Dec 25, 2025 - Timeless Games

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The games industry is famously tough and insecure to be in, as it is hit-driven: rush the right game to market at the right moment and you can rake in the big bucks as your game becomes the current cultural phenomenon, or miss it and die in ignominy. This leads to a bunch of pathologies: the persistence of crunch, rushing to hit key sales dates, or to beat a competitor (or avoid being beaten), constantly chasing trends in tech or fickle tastes in the latest hot game genre. No wonder so many people keep burning out.

Timeless games collage

As a hobbyist, the odds are even more stacked, as you have limited time and energy to chase trends, so making a hit is literally winning the lottery. There’s got to be a better way: don’t make games that quickly go out of date, make games that will be fun even if they are late, that stand the test of time. Make timeless games.

Which Games Become Outdated Easily

Before answering what games are “timeless”, let’s rule out what kind of games we definitely don’t want to make:

  • Flashy tech
  • What’s trendy right now
  • Games that big studios are making
  • Games that a lot of people want to make

That is, avoid relying on novelty and in crowded competitive spaces.

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Oct 15, 2025 - Great Music Done Poorly

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There are few experiences where the situation is so incongruent that you are left utterly speechless at the absurdity of it all, your mind incapable of processing what just happened, after feebly trying to search for an explanation. One of these is the soundtrack for Resident Evil: Director’s Cut DualShock’s Mansion Basement:

A survival horror game should have music that sets a creepy ambience, but this track has fans baffled, variously describing it as “clowns farting”, “Charlie Brown gets in trouble”, or “trombones falling down the stairs”.

One interesting theory is that the MIDI instruments got messed up in this track; here’s the same with the instruments “corrected”, the difference is night-and-day (skip ahead a bit):

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Jun 21, 2025 - Designing a Great FPS Playground

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Back in the day I played a lot of online FPS games, but one really stuck with me and earned most of my devotion: Enemy Territory, the free (and now open source) team, class and objective-based game. I remember during a late night session, one of my clan-mates said:

congusbongus always goes for the objectives eh?

It was the first time I really thought about how people play the same game in different ways, and enjoy different aspects of it. Later I would learn about Bartle’s player types and how that applies to all sorts of multiplayer games, and mechanics like different player classes or even weapon types clearly caters to different kinds of players. But herein lies a problem: how do you get different kinds of players to come together and interact, instead of running off doing their own thing? Players like me would do the objectives because that’s the goal of the game, after all, but what about players who don’t care about that, and instead might grief, camp or just mess around?

Plenty of mechanics prevent the most antisocial of behaviours. Spawn protection prevents the worst kinds of spawn camping, and limited ammo prevents players from camping advantageous terrain indefinitely. But I want to look at how map design can focus the action, provide good pacing, and enable dynamic gameplay so different kinds of players can shine and enjoy the game in their own ways. For that we need to first look at the classic Enemy Territory map Supply Depot.

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Apr 27, 2025 - The Map Is Not the Territory

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Everyone loves game maps. Especially when it comes to large game worlds, there’s nothing quite like looking at a mesmerising map filled with awesome detail, and imagine (re)inhabiting parts of this virtual world. When studying a map of a game that I’ve spent dozens if not hundreds of hours in, I often get a sense of both familiarity and strangeness. It’s not just that the map shows a different perspective of the same world I experienced as a game avatar, but that the map misrepresents the player experience world in fundamental ways.

Magus game map, drawn Magus game map

My love of game maps drove me to hand-draw this map of the obscure DOS roguelike Magus recently. From https://mastodon.gamedev.place/@congusbongus/111900901099931635

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There are two good reasons why almost all travel itineraries for first-time visits to Japan will involve Tokyo and Osaka: they are very well served by high speed rail, and both are large cities with lots of things to see and do. While starting a tour in Tokyo makes sense, there are many good travel locations much closer to Tokyo - in Greater Tokyo or not far out - that often get neglected. This discrepancy becomes apparent when you start looking at a map of Japan. Of course, the reason is obvious when you consider transit, and the personal experience of actually doing the travelling, but the map won’t make this apparent at all.

Japan travel itinerary map

With few exceptions, first-time Japan travel itineraries will include the Tokyo-Osaka rail corridor, occasionally including day trips from either city. Destinations outside these areas sadly get neglected. From: https://www.voyagedmagazine.com/how-to-plan-your-first-trip-to-japan-travel-guide-itinerary/

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Aug 22, 2024 - Crunch in the Games Industry

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In the 2022 book Goldeneye 007 by Alyse Knorr, interviews with the dev team reveal the incredibly unlikely success of this groundbreaking game. An inexperienced hodgepodge team left to their own devices produced an industry-changing, record-breaking game, despite many odds going against them. It was truly a lightning-in-a-bottle story. One thing that stayed with me however was how insanely hard the team worked. 12-hour days, 7-day weeks, high even by industry standards, but the team was young, talented, loved their work and wanted to prove themselves, so they sustained this workload for years until the game was done. And they were richly rewarded for their efforts.

“GoldenEye the movie and game featured an OMEGA Seamaster watch like this one. In the game, the watch serves as a laser weapon and pause screen. Rare gifted each member of the GoldenEye team one of these watches after the game’s release.”

Omega Seamaster

Excerpt From GoldenEye 007 by Alyse Knorr

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