GameTek Classic 43 - Rules for Robots
In this classic GameTek from February 2010, Geoff introduces the FIRST Robotics competition and the way the program is structured around games. Duration: 8:54

In this classic GameTek from February 2010, Geoff introduces the FIRST Robotics competition and the way the program is structured around games. Duration: 8:54
Ryan stays up past his bedtime as he and Geoff welcome special guest Jason Matthews to the show. Jason is the codesigner of Twilight Struggle, 1960, Founding Fathers, 1989, and other great political games. What makes Twilight Struggle tick? What special considersations are required for the design of political games? Duration: 55:00
In this classic GameTek from January of 2010, Geoff discusses the economics of gift-giving, and some games that explore gift exchanges. Duration: 06:45
Ryan and Geoff get down in the weeds to discuss the details of the cards and card mix in Trading in the Mediterranean. How will the trade goods relate to the ideas? How will they be acquired? How many of each combination should there be? Hopefully this is more interesting than it sounds. Duration: 24:00
Ryan and Geoff are joined by special guest Eric Summerer for a deep dive into Pick Up and Deliver games. What are some of the best examples of this genre? What makes them appealing? When do they work, and when do they fail? Will Eric make it through the Lightning Round? All these questions and more, will be answered! Duration: 1:08
In this GameTek from December of 2009, Geoff discusses advances in 'multitouch table' technology, tech which eventually found it's way into tablets like the iPad. Duration: 07:45
Ryan and Geoff tackle some more listener questions in the aptly named 'Listener Spectacular 2'. Duration: 55:57
In this classic GameTek, Geoff takes a look at rules. Can you learn everything there is to know about a game just by reading the rules? Duration: 07:00
Ryan and Geoff are joined by special guest Giles Pritchard to discuss the use of games in the classroom. Both Ryan and Giles teach kids ages 8-11, and have extensively used games to augment the traditional curriculum. Geoff has taught no one, and is happy to moderate and share embarassing stories about his childhood. In addition, Ryan discusses his new venture Games Teach , which is designed to spread the use of games by creative teachers, and is launching on Kickstarter on September 18th. Durat...
Ryan and Geoff continue brainstorming on Trading in the Mediterranean, trying to zero in on how different types of governments and social factors can be incorporated into the design. Duration: 28:00
After a brief summer break, the Ludology team is back! In this episode, Ryan and Geoff discuss Roll and Move games, including their history, what they do well, and what they do poorly. What attempts have been made to bring roll and move into the modern era? What has worked and what hasn't? Is there a place for roll and move in the game designer's toolbox? Duration: 1:14:00
Ryan and Geoff continue their development of Trading in the Mediterranean, working to flesh out how to include 'ideas' in the game. Duration: 48:00
Ryan and Geoff talk about maps, geography, and spatial relations in game design. Duration: 1:25:15
In place of the 'Classic GameTek' segment that we normally post in between full episodes of Ludology, we are posting some bonus content about the design process for Trading in the Mediterranean. Make sure you let us know what you think about Ryan's "interesting" idea for voyages! Duration: 38:00
In this episode, Ryan and Geoff discuss different approaches to starting a new game design. And then, they embark on a grand project of their own, designing a game of their own! Duration: 1:04:30
In this classic GameTek segment Geoff talks about NP Complete problems in mathematics, and the ways that certain problems can be transformed into others. Duration: 06:00 (Yes, I know there was no GameTek Classic 35. Real Life got in the way a few weeks ago, and I decided to keep the numbering in sync with the Ludology numbering for simplicity)
Ryan and Geoff take a close analytical look at Alan Moon's Ticket To Ride, and lift up the hood to figure out what makes it tick. What design decisions set it apart from similar games? How does it draw on Moon's earlier work? And what does it do better than other mainstream euro games like Settlers of Catan? Duration: 01:15
In this episode Ryan and Geoff analyze the environment that games create. Some games tend to be very competitive and tense, and others light and social. What pushes gameplay in these directions? What should game designers look for if they want to create a specific environment for the players? Duration: 1:30:53
In this classic GameTek, Geoff and Brian continue to talk about The Ares Project, and the design challenges they faced. They specifically discuss designing with constraints as a way to spark creative solutions. Duration: 6:00
Ryan and Geoff take a look at the use of uncertainty and randomness in games. What works and what doesn't? When should you have more randomness and when less? Duration: 1:09:45
In this classic GameTek, Geoff announces that he is going to publishing a game with Z-Man Games called - wait for it - The Ares Project. This was originally broadcast in August of 2009 on Dice Tower episode 154. Duration: 07:15
This episode Ryan and Geoff are very pleased to welcome Michael Lee, founder and co-owner of Panda Games , manufacturer of games like Pandemic and Eclipse, to discuss the nuts and bolts of actually getting a physical game into the world. Duration: 1:10:50
In this GameTek segment Geoff looks at the math behind Push Your Luck games. When another roll is one roll too many... This was originally broadcast in Dice Tower episode 143 in March of 2009. Duration: 05:50
Ryan and Geoff tackle reviews and criticism. What are the different types? What drives people to write reviews? How do people use them? Do game reviews need to differ from film or book reviews? All these questions, and more, are discussed, dear listener, in this latest episode of Ludology. Duration: 1:05
In this classic GameTek, Geoff talks about the characteristics of a good trading game. What drives the gameplay? How much does value need to be obscured? Is it better or worse to have stuff worth more to some players than others? Duration: 5 minutes
Ryan and Geoff conduct a 'virtual interview' with William Attia, the designer, most notably, of Caylus. Ryan declares that Caylus is the "most important game since Puerto Rico". Can he support that bold contention? Note: This file has corrected the 'stereo' issue with the earlier posting.
Well before the current wave of online boardgames, both web-based and mobile, Geoff reflected on his experience with PBEM gaming back in the dark ages in this classic GameTek episode. 05:00
Geoff and Ryan field several listener questions this episode, weighing in on quite a diverse range of topics. To add to the difficulty, Ryan responds to all questions with the flu. Length: 1:01
In this classic GameTek Geoff looks at research linking temperature to social interactions. When should you give your opponents a cup of coffee instead of a soda? We have also started a new file naming scheme with this episode that hopefully will meet everyone's needs.
Ryan and Geoff continue their discussion of the Auction mechanic. How much should the true value of what you're bidding on be hidden? And how can that be done? Plus, mechanics that really are auctions but don't look like one, and the Sturm Theory of Unified Prioritization.