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Explore every episode of the podcast inklecast
Dive into the complete episode list for inklecast. Each episode is cataloged with detailed descriptions, making it easy to find and explore specific topics. Keep track of all episodes from your favorite podcast and never miss a moment of insightful content.
| Title | Pub. Date | Duration | |
|---|---|---|---|
| Joy to the world! | 21 Dec 2016 | 00:21:07 | |
This week, for our Christmas podcast, we discuss joy. Games should be fun, right - so why are so many so grim? Season's Greeting, y'all! | |||
| All about Fail States | 13 Dec 2016 | 00:18:37 | |
What happens if Sherlock gets it wrong?
When players are in control, designers need tricks to prevent the player from breaking the story. | |||
| Sorcery Series Retrospective | 04 Oct 2016 | 00:28:19 | |
With the Sorcery! series finally complete, Jon and Joe reflect on four years of development.
Buy Sorcery 4 on Steam - http://store.steampowered.com/app/504800/ | |||
| IGN's Sorcery! 4 preview party playthrough | 22 Sep 2016 | 01:21:27 | |
In this special episode of the inklecast, we bring you the live recording of IGN and inkle's preview playthrough of Sorcery! 4 at the launch party, recorded on 15th September 2016 at Loading Bar, London. | |||
| Chasing White Whales | 16 Aug 2016 | 00:14:04 | |
If we could find the time, work out how to do it, or make someone else do it for us, what would we build?
A dancing cat conman game, apparently. | |||
| Religion in Games | 09 Aug 2016 | 00:16:22 | |
Why do games so rarely include religion as a theme?
Jon, Joe and Tom's discussion tackles controversy, cynicism, and Batman. | |||
| 80 Days: The Board Game? | 02 Aug 2016 | 00:13:34 | |
How do you turn a story game into a board game? Tom, Jon and Joe discuss the hypothetical 80 Days: The Board Game. | |||
| Making the trade | 26 Jul 2016 | 00:18:58 | |
This week, we look at designing gameplay around the business of trade. Does the cut and thrust of business make for good gameplay, or will buying low and selling high always just turn into a fetch quest? Find out if we cinch the best deal, or walk away short-changed. | |||
| How to run an indie game business! | 21 Jul 2016 | 00:18:50 | |
How does the reality of running an indie game business compare with the dream? | |||
| User Testing | 12 Jul 2016 | 00:16:16 | |
This week, we chat about testing Sorcery 4. What does Inkle's testing process look like compared to other studios? | |||
| Unpicking: Uncharted 4 | 05 Jul 2016 | 00:22:43 | |
Despite some pretty solid review scores, we've got our reservations about Naughty Dog's latest. | |||
| On Interactive Film | 28 Jun 2016 | 00:27:17 | |
After playing Late Shift, we discuss about the potential of interactive films as a storytelling medium.
Late Shift - http://lateshift-movie.com/ | |||
| To 3D or not to 3D? | 06 Dec 2016 | 00:18:42 | |
What is it about 3D games that makes them so much more appealing and valuable to players - and surely 3D games aren't so much harder to build? | |||
| What does inkle think about VR? | 21 Jun 2016 | 00:15:46 | |
This week, we weigh in on the VR debate; will it take off, and are there interesting storytelling opportunities? | |||
| Oh the places you'll go | 14 Jun 2016 | 00:23:51 | |
This week, how games (over)use maps, minimaps and UI to help get players to where they need to go. | |||
| Lessons from Interactive Fiction (Part 2) | 07 Jun 2016 | 00:20:49 | |
The second part in our retrospective on the turn-of-the-century IF scene; focusing on how authors created characters in their stories.
Galatea - http://pr-if.org/play/galatea/
Varicella - http://jayisgames.com/games/varicella/
Make It Good - http://textadventures.co.uk/games/view/5oezm5qia0wu1dkwqrrgbw/make-it-good | |||
| Ink: Latest updates | 31 May 2016 | 00:14:19 | |
We give a round up of some of the latest developments on our narrative scripting language, and talk about some games that are using ink. If you're using ink for your game, we'd love to hear from you!
Links for some of the projects and games discussed in this episode:
Ink developments:
- ink: http://www.inklestudios.com/ink
- Quill: An online ink editor - http://jeejah.xyz/quill/
- jInk - ink implementation in Java - https://github.com/micabytes/jink
- Inky - an ink IDE - https://github.com/inkle/ink/issues/95
Ink games:
- Wayward strand - http://blog.ghostpattern.net/post/144541605956/wayward-strand
- The Last Night - http://oddtales.net/
- Lucerne - http://gamejolt.com/games/lucerne/150140
- The Banner Saga 2 (not actually ink but inklewriter!) http://stoicstudio.com/
- Night School Studio - http://nightschoolstudio.com/ | |||
| Lessons from Interactive Fiction (Part 1) | 24 May 2016 | 00:20:20 | |
The first in mini-series where Jon reveals some of the best ideas developed in the highly prolific, but often overlooked late-90s/early-00 interactive fiction scene.
This week, IF that leveraged the relationship between the player and protagonist, looking at Spider and Webb, Aisle, and Make it good.
| |||
| Why narrative games need slick UI | 17 May 2016 | 00:18:27 | |
How much does the design of the interface and user experience of interactive fiction matter?
Jon talks parser-based interactive fiction, and Joe discusses his experience designing the Inkle text flow. | |||
| Secrets of Sorcery! | 10 May 2016 | 00:19:50 | |
Revealing the weirdest way to beat Sorcery 3's toughest boss, an unlikely friendship with a giant insect, and a Molyneux-tastic easter-egg. | |||
| Teasing Sorcery 4! | 03 May 2016 | 00:18:48 | |
Jon emerges from the writers room to drop some hints about the final part of the Sorcery series! | |||
| Can a game drown a story? | 26 Apr 2016 | 00:19:37 | |
We try to answer a question we've been throwing around a bit recently:
Is it's possible for strong game mechanics to weaken the player's connection with a story? | |||
| Visual storytelling, with Jay Gunn | 19 Apr 2016 | 00:22:56 | |
We're joined by comic book writer Jay Gunn (@GunnComics) to discuss how games can capture the expressiveness of comic books.
| |||
| A History of Violence | 29 Nov 2016 | 00:23:20 | |
History is full of bloodthirsty battles and dreadful wars. But does that mean games should play with history more - or less? And what makes some settings more acceptable than others? | |||
| The Intercept: A new open source ink game | 12 Apr 2016 | 00:13:56 | |
We've just released a new open source game called The Intercept, which you can play for free right now! We chat about the origins and themes of the story, and the toolset it's built with.
http://www.inklestudios.com/ink/theintercept/
http://www.inklestudios.com/ink/ | |||
| Messing around with board games! | 05 Apr 2016 | 00:18:10 | |
Tom talks about the challenges of designing abstract strategy games for an Inkle side project, while Joe and Jon muse over story integration and the advantages of allowing employees to work on their own projects. | |||
| Sorcery 3 Steam Special! | 29 Mar 2016 | 00:23:09 | |
Sorcery 3 is joining the collection on Steam next week, so we're back with another Sorcery special!
Steam: http://store.steampowered.com/app/445040 | |||
| Ink: Now open source! | 11 Mar 2016 | 00:16:52 | |
We're proud to reveal that the latest incarnation of our in-house interactive fiction authoring engine, Ink, is now open source! Jon, Jon and Tom discuss the kit, which our developer-inclined listeners can play with right now at:
http://www.inklestudios.com/ink/ | |||
| Games, books, and the book game | 04 Mar 2016 | 00:24:36 | |
Joe and Jon open up on Inkle’s relationship with books, and Tom challenges them to a literature-themed game design improv session.
Catch us on Twitter!
twitter.com/inkleStudios
| |||
| Unpicking: Oxenfree | 26 Feb 2016 | 00:22:00 | |
Joe, Jon and Tom chat about Oxenfree's real time dialogue system, and mull over how players relate to characters, looking at This War of Mine and The Witcher 3.
Catch us on Twitter!
twitter.com/inkleStudios | |||
| "The name of the game" | 19 Feb 2016 | 00:21:17 | |
While mulling over the name for Inkle's latest project, Tom, Jon and Joe chat about what makes good names work, and find some interesting connections between some of their favourites.
Catch us on Twitter!
https://twitter.com/inkleStudios | |||
| Inklecast Sorcery Special Part 2 | 09 Feb 2016 | 00:16:03 | |
To celebrate the Steam release of Sorcery 1 & 2, Jon and Joe delve into the design of the hit series
Buy on Steam - store.steampowered.com/app/411000/
Welcome to the inklecast! The idea is simple: we - Joe Humfrey, Jon Ingold and Tom Kail - get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put them up in bite-sized chunks. | |||
| Inklecast Sorcery Special | 02 Feb 2016 | 00:16:11 | |
To celebrate the Steam release of Sorcery 1 & 2, Jon and Joe reminisce on the origins and design of the acclaimed series.
Buy on Steam - http://store.steampowered.com/app/411000/
Welcome to the inklecast! The idea is simple: we - Joe Humfrey, Jon Ingold and Tom Kail - get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put them up in bite-sized chunks. | |||
| Roleplay in Narrative Games | 28 Jan 2016 | 00:05:57 | |
Welcome to the inklecast! The idea is simple: we - Joe Humfrey, Jon Ingold and Tom Kail - get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put them up in bite-sized chunks.
In this episode, we discuss the role of roleplay in narrative games. | |||
| Crafting | 15 Nov 2016 | 00:21:34 | |
We hate crafting systems. Or do we? | |||
| Are choices limiting? | 22 Jan 2016 | 00:09:06 | |
Welcome to the inklecast! The idea is simple: we - Joe Humfrey, Jon Ingold and Tom Kail - get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put them up in bite-sized chunks.
In this episode, we discuss discrete versus analogue controls. Is it limiting to have a finite number of choices at every point in the game? | |||
| Persistence of choice & Encouraging rebellious play | 15 Jan 2016 | 00:14:10 | |
Welcome to the inklecast! The idea is simple: we - Joe Humfrey, Jon Ingold and Tom Kail - get around a table, talk about interactive fiction, narrative games, game design or whatever else comes along, then cut out the best bits and put them up in bite-sized chunks.
For our first episode, we're talking about games that encourage players to rebel against the rules. Enjoy - and let us know what you think!
Music from 80 Days, composed by Laurence Chapman. | |||
| Stopping Points | 08 Nov 2016 | 00:17:22 | |
If and when designers provide opportunities for players to stop playing can have a massive impact on the addictiveness and longevity of a game. Should games be designed with stopping points in mind? | |||
| Fast Travel | 01 Nov 2016 | 00:19:21 | |
Jon is upset that Lara Croft's fast travel breaks the story canon, sparking a general discussion about how and why quick travel has become so widespread. | |||
| Unpicking: Really Bad Chess | 25 Oct 2016 | 00:20:41 | |
Jon's been playing Really Bad Chess (which is apparently really good), and it's got us talking about fairness in games.
Get Really Bad Chess - http://reallybadchess.com/ | |||
| The state of mobile gaming | 19 Oct 2016 | 00:20:01 | |
Inkle take a (somewhat nostalgic) look at the state of mobile gaming, and Jon doesn't lose a finger. | |||
| What's Next | 12 Oct 2016 | 00:18:40 | |
With Sorcery wrapped up, we take a cryptic peek behind the curtain of the Next Big Thing; a game that's been brewing for the last two years... | |||
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