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    Explore "game design" with insightful episodes like "Dragon's Dogma 2 Makes Friction Fun", "We’re Obsessed With Cookie Clicker - Safety Third 95", "Magic the Gathering's Creator Wants to Create an Even Better Game", "Giving NPCs the power of AI with Convai's Purnendu Mukherjee | E1839" and "StarCraft II Has Aged Well" from podcasts like ""Triple Click", "Safety Third", "Odd Lots", "This Week in Startups" and "Triple Click"" and more!

    Episodes (16)

    Dragon's Dogma 2 Makes Friction Fun

    Dragon's Dogma 2 Makes Friction Fun

    What is "friction" in video games? We've got a taxonomy, of course! This week, the Triple Click gang talks about how Dragon Dogma 2 tries to push players away, the necessity of video game friction, and what it means when a game is impenetrable.

    One More Thing:

    Kirk: Girls5Eva (Netflix)

    Maddy: The Holdovers (2024)

    Jason: Secrets of Grindea

    LINKS:

    Triple Click LIVE in LA! Saturday, June 8, 6:30PM at the Teagram Ballroom: https://teragramballroom.com/tm-event/triple-click-podcast/

    Tim Rogers’ “In Praise of Sticky Friction,” 2010 https://kotaku.com/in-praise-of-sticky-friction-555816

    Preorder Jason’s Book! https://www.hachettebookgroup.com/titles/jason-schreier/play-nice/9781538725429/

    Support Triple Click: http://maximumfun.org/join

    Buy Triple Click Merch: https://maxfunstore.com/search?q=triple+click&options%5Bprefix%5D=last

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: 

    https://maximumfun.org/triple-click-ethics-policy/

     

    Kirk’s Three Types of Video Game Friction

    Mechanical Friction: Relating to inputs and interaction. i.e. kinesthetics, “game feel”

    • Certain moves require complex inputs or timing
    • Beating a boss means not just attacking but reacting/countering
    • Combat’s relationship to animation, e.g. locked animation means you can't interrupt attacks and dodge whenever you want
    • No jump button, you have to use the world to get vertical advantage (souls, monster hunter)
    • Enemies can stagger or stun-lock you just like you can them
    • Stamina bar limits the number of chained inputs you can give
    • Delay on spellcasting means relying on teammates to provide cover
    • Slow or complex reloads with modifiers, minigames for healing, sub-inputs required while in the heat of action (stratagems, active reload, far cry healing animations, etc)
    • "Sticky Friction" (TM Tim Rogers) - inertia, weight, acceleration, the feel and heft of movement and interaction tied to pause/delay/rhythm and animation

    Logistical Friction: Relating to planning, (in)flexibility, the need to prepare

    • Customization is costly or difficult. e.g. to change classes or appearance, you have to go see a vendor in a town
    • There's limited fast travel, so you have to plan trips carefully. Or can only travel from certain points on map
    • The game's map is an in-game object and doesn't pause
    • No pause option in general
    • Penalty for death - lost progress, maybe the game even becomes harder
    • Finishing a mission requires extraction, waiting, defending
    • You can't save just anywhere, or have a limited number of saves
    • Loot and upgrades don’t unlock unless you complete the mission
    • Quests are complex and require a lot of micro-managing or specific steps
    • Crafting and other similar activities require in-game actions or specific locations
    • Often referred to as “Player Friendly/Unfriendliness”

    Informational Friction: Relating to what the game does/doesn’t tell you

    • The game doesn't tell you what you're supposed to do next
    • The game doesn't spell out for you what's going on with the story and leaves it for you to figure out (Narrative Friction)
    • There are a lot of concepts, mechanics, or rules to keep track of or understand (Conceptual Friction)
    • The game's map doesn't tell you very much, or the game has no map (Navigational Friction)
    • Branching narratives aren’t signposted, little or no warning for consequential decisions
    • The interface is opaque or requires a lot of inputs to use
    • You don't get notifications about status effects in the HUD, you have to look at your character (general world > hud approach)
    • The game has hidden systems that you have to learn about via word of mouth or experimentation (e.g. If you want to explore the castle without getting arrested, wear the guard armor to blend in. If you die, your world becomes steadily darker. This guy will kill your NPCs, but there’s an elaborate hidden spell to revive them. Etc)
    • Other players can leave notes to help you, but the notes are often vague; other player’s pawns can show you secrets, but you have to listen
    • In-game multiplayer communication options are limited
    • Item descriptions don't give specific stats, they just say vague stuff

    Magic the Gathering's Creator Wants to Create an Even Better Game

    Magic the Gathering's Creator Wants to Create an Even Better Game

     Since bursting onto the scene in the mid-1990s, Magic the Gathering has become one of the most popular games of all time, with millions of players collecting cards to battle each other in an imaginary fantasy realm. But Magic's early success came with a problem: the price of the game's most powerful and rare cards surged along with its popularity. Eventually, Magic's creators worried that the game would become too expensive and was at risk of becoming a short-lived fad. So, how do you pop a bubble in collectibles without completely alienating collectors? In this episode, we speak with Richard Garfield, the creator of Magic the Gathering, and Arka Ray, a long-time game developer at Microsoft who's now CEO of Richard's new gaming studio, Popularium. They talk about the surprising parallels between MTG and central banking, what they've learned from Magic, and how they're applying those lessons to Chaos Agents, Popularium's first new gaming launch. 

    See omnystudio.com/listener for privacy information.

    Giving NPCs the power of AI with Convai's Purnendu Mukherjee | E1839

    Giving NPCs the power of AI with Convai's Purnendu Mukherjee | E1839

    This Week in Startups is brought to you by…

    The Equinix Startup program offers provides a hybrid infrastructure solution for startups, including up to $100K in credits and personalized consultations and guidance from the Equinix team. Go to https://equinixstartups.com to apply today.

    Fitbod. Tired of doing the same workouts at the gym? Fitbod will build you personalized workouts that help you progress with every set. Get 25% off your subscription or try out the app for FREE when you sign up now at fitbod.me/TWIST.

    LinkedIn Marketing. To redeem a $100 LinkedIn ad credit and launch your first campaign, go to linkedin.com/thisweekinstartups

    Today’s show:

    Convai CEO Purnendu Mukherjee joins Jason to discuss creating AI-powered NPCs using Convai (6:05), the birth of generative AI (22:17), open-source vs. closed AI (36:01), and much more!

    *

    Time stamps:

    (0:00) Convai CEO Purnendu Mukherjee joins Jason

    (3:54) The motivation behind Convai

    (6:05) Purnendu breaks down creating an NPC character using Convai

    (10:16) Equinix - Join the Equinix Startup Program for up to $100K in credits and much more at https://equinixstartups.com

    (11:36) Demo of character creation using Convai's unique toolset

    (17:18) Integrating AI Characters into Game Worlds with Convai

    (20:50) Fitbod - Get 25% off at https://fitbod.me/twist

    (22:17) Convai’s business model and the issue game developers have with moving from flat rate to usage-based charges

    (25:00) Purnendu reflects on his time at Nvidia

    (29:57) The birth of the generative AI boom

    (34:30) LinkedIn Marketing - Get a $100 LinkedIn ad credit at https://linkedin.com/thisweekinstartups

    (36:01) Navigating the Future: AI Regulation & open-source vs. closed AI

    (40:11) The countdown to self-creating AI

    (43:13) Purnendu breaks down data collected for AI and the uses for an AI-enabled Amazon Mechanical Turk

    Check out Convai: https://www.convai.com

    Follow Purnendu:

    https://twitter.com/purn3ndu

    https://www.linkedin.com/in/purn3ndu

    *

    Read LAUNCH Fund 4 Deal Memo: https://www.launch.co/four

    Apply for Funding: https://www.launch.co/apply

    Buy ANGEL: https://www.angelthebook.com

    Great 2023 interviews: Steve Huffman, Brian Chesky, Aaron Levie, Sophia Amoruso, Reid Hoffman, Frank Slootman, Billy McFarland

    Check out Jason’s suite of newsletters: https://substack.com/@calacanis

    *

    Follow Jason:

    Twitter: https://twitter.com/jason

    Instagram: https://www.instagram.com/jason

    LinkedIn: https://www.linkedin.com/in/jasoncalacanis

    *

    Follow TWiST:

    Substack: https://twistartups.substack.com

    Twitter: https://twitter.com/TWiStartups

    YouTube: https://www.youtube.com/thisweekin

    *

    Subscribe to the Founder University Podcast: https://www.founder.university/podcast

    StarCraft II Has Aged Well

    StarCraft II Has Aged Well

    Jason, Kirk, and Maddy have played through all of StarCraft II: Legacy of the Void, a game that has aged quite well. They talk about multitasking, the impact of MOBAs on RTS games, and a very epic game of tug-of-war.

    One More Thing:

    Kirk: The Afterparty S2

    Maddy: Asteroid City (2023)

    Jason: Traffic (by Ben Smith)

    LINKS:

    Support Triple Click: http://maximumfun.org/join

    Buy Triple Click Merch: https://maxfunstore.com/search?q=triple+click&options%5Bprefix%5D=last

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: 

    https://maximumfun.org/triple-click-ethics-policy/

    #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode

    #681: Doom Legend John Romero — The Path to Prolific Innovation and Making 130+ Games, How to Find the Soul of the Work, Audacious Ambition, and Building in Monk Mode

    Brought to you by LinkedIn Jobs recruitment platform with 900M+ users, Helix Sleep premium mattresses, and AG1 all-in-one nutritional supplement.

    Computer and video game legend John Romero (@romero) has designed and published more than 130 games since his first sale at the age of 16. A teenage programming prodigy, his major achievements include co-inventing a series of revolutionary computer games—DOOM, Quake, Wolfenstein 3-D, and Commander Keen—that launched the industry’s most popular genre, the first-person shooter.

    The memoir DOOM GUY: Life in First Person is his first book.

    Please enjoy!

    *

    This episode is brought to you by LinkedIn Jobs. Whether you are looking to hire now for a critical role or thinking about needs that you may have in the future, LinkedIn Jobs can help. LinkedIn screens candidates for the hard and soft skills you’re looking for and puts your job in front of candidates looking for job opportunities that match what you have to offer.

    Using LinkedIn’s active community of more than 900 million professionals worldwide, LinkedIn Jobs can help you find and hire the right person faster. When your business is ready to make that next hire, find the right person with LinkedIn Jobs. And now, you can post a job for free. Just visit LinkedIn.com/Tim.

    *

    This episode is also brought to you by AG1! I get asked all the time, “If you could use only one supplement, what would it be?” My answer is usually AG1, my all-in-one nutritional insurance. I recommended it in The 4-Hour Body in 2010 and did not get paid to do so. I do my best with nutrient-dense meals, of course, but AG1 further covers my bases with vitamins, minerals, and whole-food-sourced micronutrients that support gut health and the immune system. 

    Right now, you’ll get their Vitamin D Liquid Formula free with your first subscription purchase—a vital nutrient for a strong immune system and strong bones. Visit DrinkAG1.com/Tim to claim this special offer today and receive the free Vitamin D Liquid Formula (and 5 free AG1 travel packs) with your first subscription purchase! That’s up to a one-year supply of Vitamin D as added value when you try their delicious and comprehensive all-in-one daily greens product.

    *

    This episode is also brought to you by Helix SleepHelix was selected as the best overall mattress of 2022 by GQ magazine, Wired, and Apartment Therapy. With Helix, there’s a specific mattress to meet each and every body’s unique comfort needs. Just take their quiz—only two minutes to complete—that matches your body type and sleep preferences to the perfect mattress for you. They have a 10-year warranty, and you get to try it out for a hundred nights, risk-free. They’ll even pick it up from you if you don’t love it. And now, Helix is offering 20% off all mattress orders plus two free pillows at HelixSleep.com/Tim.

    *

    [07:39] Childhood.

    [11:30] Aggressor Squadron.

    [14:55] John’s first exposure to computers and coding.

    [21:34] Early innovations in 3D gaming.

    [26:01] The id Software team.

    [28:00] Side-scrolling games.

    [30:41] Developing 13 games in one year. How?

    [37:28] Designing with movable and removable parts in mind.

    [42:45] Warning the world of its inevitable DOOM.

    [53:04] Hyperthymesia.

    [59:49] Working on two games at once.

    [1:02:34] When John realized DOOM would be a hit.

    [1:10:25] Why John moved on from id Software.

    [1:14:25] What is a game engine?

    [1:20:05] Starting a new company.

    [1:21:25] What prompted John to write DOOM Guy: Life in First Person?

    [1:23:42] The origin of DOOM‘s name.

    [1:24:27] Parting thoughts.

    *

    For show notes and past guests on The Tim Ferriss Show, please visit tim.blog/podcast.

    For deals from sponsors of The Tim Ferriss Showplease visit tim.blog/podcast-sponsors

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    Mystery Video Games

    Mystery Video Games

    MYSTERIES: what are they? Who are they? WHO DID THEM??? This week, the Triple Click gang talks about mysteries in video games, from Return of the Obra Dinn to Elden Ring. What makes a good detective mechanic? What kind of mysteries can only be explored in games? And why is The Case of the Golden Idol so damn good?

    One More Thing: 

    Kirk: Signalis

    Maddy: Interview with the Vampire (2022 AMC+ TV series)

    Jason: The Legend of Mike White

    Links:

    Support Triple Click: http://maximumfun.org/join

    Buy Triple Click Merch: https://maxfunstore.com/search?q=triple+click&options%5Bprefix%5D=last

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: 

    https://maximumfun.org/triple-click-ethics-policy/

    What If You Could Just Turn Off The Microtransactions?

    What If You Could Just Turn Off The Microtransactions?

    This week, the Triple Click gang opens up the mailbag and takes some of YOUR questions about all sorts of fun things.  Wouldn't it be nice if games let you turn off all the microtransactions? What's it like revisiting old games with a modern eye? And what are our favorite board games (aside from Candyland)???

    One More Thing: 

    Kirk: Players 

    Maddy: Neon White

    Jason: Craps

    Links:

    BitCulture’s remix of Maddy’s song “Bad Feeling” (feat. Kirk on sax) - https://maddymyers.bandcamp.com/track/bad-feeling-bitculture-remix-feat-kirk-hamilton

    Support Triple Click: http://maximumfun.org/join

    Buy a Triple Click t-shirt: https://topatoco.com/collections/maximum-fun/products/maxf-tc-tclogo-sh

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: 

    https://maximumfun.org/triple-click-ethics-policy/

    Secrets In Video Games

    Secrets In Video Games

    Whip out your metal detector and start combing the desert — it's time to talk about secrets. Jason, Kirk, and Maddy talk about the hunt for secrets in two recent video games, Elden Ring and Tunic, and some of their favorite secrets in modern times. And in true Triple Click fashion, they can't help but come up with some taxonomical categories.

    One More Thing: 

    Kirk: Our Flag Means Death

    Maddy: Tunic

    Jason: The Dropout

    Links:

    Jason and Kirk’s old podcast about the Secret Hunters of Destiny: https://open.spotify.com/episode/0HMm97rD7D6eIxdF9N6cFc

    Ed Fries’ conversation with Ron Milner about the easter egg he added to 1977’s Starship 1: https://edfries.wordpress.com/2017/03/22/chasing-the-first-arcade-easter-egg/

    The Many Kinds Of Boss Fights

    The Many Kinds Of Boss Fights

    What's your favorite video game boss fight? Kirk, Maddy, and Jason break down all the options with a brand new taxonomy of bosses, from The Preview to The Gimmick to The Final Exam. They talk about some of the most memorable boss fights in gaming history, like Metal Gear Solid 3's The End and Metroid's Ridley, then dissect what makes each one unique.

    One More Thing: 

    Kirk: Elden Ring’s Story

    Maddy: The Afterparty

    Jason: Triangle Strategy

    Links:

    Support Triple Click: http://maximumfun.org/join

    Buy a Triple Click t-shirt: https://topatoco.com/collections/maximum-fun/products/maxf-tc-tclogo-sh

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: 

    https://maximumfun.org/triple-click-ethics-policy/

    BOSS TYPES

    The Preview - An early fight against a boss you won’t fight again until later. 

    • Variation: The Hunter Preview, see below

    The Roadblock - A difficulty spike boss that stops many people from playing the game entirely.

    • Variation: The Skill-Check, a boss that’s hard on purpose to make sure you’re leveled up enough, aka Margit, Hornet. 
    • Variation II: The Sidestreet Roadblock, where it’s the hardest boss in the game but it’s optional

    The Gimmick - A boss fight that’s actually just a puzzle. You can possibly beat them straight-up, but there’s some trick that makes things easier. 

    The Setpiece - A fight that’s really more of a long interactive cutscene with occasional combat 

    • Variation: The Giant - A Setpiece boss who is way bigger than you to the point that you can’t engage them with ordinary gameplay - you have to either focus on their feet or do platforming to get to their head

    The Hunter - A boss fight where you have to hide from the boss, i.e. a stealth boss fight. 

    • Variation: The Hunter Preview - An unkillable version of the boss hunts you, but ultimately you wind up fighting it

    The Final Exam - A boss that requires you to combine every skill/item/ability/party member you have to that point to beat them 

    • Variation: The Teambuilding Exercise - a Final Exam boss that cannot be beaten by a single person, aka an MMO raid boss 
    • Variation II: The Duel - No weapons, no abilities, just fists (Liquid vs Snake in MGS4 - the opposite of the Final Exam)

    The Pair - Oh no there are two bosses! 

    • Variation: The Mob - there are lots of enemies - common to From games, e.g. Renalla phase one or those old dudes in DS3, Watcher Knights in Hollow Knight

    The Spitting Image - Surprise, the boss is you! (The mirror self in Control, the Mimic Tear, Shadow Link, Dark Samus)

    The Unfriendly Friend - The (often final) boss turns out to be someone you’ve been talking with. 

    The Saga - A boss fight with multiple phases that keeps going and going. First you fight Sephiroth, then Safer Sephiroth, then…

    Triple Play: Half-Life 2

    Triple Play: Half-Life 2

    It's finally time: Jason, Maddy, and Kirk pick up their gravity guns and move around some cardboard boxes so they can climb into Half-Life 2. The gang talks about the pros and cons of Valve's classic shooter, how the game holds up in 2021, the G-Man, the graphics, the setpieces, the nauseating vehicles, and oh so much more!

    One More Thing: 

    Kirk: Reservation Dogs

    Maddy: Leverage: Redemption

    Jason: Fantasian

    Links:

    The Wikipedia entry on hitscan: https://en.wikipedia.org/wiki/Hitscan

    Half-LIfe 2 Combine Radio Chatter collection by RescoeZ: https://www.youtube.com/watch?v=SindqGenIhk

    Kali Simmons’ recaps of Reservation Dogs: https://www.vulture.com/article/reservation-dogs-series-premiere-recap-season-1-episode-1-fckin-rez-dogs.html

    Support Triple Click: http://maximumfun.org/join

    Join the Triple Click Discord: http://discord.gg/tripleclickpod

    Triple Click Ethics Policy: https://maximumfun.org/triple-click-ethics-policy/

    Product | Scaling Your Startup S2 E5 with Superhuman’s Rahul Vohra & Fitbod’s Jesse Venticique | E1214

    Product | Scaling Your Startup S2 E5 with Superhuman’s Rahul Vohra & Fitbod’s Jesse Venticique | E1214
    This episode reveals the product strategies of two of Jason's high-performing portfolio companies, Superhuman & Fitbod. First, Superhuman's Founder & CEO Rahul Vohra shares his 7 principles for improving products with game design (01:40), then Fitbod's CO-founder and Product Head Jesse Venticique describes how to optimize your product hook (20:08), and to wrap up, Jason brings the two together for a Q&A session (36:44). Pod Notes: http://bit.ly/e1214tnotes

    9 - Bacon Rain ft. Klean

    9 - Bacon Rain ft. Klean
    OUR FIRST GUEST! Klean!    We finally conned someone into being on the podcast with us! Klean, you can find him gaming on Twitch.tv/Klean. Things get a little serious on the podcast. Today we get into the DIRTYYYY dirty issue of streaming/content creation and DMCA, firearms on Twitch, Buttholes and bans, Blacking out, Rain in Tarkov, and the BOMSHELL Klean has a girls name. Learn more about your ad choices. Visit megaphone.fm/adchoices

    Rahul Vohra - Using Emotion to Design Great Products - [Founder’s Field Guide, EP.1]

    Rahul Vohra - Using Emotion to Design Great Products - [Founder’s Field Guide, EP.1]
    Today’s episode represents a new chapter for Invest Like the Best, so requires a longer introduction than normal. Starting today, I’ll be bringing you two episodes per week on the same feed. On Tuesday’s, I’ll focus on investors, and on Thursday’s, I’ll host builders—founders, CEOs, and operators from all different fields. We call this new Thursday series Founder’s Field Guide. There’s nothing more interesting to me than how great businesses get build, and how investors can identify those businesses at the right time. We’ve already recorded with founders build companies in food, technology, infrastructure, shipping, collectibles, and many more categories. The goal each weak will be to have a builder share what they’ve done, how they’ve done it, and what they’ve learned along the way. We view this as a critical next step in furthering our mission: to capture and openly share the world’s best knowledge on business and investing. Onto the kickoff episode with Rahul Vohra. Rahul is the Founder & CEO of Superhuman, an extremely popular product for managing email. Rahul describes himself as a Computer Scientist, Gamer, Entrepreneur, and Designer. You’ll see quickly why it’s the intersection of these areas that sets Superhuman apart. We discuss why emotion matters when building products, and how other entrepreneurs can learn from his experience. Please enjoy the very first episode of Founder’s Field Guide, and stay tuned in future weeks as we host leaders from Nike, Cisco, Twitch, and so many more…listen in as we explore the world of cannabis, baking (not that kind), manufacturing, hardware, software, and more. Let’s dive in.   This episode is brought to you by Microsoft for Startups. Microsoft for Startups is a global program dedicated to helping “enterprise-ready” B2B startups successfully scale their companies. If you’re a founder running a B2B company targeting the enterprise, you should definitely check them out.    This episode is also sponsored by Vanta.  Vanta has built software that makes it easier to both get and maintain your SOC 2 report, at a fraction of the normal cost. Founders Field Guide listeners can redeem a $1k off coupon at vanta.com/patrick.    For more episodes go to InvestorFieldGuide.com/podcast. Sign up for the book club and new email newsletter called “Inside the Episode” at InvestorFieldGuide.com/bookclub. Follow Patrick on Twitter at @patrick_oshag   Show Notes (3:56) – (First question) – His interest in game design and emotion in software creation (5:15) – Key elements of game design (6:23) – Toys in digital software creation (8:48) – Finding success in boring software solutions (11:19) – Getting confidence while building when there are no real customers (14:08) – How they landed on their final product (15:40) – The Superhuman Product/Market Fit Engine (20:46) – Determining software price (21:55) – Positioning Your Startup is Vital — Here’s How to Nail It (23:09) – Positioning: The Battle for Your Mind (24:13) – Monetizing Innovation: How Smart Companies Design the Product Around the Price (26:36) – First big break for the business (29:04) – How technology companies actually grow (32:15) – Branding a software (33:57) – How he evaluates a company brand as an investor (36:07) – Questions to ask founders when considering an investment (37:35) – How the distribution of Superhuman worked so well (41:25) – Most common question asked by VC’s about Superhuman (43:00) – Why they do manual onboarding of customers (43:05) – Daniel Ek Podcast Episode (45:10) – Cost structure of a busines looking to reach the billion-dollar valuation (47:18) – Designing for flow in software business (51:21) – His design philosophy and their joy formula  (58:03) – His superpower (1:00:46) – The power of therapy (1:02:50) – Why he invests in other companies (1:05:05) – Trends in the technology space that have him excited (1:07:28) – The future for Superhuman (1:10:26) – Kindest thing anyone has done for him