A Game Design Podcast by Keith Burgun
Hi all! Today I have a fascinating conversation with the brilliant Austin Anderson, who is I think the last of the guests that I’ll have on the show from the Alt-F4 conference (along with Dr. Rachel Kowert and Kathleen Morrissey). In this conversation we talk about a bunch of AAA games, such as Detroit Become Human the Last of Us and others, along with some of the ways in which these games get credit for being progressive while simultaneously protecting the neoliberal status quo.
By the way, lots of The Last Of Us spoilers in this episode, so please be warned that the second half of the conversation goes into that territory.
Thanks for listening. As always, you can support this podcast by visiting www.patreon.com/keithburgun and becoming a patron!
Hi everyone! I come to you with another great conversation, with another super cool person that I met at the Alt-F4: Rebooting Community After Gamergate conference: Kathleen Morrissey. Kathleen is working on a PhD in computational media over at Worchester Polytechnic Institute, she’s done all kinds of awesome academic stuff on the subjects of games, media studies, critical theory analysis and a lot more. She’s also a game designer who has created what I would almost call an “anti escape room” over at WPI called Memoirscape. We met and immediately started having interesting conversations about Final Fantasy. This was a longer (maybe the longest in Clockwork Game Design Podcast history? Someone fact-check me) conversation that touched on a wide range of topics, ranging from a conversation about consensual play, the lasting role of GamerGate, and of course… Final Fantasy.
Thanks for listening!
(Oh, and yeah, we have a new intro song. The old one was just a little too in your face for me so I just threw this one together real quick.)
You can support this show by supporting me over at my Patreon, which is available right here.
Hi all! today I have a wide ranging conversation with Dr. Rachel Kowert, a researcher who studies the effects of games and also discusses a wide range of other pop culture topics, through her youtube channel Psychgeist. She’s written and contributed to a lot of books (including a Psychgeist series, spoken at numerous events including the United Nations and the United States Congress. I saw her talk at the Alt F4: Rebooting Community After Gamergate conference which was extremely impressive, and we quickly got into talking Final Fantasy between talks.
We get into a bunch of topics here, such as dark patterns, games in communities, Final Fantasy games, and a lot more. I hope you enjoy the conversation!
As always, you can support this podcast over at my Patreon.
Hi all! The Clockwork Game Design Podcast has re-taken-over its own podcast space from the Bannet Bulletin for a week, to share with you this exciting conversation I just had with my old pal Ryan Rigney. His first published game, Fast Fast Laser Laser, is actually a game that I did all of the artwork for, which was actually really fun. But these days he’s known for his comms and marketing work, heading up these departments for huge games like League of Legends, Apex Legend, PUBG, and Omega Strikers. His current company, Odyssey Interactive, is now in the process of deciding if they want to make Byte Breakers or not!
All game devs need to check out his blog over at pushtotalk.gg.
Thanks for listening. Up next: more Bannet Bulletins, and at least one more cool interview that’s already lined up.
Above is an early screenshot of our combat system in the prototype for Through Broken Land, which is coming along smoothly. The incredible UI art was just freshly finished by our artist, Wizbane, and oh my god I love it!
Anyway, today I’m talking about our Impulse System, which is the core of the FF13-inspired combat system in Through Broken Land. Talking about why it is the way it is, how it works, and some stuff about action economy in RPGs.
I also talk a bunch about a game I’m playing (and loving) right now: Bravely Default, for 3DS. It’s like Final Fantasy V with Haste cast onto its jobs system. Specifically, I talk about random encounters, and the tendency to want to speed up or automate these battle systems and what that means.
Thanks for listening. If you think Through Broken Land is cool and you want to support its production, please visit www.patreon.com/keithburgun and sign up to become a patron! Catch you next time!
Hey all. Today I wanted to talk about the SKILL GRID for my upcoming RPG Through Broken Land, 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 GridDon’t forget: you can support my work by going to www.patreon.com/keithburgun and becoming a patron!
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.
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!
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.
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.
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.
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!
Hey all! This is kind of a “bonus episode” of sorts, only 30 minutes long. Here’s some of the topics covered:
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!
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