Player Driven

The Rules We Break: Eric Zimmerman on Game Design, Loops, and Culture


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Episode Overview

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 Episode
  • Iteration as a Superpower – Why prototyping is the start of design, not the end.
  • Feedback Everywhere – How observing body language and engagement rhythms tells you more than analytics.
  • Sissy Fight 2000 & Early Multiplayer – The “flame wars” era and lessons for today’s online communities.
  • Diner Dash’s Secret – How a “casual” game ended up brutally difficult — and why that mattered.
  • Loops Within Loops – What makes Balatro so compelling, and how game design patterns keep players hooked.
  • Ethics & Addiction – Dark design patterns, dopamine hits, and the responsibility of game creators.
  • The Rules We Break – How Eric uses hands-on exercises to teach design as a 21st-century literacy.
  • The Real Monopoly Story – Why one of the world’s most iconic games is often misunderstood.
Resources & Links
  • Eric Zimmerman’s book: The Rules We Break
  • Classic text: Rules of Play (Zimmerman & Salen)
  • NYU Game Center: gamecenter.nyu.edu
  • Follow Player Driven for more conversations: playerdriven.io
Episode Chapters

00:00 – 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

Call to Action

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Player DrivenBy Greg