







Heroes of the Storm is easy to learn, and the game is lacking many of the complex aspects of titles like Dota 2 and League of Legends that can feel unwelcoming to new players.
Valve’s quest to take e-sports mainstream
The ‘Dota 2’ version of the World Cup is bringing pro gaming to the fore

As Epic goes all in on AI game development, maybe it’ll be the kids who ultimately decide the fate of the games industry | Respec
How the young audience reacts to the upcoming Star Wars x Marvel shooter and Fortnite may well dictate AI’s future in game dev.
How League of Legends could make the internet a better place
An online game could just be the start of a happier, healthier online community



Play Clicker Heroes Online Free | Clicker Heroes
Play Clicker Heroes free in your browser. Click to defeat monsters, level heroes, and idle your way to quadrillions of damage per second.

League of Legends overhauls Honor, rewards niceness
A new champ is possibly the more eye-catching midweek League of Legends [official site] news to catch up on but I'm far…

» The Goldilocks Principle in Fantasy Strategy The Digital Antiquarian
Although I’ve played way too many games for way too many hours over the way too many years I’ve been writing these histories, it’s safe to say that I haven’t spent more time with any one game than Heroes of Might and Magic II. Partly this was down to circumstance. Heroes II showed up on the syllabus just as I was embarking on one of my periodic digressions, a long series about international communications networks and how they culminated in the World Wide Web. Without the need to write in detail about a new game every fortnight, I was freer than I usually am just to play whatever I felt like playing. And what I felt like playing at that time was Heroes II. I beat every single Heroes II scenario in my Heroes of Might and Magic Millennium Edition set, some alone, some in multiplayer mode with my wife Dorte, who became almost as obsessed as I was. I must confess that my usual rule of no more than two hours of gaming per day was strained at times, shattered completely at others. But we were still in the midst of the pandemic then and there wasn’t much else for me to do with my free time, so I figured it was okay to set self-discipline aside for a while. Maybe it was even good experiential research, in that it re-familiarized me with that strange hungover feeling you get when you’ve spent hours and hours peering into an imaginary world behind your monitor screen — like butter that’s been scraped over too much bread, to steal a phrase from Tolkien. (For what it’s worth, I’ve found that the best cure for this condition is the same as that for a conventional hangover: a long walk in nature.)
Why so many game developers don't want to use generative AI
With credits ranging from Dispatch and Marvel Rivals to Uncharted and Dragon Age, over 30 devs share their thoughts on gen AI

[ALL] Inconsistencies and general issues with Before the Storm
105 votes, 63 comments. Okay, so before I start let me say that the original Life is Strange is my favorite game of all time and I’ve defended it…
IdleOn - The Incremental MMO
The incremental idle MMO where your heroes keep fighting while you're gone! Spend their loot on upgrades, unlock classes from Elemental-Wizard to Cannon-Pirate, and level 20 unique skills like Farming, Sailing, and Construction!

Lone game dev builds an explorable cyberpunk city almost entirely out of ASCII characters
Dot dot dot matrix.

The best farm sims and games like Stardew Valley
Games like Stardew Valley have fully taken root on PC, so now we're thoroughly spoiled for choice on new games to plant parsnips in.

Game Platforms | Game Developer
Explore the latest news and expert commentary on Game Platforms, brought to you by the editors of Game Developer

Large tech companies don't need heroes
Large tech companies operate via systems. What that means is that the main outcomes - up to and including the overall success or failure of the company - are driven by a complex network of processes and incentives. These systems are outside the control of any particular person. Like the parts of a large codebase, they have accumulated and co-evolved over time, instead of being designed from scratch.

design thoughts: let things be rare
It’s true and weird that while both Half-Life games are considered influential and important, hardly any of what was uniquely compelling about them made it into anything else. It’s still hard to find anything that feels like it does what they did: dynamically-chatty bit-part characters with interesting behaviours, NPC classes with specific attitudes to each other, dozens of elaborate one-off scripted behaviours, the continuous sense of not being the main character. Both games are full of stubs of situations that you could build a whole game around.
