I finally got to listen to this episode of Narrative Control today, where +Sean Nittner speaks to the ever-insightful +luke crane about game design, and if you are even a little bit interested in the topic, it is hugely worth a listen.

I figure a lot of you already know all the reasons this is awesome, but for the folks who are maybe going "Luke who?" then let me explain. 

There is an idea about foxes and hedgehogs that is summarized as ""the fox knows many things, but the hedgehog knows one big thing", and through that particular lens, Luke is the hedgehog of game design, a field with a lot of foxes. He has built a magnificent engine of a game with Burning Wheel and all the things built on top of it. It is not a game of widgets and pieces, but rather a complex whole that works.  

And here's an important thing: Burning Wheel is not a game for me.  Exact reasons aren't really germaine, but suffice it to say that it's not a game I play.  But despite this, I have bought every game Luke has put out, and I have devoured them, partly to steal what ideas I could, but mostly for the sheer craftsmanship of them.

I could not design these games. I am a decent widget designer, and I make designs by stringing widgets together. That has benefits - it's resilient and adaptable - but it will never have the kind of holistic interaction of parts that a Burning Wheel will. And the fact that it's not for me does not keep me from appreciating it. 

Anyway, Luke's take on games is a result of a lot of time, a lot of attention and a lot of really smart thought, and even if you don't entirely agree, then you will benefit by listening. 
Narrative Control Episode 80 - Conversations in Design - To hack or not to hack. Great interview with +luke crane about design intents and the differences in design focus between Burning Wheel and Apocalypse World and Fate. 

Late in the episode Luke has a special present just for +Vincent Baker 
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