The Game Design Round Table
- Autor: Vários
- Narrador: Vários
- Editora: Podcast
- Duração: 313:38:25
- Mais informações
Informações:
Sinopse
Focusing on both digital and tabletop gaming, The Game Design Round Table provides a forum for conversation about critical issues to game design.
Episódios
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#191 Fireball Island
03/04/2018 Duração: 33minIn this episode, David, Dirk, and Rob get together to answer some listener questions, which turn into a good discussion and a deep dive into a single question about promotion. Also, Rob announces a Kickstarter for Fireball Island.
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#190 Listener Questions - Cons, Kids, Games and Names
22/03/2018 Duração: 34minIn this episode, Cole, David, and Dirk get together to answer some listener questions.
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#189 Gaming the Past with Jeremiah McCall
23/02/2018 Duração: 39minIn this episode, Dirk and Cole have a conversation with Jeremiah McCall who uses games in the classroom to help in teaching history.
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#188 Listener Question - You Don't Blind Test a Painting
09/02/2018 Duração: 27minIn this episode, Dirk, Kathryn and Rob get together to answer listener questions around playtesting and professional backgrounds in design.
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#187 Listener Question - Acronym Edition
18/01/2018 Duração: 36minDescription In this episode, David, Dirk and Harrison get together to answer listener questions. Lots of acronyms and great insights in this episode! JRPG, MUD, MMO ... David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Harrison Pink - @gilespink, harrisonpink@gmail.com
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#186 Looking forward and back, 2017 to 2018
29/12/2017 Duração: 31minIn this final episode of 2017, David, Dirk and Kathryn get together to review 2017 and look forward to 2018.
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#185 Game Designer Cole Wehrle
22/12/2017 Duração: 41minIn this episode, David and Dirk speak with game designer Cole Wehrle. They discuss Cole's work and how to find balance designing games with deep historical and cultural context.
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#184: Narrative Designer Edwin McRae
08/12/2017 Duração: 30minIn this episode, Harrison and Dirk speak with Edwin McRae, a narrative designer. They discuss the importance of the narrative line in game design and how it can keep game players engaged throughout a game with immersive details. --------------------- Edwin McRae - www.edmcrae.com, edwin@edmcrae.com Harrison Pink - @gilespink, harrisonpink@gmail.com Dirk Knemeyer - @DKnemeyer, dirk@artana.com, www.artana.com --------------------- Episode Outline 00:14 Welcome Edwin 00:17 Edwin's background 03:34 What is a narrative designer? 05:48 What processes or tools does Edwin use? 07:04 What is jigsaw storytelling? 08:26 What is Harrison's background in narrative storytelling? 10:54 Information on Edwin's work on Path of Exile 13:40 Edwin's background in school and professionally 17:01 Edwin's book writing on narrative design for indies 20:07 Advice to indies on hiring a narrative designer 23:09 What if someone is part way through developing and feels like the narrative is not right 27:27 How would a young writer get exp
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#183: Listener Questions with David, Dirk and Rob
24/11/2017 Duração: 32minIn this episode, David, Dirk and Rob finally get back together to catch up on each other's projects and answer listener questions. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Rob Daviau - @robdaviau --------------------- Episode Outline 00:11 The group is back together again - it's been a while. David, Dirk and Rob catch up with what they've all been up to. 07:55 Listener Questions 08:12 Opinions on the rise of game engine marketplaces. 11:49 What is the ideal listener profile where a game engine would be useful? 13:48 Any particular game design books that are recommended? 20:34 David takes the question back to design, in general, and think of philosophy of design. 23:19 Math models and how they are created. Let me know if you have any questions.
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#182: Game Designer Mike Bithell – Thomas Was Alone
19/10/2017 Duração: 31minIn this episode, Dirk and Harrison have a chat with Mike Bithell, designer of games such as Thomas Was Alone, Volume, EarthShape, and Subsurface Circular. They discuss Mike’s path to success and how he’s been able to make such a variety of games. --------------------- Mike Bithell – @mikebithell, mikebithellgames.com Harrison Pink – @GilesPink, harrisonpink.com, harrisonpink@gmail.com Dirk Knemeyer – @DKnemeyer, www.artana.com, dirk@artana.com --------------------- Episode Outline 0:17 Background on Mike 1:23 How did Mike get into games? 3:43 To what does Mike attribute his success? 5:55 Was it really all luck? How about the marketing side? – How Mike ended up on Steam 7:49 For the game, Thomas is Alone, how did narration get added to the game? 11:54 What about games more recent than Thomas is Alone and their great reviews? 15:24 What makes a game, an Bithell company game? 18:46 What’s next? 21:11 Did lack of marketing actually help? 22:59 How do you balance making customers happy against sales volume? 25:01
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#181: Listener Questions with David and Dirk
05/10/2017 Duração: 31minDescription David and Dirk answer listener questions surrounding game design, board production, 3d printing and play testing. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:13 Listener Questions 0:33 What are the most common mistakes new designers make with blind playtesting? 6:55 What is the current state in board game printing? 8:44 How does it work with games with lots of mini's? 10:56 Will 3D printing change how mini's are handled? 11:46 When you start designing a game, how much research do you do in the genre? 15:00 What are the pros and cons of physical cards vs digital? 21:21 Any advice on identifying broken strategies before taking a game to external testers? 27:03 On a desert island, what games do David and Dirk pick?
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#180: Spy Club from Foxtrot Games; How Collaboration helped deliver results.
28/09/2017 Duração: 40minIn this episode, Dirk is joined by John Schulter, Sarah Graybill and Randy Hoyt to discuss their work on their new game, Spy Club from Foxtrot Games. They describe how their collaboration works and how Foxtrot Games and Black Straw Games fit into this relationship. --------------------- John Schulter & Sarah Graybill - @BlackStrawGames, blackstrawgames.com Randy Hoyt - @Randyhoyt, @foxtrotgames, foxtrotgames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome John, Sarah and Randy - Background 0:35 Discuss the new game, Spy Club, and how they all started on the team 1:18 It is based on another game by Jason D. Kingsley 2:18 These games have a long and intensive development process 3:05 How did it get from Jason to Foxtrot Games 3:53 How did playtesting turn into participation in the dev process? 6:34 Spy Club - what type of game is it? 7:58 John and Sarah have experience in designing games for children 9:54 Is Foxtrot Games making a directed effor
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#179: Elizabeth LaPensée; indigenous self-determination in game development.
21/09/2017 Duração: 36minDescription In this episode, Elizabeth LaPensée joins Kathryn and Dirk and they discuss indigenous self-determination in game development and how a destructive pattern of colonialism is being addressed. --------------------- Elizabeth LaPensée - elizabethlapensee@gmail.com, elizabethlapensee.com Kathryn Hymes - @chicalashaw, thornygames.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:11 Welcome Elizabeth - Background 1:35 Elizabeth's voice and perspective as a game designer 3:07 Themes of culture; How does this impact Elizabeth's making of games 7:46 In the game Invaders, can a player win? Or is it inevitable that they will die? 9:09 How do Grandmother-mechanics fit into a game like Invaders with indigenous game mechanics? 11:42 Is there a larger message that is being told with these games? 12:36 Why might the holocaust in WWII Europe be see differently than the holocaust that was perpetuated on the native American peoples? 17:45 While there a lot of pattern
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#178: Niki Crisci, Will Glow the Wisp
14/09/2017 Duração: 28minIn this episode, Niki Crisci calls in from Germany and chats with David and Dirk about his recently release game, Will Glow the Wisp. They discuss his inspiration for the game and how he's found the time to work on it. --------------------- Niki Crisci - @KeyboardSamuray , parttimeindie.com, store.steampowered.com/app/640890/Will_Glow_the_Wisp/ David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:16 Welcome Niki- Background 0:50 Overview of Niki's new game, Will Glow the Wisp 2:59 Niki's day-job 3:26 Nike's art background and his relationship to making games 6:57 When did Niki get started on Will Glow the Wisp? 14:13 What is the indie game scene like in Germany? 15:58 How has Niki dealt with a smaller supporting community during development? 19:09 Working alone vs working with a team 22:24 What is the hope for this or future games for Niki? 24:02 Advice for beginners
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#177: Tomer Perry, Ethics and Political Theory
07/09/2017 Duração: 23minIn this episode, Tomer Perry, political theorists, avid board and table gamer from Harvard University joins David and Dirk. They discuss how games are used to teach ethics and political theory. --------------------- Tomer Perry - @Perrytom6, ethics.harvard.edu, politicalgamer.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:14 Welcome Tomer - Background 2:45 What impact, is what you're doing, having for people who are teaching? 3:53 Are great opportunity to also explore questions of ethics 7:44 Book: The Art of Losing 10:37 What can be learned from traditional game design? 12:13 What is the innovation that is breaking new ground? 15:31 Are there other fields besides IR that could benefit? 16:52 Tabletop games are easier to reproduce 19:37 Where does this all go moving forward?
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#176: Methodology and Management
24/08/2017 Duração: 31minDavid and Dirk catch up and talk about David's new work. They discuss some of the different ways he's found this new studio operates organizationally and how he thinks it may be a growing trend across the industry. --------------------- David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:38 What is David doing now in terms of job roles and companies? It's not quite what he expected 3:29 What is David's new project? 5:14 David discusses that this is the first time he's run a project from the very beginning. 7:32 Lean Engineering 9:13 How decisions are distributed across a team 12:14 How are the new ideas of developing a game applied in his new environment? 14:42 Where is the design happening? 18:02 What does the team look like? 20:50 What is the impressive part of the way this team is assembled and the game is being developed? 27:07 Is this new way of team design unique to the new company or is it something that is happening across the indu
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#175: Listener Mail August 2017
17/08/2017 Duração: 36minDavid, Dirk, and Kathryn dive into the digital mailbag and take a shot at some listener questions. Topics include Kickstarter Cancellations, design organization and ways to pitch a game. --------------------- Kathryn Hymes - @chicalashaw, thornygames.com David Heron - @DavidVHeron Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com --------------------- Episode Outline 0:20 Everyone thinks it has been a good week. 0:26 Some listener comments 0:36 Listener Michael Hopkins - Kickstarter Cancellations 3:18 Q: Glen Slagel - Do you go back through old notes? 7:17 Q: Tristen Angeles & Ryan Sumo - How do you organize your design? 15:02 Q: Aaron Wilson & Trevor Willis - Pitching a game by video vs. at a convention? 18:15 Q: Tristen & Ryan - How do you organize play tests? 22:53 Art Quality of prototypes - How does high vs. low fidelity impact testing? 26:06 Events for designers 27:00 Q: Derek Tocaz - Score keeping mechanisms - what do you like? 34:23 Kathryn got some cool games while in Japan
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#174: Mo Turkington and LARPs
04/08/2017 Duração: 44minIn this episode, Mo Turkington from Unruly Designs joins Dirk and Kathryn to discuss LARPs and specifically chamber LARPs focused on women in WWII. The conversation also touches on the roles LARPs can have in understanding social privilege. --------------------- Mo Turkington - unrulydesigns.com, moyra@unrulydesigns.com Dirk Knemeyer - @DKnemeyer, artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com --------------------- Episode Outline 0:14 Mo introduced and background 0:49 What is a LARP? 2:02 How does the idea of a LARP fit into Nightingales? 4:18 What attracts Mo to the subject of historical LARP? 8:53 As a designer how do you approach the historical details? 11:43 What are the concrete goals a LARP player has? 17:20 Are LARP games meant to be replayed? 19:51 Differences between LARP and tabletop games 20:40 Onboarding and Offboarding mechanics 25:54 Privilege Lines 29:51 Debreifs 35:12 The changing narratives of LARP, RPG and tabletop games 40:17 What's the right way to play a LARP f
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#173: Game Design Axioms
28/07/2017 Duração: 39minDirk, Kathryn, and Rob get together for the much anticipated game design axioms episode. Listen as they share their their top design principles.---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com Kathryn Hymes - @chicalashaw, thornygames.com Rob Daviau - @robdaviau---------------------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 24:1
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#172: Mode 7's Paul Kilduff-Taylor
14/07/2017 Duração: 33minPaul 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 doe