Episodes
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We're back with a very special episode, as co-host Ryan Anderson walks us through their design methodology for the combat in Wintermoor Tactics Club. We break down how Ryan intentionally approached Wintermoor so that it would introduce new players to turn-based strategy games, and we use those same lessons to analyze how Fall Guys, One Night Werewolf, and Good Sudoku function as introductions to their own genres.
Wintermoor Tactics Club is out now on PC, Switch, PS4, and Xbox One.
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Jon and Kyle sit down to discuss player proactivity in tabletop roleplaying. What is the difference between proactive and reactive play? Why is proactivity important for collaborative storytelling? And how do you create a space where your players feel comfortable and encouraged to be proactive? We answer all these questions and more in this jumbo-sized Roleplay extravaganza.
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Missing episodes?
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The gang breaks into Death Stranding and Animal Crossing, two games that are perhaps more similar than they first appear. We discuss how adding friction to mechanics can make the player feel more present in the game world and debate whether there is such a thing as a wrong way to play a game.
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The gang digs into the audacious design of Doom Eternal, which manages to be too similar to its predecessor for new players to learn, yet is also too different for some existing fans to enjoy. You can punch the ribs out of a giant brain with a gun bolted on top, though, so Jon and Rob love it anyway.
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After taking a few months off, we're back ready to discuss the latest and greatest in digital games... by talking about a five-year-old mobile game. Rob's been grooving on Clash Royale's clan battles, and the gang discusses how these types of alternate game modes can expand a game's audience by providing multiple modes of play that appeal to different players.
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We're back with another dive into the fascinating world of tabletop roleplaying! This time, Jon comes to Kyle with a problem -- he feels anxious that the last session he GMed didn't go so well, and he's not sure how to deal with this in a constructive way.
This sparks a long discussion about the importance of creating intentional spaces that invite feedback and sharing, and the risks and potential toxicity of making assumptions about the expectations of your fellow humans around the table.
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We're back to discuss more of the hows, whats, and whys of GMing tabletop roleplaying games! This time, Kyle and Jon discuss how to get your players to engage their imaginations and provide more colorful contributions to the ongoing story.
Among other things, we cover the importance of making your players feel safe at the table, how to create opportunities for players to showcase their imaginations, and how to get your players to build out the elements of their characters that will fuel the story for future sessions.
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We're trying something new! While video games are cool and all, we've been spending a lot of our design energy recently playing, running, and thinking about tabletop RPGs.
RPGs are some of the most fascinating and unique gaming experiences you can experience today. They're intricate machines that synthesize the efforts and desires of the players, the game master, and the game's original designer to create something that none of them ever expected. They simulate complex worlds that exist only in the minds of those sitting around the table. They're a constant conversation between the players and their game master, between the mechanics of the system and the needs of the story, between the desires of the players and the in-universe goals of their characters.
In short, RPGs are dope, and we want to understand them better.
To begin this journey to take apart RPGs and see what makes them tick, Jon sits down with new co-host Kyle Pulver to discuss how game masters can better work alongside their chosen game system, rather than struggling against it. We dig into how your GMing style should match the fidelity of your chosen game system, how you can tell the focus of a system based on where it expends most of its detail, and how embracing all the rules of a system can teach your more than attempting to work around or undermine the ones you don't understand.
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It's the end of the 2010s, and the gang is looking back to try and make sense of what just happened. Join us for a jaunt down memory lane that is almost as insightful as it is exhausting. You'll laugh, you'll cry, and you'll be amazed at how many games we're still playing today came out over a decade ago.
Happy new year, and here's to another decade of great games. -
The gang discusses Really Bad Chess, which is actually really good. We dig into how developer Zach Gage made a classic game more fun and accessible, and Rob expresses his surprisingly deep love for Backgammon.
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The gang discusses the gorgeous visual album game Sayonara Wild Hearts, heaping praises upon its aesthetics but picking apart its bizarre relationship with its scoring system.
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The gang discusses comedy in games and how Untitled Goose Game and What the Golf? each tackle this difficult design area.
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The gang discusses Fire Emblem: Three Houses, the latest entry in the long-running tactics RPG series. We dig into how Three Houses uses its character development mechanics to encourage the player to invest in their characters both mechanically and emotionally. We then contrast this approach with those taken in XCOM 2 and Darkest Dungeon to see how each game uses its systems to reinforce its unique themes and tone.
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We discuss Fantasy Flight Games' recent 'unique deck game', Keyforge, in which every deck you buy is a randomly generated, unique, and unchangeable combination of cards. We look at how this system makes the game more approachable than traditional trading card games, how it affects high level and competitive play, and what other developers can learn from this approach, even if they don't have access to FFG's custom printing processes.
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The gang compare the card combat systems in Steamworld Quest and Slay the Spire and analyze how one simple difference massively changes the focus of each game.
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We're super excited to be joined by Alex Beachum, creative director of Outer Wilds, the time-looping space exploration game that won the Independent Game Festival's grand prize back when it was still a student project.
Together we explore the story of the game's seven year development cycle before diving deep into how Alex and the team at Mobius Digital created a mystery game that spans an entire solar system. How did they make sure that players would be motivated to investigate each separate plot thread? How did they prevent players from ever feeling lost or directionless? How did they do all of this without ever placing a map marker or opening a quest log? You'll have to listen to found out!
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Jon and Rob discuss how the developers of 2016's Doom reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment.
(We also referred to Doom 2016 as Doom 5, thinking that there had been a previous, underwhelming Doom 4. No such game was ever release -- we were probably thinking of Quake 4 instead. Our bad!) -
Jon and Rob are back from vacation, and we're ready to deliver some spicy hot takes! This time: Jon can't stand playing Dungeons & Dragons, despite loving lots of other tabletop RPGs. Improv comedy technique, homebrew magic systems, and bad fantasy novels are all discussed within.
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This week we're discussing one of the most important skills for a professional game designer to cultivate -- workplace communication! We share thoughts and personal anecdotes on how to clearly get your ideas across, how to foster a non-toxic work environment, and how to align your whole team behind the same set of goals.
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Continuing on from last week's discussion of non-standard RPG stats in games, we dig into the confusingly named stats that make up Bloodborne's progression system. Designs will be analyzed, honor will be challenged, and in true From Software fashion, one of our hosts will die.
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