Ars Technica – War Stories (2022) is a documentary web series in English. On New MovieLinkBD: full story, cast, ratings, season & episode guide, official trailer and where to watch Ars Technica – War Stories online in HD.
Ars Technica – War Stories — Storyline
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.
Cast & Crew
- Created by: Sean Dacanay
- Starring: Sean Dacanay, Jeremy Smolik, Andy Gavin, Kyle Orland
Ars Technica – War Stories — Series Details
| First Air Date | 2022-06-02 |
| Seasons | 1 |
| Episodes | 32 |
| Genre | Documentary |
| Language | English |
| Network | YouTube |
| Status | Returning Series |
Ars Technica – War Stories — Episode Guide
Season 1
- E1: How Gamers Killed Ultima Online's Virtual Ecology (2022-06-02) — When creating Ultima Online, Richard Garriott had grand dreams. Richard and Starr Long planned on implementing a virtual ecology into their massively multiplayer online role-playin
- E2: How Thief's Stealth System Almost Didn't Work (2022-06-02) — 1998's Thief: The Dark Project was a pioneer for the stealth genre, utilizing light and shadow as essential gameplay mechanics. The very thing that Thief became so well-known for w
- E3: How Stardock's Elemental: War of Magic Failed (2018-02-28) — Brad Wardell, founder of Stardock Corporation, details the difficulties in the development of Elemental: War of Magic, a game that shipped in a largely broken state. A memory error
- E4: How Serious Sam's Demo Saved the Game From Extinction (2018-10-04) — Croteam founder Davor Hunski discusses the long development history of the first game in the Serious Sam series. Starting development all the way back in 1996, Serious Sam went thr
- E5: How Star Control II Was Almost TOO Realistic (2018-10-23) — Toys for Bob's Paul Reiche III and Fred Ford talk in-depth about the development history of Star Control and Star Control II.
- E6: How Aliens versus Predator's Late Design Change Made It a Classic (2018-11-20) — Tim Jones, lead artist and producer for the classic PC game "Aliens vs. Predator," talks about the risky development choices that ultimately led to the game's incredible success.
- E7: How Total War: Rome II's Ambition Was Almost Its Undoing (2018-12-18) — With 150,000 possible land battle locations, 2,500 river crossing locations, 20,000 possible ambush locations and much more, Total War: Rome II was quite the ambitious project. Paw
- E8: How Dead Space's Scariest Scene Almost Killed the Game (2019-01-08) — Glen Schofield, the co-founder of Sledgehammer Games and the creator/director of Dead Space, goes in-depth on the development of the classic third-person horror shooter. Glen set o
- E9: How Blade Runner Reinvented Adventure Games (2019-02-15) — In 1995, Westwood Studios set out to make a game based on one of the most beloved science fiction films ever made. They took a big risk, applying unproven technology and storytelli
- E10: How Command & Conquer: Tiberian Sun Solved Pathfinding (2019-02-16) — Westwood Studios co-founder Louis Castle talks about the development of the classic RTS, Command & Conquer: Tiberian Sun.
- E11: How MechWarrior 5's Team Fixed Their Player-Killing Level Generator (2019-04-03) — Reactor Online. Sensors Online. Weapons Online. All Systems Nominal! In this Special Edition of War Stories, Russ Bullock (President, Piranha Games), Derek James (Designer), and Br
- E12: How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves (2019-04-16) — Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most frightening games ever made. Thomas talks in-depth about the game
- E13: How Slay the Spire’s Original Interface Almost Killed the Game (2019-05-02) — Mega Crit Games co-founders Casey Yano and Anthony Giovannetti set out to combine the roguelike and deck building genres into one game, but found themselves faced with an obstacle:
- E14: How Localizing Return of the Obra Dinn Nearly Sunk the Game (2019-05-21) — Lucas Pope, creator of Return of the Obra Dinn, explains how the localization of the game's logbook put the game in some seriously dangerous waters.
- E15: How This War of Mine Plays on Your Emotions (2019-05-30) — Aleksander Kauch, lead game programmer for This War of Mine, goes behind the scenes of the game's development and explains how they turned a management sim into a visceral experien
- E16: How Subnautica Succeeded Without Weapons (2019-06-05) — Charlie Cleveland, design director for Subnautica, goes behind the scenes of the game's development and explains how they crafted an exciting and dangerous experience without allow
- E17: How Dead Cells Cheated to Make the Game More Fun (2019-07-17) — Sébastien Bénard, lead designer at Motion Twin, goes behind the scenes of Dead Cells' development. Sébastien explains the challenges they came across and how they made the game fee
- E18: How Sid Meier Almost Made Civilization a Real-Time Strategy Game (2019-09-23) — Sid Meier, the creator of the popular Civilization video game series, goes behind the scenes of the development of the franchise's first entry. Sid explains some of the challenges
- E19: How Mind Control Saved Oddworld: Abe's Oddysee (2019-12-03) — When Lorne Lanning first conceived of what would become Oddworld, he wasn't necessarily setting out to make video games. What he needed to do was tell a story. On this episode of W
- E20: How Myst Almost Couldn't Run on CD-ROM (2020-01-28) — Cyan Worlds co-founder Rand Miller goes behind the scenes of the development of one of the best selling PC games of all time, Myst. The HyperCard-developed title ran into some snag
- E21: How Crash Bandicoot Hacked The Original Playstation (2020-02-27) — For today’s episode of War Stories, Ars Technica sat down with Naughty Dog Co-founder Andy Gavin to talk about the hurdles in bringing the original Crash Bandicoot to gamers around
- E22: How Prince of Persia Defeated Apple II's Memory Limitations (2020-03-17) — For today’s episode of War Stories, Ars Technica sat down with Prince of Persia creator Jordan Mechner to learn about the challenges he faced while bringing his ambitious vision fo
- E23: How Homeworld Almost Got Lost in 3D Space (2020-04-07) — On this episode of War Stories, Ars Technica sits down with Rob Cunningham to revisit the groundbreaking 1999 3D real-time strategy game, Homeworld. When Rob and a group of friends
- E24: How Netflix's "Extraction" Engineered a 12-Minute, One-Shot Action Scene (2020-04-28) — For today’s episode of War Stories, Ars Technica is joined by Sam Hargrave, director of the Netflix action film “Extraction.” Hargrave breaks down the technical challenges he and h
- E25: How Alan Wake Was Rebuilt 3 Years Into Development (2020-05-14) — In conjunction with the 10th anniversary of its release, today Ars Technica is joined by Sam Lake, Creative Director of Remedy Games, to share insights on the development of 2010's
- E26: How "Robert the Bruce" Continued the Story of "Braveheart" Under Brutal Conditions (2020-05-19) — On today’s episode of War Stories, Ars Technica is joined by the creators of the film “Robert The Bruce” to breakdown the bone-chilling conditions under which they worked while bri
- E27: How NBA JAM Became A Billion-Dollar Slam Dunk (2020-06-16) — Boomshakalaka! Today on War Stories, Ars Technica is joined by NBA JAM lead designer and programmer Mark Turmell to talk about the chaotic birth of an epically successful sports fr
- E28: How Amazon’s “Undone” Animates Dreams With Rotoscoping And Oil Paints (2020-07-14) — Today on War Stories Ars Technica is joined by Hisko Hulsing, director and production designer of the Amazon original series “Undone.” The award-winning animator breaks down how he
- E29: How One Gameplay Decision Changed Diablo Forever (2020-08-18) — Today on War Stories, Ars Technica is joined by Diablo lead programmer David Brevik to break down the genesis and development of a PC hack & slash masterpiece. Unbeknownst to some,
- E30: How Forza's Racing AI Uses Neural Networks to Evolve (2020-09-13) — Today on War Stories, Ars Technica is joined by Dan Greenawalt, Creative Director of the Forza franchise, who takes us through the colossal potential (and many challenges) of utili
- E31: How Deus Ex Blended Genres To Change Shooters Forever (2021-12-16) — Today Ars Technica is joined by Warren Spector, designer and director of the highly influential Deus Ex. Released in 2000, Spector set out to create the game of his dreams, one tha
- E32: How Gears Of War Almost Didn't Have Multiplayer (2022-05-26) — On this edition of War Stories Lee Perry, Gameplay Designer and Level Designer of the original Gears of War, joins Ars Technica to recount how the legendary shooter that spawned a
Frequently Asked Questions
How many seasons does Ars Technica – War Stories have? 1 season(s) with 32 episodes.
Who created Ars Technica – War Stories? Sean Dacanay.
Where can I watch Ars Technica – War Stories? See the Where to Watch section above for current streaming options.