In this, our one hundredth episode, we finally tackle 2013’s The Last of Us. While we acknowledge that the story is, well, just okay, we also dissect the game’s level and encounter design to see how The Last of Us creates compelling experiences for the player. We also look at the companion system and how the game elicits empathy through the complex interactions between Joel and Ellie and the perspectives the game forces us to adopt.
Game Maker's Toolkit - "Making The Last of Us Part II's Best Level"
Episode 90 - Subjective Progression
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118. The Mechanics of Pleasure | S4E7
117. Working in Teams, Working Alone | S4E6
116. From Inspiration to Game Design | S4E5
115. Subjectivity in Narration | S4E4
114. Themes and Pillars | S4E3
113. Encounter Design Blues | S4E2
112. The Game Design Nexus | S4E1
111. Translating Tabletop
110. Baldur’s Gate 3
109. The Three Eras of Final Fantasy
108. Final Fantasy: Action Man
107. Lauryn’s Gamedev Journey
106. Is Diablo 4 an RPG?
105. Dumb AI !@#$
104. Eliza
103. Contiguity in Worldbuilding
102. Kingdom Hearts 2
101. Character Progression
99. Augmentation and Simulation
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