This week, Jackson and Daniel are reliving the awkward pain of adolescence as they discuss fictional puberty and the “coming-of-age” story. If you have ever wondered how uncomfortable it would be to hear your hosts say the word “puberty” for an hour – here is your chance to find out.
But, considering the popularity of the “coming-of-age” tale, there is also a lot of good discussion to be had. Your hosts dive into stories like Harry Potter, Clone High, and the classic Teen Titans of the early 00s.
There are also recommendations, as always:
This week you should read Company Town by Madeline Ashby
This week you should play Crash Bandicoot: Insane Trilogy
Welcome back to Player’s Guide faithful listeners!
This week Jackson and Daniel slide their new story-focused direction in to the hilt. They tackle the concept of story structure in games – what works and what doesn’t when telling a story through an interactive visual medium.
Many, many people make the misstep of trying to directly translate what works in movies and TV into games. Frequently, this leads to games that feel flat. Your hosts talk about what sets games apart and how their unique properties can be used to pull an audience even deeper into a fictional world.
And as always, some cool shit you should check out:
This week you should play Ashes: Rise of the Phoenixborn
This week you’ll notice some changes with the podcast. We’ve changed up our intro, as well as the recommendation section. All part of the sleeker new Player’s Guide.
The topic on the table this week is writing in video games. Of all of the elements that typically make up a video game, Jackson and Daniel both feel like story is the one most often neglected. To them, this is a tragedy, as it is their favourite aspect. So they talk about some games that do it right, and some games that need to try a little harder. They also spend some time speculating about why it is designers and developers feel that plot is the most expendable element when it comes to game design.