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 way: yes-relation! James is the son of Frank Lantz, who you can hear in my episodes 23 and 24.)
Some topics covered:
How James came to work for Klei
Our opinions on how to market strategy games
A little discussion about League of Legends and last-hitting
Game design writing
A bit about what growing up as the son of a game designer was like
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.
Hi everyone! This week, instead of a normal Clockwork Game Design Podcast episode, I bring you an episode of another podcast that I was very recently on – the Dinofarm Community Podcast. This is a podcast hosted and run by members of the Dinofarm Games community, over on the discord and forums. I came on this episode, #3, to discuss core mechanisms, and we contrasted them with Redless’ idea about core decisions. Overall, it was a good conversation, one that I think Clockwork Game Design podcast listeners will get a lot out of.
Enjoy! And subscribe to the Dinofarm Community Podcast, which will have new episodes weekly.
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: