Dennispr

Dennispr

@dennis.videogameworkshop.com

I make games that might teach you a thing or two! Currently making cool stuff at www.videogameworkshop.com I talk about designing developing and playing games + programming. PhD, Speaker: LEGO, GDC, TEDx Previous: PBS' Hero Elementary + Skillsville

552 followers462 following834 posts

This was a great talk! I'll probably turn my notes into a blog or thread, but what really stuck with me is Warren's dislike of vertical slices. There's a good debate to be had there!

Warren Spector’s talk, encompassing Deus Ex and Epic Mickey and much more, is streaming now at twitch.tv/nyugamecenter but ALSO by request, we are not recording or keeping this stream! Tune in if you want to see it.

Dennispr reposted

Dennispr reposted

In 2016, we published potentially the largest single feature to ever appear in Game Informer magazine with a full oral history of the legendary studio, BioWare. We've made that feature available online following reports of the studio's impending closure. gameinformer.com/feature/2026...

I once had the pleasure/displeasure to attend a presentation by an EA executive and what they had to say about the development of dragon age inquisition was, disappointing. It's quite a story, but the core is - they didn't understand non sports games and they were forced to see a narrative demo.

I just heard the news about bioware. Gross. Yes, the writing was on the wall when EA bough them out a long time ago, but it still hurts to see a great studio die.

Dennispr reposted

No joke. I think this is the most important video I have ever seen about mobile games. This guy breaks down how this game psychologically profiles you, and makes the game harder or easier in order to show you ads

Dennispr reposted

New blog! It's October, so let's talk about Aliens! There's a surprising amount of connections between some games and the Kelly-Hopkinsville encounter. Find out how these Aliens from Kentucky invaded videogames! #GameDev #IndieGameDev #GameDesign #halloween

videogameworkshop.substack.comHow Aliens From Kentucky Invaded VideogamesIt’s spooky season, so we wanted to spend a little time on one of my favorite weird UFO stories, the Kelly-Hopkinsville encounter, and the strange trail it left through videogames.

It's October 1st, and it's foggy outside, so here's your somewhat yearly reminder that Silent Hill's fog was a technical limitation. Even now, it's still one of the best examples of turning a hardware weakness into a game design strength. #gamedev #gamedesign #silenthill

View full thread

Here's an example of method that doesn't use fog, but does the same thing. Instead of saying I'm not gonna draw that bc FOG, this method only ever renders things that you're going to be looking at.

But, the reason we remember this implementation fondly is because they made the choice coherent with other design decisions. This is in contrast to other games that just kinda had it... Like superman 64.

It's October 1st, and it's foggy outside, so here's your somewhat yearly reminder that Silent Hill's fog was a technical limitation. Even now, it's still one of the best examples of turning a hardware weakness into a game design strength. #gamedev #gamedesign #silenthill

Why have fog at all??? Games have to render what you see (every object, every texture) for each frame that you see. For most games, you want to do this at the speed of at least 60fps which means a lot of computation. But even at 30fps there may be too many things to render... so you fog it out.

This is a stylistic excuse that basically boils down to, we know there is more to see... But, we're gonna pretend that there's fog (because people have dealt with fog and kinda get it). There are a lot of other cool ways to save computation on draw calls, but this was a readily available technique.

Access to feather fall is cool and all, but I thought D&D stopped doing race based attributes?

Aaron Rupar@atrupar.com

Trump: "The greatest ballroom ever built -- it's also a tremendous military complex with a drone port on top. Be careful. Don't fall over the edge. And only a Hispanic could survive that fall."

Randomly thinking about meeting a lead dev on starfox attending his talk, and having the takeaway be: "No one appreciates the cool math we did because they only think about the furry pilots" #gamedev #gamedesign #starfox

View full thread

Randomly thinking about meeting a lead dev on starfox attending his talk, and having the takeaway be: "No one appreciates the cool math we did because they only think about the furry pilots" #gamedev #gamedesign #starfox

True story. The guy was from Argonaut software. They made a demo that had vector based 3d on the Gameboy And Miyamoto (maybe iwatta) said we want you working on the Snes.

I just learned that Monopoly tried to pivot to a booster pack model while collaborating with FIFA. I have thoughts. The first of which is just a resounding... What? But let's talk about booster pack focused games anyway? #gamedesign #monopoly #tradingcardgames

View full thread

There's a lot more to talk about on this but the major issue seems to be they didn't seem to be confident that a tcg based on sports would work well or have the audience so they tried to mash up pre-exisitng systems without committing to either one.

I just learned that Monopoly tried to pivot to a booster pack model while collaborating with FIFA. I have thoughts. The first of which is just a resounding... What? But let's talk about booster pack focused games anyway? #gamedesign #monopoly #tradingcardgames

View full thread

Good: using an existing well known game to piggy back another system. e.g. if you kinda know monopoly, you can focus more on the new/different parts like the player cards Bad: Why sports and monopoly?? Maybe they have better consumer data but is there any overlap with monopoly and sports fans?

Good: "Bigger than the box design" There are a lot of game pieces and you see a random subset. In theory every game is different and you can customize it to reflect your own style. Bad: In order to pull this off you it's gotta be popular enough where other people have their own cards. Unlikely.

I just learned that Monopoly tried to pivot to a booster pack model while collaborating with FIFA. I have thoughts. The first of which is just a resounding... What? But let's talk about booster pack focused games anyway? #gamedesign #monopoly #tradingcardgames

Good - Putting player cards at the center. You get recognizable players, you get to make your own team. Bad - Seemingly no balance. Understandable - saying what player is the best and who isn't is a whole can of worms. There's also a conflict for space between the player stats and game stats.

Generally, giving a play an extra turn is too powerful without a big cost that goes with it. Magic made the mistake of severely undercosting time walk at 2 mana and has settled around 5 for a fair version. But can you get an extra turn by just removing the best part? #mtg #gamedesign #tcg

View full thread

Buuuut, if you think outside the box a bit you can get something similar for cheaper. Memory lapse, for example, counters a spell and puts it back on top of the deck. Sure, it didn't destroy it, but if your player really wants that effect they're gonna have to spend another turn to do it.

Similarly, noxious revival lets you choose what to put where and often for no mana (2 life). Let me tell you, that can feel like a time walk when you need to draw a land and an opponent puts a non land card on your deck.

Generally, giving a play an extra turn is too powerful without a big cost that goes with it. Magic made the mistake of severely undercosting time walk at 2 mana and has settled around 5 for a fair version. But can you get an extra turn by just removing the best part? #mtg #gamedesign #tcg

View full thread

For many tcgs, it seems like blocking a draw, or otherwise making it irrelevant, seems to be the answer. Especially as the game goes on. Cards give you options. A draw means new options. No cards means you're stuck taking the same actions you took last turn.

For this reason, cards that skip draws are almost as expensive as cards that give you turns or are symmetrical so that both players stall. (See plagiarize's 4 mana vs temporal manipulation's 5)

Generally, giving a play an extra turn is too powerful without a big cost that goes with it. Magic made the mistake of severely undercosting time walk at 2 mana and has settled around 5 for a fair version. But can you get an extra turn by just removing the best part? #mtg #gamedesign #tcg

So, In magic a new turn lets you: Draw a card. Untap (restore) permanents that were previously used (lands, creatures) Game phases reset allowing you to use certain cards and effects (for example combat steps) So, which of these could you block/remove to effectively get an extra turn? (Tempo)

Similarly Pokemon lets you: Draw a card Play 1 energy Play trainers/supports Evolve pokemon Same question, which do you need here to get an extra turn without explicitly "getting an extra turn"?

I'm doing some design research and reading up on modern pokemon decks. It's weird to me, that energy is now viewed more like a combo piece than a resource. Your main resources are closer to your cards in hand since they don't (usually) require activation costs (mana, etc)