People writing about blockchain technology are usually proponents or boosters of the technology, or at least “neutral parties.” This means that they engage in “technological realism,” in which they describe the tech without contextualizing why it is the way it is and what it’s really for. Meanwhile, people writing critically about the crypto space often lack any technical grounding on how the…
In a live game, adding more and more powerful items tends to lead to the overall power level of the game to slowly creep up, eventually breaking the game’s original design assumptions. Different games have approached this problem in different ways over the years. It’s a somewhat cursed problem – holistic solutions come with their own set of problems, and mitigating the problem requires a constant…
Whether your game surfaces its numbers to the player or not, odds are it has underlying systems that rely on them, and you use functions to determine how those numbers affect each other. In other words, a mathematical function is usually at the core of the answer to a bunch of frequent game design questions.
Last year, I wrote for Dim Bulb games’ Where the Water Tastes Like Wine, which came out this Wednesday (February 28th). It’s a narrative game built as an anthology, in which you travel the continental United States, carrying stories across the land. It’s massive; there are over 200 “vignettes” (small stories you collect as you cross the land), of which I wrote about 30, and sixteen major…