The Ludology site is about providing an analytical discussion of the how's and why's of the world of board games. Rather than news and tgreviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
Dice Tower Network Podcast: Ludology
Emma and Gil welcome Kathryn Hymes and Hakan Seyalıoğlu to the show to discuss the impact of language on play, and how to design games that revolve around the building, modification, and demise of a language.
Geoff discusses the difference between deductive and inductive reasoning, and its impact in board games and beyond.
Emma, Gil, and Scott discuss the idea of complexity in a board game. We explore 6 types of complexity, and discuss their effects on the games we play and design.
0m51s: Pete Seeger was an American folk singer, known for songs like "If I Had a Hammer," "Turn, Turn, Turn," and "Where Have All the Flowers Gone?"
2m04s: Our list of complexities:
Emma and Gil welcome Karen Twelves, whose straddling of the worlds of gaming and improv led her to write the book Improv for Gamers. What can gaming and improv learn from each other?
Content warning: this episode contains brief references to non-consensual touching and racism.
01m16s: AD&D is Advanced Dungeons and Dragons, the form of D&D most prominent in the 80s and 90s.
Geoff compares the design process of the video game Diabolo to… the invention of calculus? Yes, there are surprising similarities, and seeing how the two dovetail leads to a stronger appreciation of both game design and mathematics.
Emma and Gil welcome Sen-Foong Lim back to the show to discuss the differences—and similarities—between board games and roleplaying games. We go through the perspectives of playing them, designing them, and examining the culture of play between both.
Sen originally appeared on Ludology 134: There's No "I" in Team with frequent co-designer Jay Cormier.
In the spirit of Halloween, Scott takes us through the spooky history of the Ouija board: its origins, the legal battles behind the curtain, and how a scientific phenomenon makes it all work.
Bibliography of a Board Game
Today, we are continuing our series of exploring the design decisions behind our own games! Emma and Scott sit down with Gil to talk about his game High Rise; about how it started life as an auction game, and the twisty route it took to publication.
1m23s - Gil discussed the Wag auction in his Networks design diary on BGG.
2m45s - Gil's game Battle Merchants.
Having previously discussed relatively new advances in AI that allows computers to beat humans at games like Chess and Go, Geoff moves on to games in which AI will have a much harder time being competitive. What is it about these games that makes it so difficult to make a good automated opponent?