grokludo

Junglist

grokludo is about understanding games. It's a snappy way to hear the latest research on game design, cognitive psychology, business in gaming, and policy & regulation.We'll speak to everyone at the intersection of all those fields -- developers, academics, policymakers, and community enthusiasts -- anyone with a story or an idea that can deepen our understanding of play.

  1. 1d ago

    The Shanty Man: Crafting Songs for the Silicon Seas - Seán Dagher | grokludo 29

    Seán Dagher is one of the main singers of sea shanties in games like Assassin's Creed: Black Flag, the indie hit Windrose, and more -- and is partly responsible for the wider modern resurgence in sea shanties. After curating and recording classic songs in some of the biggest pirate games, more recently he's composed original material for Black Flag Resynced, and started touring internationally, leading crowds in North America and Europe. Escapism, irreverence towards authority, seeking community... These are things that the gaming community and sea shanty lovers already had in common. But once games with sailing like Assassin's Creed: Black Flag or Windrose started including shanties, developers discovered a great way to fill the time sailing from point A to point B -- and many gamers found themselves listening to the music outside the game as well. Songs in this episode are used with Seán Dagher's permission. Timecodes: 00:00 - Intro 01:24 - Blow the Man Down by Seán Dagher 02:00 - Seán's history with sea shanties 13:29 - Bully in the Ally by Seán Dagher 14:50 - Working with Ubisoft and the shanty resurgence 23:55 - The Wellerman by Seán Dagher 24:33 - Working with the Windrose team 29:45 - Singing imperfectly on purpose 34:10 - Composing modern sea chanties 37:28 - Shallow Brown by Seán Dagher 38:22 - Curating and recreating old material 44:18 - Rolling Down to Old Maui by Seán Dagher 45:05 - A quiz on shanty terms --------------------------------------------------------------------- Follow Seán Dagher: https://www.youtube.com/channel/UC6uSR4KU19MLE_dpoZusPBQ Trobairitz: Poems of Women Troubadours: https://open.spotify.com/album/16lfH2He1pIByL88idXtIo --------------------------------------------------------------------- Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms! I always write a bit more on the grokludo website: https://grokludo.com/ YouTube Playlist: youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo Follow on X: https://x.com/TheJunglist Follow on BlueSky: https://bsky.app/profile/thejunglist.bsky.social Podcast: https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1 https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    The Shanty Man: Crafting Songs for the Silicon Seas - Seán Dagher | grokludo 29
  2. Apr 28

    Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 26

    What do we talk about when we talk about 4X? We think about abstract systems, resource management, efficiency, growth... But what about all the invisible things that go along with eXploitation, and eXtermination? Mary Flanagan is a game designer, and academic, and the author of Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games. The book looks at the history of board games and how they encoded the values of the time and place they were in. From ancient games, through to the explosion of complex strategy systems and 4X. For those unfamiliar, 4X is a subgenre that typically involves large colonial empires. The 4 Xs are Explore, Expand, Exploit, and Exterminate. In the fantasy of the game, we play the decider, not just moving resources around for efficiency, but also deciding the fate of those crushed under the boot of empire.  To better understand the other side of the story part of Mary's research involved sitting down and playing these games with descendants of the people who've been exploited and exterminated.  4X games are fun, I love them, they scratch that efficiency and optimisation part of my brain. This isn't about saying they're bad, or that players are incapable of separating games from life. It's just good to take a step back sometimes and analyse the underlying assumptions of things. And, a large part of our Western civilisation, and indeed its values, are built on the flawed concepts of terra nullius, might makes right, and always being ashamed of the last colonial project, while denying the current one. Mary joins us to talk about how these values are encoded in our games. --------------------------------------------------------------------- Find Mary's book, Playing Oppression, here: https://direct.mit.edu/books/oa-monograph/5547/Playing-OppressionThe-Legacy-of-Conquest-and Find Mary's games, including Monarch, here: https://resonym.com/ --------------------------------------------------------------------- Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms! I always write a bit more on the grokludo website: https://grokludo.com/ YouTube Playlist: youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo Follow on X: https://x.com/TheJunglist Follow on BlueSky: https://bsky.app/profile/thejunglist.bsky.social Podcast: https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1 https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 26
  3. Apr 21

    The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 25

    Ross Scott is the face of the Stop Killing Games movement, which seeks to ensure games don't completely die when a developer or publisher ends support, but rather, there's an end of life plan in place that makes it reasonably playable -- after which, a compliant gamemaker has no more liability.  Following a massive petition campaign in the EU, Ross recently spoke at an EU parliament hearing, in which many in the room were positive about the movement. It's possible that policy around not killing games will be included in the EU's upcoming Digital Fairness Act, expected to be formally proposed later this year. After that point, the EU parliament and Council can make amendments, and there's sure to be some industry lobbying. Ross Scott joins us this week to talk about the strategies of navigating EU politics, the discourse around the movement, and some of the more technical concerns, such as games that rely on middleware and 3rd party services, each with their own distribution licences. --------------------------------------------------------------------- Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms! I always write a bit more on the grokludo website: https://grokludo.com/ YouTube Playlist: youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo Follow on X: https://x.com/TheJunglist Follow on BlueSky: https://bsky.app/profile/thejunglist.bsky.social Podcast: https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1 https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 25

About

grokludo is about understanding games. It's a snappy way to hear the latest research on game design, cognitive psychology, business in gaming, and policy & regulation.We'll speak to everyone at the intersection of all those fields -- developers, academics, policymakers, and community enthusiasts -- anyone with a story or an idea that can deepen our understanding of play.

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