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
Gil and Emma discuss narrative in games. How can narrative improve games? What is the difference between embedded and emergent narrative? And what the are common ways that prototypes of narrative games can fail?
In this special episode of Ludology, recorded live at GrandCon 2019, Gil and Geoff go back in time to recount their earliest game designs. Were they as embarrassing? Were they any good? What is Gil's infamous action mechanism, and was Geoff able to capture the essence of the Battle of Cannae for a school assignment? We also take some live listener questions at the end.
Emma and Gil welcome mass-market game and toy inventor Kim Vandenbrouke to the show. How is "inventing" a mass-market game different than "designing" a hobby game? Why is the toy/mass-market industry so much more secretive? And how does one deal with all the publisher rejection?
You can read Kim's writings on the toy and mass-market game industry here: https://www.thegameaisle.com/kim-vandenbroucke/
Geoff welcomes digital archaeoludologist Cameron Browne, principal investigator of the Digital Ludeme Project, to find out how we can use artificial intelligence and machine learning to try to derive the rules to ancient games like Senet by breaking games down into what Browne calles "ludemes."
Find out more about the Digital Ludeme Project on Twitter (@archaeoludology) or the web: http://ludeme.eu/
You can play some games that Browne has constructed from ludemes here: https://ludii.games/
In May 2012, Geoff and Ryan brought Michael Lee, owner of the relatively new company Panda Games Manufacturing, on the show to discuss the art and design of manufacturing games.
Over 5 and a half years later, Gil and Emma are delighted to welcome Michael back! Panda Games Manufacturing has grown along with the industry, and Michael hasn't stopped focusing on the intersection of components and game design.
Scott covers the lineage of games that began in 2004 with Wings of War: Famous Aces. The "Flight Path" system that appeared in this game spawned follow-up titles Wings of Glory, Star Wars: X-Wing Miniatures Card Game, Star Trek: Attack Wing, D&D: Attack Wing, and Battlestar Galactica: Starship Battles.
Gil and Emma are joined by game designer Jenn Sandercock to discuss her edible games. How do you design a game where the players eat the components? What design challenges does that bring up? And how do players react to being allowed to literally play with their food?
Find out more about Jenn here: http://jennsand.com/
Find out more about Jenn's edible games here: https://ediblegames.com/
In this GameTek Classic, Geoff covers the history of dice, and the social stigma attached to them. Who were the first civilizations to play with dice, and how did they deal with the way their society frowned on them?
Emma, Gil, and Scott discuss a theory Scott is working on that describes 6 distinct physical zones when playing a board game. How does the physical dimensionality of a board game affect its gameplay?
Read more about the 6 Zones of Play here:
Scott takes a peek at the history of the frantic real-time co-op game Space Cadets, designed by our own Geoff Engelstein, his daughter Sydney Engelstein, and his son Brian Engelstein.