Games media worth reading, watching or listening to.
Casey Muratori: What is the Blockchain Threat Model?
- “As soon as [decentralized systems] try to build dispute resolution into them, you’re right back to a government and a court system, which we already have and has to involve humans making these decisions. […] Dispute resolution is absolutely critical in finance. If you don’t have it, it’s dead in the water. […] I can’t think of anything [hashed chains of blocks] defend against, where actually you couldn’t have just made a much simpler system and then have the dispute resolution that you already needed anyway.”
Eggplant: The Secret Lives of Games: Untangling Language with Knotwords
- “Knotwords creators Jack Schlesinger and our own Zach Gage chat to us about their elegant new logic puzzle word game. We discuss “cracking” the game design they’d been chasing forever, and how they created the puzzle/word generator that makes it great.”
Josh Strife Hayes: The Immoral Design of Diablo Immortal
- “It is indeed fun, but it is also insidiously developed from the ground up to funnel every player action toward the cash shop. […] I enjoy having to engage my brain to beat a game, but if you do that with Diablo Immortal you will ask yourself lots of questions, and the answer to every question is: the credit card. […] I cannot believe that decisions were made in Diablo Immortal with the players in mind. I believe they were made with the payers in mind.”
Keith Burgun: Diablo: Immortal and Aesthetic Gacha-ism
- “The line between game design and marketing gets blurrier and blurrier and games increasingly become ads for themselves, a constant rolling advertisement that tells you to keep playing. Of course mobile F2P gacha games are the absolute peak level of this sort of stuff, but it bleeds out and infects everything else too, more and more, year after year.”
Kyle Kukshtel: Game Design Mimetics (Or, What Happened To Game Design?)
- “If the role of mechanics design in a game is to best serve the content of the game, be legible to the player, and not introduce too much uncertainty into the middle of a production, the simplest answer to design is just “copy what already works”. “What already works” is a fundamentally conservative and nostalgic lens through which to view cultural production. Looking at “what already works” rejects an idea or potential of progress, and instead narrows the scope of possibility of a medium to only be capable or remediating the “greatest hits”.”