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    Arts

    Imaginary Worlds

    Imaginary Worlds sounds like what would happen if NPR went to Comic-Con and decided that’s all they ever wanted to cover. The host Eric Molinsky spent over a decade working in public radio, and he uses those skills to create sound-rich storytelling, pop culture analysis and cultural commentary about speculative fiction and immersive worldbuilding. Eric interviews sci-fi fantasy writers, creature makeup designers, comic book artists, video game and tabletop game designers and anyone who works in the field of make-believe about their creative process. He also delves into fandoms, asking why we suspend our disbelief, and what happens if the spell is broken. Fantasy worlds may be set on distant planets or parallel dimensions, but they are crafted here on Earth and they’re always about us and our lived experiences.

    Imaginary Worlds is a Gold Winner for Best Arts & Culture podcast in the Signal Awards, and received an Ambie Award nomination for Best Indie Podcast. Episodes of Imaginary Worlds have been featured on the podcasts 99% Invisible, Twenty Thousand Hertz, Decoder Ring, Cautionary Tales, Science Friday, and The Allusionist.

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    Latest Episodes:
    Why The Haunted Mansion Ride Was Almost Doomed Oct 19, 2017
    Show notes

    The Haunted Mansion is one of the most beloved rides at the Disney theme parks, yet its development was anything but smooth. Walt Disney himself could never decide if the ride should be funny or scary, so he assigned "Imagineers" to develop both aspects. But the team fell into competing groups that argued for over a decade. Author Jeff Baham of the site Doom Buggies and David Mumpower of the site Theme Park Tourist explain how this tortured creative process lead to a masterpiece in theme park design. Learn more about your ad choices. Visit megaphone.fm/adchoices

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    Rappers with Arm Cannons Oct 05, 2017
    Show notes

    In the second of my two-part episode on musical worlds, I talk with Mega Ran and Sammus -- hip hop artists that create concept albums based on the classic video games Mega Man and Metroid. They talk about the challenge of creating an imaginary world in music from someone else's source material, and why they identify with the struggles of 8-bit characters that fight their way through the world with arm cannons.Also, please fill out Panoply's annual survey -- it helps the company know how to better serve our listeners. Thanks! Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Creative Process Behind a Cyberpunk Concept Album Sep 21, 2017
    Show notes

    In the first of a two part episode on imaginary worlds in music, I talk with members of Vertigo Drift, an indie band that created a cyberpunk concept album with an expanded universe of material provided by visual artists, writers and filmmakers. While the group is influenced by concept albums of the past like The Who's Tommy or Plastic Beach by Gorillaz -- their true inspiration comes from sci-fi fantasy worlds, especially tabletop role-playing games. I visited Trevor Walker, Mark Ayesh and Mike Forsyth at their underground studio in Queens to find out how their debut album "Phase 3" came together. Learn more about your ad choices. Visit megaphone.fm/adchoices

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    Why Sci-Fi Needs Believable Technobabble Sep 07, 2017
    Show notes

    This week, I team up with Helen Zaltzman of The Allusionist podcast to help me figure out why one set of poorly understood pseudo-scientific terms can sink a scene, while another set of pseudo-scientific phrases can sell a sci-fi concept. We'll hear from physicist Katie Mack -- who hates technobabble -- and Jennifer Ouellette who plays matchmaker between scientists and Hollywood directors that want to sell their mumbo jumbo with real science. And "Timescape" author Gregory Benford tells the story of tachyons, and how an obscure theoretical particle became a technobabble meme. Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    The Craft of Designing Sci-Fi Control Panels Aug 24, 2017
    Show notes

    This week, I'm playing one of my favorite episodes of the podcast 99% Invisible where host Roman Mars and producer Sam Greenspan look at control panels in science fiction -- the clunky, the elegant, and the just plain baffling. But those user interfaces have one thing in common: they're mostly blue. Chris Noessel and Nathan Shedroff also discuss the real-world lessons that designers should take from science fiction, and they come up with an intriguing theory as to why some of the most risible sci-fi user interfaces may not be so absurd. http://99percentinvisible.org/episode/future-screens-are-mostly-blue/Learn more about your ad choices. Visit megaphone.fm/adchoices

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    Scott Snyder’s Comic Book Therapy Aug 10, 2017
    Show notes

    If the previous episode was all about villains, this one looks at the other side of that equation. In 2014 I interviewed the writer Scott Snyder whose run on Batman comics is considered one of the best in long history of the Dark Knight. It was a difficult interview to pare down, and a lot of good material ended up on the proverbial cutting room floor. So this week, I'm playing a fuller version of that conversation, which has always been one of my favorites. I was interested in Scott's approach to Batman because it's so personal to him -- not just as a longtime fan that finally got his dream job but in the way he infuses Bruce Wayne with his own hopes and fears. Learn more about your ad choices. Visit megaphone.fm/adchoices

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    What Makes a Good Evil Plan? Jul 27, 2017
    Show notes

    They've tried to take over the world. They've tried to take away our free will. They've gone after ancient artifacts with vaguely defined magical properties. But they almost always fail. The evil plan has become a meta-joke to the point where even the villains themselves can't help but comment on all the tropes. Yet we keep watching movies and TV shows to see more evil plans hatched.. Honest Trailers head writer Spencer Gilbert and Vulture.com writer Abraham Riesman talk about why super villains shouldn't try so hard to be evil geniuses, and how the best evil plans make us wonder if we'd do the same thing in the villain's situation. Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    The Islamic Worldbuilding in Dune Jul 12, 2017
    Show notes

    Frank Herbert's 1965 novel Dune and its sequels tackled a lot of big themes. The books are about ecology. They're about journeys of self-realization through mind-altering substances. But religion is at the core of the series, since the main character Paul Atreides transforms from a teenage aristocrat into a messianic revolutionary leader of a nomadic desert tribe. And the real world religion that Frank Herbert borrows from the most is Islam. Khalid Baheyeldin, Salman Sayyid, and Sami Shah discuss why the book resonated deeply with them, despite the fact that Frank Herbert wasn't Muslim. And Liel Liebowitz explains why the novel even spoke to him as an Israeli.Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    Video Game Veterans of World War EVE Jun 29, 2017
    Show notes

    EVE Online is a massive multi-player online role playing game, which means it's a game where there are no rules -- just a galaxy where you build space ships, form alliances and go to war. The Icelandic company CCP that created the game even attracted players with the motto: "Build Your Dreams. Wreck Theirs." And the war stories of EVE players are remarkable, like the Bloodbath of B-R5RB, where over $350,000 worth of digital spaceships were destroyed in a single day. So why do half a million people invest so much time and money into EVE, to the point where they're living a double life in a virtual galaxy?Also highly recommended reading -- Andrew Groen's book "Empires of Eve" -- which was about how the early wars in EVE were just as much a battle over what kind of game it's supposed to be. Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


    How Science Fiction Imagined the Internet Jun 15, 2017
    Show notes

    We were promised flying cars but we got Twitter instead. That's the common complaint against science fiction writers and the visions of the future they presented us in the 20th century. But many sci-fi authors did envision something like the Internet and social media -- and we might be able to learn something about our time from the people who tried to imagine it. Cory Doctorow, Ada Palmer, Jo Walton and Arizona State University professor Ed Finn look at the cyberpunks and their predecessors, and artist Paul St. George talks about why he's fascinated by a Skype-like machine from the Victorian era. Featuring readings by Erik Bergmann.Learn more about your ad choices. Visit megaphone.fm/adchoices

    Learn more about your ad choices. Visit podcastchoices.com/adchoices


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