Nice Games Club - a gamedev podcast!

Lydia, Stephen, and Mark
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Jun 26, 2025 • 0sec

Nice Games Jam: "Head in the Clouds"

This week, your Nice Hosts have a new prompt from a new source. Lydia's husband, Ian, draws from a rainy source of inspiration and the Hosts are all-in. We brush up on the water cycle, requisition the equipment, practice our Trans-Atlantic accents, dunk on hot dogs, and puzzle over water-based cloud economies.Big Pharma - SteamLe Ballon Rouge - WikipediaWater Cycle - WikipediaLoop Hero - SteamHuman Resource Machine - SteamPromptto match the current weather - what goes on inside the clouds during a thunderstorm?Game typeDesign documentPlayer count1RulesYou control a cloud factory and manage what the cloud distributesMission-based, scenariosPlenty of fun fantasy optionsCondition optionsSunshineWaterStatic (use a balloon?)WindThe shape of your factory/cloudWater is your core resourceUse it to build the factory, use it to make the rain and complete tasks, use it to expandGain it from water vapor and such (water cycle)Your factory is also water, you can reuse itYou go through a campaignPick between a set of jobs each time, bigger jobs give more repIsometric viewLevel 1: rain on the hot dog cartHave the cloud rain over an area for a specific period of timeThe mission before you just needed to dump some waterThe player needs to collect water to have enough rain on the hot dog cartAutomation is the gameYou need to shape the cloud to fit all of the machines that you order from a catalogCatalog has a ton of options, with their own efficienciesLevel 2: rain on a hot dog festivalLevel ??: Flood the Nile 
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Jun 19, 2025 • 0sec

"It's about trust." Save Systems; Keeping Secrets

Explore the intriguing world of save systems in gaming, where accessibility meets player experience. The hosts delve into the psychological impact of progress loss and its implications for game design. They also tackle the tricky topic of non-disclosure agreements, discussing their role in maintaining trust among developers. Plus, personal anecdotes about birthdays and humorous gift discussions add a light-hearted touch to the conversation. The blend of serious topics with playful banter keeps listeners engaged and entertained!
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Jun 12, 2025 • 0sec

"I’m intrigued by big door." Emotional Effects of Music; A New Foe Has Appeared!

Mark rushes through the introduction to talk about his two rush projects, one of which, Blippo+, was announced on Sunday during the PC Gaming Show! You'll hear more about that next week, but until then, Lydia talks about feeling seen in Anime, Stephen laments that his filmmaking class has not only ruined movies for him, but also music, and Dale does a good job editing out Lydia’s coughs.Blippo+, coming to PC and Switch this fall!You Need To See FMV Cable TV Simulator Blippo+ - Wesley LeBlanc, Game InformerEmotional Effects of MusicA New Foe Has Appeared!
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Jun 5, 2025 • 0sec

Video Game History (with Adrian Sandoval)

This week in the club house Adrian Sandoval describes how video games are speed running art history. Your nice hosts have their minds blown many times and Steven discovers he might actually like history!? Stay tuned to find out where the 90 day return policy came from.Little Nemo and the Nightmare Fiends - Team NemoChris Totten, co-author of Adrian's book, has been on the showTeaching Gamedev to Young People, Again!Adrian SandovalGame DesignHardwareMarketingSpacewar! - WikipediaAdventure (Atari 2600) and its designer's easter egg - Atari OnlineAlex Smith, They Create Worlds - They Create WorldsEp. 22: Remembering Atari with Howard Scott Warshaw - Robin Kunimune, Video Game History HourTeach Me Something in 5 Minutes 2 - What Games Can Learn from Theatre w/ Adrian… - Adrian Sandoval, YouTubeConsole Wars: Sega, Nintendo, and the Battle That Defined a Generation - Blake J. Harris, Goodreads
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May 29, 2025 • 0sec

"The things that create the geometry." What Happened With Future Club; Design Surface Area

Your nice hosts all secured a Switch 2 pre-order... from a certain point of view. Then, Stephen examines the body, Mark attempts a vocabulary, and Lydia has recommendations.Chants of Sennaar - WikipediaNintendo Switch 2 preorders were a total mess — at first - Jay Peters, The VergeMissed out on a Nintendo Switch 2 pre-order? GameStop and Best Buy will have mo… - Demi Williams, TechRadar0:22:17What Happened With Future ClubPart-Time Hero Campaign EndingFuture ClubKickstarter0:48:57Design Surface AreaRubber duck debuggingWikipedia
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May 22, 2025 • 0sec

Mental Health and Discrimination (with Ashley Phipps)

The clubhouse welcomes Ashley Phipps, producer for the game Clock Out at 2, to discuss the topic of mental health and discrimination.Mental Health and DiscriminationGame DesignGamingNarrativeClock Out at 2 Demo -  Borderless Studios, SteamWhat to know about microaggressions - Anna Smith Haghighi, Medical News TodayQueerty Gamers - Queerty GamersSpooktober 2023 Clock Out at 2 Build - itch.ioDepression Quest - Zoe QuinnAdventures with Anxiety - Nicky CaseFight, Flight, Freeze, or Fawn: How We Respond to Threats - "Olivia Guy-Evans, MSc", Simply PsychologyGood Reps for Mental Health depictionFinal Fantasy XIV - SquareEnixThe Cosmic Wheel SisterhoodTales of Arise - Steam
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May 15, 2025 • 0sec

"This is an impossible challenge." Friction by Design; Diversity in Scoring

In this episode the club house talks about the games that they have been playing. Mark attempts to define the terms good friction and bad friction, declares his distaste of rouge-likes, and talks about friction in his current projects. Lydia shows us how to make scoring sound way more academic.Civilization VIIAge of Mythology RetoldBlue Prince0:18:21Friction by DesignMark tries to define some terms: Good Friction - something that was designed into the game, or that could be described as a bug, or only confuses a player Bad Friction - unintentional friction0:45:47Diversity in ScoringHuffington Post News Triva GameHuffington Post
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May 8, 2025 • 0sec

Video Game IP Law (with Haley MacLeon)

Your nice hosts get a crash course on video game IP law from lawyer and MinnMax cohort, Haley MacLeon. We learn about incorporating, publishing agreements, the difference between a lot of commonly used terms like "copyright", and the joys of contract templates. MinnMax - MinnMaxGame Informer Revival - Game InformerVideo Game IP LawMarketingMisc.ProductionThe $10 Million Lawsuit That Hinges On An Oxford Comma - Anna King, NPRVideo Game Publishing Agreement Market Report 2025 - Kellen Voyer & Haley MacLean, Voyer Law Corporation
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May 1, 2025 • 0sec

"Our sense of epoch." Let's Plays; Responsive Game Design

A new Nintendo is on the way, and your nice hosts talk about both it and the world it's being born into. It kicks off a longer than usual episode where Lydia just wants a way to experience horror games, Mark has an unpopular opinion, and Stephen thinks players have too much agency already.0:31:57Let's PlaysEndoparasiticmizizizizitch.ioLet’s Plays: A Copyright ConundrumAlexandra ChampagneSlaw Why I am Hesitant to Declare Let's Plays as Fair UseAquasonReddit1:17:44Responsive Game DesignWhat Capcom Didn't Tell You About Resident Evil 4Game Maker's ToolkitYouTubeWe should talk.Carol Mertz
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Apr 23, 2025 • 0sec

Nice Games Jam: "The Intergalactic Dining Consortium"

Your nice hosts settle their differences in opinions when it comes to food to serve up a fresh game design document in a new Nice Games Jam episode.PromptCreate a game with one of my favorite things, food! It cannot be about/or have mechanics that are cooking. Think: growing food, pairing foods, making an international food court, menu design, using foods in season, etc.Game typeDesign documentPlayer count1Rules(Stephen note: This is more of a set of notes taken during the episode outlining a game design document.)Human in an alien culture, giving recommendations for pairings for foodYou should need to learn the rules before you can break themGain credibilityPeople order categories of food and you put it on the plate (no cooking)Gamer JourneyYou’re a plater at an alien restaurantYou first do it like a human (based on taste)You get feedback that opposes basing plates on tastePlayer starts to get curious about how to make better plates to meet needsSense criteriaTouchSightTemperatureSpicinessTaste the “wine” to know what it “tastes” likeThe threat is if you do poorly you get shipped to another planet, they have different foods and different desires for foodsOptions to changeTwo ingredients (tomato and other tomato? Looks similar)Position of foodsContainer of foodsOrientation of foodsAesthetic of the restaurant?You design the specialCreate one dish for the special, you get an amount of feedback based on the size of the restaurantYou can tweak your dish based on the feedback you getThings change as you go through the game and impact what you have available and what patrons likeThe goal is for players to experiment with the different foods (positions, containers, etc.) so they begin to understand the rules of the gameThere can be clues with the background/worldbuilding so players can learn why the foods these aliens like are why they like themWhen do you get to influence cultures? Do you get to at all?Yes, you need to figure out a way to get aliens to love the food and not just like it

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