The Game Design Round Table

Dirk Knemeyer & David V. Heron
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Jul 8, 2020 • 51min

#242 Molly Johnson Talks Point Salad

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12 snips
Jun 23, 2020 • 1h 11min

#241 Diving into MOBA Perspectives and Problems

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Jun 9, 2020 • 53min

#240 Ryan Scott Aims for Balanceable, Not Balanced

Ryan “Morello” Scott joins Dirk and David on the show to discuss his design axiom: balance isn’t important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot’s new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.
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May 27, 2020 • 1h 13min

#239 Listener Questions May 2020

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17 snips
May 12, 2020 • 57min

#238 Round Table on How Different Game Mediums Handle Edge Cases

Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn’t see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.
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6 snips
Apr 28, 2020 • 1h 5min

#237 Old World: Utilizing Playtesters Effectively

Soren rejoins Dirk and David to discuss what’s new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.
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17 snips
Apr 15, 2020 • 48min

#236 Tanya X. Short Makes Game Systems Obvious

Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn’t see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game’s objectives don’t align well with the system.  
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5 snips
Mar 31, 2020 • 1h 6min

#235 Diving Into MOBA Foundations

Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre’s roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven’t taken off (at least in North America, that is). 
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24 snips
Mar 17, 2020 • 56min

#234 Sen-Foong Lim Designs Edge Cases Out of the Game

Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.
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Mar 4, 2020 • 1h 9min

#233 Round Table on the Challenges of Pleasing Customers

Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.

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