landon.wtf
Innovation and Engineering leadership @ SIEA/PlayStation, former Obama.org Eng director, 20 years in the industry and counting. Rooting for you. Make magic, make art. AMA.
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[pb-covered-baby.gif] yes
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screaming, crying, throwing up
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hope nothing pops!
(ducks)
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I am going to take this opportunity to post my surreal FPS, even though it’s very far from release (basically proof of concept stage sofar). I’ve loved working on the game, but dread when I have to start finding (some) funding at some point bsky.app/profile/iele...
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This is very true!! And bizarre!!
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Want the next Elden Ring? You missed it when they were making Armored Core.
Want the next Vampire Survivors? You ignored it when they were teaching themselves Unity at night.
Chasing breakout hits isn’t about catching trends.
It’s about believing early, and not fucking it up with “help.”
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Trust: Let devs steer. Not producers. Not market analysts. Devs. They know what they’re building. You fund a team because you believe they’ll figure it out—not because they’ve already solved it.
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Time: Stop expecting pre-seed to pre-order in 18 months. You want a cultural touchstone? Give it the time it takes to say something. That’s not inefficiency—it’s incubation.
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Talent: Stop chasing the same 5 LinkedIn-famous founders. Greatness is everywhere. You just need to get your boots dirty. Scout indies. Go to weird Discords. Read itch devlogs. Listen more. (Sound off in the replies! Post your stuff here!)
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There’s a model.
It’s not new.
It’s just not glamorous.
Three Ts:
- Talent
- Time
- Trust
The same shit every studio that ever mattered was built on.
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We don’t need every investor to be a visionary.
We need them to stop pretending arbitrage is innovation.
Want real returns? Fund people—not products. That’s how everything enduring gets built.
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This isn’t venture, it’s financial engineering.
They want “Tarkov, but.”“Stardew, but.” “Minecraft, but.”
They want the returns of art — without the risk of making any.
Arbitrage isn’t a growth strategy.
It’s a slow death spiral in spreadsheet form.
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the thrust is the 3 way, asymmetric multiplayer pvpvp, but there's just this fucking glitch that shows up and wipes out everything and the arc is discovering what the fuck it is and how to fight it while comrads are literally being deleted from time
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typo— permadeath. You get it.
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If you get got by this unexplained faction, you aren’t just hit with a characters permeate; that character had been _erased_.
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I’m infatuated with the idea of rumor and social conspiracies as canon for player antagonists — clearly winking to the audience but never acknowledging — when those rumors manifest? Factional conflict stops. Everyone panics.
They’re here.
Run.
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There’s a game here. But maybe also a design pattern. Maybe even a way to structure alternate reality games, weird social platforms, idk.
Build not for balance, but for mechanics of belief?
Would you play something like this?
And if so — what would your faction believe in?
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This isn’t combat as mechanics. It’s warfare as metaphor.
Players rewrite lore through disinformation. Regions become corrupted through ritual. Whole zones change their tone and behavior based on who holds them and how they were taken.
You’re not playing a character. You’re playing a collective.
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Verbs are asymmetric. That’s the whole point.
One group might /sanction./ Another might /infest./ A third might /resonate/. They’re not equivalent. They’re not fair. But they’re true to the faction using them.
What you do in the game changes the world. But only through your faction’s logic.
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Someone might unlock “The Sunken Archive” because three players from a rival faction performed a forbidden rite in unaligned zones. Someone else might convince the world it never existed.
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The world itself isn’t a map. It’s a narrative.
Locations exist not because you walk to them, but because you create the conditions for them to emerge.
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It mutates the map, infects its surroundings, turns everything into a mouth to speak its name. A third might not act at all — it might just sing. And the world would change to harmonize with it.
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Each faction is its own belief system, not just a skin or class.
One of them might worship infrastructure — control the world through audits, enforcement, the bureaucracy of power. Another doesn’t believe in rules at all.
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Most multiplayer games need balance, right? Everyone starts with the same tools, same rules, same lanes.
But Planetside broke that. Three factions, totally different philosophies, all colliding on a living map that changed every hour.
I want to bring that idea into a modern text-based game.
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Squad up with the boys where we dropping (sobbing)
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We gave up so much to be miserable
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Plus you could have a theater at each strata of conflict; orbital skirmishes, off world raids on supply chains, endless procedural treasure hunting as you pillage the enemies planet
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Like consider for a second that instead of dropping into the same map endlessly you had multiple theaters of war run by AI overlords throwing out orders to legions of gamers who go off and level up and murder. 10/10 goty
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I get the argument of "but the plugins! the themes! wont anyone think of envato!!!" but honestly 99% of the reason wordpress never became the "thing" on the internet for blogging is because it was a nightmare to maintain and secure principally because every tom dick and harry built plugins