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We spent this week playing a bit more of Inkle's follow up to Overboard!, and made some shocking discoveries!
Cette semaine, on commence par évoquer la grosse actualité de Nintendo avec la présentation officielle de sa future console, la Switch 2. Après un «Nintendo Direct» diffusé mercredi à 15h, nous avons pu mettre la main dessus. On continue avec le jeu d'enquête en boucle temporelle signé Inkle, Expelled!, où il va falloir trouver comment s'innocenter pour ne pas se faire exclure. Direction ensuite l'Angleterre postapocalyptique d'Atomfall qui sans débauche de moyens arrive à proposer une aventure avec une véritable identité. On termine en nettoyant le monde dans le jeu écolo-relax Spilled. Il nous fallait bien ça!Jérémie Kletzkine, dans sa chronique jeux de société, nous parle de Snowcrest.Chapitres :0:00 Intro2:53 Premier contact avec la Switch 247:14 Le com des coms50:46 Expelled!1:06:49 La chronique jeux de société : Snowcrest1:11:29 AtomFall1:37:00 La minute culturelle1:41:13 Spilled1:50:10 Et quand vous ne jouez pas, vous faites quoi ?Retrouvez toutes les chroniques de jérémie dans le podcast dédié Silence on Joue ! La chronique jeux de société (Lien RSS).Pour commenter cette émission, donner votre avis ou simplement discuter avec notre communauté, connectez-vous au serveur Discord de Silence on joue!Retrouvez Silence on Joue sur Twitch : https://www.twitch.tv/silenceonjoueSoutenez Silence on joue en vous abonnant à Libération avec notre offre spéciale à 6€ par mois : https://offre.liberation.fr/soj/Silence on joue ! c'est l'émission hebdo de jeux vidéo de Libération. Avec Erwan Cario et ses chroniqueurs Patrick Hellio et Julie Le Baron.CRÉDITSSilence on joue ! est un podcast de Libération animé par Erwan Cario. Cet épisode a été enregistré le 3 avril 2025 sur Discord. Réalisation : Erwan Cario. Générique : Marc Quatrociocchi. Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.
This week on Zed Games Zahra and Caroline are joined by the quack-pots Reid Marshall and Jack Reboul to talk the extensive week in #GamingNews. Reid and Jack then pull out their Duck-torates in the Roman Eggpublic to talk their new locally made board game Aquaducks, a house-of-cards city builder full of bribery and duck based puns (with added history learning - see Cloaca Maxima). And Paul makes some morally questionable decisions while reviewing the mystery title Expelled! from Inkle.
Expelled! is the latest game from all-star narrative design studio Inkle. It's a follow up to our 2021 Game of the Year winner Overboard!, and it builds on that game's strengths in every conceivable area....
A lifelong crafter, Jennifer B. Williams had tried a wide variety of fiber techniques, but she felt something fall into place the first time she sat down to a lesson at an inkle loom. “It was the strangest thing to me. When I started inkle weaving, I started thinking through inkle,” she says. Delicate bracelets, origami fish, flip-flop straps? Absolutely! Joining bands edge to edge, folding strips into new shapes, and exploring drape and density, the formal confines of narrow warp-faced bands just spark new ideas for her to explore. Although the term “inkle” arose in the sixteenth century to describe a narrow linen tape, some form of band-making developed around the world where something needed tying, lashing, embellishing, cinching or any of the other uses for a durable piece of cloth. Jennifer has studied bandweaving methods from Japan and Africa, finding inspiration in contemporary Yoruba aso-oke weaving and other warp-faced plain-weave techniques. Though her brain has a unique affinity for bandweaving, Jennifer loves to share her knowledge and excitement with students at all levels, using her inkle-first weaving education to help teach effectively. In the coming year, she has classes planned at the Braid Society conference, among other events. A few spaces remain in Jennifer's classes at Weave Together with Handwoven 2025 (https://weavetogether.handwovenmagazine.com/) in York, Pennsylvania, March 23–27. Links Find Jennifer B. Williams online at the Inkled Pink (https://inkledpink.com/) website or on Instagram (https://www.instagram.com/inkledpink/). Jennifer documented her daily band practice on Instagram as @dailybandpractice (https://www.instagram.com/dailybandpractice/). Jennifer's patterns for Easy Weaving with Little Looms are available through the Library (https://littlelooms.com/library/?dato_ltm_library_ll%5Bquery%5D=jennifer%20b%20williams&dato_ltm_library_ll%5BrefinementList%5D%5Blibrary_item_type%5D%5B0%5D=Project%2FPattern). Jennifer's detailed tutorial (https://inkledpink.com/2013/05/28/inkle-shoelace-tip-how-to/) appears on her website. See Jennifer's process for making origami goldfish (https://inkledpink.com/2012/04/22/inkle-origami/). The Braid Society's website (https://thebraidsociety.wildapricot.org/) includes details of conferences and exhibitions. The Weaver's Inkle Pattern Directory: 400 Warp-Faced Weaves by Anne Dixon is available from many weaving stores. Inkle by Evelyn Neher is available from used book sources. Aso-oke weaver Muhammed Abdulrasheed Abiodun (https://www.facebook.com/abdulrasheed.abeeordoon/) practices and teaches traditional Yoruba weaving techniques. This episode is brought to you by: Treenway Silks is where weavers, spinners, knitters and stitchers find the silk they love. Select from the largest variety of silk spinning fibers, silk yarn, and silk threads & ribbons at TreenwaySilks.com (https://www.treenwaysilks.com/). You'll discover a rainbow of colors, thoughtfully hand-dyed in Colorado. Love natural? Treenway's array of wild silks provide choices beyond white. If you love silk, you'll love Treenway Silks, where superior quality and customer service are guaranteed. Sustainability and regenerative ranching have been a way of life for the ranches of Shaniko Wool Company for decades. They are the first “farm group” in the U.S. to achieve certification to the rigorous international Responsible Wool Standard and NATIVA Regenerative. Shaniko ranches raise Merino/Rambouillet sheep in the Western United States, delivering a fully traceable wool supply that gives back to the Earth and its ecosystems. To learn more, and discover Shaniko's yarn partners, visit ShanikoWoolCompany.com. (https://www.shanikowoolcompany.com/)
In one of our most epic episodes to date Seoirse, Johnny and Matt review 9 games! In this episode there are a lot of monsters about as they need to help people deal with monsters over the phone in Home Safety Hotline. Sometimes however you need to send in a detective or a family member in the remake of Alone in the Dark but when that doesn't work why not send an octogenarian to fight aliens? If an 80 year old can be US president then surely an octogenarian can deal with a few aliens as well.Elsewhere Matt tries to get away with murder in Inkle's classic Overboard and tells us all about Midnight Margo, from one half of the devs of Whispers of the Machine. Seoirse also tells us about his thoughts on detective/horror/visual novel Echoes and a new game which deals with immigration in Songs of Travel.The final game reviewed this month is Suzerain: Kingdowm of Rizia the new DLC of Suzerain. Instead of being president this time you are king of neighbouring country Rizia and Seoirse gives his thoughts on whether Torpor Games were able to live up the very high expectations from the previous game.As if that wasn't enough they also discuss two new Crowdfunding projects as they reveal more details Legends of adventure, a new documentary on Sierra and Heir of the Dog, a new game from Tom Harwidge, developer of extremely well received Lucy Dreaming.Vote for AGP Podcast here!Adventure Games Podcast Official SiteAsk Us About Loom LinksJohnny Nys BlogspotDemos ReviewedPro Philospher 2 Official SiteGames ReviewedHome Safety Hotline Steam PageIt's Grim Up North Chapter 1 Steam PageMidnight Margo Steam PageEchoes Steam PageSongs of Travel Official SiteTachyon Dreams Anthology Steam PageOverboard! Official SiteSuzerain: Kingdom of Rizia Steam PageAlone in the Dark Official SiteIf you would like to stay up to date make sure you subscribe to the podcast. You can subscribe and listen to this podcast on Itunes and Spotify and all other major Podcast Platforms! You can also subscribe to our Youtube channel for extra video content such as video reviews, video interviews, trailers and gameplay.You can also support the podcast at our PatreonYou can review this podcast here:https://ratethispodcast.com/adventuregamespodcastYou can also find this podcast on our social media below:FacebookTwitterInstagramDiscordYou can also find the RSS feed here:http://www.adventuregamespodcast.com/podcast?format=rssLogo created by Siobhan. You can find her on Twitter and InstagramMusic is Speedy Delta (ID 917) by Lobo Loco and can be found here:http://freemusicarchive.org/music/Lobo_Loco/Welcome/Speedy_Delta_ID_917_1724
Chris O'Regan interviews Jon Ingold and Joe Humfrey of Inkle about the design and development of A Highland Song, an action adventure based on traditional Scottish limerick storytelling. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode500.mp3 Music is by Laurence Chapman, Talisk, and Fourth Moon, and can be purchased from here:https://store.steampowered.com/app/2708980/A_Highland_Song_Official_Soundtrack/ 1. A Highland Song2. Celestial3. A Highland Fantasia The Sausage Factory 500 was edited by Chris O'Regan The Sausage Factory is an interview-based podcast that lifts the lid on the makers of videogames. It examines the way in which games are made by asking the very people who create them, though the questions asked aren't just about game design, they also cover how developers made their start and what inspires them as creators. Split into two halves, the first segment delves into what makes the developers tick by asking about how they started, what and who inspires them and what games they are currently playing, whereas the second part of the show covers the game that they are currently working on and the thought processes behind its development. So, if you really want to hear about a game's gestation in full and frank detail then you have found the right podcast.
THERE'S BEEN A MURDER! Or several in fact. Yes indeed this week Seoirse and Kieran review a number of murder mystery games, including the first of the latest Hercule Poirot games as Seoirse gives thoughts on Hercule Poirot: The First Cases. He also reviews new FMV detective game Case Files: Behind Closed Doors and Kieran talks about Murders on the Yangtze River. Finally, in a non murder mystery shocker, Kieran reviews the Inkle classic 80 Days. Is this game as good as everyone says it is? Find it out at the link above!Adventure Games Podcast Official SiteAdventure Games Podcast YoutubeNewsIGN article re Life is Strange: True ColorsGames ReviewedHercule Poirot: The First Cases Official SiteMurders on the Yangtze Rive Case Files: Behind Closed Doors Steam Pag 80 Days Official SiteIf you would like to stay up to date make sure you subscribe to the podcast. You can subscribe and listen to this podcast on Itunes and Spotify and all other major Podcast Platforms! You can also subscribe to our Youtube channel for extra video content such as video reviews, video interviews, trailers and gameplay.You can also support the podcast at our PatreonYou can review this podcast here: https://ratethispodcast.com/adventuregamespodcast You can also find this podcast on our social media below:Facebook Twitter Instagram DiscordYou can also find the RSS feed here: http://www.adventuregamespodcast.com/podcast?format=rssLogo created by Siobhan. You can find her on Twitter and Instagram Music is Speedy Delta (ID 917) by Lobo Loco and can be found here:http://freemusicarchive.org/music/Lobo_Loco/Welcome/Speedy_Delta_ID_917_1724
The call of complexity draws some weavers to more shafts, more structures, more hand-manipulated techniques. For Annie MacHale, refining the techniques and celebrating the artistry of very simple bands has been a lifelong fascination. Starting when she first picked up a shuttle and inkle loom in her teens, Annie has worked in wool, cotton, and hemp, creating practical cloth that's just a few inches wide. Any bandweaver has heard the question more times than they can count: “But what can you do with it?” Annie replies, “The uses are limited only by your imagination.” Her work has found an avid audience and market among guitarists and reenactors. The simplicity of an inkle band is its key to versatility as a strap or ribbon. “A woven band can be so many things to so many people, and in the world of weaving, it's very simple, but it's also very useful,” she says. “That's what attracted me to inkle weaving.” (She has a list of uses on her website for anyone who weaves more bands than they currently have a use for.) Although Annie describes her own approach to design as spontaneous, her first book contains an extensive directory of patterns and palettes for weaving inkle bands. In Celebration of Plain Weave can be read as a response to the idea that making plain bands isn't real weaving. “It seemed to me there was this general sense that plain weave wasn't all that interesting, that if you wanted to do something cool, you either had to learn some pickup technique or do card weaving. And I disagree with that,” she says. Plain weave holds plenty to keep her engaged and exploring, but Annie also plays with pick-up in her work. Her second book focuses on an unusual and complex Baltic technique using three warp colors. She also loves finding connections between her bandweaving and traditional weaving techniques from around the world, from banded Chimayo designs to Scandinavian backstrap bands to Andean pickup. Besides weaving miles of inkle bands on her own, Annie enjoys teaching inkle weaving, including basic skills, color and design, and several methods of pickup. “Have loom, will travel,” she says, referring to her upcoming classes across the country (listed on her website). Links Annie MacHale's website (http://aspinnerweaver.blogspot.com/) Upcoming class schedule (https://aspinnerweaver.blogspot.com/p/classes.html) In Celebration of Plain Weave (https://taprootvideo.com/preview_class.jsf?iid=12&cid=1) Three-Color Pickup for Inkle Weavers (https://taprootvideo.com/preview_class.jsf?iid=12&cid=2) “Inkle Weaving Basics” (https://taprootvideo.com/preview_class.jsf?iid=12&cid=3) (free class on Taproot Video) “Uses for a Woven Band” (https://aspinnerweaver.blogspot.com/p/uses-for-woven-band.html) Annie's Instagram (https://www.instagram.com/aspinnerweaver/) Annie's woven guitar straps (https://weaverguitarstraps.com/) This episode is brought to you by: Treenway Silks is where weavers, spinners, knitters and stitchers find the silk they love. Select from the largest variety of silk spinning fibers, silk yarn, and silk threads & ribbons at TreenwaySilks.com (https://www.treenwaysilks.com/). You'll discover a rainbow of colors, thoughtfully hand-dyed in Colorado. Love natural? Treenway's array of wild silks provide choices beyond white. If you love silk, you'll love Treenway Silks, where superior quality and customer service are guaranteed. Learning how to weave but need the right shuttle? Hooked on knitting and in search of a lofty yarn? Yarn Barn of Kansas has been your partner in fiber since 1971. Whether you are around the corner from the Yarn Barn of Kansas, or around the country, they are truly your “local yarn store” with an experienced staff to answer all your fiber questions. Visit yarnbarn-ks.com (https://www.yarnbarn-ks.com/) to shop, learn, and explore. Brown Sheep Company is a four-generation family business bringing you high quality wool and natural fiber yarns. We spin and dye U.S.-grown wool into hundreds of vibrant colors at our mill in western Nebraska. Our mill has something to offer for every craft, from our well-known knitting and crochet yarns to wool roving for spinning and felting. We offer U.S-made needlepoint yarn as well as yarn on cones for weaving. Learn more about our company and products at BrownSheep.com (https://brownsheep.com/).
We're joined by Jon Ingold, co-founder of Inkle Studios (80 Days, Heaven's Vault) to discuss A Highland Song - a wild adventure through the Scottish Highlands. We chat about creating narrative-driven games without a critical path, allowing players to fail forward, and the origins of Inkle's beloved narrative scripting language, ink. Show Notes: Jon Ingold A Highland Song Inkle Studios ink The Forever Labyrinth Rick Dangerous TV Superstars Inform MUDs Uncharted 3's horse-riding section
Bienvenidas y bienvenidos a Recarga Activa, el podcast diario de AnaitGames en el que filtramos lo más relevante de la actualidad del videojuego en pildorazos de 10-15 minutos:1️⃣ Inkle lanza The Forever Labyrinth, un juego gratuito para navegador en colaboración con Google2️⃣ Algunas versiones de Devil May Cry 3 y Devil May Cry 4 dejan de estar disponibles en Steam3️⃣ Linda³, un extrañísimo RPG de mediados de los 90, recibe una traducción no oficial4️⃣ Devolver anuncia Childen of the Sun, con una demo ya disponibleSuscríbete para recibir el siguiente episodio en tu gestor de podcasts favorito. Puedes apoyar nuestro proyecto (y acceder a un montón de contenido exclusivo) en Patreon: https://www.patreon.com/anaitreload♫ Sintonía del programa: Senseless, de Johny Grimes Hosted on Acast. See acast.com/privacy for more information.
Dirk and David are joined by Jon Ingold, narrative designer and co-founder of Inkle Studios. They discuss Inkle's newly released video game A Highland Song, centered around exploration, discovery, and engaging the human form within nature. They discuss the mechanics around rewarding and incentivizing players in an exploration game, ways to hide the quantum ogre, and how to utilize elements of randomness within a story-driven experience.
This week's bumper episode runs through the big winners at The Game Awards 2024, with a rundown of my top 10 new game announcements, including Pony Island 2, Big Walk, Lost Records, and more. I also give in-progress reviews of three games I've been playing: Inkle's A Highland Song, Ubisoft's Avatar: Frontiers of Pandora, and a viral Kickstarter hit called Backpack Hero. And many thanks to all the show's patrons! If you'd like to join them in supporting the show on Patreon, you can do so from $1 per month at http://patreon.com/gaminginthewild. Patrons get access to a catalogue of bonus episodes, and an invite to the show's lovely Discord community. You can also send a one-off tip via Ko-Fi at http://ko-fi.com/gaminginthewild. All proceeds go into the podcast, covering things like equipment, games, music, editing apps, and so forth. I really appreciate the support, it helps make the show better. If you enjoy the show, you can come say hi on Twitter, Instagram, YouTube and Twitch - find all the links at http://gaminginthewild.com. And check out this Steam curator page made by podcast supporter DovetailTrue: https://store.steampowered.com/curator/43457463-Gaming-in-the-Wild-%2528unofficial%2529/ Thanks for listening!
Cette semaine, on commence par retourner combattre des zodiaques dans Astral Ascent. Après un an et demi d'accès anticipé, le jeu du studio d'Angoulême Hibernian Workshop s'est affiné et propose une expérience cohérente et très fluide, ce qui lui permet de rivaliser avec les plus grands titres du genre «Rogue Lite». On continue avec une escapade magnifique en Ecosse avec A Highland Song, pépite signée Inkle (80 days, Heaven's Vault). On termine avec deux remakes signés Atari qui tente de remettre au goût du jour deux titres qui ont marqué le jeu vidéo du début des années 80, Berzerk et Haunted House.Jérémie Kletzkine, dans sa chronique jeux de société, nous parle de The Witcher Old World.Chapitres :0:00 Intro6:53 Les news37:54 Le com des coms46:02 Astral Ascent1:07:02 La chronique jeux de société1:13:04 A Highland Song1:38:09 La minute culturelle1:45:35 Berzerk Recharged et Haunted House2:06:54 Et quand vous ne jouez pas, vous faites quoi ?Retrouvez toutes les chroniques de jérémie dans le podcast dédié Silence on Joue ! La chronique jeux de société (Lien RSS).Pour commenter cette émission, donner votre avis ou simplement discuter avec notre communauté, connectez-vous au serveur Discord de Silence on joue!Retrouvez Silence on Joue sur Twitch : https://www.twitch.tv/silenceonjoueSoutenez Silence on joue en vous abonnant à Libération avec notre offre spéciale à 5€ par mois : https://offre.liberation.fr/soj/Silence on joue ! c'est l'émission hebdo de jeux vidéo de Libération. Avec Erwan Cario et ses chroniqueurs Patrick Hellio et Julie Le Baron.CRÉDITSSilence on joue ! est un podcast de Libération animé par Erwan Cario. Cet épisode a été enregistré le 7 décembre 2023 sur Discord. Réalisation : Erwan Cario. Générique : Marc Quatrociocchi. Hébergé par Acast. Visitez acast.com/privacy pour plus d'informations.
The latest game from Short Game favorite Inkle has proved to be a bit divisive. Laura enjoyed it, but Raygan hit some major issues that spoiled the experience. It made for an interesting conversation!
Merriam-Webster's Word of the Day for August 18, 2023 is: inkling INK-ling noun Inkling refers to a slight, uncertain idea about something, or to a slight amount of knowledge about something. // As the professor explained the complex math formula in class, I didn't have an inkling of what it all meant. See the entry > Examples: “It was in Jim [Melchert]'s class that I first felt the inkling that there was more to being an artist than simply expressing yourself. It was also about paying attention—looking closely and curiously—and being open to where it might take you.” — Sharon Mizota, The Los Angeles Times, 5 June 2023 Did you know? This may come as a surprise, but inkling has not a drop to do with ink, whether of squid, tattoo, or any other variety. Originating in English in the early 16th century, inkling comes instead from Middle English yngkiling, meaning “whisper or mention,” and perhaps further back from the verb inclen, meaning “to hint at.” An early sense of the word meant “a faint perceptible sound or undertone” or “rumor,” but now people usually use the word to refer to a vague notion someone has (“had an inkling they would be there”), or to a hint of something present (“a conversation with not even an inkling of anger”). One related word you might not have heard of is the rare verb inkle, a back-formation of inkling that in some British English dialects can mean “to utter or communicate in an undertone or whisper, to hint, give a hint of” or “to have an idea or notion of.” (Inkle is also a noun referring to “a colored linen tape or braid woven on a very narrow loom and used for trimming” but etymologists don't have an inkling of where that inkle came from.)
Inkle https://www.inkle.io/Ply https://ply.io/Recall Chrome Extension https://www.recall.wiki/extensionRaycast https://www.raycast.com/proGmail Generative Email https://www.androidpolice.com/google-ai-write-gmail/Truewind https://www.truewind.ai/ChatThing https://chatthing.ai/Translucent https://www.translucent.io/Microsoft Loop https://www.microsoft.com/en-us/microsoft-loopWindows Copilot https://blogs.windows.com/windowsdeveloper/2023/05/23/bringing-the-power-of-ai-to-windows-11-unlocking-a-new-era-of-productivity-for-customers-and-developers-with-windows-copilot-and-dev-home/ZeroTax.ai https://zerotax.ai/Puzzle https://puzzle.io/Receipt Cat https://www.receiptcat.com/ScanStraight https://scanstraight.com/30 Days of AI https://kitchentableautomations.thinkific.com/collectionsDigits AI https://www.prnewswire.com/news-releases/digits-ai-debuts-as-worlds-first-secure-accurate-business-finance-ai-301857407.htmlCashWarden https://www.cashwarden.com/Simply Automate https://simplyautomateinc.com/rpaextension/Karbon AI https://karbonhq.com/feature/aiCharcoal Desk https://www.charcoal.inc/App Stream https://www.growthlabfinancial.com/automations-for-accountants
It's the end of the year, which means it's time for us to put out a new episode and feel guilty for not releasing more this year! (We were busy, but we got lots more planned for next year!) Our guests this month are George Lockett (Senior Writer at Failbetter Games and a Narrative Consultant, Writer, and Designer at Bear Wolf Narrative. Previously the Narrative Lead on The Last Clockwinder, the Scriptwriter and Interactive Designer for BBC Earth - Micro Kingdoms: Senses, and a Contributing Writer to Where the Water Tastes Like Wine) and Mary Goodden (Senior Narrative Designer at Maze Theory currently working on Peaky Blinders: The King's Ransom. Previously a Writer and Editor on Zombies, Run!, a Writer and Narrative Designer at Failbetter Games on Sunless Skies and Fallen London, a Writer on Inkle's Pendragon, and co-created Funicular Simulator 2021), and they join us to discuss how their marketing backgrounds have helped with their writing, how to make a writer's room work, advice for thinking in terms of design, what's helped maintain their writing output, what they've learned from the other writers they've worked with, giving feedback, tips for writing themselves out of problems, the best ways we can diversify the voices in the industry, how they approach working with other departments to get their needs taken care of, what their favorite narrative tools are, favorite thesauruses, what their ghosts are, and more, more, MORE!Our Guests on the InternetGeorge's Twitter, Website, and you should wishlist/check out Mask of the Rose when it comes out next yearMary's Twitter, Website, and you should wishlist/check out Peaky Blinders: The King's Ransom when it comes out next yearStuff We Talked AboutZombies, Run!TwineInkjamWriting for Games by Hannah NicklinThe “Reverse of the Spielberg Gaze”: Jordan Peele, Rian Johnson, Tony Kushner and More Talk Shop on THR's Writers RoundtableMiroMicorosft OneNoteObsidian (the notes app)Webster's 1913 Power ThesaurusWordHippoOur theme music was done by Isabella Ness, and our logo was done by Lily Nishita.
Gil and Sen sit down with game designer and chronicler Aaron A. Reed to talk about his project 50 Years of Text Games, in which he covered one important game for each year between 1971 and 2020. The project will be made into a book. SHOW NOTES 2m21s: The Oregon Trail 3m13s: Gil mentions a bunch of games that Aaron wrote about: Adventure, Hunt the Wumpus, games made with Inform and Twine, 80 Days, Fallen London. 9m22s: Sen's childhood PET computer, Gil's childhood Panasonic computer 10m24s: The game Adventure, the company Infocom, and the rise of Multi-User Dungeons (MUDs). 14m16s: You can probably add board games like Gloomhaven to this list too! 17m28s: The Hitchhiker's Guide to the Galaxy game, with the infamous Babel Fish puzzle. Here is the text of the Infocom hint guide for that puzzle. Click "Next Answer" for the next step. Each step has spoilers, obviously! Also, Gil was wrong, it was "only" 30 steps. 18m33s: Myst 20m07s: Infocom's "feelies." Several fan sites have information on them; this is one. 20m38s: Infocom's game Suspended had a ridiculously cool cover; a plastic injection-molded face with cut-outs for the eyes. The eyes you see on the cover are printed on cardboard beneath the face. Because the images for the eyes are recessed, they will seem to follow you if you walk past the game on the shelf. 22m54s: Robert Lafore's "Interactive Fiction" 26m46s: St. Bride's School 30m45s: The Oz Project 33m09s: The digital game Façade. 36m00s: Adventuron, Choice of Games' ChoiceScript, Inkle 37m00s: So Far, Photopia, Galatea, Trinity 42m01s: The harrowing dramatic film The Sweet Hereafter, which was an inspiration for Photopia. 44m46s: The seminal ARG The Beast, created to promote the film AI 49m47s: Here's the article Gil was talking about. Also, Porpentine's game With Those We Love Alive 52m35s: PixelBerry's interactive romances Choices, of which The Freshman is a story in the game. 56m10s: Ludology 151, where Geoff and Gil discuss what a game actually is. 57m57s: Aaron's book Subcutanean, which is different for everyone who buys it. 58m51s: Sen is likely thinking of Cain's Jawbone, a puzzle released in 1934 by Edward Mathers, under the pseudonym Torquemada. 1h01m27s: Archives of the Sky 1h03m03s: The short IF game 9:05. It's really quick; play it if you can! 1h04m10s: Star Saga One: Beyond the Boundary. 1h05m05s: Above & Below, Near & Far, Tales of the Arabian Nights 1h06m02s: Aaron's 50 Years of Text Games book
Danger lurks as Ben and Tao figure out not just how to get away with murder, but how to do it with aplomb, in Inkle’s inverted murder mystery whodunit - (we did!) - Overboard! As well as discussing the various solutions and outcomes of the tricksy puzzler, the pair discuss the innovative use of time, repetition as both an obstacle and invitation to discovery, player knowledge to supplement character knowledge and whether there’s method to Inkle’s madness. Plus, Pixel Vision make a special announcement… Spoilers upon spoilers. This game would be nearly impossible to discuss without game critical reveals. If you like the sound of it from the intro, it’s recommended you play before listening.Content Warning: PEGI 12. Seduction and saucy behaviour, but nothing graphic (in the game, Tao and Ben are platonic as ever). Delightfully sociopathic murders depicted through comedic text snippets (also in the game. Ben and Tao are alive and well. At the time of writing).Clarifications:You may hear us refer to the main character, Veronica Villensey, as Villensley, with an L. This is an error. Ben regrets this error. Tao says “it might as well be the same name”.Much of the music is performed by the US Army Band, US Army Blues, US Army Strings and The Dixieland Band of the US Army Band's Jazz Ambassador and includes:Flight of the BumblebeeCoventry CarolSouvenir De Florence Mvt 1Main StemKelli's NumberStardustBugablueBayou FarewellThe a cappella group Ben references is not The Inkspots, it’s Birmingham Jubilee Singers, singing Pharaoh's Army Got DrownedBen mentions the love poems and at the time of recording hadn’t figured out their usage. They are relevant to a playthrough achievement dubbed ‘The Leap of Faith’.Despite many endings and achievements discussed here, there are many more!The Ordeal of Gilbert Pinfold is a novel by Evelyn Waugh (1957)Here’s evidence of Ben’s fastidious note-taking:Audio extracts:Knives Out! (String Quartet in G Minor) by Nathan JohnsonDeath on the Nile (ITV’s Poirot)Deathloop Theme by Tom SaltaPalm Springs (2020)The Simpsons - Marge joins the Springfield PoliceBright Young Things (2003)Heaven’s Vault OST - Before the Fall by Laurence Chapman80 Days OST by Laurence ChapmanFormer British PM, Gordon Brown, calling a lady a ‘bigoted woman’ in 2010Leon Bridges - If It Feels Good (Then It Must Be)Gomez - Meet Me In The CityRounders (1998) feat. John MalkovichThe Godfather (1972)Louis Prima - Sing, Sing, Sing (With a Swing)Dixieland One-Step by Sidney BechetDjango Reinhardt - Sweet Georgia BrownOpen a Breach from the Into The Breach OST by Ben PruntyDexter - Blood Theme by Daniel LichtMain Stem by Duke Ellington & His Famous OrchestraPsycho (1960)Beethoven - Moonlight Sonata Handbags and Gladrags arr. by Big George from The Office (UK) (2000)Star Wars - Imperial March (Apashe Remix)I Love You, Man (2009) - ‘Ridonculous’Rachmaninoff plays Prelude in C Sharp MinorSubstack: Sign up free to read our reviews and commentary at www.pixelvision.netTwitter: @pixelvizEmail: pixelvisionpodcast@gmail.com Get full access to Pixel Vision at www.pixelvision.net/subscribe
שורפים משחקים, הפודקאסט לגיימר העצלן, על כל המשחקים כולם. השבוע עוד סיבוב עם Horizon, החלקים שאהבנו יותר ופחות בעיצוב המשחק. מסביב לעולם ב־80 יום הנובלה הויזואלית של Inkle. יהודה מצביע צבאות בארץ התיכונה במשחק המלחמה השולחני. שורפים משחקים – תוכנית מספר 291 – הוקלטה בתאריך 12/04/2022 משתתפים: עידן זיירמן, יהודה חלפון ואביב מנוח. הרשמה לרסס שלחו לנו מייל כל הפרקים -- 80 Days, Horizon Forbidden West, Middle-earth Strategy Battle Game
I've had a soft spot for Inkle ever since playing Sorcery! on my old banger of an iPhone many years ago, and I've been delighted by every single game it has made since. Games like 80 Days, Heaven's Vault, Overboard! and Pendragon - games that wield words masterfully. And I cannot wait for the studio's new game A Highland Song that was revealed properly only a few weeks ago. It's with great excitement, then, that I introduce today's Eurogamer Podcast guests. They are the two people who founded Inkle just over 10 years ago. The two people who once met working on a curious game at Sony about the cycle of a person's life - a game that would ultimately never be made. But they became friends, dreaming together about what kind of games they would make, and then one day, dreams became reality and Inkle was born. They are Joseph Humfrey and Jon Ingold, and this is their winding tale.
Elden Ring is set in world "built" partly by George R R Martin. But what is worldbuilding? We talk to games writer Jon Ingold of Inkle Studios to find out.
Today in “men are trash,” and enslaving, colonialist white men are the trashiest of trash, we bring you Sir Richard Steele's 1711 Spectator retelling of the “Inkle and Yarico” story. For 150 years, versions of Inkle and Yarico were among the most famous narratives of British colonialism in the Americas, and we discuss a few of the most important examples. It's a story in which an English merchant is saved by a Native woman, gets her pregnant, and promptly sells her into slavery. (As we said, the trashiest of trash.) We talk constructions of race, imperial violence, genre, and why this story was read in so many ways in the eighteenth century. We read from and highly recommend Frank Felsenstein's English Trader, Indian Maid: Representing Gender, Race, and Slavery in the New World. For more on Inkle and Yarico and racist European representations of Native people from Columbus through the eighteenth century, we also recommend Peter Hulme's Colonial Encounters: Europe and the Native Caribbean, 1492-1797. Find us on Twitter, Instagram, and Facebook @betterreadpod, and email us nice things at betterreadpodcast@gmail.com. Find Tristan on Twitter @tjschweiger, Katie @katiekrywo, and Megan @tuslersaurus.
Heaven's Vault is a highly original adventure game by Inkle, ported to Switch in 2021. It allows you to explore the interlunar rivers of a far-flung nebula, translating an ancient language from found artefacts to reveal a hidden history. Also this episode: a preview of five Indies to look out for in 2022: Open Roads, FAR: Changing Tides, Citizen Sleeper, Terra Nil, and Weird West. If you enjoy the show, you can come say hi on Twitter, Instagram, YouTube and Twitch - find the links at http://gaminginthewild.com. If you'd like to support the show on Patreon, you can do so from $1 per month and get exclusive episodes, sale recommendations, and an invite to the show's Discord community – go to http://patreon.com/gaminginthewild for that. You can also support the show via Ko-Fi if that's your preferred creator platform: http://ko-fi.com/gaminginthewild. And as always, thanks for listening!
Even when she was writing Harry Potter fanfiction as a child, something I'm sure she won't thank me for sharing, she was doing something she still does now: questioning the world and challenging the parts of it she doesn't like. It's a mindset which would catapult her to fame when collaborating on Inkle's celebrated game 80 Days, as she unpicked the novel Jules Verne famously wrote, and challenged the backwards, colonial attitudes in it. Since then, she's gone from strength to strength, working on renowned gaming projects like Sunless Sea, Horizon: Zero Dawn, Boyfriend Dungeon and, more recently - in fact very recently - open-world adventure Sable. She is - drumroll - Meghna Jayanth, and this, in roughly an hour, is her life.
POD: By casting this spell, the caster may talk about video games weekly. Welcome back to the podcast! Today, we're going to be talking about Sorcery!, a game based on a series of choose-your-own-adventure books created by Steve Jackson that seek to emulate the experience of a traditional tabletop RPG in a single player format. The task of adapting these books falls to Inkle, the developer of previous podcast game Heaven's Vault, and it somehow feels so natural I'm surprised I haven't seen more of these types of books adapted in a similar way. Between the flowery language, some of which was taken directly from the books and others which have been invented for the game, the implementation of the spellcasting system and the beautiful visual presentation of the maps and characters, it really makes you feel like you just hopped on Roll20 with your GM for a weird one-on-one session of an RPG. Not to say that the game doesn't have its shortcomings, but even as it drags in some places and can feel a little cheap at times (though the pain of getting killed unexpectedly is lessened significantly by the generous retry system), the novelty of it makes it worth checking out anyway. We're going to be talking about the pushback that your typical player will feel against being able to rewind at any time, how spellcasting works and how it allows for interesting solutions to the game's problems, and how, if it is in any way, this is like a Jumanji. Thank you for joining us again this week! This game has been out for some time, and the books it's based on have been around for almost forty years, but we couldn't help but play it once we heard about it. Are you an RPG-er (a godless servant of the magiks), and does this game tickle the same fancies that playing D&D or whatever flavor of TTRPG you jive with does? Let us know down in the comments or over on our discord! I realize we are hurtling toward October at this point and it represents a big month for us typically, so to get in the mood, let's talk about a game that falls more on the unsettling side and less as outright horror. Next time, we're going to be talking about Limbo! (I'm just excited, this game doesn't also have an exclamation point in its name) Which, of course, is the breakout game from Playdead, whose later game, Inside, we already covered what feels like a million years ago, so we hope you'll join us then.
This week we get away with murder in Overboard! from Inkle. Overboard! Apple App Store: https://apple.co/3DbgDAv Google Play Store: https://bit.ly/3ms3BZw Next week: Woodturning 3D Apple App Store: https://apple.co/3D5GD0d Google Play Store: https://bit.ly/3B71JJZ Things of the week Los Angeles Apparel T-shirts: https://bit.ly/3kdK902 Chemical Guys Instagram: https://bit.ly/3kh4cdL Tweet us your game suggestions @sevendaystoplay and follow us on Spotify.
In the end we all become podcasts, Welcome back to the podcast! Today, we're going to be talking about Oxenfree, the narrative adventure game about some spooky things that happen on an island at night. The game is extremely focused on its story, so I hesitate to give much more of the plot away from that, but its unique elements come from the way that story is delivered. The primary mechanic of the game is a conversation system that uses fully voice acted dialogue in an attempt to more naturally mimic actual conversations as opposed to more traditional adventure games where you can sit around for thirty minutes before answering someone's question. Does it always work? Well, no, not always, but it gives a sense of urgency to a system that rarely has one without displaying a hokey timer on the screen. Beyond that, the game's appeal comes largely from the tone and aesthetic, with a cartoony art style and dreamy synth music all wrapped around a very modern collection of characters who are all written well enough to be believable in a Spielbergian kind of way. We're going to be talking about how this game fits into the wider genre of adventure games, how the mechanical elements function and help drive the plot forward as well as giving you incentive to act in a reasonable way toward the other characters, and we debate whether the existence of ghosts has any bearing on this fictional narrative. Thank you for joining us this week! What did you think about Oxenfree? I know the game definitely has a following, likely driven by the likeable characters and deeper mysteries it contains, but on a first playthrough, how much of this did you actually engage with? Did this game inspire multiple playthroughs to see what other endings it offered or were you satisfied with letting the story be what it was based on your decisions? Let us know in the comments or over on Discord! Next time, we're breaking out our fancy dice and player's handbooks to play through Sorcery!, a TTRPG simulation game from Inkle, the developer of Heaven's Vault, a game we played 8 months ago but feels like it was more recent than that because time is an illusion. Anyway, thanks for listening!
This week's episode is a mix and match. It covers Annapurna-published narrative adventure Last Stop, Inkle's "youdunnit" murder game Overboard!, and the new mobile edition of absolutely bananas balletic blast-em-up My Friend Pedro. Also mentioned: Griftlands, The Falconeer - Warrior Edition, Glyph. If you enjoy the show, please do come say hi on Twitter, Instagram, YouTube and Twitch via linktr.ee/gaminginthewild. If you'd to support the show on Patreon, I'm very grateful – you'll get exclusive episodes, sale recommendations, and an invite to the show's Discord community in return. Go to patreon.com/gaminginthewild to join up! You can also support the show via Ko-Fi if that's your preferred creator platform: ko-fi.com/gaminginthewild. And as always, thanks for listening!
We discuss episodes 1-6 of Rooster Teeth's 'Dead Little Roosters', directed by Josh Flanagan and Fiona Nova. Ten of Rooster Teeth's staff arrive for a party at the estate of the wealthy Nicodemus, only for the old man to turn up dead. The ten are then locked in their rooms, and as the gang keep themselves entertained, the body count starts to rise in rhythm with a mysterious poem, the 'Dead Little Roosters Addendum'. Who will survive, and who is the killer? With real prizes on the line, it's up to the audience to figure it out in this interactive mystery competition (or at least it was when it was airing).We're also joined by Jon Ingold, Narrative Designer for Inkle Studios to talk about their awesome new youdunnit mystery game, Overboard! From keeping players engaged with a rotating set of goals, and investing your players in a murderous protagonist, it's a beautiful culmination of many of the ideas we've been discussing over the course of our interactive leg of the tour.
Overboard! is the latest game from Inkle, creators of Short Game favorites 80 Days and Heaven's Vault. Developed in just over three months during the Covid-19 pandemic, Overboard is a deeply repayable detective game where...
Overboard! is the latest game from Inkle, creators of Short Game favorites 80 Days and Heaven's Vault. Developed in just over three months during the Covid-19 pandemic, Overboard is a deeply repayable detective game where...
Tonight on GeekNights, we review Inkle's 2019 game Heaven's Vault for Steam, Playstation, and Switch. It's unique, in a good way. In the news, Daft Punk ends, the Root Marauder Expansion is on Kickstarter, The Legend of Zelda is 35 years old, you've probably never actually heard the original Legend of Zelda theme, Civilization VI's barbarians just got a lot more interesting, and Zinequest is live.
This week Lucy and Aadil give their initial impressions of Cyber Shadow, the new 2D action platformer from Yacht Club Games. Aadil has also played Control and Lucy chats Heavens Vault and the new release NUTS. Ben has been getting his thirsty fix with Haven. As with the rest of January, Aadil has two beers and Ben has one with Lucy abstaining. Aadil drinks Electric Bugaloo from Tiny Rebel and a Stout from Moor Beer Co. Ben has Stigbergets Julius tribute, the Juleljus / Xmas Tribute NEIPA.
Podcasts don’t always have a tidy beginning. Welcome back to the podcast! This week we’re joined by Janelle and are going to be talking about Heaven’s Vault, an adventure game with a focus on linguistics that was developed by Inkle. As you can imagine based on that description, this game has a very different way of engaging you mechanically than other games, even within the adventure genre. While the game is designed to deliver on its narrative, the story of an archaeologist exploring ancient ruins within the game’s sci-fi setting to discover details about the civilization that once lived there, one the fulcrum that story is balanced on involves deciphering a surprisingly fleshed out fictional written language. While this element of the game can be engaged with in the style of other puzzles in video games, by finding patterns and using the in-game context to figure out which symbols correspond to which words, it still hits on the critical thinking skills many games’ puzzles fail to stimulate. The result is a game that is surprisingly rewarding and does something that very few other games accomplish: making you feel like you’re actually doing the same thing your character is. We’re going to be talking about the robustness of the translation systems and the overarching impact that language has on the game, the highs and lows of the other more video game-y elements of the game, and by which specialty coffee name you should refer to the state prior to “new game plus.” Thank you for joining us this week, and thanks again to Janelle for coming on and sharing her comparable expertise on the subject, as I think it really helped open up the dialogue beyond what Andy and I could have mustered on our own. How did this game sit for you? Were you excited to begin recognizing patterns of symbols and take the time to figure out what a “morpheme” is? Did you also think that Aliya moved too damn slow? Was Six your loyal companion and best friend forever, or an unhelpful trash robot? Let us know in the comments or on our Discord! Next time, we’re going to be talking about No More Heroes, because we thought the idea of doing two games that shared anything in common in a row absolutely repulsive. So join us then to hear more of what you’re used to from us: games from over ten years ago!
In Heaven's Vault you uncover a long-lost language. But how do real languages die? We ask a linguist about the Zapotec family of endangered languages
Show host and producer Chris O'Regan chats to returning guest Jon Ingold of Inkle about the design and development of their tactical adventure game, Pendragon. Jon first appeared on The Sausage Factory in November 2013 for the second episode of The Sausage Factory to talk about how Inkle designed a digital version of the classic adventure game Sorcery! Here we hear about how Inkle delved into the Arthurian legends and created a unique tactical adventure game based upon them. http://media.blubrry.com/caneandrinse/caneandrinse.com/sausage/TSF_Episode303.mp3 Music featured is by Laurence Chapman, the OST to Pendragon can be bought from HERE 1. Pendragon 2. The Dream of Camelot 3. Pendragon Fantasia The Sausage Factory 303 was edited by Chris O'Regan
This week we dive into discussions on three games, first Rip Them Off from Lozange Lab which we’ve all played. Lucy gives her thoughts on Inkle’s new game Pendragon and we finish with Aadil’s thoughts on When the Past was Around from Mojiken which he streamed earlier in the day. For beers this week Ben drinks Forgotten Dreams from Pipeline Brewing Co and Odyssey Brew Co Return of the Boom Bap. Lucy has another Overtone beer in Lotus Oat Cream NEIPA and then Left Handed Giants Sky Above. Aadil drinks two supermarket collab stouts, first Vocation X Brew York Sweet Temptation and second Nothern Monk X Lervig Norse Star.
Pendragon è il nuovo gioco di Inkle, lo studio che ha dato vita a quei piccoli grandi capolavori di 80 Days e Heaven's Vault, e sfrutta lo stesso engine narrativo per decostruire e riassemblare la fine del ciclo arturiano in chiave roguelite. Il gameplay più strutturato e incorniciato da generi più canonici rende inizialmente più opaca la narrazione e trasforma Pendragon in un esercizio di stile molto raffinato e molto meno immediato rispetto agli altri titoli firmati Jon Ingold. Tuttavia, quando si capisce che le regole del gioco vanno sfruttate non per "vincere" ma per raccontare storie sempre più ricche e complesse, emerge tutta la capacità di Inkle di rielaborare e confezionare storie fantastiche in forma interattiva. Buon ascolto! Soundtraccia: Outcastempo - Alessandro Mucchi / Outcast Sala Giochi Loop - Alessandro Mucchi Pendragon è disponibile dal 22 settembre 2020 su PC. Noi abbiamo avuto modo di provarlo grazie a un codice Steam fornitoci dall'agenzia di PR che segue il gioco.
Andrew Walsh is one of the UK's busiest games writers having been involved since the early days of narrative design. A great speaker, who is a champion for games writers, especially via the WGGB. We ask him about the changes he has seen in the industry as well practical tips for people interested in this field. Some links: Andrew's site: http://www.andrewwalsh.com/videogames IMDB: https://www.imdb.com/name/nm0909539 Twitter: https://twitter.com/englishscribe Andrew Talked About: Last Of Us Part 2 - https://amzn.to/2Ee8rpp Heaven's Vault from Inkle - https://www.inklestudios.com/heavensvault/ Before I Forget - https://www.3foldgames.uk Red Dead Redemption 2 - https://amzn.to/3aEFq25 Spiderman - https://amzn.to/318CSpO
Pendragon è il nuovo gioco di Inkle, lo studio che ha dato vita a quei piccoli grandi capolavori di 80 Days e Heaven's Vault. È sviluppato sullo stesso engine semantico degli altri due, ma ha un gameplay leggermente più ambizioso dal punto di vista delle meccaniche, pur lasciando grande spazio al testo. Abbiamo provato una demo in anteprima e abbiamo scoperto un'anima strategica leggera, ma profonda e sfaccettata, in cui ogni livello presenta degli scontri su una plancia e una serie di occorrenze narrative da risolvere sfruttando le abilità dei personaggi. Nove protagonisti, tanta rigiocabilità e la solita scrittura di qualità cristallina promettono di rivivere in maniera interattiva e ispirata una rivisitazione della fine del ciclo arturiano.Buon ascolto! Soundtraccia: Outcastempo - Alessandro Mucchi / Outcast Sala Giochi Loop - Alessandro MucchiPendragon è previsto su PC nel corso dell’estate. Noi lo abbiamo provato grazie a un codice Steam gentilmente fornito dall’agenzia di PR che segue il gioco. La pagina di Outcast Sala Giochi.Il feed di Outcast Sala Giochi.Outcast Sala Giochi su Apple Podcasts.Outcast Sala Giochi su Podbean.Outcast Sala Giochi su Spotify.Outcast Sala Giochi su Stitcher.Il feed di tutti i nostri podcast.Tutti i nostri podcast su Apple Podcasts.Tutti i nostri podcast su Podbean.Tutti i nostri podcast su Spotify.Tutti i nostri podcast su Stitcher.Il nostro canale su Youtube.Per contattarci:Scrivi ad Outcast - podcast@outcast.it
Happy New Year! This month we've got Duncan (writer on Where the Water Tastes Like Wine, Neo Cab, In the Valley of Gods, and the co-creator and writer of the Something True podcast) and Jon (writer, narrative designer and co-founder of Inkle, and has worked on games including 80 Days, Sorcery!, Heaven’s Vault, and Over the Alps) in to talk about being a writer without a writing degree, blank canvas vs well-defined main characters, research, hot air balloons, Lovecraft forums, when to stop researching, underappreciated game moments, player agency, the sweet spot between satisfying and frustrating, the role of writers in pre-production, and more. Our Guests on the InternetDuncan's Website and Twitter.Jon's Twitter, Inkle's Website and Twitter.Stuff We Talked AboutIdle ThumbsCentralia, PALeliana's Song DLCRameses by Stephen BondSpider and Web by Andrew PlotkinPystOur theme music was created by Isabella Ness, and our logo was created by Lily Nishita.
Heaven’s Vault is an “archeological science fiction adventure game” from Inkle. In the game, you – as archeologist Aliya – sail the Nebula from moon to moon, exploring ruins and meeting people and, most importantly, translating an ancient language called… Ancient. Philippa Warr wrote a glowing review of Heaven’s Vault for PC Gamer, so Jordan invited her on the podcast to explain more about why she loved it so much.While this episode is almost entirely about the translation puzzles, no actual solutions are discussed beyond those you might discover within the first few minutes of play.You can watch Jon Ingold’s talk “Designing a Lost Language for Heaven’s Vault” on YouTube.
00:13 - Sam's 10 out of 10 wedding, plus a metaphysical discussion about seafood. 12:02 - It sounds like a cliché to say it, but Bali truly does feel like another world at times. 18:45 - Rainbow Train's relaxing, thoughtful puzzle game Hook is 50 levels of meditative mobile gaming loveliness. 34:06 - Heaven's Vault is an exhilarating, highly personal narrative experience from Inkle. 44:25 - @Lithiumproject provides the question for this episode, asking "is there a game you wish you could have got to the end of?" - thanks pal! All that, plus a PlayStation Vita blast from the past, with Peter (@XeroXeroXero) and Sam (@MrSamTurner). For links to topics covered - http://stayingin.podbean.comFind us on Twitter - @StayingInPodFind us on Facebook - @StayingInPodcastFind us on Steam - http://store.steampowered.com/curator/28314572/Find us on BoardGameGeek - https://boardgamegeek.com/boardgamepodcast/41888/staying
Jon Ingold, co-founder of Inkle Studios, joins us on the podcast today. The studio has produced award-winning adventures for mobile and PC, including the Sorcery series and 80 Days, and they're only weeks away from releasing their latest project, Heaven's Vault. Jon somehow found the time to talk to us about his career, the founding of Inkle and the creation of their games, as well as diving into the nuts and bolts of what it means to write interactive, branching fiction and dialogue. There's incredible insight here from one of the most experienced writers in gaming, and if you're interested in games writing this is a must-listen. Hosted by Simon Jones, writer and Digital Marketing Manager at the National Centre for Writing. Find out more about the National Centre for Writing: https://nationalcentreforwriting.org.uk/ Links: Inkle Studios: https://www.inklestudios.com/ Music by Bennet Maples: https://sonicfruit.co.uk/
This week: the best guns. The pod squad are stocking a chest full of videogame firearms. Matthew is stocking a laser pointer from Gears of War, Alice wants the exploding teddy gun from Sunset Overdrive, and Brendan is taking Symmetra's energy gun from Overwatch. But we've also been playing games! Come hear our thoughts on post-apocalyptic shooter Metro Exodus and Inkle's upcoming translate 'em up Heaven's Vault. Links: Matthew’s video on Metro Exodus: https://www.youtube.com/watch?v=MLAZAmJPKUQ Brendan’s Metro Exodus review: https://www.rockpapershotgun.com/2019/02/13/metro-exodus-review/ Matt enjoyed Sunset Overdrive: https://www.rockpapershotgun.com/2019/01/08/so-last-years-best-game-was-actually-sunset-overdrive/ Alice’s preview of Heaven’s Vault: https://www.rockpapershotgun.com/2019/02/15/heavens-vault-preview-an-ouroboros-of-wordery/
William Pugh (Crows Crows Crows), Dan Abnett (comics and games writer), Rhianna Pratchett (Games Writer) + Joseph Humfrey (co-founder Inkle) discuss opportunities + challenges in developing stories in games.
Sam Turner (@MrSamTurner), Daniel Frost (@ThisDanFrost), Kris Darby (@DigitalStrider), and Peter Willington (@xeroxeroxero) give our impressions of Sorcery! 4 from Inkle, we discuss what makes a great multiplayer game, determine the correct number of sausages a normal human being should eat in one go, and there's a load of Great British Bake Off chat too. For links to topics covered - http://stayingin.podbean.com/ Find us on Twitter - https://twitter.com/StayingInPod
In this episode we cover a schism in digital media that traditional publishing has unwittingly played into. Baldur explains what it is that makes people the most angry at him. Moonshots versus Infrastructure. Digital media Reaganomics Brute force effort versus building automation Baldur agrees with a Nazi (von Braun). Changes require infrastructure. Trickle-down economics don’t build roads. Without open source and open standards we’d still be stuck in the CD-ROM model. Paradigm clashes are messy. Touchpress. Editions at Play. Creative people doing clever things. Reviewing the story, not the innovation. On not releasing the APIs. Preventing people from copying or building on Edition at Play. The danger of building one-off infrastructure replacements. Disposable scaffolding versus roads and waterworks. Praise for Inkle. Praise for FailBetter/FundBetter. Hybrid models are possible if infrastructure is the end goal. Baldur’s problem with Readium. What does this dichotomy mean for publishers? What is a publisher in print? What is a publisher in digital? End-to-end integration is very hard to pull off in digital. Choose a focus: author or audiences. Audience aggregators versus production aggregators. Publishers act as if authors were completely fungible. Foundation labour in publishing is brittle. Using Unbound as a case study: a social capital converter. Trade publishers don’t have that clarity yet. The two potential models. Authors, unfortunately, need social capital. The obligatory Craig Mod reference. Create a clear value proposition for either the author or the audience. Patreon as premium LiveJournal communities. Why it is big and getting bigger. Baldur forgot Erika Moen’s name despite reading her work for over a decade. Patreon as a pure audience aggregator that’s agnostic about the content format. Disconnecting the business model from the production model results in creative freedom. Bolting book retail model on web artefacts. Subscription requires a clear and concrete value proposition. How do you get to the point where you’re covering your costs? Patreon only works if you do like Dave Sim did with Cerebus: deliver on your promises, consistently and reliably. (All of Dave Sim’s other weirdnesses are decidedly optional.) The ‘Print is Great’ worldview hinders all digital efforts. How Baldur could fund the purchase of the cheapest iPad Mini. ‘Toxic’ is relative. Amazon’s asymmetric bet with the Kindle. Print is viable in the long term, just not interesting to Baldur. Warning! Contains ums, aws, and wobbly arguments. Play the episode in your browserYour browser does not support the audio element. Download episode nine Subscribe to the podcast feed directly Or on iTunes And, finally, on Overcast
We're captivated by our guests this week, as Meg (creator of Samsara, lead writer on 80 Days, and contributor on Sunless Sea) and Richard (game designer on Gex, Pandemonium, the Soul Reaver series, lead game designer on Jak X and the first three Uncharted games, and Associate Professor in the Interactive Media and Games Division at USC) talk about the cultural influences of tabletop, LARPing and interactive theatre on games, the woes of being a freelance writer, finding work-life balance, the importance and need for editors, the propensity for systemic thinking, unfairness in games, following the rules of fiction vs the rules of games, systemizing choice, the structure of 80 Days, research giving safety to the player, whether genres are useful, the generic influences of The Velvet Underground and The Doors, games confident enough to not explode all over your face when you start them up, and taking responsibility for the stories and games we put out into the world. Our Guests on the Internet Meg's Twitter and Website. Richard's Twitter and Website. Stuff We Talked About The Art of Fiction #2: Meg Jayanth by Duncan Fyfe The Masque of the Red Death Sleep No More The Meadow EA_Spouse Henry Miller’s 11 Commandments of Writing Meg's GDC 2015 talk - Leading Players Astray : 80 Days & Unexpected Stories Dogme 95 All Watched Over by Machines of Loving Grace by Adam Curtis Thinking in Systems: A Primer by Donella H. Meadows Cybernetics: or the Control and Communication in the Animal and the Machine by Norbert Wiener Meg's PRACTICE 2015 talk on Unfairness in Games The Year of the Crush: How the Radically Unfair Candy Crush Saga Took Over Our Lives by Tevis Thompson Donkeyspace by Frank Lantz Towards a Steampunk Without Steam by Amal El-Mohtar Wheels of Aurelia Our theme music was composed by 2Mello, and our logo was created by Lily Nishita.
This week Matt and Joe are joined by Jim Trinca! We talk about Assassin’s Creed: Syndicate and the series in general before Matt and Joe get excited about Inkle’s Sorcery! series. Rebel Galaxy didn’t manage to tickle Matt’s intergalactic pickle (still waiting to hear back from legal on whether that phrase is acceptable) but Joe spruced things back into form with a dose of Double Hitler. Finally, Jim talks a bit about Hearts of Stone - which leaves Matt genuinely throwing a bit of a wobbly because he wants to play The Witcher 3 but hasn’t found the time.
You can always guarantee that One Life Left never misses the chance to have a celebration. Except we forgot that this was our 250th episode, possibly because we've probably done more than 250 episodes due to spin-offs and literally unpodcastable episodes. However, we did celebrate in a way by having Jon and Joe from Inkle Studios in as our Super-Special Guests! They told us all about what it's like not winning a Bafta (it's rather similar to not winning a GMA), how Inkle is much better than Steve Jackson and how you make an open world book. Their new game Sorcery! 3 sounds rather excellent and will undoubtedly miss out on a Bafta next year. We also found out how Fearne Cotton is making extra pocket money by selling Xboxes, did some news near the end of the show, Ann went drinking, Ste and Simon played the same game and the letters section has been sponsored! By the company that Simon is joining next week. And we had the core contributing trio of Doctor Avatar, GameUnder and Sega Badawi. Cheerio! Team OLL x Links: https://twitter.com/inklestudios https://twitter.com/joethephish https://twitter.com/joningold Track list: 1. Impulses - Overflow http://chipmusic.org/impulses/music/overflow 2. Ob111 - Entering Ale Country http://chipmusic.org/0b111/music/entering-ale-country
Welcome to another Veteran Gamers Interview and this week I am joined by Joe Humfrey from the award winning iOS developers, Inkle makers of Steve Jackson's Sorcery and 80 Days. We discuss the history of the studio, how the games came about and what it was like to attend GDC and the BAFTA Video games awards. Enjoy. To find Inkle follow the links below: Webpage Link Twitter Link Facebook Link
Despite still being knee-deep in Q4 2014 AAA Open World madness, we did manage to find a couple of hours to throw at Square's new episodic adventure, Life is Strange, which repurposes Dontnod's trial & error memory mechanic from their previous game, Remember me, into a time-travelling coming of age story. Also - Iain finally finished Pandemic Studios's 2009 swansong, The Sabouteur and Rob's been binging on a handful of Inkle's choose-your-own-adventures, capped off with the deservedly award-nominated and Time Magazine Game of the Year, 80 Days... it's all about what we've been playing on this week's #NOTplaying Podcast!Life is Strange http://lifeisstrange.com/agegate.phpThe Saboteur http://www.ea.com/uk/the-saboteur80 Days http://www.inklestudios.com/80days/Rob @bobirokaPatrick @patrickjkayIain @ebowgbContact us on Email at: notplayingpodcast@gmail.comFollow us on Twitter: @notplayingpodYou can find the show notes for this show at www.notlistening.co.ukIf you're listening on iTunes, please give us a review!To Check out other shows in the Collection visit:http://barkerpodcasts.webs.com Including the #NOTwatching Podcast: http://www.spreaker.com/show/the-notwatching-podcast
Jonathan Miley speaks with the good folk behind the upcoming steampunk iOS interactive fiction multiplayer racing game, 80 Days. I spoke with John Ingold and Joe Humphrey, the co-founders of Inkle Studios, as well as Meg Jayanth, the lead writer on the game. This is an archived episode of DarkCast Interviews that originally appeared on Darkstation.com
Shane Ryan interviews Joseph Humfrey and Jon Ingold of Inkle Studios regarding their iOS title Sorcery!. Based on an old Steve Jackson adventure book, Sorcery! creates a blend of interactive storytelling.
Fakultät für Geschichts- und Kunstwissenschaften - Digitale Hochschulschriften der LMU
Mon, 24 Jul 2006 12:00:00 +0100 https://edoc.ub.uni-muenchen.de/6921/ https://edoc.ub.uni-muenchen.de/6921/1/Kunz_Isabel.pdf Kunz, Isabel ddc:700, ddc:790, Fakultät für Gesc