Lowbo | 就是萝卜

@lowbo.io

https://www.lowbo.io/ Senior Game Designer. Formerly Sprocket Games, Riot Games R&D, LoL game modes, etc. 我会说一点中文(普通话)。PNW. 🏳️‍🌈

I am often deeply moved by comments on youtube videos of old songs. It may not be the most skilled poetry, but the sincerity of the message is so powerful to me.

Sometimes I worry about you, the stranger reading these words through a screen in the dark. The stranger who is fighting a war by yourself. It’s not easy being you but you do it to the best of your abilities. It’s not easy being you and yet you survive on nights like this. You inspire me so much despite being a stranger. You inspire these words as you continue to fight for the love you deserve. I know it feels like moving on is impossible and sometimes you don’t even know where to start but I hope you know that there’s a power that lives within you. A power that no one can destroy. A power that can be used to set yourself free. sometimes I worry about you but then I remember how strong you are. I believe in you. Please believe in yourself. Take care.

so I am obviously biased but if you’re interested in smart thinking about game design I think this starter pack is your best quick resource on social media for it. sorry in advance for my contribution of all the animal pics to it.

Polaris Game Design@polarisgamedesign.com · 10mo ago

Hello, Bluesky! If you love thinking, talking, and/or writing about game design, check out our starter pack! go.bsky.app/AsBK784 We're an organization committed to tackling the toughest problems in games and sharing what we learn with the world!

I think smaller teams make better games. I think happy people make better games. I think every studio should be thinking of the team as their #1 product and strength, and the games are the OUTPUT of that team. People should be trained, given opportunities, given reasons to WANT to be there

About this second principle, which is VERY important: I often find myself designing and tweaking to pre-empt the complaints that I have internalised after years of community management. But when you do that, you're designing for the wrong person. Design it for the sicko who gets you completely

Aaron Lim 林家丰@ehronlime.bsky.social · 11mo ago

Playtesting Is Play is one I bang on about a lot but that’s maybe not so obviously applicable. Maybe “Don’t make the game for people who won’t like it”. Call it “sickos only” or “every game it’s player”.

This one is kind of silly since it's named after the thing i want to avoid, but "butter sword syndrome" is an issue where your attacks don't feel like they have any impact upon the enemy. I usually try to avoid it by giving the player attacks plenty of push, even against tougher mobs and bosses.

Kate Gray@hownottodraw.bsky.social · 11mo ago

What's your number one personal game design principle? And even better - does it have a cool name?

Oh, this one is huge for me too. The Principle of Charity is vitally important in any philosophical endeavor, which includes game design. This applies both internally and externally - sometimes thinking through an idea that's awful at first will lead to someplace productive.

Mitch Dyer@mitchyd.bsky.social · 11mo ago

Imagine the good version. Life-altering advice from the pal Tom Bissell, I rely on this literally every day and it guides every choice I make. It's easy to assume something won't work, or be too hard. But the second I zoom out and exhale and imagine the good version...the road to victory appears

Do, Don't Show. Don't build your systems to look like the cool things are happening, actually let your player do those cool things. Build your systems simple so the player has rules they can follow to create more surprising, emergent moments they'll actually remember.

Mine is "don't waste the player's time," and there are a couple of additional design principles that derive from that. My favorite follow-up is the idea that a game should still be fun even when the player thinks they're losing.