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Published by Steven Lake
Visit theexaminedgame.com for all episodes. What do video games reveal about us? In The Examined Game Podcast, peabody-nominated documentary producer Steven Lake speaks with the creators of the world’s most celebrated video games about how they were made and the personal and professional impact games have had on their lives. Steven is a Peabody-nominated producer whose work has appeared on Netflix, BBC Storyville, PBS, and The Guardian. About Steven Lake Steven Lake is the host of The Examined Game Podcast and a Peabody-nominated documentary producer. His work has appeared on Netflix, BBC Storyville, PBS, Al Jazeera, and The Guardian. His films include Roll Red Roll , described by The New York Times as “an essential watch,” as well as Phantom Parrot , rated 4 stars by Peter Bradshaw in The Guardian, and Dungeon Masterhood , a coming-of-age documentary with dragons.
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Send us Fan Mail Today I am talking with Jon Ingold, co-founder of Inkle Studios. Inkle have brought us some incredible adventure games over the years, including 80 Days, TR-49, Heaven’s Vault, Expelled and Overboard. This discussion was part of Telltale Games’ Choices Matter Festival, which premiered on Steam back in August. They gave myself and Jon the opportunity to dive into all the potential that comes from great choice making in video games. We cover everything from The Walking Dead through to Jon’s own catalogue of games. It was such an honour to participate in this event with Telltale Games. I am such a huge fan of their work. Enjoy! #thewalkingdeadtelltale #gaming #inklestudios #thelastexpress #80days The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I am talking with Carrie Patel, director of Avowed, who worked on the Pillars of Eternity series as well as The Outer Worlds while working at Obsidian. I've long wanted to have a discussion around the direction that Obsidian decided to take with its RPGs by making games that actually get released! So we talk about the scope and ambition that went into making a game like Avowed, how Obsidian made an RPG that could stand on its own two legs and separate itself from the Skyrims of the world, and how crucial good writing and quest design are when you are reducing scope elsewhere, such as removing in-depth crime and murder mechanics. Much like when I spoke with Josh Sawyer, Carrie just exuded so much love and joy for video games, both the ones she has played and the ones she works on. We also discuss the pathway she took from author, to video game writer, to directing one of the biggest RPGs of recent years. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I’m talking with Sean Velasco, creator of Hollow Knight and Mina the Hollower. Mina was my first Soulslike. That might sound strange, given the genre’s reputation for brutal difficulty, but Mina came with a whole range of modifiers designed to make the game more accessible. The funny thing is, I never ended up using them. Instead, I persevered. So I wanted to talk to Sean about the philosophy behind Mina, the idea of making a Soulslike that could be accessible to everyone, and why that approach can be surprisingly controversial. We also talk about the huge risk Yacht Club Games took as Mina’s ambition and scope continued to grow, and what happens when a small studio decides to aim much, much bigger. #minathehollower #soulslike #gamingpodcast #zeldalike The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today on The Examined Game, I'm talking with Mark Darrah, who spent over two decades at BioWare. Mark was part of the studio's early days as it took a huge risk on the original Baldur's Gate. He then helped shepherd the studio through a series of hits, including Knights of the Old Republic 1 and 2, and was an integral part of helping to launch the Mass Effect and Dragon Age series. This is such a fascinating insight into the ups and downs that come with monumental success in the games industry. Mark talks about the lessons learned from being part of one of the world's biggest AAA studios, and the lessons that newer studios, like Larian (Baldur's Gate 3), could learn from BioWare's experience. We talk about the failed launch of Anthem and the troubled development behind Dragon Age: The Veilguard. Mark was so candid and generous with his insights and experience working on these huge projects. It is such a rare insight to get, and I hope you enjoy the episode. #bioware #masseffect #dragonage #gamingpodcast #gaming #rpg The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today on The Examined Game, I’m talking with Cole Medeiros, who was tasked with working alongside ConcernedApe (Eric Barone), the creator of Stardew Valley, to turn one of the most beloved video games of all time into a board game. We talk about the ups and downs, challenges and pressure of not only making a great board game, but doing it with the IP of one of the greatest video games of the 21st century. Cole tells us about the unconventional interview that got him the job, his ongoing relationship with Stardew Valley and its community, and the joy of seeing players engage with the board game he helped create. We also discuss the constant iteration and evolution that surrounds Stardew Valley, and Cole’s excitement about what’s to come with Haunted Chocolatier. #stardewvalley #hauntedchocolatier #gaming #boardgames The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Doug Cockle, the voice of Geralt from The Witcher video games, believes that underneath Geralt’s cold exterior is a man who feels things deeply. So today I’m talking to Doug to discuss the beating heart beneath one of video games’ greatest protagonists: how Doug came to find Geralt’s voice, what he sees in the character, and what we can learn from Geralt, someone who is always willing to step up and leave the world a little better than they found it. In this conversation, we explore what makes Geralt such an enduring character, and how CD Projekt Red and Doug himself have evolved the character throughout the series. #thewitcher #thewitcher3 #gamingpodcast #cdprojektred #gaming #rpg The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I'm talking with Nate Purkeypile, the former Bethesda artist behind some of the studio's most iconic environments. Nate is a 22 year game industry veteran who worked on Fallout 3, Skyrim, Fallout 4, Fallout 76 and Starfield during his time at Bethesda Game Studios. He was Lead Artist on Fallout 76, as well as Lead Lighting Artist and Senior World Artist during the early development of Starfield. Across those games, Nate helped create some of Bethesda's most memorable locations, including Little Lamplight in Fallout 3, Blackreach in Skyrim and Diamond City in Fallout 4. In recent years, he has moved into indie development, releasing his first solo project, The Axis Unseen, and is currently working on the upcoming multiplayer game Gone Feral. We dive deep into his early days at Bethesda, the lightning in a bottle moment of Fallout 3, his ambition to make Skyrim's caves genuinely interesting, and what it was like stepping into the Lead Artist role on Fallout 76. We also discuss how Bethesda evolved over the years, why recreating the magic of games like Fallout 3 became increasingly difficult, and what those changes mean for the studio today. #fallout #fallout3 #fallout4 #bethesda #skyrim #starfield #gaming #gamingpodcast The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today on The Examined Game I am speaking with Stephen Kick, Studio Head at Nightdive Studios. Stephen is responsible for some of the greatest video game remasters, remakes and re-releases of the last decade, including System Shock, System Shock 2, The Thing: Remastered, Turok, Quake, DOOM + DOOM II, STAR WARS: Dark Forces Remaster, Blade Runner: Enhanced Edition, I Have No Mouth, and I Must Scream, Blood, Outlaws and many more. This was an extremely personal deep dive into his childhood and the influence his dad had on him, bringing the video game adventures they played together to life through the painstaking journals he created, and his mum's strong desire for him to study video game design. We also discuss the adventure in South America that led to Stephen striking gold with Nightdive's first official re-release, System Shock 2. Stephen is dedicated to making sure some of the greatest video games of all time are not lost to history, putting them into the hands of both new and returning players alike. #NightdiveStudios #SystemShock #SystemShock2 #Gaming #GamingPodcast #GamePreservation #retrogaming The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I'm speaking with actor Doug Cockle. Doug is best known as the voice of Geralt in The Witcher series, but has also voiced Bhaal in Baldur's Gate 3, Victor Vran in Victor Vran, and the Narrator in Tails of Iron. This is Part One of a two-part interview. This is probably the most open and honest conversation i've had to date on the podcast. When I sat down with Doug, I had no idea we'd end up spending so much time talking about one of the biggest decisions of his life: leaving his career as a university lecturer to become a full-time actor. Even after the success of The Witcher, Doug continued teaching because he genuinely loved it. But over time, the growing demands of his acting career, combined with the changing landscape of higher education, began to take a serious toll on his health. This conversation explores the importance of having people around you who can support you through difficult periods, knowing when it's time to make a life-changing decision, and why looking after both your physical and mental health should never be an afterthought. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I'm talking with indie game designer Edmund McMillen (The Binding of Isaac, Mewgenics, Super Meat Boy) about the way he approaches making games. Edmund has a pretty simple philosophy when it comes to game design, even if the games themselves are extremely complex and multilayered. He designs games to please himself, and so far that's worked remarkably well as a business model because it turns out there are millions of other players who want to play the kinds of games he wants to make. We discuss everything from the twisted idea behind Mewgenics, the resurgence in popularity of The Binding of Isaac, and what he's learned about the mindset of players. We also talk about why you'd lose your mind trying to please everyone, and the importance of understanding what players are really asking for when they give feedback on his games. #thebindingofisaac #mewgenics #gamingpodcast #gaming The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail This is Part 2 of my two part interview with Obsidian's Josh Sawyer. The first episode can be found here: WATCH HERE: https://www.youtube.com/watch?v=_HDXqBgMxy0&t=1448s LISTEN HERE: https://www.theexaminedgame.com/from-icewind-dale-to-fallout-new-vegas-josh-sawyer-obsidian-part-1/ In today's episode we dive into Pillars of Eternity, Pillars of Eternity II: Deadfire and Pentiment, what it took to get Pentiment made, and the act of defiance that came from making a game that does not allow the player to become all powerful, but instead asks them to make mistakes and live with the consequences of their actions within a role playing game. Josh talks about the lessons he learned from not giving players the ability to kill Eothas in Pillars of Eternity II: Deadfire, the fact that this almost certainly frustrated much of the player base, and his insistence that it's important to limit the influence a player can have on the world they inhabit. We also talk about the portrayal of grief in video games, and how he went about achieving this in Pentiment. I'm really excited to bring this second part of my interview with Josh to you. The first interview, where we discussed Fallout: New Vegas and Icewind Dale, had such a strong response and I loved the engagement from you all. Enjoy! #pentiment #obsidian #falloutnewvegas #pillarsofeternity #gamingpodcast #rpg The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today on The Examined Game I am talking with the writer, developer and designer of The Drifter, one of my absolute favourite point and click adventure games of the last few years. I am in a constant pursuit of a great point and click adventure to scratch an itch that's been bothering me since childhood, after being exposed to the classic LucasArts (Sam & Max, Day of the Tentacle, Grim Fandango, Monkey Island) and Sierra (King's Quest, Police Quest, Gabriel Knight) games. Of course, the realisation is that nothing can truly scratch that itch, but modern indie developers can take what worked about those games and breathe new life into the genre. That is exactly what Dave Lloyd of Powerhoof has done with The Drifter, alongside art director Barney Cumming. I talk with Dave about how he designed The Drifter, reinvented the point and click adventure interface, wrote a gripping mystery, and why launching his indie game after six years of development was more terrifying than he ever expected. #Thedrifter #pointandclick #adventuregame #gaming #gamingpodcast The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today on The Examined Game, I’m joined by Josh Sawyer (Joshua Sawyer) Studio Design Director at Obsidian Entertainment. Josh is an industry veteran whose credits include Icewind Dale, Fallout: New Vegas, Pillars of Eternity II: Deadfire, The Outer Worlds, Pentiment, and many more. So what do you talk about with someone who has worked on so many beloved RPGs? We discuss how games can convey grief, the joy and frustration of not letting players kill God, his beginnings as a web designer breaking into the games industry, how the Fallout: New Vegas team compensated for severe time and budget constraints through exceptional story, characters and world-building, and the risks he took to bring Pentiment to life. An extraordinary RPG set in 16th Century Bavaria. This is Part One of a two-part interview, covering Josh’s career from his early days in the industry through Fallout: New Vegas. Part Two, releasing next week, is dedicated almost entirely to Pentiment, one of my favourite games of the last few years. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail write me at steven@theexaminedgame.com and let me know what you think! What does it feel like to land your dream job working on the follow-up to a game that blew your mind? This is exactly what happened to Jonathan Zimmerman when he landed a writing gig on Life Is Strange: Before The Storm . What followed was a near-decade-long relationship with this beloved franchise, alongside his work as Narrative Director for The Expanse: A Telltale Series . Among the many influences Jonathan references, we discuss Until Dawn , King's Quest , Leisure Suit Larry , Monkey Island , Grim Fandango , The Seventh Guest , Myst , Portal , and What Remains of Edith Finch . We also talk about the fantastic Dispatch , and Jonathan's take on the pros and cons of people comparing the Life Is Strange series to the recently released Mixtape . Jonathan has an incredible passion for his craft, and it's always a pleasure when a guest is so open about the unique experiences, challenges, and successes that come with working in the industry. Beyond his role as a creator, Jonathan is a dedicated player at heart, and we dive into what it means to bring something into the world that you yourself would want to play. I am a long-time superfan of the Life is Strange series, so it was a real privilege to dig into it with him. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail In today’s episode of The Examined Game I talk with co-founder of Inkle Studios (80 Days, TR-49, Heaven’s Vault, Overboard, A Highland Song, Expelled, Sorcery) Joseph Humfrey. This interview is a counterpart to my chat with Jon Ingold, the other co-founder of Inkle. I talked with Joseph about what it takes to make a video game company sustainable in this day and age, and their approach to efficient game design, narrative design, branching narrative, not over extending and the joy of reaching new audiences with adventure games. I loved hearing about the inner workings of a video game company, and the risk that Joseph and Jon took in founding Inkle. They are both very thoughtful in their approach not just to the type of games they make but how they go about making them. It’s no surprise when talking with them that they have been able to build such a robust and sustainable company. We go into the influence of games such as Monkey Island, Sierra adventure games, David Cage’s Fahrenheit, Halo, the early Bungie games, HyperCard, and how Joseph got into game design on his family Mac. We also discuss Inkle's narrative scripting language Ink, Steam Deck game design, and the development of games such as Sorcery, 80 Days, Heaven’s Vault, A Highland Song and TR-49. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail In today's episode of The Examined Game, I am talking with the creator of Outer Wilds, Alex Beachum. We get into the weeds of how the original prototype of the game came about back when Alex was studying game design, his approach to development, including the idea of "emotional prototyping", which helped build the bedrock that would become one of the most loved games of all time. Honestly, I don't think that is an understatement. People who play Outer Wilds love Outer Wilds, and there is a reason for that. A few weeks ago, I got to speak with Alex's sister and writer for Outer Wilds, Kelsey Beachum, and we also get to hear from him about how the two of them influenced and inspired each other by creating comics and games for the other to enjoy. I loved hearing directly from Alex about some of the games that inspired him, including the likes of Dark Souls, The Legend of Zelda: Skyward Sword, Wind Waker, and, funnily enough, The Magic School Bus Explores the Solar System. This really is an interview about funnelling passion, interests and philosophies into a game, and finding out what it's like for a developer to make something where they feel as if they really did leave nothing on the table. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today we are talking with Francisco Gonzalez as we go in depth on the genre of video game that I have been playing longer than any other in my life: point and click adventure games. I have been a fan of Francisco's games ever since I stumbled upon Lamplight City. I then had the pleasure of playing back retrospectively through his earlier work, which includes A Golden Wake and Shardlight, before eagerly anticipating the release of Rosewater, an epic western point and click adventure. We talk about our shared love of Jane Jensen's Gabriel Knight series, and the fact that we both made pilgrimages to New Orleans primarily because of the first game in the series. Francisco has some fantastic insight on what it takes to create a standout point and click adventure in an age where one is balancing modernising the classic format while borrowing what worked so well from a genre that has been around for nearly half a century. We of course cover the classics: Monkey Island, Broken Sword, King's Quest V, Police Quest III, and, as mentioned, the Gabriel Knight series. I've been waiting to talk with Francisco for a while now. I think point and click adventure games are a tough genre to market and sell, and much like the classic point and click games of my youth, I believe the reason he has been so successful in what he does is because of the attention to detail he pays to character, story, and creating what always feels like a rich, lived-in world. #monkeyisland #brokensword #rosewater #pointandclick #adventuregame #adventuregamestudio #kingsquest #sierra #lucasarts The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail Today I get to talk with Amandine MarestHair & Technical Character artist Clair Obscur: Expedition 33. We cover all things hair related in video games. Amandine's work in Clair Obscure is incredible and it was such a pleasure to deep dive into just how much she and the team thought about the hair in this game and how it represented the personalities of its characters. We also discuss her love of Final Fantasy hair, including Lighting's from Final Fantasy 12 and of course I get into my own rabbit hole about the contradiction between Cloud's hair and his personality in Final Fantasy 7. We also discuss how games like The Last of Us, Red Dead Redemption and God of War inspired Amandine's work, as well as how she got into the industry and her decision as a student to double down on focusing on hair design. This interview shows just how much love and attention was put into Clair Obscur: Expedition 33 as we are able to go into so much detail about one single aspect of the game, and how it works alongside all of the other incredible moving parts. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail In today's episode of The Examined Game I speak with co-founder of Inkle Studios, Jon Ingold. I am a huge fan of the work both he and Joseph Humfrey have done under Inkle Studios. Beyond finding new ways to iterate on the adventure game genre, they’ve also done an incredible job of creating mobile-friendly games, giving audiences who might otherwise never play a game like 80 Days the chance to experience one. One clear takeaway from this conversation is that Jon loves writing. If you've ever played an Inkle Studios game, you'll know that writing is the absolute foundation of their work. We discuss the profound influence that text adventure games had on Jon, as well as games like Monkey Island and his lasting love of The Last Express, and the collaborative approach he and Joseph take to getting projects off the ground. There is nothing quite like an Inkle Studios game. Whether it’s 80 Days, Heaven's Vault, Overboard!, Expelled!, or their most recent game TR-49, there’s a reason their work resonates so deeply with players. One of my favourite parts of this conversation is Jon going into detail about the concept of choice in video games, and the work they do at Inkle to remove the feeling of binary “PRESS A or PRESS B” decisions, instead steeping players in the emotional reality of decision making. Finally, we discuss the similarities between mathematics (Jon originally trained as a mathematician) and writing, and the power of finding the most efficient and succinct path to a solution, whether through numbers or through words. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
Send us Fan Mail In this episode I speak with Scott Miller, founder of Apogee Entertainment (Commander Keen, Duke Nukem) and 3D Realms (Max Payne, Prey). Scott helped pioneer the shareware model of game distribution in the late 80s and early 90s, releasing large chunks of games for free online long before Steam existed, and asking players to mail in cheques or call directly to order the full version. Scott literally helped build the gaming industry as we know it today from the ground up. After being rejected by major publishers in his early years in the industry, he decided to do things his own way. We discuss his early attempts to break into the industry, the rejection from publishers like EA and Sierra, and how that pushed him to build his own path through BBS systems, dial-up distribution, and early online communities. I’ve been playing Scott’s games since I was in single digits. Cosmo’s Cosmic Adventure and Wolfenstein 3D were some of my favourite games growing up, playing them on our family Amstrad with the dining table chair pulled up to the keyboard. The conversation covers his work with John Romero and John Carmack at id Software on Commander Keen, Wolfenstein 3D and the rise of the FPS genre, as well as the development of Duke Nukem 3D and how it differentiated itself from Doom through humour, interactivity, destructible environments and world design. We also talk about the early PC gaming era, game demos, shareware, PC Gamer magazine culture, box art, game marketing, and how games like Duke Nukem, Max Payne, Shadow Warrior, Rise of the Triad and Prey were shaped by player feedback and experimentation. This is a conversation about the foundations of PC gaming, the origins of indie distribution, and the mindset that helped shape modern game development long before digital storefronts and platforms like Steam existed. The Examined Game Each week, host Steven Lake asks the creators behind some of the world’s most influential video games about the meaning of life (in video games), leading to conversations about the personal and creative impact games have had on their lives.
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