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Podcast
inklecast
By inkle
44
1
Independent developer of narrative games and interactive stories.
Independent developer of narrative games and interactive stories.
Joy to the world!
Episode in
inklecast
This week, for our Christmas podcast, we discuss joy. Games should be fun, right - so why are so many so grim? Season's Greeting, y'all!
21:07
Joy to the world!
Episode in
inklecast
This week, for our Christmas podcast, we discuss joy. Games should be fun, right - so why are so many so grim? Season's Greeting, y'all!
21:07
All about Fail States
Episode in
inklecast
What happens if Sherlock gets it wrong?
When players are in control, designers need tricks to prevent the player from breaking the story.
18:37
All about Fail States
Episode in
inklecast
What happens if Sherlock gets it wrong?
When players are in control, designers need tricks to prevent the player from breaking the story.
18:37
To 3D or not to 3D?
Episode in
inklecast
What is it about 3D games that makes them so much more appealing and valuable to players - and surely 3D games aren't so much harder to build?
18:42
To 3D or not to 3D?
Episode in
inklecast
What is it about 3D games that makes them so much more appealing and valuable to players - and surely 3D games aren't so much harder to build?
18:42
A History of Violence
Episode in
inklecast
History is full of bloodthirsty battles and dreadful wars. But does that mean games should play with history more - or less? And what makes some settings more acceptable than others?
23:19
A History of Violence
Episode in
inklecast
History is full of bloodthirsty battles and dreadful wars. But does that mean games should play with history more - or less? And what makes some settings more acceptable than others?
23:19
Stopping Points
Episode in
inklecast
If and when designers provide opportunities for players to stop playing can have a massive impact on the addictiveness and longevity of a game. Should games be designed with stopping points in mind?
17:22
Stopping Points
Episode in
inklecast
If and when designers provide opportunities for players to stop playing can have a massive impact on the addictiveness and longevity of a game. Should games be designed with stopping points in mind?
17:22
Fast Travel
Episode in
inklecast
Jon is upset that Lara Croft's fast travel breaks the story canon, sparking a general discussion about how and why quick travel has become so widespread.
19:21
Fast Travel
Episode in
inklecast
Jon is upset that Lara Croft's fast travel breaks the story canon, sparking a general discussion about how and why quick travel has become so widespread.
19:21
Unpicking: Really Bad Chess
Episode in
inklecast
Jon's been playing Really Bad Chess (which is apparently really good), and it's got us talking about fairness in games.
Get Really Bad Chess - http://reallybadchess.com/
20:41
Unpicking: Really Bad Chess
Episode in
inklecast
Jon's been playing Really Bad Chess (which is apparently really good), and it's got us talking about fairness in games.
Get Really Bad Chess - http://reallybadchess.com/
20:41
The state of mobile gaming
Episode in
inklecast
Inkle take a (somewhat nostalgic) look at the state of mobile gaming, and Jon doesn't lose a finger.
20:01
The state of mobile gaming
Episode in
inklecast
Inkle take a (somewhat nostalgic) look at the state of mobile gaming, and Jon doesn't lose a finger.
20:01
What's Next
Episode in
inklecast
With Sorcery wrapped up, we take a cryptic peek behind the curtain of the Next Big Thing; a game that's been brewing for the last two years...
18:40
What's Next
Episode in
inklecast
With Sorcery wrapped up, we take a cryptic peek behind the curtain of the Next Big Thing; a game that's been brewing for the last two years...
18:40
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