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In this episode of Dialogue Tree, Eric Brasure interviews Cart Life developer Richard Hofmeier. Hofmeier discusses the importance of the mundane, the reception of Cart Life, sports games and also whether we are moving towards a filter bubble dystopia or a world of limitless possibility.

(Originally broadcast June 12, 2012.)

Contents

01:10 “It bore the title of ‘Commerce Unread’ for a long time.”

12:30 “It doesn’t work as a game mechanic, really at all.”

15:30 “I got a writing award when I was just a kid and I spent that money on the Sims.”

17:30 “It’s the most rewarding thing I’ve ever worked on.”

20:00 “Games are capable of great art. Great narrative art, even.”

22:30 “I’m still waiting for someone to tear it to shreds on a message board.”

25:20 “I relate more to failures, I think most of us do.”

28:00 “The customers are individuals instead of manifestations of a type.”

31:30 “The more pain I could inflict on my loved ones in play testing, the better the game would be.”

38:50 “You either go to work as a street vendor to make money or you can go explore the city for other possibilities.”

43:10 “This game is about paperwork. It’s about permits. It’s about waiting in line.”

45:40 “Was that your experience with the game? Did it come anywhere close to that for you?”

47:10 “And you pick what you like from what you know.”

48:50 “That’s the thing about games… by accommodating choice, it’s not that you’re destined in one direction… your choices expand your possibilities.”

51:40 “Everyone’s capacity to be an artist can manifest in a game.”

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References

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4 thoughts on “Dialogue Tree: Verisimilitude

  1. Richard is always so honest and self-effacing. I particularly like the section at the end when he contrasts modern technology enabling us to explore anything we want to – compared to the trend for just following things “you like”. That was pretty awesome. And also, Eric, when he turns the tables on you =)

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