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Today we're talking about Known Mysteries by Kara Stone! A game about people helping people and surrealist art movements in the face of fascistic systems.Play Known Mysteries for free on solarserver.games! Check out Kara Stones' other work on her website!---Discussed in the episodeKnown Mysteries is a lo-fi climate fable that runs off a solar-powered server on its developer's balcony by Edwin Evans-Thirlwell for Rock Paper ShotgunAdditional linksThe quest for the solar-powered gaming console by Edwin Evans-Thirlwell for TechRadar---Visit our website!Support the show on Kofi!Follow us on Twitch!Follow the show on Bluesky!Check out The Worst Garbage Online!---Art by Tara CrawfordTheme music by _amaranthineAdditional sounds by BoqehProduced and edited by AJ Fillari---Timecodes:(00:00) - Philadelphia AJ is here and he's ready to punch (06:15) - What is Known Mysteries? (10:52) - The visual aesthetics (16:43) - Kim has a question (17:26) - Oh right, the main thrust of the game (21:28) - The Solar Server (23:47) - Welcome to Spoilers (24:21) - Chapter 1 | Spoilers (34:28) - Chapter 2 | Spoilers (51:32) - Chapter 3 | Spoilers (01:02:40) - Kim's Big Takeaway (01:05:08) - AJ's Big Takeaway (01:07:06) - Chase's Big Takeaway (01:14:15) - Really good video game (01:14:54) - Organize!!!
In this week’s episode, Gabby is joined by Kara Stone, the independent game developer and artist behind Sext Adventure, Medication Meditation, and Techno Tarot. They talk about Kara’s upcoming game Ritual of the Moon and discuss the way subjects like suicide and self-harm are treated in game development.Content Warning: This episode features discussion of suicide and self-harm in video games, as well as explicit language.
Welcome to a special edition of the First Person podcast. This week, we’re introducing a queer games and queer making special issue, edited by Jess Marcotte. We are joined by Jess Marcotte, Bonnie Bo Ruberg, and Kara Stone to talk about their experiences as queer game designers and queer games scholars! See firstpersonscholar.com for a transcript.
This episode is a taping of The Imposter's first live event at the Gladstone Hotel. Like a first marriage, it's new and exciting, and it promises that the next one will be infinitely more extravagant. Featuring: 1. Comedy by Jackie Pirico 2. "Obaa Sima" by Ata Kak 3. "A Little Bit of Lovin'" by Laurice 4. Videogame artist Kara Stone 5. "Intimate Strangers" by BizZarh. The Imposter is hosted by Aliya Pabani and produced by Katie Jensen. Original music by Nathan Burley. Feedback and freelance pitches: aliya@canadalandshow.com. We're on Twitter at @IMPSTR and @aliyapabani. Sponsored by FreshBooks.See omnystudio.com/listener for privacy information.
Polygamer – A Podcast of Equality and Diversity in Gaming & Video Games
Kara Stone is a independent game developer whose works blend interactive art, self-care, mental health, and feminism. Her non-traditional approach to gaming invites users to contemplate the necessity of agency, the nature of diagnosis, and the definition of a game. Her work is available for multiple platforms, including iOS, SMS, and Web; some, such as […]
Polygamer – A Podcast of Equality and Diversity in Gaming & Video Games
Kara Stone is a independent game developer whose works blend interactive art, self-care, mental health, and feminism. Her non-traditional approach to gaming invites users to contemplate the necessity of agency, the nature of diagnosis, and the definition of a game. Her work is available for multiple platforms, including iOS, SMS, and Web; some, such as […] The post Polygamer #29: Kara Stone on sex, mental health & ableism first appeared on Polygamer - A Podcast of Equality & Diversity in Gaming & Video Games.
Subscribe (Stitcher)Subscribe (iTunes) We return to the Vector Festival to interface with the machine, dodge some lasers, and transform into our Sailor selves. Game controllers are often a player's lifeline. A player's familiarity with a control scheme or a controller can determine the difference between success and defeat. Over time we've seen controllers become more standardized, from a simple joystick and a button to the four face buttons, four triggers, and two analogue sticks. We've had good controllers (Xbox 360), bad controllers (Nintendo 64), and plain ugly ones (Atari Jaguar), but eventually they all settled on the same thing. The Wii U's gamepad has screen in the middle, but it's fundamentally the same layout as the PlayStation 2, and its simplified controller makes that clear. These controllers then form a connected language, where a player can move between all modern consoles and not dramatically change the way the games control. Yet, once controls become standardised they start to lose their nuance. Vibration adds potential, as does the Wii U's screen (not so much the PS4's touch nub) but they're just abstractions made for a select few games, usually focused on action. How do four face buttons and four triggers help you in a game where you're exploring or trying to solve puzzles? Most likely, half the buttons will go unused. Meanwhile there's not enough buttons for a flight simulator or many strategy games. Sometimes they also lack the precision and exact feel necessary for a game. We used to accelerate cars with the bottom most face button, but the back right trigger feels better. Players have a granularity of control available a trigger that isn't on a buttons and pushing down slowly on a trigger feels closer to pushing down the accelerator. In an arcade you'll often see games attempt to go beyond this, with controllers that include a miniature version of a race car, including a wheel, pedals and a gear stick. All of this is learned behaviour, however. We know how these controllers work from experience. They are the current agreed upon language for video games. But as today's episode explores, every language has a learning curve and our current language is hardly the only one. With the necessary philosophical rambling out of the way, on today's episode you'll hear the following designers: Kieran Nolan, a researcher from Ireland, talks about_ Control_, a game about the way we interact with machines and the levels of abstraction it takes to play one. (0:40 - 10:30) In the news : Sony shrinks. Twitch gets a convention. Gamergate remains horrific. SpeedTree won an academy award. **(10:30 - 34:30) ** Sagan Yee, Alicia Contestabile, and Nadine Lessio discuss magical girls, Sailor Moon,_ Punk Prism Power_, and giant plastic controllers. (34:30 - 44:50) **Daniele Hopkins and Kyle Duffield **explain how to explain a field a lasers, why'd they make for a terrible security system, and fighting a human boss battle. (44:50 - 53:20) We've talked to Sagan Yee and Nadine Lessio a couple times now. The first time we talked to them together was for a game where you physically threw knives at a screen to make decisions. Nadine also worked on another game available at the Vector Festival called Sext Adventure, with Kara Stone.Meanwhile, Sagan's been teaching people about game literacy at Toronto's Reference Library. Sorry, if we didn't get your call. We were fighting evil. pic.twitter.com/cL3pigmWhB — Built to Play (@BuilttoPlay) February 21, 2015 By the way, the Vector Festival's _To Utility and Beyond _exhibit is running at the InterAccessgallery until March 21. It's at Ossington and Queen in Toronto, so if you live in Canada, it's basically down the street. THANKS TO THE FREE MUSIC ARCHIVE FOR "OLPC" BY Marco Raaphorst, "Algo Rhythm Natural" BY Podington Bear, "Erotic Robotics" BY The Polish Ambassador, "Photosphere" BY Charles Atlas. OUR OPENING THEME WAS "As Colorful As Ever" by Broke for Free. THIS EPISODE USED CLIPS FROM Ocean's Twelve, Terminator 2, Videodrome, and Sailor Moon. We also used "Unanswered Questions" by Kevin MacLeod. BUILT TO PLAY IS A PRODUCT OF THE SCOPE AT RYERSON RADIO STATION IN THE HEART OF DOWNTOWN TORONTO. IT WAS PRODUCED AND EDITED BY ARMAN AGHBALI AND WRITTEN BY DANIEL ROSEN. IF YOU LIKE THE SHOW PLEASE SUBSCRIBE AND RATE US ONLINE. IT HELPS MORE PEOPLE FIND THE SHOW AND GIVES US AN IDEA HOW WE'RE DOING. FEEL FREE TO COMMENT DOWN BELOW.
Built to Play sacrifices the news for another day! We're talking to our guests about Phoenix Wright, ZZT, and the future of E3. If you played something Japanese in the 2000s, chances are Alexander O. Smith translated it. Alex has translated everything from the Final Fantasy series, the novel All You Need is Kill, and the Dr. Slump manga. But here at Built to Play, there's really only one game in his long portfolio that matters: Phoenix Wright: Ace Attorney. The game is a visual novel from Capcom and stars Phoenix Wright, a down on his luck lawyer living in Los Angeles, who has to solve all of his cases in only three days. It's a charming and often funny game that relies on its stellar translation, which is far from literal. Download Here. Subscribe on iTunes. Subscribe on Stitcher Radio. While the translation stays true to the tone and the overall plot, the dialogue can be completely different. And it kind of has to be. The names are Japanese puns and the dialogue is filled with references to Japanese society. The punchlines often don't make a lick of sense in English. So Alex had a lot of room to write his own jokes, and play with the characters. Though by changing so much, you often run into issues down the line. Gyakuten Saiban, the japanese name of the series, is set in Tokyo, which causes the brunt of the inconsistencies. A hamburger shop mentioned in the early games has to reappear as a noodle stand later on. That's a small issue, but consider that the designers recently decided that the newest game would star Phoenix's direct ancestor, a samurai living in late 19th century Japan. **You can hear more from Alexander O. Smith's translation process, the definition of a perfect localization and how Phoenix Wright was almost Roger Wright, less than a minute into the episode. ** Back in good old North America, we talked to the author of the new book in the Boss Fight Series, ZZT. Anna Anthropy tells us about the history of an internet community and its diversity. 1991's ZZT is a weird game to talk about. It's an adventure game built from ANSI characters, all numbers, letters and symbols. It had a limited color palette, and even more limited story. But that's not that part of ZZT people remember the most. ZZT attracted a large community because it came with a level editor and a simple programming language that let you make your own games out of the ZZT engine. These games would then be shared online on message boards and forums, and covered a wide variety of genres and topics. People continue to make ZZT games to this day, and the most recent copy of ZZT was ordered from its creator, Tim Sweeney, back in 2013. Anna Anthropy writes about that community and how it inspired her own growth as a designer and a writer. She met people who had the same concerns as her, and just like her, were trans. She says it's like a predecessor to the feminist-minded Twine community, which encourages everyone of every creed to make games. But ZZT attracted all sorts of people, from teenagers trying to discover their own identity to trolls who attacked other creators. So talking about people who make ZZT game can get a little complicated. Anna Anthropy tells us all about the history of ZZT, why it matters, and reasons why you should check out ZZT games today starting at 17:00. By the way, Anna gave us a couple recommendations that didn't make it into the episode, but here's a few: Ned the Knight, Kudzu, and Eli's House. For more, she has a whole list of great ZZT games to play onher website. You can pick up her book at Boss Fight Series page. Last month, no one could stop talking about E3, but that's not necessarily a good thing. Many have questioned whether E3 is lessening in importance, or if its actually bad for the industry as a whole. We've had 20 Electronic Entertainment Expos since its start, and whether they've been in Las Vegas, Santa Monica or Los Angeles, it's almost always been one of the most anticipated game-related events of the year. But its relevance seems to be changing as the years go by. Most publishers had nothing concrete to announce at E3. Electronic Arts barely had games to show beyond the concept level. The two big press conferences, Sony's and Microsoft's, were milquetoast, especially as they announced the big new games of two years from now. Meanwhile Nintendo didn't have a press conference. They broadcasted Robot Chicken jokes and two new franchises over the internet. So to check its value, we checked in with Daniel Kaszor, the editor of the Post Arcade at one of Canada's largest newspapers, the National Post. According to him, E3 probably won't be going anywhere, but with fewer big budget games coming out each year, the demographics are shifting. E3 isn't even the biggest show of its kind anymore. That would be Gamescom in Germany, where the public days attract hundreds of thousands. The E3 of five years from now might look very different from how we know it today. Daniel tells us about the Post Arcade's coverage of E3, and whether E3 is even all that beneficial to big publications starting 32:40. You can find the Post Arcade here. We also ran a short rerun of our interview with Nadine Lessio and Kara Stone from the Vector Game Arts Festival back in March. The game they talked about, Sext Adventure, is now out and available to everyone who wants to try it. What did we think about it: "As part of the Feb Fatale game jam, a 48-hour race to finish a game, they created a text adventure based on sexy phone texts. You contact an anonymous android who attempts to satisfy humans sexually, but instead lapses into existential depression. Our sex-positive reporter, Daniel Rosen, dug deep into the jam game, and discussed with Stone and Lessio society's intimate relationship with technology, the eventual disharmony routed in cyborg theory and dildos." The tomfoolery starts around 44:40. This week's music comes from the Pheonix Wright: Ace Attorney soundtrack and the Free Music Archive. From the former, we used the song, "Pressing Pursuit - Cornered Witness." From the Free Music Archive, we used "As Colorful as Ever" by Broke for Free, "Blue" by Podington Bear, "Hallon" by Christian Bjoerklund. **Special thanks to Josh Rosenberg who played Phoenix Wright, and Alexander O Smith who said Objection that one time. Capcom please don't sue us. ** **As always, this weeks episode was produced and edited by Arman Aghbali and written by Daniel Rosen. **
We went to the Vector Game Arts Festival and brought back interviews with Rachel Weil on 8-bit politics, Kara Stone on Sexting, and Sagan Yee and Nadine Lessio talk about using a knife to cheat on your boyfriend. Plus in the news the week, Steam sales for all, Nintendo drops Wifi support, and Sony Santa Monica has a big round of layoffs.
This week, Matt Hammill joins us to talk about Lovers in a Dangerous Spacetime. Kara Stone puts her hand to her heart. Vagabond Dog talks Always Sometimes Monsters, lost loves and relationships. Plus Supreme Commander denies the Holocaust according to its Steam tags, Nintendo dives into free to play and Flappy Bird disappears.