Ars Technica - War Stories
Ars Technica - War Stories

Ars Technica - War Stories

2022 1 Seasons 32 Episodes ⭐ 0.0 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.

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.

Seasons & Episodes

EP 1

How Gamers Killed Ultima Online's Virtual Ecology

When creating Ultima Online, Richard Garriott had grand dreams. Richard and Starr Long planned on implementing a virtual

EP 2

How Thief's Stealth System Almost Didn't Work

1998's Thief: The Dark Project was a pioneer for the stealth genre, utilizing light and shadow as essential gameplay mec

EP 3

How Stardock's Elemental: War of Magic Failed

Brad Wardell, founder of Stardock Corporation, details the difficulties in the development of Elemental: War of Magic, a

EP 4

How Serious Sam's Demo Saved the Game From Extinction

Croteam founder Davor Hunski discusses the long development history of the first game in the Serious Sam series. Startin

EP 5

How Star Control II Was Almost TOO Realistic

Toys for Bob's Paul Reiche III and Fred Ford talk in-depth about the development history of Star Control and Star Contro

EP 6

How Aliens versus Predator's Late Design Change Made It a Classic

Tim Jones, lead artist and producer for the classic PC game "Aliens vs. Predator," talks about the risky development cho

EP 7

How Total War: Rome II's Ambition Was Almost Its Undoing

With 150,000 possible land battle locations, 2,500 river crossing locations, 20,000 possible ambush locations and much m

EP 8

How Dead Space's Scariest Scene Almost Killed the Game

Glen Schofield, the co-founder of Sledgehammer Games and the creator/director of Dead Space, goes in-depth on the develo

EP 9

How Blade Runner Reinvented Adventure Games

In 1995, Westwood Studios set out to make a game based on one of the most beloved science fiction films ever made. They

EP 10

How Command & Conquer: Tiberian Sun Solved Pathfinding

Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun

EP 11

How MechWarrior 5's Team Fixed Their Player-Killing Level Generator

Reactor Online. Sensors Online. Weapons Online. All Systems Nominal! In this Special Edition of War Stories, Russ Bulloc

EP 12

How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves

Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most frigh

EP 13

How Slay the Spire’s Original Interface Almost Killed the Game

Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building genres

EP 14

How Localizing Return of the Obra Dinn Nearly Sunk the Game

Lucas Pope, creator of Return of the Obra Dinn, explains how the localization of the game's logbook put the game in some

EP 15

How This War of Mine Plays on Your Emotions

Aleksander Kauch, lead game programmer for This War of Mine, goes behind the scenes of the game's development and explai

EP 16

How Subnautica Succeeded Without Weapons

Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game's development and explains how the

EP 17

How Dead Cells Cheated to Make the Game More Fun

Sébastien Bénard, lead designer at Motion Twin, goes behind the scenes of Dead Cells' development. Sébastien explains

EP 18

How Sid Meier Almost Made Civilization a Real-Time Strategy Game

Sid Meier, the creator of the popular Civilization video game series, goes behind the scenes of the development of the f

EP 19

How Mind Control Saved Oddworld: Abe's Oddysee

When Lorne Lanning first conceived of what would become Oddworld, he wasn't necessarily setting out to make video games.

EP 20

How Myst Almost Couldn't Run on CD-ROM

Cyan Worlds co-founder Rand Miller goes behind the scenes of the development of one of the best selling PC games of all

EP 21

How Crash Bandicoot Hacked The Original Playstation

For today’s episode of War Stories, Ars Technica sat down with Naughty Dog Co-founder Andy Gavin to talk about the hur

EP 22

How Prince of Persia Defeated Apple II's Memory Limitations

For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to learn about

EP 23

How Homeworld Almost Got Lost in 3D Space

On this episode of War Stories, Ars Technica sits down with Rob Cunningham to revisit the groundbreaking 1999 3D real-ti

EP 24

How Netflix's "Extraction" Engineered a 12-Minute, One-Shot Action Scene

For today’s episode of War Stories, Ars Technica is joined by Sam Hargrave, director of the Netflix action film “Ext

EP 25

How Alan Wake Was Rebuilt 3 Years Into Development

In conjunction with the 10th anniversary of its release, today Ars Technica is joined by Sam Lake, Creative Director of

EP 26

How "Robert the Bruce" Continued the Story of "Braveheart" Under Brutal Conditions

On today’s episode of War Stories, Ars Technica is joined by the creators of the film “Robert The Bruce” to breakd

EP 27

How NBA JAM Became A Billion-Dollar Slam Dunk

Boomshakalaka! Today on War Stories, Ars Technica is joined by NBA JAM lead designer and programmer Mark Turmell to talk

EP 28

How Amazon’s “Undone” Animates Dreams With Rotoscoping And Oil Paints

Today on War Stories Ars Technica is joined by Hisko Hulsing, director and production designer of the Amazon original se

EP 29

How One Gameplay Decision Changed Diablo Forever

Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the genesis and develo

EP 30

How Forza's Racing AI Uses Neural Networks to Evolve

Today on War Stories, Ars Technica is joined by Dan Greenawalt, Creative Director of the Forza franchise, who takes us t

EP 31

How Deus Ex Blended Genres To Change Shooters Forever

Today Ars Technica is joined by Warren Spector, designer and director of the highly influential Deus Ex. Released in 200

EP 32

How Gears Of War Almost Didn't Have Multiplayer

On this edition of War Stories Lee Perry, Gameplay Designer and Level Designer of the original Gears of War, joins Ars T

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