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Listens: 13

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What kind of special magic makes great games tick? Join Chris Cobb and Derek Lyons in a spirited pursuit of answers to this question, drawing on a diverse medley of perspectives including game design, engineering, player psychology, and business.

50: Good to Great (Classic)

(Good to Great first aired as Episode 17 on February 20, 2017.) In games, as in any creative discipline, it’s relatively easy to find good creative pr...
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49: Love and Its Opposite

In game design as in life, it’s tough to reach an ideal outcome without taking risks. Thus, if the goal is to create games that will surprise, inspire...
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48: Mobile Metamorphosis

Mobile gaming has long been a commercial powerhouse, but it hasn’t typically exerted a strong pull on the so-called “core gaming” audience of PC and c...
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47: One Chapter at a Time

Time is one of the most implacable risks that game development studios face. It takes time—sometimes quite a lot of it—to create a worthwhile game, an...
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46: Breaking Through

In a games market that is full to bursting with interesting titles, even compelling games can easily become lost in the shuffle. In order to cut throu...
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45: All Ears

The idea of incorporating player feedback into the game design process has strong intuitive appeal. Rather than just guessing what players want, why n...
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44: The Thread and the Tapestry

Designing a single gameplay system is a meaningful challenge by itself, but it’s also only the first step in the design of modern games. Today’s games...
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43: The Process Paradox

The game industry exists at the intersection of two very different worlds: the world of games as pure creative expression, and the world of games as p...
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42: Grist for the Grind

The play pattern of “grinding”, or repeatedly playing the same content in order to level a character or earn rewards, is surely one of gaming’s most c...
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41: Open Worlds, Open Questions

Open-world games promise the opportunity to immerse oneself in an entirely new reality, replete with characters to meet, adventures to undertake, and ...
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