Published by Stuart Lilford
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!
Listen on Apple PodcastsWelcome 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 dive into the wonderfully chaotic, physics-driven world of Soccer Physics. 🚨 Spoiler alert for the game! We STRONGLY advise you to play before listening. In this episode, we explore what Soccer Physics teaches us about game design—and why a game with just one button can be one of the funniest and most memorable multiplayer experiences ever created. With a single input, unpredictable physics, and a handful of random modifiers, Soccer Physics proves, once again, that great games don't need complex mechanics to generate endless entertainment. We discuss how the game embraces simplicity without sacrificing depth, why constraints often lead to more creative design, and how emergent gameplay creates moments no designer could ever script. Along the way, we examine the power of physics-based comedy, the role of randomness in replayability, the importance of fast feedback loops, why games can be just as enjoyable to watch as they are to play, and what aspiring game designers can learn from rapid prototyping and experimenting with simple systems. Featuring the verdict: Is Soccer Physics a must-play for every designer? 📧 Email us your comments or questions on the game discussed in the next episode (Disco Elysium) at shouldplaypodcast@gmail.com Keep an eye out for more bonus episodes, alongside our full-length discussions of the games every designer should play! Don't forget to subscribe, like, and share! We are @ShouldPlayPod on Instagram, Twitter, BlueSky, Threads, and YouTube. #SoccerPhysics #GameDesign #GamesEveryDesignerShouldPlay #IndieGames #PhysicsGames #GameDevelopment #MultiplayerGames #EmergentGameplay #GameDesignPodcast #IndieDev Thank you for tuning in! 🎧✨ === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Thanks to Gary Mitchell for Technical Support.
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.
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.
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
Welcome to Episode 16 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 blast off into the vibrant, gravity-defying world of Super Mario Galaxy. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. n this episode, we explore what Super Mario Galaxy teaches us about game design — and why it remains one of the most celebrated 3D platformers ever made. We break down how its innovative use of gravity reshapes 3D movement, how its tightly structured levels deliver constant variety, and why its game feel and presentation are so consistently satisfying. We also dig into the game’s more critical aspects, questioning whether its linear structure and repeated ideas hold it back compared to the sandbox freedom of Super Mario 64. Along the way, we discuss its unforgettable musical score, the joy of launching into each level, and the surprisingly emotional story of Rosalina. Featuring feedback from listeners and the verdict: Is Super Mario Galaxy a must-play for every designer? 🔴 BACK ADRIAN'S KICKSTARTER: https://www.kickstarter.com/projects/zappedtothepast/zapped-to-the-past - The ZAPPED TO THE PAST C64 BOOK 🔴 📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com It's Adrian'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! 👀 Don't forget to subscribe, like, and share! #SuperMarioGalaxy #GameDesign #GamesEveryDesignerShouldPlay #Nintendo #LevelDesign #GameFeel #Mario #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
Welcome to Episode 15 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 venture into the brutal, beautiful, and uncompromising world of Dark Souls. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we unpack what Dark Souls really teaches us about game design — and why so many players bounce off it before it finally clicks. We explore how its difficulty, obscure systems, and fragmented storytelling are not accidents, but deliberate design choices that encourage learning, mastery, and community discussion. We analyse iconic boss encounters like Ornstein and Smough, examine how risk and reward shape player behaviour, and discuss why Dark Souls’ approach to environmental storytelling and level design continues to influence modern games. We also take a critical look at its onboarding, questioning how much friction is productive — and where the game perhaps goes too far. Featuring feedback from listeners and the verdict: Is Dark Souls 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 Stuart'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #GamesEveryDesignerShouldPlay #DarkSouls #GameDesignPodcast #FromSoftware #LevelDesign #BossDesign #GameAnalysis 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
Welcome to a Special Christmas 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 game design lecturers Stuart Lilford, Adrian Mills, and David Grant as they return to Shadow Moses to unpack the legacy of Metal Gear Solid — one of the most influential and idiosyncratic games ever made. 🚨 Spoiler alert for the game! We strongly recommend playing Metal Gear Solid before listening. In this episode, we explore how Metal Gear Solid blends cinematic storytelling, memorable characters, and inventive stealth mechanics to create a landmark experience. We discuss its iconic boss fights and how they subvert player expectations, the way it famously breaks the fourth wall, and how countless small details — codec calls, animations, sound design, and contextual interactions — elevate the entire experience. On the critical side, we examine the game’s portrayal of female characters, questioning how well it has aged, and debate whether the second disc adds meaningful tension or feels like unnecessary padding. We also reflect on how its setting, tone, and ambition defined The Rule of Cool. 🎧 Featuring listener feedback and the verdict: Is Metal Gear Solid still a must-play for every designer? 📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com Don’t forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #MetalGearSolid #StealthGames #NarrativeDesign Thank you for tuning in — and happy holidays! 🎄🎧✨ 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.
Welcome to Episode 14 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 roll into the wacky, colourful world of Katamari Damacy. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we discuss how Katamari Damacy nails its core gameplay loop, providing constant feedback and a sense of progression through clever design. We explore its unique game feel — from whimsical sound effects to imaginative art direction — and how its playful mechanics, hidden side-challenges, and subtle depth keep players engaged. Plus, we look at all the extra touches the game affords, like the addition of the snorkel, the item descriptions, and the amazing end-credits level. Featuring feedback from listeners and the verdict: Is Katamari Damacy 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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #KatamariDamacy #IndieGames #GameMechanics #CoreGameplayLoop 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
Welcome to a Special Bonus Halloween 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 discuss Mouthwashing — a visceral indie game that shows us how to tell a powerful narrative. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we discuss how Mouthwashing demonstrates the value of starting small, using a compact scope to deliver a focused and memorable experience. We explore how removing player choice can strengthen narrative impact, how environmental storytelling and sharp dialogue build emotional depth, and how leaning into limitations — whether in animation, art style, or level design — can lead to bold creative decisions. 📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #IndieGames #NarrativeDesign #Mouthwashing Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Thanks to Gary Mitchell for Technical Support
Welcome to Episode 13 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 try to communicate the chaotic pressures of Keep Talking And Nobody Explodes. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we discuss how Keep Talking and Nobody Explodes transforms communication itself into gameplay, creating tension, teamwork, and comedy through pure verbal coordination. We explore how its VR origins shaped its design, how its paper manual becomes a brilliant piece of diegetic UI, and why its approachability makes it one of the most inclusive multiplayer games ever made. We also look at what designers can learn from its game jam roots, where a 48-hour prototype evolved into a timeless co-op experience. Featuring feedback from listeners and the verdict: Is Keep Talking And Nobody Explodes 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 Adrian'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #KeepTalkingAndNobodyExplodes #IndieGames #CoopGames #CommunicationDesign Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Thanks to Gary Mitchell for Technical Support
Welcome to Episode 12 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 chaotic, grotesque, and endlessly replayable world of The Binding of Isaac. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we discuss how The Binding of Isaac turns randomness into both its greatest strength and biggest challenge. We compare it's gameplay to the act of gambling — where the anticipation of a great run keeps players coming back — and debate whether requiring players to learn so much outside the game is good or bad design. Featuring feedback from listeners and the verdict: Is The Binding of Isaac 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 Stuart'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #BindingOfIsaac #IndieGames #Roguelike #GameMechanics Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Thanks to Gary Mitchell for Technical Support
Welcome to Episode 11 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 navigate the dark corridors of Resident Evil 2 (2019) - a modern remake of a survival horror classic. 🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening. In this episode, we discuss how Resident Evil 2 (2019) delivers efficient, well-crafted level design: from its looping layout to its clever reuse of environments and assets. We explore how the game builds tension and meaningful player choices through resource scarcity, limited inventory, and risk-reward decisions - all wrapped in a B-movie script that somehow works. On the critical side, we examine the timeline inconsistencies compared to the original and ask whether the boss fights break the game's own rules. Featuring feedback from listeners and the verdict: Is Resident Evil 2 (2019) 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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ResidentEvil2 Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to Episode 10 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 dive into Return of the Obra Dinn—a genre-defying deduction game that puts players in the role of a 19th-century insurance investigator aboard a ghost ship. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening. In this episode, we talk about Return of the Obra Dinn's distinctive and effective soundtrack, how the game’s tight constraints (from visuals to location to mechanics) actually enhance creativity, and how the deductive gameplay allows for multiple valid paths to a solution. We also explored how the game masterfully manufactures “aha!” moments—rewarding players not through traditional level progression, but through the satisfaction of piecing together a mystery on their own. On the critical side, we questioned whether the story itself delivers a meaningful emotional payoff, and debated whether the non-linear structure enhances or weakens the overall narrative impact. Does the fragmented timeline add intrigue, or does it distance the player from the characters and events? Featuring feedback from listeners and the verdict: Is Return of the Obra Dinn 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 Adrian'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ObraDinn Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to Episode 09 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 dive into Subnautica—a survival game that blends mystery, exploration, and tension beneath the waves. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening. In this episode, we discuss how Subnautica creates an incredible sense of mystery and discovery, its immersive survival mechanics, and the brilliance of its environment and creature design. We also explore how sound design enhances tension, making every dive feel equal parts mesmerising and terrifying. But Subnautica isn’t without its faults. We critique its lack of player direction, moments that don’t respect the player’s time, and some frustrating UI elements that can make surviving harder than intended. Ultimately, we unpack a key takeaway for designers: your game won’t (and can’t) please everyone—and that’s okay. Featuring feedback from listeners and the verdict: Is Subnautica 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 Stuart'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Subnautica Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to Episode 08 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 dive into Titanfall 2—a masterclass in movement, pacing, and level design. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening. In this episode, we explore how Titanfall 2 blends fluid movement with tight gunplay, the brilliance of Effect and Cause, and how the game’s pacing keeps players constantly engaged. We also discuss how game jams can be a powerful development tool and why designers should look beyond games for inspiration. Plus, Stuart battles his own boss fight—getting Titanfall 2 to run on his laptop. 💻😡 Featuring feedback from listeners and the verdict: Is Titanfall 2 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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Titanfall2 Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to a Special Bonus Christmas 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 delve into Tetris, exploring its elegant simplicity, how it mastered the core gameplay loop, and the importance of player choice. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening—also Spoilers for The Witness, The Last of Us: Part 2, and Batman: Arkham Knight. In this episode, we dive into Tetris and explore its timeless design, from its elegant simplicity to its addictive gameplay loop. We discuss how the game excels by focusing on a single core mechanic—clearing lines through falling blocks—while examining its strategic depth, the importance of player choice, and how planning ahead keeps players engaged. Plus, a special Christmas surprise of David and Adrian. 📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Tetris Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to Episode 07 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 delve into Batman: Arkham Asylum, exploring its groundbreaking Freeflow Combat, immersive environment, and how it set a new standard for superhero games. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening. In this episode, we dive into Batman: Arkham Asylum and examine its masterful world-building, from subtle nods to Gotham’s wider universe to its immersive atmosphere. We discuss how the game succeeds by focusing on a few core mechanics—like Freeflow Combat and Predator gameplay—while debating its weaker elements such as boss fights and whether Detective Mode enhanced or undermined the experience. Featuring feedback from listeners and the verdict: Is Batman: Arkham Asylum 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 Adrian'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ArkhamAsylum Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay.
Welcome to Episode 06 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 Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they navigate the reverse bullet-hell of VAMPIRE SURVIVORS, discussing its perfected core game loop and the beauty of its simplicity. Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening. In this episode, we delve into the chaotic world of Vampire Survivors! We break down its brilliantly addictive core gameplay loop, explore the elegance of its simple yet effective design, and discuss how it masterfully condenses an entire game arc into a high-stakes 30-minute experience. We also examine how the game presents meaningful decisions to the player and balances overwhelming visuals with a sense of control. Along the way, there’s plenty of reminiscing about our favorite upgrades and one of us tries to explain why Vampire Survivors is like social media. Featuring feedback from listeners and the verdict: Is Vampire Survivors 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 Stuart'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #VampireSurvivors Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Edited by Helen Mitchell
Welcome to Episode 05 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 Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the absurd comedy slapformer THANK GOODNESS YOU'RE HERE!, exploring its blend of comedy and game design as well as it's approach to backtracking and reactions to the player Spoiler alert for The Game! 🚨 We STRONGLY advise you play before listening. In this episode, we dive into the delightfully quirky world of Thank Goodness You’re Here! We explore how voice acting brings characters to life, break down comedy theory in game design, and discuss how games can react to the player to enhance their experience. Plus, we chat about designing games based on personal experiences and discuss the concept of bi-directional gameplay. Along the way, there’s plenty of reminiscing about our favorite jokes, and we may even try out a few silly voices ourselves. Featuring feedback from listeners and the verdict: Is Thank Goodness You're Here! 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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Bioshock Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic Pixabay.
Welcome to Episode 04 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 Lecturers in Game Design, Stuart Lilford, Adrian Mills, and David Grant as they delve into the seminal first-person shooter BIOSHOCK, exploring its rich narrative and immersive world-building. Spoiler alert for Bioshock! 🚨 We STRONGLY advise you play before listening. In this episode, we explore how BioShock draws inspiration from art, philosophy, and history, while also breaking down its exceptional sound design and how it leverages the 'rule of cool' with iconic elements like Big Daddies and epic set-pieces. We also dive into what hasn’t aged as well, from excessive bloom effects to bloated systems—and one of us has a serious bone to pick with Vita-Chambers. Featuring feedback from listeners and the verdict: Is Bioshock 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 Adrian'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! 👀 Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Bioshock Thank you for tuning in! 🎧✨ We are @ShouldPlayPod on Instagram, Twitter and YouTube. === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic Pixabay.
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