Seba
9.5K posts


@thomasmahler The most unique and fun fighting game by far is For Honor. The art of war system they created is just amazing, high skill floor and ceiling, but its the best
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Since we sneakily introduced Duels in Patch 1, it'd be interesting to know how everyone here feels about them! Having fun testing your builds against your buddies?
Also, since we'll be looking into our Arena PVP Mode, it'd be great to know what 3d fighting games people are in love with. And I don't mean 2.5d fighters, but things like Power Stone 1&2, etc.
Goal is to create a new breed of 3d fighting game playstyle that combines skill based combat with fully interactive arenas. The latter is going to be quite the game changer I think.
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@thomasmahler Games are about limits, with a goal in mind. Rather than what you can do, good games are defined by what you can't do, and how you work around those constraints.
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There’s a pattern we should talk about that has quietly killed a lot of great games over the years.
It usually pans out like so:
1) Developers listen to players and think they do them a favor by giving them exactly what they asked for.
2) Players love it - at first.
3) After that, for some 'mysterious' reason, players lose interest and the game slowly dies and nobody is quite sure why that happened.
The truth is that players will always push for fewer restrictions. They'll always argue for endless farming, easy power creep, never getting locked out of any content, making things more convenient, removing any sort of gates, etc. etc.
And usually, even if you give in to things that will hurt a game in the long run, you get applause, at first.
But you also just removed some of the very things that made the game special.
Magic in games often comes from limitations.
Scarcity, anticipation, effort, friction... all of these things have meaning. And if you remove those out of the equation, you logically remove meaning.
Christmas is magical exactly because it happens once a year. If you had Christmas every day, you wouldn’t make it better - you’d destroy what made it special.
As a parent, I know how excited my boys are when December hits and they start dreaming about how amazing Christmas will be.
They start talking about which awesome presents they'll receive and every day they come up with new things.
The parents challenge is then to intently listen and to understand what your kid really wishes for - and after thoughtful deliberation, you turn THAT into their present.
You don't give them everything they wanted, you give them what they deep down truly wished for. And that's what makes it magical for them, because you actually spent the time and were thoughtful enough to truly understand who they are.
And the same is true for games.
When everything is always available, then:
- Nothing feels special
- Nothing is worth planning for
- Nothing creates stories anymore
You’ve optimized the fun out of the system.
We’ve seen this over and over:
You remove keys, costs, or gates and players gleefully cheer you on.
But suddenly:
- The gameplay loop breaks
- The economy collapses
- The sense of progression disappears
Another example: social friction.
The magic of early World of Warcraft was that it was basically the first social network.
You had to actively talk to people, organize raids, build relationships and in the process a lot of people created life-long friends.
Then players kept asking for features like LFG and developers caved in with the argument that removing friction is good.
But suddenly, your friends didn't need you anymore. You weren't seen as an important part of their group anymore, you became an annoying obstacle that could be side-tracked. And losing your friends is a horrible feeling, as it should be.
Here’s the uncomfortable truth:
Players are very good at optimizing for short-term satisfaction. But they are incredibly bad at protecting long-term fun.
THAT is the developer’s job.
Sometimes you have to stand your ground and say no. Not to frustrate players, but to protect their experience.
Because if you give players everything they want…
You might be taking away the reason they loved your game in the first place.
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@AndyGraham22 Colapinto haters don't mind looking like idiots, just hating for the sport of it
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Sorry, just seen this
COLAPINTO GOT AN EIGHT??
He was a fucking bum the entire weekend, slow as a fucking slug in every session, what Hallucinogenic did these lot take when they came up with this????
Holiness@F1BigData
ARAMCO POWER RANKINGS Bearman and Antonelli get a 9.4 Hamilton and Gasly are tied in 3rd place with a 9.0
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@thomasmahler I knew I was onto something, comfort level on patch 1 lets go!
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@thomasmahler The sandbox is incredible, in my mind I can totally see the building aspect as a grind towards crafting stations and buffs, take a look at Groundeds Coziness system, It would fit perfect and it adds a ton of loot opportunities and hunts for wallmounts
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With No Rest for the Wicked, we're in an extremely interesting space right now after we shipped our Together update and are gearing up for 1.0.
Let me ramble and share my thoughts for a minute:
We never built Wicked as 'one game' that we finish and then replace with a sequel.
We built it as a foundation, a platform.
Over the past 5–10 years, we’ve created hundreds of thousands of assets, animations, systems, tools... we basically crafted an entire world.
And I truly believe that the work we put into crafting Wicked that way will compound in value in the weeks, months and years to come.
To me, this is a quite radically different development approach that could potentially even change how larger publishers look at game development.
For Wicked, we’re going with an expansion model. Big campaign expansions will always be looming up ahead: More areas to explore, more story to unravel, more cinematics to experience, in short: More of your traditional ARPG fare.
But in-between those expansions, me and some of my design team will always keep trying to push new ways of play into Wicked in order to potentially create that 'forever game' that many of us have always been dreaming of (I think in many ways the allure of that was what spawned the 'Metaverse' craze a few years back).
My point is: For the past 30+ years, when a games studio finished a game, they either made a sequel while starting mostly from scratch or they started to develop an entirely new IP and usually had to rebuild everything.
But I think we're finally at a point where it makes sense to break that old model:
Because of the foundation we have, if we plan to fully commit to building a rogue-like that could rival Hades and other genre-references out there, we automatically have a huge leg-up by simply being able to already use our combat system and everything we've built so far. We don't have to reinvent the wheel or start from 0 and spend years building a base.
Often times in development, the first couple of years are spent on pre-production where you figure out the world, the characters, the design, the systems... and usually then there's a mad rush when you fully enter production to pull all these pieces together in order to actually make the game that was dreamt up in these years prior. But given our foundation, we're now able to jump straight into the actual meat and potatoes of just crafting the game we want to make.
That would only be possible if Wicked remains as one game that we'd keep expanding upon, which is currently still our intention.
I've been frustrated in recent years because I think Survival Games are a bit stuck and so far I think Survival Games work more because of their addictive systemic loops instead of the perfection of all their core pillars. Case in point: I couldn't name a single survival game out there that has an insanely rich combat system. I'm sure devs had to spend most of the development time on other stuff and... rightly so.
But... if we want to craft a survival game, we basically get the combat 'for free' since we already built it and spent years refining it.
No publisher out there would fund a survival game where the pitch is 'This will be a survival game with combat as deep as Elden Ring!' - Everyone would understand that the costs would be horrendous and you'd question if the designer has properly done his homework.
But if we do it based on the foundation we already built, suddenly that goal becomes entirely feasible.
I recently discussed this idea with a senior person at Riot and got the same confirmation: If you'd want to build a new type of MOBA, one based on an animation-commit combat system instead of their old point and click foundation, you'd get booted out the room. Unfathomable, too costly and way too risky. And... they might be right. Unless you already have all the bits and pieces.
Whenever I share this core idea with gamers, sometimes people draw comparisons to games like Spore. But the analogy isn't apt: Yes, Spore tried to be many games at once, but it was all built simultaneously, and then shipped as a packaged product. That doesn't work, it's too complex of a task and our brains aren't built that way.
Wicked is the polar opposite:
We started with one extremely solid core - our ARPG campaign.
Now we expand outward, over time, in modules that share DNA.
In many ways, this is close to what Will Wright was dreaming up in the 90's: Interconnected systems across different experiences. That idea was just too early back then and the infrastructure to deliver that didn't exist.
But now it does.
If we execute properly and don't do something really stupid, No Rest for the Wicked has the potential to become one of the first true 'forever games' and the 'endgame' experience would go far beyond what's traditionally seen in ARPGS:
Not in the sense of endless grind. But in the sense that you don’t have to leave the game if you want something slightly different.
You just pivot inside it.
The ARPG campaign will always be the heart. And with 1.0, I think we'll deliver on that in spades.
But when you finish a quest and feel like doing something else for a while, I believe the world should be your oyster.
It's all incredibly ambitious and - frankly - quite insane.
But so was building Wicked in the first place 😂🤣
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@Zaqwertyuiop000 @SanMarinoTeam No se las "pela", tenían miedo y prefirieron no jugarla, por eso estan tranquilos, abrazo.
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@SanMarinoTeam Sólo lloráis los argentinos por la cancelación. A nosotros nos la pela.
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@AlpineF1Team Really hopeful for the team this year, the battle for points will be tough but seeing the amazing teamwork from engineers, pit crew to the maturity displayed by the drivers makes me think we will be there in the fight.
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@AlfredoCostaTw @AlpineF1Team Alfredo llevate tus miedos, resentimiento y tus ganas de tirar encontra de tu pais a otro lado, aca estamos fetejando la mejor carrera de Franco en la F1.
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@AlpineF1Team Of course, better results than those cars deserve. Soon the other teams will catch up with the adaptation to the new rules and Alpine will get back to the bottom of the grid. Or you expect VER to have issues for the rest of the year?
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Emho, buena noticia para Franco. Más tiempo para trabajar con el coche y evitar 2 de los próximos 3 GPs en los que no conoce la pista.
Sky Sports F1@SkySportsF1
Formula 1's Grands Prix in Bahrain and Saudi Arabia in April are set to be called off this weekend due to the conflict in the Middle East, reducing the 2026 season to 22 races 🚨
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Franco peleando abajo, Carlos ni sale a clasificar y Charles en la caca. Año perdido.
olivia 🐥@technorodrigo
do you think you can do anything tomorrow or is it too difficult to go after them charles: i can not do anything....... idk if they were even full power in qualifying 😭🤡☠️☠️☠️☠️
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Mirá lo que comentaban estos fantasmas.


Aston Martin Aramco F1 Team@AstonMartinF1
An update from Adrian Newey and Koji Watanabe. #AusGP
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