A Podcast of Interviews With Designers of Board Games, Card Games, Role Playing Games & Video Games.
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Kill Shakespeare is a comic series created by Anthony Del Col and Conor McCreery. In 2014 IDW published a game of the same name based on the comic series. The comic story follows the adventures of some of the bard's most famous characters as they search for the bard himself. Some characters have only good intentions (Juliet, Hamlet, Othello, etc) while others have evil ones (Richard III and Lady MacBeth). The game puts the players in the world of the comic. The game is semi-cooperative. The players must work together to defeat Richard and Lady MacBeth, but they don't want each to get the most glory.

Our discussion focused on Anthony as one of the license holders of an intellectual property that became a game. We discussed where the idea for the game came from, how much involvement Anthony and Conor had, and what expectations Anthony had for the game. Since this episode focused on a Shakespearean topic, we geeked out over the bard for a little bit.

If you wish to learn more about the comic, please visit KillShakespeare.com. If you would like to learn more about the game, please visit IDW's website.

Alex was unable to join us for the podcast.

Direct download: 09_W3_S11_E09_Kill_Shakespeare_comic_with_Anthony_Del_Col_1.mp3
Category:Season 11 -- posted at: 10:35pm EDT

Who, What, Why presents our sixth episode of Designing Games with Game Designers which features David Miller, designer of the handmade Mint Tin series of games. In this episode we used the themes and mechanics found on boardgamizer.com. David's three themes and mechanics were cathedral, illuminati, tournament, word game, action programming, and dexterity.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment are to come up with a semi-plausible game using the themes and mechanics we provide.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 06_W3_E06_Designing_Games_with_David_Miller.mp3
Category:Designing Games -- posted at: 7:49pm EDT

Brewcrafters, designed by Ben Rosset, is a worker placement game about designing a brewery, brewing beer, and selling that delicious beer to win the game. Brewcrafters can be compared to Agricola in terms of style and complexity, and that is not a knock on the game. Players use their workers to, among some of the actions available, collect ingredients, upgrade their brewery, and buy more shift workers. After the public actions are completed, players use shift workers to brew beer or research better powers. At the end of every year (broken up into seasons) players must pay upkeep on their workers and machinery. After 4 years of brewing beers, players total their money and declare a winner.

Our discussion focused on what drew Ben to the beer theme and what inspired him for the mechanics. We openly compare the game to Agricola. Ben talks to us about what we can look forward to for the future of Brewcrafters.

If you are interested in this game, a second printing is coming soon from Dice Hate Me Games. Please visit DiceHateMeGames.com. If you are interested in communicating with Ben Rosset or wish to learn more about his games, follow Ben on Twitter @benrosset

Direct download: 08_W3_S11_E08_Brewcrafters_with_Ben_Rosset_1.mp3
Category:Season 11 -- posted at: 9:16pm EDT

Who, What, Why presents our fifth episode of Designing Games with Game Designers which features Christophe Raimbault, designer of the 2015 Spiel des Jahres winner Colt Express. In this episode we use the themes and mechanics found on the cards in Unpub, the card game from Doug Levandowski and J.R. Honeycut. Chris' three themes and mechanics were food, commerce, cinema, push your luck, card throwing, and tile rotation.

In an effort to bring more content to our listeners, we have subtracted the game design segment from the end of our episodes and are releasing these segments on their own. We record a lot of interviews, so we will have a lot of these game design exercises. The purpose of the segment is to brainstorm about a game design with a published or soon-to-be published designer.

The rules of this segment have changed considering the switch to the Unpub card game. At this time, we provide some themes and mechanics and have to come up with a semi-plausible game.

Alex and I participate in the discussion, so it is a collaborative venture. I hope you enjoy this segment and future segments of this kind.

Direct download: 05_W3_E05_Designing_Games_with_Christophe_Raimbault.mp3
Category:Designing Games -- posted at: 10:52pm EDT

Mint Tin games, designed by David Miller, is a series of (currently) 3 games that fit entirely in small Altoid-sized tin. The 3 games are Pirates, Aliens, and Mini Apocalypse. These are games that you can play anywhere whether waiting for dinner at a restaurant or on line at the DMV. The charm of these games is that they are component-lite yet provide enjoyable game experiences. The added bonus is that they fit in your pocket. In Pirates, each player wants to use pairs of mini cards and dice to destroy each other's ship. The game feels like a sea-worthy battle of tug of war. In Aliens, players compete using the Ticket to Ride card acquisition mechanic to complete badges related to becoming better abductors of humans and Earth fauna. In Mini Apocalypse, players frantically roll dice to try to escape a monster by getting 4 of their people into the fallout shelter. Be careful because if the monster die reaches zero, the game ends with both players losing.

Our discussion focused on the inspiration for the Mint Tin series and what kind of places David could take the series in the future. We also explored each game and its mechanics. Finally, an important topic of conversation was the amount of work David puts into packaging his games, which he does by hand. Impressive work.

If you are interested in learning more about the Mint Tin series or ordering a copy (I'd recommend Aliens or Mini Apocalypse), please visit David's website: Subquark.com.

Direct download: 07_W3_S11_E07_Mint_Tin_with_David_Miller.mp3
Category:Season 11 -- posted at: 11:52pm EDT



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Description
On Who, What, Why? we discuss game design with game designers and try to learn more about the game design process from the people who design games. Each episode we interview a designer of card games, board games, role playing games, or video games. We have both mainstream and independent developers as guests.

Season 10 releases between March 16 and July 26

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