Sam Cast

Sam Cast

@samcast.games

Creative/Game Director, Lead Writer and Head Inspector at The Bureau of Fantastical & Arcane Affairs @hipflask.games Writer, Game Designer, and enjoyer of video games!

162 followers378 following170 posts

The biggest issue in the entertainment industry right now is this concept of short-term value for long-term product degradation. You can see this everywhere, from video games to sports to movies. Companies and people are constantly cashing checks only made possible by built-up market goodwill- cont.

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The metaphor here is a sports team's general manager entering win-now mode rather than rebuilding, because they know they'll get fired if they don't win more games right away. The irony is that this just makes them a middling slop-team and cripples the franchise for decades.

Right now, we are in a place and time where that is the situation for every product. From entertainment to the economy to fucking raspberries. When some pencil-pushing idiot checks the bottom line without considering the long-term ramifications.

The biggest issue in the entertainment industry right now is this concept of short-term value for long-term product degradation. You can see this everywhere, from video games to sports to movies. Companies and people are constantly cashing checks only made possible by built-up market goodwill- cont.

This sort of thing is fine, except that companies are forgetting they need to rebuild that market goodwill. Cutting the game version of Mass Effect while pushing the show out is just one example of a company that is probably costing itself a shitload of money long term (assuming the show is good).

College football is committing a similar brand of stupidity by running as many ads as there are plays in a game and expanding the playoff to an unsustainable number, kneecapping the regular-season structure that got it here. Same with the NBA and their absurd 82 season.

"My thoughts on AI." My brother in Christ, I think we have enough thoughts on AI. I think we're outta room in the thought jar, let me hear your thoughts on BLTs instead.

This whole project Genie causing a panic sell of gaming stocks really shows how little the average person understands about game developement.

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Not to mention it costs a billion dollars to generate. And yes, of course, the tech will improve, but improvements will be more incremental as time goes on, as the company bleeds money training these models.

Maybe I'm wrong, but I'd be surprised if they achieve it before the money runs out. And even if it doesn't, in my lifetime.

This whole project Genie causing a panic sell of gaming stocks really shows how little the average person understands about game developement.

In games, perfection is the standard to be successful. AI slop that looks pretty but can't remember where it put things and has no core loop is miles away from something actually marketable.

Someone please actually re-make kotor. Please, I am literally begging. And don't tell me to just play the old games, I have tried and they are just a little too out of date.

Games announced tonight I am most excited for (no particular order) nolaw fate of the old republic gang of the dragon Star wars galactic racer divinity

Excellent Wisdom from Naj as always!

🧛‍♀️ Najferatu Salam 🩸@najmahsalam.bsky.social

If you attended or plan to watch my AdventureX talk on positioning, here's a thread with some supplementary thoughts: You can easily use this framework to position yourself. Like I said in the talk, if you don't take control, you will be positioned whether you like it or not...

Kindness is free, empathy is free, gratefulness is free. But just because they are free, doesn't make them easy. The present if beautiful, but it can be hard to pay attention to sometimes.

It's a shame that the games industry at large does relatively little to support and celebrate junior and early career talent. I feel like future class, while imperfect, was one of the few high profile things that shined a light on a part of games that is often left in the dark.

Played a few hours of RV there yet. It's fun, but honestly, I feel like the further you get, the more cracks in the gameplay loop show the sort of simple sandbox puzzles become more about levers and switches. Of course, for $7 it doesn't matter lol.

Went to the Witcher concert tonight. I hope that one day I can make a game that has the impact on people that those games had on me.

Going to start re-reading: A Playful Production Process, my favorite book about game design. I'll maybe start posting some of my key takeaways in a thread here, mostly just to keep myself accountable. Or maybe I won't, who knows.

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Another couple nuggets: "The eye is connected to the brain but the ear is connected to the heart" and "GD is like standup comedy: the designer and the comedian immediately know if something has worked."

The guide to leading good brainstorms is also fairly great. My favorite points being: setting a time limit and avoiding discussion of ideas until after the brainstorm is done.

Going to start re-reading: A Playful Production Process, my favorite book about game design. I'll maybe start posting some of my key takeaways in a thread here, mostly just to keep myself accountable. Or maybe I won't, who knows.

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Clarity, brevity and active listening are named as keys to effective communication in game Dev. Couldn't agree more. I also like how it paints respectful conflict as an essential piece of the game dev puzzle.

In the prototyping section, he mentions the concepts of Keep, Change, Chuck as a good framework for playtesting which is already how I think about it but I like simple 3 word explainers.

The coolest thing about game dev so far is just how much I learn. It feels like everyday I pick up something new or get to see something in a new light. I love it.

Accordingly to their press release, the conference previously known as GDC is going to drop prices significantly this year and drop the summits and core concept. That seems like significantly bigger news than the rebrand.

Going to start re-reading: A Playful Production Process, my favorite book about game design. I'll maybe start posting some of my key takeaways in a thread here, mostly just to keep myself accountable. Or maybe I won't, who knows.

Alright, takeaway number 1: I like, I wish, what if, is a brilliant framework for giving feedback and I like it much more than the compliment sandwich strategy, as I think it's a more straightforward yet respectful process of going about things.

It's very interesting to me that games that struggled to gain significant traction commercially will still sometimes have a large impact on the medium and the Dev's that make games. 1/X

For example, Wayfinder was not a commercial success (mostly due to design reasons). Still, I have found it is almost a ubiquitous inspiration among stylized 3d artists, and I think it will shape game art for decades to come. Seriously, I see it talked about everywhere in that niche.

I'm curious to know what other not-as-successful games have had this impact. Another game that comes to mind is Avowed for its impeccable smaller open-world level design, but time will be the judge there.

The cruel reality of life is that one day 20 years from now you will wake up and remember more of what you didn't do rather than what you did.