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

Frank_Lantz_at_work_in_area_code_offices

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

cgdplogo_superwide

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.

Haven’t listened to the podcast before? Start from the beginning here! Subscribe via RSS here!

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!

CGD Podcast Episode 15: “Tharsis” Article and Redefining Elegance

maxresdefault

In this episode, I first discuss a new article on Gamasutra that discusses Zach Gage’s new highly random (and proud of it!) game, Tharsis. For more on my positions on randomness, I would check out this article or this video.

In the second half, I talk about a new, more specific definition for “elegance” as applied to game design. Relevant is this episode of 3 Minute Game Design, where I talk about the “old definition”. Let me know what you think of my new thoughts on the topic.

As always, you can support the show by visiting http://www.patreon.com/keithburgun. Thanks for listening!

CGD Podcast Episode 14: Failed “Fighting Card Game” Prototypes

In this episode, I discuss some of my many spectacular game design failures!

yKj3VBj

I tried about 30 times at least to create a simple yet deep 2 player “fighting card game”. Something I didn’t even get into in the podcast was the fact that the “fighting” theme is probably part of the issue.

I know a lot of episodes have been somewhat esoteric, not-exactly-game-design recently, so this one is 100% pure unadulterated game design experience. Enjoy!