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14 votes
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The famous Nuclear Gandhi glitch in Civilization is a hoax
52 votes -
Finland games industry disappointed by new immigration reforms – 30% of the industry is made up of gaming professionals that have immigrated to the country
10 votes -
A dialog in Real Time Strategy - The early years of competition between Blizzard and Westwood
18 votes -
Behind the road tools | Developer insights #1 | Cities: Skylines II
11 votes -
Making tutorials feel natural
6 votes -
Pour one out for HDDs because PC games are starting to require SSDs
59 votes -
How to discuss probability to/as devs and the community?
Consider A game system with a random success rate of 1% (a) (like a loot drop in an mmo) A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of...
Consider
- A game system with a random success rate of 1% (a) (like a loot drop in an mmo)
- A game system with a random success rate of 1%, pity=100 (b) (pity in this context means the probability of success is changed on your 100th successive failure to 100%)
How long would it take a player to earn an their success given 1 attempt/minute?
The answer for (a) is "infinity" which the community rarely accepts. It is possible (though unlikely) for someone to fail forever, they can. The answer for (b) at most 100 attempts (100 minutes).
Developers can describe (a) as the average player will succeed after a little over an hour (~69 attempts). However the 99th precentile takes about 7.5 hours... and the unlucky 1%? Longer. 1 hour and 7.5 hours aren't in the same ballpark.
Anyone have a solution to cut through the mathplexity? Decisions in their own game design or what they've seen others do? I simply have pities when the odds are worse than 1 in 5 or relegate (a) style probabilities to combat systems (non-reward).
16 votes -
The creators of Disney’s new platformer explain the hard lessons of making games for kids
13 votes -
I spent three weeks trying to port Super Auto Pets to the Gameboy Advance
10 votes -
Pixel art animation reinvented, a simple feature that allows us to easily change the appearance of our characters without the need to recreate every animation - Astortion Devlog #26
11 votes -
Why it is time to start thinking of games as databases
14 votes -
The OTHER most philosophical video game ever made
8 votes -
Inside the making of Redfall, Xbox's latest misfire
19 votes -
Remedy's creative director Sam Lake shares how the long-awaited sequel to Alan Wake finally became a reality
6 votes -
How I designed Fruit Ninja
9 votes -
Does adding story to open world survival games work well? An agonising deep-dive into the strange game that is The Forest.
5 votes -
Blinks are useful in VR, but triggering blinks is tricky
11 votes -
How two people spent twenty years creating gaming’s most complex simulation system
5 votes -
Naughty Dog's game design is outdated
6 votes -
How hard is it really to create your own video game?
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire...
I kind of want to start this discussion because something I’ve always wanted to do is make a video game, even if it’s just a small indie platformer. I’ve even gone so far as to plan out an entire game universe timeline with fleshed out characters and factions, but I have no point of reference on where to start. So, how do you start this process and where are some resources to learn?
19 votes -
Douglas Adams on the 'Hitchhikers Guide to the Galaxy' game (1985)
4 votes -
Working at Valve: 'A Fearless Adventure' or 'Lord of the Flies'?
9 votes -
2022 saw launcher bloat turn from a minor annoyance into a genuine problem
12 votes -
Meet the man who invented microtransactions years before Oblivion’s horse armour
6 votes -
Exclusive: Armored Core VI: Fires of Rubicon details with Hidetaka Miyazaki and Masaru Yamamura
5 votes -
Why do God of War's characters keep spoiling puzzles?
1 vote -
Making text adventure games (1985)
4 votes -
What is the Fourth Dimension really? 4D Golf Devlog #2
5 votes -
Morality in games mechanics
4 votes -
Exclusive: Final Fantasy 16’s developers open up about Game of Thrones comparisons, sidequests, and representation
4 votes -
What makes a good detective game?
7 votes -
Evennia, a Python MUD/MU* creation system
4 votes -
Have MMO's lost the RPG?
7 votes -
Open source is democratizing video game development
9 votes -
'It gets better after 100 hours...'
7 votes -
Inform 7 concepts and strategies
7 votes -
Standard patterns in choice-based games
11 votes -
The immoral design of Diablo Immortal
6 votes -
Factorio's journey to Nintendo Switch
9 votes -
Rockstar Games issue message regarding recent leak
@Rockstar Games: A Message from Rockstar Games pic.twitter.com/T4Wztu8RW8
7 votes -
Crafting is (kinda) pointless
10 votes -
Why the hell are there so many fishing minigames?
6 votes -
The making of Wildermyth
5 votes -
The animation of Final Fantasy IV
8 votes -
The problem with mini-maps
9 votes -
Architecture in video games: Designing for impact
7 votes -
The theory and practice of cameras in side-scrollers
7 votes -
The Futures of Inform (Talk transcript and slides)
3 votes -
Why do we love hostile worlds?
7 votes