210 karma · joined February 26, 2020
The ideal game is somewhere in the middle where the designer focuses on mechanics which combine to produce more than their sum, and then anchor it in handcrafted content meant to show the best angle of the mechanical emergence.
One way to split the hair would be to say the mechanics are procedural (I would rather reach for the programming metaphor of composition, however) while the environments are hand crafted.
Nintendo is the king of this, but I also mentioned multiplayer games because they intentionally focus the designer on the mechanics and the levels while leaving the challenge generation to the players (and a whole conversation about how best to matchmake them.)
There was an era of gaming where it was reasonable to think your game could become a hobby for tens of thousands of players, with all the requisite fame that comes from creating it. Spelunky opened the door here, and a lot of high profile indies like Vlambeer and Spryfox led the surge.
What I think actually happened is that so many games started coming out, that there's more content than any one player can consume. The hand generated stuff floats to the top and a new class of indies now sits the throne. Anyone distracted by procedural gen lost their spot.
For another parallel where players choose hand generated content over procedural, look to the prevalence of multiplayer where humans generate challenge for each other on the fly - versus AI baddies that can be cheesed by easily shared internet guides.
1.5% of 6m existing free tier users is 90k accounts who now need to reduce usage, pay Gitlab, or move to another platform. Only one of these options is fast!
I don't think this is the only reason they are doing this, but it does sweeten the pot.
30% cut starting at $0.99 purchases. As mentioned this barely covers processing fees.
20% cut starting at $9.99.
10% cut starting at $49.99.
Not only does this fix the Epic, Netflix, Hey, etc issue where high value or high volume txns get unfairly middlemanned by Apple. It also incentivizes developers away from the "race to the bottom" effect that made everything a crummy $0.99 microtransaction in the first place.
Most people can't become Bill Gates or Elon Musk. There's not enough births of the computing age, or births of online banking to go around. There's a lot of people seeking to do social good within the confines of capitalism.
So while most (all?) techniques may be less impactful than Gates and Musk, we shouldn't hold back people trying to find other strategies (dare I call them entrepreneurs) by confining them to being ruthless capitalists who later grow benevolent or build Wayne Industrieses.
Thousands of engineers chasing promotions by dropping support for live code. If it was their code they wouldn't do it. The org is broken. If you want to see what mature software support looks like, check out Microsoft. Win32 binaries I wrote in college still run on Win 10. Google looks unimpressive by comparison. But they all got promoted!
I would encourage you to be less hard on yourself. Think of a good game like a hobby. People play hundreds of hours of golf too and still find the time to lead productive lives.
The feature pods outpace the refactor pods. Feature pods can use a bad pattern 50 times in the time it takes refactor pods to fix 10 of them. Not every fix can be scripted. Some bad patterns restrict the ability for the codebase to stay up to date on dependencies, etc. Lots of reasons not to accumulate this stuff faster than you can strip it off.
It also impacted team cohesion, as refactor pods started to resent the poor quality of feature pods' deliverables. Since refactorers are peers, it got weird when they exerted refactor pressure on feature devs who got wedged between their peers and their managers.
Ultimately I think this article is a little too black and white. The "just do the ticket" dev is as undesirable a teammate as the "refactors to excess" dev. It's better if devs are a little of both and the team culture helps everyone keep a healthy balance.
And even then you wouldn't be able to map this quotient to human behavior. But you would have an upper bound on how inaccurate your analytics tools are.
Another thing it does which I think helps a lot is automatically collapses subreplies.
The desired user experience is peace of mind from a physical barrier; no amount of LED bulb hidden behind the flush surface is going to solve for that.
It's also like the keyboard keys. User experience has taken a back seat to Apple's product design goals as they pertain to their bottom line. Products users love are expensive to build and maintain, so Apple won't make them. When you can't grow profits selling more devices, you start to cut corners on the ones you _are_ selling.
Now that I've left the games industry I still think about this tool often and how it might be useful for modeling load on a backend. Kind of waiting for an opportunity to try it out.
For example: the book talks about the economics of printing game components, warehousing product, and buyer price sensitivity. These all combine to create narrow bands of acceptability for game materials. Kickstarter doesn't change anything about these economics. But now there is no central publisher to steer you away from these predictable issues.
My point then, is that even fancier game components don't make good stretch goals. The high price a game can command on Kickstarter from enthusiasts won't translate to the avg shopper who sees it on a store shelf. And if you print a standard and deluxe edition of your game, you are not effectively capitalizing on Kickstarter preorders to de-risk printing, warehousing, and shipping costs.
It's best to make one game that meets the exacting demands of the Target store shelf if you want to maximize success. Exploding Kittens is probably the best example to date. And that game is not well received by the BoardGameGeek scene (for valid reasons) which highlights the disconnect between the social validation designers crave and market success.
One clear signal to me now is if they offer additional game mechanics as a stretch goal. It's hard enough balancing the base game and making it compelling. If a designer thinks they can do this not once but twice, and in a modular way no less, I question their design sensibilities in the first place.
It's possible that this is a flaw of kickstarting board games in general. The platform incentivizes stretch goals and they don't map well onto most board games.
Both might be right, for their respective time scales, which is why it's so hard for either one to back down.
Many many ways to talk past one another. We need a small book on techniques to short circuit these situations and salvage conversations.
First benefit: tea is a beverage hobby with some stunning depth (think wine, beer, scotch, etc).
Second benefit: Lots of flavor diversity means you won't have to reach for sugary or alcoholic drinks as often to fight off boredom.
Hey should still be able to link its users directly to the App Store entry and otherwise make it unlisted in the App Store.
Apple can find a creative way to tax this if they wanted, but what is the yearly developer fee for if not a fee for distribution and security/compliance certifications?
Apple needs to stop conflating distribution on their platform with promotion on their platform. Not every app needs both. 30% cut only makes sense in a publishing deal where Apple promotes the product in the storefront.
Few issues with the straightforward narrative you present.
Cops will slowly corral protestors as curfew draws near by setting up blockades or raising drawbridges. Peaceful protestors want to go home but can't. They're confused, and then curfew hits and police begin loading them into wagons. It's not as simple as get home by curfew.
Cops will infiltrate and instigate protests using a variety of tactics, the goal being to escalate tension, and justify the amount of force the cops wish to use.
Similar to your stated preference, they can't wait to be able to justify beating citizens with an overwhelming show of force. It's the fastest way back to status quo. A status quo you admit is broken, but worth using violence to return to. There's a catch-22 in your reasoning here you might be able to poke at.
Body cams and other forms of accountability do not work because the disciplinary board is not independent and not impartial.
Perhaps our countries aren't so different.
No one is going to design gameplay for a special hardware constraint unless the gameplay can degrade to lowest common denominator. Which of course, makes needing the special hardware optional.
There are few exceptions to this rule. Some platforms pay for exclusivity, effectively covering lost revenue from other platform streams. And Nintendo alone makes a profit on hardware, so they can produce platform exclusives to drive addtl revenue from hardware sales.
Special SSD pipelines, while PC gamers are still using 7200rpm HDDs, are about as appetizing to game devs as waggle controls or Kinect sensor games.
The new consoles include these SSDs not to make something possible now, but to remain relevant in ten years time when PCs may have caught up.
This is the game industry's equivalent of supporting IE 11.
These constraints are walked back almost immediately in practice, once companies learn that requiring a human touch for a deletion flow is not worth the hassle.
I think "legal" here meant what's the bare minimum to respect the letter of GDPR law, while not actually implementing a useful delete flow.
These extensions don't make any money at all for Google, in fact some of them lose money for Google (privacy oriented extensions, ironically.)
They are a security nightmare for Google, capable of side channel browser attacks or direct abuse via a permission (all_urls permission can read your emails to grandma.)
Google doesn't want extensions to exist, and they also can't outright kill them without creating a new foothold for their competitors in the browser wars. So we get this intentionally masochistic process change. Jump this high or we'll ban you. Now jump higher but with your eyes closed. Okay, now backflip or you're banned. The extension developers have absolutely no power to fight back.
Little things like the player model's hands interacting with an invisible flat surface above the incredibly intricate rock textures.
Yes, nits. With the player model acting as a locus for these uncanny interactions, I wonder if there will be a wave of first person games that can take full advantage of the photorealism.