The monthly game design podcast that you haven't been waiting for! Join us as we discuss, explore, and get out of our depths in a new game design topic every episode.
Introductions to Niche Genres
We're back with a very special episode, as co-host Ryan Anderson walks us through their design methodology for the combat in Wintermoor Tactics Club. We break down how Ryan intentionally approached Wintermoor so that it would introduce new players to turn-based strategy games, and we use those same lessons to analyze how Fall Guys, One Night Werewolf, and Good Sudoku function as introductions to their own genres.
Wintermoor Tactics Club is out now on PC, Switch, PS4, and Xbox One.
Roleplay - Priming Proactive Players
Jon and Kyle sit down to discuss player proactivity in tabletop roleplaying. What is the difference between proactive and reactive play? Why is proactivity important for collaborative storytelling? And how do you create a space where your players feel comfortable and encouraged to be proactive? We answer all these questions and more in this jumbo-sized Roleplay extravaganza.
Quickplay - Death Stranding & Animal Crossing
The gang breaks into Death Stranding and Animal Crossing, two games that are perhaps more similar than they first appear. We discuss how adding friction to mechanics can make the player feel more present in the game world and debate whether there is such a thing as a wrong way to play a game.
Quickplay - Doom Eternal
The gang digs into the audacious design of Doom Eternal, which manages to be too similar to its predecessor for new players to learn, yet is also too different for some existing fans to enjoy. You can punch the ribs out of a giant brain with a gun bolted on top, though, so Jon and Rob love it anyway.
Quickplay - Clash Royale
After taking a few months off, we're back ready to discuss the latest and greatest in digital games... by talking about a five-year-old mobile game. Rob's been grooving on Clash Royale's clan battles, and the gang discusses how these types of alternate game modes can expand a game's audience by providing multiple modes of play that appeal to different players.
Roleplay - Expectations and Invitations
We're back with another dive into the fascinating world of tabletop roleplaying! This time, Jon comes to Kyle with a problem -- he feels anxious that the last session he GMed didn't go so well, and he's not sure how to deal with this in a constructive way.
This sparks a long discussion about the importance of creating intentional spaces that invite feedback and sharing, and the risks and potential toxicity of making assumptions about the expectations of your fellow humans around the table.
There are very few podcasts out there which do deep dives into game design, so PGI definitely fills a very noticeable void, and fills it well.
Fun and Interesting
I love this podcast. It consistently is entertaining, but more important than that, it’s a great look at the process behind game design. And not just video games! I have started to really analyze and appreciate the board games I play too. As well, starting this podcast is easy, and quickly finds its groove