

Nice Games Club - a gamedev podcast!
Lydia, Stephen, and Mark
The podcast where nice gamedevs talk gaming and game development. Nice!
Episodes
Mentioned books

Jul 28, 2020 • 0sec
"Empty the bucket." Burnout; Asynchronous and Asymmetric Gameplay
Your nice hosts are tired, then get energized. Stephen is thinking about it, Mark brought a few unlikely examples, and Ellen is also thinking about it.Here's a fun new thing: We've recently started a Discord channel for listeners to discuss the show with each other. It's part of the Twin Cities Gamedev Discord server, but you don't need to be a Twin Cities gamedev to partisipate! Get directly to the Nice Games Club discussion channel via https://nicegames.club/discord0:06:43BurnoutBurn-out, an "occupational phenomenon"World Health OrganizationTeacher Burnout: What It Is, Why It Happens, and How You Can Prevent End-Of-Yea…WaterfordToxic management cost an award-winning game studio its best developersMegan FarokhmaneshThe Verge0:46:39Asynchronous and Asymmetric GameplayAsynchronous Multiplay: Futures for Casual Multiplayer ExperienceIan BogostGeorgia Institute of TechnologyRelaxed Hardcore: Why Asynchronous is the Next Big Thing in Core GamingIan HardinghamGDCWhy an Asymmetric Board Game Pissed Off Me and My FriendsKyle RogacionGoomba StompAre Asymmetrical Multiplayer Games Becoming a Major Trend?Micah ShapiroGameRant

Jul 24, 2020 • 0sec
Community Development (with Christine Marten)
What does it mean to manage a community of players? How do you do it well? Is it just about social media, or is community engagement part of game creation? In this episode, community manager and MageQuit player Christine "Birb" Marten gives your nice hosts a primer on using data, dealing with trolls, and getting input from gamers. Also, Mark sends out an invite, Stephen doesn't like horror games, and Ellen gets the giggles. Community DevelopmentGame DesignMarketingProductionGames Industry GatheringArcGISPaxSouth: MageQuit (Review) - Christine Marten, Gaming Access WeeklyGrandia HD CollectionChristine mentioned these tools:SproutAgora PulseBufferHootsuiteMailchimp...and these community managers:Victoria Tran with KitFox GamesHarris Foster with Finji

Jul 14, 2020 • 0sec
Level Editors (with Charles McGregor)
It's another week of brotherly love/war as Stephen's bro Charles McGregor re-enters the clubhouse to talk about his experience designing and building the level editor for his game HyperDot. Charles also joins your nice hosts in a discussion about their favorite level editors, and Ellen reveals the origin of her game design journey!In the middle of the show, Ellen mentioned a kind tweet from Pheonix Simms, who recently reviewed Widget Satchel.Level EditorsGame DesignProgrammingToolsUI / UXHypersonic.Xtreme Custom editor (Track 4) - Rwaaaaar, YouTubeStarcraft 2 Map Editor - Getting Started - scfoxcode, YouTubeModNation Racers - WikipediaMega Man Powered Up (1D): Creating a Stage [Construction] - Bean1227, YouTube

Jul 10, 2020 • 0sec
"I will not threaten you with a noogie." Serious Play Conference 2020; Working with Family
Guest host Charles McGregor starts the episode by getting REVENGE. The group talks a bit about the state of the growing "serious games" industry and what it's like to work alongside family members. Also, Stephen does a good transition, and... no one mentions Star Trek?!In his intro speech, Charles references episode #37:"Ugly and hard to use."The last days of Mixer - Mikhail Klimentov, The Washington PostTwitch Reckons with Sexual Assault as it Begins Permanently Suspending Streamers - Jacob Kastrenakes, The VergeTwitch bans popular streamer Dr Disrespect - Michael McWhertor, PolygonTwitch temporarily bans President Trump - Jacob Kastrenakes, The Verge0:16:00Serious Play Conference 2020Serious Play Conference Home PageSerious Play Conference ScheduleNew Metaari Forecast for Worldwide 2020-2025 Game-Based Learning Market Shows N…Serious Play WireStop & Think: Teaching Players About Media Manipulation in HeadlinerGDCYouTubeMDA: A Formal Approach to Game Design and Game Research (PDF)Robin Hunicke, Marc LeBlanc, Robert ZubekNorthwestern UniversityMDA Framework Wikipedia5 Reasons Why Game-Based Learning Should Matter to OrganizationsKarl KappAllen InteractionsGamification vs Games-Based Learning: What’s the Difference?Halden IngwersenCapterra Blog0:42:09Working with FamilyMark mentioned the Nice Games Jam episode that started Reravel (#157):Reravel: A Backwards Storytelling GameEllen and Eric took blacksmithing at the Chicago Avenue Fire Arts Center

Jul 1, 2020 • 0sec
Nice Games Jam: "Dark Star"
No, your nice hosts aren't pitching an adaptation of the 1974 film of the same name, but returning guest host Sarah Seember Huisken counts it as an inspiration for the solo-play tabletop RPG we workshopped in this episode. Immerse yourself a galaxy of corporate factions, fluid allegiances, and space pirates!Scum and VillainyThe 5 best solo board games - Rafael Cordero, PC GamerPromptWorkshop existing solo-play TTRPG concept.Game typeTabletop gamePlayer count1 -?MaterialsPlayer dossier (player character/ship sheet, notes)Dice (how many? which type? we didn't figure that out!)Module booklet (includes blank pages for journaling/recordkeeping)SetupSarah's draft ship systems sheet:RulesEach adventure module is an "assignment," which consists of a multi-page booklet.Page 1 - Summary: Provides the “goal” for the player as defined by “quest-giver.”
Page 2 - Assignment parameters:Player reward (and possible advance payment)Assignment type (Cargo, Escort, Espionage, Assassination, etc.)Constraints (time budget, stealth requirement, equipment restrictions, etc)Supplies (mission-specific resources such as maps, documentation, etc)Risks and Opportunities: These are facts about the assignment's setting and characters that will impact the player differently depending on their alignment, ship condition, and other stats.
Pages 3+ - Story ActsGenerally, each act should fit on one booklet page, providing all the narrative and mechanical information required to play though it. Acts may have alternate versions, each with its own page.Act I: A introduction/setup to the story, giving the player hints they can use to make preparations for the assignment. The player can spend actions in this act to tune their ship / Equip thier character / recruit NPC pals/crew, etc. Story events may include NPC conversations, skill checks, or other light gameplay. This act may be wholly different depending on which "class" the player is aligned with.Act II: A conflict or mechanical gameplay sequence, usually related to ship functions. Examples include ship battles, navigational challenges, serious malfunctions, etc.
The outcome of the sequence changes the narrative ending of this act, expanding or limiting the player's options. The outcome of this act will also frequently alter ship stats, player inventory, etc.Act IIIa, Act IIIb (c, d?): The player character must make a choice in the narrative, which determines which scene will end the story. The outcome of Act II may inform or limit this choice. Each scene plays differently, one might be a daring escape, while the other might be a diplomatic resolution.
Final Page - "To Be Continued In...": A list of other modules/assignments for the player to choose from in order to continue their character's story. Options may be limited depending on the version of Act III selected, the player's stats, Act II outcomes, class alignment, or other factors.Example Assignment: “The Asset”Summary: Email from corporation: “Take this large crate from planet Kittytail to planet Puppydog in time for the big corporate gala. Don't be late, and don't look in the crate!"
ParametersReward: Standard rate, no advance!Assignment type: CargoConstraints
Time limit: Must reach destination without taking too many actions.
NDA: can't run with other players or NPCs, can't stop for supplies.Supplies
“Papers” needed to pass planetary customs.
Fuel stipend (whatever you don’t use, you can keep)Risks: Planet Puppydog is not friendly to scruffy types. Certain player stats might cause issues/delays at customs.Opportunities: Access to future assignments on planet Puppydog (only available to “good dogs”).
Act I: "Pick up the cargo"
Learn a bit, experience some glitches, spend/waste some timeSome random events, die roll checks
Act II: "Oh no, it's pirates!"
Battle type: targeted attack, pirates intend to board your ship, not destroy itPirates attack random(?) stat, over a certain number of turns (5?). Player can react with actions, depending on stats and prep actions. Actions spend the player's time budget.
Can attack, evade, etc.Can call for help, but if your comm stat is low, your general distress call might violate your NDA.On battle failure (some stat threshold): Pirates board your ship
Player can choose to hide, reveal, or protect cargo, costing actions.If pirates discover the cargo, they open the box!If they are fended off, player can get curious, and open the box!The cargo: “It’s clearly important…” but you don’t have any idea. It’s some kind of mysterious artifact maybe?
Act III-A: "Deliver the cargo"
Did you arrive on time? No? Corp docks your payGotta get though customs. Conversation/diplomacy mechanic. Audited for inspection? If you don’t have a lot of time, you can make risky moves to speed things along.Once you get though, you deliver the cargo to secret folks in bio-suits. Oooo, mystery vibes that will pay off in a future module, no doubt!Story ends at the gala! Enjoy a cocktail at the expense of the corp!
Act III-B: "Steal the cargo!"
Escape the system with the mysterious cargo! Stealth check!Get caught? It's time for a second battle!Make it out of the system? Story ends with a tease: what is this thing and what do I do with it?Get caught by the corp? Go to corporate jail. Do not pass GO.
Possible "To Be Continued" modules:Check out the Puppydog job board!Investigate the artifact by following your mysterious client to a hidden lab on planet Puppydog.Escape with the artifact and take it to this crackpot scientist you met once.Corporate jail break!

Jun 26, 2020 • 0sec
"I’m ashamed, but also so proud." NDAs; Replayability
Storyboard artist Sarah Huisken joins the club this week to talk about NDAs (non-disclosure agreements) and the factors that make games as deliciously "replayable" as Mass Effect 2. Also, Stephen sort of gets the final word, Mark does a transition (!), and Ellen is slow to get the joke. Sarah Huisken's website - Sarah HuiskenSarah's Twitter handle is @BoringHeathen - Sarah HuiskenEverything Sony Announced in Today's PS5 Event - Chris Kohler , KotakuWays you can help support efforts for racial justice in the U.S.Bundle for Racial Justice and Equality raised $8.1 million!0:19:20NDAsA Conspiracy of Silence: How NDAs Are Harming The Games IndustryRick LaneKotaku0:47:15ReplayabilityWhat Makes a Game Replayable?Design DocYouTube

Jun 16, 2020 • 0sec
Nice Games Jam: "Anarchitects!"
Two architects of wildly different philosophies share an office space and compete to influence the design of their client's latest project. It's an excellent sitcom premise, but it's also the subject of our latest Nice Games Jam!Photo Credit: Ian Samkov on PexelsNewsItch.io Bundle for Racial Justice and Equality ends with a stunning $8.1m raise… - Wesley Yin-Poole, EurogamerFor a major Star Trek fan like Mark, this episode is a rather special, if unusual, milestone. When Star Trek: The Next Generation's episode count surpassed the original Star Trek in its 80th episode, it paid homage by including a subtle reference to the 79th (and final) episode of that series. As Star Trek: The Next Generation itself ran for 178 episodes, it felt fitting to make reference to that bit of TV trivia in this episode, our 179th.MURAL - Online CollaborationList of architectural styles - WikipediaBlack Lives MatterBlack Game Developers directoryThe #drawingwhileblack directory - Abelle HayfordJustice for Breonna Taylor - gofundmePrompt"Make a 2D fighter with no combat."Game typeDesign documentPlayer count2Rules

Jun 12, 2020 • 0sec
"A place where people live." Animation; Establishing a Sense of Place
In this extra big, beefy, and somewhat late episode, your nice hosts talk about recent events and share some personal thoughts on anti-black racism, police violence, and white privilege. Also, Mark is a smart animator, Stephen makes us feel the space and the place, and Ellen doesn’t want to live on the planet Zebes.Special: George Floyd, police violence, protestsOfficial George Floyd Memorial FundWe Love Lake StreetBlack Visions CollectiveBlack Table ArtsReclaim the BlockSince we recorded this episode, Itch launched a massive bundle of over 1500 titles (including Widget Satchel and other Minneapolis-made games), whose proceeds will be donated to the NAACP Legal Defense and Educational Fund and Community Bail Fund.MetaWidget Satchel is out in Japan! Well, technically it's Widget Satchel ~Ferret's Treasure~.Keep an eye on igdatc for upcoming virtual playtesting sessions using Parsec.0:27:00AnimationRealtime Procedurally Animated SpidersYouTubeResearch: How Virtual Reality Can Help Train SurgeonsGideon BlumsteinHarvard Business ReviewThe Animator's Survival Kit (Expanded Edition)Richard E. Williams1:02:00Establishing a Sense of PlaceDoes Russia have McDonald’s? Yes, McD's has been there for 30 years.What Spider-Man PS4 gets right (and wrong) about New York CitySimone de RochefortPolygon

Jun 4, 2020 • 0sec
"How Quality Is It?" Leadership; Pricing
This week on the program, Ellen sings along, Mark sings praise, and Stephen sings the gospel of Stephenism.DONATE!Official George Floyd Memorial FundWe Love Lake StreetBlack Visions CollectiveBlack Table ArtsReclaim the BlockMeta notes:PlayDateWhy the quirky Playdate portable could succeed where Ouya failed - Kyle Orland, Ars Technica"Star Trek: Strange New Worlds" To Be More Optimistic And Episodic, Says Co-Cre… - TrekMovie0:24:37LeadershipGaming can make a better worldJane McGonigalTEDTetris: The Games People Play by Box Brown reviewJames SmartThe GuardianSakurai Battled Through Health Issues With An IV Drip During Smash Ultimate Dev…Ryan CraddockNintendo LifeFormer Nintendo chief Reggie Fils-Aimé joins new podcast to raise funds for hom…Gene ParkThe Washington PostGodot Engine was awarded an Epic MegaGrantJuan LinietskyGodotTrain Jam perfectly captures the magic of both traveling and game dev Katherine CrossGame Developer0:59:56PricingMassively Overthinking: Are modern games too cheap?Bree RoyceMassively OverpoweredHere's the reason most new console video games cost $60Michelle Yan and Ben GilbertBusiness InsiderDevelopers Cash In By Selling Their Switch Games For PenniesStephen J. BronnerKotaku

May 26, 2020 • 0sec
Gamedev in the Philippines (with Ryan Sumo)
Your nice hosts interview Ryan Sumo, Art Director and CEO of Squeaky Wheel Studio, an independent developer and publisher based in the Philippines. Topics include community building, conferences, becoming a publisher through serendipity, and the benefits of being transparent with your development practices. Plus jokes!Gamedev in the PhilippinesMisc.The Top 50 mobile games of 2006 - Stuart Dredge, Pocket GamerSpacechem - SteamGDAP (Game Developers Association of the Philippines)IGDA Philippines ManilaESGS conference on InstagramBit Summit conference (Japan)Level Up conference (Kuala Lumpur)Rock of Ages 2: Bigger & Boulder - SteamRyan's posts on Gamasutra - Ryan Sumo, Game Developer