Lowbo | 就是萝卜

Lowbo | 就是萝卜

@lowbo.io

https://www.lowbo.io/ Senior Game Designer. Formerly Sprocket Games, Riot Games R&D, LoL game modes, etc. 我会说一点中文(普通话)。PNW. 🏳️‍🌈

1.9K followers3.9K following1.7K posts

I am often deeply moved by comments on youtube videos of old songs. It may not be the most skilled poetry, but the sincerity of the message is so powerful to me.

biblically accurate

kelsey lewin@kelslewin.bsky.social

b̶̗̠̤̙̺̰̙͇͆̀̒̍̀̂́̕ả̶̡̛̛̛̛͎͔̟̯̤͑̈͐̌̈́̄̓͆̓͛̎͌͛͋͑̆̇̄͐͋̋͊̓̋̊͐̍͗̓͒̆̊̓̂͆̀̾̇̑̈́́͊̾̚͘͘̚̕͝͝͠s̷̢̢̢̧̡̝͖̮͉̰̯̫̮̪̳̲͕̯̟͉̮͚̙͚͓͕̫̣̦͔͓̺̫̻̤̲͆͒̾͂͌̐̑͊̈́͒͛̆̊̍̌͛̇̇̍̾͗̎͐͑̆͒̓̀́̏͊̓̈́͋̓̐͂͘͜͝͝͠͝͝e̴̡̡̡̘̲̺̥͎̥̭͙̲̪̱͔̞͔̠͖̞̞̦̱͉̤̭̼̗͖̥͕͕͙̦̹̠͙͓̤̰͎̼̱̪̹͉̱̞͉̯̠̜͎͙̗͖̣͒̊̒̌͒͗̓̀͗͒͐̽̈̔̑̆͑͑̆̀̀̒̉̿̕̕͜͜͜ͅͅb̷̧̡̪̺̯̱͍͚̻͕̗̬͓̞̈́̈́̽̋̑̈́͒̓́̒̓̇̀̾̕͝a̶̧̢̦͕̗͔͓͙̦̜̬̯̟͉̪̱̮̲͍̻̹͓͍̪̦̥͎̩̫͉͈͙̰̹̞̯̭͔̩̹͛̅͗̑̂̋̍͌͒́̈̆̚͜ͅͅḻ̵̢̢̧̢̨̧̟̗̖̰͇̦̺͕̫̖͈͎͈̪̺̗͚̖̱͎̞͚̥͇̺̱̜͛̃̀̂̾̆̈͝ͅļ̴̧̨̬͔̱͎̳̬͉̘̝̻̹͔͓͍͈̙̣̳̝̗͙͉̬̭̦̗̥̜̠̘̯̯͖̜̠̦̱̰̱̮̤̣̥̼̯̞̉

Lowbo | 就是萝卜 reposted

so I am obviously biased but if you’re interested in smart thinking about game design I think this starter pack is your best quick resource on social media for it. sorry in advance for my contribution of all the animal pics to it.

Polaris Game Design@polarisgamedesign.com

Hello, Bluesky! If you love thinking, talking, and/or writing about game design, check out our starter pack! go.bsky.app/AsBK784 We're an organization committed to tackling the toughest problems in games and sharing what we learn with the world!

Lowbo | 就是萝卜 reposted

Replying to @maxnichols.bsky.social

I think smaller teams make better games. I think happy people make better games. I think every studio should be thinking of the team as their #1 product and strength, and the games are the OUTPUT of that team. People should be trained, given opportunities, given reasons to WANT to be there

1000 MBAs could never prepare you for the reality that people like Good Shit and will reward you for delivering it

dropout, a company that inspires fan loyalty by being full of expert craftspeople who love their craft and care deeply about delivering a good product! imagine!

dropout, a company that inspires fan loyalty by being full of expert craftspeople who love their craft and care deeply about delivering a good product! imagine!

Lowbo | 就是萝卜 reposted

About this second principle, which is VERY important: I often find myself designing and tweaking to pre-empt the complaints that I have internalised after years of community management. But when you do that, you're designing for the wrong person. Design it for the sicko who gets you completely

Scare-on Lim 林家丰@ehronlime.bsky.social

Playtesting Is Play is one I bang on about a lot but that’s maybe not so obviously applicable. Maybe “Don’t make the game for people who won’t like it”. Call it “sickos only” or “every game it’s player”.

I open up Reddit and I immediately see a NSFW-ish example of "idea that seems ridiculous at first is in fact very promising" newatlas.com/disease/butt...

newatlas.comButt-breathing science goes from IgNobel Prize infamy to human realityScientists that won an infamous 2024 IgNobel Prize for "discovering that many mammals are capable of breathing through their anus" may indeed have the last laugh. They've now completed a successful hu...

And even more importantly, you *have* to steelman your teammates' ideas. Environments where people are safe to go "this might be a terrible idea, but..." are more creative, more productive, and more fun for everybody to work in. DON'T BE THE PERSON THAT NITPICKS PITCHES.

Lowbo | 就是萝卜 reposted

For TTRPGs I had something I thought of as the "postcard principle". "The game's themes and intent should be well-expressed and prominently surfaced by the mechanical rules - ideally it should not be possible to slip a postcard between the two."

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

The TLDR Principle: if it takes more than a couple of short sentences to explain how to play then it’s not going to work as a quick, casual game

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

People Want To Strangle Horses Every game should have at least one stranglable horse. It is a desire deeply rooted in the human psyche. brainmage.itch.io/i-will-stran...

brainmage.itch.ioi will strangle a horse by BRAINMAGEA comedy twine-based choose-your-own-adventure game where it's your first day on The Farm, and you have One Job
Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

Not so much a design term as a production term; Hot List -> A prioritized list of stuff that is broken that really should get fixed before the next build/milestone/playtest.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

When it comes to narrative design and game writing, the phrase "story starts with the controller" has been burned into my brain for just about my entire career.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

This one is kind of silly since it's named after the thing i want to avoid, but "butter sword syndrome" is an issue where your attacks don't feel like they have any impact upon the enemy. I usually try to avoid it by giving the player attacks plenty of push, even against tougher mobs and bosses.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Lowbo | 就是萝卜 reposted

Playtesting Is Play is one I bang on about a lot but that’s maybe not so obviously applicable. Maybe “Don’t make the game for people who won’t like it”. Call it “sickos only” or “every game it’s player”.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

Oh, this one is huge for me too. The Principle of Charity is vitally important in any philosophical endeavor, which includes game design. This applies both internally and externally - sometimes thinking through an idea that's awful at first will lead to someplace productive.

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And even more importantly, you *have* to steelman your teammates' ideas. Environments where people are safe to go "this might be a terrible idea, but..." are more creative, more productive, and more fun for everybody to work in. DON'T BE THE PERSON THAT NITPICKS PITCHES.

I can't choose so I have a couple. #1, stolen from a friend- Design Things To Their Purpose. Seemingly tautological but actually deep. Always keep in mind the end player experience goal and the way your feature interacts with it. *Features* don't need to be fun, the *game* does.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

View full thread

#3, Just Put It In The Game Already Modern video games are incredibly complex objects and our ability to forecast what will happen when we change them is very limited. I prefer minimal discussion before trying things - just spike it in and let's see what happens.

Often things that are bad are at least bad in interesting and/or informative ways. I very rarely regret the time spent quickly prototyping something and throwing it in to see what happens.

I can't choose so I have a couple. #1, stolen from a friend- Design Things To Their Purpose. Seemingly tautological but actually deep. Always keep in mind the end player experience goal and the way your feature interacts with it. *Features* don't need to be fun, the *game* does.

Kate Gray@hownottodraw.bsky.social

What's your number one personal game design principle? And even better - does it have a cool name?

#2, The Player Is Never Wrong. Rejecting playtest feedback, or player sentiment, is antithetical to my approach. Each piece of feedback is telling you something important. It might not be the same thing as what the player is *saying* but it shouldn't ever be rejected.

That above one is often phrased as "players are great at diagnosing problems but poor at suggesting solutions" but I wouldn't even say that, I'd say "players are great at *indicating the presence of a problem*." I still believe that player feedback is a gift and should never be ignored or rejected.

Lowbo | 就是萝卜 reposted

Replying to @hownottodraw.bsky.social

Do, Don't Show. Don't build your systems to look like the cool things are happening, actually let your player do those cool things. Build your systems simple so the player has rules they can follow to create more surprising, emergent moments they'll actually remember.

Lowbo | 就是萝卜 reposted

Replying to @hownottodraw.bsky.social

Allow the player to have moments of discovery. Lately, I've been mulling over this idea of game design like writing a joke: setup, punchline, tag, tag, tag. The setup is familiar, then a twist that allows for a moment of surprise/realization, then revisit that in a few different ways.

Lowbo | 就是萝卜 reposted

Replying to @hownottodraw.bsky.social

@sorenjohnson.bsky.social's "Water Finds a Crack" has been super influential in how I design progression systems, and how I teach my students. For me, it means asking myself "does optimizing for extrinsic incentives lead players into the fun, or away from it?" www.designer-notes.com/game-develop...

designer-notes.comGD Column 17: Water Finds a CrackThe following was published in the March 2011 issue of Game Developer magazine… “This is what games are for. They teach us things so that we can minimize risk and know what choices to make. Phrased…

Lowbo | 就是萝卜 reposted

Replying to @hownottodraw.bsky.social

Noticing! It's not a cool name, but the most overlooked kind of fun in games (and alll art ??) is the stream of tiny little "a ha" moments when you realize something you didn't realize before...

Lowbo | 就是萝卜 reposted

Replying to @hownottodraw.bsky.social

I have one that I call "Go Left" - platformers often hide a secret for players who go left, instead of right, on the first screen. You're immediately rewarding players for thinking outside the box and being curious, instead of blindly following implied directions, with a low-effort small reward

Lowbo | 就是萝卜 reposted

>Get Earthbound for the first time ever in 2025 >The world's gone mad >All the adults are useless at best or trying to kill you at worst >Everyone talks like a crazy person >Everything's too expensive >Your next door neighbor wants to be a dictator >Get home and start playing Earthbound

RaisonDetriment@raisondetriment.bsky.social

Playing Earthbound for the first time ever in 2025 is fascinating, actually. You're just a kid and the world's gone mad. All the adults are useless at best or trying to kill you at worst. Everyone talks like a crazy person. Everything's too expensive. Your next door neighbor wants to be a dictator.