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Author: Dave Nelson

#209 Kevin Kulp – Swords of the Serpentine

#209 Kevin Kulp – Swords of the Serpentine

Kevin Kulp – @KevinKulp
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
David Heron – @DavidVHeron

00:09 Introduction of Kevin Kulp
00:28 Swords of the Serpentine, is going to beta. What is a beta for an RPG?
02:31 How does gumshoe power a sword and sorcery adventure?
06:27 How does gumshoe development work when you add a random dice roll?
10:47 The relationship between the game and failure states, how does that change when the players are in control to a large degree?
13:42 What is lost by abandoning the classic attribute scores?
15:29 Combat mechanics – How does it work in Swords of the Serpentine?
19:02 What benefits are discovered from running Swords of the Serpentine in beta?
21:07 Maneuvers – what was the problem originally, and what changes were made?
23:16 What makes Swords of the Serpentine unique?
26:19 Timewatch – What were some of the design inspirations for Timewatch?
29:07 What are the culture characteristics of creating a game and creating a hack of a game?
32:09 How does Timewatch help game masters with game settings when you can go anywhere?
34:33 How does the idea of a sensitivity reading play into these games?
36:40 For someone with a first time interest in creating a RPG, what advice does Kevin have?

#208 Game Designer Jennifer Scheurle

#208 Game Designer Jennifer Scheurle


Jennifer Scheurle – @gaohmee, gaohmee.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

00:09 Introduction of Jennifer Scheurle
00:28 Jennifer talks about the game Earthlight
01:30 How about the VR user experience of Earthlight?
03:53 What was is like working with NASA?
08:42 Is there a particular interest in space themed games?
10:05 How has Jennifer’s role as a designer changed, moving from a small studio to a large studio?
12:24 Any advice for solo indie designers who are thinking about moving to a larger team?
14:07 What about hidden mechanics in games?
15:49 What are some of Jennifer’s favorite hidden mechanics in games?
19:16 What are some pitfalls of in-game mechanics?
22:37 Objects in Space: How was the process of working on hardware along with the game?
27:48 What are the biggest challenges in game design education?
32:17 Terms: Art and Artists
33:54 What advice does Jennifer have for aspiring game designers?

#207 Emily Grace Buck

#207 Emily Grace Buck


Emily Grace Buck – @emilybuckshot, ko-fi.com/emilybuckshot
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Reddit – reddit.com/r/TGDRT/

00:26 Emily tells a little about her background in game design
02:40 Emily’s start in the games industry
06:53 How did Emily get into narrative games?
08:08 How do you craft meaningful stories while still giving players agency?
10:44 An example of a particularly hard problem faced on a past project
13:03 In what ways do game mechanics and player interaction impact game play in a positive way?
15:36 Buckshot Interactive’s funding model
20:06 How can one contribute support?
21:39 What current games most excite Emily at this time?
23:00 What advice does Emily have to people starting out in game design

#206 Jon Shafer of Conifer Games – At the Gates

#206 Jon Shafer of Conifer Games – At the Gates


Jon Shafer – @JonShaferDesign, atthegatesgame.com, forum.conifergames.com
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

00:05 Welcome Jon Shafer of Conifer Games
01:31 At the Gates in out and has some cool features
01:51 At the Gates elevator pitch
03:08 Jon has worked on this since 2012, how was it working on it that long?
05:05 David’s memories of his perspective of Jon starting the game
06:16 Where did the motivation come from?
06:47 The source for the clan feature
09:32 First drafts sometimes start as ‘a pile of mechanics’
10:48 Iteration is essential
11:51 How was the game steered away from micromanagement?
16:39 What are the systems that allow players to develop high level strategies in a short, repeatable time frame?
18:53 What are some indicators that would show a player they’re on the right track for their approach to play?
20:38 How do seasons play into the game play?
23:36 Are there any systems where Jon is unsure about because he’s breaking new ground?
29:30 What’s next for Jon Shafer?
30:28 Where can listeners follow the development of At the Gates?
31:26 How has it worked out, deciding to provide transparency to the design process?
33:44 What games might be next for Jon?

#205 Deep Dive – Root: A Game of Woodland Might and Right

#205 Deep Dive – Root: A Game of Woodland Might and Right

Katie Aidley – @katiesgamecrner, instagram.com/katiesgamecorner/ , katiesgamecorner.com
Cole Wehrle – @colewehrle, cole@ledergames.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

00:04 Welcome
00:36 Let’s talk about Cole’s smash hit Root
01:06 The asymmetrical nature within Root
05:29 Procedurally, how were the different positions designed?
06:57 To what degree development increase, going from solid design to a game out the door?
10:03 Katie and Cole’s thoughts about the asymmetry and the inspiration that went into the game
17:55 Postures and strategies
20:26 How the design of Maria and Fredrick, and how they shook Cole
21:51 What are some things that were tough design challenges for Cole
31:00 Final thoughts

#204 Listener Questionnaire Results and the Future of TGDRT

#204 Listener Questionnaire Results and the Future of TGDRT

Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline
– 00:07 Welcome – Preamble – History and upcoming changes
– 03:42 Questionnaire – 01 What best describes your role in the game design community
– 06:21 02 Which genre of gaming do prefer shows about
– 07:20 03 Which show format do you most enjoy
– 08:29 04 What sort of content or show format are we not doing that you’d like us to consider
– 12:46 05 Would you be interested in helping the show in a behind the scenes or volunteer capacity?
– 15:25 06 Apprentice or internships opportunities
– 16:54 07 Host and guest promotion levels
– 18:35 08 Episode frequency
– 20:06 09 Other comments or suggestions
– 24:47 10 Email address requests
– 25:07 More Listener interaction
– 26:41 Sponsorship Opportunities
– 30:27 Final Thoughts

#203 TL Simons – Bloc by Bloc

#203 TL Simons – Bloc by Bloc

TL Simons – outofordergames.com, @blocbybloc
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline
– 00:17 A bit a background about TL
– 01:08 Some information about Bloc by Bloc
– 03:25 TL Talks about what the game is trying to communicate
– 09:57 How is the game based in truth and or historical reference?
– 15:17 How does the second edition take into account any comment or criticism of the first game?
– 19:59 How does the second edition reflect differences in terms of game design?
– 24:51 What is TL’s future in game design?

#202 Listener Questions – Accessibility and Get-Back Mechanics

#202 Listener Questions – Accessibility and Get-Back Mechanics

Cole Wehrle – cole@ledergames.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Kathryn Hymes – @chicalashaw, thornygames.com

 

Episode Outline
– 00:06 Welcome to episode 202
– 00:27 Board games and accessibility
– 01:06 Colorblindness and color selection
– 02:30 Accessibility Teardowns – eight criteria
– 04:43 http://peoplelikeus.co.uk
– 06:54 For a small publisher, it can be expensive and a lot of work
– 10:42 Once a designer is aware of accessibility issues, how do they deal with games that are designed to be difficult?
– 14:53 Any tabletop games that deal with accessibility in interesting ways?
– 19:45 Catherine Stippell’s Nyctophobia: Vampire Encounter
– 23:21 “Get-Back” Mechanics

#201 Tim Burrell-Saward and Smart Speakers

#201 Tim Burrell-Saward and Smart Speakers

Tim Burrell-Saward – @tburrellsaward

David Heron – @DavidVHeron

Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com

Episode Outline
– 00:06 Welcome Tim Burrell-Saward
– 00:27 What does a product designer do?
– 01:47 Company: Sensible Object – What is it about?
– 04:18 How has the game Beasts of Balance done in the market?
– 06:53 Why develop a boardgame AND video game. That seems very complex
– 10:20 What are the challenges in creating an analog/digital experience?
– 12:17 What is the next game Tim is working on? … it involves smart speakers
-15:15 What is the marketing and distribution like on When in Rome?
-17:42 With When in Rome, how did they handle variations where certain components were removed?
– 20:49 Alexa only cross-platform?
– 20:22 What is it like to port between digital assistant platforms?
– 23:19 What are the challenges for designing for a smart speaker platform?- 25:33 What’s coming next?

 

 

#200 Reflections on 200 Episodes of TGDRT

#200 Reflections on 200 Episodes of TGDRT

Cole Wehrle – @colewehrle, cole@ledergames.com
David Heron – @DavidVHeron
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Harrison Pink – @gilespink, harrisonpink@gmail.com
Kathryn Hymes – @chicalashaw, thornygames.com
Rob Daviau – @robdaviau

Episode Outline
– 00:07 Welcome to the 200th episode
– 00:19 Dirks introduces the episode and gives some thoughts on the begining of TGDRT
– 01:15 Listener Survey
– 02:34 Harrison Pink
– 07:43 Kathryn Hymes
– 14:02 Rob Daviau
– 20:40 Cole Wehrle
– 26:19 David Heron
– 33:25 Dirk Knemeyer