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Pretentious Game Ideas

Ruddy Games

Pretentious Game Ideas

A weekly Video Games, Arts and Design podcast
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Pretentious Game Ideas

Ruddy Games

Pretentious Game Ideas

Episodes
Pretentious Game Ideas

Ruddy Games

Pretentious Game Ideas

A weekly Video Games, Arts and Design podcast
Good podcast? Give it some love!
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Episodes of Pretentious Game Ideas

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We're back with a very special episode, as co-host Ryan Anderson walks us through their design methodology for the combat in Wintermoor Tactics Club.  We break down how Ryan intentionally approached Wintermoor so that it would introduce new pla
Jon and Kyle sit down to discuss player proactivity in tabletop roleplaying. What is the difference between proactive and reactive play? Why is proactivity important for collaborative storytelling? And how do you create a space where your playe
The gang breaks into Death Stranding and Animal Crossing, two games that are perhaps more similar than they first appear.  We discuss how adding friction to mechanics can make the player feel more present in the game world and debate whether th
The gang digs into the audacious design of Doom Eternal, which manages to be too similar to its predecessor for new players to learn, yet is also too different for some existing fans to enjoy. You can punch the ribs out of a giant brain with a
After taking a few months off, we're back ready to discuss the latest and greatest in digital games... by talking about a five-year-old mobile game.  Rob's been grooving on Clash Royale's clan battles, and the gang discusses how these types of
We're back with another dive into the fascinating world of tabletop roleplaying! This time, Jon comes to Kyle with a problem -- he feels anxious that the last session he GMed didn't go so well, and he's not sure how to deal with this in a const
We're back to discuss more of the hows, whats, and whys of GMing tabletop roleplaying games! This time, Kyle and Jon discuss how to get your players to engage their imaginations and provide more colorful contributions to the ongoing story. Amon
We're trying something new! While video games are cool and all, we've been spending a lot of our design energy recently playing, running, and thinking about tabletop RPGs. RPGs are some of the most fascinating and unique gaming experiences you
It's the end of the 2010s, and the gang is looking back to try and make sense of what just happened. Join us for a jaunt down memory lane that is almost as insightful as it is exhausting. You'll laugh, you'll cry, and you'll be amazed at how ma
The gang discusses Really Bad Chess, which is actually really good. We dig into how developer Zach Gage made a classic game more fun and accessible, and Rob expresses his surprisingly deep love for Backgammon.
The gang discusses the gorgeous visual album game Sayonara Wild Hearts, heaping praises upon its aesthetics but picking apart its bizarre relationship with its scoring system.
The gang discusses the gorgeous visual album game Sayonara Wild Hearts, heaping praises upon its aesthetics but picking apart its bizarre relationship with its scoring system.
The gang discusses comedy in games and how Untitled Goose Game and What the Golf? each tackle this difficult design area.
The gang discusses Fire Emblem: Three Houses, the latest entry in the long-running tactics RPG series. We dig into how Three Houses uses its character development mechanics to encourage the player to invest in their characters both mechanically
We discuss Fantasy Flight Games' recent 'unique deck game', Keyforge, in which every deck you buy is a randomly generated, unique, and unchangeable combination of cards. We look at how this system makes the game more approachable than tradition
The gang compare the card combat systems in Steamworld Quest and Slay the Spire and analyze how one simple difference massively changes the focus of each game.
We're super excited to be joined by Alex Beachum, creative director of Outer Wilds, the time-looping space exploration game that won the Independent Game Festival's grand prize back when it was still a student project. Together we explore the s
Jon and Rob discuss how the developers of 2016's Doom reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment. (We also referred to Doom 2016 as Doom 5,
Jon and Rob are back from vacation, and we're ready to deliver some spicy hot takes! This time: Jon can't stand playing Dungeons & Dragons, despite loving lots of other tabletop RPGs. Improv comedy technique, homebrew magic systems, and bad fan
This week we're discussing one of the most important skills for a professional game designer to cultivate -- workplace communication! We share thoughts and personal anecdotes on how to clearly get your ideas across, how to foster a non-toxic wo
Continuing on from last week's discussion of non-standard RPG stats in games, we dig into the confusingly named stats that make up Bloodborne's progression system. Designs will be analyzed, honor will be challenged, and in true From Software fa
The gang discusses Digimon World's Brains stat and how it allowed the designers to tutorialize the game's combat by abstracting the player's access to each monster's moves until they had gained a certain level of familiarity with them. Also: th
We're back with a new interview episode! Special guest Casey Yano drops by to discuss the experience of developing his hit game Slay the Spire using early access development, in which a game is made available for play and purchase while it is s
Rob and Jon take to the mics alone to discuss Ladykiller in a Bind, Christine Love's 2016 visual novel about queer romance and mistaken identities. Specifically, we're digging into Ladykiller's innovative dialogue system, breaking down what mak
Ryan's computer is down for the count, so Rob and Jon go it alone to discuss Beat Saber's campaign mode and how its modifier-based system makes it both more fun and more educational than other rhythm games' campaigns.
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