The Game Design Round Table - podcast cover

The Game Design Round Table

Dirk Knemeyer & David V. Heronthegamedesignroundtable.com
Covering the full breadth of digital, tabletop, and role playing games, The Game Design Round Table inspires and educates aspiring and experienced game designers.
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Episodes

#265 Round Table on Past Projects and Untapped Potential

Kathryn joins Dirk and David for a round table discussion based on recent shows. Dirk and David get Kathryn’s perspective on card games and how they help her create story-based games. Then discussion moves to market trends and demographics for cooperative games. Next the trio talks about unused game concepts, inspired by the interview with Will Thompson. All three hosts have a conversation on past projects that are “the ones that got away,” using the episode with Jesse Howard as a starting point...

Nov 02, 202152 minSeason 1Ep. 265

#264 Will Thompson Talks Winter Rabbit and PaleoVet

Will returns to the show with Dirk and David to discuss his game Winter Rabbit, a finalist for the Zenobia Award. A contest for designers from underrepresented groups in the hobby, the Zenobia Award pairs promising applicants with mentors and awards winners with a cash prize and help with publication. Will, a member of the Cherokee Nation, talks about how Winter Rabbit was designed from the start to incorporate indigenous themes. The group also discusses the Zenobia Award itself, as well as anot...

Oct 14, 202150 minSeason 1Ep. 264

#263 Old World: Sorting Through Feedback

Soren returns to the show with Dirk and David for the third and final episode in this mini-series on his game Old World. They talk about the reception for Old World now that it’s been released, the narrative elements of the event system that became important to the design, and how other systems were finalized through feedback from a lengthy early access period. Additionally, Soren discusses his relationship with the 4x genre—starting out working on the Civilization series and eventually returnin...

Sep 25, 202158 minSeason 1Ep. 263

#262 Diving into Co-op Card Games with MJ Newman

MJ Newman joins Dirk and David to discuss co-op card games and her work on the Lord of the Rings and Arkham Horror LCGs published by Fantasy Flight Games. They talk about how these co-op games are designed compared to a competitive collectable card game, and how MJ’s love for narrative led to a stronger RPG-like aspect to the games she worked on. Finally, the game discusses some of the considerations when designing a Lovecraftian game—from the question of how to incorporate combat to the questio...

Sep 08, 202158 minSeason 1Ep. 262

#251 David McDonough Supports the Player’s Story

Firaxis 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.

Jan 19, 20211 hr 1 minSeason 1Ep. 251

#246 Omari Akil Talks Rap Godz

Board 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.

Sep 29, 202051 minSeason 1Ep. 246

#245 Listener Questions August 2020

Kathryn 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 th...

Aug 18, 20201 hr 6 minSeason 1Ep. 245

#240 Ryan Scott Aims for Balanceable, Not Balanced

Ryan “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.

Jun 09, 202053 minSeason 1Ep. 240

#238 Round Table on How Different Game Mediums Handle Edge Cases

Kathryn once again rejoins Dirk and David to discuss the last few episodes of the podcast. The trio talks about the differences in edge cases between TTRPGs, board games, and video games. Then they move on to discuss the merits of the axiom: if the player doesn’t see it, it might not exist. The group rounds out the discussion chatting about their familiarity with the 4x genre as well as MOBAs and why Kathryn, Dirk, and David all enjoy watching esports.

May 12, 202057 minSeason 1Ep. 238

#237 Old World: Utilizing Playtesters Effectively

Soren rejoins Dirk and David to discuss what’s new with his 4X game Old World—including a new name! The trio talks about publisher changes, how playtesting has incrementally improved the game, and some of the unique mechanics that Old World brings to the 4X table.

Apr 28, 20201 hr 5 minSeason 1Ep. 237

#236 Tanya X. Short Makes Game Systems Obvious

Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn’t see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game’s objectives don’t align well with the system.

Apr 15, 202048 minSeason 1Ep. 236
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