Ludology cover image

Ludology 272 - The Art of Games

Ludology

00:00

Is Your Game Making a Promise?

"I've personally found it's so important to have a game do what it says on the tin, so to speak" "A lot of new designers make mistakes as they're not really aware of the promise an't the game's making. I did an episode with jeff on ludinarative dissonance, and i use the example of the tritone vor that because lutonarative dissonance is not always a bad thing" 'You have to be in control of it as a designer,' she adds. "'Unspeakable words', which is a kathul themed word gamet - if that's not dissonance, i don't know what is'

Transcript
Play full episode

The AI-powered Podcast Player

Save insights by tapping your headphones, chat with episodes, discover the best highlights - and more!
App store bannerPlay store banner
Get the app