The Clockwork Game Design Podcast

The Clockwork Game Design Podcast

A Game Design Podcast by Keith Burgun

  • 32 minutes 30 seconds
    Bannet Bulletin Ep. 2 – The Skill Grid, Characters, and a game update

    Hey all. Today I wanted to talk about the SKILL GRID for my upcoming RPG, and talk about how it interacts with playable characters. I also give an update on some of the games I’m playing. Enjoy!

    The FFX “Sphere Grid”, an inspiration for our Skill Grid

    Don’t forget: you can support my work by going to www.patreon.com/keithburgun and becoming a patron!

     

    30 March 2024, 5:54 pm
  • 28 minutes 51 seconds
    Introducing: the Bannet Bulletin!

    Hello all and welcome to the first episode of the Bannet Bulletin! It’s still the Clockwork Game Design Podcast feed, but for awhile I’m going to do a series of shorter podcast episodes that talk about what is going on and what I’m thinking about with the RPG I’m making. This episode is an overview – what is this new game? What’s important? When can you actually play it? In future episodes, we’ll do deep dives into other aspects of the game.

    If you enjoy the episode, let me know – it will encourage me to take the time to make more! 🙂

    And as always, you can support this show and the creation of my games over at my Patreon page.

    12 March 2024, 7:02 pm
  • 1 hour 3 minutes
    The RPG Report, and the worst things in RPGs

    Hey all! Today I have a new episode where I’m going to be talking about two things. First, I’m going to report on a bunch of RPGs that I’ve been playing or trying out, and give my takes. I say more about each game on the podcast, so make sure to check that out. Here are some quick bullet points, though!

    What I’ve been playing

    SCARLET NEXUS – Extremely polished, simple but fun combat. Kind of “adolescent anime” feeling story, a little silly and a little too fantastical in its basic universe for me, but seems well written. Overly smoothed out, like most modern big production videogames. Bad level design.

    TALES OF BERSERIA – GREAT opening, compelling main character and good plot gravity. Sadly, also a way overly complicated combat system and overall it has “modern videogame over-smoothed-ness”.

    IN STARS AND TIME – Very cool game that I recommend you go check out. Great art, great music, good writing. It’s this and Octopath Traveler 2 I’m most excited to play next. Combat system miiiight be a little too simple, I don’t know. Turn based (I think it’s made with RPG maker but they do a good job of not making it feel like it).

    OCTOPATH TRAVELER 2 – This is probably my favorite of all of the games I’ve been playing, but, I am a little bleh about the way it tells its story. Doing 8 “90 minute character intro chapters” in a row sounds terrible. Introduce characters in a more natural way, please! Cool combat system, good art, good music – overall, good stuff. And it’s actually turn based, whaaaaaat!

    DONE WITH BALDURS GATE 3 – You know all about Baldur’s Gate 3. Listen to the podcast to hear me say more about it. The TL;DR is that honestly this game’s biggest flaw is the D&D license. Still one of the best RPGs of the last decade, though.

    FALLOUT: NEW VEGAS – Too depressing and cynical and 90s edgelord for me. Also I appreciate Obsidian’s attempt to Un-Bethesda the Bethesda Game, but the damage was too deep.

    KINGDOM HEARTS – As much hate as it seems to get, it sort of seems like videogames all turned into Kingdom Hearts over the 20 years I wasn’t watching. Surprisingly fun combat, but forced crappy minigames and why on earth would I want Cloud to talk to Mickey Mouse???

    FINAL FANTASY XVI – After playing a bunch more Kingdomheartslikes and getting more used to that, I’ve gotta say, this is a very well made Kingdomheartslike. Still needs more color and sensitivity. Probably just needs to be way more overtly gay.

    Next up on the docket are Trails in Cold Steel 1, Demon’s Roots and Suikoden 2.

     

    Some bad qualities in RPGs

    Recently, I wrote about the three most important qualities in an RPG. Today, I’d like to talk about some of the worst things in RPGs, and I’m specifically going to be talking about JRPG-style RPGs here, more than western-style RPGs, since that’s what I’ve been playing… a TON of, for the past few years. Let’s get into the list.

    • A bad narrative setup.
      • Anything with “evil race has come to the land”. Demons, orcs, whatever, is all bad, because these are all stand in for “people”. There is a way you can do it where it comes off as more of a “force of nature”, almost like a huge storm or something, which is an improvement. I do understand that these games are about killing things, and so you need things to kill. But it’s important to be thoughtful about what you’re putting front and center, and what you’re saying.
      • Trails in the Sky – You’re a cop working through the ranks of royalty. Can you use enhanced interrogation techniques on enough poor people to rise through the ranks while defending the monarchy?
      • Anything where you’re the Chosen One. Being the Chosen One really undermines everything a lot. It turns my great feats into something sort of ordinary, and makes the world a lot more flat and dull.
      • For me personally, I would put silent protagonist in this category. I think if you’re going to make it through 40+ hours, you need there to be a central emotional thing that you’re heading toward. You need to care about reaching the ENDING, a satisfying conclusion. A problem I have in a lot of Dragon Quest games for example, is that it sort of feels like you’re going from mini-story to mini-story and I guess at some point the stories just end. Whereas if you compare that to something like Final Fantasy 13, there is a pretty central thing that’s being headed toward the entire time.
      • Follow-up: A good narrative setup that you promptly forget all about for the next 20 hours, like in Yakuza: Like a Dragon.
    • Forced Minigames. Minigames are an important thing to have in an RPG: they can break things up, they can open new routes for worldbuilding and character building, and they can contribute to the worldishness of the game. However, when you force them, they can become extremely annoying – they just aren’t what the player signed up for, and they tend to be a lot less polished and fun than the main game. I didn’t sign up for “crappy starfox”, so don’t make me do it every time I want to switch worlds in Kingdom Hearts!
    • Bad Pacing. I was going to write “too long”, but there is no correct length for an RPG. They almost all feel too long, because they aren’t paced well for the length that they are. It feels to me like most JRPGs – including every Final Fantasy game I’ve played – has enough “stuff” for a game about half the length that it is.
    • Bad FIGHT pacing. Basically, players don’t want to fight the same fight over and over again. In the strategy game realm, you solve this by having enough complexity. But with RPGs, you generally want the gameplay to be really smooth, so you can’t have them be too complex turn to turn. This means that there needs to be literally new THINGS appearing – new abilities for the player to use, new characters, new items, new monsters, and so on, at a rate that will mean that the player isn’t fighting the same fights over and over.
    • Again: the last two bullet points can be expressed also as: “the game is too long”. Every RPG I’ve ever played felt too long, and the above two reasons are why.
    • Too “balanced”. Strategy games can’t really be too balanced, but RPGs easily can, and most that come out these days, are. You want the balance in RPGs, to be spiky, and have a “naturalistic” quality to them. Obviously you need some amount of balance – you generally want the progression to be smooth and the player to be able to beat the challenges they face, but not overwhelm the challenges so badly that it feels boring. But then, you also want the player to suddenly find a really powerful weapon sometimes. Or you want there to be a boss that’s quite hard and takes 10 tries to beat sometimes. You want to get a character who is too weak added to your party sometimes, and a character that is too strong. These are all important to create an interesting texture and a world that feels more like a world and less like a universal studios ride.
    • Feels like Software. Video games are made out of software, of course, but the magic spell that artists, musicians, storytellers, game designers and programmers do together is they use their skills carefully to make the thing feel like something other than software, something more than software. Like it’s a magical, precious little artifact. This is important, because a critically important element in an RPG is that the player feels like the creators really had something important to say, that they really cared. Like it’s a piece of art. I think Final Fantasy is generally pretty good at this, and PC RPGs tend to be a bit worse at it. One of the challenges that RPG maker games tend to have is that between the default fonts, generic UI and free assets that tend to be used, it can really feel like just some piece of software, and that’s devastating for a players’ ability to get emotionally invested.

    That’s about it for today. Hope you enjoyed this article/podcast combo! If you did, please consider supporting my work over at patreon.com/keithburgun.

    25 November 2023, 6:28 pm
  • 52 minutes 23 seconds
    RPG Questions, and Trails in the Sky FC

    Hi all! Today I have a nice podcast episode, all about RPGs and RPG design! I feel like I have a lot to say here, and I do dare say that I am slowly, slowly pursuing becoming some kind of crazy expert on the topic, so hopefully there’s some interesting stuff in here to think about. I’m also starting pre-pre-production on my very own RPG finally (!!), so a lot of this is very non-theoretical for me.

    I also talk a bit about Trails in the Sky: First Chapter which I’ve been playing a bunch on and off over the past month or so, as well as a bunch of other games. Finally, I answer a bunch of questions from people on the Discord. Please let me know what you think below in the comments! Thanks for listening.

    Related stuff: definitely check out my piece on the 3 most important qualities in an RPG! And of course my Final Fantasy episode.

    You can support this show – as well as my upcoming RPG! – by becoming a Patron on patreon.com/keithburgun. Thanks again!

    11 May 2023, 3:07 am
  • 28 minutes 41 seconds
    Clockwork Game Design Podcast – Episode #94 – 2022 wrap-up

    Hey all! This is kind of a “bonus episode” of sorts, only 30 minutes long. Here’s some of the topics covered:

    • A bit of navel gazing about my own theory and approach to games and how it has changed
    • A short essay I wrote about “speaking the language” and how building off of existing designs means a higher floor and a higher ceiling
    • Some stuff about 4X games and scope. Will 4X games ever do anything about this? Maybe Against the Storm will provide some answers.

    Thanks for listening, and as always, this show has no ads and the only way it’s funded is through Patreon, so consider donating if you like the content!

    10 January 2023, 3:19 pm
  • 1 hour 11 minutes
    Clockwork Game Design Podcast – The Final Fantasy Episode

    Okv7g2c.jpeg

    Hi all! It’s been awhile since the last episode. This year I got married and went on my honeymoon, so things have been kind of crazy. But now, they’re sort of going back to normal. Over the last six months, I guess partially because I was doing a bit of traveling, but also partially because I got a Retroid handheld and a Steam Deck (both of which are phenomenal, game-changers for game-playing, for me at least), I’ve been on this crazy Final Fantasy kick.

    Growing up I had played (and beaten) I, IV, VI and VII, a couple times each, but I had really fallen off over the years, so I had a lot of catching up to do. One friend of mine also told me that Final Fantasy XIII-3 was really good, so I started off endeavoring to beat all three Final Fantasy XIII games (which I now have – mostly). From there I’ve now beaten V, and IX, played a bunch of XII and XV, and I’m currently playing through X and VIII simultaneously. Bouncing all over the map chronologically speaking has been interesting – I feel like I’m getting a weirdly horizontal view of the series by doing this – playing V and XIII-2 at the same time, for example, gives me a really interesting view of how the series progressed. I eventually plan to beat them all!

    Anyway… it’s kind of insane to try and talk about all of the final fantasy games in one podcast episode, but… here’s what I’ve got. Let me know what you think! As always, you can support the show at www.patreon.com/keithburgun.

    The two songs in this episode: the opening one is from FF13-2, written by Naoshi Mizuta, the game’s fight song, and the closing one is from FF11, Memoro de la Stono, which I believe is one of the few songs on the incredible 11 OST written by Nobuo Uematsu.

    Thanks for listening!

     

    19 October 2022, 8:31 pm
  • 1 hour 3 minutes
    Strategy Can Be Fun on our own DRAGON BRIDGE

    Dragon Bridge

    Today Brett Lowey and I discuss DRAGON BRIDGE, my two player bumping card game. It’s a weird game for me, in a bunch of ways. For one thing, it was my first published tabletop game. But also, I produced it in a ridiculously short amount of time. That makes it even more… strange and interesting, how fun it is. Recently, Dragon Bridge has gotten a second chance at life via its superb BoardGameArena adaptation (by the way, it just went into Beta, so you can play it now yourself – let’s go!!!), and many of us in the KBGames community have been playing a bunch, and it has been a blast. It’s wild how well the game has held up.

    The discussion about this game of course leads Brett and I into a bunch of other conversations about playfulness and optimal ways to go about a game design process. I hope you enjoy the episode!

    ALSO! You can now sign up to get an alert when the Spellstorm Kickstarter goes live! Sign up here!

    2 July 2022, 5:25 pm
  • 1 hour 18 minutes
    Strategy Can Be Fun – Soren Johnson on OLD WORLD

    Today I bring you one of the world’s more renowned strategy videogame designers – the designer of Civilization IV, one of the most beloved in the series (probably my favorite one still), and the founder of Mohawk Games, who created Offworld Trading Company, and most recently, Old World. Old World has been out for awhile on EGS, and is coming to Steam this Thursday. I definitely recommend it – certainly for all Civ fans, but also for anyone who can appreciate watching a talented designer evolve a project. In this case, that project is the 4X project, one that I do have some strong critiques for, but I can’t deny I’ve enjoyed for thousands and thousands of hours in my life; and which I also can’t deny is a super-important and influential design pattern in videogames.

    Please enjoy this conversation, and then go check out Old World if you haven’t already.

    And if you enjoy the conversation, consider becoming a Patron!

    By the way, while I have you here: Dragon Bridge is coming to BoardGameArena! Alpha launches this Friday. Stay tuned to my Twitter, Discord or Twitch streams to catch our all day stream on Friday, from 12-6PM EST. Note: Brett is out for this episode, as he’s been toiling away on the Dragon Bridge BGA module, but he’ll be back for the future episodes! Stay tuned!

     

    16 May 2022, 3:38 pm
  • 1 hour 3 minutes
    Strategy Can Be Fun – Blue Moon
    Good ol’ CoolCop.

    Wow, things certainly have changed a lot since 2004, huh? Brett and I took a journey into the strange Reiner Knizia card game, Blue Moon. It’s… a challenging game, that’s for sure.

    Enjoy the episode!

    22 February 2022, 5:57 pm
  • 57 minutes 26 seconds
    Strategy Can Be Fun – Strategic Evaluation in Pax Pamir

    Hello everyone! Welcome to our third episode of STRATEGY CAN BE FUN. Today, Brett Lowey and I discuss the Cole Wehrle game, Pax Pamir. I think this is maybe the first game where Brett and I’s positions on the game have diverged somewhat, although perhaps we have also pulled each other’s opinions together somewhat as well. We talk about many aspects of the game’s design: the abstraction, the theme, the axes of victory, the closed economy, and many more.

    It’s looking like next up will be Reiner Knizia’s Blue Moon.

    Let us know if you have ideas for the show going forward. And also, please support the show on Patreon!

    5 February 2022, 12:52 pm
  • 1 hour 14 seconds
    Strategy Can Be Fun – Contextualized Choices in Puzzle Strike 2
    Hello all! Thanks so much for checking out the second episode of our new podcast, STRATEGY CAN BE FUN? It’s up sooner than expected — when you have a new show, I think it’s good to get a few episodes out quickly if you can. Today Brett Lowey and I are so excited to present …

    Strategy Can Be Fun – Contextualized Choices in Puzzle Strike 2 Read More »

    21 January 2022, 8:43 pm
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