The Stochastic Game

Ramblings of General Geekery

Yesterday I busted out the old Canon DSLR and all the muscle memory came back in a few minutes… so fun! And an example of physical buttons and knobs being so much better than touch screens in many cases


Anti-union corporations going “nah you can’t agree on stuff before talking to management” has the same energy as casinos going “nah you can’t use basic math when playing card games”.


This month’s chocolate box has some spice in it! The Mayan one has gone straight to the top of my kid’s best chocolate bars ever! (I’m “meh” on it myself though)


Innerspace is still holding up! The kids were super into it, judging from the screams and laughs and falling off the couch.


Crunch in Roleplaying Games

The last episode of Ken & Robin Talk About Stuff had a great little segment on crunch, and what it means especially when it is, in practice, vastly left unused. I didn’t really agree with Robin’s theory on self-identification as “someone who plays crunchy games”, but I was definitely behind Ken’s take about the option to bring meaningful mechanics when they fit the narrative and the fun, while leaving them aside the rest of the time. You could see this as a story-driven way of handling crunch: nobody cares what kind of gas the Batmobile runs on except in that one episode in which the Joker plans to blow up Batman in his car. Nobody cares about fatigue and encumbrance rules until that one adventure that features a dangerous trek through the Endless Pits of Lava. Well… assuming you want that episode to be about perseverance and choices, of course. Like Ken, I have a fondness for GURPS and its sliding crunch scale, so that’s probably why I’m behind him on this.

But as I’ve been playing and chatting about more games in the past couple years than I ever did in the previous fifteen, I’ve been thinking about crunch a bit. And the more I think about it, the less I think it’s a simple sliding scale from “light-weight” to “crunchy”. In fact, so far, I’ve boiled it down to three axes: system crunch, silo crunch, and option crunch.

Read more…

By the way, kids, this is how you do proper game dev: an expensive Topre mechanical keyboard, and Vim (yes, that’s me here) That’s how you get featured in videos! I don’t make the rules.


Project Hot Tub: Remembering Some Cool Cancelled EA Game I Worked On

IGN has a very nice article and video about Project Hot Tub, which I worked on a bit as a Frostbite engine developer. I was part of the Frostbite cinematics team but at the time I was mostly working on the camera system (which got used on a couple projects like Anthem and one of the later Plants vs Zombie: Garden Warfare sequels… can’t remember which).

Hot Tub was gearing up to be a really fun game to work on. The kind of AAA-level game with a kid-friendly tone that you typically only find on Nintendo consoles. Remember when the most famous games were supposed to be fun, and not some gritty hyper realistic violence fest? Anyway, I was pretty sad when it got cancelled, especially given the circumstances outlined by IGN. This is the kind of stuff that happens in big corporations. Cheers to old friends who will probably get a bit nostalgic from seeing the game again.

By the way, you can see me and many other engine devs in the many shots IGN took from this Frostbite hiring/marketing video! Good times. I’m famous.


Current writing progress:
“Intramuros” (Delta Green) 6k words
“Tales of the Lizard Wheel” (RuneQuest) 50k words
“The Bloody Banquet” (RuneQuest) 4k words
“Survey on Mount Seton” (Call of Cthulhu) 4k words