5:28
Interesting Decisions versus Wish Fulfillment
Game Design
7:40
Are you a Game Designer or a Fiction Writer?
8:00
Three kinds of games/game fans: math, people, story
5:44
Three kinds of game designers: Artisan Engineer Mimic
10:00
Evolution of Video Games Part 1
8:09
The Evolution of Tabletop Games
11:48
Evolution of Video Games part 2
8:12
The futility of striving for a "great innovation"
9:38
Video Game Content Costs Too Much: Solutions
6:24
Games and Interactivity
6:40
Games, Puzzles, Contests
5:38
Separating Games from Reality, Part 1
6:46
Separating games from reality, Part 2
4:47
What is a "Contest"? (Parallel Competition)
8:08
Game design versus Player Experience, Part 1
8:18
Game design versus Player experience pt 2
18:18
The Nature of Games: Functional vs Cosmetic Formats
4:38
Snowballs and "engine" games
5:46
Where does the "magic" in games come from?
6:15
Constraints in games from a player viewpoint pt 1
6:36
There is no "Secret Knowledge" or "Secret Sauce" in game design (nor Conspiracies)
3:20
Play to win? Nope.
8:13
Game Contenders. Game Surfers, Game Bathers
7:56
What part of play, is games?
1:54
What is a planner's game (No, not Tsuro!)
8:57
Games and the gambling instinct
8:52
Violence in Games, Part 1
8:14
The Need for Imagination in Game Play - and Other Entertainment
7:37
Must games be fair?
11:06
Game design: art, engineering, science, all three?
10:04
Why Do so Many Gamers Want Games to be Stories
5:36
Co ops and wargames are not opposites
7:18
Winning and losing in contemporary games
7:22
Willingness to negotiate in games is uncommon!
5:04
Exploring rather than Mastering games
4:56
Confusions of Game Design: Obscure can be bad or good
4:08
Why co-op wargames have struck my fancy
2:29
"A game I can bullshit my way through"
3:01
Art and game design - kind of like ancient pottery making!
3:53
Game setups can allow players to express strategy and different styles
3:06
Make games in which people get excited!
4:23
Short termism in games and life - game designers are affected
3:02
Difference between cheating and vague ideas of sportsmanship
Lootboxes
1:53
Generalship is part of war but NOT of warfare
2:53
Conflict and games
5:41
Analogy: novels vs film and tv, all related to tabletop game designs
4:31
Too many bits in contemporary tabletop games?
7:33
Is respect for player skill disappearing?
3:56
Bagatelles - is this what hobby games have come to?
3:13
Puzzle designers must provide all content in a game
10:19
Fundamentals of interaction in games and puzzles
Winning and losing: what do they mean in contemporary games?
House rules and standards that ruin games (for most players) by ignoring the rules
9:18
What games and mechanisms make people think?
6:31
What tends to slow down or speed up play of a game?
3:16
Where the interest in a game comes from: Puzzles-designer, games-players.
6:16
Active versus Passive players
4:28
Games are not stories
3:34
Board games today substitute progress and variety for excitement and depth
3:42
Musical analogy for understanding fundamental game types
Multiple choice and essay tests: analogy to games
6:22
Designing two-player games to avoid making a puzzle
Social deduction games
6:01
Vicarious Participation
3:31
Fundamental differences between board and card games
4:30
My take on abstract games
Innovation vs surprise
3:55
Wargames as miniatures or as board games? Semantics make a difference
Nature of games: constraints and how they can be used
4:01
Strategies and random games? - not really
12:12
"On the horns of a dilemma" Part 2
13:52
"On the horns of a dilemma" Part 1
7:31
What attracts people to play games?
3:15
A brief attempt to explain puzzles in terms of musical analogy.
5:10
Focus, in game playing
4:26
Can contrasts between Star Trek and Star Wars illuminate game design?
4:17
Short-termism and Game Design
3:24
Contrasting yomi and game theory minimax
Defining "puzzle" as an activity where the outcome is known ahead of time, "game" as unknown?
2:17
"Too Much Like Work" in games, and how that's changed the hobby
8:07
MORE about Old School and New School Differentiation (RPGs)
5:48
Confusions of Gaming: participation vs earning
7:05
Ruminations: "Chess-like" might better be called "high reactivity" games
4:24
What is the natural number of players for wargames?
3:47
A game without struggle is a game that's dead?
5:45
Is monetization part of game design
7:13
Fundamental differences tabletop and video games
5:16
Tabletop games: *physically* robust?
5:54
More about games as ways to organize play
5:23
Blaming the game?
6:29
Are hobby games increasingly treated as toys rather than games?
13:17
Cartoons, Comic Books, (Novels and) Reality
3:27
Cosmetic vs functional realism (especially in video games)
5:34
Refusal to be awed, in games, and focus on saving the world (universe)
Favorite games . . . not so much these days
5:40
Game design analogs for some aspects of how people write fiction
5:30
One general view of negotiation, originating with a soccer agent
7:08
Corporate manager vs command styles of play, part 2
8:31
Corporate manager vs command styles of play, part 1
11:11
Games: Who is Winning, using Ukraine as an example
7:39
Kinds of "Fun"
14:35
Why do we think a particular game is or isnt a wargame?
4:55
Models, Abstractions, Simulations
2:54
What is the player going to DO?
Planners, Adapters, Improvisors, and Fluidity part 1
Planners, Adapters, Improvisors, and Fluidity part 2
8:27
Seven fundamental questions of game design
13:03
One of the 10 structures of "all" games: Sequencing
5:52
Which comes first in historical games, history or game?
8:02
Flexibility of Games
2:30
Should Memory/Memorization be part of games? No
9:54
Player Agency
3:52
The "Anna Karenina Principle" - and Games
9:52
Big changes in a game in a new edition
5:06
Catch up mechanisms and chance
6:51
Two different approaches to design of historical games
9:34
Avatars of three types, contrasted with RPGs