You probably already know Tadhg Kelly, as he’s one of game design’s most prolific writers. He writes for TechCrunch, as well as his own blog at www.whatgamesare.com. In this interview I ask him about why there has been a falling off of game design writing over the past few years, including an interesting point about the role #GamerGate may have played.
We also talk about his new book that he’s been working on, as well as my concerns about VR/AR, both of which he writes about a lot. It was a great interview, and I hope you enjoy it!
Thanks for listening. Special shout-out to Aaron Oman for his support as a Patron. If you want to become a Patron and support podcast episodes like this one, as well as articles, videos and even games from me, please support my Patreon campaign over at www.patreon.com/keithburgun.
Today, in Episode 36* of the Clockwork Game Design Podcast, I had a great conversation with BrainGoodGames‘ Brett Lowey. If you don’t already know BrainGoodGames, they make some of the best single-player strategy games out there. All four of Brett’s games—Militia, Axes & Acres, Skyboats, as well as his latest, Minos Strategos—are available on Steam.
But making great games isn’t necessarily enough for me to want to have a conversation with someone. What made me interested was “BrainGoodGames’ Design Commandments” which he posted on his site recently.
The conversation was great and went to a bunch of interesting places. We covered his commandments, of course, but discussed his origins and what he considers to be the successes and failures of his games.
I should mention also that Brett is one of the editors over at gamedesigntheory.org, the new site I recently launched that highlights current game design bloggers and media producers.
Enjoy the episode!
*PS I think I said it’s 35 in the episode itself – ignore me!
Today I spoke with Carolyn Petit, the managing editor of Feminist Frequency, which you’ve probably heard about, since they’re easily the most successful and influential feminist/socially progressive games criticism outlet out there. A heads up: this is not a big formal “game design” conversation
Instead, here are some of the things we did talk about:
Writer and critic Tevis Thompson has been on my radar a long time as a rare person who talks about games in a way that is markedly less alienating to me than usual. I recently heard him on the 1099 podcast, which I recommend people check out, and I thought we could have a really good discussion about games and games culture, which that conversation just barely touched upon. And that’s just what we did! In this conversation we talked about big-budget games like The Witcher and The Last Guardian, violence glorification and other toxic politics of games, the hyper-defensive culture surrounding games, and a lot more.
Check out Tevis’s site here. Follow him on Twitter here.
As always, I look forward to hearing what you guys have to say about it in the comments. And if you want to support the show, do so here.
Today we have another episode with Frank Lantz, game designer, writer, and Director of the NYU Game Center. Today’s show involved two major topics: execution, and my seemingly crazy idea about how single-player should probably be the “default” number of players for a strategy game (something I’m going to be writing an article about soon). Also, Frank gives some of his own game design faux-pas thoughts near the end of the episode.
There were some technical issues during the recording, so please forgive the somewhat strange format for this episode. Hopefully it’s clear enough what we were both trying to say.