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John Drexler

Notes on Play

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

N'hésitez pas à visiter le site du podcast et à soutenir son créateur : notesonplay.transistor.fm

Auteur

John Drexler

Catégorie

Leisure

Site du podcast

notesonplay.transistor.fm

Dernier épisode

15 oct. 2026

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Épisodes

13: Less is more in simulation games 14.11.2025

Most games simulate some real world scenario. So how do you decide which parts of the real world to represent in game mechanisms? This is where the real artistry of game design comes to light.

12: Problem-centered design 07.11.2025

Between each iteration of my game, I'll have dozens of ideas. But which do I actually implement? I find it extremely helpful to break my ideas down into problem statements, and then focus on just solving the most important problems. Here are some examples of how this works for me. [ link to play game ] [ link to original conference talk ]

11: Distribution is harder than making things 24.10.2025

I've got a great game with great reviews. So how the heck do I get it onto shelves? Here's everything I've tried.

10: A board game with hundreds of players 17.10.2025

Play the new prototype with us by joining our discord! I built a game that feels like a board game, but is secretly a social game that requires collaboration, deception, and communication.

9: Managing the player's cognitive load 10.10.2025

How do you communicate complex rules to players? It's worth thinking about what kind of complexity you're communicating, how you communicate it, and when you communicate it. This episode has a couple examples of how designers solve this problem.

8: AI is horrible at game design 03.10.2025

LLMs excel at churning out sugar free vanilla paste. That's great when you're writing code. And it's awful when you're doing creative work.

7: Escape the mind palace 19.09.2025

A game is only a game if it is playable. It is so hard for me to resist the temptation to retreat to the "mind palace" where my game devolves from a playable, testable, living thing into a mere thought experiment. Here's how I avoid that temptation. Also, here is the link to my video of rapidly prototyping in Figma. 

6: Letting players decide the victory condition 12.09.2025

My white whale (one of them, at least) is to let players decide how they want to win, and even decide whether it's a cooperative or competitive game. I haven't cracked it yet. But I got a lot closer last week.

5: Suspension of disbelief is a skill 05.09.2025

There are two voices in your head. You don't know which is correct, but you do know that one is more useful. 

4: High energy, low ego 29.08.2025

Everything I learned at my first game conference. Buy Colossi now .

3: The prototyping machine 22.08.2025

You can play "Hot Takes" in The Social Game right now!

2: Kill your darlings 19.08.2025

When you love something, but it's confusing as heck.

1: What happens when you can't test a game 19.08.2025

Links:  The Social Game , my work podcast where we talked about this, and Videos of the event.

0: Intro 19.08.2025

Test test. 

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