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LLMs in Games - Infinite Stories, or Infinite Hype? - Chris Simon | grokludo 13
27 Oct 2025
00:53:59
Chris Simon is a technologist who's given talks about AI, specifically LLMs, or Large Language Models such as ChatGPT.
AI is going to be an increasingly big topic in games. From things like art generation, code generation, to chat moderation, to dynamic difficulty systems, and all the way to engineless games that use a neural network to generate images based on user input. And there are many more.
So it's a topic we'll probably return to, but one of the biggest ways people are using LLMs is in story generation and dialogue. The idea here is that one could chat to an NPC indefinitely, or let a robotic Dungeon Master do all the work.
Chris Simon says it's not so simple. And I'm kind of glad he's the first person on grokludo to talk about AI. Because just as many games and NPCs will use the enterprise models as a foundation, all our future AI chats will use this interview as a foundation, about the hidden costs of AI in games.
Timecodes: 00:00 - Intro 01:45 - Epistemological statements 06:12 - Can LLMs tell infinite stories? 16:42 - Are locally hosted LLMs ethical? 18:00 - Harmful human reinforcement training 21:30 - Inherent biases in LLMs 24:45 - Jailbreaking - intentional and otherwise 30:00 - The Sycophancy Problem 33:10 - How biases could seep into games 39:40 - The silly and the tragic ways to break LLMs 42:00 - Human brains vs neural networks 48:48 - Who wants a regression to the mean?
Follow on BlueSky: https://bsky.app/profile/thejunglist.bsky.social
Creating Counter-Strike, Leaving Valve, & Starting From Zero - Minh Le | grokludo 12
20 Oct 2025
00:29:52
Minh Le, also known as Gooseman, is best known for creating the world-conquering Counter-Strike. It started out as a small Half-Life mod, and now sells out the largest stadiums around the world as one of the greatest esports of all time.
In 2006, Gooseman left Valve to make Tactical Intervention. Since then, he's worked on Rust, Black Desert Online, and now he's got a new game, Alpha Response, marrying his traditional semi-realism with co-op PvE heavily inspired by Left 4 Dead.
I never miss a chance to talk to Goose, and since we've talked before about tracking the genealogy of game mechanics on this podcast, I also wanted to quiz him on the industry's trend towards static recoil patterns in gunplay, which Counter-Strike popularised.
Timecodes: 00:00 - Intro 01:15 - Alpha Response 03:06 - Challenges in retaining players 06:39 - Stop Killing Games 11:31 - Taking inspiration from Left 4 Dead 17:18 - The style of game Gooseman likes to make 19:10 - Playing and watching modern CS 20:50 - FPS moving towards static recoil patterns 25:35 - Leaving Valve, making artistic leaps
Alpha Response is in Early Access now on Steam, and you can get it now.
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Games Are Outpacing Classification Systems - Margaret Anderson | grokludo 3
18 Jul 2024
01:13:13
Margaret Anderson became Director of the Australian Classification Board in 2013, a time when it still made opaque decisions and wasn’t prepared for the tidal wave of gaming content that would come in the following years.
She talks to grokludo about declassifying the classifications as it were, and dealing with the multiple challenges that games created as a fast-moving technology that vastly outpaces the laws written to regulate it.
On the way we cover Australia’s debate over whether or not to have an R18+ rating for games, the quagmire of loot boxes and gambling content in games, and some fun stories about what it was like at the Board in these big moments.
Chapters: 00:00 - Intro 01:00 - How games are rated differently 12:00 - The R18 Rating Debate in Aus 14:58 - What Margaret wishes people knew 20:37 - How classifying games works 25:08 - Publishers changing games after classification 28:47 - Diversity is the Board’s strength 34:30 - Watching disturbing content 38:40 - Funniest thing the Board was blamed for 41:08 - Margaret hates the C word 43:45 - Defending anime to the Aus Senate 46:43 - How do we get meaningful change on loot boxes? 56:31 - What responsibility do industry bodies have around loot boxes? 1:00:20 - An idea for ratings based on types of fun 1:05:08 - What Margaret misses about the board 1:08:03 - Today’s Classification Board 1:09:08 - Prisoner’s Aid NSW
The latest Digital Australia report by Jeff Brand: https://igea.net/wp-content/uploads/2021/10/DA22-Report-FINAL-19-10-21.pdf
Prisoners Aid links: prisonersaidnsw.org matesonthemove.org
Follow Junglist at @TheJunglist
grokludo.com to subscribe and get emails!
Where Studios Go Wrong - Paul Tozour | grokludo 2
15 Apr 2024
01:09:12
Paul Tozour is saying exactly what the industry needs to hear right now. Backed with data from his 2015 study titled The Game Outcomes Project, he's fictionalised the data in his new book The Four Swords: A Parable of Leadership, Video Games, and Dead Dragons.
Tozour goes through his lessons for studios, publishers, managers, and creatives, able to definitively describe what leads to a successful studio and point to the data that proves it. In this moment of post-largesse layoffs, these lessons are even more important.
And there are plenty of wacky stories from his time in gamedev to boot!
The Game Outcomes Project Part 1: https://www.gamedeveloper.com/business/the-game-outcomes-project-part-1-the-best-and-the-rest The Game Outcomes Project Part 2: https://www.gamedeveloper.com/business/the-game-outcomes-project-part-2-building-effective-teams The Game Outcomes Project Part 3: https://www.gamedeveloper.com/business/the-game-outcomes-project-part-3-game-development-factors The Game Outcomes Project Part 4: https://www.gamedeveloper.com/business/the-game-outcomes-project-part-4-crunch-makes-games-worse The Game Outcomes Project Part 5: https://www.gamedeveloper.com/business/the-game-outcomes-project-part-5-what-great-teams-do
Paul's series on decision modeling: https://intelligenceengine.blogspot.com/2013/07/decision-modeling-and-optimization-in.html
The Four Swords: https://www.goodreads.com/book/show/195019998-the-four-swords
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Follow Junglist at: twitter.com/thejunglist
How Morality Bars Influence Your Choices - Malcolm Ryan
19 Mar 2024
00:25:21
Malcolm Ryan from Macquarie University speaks about his study that shows how suggestible we can be if a game's morality meter tries to nudge us in a certain direction... provided certain conditions are met beforehand.
Even when players think they're ignoring the morality meter, the results say different!
Read the study here: https://journals.sagepub.com/doi/full/10.1177/15554120211017040
Play the game, The Great Fire, here: https://moralityplay.itch.io/the-great-fire
Ryan et al's paper on the four-component model of moral psychology can be found here: https://press.etc.cmu.edu/file/download/924/b557cd42-6151-4ecf-a8f8-d2c18bdfd27c
Follow Malcolm Ryan's work at Morality Play: https://moralityplay.org/
Follow Junglist: twitter.com/thejunglist
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Playing God with Galactic Cellular Automata in Stars Reach - Raph Koster | grokludo 11
13 Oct 2025
01:31:55
Raph Koster has helped forward our understanding of game design for decades.
He's the author of A Theory of Fun, a must-read for game designers. He was lead designer on the pioneering MMO Ultima Online, and led the creative team on Star Wars Galaxies.
Now he's back with a new MMO called Stars Reach, built on 3D cellular automata system that simulates everything in the galaxy. The game's not out yet, and already the stories emerging from this kind of simulation are hard to compare with anything else.
So strap in, we're going pretty deep into game design theory - that's what grokludo is for! - and in the second half, we cover what to expect from Stars Reach.
Timecodes: 00:00 - Intro 01:05 - Most games are copies of others 02:58 - What videogame designers can learn from board games 06:18 - Separating mechanics from aesthetics in policymaking 13:00 - Different kinds of randomness 16:05 - Kriegsspiel, Ur, and other early games 25:50 - Do modern games satisfy modern compulsions? 31:20 - Games criticism focusing on aesthetics 34:55 - The art game movement of the early 2000s 39:15 - Using ludo-narrative dissonance as a tool 43:20 - The Pascal's Wager in A Theory of Fun 47:20 - Don't get Junglist started on Dark Souls 50:15 - Do game design lessons line up with cognitive psychology? 56:00 - Studying government styles for MMO design 59:40 - The "designer's dream game" trope 1:05:50 - Stars Reach's cellular automata system 1:13:13 - Sustainability despite player terraforming 1:18:30 - Solving the problems of biology 1:21:50 - Terraforming and PvP 1:24:20 - Scaling the galaxy with adaptable sectors 1:27:45 - The dangers of fire and water
A Theory of Fun: https://www.theoryoffun.com/
Stars Reach: https://starsreach.com/
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Owning Game Mechanics? Making Sense of Nintendo's Patents - Kirk Sigmon | grokludo 10
06 Oct 2025
00:47:26
Kirk Sigmon is an attorney at Banner Witcoff , and an expert in patent law.
He joins us this week to make sense of the wild, and complicated situation in which Nintendo and The Pokemon Company are posturing towards US litigation against Pocketpair, the maker of Palworld. Litigation in Japan is already underway.
In the process, Nintendo has secured patents for game mechanics that look a lot like what we've already been playing for the last 30+ years.
There's patent activity relating to mounts and the quick-switching of mounts. There are patents about throwing an object to capture a character. And very recently, a new patent was secured that covers the summoning of a character.
This is a complicated and niche field, so we first cover some basics of patent law, before getting into the dirty details of what's been called "by far the most aggressive patent enforcement any game maker ever attempted against a rival."
00:00 - Intro 01:42 - What good patent law looks like in games 05:58 - How often do mechanics get patented? 07:50 - Nintendo pursuing patents after Palworld's release 14:00 - Reading patent claims is torture 16:34 - Nintendo curving patents towards litigation 23:22 - Patenting a summoning mechanic 26:35 - Limited resources at the patent office 30:53 - Where has patent law done well, and where poorly? 33:30 - The Inter Partes Review system 37:24 - Why not pursue litigation on the art style instead? 41:48 - Attack on the mod space as "prior art"
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Measuring Distress Against Loot Box Spend - Aaron Drummond and Jim Sauer | grokludo 9
29 Sep 2025
00:41:45
Aaron Drummond and Jim Sauer are associate professors at the University of Tasmania, and recently released a paper looking at loot box spending measured against distress, when normalising for disposable income.
The two have studied a range of issues in games, such as the effects of violent games on aggression, and the impacts of gaming on learning. But when they started researching loot boxes, things were very different.
Find Aaron and Jim's study here: https://royalsocietypublishing.org/doi/10.1098/rsos.231264
Timecodes: 00:00 - Intro 00:46 - Do loot boxes cause distress? 04:16 - Skinner box systems in games 12:00 - Disposable income and "whales" 18:39 - Why loot box research isn't just a moral panic 26:24 - The limitations of current research 31:47 - Violent games blamed regularly in killings 35:51 - Intrinsic and extrinsic rewards intertwined 38:40 - Final words
Thank you for watching and I hope you enjoy!
You can support grokludo and get updates in your inbox at grokludo.com!
The Loot Box Lab Mapping Policy vs Practice - Leon Xiao | grokludo 8
22 Sep 2025
01:12:49
Leon Xiao is an Assistant Professor at the City University of Hong Kong. After doing his PhD in loot boxes, he's released papers charting the loot box regulation landscape, and measuring compliance.
Coverage of his work has been picked up by mainstream media such as the BBC and the Guardian, and GamesIndustry.biz publishes his yearly loot box state of play report.
Today Leon gives us a zoomed out view of loot box research.
In the intro I mention Leon's thesis, which comprehensively covers loot box regulation and compliance. You can find that here: https://osf.io/preprints/thesiscommons/af8ev_v1
The last Loot Box State of Play can be found here - https://www.gamesindustry.biz/loot-box-state-of-play-2024-another-trip-around-the-world-of-regulation
Timecodes: 00:00 - Intro 00:48 - Leon Xiao's program 03:47 - Gaming Disorder and older adults 07:30 - What do we know for sure about loot boxes? 11:30 - Loot box movements to be aware of in 2025 18:10 - Low compliance to industry self-regulation 32:43 - Gambling aesthetics vs gambling mechanics 50:26 - "The science isn't in yet" 56:20 - What could researchers do with industry data? 1:04:42 - Comically obtuse disclosure of loot box odds 1:08:32 - Should we all complain to regulators?
Thank you all!
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Manipulating Players for Good? - Ejnar Hakonsen | grokludo 7
19 Aug 2025
01:04:55
Ejnar Håkonsen has studied the light and dark sides of player manipulation. He’s designed matchmaking and pay-to-win systems himself, and he’s theorycrafted in pay-to-win games with top-ranking whale guilds, to understand the strategies they use.
Years ago, he designed a multiplayer system that used manipulative practices for positive ends. It used commendations in kind of a genius way to reduce toxicity by weaponising a player’s ego against them.
He recently posted a Reddit thread about it which effectively open-sourced the design and had enormously positive feedback, which can be found here: https://www.reddit.com/r/gaming/comments/1m86pfb/my_job_is_to_psychologically_manipulate_gamers_as/
Although the game studio had to pivot away from that core design and the system was never implemented, game designers have been expressing their desire to implement similar systems.
Today, we talk to Ejnar about how his "friendship engine" system works, and how we can take that system in new directions.
If you're a game maker and start using this or a similar system, let Ejnar know! His LinkedIn is found at: https://www.linkedin.com/in/ejnarh/
If you want to read the article mentioned about rolling with top-ranking whale guilds and how the maker of a pay-to-win game lost much of its community, here's the link:
Apologies for the audio issues in the early part of the podcast, I switched to my backup mic at around 8 minutes in.
Chapters: 00:00 - Intro 00:37 - Ejnar's history in hypnosis 07:53 - Joining BetaDwarf 11:19 - Getting investors to think long-term 16:14 - Why game designers intuit psychology 20:50 - How Ejnar's frienshipping engine works 32:15 - The parallels between hypnotism and game design 36:17 - The Brilliance and Perils of Heroes of the Storm 41:10 - Blizzard's shortsightedness in cancelling HOTS 42:15 - What kinds of loot box are toxic? 50:33 - A database of friends, PvP, and too much social proof 57:44 - How Russia's invasion and covid affected development 59:28 - The next steps for this system
An Open-Sourced Funding Model for Indies - Rand Fishkin | grokludo 6
10 Apr 2025
00:42:40
Rand Fishkin is an icon in the SEO space who recently started a game studio and is making a new indie game, Snack Bar at the End of the World.
Rand’s open-sourced method for indie developers seeking investment is mainly about leveraging your network, whether large or small, to get the funds needed to make a game. It doesn’t matter if you have millionaire circles or just normal friends, school alumni, family, etc – the system aims to be adaptable to your situation.
You can find these documents and a write-up here: https://sparktoro.com/blog/snackbar-studio-raised-2-15m-using-sparktoros-funding-model-and-were-open-sourcing-the-docs/
You can also follow Snackbar Studios and Snackbar at the End of the World at: https://snackbarstudio.com/
Chapters: 00:00 - Intro 00:56 - From SEO to making games 06:10 - Including a message without being on-the-nose 10:37 - Sim-City’s systems vs Nimbyism 13:44 - Open-sourcing Snackbar Studio’s investment process 18:04 - Contra the belief that marketing is icky 25:20 - Rand-style analytics in the games market 31:37 - Do the best games rise to the top? 35:40 - Rising above the noise on games marketplaces
As always, you can subscribe to grokludo.com or right here on Youtube for more!
Loot Boxes vs Consumer Law - Maarten Denoo | grokludo 5
30 Oct 2024
00:34:23
Maarten Denoo has been active in the Belgian gaming scene as an academic and journalist for years, releasing papers that cover loot boxes and the progress of policy around gambling in games.
This episode covers the recent research around loot boxes, and gets a frontline view of Belgium's loot box ban, as well as uncovering a possible new avenue of attack: Consumer law.
0:00 - Intro 0:52 - An overview of loot box research 5:18 - Maarten's loot box study 9:37 - The problem with equating gambling and loot box research 11:54 - The nature of chance 16:58 - Pushing responsibility onto players 20:10 - New definitions for loot boxes 21:40 - Consumer law as a new tool versus loot boxes 23:46 - Non-compliance in Belgium's loot box ban 33:07 - The content ecosystem around gambling in games
Remembering Kotaku AU - Seamus Byrne, Mark Serrels, Alex Walker, David Smith | grokludo 4
23 Sep 2024
01:17:07
Kotaku AU has closed. To me and many others, it held a special place in Australia's gaming history. So this is part memorial, part group therapy session, part insider discussion for everyone else's understanding, in which I've gathered former editors of the site to talk about its beginning, middle, and end.
Mark Serrels and Alex Walker had the longest tenures as editor of Kotaku AU, and David Smith was editor during its final years. Seamus Byrne started as editor of Gizmodo, and later became publisher of Allure's tech suite.
The baseball has never been more inside -- but through that kind of insider discussion, hopefully there's an increased understanding of what made Kotaku AU special, and the current environment of dying games media. (And dying media in general)
Chapters: 00:00 - Intro 01:11 - How Kotaku AU started 09:35 - Mark Serrels' introduction to Kotaku AU 14:50 - Bringing on more writers 16:23 - Bringing on Alex Walker 21:30 - Seeing Kotaku AU end & the implications 28:10 - Campaigning for an R18 rating for games 31:23 - Mentorship and getting the right people 35:25 - Seamus' journey with independent media 40:32 - Kotaku AU's challenges towards the end 50:00 - Mark's favourite posts 52:00 - Readers bringing Mark gifts 54:48 - Kotaku AU's special place in media 1:00:30 - Our favourite unhinged posts 1:08:30 - What the world should know about Kotaku AU