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Ludology

Latest episodes

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Jul 7, 2013 • 6min

GameTek Classic 59 - Man vs Machine

In this classic GameTek, Geoff talks about the difference between playing a human vs an AI opponent. Do we act and feel differently about the game? If so, why? Duration: 5:58
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Jun 30, 2013 • 58min

Ludology Episode 59 - Hey! That's Mine!

As humans we overvalue losing something and undervalue gaining it. This is called Loss Aversion, and is a well studied psychological effect. How do games incorporate Loss Aversion? How does it affect us as players, and how can game designers use it to create a more emotional and engaging experience?  When can Loss Aversion hurt a game rather than help it? Duration: 58:22
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Jun 23, 2013 • 6min

GameTek Classic 58 - Player Engagement

In this classic GameTek episode, Geoff discusses long games and how to keep players engaged for many hours. What are the different types of engagment, which are effective, and which are mentally taxing? Duration: 05:52
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Jun 16, 2013 • 1h 16min

Ludology Episode 58 - Back to Basics?

Ryan proposes a radical change to the mechanics of Trading in the Mediterranean to simplify and smooth our the gameplay, and Geoff wants to talk about it.  Will it throw the baby out with the bathwater? What is the heart of the game? Duration: 1:16:05
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Jun 9, 2013 • 6min

GameTek Classic 57 - Endowed Progress

In this classic GameTek, Geoff takes a look at car washes and the Endowed Progress Effect. How can we use it to get players more engaged in a game? Duration: 05:30
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Jun 2, 2013 • 1h 18min

Ludology Episode 57 - Goal!

Ryan and Geoff tackle the concept of an 'objective' in a game - not just end game objectives, but techniques for building a series of mini-objectives to keep the player engaged and the game moving forward. What types of objectives work well? What is the difference between public, private, and hidden objectives, and how do those interact? Duration: 01:17:54
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May 26, 2013 • 7min

GameTek Classic 56 - Gamification

In this classic GameTek, Geoff talks about how businesses are trying to use games to appeal to customers. Duration: 07:25
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May 19, 2013 • 1h 2min

Ludology Episode 56 - License to Thrill

Licnesed games like X-Wing and the upcoming Star Trek: Attack Wing are hugely popular. But how is designing a game with a license different?  Ryan and Geoff are pleased to welcome back guest Andrew Parks to delve into these questions. Andrew is the designer of a wide variety of licensed games, including The Nightmare Before Christmas TCG, 300, Hogwarts House Cup, Hunger Games District 12, and the upcoming Star Trek: Attack Wing. How do you invoke the theme of the licensed property? Does it make game design simpler or more challenging? How much is dictated by the licensing company? Answers to all of these questions, plus tons of spoilers about Attack Wing and a very special Core Worlds reveal! Duration: 01:02
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May 12, 2013 • 8min

GameTek Classic 55 - Intransitive Dice

In this classic GameTek, Geoff looks at intransitive dice - Dice where die A tends to beat die B, which tends to beat die C, which tends to beat die A. This was a big topic of discussion on the Dice Tower form when it was first released, so please continue the conversation over on the Ludology forums! Duration: 08:28
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May 5, 2013 • 1h 14min

Ludology Episode 55 - The Box is Half Full

Ryan and Geoff reivew the status of "Trading in the Mediterranean", their publicly-developed board game. After talking about the current version and how it has evolved, they talk about what's working and what's not, and how to fix it. Duration: 01:13:50 This episode of Ludology is sponsored by Sissyfight 2000, now on Kickstarter!

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