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Three nice gamedevs talk gaming and game development. Current events, guest interviews, and deep dives into the art and science of video games and how they're made. Nice! Your nice hosts: Martha Megarry, Stephen McGregor, and Mark LaCroix.

Martha Megarry, Stephen McGregor, and Mark LaCroix


    • May 29, 2025 LATEST EPISODE
    • weekly NEW EPISODES
    • 693 EPISODES

    4.8 from 29 ratings Listeners of Nice Games Club that love the show mention: game dev, martha, development, hosts, different, topics, interesting, great, new, best, good, listen, love, nice games.



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    Latest episodes from Nice Games Club

    "The things that create the geometry." What Happened With Future Club; Design Surface Area

    Play Episode Listen Later May 29, 2025


    Your nice hosts all secured a Switch 2 pre-order... from a certain point of view. Then, Stephen examines the body, Mark attempts a vocabulary, and Lydia has recommendations.Chants of Sennaar - WikipediaNintendo Switch 2 preorders were a total mess — at first - Jay Peters, The VergeMissed out on a Nintendo Switch 2 pre-order? GameStop and Best Buy will have mo… - Demi Williams, TechRadar0:22:17What Happened With Future ClubPart-Time Hero Campaign EndingFuture ClubKickstarter0:48:57Design Surface AreaRubber duck debuggingWikipedia

    Mental Health and Discrimination (with Ashley Phipps)

    Play Episode Listen Later May 22, 2025


    The clubhouse welcomes Ashley Phipps, producer for the game Clock Out at 2, to discuss the topic of mental health and discrimination.Mental Health and DiscriminationGame DesignGamingNarrativeClock Out at 2 Demo -  Borderless Studios, SteamWhat to know about microaggressions - Anna Smith Haghighi, Medical News TodayQueerty Gamers - Queerty GamersSpooktober 2023 Clock Out at 2 Build - itch.ioDepression Quest - Zoe QuinnAdventures with Anxiety - Nicky CaseFight, Flight, Freeze, or Fawn: How We Respond to Threats - "Olivia Guy-Evans, MSc", Simply PsychologyGood Reps for Mental Health depictionFinal Fantasy XIV - SquareEnixThe Cosmic Wheel SisterhoodTales of Arise - SteamAshley PhippsGuestProducer and Community Manager with 10+ years of experience in project management and leadership. Producer for the game Clock Out at 2.External linkWebsiteInstagramClock Out at 2

    "This is an impossible challenge" Friction by Design; Diversity in Scoring

    Play Episode Listen Later May 15, 2025


    In this episode the club house talks about the games that they have been playing. Mark attempts to define the terms good friction and bad friction, declares his distaste of rouge-likes, and talks about friction in his current projects. Lydia shows us how to make scoring sound way more academic.Civilization VIIAge of Mythology RetoldBlue Prince0:18:21Friction by DesignMark tries to define some terms: Good Friction - something that was designed into the game, or that could be described as a bug, or only confuses a player Bad Friction - unintentional friction0:45:47Diversity in ScoringHuffington Post News Triva GameHuffington Post

    Video Game IP Law (with Haley MacLeon)

    Play Episode Listen Later May 8, 2025


    Your nice hosts get a crash course on video game IP law from lawyer and MinnMax cohort, Haley MacLeon. We learn about incorporating, publishing agreements, the difference between a lot of commonly used terms like "copyright", and the joys of contract templates. MinnMax - MinnMaxGame Informer Revival - Game InformerVideo Game IP LawMarketingMisc.ProductionThe $10 Million Lawsuit That Hinges On An Oxford Comma - Anna King, NPRVideo Game Publishing Agreement Market Report 2025 - Kellen Voyer & Haley MacLean, Voyer Law CorporationHaley MacLeonGuestHaley is a Canadian lawyer who advises clients on tech, corporate and intellectual property law. She previously worked as a journalist in the video game industry and continues her work with video game companies, now as a lawyer. In her free time, she appears on numerous gaming podcasts and video content.External link@haleyfax on TwitchVoyer Law Corporation

    "Our sense of epoch." Let's Plays; Responsive Game Design

    Play Episode Listen Later May 1, 2025


    A new Nintendo is on the way, and your nice hosts talk about both it and the world it's being born into. It kicks off a longer than usual episode where Lydia just wants a way to experience horror games, Mark has an unpopular opinion, and Stephen thinks players have too much agency already.0:31:57Let's PlaysEndoparasiticmizizizizitch.ioLet's Plays: A Copyright ConundrumAlexandra ChampagneSlaw Why I am Hesitant to Declare Let's Plays as Fair UseAquasonReddit1:17:44Responsive Game DesignWhat Capcom Didn't Tell You About Resident Evil 4Game Maker's ToolkitYouTubeWe should talk.Carol Mertz

    Nice Games Jam: "The Intergalactic Dining Consortium"

    Play Episode Listen Later Apr 23, 2025


    Your nice hosts settle their differences in opinions when it comes to food to serve up a fresh game design document in a new Nice Games Jam episode.PromptCreate a game with one of my favorite things, food! It cannot be about/or have mechanics that are cooking. Think: growing food, pairing foods, making an international food court, menu design, using foods in season, etc.Game typeDesign documentPlayer count1Rules(Stephen note: This is more of a set of notes taken during the episode outlining a game design document.)Human in an alien culture, giving recommendations for pairings for foodYou should need to learn the rules before you can break themGain credibilityPeople order categories of food and you put it on the plate (no cooking)Gamer JourneyYou're a plater at an alien restaurantYou first do it like a human (based on taste)You get feedback that opposes basing plates on tastePlayer starts to get curious about how to make better plates to meet needsSense criteriaTouchSightTemperatureSpicinessTaste the “wine” to know what it “tastes” likeThe threat is if you do poorly you get shipped to another planet, they have different foods and different desires for foodsOptions to changeTwo ingredients (tomato and other tomato? Looks similar)Position of foodsContainer of foodsOrientation of foodsAesthetic of the restaurant?You design the specialCreate one dish for the special, you get an amount of feedback based on the size of the restaurantYou can tweak your dish based on the feedback you getThings change as you go through the game and impact what you have available and what patrons likeThe goal is for players to experiment with the different foods (positions, containers, etc.) so they begin to understand the rules of the gameThere can be clues with the background/worldbuilding so players can learn why the foods these aliens like are why they like themWhen do you get to influence cultures? Do you get to at all?Yes, you need to figure out a way to get aliens to love the food and not just like it

    "You shouldn't pet the wolf." The art of Saying No; Tiny Interactions

    Play Episode Listen Later Apr 17, 2025


    Mark is still out sick, so Dale takes his place in the clubhouse and brings a topic! The club makes a prediction that by the time that this episode comes out, Mark will still be sick, and if you are listening on Patreon, that is absolutely true. If you aren't listening on Patreon, you probably should be.The group talks about how often and when to say no. Stephen admits that he is the bottleneck, Lydia talks about things that she finds delightful in video games, and Dale makes a bold admission.1:33The art of Saying NoGatchamari - Dale (and Mark)'s Global Game Jam GameGlobal Game JamMini Post-Mortems on Global Game Jam GamesIGDA TCYouTubeFTL PostmortemJustin Ma and Matthew DavisGDCCeleste team Cancels a project (Earthblade)ExokEarthblade OST SoundtrackLena Raine0:31:30Tiny InteractionsSkyrim's myth of the treasure fox finally explainedWesley Yin-PooleEurogamer

    Nice Games Jam: "Time Traveler Estate Sale"

    Play Episode Listen Later Apr 10, 2025


    Roles reverse as Dale joins Stephen and Lydia for a Nice Game Jam prompted by Mark. The results are an antiques-fueled jaunt through time, and an unexpected win for Stephen.Costcodle - Zak Kermitz, CostcodleTimeline Inventions - Zygomatic, ZygomaticHypodermic Needles - Sawbones: A Marital Tour of Misguided Medicine, Maximum FunPrompt"Come up with a game where the winner is the player who gets (or gets closest to) a certain amount of points, but that amount changes from round to round. Hard mode variant: the players don't always know what the amount is."Game typeTabletop gamePlayer count2-8MaterialsSet of item cards from various years10 chips for each playerSet of years/eventsTimerSetupPlace 8 item cards on the table easily accessible for all players. Pick a random year/event. Set timer for 1 minute.RulesStart the timer to start the roundWhile the timer runs, players place chips on items to bid on themWhen the timer runs out, the player with the most chips on an item gets that item. In a tie, no one gets an item and it gets added to the pool during the next roundItems that are earned get their times revealed, player closest to the chosen year/event winsPlay repeats for three rounds, player with the most round wins wins the game

    "Nice Games Club cannot solve all of your problems." Begging for Money; Quality of Life

    Play Episode Listen Later Apr 3, 2025


    Beth leads Mark and Stephen through a therapy session. Stephen talks Kickstarter, Mark talks Patreon, and everyone agrees Beth's game Verdant Skies is great. Part-Time Hero: I'm Broke But I Have To Save The World! - Future Club, KickstarterDreamsettler - Tendershoot, Patreon0:06:40Begging for Money0:52:09Quality of LifeQuality of LifeMichael “Kayin” O'ReillyKayin WorksVerdant SkiesHowling Moon SoftwareSteam

    Nice Thinking: "Nice Games Alliance Workshops"

    Play Episode Listen Later Mar 27, 2025


    Beth Korth, board member of Nice Games Alliance, enters the clubhouse to talk about the purpose of the NGA and how to best fulfill that mission. They discuss how workshops, talks, and conferences fit into their plans. And how they can provide unique experiences and services that the gamedev community can't get elsewhere. They also emphasize the importance of lunch.Nice Games Alliance Workshops

    "A Paragraph Signing" Incremental Learning ; Making Science Fiction Worlds

    Play Episode Listen Later Mar 20, 2025


    Lydia joins the clubhouse for her first regular episode as a host (it's calendar math)! The clubhouse discusses the release of Civilization VII and how it is taking up all of Stephen's time. Lydia brings to the table the question of how she can learn more games, and how tutorials don't work for her. Stephen regrets not being able to fully develop the world which is the setting for his five-minute student film.Civ VIICivilization VIISwitch 2Switch 2 mouse control - Kyle Orland, Ars Technica0:15:01Incremental Learning Lydia talks about her success learning knitting, and her rectangle projections The club talks about differences between recipes and game development tutorialsTasksxkcd0:54:10Making Science Fiction WorldsThis topic was inspired by Stephen's science fiction student film. You can watch that here:"All Good Things"Stephen McGregorYouTube"For All Mankind"WikipediaWidget SatchelWidget Satchel is a game that Mark, Stephen, and Ellen worked on. Mark developed a lot of background story, including this: "I do not wish that the troubles of the past be carried into the stars. I imagined better for us and expected better also. But we do not realise our whole future in sequence, small futures each after the other. We must go anyway, blind and smiling, emissaries of wonder, explorers. On this day, at this place, together, we launch an expedition for which we are unprepared. Yet we are now even, a collected peoples concerned of justice looking in order to see our whole future, ahead of us. Widget Satchel is on Itch and other platformsAlso check out this episode from when we released Widget Satchel"Space ferrets lift off!" Widget Satchel Special

    Nice Games Jam: "Dinosaurs of North Dakota"

    Play Episode Listen Later Mar 13, 2025


    The clubhouse gets Cretaceous this week; your nice hosts have been challenged to create a game about dinosaurs and their feeding habits.PromptMake a game about the feeding habits of dinosaurs or of paleontologists, bonus points if all the dinosaurs are from the same era.Game typeDesign documentPlayer count1RulesCretaceous periodFlowering plants evolved hereEarly mammals here tooVelociraptors too!Different sized dinosaursName: Dinosaurs of North DakotaPlay as big (T-rex), small (dog-sized) and medium (triceratops)Survive a day as each of these creaturesOrder of playMedium first (herbivore)Big next (T-rex)Small last (scavenger)Then Paleontologist discovers (eats chicken with a PLASTIC fork)Where you die determines how preserved the bones are during the paleontology phaseIf you want more preserved bones you have to choose to not live as long (due to how the preservation works)GameplayPlay as the different creatures, the player chooses when that phase of the game endsCan also end after a certain time playedThen you swap to a new creature and play as them, choosing when to endWhen you get back to a creature, time has passed and things are different in the world (partly due to player influence from other creatures)Player knocking down trees might be knocked down in future scenes, eating a lot of plants may make the area sparse in the futureKeep playing as the different creature until enough time has passedAfterwards, play as a paleontologist and rediscover what you've doneRecord what you've done with the knowledge the paleontologist has (and not the player), so it won't actually be accurate to the player's playthroughBased on what the player's done, it can affect what things the paleontologist will be able to say about the state of things after

    "More Ellen in the future." What We Did On Our Winter Break (2024-25)

    Play Episode Listen Later Mar 6, 2025


    NEWS! New episodes now come out a week early on Patreon!! Sign up to listen to next week's episode now! We talk about why, and the silly reason why now, in this episode, along with another, much bigger piece of NEWS.And of course, your nice hosts continue the show's annual tradition of recounting what they did during hiatus.SO. MUCH. NEWS.Nice Games Club on PatreonWhat We Did On Our Winter Break (2024-25)Twin Cities Gamedev communityJoin the IGDATC serverDiscordDonate to Nice Games Alliance ("no" relation)IGDATC 2025 gamesGlobal Game JamStephenUFO 50Civilization VIILydiaPlay Lydia's team's GGJ game, Meowlogue MittensMeowlogue Mittens - Main ThemeEdison BoerkeSoundCloudLydia's team invited everyone at the event to vote on the name of thier game's main character.MarkPlay Mark's team's GGJ game, GachamariEllenMars First LogisticsSteamMartian ChessLoony LabsRoboCoSteam

    Puzzle Systems (with Arvi "Hempuli" Teikari) [Nice Replay]

    Play Episode Listen Later Feb 27, 2025


    #373Puzzle SystemsInterview2024.11.15Releasing 2019's "Baba is You" after more than a decade of making puzzle games was a milestone for this week's guest, but it was also just the beginning of his design journey. Arvi "Hempuli" Teikari talks to your nice hosts about the balance between giving players freedom and constraining their expression, the pacing and sequencing of individual puzzles, what happens when a "cool" design annoys players, and more.Arvi's cats make a spirited apperance in the back half of the episode. Here they are basking in the Finnish sun.Puzzle SystemsGame DesignToolsMultimedia Fusion 2 - ClickteamClickteam Fusion 2.5 - ClickteamConstruct - Scirra LtdMP2MP2 Chowdren EngineBring the ice cube to the goal without exposing it to heat. - IncreparePuzzleScript - IncrepareCovechrome - Hempuli, itch.ioYou nice hosts previously discussed what happens to players who become developers in:"Numbers go up."Arvi "Hempuli" TeikariGuestExternal linkHempuli - social media linksHempuli on Itch.io

    “That's way too many pawns.” Communicating Difficulty; Remixed Play Modes [Nice Replay]

    Play Episode Listen Later Feb 20, 2025


    #368“That's way too many pawns.”Roundtable2024.10.11This week, Ellen kicks things off with a chat about how games tell players, “This might be tough!” and how to make that fun and fair. Stephen and Mark jump in with their takes on what makes difficulty settings shine. Then, Mark thinks about the practice taking familiar game mechanics and twisting them into something fresh. Think pacifist runs or limited equipment modes. Why limit yourself to one way to play when you can remix the whole game? As always, there are some goofs in here, too.Unity 6 Preview is now available - Nancy Larue, UnityUnity is canceling the Runtime Fee - Matt Bromberg, UnityUnite Conference - UnityHasbro Game Night (for Switch)We Were Here Series - Total Mayhem Games, SteamLoopy: a tool for thinking in systems - Nicky CaseMachinations: Create digital twins for your systems, processes or economiesCommunicating Difficulty0:21:44Ellen Burns-JohnsonGame DesignReally Bad ChessPuzzmo - Orta Therox & Zach GageAggro Crab Studio"Why Quitting Is Usually Worth It" - David Duchovny & Stephen Dubner, Freakonomics Radio NetworkRemixed Play Modes0:40:35Mark LaCroixGame DesignMetro Nexus - Noble Robot10 Most Unique Multiplayer Modes In Video Games - James Kennedy, The GamerExtra game modes - Universal Videogame ListPARKS Board Game - 59 Parks

    Optimization (with Jarryd Huntley) [Nice Replay]

    Play Episode Listen Later Feb 13, 2025


    #366OptimizationInterview2024.09.26Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK' - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest

    Nice Thinking: "Dialogue Through Goals" [Nice Replay]

    Play Episode Listen Later Feb 6, 2025


    #349Dialogue Through GoalsNice Thinking2024.05.29Stephen brings a half-baked thought into the clubhouse for this Nice Thinking episode: how can we improve dialogue systems? He's got some opinions, which Mark and Ellen immediately debunk, but it leads to some engaging conversation.Dialogue Through GoalsStephen McGregorGame DesignNarrative

    "The lensing effect of the window." Theming vs. Aesthetics; Parries [Nice Replay]

    Play Episode Listen Later Jan 30, 2025


    #361"The lensing effect of the window."Roundtable2024.08.22It's hot in the clubhouse and hot in Ellen's greenhouse this week, so your hosts are eager to crunch through some discussion. Ellen introduces the concept of the MDA framework, and the differences between Theming and Aesthetics, and Stephen comes to a major conclusion about parrying.Theming vs. Aesthetics0:06:40Ellen Burns-JohnsonGame DesignThe MDA Framework - WikipediaEllen promised Dictionary.com definitions, so here you go:Aesthetics - Dictionary.comTheme - Dictionary.comWe talked about theming and aesthetics for a GameJam Game from a previous episodeThe Bike BoomAlien Isolation Themes explored n : Demystifying the Terror of Alien Isolation - Andy Robertson, WiredParries0:28:56Stephen McGregorGame DesignStephen's list of why parries are so popular: 1) A way to reward mastery or paying attention 2) Rewards participation 3) An appreciable way to consider mastering the game The different variations of Parrying 1) Just Dodges 2) Traditional Parrying (miss = block) 3) Dynamic Parrying release parrying 4) Alternate button (paper mario parrying) EVO Moment 37 - Wikipedia

    Tutorialization with Puzzles (with Luke Spierewka) [Nice Replay]

    Play Episode Listen Later Jan 23, 2025


    #371Tutorialization with PuzzlesInterview2024.11.01"Tutorials shouldn't feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.Afterburn Games (studio)Tutorialization with PuzzlesGame DesignOn crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov, Game World ObserverDynablaster (game) - WikipediaLuke SpierewkaGuestLuke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/

    "A slow meat computer" King Making; Thinky Bits (Off-Screen Gameplay) [Nice Replay]

    Play Episode Listen Later Jan 16, 2025


    #347"A slow meat computer"Roundtable2024.05.16In the episode, Mark, Ellen, and Stephen talk local events, including (don't worry everyone's fine) a fire in the clubhouse's building, construction, and the games they are playing, so if you are just here for the topics, go ahead and skip to minute 23. Ellen learns about King Making, Stephen humble brags about being good at Smash Brothers, and Dale plays kingmaker in naming the second topic!NewsMasu Fire - Paul Walsh, Star TribuneBus Rapid Transit (BRT) - Jared Brey, GoverningWhat We are PlayingDragon's Dogma 2 - WikipediaPrincess Peach Showtime NPR Review - Rakiesha Chase-Jackson, NPRKing Making0:23:00Stephen McGregorGame DesignStephen has been QA testing Harvest Kingdom - Ben Hunder, DiscordThe YouTube video that Stephen references - Distraction Makers, YouTubeKingmaking in Root (Leder Games) video - Cole Wehrle, GDCSmallworld - Board Game GeekThinky Bits (Off-Screen Gameplay)0:49:17Ellen Burns-JohnsonGame DesignGames discussedReturn of the Obra DinSpirit Island - Board Game GeekDeath Drives a Bus - itch.io

    Nice Games Jam: "Eddies" [Nice Replay]

    Play Episode Listen Later Jan 9, 2025


    #338EddiesNice Games Jam2024.03.11The clubhouse is caffeinated and ready to jam, game jam that is.The clubhouse is giving a prompt where air movement is the main mechanism of action and they create a physical game for a tabletop (in the style of 'Hungry Hungry Hippos'). The notoriously unpredictable 'Eddies' of air movement gives this game it's name. The main challenge for the team - a more sanitary air blower mechanism than drinking straws: a tiny bellows, small whoopie cushions, slide whistles, or party noisemakers?Prompt"Create a game where the main mechanics are fans and or leaf blowers."Game typeTabletop gamePlayer count2 - 8MaterialsBlowing mechanisms - one per player (drinking straw in playtest)A bunch of small peices of junkA container for the small peices of junkPlaying feild (box, 8 sided)Rule Card DeckSetupThis is a game about some young teenagers who find some leaf blowers in their (octagonal) cul-du-sac and make a game with them.Each player will select a side of the playing field (the box) as their home territory. The goal of the game is to have the least amount of junk (points-wise) fall off of your side of the field.Rule Cards:Separate the Rule cards into the three categories: Puff Variants, Point Variants, and Zone Variants. Shuffle the cards from each category, and pull three of each category to start each of the three rounds.Cards rule examples Puff: Each player has 3 puffs per turnPoint: Each black item is worth +1 point, all other items are worth -1 pointZone: The windy end of your blowing mechanism may not be placed within zones 1+2 of the playing fieldShuffle the remaining rules cards from three categories together.From the combined deck, deal 4 cards to each player.The player may look at their hand of cardsPlace Junk (perform at the start of each round):Gather some junk and place it in a container. Typically dice and pieces from other games will make up the majority of the junk, but this may also be dodads from your junk drawer like golf pencils, nails and screws, magnets etc.At the beginning of each round a different player will grab a handful of junk from the container and place it in the center of the 8-sided playing area.The junk placer may not arrange the junk when placing it down. Any junk that falls off of the playing field will be returned to the container of junk.RulesAfter the junk is placed the rule for each category is revealed, by flipping over the top rule card from each of the three piles: Puff, Point, and Zone. The displayed rules are now in effect.The player who placed the junk will go first.Each player turn has three phases:1. The play may put a rule card from their hand into play by stacking it on top of the exsisting rule for the category which it belongs to (puff, point, or zone). That rule is now in effect and the rule that was covered up is no longer in effect.2. The player uses their "leaf blower" to puff the objects in on the playing field the number of times indicated by the Puff rule. They must follow any Zone rules in effect.3. The player's turn is scored according to the rule cards in effect. The player draws back up to 4 cards in their hand.The round ends when each player has had 5 turns.New junk is placed in the center of the playing field, new rule cards are revealed and the next round starts.The object of the game is to have the least scoring junk blown off your edge of the playing field. Highest scoring player (usually player closest to 0 wins), as most junk is worth negative points.

    The Intersection of Puzzle and Story (with Ron Gilbert) [Nice Replay]

    Play Episode Listen Later Jan 2, 2025


    #354The Intersection of Puzzle and StoryInterview2024.07.05Narrative designer and pal of the program Beth Korth fills in for Ellen as guest host this week and next!Your nice hosts welcome famed designer Ron Gilbert (Monkey Island, Thimbleweed Park) into the clubhouse to discuss the virtues of inexperience, friction for its own sake, how it's all about story, and it's puzzles all the way down.The Intersection of Puzzle and StoryGame DesignNarrativeProductionReturn to Monkey Island will have a hint system because the internet exists now - Joshua Rivera, PolygonVerdant Skies - SteamClassic Game Postmortem: Maniac Mansion - GDC, YouTubeThe phrase "confederacy of dunces" derives from a Jonathan Swift quote.Examples of movies that feature a poorly-received genre twist include Serenity (2019), Remember Me (2010), and Safe Haven (2013).Ron GilbertGuestOwner of Terrible Toybox, the designer/creator of Monkey Island, The Cave, Pajama Sam and the designer/co-creator of Maniac Mansion, DeathSpank and Thimbleweed Park. Co-designer of Return to Monkey Island.External linkMastodon - @grumpygamer@mastodon.gamedev.placeBlog - Grumpy GamerStudio - Terrible Toybox

    "The super-powerful beam or whatever." Code Libraries; Game Overs [Nice Replay]

    Play Episode Listen Later Dec 27, 2024


    #353"The super-powerful beam or whatever."Roundtable2024.06.27This week, your nice hosts talk about code that isn't yours and ask about the natural conclusion of the narrative. Mark is handy, Ellen kinda wants to add a note, and Stephen is grounded.It looked so easy in the brochure, but the brochure lied - Antony Ingram, HagertyCode Libraries0:07:41Mark LaCroixProductionProgrammingToolsBest practices for writing code comments - Ellen Spertus, Stack Overflow BlogDeclare namespaces to organize types - Microsoft LearnYour nice hosts discussed licensing in a previous episode:"What's a little grand larceny?"Game OversStephen McGregorGame DesignNarrativeAlternatives to the Game Over screen - Game DeveloperWe didn't mention it in the episode for some reason, but our "Metroidvania-lite" game Widget Satchel had no deaths, game overs, or failure states.

    Nicest of 2024

    Play Episode Listen Later Dec 20, 2024


    It's a cheery and bright episode to get you through the dark cold days of winter! ☃️ Your hosts (plus guest Joanna May) wrap up 2024 with a readout of their nicest things from the year—nicest games, nicest accomplishments, and nicest procrastinations. Plus, plans and projects for 2025, some soft resolutions, and a review of some exciting upcoming titles you're likely to see hit various storefronts in the next calendar year. A happy year's end to all!Cover image credit goes to Animal Crossing World.This year's selection of Nice Replays start next week. See you in 2025!2024 AccomplishmentsMarkFounded a 501(c)(3) organization, Nice Games Alliance.Got a new job, on a still unannounced game.Renewed the lease on the Noble Robot officeStephenI made two movies! (Or at least I will have by the end of the year)Immense progress on Future Club gameEllenMy RSV game won multiple industry awards

    Serialization (with Joanna May)

    Play Episode Listen Later Dec 12, 2024


    We invite Joanna May into the clubhouse to discuss serialization. We get ever so slightly closer to discovering what serialization even is with Joanna's help! We also have a little time to throw a little shade at Stephen's commenting style and brackets on their own line.ChickensoftTibo, artist of the Chickensoft mascot.Eating your own dog food (Dogfooding) - WikipediaLogic Blocks - WikipediaSerializationProgrammingToolsSerialization - WikipediaBinaryFormatter migration guide -  gewarren, jeffhandley, terrajobst, adamsitnik, Microsoft Learn@JsonSubTypes vs. Reflections for Polymorphic Deserialization in Jackson - Ovidiu Mihai Tacu, BaeldungWhat are the advantages of just-in-time compilation versus ahead-of-time compil… - Stack OverflowIntrospection -  jolexxa [Joanna], GitHubIL2CPP Overview - UnityMartha had mentioned unit tests (which Mark and Stephen still don't do) in a previous episode.“That wasn't the angle I was going for.”Chickensoft Development Philosophy - ChickensoftJoanna MayGuestJoanna May is the creator of Chickensoft, open source tools for Godot and C# as well as a grassroots community. External linkChickensoft

    Nice Games Jam: "Space Mall Mystery VHS Game"

    Play Episode Listen Later Dec 5, 2024


    In this episode Lydia is back to discuss join the clubhouse in both a discussion of her first job, and making a game about set job. But, because the club can't choose, it is also about Ellen's job at her parents' pet store. When introducing Lydia to the concept of a nice games jam, the stages of the nice game jam are referenced. Here are the stages: 1) Panic 2) Prompt 3) More Panic 4) Scramble 5) Oh, we can do this 6) We did this - let's do more We have throw pillows nowWhile designing this game Stephen mentions the phrase "experience bij." This comes from the 'Star Trek the Next Generation Interactive VCR Board Game."Star Trek the Next Generation Interactive VCR Board Game - Board Game GeekCompilation of "Experience bij." - YouTubePrompt"Create a game based on one of your team's first job (either gig-based, such as babysitting or lawn mowing or paycheck based), but set in a world with either evil robots, monsters, or aliens."Game typeTabletop gameMaterialsVHS tapeMall mapRulesTakes place in a mall, in a starbaseTheater, retail, pet store, cafeteriaPen and paper RPG, players need to figure out what's going on outside without leaving the mall/their jobsCommunication is limited somehowNosy kids?Point where we're in too deep?It's now a VHS tape/DVD game.Each character has unique roles and abilities based on their jobCafeteria unboxer person, sees recycling bins, can make things out of trashRetail, interacts with customers regularlyPet store, young kid who does mischief thingsTheater, technical expertise, interacts with other staff of theaterMall wide announcements (security, mall, etc.)Different locations have a stack of cards containing information, they have unique ability to access these different decks. Info from cards cannot be talked about, you need to move to another player to give them that information.NPCs move on a track separately, they move during the “computer” turn, the mall is a separate turn/entityNPCs control how much players can move (they may have customers they need to deal with)Each round the players have certain actions, different actions if there are customers in the storeSome cards are gossip (from customers), some cards are evidence (physical things you find)Some of the gossip is false, good/juicy information is rareNarrativeThree actsAct 1: Something's going on! Busier than normal, more security, longer shifts than normal because everyone needs to be in the mall, the management wants to keep everyone thereA lot of the rumors are about not being able to do their regular jobs outside of the mallAct 2: It's one of three thingsAct 3: Did we figure out what's going on?You have to figure out what the threat is, afterwards pick some number of ways to deal with it, depending on the response you have a list of tasks to complete to fulfill. If the tasks you did relate to the actual threat, you get points.

    Digital Escape Rooms (with Lydia Symchych)

    Play Episode Listen Later Nov 28, 2024


    All of your hosts are together in the Clubhouse for a special interview! Lydia Symchych is an impact game designer who has been working with Ellen over the last year. Today, she shares her experience of making an escape room that needed to be rendered in both "physical" and and digital environments. Also, sound effects and pillows.In the USA, November 28th is Thanksgiving Day, and November 29th is National Native American Heritage Day. Happy holidays, if you're in the USA—and if you're not, we hope you have something to be thankful for.

    Nice Thinking: "Iterative Game Jam"

    Play Episode Listen Later Nov 21, 2024


    Your nice hosts chew over a concept Stephen brings into the clubhouse: a series of "game jams" where participants iterate on one specific idea in each session.Playdate Update - Fall 2024 - Panic, YouTubeNoble Engine - Noble RobotIGDATC Events - igdatc0:04:30Iterative Game JamMeditations

    Puzzle Systems (with Arvi "Hempuli" Teikari)

    Play Episode Listen Later Nov 15, 2024


    Releasing 2019's "Baba is You" after more than a decade of making puzzle games was a milestone for this week's guest, but it was also just the beginning of his design journey. Arvi "Hempuli" Teikari talks to your nice hosts about the balance between giving players freedom and constraining their expression, the pacing and sequencing of individual puzzles, what happens when a "cool" design annoys players, and more.Arvi's cats make a spirited apperance in the back half of the episode. Here they are basking in the Finnish sun.Puzzle SystemsGame DesignToolsMultimedia Fusion 2 - ClickteamClickteam Fusion 2.5 - ClickteamConstruct - Scirra LtdMP2MP2 Chowdren EngineBring the ice cube to the goal without exposing it to heat. - IncreparePuzzleScript - IncrepareCovechrome - Hempuli, itch.ioYou nice hosts previously discussed what happens to players who become developers in:"Numbers go up."Arvi "Hempuli" TeikariGuestExternal linkHempuli - social media linksHempuli on Itch.io

    Nice Games Jam: "Soapbox Derby OF TIME"

    Play Episode Listen Later Nov 7, 2024


    In this episode Ellen usurps the normal process for a nice game jam prompt to explore her own idea on tabletop mechanics. Who would have thought the scoring system for this game would be 'Points for the Future War'?Stephen's One-Minute Movie - Stephen McGregor's Group, YouTubeDiscussion during developmentSubbuteoSoapboxderby.orgBullet Bill Soapbox Derby Car - Lou Whitmire, Mansfield News JouralPromptMake a tabletop game where the core mechanic is modulating the friction on the board.Game typeTabletop gamePlayer count3-5MaterialsBoard - 5x5 grid where tiles can be placed5 racer sledsRacer weightsTiles with different friction coefficients (terrain tiles)Mission from HQ CardsSpecial Objective CardsSetup1) Racer sleds and racer weights are randomly distributed to the racetrack row. 2) Each racer sled gets the name of a racer. Each racer name should be silly, like Jenny Too-fast or Billy Tumble. 3) Each player draws two Mission from HQ cards and picks one to be their secret objective.  RulesPlayers are given each a set amount of time-travel credits.On their turn, each player uses a time-travel credit to either replace or swap terrain tiles.When each all players have spent their time travel credits, the race is on! All racer sleds are released from their starting box, and the results of the race are observed. Each completed mission results in the number of 'Points for the Future' on the mission from HQ card awarded to that player. The number of points is based on the difficulty of the mission.After the weekend derby is complete (15 rounds), the player with the most point for the future war is declared the winner, but not for 20-30 years.

    Tutorialization with Puzzles (with Luke Spierewka)

    Play Episode Listen Later Nov 1, 2024


    "Tutorials shouldn't feel like tutorials!" Like most aspects of game design, it's an easy concept to summarize but a difficult one to pull off. Luke Spierewka and the team at Afterburn Games have mastered it, using their charming approach in successful titles like Golf Peaks and Railbound. Come learn the arcane secrets of the puzzle game tutorial! Also featuring some great room sound.Afterburn Games (studio)Tutorialization with PuzzlesGame DesignOn crafting Railbound, a cozy track-bending puzzle game - Evgeny Obedkov, Game World ObserverDynablaster (game) - WikipediaLuke SpierewkaGuestLuke is a game designer, programmer, and jack of all trades. He makes games, organizes events, gives talks (and interviews) and does "lots of other stuff." He's worked on many titles, including Railbound, Golf Peaks, Gwent, and SUPERHOT. Learn more about Luke at http://spierek.net/

    "Please go vote." Runtime Asset Management; Double Jump vs. Dash

    Play Episode Listen Later Oct 24, 2024


    This week, your nice hosts talk a little bit about our civic duty before getting into two very on-brand topics. Make a plan to vote on (or before!) November 5th. Information at https://vote.org/Everything You Need to Vote - Vote.orgWhat States Allow Same Day Voter Registration and When? - Rock the VoteThe Only Patriotic Choice for President - The New York TimesThese are the Republicans endorsing Harris over Trump - Niha Masih, The Washington PostDonald Trump Is Unfit to Lead - The New York TimesDonald Trump's First Term Is a Warning - New York Times Opinion, The New York TimesRuntime Asset ManagementPhaserSimplify your content management with AddressablesUnityWADDoom WikiDouble Jump vs. DashGames Are Better With Double JumpsHeather AlexandraKotakuWhy Celeste's dash feels great Alex WiltshireRock Paper ShotgunKaizoWikipedia

    Combat Design (with Timothy Staton-Davis)

    Play Episode Listen Later Oct 17, 2024


    We welcome Timothy Staton-Davis into the clubhouse to talk both the broad strokes and the nitty-gritty of combat design.Melanated Game Kitchen - itch.ioCombat DesignArtGame DesignWe talked about "juice" in game design way back! You can find links related to the topic here as well."I am a Juice Journeyman!"Pacing - Robert Yang, Andrew Yoder, The Level Design BookTimothy Staton-DavisGuestLead Encounter Designer for Brass Lion Entertainment, and Creative Director of Melenated Game Kitchen.External linkhttps://melanatedgamekitchen.itch.io/

    “That's way too many pawns.” Communicating Difficulty; Remixed Play Modes

    Play Episode Listen Later Oct 11, 2024


    This week, Ellen kicks things off with a chat about how games tell players, “This might be tough!” and how to make that fun and fair. Stephen and Mark jump in with their takes on what makes difficulty settings shine. Then, Mark thinks about the practice taking familiar game mechanics and twisting them into something fresh. Think pacifist runs or limited equipment modes. Why limit yourself to one way to play when you can remix the whole game? As always, there are some goofs in here, too.Unity 6 Preview is now available - Nancy Larue, UnityUnity is canceling the Runtime Fee - Matt Bromberg, UnityUnite Conference - UnityHasbro Game Night (for Switch)We Were Here Series - Total Mayhem Games, SteamLoopy: a tool for thinking in systems - Nicky CaseMachinations: Create digital twins for your systems, processes or economies0:21:44Communicating DifficultyReally Bad ChessPuzzmoOrta Therox & Zach GageAggro Crab Studio"Why Quitting Is Usually Worth It"David Duchovny & Stephen DubnerFreakonomics Radio Network0:40:35Remixed Play ModesMetro NexusNoble Robot10 Most Unique Multiplayer Modes In Video GamesJames KennedyThe GamerExtra game modesUniversal Videogame ListPARKS Board Game59 Parks

    "Numbers go up." Scoring 101; Turning off the Gamedev Brain

    Play Episode Listen Later Oct 3, 2024


    This week, learn about what Ellen was like as a student. Stephen wonders if he's made a huge mistake, Ellen does some work research, and Mark insists that there is no such thing as magic.Stephen started a new class: Film making Ellen forced her parents to play another game! Parks Board GameMark saw the Badger Badger Mushroom song for the first time and was underwhelmed. Consequently, Dale was editing and then also got to see it for the first time, and found that this was the correct response. This video is over 20 years old (2003).Badger Badger Mushroom - Weeb's Stuff, YouTubeMark is (still) working on some User Interface Tools in Unity, called NobleTools0:11:26Scoring 101The four types of scoring discussed: 1. Victory Points 2. Experience Points 3. Stats based scoring 4. Hit PointsPerplexity conversationNoodleThe Training ArcadeKurt Vonnigut The Shape of StoriesStephen JohnsonBig ThinkSumming Salt - Mario Kart DSSumming SaltYouTube0:42:39Turning off the Gamedev BrainMoonwalking with EinsteinWikipediaEllen has been watching the behind the scenes special feature for ' The House that Dragons Built'

    Optimization (with Jarryd Huntley)

    Play Episode Listen Later Sep 26, 2024


    Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK' - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest

    "It's hard how my mind works." Audio Middleware; Psychic Distance

    Play Episode Listen Later Sep 19, 2024


    There are now episodes of Nice Games Club for each new day of the year! When you get to the last day of that year, you'll hear about Audio Middleware and Psychic Distance from us in the clubhouse.About the Fair - Minnesota State Fair0:17:06Audio MiddlewareAn example of audio tech conversations we've had in the past.Game Audio Tools and WorkflowsWwiseAudiokineticFMODFMOD0:51:32Psychic DistancePsychic Distance: what it is and how to use itEmma DarwinThis Itch of Writing

    Nice Thinking: "Player Personas"

    Play Episode Listen Later Sep 12, 2024


    In this episode the boys are back in Minneapolis, but they are still thinking about their time with Ellen in Duluth, or Roboluth ;) sSo they are using this episode to talk about instructions, again, but this time though the lens of the different types of "user personas" who will be reading it.InstructionsWhat is Roboston?Roboston is a tabletop game that the the Nice Games Club came up with during an podcast Game Jam Episode. For anyone new to the podcast, we recommend starting two episodes back (at 362), for some background on the game. For those of you who wish for a full memory restoration, here is the full episode list:The original Nice Game Jam where Roboston was concievedRoboston! (Live at 2D Con 2020)A follow up episode 197 continues the devlopment because they were so excited about RobostonRoboston! (part 2)The club worked on the game over winter break in 2020-21, episode 207 summarizes what they worked on."It's March tomorrow."We again visited Roboston over our 2023-24 winter break, and talk about in in episode 337"The Roboston Sessions"Mark and Steven visit Ellen in Duluth where they play a bunch of Roboston"Apply your context, thusly."Rulebook isMore than a script for “the teach”Verbal and visual (and, increasingly, multimedia)Define your PlayersSteve BromleyGame User ResearchDefine your PlayersUser persona is the UX term, Player persona is used in gamesThings to add to the FAQsDoes the value affected by the repeater also get multiplied if you're adding a part? Does the value for a new part always have to come from the torso? Can you send the robot without having arms/legs/heads? How many dice should I try to go for in this check?Player Personas1. Roboston new playersBox inventory list Anatomical diagram of a robot Game setup diagram (game as a whole, what's in your hand) Reference cards (player actions, game phases, etc.)2. Roboston experienced players Table of contents Stats for nerds Index (?) FAQ section3. Inexperienced tabletop game players Invitation to play, sense of fun Build trust with the player as the rulebook progresses4. Experienced tabletop game playersResource, reference Allow them to get right to the core, fast

    The Duluth Basement Session

    Play Episode Listen Later Sep 6, 2024


    Once again from hilly Duluth, Minnesota! On Day 2 of a game design weekend retreat, your nice hosts tackled rules—writing rules, rewriting rules, and playtesting them. It was a long day, culminating with a family playtest of Roboston, featuring a newly written rulebook. How did it go? Well, there's more work to be done, but we learned a lot. Your hosts discuss this and more in today's episode, recorded on Day 3 of Mark's and Stephen's trip to Duluth. Minnesotan Phrases - Wanderlust In Real LifeDante is the adorable troublemaker who barked MULTIPLE TIMES during the recording session.Resources for Rules-WritingTop Six Rules for Writing RulebooksMeeple MountainHow to Teach GamesThe Giant Brain

    "Apply your context, thusly." Instructions; Cynicism

    Play Episode Listen Later Aug 29, 2024


    It's a nice sleepover as this (and next) week's episode is recorded from Ellen's basement in Duluth. Mark has an angle, Ellen shares her topic, and Stephen manages.The view from the rotating resturant that Mark took Stephen to - Ragnar Eythorsson, YouTubeKaren Puzzles - Karen Kavett, YouTube178 (TNG) + 176 (DS9) + 7 (TOS movies, including "Generations" because Kirk was in it) = 361 episodesNice Games Club = 362 episodesOne Piece aired it's 362nd episode 16 years ago. As of press time, it's up to 1116.Our next target is My Three Sons, which has 380 episodes. We will reach that milestone at the end of 2024.0:07:31Instructions0:33:35Cynicism

    "The lensing effect of the window." Theming vs. Aesthetics; Parries

    Play Episode Listen Later Aug 22, 2024


    It's hot in the clubhouse and hot in Ellen's greenhouse this week, so your hosts are eager to crunch through some discussion. Ellen introduces the concept of the MDA framework, and the differences between Theming and Aesthetics, and Stephen comes to a major conclusion about parrying.0:06:40Theming vs. AestheticsThe MDA FrameworkWikipediaEllen promised Dictionary.com definitions, so here you go:AestheticsDictionary.comThemeDictionary.comWe talked about theming and aesthetics for a GameJam Game from a previous episodeThe Bike BoomAlien Isolation Themes explored n : Demystifying the Terror of Alien IsolationAndy RobertsonWired0:28:56ParriesStephen's list of why parries are so popular: 1) A way to reward mastery or paying attention 2) Rewards participation 3) An appreciable way to consider mastering the game The different variations of Parrying 1) Just Dodges 2) Traditional Parrying (miss = block) 3) Dynamic Parrying release parrying 4) Alternate button (paper mario parrying) EVO Moment 37Wikipedia

    Accessibility (with Dave McKee)

    Play Episode Listen Later Aug 15, 2024


    We invite music producer and sound designer Dave McKee into the clubhouse to talk about accessibility in games this week.AccessibilityAccessibilityGame DesignControl Accessibility Report - "Vivek Gohil, Ben Kendall", Family Gaming DatabaseInclusive Gaming: How Game Developers Can Make Video Games More Inclusive And A… - Accessibility.comVisual impairment accessibility musts:High ContrastUser-set color schemesBig Icons! (more important even than large text, which is also important)Leverage Haptics (HD Rumble) paired with visual cuesToning the music down (Dave recommends, regretfully)Accessibility options should come up at a game's first-launchThe next Forza will help blind players race by listening to ‘beeps and boops' - Tom Warren, The VergeRay Tracer - WayverbHow Next-Gen Audio Improvements in Snowdrop Could Mean Real-Time ‘Ray-Tracing A… - Youssef Maguid, UbisoftTekken 8 Accessibility Features Are Causing Controversy - Trumann Tu, GameRantThe Importance of Audio Described Cutscenes - Dom Parker, LinkedInSelf-Voicing - Ren'PyAdditional Resources not talked about on the showXbox Accessibility Guidelines V3.2 - MIcrosoftCan I Play That? - Can I Play That?XR Access - XR AccessDave McKeeGuestAn electronic and orchestral music producer and sound designer going by the name ViRiX.External linkLinktree

    "Imagine it's running on a potato." Targeting Multiple Platforms; Spirit Island Spirits

    Play Episode Listen Later Aug 9, 2024


    We face complexity head-on this episode with two topics that will get your neurons firing. Mark walks through considerations involved with publishing a game to multiple platforms. It's not easy, but it's a lot easier if you plan for it from the start! If you've listened to recent episodes, you'll know that Stephen has been obsessed with the tabletop game Spirit Island. Today, he shares some of the work he's done in creating a new, customized spirit for the game. Also, Mark experiences glitches, and the hosts plan a visit.Twin Cities Playtest from IGDA-TC - Eventbrite0:06:56Targeting Multiple PlatformsWe talked about porting games in Episode 175."Kapow?"Git fork vs branchGreg FosterGraphiteSlayers X: Terminal Aftermath: Vengeance of the SlayerFandomAllow controls to be remapped, reconfiguredGame Accessibility GuidelinesA Brief History of the Playstation's Confirm And Cancel ButtonsThe Wired Fish Network BlogA Brief History of A & BMatthew GallantThe Quixotic Engineer Blog0:46:49Spirit Island SpiritsSpirit of Creation channelDiscordSpirit Design Deep DiveemilintleGoogle DocsSpirit IslandGreater Than GamesHow to Play: Spirit IslandGreater Than GamesYouTube

    Physics 101 (with Scott Lembcke)

    Play Episode Listen Later Aug 1, 2024


    "Pillar of the community" and creator of Chipmunk2D Scott Lembcke visits the clubhouse to talk velocity, constraints, and rigidbodies. Ellen gets the music in her head, Stephen didn't learn the opposite lesson, and Mark makes a pretty good joke about friction.Physics 101ProgrammingChipmunk2D - Scott Lembcke , GitHubGopher (protocol)Building Excalibur.js - Erik Onarheim, YouTubeI'm pretty sure this was the song stuck in Ellen's head.What is an AABB? - Michael Rubloff, Radiance FieldsVeridian Expanse - Howling Moon Software, SteamIs pool actually just mathematics? - Stand-up Maths, YouTubeWhat is up with the spherical cow? - Rhett Allain, WiredAdvanced Character Physics - Thomas Jakobsen, Carnegie Mellon UniversityArc length of an ellipse - Ed Sandifer, The Euler ArchiveBox2D version 3.0 beta test has launched! - Erin Catto, MastodonTen Minute Physics - YouTubeScott LembckeGuest

    "Gentlemen, is this where the fisticuffs occur?" Familiarity; Pacing Mechanics

    Play Episode Listen Later Jul 25, 2024


    In this episode, Stephen gets excited about Summer Games Done Quick, reveals some Doctor Who spoilers,and then is shocked that Flappy Dragon has more dragons.Ellen ponders rituals, and why she comes back to some games and not others. And finally Mark wonders if it is okay to get lost in a super-fun mini-game.0:12:21FamiliarityEllen asks the internet: What are "casual Games"?https://www.perplexity.ai/search/What-are-casual-lDsnct7cTKiv.pJMXYef6wEllen asks the internet: What are "Cozy Games"?https://www.perplexity.ai/search/What-are-cozy-9nReq70iRU6wRyzD1TTSEA0:34:34Pacing MechanicsPaper Mario: The Thousand-Year Door Sets the Standard for Classic Game RemakesEric RavenscraftWired

    Nice Games Jam: "The Bike Boom"

    Play Episode Listen Later Jul 18, 2024


    In the first Nice Games Jam in a few months (and we made it a long one!), your nice hosts explore the history of bicycles to develop a racing board game.Our last Nice Games Club episode:EddiesTwo Wheels Good - Jody RosenSafety Bicycle - WikipediaPromptDesign a racing game in a historical setting.Game typeTabletop gamePlayer count2 - 4MaterialsMap book4-sided diceMeeple to represent racersSetupChoose a map to race on in the map book (only one made right now)Choose a starting point and an ending point on the mapDraw a conditions card from the conditions deck (not made yet! We just used rain, where you have to make a Stability check each time you make a turn)RulesSame area through timeYou choose your rider and bike (each with different stats) based on how the map looksYou spend your resources to get new bikes or upgrade a bikeWe started with penny farthings (bad stats), you can buy better ones later.At the start of the race you draw a “condition”, affects the course to make more stability checksYou also randomly get a start and end place (we just set it as corner to corner for testing)Types of stats: Speed: how far you can goWeight: how heavy your bike is, how hard uphill is and how fast downhill isCapacity: how much you can hold on your bikeStability: how easy it is to get past stability checksDurability: how much failing a stability check affects you  

    "Ellen's going to be so mad!" Creative Direction; Time Management

    Play Episode Listen Later Jul 12, 2024


    Time is money, friend! Okay, not always. Sometimes time is a puzzle involving many interlocking responsibilities. That's Beth's situation, and she asks Mark and Stephen for advice on time management in the second half of this roundtable episode. During the first half, Stephen shares some BIG NEWS that will soon place some additional responsibilities on his shoulders. Beth and Mark offer suggestions.Narrative NuanceVerdant Skies0:4:40Creative DirectionA previous episode relating to Stephen's big news!Nice Thinking: "Sledgehammer Bride"0:31:35Time ManagementPomodoro TechniqueWhat is a sprint?Scrum.orgThe Eisenhower Matrix (important vs urgent)Wikipedia

    The Intersection of Puzzle and Story (with Ron Gilbert)

    Play Episode Listen Later Jul 5, 2024


    Your nice hosts welcome famed designer Ron Gilbert (Monkey Island, Thimbleweed Park) into the clubhouse to discuss the virtues of inexperience, friction for its own sake, how it's all about story, and it's puzzles all the way down.The Intersection of Puzzle and StoryGame DesignNarrativeProductionReturn to Monkey Island will have a hint system because the internet exists now - Joshua Rivera, PolygonVerdant Skies - SteamClassic Game Postmortem: Maniac Mansion - GDC, YouTubeThe phrase "confederacy of dunces" derives from a Jonathan Swift quote.Examples of movies that feature a poorly-received genre twist include Serenity (2019), Remember Me (2010), and Safe Haven (2013).Ron GilbertGuestOwner of Terrible Toybox, the designer/creator of Monkey Island, The Cave, Pajama Sam and the designer/co-creator of Maniac Mansion, DeathSpank and Thimbleweed Park. Co-designer of Return to Monkey Island.External linkMastodon - @grumpygamer@mastodon.gamedev.placeBlog - Grumpy GamerStudio - Terrible Toybox

    "The super-powerful beam or whatever." Code Libraries; Game Overs

    Play Episode Listen Later Jun 27, 2024


    This week, your nice hosts talk about code that isn't yours and ask about the natural conclusion of the narrative. Mark is handy, Ellen kinda wants to add a note, and Stephen is grounded.It looked so easy in the brochure, but the brochure lied - Antony Ingram, Hagerty0:07:41Code LibrariesBest practices for writing code commentsEllen SpertusStack Overflow BlogDeclare namespaces to organize typesMicrosoft LearnYour nice hosts discussed licensing in a previous episode:"What's a little grand larceny?"Game OversAlternatives to the Game Over screenGame DeveloperWe didn't mention it in the episode for some reason, but our "Metroidvania-lite" game Widget Satchel had no deaths, game overs, or failure states.

    Game Production (with Ryan Adams)

    Play Episode Listen Later Jun 20, 2024


    This week we invite Ryan Adams, of Corgi Art House fame, to discuss his expertise in game production. Ryan shows us how production is more than just moving tickets around, and how valuable it is to have someone on the team organizing tasks for everyone. But also, there's plenty of moving tickets around!Game ProductionProductionCorgi Art HouseBlood On The Thames - SteamClickUpBuilding Better Games - Benjamin Carcich and Aaron SmithBecoming a Game Producer - Pauline GepilanoHow to prepare yourself for Game Production - Creative Assembly, YouTubeFive Traits In A Good Producer - Timothy Cain, YouTubeRyan AdamsGuestRyan Adams is a junior producer at Corgi Art House.External linkLinkedIn

    "One thing cannot hold all the passion I have." Pivoting; Working on Multiple Projects

    Play Episode Listen Later Jun 13, 2024


    This episode recounts each guests' recent project - Stephen is developing a new spirit for Spirit Island, Ellen is getting into music, and Mark talks at length about his car. The club helps Ellen process a recent pivot her company had to make. And Mark reveals some simple insights from his life: urgent vs. high priority, he has an irritating existence, that he's very restless, that he's skeptical of his satisfaction, somethings that I know very well, being married to him. The episode ends with a pitch build an emotional support group on nicegames.club/discord, by asking everyone to share how they structure their time.Stephen and Spirit IslandSpirit Island - Board Game GeekEllen gets into musicMark's SmartCarThomas Jefferson was born in Virgina - WikipediaMark changes out his car panels - Mark LaCroix, ThreadsPlease support us financially and emotionally through the following:patreon.com/nicegamesclubnicegames.club/discord0:11:20PivotingTango Gameworks of Hi-Fi Rush was closed0:40:27Working on Multiple ProjectsThe Eisenhower Matrix task managment matrixAsanaThe days in the lives of creative work from Mason Curryin a circle chartdeMilkedin an infographic Open Culturein an articleThe Marginalian

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