grokludo

grokludo

By JunglistLeisureVideo Games
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grokludo episodes

  • Godot's Rise, the Challenges of AI Pull Requests, and Decompilers - Bastiaan Olij | grokludo 31

    Bastiaan Olij leads XR development at the Godot engine, and is a member of the Godot foundation, which guides and works with its community of open source developers.

    In this episode we talk about Godot's governance and how it charts a path forward with its community, how it's dealing with the challenges of AI pull requests, and the bad-faith decompilers which are scaring devs away from sharing their games publicly.

    Timecodes:
    00:00 - Intro
    01:53 - Bastiaan's start on Godot
    14:30 - Godot governance
    19:40 - Terrain systems
    21:20 - Guiding self-governance
    23:00 - Godot affecting the market
    29:10 - Asset store challenges
    32:30 - Why GDScript?
    34:45 - Technically impressive projects in Godot
    36:35 - Steam's sloppy Next Fest
    40:00 - Pull request slop
    1:01:05 - Decompilers and scrapers
    1:22:30 - VR challenges

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    Godot:
    https://godotengine.org/

    Godot's VR Gamejam games:
    https://godotengine.org/article/godot-xr-update-oct2026/

    Sydney Games Festival:
    https://sydneygamesfestival.org/

    Every Game Talk Possible:
    https://everygametalkpossible.org/

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    1 hr 26 min
  • The Most Misunderstood Term in Gaming - Benjamin Horn | grokludo 30

    Show me five gamers, and I'll show you five different definitions of the word "mechanic."

    Benjamin Horn from the University of Hong Kong released a paper with four other academics, investigating the usefulness of a term with no agreed-upon meaning, and they point out that even the original MDA framework gives two vague definitions that are perhaps even contradictory.

    We discuss how we got to this place, in which all sides of the industry rely so heavily on a word that means nothing, and whether the word can be salvaged, or whether it's time to abandon it altogether.

    Timecodes:
    00:00 - Intro
    02:00 - What is a mechanic?
    08:30 - The MDA framework
    09:50 - Categorical terms
    15:55 - Banning terms
    18:00 - Talking about games is hard
    26:00 - Abandon "mechanics"?
    28:10 - The worst use of "mechanics" Ben's seen
    30:50 - "Mechanics" in the esports realm
    33:40 - FPS games as a study case
    35:20 - The Witcher 3's mechanics
    36:20 - Passion can interfere with game studies
    38:20 - Games criticism and toxic positivity
    45:25 - Ben's paper on Baldur's Gate 3

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    The Unbearable Vacuity of Game Mechanics:
    https://dl.acm.org/doi/10.1145/3815598.3815641

    The MDA framework:
    https://www.researchgate.net/publication/228884866_MDA_A_Formal_Approach_to_Game_Design_and_Game_Research

    Benjamin's paper on Baldur's Gate 3 and Goblins:
    https://gamescriticism.org/2025/12/03/horn-6-1/

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    48 min
  • The Shanty Man: Crafting Songs for the Silicon Seas - Seán Dagher | grokludo 29

    Seán Dagher is one of the main singers of sea shanties in games like Assassin's Creed: Black Flag, the indie hit Windrose, and more -- and is partly responsible for the wider modern resurgence in sea shanties. After curating and recording classic songs in some of the biggest pirate games, more recently he's composed original material for Black Flag Resynced, and started touring internationally, leading crowds in North America and Europe.

    Escapism, irreverence towards authority, seeking community... These are things that the gaming community and sea shanty lovers already had in common. But once games with sailing like Assassin's Creed: Black Flag or Windrose started including shanties, developers discovered a great way to fill the time sailing from point A to point B -- and many gamers found themselves listening to the music outside the game as well.

    Songs in this episode are used with Seán Dagher's permission.

    Timecodes:
    00:00 - Intro
    01:24 - Blow the Man Down by Seán Dagher
    02:00 - Seán's history with sea shanties
    13:29 - Bully in the Ally by Seán Dagher
    14:50 - Working with Ubisoft and the shanty resurgence
    23:55 - The Wellerman by Seán Dagher
    24:33 - Working with the Windrose team
    29:45 - Singing imperfectly on purpose
    34:10 - Composing modern sea chanties
    37:28 - Shallow Brown by Seán Dagher
    38:22 - Curating and recreating old material
    44:18 - Rolling Down to Old Maui by Seán Dagher
    45:05 - A quiz on shanty terms

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    Follow Seán Dagher:
    https://www.youtube.com/channel/UC6uSR4KU19MLE_dpoZusPBQ

    Trobairitz: Poems of Women Troubadours:
    https://open.spotify.com/album/16lfH2He1pIByL88idXtIo

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    54 min
  • Holding Court With Faeries, Fools, and Finite Jest - AP Thomson | grokludo 28

    Titanium Court is an intentionally bizarre, unique, and hard to describe game. It's best to go in not knowing anything -- but AP Thomson is here to talk about some of its themes, philosophy, and behind-the-scenes stories without getting into spoilers.


    Timecodes:
    00:00 - Intro
    02:00 - Describing Titanium Court
    10:00 - okay
    12:20 - Deciding what to explain
    19:03 - The Reverse Punchline
    23:17 - Is the day you run out of creativity the day you die?
    23:43 - Fan theories
    24:17 - Indirect storytelling and the desire to know
    28:12 - The Potion of Liking Baseball
    29:30 - Sports and War

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    Books talked about in this episode:

    Hour of the Star by Clarise Lispector
    2666 by Roberto Bolaño
    Frankenstein by Mary Shelley
    The Scout Mindset by Julia Galef
    Selected Short Stories by Maxim Gorky

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    46 min
  • Game Economics, Player Interdependence, & the Oxytocin Opportunity - Ramin Shokrizade | grokludo 27

    Over 20 years ago, CCP Games released EVE Online, a massively multiplayer space game, promising huge fleet battles, and an open, player-controlled economy. But within months, that economy was headed for disaster.

    This week's guest is Ramin Shokrizade, who later wrote about recommending an economic intervention that saved EVE Online. That story was later picked up by evangelists for Georgist economic theory, these are the writings of Henry George, who mainly talked about land tax, and held up as an example of proof that Georgist theory is correct.

    This has become almost a piece of internet lore, where certain communities quote Ramin's recommendations as a success for Georgism. What I had never seen before, is Ramin's take on that. 

    We'll get that take today, and talk the open economies games used to have, before they were controlled by publishers.

    Ramin has also written about the benefits of oxytocin, and dangers of excessive dopamine targetting, and I've actually been looking for someone to speak on this, especially because of some recent research which we'll get into later.

    Enjoy!

    44 min
  • Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 26

    What do we talk about when we talk about 4X?

    We think about abstract systems, resource management, efficiency, growth... But what about all the invisible things that go along with eXploitation, and eXtermination?

    Mary Flanagan is a game designer, and academic, and the author of Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games.

    The book looks at the history of board games and how they encoded the values of the time and place they were in. From ancient games, through to the explosion of complex strategy systems and 4X.

    For those unfamiliar, 4X is a subgenre that typically involves large colonial empires. The 4 Xs are Explore, Expand, Exploit, and Exterminate. In the fantasy of the game, we play the decider, not just moving resources around for efficiency, but also deciding the fate of those crushed under the boot of empire. 

    To better understand the other side of the story part of Mary's research involved sitting down and playing these games with descendants of the people who've been exploited and exterminated. 

    4X games are fun, I love them, they scratch that efficiency and optimisation part of my brain. This isn't about saying they're bad, or that players are incapable of separating games from life. It's just good to take a step back sometimes and analyse the underlying assumptions of things.

    And, a large part of our Western civilisation, and indeed its values, are built on the flawed concepts of terra nullius, might makes right, and always being ashamed of the last colonial project, while denying the current one.

    Mary joins us to talk about how these values are encoded in our games.

    ---------------------------------------------------------------------

    Find Mary's book, Playing Oppression, here:
    https://direct.mit.edu/books/oa-monograph/5547/Playing-OppressionThe-Legacy-of-Conquest-and

    Find Mary's games, including Monarch, here:
    https://resonym.com/

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    52 min
  • The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 25

    Ross Scott is the face of the Stop Killing Games movement, which seeks to ensure games don't completely die when a developer or publisher ends support, but rather, there's an end of life plan in place that makes it reasonably playable -- after which, a compliant gamemaker has no more liability. 

    Following a massive petition campaign in the EU, Ross recently spoke at an EU parliament hearing, in which many in the room were positive about the movement. It's possible that policy around not killing games will be included in the EU's upcoming Digital Fairness Act, expected to be formally proposed later this year.

    After that point, the EU parliament and Council can make amendments, and there's sure to be some industry lobbying.

    Ross Scott joins us this week to talk about the strategies of navigating EU politics, the discourse around the movement, and some of the more technical concerns, such as games that rely on middleware and 3rd party services, each with their own distribution licences.

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    1 hr 55 min
  • ADHD, Dopamine, and Rats Pushing Levers - Clinton White | grokludo 24

    There's no doubt that the modern world is very different to the one we evolved to thrive in. But that mismatch might be more pronounced for the neurodivergent mind.

    Dr Clinton White has an upcoming book, Fast Mind, Slow World, which expands on the theory that at the group level, it was evolutionarily advantageous to have a small proportion of the group as neurodivergent. Whether that be ADHD, level 1 autistic, or whatever.

    But modern life has different demands. How do those with abnormal attention fare in the attention economy? That includes games and loot boxes, but also social media, and everything else.

    Clinton joins us today to talk about the ADHD brain, dopamine seeking, and more.

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube:
    youtube.com/@TheJunglist

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    57 min
  • Making Arcade-Only Indie Games for a Withdrawn World - Nikita Mikros | grokludo 23

    Nikita Mikros is an indie developer that decided to focus on arcade games. And I don't mean arcade-style games on PC and console -- I mean physical arcade cabinets.

    His most famous game is undoubtedly Killer Queen, a 5-on-5 arcade cabinet with retro pixel art graphics, in which your bees have three win conditions to defeat the other team's bees. 

    Killer Queen is a sensation, and it's been called the revival of arcade... It's only two dollars for all ten people to play at once, which has built a strong culture of people bringing in others. It's easy to shout a whole group. And it's spawned a dedicated esports scene as well.

    Nikita joins grokludo to talk about Killer Queen, game design in general, and some of the new projects he's working on.

    1 hr 11 min
  • Kriegsspiel and the Prussian Pioneers of Wargaming - Jon Peterson | grokludo 22

    Jon Peterson is the author of Playing at the World, a deep dive into tabletop gaming leading up to Dungeons & Dragons, which just released its 2nd edition.

    Jon is a fantastic source of knowledge on all things tabletop, and has personally traveled to several museums to see and translate wargaming publications dating as far back as the 1600s. I took the opportunity to quiz him about Kriegsspiel -- a wargame that Prussian officers used as a training tool in the 1800s.

    As Jon illustrates, it's more than just interesting history; Kriegsspiel is a giant whose shoulders support many modern gaming staples.

    ---------------------------------------------------------------------

    Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

    I always write a bit more on the grokludo website:
    https://grokludo.com/

    YouTube:
    youtube.com/@TheJunglist

    YouTube Playlist:
    youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

    Follow on X:
    https://x.com/TheJunglist

    Follow on BlueSky:
    https://bsky.app/profile/thejunglist.bsky.social

    Podcast:
    https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
    https://podcasts.apple.com/us/podcast/grokludo/id1736667050

    49 min

About grokludo

From the publisher's feed

grokludo is about understanding games. It's a snappy way to hear the latest research on game design, cognitive psychology, business in gaming, and policy & regulation.

We'll speak to…