Info

Pretentious Game Ideas

The monthly game design podcast that you haven't been waiting for! Join us as we discuss, explore, and get out of our depths in a new game design topic every episode.
RSS Feed Subscribe in Apple Podcasts
2019
August
July
June
May
April
March
February


2018
December
November
September
July
May
March
January


2017
November
October
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March
February
January


Categories

All Episodes
Archives
Categories
Now displaying: Page 2
Mar 18, 2019

The gang discusses Mario Kart 8's various gameplay assistance features and how they manage to walk the line between making the game more accessible while still maintaining its competitive spirit.

Mar 11, 2019

Ryan leads the gang through a discussion of healthy work-life practices for game designers. How can you change your work habits to optimize your productivity, focus your creative energies where they're most important, and avoid the dreaded burnout? All will be revealed!

Mar 5, 2019

The gang digs into Mysterium's clairvoyancy token mechanic. What does it add to the game? Does it have to be so dang complex? How did it become part of the design in the first place? And could all of this be the work of malicious spirits influencing the designers from beyond the grave?

Feb 25, 2019

The gang talks about Supergiant Games' new early access roguelike Hades and its excellent Boon system, which allows players to temporarily increase the game's difficulty for the chance to earn a permanent bonus.

Feb 18, 2019

The gang discusses Matt Leacock's 2013 cooperative board game Forbidden Desert. Although the game is considered by many to be a modern classic, we're digging into its Meteorologist class, and how one of its abilities is just... not fun?

Feb 11, 2019

The gang discusses Final Fantasy Tactics Advance's unique judge system, which imposed various restrictive laws on players during battle to force them to diversify their tactics. While this mechanic is a common one in tactics games, FFT:A took it one step further by personifying the laws as living NPCs: judges who could be attacked, distracted, and, most importantly... blamed.

Feb 4, 2019

We're back, and we're trying something a little different this time! It turns out that some design topics don't necessarily justify a full hour-plus episode all on their own, but are still worth talking about! To that end, we're introducing PGI Quickplays -- shorter, more frequent episode that deliver bite-sized chunks of game design bullshit to you on the weeks where we don't have a full-sized episode for you.

 

In our inaugural Quickplay, we dig into Valeria: Card Kingdoms, a dice-rolling and tableau building game that is suspiciously similar to Machi Koro, and yet somehow a lot more fun to play...

Dec 30, 2018

How do you turn an idea into a game, and how do you make sure that game maintains the spirit of that idea as you develop it? We're joined by Meat Boy level design mavenTowerFall world champion, and all-round charmer Kyle Pulver to solve these problems once and for all! Along the way, we discuss the value of applying constraints to your design, how to define your game by 'pivoting' through your design space, and how making a game is kind of like navigating a canoe. Or blowing up a flour mill. If you like strained metaphors, this is definitely the episode for you.

Nov 22, 2018

It's been a little while since we got everyone together in front of the mic, so we're taking it easy this episode to catch up and talk about some games we've been playing!

 

Rob's been exploring Fantasy Flight's line of Arkham Horror tabletop games, Jon's got lost in Hollow Knight, and Ryan took a relaxing vacation in Super Mario Odyssey.

 

Join us as we talk through what we like and dislike about each of these games... except Super Mario Odyssey. There's basically nothing bad we can say about that game.

Sep 3, 2018

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.

 

« Previous 1 2 3 4 5 Next »