In this episode of the Ludus Novus podcast, I discuss the basic minion summoning and equipment mechanics of Overlord, and how they both encourage tactical gameplay and maintain the characterization of the player character.
The music for this episode is from “medieval evil” by Baal Anamelech and is available under a Creative Commons Attribution-Sharealike 3.0 license.
This podcast episode is about an unreleased game from 1990 that a guy showed me at GDC. It’s called Awesome Zone, and it was created by developer Theodore Alby for a company called KnowSoft over the course of a six-week nervous breakdown.
The music for this episode is from “Three Goes On Forever” by Time Slips By, and is available under a Creative Commons Attribution-NonCommercial-Sharealike License as part of the compilation Ctrl-N.
This podcast episode is about three games that should have been named Half-Life 3: Episode 1, Unreal Tournament 4, and Star Wars Dark Forces 3: Jedi Knight 2: Jedi Outcast: Jedi Academy.
In this podcast episode, I present and discuss my definition of the word “game.” In short, a game is an interactive simulation that provides metrics which allow a user to track progress toward a goal. Listen on to hear why Microsoft Paint is a game and why winning and losing are really the same thing.
I’d love to hear what you think! Comment if you have any opinions on the things I discuss in this episode.
This week’s episode is a special False Narrativism piece, discussing the obscure but visionary Polish game Oszustwo, or Incongruity. I can easily envision a world in which this game never existed, but fortunately we have access to the most technologically-advanced, creepiest, and hardest-to-play game ever developed.
What do we look for in digital game sequels, and why is it different than in other forms of media? Why don’t we see more sequels that give us more of the same good stuff?
In this podcast, I talk about exploration games. Exploration games, as I categorize them, are games with an open world that offer an array of paths at any one time. They’re awesome because they appeal to players’ curiosity and completionism, and they help deal with player frustration.
In this podcast, I discuss digital games genres and how I think they’re silly. They’re arbitrary niches based on a few popular games, and using them to describe games limits the way we think about making and playing games. I discuss the evolution of our genre system, from Crawford in 1984 to the modern overstuffed action adventure, and explain how Madden ’08 and Rainbow Six are in the same genre.
In this podcast, I discuss the player-author contract. An interactive work sets up a trust between the player and the work’s author. This takes the form of a contract which, when violated, can cause the player to reject the work.
The Player-Author Contract
The work can be played by the player.
Violated by games which are unexpectedly incompatible with the player’s system.
The entire work can be played by the player.
Violated by “game-breaking” bugs as in Battletoads and Pac-Man
Through playing the work, the player can affect the progression of the work.