GenCon 2016 - Designing Games with a Partner

 

Release Date: August 15 , 2016

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Running Time:   37 min.

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Working with a partner in any endeavor can be rewarding and challenging. Collaborating with someone on a creative project perhaps even moreso.

We’ve assembled an all-star panel to explore the process of co-designing games: Matt Leacock, Rob Daviau, Bruno Faidutti and Bruno Cathala. Both Brunos have a wealth of experience working with many different designers throughout their careers. Rob and Matt have also worked with several co-designers and have joined forces recently to combine two game worlds and game systems into an experience that is greater than the sum of its parts (Pandemic: Legacy).

What motivates designers to want to work together? How do they establish a common vision or divide up the tasks involved in the development process? How do they playtest since partners are often separated by distances large and small? How do they deal with conflict? How do they know when the game is done? We learn how our panelists approach these challenges and more over the course of our conversation.

Our panel features four noted game designers:

Matt Leacock

Rob Daviau

Bruno Faidutti

Bruno Cathala

Complete Show Notes continue after the break.

GenCon 2016 - The Art of the Matter

 

Release Date: August 14 , 2016

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Running Time:   47 min.

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This round table discussion explores the importance of art and aesthetics as an integral part of the game development process.

From the artwork on and in the box to the size and shape of the components to the layout and logo, we examine the time and effort that goes into making a game beautiful or visually engaging. We also delve into the relationship between publisher, artist and graphic designer. These decisions and these relationships are not trivial. The publishers on our panel invest heavily in the idea that aesthetics can make an average game good and a good game great. Tune in to learn why!

Our panel features:

Stephan Brissaud (Iello)

Stephen Buonocore (Stronghold Games)

Kevin Brusky (APE Games)

Complete Show Notes continue after the break.

GenCon 2016 - So, You Want to Start Publishing Games

 

Release Date: August 13 , 2016

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Running Time:   49 min.

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Every month, more small game publishing companies seem to sprout up. Even with a great game design in-hand, bringing that game to market as a sustainable business is a huge challenge for any young publisher.

Each member of this round table discussion has gone through the process of learning the various elements that go into publishing games. And each member has become an established player in the industry as a small or mid-sized publisher.

What can we learn from them? What advice do they wish others had given them when they were just starting out? What pitfalls would have been easy to avoid had they only known about them? Are there basic but not obvious steps anyone interested in publishing games can take that will set them up for success or, at the very least, prevent them from falling prey to common first-timer mistakes?

Our panel features:

Ted Alspach (Bezier Games)

Paul Bender (Greater Than Games)

Tim Fowers (Fowers Games)

Travis Worthington (Indie Boards & Cards)

Complete Show Notes continue after the break.

GenCon 2016 - Women Building Careers in the Game Industry

 

Release Date: August 12 , 2016

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Running Time:   47 min.

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The game industry is growing. And as it grows, it includes an even greater variety of voices at the table. This means more women are building careers in publishing and creative development as well as media production and marketing. We delve into the details and daily routines behind several of these career paths and we explore the different ways the game world will evolve as more women work and play in the world of games.

Our panel features:

Lea Culliton (HABA USA)

Brittanie Boe (Game Wire)

Tanya Thompson (Marbles: The Brain Store)

Donna Jaffe (Peaceable Kingdom)

Complete Show Notes continue after the break.

GenCon 2016 - Designing Games for Kids

 

Release Date: August 11 , 2016

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Running Time:   47 min.

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A round table discussion about the challenges of designing games for kids.

Are there factors that weigh into the design and development process when publishing or designing a game specifically for kids? If so, what are these factors? From rules and components to playtesting and packaging, we explore the decisions children's game publishers and designers make that are markedly different from games catering to adults.

Our panel features:

Markus Nikisch (HABA)

Brandan Parsons (Blue Orange)

Josh West (ThinkFun)

Bernie DeKoven (Major Fun).

Complete Show Notes continue after the break.

Episode 236: Karuba is Major Fun

 

Release Date: August 1 , 2016

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Running Time:   35 min.

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Karuba is an island with hidden treasures. Your goal is to lead your team of adventurers through the jungle along the smartest route to riches. Each turn you have a  choice: place a tile to create a path to the treasure temples OR discard the tile and move one your team's pawns along the path. You might even run across some gold or diamonds along the way.

Deceptively simple, Karuba uses a bingo like system to offer players a wonderful strategic puzzle for players young and old. 

Tune in to learn the mysteries of Karuba why we think it deserves the Major Fun Award!

Complete Show Notes continue after the break.

Episode 235: The Spiel on Paradox

 

Release Date: June 20 , 2016

Download: PDF

Designer: Brian Suhre

Publisher:  Split Second Games

2-4 pl 90 min ages 10+ MSRP $40

 
 

In Paradox you are a scientist fighting to save worlds from The Quake which tears at the fabric of reality. Inspired by Match-3 games like Bejeweled, players manipulate a grid of colorful discs to gather resources in order to save the past present and future of 15 different worlds

The heart of Paradox is the match-3 engine that drives so many casual games. The wonderful surprise is that this same engine can drive a game with greater complexity and deeper strategies. This brilliant union of seeming opposites makes Paradox a worthy winner of the Spiel of Approval Award.

Written review continues after the break.

Episode 234: Deep Sea Adventure is Major Fun

 

Release Date: June 14 , 2016

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Running Time:   37 min.

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Deep Sea Adventure is a wonderfully simple press your luck dice game from Japan with a devilishly fun twist: when you press your luck, you press EVERYONE'S luck!

Glittering treasure entices your team of divers to swim down into the depths. Each roll brings you closer to greater riches. The problem is, everyone shares the same oxygen supply! If too many divers get greedy, no one may make it back to the boat!

The higher scoring treasures are on tokens deeper below the boat. The more treasure you take, the more oxygen you use from everyone's supply, making it more difficult for each player to make it back to the surface with their loot. Playing it safe may insure your survival but one good haul from the depths could net you the victory. 

Tune in to learn more about this hidden gem and discover why we think it's Major Fun!

Complete Show Notes continue after the break.

Episode 233: Nitro Glyxerol is Major Fun

 

Release Date: June 1 , 2016

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Running Time:   36 min.

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It makes old people young again, turns wallflowers into stunning beauties and can turn dust, dirt or dung into gold! It smells wonderful and tastes even better. You can even reach the speed of light if you have enough!

What is it? Nitro Glyxerol of course! The only catch: every batch has to be mixed fresh... and you never quite know the results until you're done...

Nitro Glyxerol is a chemical mixing dexterity game. Shake and slide colored cubes through a maze to the long neck of your flask shaped mixer as fast as you can. But be careful! Precision is as important as speed in this game. The order of the cubes must match the pattern of cards laid out on the table. Collect cards to score points but beware of the dreaded mouse poop cube. If you prove to be a successful mixer. It could get in the way!

Complete Show Notes continue after the break.

Episode 231: The Spiel on TIME Stories

 

Release Date: May 15 , 2016

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Running Time:   65 min.

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If Quantum Leap was a board game, it would be TIME Stories. 

Your team is projected back in time to specific key moments to prevent damage to the main timeline. These are not massive historical events but scenes offstage and off the beaten path. Your consciousness is merged with a person of that era and as such you can use your foreknowledge and experience to help you and your teammates to discover the source of the threat to the timeline and prevent it. Each run back in time is limited, so many times you will have to return to the future, learn from your mistakes and re-enter the past in order to achieve your goal.

In game terms, TIME Stories is a hybrid. It is a cooperative story driven mystery and puzzle solving board game. It combines elements of role playing within a more structured environment the framework of board and cards that dictate the boundaries of the world and the game.

Best of all, TIME Stories is more than a single game. The box contains a general toolkit for playing not just the initial story deck that is packed in the box but all the equipment you need to play many different stories or scenarios without having to buy a board or tokens or dice for each one.

It's a carboard console and each story deck is a cartridge that can be plugged in for new kinds of fun.

Listen in to see why we think this level of innovation, engagement and creativity makes TIME Stories a very worthy recipient of The Spiel of Approval award.

Complete Show Notes continue after the break.

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