Game Design

Contests Explained

I have described the four essential “forms” of interactive entertainment, based on four distinct values that these four types of play produce. You can get a more in-depth introduction on these forms by reading this, but I’ll quickly break it down here. First, you start off with a “bare interactive system” – this is an …

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The Clockwork Game Design Podcast: Episode 10 – Design, Improvisation, and Individuality

In today’s (short) episode I talk about design as the most consistent way to create value. I also talk about how yes, it is wonderful that we’re all special snowflakes and we should be expressing our individuality, but the idea that we do that best by creating “one draft” of our work is a myth. …

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The Clockwork Game Design Podcast: Episode 9 – Popular Games

In today’s episode, I discuss many of the world’s most popular videogames and boardgames, and analyze them through a Clockwork Game Design lens. Titles like Tetris, Grand Theft Auto, Metal Gear Solid, Super Mario Bros, as well as board games like Agricola and Android: Netrunner, and many more. Definitely along the lines of a slightly …

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Clockwork Game Design: Episode 8 – Building on Structure

This episode is about how we can and should build on the structure that we have, rather than introducing non-sequiturs or removing elements from play. Interestingly, this podcast itself ended up having a bit of a non-sequitur of its own, as I talk a bit about parting ways with my entire huge video game collection …

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Clockwork Game Design: Episode 7 – Grinding, Toys, and Value

Grinding basically has no place in interactive systems. In this episode, I talk about why that’s my position. I also respond to a bunch of comments from my Psychological Exploitation Games article. Also if you want to know more about my Interactive Forms. http://media.blubrry.com/clockworkgamedesign/keithburgun.net/cgdpodcast/episode07.mp3Podcast: Play in new window | DownloadSubscribe: RSS