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The Imperfections of a Game
It's worth highlighting that when designing these systems, obviously we're quite beholden to the game mechanics. If we design some amazing interactive system for an actual interaction that can't happen in the game or happens so vanishingly rarely that the player won't experience it, then we fundamentally kind of miss the mark. But we solved the problem of stagnancy by creating four different moods and figuring out a way to sort of stitch them together. It worked pretty good. I don't know. I think a different type of game.