Actual play podcasts are not what the name suggests. They’re a form of podcast that purportedly serializes a recording of a group playing a tabletop roleplaying game. The listener hears the dice rolls, the out-of-character discussions, and the social interaction that surrounds the in-character story being told at the table. The apparent appeal is the fun of hearing the “actual play” occurring when creating an interesting story.
What does Stardew Valley say about the world with the rules of its simulation, and how does it compare to another Transcendentalist game, Walden, a game?
REFERENCES Barone, Eric. Stardew Valley. Chucklefish, 22 February 2016. https://stardewvalley.net/
Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. MIT Press, 2010.
Brice, Mattie. “My First Year in Stardew Valley.” Alternate Ending, 29 April 2016. http://www.mattiebrice.com/my-first-year-in-stardew-valley/
Fullerton, Tracy et al. Walden: a game. USC Game Innovation Lab, 4 July 2017. https://www.waldengame.com/
La Flèche, Gersande. “The gentleman farmer, labour and land: ecocritical possibilities in Stardew Valley.” Gersande’s Blog, 3 May 2016. https://gersande.com/blog/the-gentleman-farmer-labour-and-land-ecocriticial-possibilities-in-stardew-valley/
Keegan, Brett. “Stardew Valley, Sorge, and Martin Heidegger.” Backyard Philosophy, 27 March 2018. https://backyardphilosophy.com/2018/03/27/stardew-valley-sorge-and-martin-heidegger/
Olson, Dan. “The Stanley Parable, Dark Souls, and Intended Play.” Folding Ideas, 26 July 2017. https://www.youtube.com/watch?v=ZHmivGmkjJw
Piel, Michael. “The Video Game Based on Thoreau’s ‘Walden’ Will Bring You Closer to Nature.” Motherboard, 25 October 2017. https://motherboard.vice.com/en_us/article/7x4vmz/video-game-based-on-thoreau-walden-will-bring-you-closer-to-nature
Schultz, Kathryn. “Pond scum: Henry David Thoreau’s moral myopia.” The New Yorker, 19 October 2015. https://www.newyorker.com/magazine/2015/10/19/pond-scum
Thoreau, Henry D. Walden; or, Life in the woods. Ticknor and Fields, 9 August 1854.
I’ve started a new podcast! It’s called Tabletop Garden, and it’s an “actual play” show where a rotating cast plays tabletop roleplaying games and talks about them.
Tabletop Garden is an actual-play podcast where we collaborate on short, self-contained stories about interesting characters, and we do it with an agenda. Throughout each campaign we discuss values, techniques, and how to play with intention.
Our first pilot campaign uses Mechanical Oryx by Grant Howitt to tell a tale of looming violence in the solarpunk postapocalypse. During each campaign, episodes will release weekly. Check out the show at tabletop.garden.
What do people actually mean when they say “walking simulator?” Bernband by Tom van den Boogaart doesn’t even seem to have a goal. But then why do you keep playing it?
Juul, Jesper. “Without a goal”. In Tanya Krzywinska and Barry Atkins (eds):Videogame/Player/Text. Manchester University Press, 2007. http://www.jesperjuul.net/text/withoutagoal/
What is a “game?” It only matters in context. When we examine things as games to learn from them, what does that mean? Any useful definition of game used as a critical lens must encompass Soccer, Candy Land, Sim City, Doom, and Gone Home. But Candy Land doesn’t have any player choice. Is it just dancing?
I’ve tried something new with this episode. I’ve put together a video version, currently hosted on YouTube, with some nonessential visual aids. For now I intend to keep the show audio-first, but having it available via YouTube may make it more accessible and attract new listeners/viewers. If you’re seeing this on my website, the normal audio player is still below.
In this episode of the Ludus Novus podcast: Prey 2017. The lie of a power fantasy is that power over others is something you deserve. Prey is a consequence fantasy: to take agency, you must incur risk. To escape a cage of lies, you have to open the door onto a world of new danger.
The Ludus Novus podcast is supported by my patrons. To help, please visit my Patreon.
In this episode of the Ludus Novus podcast, I discuss the election and GamerGate and how we can make a difference with games. I start with an excerpt from Austin Walker’s recent, amazing piece “A Note on Trump, Waypoint, and Why We Play.” I move on to discuss mirror neurons, Gone Home, my presumptuous racial awareness thanks to Grand Theft Auto: San Andreas, my plans to survive violent abuse, and the power of games to promote compassion.
The Ludus Novus podcast is supported by my patrons. To help, please visit my Patreon.
In this episode of the Ludus Novus podcast, I discuss incremental games, also known as idle games or clickers. How did a formula that started as satirical jokes from people like Ian Bogost yield things like A Dark Room? Games discussed: Cow Clicker, Progress Quest, Candy Box, Cookie Clicker, A Dark Room.
When I search through my Steam library and I look for that game, that perfect game, the perfect experience that matches the mood that I am in right that moment, I’m playing a game with the entirety of my library: the entirety of games as a medium.
The music for this episode is “Progress” by mystified from the album Fractal Diner 3. It’s available under a ccby2.5 license.