grokludo

31 Episodes
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By: Junglist

grokludo is about understanding games. It's a snappy way to hear the latest research on game design, cognitive psychology, business in gaming, and policy & regulation.We'll speak to everyone at the intersection of all those fields -- developers, academics, policymakers, and community enthusiasts -- anyone with a story or an idea that can deepen our understanding of play.

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Godot's Rise, the Challenges of AI Pull Requests, and Decompilers - Bastiaan Olij | grokludo 31
Godot's Rise, the Challenges of AI Pull Requests, and Decompilers - Bastiaan Olij | grokludo 31 episode artwork
#31
Today at 1:00 AM

Bastiaan Olij leads XR development at the Godot engine, and is a member of the Godot foundation, which guides and works with its community of open source developers.

In this episode we talk about Godot's governance and how it charts a path forward with its community, how it's dealing with the challenges of AI pull requests, and the bad-faith decompilers which are scaring devs away from sharing their games publicly.

Timecodes:
00:00 - Intro
01:53 - Bastiaan's start on Godot
14:30 - Godot governance
19:40 - Terrain systems
21:20 - Guiding self-governance
23:00 - Godot...


The Most Misunderstood Term in Gaming - Benjamin Horn | grokludo 30
The Most Misunderstood Term in Gaming - Benjamin Horn | grokludo 30 episode artwork
#30
09/08/2026

Show me five gamers, and I'll show you five different definitions of the word "mechanic."

Benjamin Horn from the University of Hong Kong released a paper with four other academics, investigating the usefulness of a term with no agreed-upon meaning, and they point out that even the original MDA framework gives two vague definitions that are perhaps even contradictory.

We discuss how we got to this place, in which all sides of the industry rely so heavily on a word that means nothing, and whether the word can be salvaged, or whether it's time to...


The Shanty Man: Crafting Songs for the Silicon Seas - Seán Dagher | grokludo 29
The Shanty Man: Crafting Songs for the Silicon Seas - Seán Dagher | grokludo 29 episode artwork
#29
08/18/2026

Seán Dagher is one of the main singers of sea shanties in games like Assassin's Creed: Black Flag, the indie hit Windrose, and more -- and is partly responsible for the wider modern resurgence in sea shanties. After curating and recording classic songs in some of the biggest pirate games, more recently he's composed original material for Black Flag Resynced, and started touring internationally, leading crowds in North America and Europe.

Escapism, irreverence towards authority, seeking community... These are things that the gaming community and sea shanty lovers already had in common. But once games with s...


Holding Court With Faeries, Fools, and Finite Jest - AP Thomson | grokludo 28
Holding Court With Faeries, Fools, and Finite Jest - AP Thomson | grokludo 28 episode artwork
#28
08/04/2026

Titanium Court is an intentionally bizarre, unique, and hard to describe game. It's best to go in not knowing anything -- but AP Thomson is here to talk about some of its themes, philosophy, and behind-the-scenes stories without getting into spoilers.


Timecodes:
00:00 - Intro
02:00 - Describing Titanium Court
10:00 - okay
12:20 - Deciding what to explain
19:03 - The Reverse Punchline
23:17 - Is the day you run out of creativity the day you die?
23:43 - Fan theories
24:17 - Indirect storytelling and the desire to know
28:12 - The Potion of...


Game Economics, Player Interdependence, & the Oxytocin Opportunity - Ramin Shokrizade | grokludo 27
Game Economics, Player Interdependence, & the Oxytocin Opportunity - Ramin Shokrizade | grokludo 27 episode artwork
#27
05/12/2026

Over 20 years ago, CCP Games released EVE Online, a massively multiplayer space game, promising huge fleet battles, and an open, player-controlled economy. But within months, that economy was headed for disaster.

This week's guest is Ramin Shokrizade, who later wrote about recommending an economic intervention that saved EVE Online. That story was later picked up by evangelists for Georgist economic theory, these are the writings of Henry George, who mainly talked about land tax, and held up as an example of proof that Georgist theory is correct.

This has become almost a piece of internet...


Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 26
Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 26 episode artwork
#26
04/28/2026

What do we talk about when we talk about 4X?

We think about abstract systems, resource management, efficiency, growth... But what about all the invisible things that go along with eXploitation, and eXtermination?

Mary Flanagan is a game designer, and academic, and the author of Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games.

The book looks at the history of board games and how they encoded the values of the time and place they were in. From ancient games, through to the explosion of complex strategy systems and 4X.<...


The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 25
The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 25 episode artwork
#25
04/21/2026

Ross Scott is the face of the Stop Killing Games movement, which seeks to ensure games don't completely die when a developer or publisher ends support, but rather, there's an end of life plan in place that makes it reasonably playable -- after which, a compliant gamemaker has no more liability. 

Following a massive petition campaign in the EU, Ross recently spoke at an EU parliament hearing, in which many in the room were positive about the movement. It's possible that policy around not killing games will be included in the EU's upcoming Digital Fairness Act, expected t...


ADHD, Dopamine, and Rats Pushing Levers - Clinton White | grokludo 24
ADHD, Dopamine, and Rats Pushing Levers - Clinton White | grokludo 24 episode artwork
#24
04/14/2026

There's no doubt that the modern world is very different to the one we evolved to thrive in. But that mismatch might be more pronounced for the neurodivergent mind.

Dr Clinton White has an upcoming book, Fast Mind, Slow World, which expands on the theory that at the group level, it was evolutionarily advantageous to have a small proportion of the group as neurodivergent. Whether that be ADHD, level 1 autistic, or whatever.

But modern life has different demands. How do those with abnormal attention fare in the attention economy? That includes games and loot boxes...


Making Arcade-Only Indie Games for a Withdrawn World - Nikita Mikros | grokludo 23
Making Arcade-Only Indie Games for a Withdrawn World - Nikita Mikros | grokludo 23 episode artwork
#23
04/07/2026

Nikita Mikros is an indie developer that decided to focus on arcade games. And I don't mean arcade-style games on PC and console -- I mean physical arcade cabinets.

His most famous game is undoubtedly Killer Queen, a 5-on-5 arcade cabinet with retro pixel art graphics, in which your bees have three win conditions to defeat the other team's bees. 

Killer Queen is a sensation, and it's been called the revival of arcade... It's only two dollars for all ten people to play at once, which has built a strong culture of people bringing in o...


Kriegsspiel and the Prussian Pioneers of Wargaming - Jon Peterson | grokludo 22
Kriegsspiel and the Prussian Pioneers of Wargaming - Jon Peterson | grokludo 22 episode artwork
#22
03/27/2026

Jon Peterson is the author of Playing at the World, a deep dive into tabletop gaming leading up to Dungeons & Dragons, which just released its 2nd edition.

Jon is a fantastic source of knowledge on all things tabletop, and has personally traveled to several museums to see and translate wargaming publications dating as far back as the 1600s. I took the opportunity to quiz him about Kriegsspiel -- a wargame that Prussian officers used as a training tool in the 1800s.

As Jon illustrates, it's more than just interesting history; Kriegsspiel is a giant whose...


How Gaming Habits Affect Life, Sleep, and More - Nick Ballou | grokludo 21
How Gaming Habits Affect Life, Sleep, and More - Nick Ballou | grokludo 21 episode artwork
#21
03/20/2026

Nick Ballou researches gaming habits and their effects on quality of life. He recently released a study with an unprecedented amount of data collected about gamers' play habits, and in addition to showing us his findings, the database is now open for anyone to use.

Some of the main early lessons include a confirmation that time spent gaming has no bearing on quality of life -- nor does it affect quality of sleep. In terms of study participants, there was a high representation of gamers identifying as ADHD/Autistic -- echoing the estimate of of our previous...


The Evolution of Play as Our Learning Superpower - Peter Gray | grokludo 20
The Evolution of Play as Our Learning Superpower - Peter Gray | grokludo 20 episode artwork
#20
12/15/2025

Why do we play? 

Not only play -- why do we play more than any other animal, and for longer? Well into adulthood?

Raph Koster, who's been on the podcast before, brought out A Theory of Fun in 2006, which aimed to put an evolutionary psychology lens over fun. The theory, was that FUN is LEARNING.

But back then, it felt more like a theory. After 20 years of new science connecting fun and learning, it's starting to feel more like fact.

So I sought out Peter Gray, research professor of psychology and n...


The Joy and Stress of Gaming With Autism - Tony Attwood | grokludo 19
The Joy and Stress of Gaming With Autism - Tony Attwood | grokludo 19 episode artwork
#19
12/08/2025

**Content Warning** This episode contains discussion of depression and suicidal ideation.

For those with autism, gaming can be a great boon. Where others see social barriers, the autistic mind sees the removal of those barriers. The symptoms disappear. In the words of this week's guest, "often when you play the game, you're not autistic."

Tony Attwood is an expert in Autism, and an adjunct professor at Griffith University in Queensland. 

He ran a private practice for decades, specialising in Level 1 autism, formerly known as Asperger's Syndrome.

Among other books, Attwood is t...


What the Core Elements of Game Design Teach Us - José Zagal | grokludo 18
What the Core Elements of Game Design Teach Us - José Zagal | grokludo 18 episode artwork
#18
12/01/2025

Jose Zagal is a professor at the University of Utah, teaching game design, and ethics in videogames.

In 2005 he put forward the Game Ontology Project, which attempts to break down games to its core elements, categorise them, and study them.

It's a process every science eventually comes to -- be it physics, chemistry, various fields of mathematics, philosophy, and language... Eventually you learn more by breaking it down and studying it piece by piece. Although Jose more readily compares this project to the psych ontology from computer science.

Today, Jose joins us to...


The Inconvenient Truths of 'Stop Killing Games' - Paul Kilduff-Taylor | grokludo 17
The Inconvenient Truths of 'Stop Killing Games' - Paul Kilduff-Taylor | grokludo 17 episode artwork
#17
11/24/2025

Gaming has an end-of-life problem.

While we've made some progress in preserving games as cultural artifacts, new questions have arisen about when it's okay for publishers to end support for their games, and what that means.

Paul Kilduff-Taylor is an indie dev and publisher with multiplayer games such as Frozen Synapse under his belt, which I've been playing since 2011.

In a subject area that's been sorely lacking in nuance, Paul has been trying to communicate some inconvenient truths about the complexities of end-of-life support. 

You can find Paul's recent blog post o...


The Game Club's Cheat Code for Community - Guy Blomberg and Shay P Leighton | grokludo 16
The Game Club's Cheat Code for Community - Guy Blomberg and Shay P Leighton | grokludo 16 episode artwork
#16
11/17/2025

Guy Blomberg and Shay Leighton have started a book club. It's called The Game Club, because it's not really about books, it's about games. But it's not really about games, it's about friends.

With loneliness on the rise, these two excel at bringing people together. Blomberg has been behind several conventions such as PAX and DreamHack, as well as GIG, the Games Industry Gathering. Leighton is a community organiser who gives talks to unions, activists, and more.

Using the standard book club model, The Game Club sends members an interesting game every month with prompts...


How to Experience Games as Art - Tracy Fullerton | grokludo 15
How to Experience Games as Art - Tracy Fullerton | grokludo 15 episode artwork
#15
11/10/2025

Tracy Fullerton is head of the renowned games lab at the University of Southern California, and is on the Board of Directors for Square Enix, and Games for Change. 

For years, her book Game Design Workshop has taught pixel pushers that finding the fun is a process, not a vision. And her students include the makers of Journey, Threes!, and Outer Wilds, among others.

Her new book is called The Well-Read Game, and she joins grokludo to talk about a deeper way of playing games, building on things like reader-response theory, and arguing that it c...


Mechabellum Evolved Autobattlers, but One Problem Remains Unsolved – Wen You Ge | grokludo 14
Mechabellum Evolved Autobattlers, but One Problem Remains Unsolved – Wen You Ge | grokludo 14 episode artwork
#14
11/03/2025

Wen You Ge, also known as Bearlike, leads the team working on Mechabellum, the premier 1v1 autobattler. These games give you NO control over the battle. It's all about setting up your troops beforehand, with smart positioning and synergies, and watching it play out.

Autobattlers were catapulted to fame with Autochess, and its variants, such as DOTA Underlords, Teamfight Tactics. These games were compelling, but flawed. An overreliance on randomness meant sometimes you'd face the exact same opponent multiple times, with the exact same boards, but with different winners, due to the roll of a die. 


LLMs in Games - Infinite Stories, or Infinite Hype? - Chris Simon | grokludo 13
LLMs in Games - Infinite Stories, or Infinite Hype? - Chris Simon | grokludo 13 episode artwork
#13
10/27/2025

Chris Simon is a technologist who's given talks about AI, specifically LLMs, or Large Language Models such as ChatGPT. 

AI is going to be an increasingly big topic in games. From things like art generation, code generation, to chat moderation, to dynamic difficulty systems, and all the way to engineless games that use a neural network to generate images based on user input. And there are many more.

So it's a topic we'll probably return to, but one of the biggest ways people are using LLMs is in story generation and dialogue. The idea here i...


Creating Counter-Strike, Leaving Valve, & Starting From Zero - Minh Le | grokludo 12
Creating Counter-Strike, Leaving Valve, & Starting From Zero - Minh Le | grokludo 12 episode artwork
#12
10/20/2025

Minh Le, also known as Gooseman, is best known for creating the world-conquering Counter-Strike. It started out as a small Half-Life mod, and now sells out the largest stadiums around the world as one of the greatest esports of all time.

In 2006, Gooseman left Valve to make Tactical Intervention. Since then, he's worked on Rust, Black Desert Online, and now he's got a new game, Alpha Response, marrying his traditional semi-realism with co-op PvE heavily inspired by Left 4 Dead.

I never miss a chance to talk to Goose, and since we've talked before about tracking...


Playing God with Galactic Cellular Automata in Stars Reach - Raph Koster | grokludo 11
Playing God with Galactic Cellular Automata in Stars Reach - Raph Koster | grokludo 11 episode artwork
#11
10/13/2025

Raph Koster has helped forward our understanding of game design for decades. 

He's the author of A Theory of Fun, a must-read for game designers. He was lead designer on the pioneering MMO Ultima Online, and led the creative team on Star Wars Galaxies.

Now he's back with a new MMO called Stars Reach, built on 3D cellular automata system that simulates everything in the galaxy. The game's not out yet, and already the stories emerging from this kind of simulation are hard to compare with anything else.

So strap in, we're going p...


Owning Game Mechanics? Making Sense of Nintendo's Patents - Kirk Sigmon | grokludo 10
Owning Game Mechanics? Making Sense of Nintendo's Patents - Kirk Sigmon | grokludo 10 episode artwork
#10
10/06/2025

Kirk Sigmon is an attorney at Banner Witcoff , and an expert in patent law.

He joins us this week to make sense of the wild, and complicated situation in which Nintendo and The Pokemon Company are posturing towards US litigation against Pocketpair, the maker of Palworld. Litigation in Japan is already underway.

In the process, Nintendo has secured patents for game mechanics that look a lot like what we've already been playing for the last 30+ years.

There's patent activity relating to mounts and the quick-switching of mounts. There are patents about throwing an...


Measuring Distress Against Loot Box Spend - Aaron Drummond and Jim Sauer | grokludo 9
Measuring Distress Against Loot Box Spend - Aaron Drummond and Jim Sauer | grokludo 9 episode artwork
#9
09/29/2025

Aaron Drummond and Jim Sauer are associate professors at the University of Tasmania, and recently released a paper looking at loot box spending measured against distress, when normalising for disposable income. 

The two have studied a range of issues in games, such as the effects of violent games on aggression, and the impacts of gaming on learning. But when they started researching loot boxes, things were very different.

Find Aaron and Jim's study here: https://royalsocietypublishing.org/doi/10.1098/rsos.231264

Timecodes:
00:00 - Intro
00:46 - Do loot boxes cause distress?
04:16 - Skinner b...


The Loot Box Lab Mapping Policy vs Practice - Leon Xiao | grokludo 8
The Loot Box Lab Mapping Policy vs Practice - Leon Xiao | grokludo 8 episode artwork
#8
09/22/2025

Leon Xiao is an Assistant Professor at the City University of Hong Kong. After doing his PhD in loot boxes, he's released papers charting the loot box regulation landscape, and measuring compliance.

Coverage of his work has been picked up by mainstream media such as the BBC and the Guardian, and GamesIndustry.biz publishes his yearly loot box state of play report.

Today Leon gives us a zoomed out view of loot box research.

In the intro I mention Leon's thesis, which comprehensively covers loot box regulation and compliance. You can find that...


Manipulating Players for Good? - Ejnar Hakonsen | grokludo 7
Manipulating Players for Good? - Ejnar Hakonsen | grokludo 7 episode artwork
#7
08/19/2025

Ejnar Håkonsen has studied the light and dark sides of player manipulation. He’s designed matchmaking and pay-to-win systems himself, and he’s theorycrafted in pay-to-win games with top-ranking whale guilds, to understand the strategies they use.

Years ago, he designed a multiplayer system that used manipulative practices for positive ends. It used commendations in kind of a genius way to reduce toxicity by weaponising a player’s ego against them.

He recently posted a Reddit thread about it which effectively open-sourced the design and had enormously positive feedback, which can be found here:
 ht...


An Open-Sourced Funding Model for Indies - Rand Fishkin | grokludo 6
An Open-Sourced Funding Model for Indies - Rand Fishkin | grokludo 6 episode artwork
#6
04/10/2025

Rand Fishkin is an icon in the SEO space who recently started a game studio and is making a new indie game, Snack Bar at the End of the World.

Rand’s open-sourced method for indie developers seeking investment is mainly about leveraging your network, whether large or small, to get the funds needed to make a game. It doesn’t matter if you have millionaire circles or just normal friends, school alumni, family, etc – the system aims to be adaptable to your situation.

You can find these documents and a write-up here:
https://sparkt...


Loot Boxes vs Consumer Law - Maarten Denoo | grokludo 5
Loot Boxes vs Consumer Law - Maarten Denoo | grokludo 5 episode artwork
#5
10/30/2024

Maarten Denoo has been active in the Belgian gaming scene as an academic and journalist for years, releasing papers that cover loot boxes and the progress of policy around gambling in games.

This episode covers the recent research around loot boxes, and gets a frontline view of Belgium's loot box ban, as well as uncovering a possible new avenue of attack: Consumer law.

You can find out more about the GameAble project here: https://www.gameable.info/

0:00 - Intro
0:52 - An overview of loot box research
5:18 - Maarten's loot box study<...


Remembering Kotaku AU - Seamus Byrne, Mark Serrels, Alex Walker, David Smith | grokludo 4
#4
09/23/2024

Kotaku AU has closed. To me and many others, it held a special place in Australia's gaming history. So this is part memorial, part group therapy session, part insider discussion for everyone else's understanding, in which I've gathered former editors of the site to talk about its beginning, middle, and end.

Mark Serrels and Alex Walker had the longest tenures as editor of Kotaku AU, and David Smith was editor during its final years. Seamus Byrne started as editor of Gizmodo, and later became publisher of Allure's tech suite.

The baseball has never been more...


Games Are Outpacing Classification Systems - Margaret Anderson | grokludo 3
#3
07/18/2024

Margaret Anderson became Director of the Australian Classification Board in 2013, a time when it still made opaque decisions and wasn’t prepared for the tidal wave of gaming content that would come in the following years.

She talks to grokludo about declassifying the classifications as it were, and dealing with the multiple challenges that games created as a fast-moving technology that vastly outpaces the laws written to regulate it.

On the way we cover Australia’s debate over whether or not to have an R18+ rating for games, the quagmire of loot boxes and gambling cont...


Where Studios Go Wrong - Paul Tozour | grokludo 2
Where Studios Go Wrong - Paul Tozour | grokludo 2 episode artwork
#2
04/15/2024

Paul Tozour is saying exactly what the industry needs to hear right now. Backed with data from his 2015 study titled The Game Outcomes Project, he's fictionalised the data in his new book The Four Swords: A Parable of Leadership, Video Games, and Dead Dragons.

Tozour goes through his lessons for studios, publishers, managers, and creatives, able to definitively describe what leads to a successful studio and point to the data that proves it. In this moment of post-largesse layoffs, these lessons are even more important.

And there are plenty of wacky stories from his time...


How Morality Bars Influence Your Choices - Malcolm Ryan
#1
03/19/2024

Malcolm Ryan from Macquarie University speaks about his study that shows how suggestible we can be if a game's morality meter tries to nudge us in a certain direction... provided certain conditions are met beforehand.

Even when players think they're ignoring the morality meter, the results say different!

Read the study here: https://journals.sagepub.com/doi/full/10.1177/15554120211017040

Play the game, The Great Fire, here: https://moralityplay.itch.io/the-great-fire

Ryan et al's paper on the four-component model of moral psychology can be found here: https://press.etc.cmu.edu/file...