Podcasts about Jason Rohrer

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Jason Rohrer

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Best podcasts about Jason Rohrer

Latest podcast episodes about Jason Rohrer

The Besties
Super Mario Bros. Wonder is a Trip and a Half

The Besties

Play Episode Listen Later Oct 27, 2023 61:48


Super Mario Bros. Wonder is a wild ride, y'all. Mario can turn into an elephant, sure, but that's like, the tenth weirdest thing that happens as you progress through the game. What other tricks does everyone's favorite toilet repairman have up his sleeve? Find out inside!Also discussed: Final Fantasy 7 Rebirth, Insomniac's Wolverine, Death Stranding 2, Ghost of Tsushima 2, Last of Us Factions multiplayer, Last of Us 2 Remaster, Marathon, the works of Jason Rohrer, the Stanley Parable, Pokemon Unbound, World of Horror, Sea of Stars, Dungeons of Eternity, Wizard with a GunSubscribe to our newsletter at besties.fan!

New Books in Technology
Works of Game: On the Aesthetics of Games and Art

New Books in Technology

Play Episode Listen Later Jun 23, 2023 14:58


Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/technology

New Books in Science, Technology, and Society
Works of Game: On the Aesthetics of Games and Art

New Books in Science, Technology, and Society

Play Episode Listen Later Jun 22, 2023 14:58


Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/science-technology-and-society

New Books in Communications
Works of Game: On the Aesthetics of Games and Art

New Books in Communications

Play Episode Listen Later Jun 20, 2023 14:58


Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/communications

New Books in Art
Works of Game: On the Aesthetics of Games and Art

New Books in Art

Play Episode Listen Later Jun 19, 2023 14:58


Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes--to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games"--with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman--represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities. John Sharp is Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12. Learn more about your ad choices. Visit megaphone.fm/adchoices Support our show by becoming a premium member! https://newbooksnetwork.supportingcast.fm/art

Komando On Demand
This man turned his lost love into an AI chatbot

Komando On Demand

Play Episode Listen Later Jan 27, 2022 51:05


Everyone has a different way of coping with tragedy. When Joshua Barbeau lost his girlfriend, he created an AI chatbot based on her personality. In this episode, Kim sits down with him as well as developer Jason Rohrer, who created the program Joshua used. You can also use it to create your own personalized chatbot for just $5. Learn more about your ad choices. Visit megaphone.fm/adchoices

Kim Komando Today
This man turned his lost love into an AI chatbot

Kim Komando Today

Play Episode Listen Later Jan 27, 2022 51:05


Everyone has a different way of coping with tragedy. When Joshua Barbeau lost his girlfriend, he created an AI chatbot based on her personality. In this episode, Kim sits down with him as well as developer Jason Rohrer, who created the program Joshua used. You can also use it to create your own personalized chatbot for just $5. Learn more about your ad choices. Visit megaphone.fm/adchoices

Komando On Demand
This man turned his lost love into an AI chatbot

Komando On Demand

Play Episode Listen Later Jan 27, 2022 52:04


Everyone has a different way of coping with tragedy. When Joshua Barbeau lost his girlfriend, he created an AI chatbot based on her personality. In this episode, Kim sits down with him as well as developer Jason Rohrer, who created the program Joshua used. You can also use it to create your own personalized chatbot for just $5. Learn more about your ad choices. Visit megaphone.fm/adchoices

CodeNewbie
S17:E2 - DevNews: Inside the Gpt-3-Powered Chatbot That Someone Used to Talk to Their Fiancé Who Passed (Jason Rohrer)

CodeNewbie

Play Episode Listen Later Aug 14, 2021 60:11


In this episode, we chat with Jason Rohrer, game designer and creator of Project December, whose GPT-3-powered chatbot has been used by people to talk to historical figures and personalities, and was even used by one person to talk to his late fiancé for closure. Show Links DevDiscuss (sponsor) DevNews (sponsor) Cockroach Labs (sponsor) Retool (sponsor) Project December r/ProjectDecember1982 The Jessica Simulation: Love and loss in the age of A.I.

Komando On Demand
She passed away. Then he turned her into an AI chatbot

Komando On Demand

Play Episode Listen Later Aug 12, 2021 51:05


When tragedy struck, Joshua Barbeau decided to cope with the death of his girlfriend by creating an AI chatbot based on her personality. In this episode, Kim sits down with him as well as developer Jason Rohrer, who created an AI program you can use to create your own personalized chatbots for just $5. It's creepy and insanely fascinating at the same time. Learn more about your ad choices. Visit megaphone.fm/adchoices

Kim Komando Today
She passed away. Then he turned her into an AI chatbot

Kim Komando Today

Play Episode Listen Later Aug 12, 2021 51:05


When tragedy struck, Joshua Barbeau decided to cope with the death of his girlfriend by creating an AI chatbot based on her personality. In this episode, Kim sits down with him as well as developer Jason Rohrer, who created an AI program you can use to create your own personalized chatbots for just $5. It's creepy and insanely fascinating at the same time. Learn more about your ad choices. Visit megaphone.fm/adchoices

DevNews
S5:E4 - Inside the Gpt-3-Powered Chatbot That Someone Used to Talk to Their Fiancé Who Passed

DevNews

Play Episode Listen Later Aug 12, 2021 60:59


In this episode, we chat with Jason Rohrer, game designer and creator of Project December, whose GPT-3-powered chatbot has been used by people to talk to historical figures and personalities, and was even used by one person to talk to his late fiancé for closure. Show Notes Scout APM (DevNews) (sponsor) Project December r/ProjectDecember1982 The Jessica Simulation: Love and loss in the age of A.I.

Komando On Demand
She passed away. Then he turned her into an AI chatbot

Komando On Demand

Play Episode Listen Later Aug 12, 2021 57:04


When tragedy struck, Joshua Barbeau decided to cope with the loss of his girlfriend by creating a chatbot based on her personality. In this episode, Kim sits down with him as well as AI developer Jason Rohrer, who created an AI program you can use to create your own personalized chatbots. It's creepy and insanely fascinating at the same time. Learn more about your ad choices. Visit megaphone.fm/adchoices

Unlimited Lives Radio
After Dark: Just Die Already

Unlimited Lives Radio

Play Episode Listen Later Mar 19, 2021 61:30


Enjoy the second to last After Dark hosted by comedians TJ Del Reno and Ian O'Keeffe with a special guest drop in comedy writer PJ! We explore the sandbox game Just Die Already and it's OFFENSIVE Twitter account for it, The Crypto Doctrine by Jason Rohrer, T.M.N.T. Shredder's Revenge reboot, TJ's take on Final Fantasy VII Remake, the movie Psycho Goreman, Falcon and The Winter Soldier comes out Friday, and Seinfeld Funko Pops!

IMPOSSIBLE COIN
The Raccoons Are Racing Golf Carts

IMPOSSIBLE COIN

Play Episode Listen Later Mar 17, 2021 197:48


11:30 The Menudo Ramen Experiment 14:58 The Hamburger Spiral 36:52 Happy Birthday to Jean, The Dandelion Knight 49:55 13 Sentinels: Aegis Rim 59:40 Monster Hunter Rise Demo 2 1:08:40 Domination 101 Articles 1:28:49 Animal Crossing Catchup 1:39:58 Blaseball 1:53:47 Sneaky Sasquatch 2:06:43 Apple Arcade Roundup 2:23:53 Patron Shoutouts 2:26:44 Genshin fans force KFC to shut down several Genshin events 2:31:53 Roblox's $45B IPO 2:48:16 Jason Rohrer, Indie Dev Dirtbag 2:56:49 Microsoft completes acquisition of Bethesda 3:12:39 Mail

Game Dev Unchained
0206: The Indie-O-Calypse with Jason Rohrer

Game Dev Unchained

Play Episode Listen Later Oct 1, 2019 73:24


Jason Rohrer is a game designer that has been in the business for over 15 years. His latest and twelfth game One Hour One Life is a culmination of studying data and analysis from Indie-O-Calypse. Jason has both the experience of before and after Steam Greenlight and in this insightful episode helps paint the fuller picture of what's really going on out there. For the video version, please visit https://youtu.be/WbF48W79cc4 http://hcsoftware.sourceforge.net/jason-rohrer/ https://twitter.com/jasonrohrer https://store.steampowered.com/developer/jasonrohrer Support us on Patreon and get Games ReCAP, our spinoff show of Roundtable News, in podcast form to hear us on your daily commute! To watch future GDU episodes live, go to twitch.tv/blu_champs every Tuesdays at 11 AM PST Grab some Merch! Give us a rating on iTunes: apple.co/2IKxTmU

We Talk Games
We Talk Games 2,209 Jason Rohrer

We Talk Games

Play Episode Listen Later Jul 22, 2019 102:21


REAL conversations with ACTUAL friends

The challenges this week are: “Weird City” episode 1, “The One,” and the web game “Passage” by Jason Rohrer. Francine and Charlie address the theme of choice as they talk about the challenges this week, and after that they both answer Char’s question about RO-bots and RO-mance! Next week’s challenges: listen to the first 1-5 episodes of the podcast “Blackout” and watch Danny Boyle’s “127 Hours.” --- Send in a voice message: https://anchor.fm/rcwaf/message

REAL conversations with ACTUAL friends
4: Interview Question Catch Up Special!

REAL conversations with ACTUAL friends

Play Episode Listen Later Apr 5, 2019 68:03


The challenges have been postponed until next week! Our hosts, the intrepid Francine and Charlie, decide to take another look at the interview questions of episodes past and turn them around on each other! From now on, they'll both answer all questions, but for this episode, it's time to catch up with the original trilogy! This episode also features Part 1 of the Anton the Vigilante Sorcerer Saga. Next week's challenges are (still) to play "Passage" by Jason Rohrer and to watch "Weird City" episode one: "The One." --- Send in a voice message: https://anchor.fm/rcwaf/message

REAL conversations with ACTUAL friends

This week’s challenges: "The Enigma at Amigara Fault" by Junji Ito and "The Paper Menagerie" by Ken Liu. The two friends dive into the topic of belief in this episode of the podcast, but first they discuss the tear-jerking and phobia-inducing challenges for this week. In the interview segment for this week, Fran has some rapid fire questions that really get to the heart of what belief is all about. Challenges for next week: the youtube show “Weird City” episode 1, “The One,” and the game “Passage” by Jason Rohrer. --- Send in a voice message: https://anchor.fm/rcwaf/message

Humans Who Make Games with Adam Conover
Jason Rohrer (Passage, The Castle Doctrine, One Hour One Life)

Humans Who Make Games with Adam Conover

Play Episode Listen Later Feb 6, 2019 138:23


This week Adam talks to Jason Rohrer, creator of Passage, The Castle Doctrine, One Hour One Life, and more! Adam and Jason talk about getting his game featured in the Museum of Modern Art in New York, the distinction (or lack thereof) between art and games, how the mechanics of One Hour One Life actually make you feel like you're growing up in the game, why Jason wants to build his own root cellar, and more! Learn more about your ad choices. Visit megaphone.fm/adchoices

Technocurious France
Jeu vidéo : dans la tête d'un game designer

Technocurious France

Play Episode Listen Later Jan 21, 2019 31:23


On lit de tout et de rien sur les jeux vidéo, et l'on finit par ne plus savoir où donner de la tête : est-ce une oeuvre d'art ? un pur divertissement ? Est-ce-qu-ils nous rendent plus créatifs ? plus logiques ? plus violents ? On a donc décidé d'aller se renseigner à la source : Paul Samuelson, game designer(promis, vous allez bientôt comprendre ce que c'est) nous a expliqué ce qu'est un jeu vidéo, comment on les faits et à quoi ils ressemblent. Il en a aussi profité pour nous parler de ses jeux préférés et nous expliquer en quoi ils sont si formidables. Aux manettes : Pauline Références citées : Passage de Jason Rohrer : http://passage.toolness.org/ Civilization : https://civilization.com/fr-FR/ Don’t Starve : https://www.klei.com/games/dont-starve Life Is Strange : https://lifeisstrange.square-enix-games.com/en-us/games/life-is-strange Fortnite : https://www.epicgames.com/fortnite/fr/home Lifeline : https://itunes.apple.com/fr/app/lifeline.../id982354972?mt=8 www.iamtechnocurious.com/fr Pour nous aider à continuer : https://fr.tipeee.com/technocurious-france Facebook : www.facebook.com/jesuistechnocurious/ Instagram : www.instagram.com/technocurious_fr Twitter : twitter.com/TechnocuriousF

Checkpoints
Rebroadcast - Episode 18 - Jason Rohrer

Checkpoints

Play Episode Listen Later Dec 2, 2018 100:32


Today's guest is Jason Rohrer. Jason worked on a new currency, Jason took on his local government alone and won, Jason is a father, a writer, a programmer, a magician, a musician. Jason also makes videogames. From Passage to Sleep is Death to Cordial Minuet to his latest as yet untitled game which he talks about on the show, Jason is always searching for new ideas and new ways of playing. This passion for exploration and discovery is what makes his games so exciting, and why he's marked himself out as a unique voice in the videogame world. Some of his gaming checkpoints include Rust, the Legend of Zelda, Super Mario Bros. Wolfenstein and Aliens vs. Predator. 18 episodes in and we finally have a Jaguar game.

Edge Guard
67 - One Hour One Life (Revisited)

Edge Guard

Play Episode Listen Later Nov 25, 2018 51:58


This week, we revisit Jason Rohrer’s multiplayer civilization-building game and Edgy Award Winner One Hour, One Life. We wanted to revisit the game some months after launch and see how far its players had managed to progress during that time. Unfortunately, we discover that not much has changed, and we speculate as to which of the structural limitations of the game might be responsible. But the game still creates great emergent stories, and we share a few from our latest playthroughs. In one, Blake destroys a village food supply by overcooking an omelette.   Download the game on Steam: https://store.steampowered.com/app/595690/One_Hour_One_Life/ Or buy it straight from the website: http://onehouronelife.com/ And follow Jason Rohrer on Twitter: @jasonrohrer

Read/Watch/Play
The End : Topic

Read/Watch/Play

Play Episode Listen Later May 3, 2018 76:14


The end of The End. In the final episode of both our endings topic and the podcast as a whole, we take a look back at the endings we’ve highlighted and our time recording together. We’ve had a great time making this podcast, and we hope you’ve enjoyed listening. Truly, from the bottoms of our hearts, thank you so much for listening. Topics: Batman: The Dark Knight Returns, by Frank Miller, Klaus Janson, and Lynn Varley. Published in 1986 by DC Comics. Labyrinth, directed by Jim Henson. Henson Associates, Inc. Lucasfilm Ltd. 1986. Passage, developed and published by Jason Rohrer. Published on Windows and Mac OSX in 2007. Intro / Outro Music: "Go Cart" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Humans of Gaming Podcast
Episode 107 | Jason Rohrer of One Hour One Life on not being the main character in life

Humans of Gaming Podcast

Play Episode Listen Later May 3, 2018 87:42


Every episode we invite a special guest to talk with us about life, games, and belief. This week, we talk to Jason Rohrer, developer behind games such as Transcend, Diamond Trust of London, and One Hour One Life. Drew and Chris talk to Jason about his thoughts on the role of death in the role of civilization’s laws, moral designs in his own games, and the nature of having kids with only one name.

Read/Watch/Play
The End : Play - Passage

Read/Watch/Play

Play Episode Listen Later Apr 5, 2018 38:16


We swapped our Watch and Play episodes this series to accommodate some recording schedule changes, which means this week we’ll be diving into Jason Rohrer’s 2007 game, Passage. One of the early examples of games being held up as art, the game boils a life down to basic elements and expresses them through simple mechanics. We discuss our past experiences with the game, and the worst possible sequels we can imagine. Topic: Passage, developed and published by Jason Rohrer. Published on Windows and Mac OSX in 2007. Intro / Outro Music: "Go Cart" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Edge Guard
Episode 33 - One Hour One Life

Edge Guard

Play Episode Listen Later Apr 1, 2018 72:52


Blake and Jordan play Jason Rohrer’s newest game, titled One Hour, One Life. Certainly one of the most original and inventive games we’ve played for the podcast, Rohrer’s multiplayer game is an experiment in collective world-building: dependent on other real people players for gameplay, you play as one human being in a civilization vastly more complicated than what you could create alone. We talk about how remarkable it is that players have been cooperating as much as they have been, and Blake tells the oddly touching story of one of his most meaningful in-game lives.   You can purchase the game here: http://onehouronelife.com/ And follow Jason Rohrer on Twitter: @jasonrohrer

2343 Conversations
Life as Universal Game Experience — Jason Rohrer

2343 Conversations

Play Episode Listen Later Mar 22, 2018 43:54


Using videogames as an artistic medium. Jason Rohrer is an independent game artist and creator of the videogames "One Hour One Life", "Immortality", and "Passage"—currently part of the New York MoMA permanent collection.  

Bad End
Bad End 22: Where the Water Tastes Like Wine, Slay the Spire, One Hour One Life, Into the Breach

Bad End

Play Episode Listen Later Mar 8, 2018 69:36


Alright folks Caty's back and we're ready to be serious games critics again. This week we're talking about the new Jason Rohrer joint, that one game written by Games Twitter, and the card dungeon crawler thing that just came out. Let us know if you have any input on the title too - our agent is telling us we should try to be more SEO friendly. 6:36 - One Hour One Life 22:20 - Where the Water Tastes Like Wine 36:10 - Slay the Spire 48:25 - Into the Breach 1:02:24 - Kyle's Mobile Corner Intro/Outro music is TABOO by Seiho

Indie By Design Podcast
IBD #09 - Jason Rohrer Interview

Indie By Design Podcast

Play Episode Listen Later May 17, 2017 61:55


Jason Rohrer is one of the most admired and respected game designers amongst his peers. Whilst his games are typically considered too individual and challenging to garner wider commercial success across a mainstream audience, there’s no denying the influence he has on those interested in the art and design of videogames. In 2016 he became the first videogame creator to have a solo retrospective of work exhibited in a museum – with arguably his most famous release, Passage, positioned alongside the likes of home security MMO The Castle Doctrine and the impacting, experimental storytelling work Sleep is Death. Indie By Design host John Robertson talks to Rohrer about everything from his early life and how that has influenced him, his family and how those around him impacts his games, the drive for originality and his opinion on some of the less thoughtful responses to his work. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at IndieByDesign.net - Twitter: @IndieByDesign - Facebook/IndependentByDesign Music by Ben Prunty.  See acast.com/privacy for privacy and opt-out information.

Gaming - The Podcast
IBD #09 - Jason Rohrer Interview

Gaming - The Podcast

Play Episode Listen Later May 17, 2017 61:55


Jason Rohrer is one of the most admired and respected game designers amongst his peers. Whilst his games are typically considered too individual and challenging to garner wider commercial success across a mainstream audience, there's no denying the influence he has on those interested in the art and design of videogames. In 2016 he became the first videogame creator to have a solo retrospective of work exhibited in a museum – with arguably his most famous release, Passage, positioned alongside the likes of home security MMO The Castle Doctrine and the impacting, experimental storytelling work Sleep is Death. Indie By Design host John Robertson talks to Rohrer about everything from his early life and how that has influenced him, his family and how those around him impacts his games, the drive for originality and his opinion on some of the less thoughtful responses to his work. Brought to you by the writers and creators of Independent By Design: Art & Stories of Indie Game Creation, the Indie By Design Podcast (IBD) is the show that goes behind the scenes to explore the world of game design and game designers. Visit us at IndieByDesign.net - Twitter: @IndieByDesign - Facebook/IndependentByDesign Music by Ben Prunty.  See acast.com/privacy for privacy and opt-out information.

The Best Games Period
Episode 26 - Passage

The Best Games Period

Play Episode Listen Later May 23, 2016 72:41


The 2007 indie game Passage could be considered one of the standard bearers for the art game genre. Created by Jason Rohrer, for a game jam event, Passage went on to receive a significant amount of attention in the mainstream press with some critics outside of the gaming world claiming it was the first game to make them cry - essentially a proof of concept to some industry outsiders that games could be vehicles for emotion and meaningful expression.  Passage is free and can be downloaded on Jason Rohrer's website: http://hcsoftware.sourceforge.net/passage/ Outro music: The Legend of Zelda: Ocarina of Time 'Please, please make it rain...' by Benjaipod (http://ocremix.org/remix/OCR03347) You can follow the show on Twitter: @BestGamesPeriod Or download the podcast from Soundcloud: https://soundcloud.com/thebestgamesperiod

The Game Developers Radio
Game Dev Radio 0207 Jason Rohrer

The Game Developers Radio

Play Episode Listen Later Feb 9, 2016 106:09


In this episode Devin Becker interviews Jason Rohrer a game designer from Davis, CA about the games he is working on and a lot of other stuff related to game design. http://www.gamedevradio.com/game-dev-radio/2016/2/8/game-dev-radio-0207-jason-rohrer

The Game Developers Radio
Game Dev Radio 0207 Jason Rohrer

The Game Developers Radio

Play Episode Listen Later Feb 9, 2016 106:09


In this episode Devin Becker interviews Jason Rohrer a game designer from Davis, CA about the games he is working on and a lot of other stuff related to game design. http://www.gamedevradio.com/game-dev-radio/2016/2/8/game-dev-radio-0207-jason-rohrer

The Game Developers Radio
Game Dev Radio 0207 Jason Rohrer

The Game Developers Radio

Play Episode Listen Later Feb 9, 2016 106:09


In this episode Devin Becker interviews Jason Rohrer a game designer from Davis, CA about the games he is working on and a lot of other stuff related to game design. http://www.gamedevradio.com/game-dev-radio/2016/2/8/game-dev-radio-0207-jason-rohrer

Rant & Rave
Jason Rohrer on Magic

Rant & Rave

Play Episode Listen Later Nov 26, 2015 11:34


Rant & Rave – The Podcast Jason Rohrer on Magic from the “Rant & Rave” recorded live at Rogue Machine Theatre on October 12, 2015. Couldn’t make it to the theatre to see this month’s edition? Or maybe you saw the show, loved it, and want to share it with others. Whatever your reason, now you can download “Rant & Rave” and listen to the performances at your convenience on your mobile phone, tablet or computer.

Everything
Montage of Heck, My Morning Jacket, and P.T.

Everything

Play Episode Listen Later May 12, 2015 81:57


In this episode of Everything Justin opens up about his feelings on Frozen. Keith discusses Selma and the connection he sees with American Sniper, and the two discuss the HBO documentary about Nirvana frontman Kurt Cobain, Montage of Heck. Justin all talks about the Netflix originals Scrotal Recall and Chef's Table, and Keith talks about the David Cronenberg movie Maps to the Stars, the graphic novel Sex Criminals, and the Jason Rohrer game Cordial Minuet. The two also discuss new albums from My Morning Jacket, Surfer Blood, and Waxahatchee. The show closes with discussion of last weeks recommendation of P.T. and Keith recommends Pry.

GameEngineStart Podcast
GameEngineStart Podcast – Bowed in the Face

GameEngineStart Podcast

Play Episode Listen Later Oct 16, 2014 94:56 Transcription Available


We are back later than usual, with another caffeine fuelled episode. This time, we have more than a little anger, a touch of astonishment, and a one act play featuring the Nintendo marketing team. Just another day at the office. On this episode... We Played... Euan gets really angry at the disappointing Evil Within, as well as talking about his Destiny review, and the realisations that have come from it. Calum talks FFXIII PC, his experiences with Super Smash Brothers for 3DS(™) and metal eyepatches in Shadow of Mordor In News... Ubisoft lock both versions of Assassins Creed: Unity at 900p 30fps "to avoid all the debates and stuff", provoking a lot of heated debates and stuff. Microsoft try to defend their launch parity clause on Xbox One, and come out looking worse than before. Ex-Irrational developers launch a Kickstarter for a facinating and bizzare new game The PSPlus version of Driveclub is delayed, as the release of the full price version melts their servers. Jason Rohrer's new game requires you bet with real money online Square Enix show some surprising social media astuteness by putting out high-res versions of those Final Fantasy XV images people are photoshopping, with their blessing Tiny Death Star gets pulled from the App Store by Disney, and didn't tell the developers Plex is coming for XBox One, which is fast becoming the console of choice to play all those totally legal TV shows you  have downloaded Metal Gear Solid V: Ground Zeros hits PC on December 18th Hugh Laurie joins Stephen Fry and Peter Serafinowicz on the voice cast of LittleBigPlanet 3 Intro Music - There It Is - Kevin MacLeod (incompetech.com) Outro Music - Honey Bee - Kevin MacLeod (incompetech.com) News Sting - News Intro - Maximilien (soundbible.com) All Licensed under Creative Commons: By Attribution 3.0

Check It Out, Comrade!
Episode 16: Jason Rohrer Special

Check It Out, Comrade!

Play Episode Listen Later Jun 13, 2014 18:51


We love an auteur. In this episode, we talk about two games by Jason Rohrer: Passage and Inside a Star-Filled Sky.

Sup, Holmes?
Sup, Holmes? Ep 93 w/ Jason Rohrer (Passage, The Castle Doctrine)

Sup, Holmes?

Play Episode Listen Later May 29, 2014 104:18


Jonathan talks with indie game designer Jason Rohrer about his new MMO, The Castle Doctrine.

Video Game Hangover
VGH #131: Not So Kudos

Video Game Hangover

Play Episode Listen Later Feb 6, 2014 60:32


We discuss the dark side of game sales and consumerism while D.J. bites his tongue completely off. Also, Randy inspects Lara Croft's HD-er makeover and Paul plays the latest Final Fantasy 13. If you listen to this episode right now, it's half off! Episode Timeline: 0:00 - Intro2:40 - Viewer Mail10:42 - Tomb Raider: Definitive Edition14:00 - Lightning Returns: Final Fantasy XIII19:55 - Legend of Zelda: A Link Between Worlds26:45 - VGCT: Far Cry 331:30 - Jason Rohrer vs. game sales58:13 - Outro

Giant Bomb Presents
Giant Bomb Presents: The Slippery Slope of Video Game Sales

Giant Bomb Presents

Play Episode Listen Later Jan 23, 2014 38:51


Passage and The Castle Doctrine designer Jason Rohrer believes our newfound culture of video game sales is hurting players and developers at the same time.

One Life Left's Podcast
One Life Left vs Gamasutra LIVE @ GDC 2013: #5

One Life Left's Podcast

Play Episode Listen Later Apr 2, 2013 58:10


Episode 5. Presented by Ste Curran, Ann Scantlebury and Michael Frederickson with Gamasutra representative Frank Cifaldi and another great lineup of interviewees: Seth Louey and Brian Corrigan (Mad Glory), Steve Gaynor (The Fullbright Company), Matt Boch (Harmonix Music Systems), Eric Zimmerman (NYU) and Georg Backer (Hot Sauce). As the final lectures of Thursday finish, One Life Left convenes another diverse panel to chat some more about life making games in 2013. Topics include the allure of statistics, portals, secrets, storytelling, the Harmonix Music System, Ahhhcade, the perils of presenting at a conference and "swag". We also get to hear the tale of Jason Rohrer's spectacular victory at the final ever Game Design Challenge and Steve Gaynor explains how you put a house in a game. Brilliant bleeps and beats courtesy of chipmusic.org break up the chatter; we'll be back tomorrow with our final broadcast from GDC 2013...

State of the Arts
December 13, 2012

State of the Arts

Play Episode Listen Later Dec 13, 2012 55:00


From the Best of State of the Arts (Originally broadcast December 12, 2011) - Stroili is sans Sterling, as Michael takes the day off to cough, among other things. Paul is joined by TV, Film and Cabaret star Ilene Graff (Mr. Belvedere) and actor/writer/critic Jason Rohrer (stagehappenings.com, bitterlemons.com). Ilene discusses her recent headlining gig at Kritzerland at the Gardenia, and Jason leads a discussion on all things theatrical in Los Angeles, good and bad. Sponsored by Breakdown Services (http://www.breakdownexpress.com/)

NWR Connectivity
Episode 36: Eponymous

NWR Connectivity

Play Episode Listen Later May 26, 2012 110:20


We've made it. A bit later than usual (please accept our apologies) but Connectivity is here once again to fill your ears with lovely little bits of audio, hand crafted in our artisanal podcast studio. This week we have a few wonder little segments for your listening enjoyment. First off, Neal, Scott, Zach, and myself tackle some listener mail including the topic of the show's namesake: the GameCube Connectvity fad. After that, Carmine interviews independent game developer Jason Rohrer about his upcoming title, Diamond Trust of London. And finally, we close out the show with a good old fashioned round of Connectivity Jeopardy, which includes some trivia of E3s past, as well as a time capsule of classic Planet GameCube Trivia Night questions from 2002! Now that our mailbag is running on empty, why not help us out by submitting your questions to connectivity@nintendoworldreport.com. Please also rate and review us on iTunes.

NWR Connectivity
Connectibites News Digest - May 16

NWR Connectivity

Play Episode Listen Later May 16, 2012 19:10


Neal and Patrick sleuth it up in this latest issue of Connectibites News Digest (yes, we have a name courtesy of The Famicast's James Charlton) as they try to figure out the case of the missing Capcom 3DS and Wii U games at E3. Next, they try to get to the bottom of Pikmin 2's June release in North America, while wrestling with the demons of Xenoblade's unreported North American sales numbers. After they solve the mystery of Order Up's North American delay to eShop, they talk about Jason Rohrer's Kickstarter and posit how trite LEGO Lord of the Rings sounds. Neal brings up the Nintendo-published Wii U and 3DS title LEGO City Stories in the eleventh hour, leading to a possible E3 sequel where the boys find out where the game has been since being announced during Nintendo's press conference last year. If you have any other crimes that need solving (or any comments/critiques/questions), feel free to write in. We love to hear from you.

Updates, Interviews and More - J.C. Hutchins
Creator Spotlight: Narrative Designer Jonathon Myers & "Sleepwalking Backward"

Updates, Interviews and More - J.C. Hutchins

Play Episode Listen Later Feb 13, 2012


I've been keen to contribute my storytelling skills to the video game industry for more than a year now, and during that time, I've met some incredibly talented folks in the business. One of them is narrative designer Jonathon Myers. Jonathon hails from a play- and screenwriting background, and presently works for Zynga Boston, as a Game Writer for its Indiana Jones Adventure World Facebook game.I recently learned that Jonathon had participated in this year's Global Game Jam, a worldwide celebration of video game creation. There, participants are given only a weekend to make a working video game based on a specific theme. It's truly inspiring stuff, as is Jonathon's co-creation (called Sleepwalking Backward), which you'll soon learn about in this Creator Spotlight.If you're interested in video games or storytelling, consider this conversation with Jonathon Myers a must-read. A special thanks to Jonathon for making the time to chat!--J.C.~ ~ ~J.C. HUTCHINS: Before we dig into Sleepwalking Backward, let's talk about your love of video games and game writing. What games, or game narratives, have made an impact on you over the years?JONATHON MYERS: When I was young I loved the Zelda games and other titles that enabled me to feel like I was the hero of my own adventure story. And yet, something about those early NES games and RPGs like Final Fantasy were different in their story delivery when compared to novels or comics or movies. The interactivity and immersion better enabled me to pretend I was a participating character in a fictional world. As the story unfolded, I became an agent of action that had an effect on the world and a control over the outcomes.Much later, I began to encounter games that focused directly on the power and possibilities of an interactive narrative experience. I played Passage by Jason Rohrer. In less than five minutes, I had a profound emotional experience from a very simple game. It enabled me to exist inside a simple sequence of events while my imagination pieced together a story during structured play.While playing BioShock, I experienced a recognition and reversal as the protagonist of a classical story arc. I discovered that basic storytelling techniques could be applied to video game storytelling in refreshing, innovative ways.HUTCHINS: What lessons from those experiences have you brought to your writing at Zynga and the Global Game Jam?MYERS: Good interactive narrative is about the player's experience of the story during gameplay. Good game stories seldom come from a writer or a designer first developing and then narrating a story to the player. It's about the player having agency within the constraints and conventions of a gameplay system. Events are not told, or even shown. Events are available for player experience and events are accomplished by the player. Story is what happens inside the player when those events are encountered during gameplay. That is the challenge of being an interactive narrative designer and writing for games. Not only are you working with at team to implement stories, but the system will often determine a large portion of the experience before you write one word. You must come to understand the gameplay system and ensure that any narrative elements are not at odds with the experience of that system.For example, my writing at Zynga Boston on Indiana Jones Adventure World is episodic, and even inside those episodes it usually displays in strings of 123 characters or less. Story nuggets and events are encountered by the player in bits and pieces for a few minutes here, a few minutes there, some today, some tomorrow, some next week. For a piecemeal experience like that, if you attempt a big story in which one moment is dependent on the previous moment for a long string of events -- well, it just won't work. The attention span isn't there, because if someone plays a little bit every day or every other day for a couple weeks, there's not much potential for that player to remember what started the story or what happened that long ago.We (the design team and I) now try to think of very simple and non-subtle information delivery opportunities that fit this system. We try to use repetitive elements in short term episodes that release weekly or bi-weekly, like serialized content. We embrace our adventure genre roots and the system of our platform. I study the old Flash Gordon Sunday comic strips and the characterization in daily comic strips because their efficiency in keeping simple and to the point is an ideal parallel.When I'm fortunate enough to be part of something in which the narrative matters or in which people care about quality writing, then I must always recognize that I am only one part in a larger whole that is developing a player experience. I look back to the games and interactive story experiences I loved. I recall that the most exciting aspect of player story experience is portrayal of an agent of action in a fictional universe of gameplay. Many of the writing basics still apply, re: character, conflict, goals, obstacles, etc. However, you're in trouble as a game writer the moment you forget that the end goal is an experience over which you have only indirect control.There is a fine line, though. Does this mean we need to always tell hero stories that feed an inner fantasy? Do we always need a narrative experience to be uplifting, enjoyable, and triumphant? I don't think so, and that's where we enter the lesser explored territory. I often like to explore that territory whenever I get an opportunity to work on something as a non-commercial side project.HUTCHINS: On to Sleepwalking Backward. Tell us what it's about, and what experience you and your Global Game Jam team were trying to create with the game.MYERS: We wanted to make a game for the Commodore 64 in one weekend and that was our start. We all liked the idea of using constraints in order to push ourselves creatively. As we began, it was clear that we wanted to provide an emotional experience in the simplest way possible.The simplicity of the narrative came out of the simplicity of our mechanics. It would take too long to have gameplay that was more than controlling a player character to push squares and move from room to room. We envisioned that each room would include an image that the player would piece together. We were slightly bound by the Global Game Jam theme and interpreted it as a backwards yet ever-present cycle, like walking up the down escalator. As designer/writer, I drew initial inspiration from a haunting song I had heard several times, Somebody That I Used to Know by Goyte. It was apparent by that point that our game would have a narrative focus and we were all interested in exploring something dark and moody. We explored our own processes while constantly checking in as a team to retain a unified vision. This guaranteed that the text, display, music, art, and mechanics would work in harmony.A framework emerged that focused on a male player character moving backwards through the memories of a past relationship. The memories became naturally related to the images in the rooms. The gameplay exertion of into putting pieces back together led to the deeper narrative exploration. Given that narrative starting point, the system of action seemed to denote a denial and a need to fix something that had broken at some point in the past.I won't go beyond that because I don't want to spoil the experience or provide a specific interpretation of events. The story is only in the player experience and ultimately it's up to them to decide exactly what has occurred and what it means to them.HUTCHINS: Tell us about the creative challenges the Global Game Jam presents to participants, and how you and your team overcame them. Left to right: Arshan Gailus (Music), Elliott Mitchell (Art), Ethan Fenn (Programming), Gregory Kinneman (Programming), Jonathon Myers (Design and Writing), and (not pictured) Courtney Stanton (Producer). MYERS: From meeting up and pitching ideas, to forming a team and completing a game, participants have less than 48 hours to accomplish their goals. So time is the biggest challenge. You can't really think too much about decisions, you just have to stay focused and trust your instincts.Good team communication also became a major factor while working within the time constraint. We used Google Docs and regular check-ins to gauge our progress. We had the good fortune of working with site producer Courtney Stanton, who consistently kept us on track and reflected back to us our scope and the consequences of our decision-making. If we suddenly recognized we didn't have time for a feature or idea, we immediately readjusted and scaled back.It would take another full blog post to explain the obstacles we specifically faced in making a Commodore 64 game! Two of my teammates have already written and posted on that, as you can see below.HUTCHINS: If we wanted to learn more about the game and your work, where should we go online?MYERS: You can see our Global Game Jam page to get some immediate information, a Commodore 64 disk image and a link to the playable game. The game itself is hosted and playable here on the site of our musician, Arshan Gailus. It only takes about 2-3 minutes to play. If you're interested in our process and the constraints of making a C64 game, check out these postmortem blog posts by our programmer Ethan Fenn and our artist Elliott Mitchell. While I'm at it, I'd like to give a shout-out to teammate Greg Kinneman. His programming, QA, and feedback on the narrative were crucial to the success of the project.If folks want to know more about what I do, they can check out my portfolio site here.

State of the Arts
December 12, 2011

State of the Arts

Play Episode Listen Later Dec 12, 2011 55:00


Stroili is sans Sterling, as Michael takes the day off to cough, among other things. Paul is joined by TV, Film and Cabaret star Ilene Graff (Mr. Belvedere) and actor/writer/critic Jason Rohrer (stagehappenings.com, bitterlemons.com). Ilene discusses her recent headlining gig at Kritzerland at the Gardenia, and Jason leads a discussion on all things theatrical in Los Angeles, good and bad. Sponsored by Breakdown Services (http://www.breakdownexpress.com/)

The Experience Points Podcast
EXP IndieCast #2: Stargazing with Jason Rohrer

The Experience Points Podcast

Play Episode Listen Later Apr 13, 2011 51:00


We had such a good time on last week's IndieCast that we decided to do double up!  This week, we welcome game designer Jason Rohrer to the show.  Jason is the creator of a host of games, including such well-known titles as Passage and Sleep is Death.  Most recently, he released Inside a Star-filled Sky, a top-down shooter that combines classic arcade dynamics with innovative approaches to procedural level generation and unique social aspects.  Jason and his games are always thought-provoking, so Jorge and I were delighted to get the opportunity to chat with him.  We cover everything from Picasso to Spelunky and even manage to touch upon lunar exploration.  We hope you enjoy the show!To listen to the podcast:- Subscribe to the EXP Podcast via iTunes here. Additionally,here is the stand-alone feed.- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.- Subscribe to this podcast and EXP's written content with the RSS link on the right.Show notes:- Run time: 51 min 02 sec- Jason Rohrer's website- Inside a Star-filled Sky, Jason's latest game- Music provided byBrad Sucks

Puissance Maximale
ET Maximal

Puissance Maximale

Play Episode Listen Later Jul 20, 2010 55:40


- Excel Saga et Trinity Universe dans la chonique nippone d'Andrew Castegan - Deathspank par Vincent Langlois- Le créateur de jeux vidéo Jason Rohrer par Gabriel Tremblay-Gaudette du NT2- Actualité ludique par Francois G CouillardChoix musical: Chick n' swell - Pancarte à vendre à louer, Donzelle - Baby boomer, 3dkids - I love video games

1UP.com - The Oddcast
1UP.com - The Oddcast - 04/09/2010

1UP.com - The Oddcast

Play Episode Listen Later Apr 9, 2010 118:17


Cliffy B gets snubbed, CNN acts like rape games are new, Godfinger is awesome even if it's not what it sounds like, Suda51 makes games on the toilet, and we interview Passage and Death is Sleep creator Jason Rohrer. Then we take some calls from the public.

1UP.com - 1UP Radio
1UP.com - The Oddcast - 04/09/2010

1UP.com - 1UP Radio

Play Episode Listen Later Apr 9, 2010 118:17


Cliffy B gets snubbed, CNN acts like rape games are new, Godfinger is awesome even if it's not what it sounds like, Suda51 makes games on the toilet, and we interview Passage and Death is Sleep creator Jason Rohrer. Then we take some calls from the public.

Idle Thumbs
Idle Thumbs Conf Grenade 1: A Fish Called Extreme

Idle Thumbs

Play Episode Listen Later Mar 25, 2009 86:40


GDC is warming up, and so are we. Idle Thumbs alums Marek Bronstring, Duncan Fyfe, and Lawrence Bishop join in for an look at GDC's first days of Indie-focused content, our anticipated panels, fabricated sex scandals and more. We love GDC this much.

No Cartridge Audio
Episode 75: "There Isn't Always Tomorrow" w/Jason Rohrer!

No Cartridge Audio

Play Episode Listen Later Dec 31, 1969 62:11


We welcome Jason Rohrer, famous and even infamous indie game designer to talk narrative, form, his vision, and his new game One Hour One Life. An absolutely crucial account of game design straight from the horse's mouth.Support this podcast at — https://redcircle.com/no-cartridge-audio/donationsWant to advertise on this podcast? Go to https://redcircle.com/brands and sign up.

jason rohrer one hour one life