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Clio Yun-su Davis Domain_9 Game Designer

clean engelstein@alum.mit.edu episodic Ludology 263 - Keepsakes and Tokens Sun, 14 Nov 2021 16:55:00 +0000 Erica and Sen chat with Shing Yin Khor, game designer, installation artist, illustrator, award-winning cartoonist, and Bunyan-ologist.

Shing Yin is the designer of the game A Mending, in which players literally sew their actions into cloth, and co-designer (with Jeeyon Shim) of the game Field Guide to Memory.

Shing Yin calls both games "keepsake games," as they both leave artifacts of play that tell the story of the game experience.

SHOW NOTES

4m15s: Gasha/gacha machine

7m05s: We chatted with Jeeyon on Ludology 244 - Games Brought to Life.

10m04s: The Oraclebird

12m17s: Gnomes, a Dutch book written by Wil Huygen and illustrated by Rien Poortvliet.

16m21s: In games, diegesis refers to anything that fits within the narrative world. If a video game wants characters to move right on the screen, they can do it diegetically by showing objects being blown to the right, or non-diegetically by flashing an arrow on the screen pointing to the right. Examples of board games that use diegesis well are Inhuman Conditions and Ca$h 'n Guns.

17m05s: Space Gnome Space

19m05s: Paul Bunyan

25m17s: We discussed audience agency with Haley E.R. Cooper and Cameron Cooper of Strange Bird Immersive in Ludology 214 - Escape from Reality. Shing Yin mentions Sleep No More as an example of immersive theater.

26m49s: Geoff and Gil wrestled with the definition of "game" in Ludology 151 - High Definition.

30m34s: The RPGs For the Queen and The Quiet Year

34m55s: We chatted with the tireless Banana Chan in Ludology 228 - The Roles We Play. The game they made with Sen is Exquisite Crime.

39m39s: A helpful visual:A tin of Royal Dansk Danish Butter Cookies, usually used to hold knick-knacks like sewing supplies 41m37s: Car Wars

]]>
Erica and Sen chat with Shing Yin Khor, game designer, installation artist, illustrator, award-winning cartoonist, and Bunyan-ologist.

Shing Yin is the designer of the game A Mending, in which players literally sew their actions into cloth, and co-designer (with Jeeyon Shim) of the game Field Guide to Memory.

Shing Yin calls both games "keepsake games," as they both leave artifacts of play that tell the story of the game experience.

SHOW NOTES

4m15s: Gasha/gacha machine

7m05s: We chatted with Jeeyon on Ludology 244 - Games Brought to Life.

10m04s: The Oraclebird

12m17s: Gnomes, a Dutch book written by Wil Huygen and illustrated by Rien Poortvliet.

16m21s: In games, diegesis refers to anything that fits within the narrative world. If a video game wants characters to move right on the screen, they can do it diegetically by showing objects being blown to the right, or non-diegetically by flashing an arrow on the screen pointing to the right. Examples of board games that use diegesis well are Inhuman Conditions and Ca$h 'n Guns.

17m05s: Space Gnome Space

19m05s: Paul Bunyan

25m17s: We discussed audience agency with Haley E.R. Cooper and Cameron Cooper of Strange Bird Immersive in Ludology 214 - Escape from Reality. Shing Yin mentions Sleep No More as an example of immersive theater.

26m49s: Geoff and Gil wrestled with the definition of "game" in Ludology 151 - High Definition.

30m34s: The RPGs For the Queen and The Quiet Year

34m55s: We chatted with the tireless Banana Chan in Ludology 228 - The Roles We Play. The game they made with Sen is Exquisite Crime.

39m39s: A helpful visual: 41m37s: Car Wars

]]>
56:28 clean full
Biography of a Board Game 262.5 - Risk Legacy Sun, 07 Nov 2021 16:55:00 +0000 Scott Rogers takes us to the inception of the legacy game, and the one that started it all: Rob Daviau's Risk Legacy. 

BIBLIOGRAPHY OF A BOARD GAME:

  • https://www.eurogamer.net/articles/2016-04-03-the-legacy-of-rob-daviau-the-man-who-helped-flip-boardgames-on-their-head
  • https://www.gdcvault.com/play/1024259/Legacy-Games-From-Risk-to
  • https://www.polygon.com/tabletop-games/22740263/risk-legacy-sequel-shadow-forces-announcement-release-date-price
  • https://boardgamedesignlab.com/designing-legacy-games-with-jamey-stegmaier/
]]>
Scott Rogers takes us to the inception of the legacy game, and the one that started it all: Rob Daviau's Risk Legacy. 

BIBLIOGRAPHY OF A BOARD GAME:

  • https://www.eurogamer.net/articles/2016-04-03-the-legacy-of-rob-daviau-the-man-who-helped-flip-boardgames-on-their-head
  • https://www.gdcvault.com/play/1024259/Legacy-Games-From-Risk-to
  • https://www.polygon.com/tabletop-games/22740263/risk-legacy-sequel-shadow-forces-announcement-release-date-price
  • https://boardgamedesignlab.com/designing-legacy-games-with-jamey-stegmaier/
]]>
14:43 clean full
Ludology 262 - This Guilty Podcast Sun, 31 Oct 2021 15:55:00 +0000 Erica and Gil are delighted to welcome designer Amabel Holland of Hollandspiele, known for making games with challenging themes using an unconventional publishing model. 

SHOW NOTES

0m58s: Supply Lines of the American Revolution, Table Battles, Irish Gauge, This Guilty Land, Nicea, The Vote.

7m08s: Amabel is talking about her forthcoming game Eyelet.

15m02s: This is Geoff's game Versailles 1919, co-designed with Mark Herman.

17m28s: Benedict Arnold

18m34s: The Shackleton Expedition

21m16s: The Vote

28m22s: Nicea

31m38s: Irish Gauge, Northern Pacific, Iberian Gauge

32m29s: Winsome, Rio Grande

34m23s: Chicago Express

34m55s: Meltwater, An Infamous Traffic

36m11s: RIBBIT: The Jump, Move, and Block Game, Table Battles

38m51s: New Mill

43m45s: Westphalia

48m18s: Freddie Mac and Fannie Mae

49m52s: Cheapass Games

53m46s: Tobacco misinformation campaign

54m37s: Gil was thinking of Brandolini's Law, aka the BS Asymmetry Principle.

57m55s: Horse & Musket

59m03s: Deinocheirus, Pterodactyl, Therizinosaurus

]]>
Erica and Gil are delighted to welcome designer Amabel Holland of Hollandspiele, known for making games with challenging themes using an unconventional publishing model. 

SHOW NOTES

0m58s: Supply Lines of the American Revolution, Table Battles, Irish Gauge, This Guilty Land, Nicea, The Vote.

7m08s: Amabel is talking about her forthcoming game Eyelet.

15m02s: This is Geoff's game Versailles 1919, co-designed with Mark Herman.

17m28s: Benedict Arnold

18m34s: The Shackleton Expedition

21m16s: The Vote

28m22s: Nicea

31m38s: Irish Gauge, Northern Pacific, Iberian Gauge

32m29s: Winsome, Rio Grande

34m23s: Chicago Express

34m55s: Meltwater, An Infamous Traffic

36m11s: RIBBIT: The Jump, Move, and Block Game, Table Battles

38m51s: New Mill

43m45s: Westphalia

48m18s: Freddie Mac and Fannie Mae

49m52s: Cheapass Games

53m46s: Tobacco misinformation campaign

54m37s: Gil was thinking of Brandolini's Law, aka the BS Asymmetry Principle.

57m55s: Horse & Musket

59m03s: Deinocheirus, Pterodactyl, Therizinosaurus

]]>
01:00:57 clean full
GameTek Classic 261.5 - Rent Sun, 24 Oct 2021 15:55:00 +0000 Geoff explains a mathematical algorithm that can help potential roommates figure out how to split the rent, if an even split would be unfair and the roommates do not value the rooms the same way. This mechanism is just dying to be used in a game!]]> Geoff explains a mathematical algorithm that can help potential roommates figure out how to split the rent, if an even split would be unfair and the roommates do not value the rooms the same way. This mechanism is just dying to be used in a game!]]> 05:18 clean full Ludology 261 - Tinner's Tips and Tricks Sun, 17 Oct 2021 15:55:00 +0000 Gil and Scott are delighted to welcome Martin Wallace back to the show. Martin was first on the show on Ludology 46 - Getting Down to Brass Tacks back in 2012 with Geoff Engelstein and a very enthusiastic Ryan Sturm. In this episode, we catch up with Martin to see what he's been up to in the last 9 years.

Martin is the designer of many well-loved strategy games, like Brass, Age of Steam (and all its related games, like Railways of the World), London, A Study in Emerald, AuZtralia, and A Study in Emerald.

Technical note: Martin's recording has some dropouts in it; unfortunately, those seemed to come straight from his microphone, so there wasn't much we could do about them. We hope you enjoy the episode anyway!

SHOW NOTES

1m25s: Lords of Creation

4m31s: Gloomhaven, the North Sea Trilogy from Garphill Games, Jamey Stegmaier.

8m06s: The Exit games, and the Unlock! games

11m53s: Games Workshop, Ian Livingstone, the British Steve Jackson, the American Steve Jackson, and the Fighting Fantasy books.

16m18s: Anno 1800

20m08s: Catan, Dune Imperium

23m55s: Age of Industry

25m18s: "Canal holidays"

27m28s: The World Transplant Games

32m46s: A Study in Emerald

34m18s: Gil regrets not pushing back on this point a bit harder; he doesn't think turning indigenous people into monsters is as effective a technique as Martin does. For a good perspective, check out Dan Thurot's post about this on his excellent blog Space-Biff.

35m53s: Terry Pratchett and Discworld

38m41s: Martin is referring to the events of May 68 in France.

43m53s: Imperium Legends, De Vulgari Eloquentia

45m28s: Ankh: Gods of Egypt, Medina, and "zugzwang"

48m40s: Our favorite Star Wars clones: Starcrash, Battle Beyond the Stars, and a special shout-out to Fugitive Alien.

49m10s: Carcassonne

53m03s: Discworld: Ankh-Morpork, Doctor Who: The Card Game

55m13s: Disclaimer: Many of us on Ludology are pretty down on the HP series these days, due to the bigoted views of its author.

56m59s: The video game Stellaris, the fantasy series His Dark Materials, and the fantasy collection The Silmarillion.

1h00m05s: Rocketmen

1h00m57s: The humble pasty

1h03m32s: Hobo code

]]>
Gil and Scott are delighted to welcome Martin Wallace back to the show. Martin was first on the show on Ludology 46 - Getting Down to Brass Tacks back in 2012 with Geoff Engelstein and a very enthusiastic Ryan Sturm. In this episode, we catch up with Martin to see what he's been up to in the last 9 years.

Martin is the designer of many well-loved strategy games, like Brass, Age of Steam (and all its related games, like Railways of the World), London, A Study in Emerald, AuZtralia, and A Study in Emerald.

Technical note: Martin's recording has some dropouts in it; unfortunately, those seemed to come straight from his microphone, so there wasn't much we could do about them. We hope you enjoy the episode anyway!

SHOW NOTES

1m25s: Lords of Creation

4m31s: Gloomhaven, the North Sea Trilogy from Garphill Games, Jamey Stegmaier.

8m06s: The Exit games, and the Unlock! games

11m53s: Games Workshop, Ian Livingstone, the British Steve Jackson, the American Steve Jackson, and the Fighting Fantasy books.

16m18s: Anno 1800

20m08s: Catan, Dune Imperium

23m55s: Age of Industry

25m18s: "Canal holidays"

27m28s: The World Transplant Games

32m46s: A Study in Emerald

34m18s: Gil regrets not pushing back on this point a bit harder; he doesn't think turning indigenous people into monsters is as effective a technique as Martin does. For a good perspective, check out Dan Thurot's post about this on his excellent blog Space-Biff.

35m53s: Terry Pratchett and Discworld

38m41s: Martin is referring to the events of May 68 in France.

43m53s: Imperium Legends, De Vulgari Eloquentia

45m28s: Ankh: Gods of Egypt, Medina, and "zugzwang"

48m40s: Our favorite Star Wars clones: Starcrash, Battle Beyond the Stars, and a special shout-out to Fugitive Alien.

49m10s: Carcassonne

53m03s: Discworld: Ankh-Morpork, Doctor Who: The Card Game

55m13s: Disclaimer: Many of us on Ludology are pretty down on the HP series these days, due to the bigoted views of its author.

56m59s: The video game Stellaris, the fantasy series His Dark Materials, and the fantasy collection The Silmarillion.

1h00m05s: Rocketmen

1h00m57s: The humble pasty

1h03m32s: Hobo code

]]>
01:05:37 clean full
Biography of a Board Game Classic 260.5 - Risk Sun, 10 Oct 2021 15:55:00 +0000 For this week, we're replaying the very first Biography of a Board Game that aired on Ludology. In it, Scott talks about the classic game that got so many fans and designers into the hobby: Risk.]]> For this week, we're replaying the very first Biography of a Board Game that aired on Ludology. In it, Scott talks about the classic game that got so many fans and designers into the hobby: Risk.]]> 07:29 clean full Ludology 260 - An App-titude for Game Design Sun, 03 Oct 2021 15:55:00 +0000 Scott and Gil welcome Nikki Valens, designer of Mansions of Madness: Second Edition, Eldritch Horror, Legacy of Dragonholt, Quirky Circuits, and the upcoming Artisans of Splendent Vale. We talk about making programming games like Quirky Circuits, app-driven games like Mansions of Madness, and campaign games like Legacy of Dragonholt.

SHOW NOTES

1m27s: Brown College

3m22s: Robo Rally

3m50s: Colt Express

5m53s: Magic Maze

8m18s: The Mind

12m26s: Ra, Medici

35m49s: Betrayal Legacy

42m00s: "FFG" refers to Fantasy Flight Games, where Nikki worked for several years.

43m07s: XCOM: The Board Game

52m24s: Here's a compilation video of cats riding Roombas...

]]>
Scott and Gil welcome Nikki Valens, designer of Mansions of Madness: Second Edition, Eldritch Horror, Legacy of Dragonholt, Quirky Circuits, and the upcoming Artisans of Splendent Vale. We talk about making programming games like Quirky Circuits, app-driven games like Mansions of Madness, and campaign games like Legacy of Dragonholt.

SHOW NOTES

1m27s: Brown College

3m22s: Robo Rally

3m50s: Colt Express

5m53s: Magic Maze

8m18s: The Mind

12m26s: Ra, Medici

35m49s: Betrayal Legacy

42m00s: "FFG" refers to Fantasy Flight Games, where Nikki worked for several years.

43m07s: XCOM: The Board Game

52m24s: Here's a compilation video of cats riding Roombas...

]]>
55:17 clean full
GameTek Classic 259.5 - P-Hacking Sun, 26 Sep 2021 15:55:00 +0000 Geoff continues his dive into the probability of Pop-O-Matic dice, this time discussing how experiment results can be misrepresented through P-Hacking. ]]> Geoff continues his dive into the probability of Pop-O-Matic dice, this time discussing how experiment results can be misrepresented through P-Hacking. ]]> 08:54 clean full Ludology 259 - Wheels Down Sun, 19 Sep 2021 15:55:00 +0000 Gil and Sen are delighted to welcome Sara Thompson to discuss depictions of disability in tabletop games. Sara is the creator of the Combat Wheelchair for D&D, and of the Medicine on the Path supplement for The Witcher Pen & Paper RPG.

SHOW NOTES

0m49s: Critical Role, with GM Matt Mercer.

3m35s: The D&D campaign Storm King's Thunder.

15m075s: The Greek god Hephaestus.

17m23s: Jennifer Kretchmer's Twitter.

21m35s: The thread in question, in which Sara describes Geralt as disabled and how that significantly affects his story.

25m08s: The Witcher: Baptism of Fire.

32m44s: Lauren Hissrich, showrunner of The Witcher TV show.

33m45s: A sample clip of the very silly Steve Martin film Dead Men Don't Wear Plaid.

46m46s: Amanda Leduk's book Disfigured: On Fairy Tales, Disability, and Making Space.

52m19s: The Witcher: A Tome of Chaos supplement for The Witcher RPG.

53m22s: The Combat Wheelchair was featured on Critical Role episode C2E113 A Heart Grown Cold (at least, we're pretty sure it was!). It was used by NPC Dagen Underthorn. Also, Critter Hug is a show with Critical Role participants Matthew Mercer and Mica Burton interviewing people in the tabletop community. Here's the episode with Sara; you might recognize a couple other friendly faces in the same episode!

]]>
Gil and Sen are delighted to welcome Sara Thompson to discuss depictions of disability in tabletop games. Sara is the creator of the Combat Wheelchair for D&D, and of the Medicine on the Path supplement for The Witcher Pen & Paper RPG.

SHOW NOTES

0m49s: Critical Role, with GM Matt Mercer.

3m35s: The D&D campaign Storm King's Thunder.

15m075s: The Greek god Hephaestus.

17m23s: Jennifer Kretchmer's Twitter.

21m35s: The thread in question, in which Sara describes Geralt as disabled and how that significantly affects his story.

25m08s: The Witcher: Baptism of Fire.

32m44s: Lauren Hissrich, showrunner of The Witcher TV show.

33m45s: A sample clip of the very silly Steve Martin film Dead Men Don't Wear Plaid.

46m46s: Amanda Leduk's book Disfigured: On Fairy Tales, Disability, and Making Space.

52m19s: The Witcher: A Tome of Chaos supplement for The Witcher RPG.

53m22s: The Combat Wheelchair was featured on Critical Role episode C2E113 A Heart Grown Cold (at least, we're pretty sure it was!). It was used by NPC Dagen Underthorn. Also, Critter Hug is a show with Critical Role participants Matthew Mercer and Mica Burton interviewing people in the tabletop community. Here's the episode with Sara; you might recognize a couple other friendly faces in the same episode!

]]>
59:37 clean full
Ludology 258.5 - Quirkle Sun, 12 Sep 2021 18:26:11 +0000 Scott takes us through the history of Quirkle, the smash hit game from Susan McKinley Ross. ]]> Scott takes us through the history of Quirkle, the smash hit game from Susan McKinley Ross. ]]> 05:46 clean full Ludology 258 - Fun with Facehuggers Sun, 05 Sep 2021 15:55:00 +0000 Scott sits down with Erica, Gil, and Sen to discuss the design and making of his newest game, Alien: Fate of the Nostromo. We also discuss designing to an IP, and how to make a horror game.

SHOW NOTES

0m58s: The original Alien film

1m31s: The other board game based on the film Alien. Scott is not counting board games influenced by the film without the official license, like Nemesis or The Awful Green Things From Outer Space. He's also only counting games based specifically on the original film, so board games based on any of the sequels, like Aliens, or Alien vs. Predator, do not count.

1m38s: The "Optimus Prime Conundrum" is a term coined by the legendary and wonderful podcast Flip the Table. It describes a situation where a game breaks the IP it's based on by allowing multiple copies of one character. This was coined in their very first episode, in which they reviewed the Transformers Adventure Game, where each player gets to play a separate version of Optimus Prime.

2m00s: The publisher Ravensburger. Note that Scott pronounces it "Ray-vensburger", while the other hosts pronounce it "Rah-vensburger".

3m34s: The films Elf, Home Alone, and Gremlins, and the animated series Gargoyles.

8h25m: The Topps Alien trading card set.

11m15s: The Betrayal games.

14m11s: Back to the Future: Dice through Time.

16m06s: The film Ten Little Indians, also known as And Then There Were None. There have been several versions of this film, all based on an Agatha Christie novel.

28m59s: Scott is correct in that Alien is the first film to provide a genuine "cat scare" - that is, a jump scare that turns out to just be a harmless cat. The so-called "cat scare," in which the source of a jump scare turns out to be something ordinary, appeared 35 years before Alien. TV Tropes credits it to producer Val Lewton, in his 1942 film Cat People.  However, despite the film's name, the source of the scare was a bus, not a cat. Note that one month after Alien's wide release in the US, The Amityville Horror came out; it also featured a cat-powered "cat scare." Perhaps between these two films, the cliche was solidified.

34m15s: The Horrified games: Horrified and Horrified: American Monsters. A short checklists of cryptids: Bigfoot, Mothman, Windigo, and the Jersey Devil.

36m39s: Camp Grizzly

37m17s: Clue/Cluedo, 1313 Dead End Drive

39m19s: Dread

39m51s: Kingdom: Death Monster

41m03s: Peter Jackson's "splatstick" film Braindead (released in North America as Dead Alive)

42m49s: Dixit, Weird Stories, Unspeakable Words

44m03s: Final Girl

45m05s: Mansions of Madness

47m47s: Geoff's book Achievement Relocked, Ico, Death Stranding, Brothers: A Tale of Two Sons, Aerith from Final Fantasy VII

49m15s: Nyctophobia, Ten Candles, Vampire Hunter, Waldschattenspiel/Shadows in the Forest

51m39s: Apocrypha, the World of Darkness series of games (including Vampire: The Masquerade)

53m33s: Erica's news: Disney Sidekicks, Rat Queens: To the Slaughter

54m29s: Sen's news: Avatar Legends RPG

55m16s: Gil's news: GameTek on the global shipping snarl, Weird Stories

]]>
Scott sits down with Erica, Gil, and Sen to discuss the design and making of his newest game, Alien: Fate of the Nostromo. We also discuss designing to an IP, and how to make a horror game.

SHOW NOTES

0m58s: The original Alien film

1m31s: The other board game based on the film Alien. Scott is not counting board games influenced by the film without the official license, like Nemesis or The Awful Green Things From Outer Space. He's also only counting games based specifically on the original film, so board games based on any of the sequels, like Aliens, or Alien vs. Predator, do not count.

1m38s: The "Optimus Prime Conundrum" is a term coined by the legendary and wonderful podcast Flip the Table. It describes a situation where a game breaks the IP it's based on by allowing multiple copies of one character. This was coined in their very first episode, in which they reviewed the Transformers Adventure Game, where each player gets to play a separate version of Optimus Prime.

2m00s: The publisher Ravensburger. Note that Scott pronounces it "Ray-vensburger", while the other hosts pronounce it "Rah-vensburger".

3m34s: The films Elf, Home Alone, and Gremlins, and the animated series Gargoyles.

8h25m: The Topps Alien trading card set.

11m15s: The Betrayal games.

14m11s: Back to the Future: Dice through Time.

16m06s: The film Ten Little Indians, also known as And Then There Were None. There have been several versions of this film, all based on an Agatha Christie novel.

28m59s: Scott is correct in that Alien is the first film to provide a genuine "cat scare" - that is, a jump scare that turns out to just be a harmless cat. The so-called "cat scare," in which the source of a jump scare turns out to be something ordinary, appeared 35 years before Alien. TV Tropes credits it to producer Val Lewton, in his 1942 film Cat People.  However, despite the film's name, the source of the scare was a bus, not a cat. Note that one month after Alien's wide release in the US, The Amityville Horror came out; it also featured a cat-powered "cat scare." Perhaps between these two films, the cliche was solidified.

34m15s: The Horrified games: Horrified and Horrified: American Monsters. A short checklists of cryptids: Bigfoot, Mothman, Windigo, and the Jersey Devil.

36m39s: Camp Grizzly

37m17s: Clue/Cluedo, 1313 Dead End Drive

39m19s: Dread

39m51s: Kingdom: Death Monster

41m03s: Peter Jackson's "splatstick" film Braindead (released in North America as Dead Alive)

42m49s: Dixit, Weird Stories, Unspeakable Words

44m03s: Final Girl

45m05s: Mansions of Madness

47m47s: Geoff's book Achievement Relocked, Ico, Death Stranding, Brothers: A Tale of Two Sons, Aerith from Final Fantasy VII

49m15s: Nyctophobia, Ten Candles, Vampire Hunter, Waldschattenspiel/Shadows in the Forest

51m39s: Apocrypha, the World of Darkness series of games (including Vampire: The Masquerade)

53m33s: Erica's news: Disney Sidekicks, Rat Queens: To the Slaughter

54m29s: Sen's news: Avatar Legends RPG

55m16s: Gil's news: GameTek on the global shipping snarl, Weird Stories

]]>
57:35 clean full
GameTek 275.5 - Pop-O-Matic Sun, 29 Aug 2021 15:55:00 +0000 Geoff harnesses all his mathematical techniques to answer a burning question: are Pop-O-Matic dice truly random?]]> Geoff harnesses all his mathematical techniques to answer a burning question: are Pop-O-Matic dice truly random?]]> 07:27 clean full Ludology 257 - All About That Ace Sun, 22 Aug 2021 15:55:00 +0000 Geoff (making a one-off Ludology return) and Gil chat with Al Leonardi, designer of the legendary picture-book game Ace of Aces, and a legion of spinoffs using the same brilliant first-person system.

SHOW NOTES

4m19s: Richthofen's War

8m18s: If you're interested about Ace of Ace's mathematical underpinnings, and its true nature as a hex-grid game, here's Geoff's article.

9m52s: There were two Star Wars games Al worked on: Star Wars: Starfighter Battle Book, and Star Wars Lightsaber Dueling (which was based on Lost Worlds, which we discuss later in the episode). Also: Dragonriders of Pern: The Book Game, Bounty Hunter: Shootout at the Saloon, and Ace of Aces: Wingleader.

11m11s: The Immelman turn, in World War I, was a difficult maneuver that allowed a skilled pilot to turn their aircraft around quickly. In modern aerobatics, it now refers to a type of half-loop.

16m58s: "Ditto sheets," known in the UK as a "Banda machine," refers to a method of print duplication used for much of the 20th century, and very popular in American schools at the time. People of a certain age will recall paper quizzes with a distinctive blue ink on the paper.

22m16s: Two more aerial maneuvers: the wingover, and the snap roll.

25m32s: Lost Worlds

27m48s: The Society for Creative Anachronism.

39m15s: TransAmerica, Ticket To Ride

]]>
Geoff (making a one-off Ludology return) and Gil chat with Al Leonardi, designer of the legendary picture-book game Ace of Aces, and a legion of spinoffs using the same brilliant first-person system.

SHOW NOTES

4m19s: Richthofen's War

8m18s: If you're interested about Ace of Ace's mathematical underpinnings, and its true nature as a hex-grid game, here's Geoff's article.

9m52s: There were two Star Wars games Al worked on: Star Wars: Starfighter Battle Book, and Star Wars Lightsaber Dueling (which was based on Lost Worlds, which we discuss later in the episode). Also: Dragonriders of Pern: The Book Game, Bounty Hunter: Shootout at the Saloon, and Ace of Aces: Wingleader.

11m11s: The Immelman turn, in World War I, was a difficult maneuver that allowed a skilled pilot to turn their aircraft around quickly. In modern aerobatics, it now refers to a type of half-loop.

16m58s: "Ditto sheets," known in the UK as a "Banda machine," refers to a method of print duplication used for much of the 20th century, and very popular in American schools at the time. People of a certain age will recall paper quizzes with a distinctive blue ink on the paper.

22m16s: Two more aerial maneuvers: the wingover, and the snap roll.

25m32s: Lost Worlds

27m48s: The Society for Creative Anachronism.

39m15s: TransAmerica, Ticket To Ride

]]>
41:24 clean full
Biography of a Board Game 256.5 - Afrikan tähti ("Star of Africa") Sun, 15 Aug 2021 15:55:00 +0000 Scott takes us through the history of Afrikan tähti ("Star of Africa"), a legendary Finnish game first released in 1949. 
  • Foreigners in Finland article
  • One version of the game
  • Another version of the game
  • An interview with the publisher

Related Ludology episodes:

  • Ludology 197 - Empires Up in Arms (discussing colonialism in board games with Mikael Jakobsson and Rick Eberhardt of the MIT Game Lab)
  • Ludology 247 - Orc-Kay Computer (discussing cultural appropriation in games with cultural consultant James Mendez Hodes)
]]>
Scott takes us through the history of Afrikan tähti ("Star of Africa"), a legendary Finnish game first released in 1949. 
  • Foreigners in Finland article
  • One version of the game
  • Another version of the game
  • An interview with the publisher

Related Ludology episodes:

  • Ludology 197 - Empires Up in Arms (discussing colonialism in board games with Mikael Jakobsson and Rick Eberhardt of the MIT Game Lab)
  • Ludology 247 - Orc-Kay Computer (discussing cultural appropriation in games with cultural consultant James Mendez Hodes)
]]>
07:24 clean full
Ludology 256 - You're Big in Japan! Sun, 08 Aug 2021 15:55:00 +0000 Erica and Scott welcome game design legend Mike Elliott, creator of innumerable Magic: the Gathering and Pokémon cards, designer of Thunderstone, and co-designer of Quarriors and the Dice Masters series. And of course, of DuelMaster and Charm Angel, which were both huge hits in Japan. Mike also runs the Academy of Adventure Gaming Arts & Design Hall of Fame, commemorating the work of legendary tabletop game designers.

SHOW NOTES

1m22s: NeoPets, Hecatomb, The Harry Potter Trading Card Game.

1m41s: Game designer and friend of the show Eric Lang. Gil and Geoff chatted with Eric in Ludology 175 - Auld Lang Design. , Also, Wiz Kids is a publisher that should not be confused with Hasbro-owned D&D and Magic: the Gathering publisher Wizards of the Coast (aka WOTC, often referred to as "WHAT-see"). Wiz Kids and WOTC are two unrelated companies, although Wiz Kids publishes some D&D-related products under license from WOTC.

3m24s: Gary Gygax and Dave Arneson are the credited designers behind the first version of D&D. Richard Garfield designed Magic: The Gathering, King of Tokyo, and Robo Rally. Jordan Weisman founded legendary RPG publisher FASA before starting WizKids. Reiner Knizia has designed hundreds of games, including Tigris & Euphrates, Medici, Ra, and Lost Cities. Vlaada Chvatl designed Through the Ages and Galaxy Trucker.

3m58s: Uwe Rosenberg designed Agricola, Le Havre, A Feast for Odin, and Bohnanza. Bruno Cathala designed 5 Tribes, Kingdomino, and 7 Wonders Duel. Maureen Hiron has been in the industry for decades, with games like 7 Ate 9, Cosmic Cows, and Qwitch.

4m31s: The Strong Museum of Play, in Rochester, New York, is a museum dedicated to play, toys, and games. If you're ever in Rochester, make an appointment with their archivist to look at Sid Sackson's meticulously-kept diaries; they are amazing. GAMA is the Game Manufacturer's Association, a trade organization of tabletop game publishers and retailers. GAMA runs the industry convention GAMA Expo (formerly the GAMA Trade Show), and the public convention Origins.

5m26s: Little Wars, by novelist H.G. Wells (author ofWar of the Worlds, The Time Machine,andThe Island of Doctor Moreau), was a rulebook for playing with toy soldiers. That sort of formalized ruleset for a wargame was rather novel in 1913. Note the cringeworthy full title: Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.

7m39s: Here's the website Mike mentions. Note that Mike is in the middle of the photograph on the front page, in the black short-sleeved shirt.

8m31s: Here's the Biography of a Board Game for Pass-out.

9m43s: And here's the Biography of a Board Game for Quarriors.

10m22s: Del Mar, California.

15m44s: Hearthstone

21m34s: If you want to know more about the intersection of gaming and improv, check out our episode of Improv for Gamers author Karen Twelves, Ludology 237 - Improv-ing Games.

28m22s: Halo ActionClix, Star Wars PocketModel TCG, DC HeroClix: Batman (Alpha)

34m00s: The Dice Masters family of games.

35m04s: Duel Masters Trading Card Game, from WOTC and Takara Tomy (both of which are part of Hasbro), part of the Duel Masters franchise.

38m44s: Battle Spirits: Trading Card Game

45m27s: More information about Target halting sales of trading cards, including Pokémon.

46m01s: Thunderstone, published by Alderac Entertainment Group. Alderac is usually abbreviated as AEG, but is unrelated to the massive sports/music promoter Anschutz Entertainment Group, which is also abbreviated as AEG. Alderac is run by John Zinzer.

47m25s: Kingdom of Loathing

50m45s: Card Jitsu was originally part of Disney's MMO Club Penguin, which has since been replaced by Club Penguin Island.

54m08s: Quarriors

58m25s: Yahtzee: Doctor Who edition, and its TARDIS dice cup.

1h00m26s: The Quacks of Quedlinburg, The Mind

1h05m17s: AR games, or Augmented Reality games, utilize technology like phones or tablets to augment real-world locations with computer-generated enhancements. The most successful AR game at the moment is Pokémon Go.

1h07m53s: Mark Rosewater is the head designer for Magic: The Gathering.

1h15m15s: The film American Pie.

]]>
Erica and Scott welcome game design legend Mike Elliott, creator of innumerable Magic: the Gathering and Pokémon cards, designer of Thunderstone, and co-designer of Quarriors and the Dice Masters series. And of course, of DuelMaster and Charm Angel, which were both huge hits in Japan. Mike also runs the Academy of Adventure Gaming Arts & Design Hall of Fame, commemorating the work of legendary tabletop game designers.

SHOW NOTES

1m22s: NeoPets, Hecatomb, The Harry Potter Trading Card Game.

1m41s: Game designer and friend of the show Eric Lang. Gil and Geoff chatted with Eric in Ludology 175 - Auld Lang Design. , Also, Wiz Kids is a publisher that should not be confused with Hasbro-owned D&D and Magic: the Gathering publisher Wizards of the Coast (aka WOTC, often referred to as "WHAT-see"). Wiz Kids and WOTC are two unrelated companies, although Wiz Kids publishes some D&D-related products under license from WOTC.

3m24s: Gary Gygax and Dave Arneson are the credited designers behind the first version of D&D. Richard Garfield designed Magic: The Gathering, King of Tokyo, and Robo Rally. Jordan Weisman founded legendary RPG publisher FASA before starting WizKids. Reiner Knizia has designed hundreds of games, including Tigris & Euphrates, Medici, Ra, and Lost Cities. Vlaada Chvatl designed Through the Ages and Galaxy Trucker.

3m58s: Uwe Rosenberg designed Agricola, Le Havre, A Feast for Odin, and Bohnanza. Bruno Cathala designed 5 Tribes, Kingdomino, and 7 Wonders Duel. Maureen Hiron has been in the industry for decades, with games like 7 Ate 9, Cosmic Cows, and Qwitch.

4m31s: The Strong Museum of Play, in Rochester, New York, is a museum dedicated to play, toys, and games. If you're ever in Rochester, make an appointment with their archivist to look at Sid Sackson's meticulously-kept diaries; they are amazing. GAMA is the Game Manufacturer's Association, a trade organization of tabletop game publishers and retailers. GAMA runs the industry convention GAMA Expo (formerly the GAMA Trade Show), and the public convention Origins.

5m26s: Little Wars, by novelist H.G. Wells (author ofWar of the Worlds, The Time Machine,andThe Island of Doctor Moreau), was a rulebook for playing with toy soldiers. That sort of formalized ruleset for a wargame was rather novel in 1913. Note the cringeworthy full title: Little Wars: a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.

7m39s: Here's the website Mike mentions. Note that Mike is in the middle of the photograph on the front page, in the black short-sleeved shirt.

8m31s: Here's the Biography of a Board Game for Pass-out.

9m43s: And here's the Biography of a Board Game for Quarriors.

10m22s: Del Mar, California.

15m44s: Hearthstone

21m34s: If you want to know more about the intersection of gaming and improv, check out our episode of Improv for Gamers author Karen Twelves, Ludology 237 - Improv-ing Games.

28m22s: Halo ActionClix, Star Wars PocketModel TCG, DC HeroClix: Batman (Alpha)

34m00s: The Dice Masters family of games.

35m04s: Duel Masters Trading Card Game, from WOTC and Takara Tomy (both of which are part of Hasbro), part of the Duel Masters franchise.

38m44s: Battle Spirits: Trading Card Game

45m27s: More information about Target halting sales of trading cards, including Pokémon.

46m01s: Thunderstone, published by Alderac Entertainment Group. Alderac is usually abbreviated as AEG, but is unrelated to the massive sports/music promoter Anschutz Entertainment Group, which is also abbreviated as AEG. Alderac is run by John Zinzer.

47m25s: Kingdom of Loathing

50m45s: Card Jitsu was originally part of Disney's MMO Club Penguin, which has since been replaced by Club Penguin Island.

54m08s: Quarriors

58m25s: Yahtzee: Doctor Who edition, and its TARDIS dice cup.

1h00m26s: The Quacks of Quedlinburg, The Mind

1h05m17s: AR games, or Augmented Reality games, utilize technology like phones or tablets to augment real-world locations with computer-generated enhancements. The most successful AR game at the moment is Pokémon Go.

1h07m53s: Mark Rosewater is the head designer for Magic: The Gathering.

1h15m15s: The film American Pie.

]]>
01:17:16 clean full
GameTek 255.5 - Global Logistics Woes Sun, 01 Aug 2021 15:55:00 +0000 In this special GameTek, Geoff and Gil sit down with Justin Bergeron of ARC Global Logistics to discuss the global shipping snarl that's delaying so many board games (among other goods). How is it affecting the industry, what's behind it, and how long could it possibly last?

You can reach Justin via email.

Here's the web site for ARC Global's parent company, Logimark Group.

]]>
In this special GameTek, Geoff and Gil sit down with Justin Bergeron of ARC Global Logistics to discuss the global shipping snarl that's delaying so many board games (among other goods). How is it affecting the industry, what's behind it, and how long could it possibly last?

You can reach Justin via email.

Here's the web site for ARC Global's parent company, Logimark Group.

]]>
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Ludology 255 - The Quiet Game Sun, 25 Jul 2021 15:55:00 +0000 Gil and Sen are delighted to have RPG/story game designer Avery Alder on the show to talk about her games that show how communities deal with upheaval and change. We also discuss the change that RPGs saw in the past 20 years, going from the expectation of custom, bespoke systems for each game to the consensual adoption of systems like Powered by the Apocalypse and Forged in the Dark.

SHOW NOTES

02m39s: The Forge is no longer active, but you can read its archives here. Also, My Life With Master.

04m24s: The RPG Top Secret.

07m52s: Jiangshi.

10m36s: Here's Avery's talk at NYU's practice convention. Also, Dream Askew, and Apocalypse World.

14m09s: Dungeon World (note that its designer Adam Koebel has behaved problematically in the past, showing issues with consent in games - content warning for mention of sexual assault in link), Monster of the Week (and the Adventure Zone podcast), Avery's game Monsterhearts (now implemented as Monsterhearts 2), and the Powered by the Apocalypse system.

15m17s: Blades in the Dark, the Forged in the Dark system, and Scum & Villainy

16m36s: Dream Apart, Sleepaway, and the Belonging Outside Belonging system.

29m34s: Volley Boys, based on the anime Haikyu!!

39m19s: The Quiet Year

44m34s: Bohnanza

50m09s: Dramatic structures, including the 3-Act Structure, and the Hero's Journey

57m13s: The minis game Hordes, and its Legion of Everblight expansion.

1h07m13s: Geoff and Gil discussed hard vs. soft incentives in Ludology 185 - Soft Boiled. Also, Snow Tails.

]]>
Gil and Sen are delighted to have RPG/story game designer Avery Alder on the show to talk about her games that show how communities deal with upheaval and change. We also discuss the change that RPGs saw in the past 20 years, going from the expectation of custom, bespoke systems for each game to the consensual adoption of systems like Powered by the Apocalypse and Forged in the Dark.

SHOW NOTES

02m39s: The Forge is no longer active, but you can read its archives here. Also, My Life With Master.

04m24s: The RPG Top Secret.

07m52s: Jiangshi.

10m36s: Here's Avery's talk at NYU's practice convention. Also, Dream Askew, and Apocalypse World.

14m09s: Dungeon World (note that its designer Adam Koebel has behaved problematically in the past, showing issues with consent in games - content warning for mention of sexual assault in link), Monster of the Week (and the Adventure Zone podcast), Avery's game Monsterhearts (now implemented as Monsterhearts 2), and the Powered by the Apocalypse system.

15m17s: Blades in the Dark, the Forged in the Dark system, and Scum & Villainy

16m36s: Dream Apart, Sleepaway, and the Belonging Outside Belonging system.

29m34s: Volley Boys, based on the anime Haikyu!!

39m19s: The Quiet Year

44m34s: Bohnanza

50m09s: Dramatic structures, including the 3-Act Structure, and the Hero's Journey

57m13s: The minis game Hordes, and its Legion of Everblight expansion.

1h07m13s: Geoff and Gil discussed hard vs. soft incentives in Ludology 185 - Soft Boiled. Also, Snow Tails.

]]>
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Biography of a Board Game 254.5 - Zombies!!! Sun, 18 Jul 2021 15:55:00 +0000 Scott shambles through the history of the beer-and-pretzels game Zombies!!! He runs us through its various iterations, tells us what made it stand out from other games at the time, and discloses the personal impact the game and its designers had on him.

BIBLIOGRAPHY OF A BOARD GAME

]]>
Scott shambles through the history of the beer-and-pretzels game Zombies!!! He runs us through its various iterations, tells us what made it stand out from other games at the time, and discloses the personal impact the game and its designers had on him.

BIBLIOGRAPHY OF A BOARD GAME

  • (Audio) An interview with Todd Breitenstein
  • The Zombies!!! 20th anniversary Kickstarter
  • (Text) Another interview with Todd Breitenstein on the digital version of the game

Todd passed away in 2013 from cancer.

]]>
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Ludology 254 - Make It Count Sun, 11 Jul 2021 15:55:00 +0000 Erica, Gil, Scott, and Sen have a roundtable discussion about player counts. We go through each of the common player counts, as well as a few uncommon counts, and discuss what's special about designing for them.

SHOW NOTES

0m39s: Our thoughts about and general strategies for designing games at different player counts.

5m42s: 2-player games

9m20s: We chatted with Matt Wolfe about decision scales on Ludology 157 - Come Scale Away.

13m08s: Inhuman Conditions

13m59s: Belfort

16m24s: Alien: Fate of the Nostromo

19m41s: Pandemic

22m06s: Tokaido, High Rise

24m20s: Scott Pilgrim Miniatures the World

24m38s: 3p games

26m44s: The three-body problem.

27m38s: Here's Cole Wehrle's talk on kingmaking in games, and how it can be a good thing.

28m16s: Churchill

28m37s: Basari, which was adapted into Edel, Stein, and Reich in 2003 and modified to try to better handle a higher player count. Also, a note on ties with 3-players: it's impossible to tie on a vote with 3 voters (or any number of odd voters), as long as you are limited to two choices to vote for. Once you have at least 3 choices to vote for, the possibility space gets far more complicated (see the three-body problem above).

30m52s: Rayguns & Rocketships

32m25s: 9-5-2 is known by various names. Here are the rules to Sergeant Major, which is a very similar game; rule changes for 9-5-2 are further down the page.

Also: Carolus Magnus, Bargain Hunter, End of the Triumvirate (Gil was wrong, it can play 2 players), Three Kingdoms Redux

32m58s: 4p games

38m24s: Stuffed Fables, Between Two Cities

39m14s: Tichu

40m03s: 5p games.

Also, a note: Eagle-eared listeners will notice that you don't hear much from Scott from now until the end of the episode. He had to leave our recording session early, so we quickly recorded his bits for the end of the episode. And that's how the sausage gets made!

41m10s: 7 Wonders

44m16s: Alhambra, Alhambra: The Vizier's Favor, Catan: 5-6 Player Extension

47m36s: 6p games

50m44s: Godfather: A New Don. The "other Godfather game" Sen is hinting at is The Godfather: Corleone's Empire by friend of the show Eric Lang.

54m43s: Floor Plan, Welcome To..., Take It Easy, Time's Up, Karuba

56m11s: Werewolf, Two Rooms and a Boom

57m11s: The Unlock! series of games, Cranium

1h00m59s: Terra Mystica

1h01m23s: Arkham Horror

1h02m02s: 1p games. If you want to know more about designing solo versions of games, check out Ludology 154 - Leave Me Alone! (with Morten Monrad Pedersen), Ludology 234 - Playing With Time (with Dávid Turczi), and Ludology 248 - Solo-liloquy (with Carla Kopp).

1h05m12s: Onirim

1h06m38s: Chainsaw Warrior. Sen also mentions Ian Livingstone, who created the Fighting Fantasy series of interactive books with Steve Jackson (that is, the British Steve Jackson who co-founded Games Workshop, not the American Steve Jackson who designed Ogre, GURPS, Illuminati, and Munchkin. To muddy the picture further, the latter Steve Jackson authored three Fighting Fantasy books himself!).

1h07m33s: Kingdom Rush: Rift in Time

1h10m03s: 0p games, starting with So, You've Been Eaten. (Note that the BGG header only shows it as a 1-2 player game; technical limitations prevent it from properly showing as a 0-2 player game.)

1h11m34s: Strat-o-matic Baseball

1h13m30s: In Ludology 142 - Slots of Fun, Geoff and Mike chatted with slot machine designer Jeremy Hornik.

1h15m19s: Another link to Alien: Fate of the Nostromo.

1h15m43s: Sen's project: Avatar: Last Airbender RPG, Tiny Frontiers: Mecha and Monsters (referred to as "Mechs vs. Kaiju"), Coded Chronicles (Jay and Sen have already designed games with the Scooby Doo and The Shining licenses for this series), Dungeon & Dragons: Rock Paper Wizard

1h16m34s: Erica's projects: Rat Queens: To the Slaughter, Disney Sidekicks

1h17m37s: Gil's projects: Networks Broken Token insert, shipping issues, con season coming up

]]>
Erica, Gil, Scott, and Sen have a roundtable discussion about player counts. We go through each of the common player counts, as well as a few uncommon counts, and discuss what's special about designing for them.

SHOW NOTES

0m39s: Our thoughts about and general strategies for designing games at different player counts.

5m42s: 2-player games

9m20s: We chatted with Matt Wolfe about decision scales on Ludology 157 - Come Scale Away.

13m08s: Inhuman Conditions

13m59s: Belfort

16m24s: Alien: Fate of the Nostromo

19m41s: Pandemic

22m06s: Tokaido, High Rise

24m20s: Scott Pilgrim Miniatures the World

24m38s: 3p games

26m44s: The three-body problem.

27m38s: Here's Cole Wehrle's talk on kingmaking in games, and how it can be a good thing.

28m16s: Churchill

28m37s: Basari, which was adapted into Edel, Stein, and Reich in 2003 and modified to try to better handle a higher player count. Also, a note on ties with 3-players: it's impossible to tie on a vote with 3 voters (or any number of odd voters), as long as you are limited to two choices to vote for. Once you have at least 3 choices to vote for, the possibility space gets far more complicated (see the three-body problem above).

30m52s: Rayguns & Rocketships

32m25s: 9-5-2 is known by various names. Here are the rules to Sergeant Major, which is a very similar game; rule changes for 9-5-2 are further down the page.

Also: Carolus Magnus, Bargain Hunter, End of the Triumvirate (Gil was wrong, it can play 2 players), Three Kingdoms Redux

32m58s: 4p games

38m24s: Stuffed Fables, Between Two Cities

39m14s: Tichu

40m03s: 5p games.

Also, a note: Eagle-eared listeners will notice that you don't hear much from Scott from now until the end of the episode. He had to leave our recording session early, so we quickly recorded his bits for the end of the episode. And that's how the sausage gets made!

41m10s: 7 Wonders

44m16s: Alhambra, Alhambra: The Vizier's Favor, Catan: 5-6 Player Extension

47m36s: 6p games

50m44s: Godfather: A New Don. The "other Godfather game" Sen is hinting at is The Godfather: Corleone's Empire by friend of the show Eric Lang.

54m43s: Floor Plan, Welcome To..., Take It Easy, Time's Up, Karuba

56m11s: Werewolf, Two Rooms and a Boom

57m11s: The Unlock! series of games, Cranium

1h00m59s: Terra Mystica

1h01m23s: Arkham Horror

1h02m02s: 1p games. If you want to know more about designing solo versions of games, check out Ludology 154 - Leave Me Alone! (with Morten Monrad Pedersen), Ludology 234 - Playing With Time (with Dávid Turczi), and Ludology 248 - Solo-liloquy (with Carla Kopp).

1h05m12s: Onirim

1h06m38s: Chainsaw Warrior. Sen also mentions Ian Livingstone, who created the Fighting Fantasy series of interactive books with Steve Jackson (that is, the British Steve Jackson who co-founded Games Workshop, not the American Steve Jackson who designed Ogre, GURPS, Illuminati, and Munchkin. To muddy the picture further, the latter Steve Jackson authored three Fighting Fantasy books himself!).

1h07m33s: Kingdom Rush: Rift in Time

1h10m03s: 0p games, starting with So, You've Been Eaten. (Note that the BGG header only shows it as a 1-2 player game; technical limitations prevent it from properly showing as a 0-2 player game.)

1h11m34s: Strat-o-matic Baseball

1h13m30s: In Ludology 142 - Slots of Fun, Geoff and Mike chatted with slot machine designer Jeremy Hornik.

1h15m19s: Another link to Alien: Fate of the Nostromo.

1h15m43s: Sen's project: Avatar: Last Airbender RPG, Tiny Frontiers: Mecha and Monsters (referred to as "Mechs vs. Kaiju"), Coded Chronicles (Jay and Sen have already designed games with the Scooby Doo and The Shining licenses for this series), Dungeon & Dragons: Rock Paper Wizard

1h16m34s: Erica's projects: Rat Queens: To the Slaughter, Disney Sidekicks

1h17m37s: Gil's projects: Networks Broken Token insert, shipping issues, con season coming up

]]>
01:21:22 clean full
GameTek Classic 253.5 - Knitting Sun, 04 Jul 2021 15:55:00 +0000 Geoff discusses the knitting community, how some knitters make the leap from hobby into entrepreneurship, and how research has shown the one thing that many of these self-employed knitters have in common. What can board gamers learn from this?]]> Geoff discusses the knitting community, how some knitters make the leap from hobby into entrepreneurship, and how research has shown the one thing that many of these self-employed knitters have in common. What can board gamers learn from this?]]> 05:47 clean full Ludology 253 - Reimagined, Revamped, and Restored Sun, 27 Jun 2021 15:55:00 +0000 Erica and Scott welcome graphic designer, production superhero, and prototype craft wizard Lindsay Daviau to the show. We talk about her experience at Hasbro making (among many other things) fake games for fake stores. We also bring up her favorite games that she worked on, and her job at Restoration Games (with her husband Rob, who you may have heard of), where she works on games like Unmatched, Fireball Island, Stop Thief, and the soon-to-come Return to Dark Tower.

SHOW NOTES

04m10s: This is Don Norman's legendary book, Design of Everyday Things. It frequently comes up in this show, although despite what Scott says, we have never done a dedicated episode on it. We did discuss it a lot with game designer and graphic designer Daniel Solis on Ludology 204 - The Eyes Have It.

05m09s: The prestigious Rhode Island School of Design (RISD, pronounced "RIHS-dee").

12m57s: For those of you outside the US, the functional metric equivalent to 11"x17" paper is A3.

16m12s: The most recent Pandemic Legacy game is Pandemic Legacy: Season 0.

16m56s: Laser cutters emit toxic fumes; please only ever use them with proper ventilation!

17m48s: The Brother ScanNCut.

18m34s: Gil's tip for making quick tokens: get a bunch of circle labels, and a bunch of poker chips! 1" diameter labels work well for standard poker chips, 0.5" diameter labels work well for mini poker chips. Once you set up to print to the circle template, you can make a bunch of tokens very quickly. And to replace them, simply print new labels and stick them above the old labels. It's great for early prototypes where the shape of the token is not hugely important!

21m08s: Heroscape

42m09s: The web suggestion form Lindsay mentions is right on Restoration's front page!

45m24s: The Twilight Zone Tower of Terror

46m41s: Pillars of the Earth is both a well-known book by Ken Follett and a solid worker-placement board game with a polarizing turn order mechanism.

49m00s: This cake discussion actually came relatively early in the interview. It was a bit too much of a tangent to include in the main episode, but we've put it here as a bonus. Enjoy!

53m24s: For more on edible board games, check out Ludology 210 - The Way to a Gamer's Heart, in which we chat with Jenn Sandercock about her cookbook/rulebook where she gives recipes and instructions for several edible games.

]]>
Erica and Scott welcome graphic designer, production superhero, and prototype craft wizard Lindsay Daviau to the show. We talk about her experience at Hasbro making (among many other things) fake games for fake stores. We also bring up her favorite games that she worked on, and her job at Restoration Games (with her husband Rob, who you may have heard of), where she works on games like Unmatched, Fireball Island, Stop Thief, and the soon-to-come Return to Dark Tower.

SHOW NOTES

04m10s: This is Don Norman's legendary book, Design of Everyday Things. It frequently comes up in this show, although despite what Scott says, we have never done a dedicated episode on it. We did discuss it a lot with game designer and graphic designer Daniel Solis on Ludology 204 - The Eyes Have It.

05m09s: The prestigious Rhode Island School of Design (RISD, pronounced "RIHS-dee").

12m57s: For those of you outside the US, the functional metric equivalent to 11"x17" paper is A3.

16m12s: The most recent Pandemic Legacy game is Pandemic Legacy: Season 0.

16m56s: Laser cutters emit toxic fumes; please only ever use them with proper ventilation!

17m48s: The Brother ScanNCut.

18m34s: Gil's tip for making quick tokens: get a bunch of circle labels, and a bunch of poker chips! 1" diameter labels work well for standard poker chips, 0.5" diameter labels work well for mini poker chips. Once you set up to print to the circle template, you can make a bunch of tokens very quickly. And to replace them, simply print new labels and stick them above the old labels. It's great for early prototypes where the shape of the token is not hugely important!

21m08s: Heroscape

42m09s: The web suggestion form Lindsay mentions is right on Restoration's front page!

45m24s: The Twilight Zone Tower of Terror

46m41s: Pillars of the Earth is both a well-known book by Ken Follett and a solid worker-placement board game with a polarizing turn order mechanism.

49m00s: This cake discussion actually came relatively early in the interview. It was a bit too much of a tangent to include in the main episode, but we've put it here as a bonus. Enjoy!

53m24s: For more on edible board games, check out Ludology 210 - The Way to a Gamer's Heart, in which we chat with Jenn Sandercock about her cookbook/rulebook where she gives recipes and instructions for several edible games.

]]>
54:16 clean full
Biography of a Board Game 252.5 - King of Tokyo Sun, 20 Jun 2021 15:55:00 +0000 Scott rampages through the history of Richard Garfield's hit game King of Tokyo. How was this game made, and what did its standalone sequel King of New York add to it?

BIBLIOGRAPHY OF A BOARD GAME

  • https://boardgamegeek.com/boardgamepodcastepisode/76209/podcast-20-king-tokyo
  • https://www.youtube.com/watch?v=afu516A828k
  • https://www.iello.com/co.uk/news/monster-of-the-week-game-is-over-all-about-king-of-verse
  • https://boardgamegeek.com/blogpost/116703/interview-richard-garfield-designer-magic-gatherin
  • https://meepletown.com/2012/09/game-designer-interview-richard-garfield/
]]>
Scott rampages through the history of Richard Garfield's hit game King of Tokyo. How was this game made, and what did its standalone sequel King of New York add to it?

BIBLIOGRAPHY OF A BOARD GAME

  • https://boardgamegeek.com/boardgamepodcastepisode/76209/podcast-20-king-tokyo
  • https://www.youtube.com/watch?v=afu516A828k
  • https://www.iello.com/co.uk/news/monster-of-the-week-game-is-over-all-about-king-of-verse
  • https://boardgamegeek.com/blogpost/116703/interview-richard-garfield-designer-magic-gatherin
  • https://meepletown.com/2012/09/game-designer-interview-richard-garfield/
]]>
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Ludology 252 - Crazy Rich Storytelling Sun, 13 Jun 2021 15:55:00 +0000 Gil and Sen welcome Calvin Wong Tze Loon 黃子倫 to the show to discuss narrative in games. How can we improve a game's narrative through its mechanisms, its components, and even its box size?

SHOW NOTES

0m46s: Calvin played P.T. Goh in the film Crazy Rich Asians. Also, info on Twilight Imperium's expansion Prophecy of Kings that Calvin did some writing for, and forthcoming RPG Embers of the Imperium.

3m16s: "Mayfair" in UK-based editions of Monopoly is equivalent to "Boardwalk" in US-based editions of the game.

7m39s: Android: Netrunner

10m18s: The fan organization NISEI, currently supporting organized Netrunner play, releasing new cards, and keeping the game alive.

11m28s: Here's what Gil wrote about flavor text on Twitter.

14m44s: Pasaraya Supermarket Manager. Gil also regrets not bringing up diegesis in games (making the components, graphic design, and form of a game match its narrative) like in Inhuman Conditions.

19m22s: The Tiny Epic series of games.

23m31s: Gil accidentally gave out the name of the game series with this puzzle, so we bleeped it out!

26m04s: Crisis

28m13s: Ryan and Geoff discussed the magic circle in Ludology 79.

28m22s: The story game Fiasco, and the strategy game Barrage.

32m47s: Memoir '44

35m26s: Millennium Blades, Falsche FuFFziger, Descent: Legends of the Dark

41m17s: Here's the essay Crimes Against Mimesis. Also, here's Gil's talk on merging theme and mechanism.

49m45s: The Rick Riordan Presents line of books. The book Gil mentioned isSal and Gabi Break the Universe, by Carlos Hernandez.

53m40s: More info about the Prison Architect: Cardboard County Penitentiary board game.

55m32s: An Infamous Traffic

1h00m51s: Hollandspiele, This Guilty Land

1h02m07s: Hub Games

1h04m12s: The Typing of the Dead, Unspeakable Words

1h07m51s: Half-Life Alyx

1h09m51s: The wonderful Crystal Dax!

1h11m31s: Calvin's Twitter.

]]>
Gil and Sen welcome Calvin Wong Tze Loon 黃子倫 to the show to discuss narrative in games. How can we improve a game's narrative through its mechanisms, its components, and even its box size?

SHOW NOTES

0m46s: Calvin played P.T. Goh in the film Crazy Rich Asians. Also, info on Twilight Imperium's expansion Prophecy of Kings that Calvin did some writing for, and forthcoming RPG Embers of the Imperium.

3m16s: "Mayfair" in UK-based editions of Monopoly is equivalent to "Boardwalk" in US-based editions of the game.

7m39s: Android: Netrunner

10m18s: The fan organization NISEI, currently supporting organized Netrunner play, releasing new cards, and keeping the game alive.

11m28s: Here's what Gil wrote about flavor text on Twitter.

14m44s: Pasaraya Supermarket Manager. Gil also regrets not bringing up diegesis in games (making the components, graphic design, and form of a game match its narrative) like in Inhuman Conditions.

19m22s: The Tiny Epic series of games.

23m31s: Gil accidentally gave out the name of the game series with this puzzle, so we bleeped it out!

26m04s: Crisis

28m13s: Ryan and Geoff discussed the magic circle in Ludology 79.

28m22s: The story game Fiasco, and the strategy game Barrage.

32m47s: Memoir '44

35m26s: Millennium Blades, Falsche FuFFziger, Descent: Legends of the Dark

41m17s: Here's the essay Crimes Against Mimesis. Also, here's Gil's talk on merging theme and mechanism.

49m45s: The Rick Riordan Presents line of books. The book Gil mentioned isSal and Gabi Break the Universe, by Carlos Hernandez.

53m40s: More info about the Prison Architect: Cardboard County Penitentiary board game.

55m32s: An Infamous Traffic

1h00m51s: Hollandspiele, This Guilty Land

1h02m07s: Hub Games

1h04m12s: The Typing of the Dead, Unspeakable Words

1h07m51s: Half-Life Alyx

1h09m51s: The wonderful Crystal Dax!

1h11m31s: Calvin's Twitter.

]]>
01:12:49 clean full
GameTek Classic 251.5 - Lotteries Sun, 06 Jun 2021 15:55:00 +0000 Geoff muses on the combination of two of his favorite topics: loss aversion and the lottery. Why do more people buy lottery tickets when the odds of winning are lower? How does that affect the payout? And what is the effect of a lottery win on a person's life?]]> Geoff muses on the combination of two of his favorite topics: loss aversion and the lottery. Why do more people buy lottery tickets when the odds of winning are lower? How does that affect the payout? And what is the effect of a lottery win on a person's life?]]> 06:11 clean full Ludology 251 - All in the Family Sun, 30 May 2021 15:55:00 +0000 Erica and Scott welcome Ryan and Malorie Laukat, the couple behind Red Raven Games. Ryan is known as the designer and illustrator for games like Eight Minute Empire, Above and Below, Near and Far, Islebound, Empires of the Void, Artifacts Inc., Megaland, and the forthcoming Now or Never. They are also the subject of an upcoming documentary, Crafting Arzium. 

Ryan is often seen as the sole force behind Red Raven Games, but Malorie and the whole Laukat family do a lot of work behind the scenes. We talk about the challenges and opportunities of making games as a family, how to maintain a work/life balance, and how to get your kids to playtest your latest game.

SHOW NOTES

27m32s: Tales of the Arabian Nights
38m59s: We discussed the different markets you can sell your game in on Ludology 246 - Cornering the Market.
51m14s: You can hear the Laukats' original music in their Sleeping Gods Kickstarter trailer.
1h07m24s: Here's the Red Raven website, their Twitter, their Facebook, and their Instagram.

]]>
Erica and Scott welcome Ryan and Malorie Laukat, the couple behind Red Raven Games. Ryan is known as the designer and illustrator for games like Eight Minute Empire, Above and Below, Near and Far, Islebound, Empires of the Void, Artifacts Inc., Megaland, and the forthcoming Now or Never. They are also the subject of an upcoming documentary, Crafting Arzium. 

Ryan is often seen as the sole force behind Red Raven Games, but Malorie and the whole Laukat family do a lot of work behind the scenes. We talk about the challenges and opportunities of making games as a family, how to maintain a work/life balance, and how to get your kids to playtest your latest game.

SHOW NOTES

27m32s: Tales of the Arabian Nights 38m59s: We discussed the different markets you can sell your game in on Ludology 246 - Cornering the Market. 51m14s: You can hear the Laukats' original music in their Sleeping Gods Kickstarter trailer. 1h07m24s: Here's the Red Raven website, their Twitter, their Facebook, and their Instagram.

]]>
01:09:35 clean full
Biography of a Board Game 250.5 - El Grande Sun, 23 May 2021 16:00:00 +0000 Scott takes us through the history of El Grande, from its beginnings as a game about the Trojan War to its influence on the current board game scene.

BIBLIOGRAPHY OF A BOARD GAME

  • https://opinionatedgamers.com/2015/07/27/sdj-re-reviews-18-el-grande/
  • https://boardgamegeek.com/thread/82783/interviews-optimist-73-wolfgang-kramer-el-grande
  • https://www.mechanics-and-meeples.com/2014/09/08/el-grande-the-art-of-majority-control/
  • https://brettspielbox.de/interview-mit-wolfgang-kramer-teil-2/
  • https://www.youtube.com/watch?v=QTKYuVmOooQ
]]>
Scott takes us through the history of El Grande, from its beginnings as a game about the Trojan War to its influence on the current board game scene.

BIBLIOGRAPHY OF A BOARD GAME

  • https://opinionatedgamers.com/2015/07/27/sdj-re-reviews-18-el-grande/
  • https://boardgamegeek.com/thread/82783/interviews-optimist-73-wolfgang-kramer-el-grande
  • https://www.mechanics-and-meeples.com/2014/09/08/el-grande-the-art-of-majority-control/
  • https://brettspielbox.de/interview-mit-wolfgang-kramer-teil-2/
  • https://www.youtube.com/watch?v=QTKYuVmOooQ
]]>
08:34 clean full
Ludology 250 - Thanks for the Emma-ries Sun, 16 May 2021 16:00:00 +0000 On a special milestone episode of Ludology, Gil Hova and Scott Rogers say goodbye to our beloved Emma Larkins, as she departs as a co-host after 50 amazing episodes. Geoff Engelstein drops by to check in on us. And we're also joined by new co-hosts Erica Bouyouris and Sen-Foong Lim!

SHOW NOTES

05m02s: Emma has earned quite a few awards for her game Abandon All Artichokes: the Golden Geek Light Game of the Year, the American Tabletop Award for Early Gamers, and yes, the Parent's Choice Silver Award.

07m25s: Here are Emma's favorite episodes:

  • Ludology 247 - Orc-kay Computer with James Mendez Hodes
  • Ludology 244 - Games Brought to Life with Jeeyon Shim (her Kickstarter for her new game The Shape of Shadows that Emma mentioned will be running for another week)
  • Ludology 240 - Are You Receiving Me? with Adrienne Smith (a slight correction: Adrienne has won IFAF gold medals in international competitions, but has yet to win the Super Bowl)
  • Ludology 233 - A Sporting Chance with Omari Akil
  • Ludology 231 - STEAM Engine with Chidi Paige
  • Ludology 228 - The Roles We Play with Banana Chan
  • Ludology 214 - Escape From Reality with Hayley E.R. Cooper and Cameron Cooper of Strange Bird Immersive
  • Ludology 212 - Inventing Play with Kim Vandenbrouke
  • Ludology 203 - Winging It with Elizabeth Hargrave
  • Ludology 209 - The 6 Zones of Play, a roundtable episode with Emma, Gil, and Scott.

15m06s: The two books Geoff mentions are Achievement Relocked: Loss Aversion and Game Design, and Game Production: Prototyping and Producing Your Board Game.

16m30s: More information about the Zenobia Award.

19m56s: Here's the most recent episode we did with Sen, Ludology 236 - Role With It.

20m38s: More information about the Meeple Syrup Show.

21m59s: "Jay" is Sen's longtime co-designer Jay Cormier. Jay joined Mike and Geoff in Ludology 134 - There's No "I" In Team. "Jessey" is game designer, developer, and Meeple Syrup co-host Jessey Wright. "Helaina" is Helaina Cappel, who runs publishing companies Burnt Island Games and Kids' Table Board Gaming.

26m13s: "Daryl" is prolific game designer and former Meeple Syrup host Daryl Andrews. (The shout you hear in the background is one of Sen's sons playing Magic.)

31m41s: Here's Emma's streaming co-host Javion Smith.

32m10s: Here's Emma's list of games:

  • Board Games
    • 7 Summits
    • One Deck Dungeon
    • War Chest
    • The Duke
    • Dune: Imperium
  • Video Games
    • Keep Talking and Nobody Explodes
    • Roundguard
    • Pawnbarian
    • Return of the Obra Dinn
    • Outside In
    • What the Golf?

41m06s: Renys is very much a Maine thing.

43m20s: Sue Grafton wrote the "alphabet mystery series" of detective novels featuring investigator Kinsey Millhone, starting with A is for Alibi and ending with Y is for Yesterday. She sadly never got to the last letter, passing away in 2017. Her daughter said since Grafton never finished what was to be the final book in the series,Z is for Zero, and they did not wish to hire a ghostwriter, "as far as we in the family are concerned, the alphabet now ends at Y."

44m59s: Emma's pen of choice, the Pilot Precise V5 Rollerball Extra Fine.

46m18s: Sen recommends jetpens.com for all your writing needs.

47m13s: Here's what we're all working on!

  • Sen
    • My Singing Monsters: The Board Game
  • Erica
    • Rat Queens: To the Slaughter
  • Scott
    • Alien: Fate of the Nostromo
  • Gil
    • The Rival Networks
    • Weird Stories (which now has a cover!)
    • High Rise: Ultraplastic
  • Geoff
    • Triumvir
    • Super-Skill Pinball: Ramp it Up
    • Nova League
  • Emma
    • Abandon All Artichokes on Tabletopia
    • Tea & Me

50m03s: Emma's Twitter, Twitch, and web site.

]]>
On a special milestone episode of Ludology, Gil Hova and Scott Rogers say goodbye to our beloved Emma Larkins, as she departs as a co-host after 50 amazing episodes. Geoff Engelstein drops by to check in on us. And we're also joined by new co-hosts Erica Bouyouris and Sen-Foong Lim!

SHOW NOTES

05m02s: Emma has earned quite a few awards for her game Abandon All Artichokes: the Golden Geek Light Game of the Year, the American Tabletop Award for Early Gamers, and yes, the Parent's Choice Silver Award.

07m25s: Here are Emma's favorite episodes:

  • Ludology 247 - Orc-kay Computer with James Mendez Hodes
  • Ludology 244 - Games Brought to Life with Jeeyon Shim (her Kickstarter for her new game The Shape of Shadows that Emma mentioned will be running for another week)
  • Ludology 240 - Are You Receiving Me? with Adrienne Smith (a slight correction: Adrienne has won IFAF gold medals in international competitions, but has yet to win the Super Bowl)
  • Ludology 233 - A Sporting Chance with Omari Akil
  • Ludology 231 - STEAM Engine with Chidi Paige
  • Ludology 228 - The Roles We Play with Banana Chan
  • Ludology 214 - Escape From Reality with Hayley E.R. Cooper and Cameron Cooper of Strange Bird Immersive
  • Ludology 212 - Inventing Play with Kim Vandenbrouke
  • Ludology 203 - Winging It with Elizabeth Hargrave
  • Ludology 209 - The 6 Zones of Play, a roundtable episode with Emma, Gil, and Scott.

15m06s: The two books Geoff mentions are Achievement Relocked: Loss Aversion and Game Design, and Game Production: Prototyping and Producing Your Board Game.

16m30s: More information about the Zenobia Award.

19m56s: Here's the most recent episode we did with Sen, Ludology 236 - Role With It.

20m38s: More information about the Meeple Syrup Show.

21m59s: "Jay" is Sen's longtime co-designer Jay Cormier. Jay joined Mike and Geoff in Ludology 134 - There's No "I" In Team. "Jessey" is game designer, developer, and Meeple Syrup co-host Jessey Wright. "Helaina" is Helaina Cappel, who runs publishing companies Burnt Island Games and Kids' Table Board Gaming.

26m13s: "Daryl" is prolific game designer and former Meeple Syrup host Daryl Andrews. (The shout you hear in the background is one of Sen's sons playing Magic.)

31m41s: Here's Emma's streaming co-host Javion Smith.

32m10s: Here's Emma's list of games:

  • Board Games
    • 7 Summits
    • One Deck Dungeon
    • War Chest
    • The Duke
    • Dune: Imperium
  • Video Games
    • Keep Talking and Nobody Explodes
    • Roundguard
    • Pawnbarian
    • Return of the Obra Dinn
    • Outside In
    • What the Golf?

41m06s: Renys is very much a Maine thing.

43m20s: Sue Grafton wrote the "alphabet mystery series" of detective novels featuring investigator Kinsey Millhone, starting with A is for Alibi and ending with Y is for Yesterday. She sadly never got to the last letter, passing away in 2017. Her daughter said since Grafton never finished what was to be the final book in the series,Z is for Zero, and they did not wish to hire a ghostwriter, "as far as we in the family are concerned, the alphabet now ends at Y."

44m59s: Emma's pen of choice, the Pilot Precise V5 Rollerball Extra Fine.

46m18s: Sen recommends jetpens.com for all your writing needs.

47m13s: Here's what we're all working on!

  • Sen
    • My Singing Monsters: The Board Game
  • Erica
    • Rat Queens: To the Slaughter
  • Scott
    • Alien: Fate of the Nostromo
  • Gil
    • The Rival Networks
    • Weird Stories (which now has a cover!)
    • High Rise: Ultraplastic
  • Geoff
    • Triumvir
    • Super-Skill Pinball: Ramp it Up
    • Nova League
  • Emma
    • Abandon All Artichokes on Tabletopia
    • Tea & Me

50m03s: Emma's Twitter, Twitch, and web site.

]]>
52:32 clean full
GameTek Classic 249.5 - Battle Royale Sun, 09 May 2021 16:00:00 +0000 Geoff parachutes into the world of battle royale games like Fortnite, and how they eclipsed MOBA (multiplayer online battle arena) games like Heroes of the Storm. Is there something special about battle royales that we can study as general lessons in game designs?]]> Geoff parachutes into the world of battle royale games like Fortnite, and how they eclipsed MOBA (multiplayer online battle arena) games like Heroes of the Storm. Is there something special about battle royales that we can study as general lessons in game designs?]]> 07:00 clean full Ludology 249 - Gaming the System Sun, 02 May 2021 16:00:00 +0000 Emma and Gil welcome returning guest Eric Zimmerman, who last appeared on the show on Episode 79 to discuss the magic circle in gaming.

This time, Eric discusses his idea of the 21st century being a "ludic century," and what makes games especially important today. We also discuss how games' powers can be used for evil, if tabletop games can become more environmentally sustainable, and see if there can be an equivalent to farmers' markets or slow food in tabletop game.

SHOW NOTES

1m26s: Eric's previous tabletop games: Quantum, The Metagame (with Colleen Macklin and John Sharp). He also mentions Gamelab, Diner Dash, Sissyfight, Dear Reader, NYU Game Center (where Gil and Geoff are also adjuncts), and Rules of Play.

Eric also mentions his large-scale art installation games that he's done with his partner Nathalie Pozzi. Here are a few of them: Interference, Starry Heavens, and Waiting Rooms.

5m34s: Here is Eric's original Ludic Century essay/manifesto, published in 2013.

16m27s: More info about Bernie De Koven and his influential book The Well-Played Game.

18m13s: More info about the slimy practice of gerrymandering. Eric also mentions the board game El Grande.

21m45s: More info about systemic racism.

24m17s: More info about Ultimate, also known as Ultimate Frisbee.

25m53s: One thing to note here is that impartial referees in sports are a relatively recent development. In the mid-19th century, both baseball and association football (soccer) originally had each team bring their own umpire, who would attempt to agree on calls. Back then, umpires did not make calls proactively; players had to appeal to the umpire in order to get a decision.

This changed as teams got more competitive and team-based umpires failed to be impartial. Both sports brought in a neutral referee who could resolve disputes between the umpires; baseball in 1857, soccer in 1881. Eventually, the team-based umpires were dropped entirely, with soccer keeping the single referee (though they eventually added two linesmen to help make calls) and baseball renaming the referee back to "umpire" and adding three additional umpires to handle calls at each base.

(Sources: Strike Four: The Evolution of Baseball, Richard Hershberger, and The Ball is Round: A Global History of Soccer, David Goldblatt.)

30m52s: Jane McGonigal's book Reality is Broken.

36m34s: The influential behavioral psychologist B.F. Skinner.

48m32s: Cheapass Games has made many of their older "envelope" games available as print-and-play downloads.

49m00s: The gone-and-gladly-forgotten CD longbox.

50m15s: The Zoomable game RATS: High Tea at Sea by Eric and Josh DeBonis.

55m42s: More information about the environmental concerns around cryptocurrency.

1h03m10s: Slow Food is an organization related to the slow movement that pushes back against the fast pace of modern life.

1h09m35s: The game Gil mentions is Avatar Stalker, from the folks at Project Avatar. He also mentions The Nest, which was first mentioned on the show by Hayley Cooper of Strange Bird Immersive on Ludology 214 - Escape from Reality.

1h12m27s: Eric mentions the artists Alex Katz and Kara Walker.

1h15m55s: Eric's website, the NYU Game Center, and Eric's partner Nathalie Pozzi.

]]>
Emma and Gil welcome returning guest Eric Zimmerman, who last appeared on the show on Episode 79 to discuss the magic circle in gaming.

This time, Eric discusses his idea of the 21st century being a "ludic century," and what makes games especially important today. We also discuss how games' powers can be used for evil, if tabletop games can become more environmentally sustainable, and see if there can be an equivalent to farmers' markets or slow food in tabletop game.

SHOW NOTES

1m26s: Eric's previous tabletop games: Quantum, The Metagame (with Colleen Macklin and John Sharp). He also mentions Gamelab, Diner Dash, Sissyfight, Dear Reader, NYU Game Center (where Gil and Geoff are also adjuncts), and Rules of Play.

Eric also mentions his large-scale art installation games that he's done with his partner Nathalie Pozzi. Here are a few of them: Interference, Starry Heavens, and Waiting Rooms.

5m34s: Here is Eric's original Ludic Century essay/manifesto, published in 2013.

16m27s: More info about Bernie De Koven and his influential book The Well-Played Game.

18m13s: More info about the slimy practice of gerrymandering. Eric also mentions the board game El Grande.

21m45s: More info about systemic racism.

24m17s: More info about Ultimate, also known as Ultimate Frisbee.

25m53s: One thing to note here is that impartial referees in sports are a relatively recent development. In the mid-19th century, both baseball and association football (soccer) originally had each team bring their own umpire, who would attempt to agree on calls. Back then, umpires did not make calls proactively; players had to appeal to the umpire in order to get a decision.

This changed as teams got more competitive and team-based umpires failed to be impartial. Both sports brought in a neutral referee who could resolve disputes between the umpires; baseball in 1857, soccer in 1881. Eventually, the team-based umpires were dropped entirely, with soccer keeping the single referee (though they eventually added two linesmen to help make calls) and baseball renaming the referee back to "umpire" and adding three additional umpires to handle calls at each base.

(Sources: Strike Four: The Evolution of Baseball, Richard Hershberger, and The Ball is Round: A Global History of Soccer, David Goldblatt.)

30m52s: Jane McGonigal's book Reality is Broken.

36m34s: The influential behavioral psychologist B.F. Skinner.

48m32s: Cheapass Games has made many of their older "envelope" games available as print-and-play downloads.

49m00s: The gone-and-gladly-forgotten CD longbox.

50m15s: The Zoomable game RATS: High Tea at Sea by Eric and Josh DeBonis.

55m42s: More information about the environmental concerns around cryptocurrency.

1h03m10s: Slow Food is an organization related to the slow movement that pushes back against the fast pace of modern life.

1h09m35s: The game Gil mentions is Avatar Stalker, from the folks at Project Avatar. He also mentions The Nest, which was first mentioned on the show by Hayley Cooper of Strange Bird Immersive on Ludology 214 - Escape from Reality.

1h12m27s: Eric mentions the artists Alex Katz and Kara Walker.

1h15m55s: Eric's website, the NYU Game Center, and Eric's partner Nathalie Pozzi.

]]>
01:18:45 clean full
Biography of a Board Game 248.5 - Pass-out Sun, 25 Apr 2021 16:00:00 +0000 Scott takes us through the history of the bizarre drinking game Pass-Out, which is arguably a direct predecessor to the modern risqué adult party game. 

(Note: We at Ludology do not condone binge drinking, especially when prompted by a game. If a game tells you that you have to drink, but you feel that you need to stop drinking, you should stop playing the game.)

BIBLIOGRAPHY OF A BOARD GAME

https://punchdrink.com/articles/house-rules-pass-out-board-game-1960s-drinking-game/ https://news.google.com/newspapers?nid=1345&dat=19910806&id=G1pYAAAAIBAJ&sjid=DvoDAAAAIBAJ&pg=7002,621780&hl=en https://boardgames.com/designer/frank-bresee#google_vignette

]]>
Scott takes us through the history of the bizarre drinking game Pass-Out, which is arguably a direct predecessor to the modern risqué adult party game. 

(Note: We at Ludology do not condone binge drinking, especially when prompted by a game. If a game tells you that you have to drink, but you feel that you need to stop drinking, you should stop playing the game.)

BIBLIOGRAPHY OF A BOARD GAME

https://punchdrink.com/articles/house-rules-pass-out-board-game-1960s-drinking-game/ https://news.google.com/newspapers?nid=1345&dat=19910806&id=G1pYAAAAIBAJ&sjid=DvoDAAAAIBAJ&pg=7002,621780&hl=en https://boardgames.com/designer/frank-bresee#google_vignette

]]>
06:13 clean full
Ludology 248 - Solo-liloquy Sun, 18 Apr 2021 16:00:00 +0000 Emma and Gil sit down with Carla Kopp of Weird Giraffe Games and Galactic Raptor Games to discuss designing solo modes for games, the merits of "bots" in solo games, and how these bots tend to be named "Steve."

SHOW NOTES

2m00s: Carla's first published game Super Hack Override.

4m53s: We spoke with Morten Monrad Pedersen on Ludology 154 - Leave Me Alone! about using Automa to make solo versions of games.

7m02s: Sarah Reed is a game designer, disability advocate, and all-around excellent person.

11m00s: The Cat Lady implementation for iOS and Android.

18m20s: Just a quick reminder that we're talking about the digital implementation of the game Cat Lady, as opposed to Carla's tabletop AIs. AI difficulty levels are more common in apps than they are in tabletop games.

19m45s: The Splendor digital implementation is sadly no longer available.

20m34s: Gil mentions the solo mode that comes in the tabletop version of It's a Wonderful World. Emma mentions the solo mode from the Galaxy Trucker app.

21m13s: Calico

21m47s: Gil forgets to mention that Friedemann Friese included an "achievement sheet" in Copycat.

23m49s: Race for the Galaxy. We chatted with Theresa Duringer, CEO of Temple Gates, who developed the app, in Ludology 177 - AI AI, Captain!

24m26s: We're talking about the COIN (Counterinsurgencies) series of games, which have asymmetry built into them. Usually, each faction has a bot that allows many or all factions to be present in the game, even at a low player count. We talked to Volko Ruhnke, who began the series, in Ludology 178 - COIN Operated.

24m56s: The virtual gaming platform Tabletop Simulator.

26m54s: The three-body problem.

27m19s: Power Grid: The Robots

28m33s: Dune: Imperium, Smartphone Inc.

29m21s: Gil's second published game Battle Merchants.

31m24s: The Networks

33m10s: The underrated but absolutely amazing Fantasy Realms.

34m49s: Seven Wonders and Alhambra. We discussed desicion scales in games with Matt Wolfe in Ludology 157 - Come Scale Away.

35m36s: Abandon All Artichokes

36m51s: Skull, Space Dealer

37m33s: Weird Giraffe's upcoming games: Sara Perry's Gift of Tulips, and Fertessa Alysse's Wicked & Wise.

40m12s: Tokaido

48m02s: Carla's company with Dan Letzring, Galactic Raptor. Dan also runs Letiman Games.

51m45s: Bunny Kingdom, Root. We interviewed Root's designer, Cole Wehrle, most recently on Ludology 222 - Johnny Fairplay.

53m07s: Charterstone, Feudum

55m48s: The free cardmaking program nanDECK.

56m59s: The often-linked conditions of Narcolepsy and Cataplexy.

1h05m58s: "Tony" here is designer, podcast host, and excellent person Tony Miller.

1h09m09s: Carla's website, Discord, and Twitter.

]]>
Emma and Gil sit down with Carla Kopp of Weird Giraffe Games and Galactic Raptor Games to discuss designing solo modes for games, the merits of "bots" in solo games, and how these bots tend to be named "Steve."

SHOW NOTES

2m00s: Carla's first published game Super Hack Override.

4m53s: We spoke with Morten Monrad Pedersen on Ludology 154 - Leave Me Alone! about using Automa to make solo versions of games.

7m02s: Sarah Reed is a game designer, disability advocate, and all-around excellent person.

11m00s: The Cat Lady implementation for iOS and Android.

18m20s: Just a quick reminder that we're talking about the digital implementation of the game Cat Lady, as opposed to Carla's tabletop AIs. AI difficulty levels are more common in apps than they are in tabletop games.

19m45s: The Splendor digital implementation is sadly no longer available.

20m34s: Gil mentions the solo mode that comes in the tabletop version of It's a Wonderful World. Emma mentions the solo mode from the Galaxy Trucker app.

21m13s: Calico

21m47s: Gil forgets to mention that Friedemann Friese included an "achievement sheet" in Copycat.

23m49s: Race for the Galaxy. We chatted with Theresa Duringer, CEO of Temple Gates, who developed the app, in Ludology 177 - AI AI, Captain!

24m26s: We're talking about the COIN (Counterinsurgencies) series of games, which have asymmetry built into them. Usually, each faction has a bot that allows many or all factions to be present in the game, even at a low player count. We talked to Volko Ruhnke, who began the series, in Ludology 178 - COIN Operated.

24m56s: The virtual gaming platform Tabletop Simulator.

26m54s: The three-body problem.

27m19s: Power Grid: The Robots

28m33s: Dune: Imperium, Smartphone Inc.

29m21s: Gil's second published game Battle Merchants.

31m24s: The Networks

33m10s: The underrated but absolutely amazing Fantasy Realms.

34m49s: Seven Wonders and Alhambra. We discussed desicion scales in games with Matt Wolfe in Ludology 157 - Come Scale Away.

35m36s: Abandon All Artichokes

36m51s: Skull, Space Dealer

37m33s: Weird Giraffe's upcoming games: Sara Perry's Gift of Tulips, and Fertessa Alysse's Wicked & Wise.

40m12s: Tokaido

48m02s: Carla's company with Dan Letzring, Galactic Raptor. Dan also runs Letiman Games.

51m45s: Bunny Kingdom, Root. We interviewed Root's designer, Cole Wehrle, most recently on Ludology 222 - Johnny Fairplay.

53m07s: Charterstone, Feudum

55m48s: The free cardmaking program nanDECK.

56m59s: The often-linked conditions of Narcolepsy and Cataplexy.

1h05m58s: "Tony" here is designer, podcast host, and excellent person Tony Miller.

1h09m09s: Carla's website, Discord, and Twitter.

]]>
01:10:46 clean full
GameTek 247.5 - Mana Sun, 11 Apr 2021 16:00:00 +0000 Geoff talks about how games benefit when designers use familiar terms to describe familiar concepts. He also dives into the term "mana," tracing it back to its indigenous origins, and explains how it became a popular gaming term to track how much magic a character can expend.]]> Geoff talks about how games benefit when designers use familiar terms to describe familiar concepts. He also dives into the term "mana," tracing it back to its indigenous origins, and explains how it became a popular gaming term to track how much magic a character can expend.]]> 07:26 clean full Ludology 247 - Orc-kay Computer Sun, 04 Apr 2021 16:00:00 +0000 Emma and Gil sit down with James Mendez Hodes to discuss his work as a cultural consultant, and the series of "orcticles" he wrote describing how the depiction of orcs in fantasy games can bring up problematic real-world stereotypes.

CONTENT WARNING: This episode includes many references to racism and a section discussing sexual assault.

SHOW NOTES

01m55s: Orcus, a god of the underworld.

04m29s: J.R.R. Tolkien's Urak-hai, the strongest kind of Orc in Middle Earth.

27m49s: The Marathi people from India. We also get into the thorny, complicated, and vitally-important subject of intersectionality.

32m57s: Here is the Adam Ruins Everything episode on the "model minority" myth.

34m30s: Gil meant the "domino theory," a Cold War idea that suggested that one country that became communist would inevitably make its neighbors, and those neighbors, communist as well.

38m04s: More information about James Baldwin's writings on race.

45m19s: We had John talking safety tools on Ludology 227 - Respect the X.

53m03s: Edward Said's Orientalism is an important analysis of how a group of colonizing nations perceive the nations they colonize.

57m56s: Rogue One: A Star Wars Story

1h06m28s: Here is the comic Gil and Mendez are talking about, as well as the Sam Sykes tweet that inspired it.

1h11m43s: Here's another link to Jiangsi: Blood in the Banquet Hall (which seems to come up every episode!). We spoke with Banana in Ludology 228 - The Roles We Play, and Sen most recently in Ludology 236 - Role With It. Of course, you will hear a lot more from Sen soon on this very show!

We also mention the RPG Agon.

1h14m43s: Blaise Pascal first expressed the sentiment in his 16th Letter from his lettres provinciales: "Je n'ai fait celle-ci plus longue que parce que je n'ai pas eu le loisir de la faire plus courte." Mark Twain wrote out a similar thought two centuries later: "I didn't have time to write a short letter, so I wrote a long one instead."

1h19m08s: More information about Maria Dahvana Headley's modern-day vernacular translation of Beowulf. Also, Eric Zimmerman's plea to keep games away from art, because in his words, "enshrining something as art is death."

1h22m47s: Mendez' website, Twitter, and Patreon.

]]>
Emma and Gil sit down with James Mendez Hodes to discuss his work as a cultural consultant, and the series of "orcticles" he wrote describing how the depiction of orcs in fantasy games can bring up problematic real-world stereotypes.

CONTENT WARNING: This episode includes many references to racism and a section discussing sexual assault.

SHOW NOTES

01m55s: Orcus, a god of the underworld.

04m29s: J.R.R. Tolkien's Urak-hai, the strongest kind of Orc in Middle Earth.

27m49s: The Marathi people from India. We also get into the thorny, complicated, and vitally-important subject of intersectionality.

32m57s: Here is the Adam Ruins Everything episode on the "model minority" myth.

34m30s: Gil meant the "domino theory," a Cold War idea that suggested that one country that became communist would inevitably make its neighbors, and those neighbors, communist as well.

38m04s: More information about James Baldwin's writings on race.

45m19s: We had John talking safety tools on Ludology 227 - Respect the X.

53m03s: Edward Said's Orientalism is an important analysis of how a group of colonizing nations perceive the nations they colonize.

57m56s: Rogue One: A Star Wars Story

1h06m28s: Here is the comic Gil and Mendez are talking about, as well as the Sam Sykes tweet that inspired it.

1h11m43s: Here's another link to Jiangsi: Blood in the Banquet Hall (which seems to come up every episode!). We spoke with Banana in Ludology 228 - The Roles We Play, and Sen most recently in Ludology 236 - Role With It. Of course, you will hear a lot more from Sen soon on this very show!

We also mention the RPG Agon.

1h14m43s: Blaise Pascal first expressed the sentiment in his 16th Letter from his lettres provinciales: "Je n'ai fait celle-ci plus longue que parce que je n'ai pas eu le loisir de la faire plus courte." Mark Twain wrote out a similar thought two centuries later: "I didn't have time to write a short letter, so I wrote a long one instead."

1h19m08s: More information about Maria Dahvana Headley's modern-day vernacular translation of Beowulf. Also, Eric Zimmerman's plea to keep games away from art, because in his words, "enshrining something as art is death."

1h22m47s: Mendez' website, Twitter, and Patreon.

]]>
01:25:46 clean full
Biography of a Board Game 246.5 - Quarriors Sun, 28 Mar 2021 16:00:00 +0000 Scott describes the history of Quarriors!, which became the base system for both the Marvel and DC Dice Masters games, among other licenses. 

BIBLIOGRAPHY OF A BOARD GAME

  • Tabletop Gaming Magazine issue 3 "The Making of Marvel Dice Masters" by Owen Duffy
  • https://boardgamegeek.com/blogpost/30410/designer-diary-dice-masters-no-catchy-title-just-b
  • https://thegaminggang.com/game-news/table-top-gaming/the-gaming-gang-extra-77-interview-with-game-designer-mike-elliott/
  • http://www.ludology.net/ - episode 13
  • https://v1.escapistmagazine.com/news/view/134033-Marvel-Dice-Masters-Meets-Incredible-Response-Sells-Out-Rapidly
]]>
Scott describes the history of Quarriors!, which became the base system for both the Marvel and DC Dice Masters games, among other licenses. 

BIBLIOGRAPHY OF A BOARD GAME

  • Tabletop Gaming Magazine issue 3 "The Making of Marvel Dice Masters" by Owen Duffy
  • https://boardgamegeek.com/blogpost/30410/designer-diary-dice-masters-no-catchy-title-just-b
  • https://thegaminggang.com/game-news/table-top-gaming/the-gaming-gang-extra-77-interview-with-game-designer-mike-elliott/
  • http://www.ludology.net/ - episode 13
  • https://v1.escapistmagazine.com/news/view/134033-Marvel-Dice-Masters-Meets-Incredible-Response-Sells-Out-Rapidly
]]>
11:03 clean full
Ludology 246 - Cornering the Market Sun, 21 Mar 2021 16:00:00 +0000 Emma, Gil, and Scott have a roundtable discussion in which they discuss the three sales channels, or markets, your board game can be available in: hobby, specialty, and mass. What are the differences between them, and how can a game move from one to another?

SHOW NOTES

0m48s: Erica and Sen are joining the show! You can watch them in the Meeple Syrup Show. Some of Sen's games: Junk Art, Akotiri, and Jiangshi: Blood in the Banquet Hall. Some of Erica's games: Bosk, Roar: King of the Pride, Kodama 3D, Scott Pilgrim Miniatures The World, Steven Universe: Beach-A-Palooza, and the forthcoming Rat Queens. Here's Sen's appearance on Ludology 236 - Role With It.

2m11s: The hobby "classics": Catan, Carcassonne. The new hotness as of this recording: Bonfire, Carnegie (which is so hot, it's not even out yet...).

2m55s: More info about PSI, the sales agent Gil (and many other publishers) use to sell their games to publishers.

4m11s: Yep.

4m36s: Wingspan, Terraforming Mars, Codenames

11m15s: Phoenix Games and Mox Boarding House in Seattle. Emma also mentions Century: Spice Road, Exploding Kittens, Just One, and her game Abandon All Artichokes.

16m49s: Gloomhaven: JOTL, Pan Am

17m46s: Yes, Gil's told this anecdote before. He's talking about Avowel, the mobile version of his game Wordsy.

27m00s: Wingspan was written up in both the New York Times and Smithsonian Magazine, among others.

33m17s: We had Kim Vandenbrouke on in Ludology 212 - Inventing Play.

40m03s: Yes, Gil made the same point in the last episode. Still relevant!

41m37s: Not sure why Gil brought up Root but completely forgot about Fort, from the same publisher! It's a better example.

44m24s: The idea of affordances and signifiers from a design standpoint was popularized by Donald Norman in his book The Design of Everyday Things. This subject came up when we chatted with game designer and graphic designer Daniel Solis in Ludology 204 - The Eyes Have It.

45m11s: Kingdom Builder

47m39s: Seven Wonders

50m01s: The story of Lizzie Magie, Charles Darrow, and the way The Landlord's Game eventually became Monopoly is worth knowing about. You can read about it here.

55m51s: Verrater and Muerter.

59m12s: Emma and Gil gushed about their Quivers a bit more than they expected to!

1h01m27s: Red Raven made their game Megaland exclusive to Target when it was released in 2018. The Star Wars: X-Wing Miniatures Game also had components exclusive to Target.

1h04m23s: Scott is referring to the mechanism in each game in the Betrayal family of games, in which the game assigns one player to turn against the other players in one of dozens of wildly different scenarios.

1h08m31s: We discussed complexity in Ludology 238 - Unraveling Complexity.

1h11m33s: Gil likes to occasionally return to this lukewarm review of Catan from 1998, complaining about game length, runaway leader, and balance issues. The more things change...

1h12m13s: Here's Emma's talk for the Tabletop Mentorship Program about playtesting!

1h13m48s: More info about the AEG Pitch Project. Also, more info about Scott's forthcoming game Alien: Fate of the Nostromo.

]]>
Emma, Gil, and Scott have a roundtable discussion in which they discuss the three sales channels, or markets, your board game can be available in: hobby, specialty, and mass. What are the differences between them, and how can a game move from one to another?

SHOW NOTES

0m48s: Erica and Sen are joining the show! You can watch them in the Meeple Syrup Show. Some of Sen's games: Junk Art, Akotiri, and Jiangshi: Blood in the Banquet Hall. Some of Erica's games: Bosk, Roar: King of the Pride, Kodama 3D, Scott Pilgrim Miniatures The World, Steven Universe: Beach-A-Palooza, and the forthcoming Rat Queens. Here's Sen's appearance on Ludology 236 - Role With It.

2m11s: The hobby "classics": Catan, Carcassonne. The new hotness as of this recording: Bonfire, Carnegie (which is so hot, it's not even out yet...).

2m55s: More info about PSI, the sales agent Gil (and many other publishers) use to sell their games to publishers.

4m11s: Yep.

4m36s: Wingspan, Terraforming Mars, Codenames

11m15s: Phoenix Games and Mox Boarding House in Seattle. Emma also mentions Century: Spice Road, Exploding Kittens, Just One, and her game Abandon All Artichokes.

16m49s: Gloomhaven: JOTL, Pan Am

17m46s: Yes, Gil's told this anecdote before. He's talking about Avowel, the mobile version of his game Wordsy.

27m00s: Wingspan was written up in both the New York Times and Smithsonian Magazine, among others.

33m17s: We had Kim Vandenbrouke on in Ludology 212 - Inventing Play.

40m03s: Yes, Gil made the same point in the last episode. Still relevant!

41m37s: Not sure why Gil brought up Root but completely forgot about Fort, from the same publisher! It's a better example.

44m24s: The idea of affordances and signifiers from a design standpoint was popularized by Donald Norman in his book The Design of Everyday Things. This subject came up when we chatted with game designer and graphic designer Daniel Solis in Ludology 204 - The Eyes Have It.

45m11s: Kingdom Builder

47m39s: Seven Wonders

50m01s: The story of Lizzie Magie, Charles Darrow, and the way The Landlord's Game eventually became Monopoly is worth knowing about. You can read about it here.

55m51s: Verrater and Muerter.

59m12s: Emma and Gil gushed about their Quivers a bit more than they expected to!

1h01m27s: Red Raven made their game Megaland exclusive to Target when it was released in 2018. The Star Wars: X-Wing Miniatures Game also had components exclusive to Target.

1h04m23s: Scott is referring to the mechanism in each game in the Betrayal family of games, in which the game assigns one player to turn against the other players in one of dozens of wildly different scenarios.

1h08m31s: We discussed complexity in Ludology 238 - Unraveling Complexity.

1h11m33s: Gil likes to occasionally return to this lukewarm review of Catan from 1998, complaining about game length, runaway leader, and balance issues. The more things change...

1h12m13s: Here's Emma's talk for the Tabletop Mentorship Program about playtesting!

1h13m48s: More info about the AEG Pitch Project. Also, more info about Scott's forthcoming game Alien: Fate of the Nostromo.

]]>
01:18:40 clean full
GameTek Classic 245.5 - Leadership Sun, 14 Mar 2021 17:00:00 +0000 Geoff looks at a recent study that attempted to find a correlation between participants' actions in a game and how they would score in a survey of leadership skills. How can a game tell us whether a person is more or less likely to prefer to lead a group?]]> Geoff looks at a recent study that attempted to find a correlation between participants' actions in a game and how they would score in a survey of leadership skills. How can a game tell us whether a person is more or less likely to prefer to lead a group?]]> 06:52 clean full Ludology 245 - Play It Again Games Sun, 07 Mar 2021 17:00:00 +0000 Emma and Gil welcome Emerson Matsuuchi back to the show to discuss his experience designing the Century game series, and what it's like designing 3 "mixable" games.

SHOW NOTES

0m37s: We last heard Emerson as a guest on Ludology 106 - Hide and Seek.

1m01s: In addition to the Century series, Emerson has designed Reef and Foundations of Rome.

1m45s: When there's no pandemic raging around the world, Gil runs a playtest group in New York City. Emma and Emerson were both members before they moved away.

4m31s: Ah, the classic sitcom misunderstanding.

8m12s: A list of cards currently banned in Magic: The Gathering tournament play.

11m17s: Bruges

13m03s: Dominion: Second Edition

14m11s: You can watch Emma appear on Table Takes on Gen Con's Twitch channel.

26m56s: The Betrayal family of games.

29m14s: An API (application programming interface) is a software interface that allows programmers to allow various computer programs and other devices to talk to each other.

31m27s: In writing, "pantsing" means writing by the seat of your pants - in other words, not "plotting," or planning out your story in advance.

40m58s: Wingspan

46m24s: More information about Jones Theory, which suggests that gamers can optimize their collection by only collecting the "best" game of each genre or type.

47m40s: ZineQuest, a Kickstarter initiative for creators to launch small RPGs in zines, ran for the month of February. We discussed it with Jeeyon Shim in Ludology 244 - Games Brought to Life.

48m32s: Source code control, or version control, is a way for computer programmers to store all iterations of their code, so they can easily switch between older and newer versions of their programs, and integrate revisions to code with other people on their team. As Emma mentions, some code-savvy board game designers use version control systems like Git to track different versions of their games.

49m47s: We mention legendary board game designers Reiner Knizia and Uwe Rosenberg, and their games Medici, Medici: The Card Game, Caverna, Agricola

52m39s: Emerson mentions Runewars, Star Wars: Legion, Wings of War, and Star Wars: X-Wing Miniatures Game. For a detailed history of these games, check out Biography of a Board Game 210.5 - Wings of War.

56m26s: Tom Lehman is dividing his expansions for Race for the Galaxy into several different arcs, which are not meant to be mixed.

57m54s: Eric Lang's tweet that Emerson mentions.

1h00m48s: Emerson's website, Twitter, and Facebook.

]]>
Emma and Gil welcome Emerson Matsuuchi back to the show to discuss his experience designing the Century game series, and what it's like designing 3 "mixable" games.

SHOW NOTES

0m37s: We last heard Emerson as a guest on Ludology 106 - Hide and Seek.

1m01s: In addition to the Century series, Emerson has designed Reef and Foundations of Rome.

1m45s: When there's no pandemic raging around the world, Gil runs a playtest group in New York City. Emma and Emerson were both members before they moved away.

4m31s: Ah, the classic sitcom misunderstanding.

8m12s: A list of cards currently banned in Magic: The Gathering tournament play.

11m17s: Bruges

13m03s: Dominion: Second Edition

14m11s: You can watch Emma appear on Table Takes on Gen Con's Twitch channel.

26m56s: The Betrayal family of games.

29m14s: An API (application programming interface) is a software interface that allows programmers to allow various computer programs and other devices to talk to each other.

31m27s: In writing, "pantsing" means writing by the seat of your pants - in other words, not "plotting," or planning out your story in advance.

40m58s: Wingspan

46m24s: More information about Jones Theory, which suggests that gamers can optimize their collection by only collecting the "best" game of each genre or type.

47m40s: ZineQuest, a Kickstarter initiative for creators to launch small RPGs in zines, ran for the month of February. We discussed it with Jeeyon Shim in Ludology 244 - Games Brought to Life.

48m32s: Source code control, or version control, is a way for computer programmers to store all iterations of their code, so they can easily switch between older and newer versions of their programs, and integrate revisions to code with other people on their team. As Emma mentions, some code-savvy board game designers use version control systems like Git to track different versions of their games.

49m47s: We mention legendary board game designers Reiner Knizia and Uwe Rosenberg, and their games Medici, Medici: The Card Game, Caverna, Agricola

52m39s: Emerson mentions Runewars, Star Wars: Legion, Wings of War, and Star Wars: X-Wing Miniatures Game. For a detailed history of these games, check out Biography of a Board Game 210.5 - Wings of War.

56m26s: Tom Lehman is dividing his expansions for Race for the Galaxy into several different arcs, which are not meant to be mixed.

57m54s: Eric Lang's tweet that Emerson mentions.

1h00m48s: Emerson's website, Twitter, and Facebook.

]]>
01:03:05 clean full
Biography of a Board Game 244.5 - Alien Frontiers Sun, 28 Feb 2021 17:00:00 +0000 Scott delves into the history of the first big board game success on Kickstarter: Tory Niemann's Alien Frontiers.

BIBLIOGRAPHY OF A BOARD GAME

TEXT:

  • https://v1.escapistmagazine.com/articles/view/tabletop/features/11916-How-One-Project-Shaped-Gaming-s-Use-of-Crowdfunding
  • https://boardgamegeek.com/blogpost/5209/interview-tory-niemann
  • http://dicehateme.com/2010/08/alien-frontiers-a-new-world-for-game-publishing/
  • https://blog.tabletopia.com/tory-niemann-dont-underestimate-the-glossy-vibrant-dice/
  • https://thegaminggang.com/thoughts-on-gaming/the-final-frontier-10-questions-with-tory-niemann-designer-of-alien-frontiers/

AUDIO:

  • https://therewillbe.games/podcasts/8102-planet-of-dice
]]>
Scott delves into the history of the first big board game success on Kickstarter: Tory Niemann's Alien Frontiers.

BIBLIOGRAPHY OF A BOARD GAME

TEXT:

  • https://v1.escapistmagazine.com/articles/view/tabletop/features/11916-How-One-Project-Shaped-Gaming-s-Use-of-Crowdfunding
  • https://boardgamegeek.com/blogpost/5209/interview-tory-niemann
  • http://dicehateme.com/2010/08/alien-frontiers-a-new-world-for-game-publishing/
  • https://blog.tabletopia.com/tory-niemann-dont-underestimate-the-glossy-vibrant-dice/
  • https://thegaminggang.com/thoughts-on-gaming/the-final-frontier-10-questions-with-tory-niemann-designer-of-alien-frontiers/

AUDIO:

  • https://therewillbe.games/podcasts/8102-planet-of-dice
]]>
11:23 clean full
Ludology 244 - Games Brought to Life Sun, 21 Feb 2021 17:00:00 +0000 Emma and Gil chat with Jeeyon Shim, game designer, nature fan, and mushroom enthusiast. Jeeyon's games are about connecting with one's environment, and we discuss what it's like to make games like this. We also discuss playtesting (or not playtesting) indie games, the conception of "nature" and its connection with humanity, and how cute our pets are.

SHOW NOTES

1m53s: The IGDN is the Indie Game Developer Network, an organization supporting indie tabletop designers. They offer mentorships and convention scholarships; one of these is to Metatopia, a tabletop game design convention in New Jersey.

4m25s: Jeeyon's games Dear Poppy, First Lesson, Your Dead Friend

8m30s: Daniel Kwan, half of the Asians Represent podcast.

12m09s: Avery Alder's Belonging Outside Belonging and D. Vincent Baker and Meguey Baker's Powered by the Apocalypse (PbtA) are both tabletop RPG "engines" that can be used to make other games. Belonging Outside Belonging first appeared in Dream Askew, and PbtA first appeared in Apocalypse World.

13m36s: Here, have some sample ecosystem maps.

31m56s: The genus Lactarius, aka Candy cap mushrooms.

34m32s: We had Kienna Shaw, Lauren Bryant-Monk, and John Stavropoulos on Ludology 227 - Respect the X discussing safety tools in games.

39m55s: Matthew Gravelyn is a tabletop game designer. Jeeyon mentions her game Pin Feathers (part of a diptych with its second half, Cloud Studies).

41m05s: Pontifuse was part of the Cheapass game collection Chief Herman's Next Big Thing.

41m31s: We've already mentioned Avery Alder's Belonging Outside Belonging. Variations On Your Body is a collection of 4 solo LARPs  and one essay about learning to accept oneself.

43m50s: Jeeyon's game Crimson.

47m09s: Avery Alder's game from Variations that Emma is referring to is "Teen Witch."

57m27s: We chatted with toy inventor Kim Vandenbrouke in Ludology 212 - Inventing Play.

1h09m10s: "Itch" is itch.io, a popular sales platform for digital and tabletop indie games.

1h11m33s: Pseudohydnum gelatinosum, aka cat's tongue mushrooms.

1h19m12s: "Rubenesque" refers to the work of Flemish Baroque painter Peter Paul Rubens, who was known for painting plus-sized women.

1h21m51s: More info about Zine Quest, from Kickstarter.

1h25m57s: More info about Lucian Kahn's Zine Quest anthology Hibernation Games, which includes one of Jeeyon's games.

1h30m00s: Jeeyon's Twitter and Patreon.

]]>
Emma and Gil chat with Jeeyon Shim, game designer, nature fan, and mushroom enthusiast. Jeeyon's games are about connecting with one's environment, and we discuss what it's like to make games like this. We also discuss playtesting (or not playtesting) indie games, the conception of "nature" and its connection with humanity, and how cute our pets are.

SHOW NOTES

1m53s: The IGDN is the Indie Game Developer Network, an organization supporting indie tabletop designers. They offer mentorships and convention scholarships; one of these is to Metatopia, a tabletop game design convention in New Jersey.

4m25s: Jeeyon's games Dear Poppy, First Lesson, Your Dead Friend

8m30s: Daniel Kwan, half of the Asians Represent podcast.

12m09s: Avery Alder's Belonging Outside Belonging and D. Vincent Baker and Meguey Baker's Powered by the Apocalypse (PbtA) are both tabletop RPG "engines" that can be used to make other games. Belonging Outside Belonging first appeared in Dream Askew, and PbtA first appeared in Apocalypse World.

13m36s: Here, have some sample ecosystem maps.

31m56s: The genus Lactarius, aka Candy cap mushrooms.

34m32s: We had Kienna Shaw, Lauren Bryant-Monk, and John Stavropoulos on Ludology 227 - Respect the X discussing safety tools in games.

39m55s: Matthew Gravelyn is a tabletop game designer. Jeeyon mentions her game Pin Feathers (part of a diptych with its second half, Cloud Studies).

41m05s: Pontifuse was part of the Cheapass game collection Chief Herman's Next Big Thing.

41m31s: We've already mentioned Avery Alder's Belonging Outside Belonging. Variations On Your Body is a collection of 4 solo LARPs  and one essay about learning to accept oneself.

43m50s: Jeeyon's game Crimson.

47m09s: Avery Alder's game from Variations that Emma is referring to is "Teen Witch."

57m27s: We chatted with toy inventor Kim Vandenbrouke in Ludology 212 - Inventing Play.

1h09m10s: "Itch" is itch.io, a popular sales platform for digital and tabletop indie games.

1h11m33s: Pseudohydnum gelatinosum, aka cat's tongue mushrooms.

1h19m12s: "Rubenesque" refers to the work of Flemish Baroque painter Peter Paul Rubens, who was known for painting plus-sized women.

1h21m51s: More info about Zine Quest, from Kickstarter.

1h25m57s: More info about Lucian Kahn's Zine Quest anthology Hibernation Games, which includes one of Jeeyon's games.

1h30m00s: Jeeyon's Twitter and Patreon.

]]>
01:31:59 clean full
GameTek Classic 243.5 - Beacons Sun, 14 Feb 2021 17:00:00 +0000 Geoff considers a classic problem: how do two parties in two different locations agree on a random number result, like a die roll? We cover the clever solution wargamers worked out, as well as an ultra-modern approach.]]> Geoff considers a classic problem: how do two parties in two different locations agree on a random number result, like a die roll? We cover the clever solution wargamers worked out, as well as an ultra-modern approach.]]> 06:19 clean full Ludology 243 - Play Blall! Sun, 07 Feb 2021 17:00:00 +0000 Emma and Gil chat with Sam Rosenthal and Stephen Bell of The Game Band, known for their bizarre cosmic horror sports sim Blaseball. We discuss the unique feedback loop between Blaseball's fans and its creators, the benefits of apophenia, and how baseball was uniquely suited for this treatment at this moment in history.

SHOW NOTES

7m00s: The score bug that Gil is referring to is the graphic that appears overlaid on most sports broadcast, showing the game's score and other vital stats. Gil also refers to external chest protectors that baseball umpires used to wear, an icon of baseball from decades past.

7m59s: The Blaseball wiki.

10m00s: The music that Stephen refers to is literal fan-made music. Fan canon says that the team the Seattle Garages are actually a rock band forced to play Blaseball. Fans have actually recorded and released these albums.

19m05s: Here's Cat Manning's excellent Blaseball primer. It's a good way to get a sense of the lore of the game.

22m11s: We chatted with game designer and wide receiver Adrienne Smith in Ludology 240 - Are You Receiving Me?

26m15s: Apophenia is the tendency to make connections between disconnected things. Game designers can use it to make meaningful experiences and memorable stories, but other people can use it for very bad things.

27m42s: Kayfabe is a wrestling term that denotes the acceptance of the fictionalization of staged events. In other words, a wrestling announcer working in kayfabe will treat a match as if it is a genuinely-contested sporting event with an uncertain outcome, not a scripted match in which all participants know the winner ahead of time.

Kayfabe is very much another example of a magic circle. You can hear Geoff Engelstein and Ryan Sturm discuss the magic circle with game designer Eric Zimmerman in Ludology 79 - The Magic Circle.

29m34s: SIBR is the Society for Internet Blaseball Research. Their name is a reference to SABR, the Society for American Baseball Research. (In real-world Major League Baseball, SABR is the organization that devised "sabermetrics," the advanced statistics that powered the Moneyball movement.)

SIBR has written several academic papers analyzing the effects various aspects of Blaseball.

32m54s: Taskmaster continues to be one of Gil's favorite shows.

35m44s: Uncharted is a series of video games about uncovering historical mysteries around the world, and killing a lot of bad guys in the process.

44m02s: More info on Twitch Plays Pokémon. Also, Our Place, a MUD.

48m17s: More info on the John Cage composition As Slow As Possible (Gil misstated the title as "As Long As Possible"). You can watch a video of one of the note changes here.

Also, Gil should have mentioned the 10,000 Year Clock, a Jeff Bezos-funded clock that is being built within a Texas mountain that will be designed to run 10,000 years without any human intervention. This is not the kind of scale humans are used to thinking in, which is what makes these projects so strange and intriguing.

53m04s: Welcome to Night Vale is highly recommended for anyone intrigued by the idea of comic cosmic horror. For example...

"The City Council announces the opening of a new dog park at the corner of Earl and Sommerset near the Ralph's.

They would like to remind everyone that dogs are not allowed in the dog park. People are not allowed in the dog park. It is possible you will see hooded figures in the dog park. Do not approach them. Do not approach the dog park. The fence is electrified and highly dangerous. Try not to look at the dog park, and especially do not look for any period of time at the hooded figures. The dog park will not harm you."

55m51s: Baseball has several "unwritten rules" of decorum. One of them is that bunting to break up a no-hitter tends to be frowned upon. It happens every few years; in 2019, a minor-league team broke up a combined no-hitter in the 9th inning with a bunt, which resulted in a benches-clearing altercation.

1h00m42s: Here is the Blaseball Discord server.

1h05m40s: Gil is referring to Marcel Duchamp's readymade sculpture Fountain (although there are rumblings that the piece was actually made by Baroness Elsa von Freytag-Loringhoven). Afterwards, Gil refers to the Star Trek: The Next Generation episode Chain of Command, in which a Cardassian tortures Jean-Luc Picard by inflicting pain if Picard does not claim he sees five lights when in fact there are only four in front of him (which itself is a reference from a scene in 1984).

1h06m57s: "The Commissioner Is Doing A Great Job" is a common Blaseball meme. The Coffee Cup was the most recent season of Blaseball before this recording, which was a knockout tournament of nontraditional Blaseball teams instead of a "traditional" season (whatever that means).

1h08m03s: Twitter links: The Game Band, Blaseball, Sam Rosenthal, and Stephen Bell. Here is Blaseball's Patreon.

1h10m16s: Guess which blaseball team Gil follows?

]]>
Emma and Gil chat with Sam Rosenthal and Stephen Bell of The Game Band, known for their bizarre cosmic horror sports sim Blaseball. We discuss the unique feedback loop between Blaseball's fans and its creators, the benefits of apophenia, and how baseball was uniquely suited for this treatment at this moment in history.

SHOW NOTES

7m00s: The score bug that Gil is referring to is the graphic that appears overlaid on most sports broadcast, showing the game's score and other vital stats. Gil also refers to external chest protectors that baseball umpires used to wear, an icon of baseball from decades past.

7m59s: The Blaseball wiki.

10m00s: The music that Stephen refers to is literal fan-made music. Fan canon says that the team the Seattle Garages are actually a rock band forced to play Blaseball. Fans have actually recorded and released these albums.

19m05s: Here's Cat Manning's excellent Blaseball primer. It's a good way to get a sense of the lore of the game.

22m11s: We chatted with game designer and wide receiver Adrienne Smith in Ludology 240 - Are You Receiving Me?

26m15s: Apophenia is the tendency to make connections between disconnected things. Game designers can use it to make meaningful experiences and memorable stories, but other people can use it for very bad things.

27m42s: Kayfabe is a wrestling term that denotes the acceptance of the fictionalization of staged events. In other words, a wrestling announcer working in kayfabe will treat a match as if it is a genuinely-contested sporting event with an uncertain outcome, not a scripted match in which all participants know the winner ahead of time.

Kayfabe is very much another example of a magic circle. You can hear Geoff Engelstein and Ryan Sturm discuss the magic circle with game designer Eric Zimmerman in Ludology 79 - The Magic Circle.

29m34s: SIBR is the Society for Internet Blaseball Research. Their name is a reference to SABR, the Society for American Baseball Research. (In real-world Major League Baseball, SABR is the organization that devised "sabermetrics," the advanced statistics that powered the Moneyball movement.)

SIBR has written several academic papers analyzing the effects various aspects of Blaseball.

32m54s: Taskmaster continues to be one of Gil's favorite shows.

35m44s: Uncharted is a series of video games about uncovering historical mysteries around the world, and killing a lot of bad guys in the process.

44m02s: More info on Twitch Plays Pokémon. Also, Our Place, a MUD.

48m17s: More info on the John Cage composition As Slow As Possible (Gil misstated the title as "As Long As Possible"). You can watch a video of one of the note changes here.

Also, Gil should have mentioned the 10,000 Year Clock, a Jeff Bezos-funded clock that is being built within a Texas mountain that will be designed to run 10,000 years without any human intervention. This is not the kind of scale humans are used to thinking in, which is what makes these projects so strange and intriguing.

53m04s: Welcome to Night Vale is highly recommended for anyone intrigued by the idea of comic cosmic horror. For example...

"The City Council announces the opening of a new dog park at the corner of Earl and Sommerset near the Ralph's.

They would like to remind everyone that dogs are not allowed in the dog park. People are not allowed in the dog park. It is possible you will see hooded figures in the dog park. Do not approach them. Do not approach the dog park. The fence is electrified and highly dangerous. Try not to look at the dog park, and especially do not look for any period of time at the hooded figures. The dog park will not harm you."

55m51s: Baseball has several "unwritten rules" of decorum. One of them is that bunting to break up a no-hitter tends to be frowned upon. It happens every few years; in 2019, a minor-league team broke up a combined no-hitter in the 9th inning with a bunt, which resulted in a benches-clearing altercation.

1h00m42s: Here is the Blaseball Discord server.

1h05m40s: Gil is referring to Marcel Duchamp's readymade sculpture Fountain (although there are rumblings that the piece was actually made by Baroness Elsa von Freytag-Loringhoven). Afterwards, Gil refers to the Star Trek: The Next Generation episode Chain of Command, in which a Cardassian tortures Jean-Luc Picard by inflicting pain if Picard does not claim he sees five lights when in fact there are only four in front of him (which itself is a reference from a scene in 1984).

1h06m57s: "The Commissioner Is Doing A Great Job" is a common Blaseball meme. The Coffee Cup was the most recent season of Blaseball before this recording, which was a knockout tournament of nontraditional Blaseball teams instead of a "traditional" season (whatever that means).

1h08m03s: Twitter links: The Game Band, Blaseball, Sam Rosenthal, and Stephen Bell. Here is Blaseball's Patreon.

1h10m16s: Guess which blaseball team Gil follows?

]]>
01:11:00 clean full
Biography of a Board Game 242.5 - Bingo and Yahtzee Sun, 31 Jan 2021 17:00:00 +0000 Scott delves into the history of two games released by entrepreneur Edwin Lowe: Bingo and Yahtzee. Both became enormous successes, and are now a part of our cultural fabric. How did they get there?]]> Scott delves into the history of two games released by entrepreneur Edwin Lowe: Bingo and Yahtzee. Both became enormous successes, and are now a part of our cultural fabric. How did they get there? ]]> 12:42 clean full Ludology 242 - Winner Winner Chicken Dinner Sun, 24 Jan 2021 17:00:00 +0000 Emma, Gil, and Scott discuss winning in games. What defines winning in a game, and what are the different ways games can handle it?

Also, Emma shares a Big Announcement with us.

SHOW NOTES

2m44s: Type 1 - One winner, everyone else loses: Catan, Terra Mystica, Terraforming Mars

3m47s: Type 1a - Conditional win: Dune, Red November, Mission Catastrophe, Glory to Rome

6m48s: Vast, COIN (Counter-Insurgency) games

6m56s: Type 2 - One loser, everyone else wins: Jenga, Cockroach Poker, Kackel Dackel (which Gil mispronounced, and which was published in the US as Doggie Doo), Don't Wake Daddy, Bimbado/Packesel/The Last Straw (the game mentioned about loading a donkey), Pie Face, Perfection. The balloon game Scott describes is likely Bumm Bumm Ballon, known in the US as Boom Boom Balloon.

8m40s: Gil is using the term "atom" here as defined in the book Characteristics of Games, defined as "satisfying chunks of play shorter than a full game."

9m09s: Type 3 - Co-op games: Pandemic, Lord of the Rings, the Forbidden games, Quirky Circuits

10m15s: CO2

12m05s: We discuss meaning in games, beyond simple "fun," in Ludology 201 - Are We Having Fun Yet?

12m30s: This War of Mine

12m43s: Type 4 - Semi-coop games: Hellapagos, We're Doomed

13m52s: Coup, Werewolf/Mafia

14m41s: The Resistance, Werewolf, Codenames

15m17s: Type 4a - "Variable Coopability" (thanks Emma!) - Dead of Winter, Who Goes There

15m42s: Geoff discussed this in GameTek Classic 129 - Semi Coop Tournaments.

17m06s: Type 5 - Individual wins/losses

18m38s: Fog of Love. You can hear more from Fog of Love designer Jacob Jaskov in Ludology 194 - Lifting the Fog.

19m52s: The Crossroads mechanism forces players to make choices related to the narrative of the game, and delivers consequences based on those choices. Note that Gil is using "Crossroads" casually here, as only Plaid Hat Games can officially release Crossroads games.

20m46s: Emma's storytelling game ...and then we died.

21m08s: Type 6 - Improvement/Personal Best: Scrabble, Bupkis

23m14s: The Board Game Stats app, Fantasy Realms

24m02s: Cribbage

24m42s: More info about the Donkey Kong high score competition. The board game Take it Easy.

29m00s: Bennett Foddy's GDC talk Making It Matter, where he discusses how eSports can emulate real sports. Also, Gil's communication tool for board games, Check-In Cards.

32m13s: Geoff and Mike discussed legacy games with Matt Leacock in Ludology 121 - Pandemonium.

33m16s: Type 7 - Personal Experience. The chess-themed TV drama The Queen's Gambit.

43m55s: King Me, Cole Wehrle's GDC talk on kingmaking. Also, Cole's game Root. Cole is a friend of the show and has been on a couple of times, most recently on Ludology 222 - Johnny Fairplay.

48m06s: T.I.M.E Stories

54m28s: Another shout-out for Characteristics of Games. Here's Gil's Game Design 101 talk.

57m56s: The board games Dungeonquest and Kingdom Death: Monster. The video games Super Meat Boy and Dark Souls.

59m37s: The video game Hades.

1h03m52s: Check out Errol Elumir's 13 Rules for Escape Room Puzzle Design.

1h05m44s: Scott's book Level Up! The Guide to Great Video Game Design.

1h06m54s: Betrayal: Legacy

1h07m54s: The video game Among Us, and the board games Nemesis and Zombicide.

1h10m23s: You can hear more about player psychographic profiles in Ludology 165 - Fowerian Slip.

]]>
Emma, Gil, and Scott discuss winning in games. What defines winning in a game, and what are the different ways games can handle it?

Also, Emma shares a Big Announcement with us.

SHOW NOTES

2m44s: Type 1 - One winner, everyone else loses: Catan, Terra Mystica, Terraforming Mars

3m47s: Type 1a - Conditional win: Dune, Red November, Mission Catastrophe, Glory to Rome

6m48s: Vast, COIN (Counter-Insurgency) games

6m56s: Type 2 - One loser, everyone else wins: Jenga, Cockroach Poker, Kackel Dackel (which Gil mispronounced, and which was published in the US as Doggie Doo), Don't Wake Daddy, Bimbado/Packesel/The Last Straw (the game mentioned about loading a donkey), Pie Face, Perfection. The balloon game Scott describes is likely Bumm Bumm Ballon, known in the US as Boom Boom Balloon.

8m40s: Gil is using the term "atom" here as defined in the book Characteristics of Games, defined as "satisfying chunks of play shorter than a full game."

9m09s: Type 3 - Co-op games: Pandemic, Lord of the Rings, the Forbidden games, Quirky Circuits

10m15s: CO2

12m05s: We discuss meaning in games, beyond simple "fun," in Ludology 201 - Are We Having Fun Yet?

12m30s: This War of Mine

12m43s: Type 4 - Semi-coop games: Hellapagos, We're Doomed

13m52s: Coup, Werewolf/Mafia

14m41s: The Resistance, Werewolf, Codenames

15m17s: Type 4a - "Variable Coopability" (thanks Emma!) - Dead of Winter, Who Goes There

15m42s: Geoff discussed this in GameTek Classic 129 - Semi Coop Tournaments.

17m06s: Type 5 - Individual wins/losses

18m38s: Fog of Love. You can hear more from Fog of Love designer Jacob Jaskov in Ludology 194 - Lifting the Fog.

19m52s: The Crossroads mechanism forces players to make choices related to the narrative of the game, and delivers consequences based on those choices. Note that Gil is using "Crossroads" casually here, as only Plaid Hat Games can officially release Crossroads games.

20m46s: Emma's storytelling game ...and then we died.

21m08s: Type 6 - Improvement/Personal Best: Scrabble, Bupkis

23m14s: The Board Game Stats app, Fantasy Realms

24m02s: Cribbage

24m42s: More info about the Donkey Kong high score competition. The board game Take it Easy.

29m00s: Bennett Foddy's GDC talk Making It Matter, where he discusses how eSports can emulate real sports. Also, Gil's communication tool for board games, Check-In Cards.

32m13s: Geoff and Mike discussed legacy games with Matt Leacock in Ludology 121 - Pandemonium.

33m16s: Type 7 - Personal Experience. The chess-themed TV drama The Queen's Gambit.

43m55s: King Me, Cole Wehrle's GDC talk on kingmaking. Also, Cole's game Root. Cole is a friend of the show and has been on a couple of times, most recently on Ludology 222 - Johnny Fairplay.

48m06s: T.I.M.E Stories

54m28s: Another shout-out for Characteristics of Games. Here's Gil's Game Design 101 talk.

57m56s: The board games Dungeonquest and Kingdom Death: Monster. The video games Super Meat Boy and Dark Souls.

59m37s: The video game Hades.

1h03m52s: Check out Errol Elumir's 13 Rules for Escape Room Puzzle Design.

1h05m44s: Scott's book Level Up! The Guide to Great Video Game Design.

1h06m54s: Betrayal: Legacy

1h07m54s: The video game Among Us, and the board games Nemesis and Zombicide.

1h10m23s: You can hear more about player psychographic profiles in Ludology 165 - Fowerian Slip.

]]>
01:13:07 clean full
GameTek Classic 241.5 - The Elam Ending Sun, 17 Jan 2021 17:00:00 +0000 Geoff takes us through what he (and many other people) feel is a flaw in the rules of basketball, and a possible solution that was first implemented by a new league in 2018. The Elam Ending is designed to eliminate the incentive for teams trailing on the scoreboard to constantly, intentionally foul the leading team, making for a more consistent and fun game to watch.

This GameTek Classic was recorded in 2018; since then, the NBA used the Elam Ending for the 2020 All-Star Game, although they added 24 points (in honor of Kobe Bryant) and played the entire fourth quarter without a clock. The trailing team won.

Read an interview with Nick Elam.

Watch a couple of examples of the Elam Ending in action: the end of the 2019 Basketball Tournament semifinals, and the end of the aforementioned 2020 NBA All-Star Game.

]]>
Geoff takes us through what he (and many other people) feel is a flaw in the rules of basketball, and a possible solution that was first implemented by a new league in 2018. The Elam Ending is designed to eliminate the incentive for teams trailing on the scoreboard to constantly, intentionally foul the leading team, making for a more consistent and fun game to watch.

This GameTek Classic was recorded in 2018; since then, the NBA used the Elam Ending for the 2020 All-Star Game, although they added 24 points (in honor of Kobe Bryant) and played the entire fourth quarter without a clock. The trailing team won.

Read an interview with Nick Elam.

Watch a couple of examples of the Elam Ending in action: the end of the 2019 Basketball Tournament semifinals, and the end of the aforementioned 2020 NBA All-Star Game.

]]>
06:00 clean full
Ludology 241 - A Different Kind of Year Sun, 10 Jan 2021 17:00:00 +0000 We continue our annual tradition of bringing board game industry veteran Stephen Buonocore, now retired from Stronghold Games/Indie Game Studios and focusing on media and podcasting. We explore the bizarre, catastrophic year of 2020, and consider what's in store for us in 2021.

Note that this episode was recorded on Monday, November 30, 2020; we occasionally say "this year" to mean 2020 instead of 2021.

SHOW NOTES

6m24s: "Travis" is Travis Worthington, CEO of Indie Game Studios.

9m00s: Back the Comeback is a movement to keep comic and game stores alive during the pandemic.

13m26s: Gravitation Games (who did not release their first game on Kickstarter), Chris Solis' Solis Game Studio, and NewMill Industries.

18m58s: More info about the idea of flight-to-quality.

22m04s: You can hear more from Luke Crane and Anya Combs on Ludology 223 - Kick Out the Jams.

27m41s: You can play Codenames online here.

29m13s: Tim Hutchings' 1000 Year Old Vampire, Travis Hill's zine games, Jeeyon Shim's games about nature and survival.

32m47s: Our socially-distanced Gen Con 2020 live show, Gil's blog post about online conventions.

33m46s: Gil's thoughts here were really driven by Jeff Tidball's blog post here.

40m13s: Castle Tricon

42m01s: Board Games Insider

43m06s: Some board game Twitch streamers: The Brothers Murph, Ruel Gaviola, Board Game Blitz

46m17s: Our Family Plays Games, Before You Play

1h04m59s: Stephen's Facebook, website, Twitter, Instagram, and YouTube.

]]>
We continue our annual tradition of bringing board game industry veteran Stephen Buonocore, now retired from Stronghold Games/Indie Game Studios and focusing on media and podcasting. We explore the bizarre, catastrophic year of 2020, and consider what's in store for us in 2021.

Note that this episode was recorded on Monday, November 30, 2020; we occasionally say "this year" to mean 2020 instead of 2021.

SHOW NOTES

6m24s: "Travis" is Travis Worthington, CEO of Indie Game Studios.

9m00s: Back the Comeback is a movement to keep comic and game stores alive during the pandemic.

13m26s: Gravitation Games (who did not release their first game on Kickstarter), Chris Solis' Solis Game Studio, and NewMill Industries.

18m58s: More info about the idea of flight-to-quality.

22m04s: You can hear more from Luke Crane and Anya Combs on Ludology 223 - Kick Out the Jams.

27m41s: You can play Codenames online here.

29m13s: Tim Hutchings' 1000 Year Old Vampire, Travis Hill's zine games, Jeeyon Shim's games about nature and survival.

32m47s: Our socially-distanced Gen Con 2020 live show, Gil's blog post about online conventions.

33m46s: Gil's thoughts here were really driven by Jeff Tidball's blog post here.

40m13s: Castle Tricon

42m01s: Board Games Insider

43m06s: Some board game Twitch streamers: The Brothers Murph, Ruel Gaviola, Board Game Blitz

46m17s: Our Family Plays Games, Before You Play

1h04m59s: Stephen's Facebook, website, Twitter, Instagram, and YouTube.

]]>
01:07:16 clean full
Ludology 240 - Are You Receiving Me? Sun, 13 Dec 2020 17:00:00 +0000 Emma and Gil welcome Adrienne Smith, designer of the card game Blitz Champz and wide receiver for the Boston Renegades women's gridiron football team. We discuss the intersection of mass market, kids, and sports game design, the state of women's football in modern America, and serial entrepreneurship.

This episode was recorded on November 16, 2020. A couple of weeks later, Vanderbilt brought their varsity women's soccer goalie, Sarah Fuller, onto their men's football team as a kicker.

Note:This will be the last Ludology episode of 2020! We are taking our annual winter break, during which time there will be no episodes of Ludology, Biography of a Board Game, or GameTek. We will return on January 10, 2021 with our annual "State of the Industry" episode with the Podfather, Stephen Buonocore.

SHOW NOTES

2m05s: Wondering how you can throw a spiral?

3m18s: Adrienne played for the New York Sharks. Here's the web page for the IFAF.

3m56s: More information about Jen Welter, the first female coach in the NFL.

5m14s: Gil wrote a Twitter thread about the history of women in football after the news about Sarah Fuller broke.

5m46s: Women's old-school football pants, versus MC Hammer's pants.

8m03s: The Women's Football Alliance, and the Women's National Football Conference

10m17s: More info about Ultimate, originally called Ultimate Frisbee.

10m42s: More info about Ultimate Hall of Famer Molly Goodwin.

14m00s: Adrienne is correct! The periodic table of the elements was first envisioned by Dmitri Mendeleev. Said he, "I saw in a dream a table where all elements fell into place as required. Awakening, I immediately wrote it down on a piece of paper, only in one place did a correction later seem necessary."

21m56s: You can hear more from our interview with graphic/game designer Daniel Solis on Ludology 204 - The Eyes Have It.

25m23s: Here's a closer look at Adrienne's "Passing TD" card.

27m26s: You can hear more from our interview with mass market toy/game designer Kim Vandenbrouke on Ludology 212 - Inventing Play.

29m47s: Here's a clip of the amazing Kyler Murray "Hail Mary" pass that somehow landed in D'Andre Hopkins' arms. This happened the day before we recorded. (I do not recommend Bills fans clicking on that link.)

34m28s: Adrienne is talking about New England Patriots head coach Bill Belichick, winner of 6 Super Bowls.

42m46s: More info about Gotham Girls' Roller Derby, the NYC-based roller derby organization. (There are other fantastic roller derby organizations around the world, like the world #1-ranked Rose City Rollers in Portland, OR, and the world #2-ranked Victorian Roller Derby League in Melbourne, Australia, all run by the Women's Flat Track Derby Association.)

44m17s: You can hear more about Omari Akhil's views on the intersection of sports and games in Ludology 233 - A Sporting Chance.

55m26s: The legendary arcade game Galaga.

58m37s: It may not have been a tornado that hit NYC on November 15, but it seems to have come very close to one.

1h07m49s: More info about Title IX, passed in the US in 1972, which prohibits discrimination in education based on sex. The upshot of this is that for most sports, if a school wanted to field a men's team in a given sport, they had to field a women's team as well.

1h09m03s: Pop Warner Football is a US organization for youth football, roughly equivalent to Little League baseball. It's named for legendary coach Pop Warner. Also, more information about Utah Girls Tackle Football.

1h10m51s: If you want to know more about minorities in the middle ages, a great place to start is People of Color in European Art History.

1h13m48s: Here's Adrienne's Instagram page.

]]>
Emma and Gil welcome Adrienne Smith, designer of the card game Blitz Champz and wide receiver for the Boston Renegades women's gridiron football team. We discuss the intersection of mass market, kids, and sports game design, the state of women's football in modern America, and serial entrepreneurship.

This episode was recorded on November 16, 2020. A couple of weeks later, Vanderbilt brought their varsity women's soccer goalie, Sarah Fuller, onto their men's football team as a kicker.

Note: This will be the last Ludology episode of 2020! We are taking our annual winter break, during which time there will be no episodes of Ludology, Biography of a Board Game, or GameTek. We will return on January 10, 2021 with our annual "State of the Industry" episode with the Podfather, Stephen Buonocore.

SHOW NOTES

2m05s: Wondering how you can throw a spiral?

3m18s: Adrienne played for the New York Sharks. Here's the web page for the IFAF.

3m56s: More information about Jen Welter, the first female coach in the NFL.

5m14s: Gil wrote a Twitter thread about the history of women in football after the news about Sarah Fuller broke.

5m46s: Women's old-school football pants, versus MC Hammer's pants.

8m03s: The Women's Football Alliance, and the Women's National Football Conference

10m17s: More info about Ultimate, originally called Ultimate Frisbee.

10m42s: More info about Ultimate Hall of Famer Molly Goodwin.

14m00s: Adrienne is correct! The periodic table of the elements was first envisioned by Dmitri Mendeleev. Said he, "I saw in a dream a table where all elements fell into place as required. Awakening, I immediately wrote it down on a piece of paper, only in one place did a correction later seem necessary."

21m56s: You can hear more from our interview with graphic/game designer Daniel Solis on Ludology 204 - The Eyes Have It.

25m23s: Here's a closer look at Adrienne's "Passing TD" card.

27m26s: You can hear more from our interview with mass market toy/game designer Kim Vandenbrouke on Ludology 212 - Inventing Play.

29m47s: Here's a clip of the amazing Kyler Murray "Hail Mary" pass that somehow landed in D'Andre Hopkins' arms. This happened the day before we recorded. (I do not recommend Bills fans clicking on that link.)

34m28s: Adrienne is talking about New England Patriots head coach Bill Belichick, winner of 6 Super Bowls.

42m46s: More info about Gotham Girls' Roller Derby, the NYC-based roller derby organization. (There are other fantastic roller derby organizations around the world, like the world #1-ranked Rose City Rollers in Portland, OR, and the world #2-ranked Victorian Roller Derby League in Melbourne, Australia, all run by the Women's Flat Track Derby Association.)

44m17s: You can hear more about Omari Akhil's views on the intersection of sports and games in Ludology 233 - A Sporting Chance.

55m26s: The legendary arcade game Galaga.

58m37s: It may not have been a tornado that hit NYC on November 15, but it seems to have come very close to one.

1h07m49s: More info about Title IX, passed in the US in 1972, which prohibits discrimination in education based on sex. The upshot of this is that for most sports, if a school wanted to field a men's team in a given sport, they had to field a women's team as well.

1h09m03s: Pop Warner Football is a US organization for youth football, roughly equivalent to Little League baseball. It's named for legendary coach Pop Warner. Also, more information about Utah Girls Tackle Football.

1h10m51s: If you want to know more about minorities in the middle ages, a great place to start is People of Color in European Art History.

1h13m48s: Here's Adrienne's Instagram page.

]]>
01:16:28 clean full
Biography of a Board Game 239.5 - Dark Tower Sun, 06 Dec 2020 17:00:00 +0000 Scott takes us through the history of Dark Tower, the legendary electronically-enhanced board game, and its modern spiritual successor, Return to Dark Tower. The story's twists and turns include every designer's worst nightmare: a huge company stealing a designer's idea and making it their own.

BIBLIOGRAPHY OF A BOARD GAME

Wilderness Campaign, the Apple II game that helped inspire Dark Tower: https://www.mobygames.com/game/wilderness-campaign

Fan page with all sorts of info: https://well-of-souls.com/tower/index.html

Ruling on Burten v. Milton Bradley Co.: https://law.justia.com/cases/federal/district-courts/FSupp/592/1021/1816724/

An article on the game's original release: https://www.nytimes.com/1981/09/23/business/new-bradley-game-tests-fickle-market.html

Dark Tower commercial with Orson Welles: https://www.youtube.com/watch?v=_3HVCwPp7j0

]]>
Scott takes us through the history of Dark Tower, the legendary electronically-enhanced board game, and its modern spiritual successor, Return to Dark Tower. The story's twists and turns include every designer's worst nightmare: a huge company stealing a designer's idea and making it their own.

BIBLIOGRAPHY OF A BOARD GAME

Wilderness Campaign, the Apple II game that helped inspire Dark Tower: https://www.mobygames.com/game/wilderness-campaign

Fan page with all sorts of info: https://well-of-souls.com/tower/index.html

Ruling on Burten v. Milton Bradley Co.: https://law.justia.com/cases/federal/district-courts/FSupp/592/1021/1816724/

An article on the game's original release: https://www.nytimes.com/1981/09/23/business/new-bradley-game-tests-fickle-market.html

Dark Tower commercial with Orson Welles: https://www.youtube.com/watch?v=_3HVCwPp7j0

]]>
14:02 clean full
Ludology 239 - Words at Play Sun, 29 Nov 2020 17:00:00 +0000 Emma and Gil welcome Kathryn Hymes and Hakan Seyalıoğlu to the show to discuss the impact of language on play, and how to design games that revolve around the building, modification, and demise of a language.

SHOW NOTES

2m52s: Here's the Kickstarter for Thorny's new game Xenolanguage.

6m45s: Among Us is a social deduction digital game that, after a quiet two years on the market, suddenly blew up on Twitch and is now extremely popular. US congressional representative Alexandria Ocasio-Cortez made headlines when she played the game live on Twitch with several popular streamers (and fellow representative Ilhan Omar, who turned out to be very good at the game).

9m09s: Myst

9m36s: Here's our episode on the Incan Gold experiment, run by Dr. Stephen Blessing of the University of Tampa.

15m43s: Dialect (Watch a playthrough with Hakan here)

20m33s: The earliest instance that the OED has found of the singular "they" is from 1375.

38m47s: Gil, Geoff, and Scott dug deep into party game design in Ludology 190 - The Life of the Party.

45m15s: Sign

49m47s: More info about the fascinating instrument known as the theremin.

52m54s: The instrument called the ondes Martenot (Gil apologies profusely to all French listeners for his poor pronunciation skills!). You can see its inner workings discussed here (video in French with English subtitles). You can hear it as one of the instruments in this absolutely wild Edgard Varése composition.

55m18s: More info on Code Talkers and how they helped transmit encoded messages in wartime.

56m01s: Here's a thread with Magic fans playing the translation game on Jace.

56m35s: Kathryn's GDC talk on artifacts of play.

58m07s: A Fake Artist Goes to New York

58m48s: Fall of Magic

59m15s: Qwixx

1h08m18s: A Buzzfeed article (forgive me) on how red Solo cups are viewed outside the US as a uniquely American symbol.

1h08m38s: Thorny Games on the web and Instagram. Also, you can find Kathryn and Hakan on Twitter.

]]>
Emma and Gil welcome Kathryn Hymes and Hakan Seyalıoğlu to the show to discuss the impact of language on play, and how to design games that revolve around the building, modification, and demise of a language.

SHOW NOTES

2m52s: Here's the Kickstarter for Thorny's new game Xenolanguage.

6m45s: Among Us is a social deduction digital game that, after a quiet two years on the market, suddenly blew up on Twitch and is now extremely popular. US congressional representative Alexandria Ocasio-Cortez made headlines when she played the game live on Twitch with several popular streamers (and fellow representative Ilhan Omar, who turned out to be very good at the game).

9m09s: Myst

9m36s: Here's our episode on the Incan Gold experiment, run by Dr. Stephen Blessing of the University of Tampa.

15m43s: Dialect (Watch a playthrough with Hakan here)

20m33s: The earliest instance that the OED has found of the singular "they" is from 1375.

38m47s: Gil, Geoff, and Scott dug deep into party game design in Ludology 190 - The Life of the Party.

45m15s: Sign

49m47s: More info about the fascinating instrument known as the theremin.

52m54s: The instrument called the ondes Martenot (Gil apologies profusely to all French listeners for his poor pronunciation skills!). You can see its inner workings discussed here (video in French with English subtitles). You can hear it as one of the instruments in this absolutely wild Edgard Varése composition.

55m18s: More info on Code Talkers and how they helped transmit encoded messages in wartime.

56m01s: Here's a thread with Magic fans playing the translation game on Jace.

56m35s: Kathryn's GDC talk on artifacts of play.

58m07s: A Fake Artist Goes to New York

58m48s: Fall of Magic

59m15s: Qwixx

1h08m18s: A Buzzfeed article (forgive me) on how red Solo cups are viewed outside the US as a uniquely American symbol.

1h08m38s: Thorny Games on the web and Instagram. Also, you can find Kathryn and Hakan on Twitter.

]]>
01:10:50 clean full
GameTek Classic 238.5 - Induction Sun, 22 Nov 2020 17:00:00 +0000 Geoff discusses the difference between deductive and inductive reasoning, and its impact in board games and beyond.

In this episode, Geoff discusses the games Clue/Cluedo, Mastermind, and Zendo. He also discusses dark matter, WIMPs, and Einstein's theory of relativity.

]]>
Geoff discusses the difference between deductive and inductive reasoning, and its impact in board games and beyond.

In this episode, Geoff discusses the games Clue/Cluedo, Mastermind, and Zendo. He also discusses dark matter, WIMPs, and Einstein's theory of relativity.

]]>
07:57 clean full
Ludology 238 - Unraveling Complexity Sun, 15 Nov 2020 17:00:00 +0000 Emma, Gil, and Scott discuss the idea of complexity in a board game. We explore 6 types of complexity, and discuss their effects on the games we play and design.

SHOW NOTES

0m51s: Pete Seeger was an American folk singer, known for songs like "If I Had a Hammer," "Turn, Turn, Turn," and "Where Have All the Flowers Gone?"

2m04s: Our list of complexities:

  • Spatial complexity
  • Arithmetical complexity
  • Zone complexity
  • Planning complexity
  • Rules/mechanism complexity
  • Component complexity

2m45s: Barenpark, New York Zoo

3m44s: The SAT is a standardized test in the United States that is a major factor in a college's admission of a prospective student.

4m16s: Number 9

4m32s: Bosk

5m31s: Photosynthesis

6m30s: Treasure Island, Escape from the Aliens in Outer Space, Specter Ops, Tigris & Euphrates

7m14s: Checking the rules, an Internal Conflict in Tigris & Euphrates happens when a Leader is moved to a Kingdom where there is already a Leader of the same color belonging to another player.

8m00s: Star Wars: X-Wing Miniatures Game. Check out Scott's Biography of a Board Game on the Flight Path family of games, including X-Wing and Wings of War.

8m25s: The Warhammer family of games is absolutely massive. The flagship game, Warhammer 40,000, is in its 9th edition.

10m18s: The Funkoverse Strategy Game. We chatted with Chris Rowlands, one of its designers, in Ludology 224: Putting the Fun in Funko.

11m01s: Heroclix, Heroscape

13m23s: Set

15m17s: Power Grid, Russian Railroads, and Gil's own The Networks

16m26s: The term "Goumbaud's Law" was coined by Jesse Schell in his book The Art of Game Design: A Book of Lenses.

21m12s: Sticheln (the pronunciation of which Gil has completely butchered) was recently re-released by Capstone Games as Stick 'Em. Smartphone Inc.

22m46s: Sushi Go, Disney: The Haunted Mansion – Call of the Spirits Game

25m38s: Search for Planet X, Zendo (Kory Heath's design diary for Zendo remains a fantastic look at how hard it is to design a seemingly simple game.)

26m40s: Mastermind

28m12s: Here's a description of the XYZ Wing solve technique for Sudoku.

28m33s: https://www.youtube.com/watch?v=Bg21M2zwG9Q (explicit language warning)

28m59s: Hey, That's My Fish, graph theory, and the Traveling Salesman problem.

29m33s: Scott first proposed the 6 Zones of Play in Ludology 209 - The 6 Zones of Play.

32m28s: Formula D

33m27s: Seafall, the Betrayal family of games.

41m21s: Ra

43m53s: A Feast for Odin

44m22s: A Few Acres of Snow

46m45s: Nielsen Media Research is best known for its Nielsen TV ratings, that offer the TV industry in the United States metrics into the number of viewers a TV show enjoys.

48m06s: Advanced Squad Leader, The Campaign for North Africa

50m13s: We discussed the futility of 1:1 models with Volko Ruhnke in Ludology 178 - COIN Operated. Gil also brings up the "Map-territory relation" problem.

50m29s: Food Chain Magnate, Feudum, Cloudspire, Kanban

54m48s: Two designers who work in complex games: Vital Lacerda and Dávid Turczi. You can hear our chat with Dávid about complex games in Ludology 234 - Playing with Time.

55m34s: Brass: Lancashire

57m27s: Fresco

1h00m20s: Gil discussed his doomed auction mechanism most recently in Ludology 235 - Rise to the Challenge.

1h01m45s: Samurai, Steel Driver, For Sale. Here's Samurai's scoring system:

  • If one player has the most figures of 2 or 3 of the types of figures, they win.
  • If no one has won in the previous step, only players who have the most of a single type of figure can win. All other players are eliminated.
  • The remaining players set aside the figures they have of which they have the most of a certain type. The player with the most remaining figures wins.
  • In case of a tie, the tied players re-collect all their figures and count their total number of figures. Highest total wins, all remaining ties are shared.

1h02m30s: Nomic, Fluxx

1h09m23s: Descent: Journeys in the Dark

1h10m45s: Geoff and Gil discussed "tight coupling" in Ludology 172 - Odd Coupling.

1h12m04s: Carcassonne (the type Gil was thinking of is Monk)

1h13m25s: The Betrayal family of games (again)

1h14m46s: GameTrayz

1h16m20s: Mike Selinker uttered this now-legendary quote in Ludology 189 - The Missing Selinker.

1h17m47s: Gil's announcements: BGG@Home, Weird Stories pregen settings, High Rise pre-orders opening soon, Rival Networks

1h20m02s: Battling Tops, and the legendary BGG Battling Tops tournament.

1h20m22s: Tabletopia

1h20m44s: Emma, Gil, and Scott recorded Ludology 215 - Table Topics live at BGG.CON 2019.

1h21m06s: Scott's announcements: Treats, Xeno Command, Comic Book Crisis, The Pitch Project.

1h24m06s: Emma's announcements: Game Maker's Guild panel, Dutch and Hungarian versions of Abandon All Artichokes.

1h25m26s: Our contact info: Emma (Twitter, Instagram, Web), Gil (Twitter, Facebook, Web), Scott (Twitter, Instagram, and Facebook)

]]>
Emma, Gil, and Scott discuss the idea of complexity in a board game. We explore 6 types of complexity, and discuss their effects on the games we play and design.

SHOW NOTES

0m51s: Pete Seeger was an American folk singer, known for songs like "If I Had a Hammer," "Turn, Turn, Turn," and "Where Have All the Flowers Gone?"

2m04s: Our list of complexities:

  • Spatial complexity
  • Arithmetical complexity
  • Zone complexity
  • Planning complexity
  • Rules/mechanism complexity
  • Component complexity

2m45s: Barenpark, New York Zoo

3m44s: The SAT is a standardized test in the United States that is a major factor in a college's admission of a prospective student.

4m16s: Number 9

4m32s: Bosk

5m31s: Photosynthesis

6m30s: Treasure Island, Escape from the Aliens in Outer Space, Specter Ops, Tigris & Euphrates

7m14s: Checking the rules, an Internal Conflict in Tigris & Euphrates happens when a Leader is moved to a Kingdom where there is already a Leader of the same color belonging to another player.

8m00s: Star Wars: X-Wing Miniatures Game. Check out Scott's Biography of a Board Game on the Flight Path family of games, including X-Wing and Wings of War.

8m25s: The Warhammer family of games is absolutely massive. The flagship game, Warhammer 40,000, is in its 9th edition.

10m18s: The Funkoverse Strategy Game. We chatted with Chris Rowlands, one of its designers, in Ludology 224: Putting the Fun in Funko.

11m01s: Heroclix, Heroscape

13m23s: Set

15m17s: Power Grid, Russian Railroads, and Gil's own The Networks

16m26s: The term "Goumbaud's Law" was coined by Jesse Schell in his book The Art of Game Design: A Book of Lenses.

21m12s: Sticheln (the pronunciation of which Gil has completely butchered) was recently re-released by Capstone Games as Stick 'Em. Smartphone Inc.

22m46s: Sushi Go, Disney: The Haunted Mansion – Call of the Spirits Game

25m38s: Search for Planet X, Zendo (Kory Heath's design diary for Zendo remains a fantastic look at how hard it is to design a seemingly simple game.)

26m40s: Mastermind

28m12s: Here's a description of the XYZ Wing solve technique for Sudoku.

28m33s: https://www.youtube.com/watch?v=Bg21M2zwG9Q (explicit language warning)

28m59s: Hey, That's My Fish, graph theory, and the Traveling Salesman problem.

29m33s: Scott first proposed the 6 Zones of Play in Ludology 209 - The 6 Zones of Play.

32m28s: Formula D

33m27s: Seafall, the Betrayal family of games.

41m21s: Ra

43m53s: A Feast for Odin

44m22s: A Few Acres of Snow

46m45s: Nielsen Media Research is best known for its Nielsen TV ratings, that offer the TV industry in the United States metrics into the number of viewers a TV show enjoys.

48m06s: Advanced Squad Leader, The Campaign for North Africa

50m13s: We discussed the futility of 1:1 models with Volko Ruhnke in Ludology 178 - COIN Operated. Gil also brings up the "Map-territory relation" problem.

50m29s: Food Chain Magnate, Feudum, Cloudspire, Kanban

54m48s: Two designers who work in complex games: Vital Lacerda and Dávid Turczi. You can hear our chat with Dávid about complex games in Ludology 234 - Playing with Time.

55m34s: Brass: Lancashire

57m27s: Fresco

1h00m20s: Gil discussed his doomed auction mechanism most recently in Ludology 235 - Rise to the Challenge.

1h01m45s: Samurai, Steel Driver, For Sale. Here's Samurai's scoring system:

  • If one player has the most figures of 2 or 3 of the types of figures, they win.
  • If no one has won in the previous step, only players who have the most of a single type of figure can win. All other players are eliminated.
  • The remaining players set aside the figures they have of which they have the most of a certain type. The player with the most remaining figures wins.
  • In case of a tie, the tied players re-collect all their figures and count their total number of figures. Highest total wins, all remaining ties are shared.

1h02m30s: Nomic, Fluxx

1h09m23s: Descent: Journeys in the Dark

1h10m45s: Geoff and Gil discussed "tight coupling" in Ludology 172 - Odd Coupling.

1h12m04s: Carcassonne (the type Gil was thinking of is Monk)

1h13m25s: The Betrayal family of games (again)

1h14m46s: GameTrayz

1h16m20s: Mike Selinker uttered this now-legendary quote in Ludology 189 - The Missing Selinker.

1h17m47s: Gil's announcements: BGG@Home, Weird Stories pregen settings, High Rise pre-orders opening soon, Rival Networks

1h20m02s: Battling Tops, and the legendary BGG Battling Tops tournament.

1h20m22s: Tabletopia

1h20m44s: Emma, Gil, and Scott recorded Ludology 215 - Table Topics live at BGG.CON 2019.

1h21m06s: Scott's announcements: Treats, Xeno Command, Comic Book Crisis, The Pitch Project.

1h24m06s: Emma's announcements: Game Maker's Guild panel, Dutch and Hungarian versions of Abandon All Artichokes.

1h25m26s: Our contact info: Emma (Twitter, Instagram, Web), Gil (Twitter, Facebook, Web), Scott (Twitter, Instagram, and Facebook)

]]>
01:26:51 clean full
Biography of a Board Game 237.5 - Which Witch Sun, 08 Nov 2020 17:00:00 +0000 Scott goes over the history of Which Witch, a game that's been adapted into many other games, including The Real Ghostbusters Game and the Scooby-doo! Haunted House 3D Board Game.

If you're interested in learning more about Marvin Glass and Associates, Scott recommends that you read A World Without Reality: Inside Marvin Glass's Toy Vault. We also discussed him in Ludology 212 - Inventing Play with Kim Vandenbrouke.

]]>
Scott goes over the history of Which Witch, a game that's been adapted into many other games, including The Real Ghostbusters Game and the Scooby-doo! Haunted House 3D Board Game.

If you're interested in learning more about Marvin Glass and Associates, Scott recommends that you read A World Without Reality: Inside Marvin Glass's Toy Vault. We also discussed him in Ludology 212 - Inventing Play with Kim Vandenbrouke.

]]>
08:03 clean full
Ludology 237 - Improv-ing Games Sun, 01 Nov 2020 17:00:00 +0000 Emma and Gil welcome Karen Twelves, whose straddling of the worlds of gaming and improv led her to write the book Improv for Gamers. What can gaming and improv learn from each other?

Content warning: this episode contains brief references to non-consensual touching and racism.

SHOW NOTES

01m16s: AD&D is Advanced Dungeons and Dragons, the form of D&D most prominent in the 80s and 90s.

02m43s: A kinesthetic learner is one who learns through physical activity. We discussed kinesthetic learning and games (among other things) with Chidi Paige in Ludology 231 - STEAM Engine.

03m35s: Whose Line Is It Anyway? was a British radio show that became a British television show that became an American television show. In the show, four improvisers run through several short-form improv games.

08m25s: The Harold is a structure used in long-form improv.

09m31s: Del Close was a fundamental figure in the world of improv, creating many techniques and co-writing the bookTruth in Comedy. Note that Gil misattributed the name of the Harold to Close. While Close helped develop and publicize the technique, improv actor and musician Bill Mathleu is credited with naming it.

12m33s: Kingmaker is an Adventure Path for the RPG Pathfinder.

12m48s: Most recently, we discussed failure in games with Sen-Foong Lim in our previous episode, Ludology 236 - Roll With It.

15m32s: LEEROY JENKINS (note explicit language in link)

31m00s: The story RPG Fiasco. We had designer Jason Morningstar on Ludology 161 - What's the Story, Morning Glory?

40m55s: The board games Karen mentions are Splendor, Forbidden Island, Forbidden Desert, and Pandemic.

50m58s: Alex Roberts, designer of Star Crossed and For the Queen.

52m50s: The TV show Taskmaster. Wouldn't Alex Horne be a great Ludology guest?

58m30s: "No one in the world ever gets what they want and that is beautiful/Everyone dies twisted inside and that is beautiful"

1h01m03s: Burning Wheel, Pathfinder, Fiasco, Monsterhearts

1h02m22s: Archipelago

1h12m03s: Then She Fell, Sleep No More

1h12m57s: Gil is referring to Ludology 214 - Escape From Reality, with Hayley E.R. Cooper and Cameron Cooper.

1h13m32s: Palace Games in San Francisco. Their in-person experience is temporarily closed for the pandemic, but like many escape rooms, they are currently running virtual games.

1h15m11s: Here's Karen's current ongoing Thing & Thing Twitter thread.

1h18m18s: Karen's Twitter, Instagram, and Tiktok. Here are her websites: improvforgamers.com, karentwelves.com, and dtwelves.com.

]]>
Emma and Gil welcome Karen Twelves, whose straddling of the worlds of gaming and improv led her to write the book Improv for Gamers. What can gaming and improv learn from each other?

Content warning: this episode contains brief references to non-consensual touching and racism.

SHOW NOTES

01m16s: AD&D is Advanced Dungeons and Dragons, the form of D&D most prominent in the 80s and 90s.

02m43s: A kinesthetic learner is one who learns through physical activity. We discussed kinesthetic learning and games (among other things) with Chidi Paige in Ludology 231 - STEAM Engine.

03m35s: Whose Line Is It Anyway? was a British radio show that became a British television show that became an American television show. In the show, four improvisers run through several short-form improv games.

08m25s: The Harold is a structure used in long-form improv.

09m31s: Del Close was a fundamental figure in the world of improv, creating many techniques and co-writing the bookTruth in Comedy. Note that Gil misattributed the name of the Harold to Close. While Close helped develop and publicize the technique, improv actor and musician Bill Mathleu is credited with naming it.

12m33s: Kingmaker is an Adventure Path for the RPG Pathfinder.

12m48s: Most recently, we discussed failure in games with Sen-Foong Lim in our previous episode, Ludology 236 - Roll With It.

15m32s: LEEROY JENKINS (note explicit language in link)

31m00s: The story RPG Fiasco. We had designer Jason Morningstar on Ludology 161 - What's the Story, Morning Glory?

40m55s: The board games Karen mentions are Splendor, Forbidden Island, Forbidden Desert, and Pandemic.

50m58s: Alex Roberts, designer of Star Crossed and For the Queen.

52m50s: The TV show Taskmaster. Wouldn't Alex Horne be a great Ludology guest?

58m30s: "No one in the world ever gets what they want and that is beautiful/Everyone dies twisted inside and that is beautiful"

1h01m03s: Burning Wheel, Pathfinder, Fiasco, Monsterhearts

1h02m22s: Archipelago

1h12m03s: Then She Fell, Sleep No More

1h12m57s: Gil is referring to Ludology 214 - Escape From Reality, with Hayley E.R. Cooper and Cameron Cooper.

1h13m32s: Palace Games in San Francisco. Their in-person experience is temporarily closed for the pandemic, but like many escape rooms, they are currently running virtual games.

1h15m11s: Here's Karen's current ongoing Thing & Thing Twitter thread.

1h18m18s: Karen's Twitter, Instagram, and Tiktok. Here are her websites: improvforgamers.com, karentwelves.com, and dtwelves.com.

]]>
01:21:03 clean full
GameTek Classic 236.5 - Calculus Sun, 25 Oct 2020 16:00:00 +0000 Geoff compares the design process of the video game Diabolo to… the invention of calculus? Yes, there are surprising similarities, and seeing how the two dovetail leads to a stronger appreciation of both game design and mathematics.]]> Geoff compares the design process of the video game Diabolo to… the invention of calculus? Yes, there are surprising similarities, and seeing how the two dovetail leads to a stronger appreciation of both game design and mathematics.]]> 07:11 clean full Ludology 236 - Role With It Sun, 18 Oct 2020 16:00:00 +0000 Emma and Gil welcome Sen-Foong Lim back to the show to discuss the differences—and similarities—between board games and roleplaying games. We go through the perspectives of playing them, designing them, and examining the culture of play between both.

Sen originally appeared on Ludology 134: There's No "I" in Team with frequent co-designer Jay Cormier.

SHOW NOTES

0m41s: Board games Sen has designed or co-designed: Junk Art, Belfort, D&D: Rock Paper Wizard. RPGs Sen has designed, co-designed, or written for: Jiang-Shi: Blood in the Banquet Hall, Kids on Bikes, The Curse of the House of Rookwood, North Sea Epilogues

3m39s: If the comparison between RPG and improv intrigues you, wait till you hear Ludology 237...

4m47s: An example of a crunchy old-school RPG: Traveller

5m10s: Chainmail was the game that D&D evolved from.

5m20s: While Gil agrees with Sen that encumbrance as implemented by a game like D&D tends to bog down gameplay, a nice counter-example is Torchbearer, a dungeon-crawling TTRPG in which encumbrance is a central mechanism.

7m44s: You can see one Emma's chats with Peter Adkison (who founded Wizards of the Coast and owns Gen Con) here.

11m34s: Sen is currently watching Black Sails.

12m31s: RPGs where your character is likely to die: Fiasco, Paranoia

17m55s: The RPG Masks: A New Generation.

19m14s: Gil and Sen's friend and beloved loudmouth Errol Elumir.

19m40s: This is literally Errol's first rule of escape room puzzle design.

20m36s: Critical Role (with GM Matt Mercer) is the most popular of the vibrant active play scene.

21m46s: The party game Cranium.

22m25s: Save Against Fear, a convention about gaming in therapy.

23m01s: Roll20 is an online platform for playing RPGs, as is Role. Tabletop Simulator can handle crunchy RPGs like D&D as well.

28m21s: Formula D (née Formula Dé)

30m00s: We had Mike Selinker on the show for Ludology 189: Missing Selinker.

31m13s: Sen's favorite D&D module, Expedition to the Barrier Peaks

31m30s: Star Frontiers

33m05s: You can hear more from Jiang-Shi co-designer Banana Chan on Ludology 228: The Roles We Play.

35m51s: Emma's storytelling games ...And Then We Died (...And Then We Held Hands is a different game)

45m02s: "Jay" is Jay Cormier, Sen's frequent collaborator. "Jesse" is game designer Jesse Wright.

45m30s: Jay and Sen's tabletop escape game Scooby Doo: Escape from the Haunted Mansion.

47m20s: The TV show Bob's Burgers.

51m58s: For more about safety tools in RPGs, check out Ludology 227: Respect the X.

53m04s: You can access all these tools via the TTRPG Safety Kit.

56m05s: Gil's board game safety tool Check-In Cards.

1h07m06s: Board games that allow for relaxed conversation: Sagrada, Lotus.

1h08m27s: More about the semiotic function.

1h09m57s: Sen mentions psychologist Lev Vygotsky.

1h10m30s: Emma is a Mythic-tier Magic player!

1h11m55s: More info about the D&D Adventurers League.

1h14m13s: Jay and Graeme's game In the Hall of the Mountain King. Jay also created the Fail Faster playtesting notebook.

1h19m31s: Sen's web series, the Meeple Syrup Show, with Jessey Wright and Erica Hayes-Bouyouris.

1h20m59s: Sen's licensed games: Batman: The Animated Series - Rogues Gallery, Legend of Korra: Pro-Bending Arena, and the Scooby Doo and D&D games mentioned above.

1h22m01s: The manga and anime My Hero Academia.

1h23m08s: Follow Sen on Twitter!

]]>
Emma and Gil welcome Sen-Foong Lim back to the show to discuss the differences—and similarities—between board games and roleplaying games. We go through the perspectives of playing them, designing them, and examining the culture of play between both.

Sen originally appeared on Ludology 134: There's No "I" in Team with frequent co-designer Jay Cormier.

SHOW NOTES

0m41s: Board games Sen has designed or co-designed: Junk Art, Belfort, D&D: Rock Paper Wizard. RPGs Sen has designed, co-designed, or written for: Jiang-Shi: Blood in the Banquet Hall, Kids on Bikes, The Curse of the House of Rookwood, North Sea Epilogues

3m39s: If the comparison between RPG and improv intrigues you, wait till you hear Ludology 237...

4m47s: An example of a crunchy old-school RPG: Traveller

5m10s: Chainmail was the game that D&D evolved from.

5m20s: While Gil agrees with Sen that encumbrance as implemented by a game like D&D tends to bog down gameplay, a nice counter-example is Torchbearer, a dungeon-crawling TTRPG in which encumbrance is a central mechanism.

7m44s: You can see one Emma's chats with Peter Adkison (who founded Wizards of the Coast and owns Gen Con) here.

11m34s: Sen is currently watching Black Sails.

12m31s: RPGs where your character is likely to die: Fiasco, Paranoia

17m55s: The RPG Masks: A New Generation.

19m14s: Gil and Sen's friend and beloved loudmouth Errol Elumir.

19m40s: This is literally Errol's first rule of escape room puzzle design.

20m36s: Critical Role (with GM Matt Mercer) is the most popular of the vibrant active play scene.

21m46s: The party game Cranium.

22m25s: Save Against Fear, a convention about gaming in therapy.

23m01s: Roll20 is an online platform for playing RPGs, as is Role. Tabletop Simulator can handle crunchy RPGs like D&D as well.

28m21s: Formula D (née Formula Dé)

30m00s: We had Mike Selinker on the show for Ludology 189: Missing Selinker.

31m13s: Sen's favorite D&D module, Expedition to the Barrier Peaks

31m30s: Star Frontiers

33m05s: You can hear more from Jiang-Shi co-designer Banana Chan on Ludology 228: The Roles We Play.

35m51s: Emma's storytelling games ...And Then We Died (...And Then We Held Hands is a different game)

45m02s: "Jay" is Jay Cormier, Sen's frequent collaborator. "Jesse" is game designer Jesse Wright.

45m30s: Jay and Sen's tabletop escape game Scooby Doo: Escape from the Haunted Mansion.

47m20s: The TV show Bob's Burgers.

48m50s: Itch is an online platform for digital games, but has a lot of downloadable PDFs for tabletop games. DriveThruRPG offers PDFs and PODs of many RPGs. 50m12s: RPGs that Emma mentions: Burning Wheel, Paranoia, FATE Core System, Ryuutama, Over the Edge.

51m58s: For more about safety tools in RPGs, check out Ludology 227: Respect the X.

53m04s: You can access all these tools via the TTRPG Safety Kit.

56m05s: Gil's board game safety tool Check-In Cards.

1h07m06s: Board games that allow for relaxed conversation: Sagrada, Lotus.

1h08m27s: More about the semiotic function.

1h09m57s: Sen mentions psychologist Lev Vygotsky.

1h10m30s: Emma is a Mythic-tier Magic player!

1h11m55s: More info about the D&D Adventurers League.

1h14m13s: Jay and Graeme's game In the Hall of the Mountain King. Jay also created the Fail Faster playtesting notebook.

1h19m31s: Sen's web series, the Meeple Syrup Show, with Jessey Wright and Erica Hayes-Bouyouris.

1h20m59s: Sen's licensed games: Batman: The Animated Series - Rogues Gallery, Legend of Korra: Pro-Bending Arena, and the Scooby Doo and D&D games mentioned above.

1h22m01s: The manga and anime My Hero Academia.

1h23m08s: Follow Sen on Twitter!

]]>
01:24:50 clean full
Biography of a Board Game 235.5 - Ouija Sun, 11 Oct 2020 16:00:00 +0000 In the spirit of Halloween, Scott takes us through the spooky history of the Ouija board: its origins, the legal battles behind the curtain, and how a scientific phenomenon makes it all work. 

Bibliography of a Board Game
https://www.smithsonianmag.com/history/the-strange-and-mysterious-history-of-the-ouija-board-5860627/

https://www.vox.com/2016/10/29/13301590/how-ouija-boards-work-debunked-ideomotor-effect

https://www.baltimoremagazine.com/section/artsentertainment/the-dark-and-fascinating-history-of-the-ouija-board-baltimore-origins

https://www.williamfuld.com/ouija_articles_03281886.html

http://www.mtv.com/news/2940671/horror-movies-ouija-boards/

https://robertmurch.com/

https://www.guinnessworldrecords.com/news/2017/1/haunted-hotel-is-now-home-to-the-worlds-largest-ouija-board-459555

]]>
In the spirit of Halloween, Scott takes us through the spooky history of the Ouija board: its origins, the legal battles behind the curtain, and how a scientific phenomenon makes it all work. 

Bibliography of a Board Game https://www.smithsonianmag.com/history/the-strange-and-mysterious-history-of-the-ouija-board-5860627/

https://www.vox.com/2016/10/29/13301590/how-ouija-boards-work-debunked-ideomotor-effect

https://www.baltimoremagazine.com/section/artsentertainment/the-dark-and-fascinating-history-of-the-ouija-board-baltimore-origins

https://www.williamfuld.com/ouija_articles_03281886.html

http://www.mtv.com/news/2940671/horror-movies-ouija-boards/

https://robertmurch.com/

https://www.guinnessworldrecords.com/news/2017/1/haunted-hotel-is-now-home-to-the-worlds-largest-ouija-board-459555

]]>
13:37 clean full
Ludology 235 - Rise to the Challenge Sun, 04 Oct 2020 16:00:00 +0000 Today, we are continuing our series of exploring the design decisions behind our own games! Emma and Scott sit down with Gil to talk about his game High Rise; about how it started life as an auction game, and the twisty route it took to publication.

SHOW NOTES

1m23s - Gil discussed the Wag auction in his Networks design diary on BGG.

2m45s - Gil's game Battle Merchants.

3m31s - A "MacGuffin" is an object in a film that the characters all want, but the actual nature of the object is irrelevant (like the briefcase in Pulp Fiction). All that matters from the perspective of the film is that the characters want it. Looney Labs has since published an actual game with this term, Get the MacGuffin.

4m03s - Gil's game The Networks.

6m24s - Games with auctions as an element in the game: Princes of Florence, Goa

6m54s - Knizia games that are built entirely around their auctions: Ra, Modern Art, Medici, High Society

8m18s - The digital board game Sumer (Gil credited Josh Raab with the game design, but neglected to mention co-designers Geoffrey Suthers, Misha Favorov, and Sig Gunnarsson).

8m51s - The legendary video game M.U.L.E. - not a commercial success, but since regarded as seminal and influential. For a while, "M.U.L.E. as a board game" was a game designer's grail, but that's since been handled by board games Wealth of Nations, Planet Steam, and of course, M.U.L.E. The Board Game.

14m41s - Gil is talking about Roger Caillois, and his book Man, Play, and Games. Play is usually associated with having no real-world implications, but Caillois knew to draw in gambling as a counter-example.

19m04s - High Rise's look would not have nearly been so amazing without the graphic design of Heiko Günther and the illustrations of Kwanchai Moriya.

20m36s - Rocco is also designer of the game Ninja Dice.

23m04s - You can follow the High Rise Kickstarter here; it goes live on October 6.

24m54s - Bryn Smith runs Doomsday Robots, a board game publishing company.

27m02s - Expancity, Manhattan. The Manhattan kaiju "expansion" Gil was thinking of turned out to be a variant designed by Brian Bankler and Eric Moore.

27m56s - The amazing Daniel Newman, who is quite an excellent game designer himself (he made Dead Man's Cabal), and who is designing the High Rise plastic buildings.

28m11s - Not to mention, Elastoplast is a brand of bandages.

28m59s - The High Rise design diary.

30m28s - Gil's online playtest group, Remote Playtesting.

32m24s - Two rondel games, both by Mac Gerdts: Navegador, and Imperial.

33m57s - Time track games similar to High Rise: Tokaido, Glen More, Francis Drake, and Kraftwagen.

34m28s - Ryan Courtney, designer of Pipeline

36m29s - Eric Lang's tweet about turn angst. You can hear more directly from Eric in Ludology 175 - Auld Lang Design.

38m33s - Food Chain Magnate.

45m33s - Geoff and Gil discussed ludonarrative dissonance in Ludology 190 - Diabolus in Ludica. A positive example of ludonarrative dissonance: Unspeakable Words.

46m55s - Cloudspire.

50m28s - Emma is referring to Ludology 209 - The 6 Zones of Play.

51m51s - Bohnanza

51m58s - Here's an example of Magic Card flicking. It's even worse when the cards are sleeved.

55m36s - Uno, The Mystery Rummy series of games.

59m33s - The Sears Tower in Chicago is now called the Willis Tower.

1h02m57s - The preview page for the High Rise Kickstarter campaign.

]]>
Today, we are continuing our series of exploring the design decisions behind our own games! Emma and Scott sit down with Gil to talk about his game High Rise; about how it started life as an auction game, and the twisty route it took to publication.

SHOW NOTES

1m23s - Gil discussed the Wag auction in his Networks design diary on BGG.

2m45s - Gil's game Battle Merchants.

3m31s - A "MacGuffin" is an object in a film that the characters all want, but the actual nature of the object is irrelevant (like the briefcase in Pulp Fiction). All that matters from the perspective of the film is that the characters want it. Looney Labs has since published an actual game with this term, Get the MacGuffin.

4m03s - Gil's game The Networks.

6m24s - Games with auctions as an element in the game: Princes of Florence, Goa

6m54s - Knizia games that are built entirely around their auctions: Ra, Modern Art, Medici, High Society

8m18s - The digital board game Sumer (Gil credited Josh Raab with the game design, but neglected to mention co-designers Geoffrey Suthers, Misha Favorov, and Sig Gunnarsson).

8m51s - The legendary video game M.U.L.E. - not a commercial success, but since regarded as seminal and influential. For a while, "M.U.L.E. as a board game" was a game designer's grail, but that's since been handled by board games Wealth of Nations, Planet Steam, and of course, M.U.L.E. The Board Game.

14m41s - Gil is talking about Roger Caillois, and his book Man, Play, and Games. Play is usually associated with having no real-world implications, but Caillois knew to draw in gambling as a counter-example.

19m04s - High Rise's look would not have nearly been so amazing without the graphic design of Heiko Günther and the illustrations of Kwanchai Moriya.

20m36s - Rocco is also designer of the game Ninja Dice.

23m04s - You can follow the High Rise Kickstarter here; it goes live on October 6.

24m54s - Bryn Smith runs Doomsday Robots, a board game publishing company.

27m02s - Expancity, Manhattan. The Manhattan kaiju "expansion" Gil was thinking of turned out to be a variant designed by Brian Bankler and Eric Moore.

27m56s - The amazing Daniel Newman, who is quite an excellent game designer himself (he made Dead Man's Cabal), and who is designing the High Rise plastic buildings.

28m11s - Not to mention, Elastoplast is a brand of bandages.

28m59s - The High Rise design diary.

30m28s - Gil's online playtest group, Remote Playtesting.

32m24s - Two rondel games, both by Mac Gerdts: Navegador, and Imperial.

33m57s - Time track games similar to High Rise: Tokaido, Glen More, Francis Drake, and Kraftwagen.

34m28s - Ryan Courtney, designer of Pipeline

36m29s - Eric Lang's tweet about turn angst. You can hear more directly from Eric in Ludology 175 - Auld Lang Design.

38m33s - Food Chain Magnate.

45m33s - Geoff and Gil discussed ludonarrative dissonance in Ludology 190 - Diabolus in Ludica. A positive example of ludonarrative dissonance: Unspeakable Words.

46m55s - Cloudspire.

50m28s - Emma is referring to Ludology 209 - The 6 Zones of Play.

51m51s - Bohnanza

51m58s - Here's an example of Magic Card flicking. It's even worse when the cards are sleeved.

55m36s - Uno, The Mystery Rummy series of games.

59m33s - The Sears Tower in Chicago is now called the Willis Tower.

1h02m57s - The preview page for the High Rise Kickstarter campaign.

]]>
01:04:40 clean full
GameTek Classic 234.5 - The Limits of AI Sun, 27 Sep 2020 16:00:00 +0000 Having previously discussed relatively new advances in AI that allows computers to beat humans at games like Chess and Go, Geoff moves on to games in which AI will have a much harder time being competitive. What is it about these games that makes it so difficult to make a good automated opponent?

1m00s: Geoff introduced AlphaZero and AlphaGo in GameTek Classic 218.5.
1m34s: Codenames
3m18s: IBM's Watson
4m09s: Mysterium

]]>
Having previously discussed relatively new advances in AI that allows computers to beat humans at games like Chess and Go, Geoff moves on to games in which AI will have a much harder time being competitive. What is it about these games that makes it so difficult to make a good automated opponent?

1m00s: Geoff introduced AlphaZero and AlphaGo in GameTek Classic 218.5. 1m34s: Codenames 3m18s: IBM's Watson 4m09s: Mysterium

]]>
06:19 clean full
Ludology 234 - Playing with Time Sun, 20 Sep 2020 16:00:00 +0000 Emma and Gil welcome game designer, developer, solo mode designer, and self-described "grump" Dávid Turczi to the show. We discuss the design of complex games with many interlocking systems, how to play with time in games, and the six (plus one) things Dávid looks for in a strategy board game.

SHOW NOTES

1m18s - Battlestar Galactica
2m03s - Dávid's game [redacted] (yes, that's the name of the game)
2m34s - Trickerion, published by Mindclash Games
3m01s - Dávid's game Anachrony
4m36s - Dávid's games Kitchen Rush and Dice Settlers
8m32s - Splendor, Century: Spice Road, Gizmos
9m05s - Azul
11m40s - Dice Settlers' expansion is Dice Settlers: Western Sea
14m17s - For some outstanding Martin Wallace loan mechanisms, check out Age of Steam, Brass, and London.
15m24s - Agricola
15m43s - The "Taschini method" refers to Daniele Tascini, co-designer of Tzolk'in, Teotihuacan, and The Voyages of Marco Polo.
20m22s - The Gallerist, Cloudspire
21m15s - Vital Lacerda is the designer of The Gallerist, Vinhos, and Kanban
21m43s - Mac Gerts is the designer of Concordia, Navegador, and other clever rondel games.
22m00s - Dávid's new game Perseverance
22m48s - Arkwright
24m00s - Dávid's new game Tekhenu
27m39s - Dávid's new games Tawantinsuyu and Rome & Roll
32m05s - Viticulture
35m13s - Dávid is referring to scoring using a triangular sequence, which many board games adopt as a gentler alternative to the harsh slope of exponential scoring.
37m13s - Black Angel
38m05s - Dávid's criteria for games he likes, 1/6: Narrative integration, or the fiction/action rule.
38m39s - Dávid's criteria for games he likes, 2/6: Elegance, or depth/rules ratio.
39m07s - Dávid's criteria for games he likes, 3/6: Strategic curve.
39m19s - Orléans
39m52s - Dávid's criteria for games he likes, 4/6: Replayability.
40m30s - Dávid's criteria for games he likes, 5/6: Achievement.
43m00s - Dávid's criteria for games he likes, 6/6: Interaction.
44m27s - Terra Mystica
48m12s - David's criteria for games he likes, 7/6: Uniqueness
55m38s - Tapestry
55m48s - David's solo modes - Teotihuacan, Keyper, Cerebria. If you want to hear more about designing solo modes for games, check out our episode with Morten Monrad Pedersen, Ludology 154 - Leave Me Alone!
1h01m49s - Trismegistus
1h03m36s - A Feast for Odin
1h05m32s - Petrichor
1h06m16s - John Brieger is an excellent developer. Heiko Günther is the best graphic designer (Gil may be a bit biased here, though)
1h09m11s - High Rise (Gil is blushing right now!)
1h09m30s - Glen More, Kraftwagen (Dávid named a seminal German electronic band instead), Tokaido, Tzolk'in
1h10m08s - Tutenkhamen
1h15m33s - Budapest: Days of Ire
1h17m43s - Excavation Earth
1h18m35s - Pocket Dragon
1h19m34s - Steal This Game!
1h20m40s - David Mortimer - Cousins' War, Ming Voyages
1h23m49s - Dávid's BGG profile
1h24m16s - Imperium: Classics and Imperium: Legends

]]>
Emma and Gil welcome game designer, developer, solo mode designer, and self-described "grump" Dávid Turczi to the show. We discuss the design of complex games with many interlocking systems, how to play with time in games, and the six (plus one) things Dávid looks for in a strategy board game.

SHOW NOTES

1m18s - Battlestar Galactica 2m03s - Dávid's game [redacted] (yes, that's the name of the game) 2m34s - Trickerion, published by Mindclash Games 3m01s - Dávid's game Anachrony 4m36s - Dávid's games Kitchen Rush and Dice Settlers 8m32s - Splendor, Century: Spice Road, Gizmos 9m05s - Azul 11m40s - Dice Settlers' expansion is Dice Settlers: Western Sea 14m17s - For some outstanding Martin Wallace loan mechanisms, check out Age of Steam, Brass, and London. 15m24s - Agricola 15m43s - The "Taschini method" refers to Daniele Tascini, co-designer of Tzolk'in, Teotihuacan, and The Voyages of Marco Polo. 20m22s - The Gallerist, Cloudspire 21m15s - Vital Lacerda is the designer of The Gallerist, Vinhos, and Kanban 21m43s - Mac Gerts is the designer of Concordia, Navegador, and other clever rondel games. 22m00s - Dávid's new game Perseverance 22m48s - Arkwright 24m00s - Dávid's new game Tekhenu 27m39s - Dávid's new games Tawantinsuyu and Rome & Roll 32m05s - Viticulture 35m13s - Dávid is referring to scoring using a triangular sequence, which many board games adopt as a gentler alternative to the harsh slope of exponential scoring.  37m13s - Black Angel 38m05s - Dávid's criteria for games he likes, 1/6: Narrative integration, or the fiction/action rule. 38m39s - Dávid's criteria for games he likes, 2/6: Elegance, or depth/rules ratio. 39m07s - Dávid's criteria for games he likes, 3/6: Strategic curve. 39m19s - Orléans 39m52s - Dávid's criteria for games he likes, 4/6: Replayability. 40m30s - Dávid's criteria for games he likes, 5/6: Achievement. 43m00s - Dávid's criteria for games he likes, 6/6: Interaction. 44m27s - Terra Mystica 48m12s - David's criteria for games he likes, 7/6: Uniqueness 55m38s - Tapestry 55m48s - David's solo modes - Teotihuacan, Keyper, Cerebria. If you want to hear more about designing solo modes for games, check out our episode with Morten Monrad Pedersen, Ludology 154 - Leave Me Alone! 1h01m49s - Trismegistus 1h03m36s - A Feast for Odin 1h05m32s - Petrichor 1h06m16s - John Brieger is an excellent developer. Heiko Günther is the best graphic designer (Gil may be a bit biased here, though) 1h09m11s - High Rise (Gil is blushing right now!) 1h09m30s - Glen More, Kraftwagen (Dávid named a seminal German electronic band instead), Tokaido, Tzolk'in 1h10m08s - Tutenkhamen 1h15m33s - Budapest: Days of Ire 1h17m43s - Excavation Earth 1h18m35s - Pocket Dragon 1h19m34s - Steal This Game! 1h20m40s - David Mortimer - Cousins' War, Ming Voyages 1h23m49s - Dávid's BGG profile 1h24m16s - Imperium: Classics and Imperium: Legends

]]>
01:27:34 clean full
Biography of a Board Game 233.5 - Subbuteo Sun, 13 Sep 2020 16:00:00 +0000 Scott covers the "beautiful game" of Subbuteo, the tabletop association football flicking game, as well as its predecessor Newfooty.

Bibliography of a Boardgame

http://www.peter-upton.co.uk/
https://fistf.com/history-of-the-game/
http://www.gamingcorner.nl/subbuteo-timeline.htm

]]>
Scott covers the "beautiful game" of Subbuteo, the tabletop association football flicking game, as well as its predecessor Newfooty.

Bibliography of a Boardgame

http://www.peter-upton.co.uk/ https://fistf.com/history-of-the-game/ http://www.gamingcorner.nl/subbuteo-timeline.htm

http://www.sporttischfussball.at/index-Dateien/Page2918.htm https://www.newstalk.com/news/6-things-you-probably-never-knew-about-subbuteo-724933 http://www.mumimuseum.com/english/focus06.html https://www.irishtimes.com/sport/soccer/subbuteo-alive-and-flicking-with-the-single-greatest-game-ever-invented-1.3217077 https://qprreport.proboards.com/thread/5203 https://100objectskent.co.uk/object/subuteo-prototype/#&gid=1&pid=1 http://subbuteo.online/subbuteo-streakers-are-a-real-thing-as-a-limited-edition-accessory  ]]>
14:06 clean full
Ludology 233 - A Sporting Chance Sun, 06 Sep 2020 16:00:00 +0000 Emma and Gil welcome game designer and publisher Omari Akil to the show to discuss the plight of the sports-themed board game. What kinds of unique challenges do we face when designing one of these games?

Omari's game Hoop Godz will be on Kickstarter soon.

SHOW NOTES

1m21s: Board Game Brothas, Tabletop Backer Party, Pathways Fellowship
4m55s: Gil was 5 years off - Mike's game is Baseball Highlights: 2045.
12m09s: Football Strategy
12m47s: Gil would like to shout out Arthur Franz IV's self-published game Breakaway Football as a game with a really nice mix of play deciding versus output randomness.
15m32s: Gil will defend the term "soccer," seriously. It's a perfectly good way to refer to association football!
16m06s: Strat-O-Matic Baseball, released in 1962.
17m41s: Dino Dunk
18m07s: Crokinole
18m25s: Nok Hockey, Air Hockey, Electric Football. We also neglected to mention the flicking game family Subbuteo, which represents all sorts of sports.
22m43s: Gil eventually gets to his curling thoughts at 39m22s.
25m48s: Madden is EA's long-running NFL gridiron football video game sim (named for legendary player, coach, and broadcaster John Madden).
28m58s: Ultimate is a competitive sport using a throwable disc (like a Frisbee) instead of a ball.
29m50s: In 2017, Geek and Sundry launched a "T-Sports" league for competitive tabletop games (strangely, announcing it on April 1, and then having to explain that it was real). Sadly, it did not go far.
30m57s: Bennett Foddy's talk "Making it Matter: Lessons from Real Sports". Foddy is known for making punishingly-hard digital games like QWOP and Getting Over It with Bennett Foddy.
38m36s: Omari is referring to the common sports term GOAT, an acronym of Greatest Of All Time.
41m28s: Hystericoach
43m16s: Bottom of the Ninth
45m09s: Blaseball. RPG designer Meguey Baker's thread on it.
46m56s: Omari wrote more about how his lived experience affected the design of Rap Godz.
48m24s: More info about how Omari and YouTuber (and all-around excellent person) Danny Plays Gamez raised $80,000 for BLM:
56m25s: Paula Deming's channel, Things Get Dicey, is absolutely amazing to behold. Top-notch writing, performing, and filming.
57m11s: For those of you who don't have the honor of consuming Capri Sun in the part of the world where you live, it's a (vaguely) fruit-flavored beverage.
1h01m16s: The GIF Omari is referring to, featuring young Brazilian skater Rayssa Leal. The GIF Gil is referring to, linked to from famous skater Tony Hawk.

]]>
Emma and Gil welcome game designer and publisher Omari Akil to the show to discuss the plight of the sports-themed board game. What kinds of unique challenges do we face when designing one of these games?

Omari's game Hoop Godz will be on Kickstarter soon.

SHOW NOTES

1m21s: Board Game Brothas, Tabletop Backer Party, Pathways Fellowship 4m55s: Gil was 5 years off - Mike's game is Baseball Highlights: 2045. 12m09s: Football Strategy 12m47s: Gil would like to shout out Arthur Franz IV's self-published game Breakaway Football as a game with a really nice mix of play deciding versus output randomness. 15m32s: Gil will defend the term "soccer," seriously. It's a perfectly good way to refer to association football! 16m06s: Strat-O-Matic Baseball, released in 1962. 17m41s: Dino Dunk 18m07s: Crokinole 18m25s: Nok Hockey, Air Hockey, Electric Football. We also neglected to mention the flicking game family Subbuteo, which represents all sorts of sports. 22m43s: Gil eventually gets to his curling thoughts at 39m22s. 25m48s: Madden is EA's long-running NFL gridiron football video game sim (named for legendary player, coach, and broadcaster John Madden). 28m58s: Ultimate is a competitive sport using a throwable disc (like a Frisbee) instead of a ball. 29m50s: In 2017, Geek and Sundry launched a "T-Sports" league for competitive tabletop games (strangely, announcing it on April 1, and then having to explain that it was real). Sadly, it did not go far. 30m57s: Bennett Foddy's talk "Making it Matter: Lessons from Real Sports". Foddy is known for making punishingly-hard digital games like QWOP and Getting Over It with Bennett Foddy. 38m36s: Omari is referring to the common sports term GOAT, an acronym of Greatest Of All Time. 41m28s: Hystericoach 43m16s: Bottom of the Ninth 45m09s: Blaseball. RPG designer Meguey Baker's thread on it. 46m56s: Omari wrote more about how his lived experience affected the design of Rap Godz. 48m24s: More info about how Omari and YouTuber (and all-around excellent person) Danny Plays Gamez raised $80,000 for BLM:  56m25s: Paula Deming's channel, Things Get Dicey, is absolutely amazing to behold. Top-notch writing, performing, and filming. 57m11s: For those of you who don't have the honor of consuming Capri Sun in the part of the world where you live, it's a (vaguely) fruit-flavored beverage.  1h01m16s: The GIF Omari is referring to, featuring young Brazilian skater Rayssa Leal. The GIF Gil is referring to, linked to from famous skater Tony Hawk.

]]>
01:03:37 clean full
Gametek Classic 232.5 - Characters Sun, 30 Aug 2020 16:00:00 +0000 Geoff ponders a tricky question: how come we get iconic characters from video games, like Mario or Pac-Man, but none from board games?]]> Geoff ponders a tricky question: how come we get iconic characters from video games, like Mario or Pac-Man, but none from board games?]]> 07:35 clean full Ludology 232 - The Show Must Go On...line Sun, 23 Aug 2020 16:00:00 +0000 In the past few years, Ludology has recorded a live episode at Gen Con. We weren't going to let a global pandemic stop us this year! 

Recorded as part of Gen Con Online 2020, Emma, Gil, and Scott streamed this recording live on Twitch. We had an excellent turnout in the chat, and everyone seemed to really enjoy this new twist on Ludology Live!

You can watch unedited video of this chat here.

It's possible we may return to this format in the future! Stay tuned…

SHOW NOTES

1m54s: We mention Gil's Twitch channel several times in this episode.
2m13s: Of course, this note to turn it tickets doesn't apply to people listening to the podcast. Don't let that note trigger any vague feelings of guilt! Also, for reference, we began recording at 5 pm EDT.
3m29s: "This much on the timeline" - at this point, Gil is holding up his finger and thumb with a few centimeters of space in between.
4m46s: Scott is holding up a Gamemaster DVD at this point.
5m40s: You can watch the Gen Con Gamemaster panel here.
6m01s: The shot in question (no Gil to be found, sadly).
7m16s: Alas, neither the Instagram Live nor Table Takes interviews are archived anywhere. :(
8m36s: Remote Playtesting (#rpt) is the playtest group that Gil helps to run. You can see and buy the t-shirt with Aaron Wilson's logo here.
8m54s: Aaron's new publishing company with Ian Zang, Gravitation Games.
9m55s: Here's Scott's quarantine playlist.
10m10s: Abandon All Artichokes
11m43s: High Rise is almost sold out! And Rival Networks pre-orders are still going strong.
12m02s: Check-In Cards.
12m37s: Here's the video for Animal Crossing Fiasco. More info for one of Gil's favorite games, De Vulgari Eloquentia.
14m38s: draw.io, a collaboration tool that Emma really likes.
14m56s: Here's a tweet that sums up Emma's game Unravel quite well. Emma also mentions the Our Innermost Thoughts Kickstarter project by Travis Hill.
18m27s: More info on the Tabletop Mentorship Program.
18m42s: Glenn Cotter's Fickle.
22m01s: Gil presented a lot of these thoughts in this blog post.
25m47s: The "G" Gil is trying to point to would be a fraction of a millimeter large in most screens.
26m21s: There will be another Virtual Gaming Con in November.
32m59s: GenCan't has been an online alternative to Gen Con for several years now.
36m21s: Here is an example of BuonoCardboard making the rounds.
39m27s: Scott's 50th episode of Biography of a Board Game just dropped, and it's wonderful! He covers the history of his own game, Rayguns and Rocketships.
40m24s: We at Ludology were all touched by Marcel Claxton's thoughtful analysis of Ludology's recent direction and its significance in the current age.
43m21s: Jason Morningstar appeared in Ludology 161 - What's The Story Morning Glory?
50m32s: There aren't many board games about falling in love, but quite a few digital and RPGs! (Gil would also like to suggest wargames and games coming out of that historical/political sphere as the board game parallel to documentaries.)
59m34s: For those who may not have heard of it, the MacArthur Fellows Program is awarded to 20-30 Americans every year who show "extraordinary originality and dedication in their creative pursuits and a marked capacity for self-direction." Between the high criteria for being named and the generous amount of money received ($625,000), it's nicknamed the "Genius Grant."
1h03m49s: Emma mentions a few tools here: Tabletop Simulator, Tabletopia, Trello, and Slack.
1h06m25s: At this point, Scott holds up a Playstation controller.
1h14m57s: This Discord Has Ghosts In It.
1h17m57s: Scott's links: his blog, his Patreon, his Twitter, and his Instagram.
1h18m54s: Emma's links: her website, her Twitter, and her Instagram.
1h19m28s: Gil's links: his company website, his personal website, his Twitter, and his Twitch.

]]>
In the past few years, Ludology has recorded a live episode at Gen Con. We weren't going to let a global pandemic stop us this year! 

Recorded as part of Gen Con Online 2020, Emma, Gil, and Scott streamed this recording live on Twitch. We had an excellent turnout in the chat, and everyone seemed to really enjoy this new twist on Ludology Live!

You can watch unedited video of this chat here.

It's possible we may return to this format in the future! Stay tuned…

SHOW NOTES

1m54s: We mention Gil's Twitch channel several times in this episode. 2m13s: Of course, this note to turn it tickets doesn't apply to people listening to the podcast. Don't let that note trigger any vague feelings of guilt! Also, for reference, we began recording at 5 pm EDT. 3m29s: "This much on the timeline" - at this point, Gil is holding up his finger and thumb with a few centimeters of space in between. 4m46s: Scott is holding up a Gamemaster DVD at this point. 5m40s: You can watch the Gen Con Gamemaster panel here. 6m01s: The shot in question (no Gil to be found, sadly). 7m16s: Alas, neither the Instagram Live nor Table Takes interviews are archived anywhere. :( 8m36s: Remote Playtesting (#rpt) is the playtest group that Gil helps to run. You can see and buy the t-shirt with Aaron Wilson's logo here. 8m54s: Aaron's new publishing company with Ian Zang, Gravitation Games. 9m55s: Here's Scott's quarantine playlist. 10m10s: Abandon All Artichokes 11m43s: High Rise is almost sold out! And Rival Networks pre-orders are still going strong. 12m02s: Check-In Cards. 12m37s: Here's the video for Animal Crossing Fiasco. More info for one of Gil's favorite games, De Vulgari Eloquentia. 14m38s: draw.io, a collaboration tool that Emma really likes. 14m56s: Here's a tweet that sums up Emma's game Unravel quite well. Emma also mentions the Our Innermost Thoughts Kickstarter project by Travis Hill. 18m27s: More info on the Tabletop Mentorship Program. 18m42s: Glenn Cotter's Fickle. 22m01s: Gil presented a lot of these thoughts in this blog post. 25m47s: The "G" Gil is trying to point to would be a fraction of a millimeter large in most screens. 26m21s: There will be another Virtual Gaming Con in November. 32m59s: GenCan't has been an online alternative to Gen Con for several years now. 36m21s: Here is an example of BuonoCardboard making the rounds. 39m27s: Scott's 50th episode of Biography of a Board Game just dropped, and it's wonderful! He covers the history of his own game, Rayguns and Rocketships.  40m24s: We at Ludology were all touched by Marcel Claxton's thoughtful analysis of Ludology's recent direction and its significance in the current age.  43m21s: Jason Morningstar appeared in Ludology 161 - What's The Story Morning Glory? 50m32s: There aren't many board games about falling in love, but quite a few digital and RPGs! (Gil would also like to suggest wargames and games coming out of that historical/political sphere as the board game parallel to documentaries.) 59m34s: For those who may not have heard of it, the MacArthur Fellows Program is awarded to 20-30 Americans every year who show "extraordinary originality and dedication in their creative pursuits and a marked capacity for self-direction." Between the high criteria for being named and the generous amount of money received ($625,000), it's nicknamed the "Genius Grant." 1h03m49s: Emma mentions a few tools here: Tabletop Simulator, Tabletopia, Trello, and Slack. 1h06m25s: At this point, Scott holds up a Playstation controller. 1h14m57s: This Discord Has Ghosts In It. 1h17m57s: Scott's links: his blog, his Patreon, his Twitter, and his Instagram. 1h18m54s: Emma's links: her website, her Twitter, and her Instagram. 1h19m28s: Gil's links: his company website, his personal website, his Twitter, and his Twitch.

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01:20:42 clean full
Biography of a Board Game 231.5 - Rayguns and Rocketships Sun, 16 Aug 2020 16:00:00 +0000 This is the 50th Biography of a Board Game episode! To celebrate, Scott takes us through the history of his first board game, Rayguns and Rocketships.

BIBLIOGRAPHY OF A BOARD GAME

0m36s: Video game publisher THQ
0m51s: God of War, Pac Man World, Soul Blade
1m37s: The Star Wars Album
1m43s: The legendary filmmaker Akira Kurosawa, and Republic Pictures, responsible for many well-remembered serials
5m17s: More info on Hodgkin's lymphoma
8m22s: More info on the new Gamemaster film

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This is the 50th Biography of a Board Game episode! To celebrate, Scott takes us through the history of his first board game, Rayguns and Rocketships.

BIBLIOGRAPHY OF A BOARD GAME

0m36s: Video game publisher THQ 0m51s: God of War, Pac Man World, Soul Blade 1m37s: The Star Wars Album 1m43s: The legendary filmmaker Akira Kurosawa, and Republic Pictures, responsible for many well-remembered serials 5m17s: More info on Hodgkin's lymphoma 8m22s: More info on the new Gamemaster film

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09:46 clean full
Ludology 231 - STEAM Engine Sun, 09 Aug 2020 16:00:00 +0000 Emma and Gil welcome game designer, educator, and birder Chidi Paige to discuss how games and play benefit education, how she designed her bird-themed game Birdwiser, and how competitive birdwatching has affected her as a person.

SHOW NOTES

0m22s: From educationcloset.com: "STEAM Education is an approach to learning that uses Science, Technology, Engineering, the Arts, and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking." It is an evolution of the older STEM (Science, Technology, Engineering, Mathematics) approach in that it adds the arts.
1m29s: The Newark Museum in Newark, NJ. Fun fact: back when Chidi was working at the museum, Gil was a block away working at audible.com. Small world!
1m36s: Columbia University in New York, NY.
2m45s: Wonderstar Foundation has no web presence yet. Hopefully soon!
7m11s: ClassCraft
7m36s: Labster
8m01s: Chidi is referring to polymerase chain reaction (PCR) for DNA replication, and to CRISPR for genome editing.
13m43s: Explorer's Program at the Newark Museum
23m06s: Our episode with Dr. Mary Flanagan was Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo
23m43s: You can hear more from Elizabeth Hargrave on Ludology 203 - Winging It.
25m31s: The Big Year on IMDB.
27m29s: Sadly, we could not find the video that Emma mentioned!
30m40s: Chidi's web site for Birdwiser.
32m00s: Whot and Uno are variations on the public domain game Crazy Eights.
33m18s: Birdwiser's illustrations are by Emily Willoughby, with graphics by Kristine Mathieson of Tropikality Designs
36m26s: Sibley and Peterson are two of the best-known bird guides out there.
38m43s: We discussed Emma's Infinite Potato Problem in Ludology 225 - A Study in Emma-rald.
41m09s: The site Chidi is referring to is Upwork, originally called oDesk.
42m29s: Gil is talking about his word game Wordsy.
42m45s: "Complexity Budget," an idea Richard Garfield popularized.
47m09s: More info about certifying your garden for wildlife.
50m01s: More info about the World Series of Birding.
1h00m05s: The scientists Chidi mentions are Eric Kandel and Richard Axel.

]]>
Emma and Gil welcome game designer, educator, and birder Chidi Paige to discuss how games and play benefit education, how she designed her bird-themed game Birdwiser, and how competitive birdwatching has affected her as a person.

SHOW NOTES

0m22s: From educationcloset.com: "STEAM Education is an approach to learning that uses Science, Technology, Engineering, the Arts, and Mathematics as access points for guiding student inquiry, dialogue, and critical thinking." It is an evolution of the older STEM (Science, Technology, Engineering, Mathematics) approach in that it adds the arts. 1m29s: The Newark Museum in Newark, NJ. Fun fact: back when Chidi was working at the museum, Gil was a block away working at audible.com. Small world! 1m36s: Columbia University in New York, NY. 2m45s: Wonderstar Foundation has no web presence yet. Hopefully soon! 7m11s: ClassCraft 7m36s: Labster 8m01s: Chidi is referring to polymerase chain reaction (PCR) for DNA replication, and to CRISPR for genome editing. 13m43s: Explorer's Program at the Newark Museum 23m06s: Our episode with Dr. Mary Flanagan was Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo 23m43s: You can hear more from Elizabeth Hargrave on Ludology 203 - Winging It. 25m31s: The Big Year on IMDB. 27m29s: Sadly, we could not find the video that Emma mentioned! 30m40s: Chidi's web site for Birdwiser. 32m00s: Whot and Uno are variations on the public domain game Crazy Eights. 33m18s: Birdwiser's illustrations are by Emily Willoughby, with graphics by Kristine Mathieson of Tropikality Designs 36m26s: Sibley and Peterson are two of the best-known bird guides out there. 38m43s: We discussed Emma's Infinite Potato Problem in Ludology 225 - A Study in Emma-rald. 41m09s: The site Chidi is referring to is Upwork, originally called oDesk. 42m29s: Gil is talking about his word game Wordsy. 42m45s: "Complexity Budget," an idea Richard Garfield popularized. 47m09s: More info about certifying your garden for wildlife. 50m01s: More info about the World Series of Birding. 1h00m05s: The scientists Chidi mentions are Eric Kandel and Richard Axel.

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01:05:02 clean full
GameTek Classic 230.5 - Implicit vs. Explicit Sun, 02 Aug 2020 16:00:00 +0000 Geoff muses on the difference between explicitly calling out the way a game system works, versus letting players implicitly discover how the players discover how the system works. Is one clearly better than the other?

Tell us how you feel in the Ludology forums!

Here's more information about Geoff's game Versailles 1919.

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Geoff muses on the difference between explicitly calling out the way a game system works, versus letting players implicitly discover how the players discover how the system works. Is one clearly better than the other?

Tell us how you feel in the Ludology forums!

Here's more information about Geoff's game Versailles 1919.

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06:28 clean full
Ludology 230 - Design Re-Verb Sun, 26 Jul 2020 16:00:00 +0000 Emma and Gil invite award-winning game designer, teacher, and not-scholar Sharang Biswas to the show to discuss verbs in games. What actions do we actually perform when we play a game, what actions do they represent, and how does that impact the game experience?

You can find Sharang on Twitter or on the web. Here is his itch.io store.

CONTENT WARNING: This episode contains references to sex and sexuality.

Show Notes

2h31m: Sharang teaches at The International Center of Photography (Bard College), and at Fordham University.
3m05s: We had Dr. Mary Flanagan on the show for Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo
3m26s: Playcrafting is an organization that holds game design events, mainly for digital games, in New York City, San Francisco, and Boston.
5m04s: Anna Anthropy is an influential game designer, and current designer-in-residence at DePaul College in Chicago.
5m15s: Ian Bogost's Persuasive Games.
10m08s: Android: Netrunner
11m33s: We discussed ludonarrative dissonance, especially in board games, in Ludology 190 - Diabolus in Ludica.
12m05s: The uselessness of 1:1 scale maps came up in our conversation with Volko Ruhnke for Ludology 178 - COIN-Operated.
12m29s: If you haven't heard us discuss at length what a "game" is, check out Ludology 151 - High Definition.
12m35s: More information about the word autotelic, which is extremely useful when discussing games and play.
13m35s: Frank Lanz is a game designer and director of the NYU Game Center.
16m35s: Great Western Trail, Food Chain Magnate
17m10s: Ryan and Geoff discussed the magic circle with game designer and professor Eric Zimmerman in Ludology 79 - The Magic Circle.
17m29s: You can find more about Honey & Hot Wax, edited by Sharang and Lucian Kahn, here.
18m25s: The phrase "turtles all the way down" is one of Gil's favorites.
20m54s: Hungry Hungry Hippos, Mouse Trap, Pretty Pretty Princess, Electronic Dream Phone
21m30s: MegaCity Oceania
21m54s: Mountains of Madness
23m10s: Pandemic Legacy: Season One
24m11s: Sharang's game with Max Seidman, Mad Science Foundation
26m35s: The RPG Sign.
28m10s: More information about the larp Sarabande.
29m42s: Geoff and Gil discussed "soft incentives" in Ludology 185 - Soft Boiled.
30m38s: Jiangshi, an RPG about Chinese immigrants juggling running a haunted restaurant, by Banana Chan and Sen-Foong Lim. We had Banana on the show a few weeks ago, for Ludology 228 - The Roles We Play.
31m10s: Some of the discussion about "Press F To Pay Respects" in Call of Duty: Advanced Warfare.
31m31s: Untitled Goose Game
35m53s: Sharang compares Chaos in the Old World to Assault of the Giants. Chaos was designed by the incomparable Eric Lang, who we had on the show for Ludology 175 - Auld Lang Design.
37m13s: Sagrada
38m19s: DC Comics Deck-Building Game
40m00s: John Cage's 4'33", which instructs the performer to play no notes for the duration of the piece.
40m27s: Positive examples of ludonarrative dissonance: Typing of the Dead, Unspeakable Words
40m58s: Brenda Romero's well-known art game Train.
41m16s: Sharang's game Feast, inspired by Felix Gonzalez-Torres' original art piece Untitled (Portrait of Ross in L.A.).
41m45s: The RPG With Great Power…
42m31s: Team Fun's interview with Sharang, featuring the phrase "Jump, Decapitate, Kill."
43m44s: Journalist, larp designer, and game writer Lizzie Stark.
45m00s: The 2001 video game Black & White.
45m17s: French literary critic Roland Barthes proposed the idea of the Death of the Author in a 1967 essay, suggesting that critics don't need to understand an author to contextualize their work.
45m24s: The Effing Foundation for Sex Positivity.
47m16s: Thumb Wars (or thumb wrestling)
51m45s: The games A Guide to Casting Phantoms In The Revolution, and Can You Hear Me?
52m34s: Sharang's game Several Miles from Heaven.
53m36s: The Jenga-implementing RPGs Dread and Star Crossed, and the apocalyptic RPG Ten Candles.
54m45s: Metatopia is a game designer convention based in the northeastern US that specializes in tests of board games, TTRPG, and larp.
56m41s: Sharang's solo food-based RPG Verdure.
57m52s: We had Jenn Sandercock on in Ludology 210 - The Way to a Gamer's Heart to discuss her edible games.
58m41s: The 200-word RPG Stardust.
1h00m00s: The bizarre Hellcouch (taking the idea of the "couch co-op to the next level), amd Mattie Brice's empathy machine.
1h00m45s: Marina Abramović's seminal performance art piece Rhythm 0, in which she allowed visitors to do whatever they wanted to her body for 6 hours. Visitors were gentle at first, but became more cruel as the piece went on, several times aiming a loaded gun in her head. The most powerful part of the performance emerged at the end; once the 6 hours ended, Abramović stood up and approached the audience, who promptly left, unable to face her as a person who had regained her bodily autonomy.
1h06m08s: Alex Roberts' Pop! is part of Sharang's project Honey and Hot Wax, co-edited by Lucian Kahn.
1h06m37s: Emma's degree is in Product Design.
1h08m45s: Sharang has written a couple of articles for Killscreen.
1h10m38s: Wingspan. We had the pleasure of chatting with designer Elizabeth Hargrave for Ludology 203 - Winging It.
1h12m15s: The Triangle Shirtwaist Factory Fire was a horrifying tragedy in which 146 sweatshop workers in New York City were killed by a fire. The workers were locked into their working space, so they could not exit on foot; many leapt to their deaths. The fire resulted in legislation that improved factory safety standards and strengthened union powers.
1h14m42s: Clio Yun-Su Davis' RPG Pass the Sugar Please was run by theater company Intramersive.
1h16m44s: Sharang is referencing Kat Jones' game Glitzy Nails.
1h17m43s: The RPG Flatpack
1h19m34s: The productivity games Habitica, SuperBetter, Chore Wars, and Zombies Run.
1h20m58s: Sharang's game A Shroud for the Seneschal.

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Emma and Gil invite award-winning game designer, teacher, and not-scholar Sharang Biswas to the show to discuss verbs in games. What actions do we actually perform when we play a game, what actions do they represent, and how does that impact the game experience?

You can find Sharang on Twitter or on the web. Here is his itch.io store.

CONTENT WARNING: This episode contains references to sex and sexuality.

Show Notes

2h31m: Sharang teaches at The International Center of Photography (Bard College), and at Fordham University. 3m05s: We had Dr. Mary Flanagan on the show for Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo 3m26s: Playcrafting is an organization that holds game design events, mainly for digital games, in New York City, San Francisco, and Boston. 5m04s: Anna Anthropy is an influential game designer, and current designer-in-residence at DePaul College in Chicago. 5m15s: Ian Bogost's Persuasive Games. 10m08s: Android: Netrunner 11m33s: We discussed ludonarrative dissonance, especially in board games, in Ludology 190 - Diabolus in Ludica. 12m05s: The uselessness of 1:1 scale maps came up in our conversation with Volko Ruhnke for Ludology 178 - COIN-Operated. 12m29s: If you haven't heard us discuss at length what a "game" is, check out Ludology 151 - High Definition. 12m35s: More information about the word autotelic, which is extremely useful when discussing games and play. 13m35s: Frank Lanz is a game designer and director of the NYU Game Center. 16m35s: Great Western Trail, Food Chain Magnate 17m10s: Ryan and Geoff discussed the magic circle with game designer and professor Eric Zimmerman in Ludology 79 - The Magic Circle. 17m29s: You can find more about Honey & Hot Wax, edited by Sharang and Lucian Kahn, here. 18m25s: The phrase "turtles all the way down" is one of Gil's favorites. 20m54s: Hungry Hungry Hippos, Mouse Trap, Pretty Pretty Princess, Electronic Dream Phone 21m30s: MegaCity Oceania 21m54s: Mountains of Madness 23m10s: Pandemic Legacy: Season One 24m11s: Sharang's game with Max Seidman, Mad Science Foundation 26m35s: The RPG Sign. 28m10s: More information about the larp Sarabande. 29m42s: Geoff and Gil discussed "soft incentives" in Ludology 185 - Soft Boiled. 30m38s: Jiangshi, an RPG about Chinese immigrants juggling running a haunted restaurant, by Banana Chan and Sen-Foong Lim. We had Banana on the show a few weeks ago, for Ludology 228 - The Roles We Play. 31m10s: Some of the discussion about "Press F To Pay Respects" in Call of Duty: Advanced Warfare. 31m31s: Untitled Goose Game 35m53s: Sharang compares Chaos in the Old World to Assault of the Giants. Chaos was designed by the incomparable Eric Lang, who we had on the show for Ludology 175 - Auld Lang Design. 37m13s: Sagrada 38m19s: DC Comics Deck-Building Game 40m00s: John Cage's 4'33", which instructs the performer to play no notes for the duration of the piece. 40m27s: Positive examples of ludonarrative dissonance: Typing of the Dead, Unspeakable Words 40m58s: Brenda Romero's well-known art game Train. 41m16s: Sharang's game Feast, inspired by Felix Gonzalez-Torres' original art piece Untitled (Portrait of Ross in L.A.). 41m45s: The RPG With Great Power…  42m31s: Team Fun's interview with Sharang, featuring the phrase "Jump, Decapitate, Kill." 43m44s: Journalist, larp designer, and game writer Lizzie Stark. 45m00s: The 2001 video game Black & White. 45m17s: French literary critic Roland Barthes proposed the idea of the Death of the Author in a 1967 essay, suggesting that critics don't need to understand an author to contextualize their work. 45m24s: The Effing Foundation for Sex Positivity. 47m16s: Thumb Wars (or thumb wrestling) 51m45s: The games A Guide to Casting Phantoms In The Revolution, and Can You Hear Me?  52m34s: Sharang's game Several Miles from Heaven. 53m36s: The Jenga-implementing RPGs Dread and Star Crossed, and the apocalyptic RPG Ten Candles. 54m45s: Metatopia is a game designer convention based in the northeastern US that specializes in tests of board games, TTRPG, and larp. 56m41s: Sharang's solo food-based RPG Verdure. 57m52s: We had Jenn Sandercock on in Ludology 210 - The Way to a Gamer's Heart to discuss her edible games.  58m41s: The 200-word RPG Stardust. 1h00m00s: The bizarre Hellcouch (taking the idea of the "couch co-op to the next level), amd Mattie Brice's empathy machine. 1h00m45s: Marina Abramović's seminal performance art piece Rhythm 0, in which she allowed visitors to do whatever they wanted to her body for 6 hours. Visitors were gentle at first, but became more cruel as the piece went on, several times aiming a loaded gun in her head. The most powerful part of the performance emerged at the end; once the 6 hours ended, Abramović stood up and approached the audience, who promptly left, unable to face her as a person who had regained her bodily autonomy. 1h06m08s: Alex Roberts' Pop! is part of Sharang's project Honey and Hot Wax, co-edited by Lucian Kahn. 1h06m37s: Emma's degree is in Product Design. 1h08m45s: Sharang has written a couple of articles for Killscreen. 1h10m38s: Wingspan. We had the pleasure of chatting with designer Elizabeth Hargrave for Ludology 203 - Winging It. 1h12m15s: The Triangle Shirtwaist Factory Fire was a horrifying tragedy in which 146 sweatshop workers in New York City were killed by a fire. The workers were locked into their working space, so they could not exit on foot; many leapt to their deaths. The fire resulted in legislation that improved factory safety standards and strengthened union powers.  1h14m42s: Clio Yun-Su Davis' RPG Pass the Sugar Please was run by theater company Intramersive. 1h16m44s: Sharang is referencing Kat Jones' game Glitzy Nails. 1h17m43s: The RPG Flatpack 1h19m34s: The productivity games Habitica, SuperBetter, Chore Wars, and Zombies Run. 1h20m58s: Sharang's game A Shroud for the Seneschal.

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01:26:13 clean full
Biography of a Board Game 229.5 - Vinci/Small World Sun, 19 Jul 2020 16:00:00 +0000 Scott takes us through the rise, fall, and rise again of the game Vinci, which designer Philippe Keyaerts and publisher Days of Wonder re-implemented as Small World.

Bibliography of a board game

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Scott takes us through the rise, fall, and rise again of the game Vinci, which designer Philippe Keyaerts and publisher Days of Wonder re-implemented as Small World.

Bibliography of a board game

Text: Meepletown interviews designer Keyaerts. Text: Boardtime interviews designer Keyaerts (the site is Polish, but the interview is in English).   Text: Related Small World products from publisher Days of Wonder. Text: Tabletop Gaming magazine September 2019 - How We Made Small World (paywall)   Text: Tabletop Gaming magazine #10 Jun/Jul 2017 - First Turn: Phillipe Keyaerts  ]]>
09:52 clean full
Ludology 229 - Hit the Deck! Sun, 12 Jul 2020 16:00:00 +0000 Emma, Gil, and Scott go back to a topic that Ryan and Geoff discussed earlier in the show's history: Deckbuilding! With all that's changed (including Emma having designed a deckbuilder), what has changed, and what have we learned?

0m41s: The episode that Ryan and Geoff did was Ludology 119 - Deck the Halls.
0m46s: Dominion (which did come out in 2008)
2m39s: StarCraft: The Board Game, which is generally believed to be the first game with an in-game deckbuilding component (if we assume that Magic: The Gathering's deckbuilding component is technically not "in-game," but is part of the metagame).
5m12s: Trains, and A Few Acres of Snow
6m26s: Smash Up
14m45s: Concordia, Aquatica
17m13s: Ascension, Thunderstone, Nightfall
22m26s: Eschaton, Copycat
30m08s: Aeon's End, Thunderstone Quest, Big Book of Madness, Harry Potter: Hogwarts Battle
31m39s: Puzzle Strike
32m36s: The Quacks of Quedlinburg
33m19s: I think we have the name to Scott's next game... :)
34m03s: Black Friday
34m47s: Quarriors (and its themed re-implementation, Dice Masters)
36m58s: Rattlebones
37m40s: Dice Forge (which Gil mistakenly called Dice Vault)
38m25s: According to designer Stephen Glenn, Rattlebones had been in the works since 2009.
40m05s: Blank White Dice (which Emma called Blank Dice)
41m07s: Abandon All Artichokes, Xenon Profiteer, Fine Sand
44m18s: Mystic Vale, Edge of Darkness
46m21s: The game Scott was thinking of is Dead Reckoning
46m36s: Slay the Spire
48m09s: Gil is using the definition of "atom" from the book Characteristics of Games: "The smallest complete unit of play, in the sense that the players feel they've 'really played' some of the game."
49m51s: The bits in question
50m05s: VENOM Assault
51m27s: Monster Train
54m17s: Self-promotion time!

  • Gil
    • High Rise
    • The Rival Networks (Gil was totally wrong, but the rulebook is with the graphic designer now, so it's close to done!)
    • Gil's Twitch channel
    • Gil's games at Gen Con
    • Gil's remote playtest group
    • Gil's upcoming storytelling game Weird Stories (watch a playthrough here)
    • Check-In Cards
  • Emma
    • The Seattle Tabletop Game Designers group on Facebook
    • Abandon All Artichokes
      • The What's Eric Playing review
      • Top 10 Games on our Radar
      • The Abandon All Artichokes design diary
    • Ludology Live at Gen Con Online
  • Scott
    • Comic Book Crisis
    • Gamemaster film
]]>
Emma, Gil, and Scott go back to a topic that Ryan and Geoff discussed earlier in the show's history: Deckbuilding! With all that's changed (including Emma having designed a deckbuilder), what has changed, and what have we learned?

0m41s: The episode that Ryan and Geoff did was Ludology 119 - Deck the Halls. 0m46s: Dominion (which did come out in 2008) 2m39s: StarCraft: The Board Game, which is generally believed to be the first game with an in-game deckbuilding component (if we assume that Magic: The Gathering's deckbuilding component is technically not "in-game," but is part of the metagame). 5m12s: Trains, and A Few Acres of Snow 6m26s: Smash Up 14m45s: Concordia, Aquatica 17m13s: Ascension, Thunderstone, Nightfall 22m26s: Eschaton, Copycat 30m08s: Aeon's End, Thunderstone Quest, Big Book of Madness, Harry Potter: Hogwarts Battle 31m39s: Puzzle Strike 32m36s: The Quacks of Quedlinburg 33m19s: I think we have the name to Scott's next game... :) 34m03s: Black Friday 34m47s: Quarriors (and its themed re-implementation, Dice Masters) 36m58s: Rattlebones  37m40s: Dice Forge (which Gil mistakenly called Dice Vault) 38m25s: According to designer Stephen Glenn, Rattlebones had been in the works since 2009.  40m05s: Blank White Dice (which Emma called Blank Dice) 41m07s: Abandon All Artichokes, Xenon Profiteer, Fine Sand 44m18s: Mystic Vale, Edge of Darkness 46m21s: The game Scott was thinking of is Dead Reckoning 46m36s: Slay the Spire 48m09s: Gil is using the definition of "atom" from the book Characteristics of Games: "The smallest complete unit of play, in the sense that the players feel they've 'really played' some of the game." 49m51s: The bits in question 50m05s: VENOM Assault 51m27s: Monster Train 54m17s: Self-promotion time!

  • Gil
    • High Rise
    • The Rival Networks (Gil was totally wrong, but the rulebook is with the graphic designer now, so it's close to done!)
    • Gil's Twitch channel
    • Gil's games at Gen Con
    • Gil's remote playtest group
    • Gil's upcoming storytelling game Weird Stories (watch a playthrough here)
    • Check-In Cards
  • Emma
    • The Seattle Tabletop Game Designers group on Facebook
    • Abandon All Artichokes
      • The What's Eric Playing review
      • Top 10 Games on our Radar
      • The Abandon All Artichokes design diary
    • Ludology Live at Gen Con Online
  • Scott
    • Comic Book Crisis
    • Gamemaster film
]]>
01:01:45 clean full
GameTek Classic 228.5 - Fairness and Bag-Building Sun, 05 Jul 2020 16:28:09 +0000 Geoff uses an interesting bag-building example to discuss how a mechanism that is designed to be fair and equitable to all colors in the bag winds up favoring a single color over time. This example has incredible significance to our hobby, and our world.

You can reach out to Geoff via Twitter or email (geoff@ludology.net).

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Geoff uses an interesting bag-building example to discuss how a mechanism that is designed to be fair and equitable to all colors in the bag winds up favoring a single color over time. This example has incredible significance to our hobby, and our world.

You can reach out to Geoff via Twitter or email (geoff@ludology.net).

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06:24 clean full
Ludology 228 - The Roles We Play Sun, 28 Jun 2020 16:00:00 +0000 Emma and Gil welcome Banana Chan: game writer, larp/RPG designer, board game publisher, horror movie buff, and pop-up museum aficionado. We talk about writing for all kinds of games, how game mechanisms support intense experiences in larp and RPG, the effects of emancipatory bleed, and the effect of moving roleplay online.

Content warning: we discuss games with intense themes, like human sacrifice.

4m29s: The Spire RPG

5m59s: The Circle is a reality show in which contestants are isolated in their homes and can only communicate with others via a text-based app. They're free to adopt any persona they wish. You can watch the first episode of the American reboot here.

6m27s: Pork roll vs. Taylor ham (two names for the same kind of processed meat) is a long-running debate in the Garden State.

7m01s: Jean-Paul Sartre's No Exit, a legendary play with a classic twist.

9m03s: The RPGs This Discord Has Ghosts In It and Long Time Listener, Last Time Caller

10m06s: For those of you just joining Ludology, welcome, and we just covered safety tools in Ludology 227 - Respect the X.

11m27s: To make it clear, bleed is a general term to describe a phenomenon (occurring mainly in larp) where a character's emotions and identity start mixing into a player's emotions and identity, and vice versa. It can be extremely intense, and larps usually feature necessary wrap-up sessions where players can talk out feelings that the game brought up. Here is an article with a couple of excellent examples of bleed. Jonaya Kemper, who Banana mentions, has written about emancipatory bleed here. Read more about Kemper and her work here.

11m59s: Here's Albert Kong's tweet about emancipatory bleed.

12m21s: More info about the Baphomet larp.

17m29s: Diplomacy is a game that's long-established for challenging friendships.

18m41s: Banana's new RPG, Jiangshi: Blood in the Banquet Hall, co-designed with Sen-Foong Lim

22m44s: Warp's Edge

24m51s: Angelus Morningstar has a good write-up on cultural appropriation in board games here. (Also, when Gil says "I wish this is something more board games would do," he means "hire cultural sensitivity readers.")

29m07s: They're Onto Me. The Golden Cobra Challenge is a contest for freeform larp.

31m06s: Dads on Mowers, a module for the RPG Kids on Bikes.

31m57s: Cobwebs RPG.

32m19s: Alice is Missing RPG.

32m37s: Banana is talking about an episode of the TV series Masters of Horror. This particular episode (which Gil and Emma will never watch) is called "John Carpenter's Cigarette Burns."

33m53s: Betrayal at Mystery Mansion is a re-implementation of Betrayal at House on the Hill, but with a Scooby-Doo theme.

35m58s: As We Know It.

37m32s: Roll20 is a website that facilitates online RPG play. Discord is an online text/voice chat program for gamers.

38m48s: By "corpse," Gil is referring to the surrealist writing exercise Exquisite Corpse.

41m39s: Banana's dinner party films: The Invitation, Get Out, Coherence. She also mentions Midsommar.

42m28s: Here's the article Gil mentions that describes the benefits of experiencing a horror movie entirely from its Wikipedia page.

43m02s: Here's Avery Alder's body horror RPG, Abnormal.

44m08s: The Park Avenue Armory, one of Gil's favorite places in NYC. Banana discusses The Funhouse in Toronto, which is now closed.

46m05s: The mangaka Junji Ito.

46m58s: Battle of the Boy Bands, a game by Clio Yun-su Davis and Vicci Ho that Banana published under the Game and a Curry label. Enjoy some music from Stray Kids and BTS.

50m05s: Night Witches, by Jason Morningstar. We had Jason on in Ludology 161 What's the Story, Morning Glory? Banana also mentions his game Juggernaut.

50m52s: Avery Alder's Monsterhearts.

51m25s: Here's the moment in the video Gil was mentioning. Alex Roberts, who plays the ghost, is the designer of the award-winning RPG Star Crossed.

52m13: Gil is referring to Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo, in which Dr. Mary Flanagan discussed how psychological distance helps people better associate with a subject.

53m39s: If you're interested in Goat-2-Meeting, here are the details.

56m44s: The designers Banana mentions are: Jabari Weathers, Jonaya Kemper (mentioned above), and Fertessa Allyse.

]]>
Emma and Gil welcome Banana Chan: game writer, larp/RPG designer, board game publisher, horror movie buff, and pop-up museum aficionado. We talk about writing for all kinds of games, how game mechanisms support intense experiences in larp and RPG, the effects of emancipatory bleed, and the effect of moving roleplay online.

Content warning: we discuss games with intense themes, like human sacrifice.

4m29s: The Spire RPG

5m59s: The Circle is a reality show in which contestants are isolated in their homes and can only communicate with others via a text-based app. They're free to adopt any persona they wish. You can watch the first episode of the American reboot here.

6m27s: Pork roll vs. Taylor ham (two names for the same kind of processed meat) is a long-running debate in the Garden State.

7m01s: Jean-Paul Sartre's No Exit, a legendary play with a classic twist.

9m03s: The RPGs This Discord Has Ghosts In It and Long Time Listener, Last Time Caller

10m06s: For those of you just joining Ludology, welcome, and we just covered safety tools in Ludology 227 - Respect the X.

11m27s: To make it clear, bleed is a general term to describe a phenomenon (occurring mainly in larp) where a character's emotions and identity start mixing into a player's emotions and identity, and vice versa. It can be extremely intense, and larps usually feature necessary wrap-up sessions where players can talk out feelings that the game brought up. Here is an article with a couple of excellent examples of bleed. Jonaya Kemper, who Banana mentions, has written about emancipatory bleed here. Read more about Kemper and her work here.

11m59s: Here's Albert Kong's tweet about emancipatory bleed.

12m21s: More info about the Baphomet larp.

17m29s: Diplomacy is a game that's long-established for challenging friendships.

18m41s: Banana's new RPG, Jiangshi: Blood in the Banquet Hall, co-designed with Sen-Foong Lim

22m44s: Warp's Edge

24m51s: Angelus Morningstar has a good write-up on cultural appropriation in board games here. (Also, when Gil says "I wish this is something more board games would do," he means "hire cultural sensitivity readers.")

29m07s: They're Onto Me. The Golden Cobra Challenge is a contest for freeform larp.

31m06s: Dads on Mowers, a module for the RPG Kids on Bikes.

31m57s: Cobwebs RPG.

32m19s: Alice is Missing RPG.

32m37s: Banana is talking about an episode of the TV series Masters of Horror. This particular episode (which Gil and Emma will never watch) is called "John Carpenter's Cigarette Burns."

33m53s: Betrayal at Mystery Mansion is a re-implementation of Betrayal at House on the Hill, but with a Scooby-Doo theme.

35m58s: As We Know It.

37m32s: Roll20 is a website that facilitates online RPG play. Discord is an online text/voice chat program for gamers.

38m48s: By "corpse," Gil is referring to the surrealist writing exercise Exquisite Corpse.

41m39s: Banana's dinner party films: The Invitation, Get Out, Coherence. She also mentions Midsommar.

42m28s: Here's the article Gil mentions that describes the benefits of experiencing a horror movie entirely from its Wikipedia page.

43m02s: Here's Avery Alder's body horror RPG, Abnormal.

44m08s: The Park Avenue Armory, one of Gil's favorite places in NYC. Banana discusses The Funhouse in Toronto, which is now closed.

46m05s: The mangaka Junji Ito.

46m58s: Battle of the Boy Bands, a game by Clio Yun-su Davis and Vicci Ho that Banana published under the Game and a Curry label. Enjoy some music from Stray Kids and BTS.

50m05s: Night Witches, by Jason Morningstar. We had Jason on in Ludology 161 What's the Story, Morning Glory? Banana also mentions his game Juggernaut.

50m52s: Avery Alder's Monsterhearts.

51m25s: Here's the moment in the video Gil was mentioning. Alex Roberts, who plays the ghost, is the designer of the award-winning RPG Star Crossed.

52m13: Gil is referring to Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo, in which Dr. Mary Flanagan discussed how psychological distance helps people better associate with a subject.

53m39s: If you're interested in Goat-2-Meeting, here are the details.

56m44s: The designers Banana mentions are: Jabari Weathers, Jonaya Kemper (mentioned above), and Fertessa Allyse.

]]>
58:55 clean full
Biography of a Board Game 227.5 - Twister Sun, 21 Jun 2020 16:00:00 +0000 Scott takes us through the twisted history of the classic game Twister. How did it overcome its risqué premise to become a perennial favorite?

Bibliography of a Board Game:

  • Video - Twister was created 55 years ago
  • Video - Ren Guyer: The Man Who Invented Twister & Nerf
  • Video - Original Twister Commercial
  • Video - Twister Mania for Xbox 360 review
  • Text - Ren Guyer's story of Twister from his official website
  • Text - Twister on Board Games Galore Fandom Wikia
  • Text - Patent information on Twister
  • Book - Timeless Toys: Classic Toys and the Playmakers Who Created Them, by Tim Walsh

7m46: One interesting note is that Shuffle Twister's gameplay is similar to Bez Shahriari's independently-released In a Bind, but Shahriari released her game in 2015, one year earlier. In a Bind went on to be re-implemented by French publisher Gigamic as Yogi.

9m19s: To clarify, Monkey Auto Races wasn't #1 on the BGG Hot Games; as an April Fool's joke in 2007, a bunch of BGG users gave the game a high rating, and it was actually the #1 game on BGG for one day.

]]>
Scott takes us through the twisted history of the classic game Twister. How did it overcome its risqué premise to become a perennial favorite?

Bibliography of a Board Game:

  • Video - Twister was created 55 years ago
  • Video - Ren Guyer: The Man Who Invented Twister & Nerf
  • Video - Original Twister Commercial
  • Video - Twister Mania for Xbox 360 review
  • Text - Ren Guyer's story of Twister from his official website
  • Text - Twister on Board Games Galore Fandom Wikia
  • Text - Patent information on Twister
  • Book - Timeless Toys: Classic Toys and the Playmakers Who Created Them, by Tim Walsh

7m46: One interesting note is that Shuffle Twister's gameplay is similar to Bez Shahriari's independently-released In a Bind, but Shahriari released her game in 2015, one year earlier. In a Bind went on to be re-implemented by French publisher Gigamic as Yogi.

9m19s: To clarify, Monkey Auto Races wasn't #1 on the BGG Hot Games; as an April Fool's joke in 2007, a bunch of BGG users gave the game a high rating, and it was actually the #1 game on BGG for one day.

]]>
11:33 clean full
Ludology 227 - Respect the X Sun, 14 Jun 2020 16:00:00 +0000 Emma and Gil moderate a roundtable on safety tools in games, with guests Kienna Shaw and Lauren Bryant-Monk (creators of the TTRPG Safety Toolkit) and John Stavropoulos (creator of the X-Card). 

We discuss consent and safety in games, starting with tabletop roleplaying games (TTRPGs), but expanding to all sorts of games. How can safety tools help in games, and in what ways do they help?

Content Warning: this episode mentions occurences of consent violations, domestic abuse, and sexual assault.

SHOW NOTES

23m25s - The D&D Adventurers League is an official ongoing play, organized by D&D's publisher Wizards of the Coast.

32m29s - Kids on Bikes, by Jon Gilmour and Doug Levandowski.

33m17s - Avonelle Wing is a longtime RPG/LARP player, convention organizer, and advocate for equality and justice for games. She's one of Gil's idols.

34m11s - Kate Bullock is a TTRPG designer, advocate, writer, and president of the Indie Game Developer Network.

39m58s - Nordic LARP is a form of LARP with minimal rules and GMing, but heavy atmosphere and story. Compare it to demonstrative (boffer) LARPs, which tend to be more fantastical and have NPCs and combat rules.

43m20s - An otome game is a story-based video game that generally has the player control a female character, to try to develop a relationship with one of the game's male characters.

46m10s - Here's an especially horrifying story about an awful GM that came out of UKGE last year (BIG CONTENT WARNING for sexual assault in that link). Note that this is one story, but there are many more that never get this much coverage. The story about the public live stream that went wrong is here, and carries a similar content warning.

52m07s - You didn't think we were going to go a full episode without bringing board games into it, did you? :)

1h00m26s - Self-Promotion: you can find more info about Gil's Check-In Cards here.

1h00m57s - Twilight Imperium being a 6 hour game about galactic conquest.

1h06m58s - Psychologist Susan Silk and her friend Barry Goldman wrote about this in the LA times. They called it "Ring Theory," and in it, they discuss how you can comfort a grieving person while not burdening them with your own pain, by placing them in the "center" of the crisis and being mindful of where you are relative to others in that ring.

1h10m03s - Restorative justice is a methodology that has the victim and offender meeting (often with community members), with the expectation that the two parties will come to a consensus on what happened, how much damage was caused, and how the damage can be repaired. This gives the offender a clear path to righting the wrong, and empowers the victim in the process of seeking justice.

]]>
Emma and Gil moderate a roundtable on safety tools in games, with guests Kienna Shaw and Lauren Bryant-Monk (creators of the TTRPG Safety Toolkit) and John Stavropoulos (creator of the X-Card). 

We discuss consent and safety in games, starting with tabletop roleplaying games (TTRPGs), but expanding to all sorts of games. How can safety tools help in games, and in what ways do they help?

Content Warning: this episode mentions occurences of consent violations, domestic abuse, and sexual assault.

SHOW NOTES

23m25s - The D&D Adventurers League is an official ongoing play, organized by D&D's publisher Wizards of the Coast.

32m29s - Kids on Bikes, by Jon Gilmour and Doug Levandowski.

33m17s - Avonelle Wing is a longtime RPG/LARP player, convention organizer, and advocate for equality and justice for games. She's one of Gil's idols.

34m11s - Kate Bullock is a TTRPG designer, advocate, writer, and president of the Indie Game Developer Network.

39m58s - Nordic LARP is a form of LARP with minimal rules and GMing, but heavy atmosphere and story. Compare it to demonstrative (boffer) LARPs, which tend to be more fantastical and have NPCs and combat rules.

43m20s - An otome game is a story-based video game that generally has the player control a female character, to try to develop a relationship with one of the game's male characters.

46m10s - Here's an especially horrifying story about an awful GM that came out of UKGE last year (BIG CONTENT WARNING for sexual assault in that link). Note that this is one story, but there are many more that never get this much coverage. The story about the public live stream that went wrong is here, and carries a similar content warning.

52m07s - You didn't think we were going to go a full episode without bringing board games into it, did you? :)

1h00m26s - Self-Promotion: you can find more info about Gil's Check-In Cards here.

1h00m57s - Twilight Imperium being a 6 hour game about galactic conquest.

1h06m58s - Psychologist Susan Silk and her friend Barry Goldman wrote about this in the LA times. They called it "Ring Theory," and in it, they discuss how you can comfort a grieving person while not burdening them with your own pain, by placing them in the "center" of the crisis and being mindful of where you are relative to others in that ring.

1h10m03s - Restorative justice is a methodology that has the victim and offender meeting (often with community members), with the expectation that the two parties will come to a consensus on what happened, how much damage was caused, and how the damage can be repaired. This gives the offender a clear path to righting the wrong, and empowers the victim in the process of seeking justice.

]]>
01:15:30 clean full
Ludology 226.5 - Counterfeiting Sun, 07 Jun 2020 16:00:00 +0000 Geoff discusses the phenomenon of counterfeiting in game production. How prevalent it it, and how badly does it affect game publishers?

Here's the ICV2 interview he mentions.

]]>
Geoff discusses the phenomenon of counterfeiting in game production. How prevalent it it, and how badly does it affect game publishers?

Here's the ICV2 interview he mentions.

]]>
06:20 clean full
Ludology 226 - Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Buffalo Sun, 31 May 2020 16:00:00 +0000 Emma and Gil welcome Dr. Mary Flanagan, designer of Monarch, Visitor in Blackwood Grove, Buffalo, Awkward Moment, and plethora of other games in a myriad of styles and platforms, from party to strategy on digital in tabletop. Dr. Flanagan is also an artist, having exhibited works (many game-related) all around the world, and teaches game design at Dartmouth, who also hosts her game design and research lab, Tiltfactor.

We discuss designing games from the perspectives of funand meaningful change. How does one make a transformative game that players actually enjoy, but that is still effective at building empathy and fighting prejudice?

CONTENT WARNING: There is a brief mention of racial prejudice, and sexual assault in literary works towards the end of the episode.

SHOW NOTES

0m21s: "Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo" is a grammatically correct sentence. This video explains it, and other lexically ambiguous sentences.

1m21s: Tiltfactor, Dr. Flanagan's game design and research lab at Dartmouth

1m57s: If you're reading this, congratulations, you're reading the show notes!

3m58s: Professor Scott Rogers covered The Game of The Goose in Biography of a Board Game 221.5.

4m27s: For more information on these French Revolution-themed versions of Game of the Goose (Jeu de la Revolution Francaise), check out page 17 of this PDF. It's also interesting to note that Robespierre attempted to install a new state religion for France during the Revolution, the Cult of the Supreme Being (Culte de l'Être suprême); it's entirely possible that its dogma was reinforced through things like board games. Perhaps it also helped with the bizarre decimal-time-based calendar that Robespierre couldn't get to stick, but that still frustrates historians to this day.

5m30s: More information about Dr. Flanagan's book, Critical Play.

6m39s: The Landlord's Game by Lizzie Magie is the game that Monopoly was based on.

7m51s: September 12: A Toy World is a game where a player is trying to kill terrorists by firing missiles at a village. But every terrorist you kill creates more terrorists, as the locals get angrier at your actions. Soon, the village is gone and you are surrounded by terrorists. There is no way to win the game through shooting.

7m56s: Paolo Pedercini also makes commentary games. (Note that this link contains adult content.) Jump to the McDonald's Videogame here.

8m13s: More info on Profit Seed.

8m33s: More info on Layoff.

9m40s: More info on Pox: Save the Puppies.

10m32s: "Designing Games to Foster Empathy," the paper Dr. Flanagan wrote with Jonathan Belman.

15m04s: More info about psychological distance.

16m16s: Gil is referring to Ludology 213.5 - The Incan Gold Experiment, run by Dr. Stephen Blessing and research assistant Elena Sakosky. (Gil refers to the game from the original European release's name, Diamant, but it was released in English as Incan Gold.)

19m51s: For a longer discussion on what "fun" means in a game, and on a deeper level, how games create meaning, check out Ludology 201 - Are We Having Fun Yet?

21m20s: More info on the party game Buffalo.

24m14s: More info on social identity complexity

26m13s: More info on the party game Awkward Moment.

31m10s: For more discussion on board games and colonialism, check out Ludology Episode 197 - Empires Up in Arms. For more information about the effects of "terra nullius" in board games, check out this article from Nancy Foasberg.

32m26s: "Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity," by Dr. Flanagan, Max Seidman, and Geoff Kaufman.

34m15s: Dr. Lawrence Summers, president of Harvard University, has suggested that biological differences could explain why there were fewer women in science.

36m18s: More info about Blokus.

39m39s: More info on the strategy game Monarch.

40m04s: Dr. Flanagan's book (with co-author Helen Nissenbaum) Values at Play.

40m18s: Here are some articles on Will Wright and Chris Trottier.

45m12s: More info on This War of Mine: The Board Game and Freedom: The Underground Railroad.

49m05s: More info on Dr. Flanagan's art, including giantJoystick.

50m40s: Gabriel Orozco's Horses Running Endlessly.

51m48s: Dr. Flanagan's paper, with Sukdith Punjasthitkul and Geoff Kaufman, on "Social Loafing."

54m53s: The article in question is "The Mechanical Muse," published in The New Yorker on January 7, 2020.

56m28s: Here's an article in Wired on the paper in question, in which large collections of photos used to train image-recognition software - including one used by Google and Microsoft - were found to amplify exisiting biases.

57m15s: In 2015, Google apologized for their facial recognition software mislabeling Black people as "gorillas."

57m42s: More info about Reload: Rethinking Women and Cyberculture.

58m49s: The story here is "No Woman Born," by C.L. Moore.

1h03m31s: The show will be called "Gameplay: Video Game Culture," at the CCCB in Barcelona, Spain.

1h04m07s: "Max" is Max Seidman, game designer at Resonym and frequent collaborator with Dr. Flanagan.

1h05m41s: We've covered the lightweight interactive fiction platform Twine before on the show, most notably on Ludology 217 - What IF?

]]>
Emma and Gil welcome Dr. Mary Flanagan, designer of Monarch, Visitor in Blackwood Grove, Buffalo, Awkward Moment, and plethora of other games in a myriad of styles and platforms, from party to strategy on digital in tabletop. Dr. Flanagan is also an artist, having exhibited works (many game-related) all around the world, and teaches game design at Dartmouth, who also hosts her game design and research lab, Tiltfactor.

We discuss designing games from the perspectives of funand meaningful change. How does one make a transformative game that players actually enjoy, but that is still effective at building empathy and fighting prejudice?

CONTENT WARNING: There is a brief mention of racial prejudice, and sexual assault in literary works towards the end of the episode.

SHOW NOTES

0m21s: "Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo" is a grammatically correct sentence. This video explains it, and other lexically ambiguous sentences.

1m21s: Tiltfactor, Dr. Flanagan's game design and research lab at Dartmouth

1m57s: If you're reading this, congratulations, you're reading the show notes!

3m58s: Professor Scott Rogers covered The Game of The Goose in Biography of a Board Game 221.5.

4m27s: For more information on these French Revolution-themed versions of Game of the Goose (Jeu de la Revolution Francaise), check out page 17 of this PDF. It's also interesting to note that Robespierre attempted to install a new state religion for France during the Revolution, the Cult of the Supreme Being (Culte de l'Être suprême); it's entirely possible that its dogma was reinforced through things like board games. Perhaps it also helped with the bizarre decimal-time-based calendar that Robespierre couldn't get to stick, but that still frustrates historians to this day.

5m30s: More information about Dr. Flanagan's book, Critical Play.

6m39s: The Landlord's Game by Lizzie Magie is the game that Monopoly was based on.

7m51s: September 12: A Toy World is a game where a player is trying to kill terrorists by firing missiles at a village. But every terrorist you kill creates more terrorists, as the locals get angrier at your actions. Soon, the village is gone and you are surrounded by terrorists. There is no way to win the game through shooting.

7m56s: Paolo Pedercini also makes commentary games. (Note that this link contains adult content.) Jump to the McDonald's Videogame here.

8m13s: More info on Profit Seed.

8m33s: More info on Layoff.

9m40s: More info on Pox: Save the Puppies.

10m32s: "Designing Games to Foster Empathy," the paper Dr. Flanagan wrote with Jonathan Belman.

15m04s: More info about psychological distance.

16m16s: Gil is referring to Ludology 213.5 - The Incan Gold Experiment, run by Dr. Stephen Blessing and research assistant Elena Sakosky. (Gil refers to the game from the original European release's name, Diamant, but it was released in English as Incan Gold.)

19m51s: For a longer discussion on what "fun" means in a game, and on a deeper level, how games create meaning, check out Ludology 201 - Are We Having Fun Yet?

21m20s: More info on the party game Buffalo.

24m14s: More info on social identity complexity

26m13s: More info on the party game Awkward Moment.

31m10s: For more discussion on board games and colonialism, check out Ludology Episode 197 - Empires Up in Arms. For more information about the effects of "terra nullius" in board games, check out this article from Nancy Foasberg.

32m26s: "Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity," by Dr. Flanagan, Max Seidman, and Geoff Kaufman.

34m15s: Dr. Lawrence Summers, president of Harvard University, has suggested that biological differences could explain why there were fewer women in science.

36m18s: More info about Blokus.

39m39s: More info on the strategy game Monarch.

40m04s: Dr. Flanagan's book (with co-author Helen Nissenbaum) Values at Play.

40m18s: Here are some articles on Will Wright and Chris Trottier.

45m12s: More info on This War of Mine: The Board Game and Freedom: The Underground Railroad.

49m05s: More info on Dr. Flanagan's art, including giantJoystick.

50m40s: Gabriel Orozco's Horses Running Endlessly.

51m48s: Dr. Flanagan's paper, with Sukdith Punjasthitkul and Geoff Kaufman, on "Social Loafing."

54m53s: The article in question is "The Mechanical Muse," published in The New Yorker on January 7, 2020.

56m28s: Here's an article in Wired on the paper in question, in which large collections of photos used to train image-recognition software - including one used by Google and Microsoft - were found to amplify exisiting biases.

57m15s: In 2015, Google apologized for their facial recognition software mislabeling Black people as "gorillas."

57m42s: More info about Reload: Rethinking Women and Cyberculture.

58m49s: The story here is "No Woman Born," by C.L. Moore.

1h03m31s: The show will be called "Gameplay: Video Game Culture," at the CCCB in Barcelona, Spain.

1h04m07s: "Max" is Max Seidman, game designer at Resonym and frequent collaborator with Dr. Flanagan.

1h05m41s: We've covered the lightweight interactive fiction platform Twine before on the show, most notably on Ludology 217 - What IF?

]]>
01:08:04 clean full
Biography of a Board Game 225.5 - Mousetrap Sun, 24 May 2020 16:00:00 +0000 Join Scott as he recounts the history of the game that blurred the line between a game and a toy: Mousetrap. 

Bibliography of a Board Game for Mouse Trap
It's All a Game by Tristan Donovan
A World Without Reality: Inside Marvin Glass's Toy Vault by Bill Paxton
Mental Floss – Mouse Trap Game Facts
Chicago Tribune – Toying with Success
Best Play – History of Mouse Trap: Murder, Playboys and Plagiarism
Google Patents
Rube Goldberg.com
Smithsonian Mag – Teaching physics with a massive game of mouse trap

]]>
Join Scott as he recounts the history of the game that blurred the line between a game and a toy: Mousetrap. 

Bibliography of a Board Game for Mouse Trap It's All a Game by Tristan Donovan A World Without Reality: Inside Marvin Glass's Toy Vault by Bill Paxton Mental Floss – Mouse Trap Game Facts Chicago Tribune – Toying with Success Best Play – History of Mouse Trap: Murder, Playboys and Plagiarism Google Patents Rube Goldberg.com Smithsonian Mag – Teaching physics with a massive game of mouse trap

]]>
12:36 clean full
Ludology 225 - A Study in Emma-rald Sun, 17 May 2020 16:00:00 +0000 Today, we put Emma in the spotlight to find out what went into designing her newest game, Abandon All Artichokes, how many cards she actually designed for it, and how the game was almost derailed by an Infinite Potato Problem.

SHOW NOTES

5m44s: Magic: The Gathering and the marvelous deckbuilding video game Slay the Spire. Also check out Ludology 198 - Inspired, featuring Slay the Spire's co-designer Anthony Giovannetti.

6m00s: Stardew Valley and Animal Crossing, two video games where the player starts in a remote area with very little in the way of equipment, and ends up building a small town.

7m22s: If you want to check out more deck-wreckers, try Xenon Profiteer (one of Gil's personal favorite games), or Fine Sand.

8m39s: Don't let the bean theme throw you off. Bohnanza is one of the best trading games you'll find.

9m15s: Bonnie Pang did the wonderful art for Artichokes.

9m43s: Sushi Go, by Phil Walker-Harding and also published by Gamewright, is an excellent light drafting game. It was good enough to spawn a family of light, charming drafting games.

Phil has mentioned in passing that Sushi Go took many, many tries to get right. Another example of how hard it is to make a good, light game!

11m16s: Emma mentions some other Gamewright titles that fit a similar mold: Go Nuts for Donuts and Qwixx.

15m22s: Emma casually references Joseph Campbell's Hero's Journey here.

26m29s: Seth Jaffee's article on balancing game elements and "finding the unit" is still immensely valuable to game designers everywhere.

31m59s: Cardboard Edison's publisher directory is an invaluable resource to game designers looking for a publisher for their prototypes.

48m44s: The incredibly adorable Abandon All Artichokes trailer  and its accompanying how-to-play video.

49m18s: We'll post a link to the design diary in the Ludology forums as soon as it goes online!

55m16s: Emma's first episode.

56m43s: Dominion, the game that popularized deckbuilding as an in-game mechanism.

]]>
Today, we put Emma in the spotlight to find out what went into designing her newest game, Abandon All Artichokes, how many cards she actually designed for it, and how the game was almost derailed by an Infinite Potato Problem.

SHOW NOTES

5m44s: Magic: The Gathering and the marvelous deckbuilding video game Slay the Spire. Also check out Ludology 198 - Inspired, featuring Slay the Spire's co-designer Anthony Giovannetti.

6m00s: Stardew Valley and Animal Crossing, two video games where the player starts in a remote area with very little in the way of equipment, and ends up building a small town.

7m22s: If you want to check out more deck-wreckers, try Xenon Profiteer (one of Gil's personal favorite games), or Fine Sand.

8m39s: Don't let the bean theme throw you off. Bohnanza is one of the best trading games you'll find.

9m15s: Bonnie Pang did the wonderful art for Artichokes.

9m43s: Sushi Go, by Phil Walker-Harding and also published by Gamewright, is an excellent light drafting game. It was good enough to spawn a family of light, charming drafting games.

Phil has mentioned in passing that Sushi Go took many, many tries to get right. Another example of how hard it is to make a good, light game!

11m16s: Emma mentions some other Gamewright titles that fit a similar mold: Go Nuts for Donuts and Qwixx.

15m22s: Emma casually references Joseph Campbell's Hero's Journey here.

26m29s: Seth Jaffee's article on balancing game elements and "finding the unit" is still immensely valuable to game designers everywhere.

31m59s: Cardboard Edison's publisher directory is an invaluable resource to game designers looking for a publisher for their prototypes.

48m44s: The incredibly adorable Abandon All Artichokes trailer  and its accompanying how-to-play video.

49m18s: We'll post a link to the design diary in the Ludology forums as soon as it goes online!

55m16s: Emma's first episode.

56m43s: Dominion, the game that popularized deckbuilding as an in-game mechanism.

]]>
58:52 clean full
GameTek Classic 224.5 - Game Balance and AI Sun, 10 May 2020 16:00:00 +0000 Geoff ruminates on the limitations of using AI to balance games. Why can't we use machine learning to fully balance a game experience, and finally make a game that everyone on BGG will find perfectly fair on the first play?

SHOW NOTES

1m17s: For more on this subject, check out our two GameTek episodes on AlphaGo : GameTek Classic 218.5 Alpha Zero, and GameTek Classic 222.5 Alpha Zero, Part 2.
2m00s: Geoff's game The Expanse.
5m29s: The fantastic trading game Sidereal Confluence (which will soon have a new edition!)
6m18s: League of Legends has grappled for a long time with how to balance their champions for players of all skill levels. Here's their latest approach on how they're trying to do it.

]]>
Geoff ruminates on the limitations of using AI to balance games. Why can't we use machine learning to fully balance a game experience, and finally make a game that everyone on BGG will find perfectly fair on the first play?

SHOW NOTES

1m17s: For more on this subject, check out our two GameTek episodes on AlphaGo : GameTek Classic 218.5 Alpha Zero, and GameTek Classic 222.5 Alpha Zero, Part 2. 2m00s: Geoff's game The Expanse. 5m29s: The fantastic trading game Sidereal Confluence (which will soon have a new edition!) 6m18s: League of Legends has grappled for a long time with how to balance their champions for players of all skill levels. Here's their latest approach on how they're trying to do it.

]]>
08:39 clean full
Ludology 224 - Putting the Fun in Funko Sun, 03 May 2020 16:00:00 +0000 Emma and Gil sit down with Chris Rowlands of Funko Games to discuss the design of IP-based games, and what it's like to design as part of a group collective.

SHOW NOTES

0m00s: Playtest safely online with Gil and Emma!
4m11s: Mox Boarding House is one of the premier board game stores in Seattle. (Here's hoping they can stick around until everything is able to reopen!)
12m21s: The Frosthaven Kickstarter project.
16m45s: Personal plug: Abandon All Artichokes is Emma's newest game.
19m47s: Power Grid is the #36th ranked game on BGG. (Rankings are not absolute, objective measures of quality, of course, but still. It's a big game.)
24m01s: Beth Hawley was responsible for the amazing art in Chris' game Under My Bed.
27m18s: Disney Villainous, in which each player is a Disney villain with unique special powers, is one of their more well-known titles.
29m05s: The party game Yeah Nope.
30m52s: Funkoverse, the tactical minis game using modified Funko figurines.
32m33s: All of "Prospero Hall's" credited games on BGG.
34m04s: The games Horrified and Jaws.
38m17s: Prospero Hall's website.
43m28s: The "tracer" scene from Kevin Smith's Chasing Amy.  (Explicit language warning)
50m31s: Personal plug: Avowel is currently available on Android, and coming to iOS soon!
54m10s: The game Jurassic Park: Danger.
1h02m35s: Paper Girls and Manifest Destiny
1h03m26s: Sea of Thieves
1h03m48s: Infocom's original help guide entry to the horrible and notorious Babel Fish puzzle in the Hitchhiker's Guide to the Galaxy video game, written by Douglas Adams himself, is an absolute wonder to read. Keep clicking "Next Answer." Favorite quote on step 19 of the hint: "At this point, brave men have been known to break down and cry."
1h05m11s: Building the Game, a podcast on game design.
1h06m34s: Some articles about wrestling's current audience-less format.
1h12m04s: Our episode on ludonarrative dissonance was Ludology 192 - Diabolus in Ludica.
1h14m04s: Back to the Future: Back in Time and Last Defense!

]]>
Emma and Gil sit down with Chris Rowlands of Funko Games to discuss the design of IP-based games, and what it's like to design as part of a group collective.

SHOW NOTES

0m00s: Playtest safely online with Gil and Emma! 4m11s: Mox Boarding House is one of the premier board game stores in Seattle. (Here's hoping they can stick around until everything is able to reopen!) 12m21s: The Frosthaven Kickstarter project. 16m45s: Personal plug: Abandon All Artichokes is Emma's newest game. 19m47s: Power Grid is the #36th ranked game on BGG. (Rankings are not absolute, objective measures of quality, of course, but still. It's a big game.) 24m01s: Beth Hawley was responsible for the amazing art in Chris' game Under My Bed. 27m18s: Disney Villainous, in which each player is a Disney villain with unique special powers, is one of their more well-known titles. 29m05s: The party game Yeah Nope. 30m52s: Funkoverse, the tactical minis game using modified Funko figurines. 32m33s: All of "Prospero Hall's" credited games on BGG. 34m04s: The games Horrified and Jaws. 38m17s: Prospero Hall's website.  43m28s: The "tracer" scene from Kevin Smith's Chasing Amy.  (Explicit language warning) 50m31s: Personal plug: Avowel is currently available on Android, and coming to iOS soon! 54m10s: The game Jurassic Park: Danger. 1h02m35s: Paper Girls and Manifest Destiny  1h03m26s: Sea of Thieves  1h03m48s: Infocom's original help guide entry to the horrible and notorious Babel Fish puzzle in the Hitchhiker's Guide to the Galaxy video game, written by Douglas Adams himself, is an absolute wonder to read. Keep clicking "Next Answer." Favorite quote on step 19 of the hint: "At this point, brave men have been known to break down and cry."  1h05m11s: Building the Game, a podcast on game design. 1h06m34s: Some articles about wrestling's current audience-less format.  1h12m04s: Our episode on ludonarrative dissonance was Ludology 192 - Diabolus in Ludica. 1h14m04s: Back to the Future: Back in Time and Last Defense!

]]>
01:16:35 clean full
Biography of a Board Game 223.5 - The Game of Life Sun, 26 Apr 2020 16:00:00 +0000 Scott goes into the checkered history of The Game of Life, which has had many inspirations and incarnations, and is still going strong. 

(Content warning: this episode contains quick, passing references to sex and suicide.)

0m00s: Join Gil's and Emma's remote playtesting groups!
1m44s: A Little Pretty Pocket Book. Fun fact: this book contains the first appearance of the term "base-ball," although that term at the time was an alternative regional name for the sport now known as Rounders.
2m37s: The New Game of Human Life. Here's the original French game that inspired it, which BGG has under the name La Vie Humaine un Nouveau Jeu.
3m19s: More information about the teetotum, which was often used to avoid the impression of gambling.
5m48s: The Reward of Merit, The Mirror of Truth: Exhibiting a variety of Biographical Anecdotes and Moral Essays calculated to Inspire a Love of Virtue and Abhorrence of Vice, and The Mansion of Happiness.
7m45s: The Checkered Game of Life.
9m17s: The Game of the Telegraph Boy, Game of To the North Pole By Airship, and The Game of Playing Department Store.
9m32s: More information about toy and game designer Reuben Klamer.
10m48s: The famous blue and pink pegs are, of course, the inspiration for the name of the excellent board game podcast Blue Peg, Pink Peg.
11m44s: Here's a page with a photo of the 1960 edition of The Game of Life.
12m28s: More information about the resolution of the lawsuit between Klamer and Markham.
13m32s: The Game of Life: Twists and Turns
14m08s: The Game of Life Express
16m33s: This would also be a good time to mention some modern board games that handle the same subject matter, and were no doubt somehow inspired by The Game of Life. The Pursuit of Happiness, Funny Friends, CV, and My Story.

]]>
Scott goes into the checkered history of The Game of Life, which has had many inspirations and incarnations, and is still going strong. 

(Content warning: this episode contains quick, passing references to sex and suicide.)

0m00s: Join Gil's and Emma's remote playtesting groups! 1m44s: A Little Pretty Pocket Book. Fun fact: this book contains the first appearance of the term "base-ball," although that term at the time was an alternative regional name for the sport now known as Rounders. 2m37s: The New Game of Human Life. Here's the original French game that inspired it, which BGG has under the name La Vie Humaine un Nouveau Jeu. 3m19s: More information about the teetotum, which was often used to avoid the impression of gambling.  5m48s: The Reward of Merit, The Mirror of Truth: Exhibiting a variety of Biographical Anecdotes and Moral Essays calculated to Inspire a Love of Virtue and Abhorrence of Vice, and The Mansion of Happiness. 7m45s: The Checkered Game of Life. 9m17s: The Game of the Telegraph Boy, Game of To the North Pole By Airship, and The Game of Playing Department Store. 9m32s: More information about toy and game designer Reuben Klamer.  10m48s: The famous blue and pink pegs are, of course, the inspiration for the name of the excellent board game podcast Blue Peg, Pink Peg. 11m44s: Here's a page with a photo of the 1960 edition of The Game of Life. 12m28s: More information about the resolution of the lawsuit between Klamer and Markham.  13m32s: The Game of Life: Twists and Turns  14m08s: The Game of Life Express  16m33s: This would also be a good time to mention some modern board games that handle the same subject matter, and were no doubt somehow inspired by The Game of Life. The Pursuit of Happiness, Funny Friends, CV, and My Story.

]]>
17:34 clean full
Ludology 223 - Kick Out the Jams Sun, 19 Apr 2020 16:00:00 +0000 Emma and Gil welcome Anya Combs and Luke Crane from Kickstarter to discuss how crowdfunding is changing, especially in light of recent events.

Anya: anya@kickstarter.com, games@kickstarter.com, @anyayna
Luke: @burning_luke, burningwheel.com

Note that this episode was recorded on March 25, 2020, so if we talk about things happening "a few weeks ago," we're referring to late February/early March. This wouldn't normally be an important detail, but things are changing a lot quickly these days.

SHOW NOTES

0m00s: Playtest safely online with Gil and Emma!

1m28s: For those who have never heard it, the MC5's "Kick Out the Jams" set a template for punk rock's sound well before its time. (Explicit language warning)

3m52s: More info about the Burning Wheel roleplaying system.

8m32s: The original Alien Frontiers and Cards Against Humanity  projects. Both were modest successes. Double Fine Adventure, Wasteland 2, Shadowrun Returns, and Shenmue were much larger successes.

9m48s: The original Kingdom Death: Monster was a wild success, but the second edition was one of the largest Kickstarter Games campaigns ever run.

9m56s: We recorded this episode before Frosthaven launched. As of the time of this episode's release, it has raised over $7 million USD.

10m31s: Gil's Kickstarter projects are all visible here.

12m39s: The Dispel Dice Kickstarter project.

17m23s: The F*** Yeah Dice Kickstarter project (Explicit language warning, of course).

16m56s: Itten made the unique game Stonehenge and the Sun. Oink and Bouken don't have any Kickstarter projects, but their games are worth your attention for their distinctive look and style. Luke also brings up Bouken's game Diet & Friends.

17m17s: W.M. Akers has a series of baseball simulators called Deadball.

18m23s: You can find Emma's weekly news show on Twitch every Friday at 2 pm Pacific.

20m00s: Here's the Fantastic Factories Kickstarter project. Here's the Kickstarter for Coloma, designed by Jonny Pac, who was on Ludology 221: The Pac Less Traveled.

20m36s: Here's the Gladius Kickstarter project.

21m51s: More info about the Skylanders video game, which discontinued support in 2017.

24m42s: Here's the Multiverse Kickstarter project. (Incidentally, if you're interested in a platform similar to Multiverse, check out Roll20).

27m34s: More info about the Jackbox party games.

28m20s: The Spaceteam Kickstarter project (Note that this is for the original video game, not the card game inspired by it).

30m10s: More info about Twine. We go more into detail about this platform in Ludology 217: What IF?

30m43s: More info about AVOWEL, the mobile version of Wordsy.

31m05s: The latest Chronicles of Crime Kickstarter.

32m46s: Commands & Colors by Richard Borg is a family of outstanding light wargames that includes BattleLore and Memoir '44.

34m33s: More information about Kickstarter's Make100 and ZineQuest initiatives.

43m16s: More information about the newest God of War game https://en.wikipedia.org/wiki/God_of_War_(2018_video_game).

43m36s: Animal Crossing! Hoo hoo! That's a link to more info about New Horizons, the newest game in the series. There's a lot of interesting discussion going on about the game and how timely it is, how its soothing imagery is perfect for the current times, and how it offers an escapist fantasy (literally escaping to a desert island) to people who are stuck at home.

47m13s: Ankh, the newest CMON game, is at over $1 million USD from about 14,000 backers at the time of this episode release. Tapeworm has not yet launched at the time of this episode release.

46m45s: Pax Pamir's most recent Kickstarter. It's from Cole Wehrle (and his brother Drew), whom you heard two weeks ago on Ludology 222: Johnny Fairplay.

47m06s: The Sea of Stars Kickstarter project, and the Swords 'n Magic and Stuff project.

52m34s: Anya performs in the Hungry March Band, the Funkrust Brass Band, and the Brooklyn Wind Symphony.

55m26s: Of course, Team Ludology does not subscribe to Luke's spicy hot take here, and we're pretty sure Rob Daviau has played D&D more than once. :) Rob was guest on Ludology 70: Risky Business. If you want to hear him GM, check out the actual play podcast Story Roost and its first story arc, The Unmarked. (Explicit language warning)

59m17s: DRUGGIES AND BULLIES BEWARE BULLYPROOF Kickstarter project.

1h00m30s: OLDIE BINGO Kickstarter project.

]]>
Emma and Gil welcome Anya Combs and Luke Crane from Kickstarter to discuss how crowdfunding is changing, especially in light of recent events.

Anya: anya@kickstarter.com, games@kickstarter.com, @anyayna Luke: @burning_luke, burningwheel.com

Note that this episode was recorded on March 25, 2020, so if we talk about things happening "a few weeks ago," we're referring to late February/early March. This wouldn't normally be an important detail, but things are changing a lot quickly these days.

SHOW NOTES

0m00s: Playtest safely online with Gil and Emma!

1m28s: For those who have never heard it, the MC5's "Kick Out the Jams" set a template for punk rock's sound well before its time. (Explicit language warning)

3m52s: More info about the Burning Wheel roleplaying system.

8m32s: The original Alien Frontiers and Cards Against Humanity  projects. Both were modest successes. Double Fine Adventure, Wasteland 2, Shadowrun Returns, and Shenmue were much larger successes.

9m48s: The original Kingdom Death: Monster was a wild success, but the second edition was one of the largest Kickstarter Games campaigns ever run.

9m56s: We recorded this episode before Frosthaven launched. As of the time of this episode's release, it has raised over $7 million USD.

10m31s: Gil's Kickstarter projects are all visible here.

12m39s: The Dispel Dice Kickstarter project.

17m23s: The F*** Yeah Dice Kickstarter project (Explicit language warning, of course).

16m56s: Itten made the unique game Stonehenge and the Sun. Oink and Bouken don't have any Kickstarter projects, but their games are worth your attention for their distinctive look and style. Luke also brings up Bouken's game Diet & Friends.

17m17s: W.M. Akers has a series of baseball simulators called Deadball.

18m23s: You can find Emma's weekly news show on Twitch every Friday at 2 pm Pacific.

20m00s: Here's the Fantastic Factories Kickstarter project. Here's the Kickstarter for Coloma, designed by Jonny Pac, who was on Ludology 221: The Pac Less Traveled.

20m36s: Here's the Gladius Kickstarter project.

21m51s: More info about the Skylanders video game, which discontinued support in 2017.

24m42s: Here's the Multiverse Kickstarter project. (Incidentally, if you're interested in a platform similar to Multiverse, check out Roll20).

27m34s: More info about the Jackbox party games.

28m20s: The Spaceteam Kickstarter project (Note that this is for the original video game, not the card game inspired by it).

30m10s: More info about Twine. We go more into detail about this platform in Ludology 217: What IF?

30m43s: More info about AVOWEL, the mobile version of Wordsy.

31m05s: The latest Chronicles of Crime Kickstarter.

32m46s: Commands & Colors by Richard Borg is a family of outstanding light wargames that includes BattleLore and Memoir '44.

34m33s: More information about Kickstarter's Make100 and ZineQuest initiatives.

43m16s: More information about the newest God of War game https://en.wikipedia.org/wiki/God_of_War_(2018_video_game).

43m36s: Animal Crossing! Hoo hoo! That's a link to more info about New Horizons, the newest game in the series. There's a lot of interesting discussion going on about the game and how timely it is, how its soothing imagery is perfect for the current times, and how it offers an escapist fantasy (literally escaping to a desert island) to people who are stuck at home.

47m13s: Ankh, the newest CMON game, is at over $1 million USD from about 14,000 backers at the time of this episode release. Tapeworm has not yet launched at the time of this episode release.

46m45s: Pax Pamir's most recent Kickstarter. It's from Cole Wehrle (and his brother Drew), whom you heard two weeks ago on Ludology 222: Johnny Fairplay.

47m06s: The Sea of Stars Kickstarter project, and the Swords 'n Magic and Stuff project.

52m34s: Anya performs in the Hungry March Band, the Funkrust Brass Band, and the Brooklyn Wind Symphony.

55m26s: Of course, Team Ludology does not subscribe to Luke's spicy hot take here, and we're pretty sure Rob Daviau has played D&D more than once. :) Rob was guest on Ludology 70: Risky Business. If you want to hear him GM, check out the actual play podcast Story Roost and its first story arc, The Unmarked. (Explicit language warning)

59m17s: DRUGGIES AND BULLIES BEWARE BULLYPROOF Kickstarter project.

1h00m30s: OLDIE BINGO Kickstarter project.

]]>
01:03:40 clean full
GameTek Classic 222.5 - Alpha Zero, Part 2 Sun, 12 Apr 2020 16:00:00 +0000 Geoff continues the discussion about Alpha Zero, this time pointing out the impact a self-learning AI can have on an established tournament meta, like Magic or Hearthstone.

Show Notes:

0m47s: More info about Agent57, the DeepMind AI that can beat humans at 57 different Atari 2600 games.
1m52s: The Ares Project, Geoff's first published board game (designed with his son Brian)
2m15s: More info about the Halifax Hammer strategy from A Few Acres of Snow.
2m29s: The current list of banned cards in Magic: The Gathering.  And, the current list of changed Hearthstone cards.

]]>
Geoff continues the discussion about Alpha Zero, this time pointing out the impact a self-learning AI can have on an established tournament meta, like Magic or Hearthstone.

Show Notes:

0m47s: More info about Agent57, the DeepMind AI that can beat humans at 57 different Atari 2600 games.  1m52s: The Ares Project, Geoff's first published board game (designed with his son Brian) 2m15s: More info about the Halifax Hammer strategy from A Few Acres of Snow.  2m29s: The current list of banned cards in Magic: The Gathering.  And, the current list of changed Hearthstone cards.

]]>
06:07 clean full
Ludology 222 - Johnny Fairplay Sun, 05 Apr 2020 16:00:00 +0000 Emma and Gil welcome accomplished designer Cole Wehrle, designer of Root, Oath, and Pax Pamir (Second Edition), back to the show (Cole previously appeared on Ludology 163 - A Pain in the Asymmetry). We discuss fairness in games. Has it been around for as long as we think it has? What can an "unfair" game do that other games can't?

Cole is a staff designer at Leder Games, and co-founded  Wehrlegig Games with his brother Drew.

SHOW NOTES

2m18s: You can watch Cole's GDC talk here.

12m02s: Learn more about Twilight Imperium (this is the most recent version, but there were previous versions with slightly different rulesets)

13m52s: Learn more about Memoir '44.

14m25s: Learn more about Scythe.

16m04s: Learn more about Blood Rage and Sushi Go!

19m30s: Gil remembers a bunch of Viking games in the mid-aughts. One of the biggest was Michael Kiesling's Vikings, whose gameplay, while clever, did little to evoke actual Vikings.

22m41s: The book Strike Four was recommended to me by Dennis Goodman, who is himself a baseball historian and rules expert, and has written a streamlined rulebook for the sport.

24m16s: The book Cole refers to is The Games Ethic and Imperialism (Sport in the Global Society) by J. A. Mangan.

25m14s: I'm referring to the book The Ball is Round: A Global History of Soccer/Football, by David Goldblatt. The exact title depends on if you buy the US or UK version; this link is to the US version.

27m07s: Cole refers to the book Making England Western, by Saree Makdisi.

27m33s: Thomas Arnold was headmaster of Rugby School from 1828, and was influential in reforming the British public school system. Tom Brown's School Days was written by Thomas Hughes and published in 1857, and popularized British public schools as a literary setting.

28m11s: If you're curious, here is the official 2019 NFL rulebook. If your eyes aren't crossed yet, here is the official 2019 MLB rulebook (though note Dennis Goodman's streamlined take on the rules of baseball, mentioned above). And to finish you off, here is the official ICC web page on all the Playing Conditions of every form of cricket (although to be fair, they have to handle all three major forms of the game - imagine if the NFL rulebook had to account for Canadian and Arena Football as well!)

Side note: I also checked out the official Laws of World Rugby Union, and I was stunned to see how clearly-written they were! They are made to be read by a layperson, not a lawyer, and come with many video examples of rule violations.

30m42s: This is a good time to remind you to check out Scott Rogers' Biography of a Board Game last week for The Game of the Goose. It's not technically a Victorian board game - no one knows how old it is - but it's the template for many Victorian parlor games. (I wish we could say we planned these episodes to run consecutively, but it was just a happy coincidence!)

32m08s: We're discussing The Landlord's Game, by Elizabeth Magie  (interestingly, Hasbro still does not officially acknowledge Magie's role in the creation of Monopoly, perhaps for legal reasons)

32m56s: More like 150-175 years old, really. Most sports rules began getting formally codified in the mid-19th century (though cricket had already started getting codified in the 18th century).

33m14s: The Eton Wall Game is still played today. And yes, there's video of it! Note that Eton has a second code of football, the Eton Field Game, which is closer to soccer, but still contains many elements found in rugby. There's a video of the Eton Field Game  here.

36m34s: Cole is referring to Bernie De Koven and his book The Well-Played Game. He also refers to the games Acquire and Caylus.

37m23s: To Emma's point, Prussian college professor Johann Christian Ludwig Hellwig invented the first wargame in 1780, but it was Kriegsspiel, designed by Prussian nobleman George Leopold von Reisswitz in 1812 and refined by his soldier son Georg Heinrich Rudolf Johann von Reisswitz in 1824, that introduced realism and verisimilitude into the form. Note that these wargames were designed more for military training than recreation.

37m43s: H.G. Wells, who wrote many seminal science-fiction novels like The Time Machine, The Island of Doctor Moreau, The Invisible Man, and The War of the Worlds, was also a game designer. In his books Floor Games and Little Wars, he establishes rules for the first recreational wargames. (Also, the idea of games solving world problems is still alive, most notably by Jane McGonigal in her book Reality is Broken.)

38m53s: Alexander Pope's classic (albeit somewhat overly-dramatically-named) poem The Rape of the Lock. Read it here.

39m58s: Roger Caillois' Man, Play and Games, written in 1961, probably deserves its own episode.

42m00s: Hare and Tortoise is, of course, the first Spiel des Jahres winner. (On a related note, Scott's Biography of a Board Game about Eurogames is a really good listen on this subject.) Cole then mentions Die Macher and Catan.

46m20s: I did not come up with this "roll a die at the end of a game of Chess to see who wins" thought experiment, but I can't remember where I read it! Maybe Characteristics of Games?

47m29s: Relevant quote from Mike Selinker from Ludology 189 - Missing Selinker: "Frustration is a valuable, positive thing up to a point. You've just got to know where the table flip is."

48m08s: Cole is kind enough to mention Gil's forthcoming game High Rise after playing it at GDC 2019. Cole gave his talk on defending kingmaking; Gil gave his talk on how indirect interaction in games can be good.

52m21s: More info about Descent, Dark Venture, and Tomb.

59m30s: More info about Byzantine themes.

1h04m44s: More info about Liberté.

1h06m36s: More info about The History of Rome podcast.

1h08m58s: The political compass of Root, as suggested by Reddit user u/orionsbelt05.

]]>
Emma and Gil welcome accomplished designer Cole Wehrle, designer of Root, Oath, and Pax Pamir (Second Edition), back to the show (Cole previously appeared on Ludology 163 - A Pain in the Asymmetry). We discuss fairness in games. Has it been around for as long as we think it has? What can an "unfair" game do that other games can't?

Cole is a staff designer at Leder Games, and co-founded  Wehrlegig Games with his brother Drew.

SHOW NOTES

2m18s: You can watch Cole's GDC talk here.

12m02s: Learn more about Twilight Imperium (this is the most recent version, but there were previous versions with slightly different rulesets)

13m52s: Learn more about Memoir '44.

14m25s: Learn more about Scythe.

16m04s: Learn more about Blood Rage and Sushi Go!

19m30s: Gil remembers a bunch of Viking games in the mid-aughts. One of the biggest was Michael Kiesling's Vikings, whose gameplay, while clever, did little to evoke actual Vikings.

22m41s: The book Strike Four was recommended to me by Dennis Goodman, who is himself a baseball historian and rules expert, and has written a streamlined rulebook for the sport.

24m16s: The book Cole refers to is The Games Ethic and Imperialism (Sport in the Global Society) by J. A. Mangan.

25m14s: I'm referring to the book The Ball is Round: A Global History of Soccer/Football, by David Goldblatt. The exact title depends on if you buy the US or UK version; this link is to the US version.

27m07s: Cole refers to the book Making England Western, by Saree Makdisi.

27m33s: Thomas Arnold was headmaster of Rugby School from 1828, and was influential in reforming the British public school system. Tom Brown's School Days was written by Thomas Hughes and published in 1857, and popularized British public schools as a literary setting.

28m11s: If you're curious, here is the official 2019 NFL rulebook. If your eyes aren't crossed yet, here is the official 2019 MLB rulebook (though note Dennis Goodman's streamlined take on the rules of baseball, mentioned above). And to finish you off, here is the official ICC web page on all the Playing Conditions of every form of cricket (although to be fair, they have to handle all three major forms of the game - imagine if the NFL rulebook had to account for Canadian and Arena Football as well!)

Side note: I also checked out the official Laws of World Rugby Union, and I was stunned to see how clearly-written they were! They are made to be read by a layperson, not a lawyer, and come with many video examples of rule violations.

30m42s: This is a good time to remind you to check out Scott Rogers' Biography of a Board Game last week for The Game of the Goose. It's not technically a Victorian board game - no one knows how old it is - but it's the template for many Victorian parlor games. (I wish we could say we planned these episodes to run consecutively, but it was just a happy coincidence!)

32m08s: We're discussing The Landlord's Game, by Elizabeth Magie  (interestingly, Hasbro still does not officially acknowledge Magie's role in the creation of Monopoly, perhaps for legal reasons)

32m56s: More like 150-175 years old, really. Most sports rules began getting formally codified in the mid-19th century (though cricket had already started getting codified in the 18th century).

33m14s: The Eton Wall Game is still played today. And yes, there's video of it! Note that Eton has a second code of football, the Eton Field Game, which is closer to soccer, but still contains many elements found in rugby. There's a video of the Eton Field Game  here.

36m34s: Cole is referring to Bernie De Koven and his book The Well-Played Game. He also refers to the games Acquire and Caylus.

37m23s: To Emma's point, Prussian college professor Johann Christian Ludwig Hellwig invented the first wargame in 1780, but it was Kriegsspiel, designed by Prussian nobleman George Leopold von Reisswitz in 1812 and refined by his soldier son Georg Heinrich Rudolf Johann von Reisswitz in 1824, that introduced realism and verisimilitude into the form. Note that these wargames were designed more for military training than recreation.

37m43s: H.G. Wells, who wrote many seminal science-fiction novels like The Time Machine, The Island of Doctor Moreau, The Invisible Man, and The War of the Worlds, was also a game designer. In his books Floor Games and Little Wars, he establishes rules for the first recreational wargames. (Also, the idea of games solving world problems is still alive, most notably by Jane McGonigal in her book Reality is Broken.)

38m53s: Alexander Pope's classic (albeit somewhat overly-dramatically-named) poem The Rape of the Lock. Read it here.

39m58s: Roger Caillois' Man, Play and Games, written in 1961, probably deserves its own episode.

42m00s: Hare and Tortoise is, of course, the first Spiel des Jahres winner. (On a related note, Scott's Biography of a Board Game about Eurogames is a really good listen on this subject.) Cole then mentions Die Macher and Catan.

46m20s: I did not come up with this "roll a die at the end of a game of Chess to see who wins" thought experiment, but I can't remember where I read it! Maybe Characteristics of Games?

47m29s: Relevant quote from Mike Selinker from Ludology 189 - Missing Selinker: "Frustration is a valuable, positive thing up to a point. You've just got to know where the table flip is."

48m08s: Cole is kind enough to mention Gil's forthcoming game High Rise after playing it at GDC 2019. Cole gave his talk on defending kingmaking; Gil gave his talk on how indirect interaction in games can be good.

52m21s: More info about Descent, Dark Venture, and Tomb.

59m30s: More info about Byzantine themes.

1h04m44s: More info about Liberté.

1h06m36s: More info about The History of Rome podcast.

1h08m58s: The political compass of Root, as suggested by Reddit user u/orionsbelt05.

]]>
01:13:54 clean full
Biography of a Board Game 221.5 - The Game of the Goose Sun, 29 Mar 2020 16:00:00 +0000 In today's Biography of a Board Game, Scott takes us through the long history of The Game of the Goose, which became a template for almost every roll-and-move game into Victorian times and beyond.

Show notes:

1m49s: The ancient Egyptian game of Mehen

2m04s: History of the labyrinth

2m24s: The Discus of Phaistos, also known as the Phaistos Disc

2m50s: Games mentioned

  • The Mansion of Happiness
  • The Checkered Game of Life

3m33s: Bibliothèque curieuse et instructive de divers ouvrages anciens et modernes, a book by Claude-François Ménestrier, is available to read online in French.

4m33s: Works mentioned:

  • La belle Hélène, an opera by Jacques Offenbach
  • The Will of an Eccentric, a novel by Jules Verne

5m07s: Works mentioned:

  • Le Pont du Nord, a film by Jacques Rivette
  • Il grande gioco dell'oca, an Italian game show based on the game (Wikipedia page in Italian)
]]>
In today's Biography of a Board Game, Scott takes us through the long history of The Game of the Goose, which became a template for almost every roll-and-move game into Victorian times and beyond.

Show notes:

1m49s: The ancient Egyptian game of Mehen

2m04s: History of the labyrinth

2m24s: The Discus of Phaistos, also known as the Phaistos Disc

2m50s: Games mentioned

  • The Mansion of Happiness
  • The Checkered Game of Life

3m33s: Bibliothèque curieuse et instructive de divers ouvrages anciens et modernes, a book by Claude-François Ménestrier, is available to read online in French.

4m33s: Works mentioned:

  • La belle Hélène, an opera by Jacques Offenbach
  • The Will of an Eccentric, a novel by Jules Verne

5m07s: Works mentioned:

  • Le Pont du Nord, a film by Jacques Rivette
  • Il grande gioco dell'oca, an Italian game show based on the game (Wikipedia page in Italian)
]]>
08:56 clean full
Ludology 221 - The Pac Less Traveled Sun, 22 Mar 2020 16:00:00 +0000 Emma and Gil welcome Jonny Pac, designer of Coloma and other games set in the Gold Rush West. Our main topic of discussion is multiple paths to victory: what it brings to a game, what kinds of games need it, what kinds of games don't, and how to avoid the dreaded "point salad" effect.

Jonny's published games:

  • Hangtown
  • Coloma
  • A Fistful of Meeples
  • Sierra West
  • Lions of Lydia (on Kickstarter as of the release of this episode!)
  • Merchant's Cove

Show notes:

06m28s: Jonny likens Scythe to a race game. Check out Chapter 2 of Characteristics of Games (George Skaff Elias, Richard Garfield, K. Robert Gutschera) for more information about the distinction between a "race" and a "brawl."

07m35s: Games mentioned:
Lords of Waterdeep
Caylus
Caylus 1303

08m32s: Games mentioned:
Catan

13m32s: Games mentioned:
Get Bit
Red Dragon Inn

15m02s: Games mentioned:
Agricola

18m06s: Games mentioned:
Azul
El Grande
6 Nimmt!

22m27s: Games mentioned:
Point Salad

32m01s: Games mentioned:
Century: Spice Road

34m09s: Games mentioned:
Dominion

35m58s: Games mentioned:
Tzolk'in
Terra Mystica

42m12s: Games mentioned:
Carcassonne

46m47s: Games mentioned:
Ticket to Ride
Amazonas

49m28s: Zero-level heuristics - the strategies and tactics players embrace when first learning the game. Go back to Characteristics of Games, Chapter 4, for an excellent introduction to this topic.

51m11s: Games mentioned:
Stone Age

53m14s: Games mentioned:
Concordia

56m38s: Tragedy of the Commons is a well-known game theory problem that pits collective good versus self-interest.

1h01m55s: Games mentioned:
Santa Maria
Raja of the Ganges
Castles of Burgundy

1h04m58s: For those who may not know, ASCAP and BMI are the two largest music performance rights organizations in America. They monitor radio play and live performances, and make sure that every time a song is played publicly, its rightsholder gets paid.

1h06m27s: Eat Poop You Cat is the activity that Telestrations was based on.

1h09m42s: More info on Placerville, CA.

]]>
Emma and Gil welcome Jonny Pac, designer of Coloma and other games set in the Gold Rush West. Our main topic of discussion is multiple paths to victory: what it brings to a game, what kinds of games need it, what kinds of games don't, and how to avoid the dreaded "point salad" effect.

Jonny's published games:

  • Hangtown
  • Coloma
  • A Fistful of Meeples
  • Sierra West
  • Lions of Lydia (on Kickstarter as of the release of this episode!)
  • Merchant's Cove

Show notes:

06m28s: Jonny likens Scythe to a race game. Check out Chapter 2 of Characteristics of Games (George Skaff Elias, Richard Garfield, K. Robert Gutschera) for more information about the distinction between a "race" and a "brawl."

07m35s: Games mentioned: Lords of Waterdeep Caylus Caylus 1303

08m32s: Games mentioned: Catan

09m48s: Games mentioned: 7 Wonders Duel 12m56s: Ah, the "Victory Points Suck" argument! Here is the original talk, and here is the rebuttal blog post that Gil wrote. (Scott Westerfeld is actually a really cool person; he was just being a bit hyperbolic.)

13m32s: Games mentioned: Get Bit Red Dragon Inn 15m02s: Games mentioned: Agricola 18m06s: Games mentioned: Azul El Grande 6 Nimmt! 22m27s: Games mentioned: Point Salad

32m01s: Games mentioned: Century: Spice Road 34m09s: Games mentioned: Dominion 35m58s: Games mentioned: Tzolk'in Terra Mystica 42m12s: Games mentioned: Carcassonne 46m47s: Games mentioned: Ticket to Ride Amazonas 49m28s: Zero-level heuristics - the strategies and tactics players embrace when first learning the game. Go back to Characteristics of Games, Chapter 4, for an excellent introduction to this topic.

51m11s: Games mentioned: Stone Age 53m14s: Games mentioned: Concordia 56m38s: Tragedy of the Commons is a well-known game theory problem that pits collective good versus self-interest.

1h01m55s: Games mentioned: Santa Maria Raja of the Ganges Castles of Burgundy 1h04m58s: For those who may not know, ASCAP and BMI are the two largest music performance rights organizations in America. They monitor radio play and live performances, and make sure that every time a song is played publicly, its rightsholder gets paid.

1h06m27s: Eat Poop You Cat is the activity that Telestrations was based on.

1h09m42s: More info on Placerville, CA.

1h13m42s: Games mentioned: Five Tribes Trajan Istanbul Spacewalk 1h14m34s: Jonny is referring to Ludology 176 - Taxonomy Driver.

]]>
01:20:41 clean full
GameTek 220.5 - Quantum Computing Sun, 15 Mar 2020 16:00:00 +0000 Geoff welcomes Dr. James Wootton, quantum computing expert and one of the people behind the digital game Hello Quantum, which is made to teach its player about the fundamentals of quantum computing. 

Here is Dr. Wootton's blog.

Here is the Quantum Information Science Kit (QISKIT) blog Dr. Wootton mentioned.

If you're technically inclined, here is Dr. Wootton's GitHub repository. And if you want to take a quantum computer out for a spin, here is the cloud-based service Dr. Wootton mentioned.

]]>
Geoff welcomes Dr. James Wootton, quantum computing expert and one of the people behind the digital game Hello Quantum, which is made to teach its player about the fundamentals of quantum computing. 

Here is Dr. Wootton's blog.

Here is the Quantum Information Science Kit (QISKIT) blog Dr. Wootton mentioned.

If you're technically inclined, here is Dr. Wootton's GitHub repository. And if you want to take a quantum computer out for a spin, here is the cloud-based service Dr. Wootton mentioned.

]]>
21:17 clean full
Ludology 220 - Adventures in Storytelling Sun, 08 Mar 2020 16:00:00 +0000 Emma and Gil welcome Jennifer Ellis and Keith Baker of Twogether Studios. We discuss their approach for integrating stories into their game, whether directly embedded in their game, letting them emerge from the players, or evoked from the look of the product. 

Show notes:

05m03s: Check out Keith and Jenn's games:
Gloom
Illimat
Action Cats
Phoenix: Dawn Command

17m04s: Keith and Jenn's forthcoming Adventure Zone game is based on the Adventure Zone D&D actual play series.

36m46: More info about Descent.

38m36s: Illimat is a card game conceived by and designed with the band The Decemberists.

40m00s: More info about Cthulhu Fluxx.

49m19s: More info about Keith's award-winning D&D setting Eberron.

]]>
Emma and Gil welcome Jennifer Ellis and Keith Baker of Twogether Studios. We discuss their approach for integrating stories into their game, whether directly embedded in their game, letting them emerge from the players, or evoked from the look of the product. 

Show notes:

05m03s: Check out Keith and Jenn's games: Gloom Illimat Action Cats Phoenix: Dawn Command

17m04s: Keith and Jenn's forthcoming Adventure Zone game is based on the Adventure Zone D&D actual play series.

36m46: More info about Descent.

38m36s: Illimat is a card game conceived by and designed with the band The Decemberists.

40m00s: More info about Cthulhu Fluxx.

49m19s: More info about Keith's award-winning D&D setting Eberron.

]]>
01:02:08 clean full
Biography of a Board Game 219.5 - Trivial Pursuit Sun, 01 Mar 2020 17:00:00 +0000 Scott leads us through the history of Trivial Pursuit, from its conception from two Canadian journalists after trying to play a game of Scrabble with missing pieces, to a full-fledged global 80s fad, to a billion-dollar empire.]]> Scott leads us through the history of Trivial Pursuit, from its conception from two Canadian journalists after trying to play a game of Scrabble with missing pieces, to a full-fledged global 80s fad, to a billion-dollar empire.]]> 12:20 clean full Ludology 219 - Professor Scott's Wild Ride Sun, 23 Feb 2020 17:00:00 +0000 Professor Scott Rogers joins Gil and Emma once again! This time, we're discussing Scott's time as an Imagineer designing games and experiences for Disneyland, and his subsequent work designing VR attractions. It's a fascinating topic, with a surprising amount of overlap into any kind of game design! 

Show notes:

05m45s: More info about Disney Play here.

08m06s: Scott is right, sportscaster Al Michaels was indeed traded for Oswald the Lucky Rabbit.

18m16s: Ludology 189 - Missing Selinker, wherein Mike Selinker shares a funny story testing Sorcerers of the Magic Kingdom:

30m20s: The Design of Everyday Things, by Donald Norman. Highly recommended to anyone who wants a better understanding of how people interact with objects.

40m53s: The history of how Tetris has chosen its pieces is really fascinating!

41m29s: Some more information about Legends of Frontierland: Gold Rush.

46m09s: We discussed dark rides and the challenge of choice in an immersive environment Ludology 214 - Escape from Reality with Strange Bird Immersive.

52m34s: Two-Bit Circus, the place in LA where you can experience the Terminator-themed dark ride that Scott worked on.

1h02m46s: Geoff interviewed Curtis Hickman, CCO of The Void, in GameTek 134.

1h05m51s: More info about Dreamscape.

1h06m37s: More info about Evermore.

1h10m58s: We discussed emergent vs. embedded narrative in Ludology 213 - Your Humble Narrator.

1h11m24s: Look, it was a long recording session, okay? :)

]]>
Professor Scott Rogers joins Gil and Emma once again! This time, we're discussing Scott's time as an Imagineer designing games and experiences for Disneyland, and his subsequent work designing VR attractions. It's a fascinating topic, with a surprising amount of overlap into any kind of game design! 

Show notes:

05m45s: More info about Disney Play here.

08m06s: Scott is right, sportscaster Al Michaels was indeed traded for Oswald the Lucky Rabbit.

18m16s: Ludology 189 - Missing Selinker, wherein Mike Selinker shares a funny story testing Sorcerers of the Magic Kingdom:

30m20s: The Design of Everyday Things, by Donald Norman. Highly recommended to anyone who wants a better understanding of how people interact with objects.

40m53s: The history of how Tetris has chosen its pieces is really fascinating!

41m29s: Some more information about Legends of Frontierland: Gold Rush.

46m09s: We discussed dark rides and the challenge of choice in an immersive environment Ludology 214 - Escape from Reality with Strange Bird Immersive.

52m34s: Two-Bit Circus, the place in LA where you can experience the Terminator-themed dark ride that Scott worked on.

1h02m46s: Geoff interviewed Curtis Hickman, CCO of The Void, in GameTek 134.

1h05m51s: More info about Dreamscape.

1h06m37s: More info about Evermore.

1h10m58s: We discussed emergent vs. embedded narrative in Ludology 213 - Your Humble Narrator.

1h11m24s: Look, it was a long recording session, okay? :)

]]>
01:16:17 clean full
GameTek Classic 218.5 - Alpha Zero Sun, 16 Feb 2020 17:00:00 +0000 Geoff discusses Alpha Zero, a neural net that can play Go, Chess, and Shogi better than anyone in the world. It defeated the best AI in those respective games (each of whom had previously defeated the best humans in the world) with only a few hours of training. What does this spell for the future of AI, and the future of game design?]]> Geoff discusses Alpha Zero, a neural net that can play Go, Chess, and Shogi better than anyone in the world. It defeated the best AI in those respective games (each of whom had previously defeated the best humans in the world) with only a few hours of training. What does this spell for the future of AI, and the future of game design?]]> 06:49 clean full Ludology 218 - Building Games, Bit By Bit Sun, 09 Feb 2020 17:00:00 +0000 Emma and Gil welcome Geoff Engelstein and Isaac Shalev back to the show to discuss their new book Building Blocks of Tabletop Game Design. This is a reference of board game mechanisms that any designer, new or experienced, can use to look up different tools they can use to solve problems in game design.

Games and other things mentioned in this episode:

19m30s:

  • Kraftwagen
  • Glen More
  • Francis Drake
  • Egezia
  • High Rise

19m39s:

  • Opinionated Gamers article on time track vs. one-way track
  • Patchwork
  • Thebes
  • Tokaido
  • Tutankhamen

22m13s:

  • Impulse

23m11s:

  • Great Western Trail

33m55s:

  • Empire Builder

35m22s:

  • Monopoly
  • Sushi Go
  • Advanced Squad Leader

41m07s:

  • BoardGameGeek official mechanism page

51m30s:

  • Diplomacy

52m10s:

  • Republic of Rome
  • Cutthroat Caverns

53m07s:

  • Prisoner's Dilemma

54m27s:

  • Catan

55m55s:

  • Interview with Donald X. Vaccharino about theme, mechanism, and data

1h04m54s:

  • Drop Geoff a BGG GeekMail
  • Drop Isaac a BGG GeekMail
  • Encyclopedia of Mechanisms Guild on BGG
]]>
Emma and Gil welcome Geoff Engelstein and Isaac Shalev back to the show to discuss their new book Building Blocks of Tabletop Game Design. This is a reference of board game mechanisms that any designer, new or experienced, can use to look up different tools they can use to solve problems in game design.

Games and other things mentioned in this episode:

19m30s:

  • Kraftwagen
  • Glen More
  • Francis Drake
  • Egezia
  • High Rise

19m39s:

  • Opinionated Gamers article on time track vs. one-way track
  • Patchwork
  • Thebes
  • Tokaido
  • Tutankhamen

22m13s:

  • Impulse

23m11s:

  • Great Western Trail

33m55s:

  • Empire Builder

35m22s:

  • Monopoly
  • Sushi Go
  • Advanced Squad Leader

41m07s:

  • BoardGameGeek official mechanism page

51m30s:

  • Diplomacy

52m10s:

  • Republic of Rome
  • Cutthroat Caverns

53m07s:

  • Prisoner's Dilemma

54m27s:

  • Catan

55m55s:

  • Interview with Donald X. Vaccharino about theme, mechanism, and data

1h04m54s:

  • Drop Geoff a BGG GeekMail
  • Drop Isaac a BGG GeekMail
  • Encyclopedia of Mechanisms Guild on BGG
]]>
01:07:58 clean full
Biography of a Board Game 217.5 - Rock 'Em Sock 'Em Robots Sun, 02 Feb 2020 17:00:00 +0000 Scott uncovers the history of the classic game Rock 'Em Sock 'Em Robots, which has been delighting kids (and kids-at-heart) since 1964. He discusses the influences that converged in making the game, why the combatants are robots, and how it's influenced everything from video games to real-life combat robotics.]]> Scott uncovers the history of the classic game Rock 'Em Sock 'Em Robots, which has been delighting kids (and kids-at-heart) since 1964. He discusses the influences that converged in making the game, why the combatants are robots, and how it's influenced everything from video games to real-life combat robotics.]]> 10:40 clean full Ludology 217 - What IF? Sun, 26 Jan 2020 17:00:00 +0000 Legendary Interactive Fiction writer Andrew Plotkin joins Gil and Emma to talk about text-based stories that players can participate in. We explore the form's history and unique strengths, and discuss what good writing can bring to a game's experience.

Interactive Fiction platforms mentioned in this episode:

  • Inform
  • Twine
  • ChoiceScript
  • Ink

Check out some of Andrew's IF work:

  • Shade
  • Spider & Web
  • Hadean Lands

Other video games mentioned in this episode:

  • Colossal Cave Adventure
  • Zork
  • Donut County
  • 80 Days
  • Heaven's Vault
  • Galatea
  • AI Dungeon
  • No Man's Sky

Board games and analog IF mentioned in this episode:

  • Werewolf
  • 7th Continent
  • 1,001 Odysseys
  • Choose Your Own Adventure™ books
  • Meanwhile
  • Fighting Fantasy books
  • Leanna Fled the Cranberry Bog

If you would like to explore the world of IF, a good place to start is the Interactive Fiction Database - it's like the BGG of IF!

Some good games to start with (this is hardly an authoritative list):

  • 9:05 - You can easily play this in one sitting, and in most cases, you will want to immediately play again when you finish it the first time.
  • Photopia - This is a spectacularly well-written game, but it can bring up some intense emotions.
  • The Uncle Who Works for Nintendo - A fun horror game.
  • Howling Dogs - This is a work by Porpentine, whom Gil has raved about several times on the show and this episode. Be sure to find both endings.
  • Counterfeit Monkey - A fairly long game by Emily Short built around some remarkably brilliant word-manipulation mechanisms. You will likely need to use an emulator if you want to save your game and use the game's graphical map.

Enjoy exploring the IF rabbit hole!

]]>
Legendary Interactive Fiction writer Andrew Plotkin joins Gil and Emma to talk about text-based stories that players can participate in. We explore the form's history and unique strengths, and discuss what good writing can bring to a game's experience.

Interactive Fiction platforms mentioned in this episode:

  • Inform
  • Twine
  • ChoiceScript
  • Ink

Check out some of Andrew's IF work:

  • Shade
  • Spider & Web
  • Hadean Lands

Other video games mentioned in this episode:

  • Colossal Cave Adventure
  • Zork
  • Donut County
  • 80 Days
  • Heaven's Vault
  • Galatea
  • AI Dungeon
  • No Man's Sky

Board games and analog IF mentioned in this episode:

  • Werewolf
  • 7th Continent
  • 1,001 Odysseys
  • Choose Your Own Adventure™ books
  • Meanwhile
  • Fighting Fantasy books
  • Leanna Fled the Cranberry Bog

If you would like to explore the world of IF, a good place to start is the Interactive Fiction Database - it's like the BGG of IF!

Some good games to start with (this is hardly an authoritative list):

  • 9:05 - You can easily play this in one sitting, and in most cases, you will want to immediately play again when you finish it the first time.
  • Photopia - This is a spectacularly well-written game, but it can bring up some intense emotions.
  • The Uncle Who Works for Nintendo - A fun horror game.
  • Howling Dogs - This is a work by Porpentine, whom Gil has raved about several times on the show and this episode. Be sure to find both endings.
  • Counterfeit Monkey - A fairly long game by Emily Short built around some remarkably brilliant word-manipulation mechanisms. You will likely need to use an emulator if you want to save your game and use the game's graphical map.

Enjoy exploring the IF rabbit hole!

]]>
01:04:48 clean full
GameTek Classic 216.5 - Path Dependence Sun, 19 Jan 2020 17:00:00 +0000 In this GameTek Classic, Geoff describes the idea of "path dependence," and discusses how human game players allow their past to affect their present. Should players care about how they got to a certain point in their game?]]> In this GameTek Classic, Geoff describes the idea of "path dependence," and discusses how human game players allow their past to affect their present. Should players care about how they got to a certain point in their game?]]> 06:47 clean full Ludology 216 - Buonohardcore 2020 Sun, 12 Jan 2020 17:00:00 +0000 Ludology returns for 2020, with our annual tradition of bringing on board game industry veteran Stephen Buonocore from Stronghold Games/Indie Game Studios to discuss the state of the industry.

2020 will be an interesting year for board games. What challenges await us? Is it smooth sailing? Doom and gloom? Somewhere in-between?

]]>
Ludology returns for 2020, with our annual tradition of bringing on board game industry veteran Stephen Buonocore from Stronghold Games/Indie Game Studios to discuss the state of the industry.

2020 will be an interesting year for board games. What challenges await us? Is it smooth sailing? Doom and gloom? Somewhere in-between?

]]>
01:18:47 clean full
Ludology 215 - Table Topics Sun, 15 Dec 2019 17:00:00 +0000 In this episode recorded at BGG.CON, Scott and Gil tell Emma all about Tabletop Network, a convention about the theory behind game design that happens right before BGG.CON. We gush about our favorite talks, and tell you what makes Tabletop Network so unique.]]> In this episode recorded at BGG.CON, Scott and Gil tell Emma all about Tabletop Network, a convention about the theory behind game design that happens right before BGG.CON. We gush about our favorite talks, and tell you what makes Tabletop Network so unique.]]> 55:23 clean full Biography of a Board Game 214.5 - Mafia/Werewolf Sun, 08 Dec 2019 17:00:00 +0000 Scott gives us a history of the classic social deduction game Mafia, from its origins in a Russian high school classroom to its transformation beneath a full moon into Werewolf. ]]> Scott gives us a history of the classic social deduction game Mafia, from its origins in a Russian high school classroom to its transformation beneath a full moon into Werewolf. ]]> 09:24 clean full Ludology 214 - Escape from Reality Sun, 01 Dec 2019 17:00:00 +0000 Escape rooms have been providing a new form of play for much of this decade. At the same time, immersive theater has been providing a new form of storytelling. What happens when the two get mixed?

In this episode, Emma and Gil are joined by Haley E.R. Cooper and J. Cameron Cooper of Strange Bird Immersive, who run the hybrid escape room/immersive theater pieceThe Man From Beyond, and the Immersology blog.

How can escape rooms use immersive theater to tell a story? And how can we learn from that to better tell stories in our games?

(Note: starting this episode, we are going to feature more detailed show notes of things we bring up in our conversation. That's especially important in this episode, as we refer to theater works that may not be well-known to others!)

Games mentioned in this episode (all digital):
The Stanley Parable
Myst
Gone Home

Theater shows mentioned in this episode:
Sleep No More
Sweeney Todd (2017 off-Broadway semi-immersive)
Selfie museums (e.g. Color Factory)
Meow Wolf
Natasha, Pierre, and the Great Comet of 1812
Then She Fell
The Nest

Also mentioned this episode:
Improv for Gamers (book)
Bartle Taxonomy of Gamer Types
Ludology Episode 159 - Getting Out Scott Free (with Scott Nicholson)

]]>
Escape rooms have been providing a new form of play for much of this decade. At the same time, immersive theater has been providing a new form of storytelling. What happens when the two get mixed?

In this episode, Emma and Gil are joined by Haley E.R. Cooper and J. Cameron Cooper of Strange Bird Immersive, who run the hybrid escape room/immersive theater pieceThe Man From Beyond, and the Immersology blog.

How can escape rooms use immersive theater to tell a story? And how can we learn from that to better tell stories in our games?

(Note: starting this episode, we are going to feature more detailed show notes of things we bring up in our conversation. That's especially important in this episode, as we refer to theater works that may not be well-known to others!)

Games mentioned in this episode (all digital):The Stanley Parable Myst Gone Home

Theater shows mentioned in this episode:Sleep No More Sweeney Todd (2017 off-Broadway semi-immersive) Selfie museums (e.g. Color Factory) Meow Wolf Natasha, Pierre, and the Great Comet of 1812 Then She Fell The Nest

Also mentioned this episode: Improv for Gamers (book) Bartle Taxonomy of Gamer Types Ludology Episode 159 - Getting Out Scott Free (with Scott Nicholson)

]]>
01:10:23 clean full
GameTek 213.5 - The Incan Gold Experiment Sun, 24 Nov 2019 17:00:00 +0000 Back in Ludology 185, Geoff brought up a thought experiment. What if someone rethemed Incan Gold to a firefighting game? Would people play any differently? 

Dr. Stephen Blessing (@cognitive_gamer) of the University of Tampa took up the challenge, and with the help of research assistant Elena Sakosky, designed and ran the experiment that Geoff proposed.

In this GameTek, Dr. Blessing and Sakosky join Geoff to discuss their findings. Did players take more risks if they felt, thematically, that lives were on the line?

If you'd like to hear more of Dr. Blessing's work, listen to his podcast, Cognitive Gamer: http://cognitivegamer.com/

]]>
Back in Ludology 185, Geoff brought up a thought experiment. What if someone rethemed Incan Gold to a firefighting game? Would people play any differently? 

Dr. Stephen Blessing (@cognitive_gamer) of the University of Tampa took up the challenge, and with the help of research assistant Elena Sakosky, designed and ran the experiment that Geoff proposed.

In this GameTek, Dr. Blessing and Sakosky join Geoff to discuss their findings. Did players take more risks if they felt, thematically, that lives were on the line?

If you'd like to hear more of Dr. Blessing's work, listen to his podcast, Cognitive Gamer: http://cognitivegamer.com/

]]>
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Ludology 213 - Your Humble Narrator Sun, 17 Nov 2019 17:00:00 +0000 Gil and Emma discuss narrative in games. How can narrative improve games? What is the difference between embedded and emergent narrative? And what the are common ways that prototypes of narrative games can fail?]]> Gil and Emma discuss narrative in games. How can narrative improve games? What is the difference between embedded and emergent narrative? And what the are common ways that prototypes of narrative games can fail?]]> 53:32 clean full Ludology 212.5 - Naked Baby Photos Sun, 10 Nov 2019 17:00:00 +0000 In this special episode of Ludology, recorded live at GrandCon 2019, Gil and Geoff go back in time to recount their earliest game designs. Were they as embarrassing? Were they any good? What is Gil's infamous action mechanism, and was Geoff able to capture the essence of the Battle of Cannae for a school assignment? We also take some live listener questions at the end.]]> In this special episode of Ludology, recorded live at GrandCon 2019, Gil and Geoff go back in time to recount their earliest game designs. Were they as embarrassing? Were they any good? What is Gil's infamous action mechanism, and was Geoff able to capture the essence of the Battle of Cannae for a school assignment? We also take some live listener questions at the end.]]> 57:35 clean full Ludology 212 - Inventing Play Sun, 03 Nov 2019 17:00:00 +0000 Emma and Gil welcome mass-market game and toy inventor Kim Vandenbrouke to the show. How is "inventing" a mass-market game different than "designing" a hobby game? Why is the toy/mass-market industry so much more secretive? And how does one deal with all the publisher rejection?

You can read Kim's writings on the toy and mass-market game industry here: https://www.thegameaisle.com/kim-vandenbroucke/

]]>
Emma and Gil welcome mass-market game and toy inventor Kim Vandenbrouke to the show. How is "inventing" a mass-market game different than "designing" a hobby game? Why is the toy/mass-market industry so much more secretive? And how does one deal with all the publisher rejection?

You can read Kim's writings on the toy and mass-market game industry here: https://www.thegameaisle.com/kim-vandenbroucke/

]]>
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GameTek 211.5 - Cameron Browne Sun, 27 Oct 2019 16:00:00 +0000 Geoff welcomes digital archaeoludologist Cameron Browne, principal investigator of the Digital Ludeme Project, to find out how we can use artificial intelligence and machine learning to try to derive the rules to ancient games like Senet by breaking games down into what Browne calles "ludemes."

Find out more about the Digital Ludeme Project on Twitter (@archaeoludology) or the web: http://ludeme.eu/

You can play some games that Browne has constructed from ludemes here: https://ludii.games/

]]>
Geoff welcomes digital archaeoludologist Cameron Browne, principal investigator of the Digital Ludeme Project, to find out how we can use artificial intelligence and machine learning to try to derive the rules to ancient games like Senet by breaking games down into what Browne calles "ludemes."

Find out more about the Digital Ludeme Project on Twitter (@archaeoludology) or the web: http://ludeme.eu/

You can play some games that Browne has constructed from ludemes here: https://ludii.games/

]]>
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Ludology 211 - Pandamonium! Redux Sun, 20 Oct 2019 16:00:00 +0000 In May 2012, Geoff and Ryan brought Michael Lee, owner of the relatively new company Panda Games Manufacturing, on the show to discuss the art and design of manufacturing games.

Over 5 and a half years later, Gil and Emma are delighted to welcome Michael back! Panda Games Manufacturing has grown along with the industry, and Michael hasn't stopped focusing on the intersection of components and game design.

What has changed in manufacturing since 2012? What kinds of components does Michael find most exciting? And how do components inform the experience of a game, especially in the current gaming boom?

You can find Panda Games Manufacturing on Twitter and Instagram at @pandagm.

]]>
In May 2012, Geoff and Ryan brought Michael Lee, owner of the relatively new company Panda Games Manufacturing, on the show to discuss the art and design of manufacturing games.

Over 5 and a half years later, Gil and Emma are delighted to welcome Michael back! Panda Games Manufacturing has grown along with the industry, and Michael hasn't stopped focusing on the intersection of components and game design.

What has changed in manufacturing since 2012? What kinds of components does Michael find most exciting? And how do components inform the experience of a game, especially in the current gaming boom?

You can find Panda Games Manufacturing on Twitter and Instagram at @pandagm.

]]>
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Biography of a Board Game 210.5 - Wings of War Sun, 13 Oct 2019 16:00:00 +0000 Scott covers the lineage of games that began in 2004 withWings of War: Famous Aces. The "Flight Path" system that appeared in this game spawned follow-up titlesWings of Glory, Star Wars: X-Wing Miniatures Card Game, Star Trek: Attack Wing, D&D: Attack Wing, andBattlestar Galactica: Starship Battles. ]]> Scott covers the lineage of games that began in 2004 withWings of War: Famous Aces. The "Flight Path" system that appeared in this game spawned follow-up titlesWings of Glory, Star Wars: X-Wing Miniatures Card Game, Star Trek: Attack Wing, D&D: Attack Wing, andBattlestar Galactica: Starship Battles. ]]> 17:00 clean full Ludology 210 - The Way to a Gamer's Heart Sun, 06 Oct 2019 16:00:00 +0000 Gil and Emma are joined by game designer Jenn Sandercock to discuss her edible games. How do you design a game where the players eat the components? What design challenges does that bring up? And how do players react to being allowed to literally play with their food?

Find out more about Jenn here: http://jennsand.com/

Find out more about Jenn's edible games here: https://ediblegames.com/

]]>
Gil and Emma are joined by game designer Jenn Sandercock to discuss her edible games. How do you design a game where the players eat the components? What design challenges does that bring up? And how do players react to being allowed to literally play with their food?

Find out more about Jenn here: http://jennsand.com/

Find out more about Jenn's edible games here: https://ediblegames.com/

]]>
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GameTek Classic 209.5 - The Vice of Dice Sun, 29 Sep 2019 16:00:00 +0000 In this GameTek Classic, Geoff covers the history of dice, and the social stigma attached to them. Who were the first civilizations to play with dice, and how did they deal with the way their society frowned on them?]]> In this GameTek Classic, Geoff covers the history of dice, and the social stigma attached to them. Who were the first civilizations to play with dice, and how did they deal with the way their society frowned on them?]]> 06:05 clean full Ludology 209 - The 6 Zones of Play Sun, 22 Sep 2019 16:00:00 +0000 Emma, Gil, and Scott discuss a theory Scott is working on that describes 6 distinct physical zones when playing a board game. How does the physical dimensionality of a board game affect its gameplay?

Read more about the 6 Zones of Play here:

https://mrbossdesign.blogspot.com/2019/07/the-6-zones-of-play.html

https://boardgamegeek.com/blogpost/94203/pleasure-arousal-dominance

]]>
Emma, Gil, and Scott discuss a theory Scott is working on that describes 6 distinct physical zones when playing a board game. How does the physical dimensionality of a board game affect its gameplay?

Read more about the 6 Zones of Play here:

https://mrbossdesign.blogspot.com/2019/07/the-6-zones-of-play.html

https://boardgamegeek.com/blogpost/94203/pleasure-arousal-dominance

]]>
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Biography of a Board Game 208.5 - Space Cadets Sun, 15 Sep 2019 16:00:00 +0000 Scott takes a peek at the history of the frantic real-time co-op game Space Cadets, designed by our own Geoff Engelstein, his daughter Sydney Engelstein, and his son Brian Engelstein. ]]> Scott takes a peek at the history of the frantic real-time co-op game Space Cadets, designed by our own Geoff Engelstein, his daughter Sydney Engelstein, and his son Brian Engelstein. ]]> 08:30 clean full Ludology 208 - Playing With Purpose Sun, 08 Sep 2019 16:00:00 +0000 Emma and Gil welcome the multitalented Hawke Robinson, who discusses his experiences using role-playing games as therapy for at-risk youth and adults. How can games help people gain empathy and pull them into a positive mindset? And how has Hawke's 40+ years of RPG experience helped him form these programs?

You can learn more about Hawke and his work here: http://www.hawkerobinson.com/

CONTENT WARNING: This episode touches on sensitive topics like suicide, homicide, violence against children, and sexual assault.

]]>
Emma and Gil welcome the multitalented Hawke Robinson, who discusses his experiences using role-playing games as therapy for at-risk youth and adults. How can games help people gain empathy and pull them into a positive mindset? And how has Hawke's 40+ years of RPG experience helped him form these programs?

You can learn more about Hawke and his work here: http://www.hawkerobinson.com/

CONTENT WARNING: This episode touches on sensitive topics like suicide, homicide, violence against children, and sexual assault.

]]>
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GameTek Classic 207.5 - Information Sun, 01 Sep 2019 16:00:00 +0000 Geoff reviews the concept of "information" from a mathematical perspective, which might be different from the definition you're used to. What real-world implications did this concept lay the groundwork for?]]> Geoff reviews the concept of "information" from a mathematical perspective, which might be different from the definition you're used to. What real-world implications did this concept lay the groundwork for?]]> 06:38 clean full Ludology 207 - Card Advantage Sun, 25 Aug 2019 16:00:00 +0000 Emma and Gil welcome Justin Gary, designer of Ascension and Shards of Infinity, to discuss card-based strategy games. What makes them so different than other games? How does one handle things like balance, plans for expansions, and in-game marriage proposals?]]> Emma and Gil welcome Justin Gary, designer of Ascension and Shards of Infinity, to discuss card-based strategy games. What makes them so different than other games? How does one handle things like balance, plans for expansions, and in-game marriage proposals?]]> 01:03:56 clean full Ludology 206.5 - Live at Gen Con 2019 Sun, 18 Aug 2019 16:00:00 +0000 Gil, Emma, and Geoff field listeners' questions in an episode recorded live at Gen Con 2019 in Indianapolis.]]> Gil, Emma, and Geoff field listeners' questions in an episode recorded live at Gen Con 2019 in Indianapolis.]]> 46:34 clean full Ludology 206 - Ahead of the Curve Sun, 11 Aug 2019 16:00:00 +0000 Emma and Gil welcome accomplished designer Tom Lehmann (Race for the Galaxy, Res Arcana, and many others) to discuss game arcs versus story arcs and how an inflection point can help the arc of a longer game. We also get into how the plot ofRomeo & Juliet compares to a cooperative game, and how game design could possibly connect to contra dancing.]]> Emma and Gil welcome accomplished designer Tom Lehmann (Race for the Galaxy, Res Arcana, and many others) to discuss game arcs versus story arcs and how an inflection point can help the arc of a longer game. We also get into how the plot ofRomeo & Juliet compares to a cooperative game, and how game design could possibly connect to contra dancing.]]> 59:48 clean full GameTek 205.5 - Research Triple Play Sun, 04 Aug 2019 16:00:00 +0000 In this GameTek from August 2017, Geoff goes through three interesting bits of of game design-related research. Is there such a thing as momentum in sports? How does the brain react to the prospect of punishing others for violating social norms? And how does the Prisoner's Dilemma change if we alter its framing?]]> In this GameTek from August 2017, Geoff goes through three interesting bits of of game design-related research. Is there such a thing as momentum in sports? How does the brain react to the prospect of punishing others for violating social norms? And how does the Prisoner's Dilemma change if we alter its framing?]]> 06:33 clean full Ludology 205 - All's Well That Ends Well Sun, 28 Jul 2019 16:00:00 +0000 Scott did some research and came up with all the different ways a board game can end. In this super-sized episode, Scott, Emma, and Gil go through this list and share our thoughts on how a game experience concludes, and how we designers can affect our players based on the different ways we wrap up our games. ]]> Scott did some research and came up with all the different ways a board game can end. In this super-sized episode, Scott, Emma, and Gil go through this list and share our thoughts on how a game experience concludes, and how we designers can affect our players based on the different ways we wrap up our games. ]]> 01:26:07 clean full Gil Hova, Emma Larkins, and Scott Rogers Biography of a Board Game 204.5 - Dune & Rex Sun, 21 Jul 2019 16:00:00 +0000 Scott covers the history of the seminal board game Dune, its legal tangles with its IP, and its retheming as Rex: Final Days of an Empire.]]> Scott covers the history of the seminal board game Dune, its legal tangles with its IP, and its retheming as Rex: Final Days of an Empire.]]> 10:45 clean full Scott Rogers Ludology 204 - The Eyes Have It Sun, 14 Jul 2019 16:00:00 +0000 Daniel Solis (@danielsolis) joins Gil and Emma to talk about graphic design from a nuts-and-bolts perspective. What are the elements of graphic design that game designers should be aware of? 

During the show, Daniel mentions the website https://blambot.com for fonts, and https://game-icons.net and http://thenounproject.com for icons. We also bring up his Bird Bucks (https://www.drivethrucards.com/product/128925/Bird-Bucks) project that replaces generic paper money in games.

]]>
Daniel Solis (@danielsolis) joins Gil and Emma to talk about graphic design from a nuts-and-bolts perspective. What are the elements of graphic design that game designers should be aware of? 

During the show, Daniel mentions the website https://blambot.com for fonts, and https://game-icons.net and http://thenounproject.com for icons. We also bring up his Bird Bucks (https://www.drivethrucards.com/product/128925/Bird-Bucks) project that replaces generic paper money in games.

]]>
58:32 clean full Gil Hova and Emma Larkins
GameTek 203.5 - Asmodee Research Sun, 07 Jul 2019 16:00:00 +0000 In this special GameTek, Geoff sits down with Micha Le Bourhis of Asmodee Research to discuss how Asmodee scientifically studies people's interactions with board games.

For more information, go to the Asmodee Research website here (French only, at the time of this episode release): https://www.game-in-lab.org/

]]>
In this special GameTek, Geoff sits down with Micha Le Bourhis of Asmodee Research to discuss how Asmodee scientifically studies people's interactions with board games.

For more information, go to the Asmodee Research website here (French only, at the time of this episode release): https://www.game-in-lab.org/

]]>
16:03 clean full Geoff Engelstein
Ludology Episode 203 - Winging It Sun, 30 Jun 2019 16:00:00 +0000 Elizabeth Hargrave (@elizhargrave) joins Gil and Emma to discuss the design of her hit strategy game Wingspan. We start by discussing engine-building games, but we'll also touch on the benefits of a rigorous playtest schedule, the best ways to prepare a prototype, scaling to a good player count, working with Stonemaier Games, and the range of things people can really say with flowers. ]]> Elizabeth Hargrave (@elizhargrave) joins Gil and Emma to discuss the design of her hit strategy game Wingspan. We start by discussing engine-building games, but we'll also touch on the benefits of a rigorous playtest schedule, the best ways to prepare a prototype, scaling to a good player count, working with Stonemaier Games, and the range of things people can really say with flowers. ]]> 01:06:08 clean full Gil Hova and Emma Larkins Biography of a Board Game 202.5 - Icehouse Sun, 23 Jun 2019 16:00:00 +0000 Scott tells us about Icehouse, the real-time game that's celebrating its 30th birthday this year, and whose distinctive plastic pyramids launched an entire game system.]]> Scott tells us about Icehouse, the real-time game that's celebrating its 30th birthday this year, and whose distinctive plastic pyramids launched an entire game system.]]> 10:11 clean full Ludology Episode 202 - Forgive Me Not Sun, 16 Jun 2019 16:00:00 +0000 Jeroen Doumen, co-founder of Splotter and co-designer of games Food Chain Magnate, Antiquity, and Roads & Boats, joins Gil and Emma to discuss the design of unforgiving games. What choices do you have to make when making a game that can be harsh to mistakes? We also talk about testing, publishing, and of course, hamburgers.

You can reach Jeroen by emailing him at jeroen@splotter.nl.

]]>
Jeroen Doumen, co-founder of Splotter and co-designer of games Food Chain Magnate, Antiquity, and Roads & Boats, joins Gil and Emma to discuss the design of unforgiving games. What choices do you have to make when making a game that can be harsh to mistakes? We also talk about testing, publishing, and of course, hamburgers.

You can reach Jeroen by emailing him at jeroen@splotter.nl.

]]>
56:57 clean full Gil Hova and Emma Larkins
GameTek Classic 201.5 - The Yips Sun, 09 Jun 2019 16:00:00 +0000 Geoff discusses an unusual and somewhat tragic condition in sports called "The Yips." Is it mental, or does it have a physiological basis?]]> Geoff discusses an unusual and somewhat tragic condition in sports called "The Yips." Is it mental, or does it have a physiological basis?]]> 07:14 clean full Geoff Engelstein Ludology Episode 201 - Are We Having Fun Yet? Sun, 02 Jun 2019 16:00:00 +0000 Gil, Emma, and Scott talk about fun and meaning in games. What is fun, and how can we achieve fun in our games? What are games that try to balance fun within a more serious topic? And how about games that are not meant to be fun at all; how do they provide meaning for their players?

During the episode, Scott discusses Marc LeBlanc's 8 Types of Fun, which you can read more about here:https://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/

Note: In the last 20 minutes of the episode, be advised that we discuss games that deal with traumatic subjects, like the deaths of close family members.

]]>
Gil, Emma, and Scott talk about fun and meaning in games. What is fun, and how can we achieve fun in our games? What are games that try to balance fun within a more serious topic? And how about games that are not meant to be fun at all; how do they provide meaning for their players?

During the episode, Scott discusses Marc LeBlanc's 8 Types of Fun, which you can read more about here: https://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/

Note: In the last 20 minutes of the episode, be advised that we discuss games that deal with traumatic subjects, like the deaths of close family members.

]]>
01:26:16 clean full
Biography of a Board Game 200.5 - Cluedo Sun, 26 May 2019 16:00:00 +0000 Scott discusses the history of the legendary deduction game Cluedo. ]]> Scott discusses the history of the legendary deduction game Cluedo. ]]> 11:46 clean full Ludology Episode 200 - Auld Lang... Engelstein? Sun, 19 May 2019 16:00:00 +0000 After 200 episodes, Geoff has decided to step back from Ludology to focus on game design and book writing. So we've gathered previous co-hosts Ryan Sturm and Mike Fitzgerald, as well as future co-host Emma Larkins and future contributor Professor Scott Rogers, for a big slam-bang going away party! 

You'll continue to hear Geoff with his GameTek segment every 4 weeks. And if you'd like to stay in touch, follow him on Twitter: https://twitter.com/gengelstein

]]>
After 200 episodes, Geoff has decided to step back from Ludology to focus on game design and book writing. So we've gathered previous co-hosts Ryan Sturm and Mike Fitzgerald, as well as future co-host Emma Larkins and future contributor Professor Scott Rogers, for a big slam-bang going away party! 

You'll continue to hear Geoff with his GameTek segment every 4 weeks. And if you'd like to stay in touch, follow him on Twitter: https://twitter.com/gengelstein

]]>
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GameTek Classic 199 - Crystallography Sun, 12 May 2019 11:00:00 +0000 Geoff discusses the art of x-ray diffraction, and how it relates to board games.]]> Geoff discusses the art of x-ray diffraction, and how it relates to board games.]]> 05:38 clean full Ludology Episode 199 - What's In the Box? Sun, 05 May 2019 16:00:00 +0000 Gil and Geoff discuss uncertainty in games, using Greg Costikyan's _Uncertainty in Games_ as a guide. What kinds of uncertainty are there in games? How do they affect the game experience? ]]> Gil and Geoff discuss uncertainty in games, using Greg Costikyan's _Uncertainty in Games_ as a guide. What kinds of uncertainty are there in games? How do they affect the game experience? ]]> 01:04:28 clean full Biography of a Boardgame 198 - Othello Sat, 27 Apr 2019 16:14:53 +0000 Scott takes a deep dive into the twisted and fascinating history of the game Othello.]]> Scott takes a deep dive into the twisted and fascinating history of the game Othello.]]> 09:36 clean full Ludology Episode 198 - Inspired Sun, 21 Apr 2019 11:00:00 +0000 Gil and Geoff are delighted to be joined by Anthony Giovannetti, one of the designers of the popular video game Slay the Spire, a deck-building rogue-like dungeon crawl.

How did the board game concepts of deckbuilding translate into a computer game? What advantages did the solo roguelike format give the designers?

]]>
Gil and Geoff are delighted to be joined by Anthony Giovannetti, one of the designers of the popular video game Slay the Spire, a deck-building rogue-like dungeon crawl.

How did the board game concepts of deckbuilding translate into a computer game? What advantages did the solo roguelike format give the designers?

]]>
56:06 clean full
GameTek Classic 197 - Drinking Games Sun, 14 Apr 2019 17:10:35 +0000 Geoff takes a look at the long history of drinking games.]]> Geoff takes a look at the long history of drinking games.]]> 08:55 clean full Ludology Episode 197 - Empires Up In Arms Sun, 07 Apr 2019 11:00:00 +0000 Gil and Geoff welcome Mikael Jakobsson and Rick Eberhardt from the MIT Game Lab to discuss their research into colonial themes in board games, and the game design workshops they run in former colonial countries.]]> Gil and Geoff welcome Mikael Jakobsson and Rick Eberhardt from the MIT Game Lab to discuss their research into colonial themes in board games, and the game design workshops they run in former colonial countries.]]> 46:35 clean full GameTek Classic 196 - Apples Against Humanity Sun, 31 Mar 2019 23:52:41 +0000 Scott Rogers is back with a new Biography of a Board Game, this time looking at Apples to Apples and Cards Against Humanity.]]> Scott Rogers is back with a new Biography of a Board Game, this time looking at Apples to Apples and Cards Against Humanity.]]> 15:44 clean full Ludology Episode 196 - Word Up Sun, 24 Mar 2019 11:00:00 +0000 Gil and Geoff welcome guests Allison Parrish and Tim Szetela, designers of Rewordable, to discuss word games. What particular design techniques are required for this type of game? ]]> Gil and Geoff welcome guests Allison Parrish and Tim Szetela, designers of Rewordable, to discuss word games. What particular design techniques are required for this type of game? ]]> 01:05:43 clean full GameTek Classic 195 - Ritual Sun, 17 Mar 2019 11:00:00 +0000 In this GameTek, Geoff explores the connection between Ritual and Play.]]> In this GameTek, Geoff explores the connection between Ritual and Play.]]> 08:05 clean full Ludology Episode 195 - Value Added Sun, 10 Mar 2019 11:00:00 +0000 Gil and Geoff discuss valuation within games - what are the different ways of determining resource value? How does value flow and change over the course of play? ]]> Gil and Geoff discuss valuation within games - what are the different ways of determining resource value? How does value flow and change over the course of play? ]]> 01:06:40 clean full GameTek 194 - The Hanabi Challenge Sun, 03 Mar 2019 12:00:00 +0000 In this new interview, Geoff talks with Nolan Bard from Google Deep Mind and Jakob Foerster from Oxford University about their proposal to use the card game Hanabi as the next frontier in Machine Learning and AI research.

The original paper can be found at https://arxiv.org/abs/1902.00506.

]]>
In this new interview, Geoff talks with Nolan Bard from Google Deep Mind and Jakob Foerster from Oxford University about their proposal to use the card game Hanabi as the next frontier in Machine Learning and AI research.

The original paper can be found at https://arxiv.org/abs/1902.00506.

]]>
33:59 clean full
Ludology Episode 194 - Lifting the Fog Tue, 26 Feb 2019 16:05:10 +0000 Gil and Geoff are live at ToyFair NY with the designer of Fog of Love, Jacob Jaskov. What was his development process like for this innovative design? What does that tell us about creating narrative inside games?]]> Gil and Geoff are live at ToyFair NY with the designer of Fog of Love, Jacob Jaskov. What was his development process like for this innovative design? What does that tell us about creating narrative inside games?]]> 01:01:48 clean full GameTek Classic 193 - Merchant of Venus Sat, 16 Feb 2019 16:15:02 +0000 Scott Rogers is back with the biography of Merchant of Venus!]]> Scott Rogers is back with the biography of Merchant of Venus!]]> 07:29 clean full Ludology Episode 193 - Lean and Mean in 2019 Sun, 10 Feb 2019 12:00:00 +0000 Gil and Geoff welcome back Stephen Buonocore from Stronghold Games for their traditional annual State of the Industry discussion. What trends did we see in 2018? What do we see for the future of tabletop gaming?]]> Gil and Geoff welcome back Stephen Buonocore from Stronghold Games for their traditional annual State of the Industry discussion. What trends did we see in 2018? What do we see for the future of tabletop gaming?]]> 01:07:26 clean full GameTek Classic 192 - Ties Sun, 03 Feb 2019 16:09:14 +0000 In this classic GameTek Geoff talks about ties and tie-breakers. What makes a good tiebreaker?]]> In this classic GameTek Geoff talks about ties and tie-breakers. What makes a good tiebreaker?]]> 06:19 clean full Ludology Episode 192 - Loops I Did It Again Sun, 27 Jan 2019 12:00:00 +0000 Gil and Geoff talk about Game Loops and how they can be designed to accomplish a variety of goals.]]> Gil and Geoff talk about Game Loops and how they can be designed to accomplish a variety of goals.]]> 53:45 clean full GameTek Classic 191 - Schelling Mon, 21 Jan 2019 15:28:48 +0000 In this classic GameTek, Geoff talks about the work of Thomas Schelling.]]> In this classic GameTek, Geoff talks about the work of Thomas Schelling.]]> 07:31 clean full Ludology 191 - The Life of the Party Sun, 13 Jan 2019 12:00:00 +0000 Gil and Geoff welcome Scott Rogers to discuss party games. What features make for a good party game? What are the dos and don'ts for designers?]]> Gil and Geoff welcome Scott Rogers to discuss party games. What features make for a good party game? What are the dos and don'ts for designers?]]> 01:15:15 clean full GameTek Classic 190 - Ameritrash Sun, 30 Dec 2018 20:32:47 +0000 Scott Rogers is back with Part 2 of his Eurogame-Ameritrash series!]]> Scott Rogers is back with Part 2 of his Eurogame-Ameritrash series!]]> 13:27 clean full Ludology Episode 190 - Diabolus in Ludica Sun, 16 Dec 2018 12:00:00 +0000 Gil and Geoff discuss the idea of Ludonarrative Dissonance. What is it? How can it sink a game or make it soar?]]> Gil and Geoff discuss the idea of Ludonarrative Dissonance. What is it? How can it sink a game or make it soar?]]> 55:32 clean full GameTek Classic 189 - I Cut, You Choose Sun, 09 Dec 2018 12:00:00 +0000 In this classic GameTek, Geoff looks at the criminally under-used "I Cut, You Choose" mechanism. ]]> In this classic GameTek, Geoff looks at the criminally under-used "I Cut, You Choose" mechanism. ]]> 07:00 clean full Ludology Episode 189 - Missing Selinker Sun, 02 Dec 2018 12:00:00 +0000 Gil and Geoff are joined by game and puzzle designer Mike Selinker to discuss the relationship between puzzles and games.]]> Gil and Geoff are joined by game and puzzle designer Mike Selinker to discuss the relationship between puzzles and games.]]> 01:10:25 clean full GameTek Classic 188 - Eurogames Sun, 25 Nov 2018 12:00:00 +0000 Scott Rogers takes a look at the origin of the term "Eurogames".]]> Scott Rogers takes a look at the origin of the term "Eurogames".]]> 08:59 clean full Ludology Episode 188 - Unique as a Snowflake Sun, 18 Nov 2018 12:00:00 +0000 Gil and Geoff welcome designer Corey Konieczka to discuss his new "Unique" game, Discover: Lands Unknown. What is it like to design a game that will have a unique combination of components in each copy? How does it impact playtesting and production?

Duration: 47:14

]]>
Gil and Geoff welcome designer Corey Konieczka to discuss his new "Unique" game, Discover: Lands Unknown. What is it like to design a game that will have a unique combination of components in each copy? How does it impact playtesting and production?

Duration: 47:14

]]>
47:15 clean full
GameTek Classic 187 - Games for the Really, Really Smart Sun, 11 Nov 2018 12:00:00 +0000 In this classic GameTek, Geoff takes a look at a recent study about who wants to play games - and why.]]> In this classic GameTek, Geoff takes a look at a recent study about who wants to play games - and why.]]> 05:01 clean full Ludology Episode 187 - Balancing Act Sun, 04 Nov 2018 12:00:00 +0000 Gil and Geoff take a look at game balance. What is it, exactly?

Duration: 54:34

]]>
Gil and Geoff take a look at game balance. What is it, exactly?

Duration: 54:34

]]>
54:35 clean full
GameTek Classic 186 - Black Morn Betrayal Sun, 28 Oct 2018 11:00:00 +0000 In a spooky Biography of a Board Game, Scott Rogers takes a look at Chill: Black Morn Manor and Betrayal at House on the Hill.]]> In a spooky Biography of a Board Game, Scott Rogers takes a look at Chill: Black Morn Manor and Betrayal at House on the Hill.]]> 11:17 clean full Ludology Episode 186 - Zombie Apocalypse Sun, 21 Oct 2018 10:30:00 +0000 Gil and Geoff are joined by Isaac Vega, designer of Dead of Winter and Neon Gods to discuss ways to integrate story into the board games.

Duration: 55:25

]]>
Gil and Geoff are joined by Isaac Vega, designer of Dead of Winter and Neon Gods to discuss ways to integrate story into the board games.

Duration: 55:25

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55:26 clean full
GameTek Classic 185 - Libratus Sun, 14 Oct 2018 17:26:21 +0000 In this classic GameTek, Geoff dives into the details of the AI that defeated the top poker players on the planet.]]> In this classic GameTek, Geoff dives into the details of the AI that defeated the top poker players on the planet.]]> 06:41 clean full Ludology Episode 185 - Soft Boiled Sun, 07 Oct 2018 13:45:18 +0000 Gil and Geoff discuss hard incentives vs soft incentives. What makes people want to play a game? What makes them have fun? What makes them want to play again?

Duration: 56:12

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Gil and Geoff discuss hard incentives vs soft incentives. What makes people want to play a game? What makes them have fun? What makes them want to play again?

Duration: 56:12

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56:13 clean full
GameTek Classic 184 - Twilight Imperium Fri, 28 Sep 2018 17:21:46 +0000 Professor Scott Rogers is back with the biography of Twilight Imperium.

Duration: 10:20

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Professor Scott Rogers is back with the biography of Twilight Imperium.

Duration: 10:20

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11:07 clean full
Ludology Episode 184 - Between Two Podcasters Mon, 24 Sep 2018 18:52:23 +0000 Gil and Geoff are delighted to welcome Jamey Stegmaier from Stonemaier games. We discuss life after Kickstarter, and Jamey's design philosophy.

Duration: 58:18

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Gil and Geoff are delighted to welcome Jamey Stegmaier from Stonemaier games. We discuss life after Kickstarter, and Jamey's design philosophy.

Duration: 58:18

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58:19 clean full
GameTek Classic 183 - Input Output Randomness Sun, 16 Sep 2018 11:00:00 +0000 In this classic GameTek, Geoff looks at the relationship between luck and strategy.

Duration: 6:20

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In this classic GameTek, Geoff looks at the relationship between luck and strategy.

Duration: 6:20

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06:19 clean full
Ludology Episode 183 - Mind Your Own Business Sat, 08 Sep 2018 14:08:09 +0000 Gil and Geoff deconstruct the new Wolfgang Warsch game The Mind. What makes it tick? What does it do right, and what does it do wrong?

Duration: 1:02:19

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Gil and Geoff deconstruct the new Wolfgang Warsch game The Mind. What makes it tick? What does it do right, and what does it do wrong?

Duration: 1:02:19

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01:02:20 clean full
GameTek Classic 182 - Pandemic Mon, 03 Sep 2018 13:42:24 +0000 Scott Rogers is back with a look at the history of Pandemic!

Duration: 5:17

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Scott Rogers is back with a look at the history of Pandemic!

Duration: 5:17

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05:18 clean full
Ludology Episode 182 - The Calm After the Sturm Sun, 26 Aug 2018 11:00:00 +0000 Gil and Geoff once again welcome Ryan Sturm to recap the development of Trade on the Tigris.

Duration: 1:17:14

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Gil and Geoff once again welcome Ryan Sturm to recap the development of Trade on the Tigris.

Duration: 1:17:14

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01:17:15 clean full
GameTek Classic 181 - Talmud Sun, 19 Aug 2018 11:00:00 +0000 In this classic GameTek, Geoff talks about the Talmud, and it's relation to game rules.]]> In this classic GameTek, Geoff talks about the Talmud, and it's relation to game rules.]]> 06:41 clean full Ludology Episode 181 - Indy Rock Sun, 12 Aug 2018 11:00:00 +0000 Gil and Geoff broadcast live from Gencon with super-special guest Ryan Sturm!

Duration: 51:31

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Gil and Geoff broadcast live from Gencon with super-special guest Ryan Sturm!

Duration: 51:31

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51:32 clean full
Ludology Episode 180 - Keep Them Doggies Rollin' Sun, 29 Jul 2018 11:00:00 +0000 Gil and Geoff are joined by special guest Suzanne Sheldon to talk about Roll and Write games! What makes them tick? What special design considerations are there?

Duration: 1:03:49

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Gil and Geoff are joined by special guest Suzanne Sheldon to talk about Roll and Write games! What makes them tick? What special design considerations are there?

Duration: 1:03:49

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01:03:50 clean full
GameTek Classic 179 - Kill Dr. Lucky Mon, 09 Jul 2018 21:06:18 +0000 Scott Rogers is back with another Biography of a Board Game! This time - Kill Dr. Lucky from James Earnest!]]> Scott Rogers is back with another Biography of a Board Game! This time - Kill Dr. Lucky from James Earnest!]]> 09:29 clean full Ludology Episode 179 - Contested Outcome Sun, 01 Jul 2018 11:00:00 +0000 Contest results! Gil and Geoff wade into an incredibly strong field to pick the top 16 entries in the latest theme/mechanism competition. Who will end up on the top of the heap?

Duration: 59:05

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Contest results! Gil and Geoff wade into an incredibly strong field to pick the top 16 entries in the latest theme/mechanism competition. Who will end up on the top of the heap?

Duration: 59:05

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59:05 clean full
GameTek Classic 178 - Real Time Sun, 24 Jun 2018 11:00:00 +0000 In this classic GameTek, Geoff discusses design considerations for real time games. Plus a coda!

Duration: 9:11

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In this classic GameTek, Geoff discusses design considerations for real time games. Plus a coda!

Duration: 9:11

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09:12 clean full
Ludology Episode 178 - Coin Operated Sun, 17 Jun 2018 11:00:00 +0000 Gil and Geoff are pleased to welcome Volko Ruhnke, designer of the COIN series, about Counter-Intelligence operations throughout history. How do you capture the dynamics of these complex conflicts in a game? What are the challenges with designing simulations and general? And what can he tell us about his time in the CIA?

Duration: 1:09:25

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Gil and Geoff are pleased to welcome Volko Ruhnke, designer of the COIN series, about Counter-Intelligence operations throughout history. How do you capture the dynamics of these complex conflicts in a game? What are the challenges with designing simulations and general? And what can he tell us about his time in the CIA?

Duration: 1:09:25

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01:10:59 clean full
GameTek Classic 177 - Agricola Sun, 10 Jun 2018 20:17:12 +0000 Professor Scott Rogers is back with another Biography of a Board Game! This time, Agricola is under the spotlight.

Duration: 11:55

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Professor Scott Rogers is back with another Biography of a Board Game! This time, Agricola is under the spotlight.

Duration: 11:55

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11:53 clean full
Ludology Episode 177 - AI, AI, Captain! Sun, 03 Jun 2018 11:00:00 +0000 We welcome Theresa Duringer of Temple Gates Games, developer of the Race for the Galaxy app to talk about the process of developing and incorporating AI, how to make it smarter or dumber or more human, and more.

Duration: 59:27

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We welcome Theresa Duringer of Temple Gates Games, developer of the Race for the Galaxy app to talk about the process of developing and incorporating AI, how to make it smarter or dumber or more human, and more.

Duration: 59:27

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59:28 clean full
GameTek Classic 176 - Apophenia Sun, 27 May 2018 11:00:00 +0000 In this classic GameTek, Geoff talks about how we see patterns even when there aren't any, and what that means for game designers.

Duration: 8:01

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In this classic GameTek, Geoff talks about how we see patterns even when there aren't any, and what that means for game designers.

Duration: 8:01

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08:02 clean full
Ludology Episode 176 - Taxonomy Driver Sun, 20 May 2018 11:00:00 +0000 Since there were humans, they've been putting things into categories. What are some of the ways games are categorized? Is this useful, or a distraction?

Duration: 59:56

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Since there were humans, they've been putting things into categories. What are some of the ways games are categorized? Is this useful, or a distraction?

Duration: 59:56

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59:57 clean full
GameTek Classic 175 - Talisman Sun, 13 May 2018 11:00:00 +0000 Professor Scott Rogers is back with another Bio of a Board Game, taking a look at Talisman!

Duration: 9:28

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Professor Scott Rogers is back with another Bio of a Board Game, taking a look at Talisman!

Duration: 9:28

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09:29 clean full
Ludology Episode 175 - Auld Lang Design Sun, 06 May 2018 11:33:56 +0000 Recorded live at the Gathering of Friends, Gil and Geoff have an opportunity to sit down and chat with Eric Lang, designer of Rising Sun, the Dice Masters series, and much more. We talk about his role at CMON, his design process, and the state of the industry.

Duration: 44:36

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Recorded live at the Gathering of Friends, Gil and Geoff have an opportunity to sit down and chat with Eric Lang, designer of Rising Sun, the Dice Masters series, and much more. We talk about his role at CMON, his design process, and the state of the industry.

Duration: 44:36

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44:37 clean full
Ludology Episode 174 - Consensual Healing Sun, 22 Apr 2018 11:00:00 +0000 Gil and Geoff are pleased to welcome guest Naomi Clark, professor at the NYU Game Center, and designer most recently of the card game Consentacle. We discuss tackling adult themes in board games in a serious way, and what she learned during the development of Consentacle.

Duration: 1:15:54

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Gil and Geoff are pleased to welcome guest Naomi Clark, professor at the NYU Game Center, and designer most recently of the card game Consentacle. We discuss tackling adult themes in board games in a serious way, and what she learned during the development of Consentacle.

Duration: 1:15:54

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01:15:48 clean full
GameTek Classic 173 - Bang Sun, 15 Apr 2018 11:00:00 +0000 Professor Scott Rogers is back with another Biography of a Board Game. This episode he heads to the old west to check out Bang!

Duration: 07:55

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Professor Scott Rogers is back with another Biography of a Board Game. This episode he heads to the old west to check out Bang!

Duration: 07:55

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07:55 clean full
Ludology Episode 173 - Patternity Sun, 08 Apr 2018 11:00:00 +0000 Gil and Geoff are pleased to welcome guest Isaac Shalev to discuss the idea of Design Patterns for tabletop games. What are Design Patterns, and how are they helpful? What are some examples?

Duration: 1:08:34

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Gil and Geoff are pleased to welcome guest Isaac Shalev to discuss the idea of Design Patterns for tabletop games. What are Design Patterns, and how are they helpful? What are some examples?

Duration: 1:08:34

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01:08:29 clean full
GameTek Classic 172 - Hyperreality Sun, 01 Apr 2018 11:00:00 +0000 In this classic GameTek, Geoff discusses his experience with a new type of VR.

Duration: 5:40

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In this classic GameTek, Geoff discusses his experience with a new type of VR.

Duration: 5:40

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05:41 clean full
Ludology Episode 172 - Odd Coupling Sun, 25 Mar 2018 11:00:00 +0000 Gil and Geoff take a look at the different ways that subsystems of a game can be coupled, and what that means for complexity and player agency.

Duration: 1:05:44

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Gil and Geoff take a look at the different ways that subsystems of a game can be coupled, and what that means for complexity and player agency.

Duration: 1:05:44

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01:05:45 clean full
Ludology Episode 171 - Cannata Stop Sun, 11 Mar 2018 11:00:00 +0000 We are pleased to welcome podcaster, gamer, actor, and all-around great guy Jeff Cannata to Ludology! Jeff can be heard on DLC, We Have Concerns, and the /Filmcast.

We take a very deep dive into the contrasts between tabletop and video games. This one gets very philosophical, so be prepared :)

Duration: 1:18:32

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We are pleased to welcome podcaster, gamer, actor, and all-around great guy Jeff Cannata to Ludology! Jeff can be heard on DLC, We Have Concerns, and the /Filmcast.

We take a very deep dive into the contrasts between tabletop and video games. This one gets very philosophical, so be prepared :)

Duration: 1:18:32

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01:18:33 clean full
GameTek Classic 170 - Court Cases Sun, 04 Mar 2018 15:00:56 +0000 In this classic GameTek, Geoff takes a look at some recent court cases involving games.

Duration: 5:59

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In this classic GameTek, Geoff takes a look at some recent court cases involving games.

Duration: 5:59

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05:59 clean full
Ludology Episode 170 - Questionable Content Sun, 25 Feb 2018 12:00:00 +0000 Gil and Geoff field a litany of listener questions!

Duration: 1:20:22

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Gil and Geoff field a litany of listener questions!

Duration: 1:20:22

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01:20:23 clean full
GameTek Classic 169 - Scrabble Sun, 18 Feb 2018 19:26:34 +0000 Scott Rogers is back with another Biography of a Board Game, this time focusing on Scrabble! 

KWYJIBO for the win!

Duration: 9:56

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Scott Rogers is back with another Biography of a Board Game, this time focusing on Scrabble! 

KWYJIBO for the win!

Duration: 9:56

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09:57 clean full
Ludology Episode 169 - Raphic Design Sun, 11 Feb 2018 12:00:00 +0000 Gil and Geoff are thrilled to welcome Raph Koster, author of A Theory of Fun, and video game designer. We talk about a wide range of topics, include MMOs, keeping players engaged, emotions in games, and, of course, fun.

Duration: 1:28:41

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Gil and Geoff are thrilled to welcome Raph Koster, author of A Theory of Fun, and video game designer. We talk about a wide range of topics, include MMOs, keeping players engaged, emotions in games, and, of course, fun.

Duration: 1:28:41

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01:28:42 clean full
GameTek Classic 168 - Economic Prisoner's Dilemma Sun, 04 Feb 2018 15:42:21 +0000 In this classic GameTek, Geoff talks about the Prisoner's Dilemma facing Kansas City, Kansas, and Kansas City, Missouri.

Duration: 6:05

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In this classic GameTek, Geoff talks about the Prisoner's Dilemma facing Kansas City, Kansas, and Kansas City, Missouri.

Duration: 6:05

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06:06 clean full
Ludology Episode 168 - Kumbaya Sun, 28 Jan 2018 12:00:00 +0000 Gil and Geoff talk about designing low-interaction games. Sometimes you just want to work on your own little corner of the world - and some players prefer that. What are techniques create engaging experiences without conflict?

Duration: 56:53

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Gil and Geoff talk about designing low-interaction games. Sometimes you just want to work on your own little corner of the world - and some players prefer that. What are techniques create engaging experiences without conflict?

Duration: 56:53

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56:54 clean full
GameTek Classic 167 - Candyland Sun, 21 Jan 2018 15:24:35 +0000 A sweet surprise! Biography of a Board Game takes a look at Candyland.

Duration: 8:51

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A sweet surprise! Biography of a Board Game takes a look at Candyland.

Duration: 8:51

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08:52 clean full
Ludology Episode 167 - 18 and Up Sun, 14 Jan 2018 12:00:00 +0000 Gil and Geoff are joined by Stephen Buonocore from Stronghold Games to discuss the state of the board game industry as we enter 2018.

Duration: 1:12:05

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Gil and Geoff are joined by Stephen Buonocore from Stronghold Games to discuss the state of the board game industry as we enter 2018.

Duration: 1:12:05

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01:12:06 clean full
Ludology Episode 166 - Impulse Control Sun, 17 Dec 2017 12:00:00 +0000 Geoff has an insight about how game structure can keep players engaged, and is excited to share.

Duration 56:39

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Geoff has an insight about how game structure can keep players engaged, and is excited to share.

Duration 56:39

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56:40 clean full
GameTek Classic 165 - Dunning-Kruger Sun, 10 Dec 2017 12:00:00 +0000 In this classic GameTek, Geoff talks about how we are really bad at telling how good we really are.

Duration: 6:03

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In this classic GameTek, Geoff talks about how we are really bad at telling how good we really are.

Duration: 6:03

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06:04 clean full
Ludology Episode 165 - Fowerian Slip Sun, 03 Dec 2017 12:00:00 +0000 Gil and Geoff are delighted to welcome Tim Fowers to discuss player psychology, and how that can be leveraged by game designers.

Tim is the designer of Burgle Bros, Paperback, and more, and the owner of Fowers Games, which publishes his titles.

Duration: 1:11:46

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Gil and Geoff are delighted to welcome Tim Fowers to discuss player psychology, and how that can be leveraged by game designers.

Tim is the designer of Burgle Bros, Paperback, and more, and the owner of Fowers Games, which publishes his titles.

Duration: 1:11:46

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01:11:47 clean full
GameTek Classic 164 - Catan Sun, 26 Nov 2017 14:27:31 +0000 Scott Rogers is back with a super-sized Bio of a Board Game, with the history of The Settlers of Catan!

Duration: 12:14

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Scott Rogers is back with a super-sized Bio of a Board Game, with the history of The Settlers of Catan!

Duration: 12:14

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13:24 clean full
Ludology Episode 164 - First Steps Sun, 19 Nov 2017 12:00:00 +0000 Gil and Geoff discuss the very early stages of design and play testing. How much should be on paper, and how much in your head?

Duration 1:05:21

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Gil and Geoff discuss the very early stages of design and play testing. How much should be on paper, and how much in your head?

Duration 1:05:21

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01:01:53 clean full
GameTek Classic 163 - Theme, Mechanics, Experience Sun, 12 Nov 2017 13:38:40 +0000 In this classic GameTek, Geoff takes a different angle on the connection between theme, mechanics, and player experience.

Duration: 6:40

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In this classic GameTek, Geoff takes a different angle on the connection between theme, mechanics, and player experience.

Duration: 6:40

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06:40 clean full
Ludology Episode 163 - A Pain In the Asymmetry Sun, 05 Nov 2017 12:00:00 +0000 Gil and Geoff are pleased to welcome guests Patrick Leader (Vast) and Cole Wehrle (Root, An Infamous Traffic) to discuss asymmetry in games, and the particular challenges it presents to the designer.

Duration: 1:07:19

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Gil and Geoff are pleased to welcome guests Patrick Leader (Vast) and Cole Wehrle (Root, An Infamous Traffic) to discuss asymmetry in games, and the particular challenges it presents to the designer.

Duration: 1:07:19

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01:07:20 clean 163 full
GameTek Classic 162 - Scotland Yard Sun, 29 Oct 2017 11:00:00 +0000 Scott Rogers is back with another Biography of a Board Game! This time, he talks about the history of Scotland Yard, and early SdJ winner!

Duration: 7:25

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Scott Rogers is back with another Biography of a Board Game! This time, he talks about the history of Scotland Yard, and early SdJ winner!

Duration: 7:25

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07:26 clean full
Ludology Episode 162 - The Ares Project Sun, 22 Oct 2017 11:00:00 +0000 Gil and Geoff take a deep dive into the design of Terraforming Mars. What makes it tick? What works and what doesn't?

Duration: 1:17:52

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Gil and Geoff take a deep dive into the design of Terraforming Mars. What makes it tick? What works and what doesn't?

Duration: 1:17:52

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01:17:53 clean full
GameTek Classic 161 - The Inciting Incident Sun, 15 Oct 2017 17:15:00 +0000 In this classic GameTek, Geoff looks at classic story-telling techniques to see how they might apply to game design.

Duration: 05:52

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In this classic GameTek, Geoff looks at classic story-telling techniques to see how they might apply to game design.

Duration: 05:52

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05:53 no full
Ludology 161 - What's the Story, Morning Glory? Sun, 08 Oct 2017 11:00:00 +0000 Gil and Geoff are delighted to welcome Jason Morningstar, designer of Fiasco, The Shab-Al-Hiri Roach, Night Witches, and other innovative RPGs. We discuss how to better integrate story and narrative into games when there is no GM, the social contract that requires, and pitfalls along the way.

Duration: 1:10:35

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Gil and Geoff are delighted to welcome Jason Morningstar, designer of Fiasco, The Shab-Al-Hiri Roach, Night Witches, and other innovative RPGs. We discuss how to better integrate story and narrative into games when there is no GM, the social contract that requires, and pitfalls along the way.

Duration: 1:10:35

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01:10:36 no full
GameTek Classic 160 - Uno Sun, 01 Oct 2017 11:00:00 +0000 In this Biography of a Board Game, Scott Rogers reveals the secret history of Uno!

Duration: 07:45

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In this Biography of a Board Game, Scott Rogers reveals the secret history of Uno!

Duration: 07:45

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07:46 no full
Ludology Episode 160 - Law and Order Sun, 24 Sep 2017 11:00:00 +0000 Gil and Geoff take a look at the different ways of controlling turn order in a game. What are the rules of thumb for when to use the different methods?

Duration: 1:23:17

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Gil and Geoff take a look at the different ways of controlling turn order in a game. What are the rules of thumb for when to use the different methods?

Duration: 1:23:17

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01:23:10 no full
GameTek Classic 159 - High Stakes RPS Sun, 17 Sep 2017 23:13:23 +0000 What would you do if you were playing Rock, Paper, Scissors for $20,000,000?

Duration: 04:42

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What would you do if you were playing Rock, Paper, Scissors for $20,000,000?

Duration: 04:42

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04:43 no full
Ludology Episode 159 - Getting Out Scott Free Sun, 10 Sep 2017 11:00:00 +0000 Gil and Geoff are pleased to welcome Professor Scott Nicholson from Wilfrid Laurier University to discuss Escape Rooms. What are they, how do they work, and what lessons do they hold for game design?

If you're not familiar with Escape Rooms, please check out this video from Scott with an overview: https://www.youtube.com/watch?v=Tqnw7g5iIFQ

Duration: 1:19:47

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Gil and Geoff are pleased to welcome Professor Scott Nicholson from Wilfrid Laurier University to discuss Escape Rooms. What are they, how do they work, and what lessons do they hold for game design?

If you're not familiar with Escape Rooms, please check out this video from Scott with an overview: https://www.youtube.com/watch?v=Tqnw7g5iIFQ

Duration: 1:19:47

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01:19:48 no full
GameTek Classic 158 - Opration Sun, 03 Sep 2017 11:00:00 +0000 Biography of a Board Game returns with the classic Operation!

Duration: 06:12

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Biography of a Board Game returns with the classic Operation!

Duration: 06:12

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06:13 clean full
Ludology Episode 158 - Gen X Sun, 27 Aug 2017 14:18:57 +0000 Gil and Geoff host the first-ever Ludology live Q&A from Gencon 50!

Duration: 51:39

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Gil and Geoff host the first-ever Ludology live Q&A from Gencon 50!

Duration: 51:39

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51:40 clean full
Ludology Episode 157 - Come Scale Away Fri, 28 Jul 2017 08:41:22 +0000 Gil and Geoff are pleased to welcome guest Matt Wolfe, to discuss the concept of Decision Scales in games.

Duration 1:10:04

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Gil and Geoff are pleased to welcome guest Matt Wolfe, to discuss the concept of Decision Scales in games.

Duration 1:10:04

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01:10:05 no full
GameTek Classic 156 - Alpha Go Sun, 23 Jul 2017 11:00:00 +0000 In this classic GameTek, Geoff dives into the details of Alpha Go, Google's Go-playing AI.

Duration: 06:41

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In this classic GameTek, Geoff dives into the details of Alpha Go, Google's Go-playing AI.

Duration: 06:41

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06:42 clean
Ludology Episode 156 - Surprise! Sun, 16 Jul 2017 11:00:00 +0000  Gil and Geoff are joined by the gang from the Flip The Table podcast to talk about Roll & Move games. What works (and doesn't) with this much-maligned mechanic?

Duration: 1:07:00

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 Gil and Geoff are joined by the gang from the Flip The Table podcast to talk about Roll & Move games. What works (and doesn't) with this much-maligned mechanic?

Duration: 1:07:00

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01:07:27 clean
GameTek Classic 155 - Mystery Rummy Sun, 09 Jul 2017 14:01:21 +0000 Scott takes a look at the history of the Mystery Rummy series, by a designer y'all might know...

Duration: 6:24

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Scott takes a look at the history of the Mystery Rummy series, by a designer y'all might know...

Duration: 6:24

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06:25 clean
Ludology Episode 155 - Model Citizen Sun, 02 Jul 2017 11:00:00 +0000 Gil and Geoff talk about different methods for using mathematical modeling and simulation during the design process.

Duration: 1:12:12

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Gil and Geoff talk about different methods for using mathematical modeling and simulation during the design process.

Duration: 1:12:12

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01:12:13 clean
GameTek Classic - 154 Sun, 25 Jun 2017 11:00:00 +0000 In this classic GameTek, Geoff takes a look at the physics behind the coin toss.

Duration 5:39

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In this classic GameTek, Geoff takes a look at the physics behind the coin toss.

Duration 5:39

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05:40 clean
Ludology Episode 154 - Leave Me Alone! Sun, 18 Jun 2017 11:00:00 +0000 Gil and Geoff are pleased to welcome Morten Monrad Pedersen, to discuss the art of designing solo games.

Morten has designed several popular solo variants to games, including Scythe and Viticulture. What are the design techniques for solo games? How do they differ from multiplayer games?

Duration:  1:14:38

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Gil and Geoff are pleased to welcome Morten Monrad Pedersen, to discuss the art of designing solo games.

Morten has designed several popular solo variants to games, including Scythe and Viticulture. What are the design techniques for solo games? How do they differ from multiplayer games?

Duration:  1:14:38

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01:14:39 clean
GameTek Classic 153 - Arkham Horror Sun, 11 Jun 2017 16:13:55 +0000 Scott Rogers joins us with a new Biography of a Board Game - Arkham Horror!

Duration: 6:16

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Scott Rogers joins us with a new Biography of a Board Game - Arkham Horror!

Duration: 6:16

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06:17 no
Ludology Episode 153 - Tie One On Sun, 04 Jun 2017 11:00:00 +0000 Gil and Geoff tackle ties in games. How important are tiebreakers? What are good and bad ways to design them?

Duration: 1:18:18

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Gil and Geoff tackle ties in games. How important are tiebreakers? What are good and bad ways to design them?

Duration: 1:18:18

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01:18:19 clean
GameTek Classic 152 - Spoilsport Sun, 28 May 2017 11:00:00 +0000 In this classic GameTek, Geoff discusses the difference between a cheat and a spoilsport, and what that means for society.

Duration: 05:49

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In this classic GameTek, Geoff discusses the difference between a cheat and a spoilsport, and what that means for society.

Duration: 05:49

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05:50 clean
Ludology Episode 152 - The Better Angels Of Our Nature Sun, 21 May 2017 11:00:00 +0000 Gil and Geoff are thrilled to welcome Chris Cobb from Riot Games, creator of the number one online game in the world, League of Legends. Until recently Chris was the technical lead for the Player Behavior team, which was tasked with designing in-game and out-of-game systems to encourage players to be nicer to each other, and deal with players who don't.

Over the years, what did they learn about behavior, and how to design systems to encourage it to improve?

Duration: 1:02:29

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Gil and Geoff are thrilled to welcome Chris Cobb from Riot Games, creator of the number one online game in the world, League of Legends. Until recently Chris was the technical lead for the Player Behavior team, which was tasked with designing in-game and out-of-game systems to encourage players to be nicer to each other, and deal with players who don't.

Over the years, what did they learn about behavior, and how to design systems to encourage it to improve?

Duration: 1:02:29

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01:02:30 clean
GameTek Classic 151 - Risk Sun, 14 May 2017 11:00:00 +0000 Ludology welcomes Scott Rogers and his Biography of a Board Game segment! This episode he traces the history of Risk, from the early 20th century to today.

Duration: 09:10

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Ludology welcomes Scott Rogers and his Biography of a Board Game segment! This episode he traces the history of Risk, from the early 20th century to today.

Duration: 09:10

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09:12 no
Ludology Episode 151 - High Definition Sun, 07 May 2017 11:00:00 +0000 For their first show as a duo, Gil and Geoff revisit the question posed in the very first episode of Ludology - What is a game? 

The answer may surprise you.

Duration: 1:23:24

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For their first show as a duo, Gil and Geoff revisit the question posed in the very first episode of Ludology - What is a game? 

The answer may surprise you.

Duration: 1:23:24

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01:23:25 clean
GameTek Classic 150 - VirZoom Sun, 30 Apr 2017 11:00:00 +0000 New Content! Geoff interviews Eric Janszen, the CEO of VirZoom.

VirZoom makes a Virtual Reality exercise bike, that interfaces with all the major VR platforms, and uses games to keep people exercising. What lessons have they learned about gaming and engagement?

Duration 25:39

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New Content! Geoff interviews Eric Janszen, the CEO of VirZoom.

VirZoom makes a Virtual Reality exercise bike, that interfaces with all the major VR platforms, and uses games to keep people exercising. What lessons have they learned about gaming and engagement?

Duration 25:39

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25:40 clean
Ludology Episode 150 - Mike Drop Sun, 23 Apr 2017 13:35:45 +0000 Changes! We bid a fond farewell to Mike, and a big hello to Gil!

Duration: 1:25:22

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Changes! We bid a fond farewell to Mike, and a big hello to Gil!

Duration: 1:25:22

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01:25:23 clean
GameTek Classic 149 - Procedural Narrative Generation Sun, 16 Apr 2017 11:00:00 +0000 New content! Geoff interviews Rogelio Cardona-Rivera, a researcher at North Carolina State, about Procedural Narrative Generation - systems that can create and manipulate story structure in a game on the fly. 

For more information, please check out http://rogel.io and http://storygen.org

Duration: 32:58

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New content! Geoff interviews Rogelio Cardona-Rivera, a researcher at North Carolina State, about Procedural Narrative Generation - systems that can create and manipulate story structure in a game on the fly. 

For more information, please check out http://rogel.io and http://storygen.org

Duration: 32:58

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32:59 clean
Ludology Episode 149 - Blast From The Past Sun, 09 Apr 2017 11:00:00 +0000 Mike and Geoff are pleased to welcome Justin Jacobson from Restoration Games, to talk about what they've learned from bringing older games back for a modern audience.

Duration: 1:01:35

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Mike and Geoff are pleased to welcome Justin Jacobson from Restoration Games, to talk about what they've learned from bringing older games back for a modern audience.

Duration: 1:01:35

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01:01:36 clean
GameTek Classic 148 - Teamwork Sun, 02 Apr 2017 13:53:43 +0000 In this classic GameTek, Geoff looks at games that help improve teamwork.

Duration: 05:41

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In this classic GameTek, Geoff looks at games that help improve teamwork.

Duration: 05:41

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05:42 clean
Ludology Episode 148 - Half-Baked Sun, 26 Mar 2017 11:00:00 +0000 Mike and Geoff are pleased to welcome guest J.R. Honeycutt, to discuss the role of the Developer in the game design and publication process.

Duration 59:25

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Mike and Geoff are pleased to welcome guest J.R. Honeycutt, to discuss the role of the Developer in the game design and publication process.

Duration 59:25

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59:26 clean
GameTek Classic 147 - Estimating Sun, 19 Mar 2017 19:23:34 +0000 In this classic GameTek Geoff discusses some techniques for estimating things in your head.

Duration 6:19

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In this classic GameTek Geoff discusses some techniques for estimating things in your head.

Duration 6:19

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06:19 clean
Ludology Episode 147 - Listen Up! Sun, 12 Mar 2017 11:00:00 +0000 Mike and Geoff field a bevy of listener questions.

Duration: 1:10:21

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Mike and Geoff field a bevy of listener questions.

Duration: 1:10:21

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01:10:22 clean
GameTek Classic 146 - Betrayal Sun, 05 Mar 2017 12:00:00 +0000 In this classic GameTek Geoff looks at how the language people use can give clues to their treachery.

Duration: 6:32

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In this classic GameTek Geoff looks at how the language people use can give clues to their treachery.

Duration: 6:32

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06:33 clean
Double Take Sun, 26 Feb 2017 12:00:00 +0000 Mike and Geoff are pleased to welcome designer Andrew Parks to discuss taking a second shot at a design, whether it's revisiting a mechanic or taking an entire system into a new direction.

Duration: 1:15:42

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Mike and Geoff are pleased to welcome designer Andrew Parks to discuss taking a second shot at a design, whether it's revisiting a mechanic or taking an entire system into a new direction.

Duration: 1:15:42

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01:15:36 clean
GameTek Classic 145 - Red vs Blue Sun, 19 Feb 2017 12:00:00 +0000 In this classic GameTek Geoff looks at how choosing a color may affect how you play.

Duration: 06:17

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In this classic GameTek Geoff looks at how choosing a color may affect how you play.

Duration: 06:17

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06:18 clean
Ludology Episode 145 - Six Ways From Sunday Sun, 12 Feb 2017 15:51:19 +0000 Mike and Geoff discuss multi-use cards - their history, and how they can be used by designers.

Duration: 1:03:53

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Mike and Geoff discuss multi-use cards - their history, and how they can be used by designers.

Duration: 1:03:53

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01:03:54 clean
GameTek Classic 144 - Singular They Sun, 05 Feb 2017 12:00:00 +0000 In this classic GameTek, Geoff discusses the use of pronouns when writing rules.

Duration: 06:17

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In this classic GameTek, Geoff discusses the use of pronouns when writing rules.

Duration: 06:17

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06:18 clean
Ludology Episode 144 - The Edge of Seventeen Sun, 29 Jan 2017 12:00:00 +0000 Mike and Geoff are pleased to welcome returning guest Stephen Buonocore of Stronghold Games to discuss the state of the gaming industry going into 2017.

Duration: 1:19:43

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Mike and Geoff are pleased to welcome returning guest Stephen Buonocore of Stronghold Games to discuss the state of the gaming industry going into 2017.

Duration: 1:19:43

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01:19:44 no
GameTek Classic 143 - Nash Equilibrium Sun, 22 Jan 2017 18:58:33 +0000 In this classic GameTek Geoff pays tribute to game theorist John Nash.

Duration: 06:35

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In this classic GameTek Geoff pays tribute to game theorist John Nash.

Duration: 06:35

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06:36 clean
Ludology Episode 143 - Two Players! Three Players! Four Players! Bwahahah! Sun, 15 Jan 2017 12:00:00 +0000 How do different player counts affect the design process? How important is it that a game support a variety of player counts?

Duration: 1:08:06

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How do different player counts affect the design process? How important is it that a game support a variety of player counts?

Duration: 1:08:06

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01:08:07 no
Ludology Episode 142 - Slots O Fun Sun, 11 Dec 2016 12:00:00 +0000 Mike and Geoff are pleased to welcome slot machine game design Jeremy Hornik. Jeremy has been designing slots for over 15 years, including Money Burst, Willy Wonka, Monopoly, and Baron von Bacon's Million Credit Bonus.

What are the special considerations for slot machine design, and what do they learn from video and board games?

Duration: 1:16:28

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Mike and Geoff are pleased to welcome slot machine game design Jeremy Hornik. Jeremy has been designing slots for over 15 years, including Money Burst, Willy Wonka, Monopoly, and Baron von Bacon's Million Credit Bonus.

What are the special considerations for slot machine design, and what do they learn from video and board games?

Duration: 1:16:28

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01:16:29 no
GameTek Classic 141 - Game States Sun, 04 Dec 2016 12:00:00 +0000 In this classic GameTek, Geoff wraps up his discussion of entropy and statistical mechanics by exploring the way that disorder and energy flow through a game system.

Duration: 6:19

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In this classic GameTek, Geoff wraps up his discussion of entropy and statistical mechanics by exploring the way that disorder and energy flow through a game system.

Duration: 6:19

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06:20 no
Ludology 141 - The Realtime Housewives of New Jersey Sun, 27 Nov 2016 12:00:00 +0000 Mike and Geoff dive into real time games. What design techniques work for this mechanism? What does it do to the player experience?

Duration: 1:00:50

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Mike and Geoff dive into real time games. What design techniques work for this mechanism? What does it do to the player experience?

Duration: 1:00:50

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01:00:51 clean
GameTek Classic 140 - Statistical Mechanics Sun, 20 Nov 2016 12:00:00 +0000 In this classic GameTek Geoff continues his exploration of thermodynamics by talking about Statistical Mechanics and what it tells us about the world.

Duration: 7:05

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In this classic GameTek Geoff continues his exploration of thermodynamics by talking about Statistical Mechanics and what it tells us about the world.

Duration: 7:05

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07:05 clean
Ludology Episode 140 - Training Day Sun, 13 Nov 2016 12:00:00 +0000 Mike and Geoff are thrilled to welcome guest Mark Herman to the program. Mark is the designer of a slew of games, including the first Card Driven Game (CDG) We The People. His latest design is Churchill.

However the focus of our conversation is on Mark's work designing and executing simulations for the military and businesses, to test out their assumptions and strategies. He details these in his book Wargaming For Leaders.

Duration 1:16:59

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Mike and Geoff are thrilled to welcome guest Mark Herman to the program. Mark is the designer of a slew of games, including the first Card Driven Game (CDG) We The People. His latest design is Churchill.

However the focus of our conversation is on Mark's work designing and executing simulations for the military and businesses, to test out their assumptions and strategies. He details these in his book Wargaming For Leaders.

Duration 1:16:59

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01:17:00 clean
GameTek Classic 139 - Entropy Sun, 06 Nov 2016 14:59:46 +0000 In this classic GameTek, Geoff looks at the scientific concept of entropy.

Duration: 5:32

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In this classic GameTek, Geoff looks at the scientific concept of entropy.

Duration: 5:32

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05:32 clean
Fog of Wallace Sun, 30 Oct 2016 11:00:00 +0000 Mike and Geoff take a deep dive into Martin Wallace's latest game, Via Nebula. They look at all the design choices, from game play to theme to production.

Duration: 1:09:04

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Mike and Geoff take a deep dive into Martin Wallace's latest game, Via Nebula. They look at all the design choices, from game play to theme to production.

Duration: 1:09:04

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01:08:58 clean
GameTek Classic 138 - Lead Changes Sun, 23 Oct 2016 11:00:00 +0000 In this classic GameTek Geoff looks at lead changes, and some simple mathematical models that reveal some surprising truths.

Duration: 06:31

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In this classic GameTek Geoff looks at lead changes, and some simple mathematical models that reveal some surprising truths.

Duration: 06:31

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06:32 clean
Ludology Episode 138 - Hug To Win Sun, 16 Oct 2016 11:00:00 +0000 Mike and Geoff discuss the different ways you can win a game, and how that effects the design and player experience.

Duration: 1:13:29

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Mike and Geoff discuss the different ways you can win a game, and how that effects the design and player experience.

Duration: 1:13:29

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01:13:22 clean
GameTek Classic 137 - Incompleteness Sun, 09 Oct 2016 11:00:00 +0000 In this classic GameTek Geoff examines rules as a logical structure, and the way that relates to math concepts of axioms and completeness.

Duration: 06:28

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In this classic GameTek Geoff examines rules as a logical structure, and the way that relates to math concepts of axioms and completeness.

Duration: 06:28

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06:28 clean
Ludology Episode 137 - A Thorn in the PA Thu, 29 Sep 2016 20:10:48 +0000 Mike and Geoff are thrilled to welcome two of the designers of Thornwatch, Mike Krahulik and Mike Selinker, to discuss their game design process, and their views on gaming culture. Mike Krahulik is the artist for the popular webcomic Penny Arcade and co-founder with Jerry Holkins. Mike Selinker is founder of Lone Shark games, and designer of many titles, including the Pathfinder Adventure Card Game.

Duration: 1:15:33

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Mike and Geoff are thrilled to welcome two of the designers of Thornwatch, Mike Krahulik and Mike Selinker, to discuss their game design process, and their views on gaming culture. Mike Krahulik is the artist for the popular webcomic Penny Arcade and co-founder with Jerry Holkins. Mike Selinker is founder of Lone Shark games, and designer of many titles, including the Pathfinder Adventure Card Game.

Duration: 1:15:33

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01:15:34 clean
GameTek Classic 136 - Hidden But Trackable Sun, 25 Sep 2016 11:00:00 +0000 In this classic GameTek, Geoff discusses games with 'Hidden But Trackable' information. Is it OK to write things down?

Duration: 06:19

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In this classic GameTek, Geoff discusses games with 'Hidden But Trackable' information. Is it OK to write things down?

Duration: 06:19

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06:19 clean
Ludology Episode 136 - Thinking Inside The Box Sun, 18 Sep 2016 20:16:41 +0000 Mike and Geoff discuss the way that constraints, both internal and external, affect the design process. They are pleased to welcome guest Grant Rodiek, designer of Cry Havoc, to discuss his 54-card Guild, which challenges designers to develop games using only 54 cards.

Duration: 1:06:26

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Mike and Geoff discuss the way that constraints, both internal and external, affect the design process. They are pleased to welcome guest Grant Rodiek, designer of Cry Havoc, to discuss his 54-card Guild, which challenges designers to develop games using only 54 cards.

Duration: 1:06:26

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01:06:27 clean
GameTek Classic 135 - Antidosis Sun, 11 Sep 2016 11:00:00 +0000 In this classic GameTek, Geoff looks at the ancient Greek practice of Antidosis, and it's application as a game mechanism.

Duration: 05:34

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In this classic GameTek, Geoff looks at the ancient Greek practice of Antidosis, and it's application as a game mechanism.

Duration: 05:34

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05:35 clean
Ludology Episode 135 - Necessary Evil Sun, 04 Sep 2016 14:43:46 +0000 Mike and Geoff talk about teaching games in convention environments. If you are giving demos of a game in a booth, what are the key things to focus on? How much depth do you go into?

They also discuss teaching games in general, with tips for getting things going smoothly.

Duration: 1:07:30

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Mike and Geoff talk about teaching games in convention environments. If you are giving demos of a game in a booth, what are the key things to focus on? How much depth do you go into?

They also discuss teaching games in general, with tips for getting things going smoothly.

Duration: 1:07:30

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01:07:29 clean
GameTek Classic 134 - The Void Sun, 28 Aug 2016 11:00:00 +0000 In this all-new content, Geoff interviews Curtis Hickman, Chief Creative Officer of The Void, a company pioneering an immersive extension of Virtual Reality called Hyperreality. Debuting a few weeks ago as the Ghostbusters Dimension experience at Madame Tussaud's Wax Museum in New York City, it got immediate rave reviews.

What's new about this technology, and how can it be extended in the future?

Duration: 16:09

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In this all-new content, Geoff interviews Curtis Hickman, Chief Creative Officer of The Void, a company pioneering an immersive extension of Virtual Reality called Hyperreality. Debuting a few weeks ago as the Ghostbusters Dimension experience at Madame Tussaud's Wax Museum in New York City, it got immediate rave reviews.

What's new about this technology, and how can it be extended in the future?

Duration: 16:09

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16:10 clean
Ludology Episode 134 - There's No "I" In Team Sun, 21 Aug 2016 11:00:00 +0000 Mike and Geoff are pleased to welcome guests Sen-Foong Lim and Jay Cormier, designers of Godfather: A New Don, Junk Art, and many more games. How does their collaboration work? What are the advantages and disadvantages of working as a team?

Duration: 1:04:54

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Mike and Geoff are pleased to welcome guests Sen-Foong Lim and Jay Cormier, designers of Godfather: A New Don, Junk Art, and many more games. How does their collaboration work? What are the advantages and disadvantages of working as a team?

Duration: 1:04:54

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01:04:55 clean
GameTek Classic 133 - Scoring Tracks Sun, 31 Jul 2016 11:00:00 +0000 In this classic GameTek, Geoff talks about Scoring Tracks, and how to make them work with your players, instead of against them.

Duration: 06:26

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In this classic GameTek, Geoff talks about Scoring Tracks, and how to make them work with your players, instead of against them.

Duration: 06:26

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06:27 clean
Ludology Episode 133 - The Crying Game Sun, 24 Jul 2016 11:00:00 +0000 A little window into dinner time at the Engelstein household: Young Brian asks the question "Can a board game make the players cry?" and he ends up on a podcast.

So can they? Mike, Geoff, and Brian explore what makes people sad, and whether board games can do that - and how that affects their status as 'art'.

Duration: 56:13

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A little window into dinner time at the Engelstein household: Young Brian asks the question "Can a board game make the players cry?" and he ends up on a podcast.

So can they? Mike, Geoff, and Brian explore what makes people sad, and whether board games can do that - and how that affects their status as 'art'.

Duration: 56:13

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56:14 clean
Ludology Episode 132 - Pyramid Scheme Sun, 10 Jul 2016 11:00:00 +0000 Mike and Geoff are pleased to welcome Walter Crist, archeologist and co-author of Ancient Egyptians at Play, to discuss the history of board games in ancient Egypt, and their impact on culture and society.

Duration: 51:10

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Mike and Geoff are pleased to welcome Walter Crist, archeologist and co-author of Ancient Egyptians at Play, to discuss the history of board games in ancient Egypt, and their impact on culture and society.

Duration: 51:10

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51:11 clean
Ludology Episode 131 - Whaa? Sun, 26 Jun 2016 11:00:00 +0000 It's another Listener Question episode! Mike and Geoff take on all comers. Can they survive?

Duration: 1:11:21

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It's another Listener Question episode! Mike and Geoff take on all comers. Can they survive?

Duration: 1:11:21

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01:11:16 clean
GameTek Classic 130 - Mental Models Mon, 20 Jun 2016 00:17:23 +0000 In this GameTek, Geoff discusses the role that mental models play in how we interact with objects in the world.

Duration: 06:00

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In this GameTek, Geoff discusses the role that mental models play in how we interact with objects in the world.

Duration: 06:00

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06:02 clean
Ludology Episode 130 - All of Us Sun, 12 Jun 2016 11:00:00 +0000 Mike and Geoff are pleased to welcome Suzanne Sheldon and Sydney Engelstein to discuss the topic of diversity and inclusion in gaming.

Duration: 1:49:42

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Mike and Geoff are pleased to welcome Suzanne Sheldon and Sydney Engelstein to discuss the topic of diversity and inclusion in gaming.

Duration: 1:49:42

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01:49:33 clean
GameTek Classic 129 - Semi Coop Tournaments Sun, 05 Jun 2016 11:00:00 +0000 In this classic GameTek, Geoff looks at options for structuring tournaments for semi cooperative games.

Duration: 06:27

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In this classic GameTek, Geoff looks at options for structuring tournaments for semi cooperative games.

Duration: 06:27

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06:28 clean
Ludology Episode 129 - Fast Money Sun, 29 May 2016 11:00:00 +0000 Mike and Geoff are pleased to welcome guest Soren Johnson. Soren was the lead designer on the computer game Civilization, and recently released Offworld Trading Company, which marries a traditional boardgame style economic battle with computer-based real time mechanics.

Soren discusses the influence of board games on computer game design, and we go into depth on AI implementations.

Duration: 1:09:20

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Mike and Geoff are pleased to welcome guest Soren Johnson. Soren was the lead designer on the computer game Civilization, and recently released Offworld Trading Company, which marries a traditional boardgame style economic battle with computer-based real time mechanics.

Soren discusses the influence of board games on computer game design, and we go into depth on AI implementations.

Duration: 1:09:20

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01:09:21 clean
GameTek Classic 128 - Semi Coops Sun, 22 May 2016 11:00:00 +0000 In this classic GameTek, Geoff looks at semi-cooperative games, and the particular challenges they create for social dynamics.

Duration: 06:13

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In this classic GameTek, Geoff looks at semi-cooperative games, and the particular challenges they create for social dynamics.

Duration: 06:13

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06:14 clean
Ludology Episode 128 - Why? Sun, 15 May 2016 11:00:00 +0000 Mike and Geoff discuss player motivations. What makes people want to play games? How do you design games to appeal to that type of player?

Duration: 1:16:16

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Mike and Geoff discuss player motivations. What makes people want to play games? How do you design games to appeal to that type of player?

Duration: 1:16:16

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01:16:17 no
GameTek Classic 127 - Cosmic Encounter Sun, 08 May 2016 11:00:00 +0000 In this classic GameTek, Geoff discusses the smart design choices made by the designers of Cosmic Encounter.

Duration: 06:15

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In this classic GameTek, Geoff discusses the smart design choices made by the designers of Cosmic Encounter.

Duration: 06:15

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06:15 clean
Ludology Episode 127 - Inspiration Sun, 01 May 2016 11:00:00 +0000 Mike and Geoff interview a panoply of designers of designers at the Gathering of Friends to hear about what inspires them.

Duration: 46:36

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Mike and Geoff interview a panoply of designers of designers at the Gathering of Friends to hear about what inspires them.

Duration: 46:36

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41:37 clean
GameTek Classic 126 - Flow Sun, 24 Apr 2016 14:56:06 +0000 In this classic GameTek, Geoff talks about the psychological state called 'Flow'.

Duration: 6:41

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In this classic GameTek, Geoff talks about the psychological state called 'Flow'.

Duration: 6:41

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06:42 clean
Ludology Episode 126 - Player One Sun, 17 Apr 2016 11:00:00 +0000 Mike and Geoff are thrilled to have special guest Nolan Bushnell, the founder of Atari games.  What were the game design considerations of the early video game industry? When you are inventing an entire new genre, where do you look for ideas?

Duration: 42:15

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Mike and Geoff are thrilled to have special guest Nolan Bushnell, the founder of Atari games.  What were the game design considerations of the early video game industry? When you are inventing an entire new genre, where do you look for ideas?

Duration: 42:15

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42:16 clean
GameTek Classic 125 - The Distracted Mind Sun, 10 Apr 2016 11:00:00 +0000 In this classic GameTek Geoff discusses a study that looks at how much people enjoy just sitting with nothing to do.

Duration: 05:43

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In this classic GameTek Geoff discusses a study that looks at how much people enjoy just sitting with nothing to do.

Duration: 05:43

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05:37 clean
Ludology Episode 125 - Checking Out Sun, 03 Apr 2016 11:00:00 +0000 Mike and Geoff present the third and final part of the game design checklist. You can download the full checklist from http://cardboardedison.com/, under the Featured Content link.

Duration: 1:08:30

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Mike and Geoff present the third and final part of the game design checklist. You can download the full checklist from http://cardboardedison.com/, under the Featured Content link.

Duration: 1:08:30

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01:08:31 clean
GameTek Classic 124 - Caribbean Cup Sun, 27 Mar 2016 11:00:00 +0000 In this classic GameTek, Geoff takes a look at an 'interesting' game from the 1994 Caribbean Cup soccer tournament.

Duration: 06:58

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In this classic GameTek, Geoff takes a look at an 'interesting' game from the 1994 Caribbean Cup soccer tournament.

Duration: 06:58

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06:59 clean
Ludology Episode 124 - Checking It Twice Sun, 20 Mar 2016 11:00:00 +0000 Mike and Geoff continue their discussion of the Game Design checklist, with questions about game mechanics.

Duration: 01:16:59

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Mike and Geoff continue their discussion of the Game Design checklist, with questions about game mechanics.

Duration: 01:16:59

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01:17:00 no
GameTek Classic 123 - Zero Risk Bias Sun, 13 Mar 2016 11:00:00 +0000 In this classic GameTek, Geoff discusses the psychological concept of Zero Risk Bias.

Duration: 07:45

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In this classic GameTek, Geoff discusses the psychological concept of Zero Risk Bias.

Duration: 07:45

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08:05 clean
Ludology Epiosde 123 - Check Up Sun, 06 Mar 2016 12:00:00 +0000 Mike and Geoff have been hard at work developing a checklist for game designers, and it is time to go public!  In this first of three episodes, they discuss the questions surrounding creating the desired player experience.

Duration: 01:14:17

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Mike and Geoff have been hard at work developing a checklist for game designers, and it is time to go public!  In this first of three episodes, they discuss the questions surrounding creating the desired player experience.

Duration: 01:14:17

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01:14:18 clean
Ludology Episode 122 - The Name of the Game Sun, 21 Feb 2016 12:00:00 +0000 In this episode, Mike and Geoff discuss the art and science of selecting a name for your game, and what you should consider.

Duration: 1:13:02

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In this episode, Mike and Geoff discuss the art and science of selecting a name for your game, and what you should consider.

Duration: 1:13:02

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01:12:56 clean
GameTek Classic 121 - Known Unknowns Sun, 14 Feb 2016 12:00:00 +0000 In this classic GameTek, Geoff discusses what we know, what we don't, and how that affects our psychology.

Duration: 05:13

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In this classic GameTek, Geoff discusses what we know, what we don't, and how that affects our psychology.

Duration: 05:13

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05:14 clean
Ludology Episode 121 - Pandemonium Sun, 07 Feb 2016 12:00:00 +0000 Mike and Geoff are pleased to welcome guest Matt Leacock, co-designer of new #1 game on Board Game Geek, Pandemic Legacy. We get into the spoiler-free details on designing a Legacy game.

What are the special design considerations for Legacy games? What worked and what didn't? How do production considerations enter into the design process?

Duration: 56:16

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Mike and Geoff are pleased to welcome guest Matt Leacock, co-designer of new #1 game on Board Game Geek, Pandemic Legacy. We get into the spoiler-free details on designing a Legacy game.

What are the special design considerations for Legacy games? What worked and what didn't? How do production considerations enter into the design process?

Duration: 56:16

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56:17 clean
GameTek Classic 120 - Cloning Sun, 31 Jan 2016 12:00:00 +0000 In this classic GameTek, Geoff takes a look at the question of how much you can copy a game and still call it 'new'.

Duration: 06:06

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In this classic GameTek, Geoff takes a look at the question of how much you can copy a game and still call it 'new'.

Duration: 06:06

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06:07 no
Ludology Episode 120 - State of Games 2016 Sun, 24 Jan 2016 12:00:00 +0000 For our annual State of Games episode, Mike and Geoff are pleased to welcome back Stephen Buonocore of Stronghold games, to discuss the state of the board game industry.

Duration: 1:14:20

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For our annual State of Games episode, Mike and Geoff are pleased to welcome back Stephen Buonocore of Stronghold games, to discuss the state of the board game industry.

Duration: 1:14:20

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01:14:15 clean
GameTek Classic 119 - Rock Paper Scissors Sun, 17 Jan 2016 15:05:16 +0000 In this classic GameTek, Geoff takes a look at research performed in China on Rock, Paper, Scissors.

Duration: 06:02

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In this classic GameTek, Geoff takes a look at research performed in China on Rock, Paper, Scissors.

Duration: 06:02

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06:03 clean
Ludology Episode 119 - Deck The Halls Sun, 10 Jan 2016 15:38:54 +0000 Mike and Geoff take a look at the Deck Building mechanic.  How has it evolved over the last 

Duration: 1:18:45

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Mike and Geoff take a look at the Deck Building mechanic.  How has it evolved over the last 

Duration: 1:18:45

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01:18:46 clean
Ludology Episode 118 - Knock, Knock Sun, 13 Dec 2015 12:00:00 +0000 Mike and Geoff are pleased to welcome special guest Jamie Madigan, author of the Psychology of Video Games blog, and author of the just released Getting Gamers.

Our topic is Avatars, and player representation in games. How does the role we take on in a game affect our experience and behavior?

Duration: 1:16:48

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Mike and Geoff are pleased to welcome special guest Jamie Madigan, author of the Psychology of Video Games blog, and author of the just released Getting Gamers.

Our topic is Avatars, and player representation in games. How does the role we take on in a game affect our experience and behavior?

Duration: 1:16:48

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01:16:49 clean
GameTek Classic 117 - Werewolf Sun, 06 Dec 2015 12:00:00 +0000 In this classic GameTek Geoff takes a look at the math behind the popular game Werewolf.

Duration: 06:35

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In this classic GameTek Geoff takes a look at the math behind the popular game Werewolf.

Duration: 06:35

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06:35 clean
Ludology Episode 117 - Publish or Perish Sun, 29 Nov 2015 16:24:35 +0000 During BGG.CON 2015, Mike asked several publishers the same question:

How do you decide what games you want to publish?

With the myriad of pitches and submissions that publishers receive, it is vital for designers to understand what attracts someone's eye.

Publishers interviewed:

  • Stronghold Games
  • Dice Hate Me / Greater Than Games
  • R&R Games
  • Portal Games
  • Arcane Wonders
  • Crash Games
  • Gamelyn Games
  • ZMan Games

Duration: 01:07

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During BGG.CON 2015, Mike asked several publishers the same question:

How do you decide what games you want to publish?

With the myriad of pitches and submissions that publishers receive, it is vital for designers to understand what attracts someone's eye.

Publishers interviewed:

  • Stronghold Games
  • Dice Hate Me / Greater Than Games
  • R&R Games
  • Portal Games
  • Arcane Wonders
  • Crash Games
  • Gamelyn Games
  • ZMan Games

Duration: 01:07

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01:07:43 clean
GameTek Classic 116 - Gutsy Sun, 22 Nov 2015 12:00:00 +0000 New Content! Geoff interviews Barry Joseph and Eric Teo about the game Gutsy. Barry is the Associate Director of Digital Learning at the American Museum of Natural History in New York City, and as part of a new exhibit on the human microbiome the team at AMNH worked with Eric Teo, to develop the card game Gutsy.

Many of you know Eric Teo as the host of the Push Ur Luck Podcast, and he is also a graduate student studying game design at the NYU Game Center.

Why do a card game? What do they hope to teach, and what other roles do games have to augment museum exhibits?

A Print & Play copy of Gutsy can be downloaded at the AMNH website!

Duration 25:45

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New Content! Geoff interviews Barry Joseph and Eric Teo about the game Gutsy. Barry is the Associate Director of Digital Learning at the American Museum of Natural History in New York City, and as part of a new exhibit on the human microbiome the team at AMNH worked with Eric Teo, to develop the card game Gutsy.

Many of you know Eric Teo as the host of the Push Ur Luck Podcast, and he is also a graduate student studying game design at the NYU Game Center.

Why do a card game? What do they hope to teach, and what other roles do games have to augment museum exhibits?

A Print & Play copy of Gutsy can be downloaded at the AMNH website!

Duration 25:45

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25:54 clean
Bam! Pow! Oof! Sun, 15 Nov 2015 12:00:00 +0000 Mike and Geoff take a look at "Take That" games. When does this mechanic work, and when does it fail?

Duration: 1:13:34

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Mike and Geoff take a look at "Take That" games. When does this mechanic work, and when does it fail?

Duration: 1:13:34

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01:13:35 clean
GameTek Classic 115 - Microbes Sun, 08 Nov 2015 12:00:00 +0000 In this classic GameTek, Geoff talks about the revolutionary studies about the human microbiome, and what that can teach us about playing and designing games.

Duration: 06:13

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In this classic GameTek, Geoff talks about the revolutionary studies about the human microbiome, and what that can teach us about playing and designing games.

Duration: 06:13

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06:13 clean
Ludology Episode 115 - Take Two Sun, 01 Nov 2015 12:00:00 +0000 What changes are usually made between a first and second edition of a game? And what does that teach us about the design process?

Mike and Geoff are joined by guest Paul Grogan, who was heavily involved in the new edition of Through The Ages with CGE, to examine these questions.

And since we're talking about Through The Ages, we had to invite Ryan Sturm to come back for an encore visit to the program.

Duration 01:21:00

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What changes are usually made between a first and second edition of a game? And what does that teach us about the design process?

Mike and Geoff are joined by guest Paul Grogan, who was heavily involved in the new edition of Through The Ages with CGE, to examine these questions.

And since we're talking about Through The Ages, we had to invite Ryan Sturm to come back for an encore visit to the program.

Duration 01:21:00

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01:21:06 clean
GameTek Classic 114 - Civilization Sun, 25 Oct 2015 23:46:38 +0000 Geoff gives a quick report on his play of Advanced Civilization last week.

Duration: 08:17

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Geoff gives a quick report on his play of Advanced Civilization last week.

Duration: 08:17

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08:18 clean
Ludology Episode 114 - The Butterfly Effect Sun, 18 Oct 2015 11:00:00 +0000 Mike and Geoff talk CHAOS! Mike loves it in his games. Can he convince Geoff of its charms?

Duration: 1:04:37

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Mike and Geoff talk CHAOS! Mike loves it in his games. Can he convince Geoff of its charms?

Duration: 1:04:37

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01:04:38 clean
GameTek Classic 113 - Sunk Costs Sun, 11 Oct 2015 15:11:34 +0000 In this classic GameTek, Geoff discusses the Sunk Cost Fallacy.

Duration: 05:05

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In this classic GameTek, Geoff discusses the Sunk Cost Fallacy.

Duration: 05:05

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05:56 clean
Ludology Episode 113 - Crossover Sun, 04 Oct 2015 11:00:00 +0000 What games cross over into traditional retailers like Target and Barnes and Noble? Mike and Geoff are joined by Andrew Lupp, National Sales Manager of PSI, to learn the ins and outs. Andrew works with big chains to help them decide which games will sell to the general public, and walks us through the process.

Duration: 1:18:15

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What games cross over into traditional retailers like Target and Barnes and Noble? Mike and Geoff are joined by Andrew Lupp, National Sales Manager of PSI, to learn the ins and outs. Andrew works with big chains to help them decide which games will sell to the general public, and walks us through the process.

Duration: 1:18:15

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01:18:16 clean
GameTek Classic 112 - Betrayal Sun, 27 Sep 2015 11:00:00 +0000 NEW CONTENT! Geoff interviews Vlad Niculae of Cornell about his recent research on predicting betrayal via written communications. The foundation of the study? An only repository of 300 Diplomacy games and all 150,000 messages they generated.

Vlad's new project is the online game StreetCrowd, which is also exploring communications and team dynamics.

Duration: 20:27

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NEW CONTENT! Geoff interviews Vlad Niculae of Cornell about his recent research on predicting betrayal via written communications. The foundation of the study? An only repository of 300 Diplomacy games and all 150,000 messages they generated.

Vlad's new project is the online game StreetCrowd, which is also exploring communications and team dynamics.

Duration: 20:27

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20:28 clean
Ludology Episode 112 - MechaTheme Sun, 20 Sep 2015 11:00:00 +0000 Mike and Geoff select their top 10 entries from the Ludology contest, and reveal the winner!

Duration: 1:04:57

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Mike and Geoff select their top 10 entries from the Ludology contest, and reveal the winner!

Duration: 1:04:57

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01:04:58 clean
GameTek Classic 111 - Memory Sun, 30 Aug 2015 11:00:00 +0000 In this classic GameTek Geoff looks at memory, and how games work with or against it.

Duration: 06:10

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In this classic GameTek Geoff looks at memory, and how games work with or against it.

Duration: 06:10

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06:10 clean
Ludology Episode 111 - Silver Ball Playbook Sun, 23 Aug 2015 11:00:00 +0000 Mike and Geoff are pleased to welcome pinball game designer Keith Johnson, designer of games such as Simpsons Pinball Party, Revenge From Mars, and Lord of the Rings.

What are the special design techniques used for designing a pinball game? How do you keep players engaged? How do you make the fixed physical layout feel different in different modes?

Duration: 01:05:40

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Mike and Geoff are pleased to welcome pinball game designer Keith Johnson, designer of games such as Simpsons Pinball Party, Revenge From Mars, and Lord of the Rings.

What are the special design techniques used for designing a pinball game? How do you keep players engaged? How do you make the fixed physical layout feel different in different modes?

Duration: 01:05:40

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01:05:41 clean
GameTek Classic 110 - Luck Sun, 16 Aug 2015 11:00:00 +0000 In this classic GameTek, Geoff talks about luck and what increases or decreases it.

Duration: 06:13

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In this classic GameTek, Geoff talks about luck and what increases or decreases it.

Duration: 06:13

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06:16 clean
Ludology Episode 110 - The Battle Begins Sun, 09 Aug 2015 11:00:00 +0000 Mike and Geoff are pleased to welcome guest Richard Borg to discuss the art of designing war games with mainstream appeal. Mr. Borg is the designer of the Command and Colors series of games, which includes Memoir 44 and Battlelore. What are the features of an entry-level wargame? How can you simplify but still capture the essence of a battle?

Duration: 56:06

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Mike and Geoff are pleased to welcome guest Richard Borg to discuss the art of designing war games with mainstream appeal. Mr. Borg is the designer of the Command and Colors series of games, which includes Memoir 44 and Battlelore. What are the features of an entry-level wargame? How can you simplify but still capture the essence of a battle?

Duration: 56:06

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56:07 clean
GameTek Classic 109 - Power Sat, 01 Aug 2015 11:00:00 +0000 In this classic GameTek, Geoff talks about making the player feel powerful. 

We also launch our part of the big Dice Tower Network contest!

Duration: 7:42

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In this classic GameTek, Geoff talks about making the player feel powerful. 

We also launch our part of the big Dice Tower Network contest!

Duration: 7:42

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07:43 clean
Ludology Episode 109 - We're Listening Sun, 26 Jul 2015 11:00:00 +0000 Mike and Geoff open up the mailbag and answer difficult and interesting listener questions!

Duration: 1:09:26

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Mike and Geoff open up the mailbag and answer difficult and interesting listener questions!

Duration: 1:09:26

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01:09:27 clean
GameTek Classic 108 - Ludology v Narratology Sun, 19 Jul 2015 11:00:00 +0000 In this classic GameTek, Geoff takes a look at the debate that raged in the 1990's between Narratologists and Ludologists.

Duration: 05:59

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In this classic GameTek, Geoff takes a look at the debate that raged in the 1990's between Narratologists and Ludologists.

Duration: 05:59

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05:59 clean
Ludology Episode 108 - Level Up Sun, 12 Jul 2015 11:00:00 +0000 Geoff is pleased to welcome Scott Rogers, designer of video games such as Darksiders and God of War, and author of the books Level Up! and Swipe This!

The discussion centers around the concept of a 'level' as popularized in video games. Why is it such a popular way to organize games? What advantages does it give the designer? And what is the analog in the boardgame world?

Duration: 01:16:05

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Geoff is pleased to welcome Scott Rogers, designer of video games such as Darksiders and God of War, and author of the books Level Up! and Swipe This!

The discussion centers around the concept of a 'level' as popularized in video games. Why is it such a popular way to organize games? What advantages does it give the designer? And what is the analog in the boardgame world?

Duration: 01:16:05

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01:16:06 clean
GameTek Classic 107 - Analogies Sun, 05 Jul 2015 16:00:00 +0000 In this classic GameTek, Geoff looks at how a good analogy can dramatically simplify learning a game.

Duration: 06:00

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In this classic GameTek, Geoff looks at how a good analogy can dramatically simplify learning a game.

Duration: 06:00

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06:01 clean
Ludology Episode 107 - Seven Up Sun, 28 Jun 2015 11:00:00 +0000 Mike and Geoff take a deep dive into the Antoine Bauza game Seven Wonders. What works? What doesn't? What drove the design decisions?

Duration: 01:16:26

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Mike and Geoff take a deep dive into the Antoine Bauza game Seven Wonders. What works? What doesn't? What drove the design decisions?

Duration: 01:16:26

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01:16:27 clean
GameTek Classic 106 - The Rule of One Sun, 21 Jun 2015 11:00:00 +0000 In this classic GameTek, Goeff talks about how innovative a game can really be.

Duration: 06:14

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In this classic GameTek, Goeff talks about how innovative a game can really be.

Duration: 06:14

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06:15 clean
Ludology Episode 106 - Hide and Seek Sun, 14 Jun 2015 11:00:00 +0000 Mike and Geoff welcome guest Emerson Matsuuchi, designer of Specter Ops and VOLT Robot Battle, to discuss hidden and programmed movement in games. Why use these techniques? What are good and bad examples?

Duration: 01:14:11

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Mike and Geoff welcome guest Emerson Matsuuchi, designer of Specter Ops and VOLT Robot Battle, to discuss hidden and programmed movement in games. Why use these techniques? What are good and bad examples?

Duration: 01:14:11

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01:14:24 clean
GameTek Classic 105 - Mice and Men Sun, 07 Jun 2015 11:00:00 +0000 In this classic GameTek, Geoff discusses a game designed to explore the relationship between rules and morality. 

Duration: 6:15

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In this classic GameTek, Geoff discusses a game designed to explore the relationship between rules and morality. 

Duration: 6:15

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06:15 clean
Ludology Episode 105 - Teach the Controversy Sun, 31 May 2015 11:00:00 +0000 Inspired by an article by Matt Thrower, Mike and Geoff talk about games that try to tackle controversial topics, and why there aren't more of them.

Duration: 1:05:35

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Inspired by an article by Matt Thrower, Mike and Geoff talk about games that try to tackle controversial topics, and why there aren't more of them.

Duration: 1:05:35

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01:05:36 clean
GameTek Classic 104 - Ways and Means Sun, 24 May 2015 11:00:00 +0000 In this classic GameTek, Geoff takes a look at what factors make a game 'mean'.

Duration: 06:18

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In this classic GameTek, Geoff takes a look at what factors make a game 'mean'.

Duration: 06:18

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06:19 clean
Ludology Episode 104 - Games Seem Mainstream Sun, 17 May 2015 11:00:00 +0000 Mike and Geoff are joined by guest Rich Sommer, host of the Cardboard! podast and star of stage and screen to discuss games receiving mainstream acceptance.  Is it good for the hobby to have games go mainstream? If so, what can designers, publishers, and hobbyists do to make that happen?

Duration: 01:05:09

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Mike and Geoff are joined by guest Rich Sommer, host of the Cardboard! podast and star of stage and screen to discuss games receiving mainstream acceptance.  Is it good for the hobby to have games go mainstream? If so, what can designers, publishers, and hobbyists do to make that happen?

Duration: 01:05:09

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01:05:10 clean
GameTek Classic 103 - Buddha's Forbidden Games Sun, 10 May 2015 11:00:00 +0000 In this classic GameTek, Geoff takes a look at an ancient text that lists games that will distract you from achieving enlightenment.

Duration: 06:18

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In this classic GameTek, Geoff takes a look at an ancient text that lists games that will distract you from achieving enlightenment.

Duration: 06:18

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06:20 clean
Ludology Episode 103 - House of Cards Sun, 03 May 2015 11:00:00 +0000 Mike and Geoff dive deeper into the world of cards. What is a card? What tools do cards give the designer? What card games exhibit great depth?

Duration: 01:22:22

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Mike and Geoff dive deeper into the world of cards. What is a card? What tools do cards give the designer? What card games exhibit great depth?

Duration: 01:22:22

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01:22:23 clean
GameTek Classic 102 - Noise Part 2 Sun, 26 Apr 2015 11:00:00 +0000 In this classic GameTek, Geoff looks at the way different types of noise mirror different random processes in games, and how these can be tuned for maximum player interest.

Duration: 06:24

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In this classic GameTek, Geoff looks at the way different types of noise mirror different random processes in games, and how these can be tuned for maximum player interest.

Duration: 06:24

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06:25 no
Ludology Episode 102 - State of Games, 2015 Sun, 19 Apr 2015 11:00:00 +0000 Mike and Geoff are joined by Stronghold Games President Stephen Buonocore, to discuss the current state of the board game industry. Special guests may also pop in!

Duration: 01:20:18

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Mike and Geoff are joined by Stronghold Games President Stephen Buonocore, to discuss the current state of the board game industry. Special guests may also pop in!

Duration: 01:20:18

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01:20:20 clean
GameTek Classic 101 - Noise Part 1 Sun, 12 Apr 2015 11:00:00 +0000 In this classic GameTek, Geoff explores the different types of noise.

Duration: 06:21

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In this classic GameTek, Geoff explores the different types of noise.

Duration: 06:21

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06:22 clean
Ludology Episode 101 - Inferiority Cardplex Sun, 05 Apr 2015 11:00:00 +0000 Geoff and new host Mike Fitzgerald talk about card games and why they are often treated as second-class citizens in the game world.

Duration: 01:07:00

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Geoff and new host Mike Fitzgerald talk about card games and why they are often treated as second-class citizens in the game world.

Duration: 01:07:00

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01:06:54 clean
Ludology Episode 100 - A Ryan Shame Sun, 22 Mar 2015 11:00:00 +0000 For their 100th episode, and Ryan's last, the guys take a look back at their favorite moments from the show.

Duration: 1:25:13

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For their 100th episode, and Ryan's last, the guys take a look back at their favorite moments from the show.

Duration: 1:25:13

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01:25:14 clean
GameTek Classic 99 - Allan Calhamer Sun, 15 Mar 2015 11:00:00 +0000 In this classic GameTek, Geoff discusses the legacy of Allan Calhamer and his game, Diplomacy.

Duration: 07:02

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In this classic GameTek, Geoff discusses the legacy of Allan Calhamer and his game, Diplomacy.

Duration: 07:02

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07:03 clean
Ludology Episode 99 - The Game of (real) Life Sun, 08 Mar 2015 16:29:14 +0000 Ryan and Geoff talk about Gamification, the application of gaming techniques to real world tasks. Why do it? What are some good and bad examples?

Duration: 1:21:30

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Ryan and Geoff talk about Gamification, the application of gaming techniques to real world tasks. Why do it? What are some good and bad examples?

Duration: 1:21:30

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01:21:35 clean
GameTek Classic 98 - Solving Poker Sun, 01 Mar 2015 17:03:37 +0000 In this ALL NEW GameTek, Geoff interviews Dr. Michael Bowling of the University of Alberta. Mike and his team put together computer hardware and software to 'solve' Heads-Up Limit Texas Hold'Em. So how does it work? And what does 'solve' really mean in a game with so much hidden information?

Duration: 38:00

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In this ALL NEW GameTek, Geoff interviews Dr. Michael Bowling of the University of Alberta. Mike and his team put together computer hardware and software to 'solve' Heads-Up Limit Texas Hold'Em. So how does it work? And what does 'solve' really mean in a game with so much hidden information?

Duration: 38:00

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38:00 clean
Ludology Episode 98 - Gathering the Magic Sun, 22 Feb 2015 16:38:02 +0000 Ryan and Geoff are thrilled to welcome Richard Garfield, designer of Magic: The Gathering, Robo Rally, Netrunner, King of Tokyo and more, along with bonus guest Mike Fitzgerald, whose latest designs include Diamonds and Baseball Highlights: 2045.

We discuss Richard's design philosophy, the origins of Magic, types of gamers, and much more.

Please also visit our geeklist to share your memories of Ludology for our 100th episode spectacular!

Duration: 01:31:23

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Ryan and Geoff are thrilled to welcome Richard Garfield, designer of Magic: The Gathering, Robo Rally, Netrunner, King of Tokyo and more, along with bonus guest Mike Fitzgerald, whose latest designs include Diamonds and Baseball Highlights: 2045.

We discuss Richard's design philosophy, the origins of Magic, types of gamers, and much more.

Please also visit our geeklist to share your memories of Ludology for our 100th episode spectacular!

Duration: 01:31:23

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01:31:24 clean
GameTek Classic 97 - Rules Lawyers Sun, 15 Feb 2015 12:00:00 +0000 In this classic GameTek, Geoff looks at a curious incident at Johns Hopkins University.

Duration: 04:14

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In this classic GameTek, Geoff looks at a curious incident at Johns Hopkins University.

Duration: 04:14

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05:28 clean
Ludology Episode 97 - Rules of Thumb Sun, 08 Feb 2015 12:00:00 +0000 Ryan and Geoff discuss heuristics, and the way they are used in games. How can designers shape a game's heuristics to increase both depth and accessibility?

Duration: 01:30:34

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Ryan and Geoff discuss heuristics, and the way they are used in games. How can designers shape a game's heuristics to increase both depth and accessibility?

Duration: 01:30:34

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01:30:35 clean
GameTek Classic 96 - Chess Cheating Sun, 01 Feb 2015 12:00:00 +0000 In this classic GameTek, Geoff discusses the many instances of people cheating in chess tournaments.

Duration: 05:52

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In this classic GameTek, Geoff discusses the many instances of people cheating in chess tournaments.

Duration: 05:52

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05:53 clean
Ludology Episode 96 - I Have A Theme Sun, 25 Jan 2015 12:00:00 +0000 Ryan and Geoff revisit the topic of theme. Specifically how is theme expressed and integrated in games?

Duration: 01:26:58

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Ryan and Geoff revisit the topic of theme. Specifically how is theme expressed and integrated in games?

Duration: 01:26:58

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01:26:59 clean
GameTek Classic 95 - Game Security Sun, 18 Jan 2015 12:00:00 +0000 In this classic GameTek, Geoff takes a look at how the physical aspects of a game can be designed to deter or prevent cheating.

Duration: 05:39

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In this classic GameTek, Geoff takes a look at how the physical aspects of a game can be designed to deter or prevent cheating.

Duration: 05:39

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05:40 clean
Ludology Episode 95 - The Pitch Sun, 11 Jan 2015 12:00:00 +0000 Ryan and Geoff talk about their search for a publish for "Trading in the Mediterranean", and what the next steps are.

There is also an important announcement about the future of the show, so stick around until the end.

Duration: 1:03:10

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Ryan and Geoff talk about their search for a publish for "Trading in the Mediterranean", and what the next steps are.

There is also an important announcement about the future of the show, so stick around until the end.

Duration: 1:03:10

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01:03:11 clean
GameTek Classic 94 - Cheating, Part 2 Sun, 21 Dec 2014 12:00:00 +0000 In this classic GameTek, Geoff discusses Reputation as an antidote to Cheating, and how it breaks down as groups grow in size.

Duration: 06:40

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In this classic GameTek, Geoff discusses Reputation as an antidote to Cheating, and how it breaks down as groups grow in size.

Duration: 06:40

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06:41 clean
Ludology Episode 94 - Hearth of Stone Sun, 14 Dec 2014 12:00:00 +0000 Ryan and Geoff are thrilled to welcome Ben Brode, Senior Game Designer for Hearthstone, the online card game from Blizzard Entertainment.

Ben joins us to discuss the design considerations behind Hearthstone, how they took advantage of the digital medium while still feeling like a physical card game, and why you should deliver pizza to your favorite game studio.

Duration: 41:20

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Ryan and Geoff are thrilled to welcome Ben Brode, Senior Game Designer for Hearthstone, the online card game from Blizzard Entertainment.

Ben joins us to discuss the design considerations behind Hearthstone, how they took advantage of the digital medium while still feeling like a physical card game, and why you should deliver pizza to your favorite game studio.

Duration: 41:20

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41:20 clean
GameTek Classic 93 - Cheating, Part 1 Sun, 07 Dec 2014 12:00:00 +0000 In this classic GameTek, Geoff begins a two-part exploration of cheating with a personal admission.

Duration: 6:10

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In this classic GameTek, Geoff begins a two-part exploration of cheating with a personal admission.

Duration: 6:10

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06:14 clean
Ludology Episode 93 - The Truthiness of Board Game Themes Sun, 30 Nov 2014 12:00:00 +0000 With Geoff goofing off, Ryan is very pleased to welcome noted designer Bruno Faidutti to discuss his article Postcolonial Catan, about how boardgames use cliches and stereotypes as shortcuts to generate theme.

DurationL 56:30

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With Geoff goofing off, Ryan is very pleased to welcome noted designer Bruno Faidutti to discuss his article Postcolonial Catan, about how boardgames use cliches and stereotypes as shortcuts to generate theme.

DurationL 56:30

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56:32 clean
GameTek Classic 92 - Incentives Sun, 23 Nov 2014 12:00:00 +0000 In this classic GameTek episode, Geoff explores an experiment that uses loss aversion to create an incentive. Is this a new type of carrot?

Duration: 07:15

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In this classic GameTek episode, Geoff explores an experiment that uses loss aversion to create an incentive. Is this a new type of carrot?

Duration: 07:15

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07:04 clean
Ludology Episode 92 - Envoys of Excellence Sun, 16 Nov 2014 12:00:00 +0000 Ryan and Geoff welcome Vincent Salzillo to the show! Vincent runs a variety of cons, including Metatopia, for game designers. He also runs the First Exposure Hall at Gencon for new designers to publishers and playtesters.

His most recent venture is the Envoy program, which helps publishers get their product demonstrated at stores and cons.

Duration: 55:48

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Ryan and Geoff welcome Vincent Salzillo to the show! Vincent runs a variety of cons, including Metatopia, for game designers. He also runs the First Exposure Hall at Gencon for new designers to publishers and playtesters.

His most recent venture is the Envoy program, which helps publishers get their product demonstrated at stores and cons.

Duration: 55:48

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55:49 clean
GameTek Classic 91 - Hindsight Bias Sun, 09 Nov 2014 12:00:00 +0000 In this classic GameTek, Geoff discusses the psychological phenomenon of Hindsight Bias, and how it may prevent us from being better players.

Duration: 06:37

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In this classic GameTek, Geoff discusses the psychological phenomenon of Hindsight Bias, and how it may prevent us from being better players.

Duration: 06:37

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06:38 clean
Ludology Episode 91 - Olotka Encounter Sun, 02 Nov 2014 12:00:00 +0000 In this episode of Ludology we are thrilled to welcome Peter Olotka, one of the designers of Cosmic Encounter, Dune, and many other classic games.  We discuss the early development of Cosmic Encounter, how it evolved, and other games in the Eon line.

Duration: 01:16:25

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In this episode of Ludology we are thrilled to welcome Peter Olotka, one of the designers of Cosmic Encounter, Dune, and many other classic games.  We discuss the early development of Cosmic Encounter, how it evolved, and other games in the Eon line.

Duration: 01:16:25

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01:16:26 clean
GameTek Classic 90 - Expectation Value Revisited Sun, 26 Oct 2014 14:50:49 +0000 In this classic GameTek, Geoff discusses expectation value, and how it can be used - and misused - in games.

Duration: 05:39

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In this classic GameTek, Geoff discusses expectation value, and how it can be used - and misused - in games.

Duration: 05:39

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05:40 clean
Ludology Episode 90 - Kniziathon Sun, 19 Oct 2014 11:00:00 +0000 Ryan and Geoff take a close look at the body of work of Reiner Knizia, one of the most influential and prolific designers of the modern era.

What common threads run through Knizia's work? What lasting impact has he had on the hobby? What are the highlights, lowlights, and hidden gems of his oeuvre? And just how do you pronounce 'oeuvre' anyway?

Duration: 01:24:54

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Ryan and Geoff take a close look at the body of work of Reiner Knizia, one of the most influential and prolific designers of the modern era.

What common threads run through Knizia's work? What lasting impact has he had on the hobby? What are the highlights, lowlights, and hidden gems of his oeuvre? And just how do you pronounce 'oeuvre' anyway?

Duration: 01:24:54

]]>
01:24:55 clean
GameTek Classic 89 - Quasicrystals Sun, 12 Oct 2014 11:00:00 +0000 In this classic GameTek, Geoff talks about putting tiles down without repeating any patterns.

Duration: 06:15

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In this classic GameTek, Geoff talks about putting tiles down without repeating any patterns.

Duration: 06:15

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06:16 clean
Ludology Episode 89 - Bridging the Digital Divide Sun, 05 Oct 2014 11:00:00 +0000 Ryan and Geoff are very pleased to welcome guest Jordan Weisman, founder of FASA, Wizkids, and Harebrained Schemes, and designer of Battletech, Heroclix, and the just-released Golem Arcana.

Jordan joins us to discuss incorporating digital technology, like smartphones and tablets, into the realm of the board game. What special considerations need to be given to the design? Is the technology hobbling or liberating? And what will the future hold for hybrids?

Duration: 01:13:42

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Ryan and Geoff are very pleased to welcome guest Jordan Weisman, founder of FASA, Wizkids, and Harebrained Schemes, and designer of Battletech, Heroclix, and the just-released Golem Arcana.

Jordan joins us to discuss incorporating digital technology, like smartphones and tablets, into the realm of the board game. What special considerations need to be given to the design? Is the technology hobbling or liberating? And what will the future hold for hybrids?

Duration: 01:13:42

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01:13:43 clean
GameTek Classic 88 - Blind RPS Sun, 28 Sep 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses a study done on playing Rock, Paper, Scissors with one player blindfolded and one able to see. Who comes out on top?

Duration: 04:41

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In this classic GameTek, Geoff discusses a study done on playing Rock, Paper, Scissors with one player blindfolded and one able to see. Who comes out on top?

Duration: 04:41

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04:42 clean
Ludology Episode 88 - Small Booth, Big Dreams Sun, 21 Sep 2014 11:00:00 +0000 Ryan and Geoff are pleased to be joined by Travis Chance and Nick Little of Action Phase game, designers of Heroes Wanted.  This was the first time Action Phase has exhibited at Gencon, and we discuss what it was like.  When did they get their booth? How much planning did they do? What was the total cost to do the show? What worked and what didn't?

Duration: 01:12:05

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Ryan and Geoff are pleased to be joined by Travis Chance and Nick Little of Action Phase game, designers of Heroes Wanted.  This was the first time Action Phase has exhibited at Gencon, and we discuss what it was like.  When did they get their booth? How much planning did they do? What was the total cost to do the show? What worked and what didn't?

Duration: 01:12:05

]]>
01:12:40 clean
GameTek Classic 87 - AI Sun, 14 Sep 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses Artificial Intelligence, and how it affects our play.

Duration: 06:15

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In this classic GameTek, Geoff discusses Artificial Intelligence, and how it affects our play.

Duration: 06:15

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06:10 clean
Ludology Episode 87 - Come On Down! Sun, 07 Sep 2014 16:30:25 +0000 Geoff finally acquiesces to Ryan's wish to discuss game shows. And you know what? It turned out to be a very fertile area for analysis.  What special considerations are there for game shows? What can game designers learn from them?

Duration: 01:08:58

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Geoff finally acquiesces to Ryan's wish to discuss game shows. And you know what? It turned out to be a very fertile area for analysis.  What special considerations are there for game shows? What can game designers learn from them?

Duration: 01:08:58

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01:16:36 clean
GameTek Classic 86 - Watson Sun, 17 Aug 2014 11:00:00 +0000 In this classic GameTek, Geoff talks about IBM's Jeopardy-playing Watson, and how it fits into the history of Artificial Intelligence research.

Duration: 06:10

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In this classic GameTek, Geoff talks about IBM's Jeopardy-playing Watson, and how it fits into the history of Artificial Intelligence research.

Duration: 06:10

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06:11 clean
Ludology Episode 86 - Get Real Sun, 10 Aug 2014 11:00:00 +0000 Ryan and Geoff are joined by guest Andrew Tullsen of Print & Play productions to discuss prototypes. What are the different types of prototypes? What are the tools and techniques to create them in a simple yet professinoal manner?

Duration: 1:08:58

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Ryan and Geoff are joined by guest Andrew Tullsen of Print & Play productions to discuss prototypes. What are the different types of prototypes? What are the tools and techniques to create them in a simple yet professinoal manner?

Duration: 1:08:58

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01:08:59 clean
GameTek Classic 85 - Fair Dice Sun, 03 Aug 2014 11:00:00 +0000 In this classic GameTek, Geoff investigates the true randomness of dice.

Duration: 06:15

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In this classic GameTek, Geoff investigates the true randomness of dice.

Duration: 06:15

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06:16 clean
Ludology Episode 85 - Lucky Break Sun, 27 Jul 2014 11:00:00 +0000 Ryan and Geoff dip back into the mail bag to respond to more listener comments and questions about luck and randomness.

Duration: 1:00:31

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Ryan and Geoff dip back into the mail bag to respond to more listener comments and questions about luck and randomness.

Duration: 1:00:31

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01:00:32 clean
GameTek Classic 84 - Your Brain On Shogi Sun, 20 Jul 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses brain imaging studies on shogi players.

For images relating to this story, check out Geoff's blog entry on BoardgameGeek.

Duration: 06:58

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In this classic GameTek, Geoff discusses brain imaging studies on shogi players.

For images relating to this story, check out Geoff's blog entry on BoardgameGeek.

Duration: 06:58

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06:59 clean
Ludology Episode 84 - The Playtest's The Thing Sun, 13 Jul 2014 20:41:14 +0000 Ryan and Geoff are joined by guest Gil Hova, designer of Prolix and Battle Merchants to discuss playtesting.

What are the different types of playtests? How do you get the most out of your testing? What should you look for in testers?

Duration: 01:10:38

NOTE: This is a revised version of this episode that corrects the audio issue.

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Ryan and Geoff are joined by guest Gil Hova, designer of Prolix and Battle Merchants to discuss playtesting.

What are the different types of playtests? How do you get the most out of your testing? What should you look for in testers?

Duration: 01:10:38

NOTE: This is a revised version of this episode that corrects the audio issue.

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01:10:39 clean
GameTek Classic 83 - Tournaments Sun, 06 Jul 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses tournament structure in sports, and the way that may effect the play of the individual games.

Duration: 06:54

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In this classic GameTek, Geoff discusses tournament structure in sports, and the way that may effect the play of the individual games.

Duration: 06:54

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06:55 clean
Ludology Episode 83 - All Work And No Place Make Games A Dull Toy Sun, 29 Jun 2014 11:00:00 +0000 Ryan and Geoff do a deep dive into the world of Worker Placement games. What makes them tick? Why would designers use that mechanism? What are the pitfalls to avoid?

Duration: 01:06:39

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Ryan and Geoff do a deep dive into the world of Worker Placement games. What makes them tick? Why would designers use that mechanism? What are the pitfalls to avoid?

Duration: 01:06:39

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01:06:40 clean
GameTek Classic 82 - Inflation Sun, 22 Jun 2014 11:00:00 +0000 In this classic GameTek, Geoff talks about how games can teach us about economics.

Duration: 07:13

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In this classic GameTek, Geoff talks about how games can teach us about economics.

Duration: 07:13

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07:14 clean
Ludology Episode 82 - Party, Party, Evolution Sun, 15 Jun 2014 11:00:00 +0000 Ryan and Geoff are very pleased to welcome Dominic Crapuchettes to Ludology! We discuss designing party games, dealing with mass market retailers, starting a game company, and their recent pivot into the strategy market with Evolution.

Duration: 01:11:30

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Ryan and Geoff are very pleased to welcome Dominic Crapuchettes to Ludology! We discuss designing party games, dealing with mass market retailers, starting a game company, and their recent pivot into the strategy market with Evolution.

Duration: 01:11:30

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01:11:31 clean
GameTek Classic 81 - Shuffling Sun, 08 Jun 2014 20:41:45 +0000 In this classic GameTek, Geoff talks about shuffling, big numbers, uniqueness, and the origin of life.

Duration: 07:35

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In this classic GameTek, Geoff talks about shuffling, big numbers, uniqueness, and the origin of life.

Duration: 07:35

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07:36 clean
Ludology Episode 81 - Random Acts of Kindness Sun, 01 Jun 2014 11:00:00 +0000 Ryan and Geoff respond to a random sampling of the listener questions about luck and randomness. Thanks to all who sent in your thoughts, comments, and questions!

Duration: 01:07:06

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Ryan and Geoff respond to a random sampling of the listener questions about luck and randomness. Thanks to all who sent in your thoughts, comments, and questions!

Duration: 01:07:06

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01:07:07 clean
GameTek Classic 80 - Competence Sun, 25 May 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses the psychological property called Competence, and how you can use it to annoy people.

Duration: 06:47

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In this classic GameTek, Geoff discusses the psychological property called Competence, and how you can use it to annoy people.

Duration: 06:47

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06:48 clean
Ludology Episode 80 - Influenza Sun, 18 May 2014 11:00:00 +0000 Ryan and Geoff take one last look at the Most Influential Games of the 20th Century. Do they have any second thoughts? Any overlooked games that should have been included?

They also put on their pointy prognosticator caps and give their picks for the top 10 games that will be most influential on the 21st century.

Duration:

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Ryan and Geoff take one last look at the Most Influential Games of the 20th Century. Do they have any second thoughts? Any overlooked games that should have been included?

They also put on their pointy prognosticator caps and give their picks for the top 10 games that will be most influential on the 21st century.

Duration:

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01:16:47 clean
GameTek 79 - Willpower Sun, 27 Apr 2014 22:43:58 +0000 In this classic GameTek, Geoff talks about recent research on willpower.

Duration: 07:00

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In this classic GameTek, Geoff talks about recent research on willpower.

Duration: 07:00

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07:01 clean
Ludology Episode 79 - The Magic Circle Sun, 20 Apr 2014 11:00:00 +0000 Ryan and Geoff are pleased to welcome back Eric Zimmerman, professor at NYU's Game Center and author of The Rules of Play. This episode we discuss the concept of the "magic circle" and how designers can foster and benefit from it.

Duration: 01:24:56

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Ryan and Geoff are pleased to welcome back Eric Zimmerman, professor at NYU's Game Center and author of The Rules of Play. This episode we discuss the concept of the "magic circle" and how designers can foster and benefit from it.

Duration: 01:24:56

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01:24:57 clean
GameTek 78 - Criticism Sun, 13 Apr 2014 11:00:00 +0000 In this classic GameTek, Geoff talks about the state of game criticisim.

Duration: 10:53

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In this classic GameTek, Geoff talks about the state of game criticisim.

Duration: 10:53

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10:54 clean
Ludology Episode 78 - Here We Are Now, Entertain Us Sun, 06 Apr 2014 15:54:25 +0000 Ryan and Geoff conclude their survey of the most influential games with the 90's. Which games have cast shadows into the 21st century?

Duration: 01:20

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Ryan and Geoff conclude their survey of the most influential games with the 90's. Which games have cast shadows into the 21st century?

Duration: 01:20

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01:20:06 clean
GameTek 77 - Patronage Sun, 30 Mar 2014 11:00:00 +0000 In this classic GameTek, Geoff discusses Kickstarter, and it's links with the concept of Patronage, in the past and future.

Duration: 06:47

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In this classic GameTek, Geoff discusses Kickstarter, and it's links with the concept of Patronage, in the past and future.

Duration: 06:47

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06:48 clean
Ludology Epiosde 77 - Board To Bits Sun, 23 Mar 2014 11:00:00 +0000 Ryan and Geoff are very pleased to be joined by guest Keith Burgun of DinoFarm games and author of Game Design Theory.  Keith is the designer of a variety of mobile games, including 100 Rogues, Empire, and the upcoming Auro, all of which have a true board game flavor to them.

We discuss the relationship between board games and video games, and using board games design techniques to prototype and inform the video game design space.

Duration: 01:37:27

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Ryan and Geoff are very pleased to be joined by guest Keith Burgun of DinoFarm games and author of Game Design Theory.  Keith is the designer of a variety of mobile games, including 100 Rogues, Empire, and the upcoming Auro, all of which have a true board game flavor to them.

We discuss the relationship between board games and video games, and using board games design techniques to prototype and inform the video game design space.

Duration: 01:37:27

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01:13:28 clean
GameTek 76 - Copyright and Trademark Sun, 16 Mar 2014 14:23:26 +0000 In this classic GameTek, Geoff discusses the different types of intellectual property protection available to authors and companies.

Duration: 06:48

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In this classic GameTek, Geoff discusses the different types of intellectual property protection available to authors and companies.

Duration: 06:48

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06:48 no
Ludology Episode 76 - I Like Dice To Roll Sun, 09 Mar 2014 11:00:00 +0000 Ryan and Geoff continue their series on the most influential games of all time, and take a look at the 1980's.  What were the key games when we all weren't trying to unscramble our Rubik's Cubes?]]> Ryan and Geoff continue their series on the most influential games of all time, and take a look at the 1980's.  What were the key games when we all weren't trying to unscramble our Rubik's Cubes?]]> 01:13:23 clean GameTek 75 - 3D Printing Sun, 02 Mar 2014 18:22:12 +0000 In this classic GameTek, Geoff discusses the impact 3D printing technology may have on the game hobby.

Duration: 07:30

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In this classic GameTek, Geoff discusses the impact 3D printing technology may have on the game hobby.

Duration: 07:30

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07:27 clean
Ludology Episode 75 - Gray's Ludology Sun, 23 Feb 2014 12:00:00 +0000 Ryan and Geoff are very excited to be joined by special guest Mike Gray. Mike has a long history in the game industry, working for Milton Bradley, TSR, and Hasbro.  He designed Fortress America, Shogun, The Omega Virus, and many other classics during his tenure.  Mike gives us a fascinating glimpse into the world of the largest game publisher, including the genesis of the Gamemaster series, acquisition of Avalon Hill, and development of modern classics like Queen's Gambit.

Duration: 01:14:45

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Ryan and Geoff are very excited to be joined by special guest Mike Gray. Mike has a long history in the game industry, working for Milton Bradley, TSR, and Hasbro.  He designed Fortress America, Shogun, The Omega Virus, and many other classics during his tenure.  Mike gives us a fascinating glimpse into the world of the largest game publisher, including the genesis of the Gamemaster series, acquisition of Avalon Hill, and development of modern classics like Queen's Gambit.

Duration: 01:14:45

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01:14:46 clean
GameTek 74 - Endings Sun, 16 Feb 2014 12:00:00 +0000 In this classic GameTek, Geoff discusses the importance of endings, and the difference between "the experiencing self" and "the remembering self."

One of Geoff's favorites!

Duration: 06:06

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In this classic GameTek, Geoff discusses the importance of endings, and the difference between "the experiencing self" and "the remembering self."

One of Geoff's favorites!

Duration: 06:06

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06:07 clean
Ludology Episode 74 - Boardgame Wonderland Sun, 09 Feb 2014 15:30:00 +0000 Ryan and Geoff continue their series on the most influential games of all time, and take a look at the 1970's.  What were the key moments in the decade of disco?

Duration: 01:21:58

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Ryan and Geoff continue their series on the most influential games of all time, and take a look at the 1970's.  What were the key moments in the decade of disco?

Duration: 01:21:58

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01:21:59 clean
GameTek 73 - Power Creep Sun, 02 Feb 2014 12:00:00 +0000 In this classic GameTek, Geoff talks about Power Creep. Is it a big conspiracy? Or is there a less nefarious explanation?

Duration: 06:19

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In this classic GameTek, Geoff talks about Power Creep. Is it a big conspiracy? Or is there a less nefarious explanation?

Duration: 06:19

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06:20 clean
Ludology Episode 73 - Icon of Clarity Sun, 26 Jan 2014 12:00:00 +0000 Ryan and Geoff are joined by JVMF-auction winner Chaz Marler, to discuss the use of icons in games. Why use icons? What games have useful icons, and others not so much?  And what is Geoff's suggestion for the Dice Tower musical episode?

Duration: 01:17:28

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Ryan and Geoff are joined by JVMF-auction winner Chaz Marler, to discuss the use of icons in games. Why use icons? What games have useful icons, and others not so much?  And what is Geoff's suggestion for the Dice Tower musical episode?

Duration: 01:17:28

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01:17:29 clean
GameTek 72 - Playtesting Sun, 19 Jan 2014 15:27:52 +0000 In this classic GameTek, Geoff takes a look at playtesting. What are the different types of playtesting, and how do they fall short?]]> In this classic GameTek, Geoff takes a look at playtesting. What are the different types of playtesting, and how do they fall short?]]> 06:10 clean Ludology Episode 72 - Under The Influence Part 1 Sun, 12 Jan 2014 12:00:00 +0000 And we're back!! Ryan and Geoff kick off the new year with a new series: The Most Influential Games.

Part 1 covers 1900 - 1969.  What are the most influential games from these years?

Duration: 1:08:47

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And we're back!! Ryan and Geoff kick off the new year with a new series: The Most Influential Games.

Part 1 covers 1900 - 1969.  What are the most influential games from these years?

Duration: 1:08:47

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01:08:48 clean
Ludology Episode 71 - Dude, Where's My Map? Sun, 15 Dec 2013 12:00:00 +0000 Geoff and Ryan are joined by Steve Kendall of the Ragnar Brothers and designer of History of the World, Viking Fury, and more, to discuss Area Control or 'Dudes on a Map' games. What are the outstanding examples? What are the key ingredients of this genre? What are the strengths and weaknesses?

Duration: 01:17:12

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Geoff and Ryan are joined by Steve Kendall of the Ragnar Brothers and designer of History of the World, Viking Fury, and more, to discuss Area Control or 'Dudes on a Map' games. What are the outstanding examples? What are the key ingredients of this genre? What are the strengths and weaknesses?

Duration: 01:17:12

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01:17:13 clean
GameTek 70 - Betrayer's Banquet Sun, 08 Dec 2013 12:00:00 +0000 NEW CONTENT! Geoff talks with Quintin Smith of Shut Up and Sit Down about his recent experience at The Betrayer's Banquet, a Prisoner's Dilemma-themed dinner party.  Does backstabbing improve the taste of chicken feet?

Duration: 22:56

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NEW CONTENT! Geoff talks with Quintin Smith of Shut Up and Sit Down about his recent experience at The Betrayer's Banquet, a Prisoner's Dilemma-themed dinner party.  Does backstabbing improve the taste of chicken feet?

Duration: 22:56

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22:57 clean
Ludology Episode 70 - Risky Business Sun, 01 Dec 2013 12:00:00 +0000 Ryan and Geoff are joined by Rob Daviau, of Iron Wall Games, and formerly with Hasbro. While at Hasbro Rob worked on a slew of games you know, including Heroscape, Betrayal at House on the Hill, and Axis and Allies.

But we've invited him on to discuss his 'Legacy' series of games, starting with Risk: Legacy, and the upcoming Seafall.  How did he come up with the idea for Risk: Legacy? What were the design challenges and blind alleys he overcame? What is he trying to do differently with Seafall?

Duration: 01:15:15

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Ryan and Geoff are joined by Rob Daviau, of Iron Wall Games, and formerly with Hasbro. While at Hasbro Rob worked on a slew of games you know, including Heroscape, Betrayal at House on the Hill, and Axis and Allies.

But we've invited him on to discuss his 'Legacy' series of games, starting with Risk: Legacy, and the upcoming Seafall.  How did he come up with the idea for Risk: Legacy? What were the design challenges and blind alleys he overcame? What is he trying to do differently with Seafall?

Duration: 01:15:15

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01:15:16 clean
GameTek Classic 69 - Wild West Showdown Sun, 24 Nov 2013 14:58:34 +0000 In this classic GameTek, the GameTek players present "Wild West Showdown". Who will win this three-sided gunfight... of doom?

Duration: 07:44

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In this classic GameTek, the GameTek players present "Wild West Showdown". Who will win this three-sided gunfight... of doom?

Duration: 07:44

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07:45 clean
Ludology Episode 69 - Area 69 Sun, 17 Nov 2013 12:00:00 +0000 Hot on the heels of talking about Set Collection, Ryan and Geoff tackle its cousin, Area Majority, a mechanic which comes wearing many disguises.  How does it differ from Set Collection? What makes it work or not?

Duration: 01:11:12

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Hot on the heels of talking about Set Collection, Ryan and Geoff tackle its cousin, Area Majority, a mechanic which comes wearing many disguises.  How does it differ from Set Collection? What makes it work or not?

Duration: 01:11:12

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01:11:13 clean
GameTek Classic 68 - Gamification Sun, 10 Nov 2013 15:25:48 +0000 In this classic GameTek episode, Geoff talks about gamification, specifically the way that it is used by fold.it to use game mechanics to solve real world problems.

Duration: 06:32

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In this classic GameTek episode, Geoff talks about gamification, specifically the way that it is used by fold.it to use game mechanics to solve real world problems.

Duration: 06:32

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06:33 clean
Ludology Epsiode 68 - Game, Set, Match Sun, 03 Nov 2013 12:00:00 +0000 In this episode Ryan and Geoff discuss Set Collection as a tool for game designers. What attributes can set collection add to a game? What are some of the pitfalls? What games have used it well or badly?

Duration 1:04:32

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In this episode Ryan and Geoff discuss Set Collection as a tool for game designers. What attributes can set collection add to a game? What are some of the pitfalls? What games have used it well or badly?

Duration 1:04:32

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01:04:34 clean
GameTek Classic 67 - Chaos Sun, 27 Oct 2013 11:00:00 +0000 In the classic GameTek, Geoff talks about Chaos Theory, and how it is reflected in game design.

Duration: 06:54

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In the classic GameTek, Geoff talks about Chaos Theory, and how it is reflected in game design.

Duration: 06:54

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06:55 clean
Ludology Episode 67 - The Games Robots Play Sun, 20 Oct 2013 11:00:00 +0000 In this episode, Geoff interviews Frank Merrick from FIRST about using games to get kids excited about science and technology. What are the special considerations when designing a game to be educational, fun, and challenging?

Duration: 34:15

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In this episode, Geoff interviews Frank Merrick from FIRST about using games to get kids excited about science and technology. What are the special considerations when designing a game to be educational, fun, and challenging?

Duration: 34:15

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34:12 clean
GameTek Classic 66 - Blindfolds and Boxes Sun, 13 Oct 2013 11:00:00 +0000 In this classic GameTek, Geoff talks about two recent research results about choice.

Duration: 5:15

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In this classic GameTek, Geoff talks about two recent research results about choice.

Duration: 5:15

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05:16 clean
Ludology Episode 66 - Please Sir, Can I Have Some More? Sun, 06 Oct 2013 11:00:00 +0000 Ryan and Geoff are joined by special guest Corey Koneiczka of Fantasy Flight Games designer of such classics as Battlestar Galactica, Mansions of Madness, and the upcoming Eldritch Horror. The topic? Expansions! Are they good or bad for the industry? Do you design a game with expansions in mind or bolt things on afterwards? What are the do's and don't's of expansions?

 Duration: 01:03:29

This episode of Ludology is sponsored by Scott King Photography, for all of your game photographing needs!

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Ryan and Geoff are joined by special guest Corey Koneiczka of Fantasy Flight Games designer of such classics as Battlestar Galactica, Mansions of Madness, and the upcoming Eldritch Horror. The topic? Expansions! Are they good or bad for the industry? Do you design a game with expansions in mind or bolt things on afterwards? What are the do's and don't's of expansions?

 Duration: 01:03:29

This episode of Ludology is sponsored by Scott King Photography, for all of your game photographing needs!

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01:03:30 clean
GameTek Classic 65 - Planetary Dice Sun, 29 Sep 2013 11:00:00 +0000 How are dice and planets connected? Listen to this classic GameTek and find out!

Duration: 06:47

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How are dice and planets connected? Listen to this classic GameTek and find out!

Duration: 06:47

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06:48 clean
Ludology Episode 65 - The Envelope Please! Sun, 22 Sep 2013 11:00:00 +0000 Ryan and Geoff dedicate the entire show to reviewing their top 10 entries to the Dice Tower Network / Cool Stuff Inc contest, and announce the winner!

Duration: 01:00:44

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Ryan and Geoff dedicate the entire show to reviewing their top 10 entries to the Dice Tower Network / Cool Stuff Inc contest, and announce the winner!

Duration: 01:00:44

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01:00:45 clean
GameTek Classic 64 - Fuzzy Logic Sun, 15 Sep 2013 11:00:00 +0000 In this classic GameTek, Geoff explores fuzzy logic and how it applies to our attempts to categorize games - and everything else in the world.

Duration: 07:45

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In this classic GameTek, Geoff explores fuzzy logic and how it applies to our attempts to categorize games - and everything else in the world.

Duration: 07:45

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07:45 clean
Ludology Episode 64 - The ABC's of CCG's Sun, 08 Sep 2013 11:00:00 +0000 Ryan and Geoff are joined by guest Mike Fitzgerald. Mike is the designer of a variety of card games including the Mystery Rummy series and Hooyah, but also spent many years working on CCGs like Wyvern, Magic, and Pokemon.  Mike joins us to discuss the early history of CCGs, how they changed the gaming industry, and what special design techniques are required for the CCG and LCG arenas.

This episode of Ludology is sponsored byNations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

Duration: 01:14:12

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Ryan and Geoff are joined by guest Mike Fitzgerald. Mike is the designer of a variety of card games including the Mystery Rummy series and Hooyah, but also spent many years working on CCGs like Wyvern, Magic, and Pokemon.  Mike joins us to discuss the early history of CCGs, how they changed the gaming industry, and what special design techniques are required for the CCG and LCG arenas.

This episode of Ludology is sponsored by Nations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

Duration: 01:14:12

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01:14:13 clean
GameTek Classic 63 - Interview with Bob Abbott Sun, 01 Sep 2013 11:30:00 +0000 In this classic GameTek, Ryan and Geoff interview game designer Bob Abbott, designer of classic games like Confusion, Eleusis, and Code 777.

Duration: 09:29

This episode of Ludology is sponsored byNations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

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In this classic GameTek, Ryan and Geoff interview game designer Bob Abbott, designer of classic games like Confusion, Eleusis, and Code 777.

Duration: 09:29

This episode of Ludology is sponsored by Nations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

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09:30 clean
Ludology Episode 63 - Set Your Phases To Fun Sun, 25 Aug 2013 11:00:00 +0000 Ryan and Geoff take a very high level look at the structure of games - the phases and turns that make them tick. What structures were there in ancient games? How has this changed over time? How does the structure selected by the designer influence the game experience?

We also launch our portion of the big Dice Tower Network contest! Big prizes at stake!

Duration: 01:17:47

This episode of Ludology is sponsored by Nations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

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Ryan and Geoff take a very high level look at the structure of games - the phases and turns that make them tick. What structures were there in ancient games? How has this changed over time? How does the structure selected by the designer influence the game experience?

We also launch our portion of the big Dice Tower Network contest! Big prizes at stake!

Duration: 01:17:47

This episode of Ludology is sponsored by Nations, the new publication from lautepelit.fi. Nations will be released at Essen 2013.

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01:17:48 clean
GameTek Classic 62: Flipping Probability Sun, 18 Aug 2013 11:00:00 +0000 In this classic GameTek, Geoff shares a technique for making it simpler to calculate probabilities in your head.

Duration: 06:06

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In this classic GameTek, Geoff shares a technique for making it simpler to calculate probabilities in your head.

Duration: 06:06

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06:07 clean
Ludology Episode 62 - Gone Digital Sun, 11 Aug 2013 14:40:56 +0000 Ryan and Geoff are joined by John Meindersee of Campfire Creations, to talk about the special challenges in creating digital versions of boardgames.  Campfire Creations developed the iOS version of Stone Age, and John shares the details of the challenges and opportunities that presented.

Duration: 1:16:04

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Ryan and Geoff are joined by John Meindersee of Campfire Creations, to talk about the special challenges in creating digital versions of boardgames.  Campfire Creations developed the iOS version of Stone Age, and John shares the details of the challenges and opportunities that presented.

Duration: 1:16:04

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01:16:05 clean
GameTek Classic 61: Choices Sun, 04 Aug 2013 11:00:00 +0000 Meaningful decisions are what drive deep strategy games. But can there be too much of a good thing? Can having too many choices hinder our ability to make good, or any, decisions?

Duration: 06:42

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Meaningful decisions are what drive deep strategy games. But can there be too much of a good thing? Can having too many choices hinder our ability to make good, or any, decisions?

Duration: 06:42

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06:43 clean
Ludology Episode 61 - Listener Spectacularerer Sun, 28 Jul 2013 11:00:00 +0000 In this third listener question episode, Ryan and Geoff respond to a veritable panoply of user questions, and field them with their usual combination of aplomb and pithy aphorisms.

Duration: 1:04:57

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In this third listener question episode, Ryan and Geoff respond to a veritable panoply of user questions, and field them with their usual combination of aplomb and pithy aphorisms.

Duration: 1:04:57

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01:04:58 clean
GameTek Classic 60: PokerBots Sun, 21 Jul 2013 11:00:00 +0000 In this classic GameTek, Geoff talks about PokerBots: How they are programmed, why they're a problem, and how to detect them.

Duration: 04:54

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In this classic GameTek, Geoff talks about PokerBots: How they are programmed, why they're a problem, and how to detect them.

Duration: 04:54

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04:50 clean
Ludology Episode 60 - How To "How To Play" Sun, 14 Jul 2013 11:00:00 +0000 Rules! Every game has them, but they are a big source of gamer frustration.  Ryan and Geoff put their heads together to come up with rules for rules.

What makes for a good set of rules? What are common pitfalls? How should they be structured? What should be highlighted?

Duration: 01:13:35

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Rules! Every game has them, but they are a big source of gamer frustration.  Ryan and Geoff put their heads together to come up with rules for rules.

What makes for a good set of rules? What are common pitfalls? How should they be structured? What should be highlighted?

Duration: 01:13:35

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01:13:36 clean
GameTek Classic 59 - Man vs Machine Sun, 07 Jul 2013 11:00:00 +0000 In this classic GameTek, Geoff talks about the difference between playing a human vs an AI opponent. Do we act and feel differently about the game? If so, why?

Duration: 5:58

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In this classic GameTek, Geoff talks about the difference between playing a human vs an AI opponent. Do we act and feel differently about the game? If so, why?

Duration: 5:58

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05:59 clean
Ludology Episode 59 - Hey! That's Mine! Sun, 30 Jun 2013 11:00:00 +0000 As humans we overvalue losing something and undervalue gaining it. This is called Loss Aversion, and is a well studied psychological effect.

How do games incorporate Loss Aversion? How does it affect us as players, and how can game designers use it to create a more emotional and engaging experience?  When can Loss Aversion hurt a game rather than help it?

Duration: 58:22

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As humans we overvalue losing something and undervalue gaining it. This is called Loss Aversion, and is a well studied psychological effect.

How do games incorporate Loss Aversion? How does it affect us as players, and how can game designers use it to create a more emotional and engaging experience?  When can Loss Aversion hurt a game rather than help it?

Duration: 58:22

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58:23 clean
GameTek Classic 58 - Player Engagement Sun, 23 Jun 2013 15:13:08 +0000 In this classic GameTek episode, Geoff discusses long games and how to keep players engaged for many hours. What are the different types of engagment, which are effective, and which are mentally taxing?

Duration: 05:52

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In this classic GameTek episode, Geoff discusses long games and how to keep players engaged for many hours. What are the different types of engagment, which are effective, and which are mentally taxing?

Duration: 05:52

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05:51 clean
Ludology Episode 58 - Back to Basics? Sun, 16 Jun 2013 13:41:12 +0000 Ryan proposes a radical change to the mechanics of Trading in the Mediterranean to simplify and smooth our the gameplay, and Geoff wants to talk about it.  Will it throw the baby out with the bathwater? What is the heart of the game?

Duration: 1:16:05

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Ryan proposes a radical change to the mechanics of Trading in the Mediterranean to simplify and smooth our the gameplay, and Geoff wants to talk about it.  Will it throw the baby out with the bathwater? What is the heart of the game?

Duration: 1:16:05

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01:16:06 clean
GameTek Classic 57 - Endowed Progress Sun, 09 Jun 2013 11:00:00 +0000 In this classic GameTek, Geoff takes a look at car washes and the Endowed Progress Effect. How can we use it to get players more engaged in a game?

Duration: 05:30

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In this classic GameTek, Geoff takes a look at car washes and the Endowed Progress Effect. How can we use it to get players more engaged in a game?

Duration: 05:30

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05:55 clean
Ludology Episode 57 - Goal! Sun, 02 Jun 2013 11:00:00 +0000 Ryan and Geoff tackle the concept of an 'objective' in a game - not just end game objectives, but techniques for building a series of mini-objectives to keep the player engaged and the game moving forward.

What types of objectives work well? What is the difference between public, private, and hidden objectives, and how do those interact?

Duration: 01:17:54

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Ryan and Geoff tackle the concept of an 'objective' in a game - not just end game objectives, but techniques for building a series of mini-objectives to keep the player engaged and the game moving forward.

What types of objectives work well? What is the difference between public, private, and hidden objectives, and how do those interact?

Duration: 01:17:54

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01:17:55 clean
GameTek Classic 56 - Gamification Sun, 26 May 2013 14:56:27 +0000 In this classic GameTek, Geoff talks about how businesses are trying to use games to appeal to customers.

Duration: 07:25

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In this classic GameTek, Geoff talks about how businesses are trying to use games to appeal to customers.

Duration: 07:25

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07:26 clean
Ludology Episode 56 - License to Thrill Sun, 19 May 2013 11:00:00 +0000 Licnesed games like X-Wing and the upcoming Star Trek: Attack Wing are hugely popular. But how is designing a game with a license different?  Ryan and Geoff are pleased to welcome back guest Andrew Parks to delve into these questions. Andrew is the designer of a wide variety of licensed games, including The Nightmare Before Christmas TCG, 300, Hogwarts House Cup, Hunger Games District 12, and the upcoming Star Trek: Attack Wing.

How do you invoke the theme of the licensed property? Does it make game design simpler or more challenging? How much is dictated by the licensing company?

Answers to all of these questions, plus tons of spoilers about Attack Wing and a very special Core Worlds reveal!

Duration: 01:02

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Licnesed games like X-Wing and the upcoming Star Trek: Attack Wing are hugely popular. But how is designing a game with a license different?  Ryan and Geoff are pleased to welcome back guest Andrew Parks to delve into these questions. Andrew is the designer of a wide variety of licensed games, including The Nightmare Before Christmas TCG, 300, Hogwarts House Cup, Hunger Games District 12, and the upcoming Star Trek: Attack Wing.

How do you invoke the theme of the licensed property? Does it make game design simpler or more challenging? How much is dictated by the licensing company?

Answers to all of these questions, plus tons of spoilers about Attack Wing and a very special Core Worlds reveal!

Duration: 01:02

]]>
01:02:02 clean
GameTek Classic 55 - Intransitive Dice Sun, 12 May 2013 17:51:08 +0000 In this classic GameTek, Geoff looks at intransitive dice - Dice where die A tends to beat die B, which tends to beat die C, which tends to beat die A.

This was a big topic of discussion on the Dice Tower form when it was first released, so please continue the conversation over on the Ludology forums!

Duration: 08:28

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In this classic GameTek, Geoff looks at intransitive dice - Dice where die A tends to beat die B, which tends to beat die C, which tends to beat die A.

This was a big topic of discussion on the Dice Tower form when it was first released, so please continue the conversation over on the Ludology forums!

Duration: 08:28

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08:29 clean
Ludology Episode 55 - The Box is Half Full Sun, 05 May 2013 11:00:00 +0000 Ryan and Geoff reivew the status of "Trading in the Mediterranean", their publicly-developed board game. After talking about the current version and how it has evolved, they talk about what's working and what's not, and how to fix it.

Duration: 01:13:50

This episode of Ludology is sponsored by Sissyfight 2000, now on Kickstarter!

]]>
Ryan and Geoff reivew the status of "Trading in the Mediterranean", their publicly-developed board game. After talking about the current version and how it has evolved, they talk about what's working and what's not, and how to fix it.

Duration: 01:13:50

This episode of Ludology is sponsored by Sissyfight 2000, now on Kickstarter!

]]>
01:13:51 clean
GameTek Classic 54 - Designing Word Games Sun, 28 Apr 2013 11:00:00 +0000 In this classic GameTek, Geoff interviews Gil Hova, who designed the game Prolix, about the different concerns in designing a word game versus other genres of games.

Duration: 26:35

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In this classic GameTek, Geoff interviews Gil Hova, who designed the game Prolix, about the different concerns in designing a word game versus other genres of games.

Duration: 26:35

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26:32 clean
Ludology Episode 54 - The Long and the Short of it. Sun, 21 Apr 2013 11:00:00 +0000 Ryan and Geoff discuss the interplay between short and long-term objectives in games. How can designers use these to create a richer game experience? What impact do they have on complexity and the learning curve?

Duration: 01:04:15

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

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Ryan and Geoff discuss the interplay between short and long-term objectives in games. How can designers use these to create a richer game experience? What impact do they have on complexity and the learning curve?

Duration: 01:04:15

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
01:04:09 clean
GameTek Classic 53 - Quantum Tic-Tac-Toe Sun, 14 Apr 2013 15:08:59 +0000 In this classic GameTek, Geoff continues talking about Entanglement and quantum physics by introducing the game Quantum Tic-Tac-Toe.  Check out the full rules on Wikipedia, which also links to several online implementations.

Duration: 06:54

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
In this classic GameTek, Geoff continues talking about Entanglement and quantum physics by introducing the game Quantum Tic-Tac-Toe.  Check out the full rules on Wikipedia, which also links to several online implementations.

Duration: 06:54

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

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06:55 clean
Ludology Episode 53 - PAX Ludologica Sun, 07 Apr 2013 11:00:00 +0000 This special episode of Ludology is a recording of a game design panel Geoff particiated in at PAX East 2013, in Boston. The topic was "Impact of Video Game Design Techniques on Board Games".

Joining Geoff were Christopher Badell, designer of Sentinels of the Multiverse, Colby Dauch, designer of Summoner Wars, Matt Morgan, writer for Wired GeekDad, and Russ Wakelin of the D6 Generation.

Duration: 1:05

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
This special episode of Ludology is a recording of a game design panel Geoff particiated in at PAX East 2013, in Boston. The topic was "Impact of Video Game Design Techniques on Board Games".

Joining Geoff were Christopher Badell, designer of Sentinels of the Multiverse, Colby Dauch, designer of Summoner Wars, Matt Morgan, writer for Wired GeekDad, and Russ Wakelin of the D6 Generation.

Duration: 1:05

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
01:00:55 clean
GameTek Classic 52 - Entanglement Sun, 31 Mar 2013 11:00:00 +0000 In this classic Gametek, Geoff talks about Entanglement, Quantum Mechanics, and why our intuition about probability can be woefully incorrect. One of Geoff's favorite episodes!

Duration: 09:00

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
In this classic Gametek, Geoff talks about Entanglement, Quantum Mechanics, and why our intuition about probability can be woefully incorrect. One of Geoff's favorite episodes!

Duration: 09:00

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
08:57 clean
Ludology Episode 52 - Let's Make a Deal! Sun, 24 Mar 2013 11:00:00 +0000 This episode Ryan and Geoff tackle games that feature negotiation, either as a designed-in feature, or a by-product of the player interactions. What features make for a great negotiation game?  What types of player experiences can they engender? Can Ryan get Geoff to agree to anything?

Duration: 1:13:10

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
This episode Ryan and Geoff tackle games that feature negotiation, either as a designed-in feature, or a by-product of the player interactions. What features make for a great negotiation game?  What types of player experiences can they engender? Can Ryan get Geoff to agree to anything?

Duration: 1:13:10

This episode of Ludology is sponsored by Relic Expedition, currently on Kickstarter!

]]>
01:13:11 clean
GameTek Classic 51 - Regret Sun, 17 Mar 2013 11:00:00 +0000 In this classic GameTek, Geoff examines regret - why we would rather not make a choice at all, rather than make it and have it not work out.

Duration: 6:26

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In this classic GameTek, Geoff examines regret - why we would rather not make a choice at all, rather than make it and have it not work out.

Duration: 6:26

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06:29 clean
Ludology Episode 51 - 50 for 50, Part 2 Sun, 10 Mar 2013 11:00:00 +0000 Ryan and Geoff return with the second half of their new games for 2012. Plus their top picks for the year!

Duration 1:20:55

This episode is sponsored by the gameInfluence, now onKickstarter!

]]>
Ryan and Geoff return with the second half of their new games for 2012. Plus their top picks for the year!

Duration 1:20:55

This episode is sponsored by the game Influence, now on Kickstarter!

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01:20:56 clean
GameTek Classic 50 - Monty Hall Sun, 03 Mar 2013 12:00:00 +0000 In this classic GameTek, Geoff introduces the Monty Hall problem, an old chestnut that never fails to amaze those who have not heard it before.

Duration: 08:25

This episode is sponsored by the game Influence, now on Kickstarter!

]]>
In this classic GameTek, Geoff introduces the Monty Hall problem, an old chestnut that never fails to amaze those who have not heard it before.

Duration: 08:25

This episode is sponsored by the game Influence, now on Kickstarter!

]]>
08:29 clean
Ludology Episode 50 - 50 for 50, Part 1 Sun, 24 Feb 2013 16:07:00 +0000 To celebrate the 50th episode of Ludology, Ryan and Geoff talk about 50 games that were new to them in 2012:  The good, the bad, and the design features that stood out.

Duration: 1:10

This episode is sponsored by the game Influence, now on Kickstarter!

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To celebrate the 50th episode of Ludology, Ryan and Geoff talk about 50 games that were new to them in 2012:  The good, the bad, and the design features that stood out.

Duration: 1:10

This episode is sponsored by the game Influence, now on Kickstarter!

]]>
01:10:35 clean
GameTek Classic 49 - Martin Gardner Sun, 17 Feb 2013 12:00:00 +0000 In this classic GameTek, Geoff talks about Martin Gardner, who wrote the Mathematical Games column for Scientific American magazine from the mid 50's to the 1980's, and passed away in 2010.

Duration: 06:36

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In this classic GameTek, Geoff talks about Martin Gardner, who wrote the Mathematical Games column for Scientific American magazine from the mid 50's to the 1980's, and passed away in 2010.

Duration: 06:36

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06:37 clean
Ludology Episode 49 - The Joke's On You! Sun, 10 Feb 2013 12:00:00 +0000 Ryan and Geoff are joined by guest Zack Johnson, designer of the online game Kingdom of Loathing, to discuss the use (and misuse) of humor in games. How is humor used in games? Are there special considerations for making a game funny? Is Geoff capable of telling a joke?

Duration: 58:40

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Ryan and Geoff are joined by guest Zack Johnson, designer of the online game Kingdom of Loathing, to discuss the use (and misuse) of humor in games. How is humor used in games? Are there special considerations for making a game funny? Is Geoff capable of telling a joke?

Duration: 58:40

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58:41 clean
GameTek Classic 48 - High Society Sun, 03 Feb 2013 15:43:01 +0000 In this classic GameTek, Geoff takes a close look under the hood at the Reiner Knizia game High Society, to tease out what makes it such a dynamic and engaging design.

Duration: 6:35

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In this classic GameTek, Geoff takes a close look under the hood at the Reiner Knizia game High Society, to tease out what makes it such a dynamic and engaging design.

Duration: 6:35

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06:36 clean
Ludology Episode 48 - Fun with Feedback Sun, 27 Jan 2013 12:00:00 +0000 No, not listener feedback - Feedback loops. What are the different types of feedback, and how do designers incorporate them into games? Do certain types of games benefit from feedback? Is feedback necessary for a rich game experience?

Duration: 1:06

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No, not listener feedback - Feedback loops. What are the different types of feedback, and how do designers incorporate them into games? Do certain types of games benefit from feedback? Is feedback necessary for a rich game experience?

Duration: 1:06

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01:06:37 clean
GameTek Classic 47 - Worrying Sun, 20 Jan 2013 16:23:40 +0000 In this GameTek from 2010, Geoff and his son Brian talk about what they are worried about as their game The Ares Project nears publication. Special bonus recap of how on target we were!

Duration: 8:50

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In this GameTek from 2010, Geoff and his son Brian talk about what they are worried about as their game The Ares Project nears publication. Special bonus recap of how on target we were!

Duration: 8:50

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08:49 clean
Ludology Episode 47 - State of Games 2013 Sun, 13 Jan 2013 05:00:00 +0000 In our first episode of the new year, we are joined by the godfather of gaming, Tom Vasel, to dissect 2012 and speculate on the direction of the industry in the upcoming year.]]> In our first episode of the new year, we are joined by the godfather of gaming, Tom Vasel, to dissect 2012 and speculate on the direction of the industry in the upcoming year.]]> 01:02:15 clean Ludology Episode 46 - Getting Down to Brass Tracks Sun, 16 Dec 2012 12:00:00 +0000 For the final full episode of 2012, Ryand and Geoff are very pleased to welcome Martin Wallace to the program, designer of such classics as Age of Steam, Brass, and Runebound.

We discuss Mr. Wallace's design approach and philosophy, and dig deeply into Age of Steam and Brass. Big question of the episode - Can Ryan keep his fanboy gushing in check? Listen and find out! (Spoiler alert: No.)

Duration: 56:45

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For the final full episode of 2012, Ryand and Geoff are very pleased to welcome Martin Wallace to the program, designer of such classics as Age of Steam, Brass, and Runebound.

We discuss Mr. Wallace's design approach and philosophy, and dig deeply into Age of Steam and Brass. Big question of the episode - Can Ryan keep his fanboy gushing in check? Listen and find out! (Spoiler alert: No.)

Duration: 56:45

]]>
56:37 clean
GameTek Classic 45 - Writing Rules Sun, 09 Dec 2012 12:00:00 +0000 In this classic GameTek, Geoff talks about the art of rules writing. Why is it hard? What options are available to the designer?

Duration: 10:15

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In this classic GameTek, Geoff talks about the art of rules writing. Why is it hard? What options are available to the designer?

Duration: 10:15

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10:17 clean
Ludology Episode 45 - Emergence Sun, 02 Dec 2012 12:00:00 +0000 Ryan and Geoff are very pleased to welcome Eric Zimmerman of the NYU Game Center, and author of the book Rules of Play. Yes, that's three links in one sentence, but Eric is worth it!  

After a brief overview of Eric's work at NYU, the gang dives into a discussion of Emergence, when the unexpected emerges from a basic set of rules. What conditions are more likely to result in emergence? Can a designer truly design in emergent behavior? And is it important for a good game, anyway?

Duration: 1:08

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Ryan and Geoff are very pleased to welcome Eric Zimmerman of the NYU Game Center, and author of the book Rules of Play. Yes, that's three links in one sentence, but Eric is worth it!  

After a brief overview of Eric's work at NYU, the gang dives into a discussion of Emergence, when the unexpected emerges from a basic set of rules. What conditions are more likely to result in emergence? Can a designer truly design in emergent behavior? And is it important for a good game, anyway?

Duration: 1:08

]]>
01:08:39 clean
Ludology Episode 44a - The Rubber Meets the Road Sun, 25 Nov 2012 12:00:00 +0000 Finally! Ryan corrals his buddies into trying Trading in the Mediterranean, and records their thoughts afterwards. 

Reviewing the rules, cards, and other playtest materials may be helpful to understanding this episode.

Duration: 33:30

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Finally! Ryan corrals his buddies into trying Trading in the Mediterranean, and records their thoughts afterwards. 

Reviewing the rules, cards, and other playtest materials may be helpful to understanding this episode.

Duration: 33:30

]]>
33:32 clean
Ludology Episode 44 - All For One and One For All Sun, 18 Nov 2012 12:00:00 +0000 Ryan and Geoff welcome special guest Christopher Badell, designer of Sentinels of the Multiverse and one of the principals of Greater Than Games.  We have a wide-ranging discussion about starting and growing a small game publishing company, specifically for a 'Single Game Game Company'.

How does just having a single game system impact the marketing, growth, and design direction for a publisher? Is it good to have focus, or do you get pigeon-holed? When is Kickstarter good for a small publisher, and when is it bad?

Duration: 56:45

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Ryan and Geoff welcome special guest Christopher Badell, designer of Sentinels of the Multiverse and one of the principals of Greater Than Games.  We have a wide-ranging discussion about starting and growing a small game publishing company, specifically for a 'Single Game Game Company'.

How does just having a single game system impact the marketing, growth, and design direction for a publisher? Is it good to have focus, or do you get pigeon-holed? When is Kickstarter good for a small publisher, and when is it bad?

Duration: 56:45

]]>
56:45 clean
GameTek Classic 43 - Rules for Robots Sun, 11 Nov 2012 16:24:30 +0000 In this classic GameTek from February 2010, Geoff introduces the FIRST Robotics competition and the way the program is structured around games.

Duration: 8:54

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In this classic GameTek from February 2010, Geoff introduces the FIRST Robotics competition and the way the program is structured around games.

Duration: 8:54

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08:57 clean
Ludology Episode 43 - Twilight Snuggle Sun, 04 Nov 2012 13:54:37 +0000 Ryan stays up past his bedtime as he and Geoff welcome special guest Jason Matthews to the show.  Jason is the codesigner of Twilight Struggle, 1960, Founding Fathers, 1989, and other great political games.  What makes Twilight Struggle tick? What special considersations are required for the design of political games?

Duration: 55:00

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Ryan stays up past his bedtime as he and Geoff welcome special guest Jason Matthews to the show.  Jason is the codesigner of Twilight Struggle, 1960, Founding Fathers, 1989, and other great political games.  What makes Twilight Struggle tick? What special considersations are required for the design of political games?

Duration: 55:00

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55:01 clean
GameTek Classic 42 - Gifting Sun, 28 Oct 2012 15:28:00 +0000 In this classic GameTek from January of 2010, Geoff discusses the economics of gift-giving, and some games that explore gift exchanges.

Duration: 06:45

]]>
In this classic GameTek from January of 2010, Geoff discusses the economics of gift-giving, and some games that explore gift exchanges.

Duration: 06:45

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06:45 clean
Ludology Episode 42a - TradeMed Trade Goods Sun, 21 Oct 2012 04:00:00 +0000 Ryan and Geoff get down in the weeds to discuss the details of the cards and card mix in Trading in the Mediterranean.  How will the trade goods relate to the ideas? How will they be acquired? How many of each combination should there be?  Hopefully this is more interesting than it sounds.

Duration: 24:00

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Ryan and Geoff get down in the weeds to discuss the details of the cards and card mix in Trading in the Mediterranean.  How will the trade goods relate to the ideas? How will they be acquired? How many of each combination should there be?  Hopefully this is more interesting than it sounds.

Duration: 24:00

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21:51 clean
Ludology Episode 42 - Speedy Delivery! Sun, 14 Oct 2012 11:00:00 +0000 Ryan and Geoff are joined by special guest Eric Summerer for a deep dive into Pick Up and Deliver games. What are some of the best examples of this genre? What makes them appealing? When do they work, and when do they fail? Will Eric make it through the Lightning Round?

All these questions and more, will be answered!

Duration: 1:08

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Ryan and Geoff are joined by special guest Eric Summerer for a deep dive into Pick Up and Deliver games. What are some of the best examples of this genre? What makes them appealing? When do they work, and when do they fail? Will Eric make it through the Lightning Round?

All these questions and more, will be answered!

Duration: 1:08

]]>
01:07:44 clean
GameTek Classic 41 - Multitouch Tables Revisited Sun, 07 Oct 2012 11:00:00 +0000 In this GameTek from December of 2009, Geoff discusses advances in 'multitouch table' technology, tech which eventually found it's way into tablets like the iPad.

Duration: 07:45

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In this GameTek from December of 2009, Geoff discusses advances in 'multitouch table' technology, tech which eventually found it's way into tablets like the iPad.

Duration: 07:45

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07:44 clean
Ludology Episode 41 - Listener Spectacular 2 Sun, 30 Sep 2012 11:00:00 +0000 Ryan and Geoff tackle some more listener questions in the aptly named 'Listener Spectacular 2'.

Duration: 55:57

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Ryan and Geoff tackle some more listener questions in the aptly named 'Listener Spectacular 2'.

Duration: 55:57

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55:57 clean
GameTek Classic 40 - Emergent Behavior Sun, 23 Sep 2012 15:15:10 +0000 In this classic GameTek, Geoff takes a look at rules. Can you learn everything there is to know about a game just by reading the rules?

Duration: 07:00

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In this classic GameTek, Geoff takes a look at rules. Can you learn everything there is to know about a game just by reading the rules?

Duration: 07:00

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07:09 clean
Ludology Epsiode 40 - Games Teach Tue, 18 Sep 2012 11:00:00 +0000 Ryan and Geoff are joined by special guest Giles Pritchard to discuss the use of games in the classroom. Both Ryan and Giles teach kids ages 8-11, and have extensively used games to augment the traditional curriculum.

Geoff has taught no one, and is happy to moderate and share embarassing stories about his childhood.

In addition, Ryan discusses his new venture Games Teach, which is designed to spread the use of games by creative teachers, and is launching on Kickstarter on September 18th.

Duration 1:22

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Ryan and Geoff are joined by special guest Giles Pritchard to discuss the use of games in the classroom. Both Ryan and Giles teach kids ages 8-11, and have extensively used games to augment the traditional curriculum.

Geoff has taught no one, and is happy to moderate and share embarassing stories about his childhood.

In addition, Ryan discusses his new venture Games Teach, which is designed to spread the use of games by creative teachers, and is launching on Kickstarter on September 18th.

Duration 1:22

]]>
01:22:46 clean
Ludology Episode 39a - The Violence Inherent In The System Sun, 09 Sep 2012 11:00:00 +0000 Ryan and Geoff continue brainstorming on Trading in the Mediterranean, trying to zero in on how different types of governments and social factors can be incorporated into the design.

Duration: 28:00

]]>
Ryan and Geoff continue brainstorming on Trading in the Mediterranean, trying to zero in on how different types of governments and social factors can be incorporated into the design.

Duration: 28:00

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28:20 clean
Ludology Episode 39 - Roll and Move Sun, 02 Sep 2012 11:00:00 +0000 After a brief summer break, the Ludology team is back!

In this episode, Ryan and Geoff discuss Roll and Move games, including their history, what they do well, and what they do poorly. What attempts have been made to bring roll and move into the modern era? What has worked and what hasn't? Is there a place for roll and move in the game designer's toolbox?

Duration: 1:14:00

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After a brief summer break, the Ludology team is back!

In this episode, Ryan and Geoff discuss Roll and Move games, including their history, what they do well, and what they do poorly. What attempts have been made to bring roll and move into the modern era? What has worked and what hasn't? Is there a place for roll and move in the game designer's toolbox?

Duration: 1:14:00

]]>
01:14:10 clean
Ludology Episode 38a - Ideas about Ideas Sun, 12 Aug 2012 11:00:00 +0000 Ryan and Geoff continue their development of Trading in the Mediterranean, working to flesh out how to include 'ideas' in the game.

Duration: 48:00

]]>
Ryan and Geoff continue their development of Trading in the Mediterranean, working to flesh out how to include 'ideas' in the game.

Duration: 48:00

]]>
49:02 clean
Ludology Episode 38 - You Are Here Sun, 05 Aug 2012 11:00:00 +0000 Ryan and Geoff talk about maps, geography, and spatial relations in game design.

Duration: 1:25:15

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Ryan and Geoff talk about maps, geography, and spatial relations in game design.

Duration: 1:25:15

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01:25:18 clean
Ludology Episode 37a - Trading in the Mediterranean Sun, 29 Jul 2012 11:00:00 +0000 In place of the 'Classic GameTek' segment that we normally post in between full episodes of Ludology, we are posting some bonus content about the design process for Trading in the Mediterranean.

Make sure you let us know what you think about Ryan's "interesting" idea for voyages!

Duration: 38:00

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In place of the 'Classic GameTek' segment that we normally post in between full episodes of Ludology, we are posting some bonus content about the design process for Trading in the Mediterranean.

Make sure you let us know what you think about Ryan's "interesting" idea for voyages!

Duration: 38:00

]]>
37:57 no
Ludology Episode 37 - The Empty Box Sun, 22 Jul 2012 11:00:00 +0000 In this episode, Ryan and Geoff discuss different approaches to starting a new game design. And then, they embark on a grand project of their own, designing a game of their own!

Duration: 1:04:30

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In this episode, Ryan and Geoff discuss different approaches to starting a new game design. And then, they embark on a grand project of their own, designing a game of their own!

Duration: 1:04:30

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01:04:32 clean
GameTek Classic 36 - NP Complete Sun, 15 Jul 2012 11:00:00 +0000 In this classic GameTek segment Geoff talks about NP Complete problems in mathematics, and the ways that certain problems can be transformed into others.

Duration: 06:00

(Yes, I know there was no GameTek Classic 35. Real Life got in the way a few weeks ago, and I decided to keep the numbering in sync with the Ludology numbering for simplicity)

]]>
In this classic GameTek segment Geoff talks about NP Complete problems in mathematics, and the ways that certain problems can be transformed into others.

Duration: 06:00

(Yes, I know there was no GameTek Classic 35. Real Life got in the way a few weeks ago, and I decided to keep the numbering in sync with the Ludology numbering for simplicity)

]]>
07:32 clean
Ludology Episode 36 - Case Study: Ticket To Ride Mon, 09 Jul 2012 02:40:58 +0000 Ryan and Geoff take a close analytical look at Alan Moon's Ticket To Ride, and lift up the hood to figure out what makes it tick.  What design decisions set it apart from similar games?  How does it draw on Moon's earlier work? And what does it do better than other mainstream euro games like Settlers of Catan?

Duration: 01:15

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Ryan and Geoff take a close analytical look at Alan Moon's Ticket To Ride, and lift up the hood to figure out what makes it tick.  What design decisions set it apart from similar games?  How does it draw on Moon's earlier work? And what does it do better than other mainstream euro games like Settlers of Catan?

Duration: 01:15

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01:16:52 clean
Ludology Episode 35 - The Social Milieu Sun, 24 Jun 2012 12:47:11 +0000 In this episode Ryan and Geoff analyze the environment that games create. Some games tend to be very competitive and tense, and others light and social. What pushes gameplay in these directions? What should game designers look for if they want to create a specific environment for the players?


Duration: 1:30:53

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In this episode Ryan and Geoff analyze the environment that games create. Some games tend to be very competitive and tense, and others light and social. What pushes gameplay in these directions? What should game designers look for if they want to create a specific environment for the players?

Duration: 1:30:53

]]>
01:30:56 clean
GameTek Classic 34 - Design and Creativity Sun, 17 Jun 2012 18:30:14 +0000 In this classic GameTek, Geoff and Brian continue to talk about The Ares Project, and the design challenges they faced. They specifically discuss designing with constraints as a way to spark creative solutions.

Duration: 6:00

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In this classic GameTek, Geoff and Brian continue to talk about The Ares Project, and the design challenges they faced. They specifically discuss designing with constraints as a way to spark creative solutions.

Duration: 6:00

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07:35 clean
Ludology Episode 34 - The Good, The Bad, and The Random Sun, 10 Jun 2012 11:00:00 +0000 Ryan and Geoff take a look at the use of uncertainty and randomness in games. What works and what doesn't? When should you have more randomness and when less?

Duration: 1:09:45

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Ryan and Geoff take a look at the use of uncertainty and randomness in games. What works and what doesn't? When should you have more randomness and when less?

Duration: 1:09:45

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01:09:44 clean
GameTek Classic 33 - Intro to The Ares Project Sun, 03 Jun 2012 16:09:50 +0000 In this classic GameTek, Geoff announces that he is going to publishing a game with Z-Man Games called - wait for it - The Ares Project.  This was originally broadcast in August of 2009 on Dice Tower episode 154.

Duration: 07:15

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In this classic GameTek, Geoff announces that he is going to publishing a game with Z-Man Games called - wait for it - The Ares Project.  This was originally broadcast in August of 2009 on Dice Tower episode 154.

Duration: 07:15

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07:36 clean
Ludology Episode 33 - Pandamonium! Sun, 27 May 2012 16:07:20 +0000 This episode Ryan and Geoff are very pleased to welcome Michael Lee, founder and co-owner of Panda Games, manufacturer of games like Pandemic and Eclipse, to discuss the nuts and bolts of actually getting a physical game into the world.

Duration: 1:10:50

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This episode Ryan and Geoff are very pleased to welcome Michael Lee, founder and co-owner of Panda Games, manufacturer of games like Pandemic and Eclipse, to discuss the nuts and bolts of actually getting a physical game into the world.

Duration: 1:10:50

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01:10:52 clean
GameTek Classic 32 - Push Your Luck Sun, 20 May 2012 17:50:42 +0000 In this GameTek segment Geoff looks at the math behind Push Your Luck games. When another roll is one roll too many...

This was originally broadcast in Dice Tower episode 143 in March of 2009.

Duration: 05:50

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In this GameTek segment Geoff looks at the math behind Push Your Luck games. When another roll is one roll too many...

This was originally broadcast in Dice Tower episode 143 in March of 2009.

Duration: 05:50

]]>
05:52 clean
Ludology Episode 32 - Critical Mass Sun, 13 May 2012 11:00:00 +0000 Ryan and Geoff tackle reviews and criticism. What are the different types? What drives people to write reviews? How do people use them? Do game reviews need to differ from film or book reviews? All these questions, and more, are discussed, dear listener, in this latest episode of Ludology.

Duration: 1:05

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Ryan and Geoff tackle reviews and criticism. What are the different types? What drives people to write reviews? How do people use them? Do game reviews need to differ from film or book reviews? All these questions, and more, are discussed, dear listener, in this latest episode of Ludology.

Duration: 1:05

]]>
01:05:46 clean
GameTek Classic 31 - Trading Games Sun, 06 May 2012 11:00:00 +0000 In this classic GameTek, Geoff talks about the characteristics of a good trading game. What drives the gameplay? How much does value need to be obscured? Is it better or worse to have stuff worth more to some players than others?

Duration: 5 minutes

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In this classic GameTek, Geoff talks about the characteristics of a good trading game. What drives the gameplay? How much does value need to be obscured? Is it better or worse to have stuff worth more to some players than others?

Duration: 5 minutes

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Ludology Episode 31 - Interview with William Attia Sat, 05 May 2012 12:46:18 +0000 Ryan and Geoff conduct a 'virtual interview' with William Attia, the designer, most notably, of Caylus.  Ryan declares that Caylus is the "most important game since Puerto Rico". Can he support that bold contention?

Note: This file has corrected the 'stereo' issue with the earlier posting.

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Ryan and Geoff conduct a 'virtual interview' with William Attia, the designer, most notably, of Caylus.  Ryan declares that Caylus is the "most important game since Puerto Rico". Can he support that bold contention?

Note: This file has corrected the 'stereo' issue with the earlier posting.

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GameTek Classic - PBEM History Sun, 22 Apr 2012 14:51:19 +0000 Well before the current wave of online boardgames, both web-based and mobile, Geoff reflected on his experience with PBEM gaming back in the dark ages in this classic GameTek episode.

05:00

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Well before the current wave of online boardgames, both web-based and mobile, Geoff reflected on his experience with PBEM gaming back in the dark ages in this classic GameTek episode.

05:00

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Ludology Episode 30 - Listener Spectacular Sun, 15 Apr 2012 11:00:00 +0000 Geoff and Ryan field several listener questions this episode, weighing in on quite a diverse range of topics. To add to the difficulty, Ryan responds to all questions with the flu.

Length: 1:01

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Geoff and Ryan field several listener questions this episode, weighing in on quite a diverse range of topics. To add to the difficulty, Ryan responds to all questions with the flu.

Length: 1:01

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01:00:58 clean
Ludology Bonus Episode - Hot and Cold Sun, 08 Apr 2012 11:00:00 +0000 In this classic GameTek Geoff looks at research linking temperature to social interactions. When should you give your opponents a cup of coffee instead of a soda?

We have also started a new file naming scheme with this episode that hopefully will meet everyone's needs.

]]>
In this classic GameTek Geoff looks at research linking temperature to social interactions. When should you give your opponents a cup of coffee instead of a soda?

We have also started a new file naming scheme with this episode that hopefully will meet everyone's needs.

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Ludology Episode 29 - Sold! Mon, 02 Apr 2012 01:04:14 +0000 Ryan and Geoff continue their discussion of the Auction mechanic. How much should the true value of what you're bidding on be hidden? And how can that be done? Plus, mechanics that really are auctions but don't look like one, and the Sturm Theory of Unified Prioritization.]]> Ryan and Geoff continue their discussion of the Auction mechanic. How much should the true value of what you're bidding on be hidden? And how can that be done? Plus, mechanics that really are auctions but don't look like one, and the Sturm Theory of Unified Prioritization.]]> 01:07:17 clean Ludology Bonus Episode - Visibility Sun, 25 Mar 2012 14:27:03 +0000 In this classic GameTek, Geoff discusses the concept of Visibility in computer games versus board games, using the PC game Armageddon Empires as a case study. How do board games and computer games differ in the way they present information to players?

Note that this was put out many years before smart phones, so there are many more boardgame implementations that you can carry around on a portable device. But the contrast still remains relevant.

]]>
In this classic GameTek, Geoff discusses the concept of Visibility in computer games versus board games, using the PC game Armageddon Empires as a case study. How do board games and computer games differ in the way they present information to players?

Note that this was put out many years before smart phones, so there are many more boardgame implementations that you can carry around on a portable device. But the contrast still remains relevant.

]]>
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Ludology Episode 28 - Going, Going, Gone Sun, 18 Mar 2012 15:34:54 +0000 Ryan and Geoff begin their two-part exploration of auction mechanics. Auctions are a part of many games, sometimes just as a minor role, and sometimes as the star.

What are the advantages of the auction mechanic? What are the different ways it can be implemented? And what would we like to see more and less of?

49' 26"

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Ryan and Geoff begin their two-part exploration of auction mechanics. Auctions are a part of many games, sometimes just as a minor role, and sometimes as the star.

What are the advantages of the auction mechanic? What are the different ways it can be implemented? And what would we like to see more and less of?

49' 26"

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Ludology Bonus Episode - Graph Theory Mon, 12 Mar 2012 00:18:29 +0000 This classic GameTek was originally broadcast during a Dice Tower episode on Train Games. Geoff explores the connections (get it - connections?) between creating rail networks and the branch of mathematics called Graph Theory.

5' 35"

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This classic GameTek was originally broadcast during a Dice Tower episode on Train Games. Geoff explores the connections (get it - connections?) between creating rail networks and the branch of mathematics called Graph Theory.

5' 35"

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Ludology Episode 27 - Case Study: Eclipse Sun, 04 Mar 2012 12:00:00 +0000 In this episode, Ryan and Geoff look at the hot new space game Eclipse as a way of revisiting topics from prior shows. How does Eclipse handle issues like multiple strategies, turn sequence, and victory points? What works and what doesn't? Please join us for an in depth exploration of the design of Eclipse.]]> In this episode, Ryan and Geoff look at the hot new space game Eclipse as a way of revisiting topics from prior shows. How does Eclipse handle issues like multiple strategies, turn sequence, and victory points? What works and what doesn't? Please join us for an in depth exploration of the design of Eclipse.]]> 01:18:46 clean Ludology Bonus Episode - Evolution Sun, 26 Feb 2012 12:00:00 +0000 In this classic GameTek, Geoff examines games about evolution. Which work, and which don't, and do any of them accurately capture the key concepts of evolutionary science?]]> In this classic GameTek, Geoff examines games about evolution. Which work, and which don't, and do any of them accurately capture the key concepts of evolutionary science?]]> 06:10 clean Ludology Episode 26 - Epic Games Sun, 19 Feb 2012 12:00:00 +0000 Ryan and Geoff are joined by Dr. Lewis Pulsipher to talk about games that feel epic.  What features are required for a game to feel epic? Can a short game be epic? Is it impossible to make an epic game about certain topics?

Dr. Pulsipher is the designer of Britannia, and a noted writer on game theory.

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Ryan and Geoff are joined by Dr. Lewis Pulsipher to talk about games that feel epic.  What features are required for a game to feel epic? Can a short game be epic? Is it impossible to make an epic game about certain topics?

Dr. Pulsipher is the designer of Britannia, and a noted writer on game theory.

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Ludology Bonus Episode - Past, Present, and Future Sun, 12 Feb 2012 12:00:00 +0000 In this classic GameTek, Geoff takes a look at hot streaks, cold streaks, and our predisposition to see patterns in what is actually random data.]]> In this classic GameTek, Geoff takes a look at hot streaks, cold streaks, and our predisposition to see patterns in what is actually random data.]]> 05:32 clean Ludology Episode 25 - Sports Spectacular! Sun, 05 Feb 2012 12:00:00 +0000 Today is Superbowl Sunday, and Team Ludology is tackling sports boardgames with guests Cody Jones and John Richard from Game On with Cody & John.  Are there game design challenges particular to sports games? What has worked and what doesn't? And what do we want to see more of?  All your questions will be answered in this action packed episode! (Well, not really, but some questions and a bit of action).]]> Today is Superbowl Sunday, and Team Ludology is tackling sports boardgames with guests Cody Jones and John Richard from Game On with Cody & John.  Are there game design challenges particular to sports games? What has worked and what doesn't? And what do we want to see more of?  All your questions will be answered in this action packed episode! (Well, not really, but some questions and a bit of action).]]> 01:05:35 clean Ludology Bonus Episode - Voting Sun, 29 Jan 2012 15:54:10 +0000 In this GameTek from 2008 Geoff discusses voting in general, and the specific voting system in the United States. Do the rules in the United States lead towards a two-party system? Or is it possible for a third party to have a shot at the presidency?

(Note: This podcast is not endorsing any particular party or candidate. It is merely a discussion of the 'rules' of voting and how that may impact results)

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In this GameTek from 2008 Geoff discusses voting in general, and the specific voting system in the United States. Do the rules in the United States lead towards a two-party system? Or is it possible for a third party to have a shot at the presidency?

(Note: This podcast is not endorsing any particular party or candidate. It is merely a discussion of the 'rules' of voting and how that may impact results)

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Episode 24 - State of The Game Hobby, 2012 Sun, 22 Jan 2012 12:00:00 +0000 A bit of a departure for Ludology, as we take a more topical look at the state of the gaming hobby as we move into the new year.

To give a business perspective, Ryan and Geoff are joined by industry insider Stephen Buonocore of Stronghold Games. Ryan believes we are at a 'fulcrum', trading quality for quantity, and is concerned for the future. Do Geoff and Stephen agree? And what does all this have to do with the movie industry?

]]>
A bit of a departure for Ludology, as we take a more topical look at the state of the gaming hobby as we move into the new year.

To give a business perspective, Ryan and Geoff are joined by industry insider Stephen Buonocore of Stronghold Games. Ryan believes we are at a 'fulcrum', trading quality for quantity, and is concerned for the future. Do Geoff and Stephen agree? And what does all this have to do with the movie industry?

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Bonus Episode - Prospect Theory Sun, 15 Jan 2012 12:00:00 +0000 In this classic GameTek, Geoff talks about how people approach gains and losses differently. This peculiarity of human psychology is the basis for Prospect Theory, developed by Kahneman and Tversky in the 1970's.]]> In this classic GameTek, Geoff talks about how people approach gains and losses differently. This peculiarity of human psychology is the basis for Prospect Theory, developed by Kahneman and Tversky in the 1970's.]]> 05:42 clean Episode 23 - Arts and Crafts Sun, 08 Jan 2012 12:00:00 +0000 We are pleased to welcome special guest Russ Wakelin, from The D6 Generation to discuss graphic design. The graphic design of a game can have a huge impact on the playability of the game and our enjoyment. What do we look for in great graphic design? What games have excellent graphic design and which are lacking?]]> We are pleased to welcome special guest Russ Wakelin, from The D6 Generation to discuss graphic design. The graphic design of a game can have a huge impact on the playability of the game and our enjoyment. What do we look for in great graphic design? What games have excellent graphic design and which are lacking?]]> 01:02:11 clean Bonus Episode - Expectation Value Sun, 18 Dec 2011 19:00:00 +0000 Are the kids out of school yet? If so, here's a bonus GameTek that is sure to keep their math skills freshly honed during the break. Geoff discusses how to estimate the 'Expectation Value' and how you can use that to help your gaming.]]> Are the kids out of school yet? If so, here's a bonus GameTek that is sure to keep their math skills freshly honed during the break. Geoff discusses how to estimate the 'Expectation Value' and how you can use that to help your gaming.]]> 06:26 clean Episode 22 - Games vs Simulations Sun, 11 Dec 2011 17:02:04 +0000 Ryan and Geoff are pleased to be joined by special guest Phil Eklund, designer of many games including High Frontier and Origins: How We Became Human.  

We discuss designing games as simulations, rather than just as games. What are the specific design challenges that are faced? How do you balance accuracy, playability, and fun?  And can novel things be learned from a game?

]]>
Ryan and Geoff are pleased to be joined by special guest Phil Eklund, designer of many games including High Frontier and Origins: How We Became Human.  

We discuss designing games as simulations, rather than just as games. What are the specific design challenges that are faced? How do you balance accuracy, playability, and fun?  And can novel things be learned from a game?

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Bonus Episode - Chess Ratings Sun, 04 Dec 2011 15:03:04 +0000 Following up on the last bonus GameTek episode about Regression Towards the Mean, Geoff discusses the USCF chess rating system with it's developer, Dr. Mark Glickman.  How are they calculated? How is the system designed to prevent 'gaming' the system? And once again we tackle the question of how you know if you're getting better or not.]]> Following up on the last bonus GameTek episode about Regression Towards the Mean, Geoff discusses the USCF chess rating system with it's developer, Dr. Mark Glickman.  How are they calculated? How is the system designed to prevent 'gaming' the system? And once again we tackle the question of how you know if you're getting better or not.]]> 06:33 clean Episode 21 - Innovation vs Reinterpretation Sun, 27 Nov 2011 14:31:56 +0000 It's Thanksgiving in the USA, so everything is bigger than usual. In this supersized 90 minute Ludology, Ryan and Geoff tackle the question of innovation in games. Where does innovation come from? What games are innovative and which build on existing mechanics?  Is it possible for a game to be too innovative?

Plus Ryan and Geoff reveal their picks for the most innovative game of the modern era. Do you agree?

]]>
It's Thanksgiving in the USA, so everything is bigger than usual. In this supersized 90 minute Ludology, Ryan and Geoff tackle the question of innovation in games. Where does innovation come from? What games are innovative and which build on existing mechanics?  Is it possible for a game to be too innovative?

Plus Ryan and Geoff reveal their picks for the most innovative game of the modern era. Do you agree?

]]>
01:28:36 clean
Bonus Episode - Regression Towards the Mean Sun, 20 Nov 2011 17:39:09 +0000 Why do we get worse after we get better? In this classic GameTek Geoff explores the concept of 'Regression Towards the Mean', and tries to figure out how we can really tell if we're improving or just getting lucky.]]> Why do we get worse after we get better? In this classic GameTek Geoff explores the concept of 'Regression Towards the Mean', and tries to figure out how we can really tell if we're improving or just getting lucky.]]> 05:43 clean Episode 20 - The Point of Victory Sun, 13 Nov 2011 14:47:27 +0000 In the episode, Geoff & Ryan discuss Victory Points - What are the different ways they are used? What works and what doesn't? Are they a crutch for lazy design or a useful tool in the arsenal of the game designer?]]> In the episode, Geoff & Ryan discuss Victory Points - What are the different ways they are used? What works and what doesn't? Are they a crutch for lazy design or a useful tool in the arsenal of the game designer?]]> 01:08:57 clean Bonus Episode - Group Think Sun, 06 Nov 2011 23:20:50 +0000 In this classic GameTek Geoff talks about Group Think in games - what causes it, and different ways to think about it.]]> In this classic GameTek Geoff talks about Group Think in games - what causes it, and different ways to think about it.]]> 06:06 clean Episode 19 - Two's Company, Three's a Crowd Thu, 03 Nov 2011 21:06:00 +0000 With Geoff out of commission due to a freak snowstorm, Mark Johnson steps up to the plate to join Ryan in a discussion of two versus three player games. What are the differences? What design choices does player count present the designer? ]]> With Geoff out of commission due to a freak snowstorm, Mark Johnson steps up to the plate to join Ryan in a discussion of two versus three player games. What are the differences? What design choices does player count present the designer? ]]> 01:00:32 clean Bonus Episode - Shuffling Sun, 23 Oct 2011 13:00:00 +0000 In this classic GameTek, Geoff discusses shuffling - A little of the math behind it, how online shuffling works, and a brief glimpse into the science of thermodynamics. Not bad for five minutes!]]> In this classic GameTek, Geoff discusses shuffling - A little of the math behind it, how online shuffling works, and a brief glimpse into the science of thermodynamics. Not bad for five minutes!]]> 05:44 clean Episode 18 - Research Through Gaming Sun, 16 Oct 2011 10:00:00 +0000 Ryan and Geoff interview Dr. Luke Rendell of the University of St. Andrews.  Dr. Rendell's team conducts research on social learning and the spread of ideas and culture throughout society. To assist in their reserach they ran a tournament in 2009 where anyone could submit a strategy to play a game based on social learning.

Dr. Rendell is now sponsoring a new tournament with some added depth to the game, this time with a 25,000 euro prize. for the best solutions.

We invited Dr. Rendell to join us to discuss the role of gaming in research, what they have learned from the prior tournament, and possible pitfalls.

If you are interested in learning more about the competition, including full game rules, please check out the link here.

Note that this time they are having a special 1,000 euro prize for the best performing strategy submitted by a a school class (through high school), so if you are a teacher this may be an excellent project for a group of interested students.

]]>
Ryan and Geoff interview Dr. Luke Rendell of the University of St. Andrews.  Dr. Rendell's team conducts research on social learning and the spread of ideas and culture throughout society. To assist in their reserach they ran a tournament in 2009 where anyone could submit a strategy to play a game based on social learning.

Dr. Rendell is now sponsoring a new tournament with some added depth to the game, this time with a 25,000 euro prize. for the best solutions.

We invited Dr. Rendell to join us to discuss the role of gaming in research, what they have learned from the prior tournament, and possible pitfalls.

If you are interested in learning more about the competition, including full game rules, please check out the link here.

Note that this time they are having a special 1,000 euro prize for the best performing strategy submitted by a a school class (through high school), so if you are a teacher this may be an excellent project for a group of interested students.

]]>
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Bonus Episode - The Giant Dice Tower Sun, 09 Oct 2011 14:45:00 +0000 Back in 2009 Geoff interviewed Scott Nesin, builder of a Dice Tower capable of rolling 1.3 million dice per day. What inspired him to take on a project like that?

Check out the video before listening to the inteview:

http://www.youtube.com/watch?v=7n8LNxGbZbs

]]>
Back in 2009 Geoff interviewed Scott Nesin, builder of a Dice Tower capable of rolling 1.3 million dice per day. What inspired him to take on a project like that?

Check out the video before listening to the inteview:

http://www.youtube.com/watch?v=7n8LNxGbZbs

]]>
11:40 clean
Episode 17 - Monogamers and Miniatures Sun, 02 Oct 2011 14:00:00 +0000 In this episode, Ryan and Geoff are joined by special guest Norbert Brunhuber, who is very active in the Warmachine/Hordes community.  The discussion centers around two topics:

'Monogamers' - those who play only a single game or game system (not gamers who have mono!). What is necessary in a game that will hold someone's interest for years? Why do some people prefer a single game system and others want to play a different game every week?

Miniature Gaming - what is the appeal? What are the differences between board and miniature games, and where is there crossover?

]]>
In this episode, Ryan and Geoff are joined by special guest Norbert Brunhuber, who is very active in the Warmachine/Hordes community.  The discussion centers around two topics:

'Monogamers' - those who play only a single game or game system (not gamers who have mono!). What is necessary in a game that will hold someone's interest for years? Why do some people prefer a single game system and others want to play a different game every week?

Miniature Gaming - what is the appeal? What are the differences between board and miniature games, and where is there crossover?

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01:04:23 clean
Bonus Episode - Social Learning Strategies Tournament Sun, 25 Sep 2011 15:12:51 +0000 Back in 2008 Geoff talked about a tournament to learn about how individuals interact within a social group.  He and his family submitted an entry, but sadly did not win the 10,000 euro prize.

However there's a successor tournament with more options and more strategies to explore. In this week's Ludology we replay the original segment, and give a quick review of some of the changes this time around.

If you're interested in the finding out more about the tournament, check it out here: Social Learning Strategies Tournament.

]]>
Back in 2008 Geoff talked about a tournament to learn about how individuals interact within a social group.  He and his family submitted an entry, but sadly did not win the 10,000 euro prize.

However there's a successor tournament with more options and more strategies to explore. In this week's Ludology we replay the original segment, and give a quick review of some of the changes this time around.

If you're interested in the finding out more about the tournament, check it out here: Social Learning Strategies Tournament.

]]>
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Episode 16 - Cooperative Games Sun, 18 Sep 2011 11:00:00 +0000 Ryan and Geoff look deep into the heart of cooperative games to figure out why some work and some don't.  What special problems face the designer of a coop?]]> Ryan and Geoff look deep into the heart of cooperative games to figure out why some work and some don't.  What special problems face the designer of a coop?]]> 55:45 clean Bonus Episode - Dice Decks Sun, 11 Sep 2011 04:00:00 +0000 In this classic GameTek, Geoff talks about streakiness in dice rolling in The Settlers of Catan. How often should it occur? And what effect does a 'Dice Deck' have on the game?]]> In this classic GameTek, Geoff talks about streakiness in dice rolling in The Settlers of Catan. How often should it occur? And what effect does a 'Dice Deck' have on the game?]]> 05:14 clean The Subcultures of Gaming Sun, 04 Sep 2011 15:16:16 +0000 Fresh off of their visit to Gencon in August, Ryan and Geoff talk about the subcultures of gaming, their similarities, differences, and the ways they interact.]]> Fresh off of their visit to Gencon in August, Ryan and Geoff talk about the subcultures of gaming, their similarities, differences, and the ways they interact.]]> 55:49 clean Bonus Episode - The Cube Tower Sun, 28 Aug 2011 04:00:00 +0000 Original research from the GameTek Laboratories! Geoff looks at the Cube Tower from Wallenstein/Shogun and experiments to see if there is any pattern to when the cubes fall out. Take your Shogun game to the next level!]]> Original research from the GameTek Laboratories! Geoff looks at the Cube Tower from Wallenstein/Shogun and experiments to see if there is any pattern to when the cubes fall out. Take your Shogun game to the next level!]]> 06:04 clean Episode 14 - Roll Again! Sun, 21 Aug 2011 18:41:00 +0000 Ryan and Geoff finally resolve the cliff-hanger back from episode 12 and reveal the game they think brought dice back into popularity as a design tool not just a randomizer but as an integral part of gaming mechanics. They discuss a variety of techniques that have been used to incorporate dice into modern games, and speculate on what the future will bring.]]> Ryan and Geoff finally resolve the cliff-hanger back from episode 12 and reveal the game they think brought dice back into popularity as a design tool not just a randomizer but as an integral part of gaming mechanics. They discuss a variety of techniques that have been used to incorporate dice into modern games, and speculate on what the future will bring.]]> 52:57 no Bonus Episode - Agricola Translation Sun, 14 Aug 2011 13:41:32 +0000 What is involved in localizing a game into a different language? Geoff talks with the team who worked to translate Agricola from German to English and finds out.]]> What is involved in localizing a game into a different language? Geoff talks with the team who worked to translate Agricola from German to English and finds out.]]> 06:09 clean Episode 13 - CCGs & DBGs Sun, 07 Aug 2011 11:00:00 +0000 This episode we are pleased to be joined by Mike Elliott. Mike is the designer of Quarriors and Thunderstone, and also worked for many years with Wizards of the Coast doing design work on Magic and other CCGs. We discuss the specific design issues that arise for deck-building games and collectible card games.]]> This episode we are pleased to be joined by Mike Elliott. Mike is the designer of Quarriors and Thunderstone, and also worked for many years with Wizards of the Coast doing design work on Magic and other CCGs. We discuss the specific design issues that arise for deck-building games and collectible card games.]]> 01:02:24 clean Bonus Episode - Beauty Contests Sun, 31 Jul 2011 11:30:00 +0000 Can you outguess your opponent?  Geoff digs into some experiments that may give the answer in this classic GameTek episode.]]> Can you outguess your opponent?  Geoff digs into some experiments that may give the answer in this classic GameTek episode.]]> 06:23 clean Episode 12 - Dice-O-Rama Sun, 24 Jul 2011 10:00:00 +0000 In this episode, Ryan and Geoff explore dice, and dissect the history of their use in games.]]> In this episode, Ryan and Geoff explore dice, and dissect the history of their use in games.]]> 50:09 clean Bonus Episode - Rock Paper Scissors Sun, 03 Jul 2011 04:00:00 +0000 In this classic GameTek episode, Geoff takes a look at the classic Rock, Paper, Scissors, and what it tells us about game theory.]]> In this classic GameTek episode, Geoff takes a look at the classic Rock, Paper, Scissors, and what it tells us about game theory.]]> 05:58 clean Episode 11 - Family Games Sun, 26 Jun 2011 11:00:00 +0000 Ryan and Geoff discuss Family Games - What are they and what makes them work?  Ryan goes back to his educational theory studies to break it down.]]> Ryan and Geoff discuss Family Games - What are they and what makes them work?  Ryan goes back to his educational theory studies to break it down.]]> 50:01 clean Bonus Episode - Abstract Games Sun, 19 Jun 2011 11:00:00 +0000 In this classic GameTek episode, Geoff takes a look at abstract games, and attempts to solve them by computer. And does it matter if they are?]]> In this classic GameTek episode, Geoff takes a look at abstract games, and attempts to solve them by computer. And does it matter if they are?]]> 05:45 clean Episode 10 - Complexity Sun, 12 Jun 2011 11:00:00 +0000 Ryan and Geoff are very pleased to be joined this episode by special guest Scott Nicholson, of On Boardgames, and Boardgames with Scott.  They discuss complexity - different types of complexity, when complexity is called for, and how it can be managed.]]> Ryan and Geoff are very pleased to be joined this episode by special guest Scott Nicholson, of On Boardgames, and Boardgames with Scott.  They discuss complexity - different types of complexity, when complexity is called for, and how it can be managed.]]> 44:55 clean Bonus Episode - Fair Dice Sun, 05 Jun 2011 11:00:00 +0000 In this classic GameTek episode, Geoff takes a look at research that was done on the fairness of dice. How 'unfair' can standard off-the-shelf dice get?]]> In this classic GameTek episode, Geoff takes a look at research that was done on the fairness of dice. How 'unfair' can standard off-the-shelf dice get?]]> 06:00 clean Episode 9 - Turn, Turn, Turn Sun, 29 May 2011 11:00:00 +0000 Ryan and Geoff discuss the differences between turn-based and simultaneous-action games. What are the advantages of each type of design?]]> Ryan and Geoff discuss the differences between turn-based and simultaneous-action games. What are the advantages of each type of design?]]> 41:15 clean Bonus Episode - The Ultimatum Game Sun, 22 May 2011 09:00:00 +0000 In this episode, Geoff explores the Ultimatum Game, which is used by social scientists to explore human concepts of fairness, competition, and cooperation.]]> In this episode, Geoff explores the Ultimatum Game, which is used by social scientists to explore human concepts of fairness, competition, and cooperation.]]> 05:41 clean Episode 8 - Narrative Arc Sun, 15 May 2011 04:00:00 +0000 Ryan and Geoff tackle another angle on story in games - the narrative arc. What creates rising tension, and what game elements can create a dramatic climax?]]> Ryan and Geoff tackle another angle on story in games - the narrative arc. What creates rising tension, and what game elements can create a dramatic climax?]]> 42:13 clean Bonus Episode - Prisoner's Dilemma (Part 2) Sun, 08 May 2011 04:00:00 +0000 In this classic GameTek episode, Geoff talks about the iterated Prisoner's Dilemma, and what it implies about social science and evolution.]]> In this classic GameTek episode, Geoff talks about the iterated Prisoner's Dilemma, and what it implies about social science and evolution.]]> 06:32 clean Episode 7 - Narratology Sun, 01 May 2011 04:00:00 +0000 Ryan and Geoff are joined by special guest Andy Parks to begin their discussion on how games incorporate story and narrative structure elements.

Andy is a game designer of many games including Ideology and Camelot Legends, and is the author of a recent article on creating narrative in games for the website Booklife.

]]>
Ryan and Geoff are joined by special guest Andy Parks to begin their discussion on how games incorporate story and narrative structure elements.

Andy is a game designer of many games including Ideology and Camelot Legends, and is the author of a recent article on creating narrative in games for the website Booklife.

]]>
58:50 clean Games,boardgames
Bonus Episode - Prisoner's Dilemma (Part 1) Sun, 24 Apr 2011 15:11:15 +0000 In this classic GameTek episode, Geoff talks about the Prisoner's Dilemma and how it applies to board games.]]> In this classic GameTek episode, Geoff talks about the Prisoner's Dilemma and how it applies to board games.]]> 05:51 clean Games,boardgames Episode 6 - Finding The Balance Sun, 17 Apr 2011 11:00:00 +0000 Ryan and Geoff conclude their discussion of balance by looking at a variety of questions:

What does it mean for a game to be balanced?

What are the different types of balance?

Can a game be too balanced?

]]>
Ryan and Geoff conclude their discussion of balance by looking at a variety of questions:

What does it mean for a game to be balanced?

What are the different types of balance?

Can a game be too balanced?

]]>
52:20 clean game,balance,boardgame
Bonus Episode - Triangular Numbers Sun, 10 Apr 2011 13:48:24 +0000 In this classic GameTek segment Geoff takes a look at triangular numbers and the way they are used in game designs. Features a bonus appearance by Alan Moon (sort of)!]]> In this classic GameTek segment Geoff takes a look at triangular numbers and the way they are used in game designs. Features a bonus appearance by Alan Moon (sort of)!]]> 06:16 clean Games,boardgames Episode 5 - Dominant Strategies - Take 2 Sun, 03 Apr 2011 17:11:29 +0000 Games that seem to have multiple strategies sometimes end up having just one dominant strategy that players follow. In this episode, Ryan and Geoff discuss ways the pitfalls of game design that can lead to this, and ways designers avoid it.]]> Games that seem to have multiple strategies sometimes end up having just one dominant strategy that players follow. In this episode, Ryan and Geoff discuss ways the pitfalls of game design that can lead to this, and ways designers avoid it.]]> 47:26 clean Bonus Episode - Multitouch Tables Sun, 27 Mar 2011 18:17:03 +0000 In this classic GameTek episode from 2007 Geoff talks about Multitouch Tables like the Microsoft Surface, and the role they may play in the future of boardgames.]]> In this classic GameTek episode from 2007 Geoff talks about Multitouch Tables like the Microsoft Surface, and the role they may play in the future of boardgames.]]> 06:13 clean Games,boardgames Episode 4 - The Emergence of Strategy Sun, 20 Mar 2011 14:39:09 +0000 In this episode, Ryan and Geoff discuss the difference between strategy and tactics, and the different forms that strategy can take in games.]]> In this episode, Ryan and Geoff discuss the difference between strategy and tactics, and the different forms that strategy can take in games.]]> 45:11 clean Games,boardgames Episode 3A - The Defense of Power Grid Mon, 14 Mar 2011 09:00:00 +0000 What, another Ludology episode already?

In episode 3, Catch The Leader, Ryan and Geoff both opined that the turn order mechanic in Power Grid diminishes the overall experience.  This prompted a lot of passionate debate in the forums.

For this bonus episode, we are joined by listener and poster Tim Koppang, who defends this Catch the Leader mechanic as integral to the Power Grid experience, and essential to gameplay.

Episode 4 will be posted as scheduled, on March 20.

]]>
What, another Ludology episode already?

In episode 3, Catch The Leader, Ryan and Geoff both opined that the turn order mechanic in Power Grid diminishes the overall experience.  This prompted a lot of passionate debate in the forums.

For this bonus episode, we are joined by listener and poster Tim Koppang, who defends this Catch the Leader mechanic as integral to the Power Grid experience, and essential to gameplay.

Episode 4 will be posted as scheduled, on March 20.

]]>
14:17 clean Games,boardgames
Ludology Bonus Episode - Reviews Sun, 13 Mar 2011 09:00:00 +0000

Here is the next classic GameTek episode. This is on one of Tom Vasel's favorite topics - reviews!

This is purely 'bonus' content, and we will still be keeping to our regular two week release schedule.

]]>

Here is the next classic GameTek episode. This is on one of Tom Vasel's favorite topics - reviews!

This is purely 'bonus' content, and we will still be keeping to our regular two week release schedule.

]]>
00 clean Games,boardgames
Episode 3 - Catch The Leader Sun, 06 Mar 2011 14:00:00 +0000 In this episode, Ryan and Geoff begin their series on balance.  First up: Catch The Leader.

What exactly is Catch The Leader? When is it needed, if ever? When does it work and when doesn't it?

]]>
In this episode, Ryan and Geoff begin their series on balance.  First up: Catch The Leader.

What exactly is Catch The Leader? When is it needed, if ever? When does it work and when doesn't it?

]]>
51:41 clean the,catch,leader,boardgames
Ludology Bonus Episode 1 - GameTek Classic! Sun, 27 Feb 2011 10:00:00 +0000 Regular Ludology episodes will be released every two weeks.

As an experiment, on the 'in between' weeks we are going to be releasing classic GameTek segments from The Dice Tower.  This is the very first GameTek that was ever aired, on the topic of luck, and like all GameTeks is about 5 minutes long.

This is purely 'bonus' content, and we will still be keeping to our regular two week release schedule.

Please drop by our BGG guild and let us know if you enjoy these bonus releases!

]]>
Regular Ludology episodes will be released every two weeks.

As an experiment, on the 'in between' weeks we are going to be releasing classic GameTek segments from The Dice Tower.  This is the very first GameTek that was ever aired, on the topic of luck, and like all GameTeks is about 5 minutes long.

This is purely 'bonus' content, and we will still be keeping to our regular two week release schedule.

Please drop by our BGG guild and let us know if you enjoy these bonus releases!

]]>
05:45 clean
Episode 2 - Why Do We Play Games? Sun, 20 Feb 2011 10:00:00 +0000 In our second episode we take a look at what attracts people to games, and what keeps them coming back for more.  Plus Ryan and Geoff share personal stories about some of their game experiences over the years.]]> In our second episode we take a look at what attracts people to games, and what keeps them coming back for more.  Plus Ryan and Geoff share personal stories about some of their game experiences over the years.]]> 46:54 no Episode 1 - What is a Game? Mon, 07 Feb 2011 14:26:00 +0000 Welcome to Ludology! In this, our first episode, we tackle the question of what is a game, and what isn't.]]> Welcome to Ludology! In this, our first episode, we tackle the question of what is a game, and what isn't.]]> 38:00 no

Clio Yun-su Davis Domain_9 Game Designer

Source: https://ludology.libsyn.com/rss

Posted by: santosbregive.blogspot.com

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