A conversation about what makes the board game design community unique and the benefits of connecting with fellow creatives (audio):
https://thegamedesignroundtable.com/episode/btc-rikki-tahta-on-designer-community/
A conversation about what makes the board game design community unique and the benefits of connecting with fellow creatives (audio):
https://thegamedesignroundtable.com/episode/btc-rikki-tahta-on-designer-community/
A wide-ranging discussion about the process of coming up with new game ideas, how long to stick with them, keeping track of them, and pitching them to publishers (audio):
https://thegamedesignroundtable.com/episode/btc-daryl-andrews-on-generating-ideas/
Making “toyetic” games with a strong toy factor (audio):
Games that do it well:
https://sites.libsyn.com/19999/obg-553-toyetic
Manufacturing and marketing them:
https://unboxedboardgamepodcast.podbean.com/e/s2e3-toyetic-games/
Digging into a fundamental question about games: What are rules? And what kinds of rules come into play with board games? (audio):
https://decisionspace.podbean.com/e/the-5-types-of-rules-what-we-talk-about/
Player failure: considering what kind of penalties make sense with the game’s theme (audio):
https://ludology.libsyn.com/thinking-beyond-mechanisms-ep-14
The “sweet spot” mechanic: how it works, various ways games use it, and more (audio):
https://decisionspace.podbean.com/e/the-sweet-spot-mechanic-wwta/
Amigo Games’ chief operating officer discusses the true goal of pitching a publisher, a method for demoing games at conventions, marketing new versions of old games, and more (audio):
https://justingarydesign.substack.com/p/alex-yeager-mastering-game-pitches
Some of the different types of work that gets done behind the scenes in the tabletop industry, and how those roles contribute to making a game (audio):
https://unboxedboardgamepodcast.podbean.com/e/s2e1-celebrating-industry-roles/
Lessons from a 20-year board game industry veteran: how games make players feel, setting deadlines, refining ideas, building relationships with other creators, and more (audio):
https://justingarydesign.substack.com/p/live-at-gen-con-2024-special-episode
Tips on taking aspects from video games and adding them to your tabletop game design (audio):
https://www.boardgamersanonymous.com/episode-487-going-analog-translating-video-games-to-cardboard/
How luck can feel, how it’s generated, and why it’s used the way it is by game designers (audio):
https://cardboardphilosophypod.podbean.com/e/episode-036-the-luckiest-episode-of-all/
If you’re stuck on a game design, here are some methods to try and get past designer’s block: (audio, starting at 22:05):
https://sites.libsyn.com/19999/obg-542-scrambling-for-a-styrofoam-cup
A chat about progression in board games: what it is and different ways it can show up in games (audio):
https://decisionspace.podbean.com/e/progression-what-we-talk-about/
Generally good advice that you might not want to follow: a frank and detailed conversation about getting into publishing, launching a crowdfunding campaign, marketing a game, and more (audio):
https://genesisoflegend.podbean.com/e/episode-373-thats-great-advice-dont-follow-it/
Catch-up mechanics: Are they necessary? How can they be included in a design? And when do they work well—or not? (audio):
https://cardboardphilosophypod.podbean.com/e/episode-033-catch-up-mechanics/
Trick-taking games: a deep dive into the genre, how it’s defined, some of the many ways designers can work within it, and more (audio):
https://decisionspace.podbean.com/e/trick-taking-what-we-talk-about-with-pete-wissinger/