Ludomedia #57

Ludomedia

Lesens-, hörens- und sehenswerte Fundstücke aus der Welt der Spiele.


Jim Sterling: Child Gambling Quadruples In UK, Loot Boxes Named And Shamed

  • “If the video game industry doesn’t want to regulate itself, it’s gonna keep drawing negative attention to itself. […] Aggressive monetization is about the only innovation many major publishers care about now.”

Joseph Anderson: Subjectivity is Implied

  • “It makes me recall that saying ‘If everyone is special, then nobody is’. Can’t you do the same for opinion statements? If every sentence needs one, can’t we agree that most of them don’t?”

Keith Burgun: Artifact and the Game-Complexity Overton Window

  • “I think we’re moving towards a more complex idea of what games will be, and not just in strategy games. And this is a really positive thing, because I think our games have been just squarely too simple, which has forced us to rely on execution and bad forms of randomness to create variant outcomes.”

Mark Brown: Building Better Skill Trees

  • “Don’t feel the need to add in crappy skills just to boost the numbers. Some skill tree designers obviously believe that bigger is better. […] But if you ask me, a tightly pruned bush with a handful of truly interesting upgrades is often the best solution.”

Michael Ardizzone: Incentives and Intent: XCOM’s Creeping Forward Problem

  • “The design punishes the player for engaging the most stimulating and interesting kinds of dangerous combat situations. The design gives the player no reason to seek challenge, so the smart player studiously avoids it.”

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