We're joined by Richard Simpson of We're Not Wizards, who is definitely not a magician, Victorian or otherwise, to talk about the line between game design and production. Should production values be an integral part of the discussion of a game's merits, or should we learn to separate the two?
Before we get productive, we talk about Doughnut Dash, Cities, Azul: Stained Glass of Sintra, and L.L.A.M.A.