We welcome Jonathan Blow back to The No-Frauds Club to discuss hidden conflicts in game design, and what progress, if any, has been had in the past two decades.
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0:00:00 The return of Jonathan Blow (again!)
0:00:09 Hidden conflicts in game design
0:05:40 Real-time strategy, and defining "story"
0:15:45 Can the player's fiction become a story?
0:29:02 Incremental, yet incomplete steps to dynamic story
0:39:20 When choices don't really matter
0:46:59 What if the player's performance was the choice?
0:54:54 RTS is dead. What happened?
1:04:46 You CAN judge things objectively!
1:11:22 A good thing with a niche audience is more than possible
1:13:54 Don't fear being deep
1:25:02 AI art and the apocalypse
1:47:28 A quote in two parts, on the industry and consumers
1:54:16 Live vs dead players
2:02:29 Closing thoughts
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