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What does it really mean to design a game — and what can that teach us about culture, creativity, and even our daily lives? In this episode, Greg is joined by Lewis Ward and Eric Zimmerman, legendary game designer, professor at NYU’s Game Center, and author of The Rules We Break. Eric’s career spans from pioneering web-based multiplayer with Sissy Fight 2000 to co-founding GameLab and shaping Diner Dash, one of the most influential time-management games ever made.
We dig into the fundamentals of game design, the ethics of addictive mechanics, the surprising history of Monopoly, and why prototyping isn’t just for developers — it’s a mindset for anyone building systems or communities.
Joining us for this conversation is Lewis Ward, long-time industry analyst, who helps unpack Eric’s insights with both sharp questions and nostalgia for 90s game culture.
What You’ll Learn in This Episode00:00 – Intro & Eric’s background
03:30 – Teaching game design & iteration
13:30 – Sissy Fight 2000 & the flame war era
21:00 – Diner Dash and the rise of “casual” games
26:30 – Feedback loops, dopamine, and ethics
42:00 – The Rules We Break: learning design through play
50:30 – Monopoly, culture, and closing reflections
Enjoyed this episode? Subscribe to Player Driven on Spotify, Apple Podcasts, or YouTube for more conversations at the intersection of games, business, and community. And visit playerdriven.io to explore more resources, clips, and insights from the show.
By GregWhat does it really mean to design a game — and what can that teach us about culture, creativity, and even our daily lives? In this episode, Greg is joined by Lewis Ward and Eric Zimmerman, legendary game designer, professor at NYU’s Game Center, and author of The Rules We Break. Eric’s career spans from pioneering web-based multiplayer with Sissy Fight 2000 to co-founding GameLab and shaping Diner Dash, one of the most influential time-management games ever made.
We dig into the fundamentals of game design, the ethics of addictive mechanics, the surprising history of Monopoly, and why prototyping isn’t just for developers — it’s a mindset for anyone building systems or communities.
Joining us for this conversation is Lewis Ward, long-time industry analyst, who helps unpack Eric’s insights with both sharp questions and nostalgia for 90s game culture.
What You’ll Learn in This Episode00:00 – Intro & Eric’s background
03:30 – Teaching game design & iteration
13:30 – Sissy Fight 2000 & the flame war era
21:00 – Diner Dash and the rise of “casual” games
26:30 – Feedback loops, dopamine, and ethics
42:00 – The Rules We Break: learning design through play
50:30 – Monopoly, culture, and closing reflections
Enjoyed this episode? Subscribe to Player Driven on Spotify, Apple Podcasts, or YouTube for more conversations at the intersection of games, business, and community. And visit playerdriven.io to explore more resources, clips, and insights from the show.