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    <title>A Thoughtful Gaming Podcast</title>
    <pubDate>Tue, 02 Dec 2025 03:34:26 +0000</pubDate>
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    <link>http://www.atgpod.com</link>
    <language>en</language>
    <copyright>Zach Gerlock</copyright>
    <docs>http://www.atgpod.com</docs>
    <itunes:summary>A different kind of gaming podcast. Each episode takes a look into an aspect of game design, history, or culture and explores it in detail. The format and contents may vary, but it will always be thoughtful.</itunes:summary>
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      <title>A Thoughtful Gaming Podcast</title>
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    <itunes:author>Zach Gerlock</itunes:author>
		

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    <description><![CDATA[A different kind of gaming podcast. Each episode takes a look into an aspect of game design, history, or culture and explores it in detail. The format and contents may vary, but it will always be thoughtful.]]></description>
    
    <itunes:type>episodic</itunes:type>
    

    <itunes:keywords>gaming,videogames,video,games</itunes:keywords>

    

    
    <podcast:locked owner="">no</podcast:locked>
    
    
    
    
    
    <itunes:subtitle>A different kind of gaming podcast. Each episode takes a look into an aspect of game design, history, or culture and explores it in detail. The format and contents may vary, but it will always be thoughtful.</itunes:subtitle><itunes:category text="Games &amp; Hobbies"><itunes:category text="Video Games"/></itunes:category><item>
      <title>010: Thomassons, Part 3: Timers and Jumping</title>
      <itunes:title>010: Thomassons, Part 3: Timers and Jumping</itunes:title>
      <pubDate>Thu, 21 Jan 2016 06:30:47 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/010-thomassons-part-3-timers-and-jupming]]></link>
      <description><![CDATA[<p>First we discuss timers in videogames. From their arcade origins to more modern takes of having time as a resource.</p>
<p> </p>
<p>Next is jumping. Why so many games have it, and why it's so effective.</p>
<p> </p>
<p>And finally we wrap up with some miscellaneous gaming thomassons. Pixel art, MOBAs, and more.</p>]]></description>
      
      <content:encoded><![CDATA[<p>First we discuss timers in videogames. From their arcade origins to more modern takes of having time as a resource.</p> <p> </p> <p>Next is jumping. Why so many games have it, and why it's so effective.</p> <p> </p> <p>And finally we wrap up with some miscellaneous gaming thomassons. Pixel art, MOBAs, and more.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>First we discuss timers in videogames. From their arcade origins to more modern takes of having time as a resource.   Next is jumping. Why so many games have it, and why it's so effective.   And finally we wrap up with some miscellaneous gaming thomassons. Pixel art, MOBAs, and more.</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>First we discuss timers in videogames. From their arcade origins to more modern takes of having time as a resource.   Next is jumping. Why so many games have it, and why it's so effective.   And finally we wrap up with some miscellaneous gaming thomassons. Pixel art, MOBAs, and more.</itunes:summary></item>
    
    <item>
      <title>009: Thomassons, Part 2: Score and Difficulty</title>
      <itunes:title>009: Thomassons, Part 2: Score and Difficulty</itunes:title>
      <pubDate>Sat, 25 Jul 2015 21:18:21 +0000</pubDate>
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      <description><![CDATA[<p>Part two of our series on thomassons, the vestiges of the arcade.</p>
<p> </p>
<p>In this episode we discuss score, combos, difficulty, and loss.</p>
<p> </p>
<p>Games mentioned include Mario, Space Invaders, Defender, Pac-Man, Assassin's Creed, Prince of Persia, and Super Meat Boy.</p>]]></description>
      
      <content:encoded><![CDATA[<p>Part two of our series on thomassons, the vestiges of the arcade.</p> <p> </p> <p>In this episode we discuss score, combos, difficulty, and loss.</p> <p> </p> <p>Games mentioned include Mario, Space Invaders, Defender, Pac-Man, Assassin's Creed, Prince of Persia, and Super Meat Boy.</p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>Part two of our series on thomassons, the vestiges of the arcade.   In this episode we discuss score, combos, difficulty, and loss.   Games mentioned include Mario, Space Invaders, Defender, Pac-Man, Assassin's Creed, Prince of Persia, and Super Meat Boy.</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>Part two of our series on thomassons, the vestiges of the arcade.   In this episode we discuss score, combos, difficulty, and loss.   Games mentioned include Mario, Space Invaders, Defender, Pac-Man, Assassin's Creed, Prince of Persia, and Super Meat Boy.</itunes:summary></item>
    
    <item>
      <title>008: Thomassons, the Vestiges of the Arcade, Part 1: Game Length and Lives</title>
      <itunes:title>008: Thomassons, the Vestiges of the Arcade, Part 1: Game Length and Lives</itunes:title>
      <pubDate>Thu, 25 Dec 2014 05:38:24 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/008-thomassons-the-vestiges-of-the-arcade-part-1-game-length-and-lives]]></link>
      <description><![CDATA[<p>The term Thomasson comes from Japan and describes a feature of architecture that no longer serves any purpose: a staircase to nowhere, a gate without a fence, a pole supporting nothing. These things arise as cities and buildings evolve naturally over time. The same concept can be applied to videogames.</p>
<p> </p>
<p>This episode starts with a few smaller examples of Thomassons in gaming, then ends with an in-depth analysis of why arcade games needed lives and how the Mario series has used them.</p>
<p> </p>
<p>Links:</p>
<p><a href="http://99percentinvisible.org/episode/episode-77-game-changer/">99% Invisible on the invention of the shot clock</a></p>
<p><a href="http://99percentinvisible.org/episode/thomassons/">99% Invisible on the Thomasson</a></p>
<p><a href="http://99percentinvisible.org/episode/for-amusement-only/">99% Invisible on the history of pinball</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>The term Thomasson comes from Japan and describes a feature of architecture that no longer serves any purpose: a staircase to nowhere, a gate without a fence, a pole supporting nothing. These things arise as cities and buildings evolve naturally over time. The same concept can be applied to videogames.</p> <p> </p> <p>This episode starts with a few smaller examples of Thomassons in gaming, then ends with an in-depth analysis of why arcade games needed lives and how the Mario series has used them.</p> <p> </p> <p>Links:</p> <p><a href="http://99percentinvisible.org/episode/episode-77-game-changer/">99% Invisible on the invention of the shot clock</a></p> <p><a href="http://99percentinvisible.org/episode/thomassons/">99% Invisible on the Thomasson</a></p> <p><a href="http://99percentinvisible.org/episode/for-amusement-only/">99% Invisible on the history of pinball</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>The term Thomasson comes from Japan and describes a feature of architecture that no longer serves any purpose: a staircase to nowhere, a gate without a fence, a pole supporting nothing. These things arise as cities and buildings evolve naturally over time. The same concept can be applied to videogames.   This episode starts with a few smaller examples of Thomassons in gaming, then ends with an in-depth analysis of why arcade games needed lives and how the Mario series has used them.   Links: 99% Invisible on the invention of the shot clock 99% Invisible on the Thomasson 99% Invisible on the history of pinball</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>The term Thomasson comes from Japan and describes a feature of architecture that no longer serves any purpose: a staircase to nowhere, a gate without a fence, a pole supporting nothing. These things arise as cities and buildings evolve naturally over time. The same concept can be applied to videogames.   This episode starts with a few smaller examples of Thomassons in gaming, then ends with an in-depth analysis of why arcade games needed lives and how the Mario series has used them.   Links: 99% Invisible on the invention of the shot clock 99% Invisible on the Thomasson 99% Invisible on the history of pinball</itunes:summary></item>
    
    <item>
      <title>007: Titanfall of Duty, Part 2</title>
      <itunes:title>007: Titanfall of Duty, Part 2</itunes:title>
      <pubDate>Tue, 01 Jul 2014 17:44:27 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/007-titanfall-of-duty-part-2]]></link>
      <description><![CDATA[<p>These episodes cover the entire Call of Duty franchise, plus Titanfall.</p>
<p> </p>
<p>Part 2 covers Call of Duty 5-10 as well as Titanfall.</p>
<p>If you're only interested in the Titanfall section, it starts at 31:20.</p>
<p> </p>
<p> </p>]]></description>
      
      <content:encoded><![CDATA[<p>These episodes cover the entire Call of Duty franchise, plus Titanfall.</p> <p> </p> <p>Part 2 covers Call of Duty 5-10 as well as Titanfall.</p> <p>If you're only interested in the Titanfall section, it starts at 31:20.</p> <p> </p> <p> </p>]]></content:encoded>
      
      
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      <itunes:duration>49:56</itunes:duration>
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>These episodes cover the entire Call of Duty franchise, plus Titanfall.   Part 2 covers Call of Duty 5-10 as well as Titanfall. If you're only interested in the Titanfall section, it starts at 31:20.    </itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>These episodes cover the entire Call of Duty franchise, plus Titanfall.   Part 2 covers Call of Duty 5-10 as well as Titanfall. If you're only interested in the Titanfall section, it starts at 31:20.    </itunes:summary></item>
    
    <item>
      <title>006: Titanfall of Duty, Part 1</title>
      <itunes:title>006: Titanfall of Duty, Part 1</itunes:title>
      <pubDate>Fri, 27 Jun 2014 05:28:23 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/006-titanfall-of-duty-part-1]]></link>
      <description><![CDATA[<p>These episodes cover the entire Call of Duty franchise, plus Titanfall.</p>
<p> </p>
<p>This got surprisingly out of hand. I try to keep my episodes short and on track, but I guess when my goal is to cover everything I could think of about eleven games it's gonna take a while.<br /><br />Part 1 covers Call of Duty 1-4, as well as the mechanics that are common to all Call of Duty games.</p>
<p> </p>
<p><a href="http://kotaku.com/5513694/the-modern-warfare-fight-your-guide-to-activision-vs-infinity-ward">Kotaku's overview of the Infinity Ward vs. Activision legal battle</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>These episodes cover the entire Call of Duty franchise, plus Titanfall.</p> <p> </p> <p>This got surprisingly out of hand. I try to keep my episodes short and on track, but I guess when my goal is to cover everything I could think of about eleven games it's gonna take a while.Part 1 covers Call of Duty 1-4, as well as the mechanics that are common to all Call of Duty games.</p> <p> </p> <p><a href="http://kotaku.com/5513694/the-modern-warfare-fight-your-guide-to-activision-vs-infinity-ward">Kotaku's overview of the Infinity Ward vs. Activision legal battle</a></p>]]></content:encoded>
      
      
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      <itunes:duration>01:06:50</itunes:duration>
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>These episodes cover the entire Call of Duty franchise, plus Titanfall.   This got surprisingly out of hand. I try to keep my episodes short and on track, but I guess when my goal is to cover everything I could think of about eleven games it's gonna take a while. Part 1 covers Call of Duty 1-4, as well as the mechanics that are common to all Call of Duty games.   Kotaku's overview of the Infinity Ward vs. Activision legal battle</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>These episodes cover the entire Call of Duty franchise, plus Titanfall.   This got surprisingly out of hand. I try to keep my episodes short and on track, but I guess when my goal is to cover everything I could think of about eleven games it's gonna take a while. Part 1 covers Call of Duty 1-4, as well as the mechanics that are common to all Call of Duty games.   Kotaku's overview of the Infinity Ward vs. Activision legal battle</itunes:summary></item>
    
    <item>
      <title>005: What We Can Learn From Twitch Plays</title>
      <itunes:title>005: What We Can Learn From Twitch Plays</itunes:title>
      <pubDate>Thu, 27 Mar 2014 04:35:43 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/what-we-can-learn-from-twitch-plays]]></link>
      <description><![CDATA[<p>Sorry about the noise! Somewhat fittingly, this is the fan noise from the computer I'm hosting Twitch Plays Zelda from.</p>
<p>We start with the first novel use of Twitch, Salty Bet. This is followed by an analysis of why Twitch Plays Pokemon works so well, mostly by contrasting it with all the hoops I had to jump through to make Twitch Plays Zelda work. I then describe some highlights from Twitch Plays Pokemon, for the uninformed/for future reference. Finally we end with an analysis of what makes TPP unique and appealing, and how it can apply to more conventional games.</p>
<p> </p>
<p><a href="http://www.twitch.tv/twitchplayswhatev">My Twitch Plays stream. Currently Link's Awakening.</a></p>
<p><a href="http://www.decisionproblem.com/mercury/">Mercury</a></p>
<p><a href="http://pleasebenice.aran-koning.com/">Please Be Nice :(</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Sorry about the noise! Somewhat fittingly, this is the fan noise from the computer I'm hosting Twitch Plays Zelda from.</p> <p>We start with the first novel use of Twitch, Salty Bet. This is followed by an analysis of why Twitch Plays Pokemon works so well, mostly by contrasting it with all the hoops I had to jump through to make Twitch Plays Zelda work. I then describe some highlights from Twitch Plays Pokemon, for the uninformed/for future reference. Finally we end with an analysis of what makes TPP unique and appealing, and how it can apply to more conventional games.</p> <p> </p> <p><a href="http://www.twitch.tv/twitchplayswhatev">My Twitch Plays stream. Currently Link's Awakening.</a></p> <p><a href="http://www.decisionproblem.com/mercury/">Mercury</a></p> <p><a href="http://pleasebenice.aran-koning.com/">Please Be Nice :(</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>Sorry about the noise! Somewhat fittingly, this is the fan noise from the computer I'm hosting Twitch Plays Zelda from. We start with the first novel use of Twitch, Salty Bet. This is followed by an analysis of why Twitch Plays Pokemon works so well, mostly by contrasting it with all the hoops I had to jump through to make Twitch Plays Zelda work. I then describe some highlights from Twitch Plays Pokemon, for the uninformed/for future reference. Finally we end with an analysis of what makes TPP unique and appealing, and how it can apply to more conventional games.   My Twitch Plays stream. Currently Link's Awakening. Mercury Please Be Nice :(</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>Sorry about the noise! Somewhat fittingly, this is the fan noise from the computer I'm hosting Twitch Plays Zelda from. We start with the first novel use of Twitch, Salty Bet. This is followed by an analysis of why Twitch Plays Pokemon works so well, mostly by contrasting it with all the hoops I had to jump through to make Twitch Plays Zelda work. I then describe some highlights from Twitch Plays Pokemon, for the uninformed/for future reference. Finally we end with an analysis of what makes TPP unique and appealing, and how it can apply to more conventional games.   My Twitch Plays stream. Currently Link's Awakening. Mercury Please Be Nice :(</itunes:summary></item>
    
    <item>
      <title>004: Game Preservation</title>
      <itunes:title>004: Game Preservation</itunes:title>
      <pubDate>Fri, 07 Feb 2014 08:30:00 +0000</pubDate>
      <guid isPermaLink="false"><![CDATA[3563ed83f669b9523adb747c76d8ec8b]]></guid>
      <link><![CDATA[https://atgpod.libsyn.com/game-preservation]]></link>
      <description><![CDATA[<p>If you want to play the games of today fifty years from now, will you be able to? I try and answer this question as broadly as possible, discussing topics including hardware, emulation, what developers are doing about, and what we can do about it.</p>
<p> </p>
<p>Relevant links:</p>
<p><a href="https://www.youtube.com/watch?v=JJW5OKbh0WA">Mark Cerny's PS4 talk, including a section on how hard it was to develop PS3 games</a></p>
<p><a href="http://www.tested.com/tech/gaming/456719-best-crt-retro-games/">Great article on Tested about the best hardware for retro gaming</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>If you want to play the games of today fifty years from now, will you be able to? I try and answer this question as broadly as possible, discussing topics including hardware, emulation, what developers are doing about, and what we can do about it.</p> <p> </p> <p>Relevant links:</p> <p><a href="https://www.youtube.com/watch?v=JJW5OKbh0WA">Mark Cerny's PS4 talk, including a section on how hard it was to develop PS3 games</a></p> <p><a href="http://www.tested.com/tech/gaming/456719-best-crt-retro-games/">Great article on Tested about the best hardware for retro gaming</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>If you want to play the games of today fifty years from now, will you be able to? I try and answer this question as broadly as possible, discussing topics including hardware, emulation, what developers are doing about, and what we can do about it.   Relevant links: Mark Cerny's PS4 talk, including a section on how hard it was to develop PS3 games Great article on Tested about the best hardware for retro gaming</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>If you want to play the games of today fifty years from now, will you be able to? I try and answer this question as broadly as possible, discussing topics including hardware, emulation, what developers are doing about, and what we can do about it.   Relevant links: Mark Cerny's PS4 talk, including a section on how hard it was to develop PS3 games Great article on Tested about the best hardware for retro gaming</itunes:summary></item>
    
    <item>
      <title>003: Project M and Evo Moment 37</title>
      <itunes:title>003: Project M and Evo Moment 37</itunes:title>
      <pubDate>Thu, 23 Jan 2014 07:11:51 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/003-project-m-and-evo-moment-37]]></link>
      <description><![CDATA[<p>First I discuss what makes fighting games good, through an analysis of Evo Moment 37. The remainder of the episode is about the Super Smash Bros. Series, why I'm so excited about Project M, and why you should be too.</p>
<p> </p>
<p><a href="https://www.youtube.com/watch?v=Lq1ey4-ewyQ">Evo Moment 37</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>First I discuss what makes fighting games good, through an analysis of Evo Moment 37. The remainder of the episode is about the Super Smash Bros. Series, why I'm so excited about Project M, and why you should be too.</p> <p> </p> <p><a href="https://www.youtube.com/watch?v=Lq1ey4-ewyQ">Evo Moment 37</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>First I discuss what makes fighting games good, through an analysis of Evo Moment 37. The remainder of the episode is about the Super Smash Bros. Series, why I'm so excited about Project M, and why you should be too.   Evo Moment 37</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>First I discuss what makes fighting games good, through an analysis of Evo Moment 37. The remainder of the episode is about the Super Smash Bros. Series, why I'm so excited about Project M, and why you should be too.   Evo Moment 37</itunes:summary></item>
    
    <item>
      <title>002: 2013 Was Terrible</title>
      <itunes:title>002: 2013 Was Terrible</itunes:title>
      <pubDate>Thu, 19 Dec 2013 18:07:00 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/002-2013-was-terrible]]></link>
      <description><![CDATA[<p>For a variety of reasons, I found my favorite games of 2013 all made me feel bad. First I discuss storytelling in gaming more broadly, why it's so hard to do well, and some examples of how it has been done well in the past. I then discuss the games of this year.</p>
<p> </p>
<p>Spoiler alert! I spoil Braid, Call of Duty 4, Final Fantasy 7, and I guess Missile Command with very little warning. I wouldn't say I horribly spoil anything from this year, but if you're sensitive to that kind of thing, I discuss Papers, Please, Gone Home, Journey, Brothers: A Tale of Two Sons, and The Last of Us in some depth. Just stop listening when I start talking about them.</p>
<p> </p>
<p>Relevant Links:</p>
<p><a href="http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer">Polygon's article on the creation of Missile Command</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>For a variety of reasons, I found my favorite games of 2013 all made me feel bad. First I discuss storytelling in gaming more broadly, why it's so hard to do well, and some examples of how it has been done well in the past. I then discuss the games of this year.</p> <p> </p> <p>Spoiler alert! I spoil Braid, Call of Duty 4, Final Fantasy 7, and I guess Missile Command with very little warning. I wouldn't say I horribly spoil anything from this year, but if you're sensitive to that kind of thing, I discuss Papers, Please, Gone Home, Journey, Brothers: A Tale of Two Sons, and The Last of Us in some depth. Just stop listening when I start talking about them.</p> <p> </p> <p>Relevant Links:</p> <p><a href="http://www.polygon.com/features/2013/8/15/4528228/missile-command-dave-theurer">Polygon's article on the creation of Missile Command</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>For a variety of reasons, I found my favorite games of 2013 all made me feel bad. First I discuss storytelling in gaming more broadly, why it's so hard to do well, and some examples of how it has been done well in the past. I then discuss the games of this year.   Spoiler alert! I spoil Braid, Call of Duty 4, Final Fantasy 7, and I guess Missile Command with very little warning. I wouldn't say I horribly spoil anything from this year, but if you're sensitive to that kind of thing, I discuss Papers, Please, Gone Home, Journey, Brothers: A Tale of Two Sons, and The Last of Us in some depth. Just stop listening when I start talking about them.   Relevant Links: Polygon's article on the creation of Missile Command</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>For a variety of reasons, I found my favorite games of 2013 all made me feel bad. First I discuss storytelling in gaming more broadly, why it's so hard to do well, and some examples of how it has been done well in the past. I then discuss the games of this year.   Spoiler alert! I spoil Braid, Call of Duty 4, Final Fantasy 7, and I guess Missile Command with very little warning. I wouldn't say I horribly spoil anything from this year, but if you're sensitive to that kind of thing, I discuss Papers, Please, Gone Home, Journey, Brothers: A Tale of Two Sons, and The Last of Us in some depth. Just stop listening when I start talking about them.   Relevant Links: Polygon's article on the creation of Missile Command</itunes:summary></item>
    
    <item>
      <title>001: Don't Reward Me for Making Your Game Look Bad</title>
      <itunes:title>001: Don't Reward Me for Making Your Game Look Bad</itunes:title>
      <pubDate>Fri, 13 Dec 2013 05:26:00 +0000</pubDate>
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      <link><![CDATA[https://atgpod.libsyn.com/001-don-t-reward-me-for-making-your-game-look-bad]]></link>
      <description><![CDATA[<p>Sometimes every element of a game works together to form a greater whole. Sometimes they clash, dragging the game down to less than the sum of its parts. Here I explore both the good and the bad, with a focus on the level of detail given to a game's environment.</p>
<p> </p>
<p>Games discussed:</p>
<p>Retro/Grade, Gone Home, The Last of Us, Antichamber, Left 4 Dead, Dead Island, Max Payne 3</p>
<p> </p>
<p>Relevant links:</p>
<p><a href="http://www.gdcvault.com/play/1017963/Obsessive-Compulsive-Development-Retro-Grade">Matt Gilgenbach's GDC talk on the development of Retro/Grade</a></p>
<p><a href="http://www.polygon.com/2012/9/28/3425300/the-mirror-men-of-arkane">Polygon's History of Arkane Studios, containing the anecdote about Deus Ex</a></p>]]></description>
      
      <content:encoded><![CDATA[<p>Sometimes every element of a game works together to form a greater whole. Sometimes they clash, dragging the game down to less than the sum of its parts. Here I explore both the good and the bad, with a focus on the level of detail given to a game's environment.</p> <p> </p> <p>Games discussed:</p> <p>Retro/Grade, Gone Home, The Last of Us, Antichamber, Left 4 Dead, Dead Island, Max Payne 3</p> <p> </p> <p>Relevant links:</p> <p><a href="http://www.gdcvault.com/play/1017963/Obsessive-Compulsive-Development-Retro-Grade">Matt Gilgenbach's GDC talk on the development of Retro/Grade</a></p> <p><a href="http://www.polygon.com/2012/9/28/3425300/the-mirror-men-of-arkane">Polygon's History of Arkane Studios, containing the anecdote about Deus Ex</a></p>]]></content:encoded>
      
      
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    <dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Zach Gerlock</dc:creator><itunes:subtitle>Sometimes every element of a game works together to form a greater whole. Sometimes they clash, dragging the game down to less than the sum of its parts. Here I explore both the good and the bad, with a focus on the level of detail given to a game's environment.   Games discussed: Retro/Grade, Gone Home, The Last of Us, Antichamber, Left 4 Dead, Dead Island, Max Payne 3   Relevant links: Matt Gilgenbach's GDC talk on the development of Retro/Grade Polygon's History of Arkane Studios, containing the anecdote about Deus Ex</itunes:subtitle><itunes:author>Zach Gerlock</itunes:author><itunes:summary>Sometimes every element of a game works together to form a greater whole. Sometimes they clash, dragging the game down to less than the sum of its parts. Here I explore both the good and the bad, with a focus on the level of detail given to a game's environment.   Games discussed: Retro/Grade, Gone Home, The Last of Us, Antichamber, Left 4 Dead, Dead Island, Max Payne 3   Relevant links: Matt Gilgenbach's GDC talk on the development of Retro/Grade Polygon's History of Arkane Studios, containing the anecdote about Deus Ex</itunes:summary></item>
    
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