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Cake day: June 16th, 2023

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  • The last time I was handing out candy at my old neighborhood, kids would ring the doorbell but then they’d just stand there and stare at me until I handed them candy. You’re supposed to say “trick or treat”!

    Now I live in an apartment, so I don’t get trick-or-treaters. (I have candy just in case, but nobody ever knocks.) My roommate went to hang out with his sister and hand out candy at her place, and apparently their neighborhood has decreed that trick-or-treating ends at 7 sharp now so that nobody is out after dark? I don’t get it. I thought staying out late (and, for teens, potentially unsupervised) was part of the fun!
















  • Open-ended, “sandbox” style MMOs are a lot trickier to get right than “theme park” style ones like Star Wars: The Old Republic. Games like SW:TOR require a lot of content to be developed, but you can at least be pretty sure that if you develop fun quests then players who like questing will have fun.

    For a “sandbox” style MMO, you have to design systems that lead to interesting player interactions… and then hope players actually interact. This is complicated by the market share for sandbox games being smaller overall, meaning you can’t guarantee there will actually be a sizable player population. Also sandbox-style players are sharply divided on basically every topic from “how much PvP should there be” to “how much grinding should there be” so you quickly find yourself either targeting increasingly narrow slices of players or trying to appeal to multiple playstyles at once, which is even harder.

    I think this is why sandbox games have mostly moved towards smaller worlds and self-hosted servers, like ARK and Rust, where they can thrive with small player counts and individual play groups can tweak the experience to better suit their needs.