Soundbite: Chris Crawford on thinking in processes vs facts
24 Feb 2021
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He calls it process-intensive thinking, and here, in this excerpt from our interview, he explains what that means, why he thinks it's rare, and how he believes it will eventually reshape our society.
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31 - Ghosts of Games That Never Were
29 Jan 2021
What about the games that never make it to market? Do they have stories worth telling, or lessons worth learning? These are the ghosts of games that never were.
With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum of Play's Andrew Borman, Games That Weren't author/curator Frank Gasking, Tomb Raider superfan Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac, Desert Bus, Citizens, and Core Design's Tomb Raider: 10th Anniversary Edition — along with the strange fascination we have with games that didn't get published.
With help from The Video Game History Foundation's Frank Cifaldi, The Strong Museum of Play's Andrew Borman, Games That Weren't author/curator Frank Gasking, Tomb Raider superfan Ash Kaprielov, and a couple of old developer interviews, I round out season four by looking at the life and death (and afterlife) of Half-Life for Mac, Desert Bus, Citizens, and Core Design's Tomb Raider: 10th Anniversary Edition — along with the strange fascination we have with games that didn't get published.
Soundbite: Chris Crawford on how to give a great speech
17 Jan 2021
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Here he describes his approach to public speaking and gives tips on how everyone can give better speeches.
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30 - The Dragon Speech, and Chris Crawford's improbable dream
09 Dec 2020
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Soundbite: Don Daglow on life at Mattel in the early days of the Intellivision
27 Nov 2020
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29 - Utopia, and the teacher who made a game of its impossibility
02 Nov 2020
When Don Daglow pitched management at Mattel on an Intellivision game about trying to build a perfect society, he thought he was just creating a "line filler" in their product calendar. Instead he made one of the most important games of all time.
28 - Transport Tycoon (aka the great optimiser, Chris Sawyer)
28 Sep 2020
On the rise and, um...fade out(?) of Chris Sawyer, the genius creator of bestselling, critically-acclaimed simulation games Transport Tycoon and RollerCoaster Tycoon — who made a career out of working at the cutting-edge, in bare metal assembly code that he wrote and optimised (and optimised again) on his own.
Until the cutting-edge left him behind.
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Until the cutting-edge left him behind.
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Soundbite: Vance Cook on inventing new control mechanics for virtual golf
22 Sep 2020
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Also listen for insights into the difference between sports games that aim for simulation versus those that aim for the "emotional experience".
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27 - Links
30 Aug 2020
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This is the story of Links and the huge shadow it cast over its genre.
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26 - The Nostalgia Box
03 Aug 2020
I go inside Australia's only permanent video game console museum and find that what makes it special is more than just the size of its collection — or the fact that it exists.
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
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