Why are two-player asymmetric games easier to design? How do you come up with variants on a core ruleset? Trevor, Ananda, and Charlie discuss asymmetric games.
How do you make turn order feel important? Why should you limit your players’ ability to adjust their own prices? Ananda, Charlie, and Trevor honor the gods in The Great
What makes creating a server so satisfying? Should you include both passive and active playstyles? Charlie, Trevor, and Ananda fight the system in Android: Netrunner.
How can you get players to understand what other players are doing when their factions are different? How can common resources be made to feel different to different factions? Trevor,
Ananda, Charlie, and Trevor talk about Semi-Cooperative games.
Do enemies need a clearly defined health stat? What should happen to a player who is eliminated early? Charlie, Trevor, and Ananda chart a course for Earth in Nemesis.
What sorts of resources encourage players to betray their allies? When should you use spherical components? Trevor, Ananda, and Charlie build a raft in Hellapagos.
How can you make attacking other players feel less hostile? What advantage do board games have over digital games? Ananda, Charlie, and Trever encounter the cosmos in Cosmic Encounter.
Charlie, Trevor, and Ananda hold a live episode at 2DCon, the same convention where the podcast originated! They discuss lessons board game and video game designers can learn from each
How can you frame new challenges to make players excited about them? Why do people enjoy performing mundane tasks in video games? Trevor, Ananda, and Charlie run a restaurant in