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?
Rank #2: Ludology 206 - Ahead of the Curve
Emma and Gil welcome accomplished designer Tom Lehmann (Race for the Galaxy, Res Arcana, and many others) to discuss game arcs versus story arcs and how an inflection point can help the arc of a longer game. We also get into how the plot of Romeo & Juliet compares to a cooperative game, and how game design could possibly connect to contra dancing.
Rank #3: Ludology Episode 121 - Pandemonium
Mike and Geoff are pleased to welcome guest Matt Leacock, co-designer of new #1 game on Board Game Geek, Pandemic Legacy. We get into the spoiler-free details on designing a Legacy game.
What are the special design considerations for Legacy games? What worked and what didn't? How do production considerations enter into the design process?
Rank #4: Ludology Episode 119 - Deck The Halls
Mike and Geoff take a look at the Deck Building mechanic. How has it evolved over the last
Rank #5: 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.
Rank #6: Ludology Episode 124 - Checking It Twice
Mike and Geoff continue their discussion of the Game Design checklist, with questions about game mechanics.
Rank #7: Ludology Episode 151 - High Definition
For their first show as a duo, Gil and Geoff revisit the question posed in the very first episode of Ludology - What is a game?
The answer may surprise you.
Rank #8: Ludology Episode 38 - You Are Here
Ryan and Geoff talk about maps, geography, and spatial relations in game design.
Rank #9: 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?
Rank #10: 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!
Rank #11: 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.
Rank #12: Ludology Episode 170 - Questionable Content
Gil and Geoff field a litany of listener questions!
Rank #13: Ludology Episode 150 - Mike Drop
Changes! We bid a fond farewell to Mike, and a big hello to Gil!
Rank #14: Ludology Episode 131 - Whaa?
It's another Listener Question episode! Mike and Geoff take on all comers. Can they survive?
Rank #15: Ludology Episode 125 - Checking Out
Rank #16: 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?
Rank #17: Ludology Episode 117 - Publish or Perish
During BGG.CON 2015, Mike asked several publishers the same question:
How do you decide what games you want to publish?
With the myriad of pitches and submissions that publishers receive, it is vital for designers to understand what attracts someone's eye.
- Stronghold Games
- Dice Hate Me / Greater Than Games
- R&R Games
- Portal Games
- Arcane Wonders
- Crash Games
- Gamelyn Games
- ZMan Games
Rank #18: Ludology Episode 63 - Set Your Phases To Fun
Ryan and Geoff take a very high level look at the structure of games - the phases and turns that make them tick. What structures were there in ancient games? How has this changed over time? How does the structure selected by the designer influence the game experience?
We also launch our portion of the big Dice Tower Network contest! Big prizes at stake!
Rank #19: Ludology Episode 154 - Leave Me Alone!
Gil and Geoff are pleased to welcome Morten Monrad Pedersen, to discuss the art of designing solo games.
Morten has designed several popular solo variants to games, including Scythe and Viticulture. What are the design techniques for solo games? How do they differ from multiplayer games?
Rank #20: Ludology Episode 57 - Goal!
Ryan and Geoff tackle the concept of an 'objective' in a game - not just end game objectives, but techniques for building a series of mini-objectives to keep the player engaged and the game moving forward.
What types of objectives work well? What is the difference between public, private, and hidden objectives, and how do those interact?