The classic trio is back on the mics, and we're celebrating by diving into that most classic of game mechanics — grinding! Join us as we debate grinding's definition, discuss why it has such a bad reputation, and explain how it can help players get more from your game and make your life as a game designer easier, then marvel as we do all of this without any relevant credentials or experience to back up our convictions. With no guest to guide us, we're loud, we're sassy, and we're just as pretentious as ever.
The multitalented JR Honeycutt stops by to talk to us about dexterity mechanics, those precise and speedy tests of skill that make everything from Devil May Cry to pool so satisfying to play. Together we dig into the different types of dexterity mechanics: what types of dexterity mechanics exist, makes them fun, and what risks you should be aware when utilizing them.
Then we get extremely sidetracked arguing about the distinctions between games, sports, and sports games. And e-sports. It's a whole thing.
How do you make games that feel competitive for players of all skill levels, while still feeling fair to the players with the most experience? Catch-up mechanics!
Joseph Chen joins us to chat through different kinds of catch-up mechanics, how overpowered catch-up mechanics can take over your game, and that dark cousin of the catch-up mechanic: the runaway leader.
How do you open your game with a bang, hold the player's attention through hours of gameplay, and wrap things up in a way that feels satisfying and complete? We sure the heck don't know, but special guest Nina Freeman (Cibele, Tacoma, how do you Do it?) does!
In this episode, we discuss game introductions, how difficulty progression and story can both drive player engagement, the value of vignette-style storytelling, the way that sports tell stories, and whether games even need endings, plus lots more incisive and indecisive discussion about your favorite games!
More is always better, right? Wrong!
We're joined by games critic and all-around smart egg John Brindle to discuss his Waypoint article analyzing Frank Lantz's brilliant clicker game Universal Paperclips. Along the way, we cover why simple games are often the most impactful, how to make sure your game says what you want it to say, and the dangers of including mechanics without considering all of their implications.
We also talk about paperclips. Lots and lots of paperclips.
Everyone plays games, but games aren't always designed with everyone in mind. In this episode, we're joined by [Dee Del Rosario](https://twitter.com/scumbling) as we discuss how to build games that include and appeal to as many people as possible. We cover why representational inclusivity is so important, tools for making your games more accessible, how to support marginalized creators, and the importance of putting in the effort to do your research and remaining critical of your own work.
Plus, we recommend tons of great groups, conferences, and talks for you to investigate and get involved with to learn even more!
Remember: be critical of your own work, keep and open mind, and always be willing to listen.
We talk a lot about how to make your games better, but how do you make yourself better? Emma Larkins joins us to discuss honing your analytical skills, the importance of daily practice, valuable game design resources, and how to not take feedback personally.
Join in the fun by posting your own design practice to #gamedesigndaily on Twitter, Instragram, or your hashtaggable social media service of choice!
We're back with the next episode of our increasingly numerically fraught Reading List subseries! This time Ryan, Rob, and Jon are joined by special guest Vivian Wong to discuss some of our favorite 'unpolished gems' -- games that might not be remembered as best in class (or remembered at all), but that still have great ideas that are worth taking a second look at.
Games covered this time include Candy Box, Dream Quest, High School Dreams: Best Friends Forever, and Chulip.
Apologies for the inconsistent audio quality this episode. We had some technical issues while recording, and Jon had to patch the episode together from multiple backups like some terrible audio Frankenstein. (Happy Halloween, everybody!)
We embark on an epic quest as Riot Games' own Brian 'FeralPony' Feeney joins us to share the secrets of designing characters for hero-based games. Do you like MOBAs? Hero shooters? Class-based RPGs? Rad games in general? Then you should listen to this episode!
With Brian's help, we dig into concepting and playtesting new characters, making sure each one stands out in your roster, how to set yourself to effectively balance them after they launch, and much, much more.
Grab your magic sword, pull up a chair, and prepare thyself, for this is our most heroic episode yet!
Let's get this party started! We're joined by friend of the show Matthew Moore (Do Better Games) to discuss what goes into making a great party game — and what the heck a party game even is, anyway. Topics include the importance of quickly teachable gameplay, simultaneous play, and support for large groups of players, along with the variance kinds of creative expression possible in party games.