First Person Podcast Episode 28

“I need more money!”, or The Extended Life of Games

In this month’s podcast, Pierson, Rob, Betsy and Will discuss the trend towards “games as services” rather than one-off products. They also consider whether there is an increasing tendency towards specialized consumption of specific games. If we are playing a smaller number of games for longer periods of time, are these new developments in game consumption habits? How might changes in making, selling and distributing games be involved in the reasons we are playing specific games longer? Continue Reading

First Person Podcast Episode 27

Dude, Where's My Colony? The Logic of Controlling Space in Games

Jason Lajoie is a PhD candidate in English Language and Literature at the University of Waterloo. His work explores how gay identities are constructed and negotiated through media and technology, particularly in domains like online gaming and social media. He is… Continue Reading

First Person Podcast Episode 25: Game(s) of the Year(s)

Another Year, Not Another Award Show.

In our January 2018 podcast, Betsy, Chris, Will and Justin discuss their picks for games of the year, with a twist: categories ranged from the social (“Fine, stop yelling I’ll play it award”) to the academic (“game that made me rethink my research”). FPS has previously experimented with alternative formats for game of the year awards before, asking podcast participants last year to focus on the games that resonated with them most and to reflect critically on the awards themselves in the year before. Stick around for the end of this year’s podcast, when the FPS crew each discuss their one true game of the year. Continue Reading

First Person Podcast Episode 23

Surveilling Stealth Action Games

What makes a stealth action game? Among the titles discussed in this podcast, including (and predominantly) the Metal Gear Solid series, Assassin’s Creed, Hitman, Splinter Cell, Batman: Arkham Asylum and, to some extent, Horizon Zero Dawn, a distinction was placed between stealth as a procedural mechanic baked into all aspects of the game design and stealth as an additional option afforded to players. Continue Reading

Engineering Evolution

What Self-Determination Theory can tell us about Magic: The Gathering’s Metagame

In the world of collectable card games, something curious is happening. Over the course of the last two-and-a-half years, three of the largest and best-respected card game developers—Wizards of the Coast, Fantasy Flight Games, and Blizzard Entertainment—have been scrambling to adjust the release cycles for each of their wildly popular (and staggeringly lucrative) card games. In the case of the latter two companies, these adjustments might be dismissed as the developers ironing out wrinkles in the new, untested systems that undergird their products’ popularity; doing so cannot, however, account for the fact that Wizards of the Coast’s previous model was employed to great success for over two decades, and that both Fantasy Flight Games and Blizzard Entertainment based their business models on adaptations of Wizards’ original system. So, then, why the change? Why now? Continue Reading

First Person Podcast Episode 15

Get Decked

This month’s podcast is all about card games. We discuss everything from collectible card games (CCGs) like Magic the Gathering, to living card games (LCGs) like Android: Netrunner, to deckbuilding games like Ascension, and digital card games like Hearthstone. Why has this genre of game endured? What are the differences between the different business models? Which games have we been currently playing and which are the ones we had more time (and money) to play? Continue Reading

First Person Podcast Episode 13

Pigeon is a Verb: Recent Trends in First Person Shooters

This month we talk the latest trends in First Person Shooters with Rob, Chris, Shawn and Pierson with a focus on the games Titanfall 2, Doom, Battlefield One and Overwatch and I swear I only mention D.Va once! We focus on the narratives by first talking about how we as academics dedicate our time to story modes in games. What are some of the popular narratives in first person shooters and what is experiential difference between the stories we tell about gameplay? Do first person shooters need a single player campaign at all? This and pigeons in this months podcast. Continue Reading