Episoder
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How do you make losing fun? What makes a satisfying arc in a racing game? Ananda, Charlie, and Trevor visit Velocitron in Robo Rally Transformers.
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Why should you pay off player debts automatically? What is the benefit of running two laps versus one? Trevor, Ananda, and Charlie put the pedal to the metal in Heat.
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Manglende episoder?
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Why are two-player asymmetric games easier to design? How do you come up with variants on a core ruleset? Trevor, Ananda, and Charlie discuss asymmetric games.
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How do you make turn order feel important? Why should you limit your players' ability to adjust their own prices? Ananda, Charlie, and Trevor honor the gods in The Great Zimbabwe.
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What makes creating a server so satisfying? Should you include both passive and active playstyles? Charlie, Trevor, and Ananda fight the system in Android: Netrunner.
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How can you get players to understand what other players are doing when their factions are different? How can common resources be made to feel different to different factions? Trevor, Ananda, and Charlie liberate the woodland in Root.
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Ananda, Charlie, and Trevor talk about Semi-Cooperative games.
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Do enemies need a clearly defined health stat? What should happen to a player who is eliminated early? Charlie, Trevor, and Ananda chart a course for Earth in Nemesis.
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What sorts of resources encourage players to betray their allies? When should you use spherical components? Trevor, Ananda, and Charlie build a raft in Hellapagos.
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How can you make attacking other players feel less hostile? What advantage do board games have over digital games? Ananda, Charlie, and Trever encounter the cosmos in Cosmic Encounter.
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Charlie, Trevor, and Ananda hold a live episode at 2DCon, the same convention where the podcast originated! They discuss lessons board game and video game designers can learn from each other.
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How can you frame new challenges to make players excited about them? Why do people enjoy performing mundane tasks in video games? Trevor, Ananda, and Charlie run a restaurant in Plate Up.
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Why are breaks important in a real-time game? Do players need an inventory? Ananda, Charlie, and Trevor go off the rails in Unrailed!
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Can players distinguish themselves when all are adding to the same challenge? How do you incentivize players to make a challenge the right difficulty? Charlie, Trevor, and Ananda build an obstacle course in Ultimate Chicken Horse.
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What are the strengths and weaknesses of roll-and-writes for designers and publishers? How do you ensure dice rolls are exciting? Ananda, Charlie, and Trevor discuss Roll-and-Write games.
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What are the advantages of scoring an objective twice over the course of a game? How can you represent combat in a roll and write? Charlie, Trevor, and Ananda map the territories of Cartographers Heroes.
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How can you create tension between waiting for bonuses and actively pursuing them? What are the benefits and drawbacks of action bonuses? Trevor, Ananda, and Charlie reap their rewards in Three Sisters.
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Can you incorporate player interaction into a roll-and-write? How do you encourage players to engage with all scoring categories? Ananda, Charlie, and Trevor serve up some insights in That's Pretty Clever.
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Why should the active player gain a special bonus? What sorts of choices can you give players after rolling dice? Ananda, Charlie, and Trevor talk about Probability Farming games.
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What are some ways to manipulate probability space? How can players benefit from complicated triggered effects during other players' turns? Trevor, Ananda, and Charlie deploy their thoughts about Space Base.
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