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http://dts.podtrac.com/redirect.mp3/etao.files.wordpress.com/2018/10/etao-podcast-39.mp3
We also talk a bit about the “needlessly time-consuming” elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It’s not a given that all games get more interesting as they get more difficult or demanding, after all. Let’s make room for the silly and the chill and the simply joyful, too.
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“All The People Say (Season 2)” by Carpe Demon.
Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
We’re on Apple Podcasts, Stitcher, Google Podcasts, Podbay, PocketCasts, and RadioPublic.
5
66 ratings
http://dts.podtrac.com/redirect.mp3/etao.files.wordpress.com/2018/10/etao-podcast-39.mp3
We also talk a bit about the “needlessly time-consuming” elements of the games we played as kids that, in games we come to as adults, can be grating and alienating. Games have gotten better at pithiness. Players have maybe even gotten better at knowing when difficulty is even necessary or interesting in the first place. It’s not a given that all games get more interesting as they get more difficult or demanding, after all. Let’s make room for the silly and the chill and the simply joyful, too.
———
“All The People Say (Season 2)” by Carpe Demon.
Logo by Aaron Perry-Zucker, using Icons by Llisole, Dávid Gladiš, Atif Arshad, Daniel Nochta, Mike Rowe, Jakub Čaja, Raji Purcell and IconsGhost from the Noun Project.
We’re on Apple Podcasts, Stitcher, Google Podcasts, Podbay, PocketCasts, and RadioPublic.
41 Listeners