An in-depth conversation about games and how they work, get defined, engage with players, portray history, get categorized, work as art, and more:
Infinite combos: good or bad? Thoughts from the Reddit board game design forum:
https://www.reddit.com/r/BoardgameDesign/comments/1e5vhpg/thoughts_about_infinite_loops/
Designer tricks: how some designers focus in on a particular aspect of a game and riff on it in future designs while keeping it feeling fresh (audio):
https://cardboardphilosophypod.podbean.com/e/episode-034-designer-tricks/
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/
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/
Problems that can arise in many games once you hit three players: kingmaking, turtling, sandbagging, and more:
https://www.skeletoncodemachine.com/p/three-player-problem
related: Is kingmaking really a problem?
Designing narrative puzzle games: notes on immersion, tactile components, playtesting, and more (audio):
https://ludology.libsyn.com/ludology-321-once-upon-a-puzzletale
The top things that are probably wrong with your game: common problems that show up in game designs over and over again (audio):
https://genesisoflegend.podbean.com/e/episode-370-ten-things-wrong-with-your-game/
How a thematic win condition not only drives play, but allows for better immersion (audio):
https://ludology.libsyn.com/thinking-beyond-mechanisms-ep-10