The monthly game design podcast you haven't been waiting for

episode

Finding Your Game's Identity (Kyle Pulver)

How do you turn an idea into a game, and how do you make sure that game maintains the spirit of that idea as you develop it? We're joined by Meat Boy level design maven, TowerFall world champion, and all-round charmer Kyle Pulver to solve these problems once and for all! Along the way, we discuss the value of applying constraints to your design, how to define your game by 'pivoting' through your design space, and how making a game is kind of like navigating a canoe. Or blowing up a flour mill. If you like strained metaphors, this is definitely the episode for you.

Additional Reading

Questions? Comments? Want to challenge Kyle to a round of Towerfall (bad idea)? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Meat Boy Forever by Team Meat

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Reading List 4

It's been a little while since we got everyone together in front of the mic, so we're taking it easy this episode to catch up and talk about some games we've been playing! Rob's been exploring Fantasy Flight's line of Arkham Horror tabletop games, Jon's got lost in Hollow Knight, and Ryan took a relaxing vacation in Super Mario Odyssey.

Join us as we talk through what we like and dislike about each of these games... except Super Mario Odyssey. There's basically nothing bad we can say about that game.

Questions? Comments? Want to share you own favorite Mario Odyssey level? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Hollow Knight by Team Cherry

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episode

Back to the Grind

The classic trio is back on the mics, and we're celebrating by diving into that most classic of game mechanics — grinding! Join us as we debate grinding's definition, discuss why it has such a bad reputation, and explain how it can help players get more from your game and make your life as a game designer easier, then marvel as we do all of this without any relevant credentials or experience to back up our convictions. With no guest to guide us, we're loud, we're sassy, and we're just as pretentious as ever.

Questions? Comments? Want to show off how much better you are at bowling than us? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from Torchlight II by Runic Games

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Dexterity Mechanics or: When is a Game a Sport (JR Honeycutt)

The multitalented JR Honeycutt stops by to talk to us about dexterity mechanics, those precise and speedy tests of skill that make everything from Devil May Cry to pool so satisfying to play. Together we dig into the different types of dexterity mechanics: what types of dexterity mechanics exist, makes them fun, and what risks you should be aware when utilizing them.

Then we get extremely sidetracked arguing about the distinctions between games, sports, and sports games. And e-sports. It's a whole thing.

Additional reading

Games discussed

Questions? Comments? Want to show off how much better you are at bowling than us? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

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Header image from darts by your local pub

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episode

Catch-Up Mechanics (Joseph Chen)

How do you make games that feel competitive for players of all skill levels, while still feeling fair to the players with the most experience? Catch-up mechanics!

Joseph Chen joins us to chat through different kinds of catch-up mechanics, how overpowered catch-up mechanics can take over your game, and that dark cousin of the catch-up mechanic: the runaway leader.

Additional reading

Questions? Comments? Got your own favorite catch-up mechanic? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts!

Subscribe: iTunes | Google Play | Android | RSS

Header image from Fantastic Factories by Joseph Chen

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