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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 Support me on Patreon for free: https://www.patreon.com/TheExaminedGame?utm_campaign=creatorshare_creator Today I'm talking with Raphaël Colantonio, former president of Arkane Studios, responsible for bringing Dishonored, Prey, Arx Fatalis and Dark Messiah of Might and Magic into existence. This is a conversation about the dark art of making the perfect immersive sim, and the influences that led him to build on games like Ultima VII and Thief to create some of the most evocative immersive sims of all time. Raphaël is now president of WolfEye Studios, where he's working on a new immersive sim. Dishonored and Prey are two of my favourite games of all time, and it was an absolute pleasure to speak with him about his various inspirations, his thoughts on where the games industry is heading, and what he'd like to see more of in the games he plays. #dishonored #prey #arkanestudios #immersivesim 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 Alex and Kelsey Beachum, the creative director and writer behind Outer Wilds. I previously interviewed Alex and Kelsey separately, but I took a punt on asking if they'd have a chat with me about their childhood and the creative inspiration that eventually led to Outer Wilds. This is a much more personal deep dive than usual, digging into the joy of play that led them down the path of wanting to make video games. Alex and Kelsey are such generous and lovely people, and it's always such a pleasure to chat to them. We discuss everything from making real life video games out of Duplo to their deep love of Zelda, and what it's like being a brother and sister team working on a video game. #outerwilds #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 I'm talking with Bennett Foddy, creator of QWOP, GIRP, Getting Over It with Bennett Foddy, and co-creator of Baby Steps. Bennett's games are known for torturing players, but today I get to deep dive into the philosophy behind his design choices, and they run a lot deeper than you might think. Bennett is incredibly thoughtful and considered when it comes to players, which might surprise you considering the challenges he puts in their way. In this interview, we talk a lot about player expectations, the value of difficulty in video games, and what he hopes to give players who persevere with his games. #gettingoverit #babysteps #bennettfoddy #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 Hi all, Steven Lake here from The Examined Game. So i've had a couple weeks where i've been short of a guest but I didn't want to leave you totally hanging so I thought i'd have a chat with you all about the new Resident Evil movie, how Star Wars Zero Company has saved me from a bad save scumming habit and to get really honest with you about my addiction to buying and not playing Assassin's Creed games. I'm trying to get a good work flow in place so i'm not missing weeks so please do bear with me and i've got some great guests lining up for the next few weeks! 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 Technoblade Never Dies Documentary Announcement: https://youtu.be/Lj0mDrEKSmA?si=N0pV54fYQg5HlnxF Variety Piece: https://variety.com/2026/film/news/technoblade-never-dies-documentary-minecraft-riot-games-1236850438/ Today my guest on The Examined Game Podcast is me... Steven Lake. Look life has been busy with a few projects and for the first time in 7 months I didn't line up a guest for the podcast. So I thought i'd spend a bit of time telling you what i'm up to outside of the channel (I'm making some movies!) and talk a little bit about the podcast, why I do it, what I love about it etc. I do talk a little bit about Technoblade Never Dies, the feature documentary I am directing about the life and times of Technoblade and the upcoming film Raised By Dragons directed by Carina Nichaouchine. A Coming of age dungeons and Dragons documentary. 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 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.
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