Punchboard Cathedral

12: Games that Made Us Want to Make Games


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Where do games come from? Most are direct descendants of other games. We're joined by designer Heather Dixon (Apistocracy) to discuss the games that motivated us to do some design work of our own, from house rules to interface tweaks to brand new bouncing baby game designs. Kenan examines the origin story of a popular classic, and Alba helps us break the ice. Then we discuss the games that irked and inspired us in ways we couldn't let go, including Werewolf, Wingspan, un/appealing themes, the ultimate pick-up-and-deliver game, One Night Ultimate What-Have-You, art that inspires fan art, what constitutes game design, Arraial, Tetris, action points vs. counters, Patchwork, retro art, art that looks like art, usability and readability, learning to teach, what constitutes a game designer, Akrotiri, Splendor, layering theme onto games as you play, Splendor vs. Splendor Duel, the unassailability of our early faves, and how to accelerate toward an endgame. Then we hear from our beloved Rabble about the games they house-rule, including Wingspan, Catan, Tidal Blades, Targi, Everdell, Santa Monica, and Scarface 1920. We close with a discussion of implied house rules and why we do or don't edit the the media/art/games we consume.


Check out Heather and her game Apistocracy at https://www.apistocracy.com/


Music by Alba and the Might Lions and Kenan. Thanks to Zach Lapidus for an invaluable editing assist. Break the rules.

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Punchboard CathedralBy Kenan & Alba