Frank Lantz
@flantz.bsky.social
4.6K followers 33 following 44 posts
game designer
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Reposted by Frank Lantz
halfrobot.com
GONE GONE THE AGE OF SKILL
STRATEGY THE THINKLAD'S SWILL
LABOR GAMES YE'LL NEVER "WIN"
THE ERA OF THE COIN BEGINS
hthrflwrs.bsky.social
THE ERA OF THE COIN BEGINS
flantz.bsky.social
We made a new game. It’s called Q-UP. It’s a coin flipping eSport. There’s a free demo! store.steampowered.com/app/3730790/...
flantz.bsky.social
Thank you Heather, we love Unfair Flips and are honored to be the tails to your heads.
flantz.bsky.social
I want to go back there
flantz.bsky.social
The mechanics in DE are underrated.
flantz.bsky.social
I asked it, are you sure? Can you quote me a verbatim passage from the book supporting this? It told me a chapter number but then gave me a paraphrase. These things are products, evolving in an environment made of laws and money, not organisms evolving in an environment made of stuff. We're cooked.
flantz.bsky.social
Things are going to get so weird. The one thing we desperately need to cure our debilitating self-inflicted brain rot is a return of some method for establishing shared truth composed of facts about reality. And instead we get these little oracle machines that are confidently wrong 20% of the time.
flantz.bsky.social
Ironically, Hil and I had a funny experience last night. We just finished watching a TV version of Middlemarch and were curious about one thread that wasn't fully explained (who got Casaubon's house?) We asked GPT who confidently informed us that Ladislaw gets it. Which is untrue and makes no sense!
Reposted by Frank Lantz
bimbo.city
years ago, some flash developer came up with the single coolest idea for a tactics game ever and made a game for the Lego Website called Spybotics: The Nightfall Incident

Today, 23 fucking years later, an indie dev has FINALLY MADE A SUCCESSOR

AND I GET TO PLAY IT ON STREAM!!!!!!

bimbo.city
flantz.bsky.social
The search for “non-problematic” fun is a wild goose chase and just bs ethics theater. Every important creative activity is full of problems. I am very much in agreement with Sontag on this issue. We should struggle to see games as they really are static1.squarespace.com/static/54889...
static1.squarespace.com
flantz.bsky.social
For me all types of fun are problematic, all forms of play and games have an ethical dimension. I also think “players have fun” IS an end in itself, and a potentially radically transformative one. Understanding one’s own pleasure honestly and taking it seriously is a positive political act.
flantz.bsky.social
Cool topic. I would maybe start with the Rules of Play Reader: www.amazon.com/Game-Design-... lots of good stuff in there. I would check out Bernie DeKoven’s work, esp. The Well-Played Game. I would look at Metagaming by Boluk and Lemieux.
The Game Design Reader: A Rules of Play Anthology (Mit Press)
Amazon.com: The Game Design Reader: A Rules of Play Anthology (Mit Press): 9780262195362: Salen Tekinbas, Katie, Zimmerman, Eric: Books
www.amazon.com
flantz.bsky.social
all maps are competitions!
flantz.bsky.social
I loved learning that in Korea Buddhism and Christianity are sort of flipped, B was the established, conservative, traditional religion and C was the progressive, new age, alternative religion (sort of)
flantz.bsky.social
how are those first bites tasting?
Reposted by Frank Lantz
molleindustria.org
I also tried a bunch of things to address my other big challenge, ensuring everyone participates in class discussions and critiques.

One approach was assigning roles to authorize students to be more critical instead of just praising.

Anyway, most of the material is here:
mycours.es/playfultheory/
flantz.bsky.social
This is our world now. The world of the electron and the switch; the beauty of the baud. We exist without nationality, skin color, or religious bias. Yes, I am a criminal. My crime is that of curiosity. I am a hacker, and this is my manifesto. www.backerkit.com/c/projects/m...
868-BACK
The sequel to 868-HACK. A cyberpunk roguelike adventure.
www.backerkit.com
flantz.bsky.social
My whole game design philosophy is based on this idea: when you encounter a design problem, quickly stub in a simple, first-thought solution, not something clever, just something obvious, common-sense, too-dumb-to-actually-work. 9 times out of 10, you’ll never improve on it.