this post was submitted on 03 Sep 2025
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[โ€“] fibojoly@sh.itjust.works 3 points 2 days ago (1 children)

You sound like a GM/Gamedev :D I'm glad I'm not the only one having this sort of internal thoughts, haha! Stuff like : how does one model a shopping trip as a social activity, making the simulation challenging, yet fun. How to make people who like that sort of things feel rewarded by engaging with the subsystem, while making it accessible for people who ain't sure but might dip a toe in it, and without punishing people who don't want to engage in that sub game.

[โ€“] sp3ctr4l@lemmy.dbzer0.com 3 points 2 days ago* (last edited 2 days ago)

Hehe, thanks!

I've never actually GM/DM'd a tabletop game, but I have spent a looooot of time combining mods, been on a mod team as a tester/brainstormer, run loosely in some actual game dev circles (good amount of early modders from the 00's went on to make their own studios or get hired) written my own stuff, my own mods and gamemodes...

I've been a data analyst by training and trade for a while, but uh LOL nobody in C Suite (nor just generally really) listened to the shit I was saying, now the economy is collapsing, now I don't have that line of work anymore.

So, someday, I would very much like to just actually make a game.of some kind, something sort of like Kenshi, a kind of... immersive sim, but also a world sim, but also in at least decent 3D, as opposed to most attempts at something like this that are ususlly 2D... been brainstorming what it would look like, how it would work for quite a while...

Frankly I would have already truly started were it not for getting very seriously injured a while back... still doing PT everyday, I am getting to the point I could maybe actual start real dev work in a month or two, after almost a year of PT, bleck

But anyway, yes, if you're autistic enough lol, and humble enough, amd curious enough, you can probably figure out a way to pretty accurately 'gamify' almost anything.

One trick often ends up being finding the right place to land between extremely realistic snd comprehensive full simulation... and something that is simple enough to run on common hardware, but also gets you to like, 95% to 99% of the fidelity, the breadth and depth of possibilities...

The other trick is being clever with 'rules', have them work with each other in subtle and complex ways, ... unironically, 'synergize'... and also being willing to completely throw them out and rework them in the early stages... a solid immersive experience needs a very solid and stable conceptual foundation.

I see so many 4X and Grand Strat games where they still basically can't really pull this off, and the games ship with glaring exploits built in, the actual game is just figuring out how to cheese the broken meta because the AI is stupid overpowered in some ways, but is fundamentally moronic in many other ways.

Maybe its from my past as an alpha/beta tester, but yeah I really wish studios and publishers gave more of a shit about proper testing and feedback at a very early stage...

But on the other hand, I guess in a way I can't blame them: people keep getting tricked by marketing and fanboy/girlism and keep buying what is imo uninteresting slop.

Ok I have to cut myself off from rambling or I will not stop lol.