In this episode we talk about the uses of first and second person narration in games, not only in terms of basic storytelling but also how they work their way into systems like objectives and quest logs. We explore the philosophical underpinnings of first person perspective and try to show how games can actually meaningfully collapse what we typically think of as subjective and objective modes of understanding.
Download the Le Concours des Filles (soon to be Sympathetic Memories) demo for free on our Itch.io site: https://furidashipod.itch.io/le-concours-des-filles
Substack: https://gamedesigndiscourse.substack.com/
Patreon: https://www.patreon.com/furidashi
Twitter: https://twitter.com/furidashipod
Lauryn: https://twitter.com/thelaurynash
Nicholas: https://twitter.com/academicality
99. Augmentation and Simulation
98. Wordle With Friends!
97. Games and Mystery Plot Structure
96. Pentiment
95. Immortality - Year End Special Pt. 2
94. Let’s Play! - The Cave of Time
93. Same As It Ever Was - Year End Special Pt. 1
UNLOCKED! 41. Furidashi Behind the Scenes
92. Ludonarrative Harmony?
91. VR Failing
90. Subjective Progression
89. Accessing Super Smash Bros.
88. Combat Encounters
87. Combat as Narrative
86. Learning Thru Immersion
85. The Immersion Spectrum
84. Hard and Soft World Building
83. World Building in Game Design
82. Progression Is [Not] Narrative (Teaser)
81. Player Narrative vs. Game Narrative
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