The Game Design Round Table

Dirk Knemeyer & David V. Heron
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Nov 4, 2013 • 1h 12min

#52: Meet the TGDRT Crew

Jon and Dirk are joined by David for the special 1-year anniversary show. They point the magnifying glass back at themselves in this episode and share their design processes, challenges they’ve overcome, the tools they use and how to build a good team. They wrap things up by talking about ways the show has given back and made them better game designers and developers.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:03:57 - Serial VS parallel design0:13:15 - Life as a designer/producer0:17:20 - Dirk’s crazy schedule0:23:40 - Google Docs & Software0:38:10 - Playtesting0:45:10 - Building a good team0:56:24 - How has the podcast changed our hosts?
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Oct 28, 2013 • 1h 29min

#51: Alpha Centauri & Evolving as a Designer. With Brian Reynolds

Jon and Dirk are joined by Brian Reynolds, designer of ‘Civilization 2’, ‘Alpha Centauri’, ‘Rise of Nations’ and more. They discuss Brian’s career as a designer, his approach and what makes ‘Alpha Centauri’ stand up so many years later.
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Oct 23, 2013 • 1h 7min

#50: Kickstarter & Stonemaier Games. With Jamey Stegmaier

Jon and Dirk are joined by Jamey Stegmaier, co-founder of Stonemaier Games and designer of ‘Viticulture’ and ‘Euphoria’. They discuss Stonemaier’s first two titles, giving back to the development community and have a lengthy conversation on the state and future of Kickstarter.
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Oct 14, 2013 • 1h 6min

#49: How to Teach Games

Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?
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Oct 9, 2013 • 1h 5min

#48: X-COM & Tactical Games. With Julian Gollop

Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian’s distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comJulian Gollop - @Julian_Gollop, www.GollopGames.com, ---------------------------Episode Outline0:00:50 - Julian’s early career0:09:50 - The history of X-COM0:23:00 - Life after X-COM0:34:16 - Julian’s evolution as a designer0:42:20 - What makes a designer?0:48:38 - Choosing a development platform0:53:06 - What makes X-COM special?1:01:30 - Julian’s 'favorite child'
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Sep 30, 2013 • 1h 23min

#47: AtG Playtest, Agricola & More

Our hosts discuss Dirk's recent experience playtesting ‘At the Gates’, dive deep into what makes ‘Agricola’ great, and lament the loneliness of the skill curve in ‘Go’. They also touch upon the simple-but-effective worldbuilding in ‘The Last of Us’, and the enjoyable gameplay but still-questionable monetization of ‘World of Tanks’.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.com---------------------------Episode Outline0:01:01 - Agricola0:23:12 - Go0:36:12 - The Last of Us0:44:11 - World of Tanks0:52:16 - AtG Development Update0:55:44 - Dirk Development Update1:04:00 - AtG Playtest Report
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Sep 23, 2013 • 1h 13min

#46: Theme, Mechanics & Fun

Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to ‘fun’. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:01:08 - Definitions0:05:15 - Business considerations0:16:00 - Favoring one over the other0:22:08 - What is ‘fun’?0:31:50 - Theme vs mechanics0:43:30 - Can you omit one?0:53:00 - Jon’s approach in At the Gates1:00:40 - Dirk’s approach1:02:17 - David’s approach
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Sep 17, 2013 • 1h 5min

#45: Tabletop & Digital Design. With Ed Beach

Jon and Dirk are joined by Ed Beach, designer of the digital titles ‘Civilization 5: Gods & Kings’ and ‘Brave New World’ as well as tabletop games ‘Here I Stand’ and ‘Virgin Queen’. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comEd Beach - home.comcast.net/~ebeach, EdBeach@Comcast.netOutline0:00:32 - ‘Here I Stand’0:08:35 - Ed’s design background0:14:04 - Differences between digital & tabletop design0:27:35 - How do you encourage negotiation?0:40:13 - Large scale VS small scale design0:46:20 - Scenario design VS tabletop design0:51:36 - Applying lessons across disciplines0:59:25 - Ed’s future projects
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Sep 11, 2013 • 1h 22min

#44: Competition, Endgames & Updates

Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting.Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comOutline0:00:32 - Solium Infernum0:05:50 - Issues with deep competitive games0:19:50 - City of Remnants0:29:20 - Why are endgames so rarely good?0:47:00 - Update on Dirk’s projects1:05:17 - Update on At the Gates1:13:25 - The strategy of playtesting
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Sep 4, 2013 • 1h 8min

#43: Randomness

Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you’re aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness?Contact InformationJon Shafer - @JonShaferDesign, www.JonShaferOnDesign.com, Jon.Shafer@ConiferGames.comDirk Knemeyer - @DKnemeyer, www.artana.com, Dirk@Knemeyer.comDavid Heron - @DavidVHeronEpisode Outline0:00:23 - What is randomness?0:03:55 - What makes randomness good?0:08:45 - Randomness and casual VS hardcore0:15:56 - Problems trying to mitigate randomness0:23:10 - Probability0:38:15 - Fairness0:50:40 - Input randomness

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