Rank #1: Ludology Episode 34 - The Good, The Bad, and The Random
Ryan and Geoff take a look at the use of uncertainty and randomness in games. What works and what doesn't? When should you have more randomness and when less?
Jun 10 2012
Rank #2: Ludology 212 - Inventing Play
Emma and Gil welcome mass-market game and toy inventor Kim Vandenbrouke to the show. How is "inventing" a mass-market game different than "designing" a hobby game? Why is the toy/mass-market industry so much more secretive? And how does one deal with all the publisher rejection?
You can read Kim's writings on the toy and mass-market game industry here: https://www.thegameaisle.com/kim-vandenbroucke/
Nov 03 2019
Rank #3: Ludology Episode 145 - Six Ways From Sunday
Mike and Geoff discuss multi-use cards - their history, and how they can be used by designers.
Feb 12 2017
Rank #4: Ludology 205 - All's Well That Ends Well
Scott did some research and came up with all the different ways a board game can end. In this super-sized episode, Scott, Emma, and Gil go through this list and share our thoughts on how a game experience concludes, and how we designers can affect our players based on the different ways we wrap up our games.
Jul 28 2019
Rank #5: Ludology Episode 144 - The Edge of Seventeen
Mike and Geoff are pleased to welcome returning guest Stephen Buonocore of Stronghold Games to discuss the state of the gaming industry going into 2017.
Jan 29 2017
Rank #6: Ludology Episode 201 - Are We Having Fun Yet?
Gil, Emma, and Scott talk about fun and meaning in games. What is fun, and how can we achieve fun in our games? What are games that try to balance fun within a more serious topic? And how about games that are not meant to be fun at all; how do they provide meaning for their players?
During the episode, Scott discusses Marc LeBlanc's 8 Types of Fun, which you can read more about here: https://theangrygm.com/gaming-for-fun-part-1-eight-kinds-of-fun/
Note: In the last 20 minutes of the episode, be advised that we discuss games that deal with traumatic subjects, like the deaths of close family members.
Jun 02 2019
Rank #7: Ludology Episode 195 - Value Added
Gil and Geoff discuss valuation within games - what are the different ways of determining resource value? How does value flow and change over the course of play?
Mar 10 2019
Rank #8: Ludology Episode 58 - Back to Basics?
Ryan proposes a radical change to the mechanics of Trading in the Mediterranean to simplify and smooth our the gameplay, and Geoff wants to talk about it. Will it throw the baby out with the bathwater? What is the heart of the game?
Jun 16 2013
Rank #9: Ludology Episode 38 - You Are Here
Ryan and Geoff talk about maps, geography, and spatial relations in game design.
Aug 05 2012
Rank #10: Ludology Episode 128 - Why?
Mike and Geoff discuss player motivations. What makes people want to play games? How do you design games to appeal to that type of player?
May 15 2016
Rank #11: Ludology Epiosde 123 - Check Up
Mike and Geoff have been hard at work developing a checklist for game designers, and it is time to go public! In this first of three episodes, they discuss the questions surrounding creating the desired player experience.
Mar 06 2016
Rank #12: Ludology Episode 142 - Slots O Fun
Mike and Geoff are pleased to welcome slot machine game design Jeremy Hornik. Jeremy has been designing slots for over 15 years, including Money Burst, Willy Wonka, Monopoly, and Baron von Bacon's Million Credit Bonus.
What are the special considerations for slot machine design, and what do they learn from video and board games?
Dec 11 2016
Rank #13: Ludology Episode 98 - Gathering the Magic
Ryan and Geoff are thrilled to welcome Richard Garfield, designer of Magic: The Gathering, Robo Rally, Netrunner, King of Tokyo and more, along with bonus guest Mike Fitzgerald, whose latest designs include Diamonds and Baseball Highlights: 2045.
We discuss Richard's design philosophy, the origins of Magic, types of gamers, and much more.
Please also visit our geeklist to share your memories of Ludology for our 100th episode spectacular!
Feb 22 2015
Rank #14: Ludology Episode 103 - House of Cards
Mike and Geoff dive deeper into the world of cards. What is a card? What tools do cards give the designer? What card games exhibit great depth?
May 03 2015
Rank #15: Ludology Episode 44a - The Rubber Meets the Road
Finally! Ryan corrals his buddies into trying Trading in the Mediterranean, and records their thoughts afterwards.
Reviewing the rules, cards, and other playtest materials may be helpful to understanding this episode.
Nov 25 2012
Rank #16: Ludology Episode 91 - Olotka Encounter
In this episode of Ludology we are thrilled to welcome Peter Olotka, one of the designers of Cosmic Encounter, Dune, and many other classic games. We discuss the early development of Cosmic Encounter, how it evolved, and other games in the Eon line.
Nov 02 2014
Rank #17: Ludology Episode 140 - Training Day
Mike and Geoff are thrilled to welcome guest Mark Herman to the program. Mark is the designer of a slew of games, including the first Card Driven Game (CDG) We The People. His latest design is Churchill.
However the focus of our conversation is on Mark's work designing and executing simulations for the military and businesses, to test out their assumptions and strategies. He details these in his book Wargaming For Leaders.
Nov 13 2016
Rank #18: Ludology Episode 172 - Odd Coupling
Gil and Geoff take a look at the different ways that subsystems of a game can be coupled, and what that means for complexity and player agency.
Mar 25 2018
Rank #19: Ludology Episode 106 - Hide and Seek
Mike and Geoff welcome guest Emerson Matsuuchi, designer of Specter Ops and VOLT Robot Battle, to discuss hidden and programmed movement in games. Why use these techniques? What are good and bad examples?
Jun 14 2015
Rank #20: Ludology Episode 138 - Hug To Win
Mike and Geoff discuss the different ways you can win a game, and how that effects the design and player experience.
Oct 16 2016