The [Save Game] newsletter is back! After TinyLetter shut down I took a hiatus, but people keep asking me to bring it back, so here is an extra meaty one. If you are new to this series, please consider subscribing! It’s free, and in this age of social media atomization I have been finding more joy than ever in the circle of newsletters that brighten my emails.
Last week I went to the 2026 Game Developer’s Conference (GDC) and filled my notebook up with interesting lessons from all sorts of developers. I have pretty complicated thoughts about this year’s conference as a whole compared to the previous years, but I’d like to keep things focused on the juicy substance of game development talks.
Please keep in mind that all of my notes are, at best, paraphrases of the original author’s words, and many of them have lots of editorializing by me based on my interpretations and connections to my own experiences.
Without further ado, here are my favorite insights from a random scattering of talks:
Flavors of Challenge: The 8 Flavors of Difficulty and How They Can Be Combined to Make Better Difficult GamesBy Brett Moody
Moody proposed a taxonomy of different kinds of challenges that games can contain, in order to better understand why some games motivate people to overcome adversity while others don’t. This talk was very exciting to me, because I had been assembling my own chart of “flavors of fun,” so I wanted to see where our observations aligned and differed.
He identified eight flavors of challenges:
With those eight flavors in mind, Moody offered various strategies for keeping players from feeling hopeless when faced with difficult challenges:
I think these strategies are wonderful. Moody is spot on that every player will be interested in different mixtures of challenges, and some people will be more engaged in a game than others. If someone isn’t on the same wavelength with the game, they might drop out from frustration. These techniques could keep that person from giving up, and that could lead to them discovering a flavor they didn’t appreciate before. Growing players’ palettes deepens the culture of play, so I am keen to keep this list handy. Thanks for the great talk, Moody!
Game Designer’s Notebook: Five Obstacles to Successful Gen AI GamesBy Jesse Schell
I’ll be a little rude and say that I thought the majority of this talk was delusional. Schell asserted that silent movies were not considered worthwhile art until the invention of talkies, and that the theoretical addition of conversational AI characters will be what finally liberates game-making from trash culture to the vaunted cultural status as filmmaking. Personally, I think LLMs and Gen-AI are like fracking – sure, they can give you energy, but they poison their own well with runoff, depend on temporary subsidization, cause incalculable collateral damage, and suck up any research or investment into sustainable technologies. But while it wasn’t the intention of this talk, Schell did a good job of vocalizing even more reasons why AI technology is a poor fit for games as we understand them.
“AI technology has been around for almost a decade, so where are all the games? I can’t even name flops. Isn’t it weird that there is nothing? Why is that?”
Here are my favorite new reasons:
Schell had a fun analogy: “You wouldn’t put a live bird in a cuckoo clock and expect it to come out and chirp three times at 3pm”
I don’t think AI birds are alive like that, but I do agree that the output of AI is fundamentally mismatched with the last 8,000 years of game design as it has been understood. Perhaps new forms of play are possible with the technology, but I don’t see any reason why they would be better or deeper than what creators have been practicing during our current golden-age of game development and study. Why anyone would explicitly want the end or replacement of that is beyond me. It breaks my heart to see someone with a deep structural understanding of games turn to hating them.
Constructive Destruction: Fusing Voxel Tech and 3D Action Platforming in ‘Donkey Kong Bananza’Kenta Motokura and Tatsuya Kurihara
This has been one of the more quoted and reported-on talks from the conference, so I want to focus on some general design ethos observations I came away with from this talk:
‘Silent Hill f’: The Challenges of Creating a Melee-Only Horror GameAL Yang
This talk astonished me. The Hong Kong developer Neobards had one week to put together the pitch for this game, and only a month to prototype it. I’ve been in a similar situation before but I landed on my face, so it was amazing to hear how their focus on practicality let them deliver an efficiently produced title that punched above its modest budget. They thoroughly documented the experience before starting, and identified “Danger Points” early on for features that they knew would be difficult, so they could budget x2 or x3 the usual time for those parts. Many cuts were made early on based on cost efficiency, but that let them focus on delivering a higher quality experience than they could have otherwise.
The biggest cost saving choice they made was to avoid developing ranged combat systems. This saved them from having to create a wide range of animations that would have been required to compete with the brand’s main competition. However, this meant that they had to design replacements for the various risk/reward systems that ranged combat provides. Some examples:
Each of these redesigns flowed from an argument Yang made that all action games lean either toward RPG or fighting game systems. He observed that sports games have dropped their fighting game traits and shifted to more strategic RPG-like systems over the last few years, because that is better for casual audiences. How much will a player learn about the game system after ten hours with an RPG, versus ten hours with a fighting game? Yang posited that after ten hours a developer can accurately predict a player’s growth in an RPG using experience points and stat growths, and the player will understand the mechanics of the system pretty completely. But in a fighting game, players will vary wildly in ability after ten hours depending on the player’s introspection: players become better at fighting games if they can reflect on their own play. Because this is an uncontrollable factor, it is better suited for hardcore games than casual ones.
For Silent Hill f, they knew they would have a large audience of casual players because the story’s script was penned by a popular author, so it needed to be playable for people who were only invested in the story. They leaned away from fighting game mechanics and towards strategic resource management: stamina meters, weapon durabilities, and time. Fighting games prioritize reflexes by requiring players to hit the correct button within tight timing windows, but Silent Hill f rewards patience and waiting for the right moment to execute a generous counter.
A final memorable note: Because horror games are all about high tension, but there is no way for a developer to anticipate when a challenge will be too frustrating for an individual player, many horror-action games will often give the player what Yang calls a “master key” that can be used a limited number of times to bypass break one of the game’s systems. The most obvious example is Resident Evil’s rocket launcher, which has become available earlier and earlier in their games. If a player is stuck in a fight and no longer having fun they can blow past it using the rocket launcher, but the ammunition is very limited so they have to make that choice carefully. This lets the player choose when they need it without feeling bad. It doesn’t just need to be for combat, though. A master key can be created to break any game system. In Silent Hill f they introduced a weapon with unlimited durability during a memorable part of the game.
I thought this talk was interesting because my impression from reviews was that Silent Hill f’s combat was divisive. The developers didn’t shy away from regrets they have with aspects of it, but it was clear how much thought went into their decisions, and that the tradeoffs are what allowed them to make a game that, at the end of the day, had players comparing it sincerely with titles of much higher budgets. I think there is much more to learn from those circumstances than from anywhere else.
Misc: From a panel discussion on the State of Level Design, Absurd Ventures level designer Cameron Williams described open-world level design as an “additive process” compared to linear level design. + Many factors of the environment are fixed, such as landmarks, distances, systems, and adjacent gameplay. + Most often, designers have to add gameplay on top of the existing environment with only limited ability to reshape the space. + Often it is easier to cut content than to add it. Space can be carved or obstructed, but more space can’t usually be added without large repercussions on the surrounding spaces. * From a talk on Despelote, Julian Cordero noted that fantasy is easier to create in games than reality. + This harmonized with a recently translated 1989 interview with Shigeru Miyamoto and Shigesato Itoi where the two explain that the earliest videogames involved piloting spaceships because sci-fi physics can be anything, but replicating familiar physics is difficult and it feels bad when it is off. + Despite the difficulty, we have more tools and knowledge for creating “neo-realism” in games than by pushing for graphical fidelity. Despelote uses recordings from improvised conversations to give a uniquely warm feeling of real performances. * The .Hack and Fuga developers CyberConnect2 gave a candid business talk about their initial struggles to switch to self-publishing and had a good explanation for regional pricing. + If a game was sold in the US for $30 in 2018 the conversion rate at the time would price the game at 3,000 yen in Japan. + If a $30 USD game was sold in Japan using the 2026 conversion rate, it would cost 4,500 yen. + Pricing the game at 4,500 yen might be the most accurate exchange for the currency, but Japan’s comparable domestically made games will still be priced at 3,000 yen, and consumers will consider the imported game too expensive compared to everything else they see on the shelf. + While $30 might be worth 4,500 yen, a $30 game* is worth what a $30 game is sold for in the region.
It was a good GDC, full of interesting lessons, greater student access, and good company. But it was also a year where the conference was trying a rebrand, and inserted itself in the organic culture that emerged around the conference itself. Large gatherings at Yerba Buena were disrupted by a village of tents, and all the evening parties were wrapped into a sanctioned list that drove the smaller parties further underground. Even though attendance on the whole has continued to decline, everything was stuffed with too many attendees as everyone was driven into a smaller selection of talks and activities. I had to be at least half an hour early to each of the talks in order to get in line early enough, even for talks that would have only filled half the room in previous years. It was a strange contrast to the rebranding, which tried to present GDC as a “festival” open to more than just developers.
More than once I heard people compare this year’s conference to the identity crisis in the waning years of E3. But for all its problems, I hope GDC doesn’t fall apart. The amount of infrastructure required to create such a large gathering can’t be easily replaced. As Los Angeles game developers above a certain age know, behind the cameras Summer Games Fest is a virtual charade of what E3 was. A host of factors are playing into California fumbling as the global hub for game development, but its loss doesn’t mean something better will rise elsewhere in this decade or the next. Instead, please elect me as the next president of the ESA! (Who even is it that votes on that anyways?)
If you have enjoyed reading this, consider signing up for the free Save Game newsletter! I will always post these on my website, but with the newsletter all future posts can go straight to your inbox.