Episodes
We set out to talk about designing games to be ready for hacking and remixing by the end user, but first a stopover at a discussion of universal systems, too. Let it go, Will.
Published 05/06/16
We set out to talk about designing games to be ready for hacking and remixing by the end user, but first a stopover at a discussion of universal systems, too. Let it go, Will.
Published 05/06/16
Published 05/06/16
Let’s talk about how a game moves, functions, and adapts. Let’s talk about affordances.
Published 05/06/16
Published 05/06/16
Some game designs are highly visual. When does that work happen? How early is too early to think about art and a visual arrangement of ideas? We talk it out.
Published 05/06/16
This time, we tackle a great listener-submitted topic about how to makes risk and challenges feel dramatic and satisfying in your RPG designs — and how to help players think about risk and challenge in play.
Published 04/06/16
This time, we tackle a great listener-submitted topic about how to makes risk and challenges feel dramatic and satisfying in your RPG designs — and how to help players think about risk and challenge in play.
Published 04/06/16
Another great listener topic, another episode wrestling with said topic. This time: we talk about designs involving Player vs Player and Player vs Environment mechanics and, y'know, some of what that means.
Published 04/06/16
Another great listener topic, another episode wrestling with said topic. This time: we talk about designs involving Player vs Player and Player vs Environment mechanics and, y'know, some of what that means.
Published 04/06/16
Here we attempt to tackle another great question from the G+ community. This one’s about designing with purpose and how purpose can align with (or away from) content, context, vision, and more.
Published 04/06/16
Here we attempt to tackle another great question from the G+ community. This one’s about designing with purpose and how purpose can align with (or away from) content, context, vision, and more.
Published 04/06/16
We’ve talked a lot already about design steps and techniques, thoughts and approaches. You’ve got vision and notes and notions. Now let’s talk about bringing it all together.
Published 03/06/16
We’ve talked a lot already about design steps and techniques, thoughts and approaches. You’ve got vision and notes and notions. Now let’s talk about bringing it all together.
Published 03/06/16
What even is a playstorm? We think we know and we dive into the answer in this episode, to consider what makes playstorming different from playtesting, what it’s for, and when we do it.
Published 03/06/16
What even is a playstorm? We think we know and we dive into the answer in this episode, to consider what makes playstorming different from playtesting, what it’s for, and when we do it.
Published 03/06/16
Published 03/06/16
What is “a success” in play? What is failure? When do players’ and characters’ victories align? When do they diverge? And how do we talk about it all? Tune in and hear.
Published 03/06/16
Published 03/06/16
When we talk about “color” in RPG design, we’re often talking about texture and tangibility and how they interact with and express your game and what it is about. We think.
Published 03/06/16
Published 02/06/16
What do we mean when we talk about emergence? What’s emergent by design and what emerges anyway? We wrestle with the issue this time — and maybe not for the last time!
Published 02/06/16
Published 02/06/16
Space, in many games (and especially RPGs), is abstracted and metaphorical, letting the idea of space mingle with other ideas in exciting ways. What is “narrative mass” and how do relationship maps suggest or defy a space? Let’s talk!
Published 02/06/16
Published 02/06/16