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
Jun 30, 2013•58 min
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
Jun 23, 2013•6 min
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
Jun 16, 2013•1 hr 16 min
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
Jun 09, 2013•6 min
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
Jun 02, 2013•1 hr 18 min
In this classic GameTek, Geoff talks about how businesses are trying to use games to appeal to customers. Duration: 07:25
May 26, 2013•7 min
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 g...
May 19, 2013•1 hr 2 min
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
May 12, 2013•8 min
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!
May 05, 2013•1 hr 14 min
In this classic GameTek, Geoff interviews Gil Hova, who designed the game Prolix , about the different concerns in designing a word game versus other genres of games. Duration: 26:35
Apr 28, 2013•27 min
Ryan and Geoff discuss the interplay between short and long-term objectives in games. How can designers use these to create a richer game experience? What impact do they have on complexity and the learning curve? Duration: 01:04:15 This episode of Ludology is sponsored by Relic Expedition , currently on Kickstarter!
Apr 21, 2013•1 hr 4 min
In this classic GameTek, Geoff continues talking about Entanglement and quantum physics by introducing the game Quantum Tic-Tac-Toe. Check out the full rules on Wikipedia, which also links to several online implementations. Duration: 06:54 This episode of Ludology is sponsored by Relic Expedition , currently on Kickstarter!...
Apr 14, 2013•7 min
This special episode of Ludology is a recording of a game design panel Geoff particiated in at PAX East 2013, in Boston. The topic was "Impact of Video Game Design Techniques on Board Games". Joining Geoff were Christopher Badell, designer of Sentinels of the Multiverse, Colby Dauch, designer of Summoner Wars, Matt Morgan, writer for Wired GeekDad, and Russ Wakelin of the D6 Generation. Duration: 1:05 This episode of Ludology is sponsored by Relic Expedition , currently on Kickstarter!...
Apr 07, 2013•1 hr 1 min
In this classic Gametek, Geoff talks about Entanglement, Quantum Mechanics, and why our intuition about probability can be woefully incorrect. One of Geoff's favorite episodes! Duration: 09:00 This episode of Ludology is sponsored by Relic Expedition , currently on Kickstarter !
Mar 31, 2013•9 min
This episode Ryan and Geoff tackle games that feature negotiation, either as a designed-in feature, or a by-product of the player interactions. What features make for a great negotiation game? What types of player experiences can they engender? Can Ryan get Geoff to agree to anything? Duration: 1:13:10 This episode of Ludology is sponsored by Relic Expedition , currently on Kickstarter!
Mar 24, 2013•1 hr 13 min
In this classic GameTek, Geoff examines regret - why we would rather not make a choice at all, rather than make it and have it not work out. Duration: 6:26
Mar 17, 2013•6 min
Ryan and Geoff return with the second half of their new games for 2012. Plus their top picks for the year! Duration 1:20:55 This episode is sponsored by the game Influence , now on Kickstarter !
Mar 10, 2013•1 hr 21 min
In this classic GameTek, Geoff introduces the Monty Hall problem, an old chestnut that never fails to amaze those who have not heard it before. Duration: 08:25 This episode is sponsored by the game Influence , now on Kickstarter !
Mar 03, 2013•8 min
To celebrate the 50th episode of Ludology, Ryan and Geoff talk about 50 games that were new to them in 2012: The good, the bad, and the design features that stood out. Duration: 1:10 This episode is sponsored by the game Influence , now on Kickstarter !
Feb 24, 2013•1 hr 11 min
In this classic GameTek, Geoff talks about Martin Gardner, who wrote the Mathematical Games column for Scientific American magazine from the mid 50's to the 1980's, and passed away in 2010. Duration: 06:36
Feb 17, 2013•7 min
Ryan and Geoff are joined by guest Zack Johnson, designer of the online game Kingdom of Loathing, to discuss the use (and misuse) of humor in games. How is humor used in games? Are there special considerations for making a game funny? Is Geoff capable of telling a joke? Duration: 58:40
Feb 10, 2013•59 min
In this classic GameTek, Geoff takes a close look under the hood at the Reiner Knizia game High Society, to tease out what makes it such a dynamic and engaging design. Duration: 6:35
Feb 03, 2013•7 min
No, not listener feedback - Feedback loops. What are the different types of feedback, and how do designers incorporate them into games? Do certain types of games benefit from feedback? Is feedback necessary for a rich game experience? Duration: 1:06
Jan 27, 2013•1 hr 7 min
In this GameTek from 2010, Geoff and his son Brian talk about what they are worried about as their game The Ares Project nears publication. Special bonus recap of how on target we were! Duration: 8:50
Jan 20, 2013•9 min
In our first episode of the new year, we are joined by the godfather of gaming, Tom Vasel, to dissect 2012 and speculate on the direction of the industry in the upcoming year.
Jan 13, 2013•1 hr 2 min
For the final full episode of 2012, Ryand and Geoff are very pleased to welcome Martin Wallace to the program, designer of such classics as Age of Steam, Brass, and Runebound. We discuss Mr. Wallace's design approach and philosophy, and dig deeply into Age of Steam and Brass. Big question of the episode - Can Ryan keep his fanboy gushing in check? Listen and find out! (Spoiler alert: No.) Duration: 56:45
Dec 16, 2012•57 min
In this classic GameTek, Geoff talks about the art of rules writing. Why is it hard? What options are available to the designer? Duration: 10:15
Dec 09, 2012•10 min
Ryan and Geoff are very pleased to welcome Eric Zimmerma n of the NYU Game Center , and author of the book Rules of Play . Yes, that's three links in one sentence, but Eric is worth it! After a brief overview of Eric's work at NYU, the gang dives into a discussion of Emergence, when the unexpected emerges from a basic set of rules. What conditions are more likely to result in emergence? Can a designer truly design in emergent behavior? And is it important for a good game, anyway? Duration: 1:08...
Dec 02, 2012•1 hr 9 min
Finally! Ryan corrals his buddies into trying Trading in the Mediterranean, and records their thoughts afterwards. Reviewing the rules, cards, and other playtest materials may be helpful to understanding this episode. Duration: 33:30
Nov 25, 2012•34 min
Ryan and Geoff welcome special guest Christopher Badell, designer of Sentinels of the Multiverse and one of the principals of Greater Than Games. We have a wide-ranging discussion about starting and growing a small game publishing company, specifically for a 'Single Game Game Company'. How does just having a single game system impact the marketing, growth, and design direction for a publisher? Is it good to have focus, or do you get pigeon-holed? When is Kickstarter good for a small publisher, a...
Nov 18, 2012•57 min