• XMAS SPECIAL: Metal Gear Solid - Games Every Designer Should Play
    Dec 25 2025

    Welcome to a Special Christmas Episode of Games Every Designer Should Play, the podcast that explores the world of game design by analysing some of the greatest games of all time. Join game design lecturers Stuart Lilford, Adrian Mills, and David Grant as they return to Shadow Moses to unpack the legacy of Metal Gear Solid — one of the most influential and idiosyncratic games ever made.

    🚨 Spoiler alert for the game! We strongly recommend playing Metal Gear Solid before listening.

    In this episode, we explore how Metal Gear Solid blends cinematic storytelling, memorable characters, and inventive stealth mechanics to create a landmark experience. We discuss its iconic boss fights and how they subvert player expectations, the way it famously breaks the fourth wall, and how countless small details — codec calls, animations, sound design, and contextual interactions — elevate the entire experience.

    On the critical side, we examine the game’s portrayal of female characters, questioning how well it has aged, and debate whether the second disc adds meaningful tension or feels like unnecessary padding. We also reflect on how its setting, tone, and ambition defined The Rule of Cool.

    🎧 Featuring listener feedback and the verdict: Is Metal Gear Solid still a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    Don’t forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #MetalGearSolid #StealthGames #NarrativeDesign

    Thank you for tuning in — and happy holidays! 🎄🎧✨

    We are @ShouldPlayPod on Instagram, Twitter, BlueSky, Threads, and YouTube.

    === CREDITS === Music by Vasil Trofimov from Pixabay. Sound Effects by floraphonic from Pixabay. Thanks to Gary Mitchell for Technical Support.

    Show More Show Less
    1 hr and 42 mins
  • EP14: Katamari Damacy - Games Every Designer Should Play
    Dec 16 2025

    Welcome to Episode 14 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they roll into the wacky, colourful world of Katamari Damacy.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how Katamari Damacy nails its core gameplay loop, providing constant feedback and a sense of progression through clever design. We explore its unique game feel — from whimsical sound effects to imaginative art direction — and how its playful mechanics, hidden side-challenges, and subtle depth keep players engaged. Plus, we look at all the extra touches the game affords, like the addition of the snorkel, the item descriptions, and the amazing end-credits level.

    Featuring feedback from listeners and the verdict: Is Katamari Damacy a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #KatamariDamacy #IndieGames #GameMechanics #CoreGameplayLoop

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter BlueSky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support

    Show More Show Less
    1 hr and 8 mins
  • HALLOWEEN SPECIAL: Mouthwashing - Games Every Designer Should Play
    Oct 31 2025

    Welcome to a Special Bonus Halloween Episode of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they discuss Mouthwashing — a visceral indie game that shows us how to tell a powerful narrative.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how Mouthwashing demonstrates the value of starting small, using a compact scope to deliver a focused and memorable experience. We explore how removing player choice can strengthen narrative impact, how environmental storytelling and sharp dialogue build emotional depth, and how leaning into limitations — whether in animation, art style, or level design — can lead to bold creative decisions.

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #IndieGames #NarrativeDesign #Mouthwashing

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support

    Show More Show Less
    1 hr and 22 mins
  • EP13: Keep Talking And Nobody Explodes - Games Every Designer Should Play
    Oct 28 2025

    Welcome to Episode 13 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they try to communicate the chaotic pressures of Keep Talking And Nobody Explodes.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how Keep Talking and Nobody Explodes transforms communication itself into gameplay, creating tension, teamwork, and comedy through pure verbal coordination. We explore how its VR origins shaped its design, how its paper manual becomes a brilliant piece of diegetic UI, and why its approachability makes it one of the most inclusive multiplayer games ever made. We also look at what designers can learn from its game jam roots, where a 48-hour prototype evolved into a timeless co-op experience.

    Featuring feedback from listeners and the verdict: Is Keep Talking And Nobody Explodes a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Adrian's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #KeepTalkingAndNobodyExplodes #IndieGames #CoopGames #CommunicationDesign

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support

    Show More Show Less
    1 hr and 10 mins
  • EP12: The Binding of Isaac: Rebirth - Games Every Designer Should Play
    Oct 8 2025

    Welcome to Episode 12 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they descend into the chaotic, grotesque, and endlessly replayable world of The Binding of Isaac.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how The Binding of Isaac turns randomness into both its greatest strength and biggest challenge. We compare it's gameplay to the act of gambling — where the anticipation of a great run keeps players coming back — and debate whether requiring players to learn so much outside the game is good or bad design.

    Featuring feedback from listeners and the verdict: Is The Binding of Isaac a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Stuart's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #BindingOfIsaac #IndieGames #Roguelike #GameMechanics

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Thanks to Gary Mitchell for Technical Support

    Show More Show Less
    1 hr and 23 mins
  • EP11: Resident Evil 2 (2019) - Games Every Designer Should Play
    Jul 17 2025

    Welcome to Episode 11 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they navigate the dark corridors of Resident Evil 2 (2019) - a modern remake of a survival horror classic.

    🚨 Spoiler alert for The Game! We STRONGLY advise you to play before listening.

    In this episode, we discuss how Resident Evil 2 (2019) delivers efficient, well-crafted level design: from its looping layout to its clever reuse of environments and assets. We explore how the game builds tension and meaningful player choices through resource scarcity, limited inventory, and risk-reward decisions - all wrapped in a B-movie script that somehow works.

    On the critical side, we examine the timeline inconsistencies compared to the original and ask whether the boss fights break the game's own rules.

    Featuring feedback from listeners and the verdict: Is Resident Evil 2 (2019) a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's David's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ResidentEvil2

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 25 mins
  • EP10: Return of the Obra Dinn - Games Every Designer Should Play
    Apr 29 2025

    Welcome to Episode 10 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they dive into Return of the Obra Dinn—a genre-defying deduction game that puts players in the role of a 19th-century insurance investigator aboard a ghost ship.

    Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening.

    In this episode, we talk about Return of the Obra Dinn's distinctive and effective soundtrack, how the game’s tight constraints (from visuals to location to mechanics) actually enhance creativity, and how the deductive gameplay allows for multiple valid paths to a solution. We also explored how the game masterfully manufactures “aha!” moments—rewarding players not through traditional level progression, but through the satisfaction of piecing together a mystery on their own.

    On the critical side, we questioned whether the story itself delivers a meaningful emotional payoff, and debated whether the non-linear structure enhances or weakens the overall narrative impact. Does the fragmented timeline add intrigue, or does it distance the player from the characters and events?

    Featuring feedback from listeners and the verdict: Is Return of the Obra Dinn a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Adrian's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #ObraDinn

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 15 mins
  • EP09: Subnautica - Games Every Designer Should Play
    Apr 3 2025

    Welcome to Episode 09 of 'Games Every Designer Should Play,' the podcast that explores the world of game design by analysing some of the greatest games of all time. Join experienced Game Design lecturers Stuart Lilford, Adrian Mills, and David Grant as they dive into Subnautica—a survival game that blends mystery, exploration, and tension beneath the waves.

    Spoiler alert for The Game! 🚨 We STRONGLY advise you to play before listening.

    In this episode, we discuss how Subnautica creates an incredible sense of mystery and discovery, its immersive survival mechanics, and the brilliance of its environment and creature design. We also explore how sound design enhances tension, making every dive feel equal parts mesmerising and terrifying.

    But Subnautica isn’t without its faults. We critique its lack of player direction, moments that don’t respect the player’s time, and some frustrating UI elements that can make surviving harder than intended. Ultimately, we unpack a key takeaway for designers: your game won’t (and can’t) please everyone—and that’s okay.

    Featuring feedback from listeners and the verdict: Is Subnautica a must-play for every designer?

    📧 Email us your comments or questions on the game discussed in the next episode at shouldplaypodcast@gmail.com

    It's Stuart's turn to choose the game we must play for the next episode. Will it be beloved by all or could it be controversial? You'll have to listen to the end to find out! 👀

    Don't forget to subscribe, like, and share! #GameDesign #Podcast #GamesEveryDesignerShouldPlay #Subnautica

    Thank you for tuning in! 🎧✨

    We are @ShouldPlayPod on Instagram, Twitter Blue Sky, Threads, and YouTube.

    === CREDITS ===

    Music by Vasil Trofimov from Pixabay.

    Sound Effects by floraphonic from Pixabay.

    Show More Show Less
    1 hr and 20 mins