Panic Playdate Review
cnet.com
cnet.com
The best parts for me are the following:
1. It’s indie.
2. It’s accessible.
3. It’s got a completely different engagement model.
I have a 7yo who I bought it for (really) and with the web drag-and-draw IDE, I can’t think of a better way to get him involved in the exploration of technology. Maybe it can be fun and provide an outlet for deep exploration. I sure as hell am not going to sit down with him and explain the principles of enterprise architecture.
For engagement models / indie-ism, we have a Switch and just got a PS5. They’re neat. I guess. But they’re also kinda stale and boring (outside a few winner games). Kinda like watching Disney these days with the Avengers series. Diminishing returns on every title and no real way to engage beyond consumption.
I’m really hoping this is good for him (and good for me as a reset against my day to day as an engineer indoctrinated in the Bay Area ways of growth). To that end, the other comments I’m seeing don’t seem to understand the appeal that has attracted me.
My 7y/o has really enjoyed it, and she talks to me a lot about the stuff she's building.
[0]: https://www.nintendo.com/store/products/game-builder-garage-...
But it gives each type of node a fun and unique personality that kind of matches its function, and has a very 20+ hour long (and entertaining) tutorial series, where the elements chat back and forth to each other as they handhold you through the process of making simple but playable games in multiple genres. Put a smile on my face multiple times, and I'm an experienced developer that just tried it for a lark.
GameMaker has gotten pretty professionalized at this point, but back in the day I think it was a good entry point, with decent non-code workflows to get the basics going and a smooth on-ramp to adding behaviour code as needed.
I don't know what fills the hole that used to be platforms like ZZT and MegaZeux, though. Maybe it's Minecraft and Roblox that are the modern outlets for that kind of creativity.
HN tends to over use "boilerplate" as Pico-8 has zero boilerplate and is super minimal. Your post is no exception. Core gameplay code is not boilerplate and Pico-8 is not a game engine in that sense.
Playdate has Pulp, which does include built in collision, dialog systems etc and is inspired by Bitsy. Pulp has it's own (optional) scripting language and is specifically designed as an accessible game making tool. Even the Playdate Lua and C SDKs have more gameplay functionality than pico-8 though, including a simple game object model, collisions, animation, etc
But yeah, as far an introductory programming platform, it's much better of think of PICO-8 as an upgrade from QBasic than an upgrade from ZZT.
It has build-in collision detection etc. but to me turle graphics is the way to properly understand programming. Most other environments help with getting people interested in tech (and perhaps game development), but visual configuring event handlers is not programming. When I taught programming I often got people from other courses with an visual environment. They knew how to build forms and save data, but they could not programm: (to me) Think about a problem, make the problem into smaller problems until you can write code for them. Many were happy when we did switch to turle graphics and said "We should have started with that".
Scratch helps transition from the event handler configuration (which is fine if you want to write games, many environments don't make you write code) to coding (write code in a programming language) via turtle graphics.
Shamelessly, this is what I'm excited about most. There's some big little names attached to the project, and I'm excited how the limitations will stretch their creativity.
None of us had ever made a game or even a serious attempt at one before but we had a playable proof of concept of a mechanic we could iterate on by the end of the first day. Similar thing with the art. Making truly great pixel art under those constraints is very hard, but making good enough to play with is much more in reach than it is with high fidelity engines.
Although if your product's target market is rich nerds that's a great strategy.
Not that they are the worse offender, it is a global problem that touch both indie and big corps.
What if a kid who plays with this today ends up being the next XYZ who makes something positive for the world? Im so tired of these dismissive, and while im here lemme say "performative" comments relegating everything to trash. Yes we know there is a "stuff" problem, but this is so far down on the list of concerns I cant even begin to imagine you're saying this seriously.
If you are truly worried about there being more "stuff" your concerns should start with non rechargeable batteries, which are still produced in record numbers, and rarely recycled.
That is so irrelevant. And regardless of the positive things said kid would bring that would not erase the waste ALL other devices have created.
>If you are truly worried about there being more "stuff" your concerns should start with non rechargeable batteries, which are still produced in record numbers, and rarely recycled.
These concerns aren't mutually exclusives.
to be pedantic, 0.1% of the planet is 8 million. There aren't a lot of non-essential products selling 7.92 billion of anything so this is an unreasonable bar.
(and yes, I have no regrets being pedantic to a comment that comes down to "remember that you are a niche").
Then again, I suspect many raspberry pis meet the same fate; bought and played with for a few hours and then left to collect dust in a drawer somewhere.
WARNING: you will get addicted and end up spending $15-20k on a license.
But I’m the target market I think, which is someone with lots of disposable income who wasn’t looking for it to be anything more than it is. I think if you go in with the expectation that it is indie and quirky and NOT a mass-market product, it’s easier to position to people.
I don’t have mine yet (I’m hoping it’ll ship next week), but as long as it does what I saw three years ago, I think I’ll be really pleased.
Again, I don’t think this has broad appeal. But I also don’t think it has to. It’s for the people it is for and I think that will be enough.
It does look cute, though, and if their SDK takes off I could see it being a really nice intro-to-programing tool entirely independent of Panic's own game-seasons thing. (I bought one. I won't be getting it for another 1-2 months, alas.)
I don't think this is for me, but given some of the developers' interests being peaked over this I am interested of what comes out of this.
I can see how HN loves this thing
The Playdate is a novel, low-powered, handheld console intended for experiemental indie game design and has been marketed as such.
Comparisons to a Nintendo Switch or a Steam Deck seem very pointless since these consoles are very much not targeting the same end users. It would be like complaining that you shouldn't buy a Raspberry Pi since a Mac Mini is better for your average user.
I agree that the price is a bit steep, but that is to be expected when you are not producing at a volume.
For example, over the past two months of owning a Quest 2 I've bought about 40 games for it, to get a good feel for what the current state of VR gaming is like, and spent many hundreds of dollars to do so.
None of the other consoles this gets compared to are offering even a single game with purchase of the hardware, let alone 24. There are other consoles that do, but those are mostly retro mini-consoles that include a bunch of old games that have been resold over and over again.
This will really sink or swim dependent on how well those initial games deliver. If there’s no true stinkers in the initial run, I suspect we’ll see a strong long term development effort buoyed by ongoing consumer interest. It is a pretty neat little device and I know personally that I’m always a more creative developer when I have some legitimate, and significant, limitations on my resources.
Let's just pretent there is no nintendo switch lite, costing $20 more, and readily available.
Or things like Miyoo Mini, cost like $50, and at least have a backlighted screen.
Honestly, its just a worse analog stick. The upside is that the games will be easy enough to play with common controllers.
You could possibly even ignore the crank state entirely and assume any new direction is the new crank angle. Most likely games will handle low sample rates anyway.
Lots of games have you control a virtual crank by rotating a stick. Might not be as satisfying as the crank (if the crank is even satisfying to begin with) but I don't think it would be unplayable.
Also it's more fun...
>The tactility, precision, and control of a crank can't be matched by something that doesn't spin on one axis.
Have you gotten a chance to try it?
I can’t wait. Looks like a blast and I’d love to try my hand at developing for it.
The Current Estimates Your Playdate Is In: Group #2 Group #1 ~1 to 10,000 Late 2021 → Now Early 2022
Group #2 ~10,000 to 20,000 Late 2021 → Now Early 2022
Group #3 ~20,000 to 30,000 Still 2022 (Second Half)
Group #4 ~30,000 to 40,000 Still 2022 (Second Half)
Group #5 ~40,000 to 50,000 Still 2022 (Late Second Half)
Kind of process of elimination if you make a distinction between early 2022 and second half, at this point early 2022 means by end of Q2.
Basically, first 10000 are shipping now, next 10k will follow and that will exhaust their 20k first batch they are getting from the factory. The rest will follow later. And your order number is your spot in the delivery queue. Mine is in 15000s, so not long now :)
Basically, they started shipping the Group One systems on Monday and say that they think they'll all be out within the next month. Presumably Group Two will ship after that, meaning they'll be shipping late May -- but they haven't actually announced that, just said there's news coming soon.
It says Early 2022 for Group 2, while Group 3 says Second Half of 2022.
I'm still not totally sure how Lua handles memory but I assume it's optimized AF. I'm sure I'll run into issues at some point with 8MB of memory but it's fun seeing how much "memory intensive" stuff you can get away with.
I don’t think Steam Deck really brings that much to the table on its own as a platform outside of being a portable PC.
And even if you develop using emulators, seeing your code run on real retro hardware is more satisfying than running it on a 'fantasy console' on PC.
That’s a matter of pure (and, frankly, arbitrarily smug) opinion and one I don’t share. I lived through when retro hardware was just hardware and I’m done with it and all the clutter and dust and brown.
Why would it be any different from the indie games already on Steam and the same bunch of emulated systems we've all played to death?
Steam Deck although seemingly decent hardware is ultimately boring, it's never going to have an ecosystem of games built specifically around it and will only ever be used for playing existing PC games on the go, never have it's own ecosystem of titles and exclusives like Switch and Playdate do.
It's a brilliant hackers playground and I can't wait to get my hands on it!
I can just go the rest of my life happily without playing the same SNES, Genesis, PSX, Gamecube, etc roms again. I did it all first time around and each time it comes around again it loses more of it's soul.
Im just waiting for one in the 2nd hand market now. Anyone want to sell one?
What happened to the dock? Doesnt seem to be any movement on that AFAIK?
Except the crank?
It's a good year for portable gaming.
Pocket has arrived so far. It’s nice but I think if a jailbreak for firmware opens up homebrew games beyond GB Studio that’ll be nice.
And yeah, I need a jailbreak for the Pocket. And Kryzz had to flee his homeland so getting flash carts is a PITA right now and most of my OG carts are with my parents :/
I might get a second revision of this. It's neat, but it needs a backlight.
Think about how much you would want to be paid to work on this.
Ballpark how many units you think it will sell.
Divide how much you would want to be paid by the number of units you think it will sell.
That would be the minimum cost simply to cover your own part.
There are two ways to make a return on a product:
* Sell absurd numbers with a small profit (race to the bottom)
* Sell small numbers at a price point actually includes the cost of running a business
Panic is an old and established business. They recognize that developing commercial software (and now hardware???) is something that people should be paid for.
One of the most depressing things of the modern era of software dev is how the various “app stores” have turbo charged race-to-the-bottom and spyware/free economics.
Personally, I pay for lots of applications. I understand that people need to be compensated for their work and I don't want them to switch to shady tactics to get that money.
Then, even if you do get momentum at a reasonable price, that app stores seem to, if anything, promote rip offs and clones that are just racing to the floor.
How is that relevant at all? I'd love to be paid $1M / year for what I do, but that's not how my wages are determined. That argument is DOA.
What determines wages is the level of skill required for the job. And if you're some punk keyboard warrior that doesn't have any skills of value, then I'm sorry. It must really suck not to be valued.
But for the skilled people involved in making products like this, that skill has value. So those people are able to look at what they've done, and say "I believe my work is worth $X".
They then do the above math to work out how much they need to charge per unit, to get that level of compensation. People get entire degrees in this for some reason, but it's really not that hard:
* You make more money per unit if you charge more * You sell more units if you charge less * There is a theoretical max point on the curve of units sold * price
People who have the skills to develop their own products try to guess the maximum on that curve, and if it is less than what they want to live on they have to adjust their goals or kill the product.
The approach you're proposing is to simply charge a small margin on raw materials and manufacturing time is predicated on the time of the person/people designing the product being worthless.
I don't think that, not about me, not about the developers working on playdate, not about developers working on other products. Even products I don't like.
Yes there will always be minimum-wage/mindless labour. Software and hardware design aren't that.
No, it's not. What determines wages is how much your skill is needed vs. the availability of people with similar skills willing to take on that job. It's supply and demand in the labor market.
You don't need to econosplain to me how pricing works in a free market...
You are right in the strict sense of demand being a necessity for a skill to have value. I was assuming context would imply a skill with demand. I understand it’s possible to have skills that don’t have demand.
This thing, I'll never forget John Gruber saying "The story is about Playdate, the most amazing and exciting product announcement, for me, since the original iPhone." I don't know if I could roll my eyes harder without getting a headache. Is this thing some sort of techie inside joke?
Then reviewers get their hands on them. Metal Jesus on YouTube recently got to test one and it confirmed everything I needed to know. It's expensive. The screen isn't backlit so you've got OG gameboy issues. And it's a complete chore to hold. He was complaining about hand cramps after a little bit of play time. And the screen resolution is so low that some of the gameplay is hindered.
But it has a hand crank: https://i.imgur.com/wBmESKj.jpg
https://daringfireball.net/2019/05/playdate
I just read the article expecting (based on your tone) to see Gruber making grand predictions about the Playdate being a massive success or having a massive impact. But no, it's very clear in the article that he's just personally excited about it. He doesn't make any grandiose predictions or even really attempt to persuade other people that they should be similarly excited about it. Clearly he just thinks it's neat for a small software company to develop their own affordable consumer electronics hardware. He's even explicit about thinking the product will likely be playing in a relatively small market: "Panic is almost cheating in a way because they’re tiny. The Playdate platform isn’t competing with the state of the art." I don't see any reason to roll your eyes about this one.
Since you mentioned reviewers getting their hands on Playdates: doubtless they're out there, but ("Metal Jesus", whatever that is, notwithstanding) I don't think I've seen a single net negative review from any source I previously considered anywhere close to reputable. Everyone is, of course, entitled to their opinion—but as someone who presumably hasn't actually used a Playdate yourself, I don't think you're making much effort to keep yours objective.
I don't quite have a dog in the race of Playdate, but I do want to note that MetalJesusRocks is in fact a legitmate and longstanding video game reviewer, over a decade old by now. He's not qiute a pre-Google YT era reviewer, but he's close.
I don't have any particular attachment to him nor his opinion, but I have watched a few of his reviews over the years. Particularly a few Vita game reviews (he's given more focus to portable/handheld games that other reviewers). His name definitely betrays his presentation (asusmedly because the channel, in actual pre-Google days, had some music coverage).
But I'm sure I'm speaking to the choir in terms of Google's scary control over the internet and lack of alternatives in several fields.
Maybe the comparison just rubs me the wrong way because I actually had one and played games on it, and I remember how fucking terrible it was. Even the Pocket was a quantum leap in usability. It just isn't useful to compare the original's screen with anything resembling a modern reflective LCD, except to illustrate just how far the technology has come.
Playdate is some kind of "memory LCD" that's more like eInk, but I don't know how much like it.
It’s also a platform and developer ecosystem explicitly made to get new/interested devs involved in game development with documented support for side loading.
I preordered early on, and haven’t gotten mine yet, but I bought in to the idea because I love to tinker and have always wanted to dabble with game dev. I like the possibility that there will be many others like me, trying similar things on the same exact hardware, opening up opportunities for community and collaboration.
I have yet to see if my excitement is warranted, but I thought it was worth mentioning that some people are not as focused on the end product as they are on the community, ecosystem and tinkering opportunities it enables.
The code is basically just Lua with some extra Playdate specific bits. This tutorial helped me get up and running:
https://www.youtube.com/watch?v=J0ufxinp7No
The hardest bit for me so far has been how to make graphics look halfway decent in 1-bit, especially when I'm not much of an artist. Still haven't figured that bit out. I'm just drawing polygons and text on the screen right now programatically. Works okay for the core gameplay, but I'm struggling more with menus.
Now I'm interested in this device. I absolutely love working with Lua and I'd do anything to help that language spread.
The Gameboy homebrew community would provide that for you, with the added benefit of a much larger potential userbase.
The Playdate has WAY more CPU power, WAY more RAM, WiFi, storage, and drastically better sound. Plus a crank!
No need mor mapper chips or other complications.
I like that they kept limitations like having a black and white screen (not greyscale ala GB), and a smaller resolution. so there are still creative constraints. But a lot of the software constraints no longer exist so it’s more approachable.
I don't think this needs to be an either/or conversation though.
This just doesn’t ring true. It’s a golden age of fun gadgetry. It’s easier than ever before to combine off the shelf components (e.g. ESP8266) with a myriad of sensors and other devices. Can you expand on what you mean and what you’re referring yo?
You seem to be implying that the Playdate will annihilate a generation of gaming gadgetry? I also don’t understand this when there’s a rich ecosystem of gadgetry all focused on various forms of gaming. Granted, most of those are focused on emulation, but the hardware is capable of more.
Oh, HELL no.
On a smaller level, quality suffers when you only have a brick and a touchscreen, too many activities are improved by better tactile controls.
Also, quite a bit of those experiences are clunky due to intrusive software, notifications, etc. E.g. Personally I absolutely hate trying to listen to music on a cellphone, I don't want interruptions and I want to easily adjust song/volume without looking.
Perhaps the biggest point: You can do NOTHING on a cellphone without being surveilled while doing it.
The Steam Deck does give me hope of the next form of this market, however. The portable "gaming" PC. I've been invested in this market since the GPD Win and I hope Valve's iteration ushers a new age of handheld competition. Still won't compete with the Switch, but I'm fine being in a "niche" and catered to
But I think OP was thinking more in terms of other things the iPhone destroyed, like camcorders, cameras, PDAs, GPS navigation systems, etc.
In terms of display properties it's in a pretty sweet spot between eink (electrophoretic displays) and conventional RLCD. Slightly lower contrast than conventional RLCD but much better reflectance (roughly on par with eink).
If it is the kind of display I am imagining (which I think is different from the one they claim I probably am), then that display will probably look much better than an equivalent backlit displays.
It's just not usable in low lighting conditions, which is a tradeoff I can imagine them accepting, and customers as well. Though unlike an original Gameboy, and more like a common book, a crappy bedside lamp will likely suffice.
On top of your reason I think the problem was when they looked into it it was incredibly impractical to actually charge the device that way. You just couldn’t generate enough electricity with such a small crank.
I mean if you had the crank for 10 minutes and it would only charge the little battery in that thing 1%, would it be worth it? That’s the impression I got.
https://www.ifixit.com/Teardown/Playdate+Teardown/143811
Assume 75% usable charge that’s about 2Wh. Ads say 8 hour active time so you’d need to make 0.25 W to power it.
Say the crank is about 0.1m and you turn it at once per second, 6 radians per second, your force needs to be roughly half a newton when accounting for losses. Half a Newton is about the weight of two AA batteries. So it’s perfectly achievable to keep it running, but we’d have to really think about how much you can output with a hand crank. You wouldn’t want to crank it and try to play at the same time, so you’d be cranking to charge and then play.
I found here many crank chargers useful for charging phones and some with as high as 20W output. The ones that are small and cheap can do 1A, 4W, but that would be plenty. 15 minutes of cranking would give 4 hours of play time.
Ok that doesn't sound fun at all.
But here are the bigger problems:
> https://housegrail.com/best-hand-crank-generators/
Those things are fucking huge -- you are comparing some junk ass Ali Express device to proposing actually integrating in the product. Could you find a cheaply and readily available mass produced motor/dynamo that would fit in this 9mm thick form factor and still produce enough power? And at the end of the day the only reason that a device like this is possible for them is they can basically build around easily sourceable, highly integrated parts - The only thing really custom on this is the shell/mechanicals - and that probably blew the majority of their design budget. Spending 10s of thousands for a custom micro dynamo for a dumb feature doesn't seem like well placed priorities. Also, you would have to integrate this without interfering or degrading the primary function of the crank.
I wouldn’t own another Panic product if they paid me.
Firewatch.
Ok, Prompt and Firewatch.
And Untitled Goose Game.
Ok, apart from Prompt, Firewatch, and Untitled Goose Game.
…
Both were only published by Panic, not developed. They had barely anything to do with how the games were made.
Panic sucks.
Gee, who would have thunk it? The 3DS had this problem even with no crank.
I predict this might show strengths more as a wearable badge, though the crank definitely wouldn't work well in that case.
It's on a floppy hinge, it's metal, and it folds in when you're not using it. Here's it in use: https://youtu.be/ZGdP59hhiDg?t=125
Here's a teardown showing what looks like a very reasonable mechanical strain relief: https://youtu.be/J5G02ru0GyM?t=110
> There are so many alternatives to a handcrank which aren't desperately fragile.
~~It's not just for charging.~~ (edit: Not for charging! Obvious with that teardown!) It doubles as an input for the games.
> I wouldn't give this thing to my kids: they'd destroy it in a week.
This sounds like it may not be related to the device.