
TV-PG

S1 • E1
Discussion on video game writing and the importance of narrative.

S1 • E2
A look at Massive Multilayer Online games, why so many of them fail and what the future may be for them.

S1 • E3
Discussion of the Indie and AAA branches of the game industry, and how joining forces might help them to drive innovation.

S1 • E4
Survival Horror games and why the genre is suffering.

S1 • E5
Discussion of the "God of War" trilogy's triumphs and failings in storytelling.

S1 • E6
Discussion of a Supreme Court case and what it could mean for the future of video games.

S1 • E7
Discussion of a moral choice sequence in Mass Effect 2, and the power video games have to teach us about ourselves.

S1 • E8
Discussion of the problems surrounding the term 'Gamer'.

S1 • E9
A look at the way video game music has evolved over the years, and compares the strengths of today's game music with the chiptunes of gaming past.

S1 • E10
A look at EA's "Project Ten Dollar" and suggestions of some alternatives.

S1 • E11
Analysis of motion controls in the video game industry and the potential future to which they might lead.

S1 • E12
A brief overlook of the different types of diversity in video games or the lack thereof.

S1 • E13
Several frequently asked questions are answered.

S1 • E14
A Halloween special considering how symbolism can make horror games more frightening.

S1 • E15
A discussion of the negative stereotypes of video games and how gamers can rise above it.

S1 • E16
Advice for making video games and making a career out of them.

S1 • E17
A discussion of how video games have gotten easier over time and the different ways that difficulty can be implemented in a game.

S1 • E18
An explanation of how some video games use the Skinner Box, a method of conditioning an individual to do what you want.

S1 • E19
A discussion about sex and sexuality in video games and how sexual representation can be improved.

S1 • E20
An analysis of the character Kanji Tatsumi from Persona 4 and the example this game sets for portraying sexual orientation in video games.

S1 • E21
The idea is proposed that narrative can be told exclusively through gameplay mechanics, citing Missile Command as an example.

S1 • E22
This week, we take a break from all the "art and design" talk to appreciate the Child's Play Charity Dinner Auction.

S1 • E23
A look at the concept of choice and how it is implemented in video games.

S1 • E24
Frequently asked questions are answered.

S1 • E25
This week, we consider the neglected potential for game experiences that aren't combat based.

S1 • E26

S1 • E27

S1 • E28

S1 • E29

S1 • E30

S1 • E31

S1 • E32

S1 • E33

S1 • E34

S1 • E35

S1 • E36

S1 • E37

S1 • E38

S1 • E39

S1 • E40
Self - Narrator
Guest voice
Guest voice