The GameChurch Podcast #78: Creation and Wonder In Videogames: A Roundtable Discussion

This week Drew and M. Joshua chat with writers Kate Kadowaki and Miguel Melendez about the concept of creation and wonder in videogames.

By Drew Dixon

Ritual, Drama, and Sport: An Interview with Darren Korb of Supergiant’s ‘Pyre’

We chatted with Darren Korb, the audio director of Supergiant’s ‘Pyre’ about the game’s unique aesthetic, sport-like gameplay, and sound.

By Drew Dixon

Longing for Transcendence in Virtual Worlds

The wonder of the natural world and our longing for transcendence in fixed systems like ‘Minecraft’ and ‘Proteus’.

By Drew Dixon

“Enjoy the Struggle”: An interview with Director of ‘Let It Die’ Hideyuki Shin

“We hope that getting to top is a struggle in all the right ways.”

By Drew Dixon

More Than Fun: 5 Intrinsic Values of Videogames

A popular Christian blogger wrote an article defending videogames but in the process, missed some of the most important things that make them worth playing.

By Drew Dixon

“Space Doesn’t Agree With You”: An Interview with Brian McRae of Osiris: New Dawn

Brian McRae, one half of the development team behind Osiris: New Dawn, shares how they carefully crafted a beautiful yet deadly universe for you and your friends to explore together.

By Drew Dixon

Rewarding Exploration: An Interview with Patrick Blank of ‘Hob’ and ‘Torchlight’

Patrick Blank shares how he and his team at Runic Games have sought, through their new game ‘Hob,’ to create a game that rewards exploration.

By Drew Dixon

Becoming a Storyteller: An Interview with Rand Miller of Obduction and Myst

Rand Miller of Obduction shares his desire to help players become storytellers.

By Drew Dixon

Come Together: An Interview with Chris Archer of ‘EarthFall’

We chatted with Chris Archer, the executive producer of ‘EarthFall’ about designing for teamwork and the joy of making games.

By Drew Dixon

Longing for Dominion in ‘Salt and Sanctuary’

Salt and Sanctuary and the Dark Souls games are compelling because they tap into our human longing to exercise dominion over the world around us.

By Drew Dixon

Human Capital in Darkest Dungeon

Darkest Dungeon lifts the veil on what drives us to use other human beings and the systemic economic forces that bolster exploitation.

By Drew Dixon

Feeling the Weight of the World in Mad Max

Mad Max refuses to tell players how broken its world is, trusting them to see and feel it themselves.

By Drew Dixon