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TitlePub. DateDuration
Game Economics, Player Interdependence, & the Oxytocin Opportunity - Ramin Shokrizade | grokludo 2712 May 202600:43:19

Over 20 years ago, CCP Games released EVE Online, a massively multiplayer space game, promising huge fleet battles, and an open, player-controlled economy. But within months, that economy was headed for disaster.

This week's guest is Ramin Shokrizade, who later wrote about recommending an economic intervention that saved EVE Online. That story was later picked up by evangelists for Georgist economic theory, these are the writings of Henry George, who mainly talked about land tax, and held up as an example of proof that Georgist theory is correct.

This has become almost a piece of internet lore, where certain communities quote Ramin's recommendations as a success for Georgism. What I had never seen before, is Ramin's take on that. 

We'll get that take today, and talk the open economies games used to have, before they were controlled by publishers.

Ramin has also written about the benefits of oxytocin, and dangers of excessive dopamine targetting, and I've actually been looking for someone to speak on this, especially because of some recent research which we'll get into later.

Enjoy!

Playing Empire Games With Descendants of the Colonised - Mary Flanagan | grokludo 2628 Apr 202600:51:38

What do we talk about when we talk about 4X?

We think about abstract systems, resource management, efficiency, growth... But what about all the invisible things that go along with eXploitation, and eXtermination?

Mary Flanagan is a game designer, and academic, and the author of Playing Oppression: The Legacy of Conquest and Empire in Colonialist Board Games.

The book looks at the history of board games and how they encoded the values of the time and place they were in. From ancient games, through to the explosion of complex strategy systems and 4X.

For those unfamiliar, 4X is a subgenre that typically involves large colonial empires. The 4 Xs are Explore, Expand, Exploit, and Exterminate. In the fantasy of the game, we play the decider, not just moving resources around for efficiency, but also deciding the fate of those crushed under the boot of empire. 

To better understand the other side of the story part of Mary's research involved sitting down and playing these games with descendants of the people who've been exploited and exterminated. 

4X games are fun, I love them, they scratch that efficiency and optimisation part of my brain. This isn't about saying they're bad, or that players are incapable of separating games from life. It's just good to take a step back sometimes and analyse the underlying assumptions of things.

And, a large part of our Western civilisation, and indeed its values, are built on the flawed concepts of terra nullius, might makes right, and always being ashamed of the last colonial project, while denying the current one.

Mary joins us to talk about how these values are encoded in our games.

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Find Mary's book, Playing Oppression, here:
https://direct.mit.edu/books/oa-monograph/5547/Playing-OppressionThe-Legacy-of-Conquest-and

Find Mary's games, including Monarch, here:
https://resonym.com/

---------------------------------------------------------------------

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

I always write a bit more on the grokludo website:
https://grokludo.com/

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

Follow on BlueSky:
https://bsky.app/profile/thejunglist.bsky.social

Podcast:
https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
https://podcasts.apple.com/us/podcast/grokludo/id1736667050

The Inconvenient Truths of 'Stop Killing Games' - Paul Kilduff-Taylor | grokludo 1724 Nov 202500:57:32

Gaming has an end-of-life problem.

While we've made some progress in preserving games as cultural artifacts, new questions have arisen about when it's okay for publishers to end support for their games, and what that means.

Paul Kilduff-Taylor is an indie dev and publisher with multiplayer games such as Frozen Synapse under his belt, which I've been playing since 2011.

In a subject area that's been sorely lacking in nuance, Paul has been trying to communicate some inconvenient truths about the complexities of end-of-life support. 

You can find Paul's recent blog post on Stop Killing Games here: https://modecollapse.substack.com/p/stop-killing-games-will-become-an

Timecodes:
00:00 - Intro
01:28 - Remembering Frozen Synapse
05:35 - Stop Killing Games
10:44 - Govt regulation vs industry self-regulation
28:26 - How liable should publishers be
32:50 - Middleware solutions
41:00 - Can any legal language capture everything we need?
44:15 - Regulators in Australia
48:37 - Paul's hilarious press releases

---------------------------------------------------------------------

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

I always write a bit more on the grokludo website:
https://grokludo.com/

YouTube:
youtube.com/@TheJunglist

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

Follow on BlueSky:
https://bsky.app/profile/thejunglist.bsky.social

Podcast:
https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
https://podcasts.apple.com/us/podcast/grokludo/id1736667050

The Game Club's Cheat Code for Community - Guy Blomberg and Shay P Leighton | grokludo 1617 Nov 202500:53:16

Guy Blomberg and Shay Leighton have started a book club. It's called The Game Club, because it's not really about books, it's about games. But it's not really about games, it's about friends.

With loneliness on the rise, these two excel at bringing people together. Blomberg has been behind several conventions such as PAX and DreamHack, as well as GIG, the Games Industry Gathering. Leighton is a community organiser who gives talks to unions, activists, and more.

Using the standard book club model, The Game Club sends members an interesting game every month with prompts, for people to meet up and discuss. So far, so normal, but behind it all is extensive research into loneliness and community building, and I had a few discussion prompts of my own, about how a hobby with automatic guild invites and elo matchmaking can ditch the mantra of "alone together", and simply be together.

Timecodes:
00:00 - Intro
01:33 - Why don't we play together anymore?
03:52 - Our cognitive limits for friendships
09:35 - How important is it to meet in person?
11:30 - The health benefits of friendship
16:09 - What makes the friendships high quality
18:25 - We don't play the same games anymore
21:48 - The technical limitations of a game club
27:26 - The quiet part
30:15 - Articulating why you hate something
31:30 - Having tough conversations
37:09 - How male friendships differ
40:00 - How do we replace missing institutions?
44:22 - Size limits on chapters
45:56 - The AI companion space
50:30 - The next business venture
51:09 - Joining The Game Club

How to Experience Games as Art - Tracy Fullerton | grokludo 1510 Nov 202501:01:35

Tracy Fullerton is head of the renowned games lab at the University of Southern California, and is on the Board of Directors for Square Enix, and Games for Change. 

For years, her book Game Design Workshop has taught pixel pushers that finding the fun is a process, not a vision. And her students include the makers of Journey, Threes!, and Outer Wilds, among others.

Her new book is called The Well-Read Game, and she joins grokludo to talk about a deeper way of playing games, building on things like reader-response theory, and arguing that it can not only be adapted to games, but in some ways, games are even more of a natural fit for a reading, than a book.

Timecodes:
00:00 - Intro
01:07 - Why well "read"?
05:45 - The importance of journaling
09:36 - Games as art
18:12 - A new way of playing games
28:00 - What games are best for readings?
36:14 - What games have a variety of readings?
40:53 - Leaving out info to encourage interpretation
49:40 - Creating a suitable space to talk about games
58:21 - Advice for creating book clubs for games

You can find The Well Read Game here: https://www.thewellreadgame.com/

—---------------------------------------------------------------------

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

I always write a bit more on the grokludo website:
https://grokludo.com/

YouTube:
youtube.com/@TheJunglist

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

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https://bsky.app/profile/thejunglist.bsky.social

Podcast:
https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
https://podcasts.apple.com/us/podcast/grokludo/id1736667050

Mechabellum Evolved Autobattlers, but One Problem Remains Unsolved – Wen You Ge | grokludo 1403 Nov 202500:57:16

Wen You Ge, also known as Bearlike, leads the team working on Mechabellum, the premier 1v1 autobattler. These games give you NO control over the battle. It's all about setting up your troops beforehand, with smart positioning and synergies, and watching it play out.

Autobattlers were catapulted to fame with Autochess, and its variants, such as DOTA Underlords, Teamfight Tactics. These games were compelling, but flawed. An overreliance on randomness meant sometimes you'd face the exact same opponent multiple times, with the exact same boards, but with different winners, due to the roll of a die. 

Mechabellum takes autobattlers in a more deterministic direction. It's balanced, skill-based, and competition-worthy. But that type of thing doesn't just happen. So today Bearlike talks about the interesting design problems they had to solve to move the genre forward, and one big problem they haven't solved.

00:00 - Intro 
01:22 - Mahjong, Poker influences
08:30 - RnG in autobattlers
15:57 - Positional play vs numerical modifiers
17:10 - Add a ball
19:45 - The moment when it all came together
23:45 - Agency vs randomness
31:04 - How unit techs solved multiple problems
36:00 - Mechabellum's unsolved problem
42:30 - The purpose of buildings in Mechabellum
47:40 - How different elo levels respond to changes
50:09 - Battle Aces' big bet on micro
56:03 - Bearlike's music review

—---------------------------------------------------------------------

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

Grokludo website:
https://grokludo.com/

YouTube:
youtube.com/@TheJunglist

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

Follow on BlueSky:
https://bsky.app/profile/thejunglist.bsky.social

Podcast:
https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
https://podcasts.apple.com/us/podcast/grokludo/id1736667050

—---------------------------------------------------------------------

#gaming #mechabellum #bearlike

LLMs in Games - Infinite Stories, or Infinite Hype? - Chris Simon | grokludo 1327 Oct 202500:53:59

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 Chris Simon:

https://chrissimon.au/
https://bsky.app/profile/chrissimon.au
https://www.linkedin.com/in/chrissimon-au/


grokludo website:
https://grokludo.com/

YouTube:
youtube.com/@TheJunglist

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

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https://bsky.app/profile/thejunglist.bsky.social

Creating Counter-Strike, Leaving Valve, & Starting From Zero - Minh Le | grokludo 1220 Oct 202500:29:52

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.

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

Playing God with Galactic Cellular Automata in Stars Reach - Raph Koster | grokludo 1113 Oct 202501:31:55

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/

Sign up at grokludo.com to skip the algorithm, or catch it on Apple and Spotify podcasts!

Owning Game Mechanics? Making Sense of Nintendo's Patents - Kirk Sigmon | grokludo 1006 Oct 202500:47:26

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"

Subscribe here or on grokludo.com to get episodes in your inbox!

Measuring Distress Against Loot Box Spend - Aaron Drummond and Jim Sauer | grokludo 929 Sep 202500:41:45

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 822 Sep 202501:12:49

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!

Make sure to subscribe here and at grokludo.com for updates!

The Strategy to Stop Killing Games in the EU - Ross Scott | grokludo 2521 Apr 202601:54:50

Ross Scott is the face of the Stop Killing Games movement, which seeks to ensure games don't completely die when a developer or publisher ends support, but rather, there's an end of life plan in place that makes it reasonably playable -- after which, a compliant gamemaker has no more liability. 

Following a massive petition campaign in the EU, Ross recently spoke at an EU parliament hearing, in which many in the room were positive about the movement. It's possible that policy around not killing games will be included in the EU's upcoming Digital Fairness Act, expected to be formally proposed later this year.

After that point, the EU parliament and Council can make amendments, and there's sure to be some industry lobbying.

Ross Scott joins us this week to talk about the strategies of navigating EU politics, the discourse around the movement, and some of the more technical concerns, such as games that rely on middleware and 3rd party services, each with their own distribution licences.

---------------------------------------------------------------------

Get grokludo in your inbox at grokludo.com, or catch it on the big podcast platforms!

I always write a bit more on the grokludo website:
https://grokludo.com/

YouTube Playlist:
youtube.com/playlist?list=PL3cxb6pzUE9Z7PXjIVbmr5qiohoq5wTdo

Follow on X:
https://x.com/TheJunglist

Follow on BlueSky:
https://bsky.app/profile/thejunglist.bsky.social

Podcast:
https://open.spotify.com/show/6GMbpa2aTZi8dBa0VVbsU1
https://podcasts.apple.com/us/podcast/grokludo/id1736667050

Manipulating Players for Good? - Ejnar Hakonsen | grokludo 719 Aug 202501:04:55

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:

https://www.linkedin.com/pulse/adventures-extreme-ethnography-how-i-got-inside-view-from-h%C3%A5konsen-a2nif/


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 610 Apr 202500:42:40

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 530 Oct 202400:34:23

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.

You can find out more about the GameAble project here: https://www.gameable.info/

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 423 Sep 202401:17:07

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

Games Are Outpacing Classification Systems - Margaret Anderson | grokludo 318 Jul 202401:13:13

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

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Where Studios Go Wrong - Paul Tozour | grokludo 215 Apr 202401:09:12

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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How Morality Bars Influence Your Choices - Malcolm Ryan19 Mar 202400:25:21

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/

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ADHD, Dopamine, and Rats Pushing Levers - Clinton White | grokludo 2414 Apr 202600:56:05

There's no doubt that the modern world is very different to the one we evolved to thrive in. But that mismatch might be more pronounced for the neurodivergent mind.

Dr Clinton White has an upcoming book, Fast Mind, Slow World, which expands on the theory that at the group level, it was evolutionarily advantageous to have a small proportion of the group as neurodivergent. Whether that be ADHD, level 1 autistic, or whatever.

But modern life has different demands. How do those with abnormal attention fare in the attention economy? That includes games and loot boxes, but also social media, and everything else.

Clinton joins us today to talk about the ADHD brain, dopamine seeking, and more.

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Making Arcade-Only Indie Games for a Withdrawn World - Nikita Mikros | grokludo 2307 Apr 202601:10:37

Nikita Mikros is an indie developer that decided to focus on arcade games. And I don't mean arcade-style games on PC and console -- I mean physical arcade cabinets.

His most famous game is undoubtedly Killer Queen, a 5-on-5 arcade cabinet with retro pixel art graphics, in which your bees have three win conditions to defeat the other team's bees. 

Killer Queen is a sensation, and it's been called the revival of arcade... It's only two dollars for all ten people to play at once, which has built a strong culture of people bringing in others. It's easy to shout a whole group. And it's spawned a dedicated esports scene as well.

Nikita joins grokludo to talk about Killer Queen, game design in general, and some of the new projects he's working on.

Kriegsspiel and the Prussian Pioneers of Wargaming - Jon Peterson | grokludo 2227 Mar 202600:48:38

Jon Peterson is the author of Playing at the World, a deep dive into tabletop gaming leading up to Dungeons & Dragons, which just released its 2nd edition.

Jon is a fantastic source of knowledge on all things tabletop, and has personally traveled to several museums to see and translate wargaming publications dating as far back as the 1600s. I took the opportunity to quiz him about Kriegsspiel -- a wargame that Prussian officers used as a training tool in the 1800s.

As Jon illustrates, it's more than just interesting history; Kriegsspiel is a giant whose shoulders support many modern gaming staples.

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How Gaming Habits Affect Life, Sleep, and More - Nick Ballou | grokludo 2120 Mar 202600:47:17

Nick Ballou researches gaming habits and their effects on quality of life. He recently released a study with an unprecedented amount of data collected about gamers' play habits, and in addition to showing us his findings, the database is now open for anyone to use.

Some of the main early lessons include a confirmation that time spent gaming has no bearing on quality of life -- nor does it affect quality of sleep. In terms of study participants, there was a high representation of gamers identifying as ADHD/Autistic -- echoing the estimate of of our previous guest, Tony Attwood, who speculated that the gaming community would have a higher representation than the general public.

Timecodes:
00:00 - Intro
01:30 - Does time spent matter?
08:12 - Neurodivergence higher than expected
10:30 - Building trust with publishers
16:50 - Self-determination theory and games
20:20 - BANG (Basic Needs in Games)
30:00 - Gaming habits and demographics
32:20 - Cultural differences in datasets
35:00 - Gaming habits and sleep
41:20 - Future research, open data

Find the Open Play study here:
https://nballou.github.io/open-play-demographics/index-typst.pdf

Nick's website:
https://nickballou.com/

Nick's study on BANG:
https://zenodo.org/records/18370608

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The Evolution of Play as Our Learning Superpower - Peter Gray | grokludo 2015 Dec 202500:57:00

Why do we play? 

Not only play -- why do we play more than any other animal, and for longer? Well into adulthood?

Raph Koster, who's been on the podcast before, brought out A Theory of Fun in 2006, which aimed to put an evolutionary psychology lens over fun. The theory, was that FUN is LEARNING.

But back then, it felt more like a theory. After 20 years of new science connecting fun and learning, it's starting to feel more like fact.

So I sought out Peter Gray, research professor of psychology and neuroscience at Boston College. He's the author of the incredibly well-researched Free to Learn, as well as his Substack, Play Makes Us Human.

Peter has spent decades on the question of why we play, and how a playful state of mind is kind of a learning superpower. He joins grokludo now to talk about our evolutionary drive to play, as well as how these ideas weren't taken seriously for almost a century, and how we can use that info in designing our lives.

Find the book Free to Learn here: https://www.goodreads.com/book/show/15843125-free-to-learn

Peter Gray writes on Substack here: https://petergray.substack.com/

Timecodes:
00:00 - Intro
01:35 - Is fun just learning?
08:37 - Mammals have the most to learn
11:28 - From Karl Groos to modern times
19:10 - Hunter gather play vs agricultural groups
29:35 - The Bartle Matrix and competition
39:48 - The kids are alright
44:33 - Does social media change things?
47:15 - Should we design games for more modern compulsions?

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The Joy and Stress of Gaming With Autism - Tony Attwood | grokludo 1908 Dec 202500:50:34

**Content Warning** This episode contains discussion of depression and suicidal ideation.

For those with autism, gaming can be a great boon. Where others see social barriers, the autistic mind sees the removal of those barriers. The symptoms disappear. In the words of this week's guest, "often when you play the game, you're not autistic."

Tony Attwood is an expert in Autism, and an adjunct professor at Griffith University in Queensland. 

He ran a private practice for decades, specialising in Level 1 autism, formerly known as Asperger's Syndrome.

Among other books, Attwood is the author of The Complete Guide to Asperger's Syndrome.

This week, Attwood joins us to talk about how those with autism experience games, the positives as well as the dangers, and how we can better design habits and games around it. 

Timecodes:
00:00 - Intro
01:04 - Asperger's rolled into Autism
06:00 - The "lost generation"
07:35 - Girls and women harder to diagnose
09:38 - Media representations of autism
11:45 - Evolutionary advantages
15:00 - Emotion suppression
17:40 - Status, fame, and bullying
23:00 - Being manipulated by criminals
25:25 - Emotion regulation
28:30 - Gaming disorder
30:45 - Designing games to help people with autism
35:30 - Moderation & healthy habits
42:35 - Designing for high stress
45:25 - What Tony wished people knew

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What the Core Elements of Game Design Teach Us - José Zagal | grokludo 1801 Dec 202500:49:23

Jose Zagal is a professor at the University of Utah, teaching game design, and ethics in videogames.

In 2005 he put forward the Game Ontology Project, which attempts to break down games to its core elements, categorise them, and study them.

It's a process every science eventually comes to -- be it physics, chemistry, various fields of mathematics, philosophy, and language... Eventually you learn more by breaking it down and studying it piece by piece. Although Jose more readily compares this project to the psych ontology from computer science.

Today, Jose joins us to talk about the Game Ontology Project, and the more recent research it has led to, around goals in games, and ludo narrative dissonance, which occurs when there is a conflict between gameplay and its narrative.

Timecodes
00:00 - Intro
01:25 - History of the Game Ontology Project
11:05 - What does the ontology give us?
17:00 - Representational elements
23:48 - Game design is a bottomless pit
26:10 - Applying the ontology
30:45 - The GFI Framework and ludonarrative dissonance
46:45 - Solving the main example of ludonarrative dissonance
48:00 - The Nintendo Virtual Boy

The Game Ontology Project:
https://gameontology.com/index.php/Main_Page

The MDA framework:
https://users.cs.northwestern.edu/~hunicke/MDA.pdf

The GFI framework:
https://www.researchgate.net/publication/346426218_GFI_A_Formal_Approach_to_Narrative_Design_and_Game_Research

Find the new book on the Nintendo Virtual Boy here:
https://direct.mit.edu/books/oa-monograph/5781/Seeing-RedNintendo-s-Virtual-Boy

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