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The Story of the World
getinthedamnbox
25 episodes
6 months ago
"You wake in an unknown place. You don't know where you are or how you got here." Amnesia and danger. In video games, it's a familiar scene---so familiar that its weirdness has been worn away by repetition. It's a trope! It happens all the time! Characters get amnesia; it's just what they do. They get amnesia, explore their world, pick things up, and fight monsters. But these tropes become a lot less familiar when they're plopped into the pages of a book, where (in the absence of a player) characters are expected to have motivations that are entirely their own. Why would a character who is lost and scared "go north," "get food," or "attack monster"? How does it feel to "search corpse"? What does someone actually do when instructed to "check inventory"? To plumb these depths, I made a game. I recruited friends to play the game. Then I adapted that experience into a book. And I made that book into a radio drama. This is the result. I hope you enjoy it.
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Games
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"You wake in an unknown place. You don't know where you are or how you got here." Amnesia and danger. In video games, it's a familiar scene---so familiar that its weirdness has been worn away by repetition. It's a trope! It happens all the time! Characters get amnesia; it's just what they do. They get amnesia, explore their world, pick things up, and fight monsters. But these tropes become a lot less familiar when they're plopped into the pages of a book, where (in the absence of a player) characters are expected to have motivations that are entirely their own. Why would a character who is lost and scared "go north," "get food," or "attack monster"? How does it feel to "search corpse"? What does someone actually do when instructed to "check inventory"? To plumb these depths, I made a game. I recruited friends to play the game. Then I adapted that experience into a book. And I made that book into a radio drama. This is the result. I hope you enjoy it.
Show more...
Games
Episodes (20/25)
The Story of the World
25: Day Two
10 years ago
12 minutes 30 seconds

The Story of the World
24: A Cold Site
10 years ago
6 minutes 12 seconds

The Story of the World
23: All the Way Around
10 years ago
8 minutes 41 seconds

The Story of the World
22: Battleship
10 years ago
8 minutes 50 seconds

The Story of the World
21: With Borrowed Plans
10 years ago
7 minutes 6 seconds

The Story of the World
20: Contrails
10 years ago
8 minutes 19 seconds

The Story of the World
19: The Wilds
10 years ago
3 minutes 56 seconds

The Story of the World
18: Cruelest Echo
10 years ago
2 minutes 17 seconds

The Story of the World
17: Perception
10 years ago
10 minutes 2 seconds

The Story of the World
16: Harvest Ax
10 years ago
11 minutes 8 seconds

The Story of the World
15: Scouts
10 years ago
9 minutes 40 seconds

The Story of the World
14: To Escape a Nightmare
10 years ago
5 minutes 41 seconds

The Story of the World
13: Only One Way
10 years ago
3 minutes 47 seconds

The Story of the World
12: Contrast
10 years ago
3 minutes 18 seconds

The Story of the World
11: Convergence
10 years ago
6 minutes 9 seconds

The Story of the World
10: The Catacombs
10 years ago
4 minutes 14 seconds

The Story of the World
9: The Attic
10 years ago
8 minutes 23 seconds

The Story of the World
8: Greatest Clarity
10 years ago
6 minutes 58 seconds

The Story of the World
7: Deepest Trench
10 years ago
8 minutes 30 seconds

The Story of the World
6: Health
10 years ago
4 minutes 32 seconds

The Story of the World
"You wake in an unknown place. You don't know where you are or how you got here." Amnesia and danger. In video games, it's a familiar scene---so familiar that its weirdness has been worn away by repetition. It's a trope! It happens all the time! Characters get amnesia; it's just what they do. They get amnesia, explore their world, pick things up, and fight monsters. But these tropes become a lot less familiar when they're plopped into the pages of a book, where (in the absence of a player) characters are expected to have motivations that are entirely their own. Why would a character who is lost and scared "go north," "get food," or "attack monster"? How does it feel to "search corpse"? What does someone actually do when instructed to "check inventory"? To plumb these depths, I made a game. I recruited friends to play the game. Then I adapted that experience into a book. And I made that book into a radio drama. This is the result. I hope you enjoy it.