John Drexler

Notes on Play

Leisure EN ↓ 39 Folgen

A game development log where I share the hardest game design problems, and share thoughts on the games I'm playing. My name is John Rudolph Drexler and you can find my games at catacombian.com

Besuch unbedingt die Website des Podcasts und unterstütze die Macher: notesonplay.transistor.fm

Autor

John Drexler

Kategorie

Leisure

Podcast-Website

notesonplay.transistor.fm

Neueste Folge

15. Okt 2026

Wo hören?

Podcasts in der App Replaio Radio Bald verfügbar

Podcasts kommen bald in die App. Installiere sie jetzt und erlebe als Erster einen ganz neuen Blick auf Podcasts

Bei Google Play herunterladen Kostenlos installieren Android fast 10 Mio. Downloads · Bewertung 4,7+ iOS bald

Folgen

38: How I sold 322 copies of Colossi in a day 15.10.2026

How I sold my Colossi to through a consolidator named Quartermaster Direct.

37: Stealing is a superpower 01.10.2026

Stealing is a superpower if you do it well.

36: Designing simple games is hard 22.09.2026

David Gordon (co-designer of Finspan, and many others) gave me an insight into why it's so much harder than it looks to design simple games.

35: Valve's Mechanical Matrix 10.09.2026

Kim Swift, of Portal fame, shared that Valve uses this simple tool to inform what they design next. I found it immensely helpful.

34: Codenames is hard 01.09.2026

Codenames lures you in as a family friendly party game, but it is deep, sophisticated, and difficult. 

33: The best grand unified theory of games 25.08.2026

Frank Lantz's book The Beauty of Games blew my mind. And so I made a little book report. Watch on YouTube: https://www.youtube.com/watch?v=FLW8ZvKjmko

32: I deleted 35% of my game, and it got way better 11.08.2026

I had a big combat system that I didn't feel good about. I finally ripped it out, and it left a vacuum that inspired my best idea yet. Watch on YouTube: https://www.youtube.com/watch?v=cfgcoyz9HFY

31: The opposite of doom scrolling 05.08.2026

Gen Con was an awesome experience. I got third place in a Cat in the Box tournament. Tabletop gaming is the opposite of doom scrolling.

30: Canticle's hardest design problem 14.07.2026

I'm building something that doesn't have an obvious precedent, and it's been very tedious to figure out the right shape.

29: Form factor is everything 17.06.2026

You can have one action in 3 different form factors, and you've got 3 essentially different games. It's worth iterating a lot to find the one that unlocks the biggest design space.

28: I accidentally made a whole game in 3 weeks 02.06.2026
27: The trouble with abundance 21.05.2026

I want to be generous, not chintzy with the coolest parts of my game. But that does not mean I should be generous with all the parts of my game. Brian Moriarty's talk linked here . 

26: How board game distribution actually works 29.04.2026

I learned a lot by calling some people up on the phone. Most notably: physics matters.

25: I made my dream game, but something was wrong 22.04.2026

Canticle came to life, and to my exact specifications. But my exact specifications were wrong. Fixing it led to an explosion of great ideas.

24: Where do good ideas come from? 14.04.2026

Mark Brown made a great video about finding great ideas. And it made me wonder: where did my best ideas come from, and how do I set myself up to have more?

23: Is Catacombian a designer, a publisher, or both? 08.04.2026

Brian Bornmeuller's talk at NYU Game Center helped me finally articulate a question I've been wrestling with: what is Catacombian Games, exactly? In this episode I map out the five layers of the board game industry — design, publishing, manufacturing, distribution, and retail — and share how I'm approaching 2026 like a product manager: setting clear experiments, defining success criteria, and actu...

22: Steel vs. Soft 20.03.2026

A framework for deciding what needs to change next in a game prototype that I developed with my friend Walter Somerville. I used this recently to make some huge improvements to Canticle.

21: Why are there so many medieval games? 13.03.2026

Games feel immersive and grounded when they are familiar and legible -- even from a distance. 

20: Player experience is the guiding light 27.02.2026

How do you give the emperor a sense of epiphany? How do you give the board a feeling of organic ideas-based growth? I picked the experience first, and designed around that.

19: The best game idea I've ever had 13.02.2026

This is a game that takes place in the past and the present. And I've never been so excited to work on something. Many more updates to follow on future episodes.

18: Every prototype I made in 2025 23.01.2026

2025 was a creative explosion for me. Now it's time to focus up, and pick which prototype I will try to take to the finish line.

17: Why my basketball board game failed 09.01.2026

I tried (and failed) to make a basketball board game. I came up with some ideas that I loved, but ultimately decided to set it aside. 

16: How to learn a game 19.12.2025

Try to lose. It's a faster and more effective way to learn.

15: Paying attention to "desire paths" 12.12.2025

Sometimes players show you exactly what they want to do. You can either fight them, or learn from them.

14: Games are not stories 05.12.2025

Games don't need written narrative to be great games. The best stories in games are the ones that organically emerge from the gameplay itself.

Höre den Podcast Notes on Play in Replaio

Radio und Podcasts in einer App - kostenlos und ohne Anmeldung. Installiere sie noch heute und verpasse den Start nicht

Bei Google Play herunterladen

Replaio ist kein Herausgeber von Podcasts; die Namen der Sendungen, Cover und Audioinhalte gehören ihren Autoren und werden über öffentliche RSS-Feeds verbreitet