Roleplay - Engaging Imaginations
Pretentious Game Ideas Podcast
by Admin
4y ago
We're back to discuss more of the hows, whats, and whys of GMing tabletop roleplaying games! This time, Kyle and Jon discuss how to get your players to engage their imaginations and provide more colorful contributions to the ongoing story. Among other things, we cover the importance of making your players feel safe at the table, how to create opportunities for players to showcase their imaginations, and how to get your players to build out the elements of their characters that will fuel the story for future sessions. Questions? Comments? Stories of incredible or unexpected moments of playe ..read more
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Roleplay - Working with the Game
Pretentious Game Ideas Podcast
by Admin
4y ago
We're trying something new! While video games are cool and all, we've been spending a lot of our design energy recently playing, running, and thinking about tabletop RPGs. RPGs are some of the most fascinating and unique gaming experiences you can experience today. They're intricate machines that synthesize the efforts and desires of the players, the game master, and the game's original designer to create something that none of them ever expected. They simulate complex worlds that exist only in the minds of those sitting around the table. They're a constant conversation between the players ..read more
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End of the Decade
Pretentious Game Ideas Podcast
by Admin
4y ago
It's the end of the 2010s, and the gang is looking back to try and make sense of what just happened. Join us for a jaunt down memory lane that is almost as insightful as it is exhausting. You'll laugh, you'll cry, and you'll be amazed at how many games we're still playing today came out over a decade ago. Happy new year, and here's to another decade of great games. Questions? Comments? New year's resolutions? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend! Subscribe: iTunes | Google Pl ..read more
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Quickplay - Really Bad Chess
Pretentious Game Ideas Podcast
by Admin
4y ago
The gang discusses Really Bad Chess, which is actually really good. We dig into how developer Zach Gage made a classic game more fun and accessible, and Rob expresses his surprisingly deep love for Backgammon. Questions? Comments? Fightin' words? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend! Subscribe: iTunes | Google Play | Android | Stitcher | RSS Header image from Really Bad Chess by Zach Gage ..read more
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Quickplay - Sayonara Wild Hearts
Pretentious Game Ideas Podcast
by Admin
4y ago
The gang discusses the gorgeous visual album game Sayonara Wild Hearts, heaping praise upon its aesthetics but picking apart its bizarre relationship with its scoring system. Questions? Comments? Fightin' words? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend! Subscribe: iTunes | Google Play | Android | Stitcher | RSS Header image from Sayonara Wild Hearts by Simogo ..read more
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Quickplay - Untitled Goose Game + What the Golf?
Pretentious Game Ideas Podcast
by Admin
4y ago
The gang discusses comedy in games and how Untitled Goose Game and What the Golf? each tackle this difficult design area. Questions? Comments? Want to recommend another great comedy game? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend! Subscribe: iTunes | Google Play | Android | Stitcher | RSS Header image from What the Golf? by Triband ..read more
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Quickplay - Fire Emblem: Three Houses
Pretentious Game Ideas Podcast
by Admin
4y ago
The gang discusses Fire Emblem: Three Houses, the latest entry in the long-running tactics RPG series. We dig into how Three Houses uses its character development mechanics to encourage the player to invest in their characters both mechanically and emotionally. We then contrast this approach with those taken in XCOM 2 and Darkest Dungeon to see how each game uses its systems to reinforce its unique themes and tone. Questions? Comments? Need to share some sweet fanart of your favorite FE student? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review ..read more
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Quickplay - Keyforge
Pretentious Game Ideas Podcast
by Admin
4y ago
We discuss Fantasy Flight Games' recent 'unique deck game', Keyforge, in which every deck you buy is a randomly generated, unique, and unchangeable combination of cards. We look at how this system makes the game more approachable than traditional trading card games, how it affects high level and competitive play, and what other developers can learn from this approach, even if they don't have access to FFG's custom printing processes. Questions? Comments? Want to suggest a game for us to play? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us ..read more
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Quickplay - Steamworld Quest
Pretentious Game Ideas Podcast
by Admin
5y ago
The gang compare the card combat systems in Steamworld Quest and Slay the Spire and analyze how one simple difference massively changes the focus of each game. Questions? Comments? Want to suggest a game for us to play? Contact us on Twitter or email mailbox@pgipodcast.com. And if you liked the show, please review us on Apple Podcasts or share this episode with a friend! Subscribe: iTunes | Google Play | Android | Stitcher | RSS Header image from Steamworld Quest by Image & Form Games ..read more
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Designing the Mysteries of Outer Wilds (Alex Beachum)
Pretentious Game Ideas Podcast
by Admin
5y ago
We're super excited to be joined by Alex Beachum, creative director of Outer Wilds, the time-looping space exploration game that won the Independent Game Festival's grand prize back when it was still a student project. Together we explore the story of the game's seven year development cycle before diving deep into how Alex and the team at Mobius Digital created a mystery game that spans an entire solar system. How did they make sure that players would be motivated to investigate each separate plot thread? How did they prevent players from ever feeling lost or directionless? How did they do ..read more
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