The blog post explores "quality-of-life" (QoL) features in Tetris games that go beyond the core gameplay mechanics. It argues that while the basic ruleset of Tetris remains consistent, various implementations offer different QoL features that significantly impact the player experience. The author examines elements like hold queues, preview pieces, the "7-bag" randomizer, and lock delay, explaining how these features influence strategic depth, player frustration, and overall enjoyment. The post emphasizes the importance of these seemingly small design choices in shaping the feel and accessibility of different Tetris versions, highlighting how they can cater to casual players while also enabling high-level competitive play.
Mark Brown, a puzzle game designer, lauds "Blue Prince" as a masterful blend of roguelike and puzzle elements. He praises its innovative core mechanic of manipulating connected blocks, which creates a dynamic and challenging experience. Brown highlights the game's elegant simplicity, depth of strategy involving risk management and planning, and satisfying difficulty curve. He argues that its clever design allows for both emergent complexity and a clear sense of player agency, solidifying its status as a standout achievement in puzzle game design.
Hacker News users largely praise Blue Prince, echoing the article's "masterpiece" designation. Several commenters highlight the game's elegant simplicity and surprising depth, comparing it favorably to other puzzle games like Drop7 and Triple Town. The "undo" feature is singled out as a particularly brilliant design choice that allows for experimentation without excessive penalty. Some express disappointment with the mobile-only format and desire a desktop version. A few commenters delve into specific gameplay mechanics, discussing optimal strategies and the balance of luck versus skill. Overall, the sentiment is overwhelmingly positive, with multiple users recommending the game and praising its addictive qualities.
Real Time Chess is a physical chessboard that eliminates the traditional turn-based structure. Pieces can be moved at any time, introducing a new layer of strategic complexity involving quick reactions, interruptions, and anticipating your opponent's moves in real-time. The board uses RFID tags in the pieces and Hall effect sensors under the board squares to track piece positions and movement, updating a digital display with the current game state. This allows for a dynamic and fast-paced chess experience where planning and execution happen concurrently.
HN commenters were generally impressed with the project, praising the technical execution and innovative concept of real-time chess. Some debated the strategic depth compared to traditional turn-based chess, with some suggesting it might devolve into a speed contest. Others discussed potential rule modifications, like piece capture delays or move cooldowns, to add more strategic elements. The creator's responsiveness to comments and willingness to incorporate feedback was also positively received, with several users offering specific suggestions for improvements and future development. A few commenters expressed skepticism about its long-term appeal, but the overall sentiment was one of enthusiastic curiosity and appreciation for the project's novelty.
The New Yorker profiles game designer Jason Rohrer, exploring his intensely personal approach to game creation. Rohrer's games, often minimalist and emotionally resonant, act as a form of self-exploration, delving into his anxieties about death, legacy, and human connection. The article highlights his unique design philosophy, which prioritizes profound experiences over traditional gameplay mechanics, exemplified by projects like "One Hour One Life" and "Sandspiel." It portrays Rohrer as a restless innovator constantly seeking new ways to express complex emotions through interactive media, pushing the boundaries of what games can be.
HN commenters generally found the article interesting and appreciated the designer's vulnerability in exploring his mental health through game development. Some discussed the potential of games for self-discovery and therapeutic applications, while others drew parallels to other introspective games and creators. A few questioned the efficacy of this approach, expressing skepticism about the ultimate value of turning personal struggles into a game. The most compelling comments focused on the blurring lines between game design, art, and therapy, debating the extent to which such deeply personal games can resonate with a wider audience and whether the process itself is inherently therapeutic for the creator. Several commenters also appreciated the article's nuanced portrayal of mental health struggles, moving beyond simple narratives of recovery.
Daniel Chase Hooper created a Sudoku variant called "Cracked Sudoku" where all 81 cells have unique shapes, eliminating the need for row and column lines. The puzzle maintains the standard Sudoku rules, requiring digits 1-9 to appear only once in each traditional row, column, and 3x3 block. Hooper generated these puzzles algorithmically, starting with a solved grid and then fracturing it into unique, interlocking pieces like a jigsaw puzzle. This introduces an added layer of visual complexity, making the puzzle more challenging by obfuscating the traditional grid structure and relying solely on the shapes for positional clues.
HN commenters generally found the uniquely shaped Sudoku variant interesting and visually appealing. Several praised its elegance and the cleverness of its design. Some discussed the difficulty of the puzzle, wondering if the unique shapes made it easier or harder to solve, and speculating about solving techniques. A few commenters expressed skepticism about its solvability or uniqueness, while others linked to similar previous attempts at uniquely shaped Sudoku grids. One commenter pointed out the potential for this design to be adapted for colorblind individuals by using patterns instead of colors. There was also brief discussion about the possibility of generating such puzzles algorithmically.
The blog post argues that speedrunners possess many of the same skills and mindsets as vulnerability researchers. They both meticulously analyze systems, searching for unusual behavior and edge cases that can be exploited for an advantage, whether that's saving milliseconds in a game or bypassing security measures. Speedrunners develop a deep understanding of a system's inner workings through experimentation and observation, often uncovering unintended functionality. This makes them naturally suited to vulnerability research, where finding and exploiting these hidden flaws is the primary goal. The author suggests that with some targeted training and a shift in focus, speedrunners could easily transition into security research, offering a fresh perspective and valuable skillset to the field.
HN commenters largely agree with the premise that speedrunners possess skills applicable to vulnerability research. Several highlighted the meticulous understanding of game mechanics and the ability to manipulate code execution paths as key overlaps. One commenter mentioned the "arbitrary code execution" goal of both speedrunners and security researchers, while another emphasized the creative problem-solving mindset required for both disciplines. A few pointed out that speedrunners already perform a form of vulnerability research when discovering glitches and exploits. Some suggested that formalizing a pathway for speedrunners to transition into security research would be beneficial. The potential for identifying vulnerabilities before game release through speedrunning techniques was also raised.
The original poster is seeking resources that have proven helpful for others in their game development journeys. They are specifically interested in recommendations beyond the typical beginner tutorials, hoping to find resources that have helped people move from intermediate to advanced skill levels. They're open to any type of resource, including books, courses, articles, communities, or tools, and are particularly interested in areas like game design, shaders/graphics programming, and AI.
The Hacker News comments on this "Ask HN" post offer a variety of resources for aspiring game developers. Several commenters emphasized the importance of starting small and finishing projects, recommending simple game jams and focusing on core mechanics before adding complexity. Specific resources mentioned include "Game Programming Patterns" by Robert Nystrom, Handmade Hero, and the Unity and Godot engines. A few suggested learning through decompilation or recreating classic games. Several cautioned against getting bogged down in engine choice or overly ambitious projects. The consensus seemed to be that practical experience, combined with targeted learning of core concepts, is the most effective path.
Filmmaker Patrick Willems explores the phenomenon of movies that, despite being popular and successful upon release, seem to vanish from cultural memory and conversation. He examines potential reasons for this "half-life" effect, including shifts in comedic sensibilities, evolving social and political contexts that render certain jokes or themes problematic, and the oversaturation of media making it harder for any single work to maintain relevance. Willems uses the 2004 comedy "Dodgeball: A True Underdog Story" as a primary case study, highlighting how its humor, once widely accepted, might be perceived differently today. He concludes that while some films genuinely age poorly, the cultural half-life is a complex interplay of various factors that can lead to even well-regarded movies fading from the spotlight.
HN commenters discuss the lasting impact of Half-Life and its influence on game design. Several highlight its innovative storytelling, seamless integration of narrative and gameplay, and the groundbreaking use of scripted sequences. Some contrast its minimalist approach with more exposition-heavy modern titles, arguing that Half-Life's environmental storytelling allows for greater player immersion and agency. Others note the impact of its physics engine and AI, and its role in popularizing the FPS genre. The modding community's contribution to the game's longevity is also mentioned, with particular emphasis on Counter-Strike. Several users reminisce about their personal experiences playing Half-Life for the first time and the impact it had on them.
Figgie, created by Jane Street, is a trick-taking card game played with a 60-card deck featuring six suits. Players bid on how many tricks they think they can win, with a unique twist: suits are ranked differently each round, adding a layer of strategic complexity. The goal is to accurately predict and achieve your bid, earning points based on successful predictions. The game encourages strategic thinking by requiring players to consider both card strength and the fluctuating suit hierarchy when making bids and playing tricks.
HN commenters discuss Figgie, a card game developed by Jane Street, with some expressing interest in trying it out due to Jane Street's reputation. Several commenters compare it to existing trick-taking games, mentioning similarities to Spades, Bridge, and Hearts. Some express skepticism about the complexity, wondering if it's genuinely intricate or just unnecessarily convoluted. The lack of a physical deck is a point of contention, with some preferring a tangible game experience. Others are intrigued by the strategy and mathematical elements, highlighting the dynamic partnership aspect and the potential for deep analysis. A few commenters note the similarity between "Figgie" and the word "fig," speculating about the name's origin.
Katamari Damacy's unique design stemmed from a student project focused on simple rolling and collecting, which evolved into a charming, accessible game. The team prioritized intuitive, analog controls, a whimsical art style, and a catchy soundtrack to complement the core gameplay loop. Development faced challenges like technical limitations and conveying the scale of the Katamari, but the team overcame these by using clever workarounds and visual cues. Ultimately, the game's success was attributed to its novelty, straightforward design, and overall joyous experience.
HN commenters largely praise Katamari Damacy's unique and charming gameplay, with several sharing fond memories and highlighting its addictive nature. Some discuss the game's clever level design and how it encourages exploration and experimentation. A few commenters analyze the game's underlying physics engine, noting its surprisingly realistic behavior given the game's whimsical nature. Others appreciate the postmortem's insights into the development process and the challenges of creating such a novel game. The game's music also receives significant praise, with many calling it iconic and perfectly complementing the gameplay. Overall, the sentiment is overwhelmingly positive, with many considering Katamari Damacy a classic.
Cell-based architecture offers a robust approach to designing complex systems by compartmentalizing them into independent "cells". Like a walled city protecting against a zombie horde, each cell operates autonomously with its own data and logic, communicating with other cells through well-defined interfaces. This isolation prevents cascading failures; if one cell gets "infected" (compromised or buggy), the infection is contained, preventing it from spreading and bringing down the entire system. This modularity also facilitates independent development, deployment, and scaling of individual cells, making the system more adaptable and resilient to change. By sacrificing some global optimization for localized control, cell-based architecture prioritizes stability and evolvability in the face of unforeseen challenges.
Hacker News users generally praised the article for its clear and engaging explanation of cell-based architecture using the zombie analogy. Several commenters appreciated the novelty and effectiveness of the analogy, finding it memorable and helpful for understanding complex systems. Some discussed the practical applications of cell-based architecture, mentioning its use in game development and other software projects. A few users offered alternative analogies or pointed out minor inaccuracies, but the overall sentiment was positive, with many thanking the author for the insightful and entertaining read. One commenter highlighted the importance of fault tolerance, a key benefit of cell-based systems, which the zombie analogy effectively illustrates.
Steve Meretzky recounts his experience collaborating with Douglas Adams on the Hitchhiker's Guide to the Galaxy text adventure game. Adams, while brilliant and funny, was easily distracted and prone to procrastination. Meretzky’s role involved structuring the game, implementing puzzles, and essentially translating Adams' humor and ideas into a playable format. Despite the challenges posed by Adams' working style, Meretzky emphasizes the positive and enjoyable nature of their partnership, highlighting Adams' generosity and the creative freedom he was given. The result was a game faithful to the spirit of the Hitchhiker's Guide universe, showcasing both Adams' unique wit and Meretzky's puzzle design skills.
Hacker News users discuss Steve Meretzky's collaboration with Douglas Adams on the Hitchhiker's Guide to the Galaxy game, praising Meretzky's work on the game and Infocom's text adventures in general. Several commenters share personal anecdotes about playing the game in their youth, highlighting its humor, innovative puzzles, and lasting impact. Some discuss the challenges of adapting Adams's distinctive humor to an interactive medium, acknowledging Meretzky's success in capturing the spirit of the books. The thread also touches on the technical limitations of the era and the ingenuity required to create compelling experiences within those constraints, with some mentioning the feelies included with the game. A few commenters express interest in Meretzky's perspective on modern interactive narrative design.
The "door problem" describes the frequent difficulty game developers face when implementing interactive doors. While seemingly simple, doors present a surprising array of design and technical challenges, impacting player experience, AI navigation, level design, and performance. These include considerations like which side the door opens, how it's animated, whether it can be locked or blocked, how the player interacts with it, and how AI characters navigate around it. This complexity often leads to significant development time being dedicated to a seemingly mundane object, highlighting the hidden intricacy within game development.
HN commenters largely agree with the premise of the article, which discusses the frequent overcomplexity of in-game doors and their associated scripting. Several recount their own experiences with finicky door mechanics in various games, both as players and developers. Some offer alternative solutions for smoother door interactions, such as automatic opening or simpler trigger volumes. A few suggest that the "door problem" is a symptom of deeper engine limitations or poor design choices, rather than a problem with doors specifically. One commenter humorously highlights the irony of complex door systems in games often contrasted with incredibly simple and unrealistic breaking-and-entering mechanics elsewhere. Another points out that "good" doors often go unnoticed, while problematic ones create memorable (negative) experiences, emphasizing the importance of seamless functionality. The thread also touches upon accessibility considerations and the challenges of balancing realism with player convenience.
This blog post explores how video games can induce motion sickness and offers developers practical advice for mitigating it. The author explains how conflicting sensory information between visual motion and the vestibular system creates motion sickness, highlighting common culprits like field of view, camera acceleration, and head bob. The post advocates for robust accessibility options, suggesting features such as adjustable FOV, camera smoothing, disabling head bob, and providing comfort settings presets. By incorporating these considerations, developers can create more inclusive gaming experiences for players susceptible to motion sickness.
HN commenters largely agree that motion sickness in games is a significant accessibility issue, with several sharing personal experiences of being unable to play certain games due to it. Some suggest that developers often prioritize visual fidelity over comfort, neglecting those susceptible to motion sickness. Several commenters offer specific technical suggestions for mitigating the problem, including adjustable FOV, head bob reduction, and implementing "comfort modes" with features like vignette filters. A few mention that the prevalence of first-person perspective in modern games exacerbates the issue and highlight the need for more third-person options or improved camera controls. There's also discussion around the physiological basis of motion sickness and the varying susceptibility among individuals. One commenter suggests that VR sickness and game motion sickness are distinct experiences with different triggers.
The blog post "The Most Mario Colors" analyzes the color palettes of various Super Mario games across different consoles. It identifies the most frequently used colors in each game and highlights the evolution of Mario's visual style over time. The author extracts pixel data from sprites and backgrounds, processing them to determine the dominant colors. The analysis reveals trends like the shift from brighter, more saturated colors in earlier games to slightly darker, more muted tones in later titles. It also demonstrates the consistent use of specific colors, particularly variations of red, brown, and blue, across multiple games, showcasing the iconic color palette associated with the Mario franchise.
Several Hacker News commenters discussed the methodology used in the original blog post, pointing out potential flaws like the exclusion of certain games and the subjective nature of color selection, especially with sprite limitations. Some users debated the specific colors chosen, offering alternative palettes or highlighting iconic colors missing from the analysis. Others appreciated the nostalgic aspect and the technical breakdown of color palettes across different Mario games, while some shared related resources and personal experiences with retro game color limitations. The overall sentiment leaned towards finding the blog post interesting, though not scientifically rigorous. A few commenters also questioned the practicality of such an analysis.
"Zork: The Great Inner Workings" explores the technical underpinnings of the classic text adventure game, Zork. The article dives into its creation using the MDL programming language, highlighting its object-oriented design before such concepts were widespread. It explains how Zork's world is represented through a network of interconnected rooms and objects, managed through a sophisticated parser that interprets player commands. The piece also touches upon the game's evolution from its mainframe origins to its later commercial releases, illustrating how its internal structure allowed for complex interactions and a rich, immersive experience despite the limitations of text-based gaming.
Hacker News users discuss the technical ingenuity of Zork's implementation, particularly its virtual machine and memory management within the limited hardware constraints of the time. Several commenters reminisce about playing Zork and other Infocom games, highlighting the engaging narrative and parser. The discussion also touches on the cultural impact of Zork and interactive fiction, with mentions of its influence on later games and the enduring appeal of text-based adventures. Some commenters delve into the inner workings described in the article, appreciating the explanation of the Z-machine and its portability. The clever use of dynamic memory allocation and object representation is also praised.
The popular mobile game Luck Be a Landlord faces potential removal from the Google Play Store due to its use of simulated gambling mechanics. Developer Trampoline Tales received a notice from Google citing a violation of their gambling policies, specifically the simulation of "casino-style games with real-world monetary value, even if there is no real-world monetary value awarded." While the game does not offer real-world prizes, its core gameplay revolves around slot machine-like mechanics and simulated betting. Trampoline Tales is appealing the decision, arguing the game is skill-based and comparable to other allowed strategy titles. The developer expressed concern over the subjective nature of the review process and the potential precedent this ban could set for other games with similar mechanics. They are currently working to comply with Google's request to remove the flagged content, though the specific changes required remain unclear.
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 blog post "Standard Patterns in Choice-Based Games" identifies common narrative structures used in choice-driven interactive fiction. It categorizes these patterns into timed choices, gated content based on stats or inventory, branching paths with varying consequences, hubs with radiating storylines, and hidden information or states that influence outcomes. The post argues that these patterns, while useful, can become predictable and limit the potential of the medium if overused. It advocates for greater experimentation with non-linearity and player agency, suggesting ideas like procedurally generated content, emergent narrative, and exploring the impact of player choice on the world beyond immediate consequences.
HN users discuss various aspects of choice-based games, focusing on the tension between player agency and authorial intent. Some highlight the "illusion of choice," where options ultimately lead to similar outcomes, frustrating players seeking meaningful impact. Others argue for embracing this, suggesting that the emotional journey, not branching narratives, is key. The implementation of choice is debated, with some advocating for simple, clear options, while others find value in complex systems with hidden consequences, even if they add development complexity. The importance of replayability is also raised, with the suggestion that games should offer new perspectives and outcomes on subsequent playthroughs. Finally, the use of randomness and procedural generation is discussed as a way to enhance variety and replayability, but with the caveat that it must be carefully balanced to avoid feeling arbitrary.
This GitHub repository contains the fully documented and annotated source code for the classic game Elite, specifically the BBC Micro version adapted for the Commodore 64. The code, originally written in 6502 assembly language, has been meticulously commented and explained to make it easier to understand. The project aims to provide a comprehensive resource for anyone interested in learning about the game's inner workings, from 3D graphics and ship control to trading mechanics and mission generation. This includes explanations of the game's algorithms, data structures, and overall architecture. The repository also offers resources like a cross-reference and memory map, further aiding in comprehension.
Hacker News commenters on the Elite C64 source code release express enthusiasm and nostalgia for the game. Several discuss the ingenuity of the original developers in overcoming the C64's limitations, particularly its memory constraints and slow floating-point math. Commenters highlight the clever use of lookup tables, integer math, and bitwise operations to achieve impressive 3D graphics and gameplay. Some analyze specific code snippets, showcasing the elegant solutions employed. There's also discussion about the game's impact on the industry and its influence on subsequent space trading and combat simulations. A few users share personal anecdotes about playing Elite in their youth, emphasizing its groundbreaking nature at the time.
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https://news.ycombinator.com/item?id=43631656
HN users discuss the nuances of "quality of life" features in Tetris games, debating the importance of hold piece, next piece preview, and the "7-bag" randomizer. Some argue that these features, while common in modern Tetris, weren't present in the original and detract from the purity and challenge. Others counter that these mechanics add strategic depth and make the game more enjoyable, shifting the focus from pure luck to planning and execution. The impact of having a visible queue of upcoming pieces is a central point of contention, with users arguing both for and against its effect on skill and the experience of playing. Some commenters express a preference for simpler versions, highlighting the addictive nature of early Tetris iterations despite their lack of modern conveniences. The discussion also touches on the importance of consistent input latency and the challenge of replicating the feel of classic Tetris on modern hardware.
The Hacker News post titled "Quality-of-Life in Tetris Games" sparks a discussion around the linked blog post about quality-of-life features in Tetris games. Several commenters delve into specific features and their impact on gameplay, focusing heavily on the "hold piece" mechanic and its variations.
One commenter highlights the distinction between the original Nintendo hold piece behavior (swapping the current and held pieces) and the more modern "reserve" behavior (holding a piece for later use without immediately receiving a new one). They argue that the original swap mechanic adds more strategic depth because it forces players to incorporate the held piece into their immediate planning, whereas the reserve mechanic simply allows players to stash inconvenient pieces. This distinction is further elaborated upon by another commenter who suggests that the swap mechanic encourages better play and reduces reliance on luck, while acknowledging the "reserve" system's accessibility for newer players.
Another discussion thread revolves around the "next piece" preview feature. Commenters generally agree that having a preview of upcoming pieces is crucial for strategic play, allowing players to plan several moves ahead. However, the number of preview pieces shown becomes a point of contention. Some argue that excessive preview pieces (e.g., more than 5) can detract from the challenge and strategic element, turning the game into more of a puzzle-solving exercise. Others suggest that a large preview only benefits highly skilled players who can effectively plan that far ahead.
The topic of random number generation (RNG) and its influence on gameplay also receives attention. Commenters discuss the importance of balanced RNG that avoids long droughts of essential pieces, while also acknowledging that some randomness is inherent and even desirable in the game. One commenter mentions the "7-bag" randomizer as a popular method to ensure a fairer distribution of tetrominoes.
The thread also features some shorter comments that mention other quality-of-life features like hard drops, ghost pieces (showing where the piece will land), and the ability to rotate pieces near walls ("wall kicks"). While these comments are generally positive towards these features, they don't delve into as much detail as the discussions surrounding the hold piece and next piece preview.
Finally, a few commenters touch on the broader topic of game design in Tetris and how these seemingly small quality-of-life features can significantly impact the overall experience, making the game more enjoyable and strategically richer. They appreciate the original blog post for bringing attention to these often overlooked but important aspects of Tetris.