Against Tactics and the Connect-Four CCG

How did you become a game designer? What was the path you took, going all the way back to your childhood, that lead you to want to design games? I expect that most of us can at least loosely define some "stages" of our game-design-development, and while we all have our differences, I think it's probable that many of us reading this article (and who therefore are more likely to be systems-design-oriented) have had something of a similar path. Like most, I started in videogames - Street Fighter, Doom, Final Fantasy, Zelda, and later, WarCraft 2, Starcraft, Fallout, Super Smash Bros. and Final Fantasy Tactics. And of course, I played Chess. From the vantage point of a videogame player, it's natural to see the ancient abstracts as these untouchable titans of history. We see games like Chess and Go like the classical music to our modern pop songs, or like the ancient Greek philosophers. Maybe they weren't entirely applicable to today—for as much as I talked a big game about how great these games were, I never found myself enjoying them the way I enjoyed modern videogames—but they always maintained this air of "brilliant design" and even a kind of perfection. At some point, probably around 2010, is when I dove deep into the world of designer board games, which really opened up the field for me in terms of what I think of as possible in games. Around the same time, Rogue-likes also took off somewhat and entered into the public consciousness. I have come out of this big soupy not-very-designed world of videogames, and entered into a world of highly abstract, usually grid-based, procedurally generated systems, with designer boardgames as an inspiration, but always with the great gods Chess and Go looking down on all of it. It is in that environment that I developed much of my theory and created my games.  

Indie Games on a Small Grid

In the last decade, we've seen the rise of these small, often solo game designers. And I don't mean "designers" to say "developers"—I mean designers. People like Michael Brough, Brett Lowey (I interviewed him on episode 36 of my podcast), Happy Snake, One Man Left, myself, and others. I call these the interactive merit chasers: people deeply involved in the problem of "how do I make a deep, semi-evergreen, elegantly designed system that's fun to play just because of its rules alone?" Recently, I would also add the FTL developers to this list, with their release of Into the Breach, which is part of what really spurred me to finally write this article. (more…)

Read More

Art is People Too

In this episode, I struggle with, and mostly reject, a lot of the formalist ideas I previously held about art. Art - whether it's games, music, movies, or anything else - is largely about connecting with other people. When you like something, it's largely because of a lot of subconscious processes that are largely informed by a specific language of art that you personally have developed for yourself, based on your own personal experiences that aren't the same as anyone else's. So just as I would be a pretty bad judge of West African music as someone who has very little exposure to it, I am also a bad judge of someone who makes puzzle platformers, or someone who makes death metal music. These are specific aesthetics, or languages, that I just don't really have the cultural capital or emotional connections to connect with. But the point is, I should try. Just as I am open to meeting and having relationships with new, different kinds of people, I should be the same way with new, different kinds of art. Art is a reflection of people, and I think it's probably healthy to look at it that way. Also, some Push the Lane updates! Don't forget, you can become a patron over at http://www.patreon.com/keithburgun. Enjoy the show! Special thanks to Aaron Oman and Jean-Marc Nielly for their generous support! <3

Read More

Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)

Hi everyone! As you may know, I did a talk at Indiecade '17 last month. It went really well, so I thought I'd piece together a lot of that talk into a podcast episode to share with you guys. It's about the special problem of avoiding toxicity, violence, and hostile feelings in strategy games, and how single player games are part of that solution. I was originally going to put together a video version of it as well, but I don't think I'll have time to do that because I've really gotta get back to Push the Lane. Expect some streams of that soon. If you'd like, you can follow along somewhat and/or check out this PDF of the slideshow. Not all slides worked with the audio, so for the podcast I had to delete some sections, so beware that it might be a little bit confusing. In other news, there should be some big exciting site announcements for keithburgun.net coming really soon. As always, you can support this show by visiting my Patreon page. Thanks as always to supports like Aaron Oman and Jean-Marc Nielly.

Read More

Interview with Greg Street, Lead Designer at Riot Games

This week, I have an interview with Riot Games lead designer, Greg Street. A few months ago, the League of Legends YouTube channel posted a "Dev Diary" video. A few people who follow my work alerted me on social media about this video, telling me that it sounded a bit like theory I often advocate was being expressed in the video. I often watch Riot's dev-diary type stuff, but I had been a bit out of the loop at the time, so I missed it. But once I checked it out, it did feel kind of familiar! And it's true that it does sound a lot like me. For reference, when you Google "input randomness" I'm pretty much all of the top results; the only other people talking about it are people referencing my work, with a couple people referencing the Ludology Podcast (which is where I originally got the terms from). It turns out that Greg was aware of my stuff, so probably that is where he got the terminology, if not the theory. Anyway, I got a chance to chat with Greg about the theory and how it maybe should, or could apply to League. I think it went well! Let me know what you think in the comments, and thanks for listening. As always, you can support this podcast over at www.patreon.com/keithburgun.

Read More

League of Legends vs. Heroes of the Storm

I've got a new video out discussing why I think League of Legends is not only better than Heroes, it's not even in the same, well, league. For more, check out my article on why I consider League of Legends to be the world's greatest game. Enjoy! https://www.youtube.com/watch?v=Uat5bYXHy70 Special thanks to Aaron Oman for his support. If you would like to support my work, please visit my Patreon page and become a Patron! (more…)

Read More

Incremental Complexity

Announcement! In the future, I think I'll do more articles in "video form". Very lightly edited videos, mostly a voice over and some pictures/titles/video. I think that video seems to be where more of the conversation is happening these days. Here's the first video, on incremental complexity, a new way of thinking about strategy game design (designing them, and teaching them), inspired by Pandemic: Legacy. https://youtu.be/47Q0V9a_-q8 Support my work on Patreon here! Special thanks to Patreon Patron Aaron Oman! (more…)

Read More