Game Design

How Yacht Club Games Created Shovel Knight's Tinker Knight Boss - by David Craddock Blogs - 12 hours 51 min ago
In the third and final batch of exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Tinker Knight boss battle.
Categories: Game Theory & Design

Lessons Learned After Making Anodyne with Sean Han Tani - by Larry&Brandon GDU Blogs - 12 hours 53 min ago
Sean Han Tani is a composer, independent game developer, writer and teacher. He is best known for making Anodyne game and is currently working on the sequel, Anodyne 2. His past work includes All Our Asias- a surreal, lo-fi, 3D adventure, about identity,
Categories: Game Theory & Design

Why It's So Difficult to Talk About Crunch in Game Development - by Josh Bycer Blogs - 12 hours 54 min ago
The recent news surrounding Rockstar Studios regarding crunch frames today's talk about why the concept is always hard for developers to agree upon.
Categories: Game Theory & Design

Persuasion and game design - by Antonio Torres Blogs - 13 hours 5 min ago
Leadership has many dimensions. While the naive view is that leaders give orders and subordinates follow them, the reality is much different in many situations.
Categories: Game Theory & Design

Gnomecast #51 – Non-Violent Games

Gnome Stew - 17 hours 1 sec ago

Join Ang, Camdon, and Taylor for a discussion about Taylor’s recent Gnome Stew article “Skipping Stones: RPGs Without Conflict.” They may be exploring the idea of games that can solve problems without violence, but will they be able to non-violently avoid the stew?

Download: Gnomecast #51 – Non-Violent Games

Keep up with all the gnomes by visiting, following @gnomestew on Twitter, or visiting the Gnome Stew Facebook Page. Check out Gnome Stew Merch, and support Gnome Stew on Patreon!

Some people, places, and items of note referenced in this episode include:

Follow Taylor at @LeviathanFiles on Twitter and check out his work at Riverhouse Games. If you’re seeing this before October 19, 2018, there’s still time to back Thirteen Demon Princes on Kickstarter!

Follow Camdon at @camdon on Twitter and at

Follow Ang at @orikes13 on Twitter or find her in the Misdirected Mark Google+ Community.

Categories: Game Theory & Design

Superseeds: The Other Side, Part Two

RPGNet - 22 hours 11 min ago
The Agency of Exchange.
Categories: Game Theory & Design

Steam store pages now officially support animated gifs

Social/Online Games - Gamasutra - 17 October 2018 - 10:45am

Valve has rolled out an update to Steam that allows devs to embed animated gifs directly into the †œabout† section of a game†™s store page. ...

Categories: Game Theory & Design

GDC 2019 is now open for registration!

Social/Online Games - Gamasutra - 17 October 2018 - 8:58am

Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you†™re interested, don't wait! ...

Categories: Game Theory & Design

Breaking the VR Speed Barrier: Sprint Vector's Fluid Locomotion Technology - by Lauren Irvine Blogs - 17 October 2018 - 6:25am
Never a developer to shy away from a technical challenge, Survios's second game "Sprint Vector" was created to tackle an issue persistent in VR since its inception: locomotion. So naturally the studio built a game where speedrunning is its heart and soul.
Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses - by David Craddock Blogs - 17 October 2018 - 6:24am
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Categories: Game Theory & Design

Metaspoilers and how they can influence the player experience. - by Bruno Freitas Blogs - 17 October 2018 - 6:23am
In this post I will talk about metaspoiler, a term I create to talk about spoilers that transcends the original media and will analyze some examples.
Categories: Game Theory & Design

Top 3 Game Career Planning Videos from Ask Gamedev - by Matt AG Blogs - 17 October 2018 - 6:20am
Today Ask Gamedev turns 1 year old! If you haven't heard of Ask Gamedev, we're a YouTube channel made up of game industry veterans and we make videos on game design, marketing games, career planning and more. Here are our top 3 videos on career planning:
Categories: Game Theory & Design

IQ In Dungeons And Dragons

Gnome Stew - 17 October 2018 - 5:35am

So you may be expecting this to be another one of those articles going on at length about how much smarter RPG nerds are than other people. It’s not that. But we do have an article that disagrees with that position in our archives if you’d like to read it. It doesn’t quite predate Unpopular Opinion Puffin, which is a shame because it would have made a stellar example of the meme and that would be a good excuse why we didn’t include it.

So that aside, where the hell am I headed instead? Well, here’s a common rule of thumb for Dungeons & Dragons or any RPG that shares its 3d6 stat generation (or RPGs that have a similar range of stats): Your character’s IQ is equal to their INT score times ten. In fact, Gary is said to have repeatedly endorsed this interpretation. This came up on a discussion board I’m part of recently and I had a minor epiphany I’d like to share here (along with some math). While it may be valid to say: “Your INT score times ten is equal to the approximate real world IQ equivalent to their mental capacity”, it is absolutely not valid to say “Your character’s game world IQ is equal to their INT times ten.” Minor difference, but to me, the fun part is why this is clearly the case.

The explanation starts with something called the Flynn Effect. Very loosely, this effect says that aggregate results on IQ tests change, sometimes dramatically, over time. But why then do IQ scores stay in the same range and are interpreted the same all the time? In order for IQ scores to be useful, they have to be standardized even over time so they are routinely normalized so that recorded IQs at a given time follow a normal distribution with a mean of 100 and a standard deviation of 15.

Which of course means that after converting a 3d6 stat score which has mean 10.5 and standard deviation of square root(35/4)* to an in game world IQ score, INT 10 would not be an IQ of 100. INT 10.5 would be an IQ of 100. Similarly, shifting by a stat point would not change your IQ 10 points. It would change it by 15/square root(35/4) or about 5.1 points.

Now, of course different roll methods will result in different conversions but surprisingly enough PC rolling methods aren’t really of interest. In most campaign worlds if we include both assumed and explicit instances generic NPCs will so outweigh PCs and NPCs of interest that the game world’s “IQ distribution” will be based entirely on generic NPC INT scores. This means that for most common 3d6 stat systems, in world IQ scores would be based off of a 3d6 roll. Of course the message board where this came up was a 1e message board, which often used three “averaging dice” for generic NPC scores. These are six sided dice with faces 2,3,3,4,4,5. Those dice create a less bell shaped curve with the same mean of 10.5 but a standard deviation of square root(11/4). So INT 10.5 would still be IQ of 100, and shifting by a stat point changes your game world IQ by 15/square root(11/4) or about 9 points. Which is pretty darn close to Gary’s rule of thumb after all.

One last note: All adding a bonus or a penalty to a stat does is shift the distribution over by that much. So if you’re looking at a +2 INT race, just add +2 to the mean score and keep the standard deviation the same. So for the below table, you’d just add 2 to every value in the INT column.

INT Score 3d6 game world IQ 3 averaging dice game world IQ 1 52 14 2 57 23 3 62 32 4 67 41 5 72 50 6 77 59 7 82 68 8 87 77 9 92 86 10 97 95 10.5 100 100 11 103 105 12 108 114 13 113 123 14 118 132 15 123 141 16 128 150 17 133 159 18 138 168 19 143 177 20 148 186


*Variance of a single d6 is 35/12. Since the 3d6 are independent of one another, the variance of the three of them added is 3* 35/12 or 35/4. Standard deviation is of course square root of variance.

** Variance for a single averaging die is 11/12. Independent, so variance for 3 is 11/4. Standard Deviation is then square root(11/4)

Categories: Game Theory & Design

Business of Gaming Retail: Managing Employees

RPGNet - 17 October 2018 - 12:00am
Retaining employees saves money.
Categories: Game Theory & Design

Epic sues YouTubers for using and selling Fortnite cheats

Social/Online Games - Gamasutra - 16 October 2018 - 10:50am

Epic Games has filed a lawsuit against two YouTubers, accusing the pair of copyright infringement and breach of contract for both using and promoting the use of Fortnite cheats. ...

Categories: Game Theory & Design

How Yacht Club Games Created Shovel Knight's Baz, Mole Knight, and King Knight Bosses - by David Craddock Blogs - 16 October 2018 - 8:41am
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.
Categories: Game Theory & Design

How to build worlds and tell stories in VR - by Michela Rimensberger Blogs - 16 October 2018 - 7:25am
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Categories: Game Theory & Design

Video Game Music Composers: New VR Headphone Tech (2018) - by Winifred Phillips Blogs - 16 October 2018 - 7:18am
Video game composer Winifred Phillips discusses newly announced headphone products for VR, and new technologies promising to enhance existing headphones for VR. Topics include Cingo, the Ambeo Smart Headset, Super X-Fi, and the Sowlo from Noveto Systems.
Categories: Game Theory & Design

Clashing Business Models and the Videogame Industry’s ‘Runtime Error’ - by Oz Gore Blogs - 16 October 2018 - 7:15am
In a bid to increase uptake, manufacturers promote shorter console lifespans and a future of streaming devices. With publishers moving towards ‘games-as-service’ and longer development per product, developers might find they face an industry out of sy
Categories: Game Theory & Design


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