Multiplayer games have the rare opportunity to feature multiple modes, distinct ways to play that can provide wildly different experiences. But how do you design the modes that will work best for your game, how does your roster of modes change how players engage with your game, and when is an idea for a new mode just too "out there"?
Special guest Max Grossman of First Strike Games joins us to discuss these questions and more.
Everyone knows that feeling — you die in a game, you respawn, you try again, you die again. You attempting the same section, stuck in a loop of repetition and mounting frustration until you shut the game off in disgust.
Are there better ways to handle failure in games? (Yes.) Can improving your fail states make players engage more with your game? (Absolutely.) Will we manage to explain how in an hour-long podcast? (Doubtful.)
Correction: The Just Cause series is developed by Avalanche Studios, not Frictional Games.
It's well known that co-op makes just about every game more fun. But how do you design a game that takes good advantage of its co-op, and how do you avoid some of its common pitfalls?
We're joined by designer extraordinaire Matthew Moore as we discuss the delights and dilemmas of designing a game for an existing book, movie, comic, or other piece of intellectual property. Plus, we try our hands at some creating some bad adaptations of our own!
We're trying something different this month, as we each share one game that we think is valuable for every designer to play and learn from. Call it a reading list. Except you play things instead of reading them. Playing list sounds real weird, though.
What is Donkey Space, how can designing with it in mind help you create richer competitive games, and will we work out how to coherently explain it before the end of the episode? You'll have to listen to find out!
We delve into the ways that social dynamics can help or hinder your game and how you can use your mechanics to enable and incentivize good social experiences.
We're joined by Magic's own Gavin Verhey as we discuss analyzing your game's mechanics and building content to make the best use of your entire design space.
The gang discusses randomization in games, what makes it compelling, and how you can utilize it in ways that don't feel arbitrary to your players.
The gang is joined by special guest Katie Chironis to discuss player-driven narrative in games. Branching, opt-in, emergent, procedural... we've got 'em all! Plus, is the entire canon of video game narratives inherently misguided?