Episodes
Jim, Brian and Tom put the show on hold for a while.
Published 05/22/13
Jim, Brian and Tom talk about how games are streamlined, what this often means, and how one identifies a good or bad sequel.
Published 05/22/13
Published 05/22/13
Jim, Brian and Tom talk about preorders, game advertising, bundles, and discounts. Y'know, marketing.
Published 03/27/13
Brian, Jim and Tom discuss negativity in online games, games that approach online communities in a new way, and the challenges associated with "speaking up" about loaded and offensive language.
Published 03/12/13
Jim, Tom and Brian discuss ways that sex and violence are depicted well and poorly in video games, whether violence is over-used in games, and how games are different from movies and books in this respect.
Published 02/21/13
Jim talks about design innovation in games, how this relates to the indie game scene.
Published 02/12/13
Tom talks about how game distribution has changed over time, the perils of a used game market, and app store curation.
Published 01/22/13
Brian, Jim and Tom talk about some of their favorite games of 2012 and general trends in game development over the last twelve months.
Published 01/08/13
MoMa announces the acquisition of 14 video games. Jim, Brian and Tom discuss their reactions to the list and talk about each game in detail.
Published 12/11/12
Tom, Jim and Brian talk about how the presence of wikis/game guides/loot tables has changed the way we experience games, and the ways in which this is good and bad.
Published 11/22/12
Tom discusses the role that specific features of hardware platforms have played on game development. Jim talks about third-party middleware components.
Published 11/08/12
Jim, Brian and Tom all oppose loot-flation, but do find time to talk about memorable and beloved loot drops.
Published 10/12/12
Leveling has evolved quite a bit from early RPG games. Many games promise differentiated leveling paths or varied 'character builds' but often an optimal path exists - Jim, Brian and Tom talk about the huge social pressure to fit with the norms in online multiplayer games.
Published 09/21/12
Fairness is hard to define and often gets thrown around by gamers without a lot of thought. Jim, Tom and Brian talk about the line between (un)fairness and bad game design, and the how fairness is interpreted differently in online and single-player games.
Published 09/13/12
Jim, Tom and Brian discuss the new wave of viable F2P games that have been built from the ground up, MMOs that have been converted to F2P post-ship, and inevitably, FarmVille.
Published 08/29/12
Jim, Tom and Brian work out a definition for grind - not-fun time you spend in a game you wish you hadn't, and talk about the way elements of grind have become pervasive in modern gaming.
Published 08/09/12
Tom reviews arcade games - from SpaceWar! to Donkey Kong. Brian talks about game development frameworks.
Published 07/26/12
Games can be art or junk food. Jim, Tom and Brian would much rather pay decent money for a short, high quality game, but there is a tendency is to compare the the cost/duration of video games to movies.
Published 07/17/12
Story-driven games and degrees of freedom in games are covered. Is a choose your own adventure interactive story really a “game”? The way games deal with suspension of disbelief, either elegantly or poorly, is reviewed and the team wraps up with a summary of EvE Online for Jim.
Published 07/06/12
Brian, Jim and Tom talk about beloved games and give some general background on their goals and interests regarding games. They each provide the following background info: Five games you love A game you wish you loved, but you can’t Your most memorable gaming experience A pet peeve in gaming (something that is easy to fix or avoid) A wish or dream (something that is hard to fix or do) What games you are playing now
Published 06/27/12