01:00:59 long & 55.9 MB big
In this
episode, Robert Bohl (designer of
Misspent Youth) and Joshua A. C. Newman (designer of
shock: social science fiction), discuss what the transhumanist science fiction game they're designing—before your very ears!—should be about. What is transhumanism about? Where does the design want to focus?
- We start with listener feedback: Simon C, Paul B, and Sven Holmström
-
Sufficiently Advanced-
Eclipse Phase-
The Cyborg Handbook- The
Wikipedia article on transhumanism
- Squids
do have brains
- 12:00: Aboutness in game design
- I misquote Jared Sorensen's
big three game design questions, reading instead from
Nathan Paoletta's blog-
Dualism- The Radio Lab episode we're talking about is either
Choice or
Who Am I? (or maybe both (I think))
- Richard K. Morgan's
Takeshi Kovacs novels
- The game is (possibly) about "identity, change, and human nature."
- 25:00: What we know is in the game so far: a transhumanist game that supports narrativist play that involves character generation during play, wherein you see how your characters survive the
technological singularity- Charles Stross's
Accelerando- Possibly stealing
Ganakagok's tarot-like situation generation
- Vincent Baker's game
Rock of Tahamaat, Space Tyrant- Cards vs. dice and various systems that work differently for different things
- Connections between the characters
- Ben Lehman's
Polaris- Currents in transhumanist thought from the Wikipedia article
- The Jeepform
The Upgrade by Olle Jonsson, Thorbiörn Fritzon, and Tobias Wrigstad
- Homework: Aboutness, and a pass at character creation
- Talk about the show, do reviews
- The
Trapcast forum thread I was talking about
- Listener homework: Give us your "aboutness" answer
You can subscribe to the show by plugging the
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The intro music is "Gotta Whizz" by
Boris the Sprinkler, from the album Mega Anal. The outgoing music is "Screamin' Demon Martians Ridin' Go-Karts in My Head" from the album Saucer to Saturn.