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

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

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CGD Podcast Episode 22: Mind Games and Reading the Opponent

What does it mean for a game to involve a lot of “mind games”? Can you really make “reads” off of an opponent and predict what he’s going to do? What’s the difference between “reading the opponent” and “a lucky guess”? This episode explores these questions, discussing games like Poker, Street Fighter, Rock Paper Scissors, … Continue reading "CGD Podcast Episode 22: Mind Games and Reading the Opponent"

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CGD Podcast Episode 21: The “Classics” Problem

What does it mean when something is a “classic”? I think there’s actually a huge problem here that needs to be explored. New work is created using new cultural and scientific understandings, and it’s universally better in almost every case. We need to understand and appreciate this fact, and stop glorifying things just because they’re … Continue reading "CGD Podcast Episode 21: The “Classics” Problem"

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CGD Podcast Episode 20: Options in Games

In this episode – our 20th! –  I talk about the idea of “optional game rules” and why they are to be avoided. I also go into detail on some experiences designing abilities for Auro. Enjoy!   http://media.blubrry.com/clockworkgamedesign/p/keithburgun.net/cgdpodcast/episode20.mp3Podcast: Play in new window | DownloadSubscribe: Apple Podcasts | Android | RSS

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CGD Podcast Episode #19: The Process, and Designing Games Like Applications

In this episode I talk about my process of five major stages in game design. I also talk about how game design is not a guaranteed thing. We tend to think of game design in terms of “designing lots of games”, sort of “churning them out”, when in fact, we should be thinking of it … Continue reading "CGD Podcast Episode #19: The Process, and Designing Games Like Applications"

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CGD Podcast Episode 18: Single/Multi-player and 50% Win Rates

Today I talked about how and why games work best with a 50% winrate (even single player games). That’s because learning in games is extremely hard due to their inherently complex and ambiguous nature. Getting a loss when you had a 10% chance to win doesn’t necessarily tell you much about your choices in that … Continue reading "CGD Podcast Episode 18: Single/Multi-player and 50% Win Rates"

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