Episodes

  • Fred and Dan chat with Mark Yohalem of Wormwood Studios, creators of Primordia, Strangeland, and Fallen Gods. Mark describes how story and gameplay work together, and dives into some of his favorite moments from The Ur-Quan Masters.


    0:00 - Theme music

    0:14 - Introductions

    1:23 - Starflight and the roots of UQM

    9:24 - Simulation vs. arcade gameplay

    16:00 - Exploring space

    21:22 - Beginning a game story

    33:40 - Expanding on gameplay

    39:13 - Importance of controls

    41:24 - Space opera

    47:30 - Item systems and RPGs

    1:00:35 - Sourcing ideas from fans

    1:11:15 - Mark's start in games

    1:26:45 - How kids experience games

    1:34:00 - Writing and gameplay

    1:40:53 - Games with time limits

    1:58:02 - Finishing a game project


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

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  • Dan talks about game design with Peter McLaren and Garry Seto of Massive Damage, creators of Halycon 6 and Star Renegades. The duo share their insights on designing sci-fi concepts, building an indie studio, and the influence of The Ur-Quan Masters.


    0:00 - Theme music

    0:14 - Introductions

    2:26 - UQM and Super Melee

    12:48 - Alien dialog

    16:37 - Creating alien races

    26:42 - Building an indie studio

    35:16 - Revitalizing retro game concepts

    44:27 - Contrived vs. authentic remakes

    55:50 - Games growing with their audience


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan chat with Freehold Games about Caves of Qud and making an independent game that stands out. Jason and Brian share their love of classic space games, epic science fiction worlds, and the creative appeal of retro games. Hosted live, on Twitch.


    0:00 - Theme Music

    0:14 - Introductions

    3:42 - Classic space games

    7:30 - Making The Ur-Quan Masters

    11:30.- Writing and character design

    15:10 - Making a sequel

    22:00 - Super Melee and combat

    39:30 - Caves of Qud and tile-based gameplay

    48:35 - Game controls

    55:53 - Accessibility in a niche

    1:08:25 - Multiplayer design

    1:17:17 - Modding and player feedback


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan chat with Charlie Cleveland about Subnautica, Natural Selection, and his leadership at Unknown Worlds. They discuss the influence of The Ur-Quan Masters, and fun is more important than game balance. Charlie highlights the power of multi-linear storytelling, early access, and getting player feedback as soon as possible. Hosted live, on Twitch.


    0:00 - Theme music

    0:14 - Introductions

    2:15 - Charlie's first game

    6:25 - Designing Super Melee

    9:38 - Competitive multiplayer

    17:31 - Game balance versus fun

    21:57 - Multi-linear storytelling

    27:13 - Open worlds and procedural generation

    32:53.- Simulation and systems

    36:45 - Games with multiple systems

    40:45 - Cult classics

    43:00 - Making a sequel

    51:08 - Co-operative multiplayer

    53:50 - The foundation for Subnautica

    56:30 - Natural Selection to Moonbreakers

    59:30 - Making of Subnautica

    1:05:57 - Time and money

    1:12:18 - Player feedback and perspective

    1:19:14 - Creative success

    1:24:08 - Open development

    1:29:28 - Indie vs. AAA

    1:40:14 - Designing game systems

    1:51:28 - Multiplayer technology

    1:59:30 - Game engines

    2:05:05 - Game fans

    2:07:06 - Subnautica vs. Below Zero

    2:10:30 - Early access and story spoilers

    2:22:35 - Zen of Soduku and casual games

    2:27:22 - Live service games

    2:40:10 - Crowdfunding

    2:44:11 - Creative community


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan talk with Mac Walters about his experience on Mass Effect and Jade Empire, plus his transition from his leadership at BioWare to his new studio, Worlds Untold. Mac breaks down his sci-fi inspiration, and how he approaches game writing, building a vision, and working as a team.


    0:00 - Theme music

    0:14 - Introductions

    01:22 - Mac's path to BioWare

    06:20 - Inspiration and nostalgia

    09:20 - How to begin a game story

    12:00 - Playing your own games

    13:52 - Creative possibilities and wisdom

    23:55 - Delivering on an idea

    28:38 - Prototyping versus finishing

    41:45 - Building a shared vision

    47:23 - Distributed teams and remote work

    59:14 - Individual styles and personalities

    1:07:10 - Star Wars, Dune, and styles of sci-fi

    1:15:28 - Sequels versus new stories

    1:19:45 - Staying inspired


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


    Hosted on Acast. See acast.com/privacy for more information.

  • Dan and Fred talk to Richard Cobbett about writing for games, including The Long Journey Home, Sunless Sea, Sunless Skies, and Nighthawks. Richard shares his love for The Ur-Quan Masters, and explains how a good storyteller can draw the player into a game's story, setting, and characters.


    0:00 - Theme music

    0:14 - Introductions

    1:56 - The Long Journey Home

    4:15 - The Ur-Quan Masters

    5:52 - Layers of sci-fi writing

    10:28 - Likeable villains

    12:33 - Where to start writing

    21:14 - Narrative design in Sunless Skies

    31:35 - Writing with a team

    45:46 - Star Trek and self-referencing

    50:42 - Changing from the first idea

    55:33 - Ownership and project size

    1:00:27 - Sci-fi and procedural generation

    1:04:19 - Making of Nighthawks

    1:09:00 - Starting a career in games

    1:27:10 - Sketches and iteration

    1:36:30 - Fusing story and gameplay

    1:49:43 - The unique appeal of UQM

    2:02:01 - The adventure game genre


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan talk to Chris Taylor about leading a game production, including Total Annihilation, Dungeon Siege, and more. Chris talks about running a game studio, engaging the audience, and why it's sometimes better to be an employee than a leader.


    0:00 - Theme music

    0:00 - Introductions

    1:16 - The UQM Team

    11:48 - Chris's start in games

    16:42 - Industrial Light & Magic

    20:58 - Running a game studio

    31:37 - Finding the fun

    34:40 - The "Rock War" RTS

    43:24 - Writing sci-fi factions

    47:19 - Creating for an audience

    56:54 - Fan feedback

    1:05:35 - Making Dungeon Siege

    1:21:24 - Development tools and multiplayer

    1:42:20 - Nostalgia and classic games


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan talk to Andrew Hume and Richard Clifford of MinMax Games, creators of Space Pirates and Zombies. The duo talk about building an indie game studio, the power of procedurally generated content, and the influence of The Ur-Quan Masters.


    0:00 - Theme music

    0:14 - Introductions

    3:03 - Influence on Space Pirates and Zombies

    10:14 - Discovering a game's focus

    17:17 - Building an indie game studio

    24:05 - Finding an audience

    33:37 - Space combat

    40:17 - Procedurally generated content

    48:04 - Retro gaming

    51:05 - The feeling of UQM


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan chat with Christine Love about indie game development, including her work on Digital: A Love Story, Get In the Car, Loser!, and more. Christine shares her love of science fiction, and her insights on writing a memorable game story.


    0:00 - Theme music

    0:14 - Introductions

    1:24 - UQM and science fiction

    4:50 - Alien characters

    9:17 - Indie game development

    15:58 - Writing for games

    24:07 - Immersing the player

    30:56 - Early game and tutorials

    41:17 - Challenge and accessibility

    49:28 - Stories with comic relief

    53:04 - Game balance

    54:56 - Mysteries in UQM

    59:48 - The UQM sequel

    1:10:26 - Making a great sequel

    1:13:48 - Fiction that sticks with you

    1:18:47 - Cynical vs. authentic remakes

    1:33:00 - Satisfying the superfans


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • We talk to Henrik Fåhraeus about his leadership at Paradox Interactive, including the game design of Stellaris and the Crusader Kings series. Henrik explains how artificial intelligence can bring a game world to life, and how The Ur-Quan Masters influenced the story and universe of Stellaris.


    0:00 - Theme music

    0:14 - Introductions

    1:18 - Henrik and UQM

    3:07 - Influence of UQM

    6:40 - Science fiction and Stellaris

    12:54 - What is creativity

    16:05 - Games with living worlds

    21:23 - Storytelling in games

    27:17 - Artificial intelligence

    29:19 - UQM as a living world

    33:33 - Producing meaning with AI

    45:58 - Future of games

    50:28 - Replayability at Paradox

    55:14 - Crusader Kings

    58:04 - Emergent storytelling

    1:01:58 - Playing games you made

    1:06:35 - UQM alien races

    1:11:05 - Sandbox vs. story

    1:17:50 - RPGs with systemic worlds

    1:24:02 - UQM2


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • We chat with Mark Darrah about his career at BioWare, including his work on Mass Effect, Dragon Age, Baldur's Gate, and more. Join the veteran game devs as they discuss the art of storytelling in an open world, and highlight the influence of The Ur-Quan Masters on the Mass Effect series.


    Check out Mark Darrah's YouTube Channel: https://www.youtube.com/watch?v=qabZM40_bN4


    0:00 - Theme music

    0:14 - Introductions

    1:54 - Ur-Quan Masters and Mass Effect

    4:14 - Exploring open worlds

    10:25 - Storytelling in open worlds

    12:18 - Multiplayer storytelling

    23:27 - Main content vs side content

    25:14 - What do fandoms like

    30:30 - Storytelling techniques

    34:18 - Making games in teams

    43:25 - Conflicting visions and Dragon Age: Inquisition

    53:23 - Making a satisfying sequel

    1:10:56 - Mark and UQM


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan talk with Chris Remo about designing and writing Firewatch, his ongoing work at Valve, and getting his start at Double Fine. Chris talks about his love for The Ur-Quan Masters and Super Melee, and shares his creative experience across music, writing, and game design.


    Check out Chris Remo's YouTube Channel: https://www.youtube.com/watch?v=UUOi3hyPkt8


    0:00 - Theme music

    0:14 - Introductions

    1:55 - Super Melee and battles

    6:47 - Retro gaming

    11:00 - Chris and game music

    13:02 - Generalists vs specialists

    18:15 - Creative process at Double Fine

    21:27 - Writing for games

    29:18 - Firewatch as a reactive world

    32:05 - The hero's journey in games

    35:05 - Chris's career in games

    36:11 - Narrative design

    42:30 - Game genre expectations

    50:40 - Chris and UQM


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan chat with Ken Levine about his leadership on the BioShock series, plus his storytelling on System Shock 2, Freedom Force, and Thief: The Dark Project. Ken shares his love for The Ur-Quan Masters and Super Melee, and explains the subtle art of game feel and centering the player's story.


    Learn more about Ken and Ghost Story Games: https://www.youtube.com/watch?v=kOkyTvraWps


    0:00 - Theme music

    0:14 - Introductions

    1:52 - Super Melee

    5:06 - UQM combat and story

    15:15 - Ken and Unholy War

    16:40 - Game feel

    25:50 - Player feedback

    30:05 - Canon in BioShock and UQM

    35:52 - Graphics and the audience

    40:04 - Quality assurance

    44:26 - Ken's start in the game industry

    49:57 - Freedom Force


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • Fred and Dan chat with Tim Cain about his career in games, including his leadership on Fallout, Arcanum, The Outer Worlds, and more. Tim explains why The Ur-Quan Masters is one of his favorite role-playing games, and shares his insights on telling an interactive story and finding a game's tone.


    Check out Tim Cain's YouTube Channel: https://www.youtube.com/watch?v=A08OTbsi_NA


    0:00 - Theme music

    0:14 - Introductions

    1:38 - Tim and UQM

    4:31 - Story and characters

    10:35 - Colorblind players

    13:30 - Procedural generation

    17:18 - Making UQM

    22:52 - Aliens and Star Trek

    27:20 - Tim's start in games

    30:24 - Everyone thinks they can write

    35:02 - Essence of a great role-playing game

    37:42 - Finding a game's tone

    44:27 - Game genres diverging

    46:46 - Teaching game design

    49:21 - Tools and technology

    59:54 - Developing UQM2

    1:04:43 - Developers playing games

    1:08:46 - Multiplayer and MMOs

    1:18:46 - Player-driven story

    1:25:06 - Tyranny at Obsidian

    1:27:05 - Inspiring the player

    1:28:42 - What Tim wants to play

    1:33:25 - Game trends

    1:36:32 - Mysteries in Fallout and UQM


    Follow us on Twitter - https://twitter.com/theurquanmaster

    Discuss with us on Discord - https://discord.gg/rasVCDmYKp

    Please support us on Patreon - https://www.patreon.com/pistolshrimp

    Learn more about Pistol Shrimp - https://pistolshrimpgames.com/


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  • For our 30th Anniversary Celebration, we have an additional, special episode of the Pistol Shrimp podcast with UQM illustrator George Barr. George was responsible for many of the iconic, physical illustrations which would then become digitized for use in UQM. Beyond UQM, George contributed artwork to science fiction and fantasy works from books, to magazines, to Dungeons and Dragons rule books.


    This interview was originally conducted when Paul and Fred visited George’s residence to acquire some of his original works. George talks about his beginnings in art, what it was like to be in Los Angeles on the set of Star Trek, and his techniques for working with physical mediums. It contains several sections where George, Paul, and Fred are rifling through sheafs of artwork which, unfortunately, are not able to be appreciated entirely in an audio recording.


    A text transcript is also available.


    However, this interview is also special for another reason. In Paul’s own words:

    “George Barr was instrumental in creating the fantasy world and adventure of The Ur-Quan Masters. We very much want him involved in this new game. Unfortunately, he’s suffered vision loss and is unable to create new artwork. We decided to come up with a different plan. We went through some of his original artwork that he was able to sell and license, and by god we are going to find a way to use it because George is awesome.”

    Some of this artwork was, indeed, created for other purposes without UQM2 in mind. We wanted George to be a part of UQM2 just as much as we wanted him to be a part of UQM, and we’re excited to show you some of his involvement. Spoiler Alert: These images are going to be part of UQM2. Also Spoiler Alert: We may or may not have no idea how or why just yet. Maybe you can tell us!


    We hope you enjoy this conversation with a key member of the original UQM team and a first look at some of the new pieces that have been created for UQM2 (even if no one knew it at the time).


    Last but not least, some of the original UQM pieces seen here are being provided for the first time in the form of high-resolution scans. They contain many pixels and can be downloaded in a very large zip file here.


    All the photographs and art for UQM and UQM2 are available on our Patreon.


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  • For our 30th Anniversary Celebration, we have a special episode of the Pistol Shrimp podcast with none other than Erol Otus. Erol was responsible for several creative parts of The Ur-Quan Masters – art, sound, writing, and voice – but was primarily responsible for creating physical and digital paintings of the various aliens' communications screens. Beyond UQM, Erol has contributed art and design to products and games ranging from Dungeons and Dragons to Skylanders.


    Originally recorded for the 25th anniversary, Paul sits down with Erol to discuss what it was like to work on art in the time of UQM, D&D, their experiences with games in Berkeley, California, and even limericks.


    A text transcript is also available.


    Erol has generously provided some of his artwork outside of UQM to share, as well, on our Patreon.


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  • Paul Reiche and Lee Hutchinson returnin for another episode of our podcast about the creation of UQM, UQM2, and the many steps taken to get here.


    The main topic for this discussion is all about how war & space (and war in space) influenced our personal upbringings and the history of gaming through our lenses, which in turn influenced us. Why is Paul so obsessed with space combat? What did we learn from science museums, the threat of nuclear warfare, and pressing buttons in front of screens?


    Additional information and photos of topics discussed available on Patreon.


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  • This is the first in what we hope will be a series of dialogues with Pistol Shrimp about the making of The Ur-Quan Masters 2. In this opening installment, UQM2 contributor Lee Hutchinson sits down with series co-creator Paul Reiche and digs in on the role character dialogue plays in storytelling. Come for the behind-the-scenes details, stay for Paul’s anecdotes about the early days of the games industry and the role Pogo the Possum played in UQM’s conversation engine!


    Check out the Patreon post for visuals and more information about some of the things discussed!


    A text transcript is also available.


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