Walking with the game dev crowd to the baseball stadium. Reminds me a lot of game days except a lot less Giants gear and a lot more anime backpacks. #GDC26
10.03.2026 01:09 — 👍 0 🔁 0 💬 0 📌 0Walking with the game dev crowd to the baseball stadium. Reminds me a lot of game days except a lot less Giants gear and a lot more anime backpacks. #GDC26
10.03.2026 01:09 — 👍 0 🔁 0 💬 0 📌 0I've survived 3 different rides on the top point of the triangle, assuming the top point means "independent studio with a dev/pub agreement with publisher". All 3 times we managed to get publisher to also provide some investment capital too, which REALLY improved the picture.
10.03.2026 00:56 — 👍 6 🔁 1 💬 1 📌 0Standing ovation for Steve Meretzky as he announced his retirement and that this will be his last This Year in Games. Happy trails, Steve, and thanks for the games. #GDC26
10.03.2026 00:30 — 👍 7 🔁 0 💬 0 📌 0Hartsman: Check out this launch bump compared to Early Access. It came from many years of actual development during EA. #GDC26
10.03.2026 00:23 — 👍 0 🔁 0 💬 0 📌 0Hartsman: Expectations for success are different depending on who you are. #GDC26
10.03.2026 00:17 — 👍 2 🔁 1 💬 0 📌 0Hartsman: Tradeoffs of the three basic funding models. #GDC26
10.03.2026 00:13 — 👍 1 🔁 0 💬 0 📌 1Rohrl: Puzzles should follow an easy-hard-easy pattern. Very easy to make early moves, then gets harder after obvious moves are done, and then accelerates to an easy finish once you break through. #GDC26
09.03.2026 23:58 — 👍 19 🔁 2 💬 0 📌 0Meretzky: Clash Royale killed their revenue with their late 2025 update that pushed hard towards pay-to-win via Heroes. #GDC26
09.03.2026 23:52 — 👍 0 🔁 0 💬 0 📌 0Rohrl: One reason that NY Times games are high quality is that the audience cannot be bought (not enough value), so it has to be earned. #GDC26
09.03.2026 23:46 — 👍 0 🔁 0 💬 0 📌 0Rohrl: NY Times games benefit from clear human curation. (They are two-player games, between the designer and the player.) #GDC26
09.03.2026 23:43 — 👍 1 🔁 1 💬 0 📌 0Rohrl: Is the New York Times now a games company with a newsroom? (People spend more time on their games than on reading the news.) #GDC26
09.03.2026 23:42 — 👍 1 🔁 0 💬 0 📌 0Meretzky: Tripeak Solitaire has a coin-based economy because it was originally a minigame in a casino game. All of the clones (like Disney Solitaire) have inherited this economy without considering why it was there in the first place. (Know Your Inheritance) #GDC26
09.03.2026 23:39 — 👍 3 🔁 1 💬 0 📌 0Schell: Games will only become meaningful when they learn to listen. #GDC26
09.03.2026 22:56 — 👍 13 🔁 4 💬 0 📌 0Schell: Another problem for AI-driven games is that asking a player to be creative is actually giving them a chore. #GDC26
09.03.2026 22:50 — 👍 32 🔁 2 💬 3 📌 3Schell: Core problem for AI-driven games is the Scribblenauts Conundrum. No limits are the enemy of gameplay. #GDC26
09.03.2026 22:47 — 👍 8 🔁 0 💬 0 📌 0Crasta: NYT doesn't dictate how you should use their sharing texts - it's just a tool for you to use however you like. #GDC2026
09.03.2026 22:34 — 👍 0 🔁 0 💬 0 📌 0Crasta: Connection traps are laid out next to each other. Be careful if they are too obvious. #GDC2026
09.03.2026 22:30 — 👍 0 🔁 0 💬 0 📌 0Crasta: At NY Times Games, we care more about days/week played vs. minutes/day. #GDC2026
09.03.2026 22:23 — 👍 2 🔁 0 💬 0 📌 0Crasta: Pros and cons of making word games. #GDC2026
09.03.2026 22:21 — 👍 1 🔁 1 💬 0 📌 0Margolin: Wanderstop needs inventory limits to reinforce the game's theme - struggling with efficiency/perfectionism. #GDC26
09.03.2026 19:21 — 👍 1 🔁 0 💬 0 📌 0Margolin: The point of downtime ("useless" time) is to appreciate the world around you. #GDC26
09.03.2026 19:13 — 👍 0 🔁 0 💬 0 📌 0Margolin: Alta (and the player?) likes to go fast but the tea leaves drying forces her to go slow creating our goal of tension. We added "useless" features like decorating to fill this time and let players reflect on what "useless" time means. #GDC26
09.03.2026 19:11 — 👍 0 🔁 0 💬 0 📌 0Margolin: Wanderstop added tea leaves to the game loop to stretch out the play pattern. Players needed more to do to pace out the narrative (because tea leaves need to dry!) #GDC26
09.03.2026 19:06 — 👍 1 🔁 1 💬 0 📌 0Margolin: The disconnect between expectation and reality in Wanderstop creates discomfort, and discomfort leads to growth. #GDC26
09.03.2026 19:02 — 👍 0 🔁 0 💬 0 📌 0Margolin: Our players thought that Wanderstop was an open-ended, cozy simulationist game (like Stardew Valley). In fact, we made a very different game and used that disconnect intentionally. #GDC26
09.03.2026 19:01 — 👍 0 🔁 0 💬 0 📌 0Margolin: Wanderstop resets progress after every narrative chapter. This emphasizes the protagonist's tension of wanting to be better but failing. #GDC26
09.03.2026 18:58 — 👍 1 🔁 0 💬 0 📌 0Margolin: Wanderstop is a narrative game, not a cozy game (an aesthetic, not a genre). #GDC26
09.03.2026 18:55 — 👍 1 🔁 0 💬 0 📌 0The Board Game Area at #GDC25 is looking good!
09.03.2026 18:38 — 👍 3 🔁 1 💬 0 📌 0Denance: 30% of players buy during free trial before actually starting the demo. Be sure to give them a way to buy right away. #GDC26
09.03.2026 18:15 — 👍 2 🔁 1 💬 0 📌 0Denance: PoP Lost Crown plan for their free trial. #GDC26
09.03.2026 18:12 — 👍 0 🔁 0 💬 0 📌 0