Podcast thumbnail for Seria Ludo

by Joel Kallstrom and Tim Raveling

5.0(1 reviews)
73 episodes
Updated Weekly
Accepts GuestsHas Sponsors
49

Podcast Authority

Beta
FairBased on show quality, social media presence, reviews, charts, and more
Pod Engine
Quality86
Social0
YouTube0
Engagement32

Podcast Overview

Seria Ludo is a podcast about games, game design, games criticism, and the politics that underlie all of it. New episodes every week, each focusing on a specific topic of games and game design.

Language

🇺🇲

Publishing Since

6/22/2020

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49

Podcast Authority

Beta
FairBased on show quality, social media presence, reviews, charts, and more
Pod Engine
Quality86
Social0
YouTube0
Engagement32
8
Excellent Areas
1
Good Performance
10
Growth Opportunities
excellent
Episode Length
16 minutes
Performing excellently!
good
iTunes Tags
7.2/10

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Every 24 days

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Recent Episodes

Episode thumbnail for 070: Arco and Anthology

April 10, 2025

070: Arco and Anthology

<p>The team discusses anthology as an approach to game design and writing, deep dives on Arco as an excellent example of that, and talks over Godot as the highlight of our new Tool of the Month feature.<br /> <br /> <strong>Introduction</strong></p> <ul> <li>0:00: We introduce <strong>Justin Wilson</strong>, who will be joining the conversation, and taking over podcast production.</li> <li>6:03: We discuss the direction of the podcast.</li> </ul> <p><strong>Main Feature: Arco and Anthology</strong></p> <ul> <li>8:20: What is <strong>Arco</strong>?</li> <li>18:20: Defining "<strong>anthology</strong>" in terms of both narrative and mechanics, and looking at why Arco is such a great example of that.</li> <li>27:00: Arco's take on <strong>settler colonialism</strong>, revenge, and narrative</li> <li>30:30: The innovative <strong>guilt</strong> mechanic.</li> <li>37:08: The marriage of <strong>mechanical with narrative anthology</strong> and why both are important (especially together)</li> <li>48:39: The <strong>combat system</strong></li> <li>51:47: Comparison with Weird West, which tried to do something similar to this, but didn't quite succeed</li> </ul> <p><strong>Tool of the Month: Godot</strong></p> <ul> <li>57:21: What is <strong>Godot</strong>?</li> <li>1:02:17: <strong>Signals</strong> and Godot's approach to game architecture</li> <li>1:07:26: Integration with <strong>C++</strong> via GDExtensions and performance benefits</li> </ul> <p><strong>Wrapping it up</strong></p> <ul> <li>1:14:52: The dumpster fire world, and <strong>why games are still important.</strong></li> </ul> <p><strong>Action Item: RunForSomething.net</strong></p> <ul> <li>1:18:50: You can <strong>run for office</strong> (or support active progressive campaigns on the local, state, and national levels) by going to <strong><a href= "https://runforsomething.net/">https://runforsomething.net/</a>.</strong> Just take a look and see what you think. We need more actual, normal people (as opposed to the self-interested grifters that make up the majority of both parties currently) in office, and this is a great resource for figuring out if you personally might be one of those people.</li> </ul> <p><strong>Conclusion</strong></p> <ul> <li>1:22:47: Social media and how to stay in touch with us.</li> </ul>

Episode thumbnail for 069: What Makes Games Replayable?

September 3, 2024

069: What Makes Games Replayable?

<p class="p1">In this episode, Tim and Joel talk about why certain games are so replayable, why that is, if and when it is important, and how designers can intentionally think about replayability in their own games.<br /> <br /> We frame this discussion in terms of <strong>intrinsic motivations </strong>(gameplay that is inherently pleasurable) and <strong>extrinsic motivations </strong>(e.g. working towards a goal, trying to find something out, pursuing a story, pursuing social goals like in an MMO). We also talk about games and designers can <strong>reduce friction</strong> in cases where that might prevent you from returning to a game.<br /> <br /> 00:00:00 - Introduction and definitions - Intrinsic vs Extrinsic motivations, and friction. Discovery and play as intrinsic motivation.</p> <p>00:08:50 - The best games weave intrinsic and extrinsic motivations together -- Valheim is a good example of this.</p> <p class="p1">00:18:20 - Counterexample: State of Decay 2 - failure of shared context in multiplayer makes for external <strong>counter-</strong>motivation -- players end up feeling like there's no point.</p> <p class="p1">00:24:56 - What is a game's "Discovery Space", and why does it count toward intrinsic motivation?</p> <p class="p1">00:49:50 - Juice -- satisfying UX design. A game that is inherently, tactilely satisfying to interact with. </p> <p class="p1">00:58:00 - What are "Extrinsic motivations" and what are some examples?</p> <p class="p1">01:29:30 - Friction: why do people feel like they don't want to come back? How can you design toward getting players back to your game.</p> <p class="p1">01:42:48 - Making it personal: What games are we each most likely to go back to next?</p> <p class="p2"> </p> <p class="p1">Games mentioned</p> <p class="p1">Truck Simulator, Disco Elysium, Ubisoft games, Valheim, Dead Cells, Mobile Games, One Hour One Life, No Man’s Sky, Dying Light, Minecraft, Elite Dangerous, Pentiment, Frostpunk, Workers and Resources, Going Home, Skyrim, Scum, Cyberpunk 2077, Sifu, Dwarf Fortress, Deathloop, Project Zomboid, Baldur’s Gate 3.</p>

Episode thumbnail for 068: Our Most Played Games (And Why)

July 9, 2024

068: Our Most Played Games (And Why)

<p class="p1">When most games, even some of our favorites, will occupy us for at most 40 or 50 hours, some manage to sink their hooks in for much (sometimes *much*) longer. Why is that? What is it about the designs of these games, the cadence, the core loops, that make us keep coming back again and again? What can game designers learn from the games have this kind of replayability, and how might we go about applying these lessons to our own games?<br /> <br /> <strong>Show Notes</strong><br /> <br /> 00:00:00 Intro<br /> <br /> 00:04:10 - Joel #10: The Surge 2</p> <p class="p1">00:09:50 - Tim #10: Truck Simulator</p> <p class="p1">00:20:30 - Joel #9: Cyberpunk 2077</p> <p class="p1">00:25:48 - Tim #9: X-COM 2</p> <p class="p1">00:33:00 - Joel #8: Halo Infinite</p> <p class="p1">00:37:27 - Tim #7: Baldur’s Gate 3<br /> <br /> 00:49:50 - Joel #6: Assassin’s Creed Origins / Odyssey / Valhalla<br /> <br /> 01:00:05 - Tim #6 / Joel #7: Call Of Duty / Warzone</p> <p class="p1">01:05:44 - Joel #5: Fallout 4</p> <p class="p1">01:18:28 - Tim #5: Microsoft Flight Simulator</p> <p class="p1">01:23:00 - Joel #4: Jedi Survivor (with Sifu tangent)</p> <p class="p1">01:35:00 - Tim #4: Civilization 5</p> <p class="p1">01:42:07 - Tim #3: Valhelm<br /> <br /> 01:47.22 - Joel #2 / Tim #8: Red Dead Redemption 2<br /> <br /> 01:55:00 - Tim #2: Kerbal Space Program<br /> <br /> 02:01:06 - Tim + Joel #1: Hunt: Showdown<br /> <br /> 02:08:52 - Analysis and closing thoughts</p> <p class="p2"> </p>

73 total episodes available

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Frequently asked questions

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What is Seria Ludo?

Seria Ludo is a podcast about games, game design, games criticism, and the politics that underlie all of it. New episodes every week, each focusing on a specific topic of games and game design.

How often does this podcast release new episodes?

This podcast updates weekly.

Where can I listen to this podcast?

This podcast is available on 4 platforms including Apple Podcasts, Spotify, and more. You can also use the RSS feed directly.

Does this podcast accept guests?

Yes, this podcast regularly features guests.

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