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Today I replayed The Beginner's Guide for the first time since it launched, close to a decade ago. It's funny because in many ways the game is so tight and cohesive and genuine, I really love how sincere it is. Like a gentle hug.
Today I replayed The Beginner's Guide for the first time since it launched, close to a decade ago. It's funny because in many ways the game is so tight and cohesive and genuine, I really love how sincere it is. Like a gentle hug.
— Davey Wreden (@HelloCakebread)
·x.com·
Today I replayed The Beginner's Guide for the first time since it launched, close to a decade ago. It's funny because in many ways the game is so tight and cohesive and genuine, I really love how sincere it is. Like a gentle hug.
Joe Wintergreen on Twitter
Joe Wintergreen on Twitter
MIND YOU, the fact that those things felt revolutionary at the time (eg realistic-seeming NPCs) was in large part *because* the game was not specifically built around themmost players aren't engaging with a given system constantly enough to see the edges of it— Joe Wintergreen (@joewintergreen) April 27, 2022
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Joe Wintergreen on Twitter
Christopher on Twitter
Christopher on Twitter
I'll leave you with one additional "AI" thought: the GPT-based AI Dungeon, which creates a fantasy or sci-fi story imitating a roleplaying game based on user prompts, often responds to the prompt "The End" by asking users to subscribe to its patreon— Christopher (@BunchesOfBees) July 29, 2022
·twitter.com·
Christopher on Twitter
John Titor, Tasked to Saturation. on Twitter
John Titor, Tasked to Saturation. on Twitter
Half-Life was the first game of its type to tell a story within the actual game instead of in the manual. https://t.co/yty7GiJLVi— John Titor, Tasked to Saturation. (@ArsCordis) April 27, 2022
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John Titor, Tasked to Saturation. on Twitter
🍁 Sgt. Kirby on Twitter
🍁 Sgt. Kirby on Twitter
Doom-likes and Quake-likes are singular ideas that only shaped their own futures. Half-life wasn't the first game to feature real time environmental storytelling, it was the best one to feature a story that people gave a shit about. https://t.co/MOYtQDHmXP— 🍁 Sgt. Kirby (@TheSgtKirby) April 27, 2022
·twitter.com·
🍁 Sgt. Kirby on Twitter
Thomas Grip on Twitter
Thomas Grip on Twitter

Say you encounter a locked door in an adventure game. The player needs to find a key or something equivalent to open it. There may be alterative solutions, eg crawl through vent, but these also require specific actions or state.

This is a Rigid System.

Compare this to a first person shooter where the player encounters a monster guarding an opening. The player as many options: shoot, stealth, run, etc. No special state is needed, problem is picking best approach and surviving.

This is a Squishy System.

Rigid systems requires the player to understand what the designer was thinking. It is never clear that the player is in the right state (eg has a certain key) to overcome an obstacle. There is always the problem of getting stuck without knowing why.

Squishy Systems are always possible to complete, no special state is needed. Worst case, the player lacks resources (eg ammo) and/or skills to bypass the obstacle. In these cases, player can still try but will die. Getting stuck is not really possible as the game resets on death.

(Note that death is meant in the abstract sense. It just means some mechanic where player fails and is given a chance to have another go or potentially just skip the obstacle)

Most games rely on Squishy Systems as their bulk gameplay. Reason is that it just feels better to play in these systems. Goals are more clear and it feels like u are causing progress (eg killing monster) rather than discovering it (eg finding key) = Increased Agency.

The big question now is: What other play systems can be made Squishy? Could we make more narrative play, eg verb set of an adventure game, Squishy?

There are some interesting examples. Eg Fallen London and 80 days are sort of Squishy.

Current thinking for achieving this:

  • Underlying Economy
  • Interconnected Mechanics
  • Open Narrative (ie not plot driven)
  • Good Affordances (ie player can understand world as collection of systems)
  • Trust Player (ie don't force solutions or events)

Lots of details for these points and more stuff involved too. Just wanted to give the briefest of overviews to show I think this is doable.

For now just wanted share the idea of Squishy Systems in general.

-

Challenge is interesting as u do not want it to boil down to any obstacle being trivial or easily solvable with certain op mechanic.

Feels like games with combat has the same issues though and has solutions. Eg, limited resources and obstacles immune to some tactics.

Also, crucial to see the “every obstacle is always solvable" not as an issue, but as the big opportunity.

And have to be aware that reaching it will require new challenges (eg balance) and sacrificing other aspects (eg forcing player path)

Yeah, to me the solution lies in having an interesting economy where a "puzzle" means trading resources. Then some form of planning/skill element lies on top of that.

Shooter has: health & ammo + aiming & target selection.

For a generator puzzle u would want some resources (eg energy, scrap and reputation) and then interesting play (eg can always fix it by throwing resources at it, but can can risk reputation points and spend less scrap)

·twitter.com·
Thomas Grip on Twitter
Two questions that are sometimes conflated:
Two questions that are sometimes conflated:

Two questions that are sometimes conflated:

  1. Will AGI ever be achieved, 2.Will be achieved simply by scaling current techniques.

The answer to the first question is almost certainly YES; the answer to the second is almost certainly NO.

[Fun history lesson below is a reminder that not every architecture that researchers consider turns out to be the right architecture.]

·x.com·
Two questions that are sometimes conflated:
I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.
I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.

I know it's not exactly a massive step separate from Let's Plays, but it's still absolutely wild to me that Twitch streamers were just hanging out and watching TV all day and it was called "the meta" and not, "a crime that will obviously backfire very soon."

I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.

Me playing Elden Ring doesn't directly replace the idea of you playing Elden Ring, but people regularly go watch TV with a buddy and don't pay for it. Press copies exist because my coverage can increase sales. No one's giving a free copy of a show for you to just... show people.

I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.
·x.com·
I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.
Joe Wintergreen on Twitter
Joe Wintergreen on Twitter
this heavily-scripted, extremely good, sort of ridiculous bit of e3 footage evokes a game I want to make, but the bummer is, even though hl2's ai was never going to be able to get these kinds of results, if it *could*, this still wouldn't happen because nobody plays this way pic.twitter.com/6QPHhJFvHR— Joe Wintergreen (@joewintergreen) October 5, 2021
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Joe Wintergreen on Twitter
Joe Wintergreen on Twitter / X
Joe Wintergreen on Twitter / X
in Oni I can be sprinting down a hallway and fly kick a dude, roll over his pistol that he dropped, picking it up, slide into another guy's legs while shooting him with it, jump over a third dude and kick backwards at his face, all kinds of stuff that's lost in modern approaches— Joe Wintergreen (@joewintergreen) May 31, 2020
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Joe Wintergreen on Twitter / X
doc on Twitter
doc on Twitter
mass effect is interesting sci fi from the mindset that led dems to vote for the patriot actmass effect 2 is a game that lifts scenes from star trek 2009 for its climax, watered-down sci-fi with no interesting ideas, and atrocious character writing. it is the weakest entry.— doc (@docsquiddy) March 5, 2023
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doc on Twitter
Nic on Twitter
Nic on Twitter
I missed that @docsquiddy wrote a piece in November that I missed (which as always I highly recommend reading: https://t.co/pyAtvJLDlm). He covers a lot of ground, but there was one part where he brought up how someone imitated his style and I want to comment on that.— Nic (@NicBaslock) December 9, 2022
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Nic on Twitter
a dog on line (jess) on Twitter
a dog on line (jess) on Twitter
I like how this almost makes a good point - machine learning *does* create black boxes where it’s hard-to-impossible to understand why input A produces output X, and it’s 100% a bad idea to make that a key part of a larger system, without oversight to ensure expected behaviour -— a dog on line (jess) (@homomculus) December 13, 2022
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a dog on line (jess) on Twitter
cohost.org/bruno on Twitter
cohost.org/bruno on Twitter
no they can't https://t.co/2UH3fbqrzi— cohost.org/bruno (@NotBrunoAgain) December 13, 2022
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cohost.org/bruno on Twitter
Jacob Geller on Twitter
Jacob Geller on Twitter
God, Callisto Protocol is such a weird game. Some of it is so cool and interesting and hand-crafted, and then other parts feel like no one even played them— Jacob Geller (@yacobg42) December 10, 2022
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Jacob Geller on Twitter
foone🏳️‍⚧️ on Twitter
foone🏳️‍⚧️ on Twitter
I'm gonna quit Twitter and release all my posts as RPG Maker 95 games instead. Solve the maze and defeat 20 slimes and then you will find the chest which contains one (1) note reading "I should buy more security cameras for better cat detection"— foone🏳️‍⚧️ (@Foone) November 3, 2022
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foone🏳️‍⚧️ on Twitter
Chris Franklin on Twitter
Chris Franklin on Twitter
Marvel Snap is probably the best riff on Hearthstone since... Hearthstone, but its monetization remains pretty terrible.It's very generous for the first hour and then you hit that first progression wall and it's like... "Oh. Right."— Chris Franklin (@Campster) November 2, 2022
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Chris Franklin on Twitter
Razbuten on Twitter
Razbuten on Twitter
Actually kinda blown away by how much better Hearts of Stone is than the base game of The Witcher 3.— Razbuten (@theRazbuten) August 25, 2022
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Razbuten on Twitter
Nate Grove on Twitter
Nate Grove on Twitter
WIP on the new Half-Life: Alyx level. How dare you insinuate I'm leaning too hard on the blue/orange aesthetic. It's TEAL and YELLOW, which is totally different. #3D #leveldesign #VR #gamedev pic.twitter.com/QJZrGMcGqX— Nate Grove (@polygrover) September 3, 2022
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Nate Grove on Twitter
Venkatesh Rao on Twitter
Venkatesh Rao on Twitter
I know what to think. Stylorealistic like photorealistic. Just as cameras automated photorealistic artistic intentions, prompt engines automate stylistic intentions. Filters are somewhere in between. This is only confusing if you’re a humanist. https://t.co/CBsQXotQwW— Venkatesh Rao (@vgr) September 2, 2022
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Venkatesh Rao on Twitter
Corey Hardt on Twitter
Corey Hardt on Twitter
The 2nd issue of Thinky Puzzles Quarterly has finally arrived. Hope you'll take a look and find out what's been going on recently in the world of free puzzle games.#gamedev #indiedev #puzzles #puzzlegamehttps://t.co/nPD6wTD67n— Corey Hardt (@corey_hardt) August 24, 2022
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Corey Hardt on Twitter
Razbuten on Twitter
Razbuten on Twitter
Isn't "quiet quitting" just working?— Razbuten (@theRazbuten) August 24, 2022
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Razbuten on Twitter
Joe Wintergreen on Twitter
Joe Wintergreen on Twitter
Godot is ditching its visual scripting, which is a bummer. Their blog post about it is full of pretty fundamental misunderstandings of why and where that feature is desirable, though, which makes a pretty good case for them not being the ones to do ithttps://t.co/yTBxlot5dV— Joe Wintergreen (@joewintergreen) August 23, 2022
·twitter.com·
Joe Wintergreen on Twitter
𒀭𒂗𒆠 Psychotronic Tsundoku Infohazard on Twitter
𒀭𒂗𒆠 Psychotronic Tsundoku Infohazard on Twitter
counterpoint: politics & culture are also like this(if you don't believe me, try hanging out with trotskyists or gunpla enthusiasts)everything looks simple from the outside, because the signals that escape communities are simple (and misleading). https://t.co/5hVriMV24e— 𒀭𒂗𒆠 Psychotronic Tsundoku Infohazard (@enkiv2) August 25, 2022
to the degree that this is true of politics or culture, it is also true of tech.
·twitter.com·
𒀭𒂗𒆠 Psychotronic Tsundoku Infohazard on Twitter
Venkatesh Rao on Twitter
Venkatesh Rao on Twitter
random thought... unlike politics/culture topics, high-tech industries are really hard to understand from the outside in any way other than financial, because you can't even see the 90% of the iceberg within which crucial details are buried, even if you're smart enough to learn— Venkatesh Rao (@vgr) August 25, 2022
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Venkatesh Rao on Twitter
JP on Twitter
JP on Twitter
https://t.co/TlmWV0KAPJ i sincerely believe that the current era, of putting touchscreens in environments where physical buttons aren't simply "nice to have" but have actual safety downsides, will be seen by future generations as a collective madness, an embarrassing folly.— JP (@vectorpoem) August 18, 2022
·twitter.com·
JP on Twitter
Keith Ballard 🔜 PAX 🔜 MFF on Twitter
Keith Ballard 🔜 PAX 🔜 MFF on Twitter
I know it's not exactly a massive step separate from Let's Plays, but it's still absolutely wild to me that Twitch streamers were just hanging out and watching TV all day and it was called "the meta" and not, "a crime that will obviously backfire very soon."— Keith Ballard 🔜 PAX 🔜 MFF (@SebastianSB) August 16, 2022
I know it's messy. I've argued that LPs aren't even Fair Use despite there being obvious incentive for me to argue that they are. I think my job is less legally protected and more a thing that the industry collectively decided to keep.
·twitter.com·
Keith Ballard 🔜 PAX 🔜 MFF on Twitter
Joe Wintergreen on Twitter
Joe Wintergreen on Twitter
it is true and weird that both half-life games are considered super influential and important and were good, but almost nothing of what was compelling about either of them was adopted into anything else. they are still pretty much the only place to find the things they did https://t.co/CEwlx9761I— Joe Wintergreen (@joewintergreen) April 26, 2022 one of the funnier ones is people thinking they have taken the "it's first-person the whole thing!!!" thing from half-life but they've actually discarded the "never take control of the camera" thing and gone with "it's all one long shot!" which is fuckin nothing "one long shot" somehow retaining its impressiveness to some people when migrated from film to video games is some of the most bewildering shit. you know the camera isn't real right. you know nobody's holding it. you know it's easier to defy physics than not to in this context both hl1 and hl2 are actually full of stubs of situations you could make a whole game around like: being scared in a fucked up research facility with some security guards and normal folks, and they're chatty and have interesting behaviours. that's the biggest deal in hl1 to me MIND YOU, the fact that those things felt revolutionary at the time (eg realistic-seeming NPCs) was in large part *because* the game was not specifically built around them most players aren't engaging with a given system constantly enough to see the edges of it Something that happens very often in game development is the encroachment of...investment-style thinking? on dev priorities: it's seen as not worth it to implement something complex if it isn't a major feature, and if you DO implement something complex, you better use it often.. ...but often, the more frequently you deploy the cool complex thing, the less value it has to the player so now in most games, very rarely do you see something that's both cool and rare Some things are cool *because* they're rare. You can implement a cool feature, understandably say "wow we should make this happen more", and now it's not cool. Doesn't mean it's bad, but it's not a story people tell anymore or an impressive moment
"one long shot" somehow retaining its impressiveness to some people when migrated from film to video games is some of the most bewildering shit. you know the camera isn't real right. you know nobody's holding it. you know it's easier to defy physics than not to in this context
the fact that those things felt revolutionary at the time (eg realistic-seeming NPCs) was in large part *because* the game was not specifically built around them most players aren't engaging with a given system constantly enough to see the edges of it
Something that happens very often in game development is the encroachment of...investment-style thinking? on dev priorities: it's seen as not worth it to implement something complex if it isn't a major feature, and if you DO implement something complex, you better use it often..
...but often, the more frequently you deploy the cool complex thing, the less value it has to the player so now in most games, very rarely do you see something that's both cool and rare
·twitter.com·
Joe Wintergreen on Twitter
cmrn knzlmn on Twitter
cmrn knzlmn on Twitter
Watching the UbiSoft AC stream and there is something extremely perilous to me about how easily we move from “these are representations of history” to “I learned what really happened historically” with these games, especially the recent three.— cmrn knzlmn (@ckunzelman) June 14, 2022
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cmrn knzlmn on Twitter