dinofarm

CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane

Hi everyone! It’s been awhile since I made a podcast episode. Today’s episode is just me – no guest, although I do have a long list of guests that I intend to get on soon. In this episode I talk about the crazy summer I had and some major realizations that I’ve had about art …

CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane Read More »

CGD Podcast Bonus – Introducing The Dinofarm Community Podcast

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 …

CGD Podcast Bonus – Introducing The Dinofarm Community Podcast Read More »

Minimize calculation (in games worth playing)

This is a short follow-up to my article, “Uncapped Look-Ahead and the Information Horizon“, in which I proposed the concept of an information horizon: the distance between the current turn, and the point at which information becomes known to a player (usually, but not always, this means that it has become “public information”). A simpler …

Minimize calculation (in games worth playing) Read More »

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/keithburgun.net/cgdpodcast/episode20.mp3Podcast: Play in new window | DownloadSubscribe: RSS

We Should Patch Our Games

I’ve been hearing more and more voices crying out against patching recently, and I wanted to unpack some of what people have said. I think this is one of the many designer-to-player communication issues that crops up in the games conversation, and so here is a designer trying to improve on(“patch”) that aspect, so that …

We Should Patch Our Games Read More »

Randomness and Game Design

For thousands of years, we’ve relied on randomness of various kinds to help our interactive systems work. While there will always be a place for randomness of all sorts in some kinds of interactive systems, I believe the current assumptions with regard to randomness in strategy games are largely wrong. The major point I’d like …

Randomness and Game Design Read More »