Probably Dance

I can program and like games

Tag: game development

Treasure Hunting Systems Found in the History of Video Games

A treasure hunting system is a system that unexpectedly puts out really good stuff. Proper treasure that makes people an enormous amount of money. An example is the Warcraft III modding community which invented several new genres of games and sprouted DotA, whose clones and offspring made their creators rich. (I don’t know how much money exactly, but Riot Games got acquired for $400 million, and their only product is a DotA-clone)

This has happened several times in the history of video games, but I didn’t link these together until I recently saw a talk about the Czechoslovakian game developer community before the iron curtain fell. The presenter talked about how the small country of Czechoslovakia had a thriving video game community despite the fact that you couldn’t buy computers in Czechoslovakia. But when I saw the talk I couldn’t help but think that “this reminds me of the Warcraft 3 modding community,” so I figured I should write up what these and other historical examples have in common so that we can build more systems that generate treasures.

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A Programmers Take on “Six Memos for the Next Millennium”

Six Memos for the Next Millennium is a collection of five lectures that Italo Calvino was going to give in 1985. Unfortunately he passed away before he was able to deliver the lectures. Because of that the book is just a collection of his notes. He also hadn’t started on the sixth one, so the book only contains five. I became aware of the book because Jonathan Blow gave a great talk about it, and about how Italo Calvino inspired him:

The reason why I’m writing about the book is that while I think that they are great memos about writing, the more I think about them, the more they apply to programming. Which is a weird coincidence, because they were supposed to be memos for writers in the next millennium, and programming is kind of a new form of writing that’s becoming more important in this millennium.

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Evidence For How To Make Great Games

Earlier this year I gave a talk about the Game Outcomes Project. I called that talk “Evidence For How To Make Great Games” because I think the Game Outcomes Project is the best data we have for what teams do that make great games. I wasn’t involved in the Game Outcomes Project, I just gave a talk about it because I really like it. Also I wanted to focus on different things than what they focused on in their own write-ups and talks.

People who saw the talk said that they really liked it, and they keep on telling me how much they liked it. So I decided to record the talk again and upload it.

The pitch for the talk is that the results of the Game Outcomes Project is the best evidence we have for what makes great game development teams and what makes bad game development teams. And I think that every game developer should know this stuff. So I talk about what you should focus on when making a game, and I give advice for how to get there. So the game outcomes project found “really successful teams do X” and I present that, and then also have a section at the end of the talk where I say “here is how you can actually get good at doing X.” Here is the talk:

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