![Board game design with Joshua Gillingham - podcast episode cover](https://image.simplecastcdn.com/images/39c0cc67-04bc-45b8-8235-78b8606dd88c/2f2ba589-d583-45b3-b086-568c111a871e/3000x3000/LWW_itunes_profile.jpg?aid=rss_feed)
Episode description
About Joshua Gillingham
Joshua Gillingham is an author, game designer, and editor from Vancouver Island, Canada. His fantasy trilogy ‘The Saga of Torin Ten-Trees’ is an adventure inspired by the Norse myths and the Icelandic Sagas. Joshua is also the co-author of ‘Old Norse for Modern Times’ alongside Ian Stuart Sharpe and Dr. Arngrimur Vidalin.
In partnership with Outland Entertainment, Joshua is the founding Worldsmith of the trans-media Outland 'Althingi' World set in Viking Age Iceland, featuring his original card game Althingi: One Will Rise and the groundbreaking anthology Althingi: The Crescent & the Northern Star.
Key takeaways:
- Give learners/ players agency: Learning is an internal process, so figure out how learners can take the information you’re providing, and make it a part of their lives. Learners need flexibility and relevant information so that what they learn can be applied for the long-term. To understand different perspectives within the company, consider conducting small group discussions. Prompts and reflective questions are a great way to give agency.
- The role of ‘randomness’ in games has the advantage of surprise and chance. It frustrates the stronger skilled player, whilst the less-skilled player can see an opening and a chance. In learning design, this could be done through suprise questions. Strategically, make sure you give learners a bounded space, e.g. a physical game, to keep them on task, but provide enough agency so they are engaged.
- Leveraging physical space on game boards: Learning Designers can build a physical space for people to learn from. For game designers, every piece on a board has a cost attached to it, so ask yourself “is this enhancing the experience?”. Be clever with using the most from as little as possible.
Segmented time stamps:
- (02:13) What do we mean by ‘space’ in game design?
- (04:39) How Learning Designers can give players first-level agency
- (07:52) The notion of ‘roles’, and why Learning Designers need to consider this more in their strategy
- (09:50) Strategies for building ‘randomness’ in game design
- (13:07) Learning from the rule books of the most popular games
- (16:10) On the space of physical boards
- (20:29) Multiple pathway learning
Links from the podcast:
- Visit Joshua’s Website
- Connect with Joshua on Twitter
- Listen to the Learning While Working Podcast interview with Warren Kennard
- Check out Magic: The Gathering
- Check out BoardGameGeek