Games media worth reading, watching or listening to.
Adam Millard: Are Games Getting Too Random?
- “In order for us to be able to distinguish between good randomness and manipulative randomness, we need to be able to confront the uncomfortable reality that effective design used in service of art is more similar than we’d like to cheap psychological manipulation that you’ll eventually grow to resent. So, when you next find yourself getting sucked into the rhythm of a surprising, exciting and compulsive random game, take a second to think about why you’re really there.”
Jonas Tyroller: You Don’t Need a Hook
- “You need to focus on the correct problems. […] The main problem are these 2 right here: How do I make something appealing that players wanna play before they play it? And how do you do so efficiently in a way that’s not gonna take you 10 years. If you solve this problem then you’re very well setup for success.”
Mark Brown: The World Design of Hollow Knight: Silksong
- “Silksong has a very interesting structure. Act 1 has this tightly paced, pretty linear progression with a non-stop parade of boss fights, upgrades and new areas. But then act 2 is more loose and free-form, a non-linear sequence where you’re free to wander and explore in a more meandering fashion. And then act 3 is a mix of the two. […] It’s a constant change of pace that means Silksong never sings on the same note for long enough to get boring.
Niall Crabtree: Every Cool Game Mechanic I Covered in 2025
- “This video covers every single game mechanic I have covered as part of my one cool mechanic series this year (2025).”
Tom Francis: The brains are in the grenades: how enemies think in Tactical Breach Wizards
- “One of the main things that’s important actually is that [the enemies’] behavior is really understandable. Simple is better than smart. […] In general, although many enemies do share the same brain, bosses will usually have one extra priority […] which is just: don’t stand near windows!”
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