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Everybody's Talking At Once
Drew Messinger-Michaels
183 episodes
1 day ago
A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.
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Arts
Society & Culture,
Leisure,
Games,
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All content for Everybody's Talking At Once is the property of Drew Messinger-Michaels and is served directly from their servers with no modification, redirects, or rehosting. The podcast is not affiliated with or endorsed by Podjoint in any way.
A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.
Show more...
Arts
Society & Culture,
Leisure,
Games,
Video Games,
Documentary
Episodes (20/183)
Everybody's Talking At Once
Who Could Want Gameplay? with Alexander Clair Tseu Martin (a.k.a. droqen)
The one and only droqen puzzle-platforms on over to discuss his latest game The End of Gameplay, and how it responds to the stubbornly present, all-too-alive gameplay in his game Starseed Pilgrim. This requires a provisional definition of gameplay. Whether the conversation's other tributaries are required or not is a question for the listener. You can get The End of Gameplay on Steam and Itch.io. You can learn more about droqen's work on his website, and you can check out his Bluesky for the latest on the impending death of gameplay. ——— • Here's droqen's rant at Bonus Stage, on the subject of killing gameplay. • Here's Richard Terrell's A Defense of Gameplay, and his two-part appearance on the show. • And here's Richard's curation project about Starseed Pilgrim (his among others), the Starseed Observatory. The project's Wall of Quotes includes a piece Drew wrote about the game. • Drew misquoted William Blake, as one does. The actual line, from Jerusalem: The Emanation of the Giant Albion, is: "I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create." • Mutual Aid is available for free online. It's also probably in your local bookstore, and your local bookstore would even more probably order it for you, in the quite likely event that your local bookstore is cool. • David Graeber wrote about consensus a lot, but this is probably the single-best entry point. • We did get to have Arvi Teikari on to talk all about Baba Is You a few years back. • As droqen says, Brendan Keogh's The Videogame Industry Does Not Exist is a great way to reframe "the videogame industry" as one part (and probably not even the most important part) of the larger cultural field of videogames. • Christopher Alexander's The Nature of Order is a tricky work track down (because not just any library or bookstore will have it on hand, and also because it exists in multiple volumes, each fairly voluminous). • droqen's notebook/forum has some notes on those Agnes Martin and Don Potts interviews (both of which are linked in full from said notes pages). • The morning this dropped, droqen posted this video, connecting The End of Gameplay with his series of #droqevers, which themselves refer to this unusually useful definition of games: What is a game? Professor M. Mouse?of Texas, America claims that the word game denotes "the historical process by which the term game has been characterised and understood". Easy for you to say, Professor!! Those of us with a more down-home approach to codifying the various aspects of a nebulous and unbearable human condition prefer to go by a simpler definition, thus. A game is some combination of the following indivisable elements: - skeleton - red key - score thing - magic door If you see something that looks like a videogame but isn't, you should notify the Police. • droqen also posted some notes on this episode in his "forum-shaped notebook." Infinite recursion. ——— "All The People Say (Season 5)" by Carpe Demon. "romantic," "gameplay (forever)," and "machine lover," from The End of Gameplay (new moon OST) by droqen. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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7 months ago
1 hour 38 minutes 19 seconds

Everybody's Talking At Once
The Utility of Contrarianism, with Barney Oram
Barney Oram gets into different patterns of sound design, in all sorts of different roles and at all sorts of different scales—plus his love of film in general and Billy Wilder in particular, the durable ethos that "if it sounds good, it is good," and his extensive experience recording loud sounds that go bang. You can learn more about Barney's work on his website. You can also follow Barney on LinkedIn. ——— • Drew hadn't played much of Enotria at the time of the interview?but now that he has, he can recommend it enthusiastically to fellow genre sickos. A sunny soulslike indeed, with lots of culturally-specific imagery and some clever twists on progression and buildcrafting. • Billy Wilder really is an all-timer, both as a writer and as a director, as this recent Every Frame a Painting beautifully explains. • The Life and Death of Colonel Blimp is on YouTube in its entirety, at least some places. • The talk that Barney did for Game Audio Boston doesn't seem to be online, but we'll add a link if it does show up in the future. • That said, here's Barney talking about recording loud sounds that go bang. And here too. ——— "All The People Say (Season 5)" by Carpe Demon. "Rev Up Your Arithmetech!" (the menu music) from the Add Astra OST by Emerson Boatwright and Drew Messinger-Michaels. Some gameplay audio from Enotria: The Last Song, which has music and audio design by Aaram Shahbazians and additional audio by Barney Oram. As Drew says in the intro, Add Astra is on Steam, Chemistry Set is available directly from COINCIDENCE, and The Tower and the Circle is available through Alexander. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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10 months ago
1 hour 8 minutes 21 seconds

Everybody's Talking At Once
If We Can’t Do This, Then What Are We Doing? with Rasheed Abueideh and Rami Ismail
Rasheed Abueideh and Rami Ismail talk about Dreams on a Pillow. We talk about how the game combines layered, poetic audiovisuals and gameplay with history and folklore in order to create an account of the Nakba "that is so true to what happened that it is borderline-illegal to say it." You can help crowdfund Dreams on a Pillow on LaunchGood. You can download Liyla and the Shadows of War for free from Android, iOS, and Windows. And you can also follow Rasheed and Rami on Bluesky. ——— • Rami mentions "The Gender of Nakba Memory," a chapter from Nakba: Palestine, 1948, and the Claims of Memory. • Here's the New Yorker Radio Hour interview with Rashid Khalidi, author of The Hundred Years' War on Palestine. Khalidi also semi-recently did a much more substantive, equally accessible interview with Adam Conover. • H.R.9495 didn't pass, but we should expect to see more bills like it once the second Trump Administration begins in earnest. • For the moment, Farha does seem to be back on Netflix in the US. • Here's Rasheed's #1ReasonToBe talk at GDC 2017, if you want to hear some more from him about being a Palestinian game developer (and being extremely funny). • This article is a great starting point on musical traditions in Palestine before the Nakba. ——— "All The People Say (Season 5)" by Carpe Demon. "Sefnon bekalbi," performed by Hag Abdul Fattah El-Kabbani. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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11 months ago
1 hour 6 minutes 26 seconds

Everybody's Talking At Once
This Nightmare Will Never End! Hell Yeag! with Lilith Walther
Lilith Walther aetherboosts her way on over to talk about Nightmare Kart, its previously life as Bloodborne KART, its demake predecessor Bloodborne PSX, and the relationship between retro aesthetics, open development practices, and a general attitude of... YOLO? Nightmare Kart will be out for free on May 31. You can see more of Lilith's work, including Bloodborne PSX, on Itch.io. You can also follow Lilith (or rather, Bunlith?) on Twitter, and see her stream on Twitch. She's also got a Patreon, a Ko-Fi, and a Discord. ——— • Here's the Noclip documentary about Bloodborne PSX. We'd also point highly recommend this Gayming interview, which is the source of that quip about intellectual property law being eldritch—"Capitalism is terrifying. That's our cosmic horror"—and also the occasion for Lilith saying that the original Bloodborne kind of talks shit about the people in power, and the protagonist is an outsider, and all your friends are disabled people and sex workers and other outsiders. Then a lot of the enemies are the upper-class people responsible for the plague who trapped all the lower-class people into central Yarnham and closed the gates — who then die horrible deaths anyway from their own creations. It?s a direct response to a lot of the problems with gothic horror as a genre. It's incredible, and it's probably why it's so transgender. • Melos Han-Tani and Marina Kittaka from Analgesic have been on the show twice, first to talk about Anodyne 2 and then to talk about Sephonie. Both interviews get into the topic of older design tropes worth recovering (and new ones worth jettisoning, or at least bemoaning). • The Rock Paper Shotgun Electronic Wireless Show recently did an episode on free games. • Drew was drawing on David Graeber's Debt: The First 5,000 Years, though he did misquote it. Graeber's phrase is not "basic communism" but "baseline communism," which he defines as the understanding that, unless people consider themselves enemies, if the need is considered great enough, or the cost considered reasonable enough, the principle of "from each according to their abilities, to each according to their needs" will be assumed to apply. He goes on to say that, "in fact, communism is the foundation of all human sociability" (emphasis his). This is obviously true on the level of giving someone directions if you know the way, or (as Drew says in the episode) handing someone a tool they've asked for. Just as obviously, we sometimes operate on other principles, such as hierarchy, exchange, or (as Lilith says in the episode) reciprocity. As Graeber says: All of us act like communists a good deal of the time. None of us act like a communist consistently. "Communist society"?in the sense of a society organized exclusively on that single principle?could never exist. But all social systems, even economic systems like capitalism, have always been built on top of a bedrock of actually-existing communism. • Ah, and anyway, here's Add Astra. ——— "All The People Say (Season 5)" by Carpe Demon. "Pthumerian Cup" from the Bloodborne KART April Fool's joke, the Bloodborne PSX OST and the BBKART Soundtrack, by The Noble Demon. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
1 hour 5 minutes 7 seconds

Everybody's Talking At Once
Dragon’s Dogma II, Chaos, and Dogs
Dragon's Dogma II is full of inventive, quirky flourishes, meaningful frictions, and... shameless micro-transactions that capitalize on those exact quirks and frictions. We can, of course, get meaning and joy out of art that comes to us compromised. Which is good news, since most art, if not all art, comes to us compromised. But the details matter. So let's dig into the details, and along the way let's talk about monetization, opera, high art, low art, and how Dragon's Dogma II is like a D&D campaign where all of the other players are dogs. This episode contains discussions of death, dying, and mourning. ——— • Dia Lacina has written a bit about Dragon's Dogma II, and a bit about Dark Arisen. • Podcasters helping podcasters, here's a good summary of the weird relationship of dogs to Octavia Butler's work. • Here's Alexis Ong's piece about pawns. • And here's Dan Olson's video about Fortnite. • You can hear the Met's Saturday Matinee Broadcasts on lots of still-extant terrestrial radio stations and their websites. My mom and I usually go with KUSC. ——— "All The People Say (Season 5)" by Carpe Demon. Messa da Requiem by Guiseppe Verdi, performed by the Metropolitan Opera Orchestra, conducted by Yannick N?zet-S?guin, featuring Leah Hawkins, Karen Cargill, Matthew Polenzani, and Dmitry Belosselskiy. Recorded September 27, 2023. Broadcast March 30, 2024. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
41 minutes 47 seconds

Everybody's Talking At Once
Helldivers II and Making Art about Fascism without Making Fascist Art
Helldivers II is a wildly popular co-op shooter. It's also extremely funny. It's also very much about fascism, both in the sense that its satirical lens is aimed at fascist tendencies in moribund democracies, and in the sense that its core pleasures are... sort of fascist? The music makes you feel like a hero as you do your space violence on behalf of Super Earth, and let's be honest, the capes are rather dashing. Here's a game that wants to have its cake and eat it too, and we're inclined to say it pulls it off. So let's dig into how it's doing what it's doing, and the slipperiness of making art about fascism that isn't useful to fascists. ——— • The clip about Super Earth is from this Helldivers II ad. The in-game propaganda and advertising are fairly consistent in tone, and so far, in terms of world-building as well. • If you'd like to keep entirely Joel mysterious in your mind, then we can respect that—but if you'd like to know more (to coin a phrase), then Aftermath has you covered (kind of). • Here's my piece on moon, and one where I talked more about "Tomorrow Belongs to Me" in contrast to "Springtime for Hitler." • Here's Umberto Eco's essay on "Ur-Fascism" and Ruben Ferdinand and Elliot Trinidad's essay on Attack on Titan (a classic pairing). • We use bits of Lindsay Ellis' video on Mel Brooks, F.D Signifier's video about Hajime Isayama's New York Times interview, and Mark Brown's recent video on Spec Ops: The Line. • We don't think there's anywhere to (legally) hear the full Starship Troopers commentary other than the physical releases of the film, unfortunately. • The Freud quote is from The Ego and the Id, and the Truffaut quote is from this interview. • The intrusive thought at the end is from this clip. ——— "All The People Say (Season 5)" by Carpe Demon. "Guren no Yumiya" by Linked Horizon, from the first season of Attack on Titan. "My Heart Leaps Up" from Mack and Mabel by Jerry Herman. The extraction and victory music from Helldivers II. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
42 minutes 10 seconds

Everybody's Talking At Once
Palworld: A Ludic Reading and a Luddite Reading
While the show was taking a break, Drew started putting together some essays on the growing list of recent recent surprise hits—games that, for whatever reason, have been doing vastly better than their developers or publishers had expected. 2024 does, so far, seem to have a sort of serial monogamy to it, with the Sauron's Eye of game-liker attention focusing intensely on one thing before moving on to the next, abruptly and fickly, with equally frightening fervor. So at the risk of being eternally behind the viral content curve (as though we've ever feared that around here), we're going to take a little time to think through the breakout successes of this year, starting with Palworld. We'll also be talking about Last Epoch and Helldivers II (which got so popular that they ceased to function) in future installments. ——— • I mention the episode of Experience Points about Palworld, in the context of positing a possible public domain Pikachu. • Jack Saint's video brought the fan design issue to my attention, and also got me thinking about which pal designs work better than which other ones. (Those would be the more original, less chimeric pals). • Here's that much-discussed Hbomberguy video about YouTube plagiarism. • And here's OpenAI telling the UK's Parliament that they would have no business model if they had to respect anyone else's intellectual property rights. • Astra Taylor pointed out that full automation is still an aspiration and a threat, a pipe dream and a nightmare, rather than a reality, when she coined the terms "fauxtomation." I learned about this concept from Brian Merchant's thoroughly excellent Neo-Luddite book about the original Luddites, and about what we can learn from them, Blood in the Machine. ——— "All The People Say (Season 5)" by Carpe Demon. "Pal of My Lonesome Hours" by Abe Lyman and Walter Hirsch, performed by Abe Lyman and His California Orchestra. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
26 minutes

Everybody's Talking At Once
Some of What We Played in 2023
Lucio and Drew talk about some of the games they've enjoyed gaming at this year, from KarmaZoo, Pizza Tower, Wobbly Life, and The Murder of Sonic the Hedgehog, to Remnant II, Spider-Man 2, Street Fighter 6, Jedi: Survivor, Wo Long, and Tears of the Kingdom. Speaking of, spoilers for Remnant II from 40:53 to 44:21. ——— • We've talked before about playing games, including but not limited to Destiny 2, wrong. • Guilty Gear -STRIVE- does not, at time, of publishing, have a simplified input option for supers. • Here once again the Bartle taxonomy of player types. • The curling documentary in question is "Stone Cold," which is the fourth episode of the Netflix series Losers. ——— "All The People Say (Season 5)" by Carpe Demon. "If It Wasn't For You" by Buddy Rose, Gene Rose, Harold C. Berg, and Herb Wiedoeft, performed by the Crystal Orchestra. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
1 hour 1 minute 14 seconds

Everybody's Talking At Once
You Should Be Free, with Glen Henry and Chase Bethea
Glen Henry and Chase Bethea drop achor awhile and talk about Sunken Stones, why pirates mean freedom, and why the Golden Age of Piracy was a lot more Caribbean than Pirates of the Caribbean would have you believe. Also, inevitably, One Piece. You can play the Sunken Stones demo on Itch.io, and wishlist the full game on Steam. You can find Chase's work on his own website, as well as on Spotify and Bandcamp. And you can find Glen's work on the Spritewrench website. ——— • Here's Glen's previous appearance on the show. • And here's our conversation with Tanya X. Short, wherein we talked a bit about Five Strategies for Collaborating with a Machine and On the Dangers of Stochastic Parrots. • For more about why Drew will take every opportunity to defend and ere's Blood in the Machine and a great recent interview about it. • And here's Chase talking a bit about his process, including the more technical side thereof. • LucasArts made some intensely impressive music tech for the Monkey Island series specifically, including iMuse. • In Pirate Enlightenment, David Graeber gives us this useful assessment of the centrality of freedom for the actual, historical pirates of the Golden Age: Perhaps the best that could be said of them is that their brutality was in no way unusual by the standards of the their time, but their democratic practices were almost completely unprecedented. ——— "All The People Say (Season 5)" by Carpe Demon. "Luck Don't Live Out Here" and "Pugnacity in Port Royal" from the Sunken Stones Soundtrack by Chase Bethea. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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1 year ago
1 hour 3 minutes 50 seconds

Everybody's Talking At Once
Setting the Stakes, with Ezra Szanton
Ezra Szanton painstakingly platforms his way over to talk about To The Flame, the first in his new studio's forthcoming kinda-trilogy of horror games. He also talks about how to effective horror, what makes a game interesting to watch as well as play, and some of the potentially-actually-pretty-intereting applications for so-called AI. You can find Ezra's games on his Itch.io page. You can also follow Ezra on Cohost, Mastadon, Twitter, and Bluesky. ——— • Ezra's Guide to Magic and Otherwise Significant Objects has Ezra's name on it in part because of Bennet Foddy and Zach Gage's 2019 GDC talk, "Put Your Name on Your Game, a Talk by Bennett Foddy and Zach Gage." • Here's my piece on the hypothetical No Berlin Roguelike, as well as my Babycastles talk about masocore platformers, and about how Celeste fits into that tradition and also my article about the history of asking machines to lie to us. • Be Honest is indeed featured in Tiny Mass Games, which you can hear more about in our talk with Matt Brelsford. We should note that Ezra also worked with recent guest Ryan Canuel, who himself is currently working with other recent guest Ichiro Lambe. • Here's the SCP Wiki (which is intensely creepy, as discussed), as well as a great video essay on why VHS is such a great format for horror. • And here's Ezra's appearance on Party of One. • Ezra's studio co-founder is Fergus Ferguson, with whom he also collaborated on Radio Tower. • Here's Edward Ongweso Jr. arguing for the outright abolition of venture capital. • And worst of all, here are Snolf and Snolf 0. ——— "All The People Say (Season 5)" by Carpe Demon. "Prom" by The Spookfish. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 25 minutes 31 seconds

Everybody's Talking At Once
Devs, Uh, Find a Way, with Eric Peterson (a.k.a. Baja the Frog)
Eric Peterson hops on over to talk about the joys of hobbyist game development, the things that need to change in professional game development (even when compared to other parts of tech), and the cultural importance of drawing little guys. You can play JOUNCER PX (as it's called now) on itch.io. You can find a bunch of Eric's work on his Linktree, and specifically on his Itch.io. You can also follow Eric on Twitter. ——— • Here's our conversation with Jerry Belich about, among other things, Alt.ctrl. • Drew has absolutely been referring Big Bad Beetleborgs as Bad Bad Beetleborgs, charmed by the misremembered repetition, for decades. • Eric says "this the season" for witchy vibes, which indeed it was when we spoke. And of course, in a very important sense, it always is. • Here's that scene from Jurassic Park, recreated in Dreams. And then there's this. • This recent episode of This Machine Kills has a good summary of the labor actions taking place throughout, specifically, the US. • If you have a few spare bucks, consider donating a few to Medical Aid for Palestinians, Palestine Legal, or If Not Now. There is also lots you can do, especially if you're in the US. ——— "All The People Say (Season 5)" by Carpe Demon. Some music that may or may not end up in Bounce Box, by Scott Lindeman. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 2 minutes 9 seconds

Everybody's Talking At Once
Reality, Augmented and Otherwise, with Ryan Canuel
Ryan Canuel of Petricore stops by for a mostly-not-especially-spooky conversation about augmented reality, what bootstrapping actually means, and?alright, some stuff about horror movies right at the end there. You can get the Mythic Realms demo in Quest App Lab. You can wishlist AaaaaAAaaaAAAaaAAAAaAAAAA!!! Remastered and play its demo on Steam, where you can also play Operation DogFight for free. And you can find a whole bunch of Petricore Games' work on their website. ——— "All The People Say (Season 5)" by Carpe Demon. The music from the Mind the Arrow trailer, by Aaron Lin. "After the Rain" by Francis Canaro, performed by Harry Fryer and His Orchestra. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 16 minutes 46 seconds

Everybody's Talking At Once
That’s the Point of the Thing, with Jerry Belich
Jerry Belich talks about his wild work in the Alt.ctrl milieu, his boundary-redefining escape rooms (for lack of a better term), and his digital game work, from Recommendation Dog and Reel Steal on the Playdate, to High on Life and High on Knife. High on Knife is out now on Steam, Epic, Xbox, and Playstation. You can find Jerry's work on this pretty comprehensive page of his website. A Masterpiece in Disarray is available wherever you get books. You can also follow Jerry on Bluesky. ——— • Here are our past conversations with Megan Fox, Robin Baumgarten, Adriel Wallick, and the bit comedy devotee himself, William Pugh. • And here's the Experimental Gameplay Workshop where Jerry talks about Please Stand By. • Arvi Teikari was indeed a student at the University of Helsinki when he started working on Baba Is You—and he also made the initial prototype for Nordic Game Jam. So that's (at least) two villages that one might say it took. • Drew mentions at the end that his music is on Bandcamp, which it is, for now. ——— "All The People Say (Season 5)" by Carpe Demon. Some music from the Dune Swede that Jerry mentions. "Mack the Knife" by Kurt Weil, performed by Ted Ferrer with the Klaus Alzners Orkester. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 47 minutes 14 seconds

Everybody's Talking At Once
Ambitions and Ascensions, with Des Gayle
Des Gayle ascends to the sky island of podcastery to discuss his storied career as a producer, the difficulty of enjoying art when you know how it's made?experiencing it with kids can help?and the joys of self-contained stories in the age of the mega-franchise. You can learn more about Altered Gene and Radical Forge on their websites. You also can wishlist Forever Lost and The Analyst, and preorder The Analyst: Redacted. ——— • This interview with Joe Russo contains the clearest explanation we've gotten of just how, and just how much, the direction of the MCU is pre-determined: Disney makes ambitious, semi-longterm plans about which projects they plan to make, but then they're intensely flexible and reactive about the business of actually making them. That interview is the main source for that one Screen Rant piece, and that one other Screen Rant piece, both of which hinge on this quote: The way it works at Marvel, and I'm sure at some point somebody will talk in detail about this, but part of Kevin [Feige]'s brilliance is that there isn't really a plan. There's an idea, but you can't have a plan if the movie you're making tanks. There's no plan after that, right? So, it's really about, as the movie succeeded, there was sort of an enthusiasm about well, what else could we do? [...]A lot of the stuff was made up in between the movies. And some of the best call forwards or callbacks were thought of after the fact. • Here's our talk with Anton Hand about simulationist tendencies, and the limits thereof. ——— "All The People Say (Season 5)" by Carpe Demon. "Effugere" from the Forever Lost OST by Richard J Moir. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
59 minutes 27 seconds

Everybody's Talking At Once
Chance, Curation, Providence, with Matthew Brelsford
Matt Brelsford opens his hundred eyes and talks about the "loose collective" that is Tiny Mass Games, the spiritual dimension of game development, and (of course) Ophanim. You can find Tiny Mass Games on itch.io. You can also find Betty & Earl and Retro Wing Prime on Steam. ——— • Here are our interviews with Tijmen Tio from Sokpop, Arvi Teikari of Baba Is You fame, and Andrew from Indiepocalypse, as well as with Star St. Germain. • What the Internet calls Biblically Accurate Angels are indeed more properly called Ophanim. • The "David Foster Wallace piece" Drew was referring to is Infinite Jest. (He overcorrected, not wanting to assume that all notable David Foster Wallace quotes were from Infinite Jest). • And here's that Sasha Chapin piece about David Foster Wallace and "the gift of sight," which I've mentioned previously in the context of Death Stranding and Breath of the Wild. • This conversation does sort of conflate games that are small in scope or short in duration with games that are smaller works, in the sense of being less polished, or made more quickly. There are, of course, hyper-polished, commercially released, "real" games that are, nonetheless and purposefully, quite short. Venba is a recent example. Portal is a less recent, oft-cited one. • Here's a decent summary of what in the hell has been going on with Unity. • Dave the Diver was made by Mintrocket, which is a subsidiary of Nexon, which has somewhere between 6,500 and 7,100 employees. • As far as we can tell, the Supergiant team is 24 people. (They had "fewer than 20 people" when Hades launched into early access on the Epic store ). • Here's The Videogame Industry Does Not Exist. • And here's my piece on how weird it is that we want computers to lie to us. • We should also note that the infinite Seinfeld episode didn't, like, end super well. ——— "All The People Say (Season 5)" by Carpe Demon. "Womb," from the Betty & Earl OST by Matt Brelsford. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 9 minutes 51 seconds

Everybody's Talking At Once
Baldur’s Gate 3, as Rolled by Two D&D Neophytes
Drew and L talk about their time so far with Baldur's Gate 3, which works beautifully as a sprawling computer RPG, and as a unique intersection of free play and complex game rules—but how does it work as an introduction to Larian's RPGs? How about to Dungeons & Dragons? This ends up being a conversation about expectations, about the actual moment-to-moment experience of playing games (especially strange and/or complicated ones), and about the push-and-pull of stepping outside our comfort zones, and then right back into them. • "We'll do Beholders another day" was Drew channeling "We'll do blood another day." • As ever, let us praise elegant design, but let us also praise messy design. • Fire Emblem: The Blazing Blade is the one that L recently played. It's on Nintendo's Switch Online quasi-virtual console Game Boy thing. • L's new project is the Four Buds Floral Collective. • Remnant II and Baldur's Gate 3 both prominently feature multi-classing: As in, you can be a Bard and a Barbarian, a Summoner and an Archon. This wildly increases the sense of player agency, and of build diversity—counter-intuitively enhancing the sense of free play by piling on more and more rules and mechanics and systems. • Why do we say that's counter-intuitive? Well, in The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy, David Graeber says: D&D, as its aficionados call it, is on one level the most free-form game imaginable, since the characters are allowed to do absolutely anything, within the confines of the world created by the Dungeon Master, with his books, maps, and tables and preset towns, castles, dungeons, wilderness. In many ways it’s actually quite anarchistic, since unlike classic war games where one commands armies, we have what anarchists would call an “affinity group,” a band of individuals cooperating with a common purpose (a quest, or simply the desire to accumulate treasure and experience), with complementary abilities (fighter, cleric, magic-user, thief …), but no explicit chain of command. So the social relations are the very opposite of impersonal bureaucratic hierarchies. However, in another sense, D&D represents the ultimate bureaucratization of antibureaucratic fantasy. There are catalogs for everything: types of monsters (stone giants, ice giants, fire giants …), each with carefully tabulated powers and average number of hit points (how hard it is to kill them); human abilities (strength, intelligence, wisdom, dexterity, constitution …); lists of spells available at different levels of capacity (magic missile, fireball, passwall …); types of gods or demons; effectiveness of different sorts of armor and weapons; even moral character (one can be lawful, neutral, or chaotic; good, neutral, or evil; combining these produces nine possible basic moral types …). The books are distantly evocative of Medieval bestiaries and grimoires. But they are largely composed of statistics. All important qualities can be reduced to number. It’s also true that in actual play, there are no rules; the books are just guidelines; the Dungeon Master can (indeed really ought to) play around with them, inventing new spells, monsters, and a thousand variations on existing ones. Every Dungeon Master’s universe is different. The numbers are in a sense a platform for crazy feats of the imagination, themselves a kind of poetic technology. Still, the introduction of numbers, the standardization of types of character, ability, monster, treasure, spell, the concept of ability scores and hit-points, had profound effects when one moved from the world of 6-, 8-, 12- and 20-sided dice to one of digital interfaces. Computer games could turn fantasy into an almost entirely bureaucratic procedure: accumulation of points, the raising of levels, and so on. There was a return to the command of armies. This in turn set off a move in the other direction, by introducing role-playing back into the compute
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2 years ago
46 minutes 46 seconds

Everybody's Talking At Once
On Sequels, with Bryant Cannon
Bryant Cannon tunes into our frequency to talk a bit about OXENFREE II: Lost Signals (which it's too early to spoil), and a whole lot about The Legend of Zelda: Tears of the Kingdom (which it's high time to start spoiling). We do in fact start spoiling the latest Zelda at 00:36:13. OXENFREE II: Lost Signals is out now on Steam, Switch, Playstation, and Netflix. You can follow Bryant (and Night School) on Twitter, remarkably. ——— • The Boss Fight Book about Majora's Mask goes deep into Zelda's production pipeline, and into Yoshiaki Koizumi injecting narrative verve into these gameplay-first designs, and also into the prickly, paranoid nature of fan theories. • Here's the interview in which Eiji Aonuma contrasts the (remarkably fast) development cycle of Majora's Mask with the (remarkably not-fast) development cycle of Tears of the Kingdom. • Here's Meg Jayanth's GDC talk about giving NPCs agency. • And here's one of Bryant's many ambitious TotK flying machines. ——— "All The People Say (Season 5)" by Carpe Demon. "Arcadia Station" and "To The Island" from the OXENFREE II: Lost Signals OST by scntfc. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 7 minutes 21 seconds

Everybody's Talking At Once
A True History Turnip Exchange, with Jaku
Jaku is a security expert, a speedrunner, and a longtime builder of tools that expand how we interact with games online—from Crowd Control, which empowers streamers' audiences to alter the state of the games being streamed, to Turnip Exchange, which vastly expanded the scope and functionality of the stalk market at the height of the Animal Crossing craze. Here Jaku tells the full story of Turnip Exchange for the first time. It's the story of a small project becoming enormously popular ridiculously quickly, and all the commercial, social, and technical implications that follow. More broadly, it's a story about attention, and what it means to be the next big thing here at the end of the end of history, in these waning days of "Web 2" social media, these halcyon days for grifts, rug-pulls, and jank-ass cloak-and-dagger. Here are links to CrowdControl and Turnip Exchange. You can also follow Jaku on Twitter, for now at least, and see his streams on Twitch. ——— • Here's Flash Boys, Michael Lewis' book about the demonry of flash trading. • The Nookazon folks are making a game called Galactic Getaway. • Drew became familiar with "the end of the end of history" thanks to Kohei Saito's Marx in the Anthropocene. ——— "All The People Say (Season 5)" by Carpe Demon. "Turnip Greens," performed by Steve Gibson and the Red Caps, vocal by Romaine Brown. "Tulip or Turnip" by Don George and Duke Ellington, performed by Duke Ellington and His Orchestra, vocal by Ray Nance. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 7 minutes 19 seconds

Everybody's Talking At Once
Drama, Not Trauma, with Jessica Antenorcruz
Jessica Antenorcruz has a unique, and also uniquely appropriate role on the upcoming drag queen fighting game Drag Her! She's in charge of the game's writing, from spoken lines to character concepts to plot?and she's also in charge on posing and motion, using her own physical performances to drive the game's hand-animated, rotoscoped realness. Here she talks about why that works so well for a fighting game, with the genre's focus on over-the-top personae (and just as importantly, over-the-top performances of gender). We also talk about Mortal Kombat and ClayFighter, as one ought. You can follow the development of Drag Her! on Discord, Twitter, Instagram, and TikTok. You can also follow Jessica on Instagram and see some of her aerial work on YouTube. ——— • Here's a semi-recent roundup of LGBTQ-friendly touring and travel agencies, and here's another, slightly older, partially overlapping one. Drew was also thinking Gay Travel, which is more in the general advice and information lane, as are Autostraddle's travel posts. • And here's Ruben Ferdinand's piece about Yoko Taro and "weird feelings for weird people." ——— "All The People Say (Season 5)" by Carpe Demon. Some music from the Drag Her! OST by Markaholic. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
1 hour 3 minutes 24 seconds

Everybody's Talking At Once
Somewhere People Want to Be, with Harris Foster
Harris Foster is the former Community Manager at Finji and the current Director of Communications at Good Trouble. Here he talks about where those roles overlap, how they differ, and what a purpose-built, welcoming community looks like in practice, online and off. You can follow Good Trouble on Discord, TikTok, Instagram, Twitter, and Bluesky. And you can follow Harris on Twitter and Bluesky. ——— • Drew did edit the first part of this episode in the air, but then finished it up on a train from Dublin to Belfast (for those interested in the host's mild globe-trotting; it does add flavor). • The many-buttoned fighting game that Harris mentions is Centenntable. • As Harris says, we had Sarah and Colin Northway on recently and talked about I Was a Teenage Exocolonist. We also had Ricky Haggett on to discuss Wilmot's Warehouse. • Finji's new community manager is Aster. They're currently on Twitter, which currently exists. • And here's the the etymology of inspiration. ——— "All The People Say (Season 5)" by Carpe Demon. "Memories of Memories" from the TUNIC OGST by Lifeformed ? Janice Kwan. Logo by Aaron Perry-Zucker, using Icons by by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
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2 years ago
58 minutes 20 seconds

Everybody's Talking At Once
A longform interview podcast where we talk about everything, by talking about games. We gather insights and stories from game developers, designers, composers, writers, artists, directors, producers, and everyone else who makes games what they are.