Roguelike Radio

Episode 110: Obsession

4 snips
Nov 16, 2015
Mark Johnson, a competitive gamer and developer known for bullet-hell world records and roguelike projects. He recounts how high-level play reshaped daily life. Conversations jump from long-term solo development and community playtesting to why imperfect games spark intense dedication. They also explore obsession’s ties to health, creativity, and avoiding burnout.
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ANECDOTE

From Casual Play To World Record

  • Mark Johnson chased world records in bullet-hell shmups after stumbling on a game and finding the existing record beatable.
  • He spent intermittent evenings and weekends for about a year and then achieved the record early this year.
ANECDOTE

Massive Fan Writing Projects

  • Darren Grey wrote roughly 80k words for Tome and also a 10,000-word poem for ADOM as fan labor.
  • He composed that long poem over a couple of nights and shared it with a small audience.
INSIGHT

Flaws Invite Long-Term Development

  • Poor or quirky game design can fuel obsession as much as polished systems.
  • Andrew argues his long-term Angband work exists because the game wasn't 'good' and invited fixes.
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