Brett Lowey’s Game Design Commandments

Grab Minos Strategos when you can.

Today, in Episode 36* of the Clockwork Game Design Podcast, I had a great conversation with BrainGoodGamesBrett 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!

 

Interview with Carolyn Petit of Feminist Frequency

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:

  • Some follow-up to my point about “be critical of the games you love” thing from the last episode with Tevis Thompson
  • A bit about Carolyn’s background, how she came to a “feminist awakening” after working at GameSpot
  • How game developers, especially indie white male game devs like myself can do a better job with representing people who don’t look like themselves
  • How the future is looking for representation and social issues in games

… and a lot more. I’d like to thank Carolyn again for her time, thanks to you for listening, and as always, thank you to the patrons who make this show possible.

To support the show, visit here.

CGD Podcast: Episode 34 – Videogames and Game Culture with Tevis Thompson

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.

CGD Podcast Episode 24 – Execution and Single-Player Games, with Frank Lantz

cgdplogo_superwideToday 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.

 

If you enjoyed the episode, please spread the word on social media! Or, become a patron at Patreon.com.

CGD Podcast Episode 23 – “On Games At the Games”, A Conversation with Frank Lantz

Frank_Lantz_at_work_in_area_code_offices

This week I had a great conversation with NYU Game Center director Frank Lantz about randomness and general game design philosophy. We meant to get to three other topics – execution, reading and improvisation, but not all-that-surprisingly, we never got there in the 70+ minutes of this episode.

Mentioned in this episode:

Frank’s “Against Design” article

David Deutsch’s The Beginning of Infinity

Nassim Taleb’s The Black Swan

Nick Bostrom’s Superintelligence

 

Let me know what you thought of the conversation in the comments below (if you’re lucky, Frank may even be hovering nearby to respond!)

If you enjoyed the show, please consider supporting the show by becoming a patron at Patreon.com!

The Clockwork Game Design Podcast: Episode 11 – Good Formalism with Charles Pratt

cgdplogo_mediumToday’s episode features an hour-long discussion with game designer at NYU Game Center teacher Charles Pratt. Charles and I met at the Practice conference and had some good discussions, and I think our perspectives live at that rare place where they’re not too different so that we can’t communicate, but they’re also not so similar where we have nothing to discuss. Overall, I think it was a great conversation and I hope you guys agree.

Here’s a talk Charles did at NYU called Ground Truths: Articulating a Formalist Perspective on Games.

Also, be sure to check out Charles’ podcast (if you haven’t already), called Another Castle. His podcast hasn’t recorded an episode in a few years, but there’s a bunch of interviews there with a ton of interesting people.

As always, you can support the show by becoming a patron at Patreon.com.

Thanks for listening!