Log in

goodpods headphones icon

To access all our features

Open the Goodpods app
Close icon
headphones
Back Seat Designers

Back Seat Designers

Back Seat Designers

A podcast about computer games and storytelling
Share icon

All episodes

Best episodes

Top 10 Back Seat Designers Episodes

Goodpods has curated a list of the 10 best Back Seat Designers episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to Back Seat Designers for the first time, there's no better place to start than with one of these standout episodes. If you are a fan of the show, vote for your favorite Back Seat Designers episode by adding your comments to the episode page.

Back Seat Designers - Season V, Episode 12: Season Finale Round Table
play

05/28/18 • 112 min

It has been roughly a year since we said goodbye for the last time on season 4 and got blown to pieces took a hiatus, and it feels rather fitting to end this latest season as the summer sun threatens to tan our pallid hides. Once again, we have spoken to a lot of interesting people, laughed at a lot of stupid samples and tarnished the memories of several dead people, and we have had a wonderful, educational time doing so.

For the finale of this season, we have chosen to revive a tradition we haven’t honoured since season 2. No, I’m not talking about on-air drinking. I’m talking about hosting a round table session featuring a variety of guests that sit down with us to discuss the subjects we’ve talked about this season. It’s something we’ve missed doing, and we hope to retain this format for future season finales.

Like this, but over the internet and with a lot more Fiets Opa and Orson Welles samples.

To help us make sense of BSD Season V, we brought along the following very talented gentlemen and gentlewomen:

  • “Leisure Suit” Liviu Boar
  • Richard “Sticky Ricky” Cobbett
  • “San” Francisco Gonzalez
  • Charlotte “Gubbins” Gore
  • “Penny” Laine Nooney
  • “Miss Dynami-” Katie Hallahan Rahhal
  • Christopher “Arrigo” Sacchi

Some have been on the show before, while others were BSD virgins. We did our best to be gentle and, while no known form of protection is effective against stupidity, we all had a long, insightful chat which you can listen to on YubTub, or below this post:

On behalf of Troels, Gareth, Fiets Opa, Virginia Capers and myself, thank you for sticking with us for yet another season. Once again, we will crawl into the shadows for a few months, but we hope to return before the end of this year with something different. Presumably of a crowdsourced nature.

For more on our guests...

Liviu Boar
Gibbous Game
@GibbousGame

Richard Cobbett
RichardCobbett.com
@RichardCobbett

Open Crowd Source S2E7
BSD S4E7

Francisco Gonzalez
Grundislav Games
@GrundislavGames

Open Crowd Source Pilot
Open Crowd Source S2E5
BSD S4E17
BSD SVE3
BSD S2E13

Charlotte Gore
Yorkshire Gubbins
@CharlotteGore

BSD SVE4

Laine Nooney
LaineNooney.com
@Sierra_OffLine

BSD S4E11

Katie Hallahan Rahhal
Phoenix Online Studios
@KatieHal16

State of the Industry III

Christopher Sacchi
ChristopherSacchi.com
@LostTrainDude

The final segment of the episode utilizes sound effects by the following Freesound.org users:

  • Slanesh
  • Simkiott
  • Promete
  • Amszala
  • Iwiploppenisse
  • Klangfabrik
  • Husky70
  • Woodmoose
  • Tjernstrom
  • Everheat
  • Austin1234575
  • Pulswelle
  • Jarredgibb
  • Alaskarobotics
  • Hunter4708
  • Davidbain
  • Trautwein
  • Steffcaffrey
  • ...
bookmark
plus icon
share episode
Back Seat Designers - Season V, Episode 11: Bechdel Designers
play

05/21/18 • 71 min

“Diversity” has become one of those words so overused in such inappropriate ways that it’s almost lost all meaning. But it does mean something. What is it? And how does it apply to narrative gaming? We invited Jess Haskins along to find out.

There is so much nonsense talked about diversity, and we were determined this week to have a serious – well, as serious as we can ever muster – discussion about it. Diversity is about more than form filling and tokenism. Of course it is. Simply throwing in “the black girl” into a story doesn’t make a game diverse. Similarly, the existence of characters from non-traditional backgrounds isn’t some form of “reverse racism”.

We met Jess at AdventureX 2017 where she gave one of the standout talks of the weekend.

Jess is all about building believable and representative worlds, and you can find her work at Paperback Studio’s website. If you have a game and need editorial assistance, writing guidance, or just want a specialist to give your stuff a quick look over – hit her up.

We’ve never tried on this podcast to tick boxes. A quick run down of our guests – and a look at the main hosts – will show we are far from achieving any sort of gender parity. In the main, we talk to people we find interesting. Who are we kidding. In the main, we talk to people who are stupid enough to give up their time to us.

But if you want to learn about how to do this whole writing computer games business, you want to get as many perspectives as possible. And that means talking to people who aren’t exactly like you. By doing that, we’ve made contact with people we otherwise wouldn’t have met, had great conversations and – I hope – made a load of new friends.

So. Enjoy a conversation about diversity. Not a diverse podcast.

bookmark
plus icon
share episode

Staying motivated in the games industry must sometimes be hard. Especially if you were an adventure game developer in the late 90s and being told that your beautifully hand-painted 2D game had to change into an ugly, polygonal mess before any publishers would so much as deign a glance in its direction.

“Ship it.”

Charles Cecil lived through all of this and somehow manages to keep his spirits up. In fact, seemingly effortlessly so.

If you are unfamiliar with Revolution Software, let me give you a quick up-to-speeder:

Besides this chilling visage of disaster, Revolution Software also brought you titles such as Lure of the Temptress, Beneath a Steel Sky, and In Cold Blood. In fact, thanks to their flagship series, Broken Sword, they are regularly mentioned alongside the ruling kings of the graphic point-and-click era, Sierra and LucasArts.

Charles founded Revolution Software and has a hands-on approach in everything they do, and still seems to have the same jubilant approach to it as he did when the company first saw the light of day back in 1990.

Our goal with having Charles on the show was quite simply to talk about, once again, the state of the industry — but this time from the perspective of someone who has been there from the start, all the way up through the glory days of the early 90’s, the terrible slump of the late 90’s and early 2000’s, up to the resurgence of the adventure game genre from 2012 onwards.

Sadly, due to scheduling conflicts and possibly gonorrhea, Gareth was unable to join us for this chat. But, while there are no dubious sound board clips of Dutch porn this time, there’s still more than enough English quips and polite mannerisms to go around, owing to our interview subject’s joyful demeanor.

Please enjoy this unfold on ye olde YubTubs:

Or in audio form below the post.

Only one more regular episode to go for this season, and after that we are reviving an old tradition of inviting as many people as can possible fit into one voice chatroom and trying to keep them from talking over each other. Yes, we’re bringing back the End-of-Season Roundtable! Stay tuned for all of this in the coming two weeks.

bookmark
plus icon
share episode

We’ve all been there. We’re playing a game from a bygone era — perhaps one we remember fondly — and thinking to ourselves, “Wouldn’t it be great if someone updated this for the modern era?”

And then, having thought this, perhaps even out loud, we immediately stop and think: “No, wait. This game is so much a product of its time. How would that ever work?”

Daniel Stacey must have thought both of these things many times. As a beta-tester on AGDI’s remake of King’s Quest I, he submitted a test report that largely amounted to him saying, “Look, this is pretty good, but you could have done so much more with the story,” to which the AGDI people said, “Fine. You do it.”

And so he did.

From then on, Daniel has been the lead writer on multiple projects for AGDI — which later went commercial and changed their name to Himalaya Studios — including, but not limited to, King’s Quest II VGA, King’s Quest III VGA, Al Emmo and the Lost Dutchman’s Mine, and the upcoming adventure/RPG hybrid Mage’s Initiation.

He also enjoys pointing at jam.

Daniel joins us for a frank discussion about the creative process behind taking an existing story that’s barebones, if not to say borderline non-existent (e.g. King’s Quest II) and turning it into a compelling, driving narrative (“I don’t know, I just sort of do it”).

It’s worth noting, of course, that Fred mainly drives this conversation, being the only person of the three hosts who has bothered to actually play both the original and remade versions of King’s Quest II. It is, of course, no less interesting for this reason, because Fred is also operating on about five hours of sleep at the time of this recording, making the proceedings both informative and extraordinarily silly.

Today’s episode is brought to you by the fine folks of Eat Pant Ltd. and is, of course, available on the YubTubs, or in delicious audio-only format at the bottom of this post.

The Patreon exclusive this week is also a staggering 20 minute meditation on the fact that we, indeed, had to get up very early for this. And that it’s all somehow my fault. (It wasn’t.)

bookmark
plus icon
share episode

Interfaces are vastly important. They are what allows you, the player, to interact with the game world, and just as an intuitive interface can enhance the story of a game, a non intuitive one can conversely bring the whole thing down.

To be fair, that game rocks. It’s just that the narrator takes ages to describe all those damn icons.

With the interface playing such a pivotal role in narrative-driven games, it’s not strange that lots of players tend to have very specific preferences. Some favour a point-and-click-type interface – be that Sierra icon bar, LucasArts verb bar or coin, Wadjet Eye one-click interface, etc. – while others (your three hosts included) are partial to the text parser. But who says it has to be an “either-or” situation? Who says you can’t have both?

Phil Fortier of IceFall Games would not dream of saying such vile things. In fact, Phil is working on a highly ambitious game called Cascade Quest, which works as a bona fide two-fer, by including both parser and point-and-click interfaces. Players who wish to comb through the environment and cuss at the characters can do that – aided by the predictive text that also prevents your text messages IRL from looking like they were jotted down by a stroke victim – while others, who wish to cut to the bone and stick with the most important interactions, are free to do that.

Furthermore, Phil (a name I appreciate more each time I write it) is also trying to bring back the SCI look of Sierra On-Line games circa 1987-1991 not as it actually was, but as you remember it. Technological advancements that have only recently become available in comparison, such as particle effects, find their way into an environment they never existed it in the first place. Phil’s first title Snail Trek acts a kind of litmus test for this design philosophy.

Give me a text parser and half an hour and this hole will be spent.

Our discussion with Phil winds its way past the challenges of making such a multifaceted game, the technical nitty-gritty of how he makes his “SCI on steroids” work, being licenced to print money (hitherto known as “the business side of things”) and the endearing qualities of the name Phil. It all makes for a great listen, and you should all head over to YubTub and do so, or let your eyes crawl a bit further down this page for audio.

bookmark
plus icon
share episode
Back Seat Designers - Season V, Episode 7: Not the Footballer
play

04/16/18 • 71 min

First off, we must apologize to all the fans of Alexander Mejia, the Colombian soccer star who was in the squad for the FIFA World Cup in 2014.

“The fuck am I doing here?”

We have an entirely different Alexander Mejia on the show. One who is working on some truly trailblazing shit.

Alexander’s company, Human Interact, is working on a VR title called Starship Commander. It’s not your average VR game, though.

In this game, you are thrust into a story-rich world where your primary means of interaction involves literally conversing with the game. There’s some powerful machine learning and AI stuff going on underneath which understands what you’re saying with your filthy word-spewing face flaps and has the game respond in kind.

Alexander isn’t afraid to dream big, and neither are we when we ask people to sift through the idiocy of your three hosts to get to Alexander’s juicy goodness of future dreams. There’s some YubTub joy down below, and the audio version (along with subscribe links) at the bottom of this post.

You may also be interested to check out Alexander’s weekly streams of adventure games over on Twitch.

To be honest, I think this is just how he drives to work every day.

And you lovely Patreon people will be treated to an exclusive 10 minute exploration of the wonders of Danish pop music, among other random shit.

bookmark
plus icon
share episode
Back Seat Designers - Season V, Episode 6: Sierra 404
play

04/09/18 • 71 min

We’re nothing if not self-referential on this show. And this show harkens back to the very first episode we ever did, all the way back in August 2014, where Fred and I talked about the impending revival of Sierra as “Sierra Games.”

When we did the original episode, we were quite hopeful that this might mean a resurgence in popularity for our beloved franchises of old — perhaps with a new veneer, a new sheen, a new coat of paint. Something to bring them out of the funk of nostalgia and into the bright modern age.

Fast forward to 2016 and the rebooted King’s Quest episodic series has thunderously failed to set the world alight. Neo-Sierra’s other offerings are mostly forgettable: to date, their only other games are a rebooted Geometry Wars game that I don’t recall anyone asking for, a puzzle platformer, and a run-and-gun game.

Guess we’re back to this again.

But what was it about Sierra that made us so giddy with anticipation? Why are there still so many vocal and die-hard Sierra fans? What did this magical company even do apart from puzzles about cat moustaches and yeti pies?

Our guest today, Shawn Mills (whom you remember as the co-founder of Infamous Quests, but he is also, in fact, a journalist), has written a 5-part retrospective on Sierra (for your convenience: part 1, part 2, part 3, part 4, and part 5) that had us all intrigued. We all thought we knew the history of Sierra pretty well ourselves, but Shawn went above and beyond for those articles. For one, he talked to a lot of the people that worked there.

Sierra is mostly remembered as a magical wonder-factory in the late 80s, as a trailblazing industry leader in the early 90s, and as a cautionary tale of the stifling realities of suit-and-tie corporate management (not to mention what it does to your reputation to be involved, even if not directly, in one of the world’s the largest corporate fraud scandals) in the mid-to-late 90s.

Shawn covers all the bases with us as we reminisce about ye olden days, speculate about the future to come, and libel our way through a handful of cocaine jokes.

And we will, of course, also find out the answer to that all-important question that’s been on everyone’s mind since Shawn last visited us: Do thieving cunts still owe him money?

It’s all here on the YubTubs:

Or below as audio (where you can also subscribe).

bookmark
plus icon
share episode
Back Seat Designers - Season V, Episode 5: I Think You Like It
play

04/02/18 • 66 min

Worldbuilding in any work of fiction is not something to be trifled with. It takes a lot of effort to construct a believable world that you can immerse yourself in, but it takes almost zero effort to yank you out of that illusion.

Consider a science fiction work in which an entire planet is covered by one urbane society entirely populated by individuals of one race, for instance. Every nook and cranny in this behemoth of a city is streamlined to such an extent that everything appears to have mapped out from the very start. I can think of several examples myself, but what I’m trying to get at is: is such a world really a believable scenario?

It’d better be, cause I just described Milton Keynes, the UK.

Weird Brexit townships aside, our guest this week, Konstantinos Dimopoulos, says no. Konstantinos comes from a background of urban and regional planning, and he’s using his experience to inject some life and believability into game worlds. He has also published enough articles and papers on the subject to make Gareth cry big, fat PhD-tears.

As Konstantinos says himself, cities are messy from a planning standpoint, and something in the cityscape that may appear to have been planned may just be a happy accident. How can we avoid the situation outlined in the first paragraphs and add this “human” touch to our urban environments in gaming? Of course, while keeping an eye on the technology that brings our visions to life.

“There it is. The Citadel. Too bad most of it is closed off for repairs come the next game.”

That is the big question we try to tackle in this episode, adding just a dash of Dutch pornography sound bites as we go along. The Patreon gang will get more than they bargained for in regards to the latter, and the rest of you can listen to the episode below this post, or on YouTube.

On behalf of my fellow co-hosts and per the episode title: I think you’ll like it. May God have mercy on our souls.

bookmark
plus icon
share episode
Back Seat Designers - Season V, Episode 4 – Juggling (Frozen) Doves
play

03/26/18 • 71 min

We’re only four episodes into this season, but already we can sense a pattern emerging. Much of the conversation we’ve had so far has evolved around “the rise of the auteur,” so to speak: Games that are, essentially, developed by a single person.

With the prevalence of digital distribution and ready-made tools at everyone’s disposal, it’s no wonder that we’re seeing more and more auteur games on the rise. Last season, we had a riotous chat with Jacob Janerka, developer of Paradigm. This season, we are thrilled to chat with someone who made us laugh just as hard: Charlotte Gore, creator of Yorkshire Gubbins.

Charlotte didn’t just make her own game. She made her own game engine, graphics, music, and voice production. Impressive as that may be, however, the major selling point is that it’s also a sidesplittingly funny game. Although she, on account of being British, refuses compliments on what we were otherwise in agreement on was a sidesplittingly funny game, now that she’s not listening I can say, without fear of retribution, that it is, in fact, sidesplittingly funny.

Do not play unless you have adequate health insurance.

With no sarcasm whatsoever, I can honestly say this is one of the funniest interviews we’ve ever done. Charlotte is incredibly aware of how funny everything sounds in her Yorkshire accent (which Gareth was also needlessly quick to remind her), and she is also quite candid on what it’s like to make a game from scratch whilst juggling crippling self-doubt, a lack of name recognition, and, for some reason, frozen doves.

Pretend this pigeon is a dove.

It all unfolds in yonder episode, which you can listen to below this post, and on the ‘Tubes of You, if You are so inclined.

Our weekly Patreon shill is not without merit this time. Listening to the outtakes from the green room preparations for this episode had me personally in laughing fits whilst traveling on public transportation. And they are available to you — if you give us money, that is.

bookmark
plus icon
share episode
Back Seat Designers - Special: Life… uh… finds a way
play

09/22/18 • 38 min

It’s a special! So special we only talk about adventure games for about 10 minutes at the end.

So, things have got a bit chaotic in the BSD household. Various big life events (for the Danes rather than the Limey) have resulted in us having to take a little bit of a break. But we thought we’d come together, have a few beers (actually, it was diet soda, decaffeinated coffee and water) and shoot the breeze for half an hour.

We mention two games from previous guests that you absolutely need to check out. Francisco Gonzalez (Grundislav Games) has released Lamplight City. It’s a detective game set in a fictionalised New World city that is some where between New Orleans, New York, London and Paris. And a few others in between. What’s unique about it is that you can get things “wrong” as you investigate the various crimes committed in New Bretagne – leading to multiple story branches and puzzle arcs. Anyway. Click this bad boy below to see the trailer.

And then there’s Dave Gilbert’s Big One – Unavowed. Fred calls it Wadjet Eye Games’ magnum opus. He’s not wrong. Set in the Blackwell universe, you take a group of characters through New York City. The crew you recruit changes the way the game plays, as they have special abilities and different personalities. Cool, eh? The phat ass trailer is below...

We will be back “soon”...

bookmark
plus icon
share episode

Show more best episodes

Toggle view more icon

FAQ

How many episodes does Back Seat Designers have?

Back Seat Designers currently has 50 episodes available.

What topics does Back Seat Designers cover?

The podcast is about Leisure, Game, Games, Development, Adventure, Podcasts, Video Games and Computer.

What is the most popular episode on Back Seat Designers?

The episode title 'Season V, Episode 12: Season Finale Round Table' is the most popular.

What is the average episode length on Back Seat Designers?

The average episode length on Back Seat Designers is 65 minutes.

How often are episodes of Back Seat Designers released?

Episodes of Back Seat Designers are typically released every 7 days, 3 hours.

When was the first episode of Back Seat Designers?

The first episode of Back Seat Designers was released on Jan 24, 2016.

Show more FAQ

Toggle view more icon

Comments