Podcasts about infinity engine

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Best podcasts about infinity engine

Latest podcast episodes about infinity engine

They Create Worlds
Baldur's Gate

They Create Worlds

Play Episode Listen Later May 1, 2025 77:28


TCW Podcast Episode 233 - Baldur's Gate   When three doctors, a prolific dungeon master, a database programmer, and a writer come together to make video games, you get Baldur's Gate! Often credited with saving the Western RPG, Baldur's Gate became a phenomenal hit, taking full advantage of Microsoft's new DirectX API and Windows 95. With this technology, the team created massive, beautiful maps for players to explore. They began shopping their new Infinity Engine around—drawing attention from top figures at Virgin Interactive—but ultimately secured a deal with Interplay, after an initial rejection. This partnership allowed them to shift from an original pantheon-based RPG to using the Dungeons & Dragons license that Interplay had acquired from TSR. They focused on the Sword Coast and the city of Baldur's Gate—an underdeveloped region of the Forgotten Realms that stayed true to the classic swords-and-sorcery motif. The result was a game that captured the spirit of D&D while delivering the fast-paced action that gamers of the late '90s craved!   VGA Standard Explained: https://www.youtube.com/watch?v=5exFKr-JJtg SSI Gold Box: https://www.youtube.com/watch?v=nBodtk1JnxQ Dungeon Master (Atari ST): https://www.youtube.com/watch?v=g3UdUWU4j1Y Shattered Steel: https://www.youtube.com/watch?v=Zvyi0l4s-wI&list=PLFTDBbYrcivppTQ8bupD3DQ7U23qTv5cK What is DirectX and Why is it important?: https://www.youtube.com/watch?v=xfSk6kwWBuE Why Windows 95 was a big deal: https://www.youtube.com/watch?v=9DCNt0cqTQY Volo's Guide to the Sword Coast: https://archive.org/details/tsr09460addfrvolosguidetotheswordcoast Baldur's Gate Playthrough: https://www.youtube.com/watch?v=ooqFu_enV30&list=PLNU3jYa35cy3gahj5NBKymMB6grIGykOr   New episodes are on the 1st and 15th of every month!   TCW Email: feedback@theycreateworlds.com  Twitter: @tcwpodcast Patreon: https://www.patreon.com/theycreateworlds Alex's Video Game History Blog: http://videogamehistorian.wordpress.com Alex's book, published Dec 2019, is available at CRC Press and at major on-line retailers: http://bit.ly/TCWBOOK1     Intro Music: Josh Woodward - Airplane Mode -  Music - "Airplane Mode" by Josh Woodward. Free download: http://joshwoodward.com/song/AirplaneMode  Outro Music: RoleMusic - Bacterial Love: http://freemusicarchive.org/music/Rolemusic/Pop_Singles_Compilation_2014/01_rolemusic_-_bacterial_love    Copyright: Attribution: http://creativecommons.org/licenses/by/4.0/

The Abundance Journey: Accelerating Revenue With An Abundance Mindset

What if the fastest way to abundance... is love? In today's powerful episode, Elaine Starling invites you to explore The Infinity Engine — a transformational way to understand the sacred connection between Love, Spiritual Alignment, and Conscious Action.You'll discover:· Why every frustration, every trigger, and every challenge is really a Divine invitation.· How the Universe mirrors not what you say you want — but who you believe you are.· Why gratitude is the gateway and love is your internal compass guiding you to everything you desire.· How to shift from fear and resistance into true flow — even when life gets messy.· The secret to dissolving duality so that you only see, hear, and experience love.Through deep breathwork, a powerful 78-second intention setting, and personal insights, Elaine reveals how you can activate abundance from the inside out — by becoming who you already are: Love in motion. You'll also learn simple, actionable steps to align your energy, elevate your consciousness, and create more joy, connection, prosperity, and peace — starting right now.If you're ready to stop chasing abundance and start living it, this episode will change everything.About the Host, Elaine Starling: (bio, personal links, resource links)Elaine Starling, The Abundance Ambassador and Host of The Abundance Journey Show, empowers successful individuals to move beyond financial achievements and discover deeper fulfillment by aligning their lives with their true purpose. As an international speaker, TEDx presenter, and best-selling author, Elaine guides spiritual seekers to cultivate a profound connection with The Divine, enabling them to restore flow and manifest their dreams. Through her Activate Abundance Process, Elaine combines business strategies with spiritual insights, helping you unlock unlimited abundance and create a life of true alignment and joy.Free Gift: Get a book excerpt from “5 Steps to Activate Your Abundance”How to Support: Please share this episode with everyone you love and admire. Let them know that they are receiving this lovely energy too!Elaine Starling Social Media Links:Facebook: https://www.facebook.com/elaine.abundance Linkedin: https://www.linkedin.com/in/elainestarling/YouTube: https://www.youtube.com/channel/UC3eXgwdMYYzLicCEcB1DdrgTEDx Talk, “Abundance Is a Choice” https://youtu.be/tMQ0D4sfEysWebsite: www.TheAbundanceJourney.com5 Steps to Activate Your Abundance Book:

Creature Cast — The Official Console Creatures Podcast
Avowed Interview With Obsidian's Carrie Patel — Heritage and Inspirations

Creature Cast — The Official Console Creatures Podcast

Play Episode Listen Later Feb 13, 2025 22:12


Obsidian Entertainment's Carrie Patel joins Steve Vegvari with her third appearance on Creature Cast! Carrie talks about how the studio handles multiple projects, is creatively refreshed, and is finally releasing Avowed, the joys of working on an original IP like Pillars of Eternity, and how Obsidian eases players into the series and the world of Eora.Carrie touches upon character creation, how your choices affect your build, how Obsidian fans want deep, expansive games, how Avowed is a new game built to a new scale using the Infinity Engine, and inspirations for designing the world and characters. Thank you to @ObsidianEnt and @xbox. Like and follow us on Social Media:Bluesky: @consolecreatures.comYouTube: ⁠⁠⁠@ConsoleCreaturesTwitter: @ConsoleCreature⁠⁠⁠Facebook: @RealConsoleCreatureInstagram: @ConsoleCreaturesThreads: @Consolecreatures 

Blindtechsupport podcast
Jaws i ena örat och Skype, Teams eller varför inte Facebook Messenger i det andra örat? och god litteratur för den lässugna poddlyssnaren.

Blindtechsupport podcast

Play Episode Listen Later Nov 30, 2023 44:47


Välkommen till novembermånads avsnitt av podden Blindtech Support. Denna gång bjuder vi på följande ämnen: Först ett lyssnarbrev. Denna gång handlar det om ett tips om hur man kan läsa en PDF-fil. mattias pratar om inköpt plånbok till Iphone med magsafe och hitta funktion. Här är länken till plomboken. https://www.apple.com/se/shop/product/MT253ZM/A/iphone-plånbok-i-finewoven-med-magsafe-mullbär Jack visar hur du får talet från Jaws att höras i det ena örat och de övriga ljuden från datorn så som Microsoft Teams, Zoom, Skype, Facebook Messenger eller varför inte någon radiokanal i det andra örat. För att få detta att fungera tryck Jaws+mellanslag och fortsätt med V+B och välj därefter pil höger eller pil vänster. För att återställa det hela, välj Jaws+mellanslag fortsätt med pil upp, för att återställa till normalläge.. Meta kommer ta betalt för att slippa reklam. Kanske inte riktigt sant, men det som är sant är att du nu kan betala till Meta för att slippa se reklam och att bli spårad i Facebook och Instagram. Lyssna så får du veta mer. Messenger från Meta verkar nu fungera fint igen med skärmläsning på windows. Nu kan du lägga upp en status på Facebook Messenger, den försvinner automatiskt efter 24 timmar. Apple slår på RCS under kommande år och vad det är det får du höra om du lyssnar på avsnittet i podden. Sedan så har det varit Webbinarium och det var Jaws som stod i fokus, då Insyn Scandinavia höll Webbinarium om Jaws kommande nyheter i 2024-års version av skärmläsaren. Jaws får stöd för Discord och Slack. Jaws får också stöd för ansikte i fokus =Jaws +mellanslag +f, för att slå på funktionen. Nytt kommando för klockan =JAWS+CTRL+F12 klockan läses med timmar, minuter och sekunder. GLOBAL SAMTALSHANTERING =ALT+WIN+C fungerar för att svara på inkommande samtal med Skype, Teams och telefonlänk. Jaws får också stöd för delad punktskriftsvy. Här är länken till Webbinariet, för den som vill lyssna på det. https://www.youtube.com/watch?v=5jIMbjVGjjw Boktips: Series Transformations Skriven av Neal Asher Bok 1  Dark Intelligence Vok 2War Factory . Vok 3  Infinity Engine. Här är länken till Series Transformations. https://books.apple.com/se/audiobook-series/transformations/id6442651902 TREVLIG LÄSNING. I podden finns inlagda kappitel som du kan bläddra mellan, om din poddspelare stödjer denna funktion. Trevlig lyssning.

New Books Network
Gabriella Giannachi, "Archive Everything: Mapping the Everyday" (MIT Press, 2016)

New Books Network

Play Episode Listen Later Nov 18, 2023 46:59


In Archive Everything: Mapping the Everyday (MIT Press, 2016; paperback edition, 2023), Gabriella Giannachi traces the evolution of the archive into the apparatus through which we map the everyday. The archive, traditionally a body of documents or a site for the preservation of documents, changed over the centuries to encompass, often concurrently, a broad but interrelated number of practices not traditionally considered as archival. Archives now consist of not only documents and sites but also artworks, installations, museums, social media platforms, and mediated and mixed reality environments. Giannachi tracks the evolution of these diverse archival practices across the centuries. Archives today offer a multiplicity of viewing platforms to replay the past, capture the present, and map our presence. Giannachi uses archaeological practices to explore all the layers of the archive, analyzing Lynn Hershman Leeson's !Women Art Revolution project, a digital archive of feminist artists. She considers the archive as a memory laboratory, with case studies that include visitors' encounters with archival materials in the Jewish Museum in Berlin and projects like heritage projects organized by the Exeter City Football Club Supporters Trust. She discusses the importance of participatory archiving, examining the “multimedia roadshow” Digital Diaspora Family Reunion as an example. She explores the use of the archive in works that express the relationship between ourselves and our environment, citing Andy Warhol's time capsules and Ant Farm, among others. And she looks at the transmission of the archive through the body in performance, bioart, and database artworks, closing with a detailed analysis of Lynn Hershman Leeson's Infinity Engine. Jen Hoyer is Technical Services and Electronic Resources Librarian at CUNY New York City College of Technology. Jen edits for Partnership Journal and organizes with the TPS Collective. She is co-author of What Primary Sources Teach: Lessons for Every Classroom and The Social Movement Archive. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/new-books-network

New Books in History
Gabriella Giannachi, "Archive Everything: Mapping the Everyday" (MIT Press, 2016)

New Books in History

Play Episode Listen Later Nov 18, 2023 46:59


In Archive Everything: Mapping the Everyday (MIT Press, 2016; paperback edition, 2023), Gabriella Giannachi traces the evolution of the archive into the apparatus through which we map the everyday. The archive, traditionally a body of documents or a site for the preservation of documents, changed over the centuries to encompass, often concurrently, a broad but interrelated number of practices not traditionally considered as archival. Archives now consist of not only documents and sites but also artworks, installations, museums, social media platforms, and mediated and mixed reality environments. Giannachi tracks the evolution of these diverse archival practices across the centuries. Archives today offer a multiplicity of viewing platforms to replay the past, capture the present, and map our presence. Giannachi uses archaeological practices to explore all the layers of the archive, analyzing Lynn Hershman Leeson's !Women Art Revolution project, a digital archive of feminist artists. She considers the archive as a memory laboratory, with case studies that include visitors' encounters with archival materials in the Jewish Museum in Berlin and projects like heritage projects organized by the Exeter City Football Club Supporters Trust. She discusses the importance of participatory archiving, examining the “multimedia roadshow” Digital Diaspora Family Reunion as an example. She explores the use of the archive in works that express the relationship between ourselves and our environment, citing Andy Warhol's time capsules and Ant Farm, among others. And she looks at the transmission of the archive through the body in performance, bioart, and database artworks, closing with a detailed analysis of Lynn Hershman Leeson's Infinity Engine. Jen Hoyer is Technical Services and Electronic Resources Librarian at CUNY New York City College of Technology. Jen edits for Partnership Journal and organizes with the TPS Collective. She is co-author of What Primary Sources Teach: Lessons for Every Classroom and The Social Movement Archive. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/history

Scholarly Communication
Gabriella Giannachi, "Archive Everything: Mapping the Everyday" (MIT Press, 2016)

Scholarly Communication

Play Episode Listen Later Nov 18, 2023 46:59


In Archive Everything: Mapping the Everyday (MIT Press, 2016; paperback edition, 2023), Gabriella Giannachi traces the evolution of the archive into the apparatus through which we map the everyday. The archive, traditionally a body of documents or a site for the preservation of documents, changed over the centuries to encompass, often concurrently, a broad but interrelated number of practices not traditionally considered as archival. Archives now consist of not only documents and sites but also artworks, installations, museums, social media platforms, and mediated and mixed reality environments. Giannachi tracks the evolution of these diverse archival practices across the centuries. Archives today offer a multiplicity of viewing platforms to replay the past, capture the present, and map our presence. Giannachi uses archaeological practices to explore all the layers of the archive, analyzing Lynn Hershman Leeson's !Women Art Revolution project, a digital archive of feminist artists. She considers the archive as a memory laboratory, with case studies that include visitors' encounters with archival materials in the Jewish Museum in Berlin and projects like heritage projects organized by the Exeter City Football Club Supporters Trust. She discusses the importance of participatory archiving, examining the “multimedia roadshow” Digital Diaspora Family Reunion as an example. She explores the use of the archive in works that express the relationship between ourselves and our environment, citing Andy Warhol's time capsules and Ant Farm, among others. And she looks at the transmission of the archive through the body in performance, bioart, and database artworks, closing with a detailed analysis of Lynn Hershman Leeson's Infinity Engine. Jen Hoyer is Technical Services and Electronic Resources Librarian at CUNY New York City College of Technology. Jen edits for Partnership Journal and organizes with the TPS Collective. She is co-author of What Primary Sources Teach: Lessons for Every Classroom and The Social Movement Archive. Learn more about your ad choices. Visit megaphone.fm/adchoices

The Back Page: A Video Games Podcast
Old RPGs and Baldur's Gate 3 (with Jeremy Peel)

The Back Page: A Video Games Podcast

Play Episode Listen Later Aug 11, 2023 114:59


With Baldur's Gate 3 taking over the world, genre expert Jeremy Peel returns to discuss how RPGs have evolved since the days of the Infinity Engine games.This week's music is from the Dragon Age: Origins soundtrack by Inon Zur. Hosted on Acast. See acast.com/privacy for more information.

Dev Game Club
DGC Ep 293: The Elder Scrolls III: Morrowind (part one)

Dev Game Club

Play Episode Listen Later Jan 19, 2022 82:28


Welcome to Dev Game Club, where this week we begin a new series on The Elder Scrolls III: Morrowind, Bethesda Game Studios RPG classic from 2002. We situate it in time and then dive right in, having been released from imprisonment and sent on a specific mission. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: A few hours of play Issues covered: 2002 in games, Todd Howard's first mainline game as director, a little about Bethesda, Tim's history with the series, early games feeling open world, finding the titles generic, Brett confesses, not playing just the main quest, directing the player via POIs, self-motivated quests, interview homework, the prophecies, something is going on in Vvardenfell, name/job, situating you in the world with character creation, the census bureau, the clever setups, tutorial and usability, the death of Ultima as a franchise, Brett the battlemage, being able to pick up anything, we try to find the names of the elven races, all the skills and accidentally thieving, sleeping in the wrong bed, having laws enforced, not being able to barter because of contraband, thoughtful world-building, imagining a bigger world from small interactions, playing the good assassin, being opposed to the outlanders, coming up with concepts from the real world, coding the Khajiit as shifty Arabs, homebrew and archetypal sources, steering away from making particular races evil, slavery in RPGs, walking to Balmora, doing some quests, different architecture, Tim's sidequest to woo a Dunmer, directions to get to a quest, what is the arc of the game?, feeling like you have chapters even when a game doesn't have progression or leveling up, the small decisions you make all the time in game design, the crosshairs in Halo. Games, people, and influences mentioned or discussed: Jonah Lobe, Jean Simonet, Andrew Kirmse, Republic Commando, Oblivion, Hitman 2: Silent Assassin, Kingdom Hearts, Eternal Darkness, Ratchet & Clank, Xbox, Metroid Prime, Splinter Cell, Medal of Honor: Allied Assault, Sly Cooper, Legend of Zelda: Wind Waker, Jedi Starfighter, Battlefield 1942, Age of Mythology, Jedi Knight II, Warcraft III: Reign of Chaos, Neverwinter Nights, Bioware, Jade Empire, Knights of the Old Republic, Todd Howard, Redguard, Tomb Raider, Indiana Jones, NHL series, Terminator, Fallout (series), Starfield, The Witcher III, Reed Knight, Ultima Underworld, Arena, Daggerfall, Patrick Stewart, Firaxis, MechAssault, DoubleNegative (youtuber), Liam Neeson, Fallout: New Vegas, Underworld Ascendant, Paul Neurath, Baldur's Gate, Tyranny, Planescape: Torment, Pillars of Eternity, Dungeons & Dragons, Star Wars, WoW Classic, Infinity Engine, Sea of Thieves, Ifthatisyo U'rerealname, Halo, RE VII, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More hours? Links: You're Finally Awake Errata: The game we referred to as the spiritual successor to Ultima Underworld was Underworld Ascendant and not Ascension (which was the subtitle to Ultima IX). We regret the error. Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

No Crisis Yet!
119: Disco Elysium

No Crisis Yet!

Play Episode Listen Later Apr 20, 2021 65:29


Jon and Ben flex their art cop credentials while discussing the case of Disco Elysium.

Game Bytes
Game Bytes :: March 17, 2021 :: Very Very Evil Character Guy

Game Bytes

Play Episode Listen Later Mar 17, 2021 54:16


In this episode, the gang gets together to talk about new platforms, old favorites, and a bit of retro-nouveau robotics. LeGrande apparently likes Spier-Man Miles Morales on the PS5. Jeremy gets help from a special co-host to talk about Dishonored Definitive Edition. Dale tries to fathom the Infinity Engine with Baldur's Gate Siege of Dragonspear. Intro: "New York's only Spider-Man" - Marvel's Spider-Man: Miles Morales Outro: "Mr Roboto - Styx [2A03/VRC6 Famitracker Cover" - Gigabit Check out our Discord community at https://discord.gg/ZTzKH8y Podcast audio produced by Jeremy Lamont

Dev Game Club
DGC Ep 246: So Long, 2020

Dev Game Club

Play Episode Listen Later Jan 27, 2021 70:56


Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applying the filter of interactive design over anything, simulating the arc of a TV episode, music and audio, how the audio sells the experience, the difference between visual and audio when it's missing, the difficulty in talking about audio, building the AI for a Civ game, focusing on the player experience, the anti-pheromone pathfinding algorithm, filling in the gaps, the stories that come out of simulation games, Brett's ongoing relationship with Bertha, characters who have their own lives vs being the chosen one, identifying with the main character, a SWRC Easter egg, our next game, Infinity Engine. Games, people, and influences mentioned or discussed: Chrono Trigger, Ocarina of Time, Republic Commando, Nintendo, World of Warcraft, Serial, Phoenix Wright, Civ III, Jeff Morris, Sid Meier, Soren Johnson, Populous, Glenn Corpes, Rubik's Cube/Erno Rubik, Peter Molyneux, Lani Lum, Halo 5, Animal Crossing, Brian Mitsoda, Aaron Brown, Brian Reynolds, Johnny Pockets, Assassin's Creed: Origins, Vampire the Masquerade: Bloodlines, Nintendo Power, Counterstrike, Cody Harlin, David Collins, Starfighter (series), Dungeons & Dragons, Baldur's Gate (series), Larian Studios, BioWare, Pool of Radiance, Planescape: Torment, Icewind Dale, Spelljammer, Hitman (2016 series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Baldur's Gate: Through Ch 1 Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com

Lokathor's Audio Only Let's Plays
[PST] Waking Up In A Mortuary.... Again?

Lokathor's Audio Only Let's Plays

Play Episode Listen Later Jan 1, 2021 98:54


What's it mean when you wake up on a slab, covered in scars, and a floating skull is talking to you? It means you're playing Planescape: Torment of course! This 1999 sleeper hit is one of the "Infinity Engine" games. A game engine for 2e ADnD computer games. You've probably heard of Baldur's Gate? Well this ran in the same engine as that did. During 2021 I hope to tackle quite a bit of the IE games. They're all long though, so I don't think we can do them all by the end of the year. If you wanna see the video version of this episode, check out the Patreon.

Notorious Mass Effect
"BALDUR'S GATE 3"

Notorious Mass Effect

Play Episode Listen Later Oct 15, 2020 10:29


One of the best RPGs ever is getting a sequel made by creators of another one of the best RPGS of all time. Baldur's Gate 3 will be the successor to the old Infinity Engine games that we remember so fondly, but there's no doubt it will look and play quite a bit differently. You'll gather your party before venturing forth, but the veneer of older RPGs is being replaced with voice acting, cutscenes, and turn-based combat. Sorry, lovers of real-time-with-pause. Larian Studios is adapting Dungeons & Dragons tabletop rules for the next RPG and it sounds like they've taken a few creative liberties to translate the D&D experience to PC much like they did with Divinity: Original Sin 2. Fortunately, it seems that Larian's reputation as the permissive DMs of a digital RPG will carry into Baldur's Gate 3. All manner of mischief can be achieved with creativity and willpower. Baldur's Gate 3 launched in early access on October 6th, 2020. What's going on Internet, Analytic here aka Dreamz and I would like to welcome you to mine, which I call the Notorious Mass Effect Podcast! I am your Hip-Hop / Gaming News source with a little bit of Pop Culture mixed in. For Episode 15 NBA Youngboy “Reason” “Baldur's Gate 3”: & “Tory Lanez Being Charged With Assault” But before that make sure to Click my Linktree in my bio to access my social medias and follow, to keep up with my latest activities, also make sure to share this podcast as this helps the show reach more people so we can grow together and effect the masses! --- Support this podcast: https://anchor.fm/masseffect/support

The Life & Times of Video Games
Interview: The CRPG Addict

The Life & Times of Video Games

Play Episode Listen Later Jun 8, 2020 85:39


The man behind https://crpgaddict.blogspot.com (The CRPG Addict), a blog dedicated to playing through the entire history of computer role-playing games in roughly-chronological order, discusses his decade-long (and counting!) conquest and the roots of his passion.  We also explore how his approach has changed as he's learnt more about the genre's history, the merits and failings of a scoring system for comparing games, the value of talking about a tiny niche within a niche in such detail, how he learnt to stop feeling guilty about loving role-playing games, and more.  Interview conducted April 30, 2020. A super-basic overview of the CRPG lineage/family tree, as posited by Chet: The top level is PLATO games, the Ultima series, and Wizardry (though it also came from PLATO RPGs), plus SSI's early games Then you have key derivatives of these: Might & Magic, The Bard's Tale, Dungeon Master, and SSI's RPGs And "at least half" of the genre going into the 1990s branches off directly from these The period between roughly 1978-83 was the primordial stage, where there were lots and lots of weird ideas that turned out to be evolutionary dead ends As an example of how this works, he pointed to The Witcher III, which he believes has a clear antecedent in the Aurora engine games, including Neverwinter Nights, which took influence from the Infinity Engine games, which go back to SSI's Gold Box games, which go back to the early SSI titles. It's the CRPG equivalent to six degrees of separation. My full list of links from the episode is too long to fit into the summary field, so if you'd like to be directed to all the websites and blog entries and other things that relate to our discussion, you'll have to do so via lifeandtimes.games/episodes/files/interview-crpg-addict *** Please remember to tell other people about the show, and to leave a review by following the links at http://127.0.0.1:51095/episodes/ratethispodcast.com/ltvg (ratethispodcast.com/ltvg). Thank you to all of my wonderful supporters https://www.patreon.com/lifeandtimesofvideogames (on Patreon) for making this possible, but especially to my $10+ backers Eric Zocher, Seth Robinson, Wade Tregaskis, Simon Moss, and Vivek Mohan. You can help, too — a contribution as little as $1 a month makes a big difference towards ensuring this show has a bright future ahead of it. (And as a Patron you'll get to skip those pesky cross-promotions from other shows on my network, among various other bonuses like transcripts and extra content.)

Idle Game Chat
Games on the Grill #1

Idle Game Chat

Play Episode Listen Later Apr 28, 2020 40:51


Apps and Pacman Adcock kick off the first edition of Games on the Grill. They give their impressions of video games that you can play right now. This episode is headlined by Man of Medan, which is part of The Dark Pictures Anthology and was developed by Supermassive Games. They also dissect A Plague Tale: Innocence and the highly acclaimed Disco Elysium. The Dark Pictures Anthology: Man of Medan is an interactive drama survival horror video game developed by Supermassive Games and published by Bandai Namco Entertainment. It is the first of eight planned instalments in The Dark Pictures Anthology series, and was released for Microsoft Windows, PlayStation 4 and Xbox One on 30 August 2019. A Plague Tale: Innocence is an action-adventure horror stealth game developed by Asobo Studio and published by Focus Home Interactive. It was released for Microsoft Windows, PlayStation 4 and Xbox One in May 2019, and received generally positive reviews from critics. Disco Elysium is a role-playing video game developed and published by ZA/UM. The game takes place in a large city still recovering from a war decades prior to the game's start, with players taking the role of an amnesic detective who has been charged with solving a murder mystery. During the investigation, he comes to recall events about his own past as well as current forces trying to affect the city. Inspired by Infinity Engine–era role-playing games, particularly Planescape: Torment, Disco Elysium was written and designed by Estonian novelist Robert Kurvitz. It features a distinctive watercolour art style, and music by the band British Sea Power. It was released for Microsoft Windows on 15 October 2019, with PlayStation 4, Xbox One, and Nintendo Switch releases planned for 2020. Disco Elysium is a non-traditional role-playing game featuring no combat. Instead, resolution of events are done though skill checks and dialog trees via a system of 24 skills that represent different aspects of the protagonist, such as their pain threshold and perception. In addition, a system called the "Thought Cabinet" represents his other ideologies and personality traits, with players having the ability to freely support or suppress them. The game was based on a tabletop role-playing game setting that Kurvitz had previously created, with him forming ZA/UM in 2016 as a way to build out the game. Disco Elysium was critically acclaimed, with it being named as a game of the year by several publications and winning numerous other awards for its narrative and art. Support this podcast ( https://www.patreon.com/dimpdigital )

Watch Out for Fireballs!
Episode 258: Tyranny (Part 1)

Watch Out for Fireballs!

Play Episode Listen Later Dec 5, 2019 165:39


This episode is the beginning of our two-part coverage of Tyranny, a CRPG developed by Obsidian in the mold of classic Infinity Engine games. You play as an agent of an evil overlord, sent to the last unconquered region in order to aid the wildly disagreeable armies there to prosecute the conquest. Part 1 covers the ample generalities of the game, and goes through Chapter 1. It should be noted that we are covering the Anarchy path for the show.

Dev Game Club
DGC Ep 120: Deus Ex (part one)

Dev Game Club

Play Episode Listen Later Jun 27, 2018 55:04


Welcome to Dev Game Club, where we are finally turning our attention to 2000's Deus Ex. In our first episode in the series, we set the game in its time but also talk about its many connections to other games we've played here on the 'cast. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up to the Airfield Issues covered: ten hours of driving, convergent point in games, early indie dev mentality, formative early career game, a game that became a verb, commitment to multiple paths, merging RPG and action and other systems, branching skill trees, lack of classes, connecting to a more grokkable understanding, creating a subgenre, listening to E3 recaps, setting the game in time, a bunch of engine discussion, multi-route play and accommodating play styles, narrative beats that you can influence, supporting player choice, going super-lethal and being disincentivized, RPGs not tying choices together/mere mechanics, knucklehead stealth, linear tutorial, putting all the plants in the tutorial rooms, bulletproofing a level, blowing off your legs, supporting all the various possibilities, GDC post-Deus Ex, emergent gameplay, supporting a wide variety of player stories in emergent design, engineering around sources generally instead of specific things. Games, people, and influences mentioned or discussed: Ion Storm, Ultima (series), Irrational Games, Looking Glass Studios, Warren Spector, Harvey Smith, Anachronox, System Shock, Arkane Studios, Ricardo Bare, Prey, Dishonored II, Austin Grossman, Reed Knight, System Shock 2, Mass Effect (series), Junction Point, Origin Systems, Cyberpunk 2077, The Witcher, CD Project Red, Diablo II, Baldur's Gate II, Infinity Engine, Icewind Dale, The Sims, Hitman: Codename 47, Final Fantasy IX, Rainbow Six, Quake III Arena (DreamCast), Daikatana, PS2, Dark Cloud, SSX, Nintendo 64, Perfect Dark, Majora's Mask, Shenmue, Timesplitters, Soldier of Fortune, Elite Force, Bioshock, Escape from Monkey Island, Thief II, Unreal, Half-Life, id Software, Eidos, other Deus Ex titles, GO series, Planescape: Torment, Chris Avellone, Grand Theft Auto 3, Breath of the Wild, Oblivion, Dabominic, The2ndQuest, Link to the Past, Super Mario 64. Next time: Check Twitter for details @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Three Moves Ahead
Three Moves Ahead 436: To Infinity Engine and Beyond

Three Moves Ahead

Play Episode Listen Later Jun 6, 2018 74:56


Games like Baldur's Gate cast a long shadow but, like a racist grandparent, come along with too many caveats of being a product of their time. There have been many attempts to capture the magic of early CRPGS while adding modern accoutrements, and the financial success of games like Pillars of Eternity and Dragon Age: Origins are clear indicators that the public is looking for such a product. But have any of these attempts actually nailed the CRPG formula? Is a modern CRPG truly worth pursuing, and were the originals as good as we remember? Join our host T.J. Hafer, Rowan Kaiser, and Cameron Kunzelman as they travel from the Gold Box to the most recent iteration of Pillars of Eternity in search of the perfect CRPG.

Dev Game Club
DGC Ep 064: Interview with Chris Avellone

Dev Game Club

Play Episode Listen Later May 31, 2017 79:50


Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk with Chris Avellone about the genesis of the game and its development and themes, and he drops lots of lovely design gems. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Podcast breakdown: 0:43       Segment 1: Avellone interview 1:03:45  Break 1:04:20  Segment 2: Taste test, Next time Issues covered: how the opening areas were designed, Hive as playground, leveling up along with the city, building an engine and Black Isle lacking skills to do so, licensing engine from Bioware, Interplay's financial woes, The Birth of Avellone, interview, the forehead of Zeus, turning tropes on their heads, having the franchise before you had an idea for a game, crafting a vision document, players being smarter than publishers give them credit, Fargo having faith in his developers, Fallout dev issues and Fargo's support, recording FF effects and using that to help, changing the death mechanic because it makes you stop playing, death as a tool, flexibility of alignment shifts, what kind of player are you?, not judging the answers, Chosen One vs Broken One, causing problems across the Multiverse, story/adventure/puzzle heaviness, IWD as a cash-in attempt, writing a story in a weekend, IWD a step back rather than a step forward, "an unconscious bad choice," working around the combat if you want, unbalanced combat system, gratification from dialog choices, using experience points as systemic reinforcement of story importance, chunky dialog options, balancing, building your own Fortress of Regrets, fearing for the end of your career, localization costs, Fargo sticking up for the writing, expensive localization because of all the writing, possible loss of the companion dialog, New Vegas companions not being tied to storyline, lost opportunities, attempt to trade versatility, conveying the spine of a story via companion commentary, doing more vs doing quality, allowing polish to shine through, memorable stories, trying to do one thing really well, System Shock 2, Avellone freelancing, XP on its head, how it came to be, companions wrapped in story, number of 2D companions vs 3D companions, taste test. Games, people, and influences mentioned or discussed: Interplay, Conquest of the New World, Starfleet Academy, Fallout 2, Descent to Undermountain, Planescape: Torment, Black Isle, Icewind Dale, Feargus Urquhart, Obsidian Entertainment, Neverwinter Nights 2, Alpha Protocol, KotOR II, Prey, Divinity: Original Sin II, BioWare, Infinity Engine, Unity, Unreal, Baldur's Gate III, Throne of Baal, Dungeons & Dragons, Marco Green, Brian Fargo, Tim Cain, Leonard Boyarsky, Final Fantasy, Wasteland 2 & 3, GURPS, Steve Jackson, Jason Anderson, Chris Taylor, Ken Lee, Robert Holloway, Gold Box series, Dragon Age, Mass Effect, Fallout: New Vegas, The Walking Dead: Season 1, Halo 6, Prey, Arkane Studios, Rafael Colantonio, Swen Vincke, Night Dive Studios, System Shock (reboot), Shodan, Ken Levine, Ricardo Bare, Jason Schreier, Nick Hadsel-Mares, Blue Bandana Chocolate, Operation Neptune, Ancient Empires, Super Maze Wars, Half-Life, Mr. Eric Anderson, The San Francisco Kid. Links: Blue Bandana Chocolate Next time: Half-Life! Up to: "We've Got Hostiles" @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Fantasy Book Club Podcast
49 Infinity Engine by Neal Asher

Fantasy Book Club Podcast

Play Episode Listen Later May 19, 2017 46:00


19/05/17

infinity engine neal asher
Dev Game Club
DGC Ep 061: Planescape: Torment (part four)

Dev Game Club

Play Episode Listen Later May 10, 2017 87:25


Welcome to Dev Game Club, where we are discussing 1999 Black Isle classic Planescape: Torment. We talk about the usefulness of tropes (which this game mostly overturns), keeping your bearings when so much is available to you, and the uses of story and narrative to prop up underwhelming mechanics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Ravel's Maze Podcast breakdown: 0:39 Segment 1 57:45 Break 58:17 Segment 2: Feedback/Questions Issues covered: permutations and open maps at the Clerk's Ward, open world games, quest UIs, tuning out the journal entries, Tim second-guessing himself, Lothar stealing Morte, alphabet soup names, Brett messes up Soego's name five different ways, how tropes give you a handhold, how The Witcher uses tropes and lore, culture: you're soaking in it!, anything can open a portal, evolution of usability, the game as maze, leaning on the journal, buying up all the items in the Curiosity Shop, tedium of fetch quests, lack of mechanical interest, being enthralled to the material, designing a puzzle platformer, marrying elements together to make something stronger, object-oriented ontology, diving deep into a thing and its mechanics and limits, the audience will decide, mainly an adventure game, thin mechanics, DA:I companion quests, Fallout as a better marriage of mechanics and story, playing as a character vs playing as a player avatar, "it's barely an RPG," combat difficulty, missing hack-and-slash, PST diverging from other Infinity Engine games, more combat and more combat difficulty in IE games, Heart of Winter mode, development divergence, finding a balance of narrative people can hang on to or not, the Brothel of Intellectual Lusts, discussing high points, whose head did you get?, Soego the wererat spy, multiple needles vs multiple haystacks, getting mazed, the zombie in the Coffinmaker's shop, the Alley of Lingering Sighs, metaphorical meaning, passion in game development, programming challenges in videogame development, moving to games from applications programming, waterfall vs iterative development, opportunities in 3D art, crossover with film, designers and passion, communicating through code, seeing branching vs taking branches, story vs systems in reader feedback. Games, people, and influences mentioned or discussed: Dragon Age: Inquisition, Infinity Engine, The Witcher 3, Star Trek, Memento, Baldur's Gate (series), Andrzej Sapkowski, Beauty and the Beast, Angela Carter, The Bloody Chamber, Anthony Halderman, Ian Bogost, Georgia Tech, The Atlantic, soccer, Tetris, Chess, Go, What Remains of Edith Finch, Giant Sparrow, The Unfinished Swan, Naughty Dog, Nate Wells (obliquely), Portal, Thomas Was Alone, Play Anything, Icewind Dale (series), Bioware, Interplay, Fallout, Dungeons & Dragons, Darksiders, Zelda (series), Diablo, Halo (obliquely), João Vitor Bispo Galvão, Aaron Evers, John Carmack, Fargo, Starfighter, Chris Corry, Andrew Kirmse, Unreal, idTech, Timothy Homan, Final Fantasy IX, Dragon Age: Origins, Bethesda Game Studios, Kurt Strock, Chris Mead, Deus Ex, System Shock 2. Point of Information: Nate Wells was the Naughty Dog Lead Artist (of The Last of Us) who went to Giant Sparrow that Tim and I were trying to remember. Next time: Until we return to Sigil Links: Video Games Are Better Without Stories, Ian Bogost  The Exceptional Beauty of Doom 3's Source Code   @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 059: Planescape: Torment (part two)

Dev Game Club

Play Episode Listen Later Apr 26, 2017 78:45


Welcome to Dev Game Club, where we are discussing 1999 Infinity Engine classic Planescape: Torment. We talk a bit about franchise fatigue, turning tropes on their heads, turning back historical design choices, and discuss some of what we saw as we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Up through the Undercity Podcast breakdown: 0:37     Segment 1: PST Talk 49:53   Break 50:26   Segment 2: Feedback, next time (51:28 Aw Jeez) Issues covered: Tim's bachelor party (really!), franchise fatigue, turning tropes on their heads, unexpected games, opportunities to unbalance a game, level curves, the meanings of systems, combat complexity, interface opacity, inability to die, shedding the arcade design sensibilities, finding a wider audience, matters of taste, finding ways to improve usability and recovering from mistakes, deliberate design choices for aesthetics, first microtransactions, winking at the player, breaking out of patterns, accreted design in D&D, stats mean more than level, more adventure game than RPG, overwhelming Hive area, map markers and POIs, seeing more of Hive than intended, Brett's many Hive quests, Tim getting killed and awaking underground, playing by different rules, deflating a quest, player distress and tension, sifting for what's important, portals everywhere and everything a key, creating a secret with every fact, working with the same tech and toolset again and again, hardware generations and changing expectations, user feedback and reviews, GDC, the connections between Ueda's games. Games, people, and influences mentioned or discussed: D&D, Rich Davis, Geoff Jones, Haden Blackman, Star Wars, Mysteries of the Sith, Tomb Raider, Halo (series), Dark Sun, Ravenloft, Baldur's Gate, Icewind Dale, Final Fantasy (series), Infinity Engine, Diablo, Soul Reaver, Republic Commando, TIE Fighter, Ultima (series), Ms Pacman, Spelunky, Stefan Schmidt, Fallout, Tolkien, The Hobbit, Harry Potter, J.K. Rowling (obliquely), Black Isle, LucasArts, SCUMM, Chris Suellentrop, Shall We Play A Game?, degreekelvin, Jonny Whitlam, MacDork, knowitman, Ico, Shadow of the Colossus, Link to the Past, Harper Hadley, TeeJay, Fumito Ueda, 3D Monster Maze, Sinclair Timex ZX81, The Last Guardian, Glixel, Rolling Stone, John Davison, Shigeru Miyamoto, Robert Gunardi, Super Metroid, Chris Avellone, Gothic, Piranha Bytes, Elder Scrolls (series), Witcher (series), Reed Knight, Gabriel Knight: Sins of the Father, Day of the Tentacle, Maniac Mansion, King's Quest, Sierra, Wizard and the Princess, Shin Megami Tensei, Persona (series), Chrono Trigger. Next time: Through Ravel's maze Links: Fumito Ueda on Glixel The Wizard and the Princess on the Internet Archive @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Dev Game Club
DGC Ep 058: Planescape: Torment (part one)

Dev Game Club

Play Episode Listen Later Apr 19, 2017 73:50


Welcome to Dev Game Club, which this week begins a new series exploring 1999 Infinity Engine classic Planescape: Torment. We situate it in time both against other games and the D&D license but also especially as the pinnacle of Interplay's Infinity Engine games, and then dive into the first section of play. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through the Mortuary Podcast breakdown: 0:41   Segment 1: History and discussion of play 53:20 Break 53:54 Feedback Issues covered: situating game in time, D&D licensing, rendered 3D backgrounds, 2nd Edition D&D rules, licensed settings, boiling down ADnD, D&D rules implementation as selling point, the Planescape license as a setting with various realms all tied together, veering away from Tolkien, what computers are good at and what DMs are good at, storytelling settings yesterday and today, looking for variety as a creator, hybrid combat system, preferring full real-time or full turn-based, huge map sizes, non-gridded play area, being confused by the opening cutscene, waking up from the dead with Morte, sense you've been in this situation before, avoiding the problem of the Chosen One, flexible stories, simple character creation, attribute choices, establishing the character as important but not knowing why, slowly introducing the setting, dialog options, making amnesia work (and being in concert with the setting), great story hook, setting up your first quest, the missing journal, bouncing off the game, Brett looks for a good metaphor (and fails), tons of descriptive text, subverting player expectations, making Morte humorous, not liking Morte, less use of voice, Brooklyn cabbie, Minsc, subverting character expectations, fluid alignment system, getting your experience from dialog options, having to look at everything, finding a key vs Tim taking a portal, analyzing games. Games, people, and influences mentioned or discussed: Black Isle, Infinity Engine, System Shock 2, Soul Reaver, Unreal Tournament, Quake III Arena, Longest Journey, C&C Tiberian Sun, Homeworld, BioWare, Baldur's Gate, Gold Box Games, SSI, Dungeons and Dragons, Final Fantasy (series), Day of the Tentacle, Icewind Dale, Forgotten Realms, Greyhawk, TSR, Wizards of the Coast, Hasbro, JRR Tolkien, Monster Hearts, Friends at the Table, Chris Avellone, Archie Comics, Shadowrun, The Chronicles of Amber, Roger Zelazny, Saga system, Diablo, Legend of Zelda: Link to the Past, Kenneth Lee, Ultima, Memento, Link's Awakening, Reed Knight, Fallout 1/2, Obsidian, The Witcher, mathboxers, Mr. Eric Anderson, Kotaku, Matva_88, Call of Duty, This War of Mine, Darksiders, David from Houston, Mike D/TBC Generation 0, Fallout New Vegas, Tales of Zestaria, Beamdog, Jeffool, Breath of the Wild, Link Between Worlds. Next time: Through the Undercity Links: "That One Time It's Different" blog post  @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

Game Bytes
Game Bytes :: December 8, 2016 :: The Law of Voxels

Game Bytes

Play Episode Listen Later Dec 8, 2016 46:43


This mid-week show finds the crew neck deep in voxels and dark procedural humor. Dale opens the show with Tyranny, and never leaves alpha with Cube World. Jerod pegs dudes with monkey wrenches from 30 feet in Hitman and samples No Man's Sky. Jeremy gets onto one of his "weird controller" fetishes with Battlerite and becomes and uses his hacker voice in Neon Chrome. Intro: "Elite Hacker" - Neon Chrome, by Jonathan Greer Outro: "Main Theme" - Tyranny, by Justin Bell Check out our Discord community at https://discord.gg/ZTzKH8y

Dev Game Club
DGC Ep 028: Super Metroid (part 4)

Dev Game Club

Play Episode Listen Later Sep 14, 2016 74:42


Welcome to our final episode in our series examining Super Metroid. We delve specifically into the last couple of boss battles and the concomitant storytelling, and spend some time thinking about our favorite areas. We also talk about the pillars and takeaways of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: End of the game! Podcast breakdown: 0:47    Section 1: Final bosses, storytelling, and Zebes's areas 42:12  Break 1 42:55  Section 2: Takeaways, listener feedback, next game Issues covered: Tim wants to be a pill bug, Samus's backstory and narrative wrappers, feedback/feed-forward loop, player skill, being stuck near Ridley, difficulty curves, developer blindness to difficulty, earning the end vs other Nintendo titles, Space Pirates, map problems and telling the player what they can find, controls difficulty, storytelling in the endgame, Christian the lion, getting to know the world, difficulty adjustment, creature design in Maridia, scale and creature design of Wrecked Ship, broken glass in Maridia, quicksand physics, genre creation through exploration structure, moments of discovery, "quarters aesthetic," attract mode, digital vs analog gating, feedback to the player, teaching NPCs, content that only some people see, knowing what you get with other media, progression in mechanics vs in numbers, time investment, iTunes review, miniature play in tabletop RPGs, character builds (broken and otherwise). Games, people, and influences mentioned or discussed: Daniel Johansson, Nintendo Power, Jungle Book, Metroid Prime series, Final Fantasy IX, Starfighter series, Legend of Zelda series, Mario series, Assassin's Creed III, Shadows of Mordor, Siegfried and Roy, Deus Ex, Warren Spector, Halo, System Shock 2, Shigeru Miyamoto, Journey to the Center of the Earth, Castlevania: Symphony of the Night, The Witness, Idle Thumbs, Chris Remo, Ori and the Blind Forest, Stephen King, Elana Ferrante, Batman: Arkham Asylum, Rydrum2112, Fallout, Ultima series, Might and Magic series, Wizardry Series, Gold Box series, Baldur's Gate, Infinity Engine, Black Isle, Interplay, Icewind Dale, Planescape: Torment, Fallout 4, Bethesda Game Studios. Links: Christian the lion! Next time: Fallout, up until but not including Junktown @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com

ZKM | Karlsruhe /// Ausstellungen /// Exhibitions
Lynn Hershman Leeson. The Infinity Engine - Vortragsabend

ZKM | Karlsruhe /// Ausstellungen /// Exhibitions

Play Episode Listen Later Dec 31, 2015 94:30


Lynn Hershman. Civic Radar | Vortragsabend Vortrag/Gespräch Fr, 27.02.2015 Das Begleitprogramm zur Ausstellung »Lynn Hershman Leeson. Civic Radar« rückt Einzelaspekte aus dem vielschichtigen Werk der Künstlerin in den Fokus. Der Vortragsabend »The Infinity Engine« beleuchtete das neueste Werk von Lynn Hershman Leeson, aus kunsthistorischer, naturwissenschaftlicher und künstlerischer Perspektive. Ingeborg Reichle diskutiert die verschiedenen Bestandteile der komplexen Installation vor dem Hintergrund von Laboratorien im Kunstkontext, Uwe Strähle untersucht die innovative Arbeit aus der Praxis der Genforschung heraus. Lynn Hershman Leeson erläuterte in der anschließenden Diskussion das Konzept und die Realisierung des Werks. In ihrer neuesten Arbeit »The Infinity Engine« setzt sich Lynn Hershman Leeson mit dem Einfluss der Gentechnologie auf das menschliche Leben auseinander. Die multimediale Installation wurde in Zusammenarbeit mit dem Biologen Josiah Zayner entwickelt und nimmt Bezug auf naturwissenschaftliche Genlaboratorien. Am Beispiel von Fotografien und Filmen zu den neuesten Errungenschaften der Molekular- und Zellbiologie sowie gentechnisch veränderten Organismen soll die Frage aufgeworfen werden, inwiefern menschliche Eingriffe in die DNA ethisch vertretbar sind und welche sozialen, politischen und gesellschaftlichen Auswirkungen sie haben. Indem sie ihre Arbeit ausgehend von realen Forschungsergebnissen entwickelt und die neuesten Technologien einsetzt, stellt die US-amerikanische Medienkünstlerin aktuelle Erkenntnisse aus der Naturwissenschaft in einem künstlerischen Rahmen zur Diskussion. /// Lecture/Talk Fr, 27.02.2015 Lecture on the topic »art and genetic engineering« with Ingeborg Reichle, Uwe Strähle and Lynn Hershman Leeson. In her most recent work »The Infinity Engine« Lynn Hershman Leeson examines the impact of genetic engineering on human life. The multimedia installation, in collaboration with the biologist Josiah Zayner, was developed with reference to natural scientific genetic laboratories. One of the questions which arises in connection with photographic and film samples of the most recent achievements in molecular and cell biology, as well as genetically altered organisms, is the degree to which human interventions into DNA are ethically justifiable and what kinds of social, political and social impact these have. In so far as she develops her work as based on real research results and draws on state of the art technologies, the North American media artist presents for discussion cutting-edge knowledge in the natural sciences within the context of art. The lecture evening throws light on the »Infinity Engine« from art-historical, natural scientific and artistic perspectives: Ingeborg Reichle discusses the various elements of the complex installation against the background of laboratories in the context of art; Uwe Strähle examines the innovative work based on the practice of genetic research; while in the subsequent discussion Lynn Hershman Leeson explains the concept and realization of the work in greater detail.

The Charlie Tonic Hour
Episode #197 The Charlie Tonic Hour - Project Resurgence With Rob Buchheit

The Charlie Tonic Hour

Play Episode Listen Later Sep 30, 2015 67:06


This week on the show we are joined by Rob Buchheit, the individual at the helm of Nectar Game Studios. This game design company is currently building the upcoming Project Resurgence video game, a love letter to the classic Infinity Engine games. Rob offers listeners a look inside both his game and game design culture and even joins us for a couple beers before this one is done.

Game Bytes
Game Bytes :: Episode 004 :: Disney Infinity Engine

Game Bytes

Play Episode Listen Later Apr 20, 2015 38:32


Jerod Dunn joins us today in a very special episode of game bytes where we talk about the games that we've been playing! Stay tuned for your weekly Diablo 3 update, some Nintendo chat, a jaunt into adventure games some F2P Disney Infinity and more! Intro Music: Grim Fandango - Casino Calavera, Outro Music: Donkey Kong Tropical Freeze - Tropical Freeze.

Retro Crew
Retro Crew 24-02-2014: Baldur’s Gate

Retro Crew

Play Episode Listen Later Feb 24, 2014 44:53


Bioware er et selskap kjent for historietunge rollespill der interaksjon med andre rollefigurer, og episk historiefortelling står i fokus.  Spillet som startet dette var Baldur’s Gate, i 1998. Infinity Engine, spillmotoren som ble utviklet til formålet,  var en måte å gjøre D&D-universet “Forgotten Realms” til en levende verden man kunne utforske, ikke bare i fantasien […]

gate baldur bioware forgotten realms infinity engine retro crew
Virtual Sports Network Radio
VSN Radio - Interview with Madden 13 Creative Director Mike Young

Virtual Sports Network Radio

Play Episode Listen Later Jul 10, 2012 49:51


With Madden 13 just around the corner, Virtual Sports Network has prepared a special interview with the Creative Director of Madden NFL Football 13, Mike Young. Interviewed by VSN's Golden Voice, Mr. Bomberooski as well as VSN's Franchise Czar Mr. Bill, the three go intodetail about the upcoming title including: -The New "Connected Careers" Mode-Online Franchise and League Play-Improvements in Superstar Mode-The Infinity Engine-EA's Franchise Site versus 3rd Party sites-Draft Classes-Uniform Details-NFL Legends integration into this year's game such as John Madden, Joe Montana and 'Mean' Joe Green-Madden Ultimate Team additions-The Reason Why Imported Draft Classes from NCAA Football 13 aren't transferrable to Madden 13 0:00:00 - 0:49:15 - Interview with Mike Young 0:49:16 - 0:49:51 - Post-interview   Links www.virtualsportsnetwork.com - Official Website of Virtual Sports Network http://www.easports.com/madden-nfl - Official Website for this year's Madden NFL Football 13 http://itunes.apple.com/us/podcast/virtual-sports-network-radio/id445558998 - iTunes link http://twitter.com/#!/The_Real_VSN - Twitter Link for VSN Thanks again for listening folks!

RPG Fan's Random Encounter
10 - Episode Ten

RPG Fan's Random Encounter

Play Episode Listen Later Oct 14, 2010 74:54


This time on the Random Encounter we discuss Phantasy Star Portable 2, Kingdom Hearts Re:Coded, 3D Dot Game Heroes, and the recent re-releases of the Infinity Engine games (Baldur's Gate, Planescape: Torment and Icewind Dale... so far) on GOG.com, as well as the latest news in the world of RPGs. Featuring: Robert Steinman, John McCarroll, Stephen Meyerink and Zachary Pintchik