Posts in Gaming (20 found)
ava's blog 3 days ago

my loot drop - what's in my inventory?

You've slain me. On your quest to rise up the Bearblog Trending mountain, you had to go past me. As your final hit rains down on me and my HP bar depletes, my body pulsates on the floor and slowly evaporates. What I leave behind are the following items: Matcha Drink Powdered green tea beverage with a nutty, slightly bitter taste. +5 Energy . Benji Charm Legend says he has provided strength in the most hopeless nights. While holding or keeping the plushie nearby, you gain advantage on saving throws against fear, despair, or stress-related effects. Crystal Ring Ring It hails from the far away fae lands. Forged from living quartz harvested under a moon. +2 Strength . Law Book Spell Book Forged by sages and legislators who believed privacy itself was a form of sacred protection, this tome channels the invisible rules of data protection into tangible wards and bindings. Spell: Right to Be Forgotten Effect: Erases traces of your identity from archives, magical records, and memories weaker than your Intelligence modifier. Enemies who knew you must pass a Wisdom save or simply forget your name. “Knowledge is power, but consent is sacred.” — Preface to the Data Protection Codex, Volume I AirPods Equipment Ancient blacksmiths of the techno-age forged them to fend off the chaos of constant noise. +4 Focus. Drawback: While active, you may miss crucial social cues or warnings. Other players gain advantage on Stealth checks against you, especially when they are of the type "wife". Pirate is hosting the Bearblog Carnival topic this month , inviting us to consider what we have in our inventory. I wanted do it less like a "what's actually in my bag", but more game-oriented. :) Reply via email Published 04 Nov, 2025

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Raph Koster 4 days ago

Game design is simple, actually

So, let’s just walk through the whole thing, end to end. Here’s a twelve-step program for understanding game design. There are a lot of things people call “fun.” But most of them are not useful for getting better at making games, which is usually why people read articles like this . The fun of a bit of confetti exploding in front of you, and the fun of excruciating pain and risk to life and limb as you free climb a cliff are just not usefully paired together. In Theory of Fun I basically asserted that the useful bit for game designers was “mastery of problems.” That means that free climbing a cliff is in bounds even though it is terrifying and painful. Which given what we already said, means that you may or may not find the activity fun at the time! Fun often shows up after an activity. There’s neuropsych and lots more to go with that, and you can go read up on it if you want . Anything that is not about a form of problem-solving is not going to be core to game systems design . That doesn’t mean it’s not useful to game experience design, or not useful in general. Also, in case it isn’t obvious – you can make interactive entertainment that is not meant to be about fun . You can also just find stuff in the world and turn it into a game! You can also look at a game and choose not to treat it as one , and then it might turn into real work (this is often called “training”). This rules out the bit of confetti . A game being made of just throwing confetti around with nothing else palls pretty quick. Bottom line: fun is basically about making progress on prediction. There are a lot of types of problems in the world . It is really important to understand that you have to think about problems games can pose as broadly as possible. A problem is anything you have to work to wrap your head around. A good movie poses problems too, that’s why you end up thinking about it long after. You can go look at theorists as diverse as Nicole Lazzaro, Roger Caillois, or Mark LeBlanc for types of fun. You’ll find they’re mostly types of problems , not types of fun. “I enjoy the types of problems that come from chance” or “I enjoy the types of problems that come from interacting with others” or whatever. This is not a bad thing. This is what makes these lists useful. Your game mechanics are about posing problems, so knowing there’s clumps of problem types is very useful. In the end, though, a problem is built out of a set of constraints. We call those rules, usually . It also, though, has a goal. Usually, if we come across a set of rules with no problem, we just play with it, and call it a toy. Building toys is hard! Arriving at those rules and constraints to define a nice chewy problem is very challenging. You can think of a toy as a problematic object, a problem that invites you to play with it. On the other hand, it’s not hard to turn a toy into a game, and people do it all the time. All you have to do is invent a goal. We shouldn’t forget that players do so routinely. Building a toy is an excellent place to start designing a game. Bottom line: we play with systems that have constraints and movement, and we stick goals on them to test ourselves. Games are machines built around uncertainty . Almost all games end by turning an uncertain outcome into a certain one. There’s a problem facing you, and you don’t know if you can overcome it to reach that goal. Overcoming it is going to be about predicting the future. If there’s one thing that good games and good stories have in common, it’s about being unpredictable as long as possible . (This is also where dopamine comes in, it’s tied to prediction; but it’s complicated and nuanced). If a problem basically has one answer, we often call it a puzzle. There’s not a lot of uncertainty built into a binary structure. You can stack a bunch of puzzles one on top of the other and build a game out of them (which then introduces uncertainty into the whole), but a singular puzzle isn’t likely to be called that by most people. It happens quite often that we used to think something was a game, and it turned out it was actually a puzzle. Mathematicians call that “solving the game.” They did it to Connect Four – and you did it to tic-tac-toe, when you were little. Good problems for games therefore all have the same characteristics : A lot of very good problems seem stupidly simple, but have depths to them . Math ones, like “what’s the best path to cross this yard?” but also story ones like “For sale: baby shoes, never worn.” I recently watched a video that included the statement that “picking up sticks” is not a useful loop. Picture a screen with a single stick in the middle. The problem posed is to move the cursor over it and click it. Once you do it, you get to do it again. Guess what? The original Mac shipped with games that taught you how to move a mouse and click things. Once upon a time, mousing was a skill that was challenging; for all I know, you have grandparents who still have trouble with it. For them, it has uncertainty. For you, probably, it doesn’t. Bottom line: the more uncertainty, indeterminacy, ambiguity in your game, the more depth it will have. Now, imagine that the stick pops to a random location each time. Better, yes? The core of a loop is a problem you encounter over and over again. “How do I get the next one?” But something needs to be pushing back , that’s what makes it an interesting problem and is usually what takes it past being a puzzle. I like to say “in every game, there is an opponent.” Even it’s just physics. People talk about the core loop of a game. But there’s really two types of loops. One is what we might think of as the operational loop . This is the loop between you and the problem, it is how you interact with it. You look at it. You form a hypothesis. You poke the problem. You see a result. Maybe it was success, and you grabbed the stick. Maybe it was failure. Maybe it was partial success. You update your hypothesis so you can decide what to do next. The second loop is really your progression loop but is better thought of as a spiral . It’s what people usually mean when they say “a game loop.” They mean picking up the stick over and over. I say it’s a spiral, because clicking on the same stick in the middle of the screen over and over is not usually how we design games. That would actually be repeatedly doing the same puzzle. Instead, we move the stick on the screen each time, and maybe give you a time limit. Now there’s something you’re pushing against, and there’s a skill to exercise and patterns to try to recognize. Far more people will find this a diverting problem for a while. It’s a better game. It’ll get even better if there are reasons why the stick appears in one place versus another, and the player can figure them out over time. This matters: the verbs are in a loop. “Pick up,” over and over. But the situation isn’t. And you are learning how to reduce uncertainty of the outcome: move the mouse here and click, next move it there . That’s why it is a spiral: it is spiraling to a conclusion. It’ll be fun until it’s predictable. You can think of the operational loop as how you turn the wheel, and the situations as the road you roll over. A spot on the wheel makes a progression spiral as you move. One machine, many situations — we call these rules mechanics for a reason. Bottom line: players need to understand how to use the machine, and the point is to gradually infer how it works by testing it against varied situations. You can’t learn and get better unless you get a whole host of information . There are fancy names for each of these, and you can go learn them all . Everything from “affordance” and “juice,” to terms like “state space” and “perfect information” and very confusing contradictory uses of the words “positive” and “negative” paired with the word “feedback.” Feedback in general can, and should be, delightful. That means it’s where you get to use all those forms of fun that I threw away at the beginning. It can be surprising. It can be a juicy multimedia extravaganza. It can be a deeply affecting tragic cutscene that advances the game story. If you have too little feedback, players cannot go around the interaction loop. Picture Tetris if the piece you drop is invisible until it lands. If you have bad feedback, players cannot go around the learning loop either. Picture Tetris if sometimes your score goes down when you complete a line and sometimes it goes up. You can’t draw any conclusions about what the problem in the way of the goal actually is , in that crappy version of Tetris . Feedback needs to act as a reward to help you draw conclusions. But there’s a third mistake: you can supply a gorgeous and compelling set of feedback and not actually have a real problem under there. At minimum you’re making shallow entertainment. At worst, you are building exploitative entertainment. People will be willing to go along with pretty simple and pretty familiar problems as long as the feedback is great. Bottom line: show what you can do, that you did it, what difference it made, and whether it helped. If you are trying to design and are thinking of a specific problem scenario you are not doing game systems design. You are doing level design. “How to multiply numbers” is a problem. “What is 6 x 9” is not a problem, it’s content . Now consider the game of Snake , or Pac-Man . They are also games where the core loop is picking up a stick. The difference is that something is an obstacle to you picking up the stick: you get longer when you pick up the stick, and can crash into yourself. You have to avoid ghosts as you gather the stick. How long you are in Snake is a different situation . Where the apple to eat is located is a different situation. To be specific, you have the same problem in different topology. Where you are relative to the ghosts, and which dots are left, and what directions you can go in the maze are different situations in Pac-Man . You want the verbs you use in the loop to end up confronting many many situations. If your verb can’t, your core loop is probably bad. Your core problem (aka your core game mechanic) is probably shallow. What you want is to be able to throw increasingly complex situations at the player. That’s how they climb the learning ladder . Ideally, they should arrive at interim solutions (lots of words for that, too: heuristics, strategies) that later stop working . Pac-Man actually got solved, by the way! That’s why Ms. Pac-Man was invented. Sometimes, the way to escalate is to change the rules, and that’s what Ms. Pac-Man did. It did it by adding randomness, and in fact using randomness is one of the biggest (and oldest) ways to create situation variation in games. Bottom line: escalate the situations so that theories can be tested, refined, and abandoned. Since we can put all this this down very much to problem solving and learning and mastery, it means we can steal a whole bunch of knowledge from other fields. People learn best when they can experiment iteratively, which we also call “practicing.” That’s why loops make sense. There’s a lot of science out there about how to train, how to practice (and also a lot of educational theory that overlaps hugely), and your game will be better if it follows some of those guidelines. People learn best when the problem they are tackling is right past the edge of what they can do . If it’s too far past that edge, they may not even be able to perceive the problem in the first place! And if the reverse is true and they see a solution instantly, they’ll either be bored, or they might just do that over and over again and never develop any new strategies and not progress . There’s an optimal pacing shape. It looks just like what you see in your literature textbooks when they diagram tension, or whatever: sort of like a rising sine wave. You start slow, then speed up, hit a peak challenge, then back off a bit, give a breather that falls back but not all the way, then speed up… we have conventions for what to put at those peaks (bosses!). But what matters is the shape of the curve. You need to structure your game so that you push players up. They might need to climb the curve at different paces, which is why you might also have difficulty sliders. They might not be capable of getting all the way to the top, and that’s okay. You also need to pace to allow room for everything that isn’t mastering the problem — such as having fun with friends socially . But at the same time, things to do in the game need to come along at the right pace too! Bottom line: Vary intensity and pressure, give players a chance to practice and moments to be tested . Remember the game about clicking on a stick that appeared at a random location on screen? That’s also a rail shooter. You move the mouse and click on a spot in 2d space. Which is also not that different from an FPS — only now you move the camera, not the cursor. Almost no games are made of only one loop. Instead, we chain loops together – complete loop A, and it probably outputs something that may serve as a tool or constraint on a different loop. An FPS has the problem of moving the camera (instead of the mouse) to click on the stick. It also has a loop around moving around in 3d space. Moving around is actually made of several loops, probably, because it may be made of running and jumping and spatial orientation. Those are all problem types! We speak sometimes of value chains : that’s where one loop outputs something to the next loop. We speak also of game economies , which is what happens when loops connect in non-linear ways, more like a web. This is not the sort of economy where you are simulating money or commerce. Instead it’s a metaphor for stocks and flows and other aspects of actual system dynamics science. In this view, your hit points is a “stock” or, if you like, a “currency” you spend in a fight. Games nest fractally, they web into complex economies, and they unroll chains of linked loops. That’s why they can be diagrammed in a multitude of ways. At heart though, you can decompose them all into those elemental small problems, each with an interaction loop and a learning loop centered on that problem. Bottom line: build small problems into larger webs, and map them so you understand how they connect. The common question is “okay, so how do I design a problem like that?” And that is indeed the unique bit in games, because the other items here are common to lots of other fields. The list of possible problems is, as mentioned, enormous. This is a big rabbit hole. And once you consider that you can stack, web, and otherwise interlink problems, it means that there’s a giant composable universe of games (and game variants ) to create. Just bear in mind that because of varied tastes and experience, the diversity of the set of problems you pose is going to affect who wants to play your game. There are basically a set of categories of problems that we know work, and this is the absolute simplest version of them: These break down into a ton of sub-problems, but there are less than you think, and you can actually find lists of them . The hard part is that often they each seem so small and trivial that we don’t think of them as actually being worth looking at! They are also often in disguise: the problem behind where a tossed ball will land, and the problem of how much fuel you have left in your car if you keep driving at this speed, and the problem of when your hit points will run out given you have a poison status effect on you are the same thing . But the more of them you as a designer have wrapped your head around, the more you can combine. And you’ll find them very plastic and malleable. In fact, you could almost make a YouTube video about each one . So where do you get them? Steal them. Other games, sure, but also, the world is full of systems that pose tough problems. You can grab them and reskin them. Bottom line: not every mechanic has been invented, but a ton have. Build your catalog and workbench. In the end, the feedback layer of a game is everything about how you present it. The setting, the lore, the audio, the story, the art… How you dress up the problems can change everything about how the player learns from it, and how they perceive the problem. The exact same underlying problem can be as different as picking up sticks or shooting someone in the face, or as mentioned, the calculus problem of estimating the trajectory of a variable in a system of rates of change (the ball, the car and its gas, the hit points and poison) might be the same but dressed extraordinarily differently . When you think about how you dress up the problems, you are in the realm of metaphor . You are engaging in painting, poetry, and music composition, and rhetoric, and the bardic tradition, and all that other humanities stuff. This is a giant and deep universe for you as a designer to dive into. A lot of this stuff gets called “game design,” but then again, we also often say that a given game designer is a frustrated moviemaker, too. It is really easy to create an experience that clashes with the underlying problems it is teaching. There are fancy critical terms for this. You also need to be very conscious about whether you are building your game so that you are telling the player a story, or so that the player can tell stories with your game . So the takeaway should be: this stuff is deeply, deeply synergistic with the “game system” stuff that this article is about, but they are not the same thing. And games is not the best place to learn how to do these things. Those other fields have much longer traditions and loads of expertise and lessons. They won’t all apply to the issue of “how do I best dress up this collection of problems” but most of them will. It does not frickin’ matter if you start out wanting to make interesting problems, or if you start out wanting to provide a cool experience . You are going to need to do both to make the game really good . Bottom line: game development is a compound art form. You can go learn those individual arts and the part unique to games. Researchers have done a ton of studying “why people play games.” This gets called “motivations.” Motivations are basically about people’s personal taste for groups of problems and how those problems are presented, and characteristics of those problems and the situations in which you find them. Some people like problems where you destroy stuff. Others like problems where you bond with others. Some have trouble trusting other people. Others want to cooperate. Not everyone likes the same sorts of problems or the same sorts of dressings. Some of this is down to personality types, some of it is down to social dynamics, how they were raised, what their local culture is like, what trauma they have had, and countless other psychological things. That’s why one fancy term for this is psychographics . The big thing is, it’s not enough that the problems need to not be obvious to you, and also not be baffling to you. They also have to be interesting to you. What problems fit in that range is going to depend entirely on who you are, what your life experiences have been, what skills you have, and even what mood you are in. Picking motivations and selecting problems based on them is a great way to design. But motivations are not the same thing as fun. They’re a filter, useful in marketing exercises and in building your game pillars (which is an exercise in focus and scope). Scientists have spent a bunch of time surveying tons of people and have arrived at all sorts of conclusions that map people onto reasons to play and from there onto particular problems. If you start with motivations, then you can go from there to types of problems, types of experience, and even player demographics. And then, if you want problems that are about interacting with people, well, there’s lists of those. If you want problems that are about managing resources, or solving math issues, there’s lists of those too. Bottom line: no game is for everyone, so you will make better games if you know who you are posing problems for. I run into game developers who do not understand the above eleven steps all the time . And understanding all eleven is more valuable than building expertise in just one, because they depend on one another. This is because getting any one of the eleven wrong can break your game. The real issue is that each of these eleven things is often multiple fields of study. And yeah, you do need to become expert in at least one. To pick one example, some of us have been working out the rule set for how you can link loops into a larger network of problems for literally over twenty years. Others have spent their entire career doing nothing but figuring out how best to provide just the affordances part of feedback . So game design is pretty simple. But the devil is in details that are not very far below the surface. It’s fairly easy to explain why something is fun for an given audience. It is much harder to build something new that is fun for an arbitrary person. That said, every single one of those fields has best practices, and they are mostly already written down. It’s just a lot to learn. Put another way — every single paragraph in this essay could be a book. Actually, probably already is several. Bottom line: each of these topics is deep, but you want a smattering of all of them. Some of you may not like this deconstructive view on how games are designed. That’s okay. Personally, I find it best to poke and prod at a problem, like “how do I get better at making games?” and treat it as a game. And that’s what I have done my whole career. The above is just my strategy guide. Someone else will have different strategies, I guarantee it. But I also guarantee that if you get better at the above twelve things, you will get better at making games. This is a pragmatic list. And it will be helpful for making narrative games, puzzle games, boardgames, action games, RPGs, whatever. I breezed through it, but there are very specific tools you can pick up underneath each of these twelve things. It really is that simple, but also that hard, because that’s a frickin’ long list if you want to actually dive into each of the twelve. What that also means is that people designing games fail a lot at it . You might say, “can’t they just do the part they know how to do, and therefore predictably make good games?” No, because players learn along with the designers. If you just make the same game, the one you know how to make, the players get bored because it’s nothing but problems they have seen before and already have their answers to. Sometimes, they get so bored that an entire genre dies. And if you instead make it super-complicated by adding more problems, it might dissolve into noise for most people. Then nobody plays it. And then the genre dies too! Game designers will routinely fail at making something fun. When the game of making games is played right, it is always right outside the edge of what the designers know how to do. That’s where the fun lives, not just for the designer, but also for their audience. That’s it, the whole cheat sheet. That’s it. Hope it helps. They need to have answers that evolve as you dig in more – so they need to have depth to them. Your first answer should only work for a while. There might be many paths to the solution, too. This is why so many games have a score – it helps indicate how big a spread of solutions there are! They need to have uncertain answers. (When you’re little, this universe is a lot larger than it is when you’re older – peek-a-boo is uncertain up to a certain point!). The problem should be something that can show up in a lot of situations. You need to know what actions – we usually call them verbs — are even available to you. There’s a gas pedal. You need to be able to tell you used a verb. You hear the engine growl as you press the pedal. You need to see that the use of the verb affected the state of the problem, and how it changed. The spedometer moved! You need to be told if the state of the problem is better for your goal, or worse. Did you mean to go this fast? Mathematically complex puzzles Figuring out how other humans think Mastering your body and brain

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Brain Baking 6 days ago

Favourites of October 2025

This year’s announcement of autumn, SPIEL Essen , Halloween season, and daylight saving time switch is already officially behind us. 2025 has only two months left: I see people starting heated debates on the upcoming Game of the Year awards and I see people planning their Christmas home decorations—seemingly every year a day earlier. We went mushroom spotting in the woods with the kids a couple of weeks ago which seemed like a fitting October thing to do. I have a decade old mushroom identification guide lying around that always manages to induce more confusion than it solves but we had great fun nonetheless. Previous month: September 2025 . This is getting embarrassing. Maybe I should simply omit this section in future monthly overview posts? I’ve managed to read a few pages from the two Senet Magazine issues I ordered (issue and ) after seeing someone on Mastodon boast about theirs. Senet is a pretty sizeable independent print magazine on all things board games that is easy to recommend to cardboard fans. I managed to finish three short games: A week after finishing Wizordum , Limited Run Games happened to have Rise of the Triad: Ludicrous Edition stock left in their vault. Since Wizordum got me back into the retro shooters vibe, I figured why not. The Turok trilogy is another one I’m currently eyeing at. For those suckers like me who buy physical Switch games, I didn’t know the scene was that weird and scattered: here’s AntDude Plus on YouTube revealing some of the quirks: As for board games, nothing except the try-outs at the SPIEL fair… October was a pretty rough month in terms of spare time. Related topics: / metapost / By Wouter Groeneveld on 2 November 2025.  Reply via email . Wizordum , a bright and blocky throwback shooter that’s a cross between Wolfenstein 3D and Heretic . It’s a fun diversion that doesn’t stand out from the increasingly busy indie boomer shooter crowd. Wonder Boy: The Dragon’s Trap , the 2017 remake built on top of the 1989 Sega Master System original that helped pioneer the Metroidvania mechanics. It still holds up remarkably well and the new lick of paint is beautifully applied. Halloween Harry (or rather, Alien Carnage ) was the DOS Game Club’s game of the month. I played this one back in 1994 but didn’t really get into it and now I can see why. It’s average at best thanks to typical mediocre DOS platform jank such as cheap enemy placement, hit boxes that clip through stairs and shitty controls. But at least now I can say to my younger self that it was good to have skimped over this one. Dan Q created Paint-grade QR codes to fool around with. It’s wonderful to see these QR visualisations sparking people’s creativity. Speaking of drawing stuff, Stone Tools put out an excellent article from Christopher Drum on Deluxe Paint on the Commodore and Amiga. I think Natalie was the first to turn her LEGO Game Boy into a working one . Many geeks followed suit . PekoeBlaze explains why retro FPS games weaken their rocket launchers . DOOM II ’s super shotgun deals as much damage as the rocket launcher! Expect more retro shooter links, such as these Blake Stone maps that greatly help navigating the levels and their dizzying amount of (locked) doors. Frank Sauer, the artist who created the pixel art for Agony on the Amiga, writes about his workplaces from 1982 to now. Tarneo shares his experience trying to kick the AI addiction : congrats for those months being sober! Eli from Oatmeal posted on music, games, and text editors and reminded me I should add Isles of Sea and Sky on my backlog and try out the Helix editor. PC Gaming’s Weirdest Weapons In Gaming list contains a few oldies but goodies such as the sheep from Worms and any crazy weapons from Build Engine shooters ( Shadow Warrior , Blood ). Brit Butler hits the nail on the head with this ethical critique on LLMs . This older post by Joe Siegler on the history of Rise of the Triad was very educational on how the game’s concepts came to be as Joe himself was part of the development team. Harvard University published Generational Data Interviews on digital preservation. They asked 14 people the same question: If you were given unlimited funding to design a system for storing and preserving digital information for at least a century, what would you do? The Amiga Graphics Archive is awesome. A new Heroes of Might & Magic game is in the making called Olden Era ! It looks beautiful, hopefully it manages to retain most of what made III so great. The Sounds Resource is a handy site where you can download specific sound clips of old games. This is where I got that Redneck Rampage shotgun sound from as I no longer own a copy of the game. There’s an interesting thread on ResetERA on dungeon crawling RPGs or “blobbers” where I picked up the little indie game Heroes of the Seven Islands that’s inspired by Might & Magic VI(I) . Faceclick is a lightweight Emoji picker with keyword search I don’t need because I use a handy Alfred plug-in and try to avoid Emoji usage like the plague but it might be of use to others. I might be needing this in the near future: Wizardry Combat Strategies for the original AppleII/Digital Eclipse remaster. The menu font when in Switch handheld mode is annoyingly small though. Did you know that next to the traditional shareware model, postcardware also exists? Aaron Giles, the creator, scanned everything he received and put them up at https://postcardware.net/ .

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Raph Koster 1 weeks ago

Stars Reach visual upgrades

For months now, we have been working on a big overhaul to the visuals in Stars Reach . This has involved redoing most of the shaders in the entire game, and going back and retouching every asset. We started by redoing all the plant life and flora, and we have hundreds of those assets that had to be redone. Further, they all need to grow, change in response to seasons, be able to catch fire and burn, freeze, shed leaves and die, and so on. We don’t pre-design our biomes; we derive them on the fly from the simulation based on the environmental conditions. The right plants grow in the right places based on the temperature and the humidity and the soil types. (Yes, we even have a dozen soil types). All that means that every tree you see in the game grew there , and propagates across the landscape just like real plants. Seeds fall and grow into trees, forest fires happen and so on. Further, everything in the landscape itself can be changed. Mountains can be flattened, roads built, and so on. What you see in this screenshot and the videos is all dynamic, evolving, and modifiable by players. In this picture, that cliff face can not just be climbed, it can be melted into lava. You can see an ice rim along the top — pour water on the ground there, and it freezes and you will skate on the resulting ice. We are finally at a place where we do not need to compromise on the visual quality in order to deliver the simulated living world we have had working for years now. We also have been working on improved lighting, volumetric fog and other effects. And there is more coming, such as a much improved global illumination model. Truly dark caves are on the way! Some of these things are in the game now — we’ve been slowly putting in the new assets for months — but a lot of it is still pending a big patch to the game to roll out the technical features. But we’re at the point in development where it made sense to share some of the new visuals as a teaser. Environments are well along, and we are tackling all the hard surface objects next. Then, we will redo characters and creatures too. It should all add up to a pretty significant change in the game’s style, though we are sticking to a somewhat stylized realism look since the games market is currently chock full of photorealistic games that are indistinguishable from one another. All of this is also coming with pretty significant optimizations as well, resulting in smoother framerates and general performance. Plenty more to do! I thought you might be amused to see just how far we have come, so here’s a selection of images from way back when to now. When we first announced and got pushback on the graphics, we said we would keep working on it. Well, iteration takes time. But I think it’s really cool to see the incremental steps forward over time. I know plenty of folks are probably wondering, “okay, but what about gameplay?” This update is about visuals, but there’s been quite a lot of game stuff rolled out since I last posted! Banks, player run shops, combat updates, and more. Multiple player cities have been built and destroyed this year so far, and we have even blown up a few entire planets. And coming real soon: player governments. If you want to check out the state of gameplay, there are tons of videos up on the Stars Reach Youtube channel.

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fLaMEd fury 1 weeks ago

Armageddon Expo 2025

What’s going on, Internet? I love a long weekend. Yesterday was Labour Day here in Aotearoa. If you read my last post, you’ll know I spent the first two days playing golf . Sunday was more of a family day; swimming lessons with the kids in the morning and an afternoon trip to the zoo to check in on the penguins and meerkats. On Monday (Labour Day), my son and I headed to the Armageddon Expo at the Auckland Showgrounds. We lucked out with passes from family friends who’d been at the expo on Saturday and Sunday but were flying out that morning. Armageddon Expo is New Zealand’s pop culture convention; a mix of comics, gaming, anime, film, and cosplay. Think Comic-Con, just on a smaller scale. Saturday and Sunday pulled big crowds thanks to Elijah Wood and Andy Serkis being there, but Monday was quieter, which suited us perfectly. The kid found it fun but a bit overwhelming at times with so many people around. We wandered the main expo hall where all the merch stalls were; Pokémon and Magic: The Gathering cards, stickers, art prints, 3D-printed dragons, and some sweet skateboard decks. We came across a couple of second-hand comic sellers, where I picked up a few X-Men issues to fill some gaps in my collection. We spent a bit of time at the main stage watching cosplayers perform K-pop songs and dances, which he enjoyed; it was fun seeing him clapping and cheering. But I think the real highlight for the little guy was the food trucks: hotdogs, burgers, fries, and ice cream. I’m not going to lie; I was pretty stoked about luch too. We also tried a Sonic racing kart game that looked like Sega’s take on Mario Kart. He loved spotting people in costumes, saying hi to Batman, waving at Mickey Mouse, and keeping his distance from a remote-controlled Star Wars droid that got a little too close. He was too shy to for a photo with any of them; maybe next year. The only thing we didn’t get to see that I was hoping to was the Doctor Who panel with Billie Piper; that would have been fun to watch. After checking out every stall in the expo hall, we called it a day and phoned home for a ride. The little guy was exhausted. So was Dad. Hey, thanks for reading this post in your feed reader! Want to chat? Reply by email or add me on XMPP , or send a webmention . Check out the posts archive on the website.

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Brain Baking 1 weeks ago

Spiel Essen 2025

A friend convinced me to attend SPIEL Essen this year, the largest board game fair in the world that attracts over two hundred thousand visitors yearly. It’s crazy to have something like this close by. When we Belgians read about “the world largest whatever”, we usually say “oh must be in the US, bummer”. But no, this one’s in Essen 1 , and that German city is only two hours driving away—not counting another hour of patiently queuing at the parking lot. Yesterday was my third SPIEL visit, the last one being from 2017, so it’s been a while. That being said, I don’t think I’ll want to do this again any time soon, especially on a Sunday. As you can imagine, the halls were overcrowded, the queues were long, most shops were sold out, and the fresh air was long gone. We didn’t stay to find out how busy the connecting highway was going to get during closing time. My friend—his first time on the fair grounds—called it an experience . At the Jumbo stand, on our way to the Iello one (the yellow one in the back). The experience being rushing towards hall two and three to get our hands on an English version of the SETI expansion that supposedly is nowhere else available (yet). The person behind the counter told us we were lucky because they had a few copies left and it was basically sold out since Friday. We were less lucky trying to score the mini-expansion of The Lord of the Rings: Duel for Middle-earth : only the German editions were left. Most shops in the halls only sold German editions of games which is a bit odd considering people all over the world come to SPIEL to enjoy a good board game. Knizia’s new Lord of the Rings roll and write? Sold out. I moved Fate of the Fellowship to my Christmas list instead. During all that running around, I did spot a cheap English copy of Dorfromantik Sakura , a Carcassonne -like tile laying game with some Legacy elements to it. You gradually unlock more tiles that score differently and it’s supposed to be lovely as a laid-back cooperative experience. Or you can enjoy it on your own. It was stamped for approval by my wife after our first playthrough today so it must be doing something right. The second game I bought was Urbion , a solo card game in the Onirim universe (“Oniverse”) by Shadi Torbey. Shadi himself manned their small stand and helped us by explaining the difference between a few of the card games as I hesitated between buying Urbion or the more well-known Onirim . These have been on my list for a long time and it was great to meet an indie designer on the fair: most official meet-and-greets were planned on Friday. We even got to try R.A.V.E.L. , their latest logical puzzle involving flipping of dice in order to meet certain criteria. We enjoyed Iello's Little Soldiers but the rules were spread a little too thin for my taste. After the essentials were bagged, it was time to play. Depending on the free table spots, that is. We didn’t really fancy waiting an hour just to play the popular ones and we also skipped heavier board games as these tend to take too long to explain let alone play. I did want to try out Tea Garden but had to content myself with staring at others playing it instead. The box was and the steeper price kept me from instantly buying it. Fate of the Fellowship was , by the way. Ouch: almost 12% more expensive than my usual shop (where it’s out of stock but that’s beyond the point). If you were expecting some kind of special fair prices, you’d be sorely disappointed. Creature Caravan is another entry on the wishlist I hoped to try out but was nowhere to be seen. The Cult of the New strikes again: SPIEL is mostly about new releases, not about previous year’s games, even though Creature Caravan is barely a year old. Instead, I discovered yet another iteration on Uwe Rosenberg’s Bohnanza but this time with flowers. Yay, I guess? Speaking of Rosenberg, I found a German Hallertau in a shop (pass) while looking for the English Nusfjord (fail), making this my first SPIEL without buying a Rosenberg game. Sad times! For me, one of the biggest reasons to attend this huge fair is BoardGameGeek’s “ Math Trade ”, a way to swap or buy/sell games from other Geek members that are also attending. Usually, around lunch time, on a set location in-between the halls or at the foyer, you’ll see a lot of silly people walking around donned in bright striped T-shirts and straw hats, waving plaques in the air toting their BGG nickname to find their swapping buddy. That’s usually the place to do great deals and get your hands on these rarer out of print boxes, but it does require carefully following the BGG SPIEL Math Trade forum thread which I neglected to do this year. I bought a near mint copy of Nightfall for only from a British chap there once. Now, Nightfall is nowhere to be found (contact me if you’re interested). The last game we played was Bravest from Maxime Rambourg, known for The LOOP and The Big Book of Madness . Bravest is an interesting road tile placement game where you try to fill up your board to maximize your score whilst also hate drafting tiles you think your opponent might use. I’d rather play his Dracula vs Van Helsing but hey, that game is two years old so doesn’t get any table presence. I’m glad I went home with “only” two games as there are a few funded Kickstarters coming my way early next year and I still have to dig into Earthborne Rangers that same friend gifted me for my birthday. So many games, so little time! I suppose that is because board gaming in Germany is huge: most publishers you know are German ones (Kosmos, Haba, Pegasus Spiele, Lookout Games, Amigo, …).  ↩︎ Related topics: / activity / boardgames / By Wouter Groeneveld on 27 October 2025.  Reply via email . I suppose that is because board gaming in Germany is huge: most publishers you know are German ones (Kosmos, Haba, Pegasus Spiele, Lookout Games, Amigo, …).  ↩︎

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Raph Koster 1 weeks ago

New stuff on the site

I really have been neglecting the blog lately. But that doesn’t mean I haven’t been adding content to the site all along. I figured it might not hurt to do a little summary of items that have been added over the last year and a half or more. The last talk I posted up was my GDC talk from 2024 ! So, here’s a bit of a catalog… For folks who are interested in the history of Ultima Online , I finally gathered up the various snippets I have posted about why exactly the original ecology system didn’t survive to release. There’s a theory out there that it happened because players were like locusts and killed everything and caused it to collapse, and that’s not quite correct. Players were like locusts. But the ecology system came out of the game for economic reasons and for performance reasons. So if you’re curious, you can read the answer to “did players destroy the UO ecology?” here . I have done a lot of podcast interviews over the last while. Mostly, these end up on the Interviews and Panels page, but I haven’t been calling attention to them here. So here’s a list in chronological order… you’ll notice the rise of “metaverse fever!” The last major talk I gave was on “The Evolution of Online Worlds,” and I managed to share it social media and never talk about it here. It was filmed, and video as well as PDFs of the slides are available here . There’s some other stuff too — for example, I did a lot of work around emulation a few years ago, and I finally collected a lot of those materials here, so if you need Vectrex overlays, or want to play the Microvision again, or are baffled by Atari 8 bit computer emulation, you find find some stuff to read on the Emulation page. I’ll make the usual promise here to be better about keeping the blog updated, but… we’ll see. I haven’t even been good about posting updates on Stars Reach here! An MMORPG.com interview from 2022 that is all about MMOs and what the hell a metaverse even is. This one has video! Naavik cornered me on The Metacast to talk about game design, Playable Worlds, player-driven economies, and more. At the GDC Showcase in 2023, Game Developer senior editor Bryant Francis interviewed me for a “game design career” fireside chat . Famed game devs Alex Seropian (founder of Bungie, Wideload, Industrial Toys) and Aaron Marroquin (Art Director, Game Designer, part time magician) have a great podcast called The Fourth Curtain where they interview devs. It was my turn back in the day . I got to share the stage with Wagner James Au and Cory Ondrejka at Gamesbeat and get real about the practical steps towards a metaverse of any sort. But not everything was about metaverses! The Here’s Waldo podcast instead wanted to talk about indie studio startups. So here’s a great conversation with Lizzie Mintus about that. If you are more interested in some stuff about Stars Reach and game design, this recent interview with grokludo gets nice and crunchy on design topics.

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ava's blog 2 weeks ago

con impressions and more [photo dump]

I went to the HeroesXP con in Cologne! Really liked the event and won't mind checking it out next year too. I love big artist alleys, and theirs also felt very diverse, very creative and cool. Artist alleys are my highlight and where I love to spend most of my time, and this con was basically 90% artist alley! Also had some German VA's of popular media (even Spongebob) and Paddy from Toggo. Have some pictures of the stalls: My other favorite stall aside from Miss Marie and Moonbia was Sarah Pluis and her lofi art. :) Here's my haul - I just love buying stuff from artists. Lots of stickers, finally a black beanie (been searching for a while for one I like!), washi tape, Cinnamoroll jewelry, some Sanrio minis. The con also had a 'Con Hon' - a convention book that travels from event to event, where you can draw, write down your impressions, advice, your social media handles and more. Was very cute, and the art in it was impressive. I obviously had to do my part and leave a little note. Aside from the con, some impressions: And also, very thankful and happy about a shirt I got. <3 Reply via email Published 22 Oct, 2025

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Grumpy Gamer 2 weeks ago

Death By Testing

The following is a guest post by Robert Megone, the lead tester on Death by Scrolling. Wish List today! Most of the games I’ve worked on over the years have been slow and deliberate. Narrative-driven adventures like Return to Monkey Island, Thimbleweed Park, Broken Sword 5 and The Darkside Detective invite you to take your time to sit with every line of dialogue, carefully piece together puzzles, and explore the world at your own pace. That kind of work has always suited me. It gives you space to be meticulous, to catch the tiniest continuity errors or subtle logic gaps before anyone else does. Death by Scrolling is the complete opposite of that. Unlike an adventure game, Death by Scrolling never gives you a moment to breathe. The screen scrolls constantly and the player must run constantly. As soon as you think you’ve found your footing the game throws something new at you. That’s part of its charm but it’s also what makes testing it such a unique challenge. This is a game where players can dramatically alter or buff their stats in a whole range of ways, upgrading movement speed, stacking power-ups, boosting damage and more. Each player’s setup can be wildly different from the next, which makes it impossible to test just “one version” of the game. Instead, I’ve had to test against what feels like a moving target. Sometimes literally. The moment I think I’ve pinned down a bug, the next run will throw me something entirely different, a new combination of buffs or modifiers that bends the rules in unexpected ways and reveals a completely new edge case to investigate. Because of that unpredictability, Death by Scrolling demands heavy, sustained testing. There’s little room for error. A single overlooked bug can completely break the flow and ruin a run. Where adventure games give you space to be methodical, this one forces you to be reactive to stay just as alert and fast-moving as the game itself. Thankfully, I haven’t been tackling this beast alone. We’ve had a host of fantastic playtesters who’ve been instrumental in helping us track down some of the more elusive issues. Their feedback has been invaluable not just in surfacing bugs, but in showing us how different players approach the game, what kinds of setups they gravitate towards, and where the game balance can wobble. It’s been a collaborative effort, and the game is so much stronger for it. With so many different level prefabs (used to randomly generate the levels that you traverse in the game), ensuring full coverage across every biome, enemy type, and powerup combo quickly became a task that I was battling to manage through manual testing alone, despite having the assistance of so many wonderful playtesters. That’s where TesterTron3000™ came in. TesterTron3000™ is a name that may be familiar to some, it’s been a faithful helper that’s proved its worth time and time again, across Thimbleweed Park and Return to Monkey Island, albeit by name only. The underlying functionality is vastly different in this game. TesterTron3000™ is a script that mimics player input, automatically testing many of the core game mechanics while blasting through level after level at an impressive speed. It has been most helpful in uncovering gameplay blockers and crash bugs that could take many hours to find through manual play. It’s been especially useful during build sign off. While I’m testing one platform, TesterTron3000™ can be burning through hundreds of levels on Mac, Windows, or Steam Deck/Linux, this gives us wider test coverage and extra confidence in the stability of a build. For me, Death by Scrolling has been a complete change of pace from my usual work. It’s chaotic, unpredictable, and relentless in all the best ways. This has tested not just the game, but my own ability to adapt, to keep up with something that never stands still long enough to let you catch your breath. And honestly? I’ve loved every minute of it. – Robert Megone

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fLaMEd fury 2 weeks ago

Cyberpunk: Edgerunners (2022)

What’s going on, Internet? I’ve been catching up on a few shows lately, and the latest one I finished was Cyperpunk: Edgerunners (2022) which first aired back in 2022. Cyberpunk Edgerunners is a Netflix anime created by Studio Trigger in collaboration with CD Projekt Red (the developers of the game), set in the same world as the Cyberpunk 2077 game. I really enjoyed this one. Familiar locations from the game, an intense storyline, and that over-the-top animation I associate with anime (not that I’m super familiar with it). It dives into relationships, survival, and the mental toll of living with cybernetic enhancements. The animation was quite grousome at times. So far this year I’ve enjoyed Arcane , which had a seriously good soundtrack, and Cyberpunk: Edgerunners. I’d love to see something similar set in the Warcraft universe. Got any other anime recommendations based on stuff I might already be into? Hey, thanks for reading this post in your feed reader! Want to chat? Reply by email or add me on XMPP , or send a webmention . Check out the posts archive on the website.

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Brain Baking 2 weeks ago

The Crazy Shotguns In Boomer Shooters

Emberheart’s recent Wizordum rekindled my interest in retro-inspired First Person Shooters (FPS) also known as boomer shooters . Some are offended by the term, but I quite like it: it not only denotes the DOOM clones of the early nineties as the boomer generation of FPS gaming but also perfectly defines what a boomer shooter is: things that go boom . That’s it. And boy, do things go boom in these games, thanks to the crazy amount of weaponry at the player’s disposal. Combine that with emphasis on movement and speed—remember circle strafing? That’s just the bare minimum now—and you’ve got yourself a hundred different ways to murder, shred, and rip your enemies apart. To stay true to their DOOM roots, boomer shooters are usually a bloody affair. I’ve always been fascinated with the shotguns in these games: the rapid BOOM TSJK BOOM TSJK BOOM TSJK of Quake , the heavy KABOOM click clack KABOOM click clack of the super shotgun in DOOM II . Somehow along the way, the shotgun (and double barrel one) became an indispensable part of any boomer shooter. That’s why I’d like to take a closer look at the craziness involved in these retro-inspired shooters. Or more specifically, what’s bound behind key number 3. Assuming 1 is the melee weapon and 2 is the pistol, of course. It’s impossible to talk about shotguns in shooters without mentioning DOOM —which I already did three times, but they, one more time can’t hurt. In 1993, id Software not only started the gory Binary Space Partitioning revolution, but also iterated on Wolfenstein 3D ’s rather boring weaponry line-up: the pistol, the automatic rifle, and the mini gun. DOOM gave us a plethora of new stuff to play with, including some sweet sweet pump action. Yet that digitized child toy won at fairs can hardly be called crazy by modern standards. Enter DOOM II ’s double barrel “super” shotgun: double the barrels, double the fun! Thirty-one years later, those two barrels still pack a mighty punch, up to the point that most other weapons in the game are obsolete. According to various weapon damage tables , the super shotgun has a mean damage output of as much as the rocket launcher! Rocking my super shotgun in a slimy sewer hallway the Legacy of Rust expansion. The deep sound that accompanies the shotgun is still an instant nostalgia trigger. You’ll immediately recognize it. Let’s put it to the test: for this article, I randomly compiled 11 different shotgun sounds into a single audio file. It’s up to you to identify the games and shotguns: If that’s too difficult for you, the following hint will spoil the games but not the order: So where do you go from there? What can possibly topple DOOM II ’s super shotgun? Nothing, really, but developers have been giving it a damn good try since then anyway. There are quite a few almost as iconic double barrel shotguns. In DUSK , we see the protagonist getting attached to their favourite killing machine. When it’s temporarily taken away and then returned a few levels later, we whisper welcome back, friend , lovingly stroke its long barrels, and happily resume the rampage. In Serous Sam , the BOOM sound the weapon emits is almost as majestic as the huge open spaces between the pyramids that are infested with AAAAAAAAAHHHH screaming beheaded kamikazes. How about reskinning the shotgun into a crossbow firing three green projectiles ( Heretic )? Not cool enough? Okay, I get it, we need to step up our game. How about modding our double barrels? Sawing them off, perhaps? In Outlaws , there are three (!) shotguns mapped to your keypads: a single barrel, a double barrel, and a sawn-off one, although to this day I am puzzled by the difference in function as they even sound alike. In Project Warlock , being a more modern retro-inspired shooter, you can upgrade your weapons after collecting enough skill points. That single barrel can become an automatic and that double barrel lovingly called the Boom Stick can gain alternate firing modes. Project Warlock's Doom Stick has a very satisfying 'boom sound' to it. Speaking of mods, DOOM Eternal ’s super shotgun Meat Hook attachment is one of the most genius ideas ever: pulling yourself closer to your enemies before unloading those two barrels ups the fun (and gore) dramatically. I believe you can also inject incendiary rounds. In DOOM 2016 , you can tinker with your shotgun by swapping out pieces. Tadaa, now it’s a shotgun gatling gun! Still not crazy enough, I hear ya. What about Forgive Me Father then, where the unlocked upgrades gradually push more and more crazy (literally) into the weapon designs by merging with the Cthulhu mythos. The Abyssal Shotgun features more bullets per shot and has an increased firing speed, essentially making it an automatic double barrel? What about dual wielding instead? In DUSK , beyond the trusty double barrel, you can dual wield two regular shotguns and pump out that lead at a demonic speed (no wait wrong game). In Nightmare Reaper , the reflection power-up allows you to temporarily dual wield your current load-out that can already be pretty wild as the modifiers are random. I saw someone unloading 100+ shots at once. How’s that for a boomer shooter. The idea is not new though: Blood allowed us to temporarily dual wield sawn-off shotguns in as early as 1997. If that’s not impressive enough, F.E.A.R. not (get it? 1 ): if two barrels aren’t enough, then how about three instead? The game INCISION will congratulate you with the message “Ludicrous Gibs!!” after firing off that bad boy. But we can do even better: the hand cannon in Prodeus features a whopping four barrels that can be fired individually or all at once, turning anything on screen into ketchup. KABOOM click clack. I first thought Prodeus invented that but Shadow Warrior —yet another crazy Build Engine game from 1997 with even crazier weapons—technically already featured a four-barreled shotgun that rapidly rotates as you shoot. I don’t think you can unload everything at once though. Or how about another rotating barrel that can also eject grenades? That’s Shelly’s Disperser from Ion Fury . Guess what, Ion Fury runs on the Build Engine. No coincidence there. Shelly's Disperser might not look sexy but the hybrid weapon can rapidly fire off 6 shots and launch as many grenades! But perhaps the craziest of them all must be the projectile boosting mechanic in ULTRAKILL : after firing off those shotgun shells, you can hit them with your fists to increase their speed? I have no idea how that works. I skipped that game because the trailers induced motion sickness. I can tolerate a crazy amount of crazy but that’s a bit too much. From a pump action toy to a boom stick, quad shotgun, rapid firing abyssal shotgun or disperser. From a regular buckshot shell to incendiary rounds, grenades, and meat hooks. I love these kinds of games because they have the creative freedom to bend all the rules—especially when it comes to the weaponry. And yet, we stay true to our DOOM-like roots: you can’t release a successful retro-inspired shooter without the presence of a (super) shotgun. If you’re interested in my opinion on many of the games mentioned here, be sure to check out my reviews on these retro shooters . The game F.E.A.R. , although not a boomer shooter, is revered for its excellent VK-12 combat shotgun that chews through enemies rather quickly.  ↩︎ Related topics: / games / boomer shooters / By Wouter Groeneveld on 20 October 2025.  Reply via email . DOOM II (obviously) DOOM Eternal Outlaws (2x) Project Warlock Redneck Rampage Serious Sam The game F.E.A.R. , although not a boomer shooter, is revered for its excellent VK-12 combat shotgun that chews through enemies rather quickly.  ↩︎

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Ruslan Osipov 2 weeks ago

Ego and the moving finish line

This is an entry to the IndieWeb carnival on ego hosted by bix . In case you don’t know me - I’m Ruslan. A father, a husband, and a big nerd for video games and optimization problems. A few years ago, I would’ve started this intro differently: “Hi, I’m Ruslan and I’m an engineering manager at Google.” Oh - I’m still a manager at Google, but my priorities in life are different, and the shift is driven by the way my relationship with ego has changed over the years. Over a decade ago, in my early twenties, I seeked recognition. I wanted to be widely known and respected. I moved to the United States from another country, pursued a career in tech - hopping between companies until landing at Google. This was huge for me, as I admired the company growing up, and working at Google felt like a peak achievement for a little computer nerd like me. But I haven’t really savored the accomplishment. Now that I got to Google, it was all about getting to the next level, getting a promotion, bumping up my salary, expanding my span of influence, and so on. I compared myself to other early-twenty-somethings. Look, Mark Zuckerberg started Facebook at age 19, and I’m already a few years behind! Did I want to start a company? No. Did I even like Facebook? No, I didn’t. But that didn’t stop me from comparing myself to others, and it leached the joy out of life. The generational curse of productivity certainly has something to do with it - I couldn’t just relax and savor the victories. I had to work hard for the next milestone. But a huge driver behind my early professional achievements was my ego. I wanted to be the best, and I wanted others around me to know it. I simply didn’t know a different way to live. Throughout my early years I was really concerned with what people thought about me. I still struggle with it. And professional success felt like a way to bring authority into the conversation - “look, you can’t think poorly of me, I’m mister big pants in a serious company”. Mind you, we’re talking about an imaginary conversation in my own head. In my mid-twenties I met my now-wife, who had a much more balanced outlook on life. She’s a hard worker too, but her achievements weren’t driven solely by the need to be seen by others as something else. No, she simply did things she was good at, and did them well. There’s lots of professional pride, yes, but it just felt… healthier? We both were ambitious, we both wanted to do our work exceptionally well, but while I wanted to be seen as the best, she just cared about her craft - regardless of who’s watching. That was a major change from how I approached life, and her attitude rubbed off on me. I tried to decouple my own self-image from my professional successes. I began to engage in hobbies for the sake of enjoyment. Look, I started this blog back in 2012 to bolster my professional image. I wanted to appear attractive to prospective employers, and I wanted people to see how many important thoughts I have, and how many cool things I know. This blog is very different now, because I have less people I care to impress. I don’t want a large audience . Do I get excited when an article I write goes viral or I get a royalty check from my book in the mail? Absolutely. But do I get worked up when only a single reader gets through the entirety of what I write? Not anymore, no, because my ego as a writer needs less feeding than it used to. That’s why I removed comments and other visible indicators of popularity on this blog (eh, and I just don’t want to be tempted by the pursuit of bolstering my own ego). In my mid-30s, I care less about impressing people. It helps me be a better listener, a better friend, or even just a better fleeting acquaintance. I have richer interactions with others when I don’t try to impress them. It ain’t perfect, and I find myself struggling - but I feel like I’m on the right track. I know I’ll win when I won’t be checking the view counts on this piece though. If you’re curious about what other writers have to say about ego, I recommend you check out other entries on IndieWeb Carnival: On Ego .

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Preah's Website 3 weeks ago

Good Morning October 16

Hello hello, I don't have much going on today, or recently for that matter. I got employed again (finally), and start next week, so I'll have less time for fun projects but more money for important life things. I might be getting my first house soon? Just starting with that. I have been playing more Kingdom: Two Crowns, and it's been super fun!! I actually reset my save once I learned more about the game, and have progressed to island two since then. I unlocked the stag mount and enemies are getting more difficult, by a little. I've been trying to convince my betrothed to play it to no avail. I've been working on a book about the history of the web, personal websites, blogs, individual publications and expressive thought via the internet, stuff like that. Definitely Bear Blog user adjacent as a topic, although it's mainly a historical timeline. I have the full outline and up to Chapter 3 drafted, since I've been in the hyper-motivated headspace lately for it. I might ask for feedback here once it's fully drafted. My guinea pig Pina may have a bladder stone according to the vet, and she got prescribed antibiotics and painkillers. Since then, she's been doing a lot better actually, and may not need surgery (which would be prohibitively expensive for me). I found this Lo-Fi cover channel that does video game and other media as Lo-Fi. I like the Elder Scrolls one a lot, and the art they made for it is really cute :) makes me want to boot up Skyrim again. I tried the Halloy IRC client that came up on HackerNews the other day. It's really nice and easy to use in my opinion, I recommend checking it out. I've been having a hard time finding IRC chats I care enough about to use it, though, lol. The one I found a recommendation for seemed too 4chan-y for my taste. Till next time. Subscribe via email or RSS I have been playing more Kingdom: Two Crowns, and it's been super fun!! I actually reset my save once I learned more about the game, and have progressed to island two since then. I unlocked the stag mount and enemies are getting more difficult, by a little. I've been trying to convince my betrothed to play it to no avail. I've been working on a book about the history of the web, personal websites, blogs, individual publications and expressive thought via the internet, stuff like that. Definitely Bear Blog user adjacent as a topic, although it's mainly a historical timeline. I have the full outline and up to Chapter 3 drafted, since I've been in the hyper-motivated headspace lately for it. I might ask for feedback here once it's fully drafted. My guinea pig Pina may have a bladder stone according to the vet, and she got prescribed antibiotics and painkillers. Since then, she's been doing a lot better actually, and may not need surgery (which would be prohibitively expensive for me). I found this Lo-Fi cover channel that does video game and other media as Lo-Fi. I like the Elder Scrolls one a lot, and the art they made for it is really cute :) makes me want to boot up Skyrim again. I tried the Halloy IRC client that came up on HackerNews the other day. It's really nice and easy to use in my opinion, I recommend checking it out. I've been having a hard time finding IRC chats I care enough about to use it, though, lol. The one I found a recommendation for seemed too 4chan-y for my taste.

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Brain Baking 3 weeks ago

I Owe Warez For Properly Discovering CRPGs

One of the very first games my father actually bought were the DOS games Raptor and Hocus Pocus . It involved going to an exchange centre to convert Belgian francs to American dollars and sending those bills overseas to Apogee HQ, praying that nothing happened with the envelope. If you were lucky, a month later the PC box arrived at your doorstep. That was a magical moment! Most of the DOS games I played when I was a kid were just the shareware episodes that came with floppy disks of local computing magazines. Granddad subscribed to one of those magazines and the first thing we did when visiting the grandparents was Copying That Floppy . For quite a long time I didn’t even realize I was just playing a demo: there were actually more episodes than this? Wow! Only if it was really really good, we bought it. Since those smaller games weren’t simply available in the stores, we had to resort to the envelope postage method. That means we actually did something with that order information shown after quitting the game. Then came the transition to the CD-ROM and the arrival of the internet that completely changed everything. Yes, we did get our hands on a few full games before that ( Don’t Copy That Floppy —we still did), but once burning CDs became cheap and easy, the floodgates were open. Many warez rips circulated in high school classes with the Twilight Dutch rip group being the most popular one. We even used to pay for these releases, thinking this was the way to “buy games”. Whoops. Those Twilight CD releases went on for quite some time. The above linked site neatly lists them all, including the accompanied CD art ant , from the initial 1996 Dutch editions to the 2001 ones—eventually spawning more than 89 volumes. I distinctly remember the following 1998 release: Twilight Dutch Edition Twentieth Release. It contained iconic game releases such as Jedi Knight, the Redneck Rampage expansion, the Turok and Croc PC ports, and of course DirectX 5.0. By 1998, they were also packing in applications such as Macromedia Dreamweaver and Ulead Web Album 4.01. Oh, and —it really whips a llama’s ass. The weird thing about these game rips is that they were exactly that—rips. That is, in order to cram in that much games, they had to “rip” the original game CD-ROM by removing non-essential data. As a result, I played many late nineties games without the music or cut-scenes. It didn’t even bother me that much as I didn’t even know what the full package experience was like until I started buying games myself with the big box release of Diablo II. These could then be backed up using CloneCD. If you’re interested in how such a Twilight warez release was put together, there’s a great YouTube video by Elger Jonker dissecting the series digging even into CD sector details and timestamps. It’s a big feat to keep the whole operation a secret for eight years while selling more than copies a month. It wasn’t just cool to buy and share warez CDs in high school: it was the primary way to discover new games. Everybody had stacks upon stacks of CDs with nothing but illegal rips, cracks, serial key generators and more and nobody in my neighbourhood educated us on how not supporting the developers might eventually lead to studios closing. Something in the back of our heads told us it wasn’t the way it was supposed to be but nobody stopped to think twice. There were so many PC games I got to know via Twilight: Age of Empires, Rayman, Pandemonium, Unreal, … Simply too many to mention. In the late nineties and early noughties, instead of downloading demos, we bought and burned warez CDs. This might be a bold statement to make, but I owe a lot to those warez releases: it somehow acted as a gateway to PC game discovery. One particular rip my dad downloaded (more on that later) contained Might & Magic VIII and Wizardry 8—two of my now favourite games ever. As I fumbled about in these games, discovering Dagger Wound Island in MMVIII and exploring the abandoned monastery in Wiz8, I felt something tickling in my belly: raw excitement. I had no idea what was going on in these virtual worlds—how to assign skills, level up, make any kind of progress without repeatedly dying—but I knew I wanted more. When I finally regained my ethical consciousness, I immediately went out and bought both games, but it was already too late: both New World Computing and Sir-Tech went bankrupt. All I could do was to mourn the great loss and source a used copy on eBay. Perhaps back then I was part of the problem. Don’t worry, I’m all reformed and better now: I now try to support as many creative studios as I can, even sometimes double dipping by buying digitally and physically. Once the dial-up speeds started to accelerate beyond , my father discovered newsgroups that dumped binary headers concealing game rips. With Newsbin Pro (of course also cracked), it became trivial to download game rips yourself. Newsbin and WinAce made us proud Twilight-independent illegal gamers. Instead, we basked in the , , and , , … files that were chunked into a few megabytes each to avoid file corruption with unstable connections. You could even repair broken files provided you also downloaded the checksum files. Yet sometimes, the whole time-consuming process of downloading these files ended up in a bust: too many numbered files were missing meaning we couldn’t extract the contents, or it was password-protected and we failed to properly retrieve the FILE_ID.DIZ or files. Funnily enough, these files often urged the downloader to go out and buy these games. The warez group DEViANCE included a message like this: If this evokes nostalgic feelings for you, fear not: most of these files are archived. See for example https://defacto2.net/f/b42f38a that shows the info file for the Rune release where I lifted the above excerpt form, including obligatory ANSI art. At some point, it felt like we even started a small family warez business ourselves. My father had early access to a ISDN and later DSL landline thanks to his work at the Belgian telephone company and we were early adopters of multiple CD-RW drives that burned hundreds of discs for friends and family. Newsbin Pro was pulling in files non-stop. Newsgroups were dismantled and new ones appeared happily continuing where the closed ones left off. To keep track of all these moving components, sites such as nforce.nl and came in handy. And then Napster/Kazaa/LimeWire made things even worse, especially for the music industry. By then the odd holiday work allowed me to spend money on PC big box releases and GBA/DS games. Even though of course I also curated a library of console ROMs, it was never as bad as PC games. We never modded any console we/I owned. It probably helped that we weren’t into Sony stuff and usually had to buy a cartridge or a miniDVD for the GameCube that was a bit more involving to pirate. I grew up with family and friends copying stuff. So I copied stuff. The ethical debate was never even considered, so I also didn’t. Some of these folks are still in denial and ask me why I bought that game when I can find it on The Pirate Bay. I feel guilty and wish my parents better educated us on this matter. But at the same time, without Twilight and Newsbin Pro, I probably wouldn’t have discovered Might & Magic VIII or Wizardry 8. For that, I am eternal in their debt. Related topics: / ripping / By Wouter Groeneveld on 16 October 2025.  Reply via email .

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Grumpy Gamer 3 weeks ago

Death by Scrolling Release Date

I know you’re thinking the same thing I am: “About f-ing time!” You won’t even have to fake an illness to take the day off to play because your boss will be spending the day playing Death by Scrolling and won’t notice you’re gone. Coming soon to Switch, Xbox, and PlayStation. We’re working as fast as we can.

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Grumpy Gamer 3 weeks ago

A History of Death by Scrolling

Who doesn’t enjoy a good history lesson? I know I do. Oh please let there be a test at the end. Let me take you back to 2018. We had just released Thimbleweed Park, finished all the ports, done an update, and I am thinking about something new. I was regularly going to Daniel Cook’s Seattle prototyping meet-up and trying to come with a new game to show every two weeks. It was my personal game jam. I created a lot of odd games, one was a huge multi-screen breakout game, the other was a narrative game about someone being lost in a cave. The cave was procedurally generated and there was literately no way out. It also included a procedural swearing engine. I was also working on a little top down pixel art rpg game, but is was missing something. I went dinner with some other game designers at PAX that year and buried in a conversation someone said something to how they try and come up with wacky ideas for their new games. The next morning I woke thinking about the screen always scrolling, never stopping and the player needs to keep up. I hurriedly made those changes but it still didn’t feel right. Trying to aim and run while the screen scrolled felt like cognitive overload. I switched it so the firing and targeting was all automatic and the player just had to run, avoid enemies, and grab things for upgrades. There was a frantic energy to the game. The perfect party or steaming game. I finished up the prototype and took it to the prototyping meet-up and it was a big hit. Lots of laughing as the death was narrowly avoided and the screen never stopped moving. I was feeling pretty good about the game and decided to move it from a prototype to a real game. I knew I needed an artist but didn’t have the money to afford one. By pure coincidence I was talking to a new steam-like platform just coming on a scene about Thimbleweed Park and figured I’d ask about this game. I put together a quick video and a pitch email. You can see the video below. To my surprise they said yes, gave me some money and I was off. Side note: I recently did an interview for Death by Scrolling and they wanted to know if I was inspired to make Death by Scrolling after playing Vampire Survivors. Except for the auto-fire this game isn’t much like Vampire Survivors and I have to been working on it since 2018. So… I love Vampire Survivors, but no. I worked on the game for about 9 months and really struggled with progression. The core game was still a lot of fun but everything I put onto it to make it a deeper game wasn’t working. It was round this time that the possibility to make Return to Monkey Island came up and it seemed like an opportunity I couldn’t pass up. I was struggling with the game I called simply called “Runner” and it made sense to returned the money I had taken and move to Return to Monkey Island. I took all the engine improvements Derek and I had made and built Delores in prep for Return to Monkey Island all based on the Runner engine (but without the tile rendering). «INSERT MAKING RETURN TO MONKEY ISLAND MONTAGE HERE» Return to Monkey Island wrapped and I was once again thinking about something new. I had the idea of taking the pixel art tile engine from Runner and making an old school Zelda game (the only Zelda games I like). I hired an artist, brought on Elissa as a designer and we were off. A year into the game it became obvious that making an open world RPG was a lot of work and we didn’t have the resources (money) for that. I thought about Runner, dug up the video and sent it to Elissa and said “What if we made this? We could have it done in a less than a year.” She loved it and her epiphany was to forget about deep progression and just make it like an arcade game. In and out quickly and retain all the frantic fun of the original. As I was thinking about the game’s name Elissa died from the scrolling and the text “Death by Scrolling” appeared and she said that should be the name of the game. Perfect. A quick name change and Death by Scrolling was (re-)born. The theme of the game being about stuck in purgatory and purgatory being taken over by investment bankers and corporations for profit took hold and provided a nice framework for narration. A lot came together at the end and it all just made sense. It’s a game about greed and the never ending grind in life and death for more and more. The absurdity of social media even make an appearance when you die. The game is mirror into the world we live (and die) in. Death by Scrolling What was the original name of Death by Scrolling? What city was the prototype meet-up in? Who did I bring on to help with design? What game did I make between the prototype and Return to Monkey Island.

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David Bushell 3 weeks ago

RSS Club #004: Ghost of Autumn

The summer solstice has long past which means it’s Christmas soon if the local supermarkets are to be believed. I refuse to eat a mince pie before November at the earliest. Daylight savings time will come to an end (impossible to know exactly when). For the UK that means dark mornings, dark evenings, and grey skies around noon. It’s time to hibernate! I can recommend a bit of entertainment to wile away the winter. Imperium by Robert Harris is the first book of the Cicero trilogy. Although fiction, this novel is based upon real events at the end of the Roman Republic. The series follows the political career of Marcus Tullius Cicero . A fascinating era of human history. Move over Wordle, Connections is the new daily brain teaser. New to me anyway. If puzzle numbers are to go by it’s been around for years. Presumably inspired by the Connecting Wall you must make 4 groups from 16 words. Green is supposed to be the most obvious but I keep finding the blue group first. I’ve just finished playing Ghost of Yōtei the spiritual sequel to Ghost of Tsushima . If I rated Tsushima 5 stars I’d give Yōtei 4 stars. I achieved the platinum trophy for 100% completion in both games. The game is beautifully designed and fun to explore. Fair warning: moderate spoilers ahead. Yōtei is a great game but the story doesn’t hit the same emotional level as Tsushima. The ending fell flat for me and overstayed its welcome. The antagonists progressively lost their mystique until they became boring. Their repeated escapes were eye-rolling. It made Atsu look dumb and the Matsumae clan comically inept. Plot points are forced and pacing is criminally ruined by bad open world design. They front-load the starting area with the most side activities and then almost immediately move the main quest elsewhere. Ignore content, or ignore story? You can fast travel back and forth of course but it ruins the immersion. I played 20 hours and only saw two cutscenes. Most side characters are relegated to vendor NPC level which was disappointing. I’m left confused as to what purpose the wolf served? Despite these issues it was an experience worthy of the hours invested. As we know the true game is finding the tengai hat and fundoshi armour and terrifying the local samurai. I’m afraid I did not dare witness the final cutscene in this attire. Thanks for reading! Follow me on Mastodon and Bluesky . Subscribe to my Blog and Notes or Combined feeds.

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Playtank 3 weeks ago

Game Balancing Guide

This post is all about what game balancing is and how to do it. Just remember that every game has its own unique needs and challenges, so cherry-pick whatever sounds reasonable for your game. This post will become a “living” post of sorts, added to over time. Tell me about your own balancing tools and tricks at [email protected] or in a comment. Sections in this post: Before we get into the balancing itself, we need to know who we are balancing for. Paradoxically, this doesn’t have to be your target audience per se. A player who bought your game but never installed it is still part of your target audience; but they are not part of your balance targeting. Some players simply don’t care for your game at all for one reason or another, or lose interest after a while. These matter to game balancing because they are inevitable. One element of your balancing is who you are not balancing for. There are two very broad types of player attrition: the burn and the churn . Players who touch your game and get burned, like on a hot stove, never to touch it again. Knowing who you are willing to burn means that you can plan for it and exclude any balancing fixes that cater to that group. Pleasing the burned only wastes time. Burned players will never come back. It can be because the genre or gameplay doesn’t appeal to them, because it didn’t match expectations, or for many other reasons. What’s important to understand is that this is fine . You’re not making a game for everyone. Your multiplayer action game is not going to appeal to a fan of turnbased singleplayer games and no amount of balancing will change this. Churn rate is the rate at which players stop playing your game. In the best of worlds, you are able to collect data that tracks when players are churned. In a puzzle game with linear progress, for example, if many players stop playing halfway through the fifth puzzle, that could be an indication that they don’t understand how to proceed. Or if many players stop playing after dying four times against the second boss, it may mean that it’s not clear enough or too hard. Players churn after giving your game a chance. You can win churned players back or delay the churn by understanding your audience. One goal of good balancing is to keep these players playing. In his book, Introduction to Game System Design , Dax Gazaway employs measurements that are very practical and useful for when you want to figure out your design target. The book has more measurements. For this post, I’ve stuck to those that can be quantified. Understanding how a new game works is an acquired taste. Many a gaming console has been purchased to play Grand Theft Auto and EA Sports FC exclusively. A gamer today can be someone whose hobby is to play Fortnite or League of Legends , and who hasn’t spent more than a handful of hours in total even trying other games. Gazaway expresses interest in challenge as a ratio of failures against successes. A game that can be measured as 20 failures against 1 success (20/1) is clearly a lot harder than one that is measured as 1 failure against 100 successes (1/100). A player that starts getting frustrated after failing twice against each success will be burned by the 20/1 game. But so would a player that thrives at 10/1 while playing a 1/100 game. Not to mention that a game that suddenly goes from 5/1 to 20/1 is likely to churn some of its players. Free-to-play advocate Nicholas Lovell talks about the Starbucks Test , which he paraphrases from then Natural Motion CEO Torsten Reil as, “Can you play your game and have a meaningful experience in the time it takes for a barista to make your macchiato?” This is the very bottom of the time investment rung, where you can fit a play session within your other daily phone activities. On the opposite end, you have games that take many hours, even several days, to finish. According to Midia Research , “[c]onsole gamers spend – on average – 10 hours gaming per week, while PC players spend a little less (9.7 hours).” Gazaway talks about session time vs total time . A single-player roleplaying game may take 80 hours to complete, but you can play sessions of variable length. It may even pass the Starbucks test, letting you jump in and defeat a monster before they call out your name. If you are making your game for middle-aged gamers in the west with stable income, you can expect them to pay more than a kid with no personal bank account, or to a young student in a third-world country. Income inequality is sadly universal. Deciding to charge €69.99 for your game will exclude everyone whose ceiling is €5, for example. Simple mathematics. They’re burned before they even start the game. They don’t get to the stove. Even if they’d give the demo a chance, they could still never afford your game. This needs to be mentioned here, because we tend to forget that the money and the balancing are actually strictly related, even if all it affects is the point of entry. The first step to balancing is setting points of reference . This is the foundation for everything you will do, and can live in a bullet point list, a spreadsheet, a design spec, or some other form. In the excellent book Game Balance , by Ian Schreiber and Brenda Romero, game balancing is divided into three “metaphorical dials that are coming together” to create the sense that a game is balanced. Think of difficulty as how much pushback the game has against your success . This can be expressed as a ratio of success. For example, if you want the average player to win 75% (or 1/3 in Gazaway’s failure to success ratio) of the fights they start on the first try, but only 25% of bossfights (3/1), you can see if those numbers check out by collecting data from play tests. The number of things in your game . Enemies, ammo, loot, levels, coins, dialogue lines, health points, and so on. Quantities are often adjusted for practical reasons more than balancing and must then be balanced accordingly, for example how many enemies that can be rendered at any given time, or how many weapons you have budgeted time for delivering. When to press the key. How fast you need to move and when you should stop moving. For how long an interstitial “hurt” animation plays before returning controls to the player. The duration of the progress bar on that new building you are constructing. Timing is about duration as much as the moment. As has been discussed before , the lack of common language around game design means that we often resort to references to other games. This makes it really hard to talk about balancing with any consensus. Therefore, the first thing we need is everyone’s buy-in. Everyone working on the game, that is. We may want our game to be as difficult as Dark Souls , feel as good to play as Super Mario Odyssey , and take about as long per match as PUBG . These are fairly concrete and measurable comparisons where we can apply a more scientific approach. If it takes us about 10 attempts to kill a boss in Dark Souls , that gives us a number to balance against. Just don’t make the mistake of copying. If you have those 10 attempts against a boss with you, take that number and consider it. Test lower, test higher. Look at it from quantity and timing angles as well. These are inspirational and communicative references, not your rulebook. They say something about how the referenced game works, not how your game should work. It’s also common to set up antithetical references. We don’t want a match to take as long as a full Battlefield 3 Conquest match, or we don’t want timing to feel as punishing as in Ninja Gaiden , or the UI to be as confusing as in Crusader Kings II . Whatever it is, it needs to tap into this same common pool of references. References shouldn’t be limited to games. It’s common to refer to movies, comics, TV shows, books, documentaries, historical events — anything that can act as an antithetical to what you have in mind. Same goes for balance references, of course. The key to references is that everyone on the team can understand them. A designed reference is something you come up with in the team that becomes true for you . It can be a pillar, such as “Character-based play,” that lets you tap into your own project to figure things out. Someone changes something, and you can then go back to check if the thing actually is character-based play. If it’s not, it’s failing, and you may have to rebalance or redesign it. Just like the spend ceiling mentioned before, there are limitations you must contend with. When you print a deck, it has a certain number of cards. A Switch console can only push a certain number of textures per frame at 60 frames per second. The worst part with limitations is that they are extremely inflexible. If you break the card count on a print plate you need a whole second plate, even if all you are after is a single card. Similarly, rendering just a few more textures per frame will make your game run slower. Technical, practical, and financial limitations are important to know before you set your other references. Measurable goals for what you want the experience of play to be. This can be session lengths, more or less pushback, or specialised metrics like how many seconds should be the maximum allowed to pass between game launch and the first kill (“seconds to kill”). Set these goals very broadly. This will make it easier to make exceptions to them the same way a bossfight against an enemy that has a lot of hit points immediately changes the “seconds to kill” dynamic. Many action games have an average lifetime for enemies around five seconds. Maybe you want your enemies to be tougher or smarter, so you state that you want average enemy lifetime to be 15 seconds. This is a type of content goal, where you state how much screen or even CPU time something is intended to get. With many games content-driven or even content-locked by design, this should be more of a consideration than it is. It’s helpful to use an object or variable as an anchor for the central mathematics of your game. Health points is an effective anchor. If you set a player character’s health to 10 and you let this serve as your anchor, you set the damage weapons deal and armor prevents, what ratios you want between gold and health, and how effective the conversion of mana to health points should be. This would turn health points into the main dial for almost all balancing in your game. You can also speak of multiples of health points as measures of difficulty. An easy enemy may have half of the player character’s health, while a tough enemy has ten times the same. When you do this for an object, it can be the game’s default pistol and the experience of playing with it. Which is how John Romero writes about testing new Doom levels: all of them needed to be playable from a pistol start. The pistol is then the anchor for Doom ‘s balancing and all the various numbers that affect the pistol, such as ammo pickups placed in the level, damage, fire rate, etc., will affect the play experience of every single level in the game. A range is a floor and a ceiling and all the numbers between. If you have a numeric anchor, like 10 health points, it should probably represent the bottom of the range in a progression-driven game. However, an object anchor like the pistol could represent an average for multiple ranges. You may have ranges representing distance, damage, armor, gold value, durability, ammo, and so forth. Ranges are a good way to incorporate limitations. If you know that your frame rate will limit the rate of fire for your firearms, for example, you can set the ranges accordingly. A handy thing with ranges is that you can use them in random generation. For example, if you determine the extremes (see Set Extremes, later) you can test with random values within that range when you run your tests. One way to set references that I’m personally very fond of is to use words instead of numbers. To fuzzify the numbers. If you have the concept of range in your game, you can talk about it as Close, Far, Long, and Distant, for example. When something needs to be changed, you bump it on this ladder rather than changing the numbers directly. This makes it easier to talk about the balancing in relative terms. It also lets you determine which ranges you want to have without having to get stuck discussing the numbers. If you need more nuance, you can add more rungs on the ladder. Game economy design is basically a science in itself. But a good way to start building a virtual economy is to tally all of your sinks first. These will show you how much virtual currency even has the potential to flow through your system. If this number is capped or particularly low, you should limit how many sources you have based on player time investment, difficulty, and other targeting goals from the previous stage. Make sure that the player can always afford something , but also make sure that they can never afford everything until your reference goals are reached. When you set out to create a system of balancing that has numbers at its foundation, you always need to start from somewhere. One way to start is to simplify everything down to one of four value systems: 1s, 3s, 5s, or 10s . Start from just 1s or 10s, then introduce some 5s, and finally some 3s. This way, you will quickly have the gut-level foundation for your balancing. To refer back to health, one mana could be worth five health points, while one gold is worth three in the form of a health potion that heals three points. Another way to create base numbers is to use a Fibonacci sequence . A Fibonacci sequence is “a sequence in which each element is the sum of the two elements that precede it.” If you start from 1, this gives you 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144, etc. This sequence can often come in handy, and you can play with the principle of the sequence as much as the sequence itself, for example to set item prices with a good initial spread. Perhaps if your health potion costs 25, then you could price the following item tiers 50, 75, 125, 200, etc., using the same rule of summing up the two preceding numbers to get the next price. If points of reference are there to give us something to anchor our balancing to, points of differentiation are where we design the game. A focus on diversity. Ways to mess with your points of reference and give players something to strategise around. Greg Costikyan wrote about this on Linkedin, in the context of combat systems, saying that “The key is multiple points of differentiation, to create interesting strategic choices for players. If it’s all about DPS, it’s boring.” His examples include things like reload times, costs, damage, damage type, combined effects, and more. Ways to add more ranges and more points of differentiation between one gun and the next. Destroy them, disable them, put them on timers, require resources for their use. Take things away. Once the player is used to something, try removing it and seeing what happens. It can be the worst thing you did, or it can give room for you to create a needed change of pace. Like when the enemies in Batman: Arkham Asylum start mining the gargoyles Batman is using to hide. In game theory, a dominant strategy is one that always trumps other strategies, while a dominated strategy is one that is always trumped by everything else. Players will naturally gravitate towards dominant strategies as their understanding of a game evolves (at least if they are accepting of learning new rules), and will bounce away from dominated strategies. This is not necessarily a bad thing. You may want the starting pistol to be a dominated strategy, same as the BFG 9,000 is a dominant one, but other restrictions of usage means that you will never stop using the first and can’t rely entirely on the latter throughout the game. Many games restrict features by requiring transference. You are highly unlikely to find the best mod in Warframe , if it’s even possible, so instead you engage in the act of combining mods to convert them into better ones in multiple tiers. A process that costs resources at every step along the way. Going back to the Game Balance book and its three dials, most of these systems use time as the essential anchor. You need to play to collect more of the resources you need for the crafting, and there are rarely any guarantees, which means you need to put even more time into it. Controlling when a difference is introduced is a key element of time balancing. If you find the best weapon in the game right out the gate, players are unlikely to ever switch, and if you provide access to it too late, many players will never see it at all and many who do see it may be less inclined to change their winning strategy. You can also control how easily a difference is accessed. Players may have to complete a special quest or spend an expensive amount of resources or time. Perhaps most commonly for Massively Multiplayer Online Role-Playing Games (MMORPGs) and similar genres, where you will have the squeeze the best possible mileage out of every piece of content, changing a color and making something deal a different type of damage (red for fire, blue for lightning) modifies things enough to keep the player playing. Patterns you don’t want the player to fall too deeply into can be altered by diminishing returns. Enemies may start wearing more body armor if you kill many of them, forcing you to switch things up. The following list will serve as a living document, with tools added over time. (Sporadically, I must add.) Make sure to only change one thing at a time, and to document what you changed. This makes it easier both to know what you did, what made the ultimate difference, and to write changelists once you publish it to your players. Sometimes, you have a solution or feature that just works . In a first-person shooters, you’re shooting, aiming, and reloading and shooting again, constantly. Same with card games; you’re drawing and playing and drawing. If a segment of your game isn’t working as well as another, repeat a solution that worked before. Keep a record of go-to solutions for future use. If you get stuck on something you decided on, try doing the exact opposite in your design and see if that takes you anywhere. Maybe you added more health to the enemies because the combat was too short, and it made them feel like bullet sponges. Trying to decrease their health instead and then increase the spawn rate could be the solution you seek. Touch, but don’t taste, is when you have a really cool feature that’s so restricted that players never use it, or they save it for a “later” that never happens before the end of the game. If you see this pattern in your game, you can give the players a bite instead. Let them play with the feature without any risk of losing anything, to teach them that the feature is worth using. First one’s free. If you feel that something lacks depth or isn’t interesting enough, you can try to add an additional dimension. Maybe your dialogue system with the Yes and No response options is making for bland conversations. Add a third option that plays against both Yes and No. Rock, paper, and scissors, is a metaphor for the related variation. Sometimes when an action feels like it doesn’t have enough “oomph,” you can add more feedback to it. Tell the player that the thing is in fact happening. Particle effects, cheer sounds, camera shake, stop frames, easing functions leading into or out of the action. Think of the sounds the Halo energy shield makes as it starts and finishes recharging. If your game has many moving parts that are active at the same time, it can be helpful to divide them into separate stages of interaction. Games that are maths-heavy, such as some styles of role-playing games, will often divide their “buffs” into stages. Something that lasts for 30 minutes is a “prebuff” that you can activate when you are expecting something to turn tough, while the one that lasts for just 30 seconds is something you use in the midst of combat. This division serves as a subtle way to structure the player’s buff cycle. If you see players doing something over and over again, even though it’s the wrong thing to do, you can try to make it viable to play the way they are playing. This is the territory of Coyote time, auto-aim, and other mechanics that try to predict game effects from player intent. This balancing tool is almost cliché at this point. Double or halve. You want the thing you are doing to make a tangible difference, so you double it or you halve it depending on whether it needs an increase or a decrease. When you feel that something needs a bigger impact than doubling or halving it yields, you can try multiplying or dividing it by ten instead. This is a much more drastic move and will rarely be used except as a method to find your extremes. If players are unaware of interesting features in your game, you can make them excited for it before they get to play with it by putting the door before the key. Dangle the treasure, the lever, or the new enemy in front of them, so that they will actively seek out how to get to it. Whether by finding an actual key or by understanding that they need to go up to get inside the locked room somehow. Metroidvanias are fantastic at this. An exercise you can use when numbers feel off is to decrease or increase by a lot (doubling/halving or by ten) until you find the lowest low and highest high. Then you construct a range out of those two values, and you start testing with different values within that range to try and find a sweetspot. It’s a good way to get away from pure feel and narrow it down. Probably the most common trap in balancing is to create a cool new thing and immediately feel a need to make it worse. To “nerf” it. This is a reminder to not do that, but to try to capture why the thing feels cool and to extend the same coolness to as much of the game as possible. Targeting : who you are balancing for. Points of Reference : what you are balancing against. Points of Differentiation : the exceptions you are making to your points of reference. Tools : various methods and techniques that you can use when balancing your game. Refusing : players that don’t want to learn anything new at all, regardless of how you package it. They want things to behave a certain way. Gazaway’s example is how Wii Bowling managed to attract people who didn’t really play games, because it was close enough to real bowling for the rules to transfer readily between the different media. They don’t want new rules, but they can transfer what they already know. Resistant : players that are willing to learn some new things to be able to engage with games in a genre they like or a series they follow, but tend to not leave their comfort zone. The aforementioned Grand Theft Auto and EA Sports FC players. Neutral : where you’d categorise most “casual” players. Willing to learn new rules to play a specific game, but more as something that goes with the territory than something to be actively sought. Accepting : players that don’t just reluctantly embrace new rules but dig deeper and even learn more than they may need to. This is the space for many “hardcore” players, that stick to a genre and explore it deeply with character builds and clever solutions. More likely to try something new that they still recognise. Enthusiast : people that read game rulebooks for fun. They will probably move on to the next game once they have understood this one.

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Takuya Matsuyama 4 weeks ago

Discovering the joy of driving as a long-time paper driver

Hi, it's Takuya . Ever since I got my driver’s license before entering university, I had basically never driven a car. Living in the city, I avoided driving as much as possible. The thought of operating something that could seriously hurt or even kill someone if I made a mistake honestly scared me. But a few things changed that — I got married, moved back to Osaka, had a kid, and got interested in the outdoors. Around Osaka, there are many nice places for short drives — Minoh, Nose, Kobe, Tamba-Sasayama, and so on. So, little by little, I started renting cars through Times Car Share and nervously began driving again. The first thing that surprised me was this: every other car on the road is also driven by a real person . That might sound obvious, but it actually felt like a fresh realization. In games like Grand Theft Auto , the cars are just NPCs — they move clumsily, crash into you, and never react intelligently to what you’re doing. But in real life, everyone’s trying not to crash. Drivers read each other’s movements, make space, and take turns. Sure, there are rude drivers sometimes, but as long as no one makes a huge mistake, things usually go smoothly. If I accidentally start going the wrong way, someone honks to warn me. When I let another car cut in, they flash their hazard lights to say thanks. That kind of human interaction — something you’d never get in a game — is surprisingly fun. Cars are such an integral part of Japanese society that enormous time and money have gone into building our road system. It’s thanks to all that effort that we now have such a comfortable network of highways and streets. As a working adult, I’ve been paying taxes for years — and part of those taxes has gone into maintaining this infrastructure. So when I drive, I feel like I’m finally getting to enjoy the benefits of what I’ve helped build. Of course, buses and taxis also use the same roads, but driving yourself gives you far more freedom. As I glide along these perfectly paved roads that spread like arteries through the country, I can’t help but feel impressed by how well they’re maintained. When I mostly got around on foot or by train, I never paid attention to cars. But once I started driving, I found myself noticing different models and brands. Even though modern cars tend to look a bit similar, there’s still a surprising variety out there. I used to only hear about Tesla in the news, but now I’ve actually looked up prices and read owners’ reviews. I’ve also discovered that I really like models like the Mini — cars that keep their classic design but update it with modern specs. That said, I probably won’t buy one until I move to the suburbs — maybe when I build a house someday. Owning a car in the middle of Osaka would feel like a luxury. In terms of skill (and courage), I got much better during my daughter’s summer vacation. Her kindergarten stops its bus service during summer, so if we wanted her to go to daycare, we had to drive her ourselves. Since my wife’s work schedule didn’t match, I became the driver, using a car-share vehicle to take her each morning. At first, driving through Osaka city on weekday mornings was terrifying. I made tons of mistakes — missed lanes, took wrong turns — and felt completely drained afterward. I was also shocked by how many one-way streets there were. Seeing the city from a driver’s perspective made everything look different. But as I learned the routes and got used to the flow, I started driving calmly and confidently. Before long, I could go on other trips without getting nervous. Those morning drives to kindergarten were honestly the best training I could’ve asked for. In recent years, I’ve gotten into outdoor activities — checking out campsites in the suburbs, or taking short drives to places like Minoh, Lake Biwa, Tamba-Sasayama, or Kawachi-Nagano. I never imagined that adding “driving” to my list of transportation options would change my daily life and mindset this much. I’m not saying everyone should go out and start driving, especially if they’re firmly against it. But if your life feels a bit stuck in a routine, maybe it’s worth giving it a try — you might find a new kind of freedom waiting for you.

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