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But one thing that has always been true about games that was not true about music (or a lot of the other arts) is that games are just incredibly hard to make. As my friend Frank Lantz famously said, "games are operas made out of bridges". (sorry to drag you into this thread @flantz.bsky.social).
So i guess there it is. Please don't shoot the messenger, this is just what i'm seeing out there, and I think it's important to grapple with. i'd love to hear any other lessons y'all think we should be pulling from other arts as we weather this new turbulent era in games.
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hmm let me see. some i recall: www.reddit.com/r/aigamedev/... www.reddit.com/r/aigamedev/... www.reddit.com/r/aigamedev/... then you also have stuff like 4x3 www.hankgreen.com/fourbythree/ also lots of pitches people email me for puzzmo, and then also from my own experience testing these models
mostly i think if you pay attention to whats going on in reddit.com/r/aigamedev it's a mix of cringe and surprising
i really like this post about that - retrobailey.leaflet.pub/3mmsk37ojg22k but i guess where that author and i differ is my experience in creative work throughout my whole career is that the higher the level you operate at, the more depth that is available. and my hope is that holds true now too
im not sure if i wrote that well, but it's like, the further you get from the basics, the greater the complexity and the greater the depth. e.g.: rock paper scissors. the game itself is very simple, but it becomes deeper, more interesting, and more complex, in its meta. www.npr.org/2026/04/23/n...