What does hidden movement look like when the hider is also the seeker? How can light be used as terrain? Trevor, Ananda, and Charlie shine a light on The Stifling
How much information do players need to find a player that is hiding? What should you reveal? Ananda, Charlie, and Trevor search for Mister X in Scotland Yard.
Ananda, Charlie, and Trevor hold their first-ever live episode as a panel at Protospiel Twin Cities, discussing three prototypes.
What makes storytelling games different from role-playing games? Why are stories so memorable? Charlie, Trevor, and Ananda talk about Storytelling games.
Can games be creative tools? Do games always need a winner? Trevor, Ananda, and Charlie craft realities that never were in “In This World”.
Do goals need to be unambiguous? How do card combinations encourage creativity? Ananda, Charlie, and Trevor ad-lib silly solutions to ridiculous problems in Wing It.
How do interrupts keep players engaged? What do goals look like in a game about telling a story? Charlie, Trevor, and Ananda struggle to control the narrative in Once Upon
What skills are transferable across pattern recognition games? What makes a competitive puzzle different than a solo puzzle? Ananda, Charlie, and Trevor review pattern recognition games in this bonus episode.
Do hex-based tile placement games actually need hexagonal tiles? Should players be penalized for recognizing patterns the fastest? How do you make players care about other players’ boards? Ananda, Charlie,
How much room is there for special rules cases in real-time games? How do you create complex interactions from simple rules? Join Charlie, Trevor, and Ananda for Ricochet Robots.