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Think Like A Game Designer

Think Like A Game Designer

Auteur(s): Justin Gary
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In Think Like a Game Designer, award-winning designer and Stone Blade Entertainment CEO Justin Gary speaks with world-class game designers and creative experts from various industries. Each episode deconstructs the creative process, offering insights into the art of game design and the broader cultural, technological, and business influences shaping a myriad of creative mediums. Join us for actionable advice and unique perspectives that will enrich your understanding of what it means to be creative in and out of the gaming world.

justingarydesign.substack.comJustin Gary
Art
Épisodes
  • Ben Robbins — Revisiting Microscope, Designing Uncomfortable Games, and the Mechanics of Shared Stories (#110)
    Sep 10 2026

    About Ben

    Ben Robbins is an acclaimed indie game designer best known for creating Microscope, In This World, Kingdom, and This Means War. Ben’s flagship design, Microscope, revolutionized GM-less storytelling games by allowing players to collaboratively build vast, non-linear histories from the top down. In this returning appearance on the podcast, Ben and I dive deep into the psychological hurdles of revisiting a beloved, successful game to create Microscope v2. We explore the creative trick of fooling yourself to bypass pressure, the design spectrum between "wings vs. rails," and why opening your playtesting process up to the public saves time while yielding better results. Plus, we break down his experimental new game This Means War (which strips narrative control away from players) and engage in a passionate, honest debate on the role and impact of AI in the future of game design.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 h et 24 min
  • Ryan Scott Dancey — From Fake Mail Order to Legend of the Five Rings, the Power of Self-Belief, and the Future of AI (#109)
    Aug 27 2026

    About Ryan S. Dancey

    Ryan S. Dancey is an absolute titan of the gaming industry whose strategic vision has fundamentally shaped the modern tabletop and digital landscapes. Ryan co-created Legend of the Five Rings, published the 3rd Edition of Dungeons & Dragons, and spearheaded the creation of the revolutionary Open Gaming License (OGL) alongside an elite team at Wizards of the Coast—a move that forever altered the trajectory of role-playing games. His entrepreneurial journey spans from bootstrapping a "fake" mail-order company that accidentally became real, to orchestrating Wizards’ historic acquisition of TSR, to living in Reykjavik as CMO for CCP Games working on EVE Online, and serving a decade as Chief Operating Officer at AEG (publisher of the Spiel des Jahres winner Cascadia). Today, Ryan serves as President of Wide Pacific Horizon, a strategic consulting and content creation firm based in Everett, Washington. In this episode, we unpack the wild dawn of the '90s TCG boom, the mechanics of collectible economies, what it takes to pull off industry-defining business deals, and a deeply honest, transparent conversation about the reality of AI and the future of creative work.

    Connect with Ryan:

    * Website: widepacifichorizon.com

    * LinkedIn: linkedin.com/in/rsdancey

    * BlueSky: @ryandancey.com

    Ah-ha! Justin’s Takeaways

    * The Fine Line Between Self-Belief and Arrogance: To be a successful entrepreneur, you have to possess an almost irrational confidence in your ability to figure things out. When you are young or broke, you take wild leaps because you truly believe you will survive the fall. Look, you don’t need to have every answer on day one, but having the intrinsic belief that you can pivot, adapt, and learn on the fly is what separates dreamers from builders.

    * The Math and Mechanics of TCG Booms: Trading card games are powered by an irresistibly addictive loop of intermittent positive reinforcement and a healthy, long-term TCG ecosystem requires a delicate balance across three distinct groups: competitive players, casual collectors, and serious collectors/investors. If your game tilts too heavily toward speculation without a solid player base, the bubble will inevitably burst when investors run out of buyers.

    * Practice with AI : We are living through a civilizational inflection point right now with machine learning. While the origins of these models come with thorny ethical questions, hiding your head in the sand will only leave you behind. These tools are democratizing production, allowing single creators to execute projects that used to require entire studios.



    This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit justingarydesign.substack.com/subscribe
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    1 h et 34 min
  • Game Design Inspiration from Gen Con
    Aug 11 2026
    I just got back from a whirlwind convention tour, speaking on multiple panels and showing off the early prototype of The Lord of the Rings™: Ascension™ at San Diego Comic-Con and Gen Con.You can see a full playthrough of the game here. If you want to be one of the first to get the game, there’s less than one week left to back it on Gamefound! You can also read a deep dive into the mechanics in my design diary updates on Gamefound.The Lord of the Rings™: Ascension™We launched Ascension at Gen Con 16 years ago, and it was such a joy to come back, interact with fans, show off the game, and even hang out with Tom Bombadil! But Gen Con is also one of the few times each year that I set aside to play new games and see what mechanics are out there. I wanted to write a quick review of the games I played and break down the interesting mechanics behind each one. These games aren’t necessarily new this year at Gen Con, but they were new to me, and some of them are quite innovative. Spoiler alert: I saved a sleeper hit for last!Wingspan Pockethttps://boardgamegeek.com/boardgame/473508/wingspan-pocketThis new entry from Elizabeth Hargrave is my new go-to version of Wingspan. We talked about Wingspan on the last podcast episode I recorded with Elizabeth, and the game has been a massive hit, spawning numerous expansions and variants. But Wingspan Pocket does what few games have done well: it translates the emotional core of a medium-to-heavy game into a bite-sized version.Wingspan Pocket uses the backs of cards to represent the food types and resources needed to play your birds, while tucked cards represent bonus points. A simple reserve-row and active-row system lets you acquire birds, resources, and eggs before building an active row of up to six birds, triggering the engine-building abilities that make the game what it is.Each turn presents a meaningful but simple choice: draft two resources or birds, play a bird by paying its cost, or lay up to three eggs, followed by triggering any active bird powers. Once someone plays their sixth bird, the game ends at the conclusion of the round after all players have had an equal number of turns. You earn victory points for birds played, cards tucked beneath birds, and optional goal cards. There’s also a solo mode that I haven’t tried yet.In the spirit of games like San Juan and Monopoly Deal, this is a hit for players looking for smaller, portable games that pack the strategic and emotional punch of their larger counterparts. It’s an excellent example of a designer who truly understands the core tension of her game and can present it in a much more compact package.Think Like A Game Designer is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber.Winterhaven Woodshttps://boardgamegeek.com/boardgame/339302/winterhaven-woodsThis game has a beautiful minimalist forest theme and a simple draft-and-play mechanic similar to games like Sushi Go! and my own game Dungeon Draft. The theme and mechanics, however, are a bit of a mismatch for me.You draft predators, herbivores, and trees, then place them in one of your three woodland spaces or out in the open meadow. The scoring system for these different animals and plants, however, felt a bit convoluted. For example, wolves can hunt animals in your meadow or in other players’ meadows. They must hunt in sets of three, they can only hunt unprotected animals, and there’s a timing system based on the moon phase shown on the cards that determines which player hunts first.It’s a medium-weight scoring system layered on top of a lightweight theme and drafting mechanism. The game is decent, but I felt the scoring complexity didn’t earn its keep relative to the gameplay value. For a lightweight drafting game, I’d rather play Sushi Go!; for something heavier, 7 Wonders or Dungeon Draft pack more bang for the buck (no pun intended in a game about hunting).Time Breakerhttps://boardgamegeek.com/boardgame/220234/time-breakerThis Looney Labs game fulfills the promise of being simple and cute while staying true to the company’s brand (congratulations to the Looneys on celebrating 30 years of publishing!).You play as time cops hunting a time bandit on a randomized board made up of different time tiles, each of which allows you to “jump” to another tile. On your turn, you either move through one of these portals or play a card from your hand to move yourself or the time bandit. If you’re in the same space as the time bandit, you arrest him and he moves with you until another player arrests him or a card causes him to change locations.My only complaint is that the board contains a lot of numbers, with each tile listing a “Travel From Time,” “Current Time,” and “Travel To Time,” making the paths a bit difficult to follow. Other than that, it’s a simple, cute, lightweight game.Chrononauts is another time-themed game from Looney Labs that I ...
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    14 min
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Ive loved just about each episode so far. Just started getting into game design and the sheer breadth of knowledge you can find here is amazing. Thanks so much for putting on such an awesome show!

A great reference point for anyone who wants to find their way

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