Dirk Knemeyer & David V. Heron

The Game Design Round Table

Arts EN ↓ 399 Folgen

Covering the full breadth of digital, tabletop, and role playing games, The Game Design Round Table inspires and educates aspiring and experienced game designers.

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Autor

Dirk Knemeyer & David V. Heron

Kategorie

Arts

Podcast-Website

thegamedesignroundtable.com

Neueste Folge

9. Okt 2026

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#49: How to Teach Games 14.10.2013

Jon, Dirk and David delve into the most effective ways of teaching both tabletop and digital games. What role do out-of-game video tutorials have to play? Can quick, throw-away demo games work? When is it okay NOT to teach features? And what is the perfect (possibly unattainable) approach for digital games?

#48: X-COM & Tactical Games. With Julian Gollop 09.10.2013

Jon and Dirk are joined by Julian Gollop, designer of X-COM: UFO Defense (aka UFO: Enemy Unknown) and a game development veteran with 30 years of experience. They discuss Julian's distinguished career, how the design discipline is special and what made X-COM stand above so many games over the decades.---------------------------Contact InformationJon Shafer - @JonShaferDesign, www. JonShaferOnDesig...

#47: AtG Playtest, Agricola & More 30.09.2013

Our hosts discuss Dirk's recent experience playtesting 'At the Gates', dive deep into what makes 'Agricola' great, and lament the loneliness of the skill curve in 'Go'. They also touch upon the simple-but-effective worldbuilding in 'The Last of Us', and the enjoyable gameplay but still-questionable monetization of 'World of Tanks'.---------------------------Contact InformationJon Shafer - @JonShaf...

#46: Theme, Mechanics & Fun 23.09.2013

Jon, Dirk and David finally get around to talking about theme, mechanics and how the intersection of the two relates to 'fun'. What are each? What happens when you favor one over the other? Can you flat out OMIT one? And what are some examples in the games our panelists have actually worked? Contact InformationJon Shafer - @JonShaferDesign, www. JonShaferOnDesign.com, Jon. Shafer@ConiferGames.comD...

#45: Tabletop & Digital Design. With Ed Beach 17.09.2013

Jon and Dirk are joined by Ed Beach, designer of the digital titles 'Civilization 5: Gods & Kings' and 'Brave New World' as well as tabletop games 'Here I Stand' and 'Virgin Queen'. As you might have guessed, their discussion focuses on the similarities and differences between the two disciplines of design, and what lessons learned in one can be applied to the other. Contact InformationJon Shafer...

#44: Competition, Endgames & Updates 11.09.2013

Jon and Dirk discuss Solium Infernum and City of Remnants in-depth, and along the way delve into the issues deep competitive games have and the reasons why endgames are typically so bad. Dirk then provides an update on his forty projects, and Jon talks about the challenges of design and engineering and the thinking that goes behind when to start playtesting. Contact InformationJon Shafer - @JonSha...

#43: Randomness 04.09.2013

Jon, Dirk and David finally get around to the elephant in the room: randomness. What is it? How can it make games better or worse? How does it relate to the type of audience you're aiming for? What bad things can happen when you try to remove it? And heck, is there actually anything good about complete, utter, brutal unfair randomness? Contact InformationJon Shafer - @JonShaferDesign, www. JonShaf...

#42: King of Dragon Pass. With David Dunham 26.08.2013

Jon and Dirk are joined by David Dunham, the creator of the classic PC and new iOS game 'King of Dragon Pass'. The panel discusses the game's unique focus on player-driven narrative, reviving an old-school title on new platforms, and the challenges of indie development. And Jon gets excited, simply because he finally found another game that takes barbarians seriously! Contact InformationJon Shafer...

#41: Paradox Games, Poker and AI 19.08.2013

Jon and Dirk cover a wide variety of topics this week, notably: the problems with automation and user interface in Paradox titles like Hearts of Iron 3 and Europa Universalis 4, the psychological appeal and the (possibly too-important) role of money in poker, and the challenges of meshing tech and design in At the Gates' AI.Jon Shafer@JonShaferDesign (Twitter)www. JonShaferOnDesign.comDirk Knemeye...

#40: Multiplayer 15.08.2013

Jon, Dirk and David delve into the topic of multiplayer design: How is it different from single player design? What are the strengths and weaknesses different types of multiplayer? What separates e-sports from traditional multiplayer games? And what approach can be taken towards cheating? Jon Shafer - @JonShaferDesign, www. JonShaferOnDesign.comDirk Knemeyer - @DKnemeyer, www.artana.comDavid Heron...

#39: Skyward Collapse, AI and Business. With Chris Park 06.08.2013

Jon and Dirk sit down with Chris Park of Arcen Games to discuss his latest game, Skyward Collapse, the development and business challenges of developing indie strategy games, and the important role AI can play in asymmetric games.

#38: Polish, Penalties & Updates 30.07.2013

Jon and Dirk discuss several games at length this week, namely: Monaco, the new Walking Dead chapter, Super Crate Box for the Ouya and Civ 5: Brave New World. Topics covered include how penalties can improve a game, the importance of polish, and why diplomacy in 4X games always seems to be bad.

#37: Failure, Punishment and Learning 23.07.2013

Jon, Dirk and David discuss the role of failure in games and how it ties in with how people learn how to play. What does punishment add, and where can it go wrong? How do you effectively teach players strategy games? What do PLAYERS get out of failure? And how the heck do you learn a tabletop game without tooltips?

#36: Occult Chronicles & Life as an Indie. With Vic Davis 16.07.2013

Dirk sits down with game designer Vic Davis of Cryptic Comet games to talk about life as an indie designer, Vic's dark game design decisions, and his new game 'Occult Chronicles'.

#35: Ethics in Design, Hotline Miami & Updates 09.07.2013

Jon and Dirk cover a variety of games they've played lately, including the new 'Walking Dead' expansion, 'Ascension' and '1775'. The discussion gets serious when 'Hotline Miami' comes up, and the crew debates the role of ethics in game design. They wrap up on a lighter note, describing the challenge of integrating mechanics and UI in a tabletop game, and how to instill life into fictional characte...

#34: Progression Systems. With Soren Johnson 02.07.2013

Soren Johnson returns to the show to discuss progression systems with Jon and Dirk, with a special focus on technology trees. What are the advantages and disadvantages of abstraction? How do Diablo 2 and 3 and Civilization 4 and 5 differ? What is At the Gates doing with Romanization Perks? And hell, what makes for a good progression system anyways? All of these questions - and more - are answered...

#33: Unity of Command. With Tomislav Uzelac 25.06.2013

Jon and Dirk are joined by Tomislav Uzelac, designer of the amazing WW2 strategy game 'Unity of Command' and studio lead for 2x2 Games. They dig into the title's superb AI, its innovative supply system, building a streamlined strategic experience and the challenges of running a game studio from Croatia.

#32: Don't Starve, Shogun, Wiz-War & Updates 18.06.2013

Jon and Dirk discuss a few games they've played lately which make good first impressions but ultimately fall short: 'Don't Starve', 'Shogun' and 'Wiz-War'. They then transition over to talking about what they've been working on, including AI character personality and AI design in 'At the Gates', getting into the meat of development with 'Futbol Strategy' and switching developers for 'War Stories'.

#31: Tactics & Repetition 11.06.2013

Jon, Dirk and David discuss tactics in a more general sense. What is a tactical game? What problems does the genre have? Why does Jon hate basically all of them? And is it the players' fault if their tactical choices aren't as interesting as they could be?

#30: Design Lessons & Sirlin Games. With David Sirlin 04.06.2013

Jon and Dirk are joined by David Sirlin, designer of tabletop titles Puzzle Strike, Yomi and Flash Duel. The group discusses his past games, future plans, building a tabletop company, David's interesting journey from the Street Fighter community into design, and the vital importance of balance and asymmetry.

#29: Solium Infernum, 'Futbol Strategy' & More 28.05.2013

Jon and Dirk finally get around to discussing 'Solium Infernum', a tabletop-digital "hybrid" strategy title where you aim to become the lord of hell. They wheel around and talk about the light worker placement game 'Stone Age' and why it might be a great entry point for casual fans. After our hosts wrap up what they've played with a brief revisiting of 'Command and Colors', Dirk reveals his newest...

#28: Scoring & Victory 21.05.2013

The usual three-man crew discusses - debates, even - the ways in which we win games. The first half of the show is dominated by dissecting the pluses and minuses of victory points, whether they're inherently arbitrary, and if they might even be a sign of lazy design. In the second half our hosts talk specifics, analyzing how victory does (and could) work in 'Tomorrow' and 'At the Gates.'

#27: Board Game Design. With Martin Wallace 16.05.2013

Dirk (the solo host for this week) sits down with acclaimed game designer Martin Wallace of Tree Frog Games. Martin's star-studded resume includes Railroad Tycoon, A Few Acres of Snow, Waterloo, and the Discworld licensed games.

#26: Puzzle Strike, Becoming a Designer, & More 07.05.2013

A lengthy episode where Jon and Dirk cover a variety of topics. First, they discuss the superb 'Puzzle Strike', basically "'Dominion' done right." The conversation shifts to 'Magic' and the pluses and minuses of an immense learning curve. Our hosts then provide updates on their ongoing projects, and wrap up the episode with a realistic (some might say sobering) look at what it's like becoming - an...

#25: Information & Obfuscation 30.04.2013

David Heron, Jon and Dirk noodle over the role of information and obfuscation in game design. Why does 'Persona 4' work when the BioWare games do not? And when can hiding info be GOOD for a game?

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