『Games Every Designer Should Play』のカバーアート

Games Every Designer Should Play

Games Every Designer Should Play

著者: Stuart Lilford
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This is ’Games Every Designer Should Play,’ the podcast that explores the world of game design by analysing some of the greatest games of all time. Join your lecturers in game design: Stuart Lilford, Adrian Mills, and David Grant, as they explore the essential games that have left a lasting impression on the industry and on us. In each episode, we dissect and analyse a game that shaped the landscape of game design. From classic titles to contemporary masterpieces, we unravel the intricate layers of gameplay, narrative, and art direction, offering valuable insights for both aspiring and seasoned game designers. Whether you’re looking for inspiration, seeking to understand the principles of great game design, or simply love exploring the artistry behind your favorite games, this podcast is your go-to source. Subscribe now for a front-row seat to the fascinating world of game design, and discover the games that every designer should play. At the end of the episode one of us will reveal to the others the game for the next episode. Will it be beloved by all or could it be controversial? You’ll have to listen to the end to find out!Copyright 2026 All Rights Reserved SF アート
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  • EP18: Dorfromantik - Games Every Designer Should Play
    2026/07/04

    Welcome to Episode 18 of Games Every Designer Should Play, the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they discuss Dorfromantik and what this award-winning cozy game can teach aspiring designers.

    🚨 Spoiler alert for the game! We recommend playing Dorfromantik before listening, although the experience isn't heavily story-driven.

    In this episode, we explore why cozy games have become one of the fastest-growing genres in modern gaming, and how Dorfromantik creates surprising depth from an incredibly simple core mechanic. We discuss the KISS principle, the value of design constraints, and why elegant mechanics often outperform feature-heavy game design.

    We also examine the importance of game feel, visual polish, and player feedback, debate whether adding more mechanics would actually improve the experience, and discuss why aspiring game developers should focus on building small, polished games rather than overly ambitious projects.

    Featuring community feedback and the verdict: Is Dorfromantik a game every designer should play?

    📧 Email us your comments or questions about the game we'll be discussing next at shouldplaypodcast@gmail.com

    It's Stuart's turn to choose the game for the next episode. His clues suggest an RPG unlike anything we've covered before... but will Adrian and David approve of the choice? You'll have to listen to the end to find out! 👀

    #Dorfromantik #GameDesign #GamesEveryDesignerShouldPlay #CozyGames #IndieGames #PuzzleGames #StrategyGames #GameDevelopment #GameDesignPodcast

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, X, Bluesky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support.

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    1 時間 1 分
  • Downwell - (Small) Games Every Designer Should Play [BONUS EPISODE]
    2026/06/13

    Welcome to this bonus episode of Games Every Designer Should Play, the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they descend into the minimalist, addictive, and brilliantly designed world of Downwell.

    🚨 Spoiler alert for the game! We STRONGLY advise you to play before listening.

    In this episode, we explore what Downwell teaches us about game design — and why it stands as one of the best examples of doing more with less. Armed with little more than a simple control scheme, a procedurally generated well, and a pair of gunboots, Downwell creates an endlessly compelling gameplay loop built around mastery, momentum, and risk versus reward.

    We discuss how the game extracts remarkable depth from a tiny set of mechanics, why limitations and constraints often produce better design solutions, and how every action in the game serves multiple purposes. Along the way, we examine the psychology of falling rather than climbing, the importance of visual and audio "juice", how rapid run times make difficult games more approachable, and why Downwell remains a masterclass in elegant game design.

    Featuring feedback from listeners and the verdict: Is Downwell a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    Tune in next episode for Dorf Romantik!

    Don't forget to subscribe, like, and share!

    #Downwell #GameDesign #GamesEveryDesignerShouldPlay #IndieGames #Roguelike #GameDesignPodcast #ProceduralGeneration #GameDevelopment #GameFeel #DesignThinking

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter, BlueSky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support.

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    46 分
  • EP17: Gorogoa - Games Every Designer Should Play
    2026/05/23

    Welcome to Episode 17 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they see what's between the panels in Gorogoa.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we explore what Gorogoa teaches us about game design — and why it's a great example of doing more with less. We look at how limitations are a designers friend and why it's vague narrative is so powerful.

    We also discuss the importance of design constraints, the idea that fewer mechanics can lead to more meaningful play, and how Gorogoa proves that strong art direction will always outlive realism. Along the way, we break down its oblique narrative design, its careful puzzle pacing, and the confidence it shows in players by offering no tutorials or hand-holding.

    Featuring feedback from listeners and the verdict: Is Gorogoa a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    #Gorogoa #GameDesign #GamesEveryDesignerShouldPlay #IndieGames #PuzzleDesign #NarrativeDesign #GameArt #GameDesignPodcast #DesignThinking

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter BlueSky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support

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    1 時間 2 分
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