Interview

“Decisions”, XCom’s “creeping problem”, and paper prototyping

Hi! Welcome to episode 53 of the Clockwork Game Design Podcast! This is the second of “season 2” of the podcast – it’s another hour plus episode chock full of cool features. First we talk about the whole “a series of interesting decisions” concept, which Sid Meier is well known for(here‘s his GDC 2012 talk […]

“Decisions”, XCom’s “creeping problem”, and paper prototyping Read More »

Naomi Clark on systems thinking and social responsibility

Today I’m super-excited to have Naomi Clark on episode 45 of the Clockwork Game Design Podcast. Last year, Naomi ran a super-successful Kickstarter for her two-player social card game Consentacle, which in addition to having beautiful, memorable artwork, is also trying to use systems to explore human communication and connection in new ways. Naomi is

Naomi Clark on systems thinking and social responsibility Read More »

Interview with James Lantz, designer of Invisible, Inc.

Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I’ve ever seen. (By the

Interview with James Lantz, designer of Invisible, Inc. Read More »

Game Grammar and Game Design Theory – Interview with Raph Koster

Today I had a conversation with the author of my favorite book on game design, as well as a designer on one of my favorite interactive experiences of my high school years, Raph Koster. The conversation goes for about 90 minutes, and like Raph said, we could have easily gone another four hours afterward. It

Game Grammar and Game Design Theory – Interview with Raph Koster Read More »