Notes on Play
By: John Drexler
Language: en
Categories: Leisure, Games, Arts, Design
A game development log where I share the hardest game design problems, and share thoughts on the games I'm playing. My name is John Rudolph Drexler and you can find my games at catacombian.com
Episodes
17: Why my basketball board game failed
Jan 09, 2026I tried (and failed) to make a basketball board game. I came up with some ideas that I loved, but ultimately decided to set it aside.
Duration: 00:11:5116: How to learn a game
Dec 19, 2025Try to lose. It's a faster and more effective way to learn.
Duration: 00:08:4815: Paying attention to "desire paths"
Dec 12, 2025Sometimes players show you exactly what they want to do. You can either fight them, or learn from them.
Duration: 00:10:1414: Games are not stories
Dec 05, 2025Games don't need written narrative to be great games. The best stories in games are the ones that organically emerge from the gameplay itself.
Duration: 00:09:4413: Less is more in simulation games
Nov 14, 2025Most games simulate some real world scenario. So how do you decide which parts of the real world to represent in game mechanisms? This is where the real artistry of game design comes to light.
Duration: 00:10:3912: Problem-centered design
Nov 07, 2025Between each iteration of my game, I'll have dozens of ideas. But which do I actually implement? I find it extremely helpful to break my ideas down into problem statements, and then focus on just solving the most important problems. Here are some examples of how this works for me. [link to play game] [link to original conference talk]
Duration: 00:10:4311: Distribution is harder than making things
Oct 24, 2025I've got a great game with great reviews. So how the heck do I get it onto shelves? Here's everything I've tried.
Duration: 00:09:4510: A board game with hundreds of players
Oct 17, 2025Play the new prototype with us by joining our discord! I built a game that feels like a board game, but is secretly a social game that requires collaboration, deception, and communication.
Duration: 00:07:589: Managing the player's cognitive load
Oct 10, 2025How do you communicate complex rules to players? It's worth thinking about what kind of complexity you're communicating, how you communicate it, and when you communicate it. This episode has a couple examples of how designers solve this problem.
Duration: 00:11:238: AI is horrible at game design
Oct 03, 2025LLMs excel at churning out sugar free vanilla paste. That's great when you're writing code. And it's awful when you're doing creative work.
Duration: 00:09:527: Escape the mind palace
Sep 19, 2025A game is only a game if it is playable. It is so hard for me to resist the temptation to retreat to the "mind palace" where my game devolves from a playable, testable, living thing into a mere thought experiment. Here's how I avoid that temptation. Also, here is the link to my video of rapidly prototyping in Figma.
Duration: 00:10:376: Letting players decide the victory condition
Sep 12, 2025My white whale (one of them, at least) is to let players decide how they want to win, and even decide whether it's a cooperative or competitive game. I haven't cracked it yet. But I got a lot closer last week.
Duration: 00:09:425: Suspension of disbelief is a skill
Sep 05, 2025There are two voices in your head. You don't know which is correct, but you do know that one is more useful.
Duration: 00:08:434: High energy, low ego
Aug 29, 2025Everything I learned at my first game conference. Buy Colossi now.
Duration: 00:13:253: The prototyping machine
Aug 22, 2025You can play "Hot Takes" in The Social Game right now!
Duration: 00:08:112: Kill your darlings
Aug 19, 2025When you love something, but it's confusing as heck.
Duration: 00:09:391: What happens when you can't test a game
Aug 19, 2025Links: The Social Game, my work podcast where we talked about this, and Videos of the event.
Duration: 00:09:550: Intro
Aug 19, 2025Test test.
Duration: 00:00:58