{"href":"https://api.simplecast.com/oembed?url=https%3A%2F%2Ftripleclick.simplecast.com%2Fepisodes%2Ffinal-fantasy-xvi-and-video-game-pacing-0pZK2m60","width":444,"version":"1.0","type":"rich","title":"Final Fantasy XVI and Video Game Pacing","thumbnail_width":300,"thumbnail_url":"https://image.simplecastcdn.com/images/9398dcbc-d54a-49c2-afd6-317bdd219fdb/bbe2a03e-65aa-4a8a-918b-8e801cbca3ba/tripleclick3000x3000.jpg","thumbnail_height":300,"provider_url":"https://simplecast.com","provider_name":"Simplecast","html":"<iframe src=\"https://player.simplecast.com/1567602b-7a8c-416a-bf5c-75d68de8180a\" height=\"200\" width=\"100%\" title=\"Final Fantasy XVI and Video Game Pacing\" frameborder=\"0\" scrolling=\"no\"></iframe>","height":200,"description":"Jason, Maddy, and Kirk talk about the opening hours of Final Fantasy XVI, a game with some very strange pacing, and use that as a springboard to talk about pacing in general. How do you deal with pacing in video games when the player is control? And do big, emotional moments need a cigarette afterwards? "}