290. Forever Games Are Just Rude - podcast episode cover

290. Forever Games Are Just Rude

May 12, 20251 hr 2 min
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Episode description

Lords: * Lena * Droqen Topics: * Kill gameplay * https://droqen.itch.io/the-end-of-gameplay * The thrill of firefighting on live service games, and how to stop * It was D and K who showed me the way * https://newforum.droqen.com/index.php?topic=705 Microtopics: * Great content. * Multiplayer games that are focused on human connection. * Farmers' markets. * Kinopio. (The mind-mapping software.) * Just barfing stuff onto the page. * Looking at a piece of software that someone has polished for fifteen years and being astounded. * Weird ego boosts. * Meeting hundreds of people whose names you recognize from the Internet and they're all like "I love the thing you made." * Pursuing the thing that other people say is good about your work and forgetting what you liked about it yourself. * A nebulous idea whose lot in life is to be dominated by more concrete ideas. * Making your next game with the intention of killing your most popular game. * Unlocking creative expression into a vessel. * Tolerating a combat system to get to the good parts of a game. * Playing a game because you enjoy pushing the buttons. * A museum exhibit of a hundred different platformer control schemes. * Using your ability to hang out with people to tell them a story. * A list of all the ideas you've ever had. * The safety of watching the numbers go up. * An interaction that exists to be self-perpetuating. * Advertising as a way to tell people that a thing exists vs. all the noxious cruft that we've grown on top of that idea. * Game addiction as a thing that is desirable. * Games that grip you as tightly as possible vs. games that gracefully end and allow you to stop playing. * Game developers accidentally discovering that they can Skinner Box people and then deciding "let's build our entire industry around that forever" * The mantra you use to remind yourself to not put gameplay in your games. * Trying to detect the humanity in a work of art. * Trying to express your experiences in a medium and knowing you at least have an audience of one. (Yourself.) * Disagreeing about color names. * It's Thanksgiving and people are at-ing you on Twitter that your online service isn't working. * Moving fast enough that you don't have time to sit with your thoughts and second-guess yourself. * The true meaning of a Lord. * How to sit with the discomfort of uncertainty. * Solving a problem before you get the chance to wonder whether solving the problem aligns with your values. * Running an online world that gets hacked and rolling back only 98% of the hack, leaving enough to remind people that this is a world with a living history. * Ruminating about your past actions as a way to learn how to behave in the future. * Acting without reflection because you can't reflect and act at the same time. * It doesn't matter what you do as long as you feel really bad about it afterwards. * How to stop. * Don't make live service games. * Sitting with the knowledge that you are going to make mistakes. * Staring at blue-green walls. * The most juicy fire-fighting that's available. * The horrible steak that is life. * Trying to construct your life so that you are doing something thrilling and important for one to four hours per day and then relaxing. * The introverted fire fighter who has his own personal cardboard box to cover his head with as he's hanging out at the station. * What's-his-letter? * If Heaven's so good, why haven't they made a Heaven 2? * Making a one-user forum for yourself. * Poetry 2: it's when you do something interesting with forum posts. * Doing something for brain reasons and then people who you inspire do the same things to so they can pretend to have the same brain reasons. * Adding everyone who ever influenced you to the credits of your game. * Intentionally excluding the U. * Suck it, English orthography!
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290. Forever Games Are Just Rude | Topic Lords podcast - Listen or read transcript on Metacast