In this GameTek Classic, Geoff describes the idea of "path dependence," and discusses how human game players allow their past to affect their present. Should players care about how they got to a certain point in their game?
Jan 19, 2020•7 min
Ludology returns for 2020, with our annual tradition of bringing on board game industry veteran Stephen Buonocore from Stronghold Games/Indie Game Studios to discuss the state of the industry. 2020 will be an interesting year for board games. What challenges await us? Is it smooth sailing? Doom and gloom? Somewhere in-between?
Jan 12, 2020•1 hr 19 min
In this episode recorded at BGG.CON, Scott and Gil tell Emma all about Tabletop Network , a convention about the theory behind game design that happens right before BGG.CON. We gush about our favorite talks, and tell you what makes Tabletop Network so unique.
Dec 15, 2019•55 min
Scott gives us a history of the classic social deduction game Mafia, from its origins in a Russian high school classroom to its transformation beneath a full moon into Werewolf.
Dec 08, 2019•9 min
Escape rooms have been providing a new form of play for much of this decade. At the same time, immersive theater has been providing a new form of storytelling. What happens when the two get mixed? In this episode, Emma and Gil are joined by Haley E.R. Cooper and J. Cameron Cooper of Strange Bird Immersive , who run the hybrid escape room/immersive theater piece The Man From Beyond , and the Immersology blog. How can escape rooms use immersive theater to tell a story? And how can we learn from th...
Dec 01, 2019•1 hr 10 min
Back in Ludology 185, Geoff brought up a thought experiment. What if someone rethemed Incan Gold to a firefighting game? Would people play any differently? Dr. Stephen Blessing (@cognitive_gamer) of the University of Tampa took up the challenge, and with the help of research assistant Elena Sakosky, designed and ran the experiment that Geoff proposed. In this GameTek, Dr. Blessing and Sakosky join Geoff to discuss their findings. Did players take more risks if they felt, thematically, that lives...
Nov 24, 2019•34 min
Gil and Emma discuss narrative in games. How can narrative improve games? What is the difference between embedded and emergent narrative? And what the are common ways that prototypes of narrative games can fail?
Nov 17, 2019•54 min
In this special episode of Ludology, recorded live at GrandCon 2019, Gil and Geoff go back in time to recount their earliest game designs. Were they as embarrassing? Were they any good? What is Gil's infamous action mechanism, and was Geoff able to capture the essence of the Battle of Cannae for a school assignment? We also take some live listener questions at the end.
Nov 10, 2019•58 min
Emma and Gil welcome mass-market game and toy inventor Kim Vandenbrouke to the show. How is "inventing" a mass-market game different than "designing" a hobby game? Why is the toy/mass-market industry so much more secretive? And how does one deal with all the publisher rejection? You can read Kim's writings on the toy and mass-market game industry here: https://www.thegameaisle.com/kim-vandenbroucke/
Nov 03, 2019•1 hr 8 min
Geoff welcomes digital archaeoludologist Cameron Browne, principal investigator of the Digital Ludeme Project, to find out how we can use artificial intelligence and machine learning to try to derive the rules to ancient games like Senet by breaking games down into what Browne calles "ludemes." Find out more about the Digital Ludeme Project on Twitter (@archaeoludology) or the web: http://ludeme.eu/ You can play some games that Browne has constructed from ludemes here: https://ludii.games/...
Oct 27, 2019•23 min
In May 2012, Geoff and Ryan brought Michael Lee, owner of the relatively new company Panda Games Manufacturing, on the show to discuss the art and design of manufacturing games. Over 5 and a half years later, Gil and Emma are delighted to welcome Michael back! Panda Games Manufacturing has grown along with the industry, and Michael hasn't stopped focusing on the intersection of components and game design. What has changed in manufacturing since 2012? What kinds of components does Michael find mo...
Oct 20, 2019•56 min
Scott covers the lineage of games that began in 2004 with Wings of War: Famous Aces . The "Flight Path" system that appeared in this game spawned follow-up titles Wings of Glory , Star Wars: X-Wing Miniatures Card Game , Star Trek: Attack Wing , D&D: Attack Wing , and Battlestar Galactica: Starship Battles .
Oct 13, 2019•17 min
Gil and Emma are joined by game designer Jenn Sandercock to discuss her edible games. How do you design a game where the players eat the components? What design challenges does that bring up? And how do players react to being allowed to literally play with their food? Find out more about Jenn here: http://jennsand.com/ Find out more about Jenn's edible games here: https://ediblegames.com/
Oct 06, 2019•48 min
In this GameTek Classic, Geoff covers the history of dice, and the social stigma attached to them. Who were the first civilizations to play with dice, and how did they deal with the way their society frowned on them?
Sep 29, 2019•6 min
Emma, Gil, and Scott discuss a theory Scott is working on that describes 6 distinct physical zones when playing a board game. How does the physical dimensionality of a board game affect its gameplay? Read more about the 6 Zones of Play here: https://mrbossdesign.blogspot.com/2019/07/the-6-zones-of-play.html https://boardgamegeek.com/blogpost/94203/pleasure-arousal-dominance...
Sep 22, 2019•58 min
Scott takes a peek at the history of the frantic real-time co-op game Space Cadets, designed by our own Geoff Engelstein, his daughter Sydney Engelstein, and his son Brian Engelstein.
Sep 15, 2019•9 min
Emma and Gil welcome the multitalented Hawke Robinson, who discusses his experiences using role-playing games as therapy for at-risk youth and adults. How can games help people gain empathy and pull them into a positive mindset? And how has Hawke's 40+ years of RPG experience helped him form these programs? You can learn more about Hawke and his work here: http://www.hawkerobinson.com/ CONTENT WARNING: This episode touches on sensitive topics like suicide, homicide, violence against children, an...
Sep 08, 2019•1 hr 16 min
Geoff reviews the concept of "information" from a mathematical perspective, which might be different from the definition you're used to. What real-world implications did this concept lay the groundwork for?
Sep 01, 2019•7 min
Emma and Gil welcome Justin Gary, designer of Ascension and Shards of Infinity, to discuss card-based strategy games. What makes them so different than other games? How does one handle things like balance, plans for expansions, and in-game marriage proposals?
Aug 25, 2019•1 hr 4 min
Gil, Emma, and Geoff field listeners' questions in an episode recorded live at Gen Con 2019 in Indianapolis.
Aug 18, 2019•47 min
Emma and Gil welcome accomplished designer Tom Lehmann ( Race for the Galaxy , Res Arcana , and many others) to discuss game arcs versus story arcs and how an inflection point can help the arc of a longer game. We also get into how the plot of Romeo & Juliet compares to a cooperative game, and how game design could possibly connect to contra dancing.
Aug 11, 2019•1 hr
In this GameTek from August 2017, Geoff goes through three interesting bits of of game design-related research. Is there such a thing as momentum in sports? How does the brain react to the prospect of punishing others for violating social norms? And how does the Prisoner's Dilemma change if we alter its framing?
Aug 04, 2019•7 min
Scott did some research and came up with all the different ways a board game can end. In this super-sized episode, Scott, Emma, and Gil go through this list and share our thoughts on how a game experience concludes, and how we designers can affect our players based on the different ways we wrap up our games.
Jul 28, 2019•1 hr 26 min
Scott covers the history of the seminal board game Dune, its legal tangles with its IP, and its retheming as Rex: Final Days of an Empire.
Jul 21, 2019•11 min
Daniel Solis (@danielsolis) joins Gil and Emma to talk about graphic design from a nuts-and-bolts perspective. What are the elements of graphic design that game designers should be aware of? During the show, Daniel mentions the website https://blambot.com for fonts, and https://game-icons.net and http://thenounproject.com for icons. We also bring up his Bird Bucks ( https://www.drivethrucards.com/product/128925/Bird-Bucks ) project that replaces generic paper money in games....
Jul 14, 2019•59 min
In this special GameTek, Geoff sits down with Micha Le Bourhis of Asmodee Research to discuss how Asmodee scientifically studies people's interactions with board games. For more information, go to the Asmodee Research website here (French only, at the time of this episode release): https://www.game-in-lab.org/
Jul 07, 2019•16 min
Elizabeth Hargrave (@elizhargrave) joins Gil and Emma to discuss the design of her hit strategy game Wingspan. We start by discussing engine-building games, but we'll also touch on the benefits of a rigorous playtest schedule, the best ways to prepare a prototype, scaling to a good player count, working with Stonemaier Games, and the range of things people can really say with flowers.
Jun 30, 2019•1 hr 6 min
Scott tells us about Icehouse, the real-time game that's celebrating its 30th birthday this year, and whose distinctive plastic pyramids launched an entire game system.
Jun 23, 2019•10 min
Jeroen Doumen, co-founder of Splotter and co-designer of games Food Chain Magnate, Antiquity, and Roads & Boats, joins Gil and Emma to discuss the design of unforgiving games. What choices do you have to make when making a game that can be harsh to mistakes? We also talk about testing, publishing, and of course, hamburgers. You can reach Jeroen by emailing him at [email protected].
Jun 16, 2019•57 min
Geoff discusses an unusual and somewhat tragic condition in sports called "The Yips." Is it mental, or does it have a physiological basis?
Jun 09, 2019•7 min