Skip to content
0:00 / 0:00
Embed Player S1E1 API docs

							
						
× px

Choose which server this specific embed loads first. Leave on Default to keep the normal behavior (our sources first, automatic fallback only if they fail).

Ars Technica - War Stories

Ars Technica - War Stories

0.0 2022 Documentary

Ars Technica takes an in-depth look at the biggest hurdles developers face when creating some of the most popular video games of all time.

Cast

Sean Dacanay
Jeremy Smolik
Andy Gavin
Kyle Orland

Episodes 32

1 ▶ Playing
How Gamers Killed Ultima Online's Virtual Ecology 7m When creating Ultima Online, Richard Garriott had grand dreams. Richard and Starr Long planned on implementing a virtual…
2
How Thief's Stealth System Almost Didn't Work 7m 1998's Thief: The Dark Project was a pioneer for the stealth genre, utilizing light and shadow as essential…
3
How Stardock's Elemental: War of Magic Failed 8m Brad Wardell, founder of Stardock Corporation, details the difficulties in the development of Elemental: War of Magic, a…
4
How Serious Sam's Demo Saved the Game From Extinction 10m Croteam founder Davor Hunski discusses the long development history of the first game in the Serious Sam series.…
5
How Star Control II Was Almost TOO Realistic 13m Toys for Bob's Paul Reiche III and Fred Ford talk in-depth about the development history of Star Control…
6
How Aliens versus Predator's Late Design Change Made It a Classic 17m Tim Jones, lead artist and producer for the classic PC game "Aliens vs. Predator," talks about the risky…
7
How Total War: Rome II's Ambition Was Almost Its Undoing 10m With 150,000 possible land battle locations, 2,500 river crossing locations, 20,000 possible ambush locations and much more, Total…
8
How Dead Space's Scariest Scene Almost Killed the Game 19m Glen Schofield, the co-founder of Sledgehammer Games and the creator/director of Dead Space, goes in-depth on the development…
9
How Blade Runner Reinvented Adventure Games 11m In 1995, Westwood Studios set out to make a game based on one of the most beloved science…
10
How Command & Conquer: Tiberian Sun Solved Pathfinding 13m Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun.
11
How MechWarrior 5's Team Fixed Their Player-Killing Level Generator 11m Reactor Online. Sensors Online. Weapons Online. All Systems Nominal! In this Special Edition of War Stories, Russ Bullock…
12
How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves 13m Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most…
13
How Slay the Spire’s Original Interface Almost Killed the Game 11m Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building…
14
How Localizing Return of the Obra Dinn Nearly Sunk the Game 10m Lucas Pope, creator of Return of the Obra Dinn, explains how the localization of the game's logbook put…
15
How This War of Mine Plays on Your Emotions 12m Aleksander Kauch, lead game programmer for This War of Mine, goes behind the scenes of the game's development…
16
How Subnautica Succeeded Without Weapons 19m Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game's development and explains how they…
17
How Dead Cells Cheated to Make the Game More Fun 11m Sébastien Bénard, lead designer at Motion Twin, goes behind the scenes of Dead Cells' development. Sébastien explains the…
18
How Sid Meier Almost Made Civilization a Real-Time Strategy Game 12m Sid Meier, the creator of the popular Civilization video game series, goes behind the scenes of the development…
19
How Mind Control Saved Oddworld: Abe's Oddysee 23m When Lorne Lanning first conceived of what would become Oddworld, he wasn't necessarily setting out to make video…
20
How Myst Almost Couldn't Run on CD-ROM 23m Cyan Worlds co-founder Rand Miller goes behind the scenes of the development of one of the best selling…
21
How Crash Bandicoot Hacked The Original Playstation 32m For today’s episode of War Stories, Ars Technica sat down with Naughty Dog Co-founder Andy Gavin to talk…
22
How Prince of Persia Defeated Apple II's Memory Limitations 21m For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to…
23
How Homeworld Almost Got Lost in 3D Space 17m On this episode of War Stories, Ars Technica sits down with Rob Cunningham to revisit the groundbreaking 1999…
24
How Netflix's "Extraction" Engineered a 12-Minute, One-Shot Action Scene 29m For today’s episode of War Stories, Ars Technica is joined by Sam Hargrave, director of the Netflix action…
25
How Alan Wake Was Rebuilt 3 Years Into Development 21m In conjunction with the 10th anniversary of its release, today Ars Technica is joined by Sam Lake, Creative…
26
How "Robert the Bruce" Continued the Story of "Braveheart" Under Brutal Conditions 14m On today’s episode of War Stories, Ars Technica is joined by the creators of the film “Robert The…
27
How NBA JAM Became A Billion-Dollar Slam Dunk 22m Boomshakalaka! Today on War Stories, Ars Technica is joined by NBA JAM lead designer and programmer Mark Turmell…
28
How Amazon’s “Undone” Animates Dreams With Rotoscoping And Oil Paints 19m Today on War Stories Ars Technica is joined by Hisko Hulsing, director and production designer of the Amazon…
29
How One Gameplay Decision Changed Diablo Forever 23m Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the…
30
How Forza's Racing AI Uses Neural Networks to Evolve 28m Today on War Stories, Ars Technica is joined by Dan Greenawalt, Creative Director of the Forza franchise, who…
31
How Deus Ex Blended Genres To Change Shooters Forever 14m Today Ars Technica is joined by Warren Spector, designer and director of the highly influential Deus Ex. Released…
32
How Gears Of War Almost Didn't Have Multiplayer 14m On this edition of War Stories Lee Perry, Gameplay Designer and Level Designer of the original Gears of…