A lot of game worlds have the memory of somebody walking into a room and immediately forgetting why they’re there. The player breaks into a secure facility, empties every cupboard, knocks out twelve guards, destroys the security system and leaves through a window. Five minutes later, the guards have returned to their original positions, the building is operating normally and somebody has apparently restocked every cupboard during an active emergency. Games can’t remember everything the player does. Recording every moved chair, opened drawer and disappointed shopkeeper would become expensive, complicated and a wonderful way to make the save system begin quietly smoking. However, a world should remember the actions that matter to its fantasy. When behaviour changes the state of the simulation, decisions gain weight...
Tag: player trust
Paramount And Warner Bros. Merging Game Divisions Shows A Bigger IP Vault Isn’t A Creative Strategy
The game industry has apparently looked at its ongoing consolidation problem and decided the obvious solution is a larger building with more franchises inside it. Following Skydance’s completion of its acquisition of Warner Bros. Discovery, Paramount Games Studio and Warner Bros. Games are being brought together under one combined games operation. According to Video Games Chronicle, the new portfolio includes studios such as Avalanche Software, NetherRealm Studios, Rocksteady Studios, TT Games and Warner Bros. Games teams in Montreal and Boston. Paramount’s side contributes projects and properties connected to Teenage Mutant Ninja Turtles, Avatar, SpongeBob and Star Trek, while Skydance’s existing work includes Marvel 1943: Rise of Hydra. The broader company now controls an extraordinary collection of entertainment properties across film, television, animation, streaming and games...
Coherence Is Expensive: Why Consistent Game Rules Require Disciplined Systemic Scope
Systemic games are often described as though the solution is simply to connect everything to everything else. Fire affects grass. Water conducts electricity. Sound attracts enemies. Objects have weight. Characters remember what happened. Weather changes visibility. Food spoils. Doors react to pressure. Somebody suggests adding wind, and suddenly the engineering team is explaining why every loose object in the game now needs an opinion about aerodynamics. These relationships can create remarkable depth. When rules remain consistent across different situations, players begin treating the world as something they can understand. They form expectations, test ideas and carry knowledge into new encounters. A mechanic stops being a button they press and becomes part of a larger model of how the world behaves...
Japanese Game Developers’ Generative AI Surge Shows Adoption Is Outrunning Accountability
According to Automaton, a preview of the 2026 CESA Video Game Industry Report found that 85.8% of surveyed Japanese game developers use generative AI in their work. Of those respondents, 63% said they use it daily, while another 22.8% use it occasionally. That is a significant increase from the 51% recorded in the previous year's report. The headline is obviously important, but it is also incomplete. The real production question isn't whether developers are using generative AI anymore. It is what they're using it for, which decisions it influences, how generated material is verified, what knowledge the team retains, and who remains accountable when the output enters the game. Adoption can happen quickly. Responsibility takes considerably more design...
Games Shouldn’t Aim For Realism. They Should Aim For Believability
A lot of games are trying very hard to look real. Skin stretches over simulated muscles. Rain collects on individually modelled surfaces. Characters have pores, eyelashes, fabric fibres, dental records, and enough facial detail to make you wonder whether the art team has accidentally created a second human being. None of that automatically makes the experience believable. A game can reproduce reality with extraordinary accuracy and still feel artificial the moment a character slides across the floor, an enormous creature changes direction without transferring its weight, or an object that appears physically important refuses to react to anything around it. The image looks real, but the behaviour underneath it breaks the illusion...
When Everything Affects Everything: The Overconnection Problem
A strong systemic game isn’t one where everything connects to everything else. It’s one where the right systems connect in ways players can understand, predict, and use. When too many consequences propagate at once, depth becomes noise...
Hasbro’s $56 Million Write-Down Shows That IP Isn’t A Production Strategy
Hasbro’s $56 million digital-games write-down reveals a problem bigger than cancelled projects: powerful IP can’t replace experienced teams, coherent production, and the conditions that made Baldur’s Gate 3 exceptional...
