The Clockwork Game Design Podcast-logo

The Clockwork Game Design Podcast

Special Interest >

The Clockwork Game Design Podcast is a functional strategy game design podcast hosted by game designer and author Keith Burgun. With lessons universal to videogames and boardgames alike, each episode explores a particular topic and goes in-depth in a search for new constructive game design theory. Keith addresses some counter-arguments made by those in the community, and ultimately attempts to contribute to a more productive conversation on the discipline of strategy game design.

The Clockwork Game Design Podcast is a functional strategy game design podcast hosted by game designer and author Keith Burgun. With lessons universal to videogames and boardgames alike, each episode explores a particular topic and goes in-depth in a search for new constructive game design theory. Keith addresses some counter-arguments made by those in the community, and ultimately attempts to contribute to a more productive conversation on the discipline of strategy game design.
More Information

Location:

NY

Description:

The Clockwork Game Design Podcast is a functional strategy game design podcast hosted by game designer and author Keith Burgun. With lessons universal to videogames and boardgames alike, each episode explores a particular topic and goes in-depth in a search for new constructive game design theory. Keith addresses some counter-arguments made by those in the community, and ultimately attempts to contribute to a more productive conversation on the discipline of strategy game design.

Twitter:

@keithburgun

Language:

English


Episodes

CGD LIVE! Everything wrong with a 2012 Gamasutra article of mine

9/18/2018
More
It’s really scary looking at old stuff you wrote years ago, and for good reason! In this FIRST EVER LIVE EPISODE of the Clockwork Game Design Podcast, I went line by line through an old Gamasutra article of mine. And here it is in VIDEO FORM! I highly recommend not reading this old article, but … Continue reading "CGD LIVE! Everything wrong with a 2012 Gamasutra article of mine"

Duration:04:18:32

The future and present of Escape the Omnochronom!

9/1/2018
More
I’ve got a new podcast episode! This one is, I think, more technical, systems-design oriented, with some bigger questions involved. I mostly wanted to share my thought process about where Escape the Omnochronom! is now, where I imagine it going, and how I feel about it. I’m often conflicted about how much I should keep … Continue reading "The future and present of Escape the Omnochronom!"

Duration:02:15:56

CGD Podcast Episode 46 – Against Management (and Decisions?)

7/3/2018
More
Hey everyone! Welcome to Episode 46 of the podcast. This episode talks about what it means when a game uses “management” as its basic functionality. It also talks about “decisions” and whether those are really what we’re after in strategy game design. I also propose a new vision of what it could be like for … Continue reading "CGD Podcast Episode 46 – Against Management (and Decisions?)"

Duration:00:48:03

Naomi Clark on systems thinking and social responsibility

5/12/2018
More
Today I’m super-excited to have Naomi Clark on episode 45 of the Clockwork Game Design Podcast. Last year, Naomi ran a super-successful Kickstarter for her two-player social card game Consentacle, which in addition to having beautiful, memorable artwork, is also trying to use systems to explore human communication and connection in new ways. Naomi is … Continue reading "Naomi Clark on systems thinking and social responsibility"

Duration:01:03:50

Jon Shafer on pushing the 4X genre forward

3/7/2018
More
Today I have an interview with Civilization V designer, Jon Shafer. Jon’s an experienced 4X strategy game player and creator, and I wanted to talk to him about the design issues these kinds of games tend to face. Here’s a few subjects we talk about: Diplomacy systems Lack of dynamics in the late (and often … Continue reading "Jon Shafer on pushing the 4X genre forward"

Duration:03:13:29

Art is People Too

11/25/2017
More
In this episode, I struggle with, and mostly reject, a lot of the formalist ideas I previously held about art. Art – whether it’s games, music, movies, or anything else – is largely about connecting with other people. When you like something, it’s largely because of a lot of subconscious processes that are largely informed … Continue reading "Art is People Too"

Duration:02:04:22

Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)

10/28/2017
More
Hi everyone! As you may know, I did a talk at Indiecade ’17 last month. It went really well, so I thought I’d piece together a lot of that talk into a podcast episode to share with you guys. It’s about the special problem of avoiding toxicity, violence, and hostile feelings in strategy games, and … Continue reading "Single Player Competition: Strategy Games You Can Live In (my Indiecade ’17 Talk)"

Duration:01:55:49

CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane

9/6/2017
More
Hi everyone! It’s been awhile since I made a podcast episode. Today’s episode is just me – no guest, although I do have a long list of guests that I intend to get on soon. In this episode I talk about the crazy summer I had and some major realizations that I’ve had about art … Continue reading "CGD Podcast Ep. 41 – This summer, being anti-social, and Push the Lane"

Duration:02:30:23

Interview with Greg Street, Lead Designer at Riot Games

7/10/2017
More
This week, I have an interview with Riot Games lead designer, Greg Street. A few months ago, the League of Legends YouTube channel posted a “Dev Diary” video. A few people who follow my work alerted me on social media about this video, telling me that it sounded a bit like theory I often advocate … Continue reading "Interview with Greg Street, Lead Designer at Riot Games"

Duration:03:06:21

Interview with James Lantz, designer of Invisible, Inc.

6/22/2017
More
Today I interviewed James Lantz, game designer at Klei. Among numerous other games, he was for me most notably a designer on Invisible Inc., a really interesting X-Com-ish tactical strategy game, and Mercury, a small indie Rogue-like game that really boiled down how Rogue-likes really work in the smartest way I’ve ever seen. (By the … Continue reading "Interview with James Lantz, designer of Invisible, Inc."

Duration:01:09:46

Interview with Tadhg Kelly

5/10/2017
More
You probably already know Tadhg Kelly, as he’s one of game design’s most prolific writers. He writes for TechCrunch, as well as his own blog at www.whatgamesare.com. In this interview I ask him about why there has been a falling off of game design writing over the past few years, including an interesting point about … Continue reading "Interview with Tadhg Kelly"

Duration:01:15:09

Game Grammar and Game Design Theory – Interview with Raph Koster

4/12/2017
More
Today I had a conversation with the author of my favorite book on game design, as well as a designer on one of my favorite interactive experiences of my high school years, Raph Koster. The conversation goes for about 90 minutes, and like Raph said, we could have easily gone another four hours afterward. It … Continue reading "Game Grammar and Game Design Theory – Interview with Raph Koster"

Duration:06:06:26

CGD Podcast Bonus – Introducing The Dinofarm Community Podcast

4/3/2017
More
Hi everyone! This week, instead of a normal Clockwork Game Design Podcast episode, I bring you an episode of another podcast that I was very recently on – the Dinofarm Community Podcast. This is a podcast hosted and run by members of the Dinofarm Games community, over on the discord and forums. I came on … Continue reading "CGD Podcast Bonus – Introducing The Dinofarm Community Podcast"

Duration:00:59:06

Brett Lowey’s Game Design Commandments

3/14/2017
More
Today, in Episode 36* of the Clockwork Game Design Podcast, I had a great conversation with BrainGoodGames‘ Brett Lowey. If you don’t already know BrainGoodGames, they make some of the best single-player strategy games out there. All four of Brett’s games—Militia, Axes & Acres, Skyboats, as well as his latest, Minos Strategos—are available on Steam. … Continue reading "Brett Lowey’s Game Design Commandments"

Duration:11:22:49

Interview with Carolyn Petit of Feminist Frequency

2/8/2017
More
Today I spoke with Carolyn Petit, the managing editor of Feminist Frequency, which you’ve probably heard about, since they’re easily the most successful and influential feminist/socially progressive games criticism outlet out there. A heads up: this is not a big formal “game design” conversation Instead, here are some of the things we did talk about: … Continue reading "Interview with Carolyn Petit of Feminist Frequency"

Duration:00:54:14

CGD Podcast: Episode 34 – Videogames and Game Culture with Tevis Thompson

1/17/2017
More
Writer and critic Tevis Thompson has been on my radar a long time as a rare person who talks about games in a way that is markedly less alienating to me than usual. I recently heard him on the 1099 podcast, which I recommend people check out, and I thought we could have a really … Continue reading "CGD Podcast: Episode 34 – Videogames and Game Culture with Tevis Thompson"

Duration:04:24:04

CGD Podcast Ep. 33 – Flow, Formalism, and the Depth/Accessibility Trade-off

12/19/2016
More
First of all, I’m not really a formalist, and I explain why in the episode. Also: why I’m not sure anyone really “is a formalist”. I talk about the “flow” concept that you’ve read about in almost every game design article and you ever read that wasn’t written by me. I also address a number … Continue reading "CGD Podcast Ep. 33 – Flow, Formalism, and the Depth/Accessibility Trade-off"

Duration:03:03:12

CGD Podcast Episode 32: Contests of Understanding, and Questioning Gun Worship in Games

12/3/2016
More
Hello everyone! A new episode, finally. This one is a distinct two-parter, coming in at about 45 minutes. I first talk about how games are better described as contests of understanding rather than contests of decisions. The “decisions” aspect of games tends to actually be a bit over-stated. The second thing I talk about is … Continue reading "CGD Podcast Episode 32: Contests of Understanding, and Questioning Gun Worship in Games"

Duration:03:01:54

CGD Podcast Ep. 31 – permadeath, structure, the death of game design writing, and more

10/18/2016
More
Hello everyone. Today I’m talking about a new article I read about permadeath/grinding, as well as what I perceive as the death, or at least curving off of, the world of game design writing. I also read and responded to a Frank Lantz quote (now on the Dinofarm Forums!) on the topic of structure in … Continue reading "CGD Podcast Ep. 31 – permadeath, structure, the death of game design writing, and more"

Duration:02:38:24

CGD Podcast Episode 30 – Deepities, a new Frank Lantz article, and updates

10/4/2016
More
In this episode I discuss the concept of deepities and how it applies to game design writing. I also discuss a new Frank Lantz article on Ian Bogost‘s new book—an article that, it seems to me, pushes against progress in game design in some ways. (Don’t forget to check out episodes 23 and 24 where … Continue reading "CGD Podcast Episode 30 – Deepities, a new Frank Lantz article, and updates"

Duration:02:53:27