Scott Hartsman
@hartsman.bsky.social
3.7K followers 270 following 170 posts
Shipping talks, bullshit walks. I've worked on a ton of MMOs and other online games. Mostly helping games startups these days. Also, corgis. Specifically, one large, lazy one in particular.
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hartsman.bsky.social
This is insanely hard. (4/4)
hartsman.bsky.social
You have to know which game they're playing and how you're going to fulfill a critical need that isn't being met, and effectively steal them by being just that compelling or unique, at the time you're conceiving of your game. Not in testing. Not at launch. (3/4)
hartsman.bsky.social
There are no longer huge pockets of people who just haven't discovered live games yet and would love to play them. If you want an audience today, you have to steal them from something else. Quality alone no longer beats gravity. (2/4)
hartsman.bsky.social
Nothing against the Dreamhaven folks, who are beyond legendary. And nothing against the developers, who are ridiculously talented and truly want to entertain players.

This is about where games are right now: Everyone already has access to infinite entertainment. (1/4)
cecianasta.bsky.social
New: Blizzard cofounder's Dreamhaven is struggling in today's challenged games market per an internal letter. Its 2 new games sold below expectations. Dreamhaven now seeks funding

It's not alone. Some of the most promising new studios are hitting roadblocks. Story: www.bloomberg.com/news/article...
Blizzard Co-Founder’s Game Startup Struggles Amid Industry Glut
Mike Morhaime, a co-founder of video-game giant Blizzard Entertainment, sent a letter to staff at his new company Dreamhaven this week that he wished he didn’t have to write.
www.bloomberg.com
hartsman.bsky.social
That got a legitimate lol
hartsman.bsky.social
Absolutely every MMO is haunted in its own special way, and I think that's beautiful. (ff14)
FF14 patch note: In Sinus Ardorum, a player could get disconnected if they put an item up for sale between 44,442 gil and 49,087 gil
hartsman.bsky.social
I love this. I use: if everything is cozy, nothing is cozy. I like Valheim invasions or night in Minecraft as examples of how I (personally) perceive cozy: You're cozy because of the warmth and safety that's relative to the decidedly non-cozy moments.

Also, I'm done saying cozy now.
cuppy.bsky.social
pssst literally any game can be “cozy” if it feels cozy to you

every MMO is cozy if that’s the way you play it

cozy is not a game genre

cozy is not a graphical style choice

cozy is a ✨state of being ✨ you’re in while you play any type of game that evokes comfort and warmth for you specifically
hartsman.bsky.social
Chatted with GDC about live games the other day - Talk's up!
officialgdc.bsky.social
Live service is a tough business. Industry expert Scott Hartsman talked with GDC on where things stand for live service studios, what devs can do to stand out in the market, and which monetization models are succeeding and failing. #GDC #LiveService #GameDev
gdconf.com/article/the-...
The Truth About Live Service Games: Insights from Industry Veteran Scott Hartsman
Discover expert insights on navigating the live service games market in 2025 and beyond. Industry veteran Scott Hartsman shares advice on monetization models, market timing, and sustainable developmen...
gdconf.com
hartsman.bsky.social
My favorite genre of non-games tech writeup is "describing innovation that MMOs & live games have been doing for 20+ years"

newsletter.scalablethread.com/p/how-featur... (Not to pick on this person - I've heard this same thing recommended as new at least three other times this year)
How Feature Flags Enable Safer, Faster, and Controlled Rollouts
Understanding Effective Rollouts Using Feature Flags in Distributed Systems
newsletter.scalablethread.com
hartsman.bsky.social
MAN. So proud of you all 😀
hartsman.bsky.social
As I clicked this, I'm thinking, "I bet Mike found a funny."

No. No, Mike found something much worse
hartsman.bsky.social
Likelihood's surprisingly good, really! And thanks. 🙂Extremely kind of you to say. It'll always hold a special place in many of our hearts too.
hartsman.bsky.social
I'm really hoping "both" is an acceptable answer here
hartsman.bsky.social
Great to see you as always. Really glad we get to do that every now and again!
hartsman.bsky.social
❤️😆 How'd I miss this
marinov1.bsky.social
How I’ve felt every day for the last 20 years or so.
hartsman.bsky.social
Excellent thread. tl;dr Publishers are signing games that don't need publishers, and that's about it.

It sucks, but this is the way it is for the time being.

Entire coincidentally, this is also a line in my GDC talk next monday morning @ 9:30
sliwinski.bsky.social
Ok, let me be helpful here. As I've been talking to boutique publishers for the past couple of weeks thx to Siegecaster, here's what to expect at GDC. Let's start with: Are you only seeking "finishing funds"? Cool. Got 100k wishlists? Congrats! Risk is so low that's the game. Oh, you don't? Um...
sliwinski.bsky.social
A lot of game developers are about to travel incredibly far and spend a disgusting amount of money to stay in a city with infinite problems, within a country in full collapse, only to discover that the one thing they made the trip for will result in...
hartsman.bsky.social
You either just passed or failed the litmus test -- I haven't decided which is which
hartsman.bsky.social
If you clip this thread just right, you can paste it to your friends to see who did and didn't spend time in the absolute wrongest places on the internet in their formative years
hartsman.bsky.social
This is a great callout - And so generally massively misunderstood. I wince whenever I hear "Well why didn't they just give it X more months?" Those months are the most expensive ones a game will ever see, usually by a whole lot.
marykgames.com
Additionally - “6 years” doesn’t mean “6 years with a full team.”
It often means “3 years with a skeleton crew, 2 years at a half prod team, and 1 year borrowing people from other teams to close it out.” Team size ramps up near the end but, depending on the studio, can stay tiny for a WHILE
jasonschreier.bsky.social
A theme I've been hearing recently, talking to people who worked on games that took 6+ years to make, is that they always made calls thinking they had much less time. Then the game kept slipping, but they were still stuck with those old calls. So six years of development is never *really* six years
hartsman.bsky.social
How'd you know when I started turning it up past Obnoxious 😄
hartsman.bsky.social
I love when videos come out where I can slowly turn them up until I hear "okay what the HELL" from the other room.

This is 100% one of those. Maybe 300%
hartsman.bsky.social
hahahahaha - Okay, yeah