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

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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 and its (at least partially) social purpose, perfectionis, a way for indie game developers to exist, and some specific challenges I'm having with Push the Lane (and their Clockwork solutions) -- and a lot more. I hope you enjoy the episode, and thank you so much for listening! Special thanks to Aaron Oman and Jean-Marc Nielly for supporting me on Patreon, as well as all my other patrons.

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Game Grammar and Game Design Theory – Interview with Raph Koster

Today I had a conversation with the author of my favorite book on game design, as well as a designer on one of my favorite interactive experiences of my high school years, Raph Koster. The conversation goes for about 90 minutes, and like Raph said, we could have easily gone another four hours afterward. It was a great conversation that touched on a number of topics:

  • How videogame history both has a lot to teach us, but at the same time hasn't changed much in some ways since the early days
  • Raph's guideline for designing good abstract strategy games
  • Game grammar, and the books Raph has been working on for a decade
  • The state of game design theory discourse
Check out Raph's website here. Also at the end of the podcast he mentions this article. Enjoy the show! As always, you can support this podcast by becoming a patron over at my Patreon page.  

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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 this episode, #3, to discuss core mechanisms, and we contrasted them with Redless' idea about core decisions. Overall, it was a good conversation, one that I think Clockwork Game Design podcast listeners will get a lot out of. Enjoy! And subscribe to the Dinofarm Community Podcast, which will have new episodes weekly.

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Brett Lowey’s Game Design Commandments

[caption id="attachment_2327" align="aligncenter" width="840"] Grab Minos Strategos when you can.[/caption] Today, in Episode 36* of the Clockwork Game Design Podcast, I had a great conversation with BrainGoodGames' Brett Lowey. If you don't already know BrainGoodGames, they make some of the best single-player strategy games out there. All four of Brett's games—Militia, Axes & Acres, Skyboats, as well as his latest, Minos Strategos—are available on Steam. But making great games isn't necessarily enough for me to want to have a conversation with someone. What made me interested was "BrainGoodGames' Design Commandments" which he posted on his site recently. The conversation was great and went to a bunch of interesting places. We covered his commandments, of course, but discussed his origins and what he considers to be the successes and failures of his games. I should mention also that Brett is one of the editors over at gamedesigntheory.org, the new site I recently launched that highlights current game design bloggers and media producers. Enjoy the episode! *PS I think I said it's 35 in the episode itself - ignore me!  

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CGD Podcast Ep. 31 – permadeath, structure, the death of game design writing, and more

Hello everyone. Today I'm talking about a new article I read about permadeath/grinding, as well as what I perceive as the death, or at least curving off of, the world of game design writing. I also read and responded to a Frank Lantz quote (now on the Dinofarm Forums!) on the topic of structure in games and win rates. You should also check out the game design subreddit if you haven't already: http://www.reddit.com/r/gamedesign (By the way... beware the term "beautiful".) As always, you can support the show by visiting my Patreon page.

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