Today I have an interview with Civilization V designer, Jon Shafer. Jon's an experienced 4X strategy game player and creator, and I wanted to talk to him about the design issues these kinds of games tend to face. Here's a few subjects we talk about:
- Diplomacy systems
- Lack of dynamics in the late (and often mid) game
- How combat should be resolved, if it exists at all
- Match length
- Victory conditions
... just to name a few. Jon is currently working on the successfully Kickstarted At the Gates
, which you can play an early access version of here
Note: Jon's audio is a little bit spotty in the first 10 minutes of the interview, but it clears up! Enjoy!
Thanks for listening! If you enjoyed the show, please consider supporting my work at www.patreon.com/keithburgun. Special thanks to Jean-Marc Neilly, and a big thank you to all my patrons for making this show possible.
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
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.
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.
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.
Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I've ever seen.
(By the way: yes-relation! James is the son of Frank Lantz, who you can hear in my episodes 23 and 24.)
Some topics covered:
- How James came to work for Klei
- Our opinions on how to market strategy games
- A little discussion about League of Legends and last-hitting
- Game design writing
- A bit about what growing up as the son of a game designer was like
Thanks for listening! As always, you can support the show on Patreon by going to http://www.patreon.com/keithburgun
. Thanks for listening!