The Experience Points Podcast

The Experience Points Podcast

By Jorge Albor, Scott Juster, Experience PointsSociety & CultureLeisureVideo Games
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The Experience Points Podcast episodes

  • EXP Podcast #41: Survey Said...Depression?
    The mainstream acceptance of video games is a relatively recent phenomenon, as is the scientific study of how games effect players. When studies are conducted, it is important to examine them closely, as they can influence political decisions, social perceptions, and future research trends. This week, we explore a study looking at gamers' physical and mental health. We discuss some of the study's shortcomings and anticipate the ways in which future research can benefit the larger gaming community. As always, we welcome your input so feel free to read through the articles and weigh-in with your comments. Some discussion starters:- What is the best way to organize the gaming community in a study? Number of hours gaming? Relative importance of gaming in someone's life? Can we find any way to define what constitutes a "Video-Game" player?- How do people utilize games to deal with problems in their life? Are games something that attract a certain mental or physical profile? Do games cause ill health or does ill health lead people to play games?- What can games teach us in terms of our lifestyles? How do games (even those that are not "serious") improve our lives?To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 28 min 21 sec- The Two Articles from the American Journal of Preventative Medicine can be found here, in the August 2009 press release section. They are in PDF format.- "Study: Average gamer is 35, fat and bummed," via MSNBC.com- Music provided by Brad Sucks
    29 min
  • EXP Podcast #40: Missed Connections
    Remember the days when the only way to connect with your fellow gamers was to be in the same room? Whether it was showing off your custom Excitebike track or networking a group of PCs in your parents' living room, connecting with other players was decidedly local experience. Today, on-line multiplayer allows us to play simultaneously with dozens of people in as many countries...as long as the connection is stable. This week, inspired by articles from Chris Dahlen and Phill Cameron, we discuss the wonderful world of routers, ports, lag, and the culture surrounding on-line gaming. Feel free to reach through your firewall and leave a comment with your thoughts on the past, present, and future of inter-networked. Some discussion starters:- What responsibility do developers and publishers have in terms of connection issues and standardization? Would you pay more for increased stability?- What role does a game's community play in alleviating or normalizing connection issues?- Could an asynchronous multiplayer system enjoy the same kind of success that real-time multiplayer does?To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 30 min 14 sec- "Trying to Make a Connection," by Phill Cameron, via Game Set Watch- "Will We Ever Game Against Mars?" by Chris Dahlen, via Edge- Music provided by Brad Sucks
    27 min
  • EXP Podcast #39: Gritty Realities
    When it comes to videogame art design, is reality over-rated? In an industry constantly creating and mastering new technologies, game creators have always wanted to show off. For many developers, showing off means aiming for the bountiful land beyond the uncanny valley. For Sean "Elysium" Sands of Gamers With Jobs, the "Gritty Realism" aesthetic has lost its appeal. This week, inspired by Sean's article "Breaking the Mirror", we discuss realistic sweat, humble art design, aging graphics, and the phantom of realism. You can find the article in the show notes and, as always, we love to hear your thoughts in the comments section below. Some discussion starters: - Do games that show off their visual realism appeal to a wider audience? - What is the most excellent looking game you have ever played? Did it fit with the gameplay and narrative? - Which games age best visually? - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes:- Run time: 25 min 19 sec- "Breaking the Mirror" by Sean Sands, via Gamers With Job - Music by Brad Sucks
    26 min
  • EXP Podcast #38: Gamers in Motion
    Let's be honest: During our early console gaming days, how many of us would fling our controller upward in a desperate attempt to make Mario jump just a little bit higher? We learned to shed those earnest, yet useless actions, but with the rise of motion controls and quirky peripherals, it seems that those old habits have been revived. This week, inspired by an article from Bob Mackey, we discuss the strengths and weaknesses of motion control as it stands today. Although we are less than three years into the mainstream adoption of motion control, the phenomenon has made an impact in game design, player accessibility, and market strategy. As always, feel free to Wii-waggle your way into the conversation with your comments.Some discussion starters:- Which games exemplify your favorite forms of motion control and which subject you to your least favorite?- Are motion controls capable of the kind of complex actions found in button/key-exclusive control schemes, or does motion control necessitate simplicity?- What will the future of motion control look like? Will motion control become a kind of genre, will it be integrated into traditional games, or is it just a fad?To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 30 min 14 sec- "Cutting the Cord," by Bob Mackey, via 1up.com- Music provided by Brad Sucks
    31 min
  • EXP Podcast #37: Guns & Wizard Hats
    Peanut-Butter & Jelly, Chicken & Waffles, both ingenious combinations! So why not Guns & Wizard Hats? Well I might have a few reasons. This week, Scott and I gnaw on an interesting article by Wired's Chris Kohler regarding Ray Muzyka's and Cliff Bleszinski's RPG/Shooter portents. We touch on such topics as big-ass swords, stat tracking, and the troublesome word that is "genre." As always, you'll find the original article in the sow notes. Also, your thought are always fascinating; you should leave them in the comments section below.Some discussion starters:- What risks do developers running adding genre elements from RPGs into Shooters?- Are their some genre elements that are incompatible?- What RPG elements would you add to existing genres, if any?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 29 min 57 sec- "BioWare's Muzyka: Line RPGs, Shooters Blurring" by Chris Kohler, via Wired- Music provided by Brad Sucks
    30 min
  • EXP Podcast #36: Another Brick in the Wall
    What happens when our universe and the digital ones we find in games begin to overlap? Inspired by Steven Conway's excellent piece about re-examining "the fourth wall" in the context of video games, we take a look at the strengths and weaknesses of playing a self-aware game. Much is discussed: we navigate the labyrinthlabyrnth that is the Metal Gear universe, explore the hidden meaning of Tingle, and dredge the depths of Rapture in search of answers. Help us break the fourth wall of our site by jumping in with your thoughts in the comments!Some discussion starters:- What games successfully play with the idea of the fourth wall? Do they employ subtle "winks" or explicit self awareness?- Are games that "extend the magic circle" to encompass the player the ideal way to play? How does the rise of motion control effect this?- How does the role of authorship impact the idea of the fourth wall? Is it necessary for a designer to extend the magic circle, or is it up to players to dictate their level of involvement in the game's fiction? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 35 min 47 sec- "A Circular Wall? Reformulating the Fourth Wall for Video Games," by Steven Conway, via Gamasutra- Music provided by Brad Sucks
    36 min
  • EXP Podcast #35: Anger Management
    I am inundated with excellent games, happy as a clam. But trouble has been brewing for some gamers who fear the titles they love will be marred by sneaky developers and their zany "improvement" schemes. Some have gone so far as to organize an online defense force, including fans of Left 4 Dead, Starcraft, and Diablo. Maybe they have some reasonable complaints and should be heard. Or maybe they are entitled good-for-nothings with too much time on their hands. This week, Scott and I tackle 'nerd rage'. Join us while we discuss whiners, community organizing, unicorn art and what pisses us off. As always, your comments are appreciated.Some discussion starters:- Should gamers, such as the Left 4 Dead 2 boycotters, bother organizing against perceived grievances by developers/publishers? Where does the sense of entitlement come from?- What responsibility do developers/publishers have to their consumers, fan base, and online community? What are the best tactics for diffusing hostility when it arises? Is acquiescing harmful?- What sparks your nerd rage?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 27 min 56 sec- Left 4 Dead 2 Boycott Group- Starcraft 2 LAN petition-Diablo 3 art petition- Adam Sessler's response to L4D Boycott- Music provided by Brad Sucks
    28 min
  • EXP Podcast #34: Murder, She Played
    How many videogame characters have died, by your hands or another character's? Now how many of those actually meant something? There is something unique about murder in videogames in contrast to killing. This week, Scott and I once again spring board off the murderous ideas of Christian Nutt of Gamasutra. Join us while we discuss Shakespeare, revenge, and wanton killing. Christian's original article can be found in the show notes. As always, we encourage you to chime in by leaving your comments below. Some discussion starters:- Does an excess of killing in videogames dampen the effect of murder? - Do certain genre's lend themselves better to murder stories? - Are there specific murder stories that you would like to see in a videogame format or believe would translate well?To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 28 min 12 sec - "Can Murder and Games Meaningfully Meet?" by Christian Nutt, via Gamasutra- Music provided by Brad Sucks
    29 min
  • EXP Podcast #33: The Decision Dilemma
    Last month, outspoken game designers Clint Hocking and Manveer Heir held a little cross-blog discussion regarding the design and implementation of ethical choices in video games. We are accustomed to making decisions about weapons, strategies, and the color of our Sim hairstyles, but meaningful choices with moral weight are relatively rare. Even when faced with potentially tough moral dilemmas, the current nature of video games may dilute the effect. Heir suggests in-game permanence (which has created various interesting experiments), while Hocking eschews authorial influence in favor of ludic solutions. It is tough topic, so we decided to we decided to call for backup. This week, we have are honored to welcome Nels Anderson, author of the excellent Above49 blog and gameplay programmer for Hot Head Games. Join us while we discuss permanence, harvesting children, Choose-Your-Own-Adventures, readability, and the future of moral choices in games. With three of us at the table, we made this podcast slightly longer than normal, but extra time is well spent on a very complicated and contentious subject. We encourage you to read the Hocking's and Heir's original articles in the show notes, along with supplementary pieces we discuss in the show. As always, feel free to weigh in with your thoughts in the comments. Some discussion starters: - Have you ever faced a difficult in-game discussion that stemmed from moral concerns? If so, did you translate this into simply mechanical outcomes? Did you approach is role-playing as the protagonist?- If your in-game decisions were permanent, would they be more meaningful? What techniques add add weight to a decision?- To what extent is in-game decision making impacted by real-world experiences? Do you carry your personal set of ethics into a game? To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right. Show notes: - Run time: 41 min 13 sec - "Ethical Decision Making," by Clint Hocking, via Click Nothing - "Designing Ethical Dillemas," by Manveer Heir via Design Rampage - "Ludonarrative Dissonance in Bioshock," by Clint Hocking - Rescuing vs. Harvesting Little Sisters Graph, via Escapist Magazine - Music provided by Brad Sucks
    42 min
  • EXP Podcast #32: Wimping Out
    Trying to make a game simultaneously accessible and challenging while also retaining a cogent plot is a daunting task. Inspired by Julian "rabbit" Murdoch's piece about his son's gaming habits and a recent Gamasutra post by Leigh Alexander, we discuss the nebulous subject of challenge in games. Using the articles to focus the discussion, we explore the necessity of challenge, different ways of testing players' skills, and how we view the evolution of game difficulty. Such a hard topic means we need your help to do it justice, so feel free to join the discussion in the comments.Some discussion starters:- Do you see a trajectory in terms of the games' difficulties over the years? If so, how and why have they changed?- Have you ever considered quitting a game due to its difficulty, but decided instead to fight through it? Was this rewarding?- To what extent do players and designers share the burden of accessibility?To listen to the podcast: - Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed. - Listen to the podcast in your browser by left-clicking the title. Or, right-click and select "save as link" to download the show in MP3 format. - Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 27 min 04 sec- "Wimp," by Julian "rabbit" Murdoch, via Gamers With Jobs - "Can Nintendo Take 'Accessibility' too Far?" by Leigh Alexander, via Gamasutra- Music provided by Brad Sucks
    28 min

About The Experience Points Podcast

From the publisher's feed

A weekly show from the authors of ExperiencePoints.net. Each episode we will have an in depth conversation on a particular video game related topic.

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