War Stories

  • : 2017
  • : 21
  • : 0
  • YouTube
  • 0
  • Documentary

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1
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How Gamers Killed Ultima Online's Virtual Ecology
Episode overview
21, 2017
When creating Ultima Online, Richard Garriott had grand dreams. Richard and Starr Long planned on implementing a virtual ecology into their massively multiplayer online role-playing .. show full overview
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How Thief's Stealth System Almost Didn't Work
Episode overview
20, 2018
1998's Thief: The Dark Project was a pioneer for the stealth genre, utilizing light and shadow as essential gameplay mechanics. The very thing that Thief became so well-known for was .. show full overview
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How Stardock's Elemental: War of Magic Failed
Episode overview
28, 2018
Brad Wardell, founder of Stardock Corporation, details the difficulties in the development of Elemental: War of Magic, a game that shipped in a largely broken state. A memory error .. show full overview
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How Serious Sam's Demo Saved the Game From Extinction
Episode overview
03, 2018
Croteam founder Davor Hunski discusses the long development history of the first game in the Serious Sam series. Starting development all the way back in 1996, Serious Sam went through .. show full overview
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How Star Control II Was Almost TOO Realistic
Episode overview
23, 2018
Toys for Bob's Paul Reiche III and Fred Ford talk in-depth about the development history of Star Control and Star Control II.
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How Aliens versus Predator's Late Design Change Made It a Classic
Episode overview
20, 2018
Tim Jones, lead artist and producer for the classic PC game "Aliens vs. Predator," talks about the risky development choices that ultimately led to the game's incredible success.
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How Total War: Rome II's Ambition Was Almost Its Undoing
Episode overview
18, 2018
With 150,000 possible land battle locations, 2,500 river crossing locations, 20,000 possible ambush locations and much more, Total War: Rome II was quite the ambitious project. Pawel .. show full overview
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How Dead Space's Scariest Scene Almost Killed the Game
Episode overview
08, 2019
Glen Schofield, the co-founder of Sledgehammer Games and the creator/director of Dead Space, goes in-depth on the development of the classic third-person horror shooter. Glen set out to .. show full overview
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How Blade Runner Reinvented Adventure Games
Episode overview
12, 2019
In 1995, Westwood Studios set out to make a game based on one of the most beloved science fiction films ever made. They took a big risk, applying unproven technology and storytelling .. show full overview
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How Command & Conquer: Tiberian Sun Solved Pathfinding
Episode overview
16, 2019
Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun.
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How MechWarrior 5's Team Fixed Their Player-Killing Level Generator
Episode overview
03, 2019
Reactor Online. Sensors Online. Weapons Online. All Systems Nominal! In this Special Edition of War Stories, Russ Bullock (President, Piranha Games), Derek James (Designer), and Brian .. show full overview
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How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves
Episode overview
16, 2019
Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most frightening games ever made. Thomas talks in-depth about the game's .. show full overview
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How Slay the Spire’s Original Interface Almost Killed the Game
Episode overview
02, 2019
Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building genres into one game, but found themselves faced with an obstacle: how .. show full overview
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How Localizing Return of the Obra Dinn Nearly Sunk the Game
Episode overview
21, 2019
Lucas Pope, creator of Return of the Obra Dinn, explains how the localization of the game's logbook put the game in some seriously dangerous waters.
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How This War of Mine Plays on Your Emotions
Episode overview
30, 2019
Aleksander Kauch, lead game programmer for This War of Mine, goes behind the scenes of the game's development and explains how they turned a management sim into a visceral experience about civilians at war.
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How Subnautica Succeeded Without Weapons
Episode overview
05, 2019
Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game's development and explains how they crafted an exciting and dangerous experience without allowing .. show full overview
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How Dead Cells Cheated to Make the Game More Fun
Episode overview
17, 2019
Sébastien Bénard, lead designer at Motion Twin, goes behind the scenes of Dead Cells' development. Sébastien explains the challenges they came across and how they made the game feel so good to play.
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How Sid Meier Almost Made Civilization a Real-Time Strategy Game
Episode overview
23, 2019
Sid Meier, the creator of the popular Civilization video game series, goes behind the scenes of the development of the franchise's first entry. Sid explains some of the challenges they .. show full overview
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How Mind Control Saved Oddworld: Abe's Oddysee
Episode overview
03, 2019
When Lorne Lanning first conceived of what would become Oddworld, he wasn't necessarily setting out to make video games. What he needed to do was tell a story. On this episode of War .. show full overview
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How Myst Almost Couldn't Run on CD-ROM
Episode overview
28, 2020
Cyan Worlds co-founder Rand Miller goes behind the scenes of the development of one of the best selling PC games of all time, Myst. The HyperCard-developed title ran into some snags when .. show full overview
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How Crash Bandicoot Hacked The Original Playstation
Episode overview
27, 2020
For today’s episode of War Stories, Ars Technica sat down with Naughty Dog Co-founder Andy Gavin to talk about the hurdles in bringing the original Crash Bandicoot to gamers around the .. show full overview