CGD Podcast Episode 29 – My Life In Videogames

This episode goes into my history as a videogame player (more than a designer) and talks about how recently I’ve been sort of regretting how much time I’ve spent playing videogames. Of all of the episodes of this show, this is the one I’m least confident about, in terms of, it doesn’t have some super strong “thesis statement”. So if that sounds like something that you wouldn’t want to listen to, you’ve been warned. Hopefully there’s some value in it for some listeners.

Thanks for listening!

CGD Podcast Episode 28: Responsible Theming for Competitive Games

toxicactor

We obviously don’t want people to be jerks when we play games with them. But to what degree is our game itself kind of being a jerk? To what extent are our competitive games advocating players to be as toxic as possible? And what alternatives do we have to the traditional D&D / war-game based tropes that we rely on?

This podcast episode is sort of a follow-up to my article, “Beyond the Pentakill“, so I’d recommend reading that as well. Enjoy!

I also mentioned Jackson Katz and Jonathan McIntosh in the episode, both of which are people you should check out.

(By the way – I might have said “Draven” in the podcast when I meant to say “Darius”. I often confuse their names, sorry about that!)

(Edit! I also mentioned that I talked about single player being ideal for game design – turns out I also wrote an article on that and forgot about it somehow, haha.)

To support the show, please visit my Patreon page!

CGD Podcast Episode 27: Broad Statements with Richard Terrell

13173291_10101180309118049_6429459288342680769_o

Had a great conversation with Richard Terrell, designer of Bara Bari Ball who’s currently working on designoriented.net. He’s also been on the podcast before, so I would go back and listen to Episode 6 where we spoke earlier this year.

The conversation went really well. We talked about language, “broad vs. narrow statements”, Auro and its reception, and a lot more.

Enjoy!

 

To support the show, please become a patron of mine on Patreon!

CGD Episode 26: Auro, and my change in philosophy

works

This episode is undoubtedly my most vulnerable episode, wherein I talk about the failure of Auro, a game that I believe in strongly and which I worked on for six years. I talk about the process and the struggle of dealing with that and how it has re-shaped my way of looking at art. It’s a short episode, but I had to talk about this before I talked about anything else.

The above Venn diagram, which kind of expresses my recent dramatic change in philosophy, was based on an off-handed remark from a recent David Sirlin article.

Thanks for listening, and as always, you can support my work on Patreon.com.

CGD Podcast Episode 25 – On FPS Games

OverwatchGp1

This week, I’m talking about FPS (First Person Shooter) games, something I’ve spent a good chunk of my life playing. I think we really misunderstand these things, as the correct distinction is probably just “shooter” – and probably it’s time that we moved on from them.

 

If you enjoyed the episode, please consider becoming a patron at http://www.patreon.com/keithburgun

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.