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Episodes

#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– 09:57 How is the game based in truth and or historical reference?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

#199 Tabletop Game Designer – Scott Almes

#199 Tabletop Game Designer – Scott Almes

Cole Wehrle – @colewehrle, cole@ledergames.com
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Scott Almes – @scott_almes, boardgamegeek.com

Episode Outline
– 00:11 Welcome Scott Almes
– 00:17 Scott’s games and design perspective
– 01:02 Mechanical engineering meets game design
– 01:57 When it comes to product design, what allows Scott to juggle so many products at once?
– 04:19 Has Scott tried to publish any games on his own?
– 05:49 Scotts connection to Gamelyn Games
– 07:47 What got Scott started on Tiny Epic?
– 09:30 The union of design sensibilities and component innovation
– 12:24 How did Scott in game design?
– 13:22 How did Scott translate is young gaming experiences into design?
– 14:42 What are the different challenges when going from designing smaller games to more robust games?
– 16:00 When designing The Great Dinosaur Rush, did Scott go into the project with a publisher in mind?
– 16:45 How does theme vs mechanics apply for Scott?
– 17:20 How does Scott fit designing games into his other work and family life?
– 18:09 What are the different development demands based on the types of publishers?
– 20:50 Scott shares about his game, Lovelace and Babbage
– 23:53 Lovelace and Babbage; did the theme come first?
– 25:13 After the theme was decided on, how did it get decided to make it a small box game?
– 26:56 How long did it take to get to the fun part of the game?
– 27:38 What about the real-time element of the game?

#198 Michael Woods, 38 Studios and Subatomic Studios

#198 Michael Woods, 38 Studios and Subatomic Studios

David Heron – @DavidVHeron

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

Michael Woods – @exitsanity

Episode Outline

– 00:10 Welcome Michael Woods

– 00:16 Michael and David go back a ways…

– 01:15 Michael talks about joining the Star Trek project

– 02:06 More details on Michael’s history in game design

– 04:05 38 Studios, Copernicus Project

– Curt Schillings company. Michael share about his time there.

– 07:01 After 38 Studios, Michael discusses Subatomic Studios

– 08:27 Michael discusses working on large games to smaller mobile games

– 13:17 The shift from console games to MMOs

– 18:12 How do World of Warcraft and Star Trek compare?

– 23:00 What is Michael doing right now in game design?

– 30:38 What is next for Michael?

#197 Megagames with Ben Kanelos and Leslie Loy

#197 Megagames with Ben Kanelos and Leslie Loy

Ben Kanelos – @bkgamedesign
Dirk Knemeyer – @DKnemeyer, artana.com, dirk@artana.com
Leslie Loy – leslie.loy@westcoastmegagames.com, westcoastmegagames.com

Episode Outline
– 00:22 What is a megagame?
– 01:20 What is the upper limit of the number or players?
– 03:28 What about the player to administrator ratio?
– 04:51 A megagame described.
– 07:46 Mega Board Game vs megagame
– 09:33 What is it like to facilitate a megagame?
– 14:32 How are the rules both strict and modified on the fly in a megagame?
– 17:09 How the social aspect of megagames comes into play.
– 19:17 How do you find out about megagames?
– 22:13 How is technology used in megagames?
– 23:28 How does one get started with playing megagames?
– 25:04 What can new gamers expect with playing a megagame for the first time?
– 27:48 Are there areas of a megagame where a more introverted person can find a place?
– 30:07 Final thoughts

#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

#196 Admired Designers, Unlikely Games Enjoyed and Listener Questions

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

Episode Outline
– 00:07 Welcome!
– 01:50 Admired designers
– 01:55 Brenda Romero, previously known as Brenda Brathwaite
– 02:57 Avery Alder
– 06:50 Jackson Tegu
– 07:46 Unlikely games enjoyed
– 07:54 Murder Mystery Games
– 10:40 PUBG, Player Unknown’s Battlegrounds
– 13:45 Puzzle Strike
– 15:20 Listener Questions
– 15:36 Table footprint; What are ways that the footprint can be addressed in the design process?
– 23:06 Do you think there is room in the industry that allows for games that are actively unpleasant?
– 29:18 Can you think of party games with an moderator that would manage information deficits between players?