach" by Makyo, from the Skulls of the Shogun Soundtrack.
Harmonica segues by Hayley Roveda.]]></googleplay:description>
	<googleplay:image href="https://i0.wp.com/etao.blog/wp-content/uploads/2013/08/20160730154449_1.jpg?fit=2560%2C1440&#038;ssl=1"></googleplay:image>
	<googleplay:explicit>No</googleplay:explicit>
	<googleplay:block>no</googleplay:block>
</item>
	</channel>
</rss>
