CGD Podcast Episode 27: Broad Statements with Richard Terrell

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Had a great conversation with Richard Terrell, designer of Bara Bari Ball who’s currently working on designoriented.net. He’s also been on the podcast before, so I would go back and listen to Episode 6 where we spoke earlier this year.

The conversation went really well. We talked about language, “broad vs. narrow statements”, Auro and its reception, and a lot more.

Enjoy!

 

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CGD Episode 26: Auro, and my change in philosophy

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This episode is undoubtedly my most vulnerable episode, wherein I talk about the failure of Auro, a game that I believe in strongly and which I worked on for six years. I talk about the process and the struggle of dealing with that and how it has re-shaped my way of looking at art. It’s a short episode, but I had to talk about this before I talked about anything else.

The above Venn diagram, which kind of expresses my recent dramatic change in philosophy, was based on an off-handed remark from a recent David Sirlin article.

Thanks for listening, and as always, you can support my work on Patreon.com.

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

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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” article

David Deutsch’s The Beginning of Infinity

Nassim Taleb’s The Black Swan

Nick Bostrom’s Superintelligence

 

Let me know what you thought of the conversation in the comments below (if you’re lucky, Frank may even be hovering nearby to respond!)

If you enjoyed the show, please consider supporting the show by becoming a patron at Patreon.com!

CGD Podcast Episode 21: The “Classics” Problem

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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 old.

In this episode, you’ll also hear me talk about classic games like Go and Chess, as well as talk about a better distinction between art and entertainment. Enjoy, and let me know what you think below.

Thanks for listening! Support the show here.

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CGD Podcast Episode 20: Options in Games

cgdplogo_superwideIn 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!

 

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

cgdplogo_twitterToday 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 match. In order to learn, you must compare yourself to yourself.

In addition, I talked a lot about why single-player is considered a strange thing for strategy games.

Enjoy!