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.
Playscl is a platform for creating and playing simple, editable games. Users can modify existing games or build their own from scratch using a visual, block-based scripting language. The focus is on accessibility and ease of use, encouraging experimentation and sharing within the community. The platform aims to empower users to not just play games, but to understand and modify the mechanics behind them, fostering creativity and learning through playful exploration.
HN commenters were generally positive about the "editable games" concept presented. Several praised the simplicity and educational potential, suggesting it could be a great tool for teaching programming concepts or creating quick prototypes. Some expressed interest in seeing more complex examples and features like multiplayer functionality. A few commenters drew parallels to existing platforms like Bitsy and Pico-8, highlighting the niche this project fills for accessible game creation. Some questioned the long-term viability and whether the "edit while playing" aspect was truly novel, but the overall reception leaned towards appreciation for its ease of use and potential as a learning tool or creative outlet. A couple of users pointed out missing features such as undo/redo and improved UI elements.
Flash games were a pivotal force in the evolution of the video game industry. Accessible through web browsers with minimal hardware requirements, Flash enabled a surge in indie game development, fostering experimentation and innovation in genres, gameplay mechanics, and monetization strategies. Many prominent developers and studios honed their skills creating Flash games, leading to the rise of indie studios and influencing later mainstream titles. The platform democratized game creation, enabling anyone with a computer and creativity to share their work with a global audience, shaping the landscape of modern gaming by paving the way for web-based gaming, mobile gaming, and the independent game development scene we know today.
HN users largely praised the article for its thoroughness and nostalgic value, recalling their own experiences with Flash games and the impact they had on their childhoods or careers. Several commenters highlighted specific games and developers that resonated with them, showcasing the breadth and influence of the Flash gaming era. Some discussed Flash's accessibility as a development platform, enabling a generation of amateur game creators. Others lamented the loss of these games due to Flash's demise and the challenges of preservation, with a few mentioning BlueMaxima's Flashpoint project as a valuable preservation effort. The technical limitations of Flash, which fostered creativity, were also a topic of conversation.
Aras Pranckevičius details a technique for creating surface-stable fractal dithering on the Playdate handheld console. The core idea is to generate dithering patterns not in screen space, but in a "surface" space that's independent of the rendered object's movement or animation. This surface space is then sampled in screen space, allowing the dither pattern to remain consistent relative to the object's surface, avoiding distracting "swimming" artifacts that occur with traditional screen-space dithering. The implementation uses a precomputed 3D noise texture as the basis for the fractal pattern and leverages the Playdate's CPU for the calculations, achieving a visually pleasing and performant dithering solution for the device's limited display.
HN commenters generally praised the visual appeal and technical cleverness of the dithering technique. Several appreciated the detailed explanation and clear diagrams in the blog post, making it easy to understand the algorithm. Some discussed potential applications beyond the Playdate, including shaders and other limited-palette situations. One commenter pointed out a potential similarity to Bayer ordered dithering at higher resolutions, suggesting it might be a rediscovery of a known technique. Another questioned the "surface stability" claim, arguing that the pattern still shifts with movement. A few users shared links to related resources on dithering and fractal patterns.
No Man's Sky's "Singularity" update dramatically expands the universe with billions of new stars, planets, and moons within newly generated galaxies. It introduces a new narrative focused on robotic consciousness and the mysteries of the Atlas, along with new robotic companions, enhanced visuals featuring improved lighting and shadows, revamped trading posts and settlements, and a streamlined inventory system. Players can now construct their own robotic bases and explore abandoned derelict freighters. The update also adds new starship technologies and expanded lore related to the game's overarching narrative.
Hacker News commenters generally expressed cautious optimism and some cynicism towards No Man's Sky's "Fractal" update. Several users highlighted the game's history of overpromising and underdelivering at launch, questioning whether this update would genuinely offer substantial new content or simply be another visually impressive but shallow addition. Some praised the developers' perseverance and ongoing support for the game, acknowledging its significant improvements since release. Others debated the technical feasibility and meaningfulness of generating "billions" of planets, with some suggesting it's primarily a marketing tactic. A few users expressed excitement about the prospect of exploring new, more varied planetary environments and the potential for enhanced gameplay. There was also discussion about procedural generation techniques and the limitations inherent in creating truly unique experiences within such a vast, procedurally generated universe.
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.
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https://news.ycombinator.com/item?id=43459361
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.
The Hacker News post titled "The Game Designer Playing Through His Own Psyche" (linking to a New Yorker article about game designer Jason Rohrer) has generated a moderate number of comments, mostly discussing Rohrer's work, his philosophical approach to game design, and the nature of art and creativity.
Several commenters express admiration for Rohrer's unique approach to game design, highlighting his focus on exploring complex themes and emotions through minimalist mechanics. They appreciate his willingness to experiment and push the boundaries of the medium, creating games that are thought-provoking and emotionally resonant. Some mention specific games like "Passage" and "One Hour One Life" as examples of his innovative work.
A recurring theme in the comments is the discussion of Rohrer's apparent shift in focus from traditional game design to more philosophical and artistic pursuits. Some commenters speculate on the reasons for this shift, suggesting that it might stem from a desire to explore deeper questions about life, meaning, and the human condition. There's a sense of respect for his artistic evolution, even if some express a preference for his earlier, more game-focused work.
Some commenters delve into the specific philosophies mentioned in the article, such as existentialism and absurdism, and how these philosophies manifest in Rohrer's games. They discuss the idea of using games as a medium for exploring complex philosophical concepts and the potential of interactive art to engage players on an emotional and intellectual level.
A few commenters express skepticism about Rohrer's approach, questioning the depth and meaning of his work. They argue that some of his games might be overly simplistic or pretentious, and that the philosophical themes might be superficial or underdeveloped. However, even these critical comments contribute to a nuanced discussion about the nature of art, the role of the artist, and the subjective interpretation of creative works.
There's also a thread discussing the challenges of making a living as an independent game developer, particularly one who focuses on experimental and unconventional projects. Commenters acknowledge the financial pressures that can influence artistic choices and the difficulties of balancing creative vision with commercial viability.
Overall, the comments on the Hacker News post provide a thoughtful and engaging discussion about Jason Rohrer's work, his philosophical influences, and the broader context of art, game design, and the creative process. While there's a mix of perspectives and opinions, the overall tone is respectful and demonstrates a genuine interest in Rohrer's unique approach to his craft.