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.

    118. The Mechanics of Pleasure | S4E7

    118. The Mechanics of Pleasure | S4E7

    In this episode, we discuss the sensuous side of gamedev, the upsides and downsides of "friction," and how to better understand what your player wants to be doing, so as to craft a better suited gameplay experience for them.
    Download the Sympathetic Memories demo for free on our Itch.io site: https://furidashipod.itch.io/sympathetic-memories
    Substack: https://gamedesigndiscourse.substack.com/
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 47 min
    117. Working in Teams, Working Alone | S4E6

    117. Working in Teams, Working Alone | S4E6

    In this episode we deconstruct the concept of auteur theory and show how even when a game's production has a strong creative direction, often that means getting people to buy into that vision and contributing to it rather than having their work dictated to them. We talk about the documentary Hideo Kojima: Connecting Worlds and how it reveals the ways in which solodev and team development are not as different as you might think.
    Download the Sympathetic Memories demo for free on our Itch.io site: https://furidashipod.itch.io/sympathetic-memories
    Substack: https://gamedesigndiscourse.substack.com/
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 52 min
    116. From Inspiration to Game Design | S4E5

    116. From Inspiration to Game Design | S4E5

    In this episode Lauryn and Nicholas tackle how game designers translate their own interests and influences into tangible elements in their own games. Working from Nicholas' ongoing work on Sympathetic Memories, we first examine the way historical and literary influences work their way in. Then, we round out the episode by exploring how solo work of this kind can inform the way inspiration works in larger, more collaborative games.
    Download the Sympathetic Memories demo for free on our Itch.io site: https://furidashipod.itch.io/sympathetic-memories
    Substack: https://gamedesigndiscourse.substack.com/
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 55 min
    115. Subjectivity in Narration | S4E4

    115. Subjectivity in Narration | S4E4

    In this episode we talk about the uses of first and second person narration in games, not only in terms of basic storytelling but also how they work their way into systems like objectives and quest logs. We explore the philosophical underpinnings of first person perspective and try to show how games can actually meaningfully collapse what we typically think of as subjective and objective modes of understanding.
    Download the Le Concours des Filles (soon to be Sympathetic Memories) demo for free on our Itch.io site: https://furidashipod.itch.io/le-concours-des-filles
    Substack: https://gamedesigndiscourse.substack.com/
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 47 min
    114. Themes and Pillars | S4E3

    114. Themes and Pillars | S4E3

    In this episode we focus on where ideas come from, how they develop out of our experiences and interests, and how they ultimately coalesce into specific pillars and themes for a game. We also discuss what it means for these pillars to be in tension with one another, and how that can play out both in terms of a game's narrative as well as its mechanics.
    Download the Le Concours des Filles (soon to be Sympathetic Memories) demo for free on our Itch.io site: https://furidashipod.itch.io/le-concours-des-filles
    Substack: https://gamedesigndiscourse.substack.com/
    Patreon: https://www.patreon.com/furidashi
    Twitter: https://twitter.com/furidashipod
    Lauryn: https://twitter.com/thelaurynash
    Nicholas: https://twitter.com/academicality

    • 49 min
    113. Encounter Design Blues | S4E2

    113. Encounter Design Blues | S4E2

    In this episode, Lauryn and Nicholas pick up where they left off in discussing how Baldur's Gate 3 structures its skill check encounters. We look at how encounter design in video games generally seems to privilege a system of challenges and achievements where the player's subjective experience is either an afterthought or simply a second order effect. We consider what it might look like to center player subjectivity instead and create a narrative experience where both success and failure are equally valid forms of gameplay and where neither victory nor loss ever stand in the way of progression.
    Get Nicholas's demo for free on Itch: https://furidashipod.itch.io/le-concours-des-filles
    Substack: https://gamedesigndiscourse.substack.com/
    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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