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Martin Annander

@mannander.bsky.social

Freelance systemic design specialist. Opinions are the brainslug's. Blog: https://playtank.io/

236 Followers  |  969 Following  |  49 Posts  |  Joined: 12.09.2023  |  1.9492

Latest posts by mannander.bsky.social on Bluesky

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Game Economy Design The What and The How Hey there, I’m Keelan. For the better part of my career in the games industry I’ve worked as what’s known as a Game Economy Designer. Game Economy Design predominantly concerns…

This month marks the 50th Playtank.io blog post, and also the first-ever guest post by ex-Sony system designer Keelan Bowker-O'Brien! Enjoy. He knows everything about game economy design that I don't.

playtank.io/2025/08/12/g...

12.08.2025 16:13 — 👍 1    🔁 0    💬 0    📌 0

Never even thought of that. My condolances.

05.08.2025 18:26 — 👍 0    🔁 0    💬 1    📌 0
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Was using my thermos mug and realised as I put on the desk that this represents a considerable part of my professional career. I think this was a Starbreeze x-mas present in 2008 or 2009. The Helldivers 2 controller was given to me by Arrowhead earlier this year.

05.08.2025 07:57 — 👍 1    🔁 0    💬 1    📌 0

I laughed out loud when it happened, since it wasn't designed at all, just a consequence of the systems doing what they were supposed to. A friend of mine called the proto "Everyone else is Jason Bourne." :D

01.08.2025 08:39 — 👍 1    🔁 0    💬 0    📌 0

Hmm. This is supposed to be a .gif...

01.08.2025 08:35 — 👍 0    🔁 0    💬 0    📌 0

Anyway. Great post!

01.08.2025 08:33 — 👍 1    🔁 0    💬 1    📌 0

The AI follows a simple rule. If they spot the player the want to attack. If they want to attack and have no weapon, they go to the nearest room with a weapon and grab the nearest weapon. It just happened to be the one I was holding...

Unintended silly systemic stuff.

01.08.2025 08:32 — 👍 1    🔁 0    💬 1    📌 0
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Love this: "AI feels smartest when it handles a situation gracefully that hardly ever comes up. Without that, no amount of clever behaviour will get you there."

Reminded me of this silliness that happened in a prototype this spring:

01.08.2025 08:31 — 👍 0    🔁 0    💬 2    📌 0

I was described as a "social introvert." Had to hear it to understand how accurate it was.

31.07.2025 19:36 — 👍 3    🔁 0    💬 1    📌 0
Tabletop Roleplaying as a Game Design Tool The goal is to allow the player and their avatar to occupy the same emotional space. Harrison Pink, Snap to Character: Building Strong Player Attachment Through Narrative At Graewolv, while exploring the concept of the demon-powered first-person shooter, one question that kept nagging at my brain was who I was actually playing and why it led me to shooting people and interacting with demons in the first place.

This month's blog post is special, since the excellent Martin Ekdal has given me permission to share some exploratory design work I did as Design Director at Graewolv. It's a post about how role-playing can be used as a game design tool. Enjoy!

12.07.2025 18:00 — 👍 1    🔁 0    💬 0    📌 0
Challenges to Systemic Design Systemic design comes down to making objects and rules and inviting the player to interact with them. This sometimes clashes with game design at large or the expectations of external stakeholders. This post is dedicated to some challenges that are facing systemic game design right now. It won't go into broader problems like financing or marketing — not in this post.

Game design is a constantly evolving craft and many of its challenges are tied to its present. But this month's blog post tries to deal with a number of specific challenges, such as recency bias and IP tourism, that felt worth writing about.

12.06.2025 09:00 — 👍 1    🔁 0    💬 0    📌 0
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Making Money Making Games There’s a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Ga…

This month's blogging concerns how game studios make money. Making Money Making Games. The fact that many developers don't make money *selling* games is still something I need to explain with regularity and it still doesn't make intuitive sense.

playtank.io/2025/05/12/m...

12.05.2025 09:52 — 👍 1    🔁 0    💬 0    📌 0
Making Money Making Games There's a popular joke about money and game development. It goes something like this: To make a small fortune from gamedev, start with a big one. A key element of gamedev finances is risk. Games are entertainment products, and even when someone has a great time testing your game at a conference or all the reviews come in at 11/10, that still doesn't mean people will want to give you money.

Decided to write a little about game studio financing this month, since it's something many find somewhat unintuitive. Not an exhaustive treatise, but hopefully worth a read!

12.05.2025 09:31 — 👍 0    🔁 0    💬 0    📌 0

Playing Death Stranding, and reflecting how every Hideo Kojima game since MGS2 is an interesting often innovative #gamedesign wrapped in a messy indecipherable story told through poorly written 10+-minute cutscenes.

03.05.2025 08:31 — 👍 0    🔁 0    💬 0    📌 0

Data points I found fascinating looking through Steam achievements:

- ~10% stop playing in the very early game (tutorial).
- ~25-30% play single-player games to the end. Can be as high as 45-50% near launch for big blockbusters but shrinks over time.

What would happen if we made shorter games?

30.04.2025 06:56 — 👍 0    🔁 0    💬 0    📌 0
My Game Engine Journey There, but certainly not back again. It's sometime around the late 1980s/early 1990s that some developers start talking about a "game engine" as a thing. Maybe not even using the term "engine" yet, but in the form of C/C++ libraries that can be linked or compiled into your project to provide you with ready-made solutions for problems. Color rendering for a particular screen, perhaps, or handling the input from a third-party joystick you want to support.

So many beginning developers ask "which engine should I use?" So this month, I'm going through the engines I've worked with (or alongside) myself, and the takeaways from them. The idea is to show you that engine matters less than getting the work done!

12.04.2025 10:06 — 👍 16    🔁 6    💬 0    📌 0
A State-Rich Simulation The object-rich world is crucial for making systemic games. Similarly, the state-space of your game can be used to describe the entirety of your design and to facilitate more holistic game development. But it's about time that we talked about data, since it keeps coming up. How to describe the smallest pieces of your simulation and the effects of this choice on your game.

This month's post on #systemicdesign dives into data representation, and terms like state and context. A return to the more technical posts I used to write earlier in this blog's (short) lifetime!

12.03.2025 09:07 — 👍 0    🔁 0    💬 0    📌 0
Building Systemic Drama This post is the last post in a series on combat design. There has been many attempts to classify storytelling. Georges Polti suggested The Thirty-Six Dramatic Situations in 1895. Vladimir Propp used a selection of 31 functions to illustrate similar things in the 1920s. There's also the widely misused monomyth of Joseph Campbell, originally published in his book The Hero With a Thousand Faces…

A final entry in the combat philosophy series, that will wrap the more theoretical meanderings and leave me more room to focus on #systemicdesign!

12.02.2025 08:02 — 👍 2    🔁 0    💬 0    📌 0

I think it's the best of them too. The later instalments lay on the cutscenes, with The New Colossus having some that are probably 10-15 minutes long...

02.02.2025 21:19 — 👍 0    🔁 0    💬 0    📌 0
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First week doing systemic design at Arrowhead Game Studios. Excited to see what this brings.

23.01.2025 11:42 — 👍 5    🔁 0    💬 0    📌 0
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Building Systemic Sport This post is a continuation on a previous combat design post. Sport can be used as a layer on top of your gunplay or melee. Perhaps as added fairness (a sense of “good balancing”) or as…

This month's blog post on #gamedesign and #systemicdesign! It was a tough one to research and write, since I've tried to distill what makes a 'sport' tick in the interest of informing your combat design, and sport is not my area.

playtank.io/2025/01/12/b...

12.01.2025 09:10 — 👍 0    🔁 0    💬 0    📌 0

Catharsis!

11.01.2025 20:13 — 👍 1    🔁 0    💬 0    📌 0

Reading early 90s #TTRPG stuff (Dark Sun, from 1991), and it's incredibly inspiring for 100 different reasons. It's easy to forget the rich history of this brilliant hobby.

11.01.2025 19:53 — 👍 2    🔁 0    💬 1    📌 0

Judas comes out March this year, and though it does look like a BioShock game, it seems to be trying its hands at more roguelikey things. Cautiously curious about it, even if I'm not really a BioShock fan.

11.01.2025 19:52 — 👍 0    🔁 0    💬 0    📌 0

Also got myself one of those controllers, because it's gorgeous! And ironically, the only game I couldn't play it with was Starfield because it didn't work.

22.12.2024 14:12 — 👍 1    🔁 0    💬 0    📌 0

Looks like an AABB to me. :)

17.12.2024 19:27 — 👍 0    🔁 0    💬 0    📌 0

Wait until they see the Geralt changes between TW1, TW2, and TW3!

14.12.2024 09:35 — 👍 1    🔁 0    💬 0    📌 0

But WHY are you in a castle? Is it your summer house? ;)

14.12.2024 07:58 — 👍 0    🔁 0    💬 1    📌 0
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i wrote about how gamers see story and narrative as something that can be separated from the games themselves and how we reward stories that are legible in the language of books and movies

read here: jakesteinberg.substack.com/p/gamers-don...

13.12.2024 17:51 — 👍 201    🔁 63    💬 18    📌 24

Great piece, and complete agreement! By not engaging with our own art form and celebrating genre, we turn every game into products of our combined fandoms rather than something inherently meaningful.

13.12.2024 22:49 — 👍 1    🔁 0    💬 0    📌 0

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