Afleveringen
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Part of me wanted to jokingly name this episode, âThe Official Podcast of Indie Games Night Market,â but it would have probably been more confusing than funny.
Anyway, this one is a special episode for so many reasons! First off, itâs the first time the show has had a repeat guest. Itâs also the first time there have been guest episodes released in back to back weeks, as this âbonusâ episode gets to serve as a little holiday present, making it the yearâs twentieth guest episode (I had four solo, rambly things to make the total count for the year twenty-four) and thirtieth guest episode overall. I am very proud of this. None of that would have been possible without awesome guests, so a huge thank you to Daniel for mentioning heâd chat with me on the podcast about the FIRST EVER Indie Games Night Market. It was a smashing success, and I was extremely fortunate to have been a part of it with a game of my own (a couple notes on that below). With Game Market West and Indie Games Night Market being the first couple of independent events like this in the states, thereâs a huge wave of excitement to see where this goes, and Iâm here for it.
Check out Danielâs site, New Mill Industries, for the two games he brought to the event (and many more awesome titles currently there while also being on the lookout for that batch of climbers he mentions are coming in February as well!!. The site also has a link to some information on Indie Games Night Market.
Daniel on Bluesky
A Discord for indie markets (seems like the link might expire, so check out US Indie Markets [Board Games] on Discord).
As this episode is a little treat for you, Iâm treating myself to not breaking this one up into chapters. Honestly, everything here kind of just flows from the episodeâs main idea.
My game! Itâs called Oversized Sandwich. Thereâs a BGG page. The deck is available for purchase on DriveThruCards. In the productâs description, I try to make it very clear that there were elements of what I took to IGNM that arenât present when you buy just a deck, but youâd still be able to play the game if you pull up the rules. Check it out; I think itâs cool.
I typically try to come up with a "clever" episode logo, but Daniel's logo for IGNM is just really cool as is, so that's from his site.
If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets (pretty fitting for this episode), so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a Coffee
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Prolific designer Matthew Dunstan joins the show in a unique opportunity to link to the last episode as well as Intertextual Cardboard Experienceâs famous Collabstraction Trilogy. There are many unique topics discussed here, and, to me, the ethos of most everything we talked about boiled down to the idea of community and the relationships Matthew has with others in the gaming space. Unsurprisingly, this episode is a real treat.
Last episode, I was fortunate enough to chat with Rory Muldoon, Matthewâs partner at Postmark Games. If you havenât, check out that episode. Additionally, keep refreshing your browser until 52 Realms: Adventures is available on the Postmark site (some time in January). Matthew on Bluesky
Intro and Matthewâs Version (0:00) Matthew talks about a special person in his life that fostered an early love for gaming. The story of the âCambridge Cabalâ or Cambridge design groups had been discussed a few times on the show. Hearing a little bit more from another perspective, keeps adding to that fun. Some of the Collabstraction staples make it into here, and Matthew discusses some of the decision making behind whether a game will be a solo design or co-design.
A Little Voyage to Postmark (23:55) This section introduces the aforementioned episode with Rory. In this portion, I do correctly say that Iâm going to bring up portions of the conversation with Rory where he asked (or just mentioned) that I ask or bring up certain things to Matthew. In later parts, I think I accidentally kind of clump that verbiage into saying that Rory asked me to ask you this. Anyway, in this introductory part, I tell Matthew to bring back his designer live streams (a request from Rory [and me and others!]).
Continued Adventures (33:17) This portion dives into some design decisions made for 52 Realms: Adventures, the idea of community, and how the design relationship between Rory and Matthew works so well. Matthew also reflects on some other possibilities for games designed specifically for print and play.
Wrap-up Questions (1:00:36) A couple of texts on Matthewâs mind and what to look out for from him next!
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***Postcard image courtesy of Schmidsi via Pixabay
***Other images from Postmark's site
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If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this project go smoothly. That can be done here: Buy Me a Coffee
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Zijn er afleveringen die ontbreken?
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Rory Muldoon, designer and one-half of Postmark Games, joins the show to discuss the exciting spaces available in the print and play format. With an upcoming project to show off these ideas in 52 Realms: Adventures, it was a really fun conversation charting Roryâs adventures in the board gaming profession and ways he enjoys designing. We also talk about community, co-design, and a massive print and play space opera 4x game (kind of).
Anyway, this discussion was fantastic. Enjoy and check out the links for 52 Realms: Adventures and all things Postmark Games.
Kickstarter page for 52 Realms: Adventures
Postmark Gameâs Website
Postmark Gameâs Discord
Roryâs Website
Intro (0:00)
The introductory segment now has an option for the first question, and Rory answered them both! We also talk about Roryâs work in graphic design and how everything transitioned to where he is with Postmark today.
Perks of Being a Print and Player (17:17)
Starts off with some information about Postmark Games. Then there are a couple of sections on the benefits of the format from both the board game âconsumerâ and designer/publisher standpoint. Rory, unsurprisingly, has some awesome insights here.
52 Realms: Adventures (38:53)
The aforementioned project! Iâm a big fan of dice, and Iâm a big fan of cards as randomizers too. The way this game uses cards, multiple sheets, and space in general is something Iâm very excited to try.
Wrap-up Questions (46:57)
A text on Roryâs mind and things to look out for from Postmark Games.
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***Printer image courtesy of OpenClipart-Vectors via Pixabay
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Contact, follow, and support information:
If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this go project go smoothly. That can be done here: Buy Me a Coffee
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Enter for a chance to win a surprise giveaway (cool, I promise). Ending mid-December (probably the 16th).
No crazy episode notes today. I chat about some things to look forward to with the show and beyond (a game I'm making and some videos). There's a quick thought about "fear" in board games, and then I talk about the following games a little bit. They'll all be linked to their BGG pages.
Final Girl
Cthulhu: Death May Die
Skulls of Sedlec
Mind Space
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If you like this show, liking it on whatever platform you listen to and writing a review would mean so much! Furthermore, it's as independent as it gets, so any financial support would help with the subscriptions that make this go project go smoothly. That can be done here: Buy Me a Coffee
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Jon Barron, designer of Tricky Time Crisis, Best Candy on the Block, and a few more extremely exciting games in an upcoming Kickstarter (letâs just pause to link the Kickstarter <<< itâs right there!), joins the show to discuss [redacted], injecting theme and flavor into card games, [redacted], [redacted], proxy decks, and a whole bunch of trick-taking and Halloween-ish topics. If you canât tell already, Dr. Tricky Time has unfortunately messed with the show notes, so youâll need to tune in for an extremely fun conversation here.
Intro (0:00)
Longest set of prefaces ever (from me) and an interesting explanation of the card distribution in Trick Time Crisis (from Jon).
Halloween #1 (6:47)
Formative Gaming Memory (8:03)
Halloween #2 (10:39)
Notes on Upcoming Kickstarter Project (12:45)
Jon recently talked on the âDads on a Mapâ Podcast regarding the upcoming group of games coming to Kickstarter, so I asked him about something he didnât discuss there. Speaking of there, check that episode out too!
âHalloweenâ #3 (19:16)
Tricky Time Crisis, Theme, and Daylight Savings Time (25:44)
Jon talks about the creation of the characters in Tricky Time Crisis and how he approaches design in general. And thereâs a bit about daylight savings time (and more).
Halloween #4 (44:44)
Proxy Decks (49:09)
Wrap-up Questions (56:50)
A text on Jonâs mind, and things to look out for from him!
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Dust off your headphones and get ready for an amazing talk with Jonathan Cox of JonGetsGames. As a voice that I started listening to early in my time in âthe hobby,â being able to talk about Jonâs experiences with board games and how thatâs led to this culmination of different work and creation within the space was a real treat. And he designed Spring Cleaning, which Iâve been binging and cannot recommend enough. Listen to us talk about all of that and more!
Order Spring Cleaning Here!
JonGetsGames on YouTube
Introduction (0:00)
Formative gaming experiences and other background information.
Learn While _____ (13:04)
This section spans quite a bit of time (and perhaps could be broken into more chapters?), but Jon talks about what led to the learn while playing format, different processes of learning, and other things heâs created through these various processes (some of this within the framework of a âtwistâ set of questions [some not]).
Developing Development Work (39:05)
Cleaning Up and/or Mutating Oneâs Own Designs (46:07)
Jon reflects on creating a learn while playing video for his own game, how creating videos for card games didnât wind up being too different in general, and a game heâs bringing to the Indie Games Night Market at Pax Unplugged.
Wrap-up Questions (1:06:15)
A text on Jonathanâs mind and things to look out for from him in the future.
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In this episode, I set up some questions (per usual), and Patrick Leder, founder of Leder Games, takes them and leads a delightful conversation about the company, robots, baby simulators, and other less random things not included in this cherry-picked short list. In all seriousness, this episode covers a range of stories and sentiments, and itâs a real (Trick or) Treat.
Check out the Leder Games website.
Check out the upcoming Kickstarter for the next Root expansion.
Introduction (0:00)
A slightly tweaked first question asking Patrick about some foundational gaming memories, transition to design/publishing, and where asymmetry entered into all of this.
All Things Four - Part I: Words (19:18)
Four words to describe Leder Games.
All Things Four - Part II: Titles (27:19)
Titling various things to only words with four letters.
All Things Four - Part III: Texts (38:20)
Various texts Patrick picks that capture the essence of Leder in some way.
All Things Four - Part IV: Potluck (50:36)
Semi-random questions that all just kind of fit here.
Wrap-up Questions (1:07:56)
A couple of texts on Patrickâs mind and things to look out for from him and Leder Games.
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These will be the shortest show notes yet because I have more than enough words in the episode itself.
Listen for some unique insights from Board Game Arena developer ufm, and check out all of their BGA adaptations here (you might need to have an account to see this page?).
Also, thanks for being a part of this journey. It's been a blast.
Also also, I think the instructions for the giveaway are pretty clear, so listen to the episode for details on that.
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Justin Jacobson, owner and president of Restoration Games, joins the show to talk about what drives the company, especially as it's doing something quite different in the hobby board game space. In a world of âdigitalâ remakes, remasters, and re-imaginings of all sorts of different texts, there really arenât many analogous examples in the analog space. Hearing a lot of the story of Restoration Games, having a lengthy chat about one of my favorite game systems (I say one of, but itâs probably number one), and everything in-between makes this a very special episode.
Check out the Restoration Games website here.
Games, Law, and a Perfect Partnership (0:00)
Introductory information about the things Justin was playing, his work in law, and how all of that came together when he first started working with Rob Daviau.
UN-FREAKING-MATCHED (25:20)
The conversation here is simply UnmatchedâŠ
This section talks about card titles, evolution in the creation process, tournament play, the strength of the Restoration Games team, and more.
Return to Restoration Tower (50:25)
Part One- The soul of the restored game.
Part Two- Other texts in other mediums that Justin would like to see restored or brought back in some way.
Wrap-up Questions (1:06:47)
A text on Justinâs mind and what to look out for from Restoration Games in the future!
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Daniel Newman, board game designer and New Mill Industries owner, joins the show today to talk about a bunch of really fun topics. The conversation includes, but is not limited to, New Mill, trick-taking games, punk rock, and how one could make impromptu card stands. With a focus on making different designs more readily available and finding work that might be a little too niche for the mainstream market, Danielâs vision and work in the board gaming space fills a very unique and important space.
Check out the site for some pre-orders: https://www.newmillindustries.com/
Introduction (0:00)
What sort of things Daniel was playing and then designing and how that all led to the awesome publishing company heâs running these days.
âPunk Rock Starter Packâ (9:08)
A little bit of a discussion as to what punk means- its ethos and message and how that ties to Danielâs vision- is followed by the showâs first ever Genre Starter Pack. Daniel brings up some awesome musicians and texts that capture the aforementioned ethos.
Focus and Design (24:45)
The evolution and increased output of New Mill demand different things from the publishing standpoint, so we talk about that balance and considerations regarding Danielâs designs and how heâs looking to publish them.
A Couple of Trick-Takers (39:16)
With the preceding âtwistâ of the episode revealed by now, Daniel talks about a couple of his favorite trick-takers, with and without the additional mechanisms (twists, wrinkles, etc.).
Indie Games Night Market and Wrap-up Questions (45:45)
After briefly talking about the Indie Games Night Market previously in the episode, the little chat about it here ties well to the wrap-up questions (primarily the many things to look out for from Daniel and New Mill in the future).
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Vodcast 3 - Summer Solo-stice: ROVE (a great solo game) and all Solitary Things
A hair shorter than the last couple of âVodcasts,â and that was a part of this episodeâs solo challenge. With that mild dose of brevity, there are some interesting thoughts here, and theyâre a bit punchier. In this episode, I break down the awesome solo game, ROVE: Results-Oriented Versatile Explorer. Additionally, and hopefully in a not âpreachyâ way, I just talk about some of the ways in which Iâve enjoyed doing all sorts of different things âsolo,â how I have held myself back from doing others, and what sort of things might stand in oneâs way when trying to jump into something new. The whole message is just meant to be a positive one, hopefully encouraging both you and me to keep pushing towards doing the things we truly want to do.
Happy June Solstice and Happy Seasons to everyone, wherever and whenever youâre listening to this episode.
There's another giveaway! Fill out the General Feedback Form in the contact information below if you're interested in the first official VOLPG, or "Vod Offloading Lightly Played Games." Listen to the episode to find out which GAMES(!) are being given away to a lucky winner. The one thing I forgot to mention in the episode is that this would be US only due to shipping. That said, if you're elsewhere in the world, please fill out this survey anyway, and I'll see if I can enter you in a future drawing or send something fun your way, somehow.
Fill out this feedback form to enter!
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Insanely talented artist and creator, Tyler Miles Lockett joins the show to talk about some upcoming projects. Tyler is creating the art for Renier Kniziaâs Ichor, Lockett Studio (a really exciting project that we chat about for a bit!), and his HUGE upcoming book, Lockett Studio: Greek Gods and Heroes. Through a long time of traveling and creating, Tyler is looking to bring forth stories from throughout history and the world.
Check out Tylerâs work through this Linktree.
Additionally, be on the lookout for Bitewing gameâs upcoming Kickstarter that has Ichor as one of two Knizia games specifically designed for two and put in a Greek Mythology setting.
In the interview, Tyler asks for some âcasual gameâ recommendations. At the end, I said Iâd send them over and put them in the show notes. So youâll be privy to all of the words that I shared (some behind the scenes stuff here so as to not be left out. Due to that, Iâll just title the sections and timestamp them instead of going into depth for each.
Convergence of Art and Mythology (0:00)
Digital Nomad (26:34)
Lockett Studio (41:56)
Wrap-up Questions [Text on Mind & Things to Look out for from Tyler] (1:02:14)
GAME RECOMMENDATIONS
Santorini (2) - You mentioned Chess, and this one is an âabstractâ like that, but much simpler. Itâs really dynamic and has fun physicality. Itâs typically quite quick; itâs my most played game of all time (has the slightest âGreek Mythologyâ setting to it with the special powers, but I hardly use those anyway).
Prey Another Day (4-5) - This one feels as social of a card game as it gets. Itâs kind of like âdouble thinkâ the game. Your group will make up metas and counter-metas and just be vocal through the whole experience.
Ra (2-5 [two seems polarizing though]) - On the higher end of the casual spectrum, but I donât think itâs too challenging to learn and teach. Designed by Reiner Knizia himself, so the game does a lot with its minimal ruleset.
DroPolter (2-5) - New to my collection, but I think this one will always be with me in a game bag. Itâs a dexterity game where you try to drop certain pieces from your hand. If you win a round, you gain a bell as a victory point. That bell gets added to your hand, and you do not want to drop it. This game is great.
Sprawlopolis (1-2) - Iâve only played this one solo, but itâs a puzzly game using just eighteen cards. For me, itâs one of several Buttonshy Games that Iâll bust out if I need a quick break to play a game but do not have much time.
Just One (4-7+ [the plus would need some extra white boards or paper could work too) and So Clover! (2-6) - Iâve had Just One longer but have technically played So Clover! more. You canât really go wrong with either, but I do think that Just One needs more people in order to make it a better experience. Theyâre both just really social word-party games.
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Artist of a million different things (with many of those most recent projects being board games), Alisha Giroux joins the podcast to discuss art, board games, some neat stories about how some collaborations came to be, AI, and a whole bunch of other great insights.
Check out Alishaâs work in these links below:
Store
Portfolio
Linkpop for Instagram and other pages
BoardGameGeek
Art 101
Alishaâs background in graphic design and how thatâs been a base for which the ever-present passion for art has grown.
Games and Collaboration and Redwall and Creative Advice (17:02)
The third âandâ in Redwall ties to the other elements extremely heavily, and itâs a special story about how Alisha was able to work with legendary artist, Gary Chalk. Additionally, Alisha shares how some of the cats in Cat Blues: The Big Gig were created. This is a really special and inspiring portion that makes you think about all of the stories that show the love, circumstances, and unique ways in which things happen are behind the art that we consume.
AI AInât It (1:01:42)
A little over a year ago, Alisha gave a presentation titled âThe Creative Fingerprintâ at CreativeMornings Ottawa. This talk goes over whatâs being done with AI in art, and this section of the episode goes over whatâs changed since then.
Projects (1:12:45)
A look into some of the aforementioned different mediums where Alisha is creating.
Wrap-up Questions (1:17:06)
A âcurrent hyper-fixationâ and what to look out for from Alisha.
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A just me episode where I (start to) discuss "balance" in board games, other mediums, and life in general. A lot of the purpose of the episode is to introduce future topics while bringing up some of the things I've been up to that made me think about those topics. There wound up being some interesting connections in here too, and I'm looking forward to many future guests/topics mentioned here. The episode then thinks about ways in which board games use expansions/new versions/etc. to follow up an initial entry. And then there's a brief ramble about Hades II.
There's another giveaway! Fill out the General Feedback Form in the contact information below if you're interested in the first official VOLPG, or "Vod Offloading Lightly Played Games."
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The end of a trilogy. Brett J. Gilbert joins me to cap off a wonderful set of episodes. As one of founders of the Cambridge design group that both Trevor Benjamin and David Thompson from the last two episodes are a part of, it was such a great time going back to the beginning. The oddly constructed chronology of this episode kind of does the same, so join the end of this current âCollabstractionâ journey.
Brett's board game website.
Beginning of the End (0:00)
A little bit of introductory talk. A little bit of trilogy talk.
Cambridge. Collaboration. Curator. (14:55)
Brett discusses how the group came to be and how itâs changed throughout the years. Thereâs some other collaboration talk and one question that showed up in the other two episodes.
Restrictions and Distillations (49:43)
The ethos of Brettâs designs was clear from the beginning of the episode, but we discuss it a little bit further here with the specifically small project, âGood Little Games,â and in other capacities as well.
Beginning at the End (1:03:36)
For some reason I forwent asking about Brettâs gaming background early in the episode, but it worked out well here. Thereâs some additional talk about abstraction and complexity in this section.
Wrap-up Questions (1:20:59)
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In the rare sequel thatâs just as good as its predecessor, David Thompson joins the show for âCollabstraction 2: The Collabstractioning.â We talk about some similar ideas in the topics of collaboration and abstraction, but we also discuss the ideas of sequels/iterations/expansions. It was really interesting getting to hear the slight differences in the overall approach to design and the fact that David has designed in the solo and historical spaces a little more, and, obviously, it was just a blast.
Collab-introduction
From growing up in âboard game adjacentâ spaces of RPGs and skirmish games to how Davidâs background in different types of systems led to early designs to Davidâs response to a couple of the questions that the âGrim Reaperâ received in the previous episode, there are many stories and laughs in this part.
âHis Favorite Color is Chromeâ (1:01:53)
Hearing David talk about chrome and âchrome budgetâ (I love that phrase/had never heard it before) brought about the title of that ridiculous 2001 Trace Adkins song. I was going to link it, but I couldnât bring myself to do it. So if you seek it out, thatâs on you. Anyway, David discusses why certain choices are made for certain games and talks about the Valiant Defense series of games, which are wonderfully interesting solo war games.
Following-up (1:13:30)
As this is a part two, I have some questions and thoughts that almost come out as questions about some of the aforementioned sequels/iterations/expansions. Naturally, David answers them wonderfully.
Wrapping-up (1:24:43)
A text on Davidâs mind and the many things to look out for from him soon!
David on BoardGameGeek & Twitter
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A wonderful collaborative discussion here with a designer that only designs in collaborations, Trevor Benjamin. Designer of one of my favorite games of all time in Mandala, everything that has Trevor in the design credits is guaranteed to be a fantastic game. Speaking of fantastic, I think this episode is quite fantastic too, so thank you for tuning in.
Trevor on BGG and Twitter.
Introductory Questions [Time stamps coming! - weird technical hang-up - should be set by 4/9]
What got Trevor into board games and how that has inspired his designs The conversation goes on about Go and other abstract games, cooperative games, and intuitive/simple designs (Iâm not sure if those words capture that part the best, so check it out to hear how this brief description almost matches that discussion).
Cambridge - âFamilyâ (56:30)
What really sticks out in this section is how close Trevor is to his co-designers. Through discussing how these partnerships came to be and have turned into lifelong friendships, it makes sense why the games created between Trevor and Brett/David/Roger/Matthew click so well.
Collab-specific Questions (1:16:00)
What title best fits Trevor in his design partnerships.
A question brought to you by âIndeedâ (not sponsored)
Wrap-up Questions (1:32:38)
Trevor discusses a masterpiece of modern television and games to look out for from him this year.
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The first ever "Vodcast." So while a warning that this one is just me is potentially apt, it's a huge step up from the "Yearly Reflection" episode. Part of the reason this exists is due to the fact that now is my turbo-busy season. Another reason it exists is because there are some good thoughts in here that I want to keep continuing in this Vodcast format, whether that's due to being too backed up to have scheduled interviews or not, and elsewhere. The show discusses this in more detail. Future episodes will have less administrative stuff too, but there is a lot of gratitude being expressed in the early part of this episode, so thank you for being a part of my board gaming journey.
Apocalands/Duel Intro (22:12)
Radlands Intro (30:42)
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In this super sweet episode, Ruel and I have a fantastic talk about all of the things heâs currently working on, some of his lifeâs stories, and connections between books and board games. To put most of everything in one spot (and that EVERYTHING is a lot), this is Ruelâs Linktree. The Linktree isnât enough, as he is also on Rahdo and Good Time Society (and other channels too!).
Intro (0:00)
Out of all of the things I enjoy with this podcast in general, my favorite is easily listening to peoplesâ stories. Ruelâs reflections on family, how he came to love reading, different types of work heâs done in the past, and his overall passions culminating into his current work just created a super beautiful discussion.
Books, books, books⊠(26:15)
The conversation starts off by talking about what sort of message games that present themselves as books promise, some games that are based on books, games that use the idea of books, and several other things that fit somewhere around those topics.
*Thinking about words, sometimes (often) mine fail me. When I was talking about Ruelâs âWords on Wednesdayâ episodes and the graphic novel Saga, I was trying to say that I havenât been into graphic novels much but am trying to do so more now. That latter part just never materialized. So thatâs just another cool thing that Ruel is doing with his channel.
Wrap-up Questions (52:45)
I now have a fountain pen because of this portion.
Check out GOOD MORNING SOCIETY.
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Luis Aguasvivas, writer for PopMatters, his own site, and numerous other video game journals, joins me for an episode primarily about the video game Tetris. The episode is a journey from very poignant and personal reflections on the way the game has impacted Luis to funny moments about speed-running board games to the history of Tetris to many other shapes and places that youâll have to discover on the way. In addition to linking his written work above, Luis also contributes to the Homo Ludens channel, and hereâs just one of the videos featuring him.
Intro & THE GAME: Tetris (0:00)
In the âchaptersâ era of ICE, this is the longest chapter yet. We discuss what makes the game so special, early memories of it and other formative games, why itâs better than Vampire Survivors (my apologies...), the Tetris Effect & Tetris Effect: Connected, and a whole bunch of other things.
The Movie and/or why the pieces donât stack up quite right: Tetris (1:06:54)
A pretty self-explanatory chapter title, but Luis shares some other ways in which the extremely crazy history of Tetris has been captured well in different mediums.
Board games inspired by Tetris, which was inspired by a puzzle game itself (1:17:50)
Itâs hard to capture the entire feel of Tetris in a board game, but we have a good talk about some good, puzzly games with tetromino pieces nonetheless.
Tetris in Real Life (1:30:40)
From making sandwiches to the aforementioned speed-running board games, there are a lot of ways in which we process patterns and can look to Tetris for guidance.
Wrap-up Questions (1:49:19)
A text on Luisâs mind and projects heâs working on. Fans of Kingdom Hearts should tune into this.
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