Sinopsis
Focusing on both digital and tabletop gaming, The Game Design Round Table provides a forum for conversation about critical issues to game design.
Episodios
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#251 David McDonough Supports the Player’s Story
19/01/2021 Duración: 01h01minFiraxis designer David McDonough joins the show to talk strategy game design with Dirk and David. Topics in their discussion include: player stories vs game stories, the spectrum between full sandbox games and historical simulations, and how immersion in player stories can be encouraged. Along the way many games are covered, including both the Civilization series and the XCOM series.
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#246 Omari Akil Talks Rap Godz
29/09/2020 Duración: 50minBoard game designer Omari Akil joins Dirk and David to talk about Rap Godz, Hoop Godz, and the process of making games that connect both mechanically and emotionally with a specific theme. They discuss the hip hop theme of Rap Godz as well as the street basketball theme of the upcoming Hoop Godz. Additional topics include managing scope and IP issues with a hip hop game, staying true to theme even if it upsets other game design norms, and designing as a sibling team.
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#245 Listener Questions August 2020
18/08/2020 Duración: 01h05minKathryn joins Dirk and David to discuss the recent Rob Daviau episode as well as answer listener questions. In response to Daviau’s design axiom, the trio discusses the role of memory in the games they design and play. Then the hosts proceed to answer listeners’ questions. Those questions include: how to help characters avoid picking a playstyle they’ll hate later, whether the hosts plan to work in the VR space, what the exact process is for incorporating an established IP, and how IP affects the character rosters of MOBA games.
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#240 Ryan Scott Aims for Balanceable, Not Balanced
09/06/2020 Duración: 52minRyan “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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