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PiCast — SPIEL 2011 — Gregor Hutton

PiHalbe — 25. October 2011 - 18:38

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Hey, everybody. Here comes the first of a series of four interviews I did on my visist to the SPIEL 2011 in Essen. All of these shows will be in English (since the Germans managed to evade my microphones). I hope, you can cope with my teutonic English for the sake of the interviewees.

I planned to have the interviews up during SPIEL, but it turns out that editing takes a lot more raw hardware power than recording and my mobile equipment was ill-fitted for this purpose. Thus, the interviews are late. I'm sorry for that.

This first interview is with Gregor Hutton from BoxNinja who shared a booth with Arkenstone Publishing. Gregor is a British game designer and best known for his game 3:16 - Carnage Amongst the Stars.

We talk about the meaning behind 3:16, his new game Remember Tomorrow, his approach to game design variety and a couple smaller topics. You should definitely check out his games, if you don't know them already!

I hope you like it! Feel free to leave comments (if it's not about my bad English …) and stay tuned for the upcoming episodes. Hope to hear from you! Smile

Ogg Vorbis · MP3 ·  PiCast · Feed

  • Gregor Hutton
  • BoxNinja
  • Remember Tomorrow (review)
  • 3:16 - Carnage Amongst the Stars (review)
  • Artist: PiHalbe
  • Title: SPIEL 2011: Gregor Hutton
  • Album: PiCast
  • Genre: Podcast
  • Year: 2011
  • Length: 17:29 minutes (12.05 MB)
  • Format: MP3 Stereo 44kHz 96Kbps (CBR)
  • 3:16 Carnage Amongst the Stars
  • English
  • Interview
  • PiCast
  • Remember Tomorrow
  • RPG
  • Spiel Essen
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  • 24236 downloads
  • 29 plays

Nice interview, though a

Jan — 28. October 2011 - 12:01

Nice interview, though a flowing conversation does not really happen. But I guess he war a little difficult to understand. But 316 sounds really promising. I'd like to try it.

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I know

PiHalbe — 28. October 2011 - 12:30

The bumpy flow has multiple reasons, including (but not limited to) me being exhausted, us not talking about what we are going to cover ahead of time, the limited time frame and the background noise inhibiting me from understanding everything (to let me dig deeper).

I think most of this can be compensated by sheer experience, which I am going for. Smile

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Wie einige vielleicht wissen, habe ich Epidiah Ravachols "What is a roleplaying game?" auf Deutsch übersetzt. Dort wählte ich die Formulierung "Was ist ein Rollenspiel?" als Titel.

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