Ludomedia #65


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

Gbay99: Why “Auto-Chess” Games are Taking Over

  • “While card games are about having a pre-conceived strategy that you’re going for no matter what, Auto Chess games start off completely fresh with nothing pre-planned. […] Oftentimes a Hearthstone game between two equally skilled players isn’t won by who made more right decisions, but just who […] got luckier. Auto Chess games […] have way more room for skillful players to show off how good they are.”

Jim Sterling: The Addictive Cost Of Predatory Videogame Monetization

  • “[Addiction] doesn’t just stop on a dime and the game industry knows this. That’s why they go after those who will form habits. […] Get people to knee-jerk spend, to not think about what they’re doing as they’re doing it; keep the pressure up with limited offers, fixed prices to make each spend more appealing; get players a sense of emotional as well as financial investment; maintain the sunk cost fallacy as long as possible; everything I’ve ever ranted and raved about […] is not only supported, but gloated over by people in the industry.”

Jonathan Blow: Interview (Casual Connect)

  • “I’m soundly on the gameplay side. […] It’s a place where we’re making our own progress. […] Games are good at making settings, they’re good at establishing mood. What they’re not good at is plot, so why are we copying these storytelling structures that have plot?”

Keith Burgun: Execution in Strategy Games Should Be Considered Randomness

  • “Execution is always a matter of personally training some physical ability, whether it be muscle memory, strength, reflexes, etc. There is no way that a particular player’s ability here can be implemented into a strategy game in a way that’s strategically meaningful. You could balance around it to get it back to something like a 50% win ratio but it still needs to basically be factored out and then treated as a kind of output randomness.”

Kyle Orland: In praise of ultra-short games

  • “These quick-hit games contain more raw, memorable emotional moments than half of the 80-hour open-world epics out there. And there’s something for games that focus with such intensity on getting to the point quickly and then getting out without hours and hours of repetitive padding put on just for the sake of “value.” That’s especially true as the overall gaming audience continues to age and face more adult demands on their time and attention.”

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