The popular mobile game Luck Be a Landlord, a title that blends elements of slot machine mechanics with property management simulation, is facing the imminent threat of removal from the Google Play Store. This precarious situation has arisen due to the developer's staunch refusal to integrate changes demanded by Google pertaining to the game's depiction of simulated gambling. Google's policies, which aim to safeguard users from potential harm associated with gambling-like mechanics, specifically target the portrayal of simulated gambling as a path to financial gain. Luck Be a Landlord, with its core gameplay loop centered around spinning slots to acquire rent payments and upgrade properties, ostensibly falls within the purview of these regulations.
The developer, Dan, argues vehemently that Luck Be a Landlord is not, in fact, a gambling game. He contends that the game is fundamentally a strategy game, emphasizing the strategic choices players make regarding property acquisition and upgrades. While acknowledging the presence of randomized elements through the slot machine mechanic, he maintains that these elements are simply part of the game's overall design and do not constitute gambling in the traditional sense. Furthermore, he points out that the game does not offer real-world rewards or facilitate any form of monetary transactions related to the in-game mechanics, thereby further differentiating it from actual gambling.
Despite these arguments, Google appears resolute in its stance. The company has explicitly communicated to Dan that the game must be altered to comply with its policies, with suggested modifications including the removal of the slot machine visual metaphor or the introduction of alternative progression systems not reliant on simulated gambling mechanics. Dan, however, is resistant to these proposed changes, believing that they would fundamentally compromise the core gameplay loop and the very essence of Luck Be a Landlord. He perceives these demands as a form of censorship that stifles creative expression and undermines the artistic integrity of his game.
This impasse has created a tense standoff, with the ultimate fate of Luck Be a Landlord on the Google Play Store hanging in the balance. Dan faces a difficult choice: either acquiesce to Google's demands and potentially alter his game beyond recognition, or stand his ground on principle and risk the removal of his game from a major distribution platform, thereby significantly impacting its reach and accessibility to players. The situation highlights the ongoing tension between platform holders' content policies and developers' creative freedom, particularly in the increasingly complex landscape of mobile gaming.
The blog post "Standard Patterns in Choice-Based Games (2015)" by Emily Short explores common design patterns employed in interactive narratives, specifically those using a choice-based structure where the player progresses the story by selecting from presented options. Short argues that understanding these recurring structures can be beneficial for both authors creating these games and players engaging with them. Recognizing these patterns allows authors to deliberately utilize established techniques, potentially streamlining the development process and creating a more consistent player experience. For players, awareness of these patterns can enhance their understanding of the underlying mechanics driving the narrative, allowing for more strategic engagement with the choices presented.
The post identifies several key patterns, categorizing them for clarity. One prominent category revolves around gating, where access to content or specific outcomes is controlled by earlier choices, often involving acquiring items, skills, or relationships. These gates can function as prerequisites, locking off content until specific criteria are met, or as branching paths, diverting the narrative based on the player's accumulated state. This pattern can enhance replayability by incentivizing players to explore different paths on subsequent playthroughs to unlock previously inaccessible content.
Another significant category encompasses timers and counters. This refers to the implementation of hidden or explicit tracking mechanisms that influence the narrative's progression. A timer might represent a deadline the player must meet, while a counter could track the accumulation of resources or the development of a relationship. These mechanisms introduce a sense of urgency or consequence to player choices, as inaction or specific actions can increment or decrement these values, impacting future events. The post highlights how these mechanics can create a dynamic and evolving narrative landscape, even within the constraints of a choice-based system.
Short also discusses patterns related to character relationships and internal states. These patterns often involve tracking the player character's relationship with non-player characters (NPCs), influencing the availability of certain dialogue options, actions, or even entire plotlines. The internal state of the player character, including traits like personality, morality, or mental health, can also be tracked and influence the unfolding narrative in similar ways. This allows for a more personalized player experience, reflecting the consequences of choices on the player character's development and relationships.
The post further delves into hub and spoke structures, where the narrative revolves around a central location or concept (the hub) from which various self-contained storylines (the spokes) branch out. This allows players to explore different facets of the narrative world at their own pace, returning to the central hub to select new avenues for exploration. This structure offers flexibility in narrative design and can accommodate varying lengths and complexities of individual storylines.
Finally, Short touches upon the concept of nested patterns, where multiple patterns are combined or layered to create more intricate and nuanced narrative experiences. For example, a gated section of the narrative might itself contain timers and counters, adding complexity to the player's decision-making process. This demonstrates the potential for sophisticated and dynamic storytelling even within the seemingly simple framework of choice-based games.
By highlighting these patterns, the blog post provides a valuable framework for understanding the underlying design principles of choice-based games, fostering both greater appreciation for existing games and offering guidance for aspiring creators. It emphasizes that despite the apparent simplicity of choosing between predetermined options, the strategic deployment of these patterns can result in rich, engaging, and replayable interactive narratives.
The Hacker News post titled "Standard patterns in choice-based games (2015)" has generated a moderate number of comments, delving into various aspects of choice-based game design. While not an overwhelming discussion, several commenters offer interesting perspectives.
One compelling thread revolves around the tension between player agency and pre-authored narrative. A commenter argues that choice-based games often create an illusion of choice, where pre-determined outcomes are simply dressed up with different wording. They suggest that true player agency requires more dynamic systems, where choices have meaningful and lasting consequences that ripple through the narrative. This sparks a small debate, with others arguing that the enjoyment of choice-based games lies precisely in experiencing carefully crafted narratives, and that excessive player agency can lead to incoherent or unsatisfying stories. The discussion touches upon the inherent limitations of the format, and the different expectations players might bring to these types of games.
Another commenter highlights the importance of pacing and information control in choice-based games. They argue that effective games carefully reveal information to the player, creating suspense and a sense of discovery. Choices should feel meaningful not just in their immediate consequences, but also in how they shape the player's understanding of the game world and its underlying mysteries. This comment connects to the earlier discussion about player agency, suggesting that a sense of agency can be achieved through strategic information management, even within a pre-authored narrative.
A few commenters also discuss specific examples of choice-based games, both successful and unsuccessful, illustrating the points raised in the broader discussion. These examples range from classic text adventures to more modern visual novels, highlighting the evolution of the genre and the different design approaches employed.
While the discussion isn't exceptionally lengthy, it offers some insightful perspectives on the challenges and opportunities of choice-based game design, touching upon issues of narrative structure, player agency, and information control. The comments generally agree on the importance of carefully crafted narratives, while differing on the degree of player agency that is desirable or even achievable within the format.
This GitHub repository, titled "Elite - Source Code (Commodore 64)," meticulously presents the original source code for the seminal video game Elite, specifically the version developed for the Commodore 64 home computer. It is not simply a dump of the original code; rather, it represents a painstaking effort to make the code understandable to modern programmers and those interested in the history of game development. Mark Moxon, the repository's author, has undertaken the extensive task of annotating the 6502 assembly language code with detailed comments and explanations. This documentation clarifies the function of individual code sections, algorithms employed, and the overall structure of the game's logic.
The repository includes not just the core game code, but also the associated data files necessary for Elite to run on a Commodore 64. This comprehensive approach allows for a complete reconstruction of the original development environment. Beyond the raw source code, the repository provides a wealth of supplementary material. This includes documentation regarding the game's intricate algorithms, such as those governing procedural generation of the game world, 3D graphics rendering on limited hardware, and the underlying physics engine. Furthermore, the repository likely incorporates explanations of the various data structures employed within the game, shedding light on how information like ship specifications, trade commodities, and planetary data were stored and manipulated.
The stated goal of this project is to provide a deep dive into the technical ingenuity behind Elite, making its inner workings accessible to a broader audience. By providing clear annotations and supplementary documentation, the repository aims to serve as both an educational resource for aspiring programmers and a historical archive preserving a landmark achievement in video game development. This detailed reconstruction of the original Elite source code provides valuable insights into the constraints and challenges faced by developers working with the limited resources of 8-bit home computers in the 1980s and showcases the innovative solutions they devised to create such a groundbreaking and influential game.
The Hacker News post titled "Documented and annotated source code for Elite on the Commodore 64" generated a fair number of comments, primarily expressing appreciation for the effort involved in documenting and annotating this classic piece of gaming history.
Several commenters reminisced about their experiences with Elite on the Commodore 64, sharing personal anecdotes about the impact the game had on them. Some discussed the technical challenges of developing for the C64, especially with its limited resources, praising the ingenuity of the original programmers. The clever use of 6502 assembly language tricks and mathematical optimizations were frequently mentioned and analyzed.
A few comments delved into specific aspects of the code, such as the use of fixed-point arithmetic, the generation of the game world, and the rendering of the wireframe graphics. These technical discussions highlighted the elegant solutions implemented within the constraints of the C64's hardware.
The meticulous documentation and annotation work by Mark Moxon was highly praised. Commenters emphasized the value of this effort for preserving gaming history and for educational purposes, allowing aspiring programmers to learn from classic code examples. The accessibility of the annotated code was also appreciated, making it easier to understand the intricacies of the game's inner workings.
Some comments linked to related resources, including other versions of Elite's source code and articles discussing the game's development. Others expressed interest in exploring the code further and potentially contributing to the documentation effort.
A particularly compelling comment thread discussed the difficulties of reverse engineering old code, especially without original documentation. The work involved in deciphering the original programmers' intentions and adding meaningful annotations was recognized as a significant undertaking.
Overall, the comments reflected a strong sense of nostalgia and respect for the technical achievements of the original Elite developers. The appreciation for the detailed documentation and annotation work underscores the importance of preserving and understanding classic software for future generations.
Summary of Comments ( 122 )
https://news.ycombinator.com/item?id=42683567
Hacker News users discuss the potential ban of the mobile game "Luck Be a Landlord" from Google Play due to its gambling-like mechanics. Several commenters expressed sympathy for the developer, highlighting the difficulty of navigating Google's seemingly arbitrary and opaque enforcement policies. Others debated whether the game constitutes actual gambling, with some arguing that its reliance on random number generation (RNG) mirrors many other accepted games. The core issue appears to be the ability to purchase in-game currency, which, combined with the RNG elements, blurs the line between skill-based gaming and gambling in the eyes of some commenters and potentially Google. A few users suggested potential workarounds for the developer, like removing in-app purchases or implementing alternative monetization strategies. The overall sentiment leans toward frustration with Google's inconsistent application of its rules and the precarious position this puts independent developers in.
The Hacker News comments section for the linked article discusses the potential removal of the game "Luck Be a Landlord" from the Google Play Store due to its inclusion of simulated gambling. The discussion revolves around the fairness and consistency of Google's enforcement policies, the nature of gambling in games, and the potential impact on the game's developer.
Several commenters express confusion and frustration with Google's seemingly arbitrary enforcement of its gambling policies. They point out other games on the platform that contain similar mechanics, such as loot boxes or gacha systems, and question why "Luck Be a Landlord" is being singled out. Some speculate about the specific criteria Google uses to determine what constitutes prohibited gambling and suggest that the game's explicit real-world money theme might be a contributing factor. Others argue that the core gameplay loop itself, revolving around random chance and resource management, doesn't necessarily equate to gambling.
A significant portion of the discussion focuses on the impact this ban could have on the game's developer. Commenters express sympathy for the solo developer, highlighting the potential financial and emotional toll of losing a significant distribution platform. The perceived lack of clear communication and support from Google is also criticized. Some suggest alternative distribution methods, such as itch.io or direct sales, and encourage the developer to appeal the decision.
A few commenters delve into the broader discussion surrounding the definition of gambling in games. They debate whether the presence of real-world currency themes, the ability to purchase in-game items, or the element of chance are sufficient to classify a game as gambling. Some argue that "Luck Be a Landlord" falls into a gray area, while others maintain that its core mechanics are distinct from traditional gambling activities.
The overall sentiment in the comments section leans towards support for the game developer and skepticism towards Google's enforcement policies. Many express concerns about the potential chilling effect this ban could have on independent game developers, particularly those experimenting with unconventional mechanics. The lack of transparency and seemingly arbitrary nature of the ban are recurring points of contention.