#172: Mode 7's Paul Kilduff-Taylor
Play • 33 min
Paul Kilduff-Taylor from Mode 7, join David and Dirk for a discussion about the games Tokyo 42 and Frozen Synapse. They dive deep into some of the key decision drivers for these games as well as some history of the game industry since 2005, and where it is headed. They also touch on Paul's thought provoking article on Medium, "Playing With Toys While People are Dying"---------------------Paul Kilduff-Taylor - @mode7games, www.mode7games.com David Heron - @DavidVHeron---------------------Dirk Knemeyer - @DKnemeyer, www.artana.com, dirk@artana.com---------------------Episode Outline 0:17 - Paul's Background in the games industry 1:14 - What is the game Tokyo 42 about? 2:26 - Is the amount of killing in the game intentional? 3:48 - Frozen Synapse has a smaller scope, why? 5:55 - Discussion on the 'Charm' between Tokyo 42 and Frozen Synapse 8:13 - Is frustration and simultaneous turn design a conscious decision in your games? 10:21 - Frozen Synapse 2; why make another? 12:55 - Buy a game, get a give away; how does that work? 15:30 - What are the challenges with indie develops getting visibility 18:56 - What was going on in 2005 that brought the company together? 19:59 - Torque game engine history 21:48 - Introversion as a factor 22:44 - British game industry; how has the scene changed? 24:58 - Larger North American studios shutting down and its impact 26:44 - Procedural content generation 28:07 - Article in Medium "Playing With Toys While People are Dying" 31:19 - Any new projects coming?
Ludology
Ludology
Gil Hova and Emma Larkins
Ludology 242 - Winner Winner Chicken Dinner
Emma, Gil, and Scott discuss winning in games. What defines winning in a game, and what are the different ways games can handle it? Also, Emma shares a Big Announcement with us. SHOW NOTES 2m44s: Type 1 - One winner, everyone else loses: Catan, Terra Mystica, Terraforming Mars 3m47s: Type 1a - Conditional win: Dune, Red November, Mission Catastrophe, Glory to Rome 6m48s: Vast, COIN (Counter-Insurgency) games 6m56s: Type 2 - One loser, everyone else wins: Jenga, Cockroach Poker, Kackel Dackel (which Gil mispronounced, and which was published in the US as Doggie Doo), Don't Wake Daddy, Bimbado/Packesel/The Last Straw (the game mentioned about loading a donkey), Pie Face, Perfection. The balloon game Scott describes is likely Bumm Bumm Ballon, known in the US as Boom Boom Balloon. 8m40s: Gil is using the term "atom" here as defined in the book Characteristics of Games, defined as "satisfying chunks of play shorter than a full game." 9m09s: Type 3 - Co-op games: Pandemic, Lord of the Rings, the Forbidden games, Quirky Circuits 10m15s: CO2 12m05s: We discuss meaning in games, beyond simple "fun," in Ludology 201 - Are We Having Fun Yet? 12m30s: This War of Mine 12m43s: Type 4 - Semi-coop games: Hellapagos, We're Doomed 13m52s: Coup, Werewolf/Mafia 14m41s: The Resistance, Werewolf, Codenames 15m17s: Type 4a - "Variable Coopability" (thanks Emma!) - Dead of Winter, Who Goes There 15m42s: Geoff discussed this in GameTek Classic 129 - Semi Coop Tournaments. 17m06s: Type 5 - Individual wins/losses 18m38s: Fog of Love. You can hear more from Fog of Love designer Jacob Jaskov in Ludology 194 - Lifting the Fog. 19m52s: The Crossroads mechanism forces players to make choices related to the narrative of the game, and delivers consequences based on those choices. Note that Gil is using "Crossroads" casually here, as only Plaid Hat Games can officially release Crossroads games. 20m46s: Emma's storytelling game ...and then we died. 21m08s: Type 6 - Improvement/Personal Best: Scrabble, Bupkis 23m14s: The Board Game Stats app, Fantasy Realms 24m02s: Cribbage 24m42s: More info about the Donkey Kong high score competition. The board game Take it Easy. 29m00s: Bennett Foddy's GDC talk Making It Matter, where he discusses how eSports can emulate real sports. Also, Gil's communication tool for board games, Check-In Cards. 32m13s: Geoff and Mike discussed legacy games with Matt Leacock in Ludology 121 - Pandemonium. 33m16s: Type 7 - Personal Experience. The chess-themed TV drama The Queen's Gambit. 43m55s: King Me, Cole Wehrle's GDC talk on kingmaking. Also, Cole's game Root. Cole is a friend of the show and has been on a couple of times, most recently on Ludology 222 - Johnny Fairplay. 48m06s: T.I.M.E Stories 54m28s: Another shout-out for Characteristics of Games. Here's Gil's Game Design 101 talk. 57m56s: The board games Dungeonquest and Kingdom Death: Monster. The video games Super Meat Boy and Dark Souls. 59m37s: The video game Hades. 1h03m52s: Check out Errol Elumir's 13 Rules for Escape Room Puzzle Design. 1h05m44s: Scott's book Level Up! The Guide to Great Video Game Design. 1h06m54s: Betrayal: Legacy 1h07m54s: The video game Among Us, and the board games Nemesis and Zombicide. 1h10m23s: You can hear more about player psychographic profiles in Ludology 165 - Fowerian Slip.
1 hr 13 min
Dev Game Club
Dev Game Club
Brett Douville and Tim Longo
DGC Ep 246: So Long, 2020
Welcome to Dev Game Club, where this week we look back on the podcast year of 2020 (because we'd like never to think about the year in general ever again). We talk over our takeways, largely drawn from our interviews but also bringing in themes from the games we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: Tim's non-trip, COVID/US tragedies, playing a bunch of sims, every day is problems, better people means better problems, getting a lot out of making yourself play games deeply, being in school/structure, listening to the series you're interested in, how we approach our takeaways, games with holistic merging of aesthetics/dynamics/mechanics, "done is not the same as good," "wouldn't it be great if," production as a tax, the cube and the stickers, putting the aesthetics together with the mechanics, the questions Nintendo ask themselves, making the mundane into a fun source of game design and delightful experience, applying the filter of interactive design over anything, simulating the arc of a TV episode, music and audio, how the audio sells the experience, the difference between visual and audio when it's missing, the difficulty in talking about audio, building the AI for a Civ game, focusing on the player experience, the anti-pheromone pathfinding algorithm, filling in the gaps, the stories that come out of simulation games, Brett's ongoing relationship with Bertha, characters who have their own lives vs being the chosen one, identifying with the main character, a SWRC Easter egg, our next game, Infinity Engine. Games, people, and influences mentioned or discussed: Chrono Trigger, Ocarina of Time, Republic Commando, Nintendo, World of Warcraft, Serial, Phoenix Wright, Civ III, Jeff Morris, Sid Meier, Soren Johnson, Populous, Glenn Corpes, Rubik's Cube/Erno Rubik, Peter Molyneux, Lani Lum, Halo 5, Animal Crossing, Brian Mitsoda, Aaron Brown, Brian Reynolds, Johnny Pockets, Assassin's Creed: Origins, Vampire the Masquerade: Bloodlines, Nintendo Power, Counterstrike, Cody Harlin, David Collins, Starfighter (series), Dungeons & Dragons, Baldur's Gate (series), Larian Studios, BioWare, Pool of Radiance, Planescape: Torment, Icewind Dale, Spelljammer, Hitman (2016 series), Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Baldur's Gate: Through Ch 1 Twitch: brettdouville, instagram:timlongojr, Twitter: @timlongojr and @devgameclub DevGameClub@gmail.com
1 hr 11 min
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