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Sense & Nonsense in Blockchain Gaming: Autarky No More!

blockchain, history, macro, systems designBy pblackJanuary 26, 2022Leave a comment

In 1989, political scientist Francis Fukuyama wrote an essay asking if we’ve reached The End of History? Often mischaracterized, the essay argues democracy and free markets represent the last evolution of political-economic systems. Fukuyama writes: What we may be witnessing is not just the end of the Cold War or the passing of a particular…

What Is a Game Economist and Why Now?

academia invades, blockchain, history, industryBy pblackDecember 20, 2021Leave a comment

There’s been recent enthusiasm about the need for “Game Economists.” I guess good things come in packages!

In-Round Progression Is the Biggest Game Design Innovation in a Decade

history, industry, systems designBy pblackAugust 23, 2021Leave a comment

Battle Royale and Roguelike are remaking game progression before our eyes. Popularized in earnest during the rise (and eventual pruning) of the MOBA genre, in-round progression mandates players accrue vertical power in the context of a single round. MOBA sessions start with players farming in-round currency to spend on items that persist until the round…

Why Do Game Genres Evolve? A Kuhnian Explanation

academia invades, history, industryBy pblackApril 4, 2021Leave a comment

Modern live-service games have self-segmented in genres: match-3, 4x, collection RPG, battle royale, etc. We know these genres evolve and start to incorporate new mechanics. Over time, these mechanics become standard genre fare. For example, invest-n-express titles like Gardenscapes are an outgrowth of the match-3 genre, adding collection mechanics to the core match base. In…

1950’s Peruvian Coke and Gacha

gacha, history, systems designBy pblackOctober 3, 2017Leave a comment

In the 1950’s, Peruvian inflation forced Coca-Cola to charge more per bottle of Coke. Unfortunately, their vending machines required physical updating to accept a new and larger domination. Instead, Coke devised a probabilistic system: the machine would charge the same amount as before, but randomly refuse to give a bottle. This raises the expected price…

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