Tanya X. Short talks with Dirk and David about her design axiom: if the player doesn’t see it, it might not exist. They discuss both some of the games Tanya has worked on, as well as other games that contradict or reinforce this rule. One key point of the discussion is how complex (and costly) systems created by the designers might go completely unnoticed by players if the user interface or the game’s objectives don’t align well with the system.
#238 Round Table on How Different Game Mediums Handle Edge Cases
#237 Old World: Utilizing Playtesters Effectively
#235 Diving Into MOBA Foundations
#234 Sen-Foong Lim Designs Edge Cases Out of the Game
#233 Round Table on the Challenges of Pleasing Customers
#232 Chris Bourassa Talks Darkest Dungeon
#231 Tim Fowers Talks Burgle Bros 2
#230 Rob Daviau Talks Return to Dark Tower
#229 Round Table on the Essence of a Theme
#228 Shawn Main Talks Legends of Runeterra
#227 Meguey Baker Talks Apocalypse World
#226 David Dunham Talks Six Ages
#225 Round Table on Thematic Games #1
#224 Scott Nicholson Talks Escape Rooms
#223 Kynan Pearson Talks Nintendo Themes
#222 Elizabeth Hargrave Talks Wingspan
#221 Nikki Valens Talks Eldritch Horror
#220 New Directions with Dirk and David
#219 Cole’s Thoughts on Pax Pamir: Second Edition
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