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Sirlin.Net - Game Design

David Sirlin

Sirlin.Net - Game Design

A Games and Hobbies podcast
Good podcast? Give it some love!
Sirlin.Net - Game Design

David Sirlin

Sirlin.Net - Game Design

Episodes
Sirlin.Net - Game Design

David Sirlin

Sirlin.Net - Game Design

A Games and Hobbies podcast
Good podcast? Give it some love!
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Episodes of Sirlin.Net

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Fantasy Strike is our new fighting game. We've just announced it and begun crowdfunding for it on Patreon. This podcast explains what Fantasy Strike is all about. We cover the high concept about making a fighting game more accessible from top t
Kickstarters projects are notoriously late. I give advice on how to ship your Kickstarter project on time. I've shipped 5 out of 5 Kickstarters on time, so it's time to share the best practices of how you can do that too. Learn about how comple
We discuss Overwatch, Blizzard's first-person shooter. It far exceeded our expectations and we attempt to explain how it manages to do that. This isn't a "review," but rather us analyzing the design decisions involved, trying to define the secr
We discuss the design of Heroes of the Storm. It's a bold entry in the MOBA genre and impresses us greatly. We cover the many things is does differently than the rest of the genre that we view as improvements. No last hits, no deny, shared XP,
We discuss the Codex card game, on Kickstarter at the time of this recording. Codex is a customizable (but not collectible) card game that has way different design goals than other CCGs. It's been in development ridiculously long, over 10 years
We discuss the release of Starcraft 2's third expansion, Legacy of the Void. This is a look back at what we liked about Starcraft from the very start, what things Blizzard changed for the better over time, and what things we think they really s
We discuss "easy special moves" in fighting games. We can pretty quickly say why they are a good or bad idea, but the bigger issue is trying to clarify what the term means to help others avoid muddled discussions on this topic. What is a game
We discuss techniques I use to balance games. The point more about HOW we talk about such things and the general approach rather than any specific example, but we cover many specific examples to illustrate the points. Includes examples from Str
We discuss the development of the revised printing of Flash Duel. Flash Duel is a simple and fast card game that in high level play ended up being bogged down by lengthy calculations. We talk about the design changes that address this as well a
We discuss the development of Pandante's expansion and 2nd edition. All three of us were involved in this development and playtesting. The core game has simplified and streamlined rules and we go through each one and explain why we made these c
We discuss the drama created by stories that pose moral questions. Stories set outside the law make us think even more about these questions, so that could explain why so many popular stories have settings that take us outside of our familiar s
We discuss sequels to movies and games. Sequel can mean a lot of different kinds of things, so we sort out the different kinds of sequels. This leads up to a discussion about how to handle sequels in highly replayable games.
In this episode, we discuss the many problems with games where players ban each other's characters. We touch on League of Legends, DOTA2, and Heroes of the Storm, though this discussion is applicable to any form of in-game banning in any game.
We discuss the Street Fighter 5 trailer as well as the games we're playing now: Super Mario 3D World, Smash Bros. 4, Transistor, and Counter-Strike: Global Offensive. Sirlin gives an award for worst menus in a game while Aphotix gushes about a
In this episode, we discuss the kind of things that go wrong when creating rules for a tournament. The rules for high profile tournaments are sometimes surprisingly bad, yet even when we avoid the obvious problems, it's still very difficult to
In this episode, we discuss uneven playfields in competitive games. That's when a competitive game gives some players a material advantage, rather than being fair. Although fairness should be a basic premise of a competitive game, MOST competit
Game design discussion about cooperative games, covering tabletop games and video games. MrGPhantome complains about his friends' gaming tastes in a guest segment.
Topics include cocaine logic, randomness in games, how to make games less solvable, and guest star garcia1000 extols the virtues of Clicker Heroes.
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