Episode 131 - Managing RPG Development Teams

December 9, 2017

Recorded at Metatopia 2016

Presented by Emily Dresner, Fred Hicks, Rob Donoghue.

You're a successful indie publisher! You did a great job wearing all the hats - game designer, writer, editor, artist, and graphic designer. Now, you want to create something bigger and more grand! You discover that, without years of time, you cannot carry out your vision yourself. You need other people... and that leads to new headaches. We'll talk about tools, techniques, schedules, planning, effective communication, using freelancers, and even a little Agile on how to turn yourself from a one man band into product making machine.

00:0000:00

Episode 130 - It Won’t Fit

December 2, 2017

Recorded at Metatopia 2016

Presented by Kenneth Hite, Jason Pitre, Marissa Kelly, Fred Hicks.

When designing a game, the temptation is to use another tested rules set: Fate, PbtA, HERO, BRP, OSR, or what have you. When shouldn't you do that? What demands special treatment, and when should you make it yourself? 

00:0000:00

Episode 129 - Printing and Manufacturing 101

November 25, 2017

Recorded at Metatopia 2016

Presented by Christopher Badell, Zev Shlasinger.

Once you've designed the game, it's time to produce it. Our panelists have dozens of finished products between them and offer their expertise to make your process smoother.

00:0000:00

Episode 128 - Designing with Production in Mind

November 18, 2017

Recorded at Metatopia 2016

Presented by Matt Fantastic.

How many cards are on a typical printing sheet? Can half an inch really save you that much money? Is it possible to license a mold? These sorts of questions shouldn't be the first thing you think about when making your next amazing game, but they can play a huge part in how realistic it is to actually get into print. Join Matt Fantastic as he talks through a bunch of common mistakes, easy fixes, and ways to look at your design/project that will save a bunch of money when it comes time to actually make it.

00:0000:00

Episode 127 - Giving and Receiving Feedback

November 11, 2017

Recorded at Metatopia 2016

Presented by Darren Watts, Jeff Tidball, John Adamus.

Our panelists talk about how to be good testers. Learn how to hear the questions being asked and answer with useful feedback. We all want to give helpful criticism; learn more about how to do that.

00:0000:00

Episode 126 - Ground Truth

November 7, 2017

Recorded at Metatopia 2016

Presented by Jason Morningstar, Jay Sylvano, Benjamin Morrow.

Games can obviously be political and create empathy, but can they be journalism? Can they create change, spur activism, prompt meaningful dialog? What does it take to make a game with a contemporary theme or focused on an important issue - and what can go wrong?

00:0000:00

Episode 125 - The Iceberg Method

October 28, 2017

Recorded at Metatopia 2016

Presented by Kenneth Hite.

In this year's iteration of "Ken Rambles About Stuff", Ken argues for the 'Iceberg Method' of game research. He is also likely to touch on how (and how much) to do research for setting design purposes, and may even divagate into the how and why of researching other game mechanics.

00:0000:00

Episode 124 - The CMU Playtesting Study

October 21, 2017

Recorded at Metatopia 2016.

Presented by Judeth Oden Choi, Jessica Hammer.

Presentation of our findings from a two-year long study of playtesting practices and education. As we build and refine our games, sometimes it's hard to hold onto those brilliant ideas and goals that first inspired us. Playtesting with a purpose is about articulating design and experience goals for your game and using playtests to help refine those goals and express them more fully in game play. We will invite participants to try out some of our methods and open up for discussion of playtesting practices.

00:0000:00

Episode 123 - Designing for Retail

October 15, 2017

Recorded at Metatopia 2016

Presented by Melissa Lewis-Gentry, Cat Tobin, Matt Fantastic, Zev Shlasinger.

Have you ever played (or made!) a fantastic game, and then wonder why no one has it? Ever wonder why no one other than the Kickstarter backers bought a certain game? Ever make a game, then try to go through distribution and realize you'll lose money selling that way? Not all games are designed for retail sale! This panel will discuss the design choices that see success in a retail setting, and if retail is right for your game. Topics discuss will be graphic design choices and packaging, pricing and 3 tiered distribution, Organized Play and Demoing, and using retail sales as marketing.

00:0000:00

Episode 122 - Kickstarter 2016

October 10, 2017

Recorded at Metatopia 2016

Presented by Christopher Badell, Jason Walters, Marie Poole.

Planning and running a Kickstarter campaign can be like designing and playing another game. Will you hack an existing formula or take a risk on an unusual approach? Will it include lots of fiddly mechanics and rewards or will you take a more artistic direction? When you're running the campaign, how do you play the roles of marketer, designer, publisher, business person, and artist? Join panelists as they talk about the design and management of Kickstarter campaigns themselves. In what ways have they evolved into established systems (stretch goals, etc.) and how are some creators breaking those conventions?

00:0000:00