Martin Blackmore

Martin Blackmore

@invinciblefox.bsky.social

Lead Game Designer, designing since the 90’s. Experience, level, mission, narrative, encounter, general. Dedicated and compelled by the craft of design and working with the best people. We all do better when we all do better. Live. Play. Design.

295 followers438 following94 posts

Enjoyed Hail Mary more the 2nd time. Granted there was no fire alarm evacuation this time, lol, but also went in without expectations from the book experience. Instead: it’s a story of a lonesome persons who finds connection. Saving the world is a secondary plot.

This is a twice educated perspective: #Marathon bots are too good. They need to be a little less aware, less bulletspongey and less smart about tracking you down within a building. Just a bit.

If any wants to write a handbook for game dev on how to communicate with and between neuro-divergent and neuro-typical employees that would be super. Feels like a rougher road b/c this job is a magnet to NDs (whether they know it or not). Silence, meltdowns, over-detail, bluntness, etc.

Yay! That said, it’s more fantastic as a result of the player’s input, rather than being more the input itself being better on a cerebral or physical level. One to simmer more on in the grey matter coffee pot.

The #PikesPeak hill climb has a special place in my heart. Sent there to get the research needed to build it for Colin McRae Rally 3. Beautiful location, awesome to build. Blipshift.com has a tee with the map on it (one of those 24 hour things). Bought immediately.

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Finished up the #nomanssky omega expedition yesterday to get the #wipeout style ship. Today the manadlorian-est razorcrest ship is the reward. I do love they do the re-run of the year’s expeditions again in December. Such a good idea. 👍

Hmmm so the all new all sexy PowerPlay 2.0 in #EliteDangerous has run into a few snags and sections been either heavily nerfed or temporarily disabled. I was suspicious of the (enjoyable!) velocity that players could level up - exploits aside - and it seems that was well founded.

For those unfamiliar it’s a game with several long grind progression tracks. My suspicion was not related specifically to the out-of-character speed but more so the long term implications of massive galactic power upsets where 2-4 of 12 factions wildly dominate the power balance of who owns what

Playing #eliteDangerous for a few hours yesterday with the whole proper joystick/throttle setup started to tire one weird muscle so switched back to Call of Duty DMZ. I really want to do a design video essay about DMZ, it’s the most compelling, emergent, interesting game in ages

Playing #eliteDangerous for a few hours yesterday with the whole proper joystick/throttle setup started to tire one weird muscle so switched back to Call of Duty DMZ. I really want to do a design video essay about DMZ, it’s the most compelling, emergent, interesting game in ages

Playing #eliteDangerous for a few hours yesterday with the whole proper joystick/throttle setup started to tire one weird muscle so switched back to Call of Duty DMZ. I really want to do a design video essay about DMZ, it’s the most compelling, emergent, interesting game in ages

So a couple of hours (ok 8) into the elite dangerous new progression mechanic “Power Play 2.0” and it’s alright. Leans a lot into grind, which seems to be the vogue for that title. It does add bonus flavour to actions people were already engaging with.

Seems Elite Dangerous has done a big update on its power play mechanic. Going to put some time into that and analyze. From an early look it gives motivation for more pvp but also provides extra progression bonuses for just doing stuff you do anyway.

Enjoyed the black ops 6 campaign. Engaging, narrative flow good, mechanics certainly landed well- a tricky needle to thread when you don’t want it to feel too hand holdy. Liked the arkane nod. The closing chapter an unusual take but done well.

Zombies UX is still made from the same tartan as that mode is usually annnnd that does kinda run a little counter to my desired expectations of user friendliness. Curious to know how the in-house design team feel about it.