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An Interview with the Robots

Grant Rodiek | December 19, 2012
I have been enjoying the hilarious and goofy questions posed by the Robots and Red Tape Twitter feed for quite some time. Another gaming friend, Eric Leath, has met them in person and confirmed they are not only great people, but they are actually people (not robots).
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Convergent Design

Grant Rodiek | December 17, 2012
Guest Column by: Jay Treat A friend of mine has been thinking about a game for years that lets your group play as the crew of a starship bridge. Each player would play his own mini-game that determines his station’s performance and the group’s individual successes would add up to determine how successful the mission is for the whole team.
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Outing Innie

Grant Rodiek | December 02, 2012
It's been some time since I've said or written anything substantive about any of my new projects. One has more or less taken the slot of lead design, primarily as I have more ideas for it and was able to answer sufficient questions to push it forward.
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Designing for Joy

Grant Rodiek | November 30, 2012
Please keep in mind that the below piece, largely based on a single game, is NOT a review. I've played it only twice. As a designer I was inspired by our experience last night and I've spent the past few hours thinking about how I can attempt to bake that experience into my own designs.
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Games I Loved in 2012

Grant Rodiek | November 20, 2012
It is quite common (and enjoyed) for bloggers to write about the best games of the year, or their recommended holiday purchases. I'm not quite qualified to do either, nor did I play enough 2012 games to really feel comfortable filling a list.
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Breaking the Tie

Grant Rodiek | November 19, 2012
A few friends on Twitter recently began a short debate regarding tying in a game. More specifically, what should the designer do (if anything) to reduce the chances of a tie. Furthermore, they pondered whether ties are bad in the first place, and what a reasonable tie breaker is.
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Form Versus Function

Grant Rodiek | November 17, 2012
Guest Column by: Jay Treat I learned several valuable lessons at Metatopia a few weekends ago. Firstly, there is no such thing as bed-time. You will be up late. Every night. And you will love it. Secondly, making connections—the kind that lead to dream jobs—isn’t as hard as I thought.
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Adventures in Space!

Grant Rodiek | November 16, 2012
I'm designing three different games, all within a science fiction theme. Although I'm not actively pursuing this or worrying about it, it would be interesting to have 3 different stories and experiences within this one universe.
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Stuck in Thought

Grant Rodiek | November 07, 2012
I've been rather quiet lately, primarily because I don't have much to say. I find that I have many opinions on process, theory, and practical design when I'm deeply involved in a project. After all, when I'm testing and developing the game I find all sorts of topics simply as a result of what I'm doing.
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The Dominant Player Problem

Grant Rodiek | October 29, 2012
Post by: Grant Rodiek I've been designing a co-op game for a short while now. Typically when I design a game, I'm also writing about the game. As soon as I wrote that I was working on a cooperative design, I learned that people are really excited about co-op and they are obsessed with the dominant player issue.
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