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Bernie Mattson enters the Clubhouse to talk about researching inspiration as part of the game development process and along the way the Nice Hosts learn a whole lot about Dada. Do you like show notes? Well, Nice Listener, is this the episode for you!
Researching InspirationArtGame DesignProductionDoo-Daa
You can buy Doo-Daa right now on itch.io... - itch.io...or wishlist it on Steam - SteamProcess Book for Doo-Daa - Bernie Mattson, itch.ioSpace Funeral, a big inspiration for Doo-Daa - itch.ioDada, a starting point
Europe After The Rain, 1970 - YouTubeDadA, 1967 - Greta Deses, YouTube1918 Dada Manifesto - Tristan TzaraInternational Dada ArchivesThe Dada Cyborg Visions of the New Human in Weimar Berlin - Matthew BiroThe Bride Stripped Bare by Her Bachelors, Even - WikipediaDuchamp Research Portal - Duchamp ArchivesSophie Taeuber-Arp - WikipediaIn this episode, Mark has some general notes on Europe, and walks though how he assembled the pitch deck that he brought with him to Gamescom. Meanwhile, Lydia wonders what it would be like to share responsibility on a schedule, and Stephen's clock is 10 minutes fast so we're not going to be as late to the screening of Star Trek III: The Search for Spock as he thinks.
Slides in Mark's pitch deck:
Mark returns with gifts from Europe! Then Lydia teaches her nice boys how to make a puzzle room: the ins and outs, the dos and don'ts, it’s an escape room special!
Your nice hosts discuss a previously talked about topic, and also engage in something completely new (though both are an excuse to discuss work issues in reality), with a brief divergence to mention a Star Trek anniversary.
0:06:02Replayability0:27:34Blue-skyingIn this episode, your nice hosts welcome Heather Flowers into the clubhouse to talk about math and probability, while Heather insists they should be on Evil Games Club instead. The group reflects on art and the interpretation of art.
Chance MechanicsGame DesignHeather Flowers Games
Unfair Flips - Heather Flowers, Steam500 Finger Fillet - Heather Flowers, SteamUnderstanding Systems Suspense - Cat Manning, Jason Grinblat, Max Kreminski, Graeme Lennon, Alexsei Pepers, Lauren Scott, Polaris Game Design RetreatOther mentions
Buckshot Roulette - WikipediaArchane Kids Manife$toNumber Gotcha - itch.ioTwo of your nice hosts are prepping to go to Junction Jam (which already happened, you'll hear about it soon!), but before then the discussion goes over the why players can and should be invested in your game, and how to push back against crunch in the workplace.
From a floral prompt, a daring caper blossoms. This week your Nice Hosts answer the question: How many flowers to you have to eat to pull off a heist?
Game board
Thief meeples
Barrier cards
Flower tokens
Flower combination legend
Flower box containers
Ability tracker
"a one-to-one scale replica of a particularly rare flower completely made of precious metals and gems"
SetupLay out the board
Place the "one-to-one scale replica of a particularly rare flower completely made of precious metals and gems" in the center chamber
Distribute flower tokens
Place barriers
Player setup
In this episode, Mark touts the virtues of commenting, Stephen dreads the topic, and Lydia wishes she could talk about marginalia.
Code CommentThe Critical Eye Part 2This is part 2 to The Critical Eye in Episode 416"I saw a Beatle."Brian Crick is in the clubhouse to talk about how he intertwines narrative and puzzles in his game Tinselfly. We talk about character motivation, player buy-in, and where you even start with a project like this. And if you also are late to playing Myst, you'll learn you are not alone. Just... don't bring Mark the red pages...
Narrative-Driven PuzzlesGame DesignNarrativeTinselfly - SteamGorogoa - SteamThe Longest Journey - SteamStephen is still away so Ian Peters uses that as an excuse to talk about rocks and how that relates to storytelling. Also in this episode, Mark is preparing for an exciting trip and Lydia is hype about trains for a good reason.
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