Steve Way is a comedian and actor with Muscular Dystrophy. We discuss his awesome web series Uplifting Dystrophy, disability representation in media, the inaccessibility of NYC, and more. You can visit Steve’s website at thesteveway.com!
As always, thanks to my friend E, the transcript is available below and the video is closed captioned.
In this very special podcast recorded on New Year’s Eve, I chat with my friend Christie about our top ten games of 2014 while sipping (and choking on) champagne. Here’s to a fantastic 2015! Transcript and links are below the video.
Andrew is a blogger and gamer I met at our weekly #BoardGameHour chats. He was willing to come on the show, so here is our podcast! We talk about his interview series at Andhegames.com, our love for Matt Leacock’s games, and the pros of Kickstarter. You can find him at the aforementioned web address, or on Twitter at @andhegames.
Also, we are on iTunes! Just search for The Geeky Gimp under podcasts (or click here), and subscribe!
Zack is an awesome guy I met through twitter, and we have a common interest in disability and gaming. In this second recording of The Geeky Gimp Presents, I interview Zack on what it’s like to be a blind gamer in an otherwise able-centric industry. He talks about his favorite console and tabletop games, a sense (or lack of) community, and what he thinks needs to be done to make gaming more accessible.
The games he mentioned in the podcast:
King of Dragon Pass by A-Sharp, www.a-sharp.com. @kingdragonpass on Twitter.
Hadean Lands is developed by Andrew Plotkin, www.hadeanlands.com. Andrew is @zarfeblong on Twitter.
64 oz. Games is a company run by Emily and Richard Gibbs, www.64ozgames.com. They are @64ozgames on Twitter.
This is my first actual podcast, so please bear that in mind as you listen to my awkwardness! I promise to get better as I go on. 🙂
The video is above, and is closed captioned. Visually, there is an opening title screen that names the episode, followed by a black screen with The Geeky Gimp’s contact info. There are a few annotations, and they just tell the listener/viewer to look below at the show notes for the games mentioned in the podcast.
You can also download the mp3 (above the YouTube video) for listening on the go!
I’m excited to present to you my new YouTube channel, titled The Geeky Gimp Presents! I’ll still be blogging here, but this is just a way for me to branch out, challenge myself with a new creative outlet, and engage my subscribers. For my very first video, I interviewed designer Eduardo Baraf. We discuss he new game, Lift Off, which is quickly becoming a hit on Kickstarter. We also talk about accessibility in gaming, his design process, and his previous game, Murder of Crows.
Transcript is available here in PDF, or below the video. PDF: LiftOffTranscript
The video also has subtitles.
You can watch the video below, or click on this link. Subscribe to the channel and receive updates on new videos! I will still be writing here, of course, but I’m just branching out into vlogging!
Inamorata is a short film about women’s rights and sexuality in the 1960s. It’s being made by director Dominick Evans, who identifies as disabled. This is an important film, and is currently being funded on Indiegogo. You can check out the campaign by clicking here, or at the end of this interview. Since this movie is one I think needs to be made, I wanted to support the project as much as possible. It’s crucial that we include marginalized voices in the media we digest, and Dominick is striving to promote that through his work. I got a chance to speak to him about directing, education, films, and the ableism he has faced in his career.
Hi, Dominick. Can you tell us a little about yourself, and how you got involved in film-making?
I’m 33 years old and was born and raised in Toledo, OH. I actually grew up in a little town outside of Toledo city limits called Walbridge. It was so small I used to cruise around in my wheelchair, and could get from one side of town to the other in about 15 minutes. At 4 I was diagnosed with Spinal Muscular Atrophy Type III. I walked until I was 16, but started using a scooter when I was 11, due to inability to walk long distances. I am the baby of my family. I have two, much older, half brothers, and one full-blooded brother. I’m Polish on my dad’s side and have a rich Polish heritage I have enjoyed discovering as I have gotten older. My maternal side is mostly British and Irish. I was very close to my Irish grandfather, Willie, who died last year, at 94. Other than my dad, who died when I was 20, Willie was my biggest fan. He always encouraged me to follow my dreams no matter what anyone else said about me. I currently live in Dayton, OH with my girlfriend of almost 12 years, Ashtyn, our teenage son, and our adorable shih tzu, Molly. Ash is from Michigan and we lived up there until I decided to return to Ohio to go to film school down in Dayton.
During one of my daily BoardGameGeek website visits, I came across Paperback, a game by designer Tim Fowers. It was only on Kickstarter, with a few people receiving and playing prototypes. Advertised as a Scrabble-like deck builder, I knew I had to back it. I’ve been playing Scrabble with my family since I was a kid, and I figured this was something I could enjoy with my parents. About six months after the Kickstarter, I received Paperback in the mail. I had completely forgotten that I’d ordered it, so talk about a pleasant surprise! I managed to play two games of it since then, and you can read my thoughts in this review. Currently, the only way to buy this game is to find it on auctions, or pre-order the second printing. You can order it here (click me!), and I strongly encourage it if it seems like something you’d enjoy. Once pre-orders reach 500, the printing will proceed, and you will not be charged until that goal is reached. But I have no doubt it will happen.
Also, this is a special review because I am co-hosting/co-reviewing with Mr. Richard Ham of Rahdo Runs Through! I’m a huge fan of his videos, and I can’t believe I am getting the opportunity to collaborate with him. Thanks to Richard, my wallet has suffered from buying the games he features on his channel. I can’t say I mind, though my mom is a bit annoyed at the stacks of board games taking over the house. C’est la vie! There is a great interview at the end of this review, and once Richard posts his video and final thoughts, I will include them in this post. [Edit: the videos are now below!] Meanwhile, check out his run throughs on YouTube by clicking the link in this paragraph.
This review also will be different because I am trying out a slightly new format. Let me know which you like better in the comments – just check past tabletop reviews for comparison. I’m always trying to improve, so feel free to give constructive criticism 🙂 Now, on to the review! As always, click on the images to enlarge them.
Overview:
Game: Paperback
Designer: Tim Fowers
Artist: Ryan Goldsberry
Publish Date: 2014
Players: 2 to 5 gamers, ages 8 and up
You’ll like this if you like: Scrabble, Dominion, Boggle
Grail to the Thief is an interactive audio adventure game that is currently on Kickstarter, and produced by For All to Play. It simulates text-based adventures, or pick-your-own adventure games, and adds audio (including ambient sound, narration, and dialogue) for blind accessibility. I was able to play the prototype, currently available for Chrome and Opera users, and absolutely loved it. The story is engaging and humorous, while giving the player a lot of variety and freedom. Unlike other text adventure games where you must type in commands, Grail to the Thief offers you multiple choices to advance in the quest. Also, the sounds included in the prototype are not complete yet, but I really liked what I heard so far – the character voices are not dull, and made me feel like I was really interacting with them. The story itself is amusing, and I can’t wait to see what other adventures will be created for subsequent games!
The creators of Grail to the Thief, Elias Aoude, Anthony Russo, and DJ White, were kind enough to answer some questions for me.
1) Can you tell us about yourselves and how you got into game design?
Elias: I’ve been playing video games my whole life. I can still remember going to the local toy store with my parents to purchase my first video-game console, the Nintendo Entertainment System. I brought it home and played Super Mario Bros. and Duck Hunt with my parents, siblings, and cousin all night long. I knew at a young age that I wanted to be working in the video game industry in some capacity, and now, I’m finally doing that.
Anthony: Games have always been, and will continue to be, a huge part of my life. I started playing games at a very young age, probably around two or three, on NES and later, Sega Genesis. I cannot remember a holiday, birthday, or trip outside the house that I didn’t ask to buy a game. I have wedged games into my life in every way that I possibly could. At a young age, I started learning how to produce 3D art for games. I wrote papers all throughout high school on the design and psychological effects of games. Even my Eagle Scout project was related to games, as I donated a Wii to a retirement home so the residents could get up and bowl once in a while and have fun as a community.
I am a lucky person, in that I have always known what I wanted to do and why. I want to make games because I want to deliver the sense of community and enjoyment that games have given to me my whole life to others. Whether it’s yelling at friends over multiplayer games, comparing times in a racing game, discussing story beats of a well-written narrative game, or talking about the intricate mechanics of the latest strategy game, I have yet to see a more social, engaging, dynamic medium than games. I have always wanted to be a part of its production, and I can’t imagine doing anything else.
DJ: I’ve always been really interested in video games. My parents owned an NES before I was born, so some of my earliest memories are actually of watching my mom play The Legend of Zelda. But I never really considered working on games until I was at WPI. I had already decided to head towards computer science, but as I thought more about what I was planning on doing after school, I realized that game design was where I was really headed.