CGD Podcast Episode 16: A Conversation About Rogue-likes with Black Shell Games

I had a conversation with the main developers at Black Shell Games – Daniel Doan, Raghav Mathur, and Thomas Espinoza – on the topic of Rogue-likes, a design pattern that has appealed to both of us. In the episode, we cover topics like the relationship between Rogue-likes and gambling, grinding, difficulty, replay value, and other … Continue reading "CGD Podcast Episode 16: A Conversation About Rogue-likes with Black Shell Games"

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CGD Podcast Episode 15: “Tharsis” Article and Redefining Elegance

In this episode, I first discuss a new article on Gamasutra that discusses Zach Gage’s new highly random (and proud of it!) game, Tharsis. For more on my positions on randomness, I would check out this article or this video. In the second half, I talk about a new, more specific definition for “elegance” as … Continue reading "CGD Podcast Episode 15: “Tharsis” Article and Redefining Elegance"

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CGD Podcast Episode 14: Failed “Fighting Card Game” Prototypes

In this episode, I discuss some of my many spectacular game design failures! I tried about 30 times at least to create a simple yet deep 2 player “fighting card game”. Something I didn’t even get into in the podcast was the fact that the “fighting” theme is probably part of the issue. I know … Continue reading "CGD Podcast Episode 14: Failed “Fighting Card Game” Prototypes"

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CGD Podcast Episode 13: Videogame Consumerism

Today’s episode addresses consumerism (or hyperconsumerism) in the world of videogames. Videogames are, for the most part, the most fun they’ll ever be at the moment of purchase, or perhaps while you’re installing the game and leafing through the manual. I talk about “hype” and how being immersed in an atmosphere of advertisements affects our … Continue reading "CGD Podcast Episode 13: Videogame Consumerism"

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The Clockwork Game Design Podcast: Episode 12 – Verificationism and Goals

In this episode, I really talk about three things: I wanted to address some comments I got about last episode and whether I really agreed with much of what Charles Pratt said, as I seemed to to some listeners This idea of “verificationism” Goals – what makes a good goal, and what should we avoid … Continue reading "The Clockwork Game Design Podcast: Episode 12 – Verificationism and Goals"

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

Today’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 … Continue reading "The Clockwork Game Design Podcast: Episode 11 – Good Formalism with Charles Pratt"

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