Browsed by
Month: July 2017

#173: Game Design Axioms

#173: Game Design Axioms

Description
Dirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.

Kathryn Hymes – @chicalashaw, thornygames.com
Rob Daviau – @robdaviau
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:06 – Greetings
  • 0:22 – Rob has a sultry voice
  • 0:41 – Kathryn and Rob are on the show together for the first time
  • 0:57 – Game design axioms
  • 1:23 – Axiom – Rob – Never make a person lose a turn
  • 5:26 – How Rob’s experience at Hasbro contributed
  • 6:45 – Axiom – Kathryn – Design for the Human Animal
  • 8:20 – Heuristics – Group info and decisions in 3’s
  • 8:58 – What are humans great at?
  • 10:47 – Insight – The Friction Is The Game
  • 11:57 – Flout Axioms with purpose
  • 12:19 – Kathryn background for her axiom
  • 13:01 – Axiom – Dirk – Know who you are designing for
  • 16:29 – User testing is core to knowing your audience
  • 17:59 – Tips for getting the right play testers
  • 20:37 – Axiom – Rob – Experience is more important than the rules
  • 24:17 – Rule design – people will do what they will do
  • 25:19 – Axiom – Kathryn – Rules relate to emotion
  • 28:11 – How to draw an emotional map
  • 29:22 – Axiom – Dirk – If you want them to like it, make sure they succeed.
  • 34:12 – Design Nuggets from the internet
  • 34:37 – Nugget – Design to guide for the right use
  • 35:27 – Nugget – Your politics or someone else’s
  • 35:52 – Nugget – Be specific
  • 36:21 – Nugget – Tell me why to play your game
  • 36:48 – Nugget – Prioritize projects that are exciting to you
  • 37:38 – Nugget – People value what you make them work for
#172: Mode 7’s Paul Kilduff-Taylor

#172: Mode 7’s Paul Kilduff-Taylor

Description
Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul’s thought provoking article on Medium, “Playing With Toys While People are Dying”

Paul Kilduff-Taylor – @mode7games, www.mode7games.com
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com

Episode Outline

  • 0:17 – Paul’s Background in the games industry
  • 1:14 – What is the game Tokyo 42 about?
  • 2:26 – Is the amount of killing in the game intentional?
  • 3:48 – Frozen Synapse has a smaller scope, why?
  • 5:55 – Discussion on the ‘Charm’ between Tokyo 42 and Frozen Synapse
  • 8:13 – Is frustration and simultaneous turn design a conscious decision in your games?
  • 10:21 – Frozen Synapse 2; why make another?
  • 12:55 – Buy a game, get a give away; how does that work?
  • 15:30 – What are the challenges with indie develops getting visibility
  • 18:56 – What was going on in 2005 that brought the company together?
  • 19:59 – Torque game engine history
  • 21:48 – Introversion as a factor
  • 22:44 – British game industry; how has the scene changed?
  • 24:58 – Larger North American studios shutting down and its impact
  • 26:44 – Procedural content generation
  • 28:07 – Article in Medium “Playing With Toys While People are Dying”
  • 31:19 – Any new projects coming?