Jeff's World of Game Design

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I should be allowed to shoot my mouth off, I should have a call-in show

Jeff Warrender
United States
Averill Park
New York
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Geez, two TMBG post titles? I may be becoming predictable.

Here's today's idea. I don't really have any interest in becoming a boardgame content creator, though I've enjoyed joining in on the Who What Why cast. But my daughter bought a fancy Snowball mic and isn't using it, and I hate to see it go to waste. On the other hand there are enough podcasts of people talking about games or interviewing people about games they've designed and no need to add to that. Moreover, I'm not a tech whiz and don't want to have to become one.

So, given those constraints, what kind of podcast would a person like me create? Here's the best idea I've come up with so far:

indigo "Design Doctor": people call in (pre-arranged) to share their design problems, and the Doctor, along with his guest designer, spitballs some possible solutions or ideas that the person might try. Since the Doctor in question is me, the Doctor also couches the advice in the principles of his hit design book, which makes the whole thing basically a big commercial for the book, but does at least give the listeners something beyond just a dive into the weeds of some caller's broken design; by hearing the Doctor's answers, they learn something that may help their own designs too.

This didactic purpose helps ease the pressure of the Doctor having to be especially charismatic or entertaining, and of having to carry the show with the strength of his ebullient personality.

The goal would be for each episode to be about 25 minutes: 5 minutes intro/chit chat with the guest, 10 minutes on each of two games, boom, out. Just the right length to listen to an episode on a typical person's commute or lunch break.

Well, what say you, would this be an interesting format for a podcast? I guess the thing may be to just try it and see how it goes. The trick seems to be getting callers, because they have to be able to describe their game and state the problem incredibly succinctly, and the average designer probably can't do either of those things very well. And we need design issues that are things like "there doesn't seem to be much of an arc", not "the cost of this one card seems a bit too high if it's used in this very specific circumstance", etc.
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