‘Tacoma’ & ‘Gone Home’ designer Steve Gaynor

Steve Gaynor, the designer and writer of “Gone Home” and 2017’s “Tacoma,” talks about why “Tacoma” was so hard to make, what he learned by working with Ken Levine on “BioShock Infinite,” and whether he sees his work as part of a video-game movement.

‘Typeshift’ designer Zach Gage

Zach Gage, the designer of mobile games like “SpellTower,” “Really Bad Chess,” “Sage Solitaire,” and 2017’s “Typeshift,” talks to Chris and JJ during a live show from the Play NYC convention. Plus, JJ’s “Tacoma” mini review.

‘Edith Finch’ director Ian Dallas on ‘What Remains of Edith Finch’

Ian Dallas, the creative director of Giant Sparrow, talks about whether Molly starved to death, how he wrote a headline for The Onion that became a self-fulfilling prophecy, and why he wishes he had made an “Edith Finch” level with Weird Al Yankovic.

This is an extended audio version—close to uncut—of Chris’s Rolling Stone interview with Dallas.

‘Skyrim’ lead programmer Brett Douville: What I Play

Brett Douville, a former lead programmer at Bethesda Game Studios on games like “Skyrim” and “Fallout 4,” talks about why he sees himself in the kill animations for “Skyrim,” why he loves “Rez,” and what he’s doing for “Tacoma,” the next game from Fullbright.

Summer School with NYU’s Frank Lantz

Frank Lantz, the designer of “Drop7” and the director of the New York University department of game design, talks about why “Crackdown” is his favorite game, why video games are worth studying, and which games (“World of Warcraft”! “Galcon”! Poker!) he has spent the most time playing.

‘Prison Architect’ & (Really!) Listener Mail

Chris Delay and Mark Morris of Introversion Software drop by to talk about their acclaimed simulator “Prison Architect,” which finally exited Steam’s Early Access program this month. With the growing discussion of mass incarceration in the United States, do Americans experience the game in a different context than players in other countries? And why are prisons so fascinating?

‘Everybody’s Gone to the Rapture’ & Harvey Smith on ‘Dishonored: Definitive Edition’

JJ and Chris disagree on the merits of The Chinese Room’s new walking simulator. Plus, Chris talks to Arkane’s Harvey Smith about bringing Corvo to Xbox One and PlayStation 4–and letting him speak in “Dishonored 2.” If you were hoping to hear JJ’s thoughts on “Shadowrun: Hong Kong,” patience, grasshopper. Consider this one a double album.

Tom Bissell defends ‘The Order: 1886.’ Really.

While JJ flees to Europe to escape his pursuers, Chris talks to Tom Bissell, who ends a two-year sabbatical from games criticism to defend the critically panned PlayStation 4 shooter “The Order: 1886.” Tom is a writer for games like “Uncharted 4,” “Battlefield: Hardline,” “The Vanishing of Ethan Carter,” and “Gears of War: Judgment,” and the author of “Extra Lives: Why Video Games Matter.”

‘Lifeline,’ ‘Fallout Shelter’ & narrative designer Cara Ellison

Have you ever played video games–on your telephone? You will. And the company that will bring it to you? Not AT&T. JJ and Chris review “Lifeline,” a game designed for the Apple Watch, and “Fallout Shelter.” Plus, Chris talks to Cara Ellison, a game designer and critic, about working on “Grand Theft Auto IV” and “Dishonored 2.”