100 episodes

Lauryn and Nicholas discuss gaming, "gamers," and game design from practical and academic perspectives.

Furidashi Game Design Academy Nicholas Theisen

    • Leisure
    • 5.0 • 4 Ratings

Lauryn and Nicholas discuss gaming, "gamers," and game design from practical and academic perspectives.

    105. Dumb AI !@#$

    105. Dumb AI !@#$

    In this episode we continue our discussion of AI, focusing on its potential within the games industry, as well as its pitfalls. We consider the labor issues involved and how, despite all the hype, the reality of the many things that fall under the AI umbrella is an incredibly murky one, touching on issues of copyright as well as the basic question of who AI is for and who is it being done to.
    Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 14 min
    104. Eliza

    104. Eliza

    In this episode, we take a look at a visual novel from 2019, the incredibly prescient Eliza. We spend some time laying out the unique mechanics of a visual novel and how those reading mechanics parallel the counseling methods the game interrogates. We also spend quite a long time thinking about the way the game reflects the culture of tech and the imperative to understand the ethical and cultural ramifications of being at the bleeding edge of software development.
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 58 min
    103. Contiguity in Worldbuilding

    103. Contiguity in Worldbuilding

    In this episode, we talk about the concept of contiguity in worldbuilding and in game design more generally. We focus on longstanding franchises like Assassin’s Creed and Final Fantasy to look at how game worlds retain a clear sense of identity, despite evolving over time and in some cases even branching out into other media. You could call it vibes-based game design, but it is also a call to the importance of consistent collaboration within large design teams.
    Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 14 min
    102. Kingdom Hearts 2

    102. Kingdom Hearts 2

    In this episode, we discuss Kingdom Hearts 2 from 2005. We contextualize it in terms of the transformation of AAA games taking place in the 2000s, how the game functions like a theme park… because Disney… how that theme park design presents the concept of a multiverse for a younger player demographic, and how the allegorical structure of the game creates a layered experience in terms of gameplay, narrative, and character development.
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 57 min
    101. Character Progression

    101. Character Progression

    In this episode, we discuss character progression, how it differs from player and subjective progression, and how character can manifest not just as an arc through the story, but through gameplay as well. We look at examples as wide ranging as The Witcher, Street Fighter, X-COM, Battletech, and Gran Turismo. What do all of these games have in common? What can they tell us about character in video games? Well, you’ll have to stay tuned to find out!
    Unlock the full episode (and more!) for $5 a month on Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 14 min
    100. The Last of Us

    100. The Last of Us

    In this, our one hundredth episode, we finally tackle 2013’s The Last of Us. While we acknowledge that the story is, well, just okay, we also dissect the game’s level and encounter design to see how The Last of Us creates compelling experiences for the player. We also look at the companion system and how the game elicits empathy through the complex interactions between Joel and Ellie and the perspectives the game forces us to adopt.
    Game Maker's Toolkit - "Making The Last of Us Part II's Best Level"
    Episode 90 - Subjective Progression
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 56 min

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