What is The Commune?
We're a group of gamers, and we're always looking for new gamers to join us. Every month or so, we pick a game to play. We chat about the game together, and we record podcasts, record videos, and write essays. You can reach The Commune in the following ways: As for me, I'm Greg Livingston, but I go by Golem. I organize things around here.

Podcasts

Viewing all podcasts for Yourself.

Learning to Win (Bugaboo)
May 21, 2016
In Bugaboo, your aim is to guide a flea out of a deep, dark cave while avoiding a dragon. How did we come to grips with this goal? How did we learn to play the game successfully?
Right from Wrong
Mar 23, 2016
What gives Undertale its sense of morality?
Interesting Choices
Mar 22, 2016
In Undertale, is the choice between peace and war interesting?
Purchases
Feb 12, 2016
20XX provides a number of upgrades--none of them for free.
Random Design
Feb 11, 2016
What level design does 20XX construct using its procedural generation?
Level Design Discussion
Dec 17, 2015
This discussion of Super Mario Land 2 covers four unique approaches to level design.
Nonlinearity
Dec 4, 2015
You can approach Super Mario Land 2 in any order you like! How does that influence the game's identity?
What Makes a Metal Black?
Dec 1, 2015
A review of the shot systems that make Metal Black unique.
Episode 53: Stage Identity via Enemy Identity
Nov 26, 2015
Enemy design in Metal Black dictates how each stage plays.
Episode 49: Ink
Aug 28, 2015
Splatoon's ink system promotes an indirect sense of interplay--instead of just shooting at each other, you can also shoot at something between the two of you.
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