The Game Design Round Table

Dirk Knemeyer & David V. Heron
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6 snips
Apr 28, 2020 • 1h 5min

#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.
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17 snips
Apr 15, 2020 • 48min

#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.
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5 snips
Mar 31, 2020 • 1h 6min

#235 Diving Into MOBA Foundations

Dirk and David team up with show producer Skye to dive into the MOBA genre, a first in a series meant to explore the design of this popular genre. They discuss the genre's roots in real-time strategy game mods and give an overview of the most popular MOBAs on the market. Additionally, the trio talks about tabletop and mobile MOBAs, and why they haven't taken off (at least in North America, that is).
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24 snips
Mar 17, 2020 • 56min

#234 Sen-Foong Lim Designs Edge Cases Out of the Game

Sen-Foong Lim rejoins the show to chat with Dirk and David about his design axiom: design edge cases out of the game. The definition of an edge case is explored at length, and the importance of context when discussing edge cases is emphasized. Sen talks about what types of games can afford to include edge cases, and why he usually opts to either remove them or turn them into features of the game.
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Mar 4, 2020 • 1h 9min

#233 Round Table on the Challenges of Pleasing Customers

Kathryn returns to the show to chat with Dirk and David about the last three episodes of the Designing Thematic Games series. The group chats about hybrid games, designing additional content for games, and handling criticism. They also answer some listener questions about remote work and art contracts. Overall, a great deal of this episode focuses on the customer level and the difficulties (and joys) of designing with customers in mind.
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Feb 18, 2020 • 57min

#232 Chris Bourassa Talks Darkest Dungeon

Chris Bourassa joins Dirk and David to discuss his work on the indie hit Darkest Dungeon. They talk about the inspiration for some of Darkest Dungeon's characters, enemies, and mechanical systems. They also cover the game's difficulty and learning from some of the public outcry during the game's early access stage.
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Jan 28, 2020 • 55min

#231 Tim Fowers Talks Burgle Bros 2

Tim Fowers, a guest on the show in 2016, returns to talk with Dirk and David about designing heist games. He discusses the thematic and mechanical design decisions made in both the original game as well as his upcoming sequel. Other topics include hybrid games, sequels versus expansions or new editions, and the burgeoning Tabletop Network Conference.
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Jan 14, 2020 • 54min

#230 Rob Daviau Talks Return to Dark Tower

Former host Rob Daviau returns to the show to catch up with Dirk and David and talk about Restoration Games and their next big project: Return to Dark Tower. He discusses the decisions made when updating the 1981 game to capture the same eye-catching experience in 2020.
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Dec 24, 2019 • 1h 11min

#229 Round Table on the Essence of a Theme

Kathryn rejoins Dirk and David to talk discuss the past few episodes in the Designing Thematic Games series. The trio talks art budgets, terminology, and thematic mismatches. They also answer listener questions about designing around themes. Much of the discussion explores the distinction between an essence of a theme and the broader theme itself.
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Dec 11, 2019 • 58min

#228 Shawn Main Talks Legends of Runeterra

Dirk and David discuss the card game Legends of Runeterra with designer Shawn Main. This upcoming game will be Riot's follow up to the wildly popular League of Legends. They chat about capturing some of League of Legends' thematic and gameplay beats despite the completely different game genre, and Shawn finishes up with a brief discussion of his time working on Magic the Gathering.

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