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A 24-post collection

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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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!

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Header image from Fantastic Factories by Joseph Chen

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episode

Building Inclusive Games (Dee Del Rosario)

Everyone plays games, but games aren't always designed with everyone in mind. In this episode, we're joined by Dee Del Rosario as we discuss how to build games that include and appeal to as many people as possible. We cover why representational inclusivity is so important, tools for making your games more accessible, how to support marginalized creators, and the importance of putting in the effort to do your research and remaining critical of your own work.

Plus, we recommend tons of great groups, conferences, and talks for you to investigate and get involved with to learn even more!

Remember: be critical of your own work, keep and open mind, and always be willing to listen.

GDC Talks
Designing for accessibility

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episode

Growing as a Designer (Emma Larkins)

We talk a lot about how to make your games better, but how do you make yourself better? Emma Larkins joins us to discuss honing your analytical skills, the importance of daily practice, valuable game design resources, and how to not take feedback personally.

Join in the fun by posting your own design practice to #gamedesigndaily on Twitter, Instragram, or your hashtaggable social media service of choice!

Questions? Comments? Want to share your own tips for design self-improvement? 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 Game Dev Story by Kairosoft

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Reading List 3: Unpolished Gems

We're back with the next episode of our increasingly numerically fraught Reading List subseries! This time Ryan, Rob, and Jon are joined by special guest Vivian Wong to discuss some of our favorite 'unpolished gems' -- games that might not be remembered as best in class (or remembered at all), but that still have great ideas that are worth taking a second look at.

Games covered this time include Candy Box, Dream Quest, High School Dreams: Best Friends Forever, and Chulip.

Apologies for the inconsistent audio quality this episode. We had some technical issues while recording, and Jon had to patch the episode together from multiple backups like some terrible audio Frankenstein. (Happy Halloween, everybody!)

Questions? Comments? Have your own picks for unpolished gems? 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 Chulip by Natsume

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