290. Forever Games Are Just Rude

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01:02:12

May 12th, 2025

1 hr 2 mins 12 secs

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About this Episode

Lords:

  • Lena
  • Droqen

Topics:

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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